Re: Merc Guild
From: "Noel Weer" <noel.weer@v...>
Date: Thu, 27 Dec 2001 09:09:11 -0600
Subject: Re: Merc Guild
----- Original Message -----
From: "Laserlight" <laserlight@quixnet.net>
To: <gzg-l@csua.berkeley.edu>
Sent: Wednesday, December 26, 2001 8:17 PM
Subject: Merc Guild
> What are the main provisions made by the Mercenaries Guild?
>
> I'll suggest:
> The Mercenary Guild acts as a sort of mutual insurance company for
> merc units. A unit posts funds as a bond with the Guild and agrees to
> abide by the code of conduct. In return, the Guild pays, if needed,
> for ransom (based on the higher of claimed or functional rank),
> repatriation, or burial.
Perhaps a couple of Guild worlds, dedicated to R&R for merc units. Also,
I
could see privileged contracts for certain arms manufactures to have
sales
or manufacturing access or even auctions.
> The Guild does not investigate transgressions (eg killing
> prisoners) by units not under bond at the time, but will post
> allegations and their source.
And will expressing abide by the rulings of the local authorities. The
Guild
would function at the will of the great powers.
> It does investigate violations by a unit under bond at the time, if
> the opposing side (or anyone else) pays for travel and expenses (which
> are so minor in comparison to the expenses of fighting a war that this
> is almost never an issue). If a unit is found to have violated the
> Mercenary's Code, the bond is forfeited. There is no other penalty
> and the unit may post another bond then or later if it wishes (and may
> lose it again, too).
There should be a penalty if a significantly aggregious violation is
made,
or many repeated ones. Options would perhaps include, increasing the
Guild's
percentage of bond rate, caps on bond size, suspension of Guild rights
for a
fixed period, or the ultimate - that would likely end any merc's
effectiveness - permanent removal from Guild privileges.
> In addition, the Guild may act as arbitrator in contract disputes,
> clearinghouse for new contracts, etc.
Clearinghouse, certainly. Especially if there were the Guild worlds I
mentioned, for then they would have registered roles of inactive units,
their status (men and equipment) and immediate access to their
commanders.
> Suggestions, additions, amplifications?
>
>