Cold Place: Hit-n-Run 0: The Job
From SSDC, Inc.
JOB ADD:
| . Tired of chump change? The only fighting you’re seeing is between each other for scraps? Well here is a job for you!! . We are looking for 14 or so Mercs to join us on a Hit-n-Run, we are supplying this group with a ride strait up to the front door AND a way out with your booty after a short collection time. There will be some serous fighting BUT all the spoils are yours to keep.
. More information will be supplied to those that join. Contact Waywerd Guns [merc# NX-R3301] at your local Madd Mikes nearest you. |
. A team of mercenaries are looking to hire up to 14 extra mercenaries for a planetary job. Answering the job add they will be routed to a private meeting that will check the parties skills and mindset, they like strong arm/open mind/and inventive people that can do jobs without supervision. The job will be offered if the party makes snuff, and meet location set.
If asked about at the Madd Mike's counter:
Money?: Job list payment as spoils of conquest.
Waywerd Guns?: [merc# NX-R3301] There a mercenary team out of Nextar that has a fairly clean record for getting the jobs done
| Notes: 132 jobs working under contracts that required teams of four or thirty personnel with gear. There personnel range from grunts to ex-combat pilots that have enough skill to drop from high orbit to insert combat teams in the hottest combat zones. Current manager of Waywerd Guns is Ic, a Mazian [1] |
| BM Note: If the players run a check on Waywerd Guns they will find that they don’t have a too bad of an attrition rate for secondary hires (6%), they mainly use them to create diversions and subterfuge so they can execute a larger contract. They have a reputation for not leaving people behind unless total loss is inevitable. |
JOB: Hit-n-Run
. Room is 40’x45’ on the first floor of a midrange office complex, there is two doors on opposite ends of the lengthy dimension. The room has a large table with enough room to hold fourteen chairs, a Ram guard, one Orion, and a female humanoid in a business suit.
. The suit, “My name is Melissa Argus and you are here because you made the grade, we have a job that will take up to sixteen mercs to complete. We have a number of personnel already on board and you will fill out the rest (14 minus the parties #). I understand you either have a skimmer or skimmer means at your disposal. The job is a hit-n-run on a guarded militia compound that has four main structures within an eight tower security defense, plus theirs a 3 meters tall energy fence about it.” She will layout a map on the table (Cold Place: Hit-n-Run 3: Maps, building 3 is on the north side of the compound), “There isn’t any high energy or plasma readings detected so far and we believe that you will be encountering tech defenses equal to your own and the others. You and the others need to enter the compound fast and noisy, we expect you all to meet some real resistance so work together and with the other mercs that are signed up.”
| BM Note: Skimmers are a need. A hover vehicle, or a jet cycle is accepted but a hopper isn’t accepted (tech to high). There is two jet bikes already signed on for the job. Use any of the secondary teams to fill the 14 count. |
. “The job is out on a remote section of the polar ice south of the northern pole. It doesn’t have any roads or a rail leading to the location so the only way in is over the broken and craggy surface. We are towing you in and planning on dropping you off on a pounded surface that should give you a great chance of surviving the landing at a speed and this will add to your surprise assault. We will not use any of our ordinances on the target, and this should increase the chance of finding ample pay for your services. As we mentioned in our job add the payment for this job is the loot, to get the loot you will need to enter and subdue the compound. We estimate that there should be enough loot from the grounds to pay for more then three times your number of personnel, but remember there is going to be a strict timetable for they will most likely have re-enforcements in no time.” At this time the suit will sketch out the proposed entry on a piece of paper, “this is where your piloting skills will come in. We will drop you off one to two kilometers out from the place at about a hundred kilometers per hour, we expect to have SAMs (surface-to-air missiles) sent up after us in response to our arrival.” With a flourish of her marker she sweeps an arc away from a square draw on the sheet, “with the disturbed ground and the drop crafts thruster wake its going to be a hell of a ride in, our pilot assures us that this is a tried and true entry that should get you vary near the fence before detection. Just under a minute isn’t much time to get a good assessment and the landing field prep work isn’t going to help, at this point we will be back in thirty minutes to pick you up – loot or no loot, we will use what ordinance we have left to ensure our escape.”
. Removing a PDC the suit pulled up some files, “two of the mercs we have on board can give limited air support for they are on jet bikes. The other mercs we have are similarly skilled as you are and equally equipped for this mission, you can meet them tomorrow at the spaceport at 0600 when we take off for this job. All parties are to report to the space port Industrial Parkway, gate 23. They are to drive directly to pad 8 to be mounted to the cruisers cable moorings, these will suspend you under the beam of the craft to the drop point. There will be a serious wind-chill factor so come prepared for a six hour high speed flight in atmosphere condition to the North Pole. Now thank you for your time and I wish you a bountiful looting on tomorrow’s adventure.”
| Note: (Disturbed ground / Landing field prep work) if questioned Melissa will tell them their pilot plans on blowing a section of the icepack into a powdered runway… ‘shrug’ |
Cold Place: Hit-n-Run 1: Players Intro
Cold Place: Hit-n-Run 2: The Threats
Cold Place: Hit-n-Run 4: Loots
Cold Place: Hit-n-Run 5: Wrap Up
Return to: Cold Place

