For some missions, players may wish to pay the Mercenary Guild for one of their services:
Warrior - Fully life insured. Cost: 5c per mission.
Name | Mercenary Warrior |
---|---|
Constitution | 11 |
Intellect | 11 |
Muscle | 11 |
Charm: 8 | |
Beauty | 9 |
Wisdom | 11 |
Reactions | 9 |
Willpower | 11 |
Run speed | 21 |
Endurance | 9 |
Strength | 19 |
Charisma | 7 |
Persuasion | 8 |
Aura | 9 |
Alertness | 9 |
Attack | 9 |
Dodge | 16 |
Stamina | 30 |
NE | 50 |
Actions per turn | 3 |
Initiative | 9.9 |
Armed with ESA-HA exoskeleton (RRC and Heavy Bazooka)
Air escort - 10c per mission.
The fighters used are Interceptors. Here is a copy of their attributes:
Name | Interceptor (plane) |
---|---|
Speed | 700kph |
Terrains | Air, 100m runway |
Reactions bonus | 0 |
Fuel | 12km/litre, 100 litre tank |
Armour | Main body, DC 100, Resilience 10 |
Weapons | 4 turrets |
floor space (m2) | 1 |
Engine | Medium jet, 3 of |
Notes | Generally used for patrol work |
Cost | 50c |
Mounted with 2 Light Missile Racks, each holding 4 radar guided missiles; also, 2 Heavy Rocket Racks, each holding 25 100mm rockets.
Artillery Support - base cost 1c per day for the hire of a radio-positioning laser sighting unit, like a pair of binoculars. When the small red or orange button is pressed, however, the exact coordinates of the target are transmitted by radio to distant artillery bases, where either a single large armour peircing shell is fired and 5c is deducted from your account, or a large Shrapnel round is fired, at the same cost, depending on which button was pressed. The mercenaries will not allow you to fire once you have used up all the money you gave them in advance. Any unused money will be refunded on demand. The Guild must be notified of where the players will be going, so that artillery can be set up nearby beforehand. They need 5 days notice. The artillery is a standard heavy artillery piece mounted on either trucks or helicopters anchored to the ground. The sighting unit is {-4}