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Chapter 10: Threats
Human
Mercenary
The mercenary is a solider for hire. Nearly every nation uses mercenaries as a main component of military operations. (The first Eldlandrian-Nova Dirge conflict decimated many regular armies.) Mercenaries are also hired by private citizens and organizations to serve their interests, sometimes secretly. This means a mercenary may have nothing against the PCs, but will not hesitate to attack if the job requires it.
Concept: Solider / fighter opponent.
Base Stats (Level 2)
- AC: 17
- DR: 1d6
- EX-HP: 19
- HP: 27
- FORT: +6
- REF: +3
- WILL: +1
Common Attacks
- Drake 42 Heavy Pistol (5 EP)
- Attack Bonus: +4
- Damage: 1d8 + 1d10
- Range: 50' (10 Squares)
- Sevrokk Silver Combat Sword (5 EP)
- Attack Bonus: +5
- Damage: 1d8 + 1d10 +3(Str)
- Notes: possesses the Cleave Feat
- Adair LR Spellchrome Rifle (7 EP) (40% chance of having)
- Initiative Bonus: +2
- Empowerment Points: 13
Spell and Skill Categories
- Combat
- Healing
- 2 MP
- Basic Strength (+9)
- Basic Dexterity (+8)
- Basic Constitution (+9)
- Basic Wisdom (+7)
- 4 SP
Feats
- Light and Medium Armour Proficiency
- (Melee Training: Basic)
- Melee Training: Advanced
- (Ranged Training: Basic)
- Ranged Training: Advanced
- Toughness
- Cleave
- Combat Awareness
- Increased Empowerment Points x 2
Additional Equipment
- L6 Hard Shell (5 EP)
- Sprevtec R7 Long Range Comlink (2 EP)
- Byron ’62 Armoured Vehicle (35% chance of having)
- High-powered Flashlight or Night Sight Power Alt (70 / 30 chance)
Background
| Attribute | Score | Modifier |
|---|---|---|
| Strength | 16 | +3 |
| Dexterity | 14 | +2 |
| Constitution | 16 | +3 |
| Intelligence | 11 | +0 |
| Wisdom | 12 | +1 |
| Charisma | 10 | +0 |
Attitude and Tactics
Most mercenaries have backgrounds as soldiers, which means that they can be disciplined and follow orders. However, because they are outside of regular military structures, they may approach certain situations as they see fit, rather than rigidly following a prescribed policy.
Mercenaries’ goals are typically whatever is in their client’s best interest. How the PCs fit into this context will determine how aggressive they are. When engaged, expect mercenaries to use better than average tactics. Depending on the circumstances, they may single out strong or weak competition first, take cover, retreat, or press an attack.
Mercenaries can work on their own, in pairs, or in medium sized groups. (Player Character combat ability should determine how many mercenaries fill out the opposing Merc Group.)
Mercenary @ Level 1
- AC: 17
- DR: 1d6
- EX-HP: 19
- HP: 15
- FORT: +5
- REF: +2
- WILL: +1
- Ranged: +3
- Melee: +4
- 11 EP
Mercenary @ Level 3
- AC: 17
- DR: 1d6
- EX-HP: 19
- HP: 39
- FORT: +6
- REF: +3
- WILL: +2
- Ranged: +5
- Melee: +6
- Precise Shot Feat
- Stage 2 Spell Power
Player Knowledge
A good Knowledge: Common or Popular check reveals the conditions that allow mercenaries to operate. Certain licensees can grant special rights to carry certain weapons and equipment, although many groups prefer not to be “on the books”.
A good Knowledge: Academic, Specific or Obscure check reveals some military history about individual mercenary members, their successes, failures and specialties. Light research may be required to locate this information.
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