Private Military Company
The year is 2020, the private army's have replaced armies that countries managed, they manage themselves and are hired to do the dirty work of the countries. They often fight each other for the dominance of the business. The world has changed quite a bit from 2015. The world is going through second Cold War, where US and Russia are fighting proxy wars in Middle East and Africa. Now it's spreading to Balkans, where Greece and Turkey might get into a fight over their territorial claims and Cyprus has evened the chance of taking back North with the rise of corporate armies. The world has turned a new page in the way armies are managed.
This game is about managing your own Corporate Army, you accept contracts offered by GM's and fight other players to dominate the business. The goal of this game is to create as big business as possible and dominate the market. The governments might hire you to fight their proxy wars or do humanitarian work, different contracts pay differently. What's the most important, it's the money, you buy equipment to battle other players and get better contracts.
Gamemasters:
There are two gamemasters. Me(GermanKaiser) and Belgiumruler
Stats:
There are two kind of stats, Money and Renown
Money is used for buying equipment and maintaining troops. It can be earned trough covert actions and completing contracts
Renown is needed for accepting contracts. The higher your renown is, the more difficult and rewarding contract you can accept. You can gain renown by completing contracts and winning battles against players.
Orders:
Orders have to be sent by Friday.
A player gets one normal order, one covert order and one war order each turn
Normal Orders: Used for buying equipment, recruiting troops,... Basically everything that has to do with expanding your company.
Covert Orders: Can be used to steal money, gain intel or get equipment from both players and NPC's.
Contract Orders: Used for assigning units to a certain contract, for example: if you have multiple contracts running, you decide what
War Orders: Only use when you are engaging in combat with another player.
Contracts:
GM's make contracs, and every player can declare it's interest in the contract (IF they have enough renown), then the player with the highest dice roll gets the contract. Normally you will only get some basic intel on the enemy strenght, but covert orders can be used for gaining more intel, which increases your chance of succeeding. If a contract succeeds, you get renown and money. If it fails, you loose money and loose renown.
Bank:
you can loan money from the bank. Loaning money is costly, you have to pay back 25% more than you loaned. The bank may not borrow you money if your economical situation is alerting.
Battles:
Battles are generally won by the combatant with the most attack/defense value. However, there are some exceptions, for example with armor and piercing values.
At the start of each battle, every unit with Piercing targets a unit with armor. Then, if the piercing is equal or higher then the armor value, a dice is rolled. If it's 1 higher, a 6 must be rolled to take the target out, if it's 2 higher, a 5+ needs to be rolled to take the target out etc. If the target is taken out, the attack/defense of the enemy lowers.
Unit Recruiting:
From time to time, GM's may offer deals to the player for buying large quantities of weapons. Those are very profitable, and generally the rule is: first come, first served, but sometimes the highest bidder gets the deal.
There is also regular market price for units, which is not as cheap as the deals offered by GM's.
Land units
Utility trucks: Market cost 20 000 per truck / $ 2000 yearly upkeep/ one is required for each 50 men.
Armored HMMWV's : $140 000 per unit /$ 10 000yearly upkeep
IFV's : $2 000 000 per unit/ $ 50 000 yearly upkeep
Tanks: $6 000 000 per unit/ $100 000 yearly upkeep
Small Arms
Assault Rifles: $3000 per unit
Light Machine Gun : $3500 per unit
Long Range Rifle: $ 20 000 per unit
Heavy Machine Gun: $10 000 per unit
Anti-Tank Weapons : $86 000 per unit
Anti-Air Weapons : $100 000 per unit
Air Units
Figher Jet: $14 000 000 per unit / $2M yearly upkeep
Predator Drone: $ 4 000 000 per unit / $100k yearly upkeep
Utility Planes: $ 30 000 000 per unit/ $4M yearly upkeep
Helicopters: $30 000 000 per unit/ $2M yearly upkeep
Ships
Utility Ships: $ 150 000 000 per unit/$4M yearly upkeep
Fast Attack Craft: $100 000 000 per unit/$5 yearly upkeep
Personnel:
Soldiers: $5000 monthly
Officers: $7000 monthly/ needed for every 100 men and reduce the chance of loosing equipment in battles per 0.002%
*upkeep prices include costs for fuel and maintenance teams.
Inflation:
Inflation, after ever turn we roll a dice for oil prices, if it's 6 it rises if it's 1 it falls, if it rises the price of upkeep increases.
Default Price of crude oil: 90$/bbl
Starting stats:
Renown: 0
Money: $2M
We also have an IRC channel #PMC
The year is 2020, the private army's have replaced armies that countries managed, they manage themselves and are hired to do the dirty work of the countries. They often fight each other for the dominance of the business. The world has changed quite a bit from 2015. The world is going through second Cold War, where US and Russia are fighting proxy wars in Middle East and Africa. Now it's spreading to Balkans, where Greece and Turkey might get into a fight over their territorial claims and Cyprus has evened the chance of taking back North with the rise of corporate armies. The world has turned a new page in the way armies are managed.
This game is about managing your own Corporate Army, you accept contracts offered by GM's and fight other players to dominate the business. The goal of this game is to create as big business as possible and dominate the market. The governments might hire you to fight their proxy wars or do humanitarian work, different contracts pay differently. What's the most important, it's the money, you buy equipment to battle other players and get better contracts.
Gamemasters:
There are two gamemasters. Me(GermanKaiser) and Belgiumruler
Stats:
There are two kind of stats, Money and Renown
Money is used for buying equipment and maintaining troops. It can be earned trough covert actions and completing contracts
Renown is needed for accepting contracts. The higher your renown is, the more difficult and rewarding contract you can accept. You can gain renown by completing contracts and winning battles against players.
Orders:
Orders have to be sent by Friday.
A player gets one normal order, one covert order and one war order each turn
Normal Orders: Used for buying equipment, recruiting troops,... Basically everything that has to do with expanding your company.
Covert Orders: Can be used to steal money, gain intel or get equipment from both players and NPC's.
Contract Orders: Used for assigning units to a certain contract, for example: if you have multiple contracts running, you decide what
War Orders: Only use when you are engaging in combat with another player.
Contracts:
GM's make contracs, and every player can declare it's interest in the contract (IF they have enough renown), then the player with the highest dice roll gets the contract. Normally you will only get some basic intel on the enemy strenght, but covert orders can be used for gaining more intel, which increases your chance of succeeding. If a contract succeeds, you get renown and money. If it fails, you loose money and loose renown.
Bank:
you can loan money from the bank. Loaning money is costly, you have to pay back 25% more than you loaned. The bank may not borrow you money if your economical situation is alerting.
Battles:
Battles are generally won by the combatant with the most attack/defense value. However, there are some exceptions, for example with armor and piercing values.
At the start of each battle, every unit with Piercing targets a unit with armor. Then, if the piercing is equal or higher then the armor value, a dice is rolled. If it's 1 higher, a 6 must be rolled to take the target out, if it's 2 higher, a 5+ needs to be rolled to take the target out etc. If the target is taken out, the attack/defense of the enemy lowers.
Unit Recruiting:
From time to time, GM's may offer deals to the player for buying large quantities of weapons. Those are very profitable, and generally the rule is: first come, first served, but sometimes the highest bidder gets the deal.
There is also regular market price for units, which is not as cheap as the deals offered by GM's.
Land units
Utility trucks: Market cost 20 000 per truck / $ 2000 yearly upkeep/ one is required for each 50 men.
Armored HMMWV's : $140 000 per unit /$ 10 000yearly upkeep
IFV's : $2 000 000 per unit/ $ 50 000 yearly upkeep
Tanks: $6 000 000 per unit/ $100 000 yearly upkeep
Small Arms
Assault Rifles: $3000 per unit
Light Machine Gun : $3500 per unit
Long Range Rifle: $ 20 000 per unit
Heavy Machine Gun: $10 000 per unit
Anti-Tank Weapons : $86 000 per unit
Anti-Air Weapons : $100 000 per unit
Air Units
Figher Jet: $14 000 000 per unit / $2M yearly upkeep
Predator Drone: $ 4 000 000 per unit / $100k yearly upkeep
Utility Planes: $ 30 000 000 per unit/ $4M yearly upkeep
Helicopters: $30 000 000 per unit/ $2M yearly upkeep
Ships
Utility Ships: $ 150 000 000 per unit/$4M yearly upkeep
Fast Attack Craft: $100 000 000 per unit/$5 yearly upkeep
Personnel:
Soldiers: $5000 monthly
Officers: $7000 monthly/ needed for every 100 men and reduce the chance of loosing equipment in battles per 0.002%
*upkeep prices include costs for fuel and maintenance teams.
Inflation:
Inflation, after ever turn we roll a dice for oil prices, if it's 6 it rises if it's 1 it falls, if it rises the price of upkeep increases.
Default Price of crude oil: 90$/bbl
Starting stats:
Renown: 0
Money: $2M
We also have an IRC channel #PMC
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