Guns for Hire
Sometimes when a gang dissolves due to lack of numbers and funds there are
a few members who stand out from the crowd due to exceptional skills and
abilities. Sometimes these individuals will leave a gang anyway if they
are not content with the leadership and direction of the gang. We decided
that such individuals should not be allowed to fade into obscurity and
should instead have the chance to go it alone as a hired gun using the
following rules.
Fee: When a ganger becomes available for hire his fee should be
determined. This is equal to 20% of his total cost plus experience. Once
hired he may begin gaining experience again and sometimes may even gain
equipment but his hire fee does not change as long as he is continually
hired by the same gang. Should the ganger at any point become unemployed
again a new hire fee should be calculated.
Experience: Whilst in employment the mercenary can gain experience
in the same manner as any other ganger. The mercenary may take skills
from whatever tables he was originally entitled, unless he has over 200
experience, such an experienced individual may take skills from which ever
tables were available to the leader of his original gang type as well (NB
if the mercenary could never have become the gang leader, such as a
scally from a scavvy gang, he may not choose from the leader's skill
tables). The player currently hiring the mercenary may make any desisions
needed as the mercenary will train to suit whatever roll he is being hired
to fill.
Equipment: The mercenary cannot freely exchange equipment with the
rest of the gang, however at times it may be sensible for him to change his
equipment due to aquiring new skills. Whenever the mercenary gains an
advance roll he may exchange equipment with the gang currently hiring him.
The mercenary must retain at least the same value of equipment from the
exchange, he will not agree to an exchange where he comes off worse. The
mercenary may, however, make a gain of up to 10 credits worth of equipment
from the exchange in which case he cost this much less to hire for the
next game only. If an enemy ganger who was taken out of action is captured
by the mercenary then the mercenary will take one piece of equipment from
him before the usual rules for dealing with captives are concerned. When
dealing with mercenaries equipment players should try to be realistic, for
example the is very little reason why a mercenary would exchange his
autogun for a lasgun, the weapons are too similar, if however a mercenary
with a basic weapon kept gaining close combat skills and weapon skill
bonuses he may well attempt to obtain assault weaponry. Ideally, the owner
(see below) should be consulted on equipment gains/changes.
Owner: The player who originally owned the mercenary is still
considered the owner of the mercenary. He is entitled to dictate the
principles of the mercenary and so can decide not to allow some gangs to
hire the character. The owner also has the ultimate say in the mercenaries
equipment and should be consulted over drastic changes in style of equiping.
(e.g. Exchanging his only basic weapon for assault weaponry).
The Drinking hole
Name |
Specialisation |
Owner |
Fee |
Current Employer |
Ilyich |
Sniper |
Joe |
46 |
None |
Chief Sitting Rat |
Great Chieftain |
Gaius |
Mentor |
N/A |
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