blackout
2007-03-24, 02:25 PM
The sun is blocked out by something...it is several minutes before everyone realizes it isn't a cloud. When an NPC looks up, they scream, and everyone either gapes at the sight, or runs for cover.
A large, long and thin ship lands, and begins opening a small door on it's underside. Could it be a doomsday-weapon? A gravity-lift to drop troops? Or is it some kind of bomb-bay-door? When something begins lowering out of it, a few people scream...and then the thing touches ground. It is a one-story building, slightly large, but fairly unimpressive. The ship flies off. A sign comes up from the building's rooftop, carried by a pair of identical Kobolds, who nail it to the front of the building. The sign reads 'Bing-Bung's Space Mercenary Guild and Bung-Bing's Techno-Weapon Shop: Sign up today!'
The interior is fairly unimpressive. There is a front desk, with a sign on the front which reads 'Administration', a kobold behind it, with alot of paper, pens, and several computers on it. A computer screen listing jobs and bounties is to the left of the door, mounted on the wall. A door with a sign over it, which reads 'Bung-Bing's Guns', to the right leads to a shop with a large number of advanced firearms and melee weapons mounted on the walls for sale. Another kobold stands behind the counter, clearly the twin of the one behind the desk in the lobby. A bar is to the left, manned and operated by worker-drones, with all the fixings, and a shooting range is behind the desk, through another door. The last door, inside Bung-Bing's guns, leads to a vehicle/walker hangar, with tanks, armed hoverbikes, jeeps, APCs, combat-walkers, battlemechs, and other such things for sale, albeit more expensive than the guns.
((This place is basically a warrior's guild for guys that want to go out into space and fight aliens and stuff. It includes a weapon-shop for energy-based guns and plasma-swords and the like. And to the guy that runs the Warrior's Guild: Sorry for ripping off your idea. I just liked it so much it had to be put up. :) Hope ya don't mind.))
Jobs
-----
Talon Security: Recently, the Mech Works on a planet called Talon, held by Federated Suns forces on Talon since the end of the FedCom Civil War, have been suffering attacks from unidentified raiders. They could be pirates, or Kuritan strikers. All that matters is that they are attacking, and that they are not stopping. Davion forces are spread too thin to effectively defend any one area on Talon. They are contracting for mercenaries to reinforce defenses. Payment: 4000 gps per assault that you defend against. Risk Assessment: Large. The attackers have been using Clan tech in their assaults.
Talon Raids and Assaults: The New Belt Pirates have landed on Talon, and are assaulting Mech Production Facilities and secondary bases all over Talon. They are more than willing to get more support for these attacks, however. They are shelling out small-time cash to pay for this support. Payment: 1000 gps per attack you assist in. 500 gps bonus if you take down an entire defense force by yourself. Risk Assessment: Very Light. Defenses consist of minimal forces at each base.
Trader Convoy Protection: A convoy of freighters carrying food and medical supplies is bound for the Delta-36 Star System. Until it reaches the jump-point, it will require an escort. A Bloodhound-class fighter with standard armaments has been provided for this mission. Payment: 2000 gps. Risk Assessment: This mission has been classified as low-risk. Pirate attacks are considered possible.
Base Assault: A large radical eco-terrorist base has been found on a relatively uninhabited planet in the Omicron-687 Star System. A corporation known as 'Corvatti' is growing tired of these eco-terrorists hitting their construction sites. Clean em out. Payment: 10000 gps, minus any support vehicles that are destroyed in the attack. Risk Assessment: Very Large. Corvatti has a massive number of support vehicles, battlemechs, and other mercenaries waiting to attack, but terrorist resistance will be very high.
Bung-Bing's Guns
-----------------
Bolter: A large gun that fires explosive rounds. 500 gps, with 30 gps per clip.
Imperial Lasgun: Overpowered flashlight. 100 gps. Bayonet attachment can be added for an additional 10 gps.
Heavy Bolter: Fires faster than the bolter, but is heavier, and requires the shooter to stand still when firing. 800 gps, with 60 gps per clip.
Flamer: Flamethrower. 200 gps, with 40 gps per canister of gas.
Bolt-Pistol: Pistol version of the bolter. Doesn't fire as fast, or carry as many shots, but it works if you run out of options. Comes free when you sign on. Ammo is also free. Replacements are unavailable.
Heavy Flamer: Heavier than the flamer, but carries more gas per canister, and the spread of fire covers a larger area. 300 gps, with 80 gps per canister.
Plasma Rifle: Semi-automatic energy gun that fires plasma. 400 gps, with 20 gps per replacement power core.
Plasma Pistol: Plasma pistols can be overcharged to kill or severely injure a target with one shot. If the target has a sheild, the shield gets dropped. 300 gps, with 10 gps per power core.
Covenant Needler: A gun that fires small, pink crystals at an automatic rate. 300 gps, with 20 gps per clip.
Fuel Rod Cannon: Handheld plasma artillery weapon. 600 gps, with 30 gps per power cell.
Assault Cannon: A rapid-fire six-barreled assault cannon, usually mounted on Space Marine Dreadnoughts. You have to be very strong to carry this. Recoil is INSANE. 1000 gps, with 200 gps per belt of ammo.
Disruptor Rifle: Disintegrates steel, flesh, wood, just about anything. Considered illegal in most galactic nations. 6000 gps, with 600 gps per clip.
Blaster Rifle: The standard firearm for the majority of the Galactic Empire. 200 gps, with 40 gps per clip.
Rocket Launcher: Handheld artillery. Use at a safe distance. 700 gps with 80 gps per rocket.
Lascannon: Heavy, energy-based anti-vehicle weapon. Also useful against unarmored infantry. 800 gps.
Twin-Linked Lascannon: Heavier than the lascannon. Usually mounted on vehicles and dreadnoughts. Very heavy, suggest working out before buying it. Virtually no recoil. 1200 gps.
Assault Rifle: Rapid-fire slug-thrower useful for dealing with infantry. 400 gps, with 70 gps per clip of ammo.
Magnum: Handgun, useful as a last resort. 200 gps, with 30 gps per clip.
SMG: Spray-and-pray. 300 gps, with 40 gps per clip.
Battle Rifle: Similar to the assault rifle, but fires in short bursts of three bullets per shot. Comes with a scope. 800 gps, with 50 gps per clip.
Grenade Launcher: Grenade-goodness in a gun. Useful against clumps of infantry. 600 gps, with 20 gps per grenade.
Sniper Rifle: Long-range assassin weapon. 1500 gps, with 100 gps per clip of ammo.
Grenades: Come in two flavors: Frag, and plasma. Frag grenades have smaller explosions, and do less damage, but they explode faster. Plasma grenades are just plain better, they do more damage, stick to their targets, and
Bung-Bing's Tanks/Combat-Walkers/Fighter-planes/etc.(vehicle crews not included.)
---------------
Inner Sphere Battlemechs: Battlemechs in use in the Inner Sphere. 700000 gps for lights, 800000 for mediums, 900000 for heavies, and 1000000 for assaults.
Inner Sphere Omnimechs: Battlemechs that can get their weapons loadouts changed, for a fee. Double the prices for Inner Sphere battlemechs.
Clan Omnimechs: Far more effective than Inner Sphere Mechs of both types. Triple the prices for the Inner Sphere battlemechs.
Predator Tank: Tank used by space-marine chapters to deal with vehicle threats, and to lay down cover fire for infantry. Heavy armor. 20000 gps.
Whirlwind Artillery Tank: Space marine artillery vehicle used to deal with entrenched enemy positions. 23000 gps.
Dreadnought: If you get ripped up too badly, you could get encased in one of these babies. 60000 gps, plus 3000 gps for the encasing procedure.
Siege Tank: Used by the Terran military to deal with the Zerg and Protoss during the Koprulu Wars. Can switch to Siege mode to fire at a ridiculous range. Heavy armor. 15000 gps.
Land Speeder: Armed hoverbike sort of thing used by space marines for recon. Can fly over obstacles. 6000 gps.
Land Raider: Heavy tank/armored transport. Useful for heavy assaults on enemy positions. 80000 gps.
Rhino Troop Carrier: APC capable of carrying small squads of troops. 6000 gps.
Skyray Gunship: Hovering artillery platform. Useful against heavy vehicles. 20000 gps.
Hammerhead Gunship: Heavy firepower incarnate. Rivals the Predator. 25000 gps.
Thunderhawk Air/Space Transport/Gunship: A spacecraft meant for deploying troops to a planet's surface. Can carry up to 20 soldiers at once. Also has a heavy twin-linked bolter turret on top for self-defense and suppressing fire. LIMITED QUANTITY! ON SALE! -10000 gps!
Shuttlecraft: A cheap, and effective way to get to your destinations. Cloaking Devices, sheilds, and light guns of multiple types available for a small additional fee. -2000 gps.
Fighters: Small, maneuverable ships that are meant for space battles, but can be used to get one person between destinations. Very famous. Multiple classes available. Prices depends on class of fighter you want.
Pelican Dropship: Used by UNSC forces in engagements with the Covenant, and capable of carrying ten soldiers plus a vehicle on the underside, the Pelican is a tried-and-true model that is very durable against small-arms fire. 60000 gps.
Phantom Gunship: The Phantom Gunship is a recently-introduced design, made by Covenant forces to fight the UNSC. Can carry approx. three squads of soldiers, depending on what species the soldiers in question are. 90000 gps.
Capital Ships: Meant for fullscale space engagements. Use responsibly. 1000000 gps.
More to come.
A large, long and thin ship lands, and begins opening a small door on it's underside. Could it be a doomsday-weapon? A gravity-lift to drop troops? Or is it some kind of bomb-bay-door? When something begins lowering out of it, a few people scream...and then the thing touches ground. It is a one-story building, slightly large, but fairly unimpressive. The ship flies off. A sign comes up from the building's rooftop, carried by a pair of identical Kobolds, who nail it to the front of the building. The sign reads 'Bing-Bung's Space Mercenary Guild and Bung-Bing's Techno-Weapon Shop: Sign up today!'
The interior is fairly unimpressive. There is a front desk, with a sign on the front which reads 'Administration', a kobold behind it, with alot of paper, pens, and several computers on it. A computer screen listing jobs and bounties is to the left of the door, mounted on the wall. A door with a sign over it, which reads 'Bung-Bing's Guns', to the right leads to a shop with a large number of advanced firearms and melee weapons mounted on the walls for sale. Another kobold stands behind the counter, clearly the twin of the one behind the desk in the lobby. A bar is to the left, manned and operated by worker-drones, with all the fixings, and a shooting range is behind the desk, through another door. The last door, inside Bung-Bing's guns, leads to a vehicle/walker hangar, with tanks, armed hoverbikes, jeeps, APCs, combat-walkers, battlemechs, and other such things for sale, albeit more expensive than the guns.
((This place is basically a warrior's guild for guys that want to go out into space and fight aliens and stuff. It includes a weapon-shop for energy-based guns and plasma-swords and the like. And to the guy that runs the Warrior's Guild: Sorry for ripping off your idea. I just liked it so much it had to be put up. :) Hope ya don't mind.))
Jobs
-----
Talon Security: Recently, the Mech Works on a planet called Talon, held by Federated Suns forces on Talon since the end of the FedCom Civil War, have been suffering attacks from unidentified raiders. They could be pirates, or Kuritan strikers. All that matters is that they are attacking, and that they are not stopping. Davion forces are spread too thin to effectively defend any one area on Talon. They are contracting for mercenaries to reinforce defenses. Payment: 4000 gps per assault that you defend against. Risk Assessment: Large. The attackers have been using Clan tech in their assaults.
Talon Raids and Assaults: The New Belt Pirates have landed on Talon, and are assaulting Mech Production Facilities and secondary bases all over Talon. They are more than willing to get more support for these attacks, however. They are shelling out small-time cash to pay for this support. Payment: 1000 gps per attack you assist in. 500 gps bonus if you take down an entire defense force by yourself. Risk Assessment: Very Light. Defenses consist of minimal forces at each base.
Trader Convoy Protection: A convoy of freighters carrying food and medical supplies is bound for the Delta-36 Star System. Until it reaches the jump-point, it will require an escort. A Bloodhound-class fighter with standard armaments has been provided for this mission. Payment: 2000 gps. Risk Assessment: This mission has been classified as low-risk. Pirate attacks are considered possible.
Base Assault: A large radical eco-terrorist base has been found on a relatively uninhabited planet in the Omicron-687 Star System. A corporation known as 'Corvatti' is growing tired of these eco-terrorists hitting their construction sites. Clean em out. Payment: 10000 gps, minus any support vehicles that are destroyed in the attack. Risk Assessment: Very Large. Corvatti has a massive number of support vehicles, battlemechs, and other mercenaries waiting to attack, but terrorist resistance will be very high.
Bung-Bing's Guns
-----------------
Bolter: A large gun that fires explosive rounds. 500 gps, with 30 gps per clip.
Imperial Lasgun: Overpowered flashlight. 100 gps. Bayonet attachment can be added for an additional 10 gps.
Heavy Bolter: Fires faster than the bolter, but is heavier, and requires the shooter to stand still when firing. 800 gps, with 60 gps per clip.
Flamer: Flamethrower. 200 gps, with 40 gps per canister of gas.
Bolt-Pistol: Pistol version of the bolter. Doesn't fire as fast, or carry as many shots, but it works if you run out of options. Comes free when you sign on. Ammo is also free. Replacements are unavailable.
Heavy Flamer: Heavier than the flamer, but carries more gas per canister, and the spread of fire covers a larger area. 300 gps, with 80 gps per canister.
Plasma Rifle: Semi-automatic energy gun that fires plasma. 400 gps, with 20 gps per replacement power core.
Plasma Pistol: Plasma pistols can be overcharged to kill or severely injure a target with one shot. If the target has a sheild, the shield gets dropped. 300 gps, with 10 gps per power core.
Covenant Needler: A gun that fires small, pink crystals at an automatic rate. 300 gps, with 20 gps per clip.
Fuel Rod Cannon: Handheld plasma artillery weapon. 600 gps, with 30 gps per power cell.
Assault Cannon: A rapid-fire six-barreled assault cannon, usually mounted on Space Marine Dreadnoughts. You have to be very strong to carry this. Recoil is INSANE. 1000 gps, with 200 gps per belt of ammo.
Disruptor Rifle: Disintegrates steel, flesh, wood, just about anything. Considered illegal in most galactic nations. 6000 gps, with 600 gps per clip.
Blaster Rifle: The standard firearm for the majority of the Galactic Empire. 200 gps, with 40 gps per clip.
Rocket Launcher: Handheld artillery. Use at a safe distance. 700 gps with 80 gps per rocket.
Lascannon: Heavy, energy-based anti-vehicle weapon. Also useful against unarmored infantry. 800 gps.
Twin-Linked Lascannon: Heavier than the lascannon. Usually mounted on vehicles and dreadnoughts. Very heavy, suggest working out before buying it. Virtually no recoil. 1200 gps.
Assault Rifle: Rapid-fire slug-thrower useful for dealing with infantry. 400 gps, with 70 gps per clip of ammo.
Magnum: Handgun, useful as a last resort. 200 gps, with 30 gps per clip.
SMG: Spray-and-pray. 300 gps, with 40 gps per clip.
Battle Rifle: Similar to the assault rifle, but fires in short bursts of three bullets per shot. Comes with a scope. 800 gps, with 50 gps per clip.
Grenade Launcher: Grenade-goodness in a gun. Useful against clumps of infantry. 600 gps, with 20 gps per grenade.
Sniper Rifle: Long-range assassin weapon. 1500 gps, with 100 gps per clip of ammo.
Grenades: Come in two flavors: Frag, and plasma. Frag grenades have smaller explosions, and do less damage, but they explode faster. Plasma grenades are just plain better, they do more damage, stick to their targets, and
Bung-Bing's Tanks/Combat-Walkers/Fighter-planes/etc.(vehicle crews not included.)
---------------
Inner Sphere Battlemechs: Battlemechs in use in the Inner Sphere. 700000 gps for lights, 800000 for mediums, 900000 for heavies, and 1000000 for assaults.
Inner Sphere Omnimechs: Battlemechs that can get their weapons loadouts changed, for a fee. Double the prices for Inner Sphere battlemechs.
Clan Omnimechs: Far more effective than Inner Sphere Mechs of both types. Triple the prices for the Inner Sphere battlemechs.
Predator Tank: Tank used by space-marine chapters to deal with vehicle threats, and to lay down cover fire for infantry. Heavy armor. 20000 gps.
Whirlwind Artillery Tank: Space marine artillery vehicle used to deal with entrenched enemy positions. 23000 gps.
Dreadnought: If you get ripped up too badly, you could get encased in one of these babies. 60000 gps, plus 3000 gps for the encasing procedure.
Siege Tank: Used by the Terran military to deal with the Zerg and Protoss during the Koprulu Wars. Can switch to Siege mode to fire at a ridiculous range. Heavy armor. 15000 gps.
Land Speeder: Armed hoverbike sort of thing used by space marines for recon. Can fly over obstacles. 6000 gps.
Land Raider: Heavy tank/armored transport. Useful for heavy assaults on enemy positions. 80000 gps.
Rhino Troop Carrier: APC capable of carrying small squads of troops. 6000 gps.
Skyray Gunship: Hovering artillery platform. Useful against heavy vehicles. 20000 gps.
Hammerhead Gunship: Heavy firepower incarnate. Rivals the Predator. 25000 gps.
Thunderhawk Air/Space Transport/Gunship: A spacecraft meant for deploying troops to a planet's surface. Can carry up to 20 soldiers at once. Also has a heavy twin-linked bolter turret on top for self-defense and suppressing fire. LIMITED QUANTITY! ON SALE! -10000 gps!
Shuttlecraft: A cheap, and effective way to get to your destinations. Cloaking Devices, sheilds, and light guns of multiple types available for a small additional fee. -2000 gps.
Fighters: Small, maneuverable ships that are meant for space battles, but can be used to get one person between destinations. Very famous. Multiple classes available. Prices depends on class of fighter you want.
Pelican Dropship: Used by UNSC forces in engagements with the Covenant, and capable of carrying ten soldiers plus a vehicle on the underside, the Pelican is a tried-and-true model that is very durable against small-arms fire. 60000 gps.
Phantom Gunship: The Phantom Gunship is a recently-introduced design, made by Covenant forces to fight the UNSC. Can carry approx. three squads of soldiers, depending on what species the soldiers in question are. 90000 gps.
Capital Ships: Meant for fullscale space engagements. Use responsibly. 1000000 gps.
More to come.