Mercenary
Mercenaries combine discipline with martial skills to become
some of the best pure warriors in the galaxy. Mercenaries can be
stalwart defenders of those in need, cruel marauders, or brave
adventurers. They can be hired guns, noble champions, or
cold-hearted killers. They fight for glory, for honor, to right
wrongs, to gain power, to acquire wealth, or simply for the
thrill of battle.
Base Abilities
- Battle Rage: As an Action, a
Mercenary can spend 1 Motivation and go into a Battle Rage
for up to 1 minute. While in this state the Mercenary gains
+1 attack dice, +1 defense dice and can move +1 square per
turn, however there are disadvantages to: the Mercenary
becomes Vengeful and filled with Bloodlust, and each Round
they remain in Battle Rage they suffer 1 Stress. This
type of Stress is not cleared round-to-round.
- Weapon Mastery: The Mercenary
masters a Weapon Proficiency, gaining 1 free Focus result
with every roll of any weapon of that type.
Ultimate Ability
- Blitz [Power / Attack]: By
spending 3 Motivation and using an Extended Action (2
Actions), the Mercenary can make 1 Attack with every weapon
they have equipped or which is on their ship, as long as that
weapon has not yet been fired that Round (up to 5). Each
weapon gains a +1 cumulative Attack bonus die, starting with
the first.
Knowledge
- Weapons: The Mercenary can
instantly identify most types of weapons, their damage types,
ranges and common faults.
Motivators
- Bloodlust: Whenever the
Mercenary gets a kill on a creature, they gain 1
Motivation.
- Just Keep Shooting: Whenever
the Mercenary uses both of their Combat Actions to Attack
(e.g. no Movement, Defense or Object Interactions) they gain
1 Motivation
Knowledge: Weapons
The Mercenary knows about weapons, their specifications and weaknesses. This lets a Mercenary make a Perception + Weapons check to determine how many shots a weapon has, what type of damage it does, and if it has a specific weakness, like overheating, jamming or getting clogged easily. The difficulty is the rarity of the weapon:
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Rarity
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Difficulty
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Common
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1
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Uncommon
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2
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Rare
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3
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Very Rare
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4
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Legendary
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8
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Hit Point Die
The Mercenary gains 1 Hit Point per level.
Leveling Table
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Class Level
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Class Features for Level
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0
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- Battle Rage
- Weapon Mastery
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1
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- Knowledge: Weapons
- Additional Weapon Mastery
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2
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- Artillery Weapon Proficiency
- Athlete Skill Point
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3
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- Ranged Weapon Proficiency
- Survivalist Skill Point
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4
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- Improved Battle Rage
- Guard Skill Point
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5
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- Melee Weapon Proficiency
- Helm Skill Point
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6
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- Knowledge: Weapons
- Additional Weapon Mastery
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7
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- Artillery Weapon Proficiency
- Scout Skill Point
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8
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- Melee Weapon Proficiency
- Technician Skill Point
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9
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- Improved Battle Rage
- Intimidation Skill Point
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10
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- Melee Weapon Proficiency
- Medical Skill Point
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11
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- Knowledge: Weapons
- Additional Weapon Mastery
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12
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- Thrown Weapon Proficiency
- Comms Skill Point
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13
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- Ranged Weapon Proficiency
- Negotiator Skill Point
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14
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- Improved Battle Rage
- Engineering Skill Point
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15
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- Exotic Weapon Proficiency
- Artillery Skill Point
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16
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- Knowledge: Weapons
- Additional Weapon Mastery
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17
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- Exotic Weapon Proficiency
- Sensors Skill Point
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18
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- Exotic Weapon Proficiency
- Command Skill Point
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19
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- Improved Battle Rage
- Networker Skill Point
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20
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Talent Tree(s)
- Weapon Mastery (x6): The
Mercenary masters another weapon, gaining 1 free Focus result
with every roll of the weapon's dice.
- Improved Grenade Blast (x3):
The Mercenary's grenade blast radius is increased by 1, but
the damage is decreased by 1 die.
- Improved Grenade Damage
(x3): The Mercenary's grenade damage is increased by
1.
- Increased Strength: The
Mercenary's permanent Strength score increases by 1.
- Increased Toughness: The
Mercenary's permanent Toughness score increases by 1.
- Increased Deftness: The
Mercenary's permanent Deftness score increases by 1.
- Increased Confidence: The
Mercenary's permanent Confidence score increases by 1.
- Domineer: The Mercenary does an
additional +1 Defense Die
against creatures that are afraid of them.
- Improved Rapid Fire: The
Mercenary learns the Special
Move Rapid
Fire if they haven't already. This ability is then
improved: The area increases to 3x3 area and it gains +5
bonus dice (it still costs 1 Motivation).
- Improved Crippling Shot: The
Mercenary learns the Special
Move Crippling
Shot if they haven't already. This ability is then
improved: it now grants +3 damage dice and if it Crits, it
will push the target 2 levels down the Condition Track
instead of the normal 1 level.
- Improved Mobility: The
Mercenary's Movement speed increases by an additional 1
square per Movement Action.
- Vicious Strikes: The Mercenary
can spend 2 Motivation to give all their attacks Vicious(3)
for 1 Round.
- Heavy Weapon Mastery: By
spending 1 Motivation, the Mercenary can use Heavy Weapons in
one hand instead of two. In addition, they can wield Ultra
Heavy Weapons (mounted on tripods) in two hands. This ability
lasts for 1 minute.
- Rebuff: The Mercenary can
spend 1 Motivation to ignore Fear and Intimidation effects
for 1 minute.
- Defensive Rage: The
Mercenary gets 1 additional die for all their defenses when
in the Battle Rage state.
- Berserker Rage: The
Mercenary gains an additional free weapon attack while in the
Battle Range state.
- Tough Negotiator: The
Mercenary can add their bonus Intimidation dice to any
Negotiation check involving a Mercenary job.
- Threatening Presence:
While in a Battle Range the Mercenary has a very threatening
presence. Any Extras around that have a Confidence +
Emotional Control that is less than the Mercenary's
Confidence + Intimidation score are automatically
Frightened. It costs 1 Motivation to turn this off for a
single NPC.
- Improved Domineer: The
Mercenary has advantage over creatures that are afraid of
them. The Mercenary gets +3 Bonus Damage Dice against
creatures Frightened of them.
- Worst Nightmare
[Power][Attack]: As an Action and by spending 1
Motivation, the Mercenary performs an attack, and the
uncanceled Hits that become Damage are added as bonus dice to
an Intimidation roll as part of the same Action. This
Intimidation affects all characters within 10 squares
(allies, enemies and bystanders).
- Rain of Fire [Power][Attack]:
As an Action and by spending 2 Motivation, the Mercenary
performs an attack against a 5-radius area. All targets in
the area take +5 attack dice of damage. The Mercenary must
be using a Ranged Weapon with Spread to perform this
attack.
Weapon Mastery
The Mercenary has mastered several weapons. When a Mercenary
is using a weapon that they've mastered, they gain 1 free Focus
Result with every attack roll. They can convert this Focus
Result into an effect based on the Weapon's quality.
Battle Rage
The Mercenary can put themselves into a battle rage. This
gives them several Advantages, but a few Disadvantages as
well.
The Advantages are
- Merciless: On every attack,
the Mercenary gains bonus attack dice, starting with 1
(includes ship attacks).
- Warding: They gain an
additional defense die for all defenses (even ship
defenses).
- Mobile: Their Movement speed
increases by 1 square (this does not include ship maneuver
speed).
The Disadvantages are
- Vengeful: If an enemy hits the
Mercenary while they are in a Battle Rage, they must beat a
Very Hard (5) Confidence + Emotional Control roll to attack a
different target or disengage. They can spend 3 Motivation to
automatically succeed and end the Rage.
- Bloodlusty: While in a Rage,
the Mercenary won't stop fighting until all enemies are
defeated. They can spend 3 Motivation to automatically
succeed and end the Rage.
- Exhaustive: Each Round,
starting with the first, that the Mercenary is in their
Battle Rage, they suffer 1 Stress which is not cleared
Round-to-Round. If a Mercenary falls Unconscious due to
having zero Stun Points, then this special Stress is
cleared. This special Stress stacks with all other types
of Stress.
Leveling Bonus
Improved Battle Rage (x4): The Mercenary's Attack Dice Bonus
increases by 1 per rank of this talent.
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