Aegis usually has no shortage of combat trained operatives to choose from, but there are sometimes occasions in which seperate outside personnel have proven themselves as valuable additions to the organization, and been permanently accepted to the ranks. These outside mercenaries are often unknown factors, ranging from hired killers to professional bodyguards; they share only their loyalty to Aegis, often enforced through underhanded means. The mercenary in Aegis has an unenviable position: they are typically the first to be considered expendable, and the last to be given any benefit from their jobs. It is a very special merc who stays useful to the needs of her cell.


Influence:		Military
Available Training:	Awareness, Communications, Parachutist,
		Rappelling, SCUBA Diving, Survival
Available Skills:	Autofire, Brawling, Demolitions, Disguise,
		Drive, First Aid, Gun Fu, Gunnery,
		Heavy Weapons, Language, Martial Arts,
		Melee Weapon, Pilot, Small Arms: Pistol,
		Small Arms: Rifle, Stealth


Pulling Strings:

Merc Contacts - The mercenary is able to utilize his vast network of illegal contacts to gather information not normally available to outsider sources. On a Df1, he can obtain inside information as to military movements and operations which are not classified, while classified ops are a Df2, and even the most highly restricted operations are only a Df3. This information will take the form of three yes or no questions, similar to hunches. This is only applicable to projects having some relationship to valid military organizations, but the nationality of the military group is not important. For instance, a merc could ask questions about a CIA hit squad in Bolivia which was being run by former Green Beret, but could not ask about the Grey secret base under the White House.

Illegal Weapons And Equipment - The business of the professional mercenary is war, and she will have the contacts needed to get the tools of war. Gaining any desired equipment for illegal delivery anywhere in the world within 1D days is a Df1, +1Df per 5rp. The speed of delivery can be cut to 2D hours on a +1Df, and any item which is a military resource can be obtained. If nonexpendable equipment can not be returned undamaged after the mission, the mercenary must make a funding test against the Df of the requested equipment, or his influence will drop by one.

Military Assistance - There are dogs of war in every corner of the world, and the merc knows where to find them. The agent can call on the assistance of 1D other mercs within 2D hours as a Df2 task. These are thugs, who will be able to handle simple violent tasks which do not require subtlety. For more reliable, professional operatives of military caliber, add +1Df. Finally, for special operations personnel, raise Df to 4, and cut the number of personnel available in half. Any mercenaries called for in this way will need equipment, which must be provided by the cell, possably through another resource check by the merc.


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