Minor Corporations
Posted: Mon Jan 13, 2025 8:24 am
Panthera Group
"Fighting with no fronts, Panthera guarantees results."
Description
The former Western Federation Agent by the code name "Plasma Snake" had a goal in his mind: a world that was free of stifling rules that only serve to assist the rich and drown out the voices of the poor, a world where people will fight for wars they believe in instead of wars forged by Corporations to fatten their pockets, a world where borders have disintegrated so that everyone can be brother and sister. To fund these lofty goals, Plasma Snake has undergone starting his own mercenary-based Corporation.
Although those within the Corporation may be split upon which goal to follow, they all believe so heavily in Plasma Snake's legacy that they are willing to do whatever it takes. Panthera Group has managed to keep their hands mostly clean by not engaging in unnecessary killings or what one may refer to as war crimes. In fact, the group has usually sided with small nations to ensure bloody coups don't occur or to stop a foreign power from taking their land by force. Yet, being so outnumbered, they must rely upon small groups (called "Prides") or solo Agents to tackle each mission they have.
Unorthodox methods and the usage of stealth tend to be required for these missions, and the Commanders encourage such thinking. Panthera Group does not stop at simple mercenary work; they also engage in research projects to give them the edge.
Real names are various as Panthera Group allows anyone to join their corporation. However, code names are commonly used that are stylized as [Adjective] [Animal]. For example Stone Mastodon, Dire Barracuda, Roaring Stallion, Growling Harrier, Night Crocodile, Jade Tree Frog, Sadistic Mastiff.
Unique Abilities and Equipment
Panthera Group Fatigues +2 AV 8,000c
Covers All
A durable set of fatigues that borrow technology from Western Federation in order to ensure maximum protection to its security staff and Agents.
Panthera Battle Dress +5 AV 18,000c
Covers All
A heavy suit of battle armor that has seen specific locations lined with plastic-steel alloys in order to ensure some comfort while wearing. However, it's still a heavy suit of armor. (Maximum Agility 7)
Panthera Sneaking Suit +2 AV 15,000c
Covers All
A skin-tight outfit that utilizes technology that makes use of octopus skin cells to blend in with the environment. If the user does not move for 1 Round in Combat or 8 narrative seconds, they will gain a +4 to Stealth and impose a -4 penalty to shoot at them. The camouflage can continue providing the bonus upon movement, but only as long as it can blend in with the immediate surrounding. One can choose to remove the mask, but it reduces the Stealth bonus and Penalty to Shoot to 2.
(Light)
Silent Tranquilizer - Windurger No.2 Silent Pistol
Knock Out | 1500c | Up to 25 Meters | Rate 2 | EMP Immune
Designed with a silencer in mind, this Pistol fires a self-melting dart that injects a powerful sleeping agent into the target's body. You have to cock the pistol after every shot, so it's slightly slower than a regular pistol. If you hit anywhere except the head, the target rolls for Knock Out. (Roll Below Endurance*2 with your XS as a penalty or fall unconscious for 1d100+5 minutes after 1d2 rounds.) If you strike the head, double the XS as your penalty (minimum of 2) and the target will instantly fall asleep. This does work on Agents. Uses Panthera Group KO Darts which are 100c for 50 rounds.
Service Pistol - Panthera Group D114 Pistol
2d6 | 450c | Medium Range | Rate 3 | EMP Immune
Built with Panthera Group's interest in mind, this pistol offers slightly better penetration compared to a Black Cougar with the added benefit of being easy to take care of in the field. Uses SMART ammunition.
(Medium)
Service Rifle - Panthera Group MRS-4 Rifle
3d6 | 5000c | Long Range | Rate 2 | EMP Immune
Built with the Panthera Group's interest in mind, a reliable rifle that offers effective damage. Uses SMART ammunition.
Service Sniper Rifle - Panthera Group Rifle Type 69
3d8+2 | 5500c | Long Range | Rate 1 | EMPS Immune
Whether for long-range firefighters or covert operations, this bolt-action rifle is great for ensuring the demise of your target. If you aim, gain double the normal bonus (+4 to a maximum of +12). Uses SMART ammunition.
(Heavy)
Anti-Material Rifle - Panthera Group Serval MR-7
5d10+2 Damage | 10,000c | Long Range | Rate 1 | EMP Immune
For heavily armored threats, the Serval MR-7 should be your go-to for dealing with any threats be they enemy Agents or armored vehicles. This weapon ignores the first 10 points of AV.
Service Machine Gun - Panthera Group ALM-48
4d10 Damage | 6500c | Medium Range | Rate 3 | EMP Immune
A medium-weight machine gun that serves its purpose of mowing down armored foes in a hail of gunfire. However, its unwieldy weight makes it hard to use on the move. It comes with a tripod that takes 2 rounds (or 1 if you have a Heavy Firearms skill of 4) which will grant it a +2 when using. Without the tripod, you suffer a -2 to shooting the weapon unless you have a Strength of 8.
Easy-to-Use PRG - Panthera Group R-Launcher
As Rocket | 4000c | Long Range (up to 1,000 meters) | Rate 1 | EMPS Immune
A cheaper type of RPG that serves its purpose of being an anti-vehicle weapon. However, its shorter range might make those think twice about using it.
Agents of Panthera Group gain Panthera Group Fatigues, an exceptionally-crafted D114 Pistol or Silent Tranq and MRS-4 Rifle. Each Agent also has 2,000 credits budget to spend on general equipment and weapons before every mission; any equipment not used must be returned. They can also buy Panthera-made weapons at a 25% discount and armor at a 40% discount.
They also have a standard payout of 700 per mission with a starting budget of 7,000.
Rank 2 Agents gain a Battle Dress or Sneaking Suit depending on their specialties. From this point, they also have a (Rank*5)*1,000 credits budget that can be spent on any type of equipment.
"Fighting with no fronts, Panthera guarantees results."
Description
The former Western Federation Agent by the code name "Plasma Snake" had a goal in his mind: a world that was free of stifling rules that only serve to assist the rich and drown out the voices of the poor, a world where people will fight for wars they believe in instead of wars forged by Corporations to fatten their pockets, a world where borders have disintegrated so that everyone can be brother and sister. To fund these lofty goals, Plasma Snake has undergone starting his own mercenary-based Corporation.
Although those within the Corporation may be split upon which goal to follow, they all believe so heavily in Plasma Snake's legacy that they are willing to do whatever it takes. Panthera Group has managed to keep their hands mostly clean by not engaging in unnecessary killings or what one may refer to as war crimes. In fact, the group has usually sided with small nations to ensure bloody coups don't occur or to stop a foreign power from taking their land by force. Yet, being so outnumbered, they must rely upon small groups (called "Prides") or solo Agents to tackle each mission they have.
Unorthodox methods and the usage of stealth tend to be required for these missions, and the Commanders encourage such thinking. Panthera Group does not stop at simple mercenary work; they also engage in research projects to give them the edge.
Real names are various as Panthera Group allows anyone to join their corporation. However, code names are commonly used that are stylized as [Adjective] [Animal]. For example Stone Mastodon, Dire Barracuda, Roaring Stallion, Growling Harrier, Night Crocodile, Jade Tree Frog, Sadistic Mastiff.
Unique Abilities and Equipment
Panthera Group Fatigues +2 AV 8,000c
Covers All
A durable set of fatigues that borrow technology from Western Federation in order to ensure maximum protection to its security staff and Agents.
Panthera Battle Dress +5 AV 18,000c
Covers All
A heavy suit of battle armor that has seen specific locations lined with plastic-steel alloys in order to ensure some comfort while wearing. However, it's still a heavy suit of armor. (Maximum Agility 7)
Panthera Sneaking Suit +2 AV 15,000c
Covers All
A skin-tight outfit that utilizes technology that makes use of octopus skin cells to blend in with the environment. If the user does not move for 1 Round in Combat or 8 narrative seconds, they will gain a +4 to Stealth and impose a -4 penalty to shoot at them. The camouflage can continue providing the bonus upon movement, but only as long as it can blend in with the immediate surrounding. One can choose to remove the mask, but it reduces the Stealth bonus and Penalty to Shoot to 2.
(Light)
Silent Tranquilizer - Windurger No.2 Silent Pistol
Knock Out | 1500c | Up to 25 Meters | Rate 2 | EMP Immune
Designed with a silencer in mind, this Pistol fires a self-melting dart that injects a powerful sleeping agent into the target's body. You have to cock the pistol after every shot, so it's slightly slower than a regular pistol. If you hit anywhere except the head, the target rolls for Knock Out. (Roll Below Endurance*2 with your XS as a penalty or fall unconscious for 1d100+5 minutes after 1d2 rounds.) If you strike the head, double the XS as your penalty (minimum of 2) and the target will instantly fall asleep. This does work on Agents. Uses Panthera Group KO Darts which are 100c for 50 rounds.
Service Pistol - Panthera Group D114 Pistol
2d6 | 450c | Medium Range | Rate 3 | EMP Immune
Built with Panthera Group's interest in mind, this pistol offers slightly better penetration compared to a Black Cougar with the added benefit of being easy to take care of in the field. Uses SMART ammunition.
(Medium)
Service Rifle - Panthera Group MRS-4 Rifle
3d6 | 5000c | Long Range | Rate 2 | EMP Immune
Built with the Panthera Group's interest in mind, a reliable rifle that offers effective damage. Uses SMART ammunition.
Service Sniper Rifle - Panthera Group Rifle Type 69
3d8+2 | 5500c | Long Range | Rate 1 | EMPS Immune
Whether for long-range firefighters or covert operations, this bolt-action rifle is great for ensuring the demise of your target. If you aim, gain double the normal bonus (+4 to a maximum of +12). Uses SMART ammunition.
(Heavy)
Anti-Material Rifle - Panthera Group Serval MR-7
5d10+2 Damage | 10,000c | Long Range | Rate 1 | EMP Immune
For heavily armored threats, the Serval MR-7 should be your go-to for dealing with any threats be they enemy Agents or armored vehicles. This weapon ignores the first 10 points of AV.
Service Machine Gun - Panthera Group ALM-48
4d10 Damage | 6500c | Medium Range | Rate 3 | EMP Immune
A medium-weight machine gun that serves its purpose of mowing down armored foes in a hail of gunfire. However, its unwieldy weight makes it hard to use on the move. It comes with a tripod that takes 2 rounds (or 1 if you have a Heavy Firearms skill of 4) which will grant it a +2 when using. Without the tripod, you suffer a -2 to shooting the weapon unless you have a Strength of 8.
Easy-to-Use PRG - Panthera Group R-Launcher
As Rocket | 4000c | Long Range (up to 1,000 meters) | Rate 1 | EMPS Immune
A cheaper type of RPG that serves its purpose of being an anti-vehicle weapon. However, its shorter range might make those think twice about using it.
Agents of Panthera Group gain Panthera Group Fatigues, an exceptionally-crafted D114 Pistol or Silent Tranq and MRS-4 Rifle. Each Agent also has 2,000 credits budget to spend on general equipment and weapons before every mission; any equipment not used must be returned. They can also buy Panthera-made weapons at a 25% discount and armor at a 40% discount.
They also have a standard payout of 700 per mission with a starting budget of 7,000.
Rank 2 Agents gain a Battle Dress or Sneaking Suit depending on their specialties. From this point, they also have a (Rank*5)*1,000 credits budget that can be spent on any type of equipment.