Mercenary
Breaks organic and inorganic things.

Hi-tech merc vs lo-tech merc.
They are the fighters, the tough gals, and the expedition’s paramilitary types. Mercenaries are hardy, ready-to-fight sorts. Mercs are valuable for the clutter of combat tasks that they possess. They represent the raw meat that is essential to the survival of an expedition in combat. Mercs do not personally regard themselves as dog meat.
If your game requires attribute thresholds for vocations, a mercenary’s HPM must meet, orbeat, 40.
Knowledge
Mercenary knowledge is concerned with inflicting damage on organic and inorganic objects. Interests are broad areas in which the mercenary excels, such as combat or tactics. Mercenary expertise is narrower like pistols or grenades. Interests and expertise assist the persona with her tasks.
Interests
These are broad areas of interest that the mercenary has. Combat interests will assist the persona in any combat-related tasks she is undertaking. For example, tasks related to shooting a lazer gun or throwing a grenade would benefit from combat interests. Tactical interests are the officer side of executing tasks related to the bigger picture of a battle. If the mercenary wants to avoid an ambush or organize a room entry plan, she calls on her tactical interests.
At startup, the player gets one roll per three points of INT. Each interest includes an area of expertise as well. After startup, the player can roll or choose one additional interest per new EXPS level.
| Broad areas of mercenary interest. | |
|---|---|
Die Roll |
Interest |
01-41 |
|
42-80 |
|
81-89 |
|
90-99 |
Extra Roll |
00 |
Ref’s Own Table |
Die Roll |
Interest |
1 per 3 INT at startup. +1 per additional level. |
|
Player may choose their interests. |
|
Combat
This interest is about weapons. Combat interests lead to combat tasks that are usually weapon-specific. Combat interests can assist the persona when making task rolls related to combat tasks. For example, if the persona is making a task roll for ambidextrous combat, the combat interests will help.
Tactical
Tactical interests assist the mercenary regarding decisions that do not affect direct combat. For example, artillery use or planning an ambush are tactical interests.
Specialist
These are special interests that do not involve combat or tactical interests. For example, knocking open a door, or combat in zero gravity can benefit from special interests. These are not special ops interests per se, but many of the special tasks fall into those categories.
Expertise
Expertise represents much more specific knowledge than interests and can refer to a specific weapon type or a specific task. An expertise assists the persona in completing task rolls related to the task. A mercenary gets one expertise per corresponding interest. So combat interests will earn the persona a combat expertise as well.
Combat
Combat expertise assists the persona on any attack rolls she makes with the described weapon. The expertise would also help the persona when making an uncombat task roll. The combat expertise Pistols, Flotto would give an attack roll bonus when using any flotto pistol. The Pistols, Flotto expertise would also give a task bonus when cleaning or unjamming a flotto pistol.
The player makes one roll per interest at startup and gets an additional roll for each new EXPS level.
Combat Expertise |
|
Die Roll (1d100) |
Expertise |
01-05 |
Hand to Hand: Striking |
06-10 |
Hand to Hand: Thrusting |
11-15 |
Hand to Hand: Flinging |
16-20 |
Hand to Hand: Unarmed |
21-24 |
Pistols: Revolver |
25-28 |
Pistols: Sotto |
29-32 |
Pistols: Flotto |
33-36 |
Pistols: Energized |
37-40 |
Pistols: Energized: Flotto |
41-44 |
Pistols: Energized: Sotto |
45-48 |
Rifles: Pump, Bolt Action |
49-52 |
Rifles: Sotto |
53-56 |
Rifles: Flotto |
57-58 |
Rifles: Energized |
59-62 |
Rifles: Energized: Sotto |
63-66 |
Rifles: Energized: Flotto |
67-72 |
Aerosols |
73-75 |
Ambidextrous |
76-78 |
Bolster |
79-81 |
Divide Attacks |
82-87 |
Mayhem |
88-93 |
Grenades |
94-96 |
Snap Reload |
97-99 |
Extra Roll |
00 |
Ref’s Own Table |
Die Roll |
Expertise |
Startup: 1 per Interest. +1 per additional EXPS level. |
|
Player may choose their interests. |
|
Combat weapon expertise are cumulative and separable. So a persona with Rifles: Flotto and Rifles: Pump would have Rifles 2, Flotto 1 and Pump 1. The expertise with flotto and pump action rifles is 3, and 2 with any other rifle.
| Each combat expertise gives +20 to her attack roll. |
When using the tactical combat rules and kilodie attack rolls, the player adds +20 per combat expertise. The player above adds +60 with flotto and bolt-action rifles attack rolls and +40 with any other rifle attack roll. These bonuses allow the player to exceed the persona’s Max Roll.
Tactical
Tactical expertise gives the player a bonus when making applicable task rolls. Some of the tactical expertise give attack roll bonuses. Most tactical expertise reflects logistics, and area of effect weapons use.
Tactical Expertise |
|
Die Roll (1d100) |
Expertise |
01-05 |
Ambush |
06-10 |
Artillery |
11-15 |
Artillery, Naval |
16-20 |
Biome |
21-25 |
Bombs |
26-30 |
Buildings, Civilian |
31-35 |
Buildings, Tactical |
36-40 |
Comms |
41-45 |
Defence |
46-50 |
Drones |
51-55 |
Extrication |
56-60 |
Logistics |
61-65 |
Personnel |
66-70 |
Prevarication |
71-75 |
Quartermaster |
76-80 |
Surveillance |
81-83 |
Vehicles, aerial |
84-85 |
Vehicles, exatmo |
86-94 |
Vehicles, ground |
95-96 |
Vehicles, submerged |
97-99 |
Extra Roll |
00 |
Ref’s Own Table |
Die Roll |
Expertise |
Startup: 1 per Interest. +1 per additional EXPS level. |
|
Player may choose their expertise. |
|
Specialist
Specialist expertise gives the persona a bonus on tasks that are neither tactical nor combat. However, this expertise can definitely be used in combat situations. For example, the submerged expertise will assist the persona in any underwater tasks.
Specialist expertise |
|
Die Roll (1d100) |
Expertise |
01-07 |
Ambush |
08-14 |
Biome |
15-21 |
Demolitions |
22-25 |
Exatmo |
26-38 |
Field mech |
39-53 |
Field vet |
54-61 |
Force entry |
62-65 |
Hi Gravity (HIG) |
66-69 |
Low Gravity (LOG) |
70-72 |
Powered Armour |
73-80 |
Sapper |
81-88 |
Submersed |
89-96 |
Zero Gravity (ZOG) |
97-99 |
Extra Roll |
00 |
Ref’s Own Table |
Die Roll |
Expertise |
Startup: 1 per Interest. +1 per additional EXPS level. |
|
Player may choose their interests. |
|
Field vet = Quick Fix. |
|
Gifts
The mercenary gifts are tasks at which the persona automatically succeeds.
| Gifts are tasks that require no task roll. | ||
|---|---|---|
EXPS Level |
Gifts |
Recommendation |
1 |
One. Choose a Trivial task (<25DD). |
Proficiency |
3 |
Two. Add a Normal task (<43DD). |
Bolster |
6 |
Three. Add a Hard task (<85DD). |
Running Cover |
9 |
Four. Add a Tough task (<127DD). |
Dodge, Grenade |
12 |
Five. Add an Impossible task (<200DD). |
Falling |
EXPS Level |
Gifts |
Recommendation |
A mercenary gift was previously called an action. |
||
A player may create a bespoke gift. |
||
Tasks
Tasks are things that the persona does. The player uses her persona knowledge to improve the chance of completing a task. The persona can have special tasks called gifts that they automatically succeed at. Mercenary gifts are called actions.
Mercenary tasks can involve anything martial. Merc tasks are mostly action based and reflect destruction, or support destruction.
For the intricate details of how to resolve tasks in EXP jump to Task Rolls.
Compendium
A non-exhaustive list of mercenary tasks arranged by increasing difficulty.
| A non-exhaustive list of mercenary tasks arranged by increasing difficulty. | ||
|---|---|---|
Task |
Difficulty |
Description |
Trivial |
||
Salute |
12 |
Gesticulate deference to superior. |
Easy |
||
Proficiency |
24 |
Use any personal weapon as an expertise. |
Ambidextrous, Pistols |
24 |
Use two pistols at once, no penalty. |
Snap Reload |
24 |
Reload a weapon without time loss. |
Snap Unjam |
24 |
Unjam a weapon without time loss. |
Breach, Civilian |
24 |
Destructively remove a civilian door. |
Bolster |
36 |
Move attack bonus points to defence (DEF). |
Conscious |
36 |
Remain conscious when HPS are negative. |
Normal |
||
Divide |
42 |
Split attack bonus between attack rolls. |
Ambush Ambivalence |
42 |
Act during ambush as if no ambush. |
Safe Shot, Grenade |
42 |
Fling a grenade to avoid one target. |
Ambidextrous, Striking |
42 |
Use two striking weapons no penalty. |
Flanking |
42 |
Achieve flanking bonuses. |
Deflank |
64 |
Remove attacker flanking bonus. |
Running Cover |
64 |
Run, and maintain, full Defence rating. |
Hard |
||
Ambidextrous, Rifles |
84 |
Use two rifles at once no penalty. |
Safe Shot, Aerosol |
84 |
Maneuver an aerosol to avoid one target. |
Ambidextrous, Grenades |
84 |
Use two grenades at once no penalty. |
Dodge Grenade |
100 |
Half kinetic HPS damage from grenade. |
Tough |
||
Ambidextrous, Fling |
126 |
Use two fling weapons no penalty. |
Dodge Artillery |
100 |
Half kinetic HPS damage from artillery. |
Impossible |
||
Falling |
168 |
Perform any less difficult task while falling. |
Bizarre |
||
Dodge Bomb |
242 |
Avoid bomb damage. |
Task |
Difficulty |
Description |
List
This is a list of the tasks from the compendium, but presented in alphabetical order.
| A non-exhaustive alpha ordered list. | ||
|---|---|---|
Skill |
Difficulty |
Description |
Ambidextrous, Fling |
126 |
Use two striking weapons no penalty. |
Ambidextrous, Grenades |
84 |
Use two grenades at once no penalty. |
Ambidextrous, Pistols |
24 |
Use two pistols at once no penalty. |
Ambidextrous, Rifles |
84 |
Use two rifles at once no penalty. |
Ambidextrous, Striking |
42 |
Use two striking weapons no penalty. |
Ambush Ambivalence |
42 |
Act during ambush as if no ambush. |
Bolster |
36 |
Move attack bonus points to defence (DEF). |
Breach, Civilian |
24 |
Destructively remove a civilian locked door. |
Conscious |
36 |
Remain conscious when HPS are negative. |
Deflank |
64 |
Remove attacker flanking bonus. |
Divide |
42 |
Split attack bonus between attack rolls. |
Dodge Artillery |
100 |
Half kinetic HPS damage from artillery. |
Dodge Bomb |
242 |
Avoid bomb damage. |
Dodge Grenade |
100 |
Half kinetic HPS damage from grenade. |
Falling |
168 |
Do any lesser difficult task while falling. |
Flanking |
42 |
Achieve flanking bonuses. |
Proficiency |
24 |
Use a personal weapon as skilled. |
Running Cover |
64 |
Run and maintain full Defence rating. |
Safe Shot, Aerosol |
84 |
Maneuver an aerosol to avoid one target. |
Safe Shot, Grenade |
42 |
Fling a grenade to avoid one target. |
Salute |
12 |
Gesticulate deference to superior. |
Snap Reload |
24 |
Reload a weapon without time loss. |
Snap Unjam |
24 |
Unjam a weapon without time loss. |
Skill |
Difficulty |
Description |
Experience
The benefits of increasing experience levels are more weapon expertise and improved success with task rolls. Mercenaries earn experience points for completing task rolls and role-playing within their vocation. Mercenaries gain 110% of combat EXPS earned.
Violence begets better violence. |
|
Experience Points |
Experience Level |
1-2000 |
1 |
2001-4000 |
2 |
4001-8000 |
3 |
8001-18000 |
4 |
18001-35000 |
5 |
35001-70000 |
6 |
70001-125000 |
7 |
125001-250000 |
8 |
250001-500000 |
9 |
500001-800000 |
10 |
300000 |
Experience points per level above 10th. |
Experience Points |
Experience Level |