Partisan's Mercenary Worksheet

  1. Minor Company with Secret Sponsorship from Quebec.
    1. Outfits
      1. Specialty Clothing.: Standard uniforms are provided as well as medium mega-damage body armor, Availability, replacement suits and repairs are reasonably good. Company Cost: 20 Points.
    2. Equipment (30 Points)
      1. Electronic Supplies and Good Gear.: One cybernetic implant (if desired) and good quality gear is provided. Available equipment includes sensors, communications, computers, translators, recorders, video, camera, surveillance, basic cybernetic implants and miscellaneous equipment; up to 25,000 credits’ worth of items per mercenary soldier. This will always include communications gear, a vital element of military operations. Company Cost: 5 Points.
      2. Medical Clinic: The company is equipped with full medical facilities equal to a small medical clinic. A full-time doctor and one psychic healer are on staff and assisted by four nurses name, name, name and name and two paramedics, name and name. In addition, the company has an emergency medical budget of 1D4+2 million credits for cybernetics and hospitalization. There is also a small veterinary facility for any combat, riding or work animals. Replacement of lost or damaged equipment is automatic, but the total amount of medical equipment can never exceed 10 million credits. Company Cost: 20 Points.
    3. Vehicles (10 Points)
      1. Combat Cars: The company maintains a fleet of trucks, trailers, motor-homes , and light Armored-Personnel Carriers (APCs; 4D4x10 MDC main body) . They are fairly new and well-maintained. All vehicles have one light laser or machine gun weapon (1D6 or 2D4 MD per blast; 2000’ range) . 10% are heavy combat vehicles such as tanks and heavily armored vehicles, and 10% are aerial combat vehicles such as the Sky King , helicopters and jet packs In addition, individual characters of officer rank will be assigned their own personal hover car, hover cycle, jeep or land rover (all with one or two weapon mounts). An expense account of 500,000 credits
    4. Weapons, Power Armor & Bots
      1. Extensive Weaponry: High-quality energy weapons are issued to all personnel, including 1D4 grenades, energy rifle, and energy sidearm. 40% have heavy weapons including missile launchers, rail guns, particle beam and plasma weapons, etc . 30% of the group will be issued powered armor suits (50% if very cheap suits are used) . At least a company of 3D6 6 assault robot vehicles or tanks will be on service with full crews, or one fighting vehicle for every 5 line soldiers, whichever is greater. All weapons are of the highest quality and damaged or lost items are immediately replaced or repaired. E-clips are recharged as quickly as possible and ammunition is readily available (35 million credit budget) . +Company Cost: 40 Points
    5. Communications
      1. Secured System: Two long-range radios, all personnel have a walkie-talkie or other short-range type radio, all with scramblers, six language translators, two mini-radar systems, one PC-3000 pocket computer, and a portable video camera and player. Company Cost: 10 Points.
    6. Internal Security
      1. Tight: Alert security guards, electronic alarms, and roving patrols secure the company site from intruders. A watch is organized and operates 24 hours a day. In potential combat situations, the whole camp is in a state of readiness (soldiers sleep with their weapons at hand, at least 25% of all company members are “on duty” at all times, etc.). A rigid check of possible employees reduces the chance of enemy infiltrators to 15%.
    7. Permanent Bases
      1. Fortified Headquarters: A permanent headquarters with several permanent buildings, including barracks (enough for half the troops), shooting range, garage (for vehicle and bot repair), meeting hall also with smaller conference room(s), several storage buildings, commissary and arsenal (at least half are light to medium M.D.C. structures). The place is surrounded by a wall or fence, and has a security equivalent to Internal Security #4, above (this applies only to the headquarters, and not to the company when it is on the road). The location can house 80% to 100% of its troops and has enough supplies to last a twelve-month siege. Company Cost: 20 Points .
    8. Intelligence Resources
      1. Scout Detachment: The company has fonned a scout group to gather infonnation about enemy positions. They are typically wilderness scouts, rangerslhuntsmen, knights, psi -stalkers, dog boys or headhunters with wilderness and tracking skills (espionage skills can be very helpful, but are not a requirement). Company Cost: 5 Points.
    9. Special Budget
      1. None
    10. General Alignment of Personnel
      1. Unprincipled and Scrupulous (7 Points)
    11. Criminal Activity
      1. None
    12. Reputation/Credentials
      1. Hunted: The company is rumored to be trouble and/or composed of criminals, cutthroats or fugitives (for any reason, real or trumped ‘up) . All members of this mercenary band are viewed with great suspicion by everybody who encounters them . The authorities of several towns and cities are hunting them because they supposedly reneged on a contract, owe money for damages they caused or because they are known scoundrels wanted by the law, the Coalition States or some other kingdom! There is a 1-40% that a hunting party (CS, military, merc, or adventurer), bounty hunter(s), or a messenger spreading word that they are wanted criminals, will show up whenever the company/characters stays in a town for more than a week.
        Most potential employers will see the company as a liability and may not hire them or pay ID6 x 10% less than normal. Only unscrupulous or desperate employers will pay more for the company’s services. Many employers won’t hesitate to betray the meres if it benefits them in anyway: Most people will shrug off such betrayal with words like “They had it coming,” all because of their unsavory reputation. Company Cost: None.
    13. Salary
      1. Freelance: Same as none, described above, but a little more structure and some operating cash. The management of the company tries to supply food , ammunition, and basic supplies on a regular basis. They also provide limited access/use of the company’s basic resources (whenever available), such as use of vehicles, special equipment, medicine, repairs, and similar. Company members have no binding contract and can be fired or can quit with a moment’s notice. Average Week’s Pay: 104 × 100 credits for line soldiers, ID6 x 100 for officers and specialists. Company Cost: 2 Points.

Partisan's Mercenary Worksheet

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