Mercenary

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Last Updated:  2008-02-17
Entry:  Strength 4+, prior military career.

First Term Skills:

Subsequent Term Skills:

All Terms:

Special Assignment/Adventure:  (2D6) 8+ for the following (DM+1 per subsequent term):

Promotion: 6+, DM +1 if Constitution 7+

Contacts:  One per term, criminal, government, intelligence community, military or other mercenary.  On a roll of 1D10 for 6+ the contact is foreign.

Other Effects:  Roll 1 D10 once per term. On a roll of 9, the character must spend the next term in a non-combat career due to serious wounds. A roll of 10 means the character was captured by the opposition and must spend the next term as a prisoner. If more that one term is served, add +1 to Initiative.

Special

  • [C&D] None.

  • [DC] None.

  • [TNE]  1 ship DM per term, plus 1 per special assignment, applied to Trader or Warship (character's choice).