Mercenary Career

I recently thought it funny that in Twilight 2000, which evolved into Merc 2000, that there was no Mercenary career. It is likely an experienced Soldier of Fortune would come in handy.

Entry: Members must have served a minimum 1 term in regular military of any nation.
Strength + Constitution + Agility = 15. Must roll 7+ for entry (got to be in the right place at the right time)

First Term Skills:
Instruction - 2
Leader - 1
Persuasion - 1
Observation - 2
3 levels of skill(s) from the subsequent terms skill list.

Subsequent terms skills:
Acrobatics
Archery
Armed Melee
Climbing
Chemistry
Combat Engineer
Construction
Early Fire Arms (Crossbows)
Farming
Forward Observer
Grenade launcher
Ground Vehicle Wheeled
Heavy Gun
Instruction
Interrogation
Language
Leadership
Mechanic
Medical (trauma)
Medical (diagnosis)
Navigation
Obsevation
Parachute
Persuasion
Riding
Scrounging
Small Arms
Small boat handling
Stealth
Survival
Swimming
Tac missle
Thrown weapon
Tracking
Unarmed melee

Promotion: 7+ (for all) DM +1 if Intelligence 7+

Contacts: 2 x Military or Intelligence or Politician. 6+ to be Foreign.

Special:
Character does not receive a Secondary Activity so add 1 to the allowed subsequent term skills allotment.
If Character is not promoted then they are mustered out of the Mercenary trade and not allowed to return (this accounts for their being on the losing side or being involved in a contract that went poorly), Character can also decline the Promotion roll and guarantee thier own mustering out.
Characters that are mercenaries when war comes they may choose a personal weapon of any country, and purchase very common, common or scarce equipment of any country.

Back Back