Mercenary

Breaks organic and inorganic things.

Small humanoid rodent picking a fight with a flying rocket-laden, gun-toting cop in powered armour.

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.

Mercenary Interests Table
Broad areas of mercenary interest.

Die Roll

Interest

01-41

Combat

42-80

Tactics

81-89

Specialist

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.

Mercenary Combat Expertise Table

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.

Mercenary Tactical Expertise Table

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.

Mercenary Specialist Expertise Table

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.
Field mech = Quick Repair combat only

Gifts

The mercenary gifts are tasks at which the persona automatically succeeds.

Mercenary Gifts Table
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.

Mercenary Task Compendium
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.

Mercenaries Task List
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.

Mercenary Experience Table

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