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Saga Edition RPG Omnibus
Revision as of 03:35, 31 July 2024 by Tenor1411 (talk | contribs) (Created page with "{{DISPLAYTITLE:Mercenary Archetypes}} {{npcmenu}} <div id="enforcer" class="arch"> <h3 class="headline arch">Enforcer</h3> thumb|300px|Bespin Wing Guard, <p class="single nomargin">Enforcers exist somewhwere between government authority figures (such as soldiers or law officers) and the common thugs used by crime lords and pirates. Enforcers have a legal right to be armed, but they lack the kind of legitimacy of major military and p...")
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Enforcer

Bespin Wing Guard,

Enforcers exist somewhwere between government authority figures (such as soldiers or law officers) and the common thugs used by crime lords and pirates. Enforcers have a legal right to be armed, but they lack the kind of legitimacy of major military and paramilitary organizations. Enforcers might work for major corporations (such as the Corporate Alliance), independent merchants, wide-scale criminal organizations with internal rules and regulations (such as the Smuggler’s Alliance), or fringe quasi-governments like shadowports (such as security forces on the Errant Venture). Others have official power but lack the training and jurisdiction of law officers, such as prison guards or a Moff’s private security force.

     Enforcers have a bad reputation across the galaxy. Lacking the skills needed to carefullt track down potential troublemakers or to sift through evidence to determine guilt, enforcers might react to trouble with quick and overwhelming violence. This prevents any wrongdoer from getting away—and dead men don’t complain about their innocence. Enforcers don’t usually distinguish between the guilty and the innocent; they let the blaster bolts sort out who lives and who dies.

Enforcer           (CL 5)

     Scum and Villainy, page 119.

Medium Human soldier 5 NPC

Force: 3

Initiative: +; Senses: Perception +8

Languages: Basic

Defenses: Ref 21 (flat-footed 19), Fort 21, Will 16

Hit Points: 62; Damage Threshold: 21

Speed: 6 squares

Melee: bayonet +8 (1d6+8) or

Melee: bayonet +3 (1d6+5)

Ranged: heavy blaster rifle +8 (3d10+2) or

Ranged: heavy blaster rifle +3 (5d10+2) with Burst Fire

Base Attack: +5; Grapple: +8

Attack Options: autofire (heavy blaster rifle), Combat Reflexes, Counterpunch, Point Blank Shot, Precise Shot

Special Actions: Tough as Nails

Abilities: Str 16, Dex 14, Con 14, Int 8, Wis 12, Cha 10

Talents: Counterpunch, Gun Club, Tough as Nails

Feats: Armor Proficiency (light, medium), Burst Fire, Combat Reflexes, Point Blank Shot, Precise ShotH, Weapon Focus (rifles), Weapon Proficiency (heavy, pistols, rifles, simple)

Skills: Knowledge [bureaucracy] +6H, Initiative +9, Perception +9

Possessions: battler armor, heavy blaster rifle with bayonet,, blaster pistol, comlink

H — denotes the Human bonus feat or skill.

Mercenary

Mercenary
Famous Mercenary Companies

The Expanded Universe is Full of famous and infamous soldiers-for-hire. Perhaps the most widespread use of these military group came during the Rebellion against the Galactic Emptre. As the casualt1es mounted the Rebel Alliance turned to hiring mercenary compames to shore up its flagging numbers. Since the Galactic Empire had restrictions against hiring mercenaries, many companies signed on to fight along side the Rebellion, while some remained neutral in the conflict.

     Ailon Nova Guard: An ancient and distinguished unit. the Ailon Nova Guard consisted largely of non-Human warriors. Having long worked for the Galactic Republic, the Guard believed Senator Palpatine to be an ally, an individual who shared its belief in the survival of the fittest. However, their exploitation by the Emperor and the endless suicide missions he sent them on taught them the error of that way of thinking, so after the Battle of Endor, they helped to wipe out Imperial remnants.

     Black Curs: Formed for the express purpose of gettin revenge on the Galactic Empire, this mercenary outfit of smugglers and outlaws worked for the New Republic by selling it information and monitoring Imperial movements.

     First Sun Mobile Regiment: Spedalizing In search-and-destroy missions, the First Sun Mobile Regiment found regular service in the employ of the Galactic Empire. The relationship eventually soured after orders came down for the First Sun to execute one of its own companies.

     Laramus Base Irregulars: These soldiers had a reputation for taking on extremely dangerous missions. During the Galactic Civil War they tried to stay out of the fighting, but when thr conflict spilled onto the world that held their base, they were forced to take action. The Irregulars eventually joined the New Republic in fighting against the last holdouts of the Empire.

     Mistryl Shadow Guard: This elite group of all-female mercenaries formed after the Empire rendered thetr homeworld uninhabitable. Vowing never to serve the Empire—although, inexplicably, there have been exceptions—the Mistryl Shadow Guards gained a reputation for ruthless efficiency as assassins and soldiers.

     Red Moons: Led by a former Colonel of the New Republic, the Red Moons was an aggressive mercenary band dedicated to wiping out the remnants of the Empire. Although a mercenary company, it worked only for those employers who shared its agenda.

     Sabaoth Squadron: In the years leading up to the Clone Wars, the Sabaoth Squadron worked for Count Doou to strengthen Separatist defenses and combat the pirates who were harassing the Separatist worlds.

Mercenaries are professional soldiers who fight for anyone who will pay them. Their loyalty extends only so long as the credits keep rolling in, and even then they might break a contract if the job sours or seems hopeless. A mercenary doesn’t sign on for causes and doesn’t care about the nature or identity of his employer, only that he is paid and paid on time. Their fickle nature and lack of regard for the reasons behind a conflict make mercenaries unattractive soldiers for many, but for those who have coin to spend and are desperate enough, a company of mercenaries can make do in the absence of more disciplined troops.

     Mercenary companies are organized in the same ways as other military units. Soldiers make up the bulk of the fighting outfit, and supporting them are umerous specialists such as scouts and heavy infantry.

Mercenary Encounters

Mercenaries do not fight for free. Before they sign up to join the army of heir employer, they must negotiate the terms of their contract. The contract spells out the duties and expectations placed on the mercenaries, specifying how many engagements they are to fight in, the terms of their payment, reimbursements for supplies, and so on.

     One of the biggest myths about mercenary companies is their unreliabilIty. Mercenary companies cannot afford to switch sides in the middle of a battle, because when they do, they diminish their reputation and reduce their chances of landing another contract down the road. Traitorous companies do exist, but they are the exception rather than the rule. Once a mercenary company signs on, it almost always abides by the letter of the contract until that agreement expires.

     Mercenaries are grim opponents, having cut their teeth on numerous engagements and having witnessed the horrors of war time and again. In no rush to join the casualty list, they are cautious in their tactics and don’t take unnecessary risks. Mercenaries also don’t take things personally, since their next employer might be the folks they’re fighting now.

     A company of mercenaries is organized along similar lines to other military groups. The core of any unit is the foot soldiers, those grunts who do the bulk of the fighting. Core units of mercenary soldiers have the support of heavy infantry, which lays down covering fire or might even lead the charge. Scouts and out riders range ahead to assess enemy positions, while a support staff made up of medics, surgeons, technicians, pilots, and other personnel ensures that the unit is properly outfitted and attended during engagements.

     Mercena.ries can be allies or adversaries. The heroes might hire a group of meres to protect their headquarters, to accompany them on missions, or provide them with a bit more muscle when following up leads on a particularly thorny investigation. In these cases, the quality of the mercenaries determines their price, with the better-known and better-equipped soldiers commanding the highest prices. Quality mercenaries don’t take on long contracts, since they know from experience that a relationship could turn sour at any time.

     A mercenary band might invite the PCs to join its ranks. In such a case, a mercenary company is an excellent vehicle to propel the heroes through a variety of adventures, carrying them to new worlds and new environments depending on who will pay them and how much. Such scenarios also give the heroes a chance to rise up in the ranks of their company until one day they might lead the group to even greater glories.

     As enemies, mercenaries can fill a variety of roles. The most common and acceptable use for mercenaries is in a support role for a major villain. Mercenaries could serve as a personal guard, safeguarding the villain’s lair or a location that’s of particular importance to his plans. Since the villain is paying the mercenaries for their service, they might not share his goals and might eventually be inclined to stop working for him, if he proves treacherous or particularly evil.

     Lesser-known and greener mercenaries are not as selective about whom they work for, since they are largely concerned with developing their own reputation. Lowly mercs take service with anyone who will pay them, hoping to build their resumes. These novice groups can be found working for minor crooks, up-and-coming crime lords, or aliens that harbor darker designs behind friendly facades.

Mercenary           (CL 3)

     Threats of the Galaxy, page 55.

Medium nonheroic 6 / soldier 1 NPC

Force: 5; Dark Side: 1

Initiative: +9; Senses: Perception +3

Languages: Basic

Defenses: Ref 17 (flat-footed 16), Fort 14, Will 12

Hit Points: 22; Damage Threshold: 14

Speed: 6 squares

Melee: combat gloves +6 (1d4+2)

Ranged: blaster rifle +6 (3d8) or

Ranged: frag grenade +6 (4d6)

Base Attack: +5; Grapple: +6

Attack Options: autofire (blaster rifle)

Special Actions: Combined fire

Abilities: Str 12, Dex 12, Con 11, Int 10, Wis 10, Cha 10

Talents: Combined Fire

Feats: Armor Proficiency (light}, Coordinated Attack, Improved Defenses, Skill Training (Endurance), Weapon Proficiency (pistols, rifles, simple)

Skills: Endurance +8, Initiative +9

Possessions: combat gloves, blaster rifle, frag grenade, combat jumpsuit (+4 armor), comlink, field kit, company insignia

Mercenary Scout

Although particulars can vary, any mercenary company is certain to employ at least a small team of scouts. Trailblazers and rangers, they sweep ahead of the main body, gathering intelligence about enemy positions, striking at supply lines, and sabotaging equipment.

Mercenary Scout           (CL 3)

     Threats of the Galaxy, page 55.

Medium nonheroic 3 / scout 2 NPC

Force: 5; Dark Side: 1

Initiative: +9; Senses: Perception +8

Languages: Basic, 1 other

Defenses: Ref 18 (flat-footed 16), Fort 13, Will 13

Hit Points: 18; Damage Threshold: 13

Speed: 6 squares

Melee: knife +3 (1d4+1)

Ranged: sporting blaster pistol +5 (3d4+1) or

Ranged: sporting blaster rifle +5 (3d6+1)

Base Attack: +3; Grapple: +5

Attack Options: Far Shot, Point Blank Shot

Abilities: Str 11, Dex 14, Con 11, Int 12, Wis 12, Cha 10

Talents: Improved Stealth

Feats: Far Shot, Point Blank Shot, Skill Training (Initiative, Survival), Weapon Proficiency (pistols, rifles, simple)

Skills: Initiative +9, Perception +8, Stealth +9 (can reroll, must take second result), Survival +8

Possessions: knife, sporting blaster pistol, sporting blaster rifle with standard targeting scope, combat jumpsuit (+4 armor), encrypted comlink, electrobinoculars, field kit, mesh tape, utility belt

Mercenary Heavy Infantry

Mercenary heavy infantry forms the backbone of any mercenary squad. Equipped with heavy weaponry and superior armor, they lead the vanguard in assaults, drawing fire from their enemies while the rest of the mercenaries attack from the flanks, all the while mowing down enemy soldiers with a barrage of blaster fire. Heavy infantry units are often far more experienced than ordinary soldiers and are typically composed of grizzled veterans who have been through their fair share of campaigns.

Nonplayer character archetype           (CL 4)

     Threats of the Galaxy, page 56.

Medium soldier 4 NPC

Force: 5

Initiative: +9; Senses: Perception +8

Languages: Basic

Defenses: Ref 21 (flat-footed 19), Fort 18, Will 14

Hit Points: 50; Damage Threshold: 18

Speed: 6 squares

Melee: combat gloves +6 (1d4+5)

Ranged: heavy blaster pistol +6 (3d8+2) or

Ranged: heavy blaster pistol +4 (4d8+2) with Rapid Shot or

Ranged: heavy blaster rifle +5 (3d8+4) with Rapid Shot

Base Attack: +4; Grapple: +6

Attack Options: autofire (heavy blaster rifle), Coordinated Attack, Devastating Attack (rifles), Rapid Shot

Abilities: Str 14, Dex 14, Con 12, Int 11, Wis 13, Cha 11

Talents: Devastating Attack, Weapon Specialization (rfiles)

Feats: Armor Proficiency (light, medium), Coordinated Attack, Rapid Shot, Skill Training (Mechanics), Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)

Skills: Endurance +8, Initiative +9, Mechanics +7, Perception +8

Possessions: combat gloves, heavy blaster pistol, heavy blaster rifle, 2 explosive charges with timers, battle armor (+8 armor, +2 equipment), comlink, electrobinoculars, field kit

Mercenary Captain

Mercenary Captain

Although mercenaries might not be an official part of any standing army, and might not be soldiers dedicated to some cause or other, they are soldiers at heart. If they plan on surviving to earn their pay and see more work, they need a strong leader to guide them and represent their interests to potential employers. This is where the mercenary captain comes in.

     A leader on the battlefield and a shrewd negotiator between jobs, the mercenary captain is responsible for commanding his unit and maintaining the necessary discipline within his ranks. Mercenary captains ascend to command roles in a variety of ways. Some are ex-soldiers themselves, having left the ranks of the Grand Army of the Galactic Empire or the New Republic. Others might be disenfranchised nobles, and others could be disgraced warriors, accused rightly or wrongly of some past crime. Regardless of their past, mercenary captains have chosen a life that allows them to use their natural leadership skills. It might not be much glory, but it’s enough.

Mercenary Captain Encounters

The mercenary captain is the heart and soul of a mercenary unit. The captain’s personality shapes the unit, deciding which jobs they take and which they skip. The mercenary captain also affects the quality of the soldiers who serve under his command. Cruel captains breed equally cruel soldiers, while lazy captains attract lazy mercenaries. As a result, a mercenary captain is often the best representative of a company’s capabilities on the battlefield, and a wise leader who’s looking to expand his or her army by hiring mencenaries would do well to look closely at the sort of leader who commands them.

     Most encounters with mercenary captains include mercenary soldiers or heavy infantry under the captain’s command. The captain leads these forces into combat, using their tactical expertise to good effect. Combat against these characters should be harrowing, with the enemy well prepared and benefiting from advantageous positioning. Mercenar captains do not squander their troops, or they’ll find themselves out of work.

     When negotiating service of mercenaries, it’s always with the mencenary captain that the heroes must deal. Captains are usually shrewd negotiators who look for the best arrangement for themselves and without overl committing their forces. Most mercenary captains are not interested in longterm employment, preferring short jobs with a quick turnaround. The more dangerous the task, obviously, the higher the pay they demand.

Mercenary Captain           (CL 1)

     Threats of the Galaxy, page 58.

Medium soldier 2 / noble 3 NPC

Force: 8; Dark Side: 1

Initiative: +9; Senses: low-light vision;Perception +10

Languages: Basic, Bocce

Defenses: Ref 21 (flat-footed 19), Fort 20, Will 18

Hit Points: 56; Damage Threshold: 20

Speed: 6 squares

Melee: combat gloves +5 (1d4+3)

Ranged: heavy blaster pistol +7 (3d8+2) or

Ranged: heavy blaster pistol +2 (3d8+2) and
heavy blaster pistol +2 (3d8+2)

Base Attack: +4; Grapple: +6

Special Actions: Battle Analysis, Born Leader, Distant Command

Abilities: Str 12, Dex 14, Con 12, Int 13, Wis 13, Cha 14

Talents: Battle Analysis, Born Leader, Distant Command

Feats: Armor Proficiency (light, medium), Dual Weapon Mastery (I), Linguist, Skill Focus (Knowledge [tactics]), Toughness, Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple)

Skills: Endurance +8, Initiative +9, Knowledge [tactics] +13, Perception +10

Possessions: combat gloves, heavy blaster pistol, blaster pistol, battle armor (+8 armor, +2 equipment) with helmet package, electrobinoculars, field kit, utility belt

Sando’s Hired Blaster

NPC Text

Nonplayer character archetype           (CL 1)

     Saga Edition Core Rulebook, page 284.

Medium Human nonheroic 4 NPC

Initiative: +; Senses: Perception +

Languages: Basic

Defenses: Ref  (flat-footed ), Fort , Will 

Hit Points: ; Damage Threshold: 

Speed: 6 squares

Base Attack: +; Grapple: +

Abilities: Str , Dex , Con , Int , Wis , Cha

Feats:

Skills: