Mercenary: Difference between revisions
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if <b>Grunt</b> was chosen: [[10mm Pistol|10 mm Pistol]] OR [[Colt 1911]] OR [[Desert Eagle]] OR [[Browning High-Power]] OR [[MAC 10]]<br> | if <b>Grunt</b> was chosen: [[10mm Pistol|10 mm Pistol]] OR [[Colt 1911]] OR [[Desert Eagle]] OR [[Browning High-Power]] OR [[MAC 10]]<br> | ||
AND [[STEN]] OR [[Grease Gun]] OR [[Hunting shotgun]] OR [[AR 15]] OR [[AK 112]]<br> | AND [[STEN]] OR [[Grease Gun]] OR [[Hunting shotgun]] OR [[AR 15]] OR [[AK 112]]<br> | ||
AND 2 [[Frag grenade|Frag grenades]] AND a [[Flash | AND 2 [[Frag grenade|Frag grenades]] AND a [[Flash bang]]<br><br> | ||
if <b>SF²</b> was chosen: [[Laser | if <b>SF²</b> was chosen: [[Laser Pistol (civilian version)]] AND [[Laser rifle]] AND a [[Plasma grenade]]<br><br> | ||
Heavy leather armor OR light metal armor AND boots | Heavy leather armor OR light metal armor AND boots | ||
Latest revision as of 09:01, 26 July 2024
This page is about one of the Classes.
Mercenaries are found quite often in the Wastes. Most of them operating in small to middle sized groups. Some are barely distinguishable from Raiders, others have specialized on rescue operations; some are scum, others nearly paragons of virtue. A broad specter of possibilities for both player and master.
| Extraordinary skills: | Boxing OR Kung Fu Cowboy OR Grunt OR SF² AND Energy weapons |
|---|---|
| Skill bonuses: | +5 to Unarmed, Handguns, Rifles, Melee weapons, Tactics and Haggle/trade |
| Starting equipment: | if Cowboy was chosen: Sawn off shotgun OR Leftover recycler OR Peacemaker OR .44 Magnum Revolver OR Winchester Pistol AND Revolver rifle OR Winchester 73 OR Widowmaker Heavy leather armor OR light metal armor AND boots |
| Starting capital: | 80 + 1 D10 * 10$ |
| Fitting traits:: | Athlete |