Madcap Enterprises, a Merc Sponsor for Rifts

Often straddling the roles of sponsor and employer in the mercenary business, Madcap Enterprises was founded by two brothers willing to do whatever was necessary to secure a life of luxury for themselves in the future. They began their careers with a wide range of money-making schemes, including gambling, treasure hunting, various small businesses, and mercenary work. After years of hard work, the two managed to purchase a plot of land on the outskirts of Merctown shortly after Drago's Defenders took political power. They have since graduated from small-time entrepreneurs just trying to make ends meet to what they consider the big time: wealthy enough to live luxuriously while those in their employ take all of the real risks, but not important enough in the grand scheme of things to attract the attention of anyone too dangerous.

Prestin and Bobby, the brothers who founded Madcap Enterprises, are polar opposites. Prestin ("Presto" by those closest to him) is somewhat shy and mild-mannered. He is an incredibly patient, intelligent, and cautious mage who is a longtime member of Merctown's Collegiate Arcane. Bobby was once very similar to his brother in demeanor, but had no interest in magic at all and underwent M.O.M. conversion when he was in his early twenties. Now he is just as obnoxious as his brother is quiet. Despite their stark differences (or perhaps because of them), the brothers have managed to run a very successful business operation.

Madcap Enterprises keeps a staff of several dozen secretaries, accountants, assistants, and maintenance personnel. Roughly twice as many full-time security guards are also on staff. In addition to these permanent positions, the company usually supports several small mercenary companies that can be called upon for special operations and long-distance jobs.

Prestin purchases a large lot of land on the outskirts of Merctown years ago, but much of it is undeveloped. There are only three buildings on the property. One is the office building, where much of the business is run. Another is an apartment complex for those employees who don't have homes in Merctown. The last is a warehouse in which the company keeps trade goods and a small robotics lab where high tech equipment can be repaired.

What those who haven't worked for Madcap Enterprises don't know is that there is a rather extensive network of rooms, tunnels, and additional storage space underneath the facilities. These underground facilities connect all three main buildings, and contain a stockpile of weapons, living quarters for the two founding brothers, and quite a few locked rooms... the contents of which even current employees have no knowledge.

The land is protected by a fence that encloses the entire area. The fence is made of M.D.C. material and is patrolled regularly by Madcap security personnel. There are two gates, each of which is under constant watch by guards at the gates as well as security cameras linked to the office building.

Map is here.

Benefits for Associated Merc Companies:
While Madcap Enterprises isn't nearly as wealthy a sponsor as one of the nations that sometimes back mercenary companies, Prestin and Bobby do recognize the benefits of having somewhat loyal mercs around. Thus, while they can't provide the best equipment Merctown has to offer, they do provide the basics, and that's more than the many up-and-coming merc companies could ever hope for.

Mercenary companies sponsored by Madcap Enterprises are welcome to purchase their own gear and wear their own uniforms, but they can rest assured that the following basic needs will be provided by the company:

B. Outfits: Utility Outfits (5 points)
C. Equipment: Electronic Equipment and Good Gear (5 points), Medical Supplies (10 points)
D. Vehicles: Fleet Vehicles (10 points)
E. Weapons: Basic Equipment (5 points)
F. Communications: Basic Service (2 points)
G. Internal Security: Tight (10 points)
H. Permanent Bases: Headquarters (10 points)

In addition, Madcap Enterprises will help match up its sponsored merc companies with trustworthy employers for only a 5% commission (better than the cut that Merc Ops takes). Also, whenever Prestin and/or Bobby need a job done, they offer the work to their sponsored companies before anyone else.

Notes: Madcap Enterprises is an integral part of the Madcap Mercenaries Campaign.

Storm Guardian Conversions (WIP)

Last week, I mentioned that I was going to start converting some storm guardians for my Eldar, and I immediately ordered some sword arm bits from Hoard o' Bits because I knew I didn't have them. In the meantime, I needed to break apart some old guardians and dig up some shuriken pistol bits.

So into the bits box I went, going straight for the sprues that have proven more useful to me than any others... the ones with the dire avenger exarch weapons. In the end, I was able to turn ten of my standard guardians into a squad of storm guardians for under $5.

The core of each model is just a standard guardian. The sword arms are Empire State Troops arms. The pistols are from the dire avenger exarch sprue. And last, the flamers are just trimmed down shuriken catapults with some bits from the Eldar heavy weapon sprue glued on. I'm pretty sure the one on the end of the barrel is from a starcannon. The other I'm not sure about.

They're assembled now, but as you can see, they need some serious work before they hit the tabletop.

Comments & suggestions are welcome!

Preston "Puck" Emmery

Preston Emmery, known to most just as Puck, doesn't look much like a mage. He can usually be seen wearing military fatigues with a rifle slung over one shoulder and a rather attractive young lady leaning on the other. He is tall and stout, with short cropped black hair and a ready smile. He is quite curious, particularly when it comes to techno-wizardry, but refuses to talk about his training as a mage. And don't ask why he didn't become a techno-wizard himself...

Name: Preston "Puck" Emmery
Alignment: Unprincipled
Background: After seeking out a mentor to train him in the art of techno-wizardry, Puck discovered that his curiosity about both magic and technology didn't translate into a talent for blending the two. His mentor found him quite adept at casting spells and also at operating all kinds of machinery, but Puck just never developed the knack for mixing them. Although he had found quite a patient mentor who was willing to continue working with him, Puck grew increasingly frustrated with his failures and moved on. Thus, with an abnormal range of talents, from piloting power armor to turning invisible, Puck abandoned his techno-wizard aspirations and went into the mercenary field. Looking for work in MercTown, Puck caught the eye of a prominent merc's daughter and has been her private bodyguard ever since, despite her father's disapproval. He's growing tired of the job and the girl, though, and is contemplating another career move soon. The only thing holding him back is the uncertainty of his employer's reaction... will the girl's father just be glad to see him go, or will he use the situation to justify a bit of personal revenge?
Attributes: I.Q.: 12, M.E.: 14, M.A.: 9, P.S.: 13, P.P.: 15, P.E.: 14, P.B.: 11, Spd. 16
H.P: 18, S.D.C: 46
Size: 6' tall, 190 lbs
Age: 25
Experience Level: First level Human Ley Line Walker
Magic Knowledge: Cloud of Smoke (2), Sense Evil (2), Sense Magic (4), Cloak of Darkness (6), Levitation (5), Manipulate Objects (2 per 5 lbs), Armor of Ithan (10), Invisibility: Simple (6), Light Healing (6), Energy Field (10), Magic Net (7), Shadow Meld (10)
PPE: 164
Psionic Powers: Minor psionic. Machine Ghost (12) and Mind Block (4). I.S.P.: 22
Combat Skills: n/a
Bonuses: +3 parry, +3 dodge, +2 roll with impact, +2 pull punch
Weapons of Note: L-20 pulse rifle (2d6 MD single shot or 6d6 MD three round burst)
Attacks Per Melee: 5
OCC Skills: Language: American 98%, Language: Spanish and Dragonese/Elven 70%, Climbing 45%/35%, Math: Basic 55%, Land Navigation 40%, Wilderness Survival 40%, Pilot: Robots & Power Armor 61%, Lore: Demon & Monster 40%, Lore: D-Bee, Magic, Psychics & Psionics, Faeries & Creatures of Magic 35%, Hand to Hand: Basic
OCC Related Skills: Boxing, Computer Operation 45%, General Repair & Maintenance 40%, Radio: Basic 45%, Robot Combat: Basic, Sensory Equipment 32%, Weapon Systems 42%
Secondary Skills: Athletics (General), Body Building & Weight Lifting, First Aid 45%, Pilot: Hovercycle 70%, WP Energy Rifle, WP Sword
Equipment: Several sets of clothing, including a set of traditional line walker garb, line walker concealed body armor (40 MDC), knapsack, backpack, four small sacks, one large sack, six wooden stakes and mallet, canteen, binoculars, sunglasses, air filter and gas mask, flashlight, a hundred feet of lightweight cord, grappling hook, pencils and sketch pad, survival knife, hand axe, 9mm automatic pistol (w/ silver bullets), L-20 pulse rifle (two spare e-clips), speedster hovercycle
Money: 2000 credits, 8000 credits worth of black market items

2010 Gaming Resolutions

It's time to make some resolutions for 2010, and while I shared a few other resolutions on my more personal blog (Crazy Teacher Musings), this is the appropriate place for those that are gaming related. Without any further delay, they are...
  1. Start playing RPGs again. I haven't played much at all since September, and I'd like to see that change. I'm already trying to put together a Rifts game on Google Wave (which is still delayed, unfortunately). 
  2. Play outside of the man cave more often. I've confined myself to gaming in the man cave almost exclusively since I moved to Hickory. I'd like to get out into the local game stores more often this year.
  3. Play something competitively. This will likely be accomplished at the same time that I work on #2, but I'm separating it anyway. I miss the days when I was a moderately successful Friday Night Magic player. I like the competition. This year, I'm hoping I can find some local 40K tournaments. If not, I might get back into playing Magic on Fridays again...
That's all, folks. Happy New Year.
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