Mercenary Forces.

Kristovich

Mongoose
Well, the title says most of it. There are two units up for examination, both mercenary (Duh! :wink: )

First of are, by Paladin (and many thanks for that!).

Mercenary Bounty Hunters
Target: 4+
Armor: 6+
Kill: 6+
Move: 5"
Close Combat: 2xD6

Squad 1: 1 Mercenary Sergeant w/M4A1, 4 Mercenary Riflemen w/M4A1
Squad 2: 1 Sniper w/Barret M107; 1 Mercenary Riflemen w/M4A1.

Utilizing a light weight body armor, bounty hunters are able to maintain greater mobility with a moderate level of protection needed for close combat.

Weapons and special rules
M4A1: Utilizing M995 Armor Piercing rounds Bounty Hunters inflict a -1 Armor penalty to enemy troops.
Range: 20"
Damage: D6

Barret M107: The Barret gains a +2 bonus to its Damage Dice and applies a -2 penalty to Armor Dice against Size 1. It may attack Size 2 targets with a +1 to its Damage Dice but without the penalty to Armor. It may only fire once each turn and never as a reaction. If a Ready action is taken before it shoots, you may opt to roll its Damage Dice against the model in the center of the Fire Zone, rather than allocate normally.

Take Down: When engaging in Close Combat via a Charge Action, the Bounty Hunter Team may disarm and incapacitate a target model with non-lethal force. All attack rolls are treated as temporary damage and the target is captured rather than killed.

Options:
1 additional Fire Team with a Corporal and 4 Riflemen may be added for ? points.
1 additional Sniper squad may be added for ? points.

As you can see, there are no points yet. I'm also thinking about to reduce the Close Combat damage to 1xD6+2, but not to sure though.

Mercenary Infantry Squad.
Target: 4+
Kill: 6+
Save: 5+
Move: 4"
Close Combat: 2xD6

The squad contains one Mercenary Sergeant w/ AR-21, 4 Mercenary Riflemen w/ AR-21.

Weapons and special rules
AR-21: The AR-21 is an invention of the GMC (Global Mercenary Coalition) designed to work with the PCAS, it has the following stats:
Range: 20"
Damage: D6

PCAS: The Personal Combat Aid System gives Mercenary Troops, through lasersights and laserdetecting vision, the ability to pinpoint shots, and therefore make a mockery of cover. They limit the bonus gained from cover to +1, instead of +2.

Take Down: When engaging in Close Combat via a Charge Action, the Mercenary Infantry Squad may disarm and incapacitate a target model with non-lethal force. All attack rolls are treated as temporary damage and the target is captured rather than killed.

Options
Up to 4 Mercenary Riflemen w/ AR-21 may be added for ? points each.


All in all, the Bounty Hunters may be the ones making up the core of an Mercenary army, but not to sure though, while the Mercenary Infantry will be the heavy support.
 
Now we return you to the adventures of Paladin, Mercenary Bounty Hunter.

When we last left our intrepid hero, he was infiltrating the lair of the Black Wombat, a cruel and diabolical warlord who's forces were at that very moment raiding the southern end of China....
 
on a seperate note, i think mercenaries should cost more in points, but not effect the 50% loss for an army to withdraw.

as the army would have little interest or knowledge about the mercs, and the mercs are just hired hands and not part of the family.

basicly dont count the mercs as part of the army in any way when working out their break point.
 
Also a good idea, and it would work pretty good for including mercs in other armies.

But I also want the mercs to be able to be used as an army of their own.
 
I think the PCAS might be a little much for them.

Mercenary units will try to have good, reliable, quality equipment. . . but they wouldn't be able to afford super high tech systems which that kind of rule represents.
 
But why, Kristovich? In modern combat there isn't anything as a Mercenary Army anymore. Usually Warlords and Countries hire them to provide services... Warlords for the expertise (same with the smaller Countries), and for Countries they can do things that the country otherwise isn't legally or capable of doing.

Example: During one of the bush wars in Africa, the local government hired Mercs to fly aircraft in conjuction with native pilots against rebel positions... They didn't make up the Air Force, but they did make up a core element of expertise needed by the Air Force of that particular country.
 
It's 10-15 years from now, and with all those conflicts raging, it provides an excellent oppurtunity for those willing to fight for money.

Just use some imagination! :wink:
 
Mr Evil said:
i think 1D6+2 is to much, it would mean they could as a unit take a tank out in a single combat !!!
Should be 2xd6 not 2xd6+2 copy and paste error from another custom card on my part.
 
Soulmage said:
I think the PCAS might be a little much for them.

Mercenary units will try to have good, reliable, quality equipment. . . but they wouldn't be able to afford super high tech systems which that kind of rule represents.
Agreed. I would almost reserve that for an elite merc squad as the gear is extremely pricey. Most merc companies would rather pay for more troops than better equipment. That style gear runs $15,000 a soldier I think, and that's buying in bulk. That's $75,000 just to initially equip your merc squad without including the extra maintenance cost. Not saying don't use it, just might save it for elite mercs. As a standard unit, I'd probably replace the PCAS with a heavy machine gunner akin to a SAW.
 
I came up with the Take Down ability for the Bounty Hunter squad, but this may be a good one as a standard action for Close Combat and instead giving the Bounty Hunters a +1 to success due to greater experience/training in that area.

Code:
Take Down: When engaging in Close Combat via a Charge Action, the attacker may disarm and incapacitate a target model with non-lethal force. All attack rolls are treated as temporary damage and the target is captured rather than killed.
 
Kristovich said:
It's 10-15 years from now, and with all those conflicts raging, it provides an excellent oppurtunity for those willing to fight for money.

Just use some imagination! :wink:

Don't make me flashy thinggy you, Kristovich...
 
No, this time your insolence has incurred the ultimate wrath!

*flashy thinggies Krisotivch*


BTW: My flashy thinggy isn't the doodad from MIB. It's a flashlight and a baseball bat. I blind the victem first, then remove their memories with the bat.
 
Since it's a skirmish game, I don't see any reason not to have an all merc faction at some point. Now going into campaign mode.... eh...You'll have to let reality slip a bit.
 
Paladin said:
Soulmage said:
I think the PCAS might be a little much for them.

Mercenary units will try to have good, reliable, quality equipment. . . but they wouldn't be able to afford super high tech systems which that kind of rule represents.
Agreed. I would almost reserve that for an elite merc squad as the gear is extremely pricey. Most merc companies would rather pay for more troops than better equipment. That style gear runs $15,000 a soldier I think, and that's buying in bulk. That's $75,000 just to initially equip your merc squad without including the extra maintenance cost. Not saying don't use it, just might save it for elite mercs. As a standard unit, I'd probably replace the PCAS with a heavy machine gunner akin to a SAW.

girl i go to colledge with her dad is ex navy special forces (sbs) and hes working as a private soldier, and he earns around £2k a day for non activness and if activity is engaged he hits a figure close to £5k for the day depending on situation, if it involves saving the contracters life value goese uo into the 10s of £k.

For him he chooses what military equipment he whants nd what he cant afford, his employer will buy for him to use but not own.

there are some very rich people in dubai ;)
 
How about providing a Merc "shopping list" and let players choose what they want to equip their mercenary squads with?
 
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