mercenaries

ZeroGrim

Mongoose
Two questions I have for mercenaries.

first if you earn less money at the end of a match then you need to pay your Merc's does the money come out of your spare cash, and then if you have no spare cash what do you do, are you now in debt?

Second I noticed a few people had complaints with the combat droid, and now I just notice that nobody can hire him as a merc. (every other merc can be hired by someone, I was boring enough to check)
 
hmm as for the mercs question. Haven't run into this problem yet,

Two quick ideas are
of course just allow them to go into negatives as they take out loans, and borrow from unscrupulous types on top of trying to fix their street cred.

Second would be that they hit zero creds and start losing gear until they are equal or greater than the owed monies. Mercs dont like getting cheated so they will take their pay anyway possible, even if it ends up being, guns, ammo, armor, and gear. Bet he could catch a pretty cred for your lieutenants exo suit.
 
I thought about doing lowered prices from lost gear. So he would take more. But that was just more math. I love this system for its simple design with deep use. The percantage would just clutter after game book keeping.

Otherwise i recommend 20%. Almost everything is very cheap. 8 creds for a handgun is still pretty good i think.
 
Gardensnake said:
ZeroGrim said:
Second I noticed a few people had complaints with the combat droid, and now I just notice that nobody can hire him as a merc. (every other merc can be hired by someone, I was boring enough to check)

This is true. Can we get a ruling please. Seems pointless to have a merc no one can hire.

William

Covered in latest version of rulebook from www.wargamesvault.com
 
i thought the way mercs worked is that you dont technically pay them, they are more like optional reinforcements so that the game is played at a level points value

or am i missing something
 
This is something we have been looking at - if no one has any major disagreements, I think we will raise the rewards forces get at the end of every battle. I am thinking 40% of highest force cost for both sides (the losing side has already been punished by, well, losing, with all the injuries and losses that come with that).

40% means people will not be knocked out of campaigns quickly, and players can take a lot more risks in the game - it also means forces will grow quicker.

Also thinking about raising starting force cost to 500 Credits, rather than 350. Means something like a Street Gang can get some serious muscle but, more importantly, higher value forces like Judges will have more variation (they get a bit predictable at 350 Credits).

Any major objections to these changes?
 
Butcher's Boy said:
i thought the way mercs worked is that you dont technically pay them, they are more like optional reinforcements so that the game is played at a level points value

No sir you are not missing something... kinda. They are an optional reinforcement a player can use to even out battles.
The paragraph under that description on page 67 finishes explaining that they subtract their cost AFTER the battle. I believe that is so you do not have to pay for Mercs that die.

TO MATT: I absolutly agree with the 500 point start, that brings the average model count from 5 to about 9 (1 leader and minions) plus adds more for weapons.
As for the 40%.... that would be 200¢ a game. Loser would get 20% or stay at 10?
Either way, if loser gets 20% I approve!
 
I have to admit, I'm already working on 500 points - it's also such a nice number!

Apart from Judgess it will be quite easy to run out of unique miniatures building a gang to 500 points so more variants in the range would help this.
 
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