A list of local hirelings who will travel to Bastard Station for work.
Unless otherwise noted, each squad is made up of three extras
Gladiaborg Klaw Fighters (Cost: 3)
Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8 Fighting D8, Shooting D6 Toughness 6 (10), Parry 6
Claw Cannon 30’ - Opposed STR or drag toward Gladiaborg
Molecular Weapon D6+STR (AP 3)
Gladiaborg Kannon Fighters (Cost: 3)
Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8 Fighting D8, Shooting D6 Toughness 6 (10), Parry 6
Arm Cannon 2D6+1 damage
The Awesome Squad (Cost: 2)
Three ex-security guards looking to get rich being lazy
Agility: D6, Smarts: D6, Spirit: D4, Strength: D4, Vigor: D6; Hinderance: Yellow
Toughness 5(9), Parry, 4; Fighting D4, Shooting D6; Bolt Rifle, flak jacket, fighting knife, radio, one concussion grenade each
The Roughriders (Cost: 3)
Three cowboys unused to life in space
Agility: D4, Smarts: D4, Spirit: D6, Strength: D6, Vigor: D6; Hinderance: Space Sickness
Toughness 5(9), Parry, 5; Fighting D6, Shooting D4; Flak jacket and helmet, fighting hatchet (as axe), bolt rifle, radio, one concussion grenade each
Milgo Refugees (Cost:4)
Three refugees who were wronged by POWERCORP, and have escaped to Bastard Station
Agility: D6, Smarts: D8, Spirit: D6, Strength: D6, Vigor: D6; Hinderance: Hates POWERCORP
Toughness 5(9), Parry, 4; Knowledge (Security) d6, Shooting d6; Fighting d4; vac suit, light bolt pistol
Contraband Alliance Goons (Cost:2)
These three goons are probably spies of the alliance, but they are cheap and effective
Agility: D6, Smarts: D4, Spirit: D6, Strength: D8, Vigor: D6; Hinderance: Probably spies
Toughness 5(9), Parry, 6; Shooting d6; Fighting d8; Flak jacket, machete, heavy bolt pistol
All these personalities are wild cards
Bleak Clandestine (Cost:4)
He's an operative of the alliance, but he's looking to branch out and make some connections because he's not nearly as dumb as he looks
Agility D6, Smarts D6, Spirit D8, Strength D8, Vigor D8
Toughness 6(12), Parry 6; Fighting D8, Shooting D8, Security D6, Streetwise D8, Stealth D6
Battle Suit, Heavy Bolt Pistol 2D8 DMG, Chain Sword (STR+1D8 AP 8)
Sgt. Roidnek (Cost: 3)
A born commander who is drinking his pension, wishing for one last opportunity to die in a battle
Agility: D6, Smarts: D6, Spirit: D8, Strength: D6, Vigor: D6; Edge:Command (+1 to troops recovering from being Shaken)
Toughness 5(9), Parry 5; Fighting D6, Shooting D6; Flak jacket and helmet, bolt rifle, light bolt pistol
Boyd Dynamo (Cost: 3)
Once a pirate, now a mercenary spaceman with a shaky history looking to lay low for a while.
Agility: D8, Smarts: D8, Spirit: D4, Strength: D6, Vigor: D6; Hinderance: Wanted (Renegades)
Toughness 5(9), Parry 4; Fighting D4, Shooting D8, Pilot: D8; Ship Ops:D6; Advanced flight suit, light bolt pistol
Cam Gunkle (Cost: 3)
A technologist with serious chops, Cam is a Milgo refugee and as such he harbors a deep hatred of the megacorps, and Powercorp in particular
Agility: D6, Smarts: D6, Spirit: D6, Strength: D6, Vigor: D6;
Toughness 5(9), Parry 4; Repair d10, Ship Ops d6, Fighting d4, Shooting d4; vac suit, hand scanner, uni-tools, robot sidekick “Rusty”
Melchior (Cost:2)
This bum is a bonafide champion of the fighting ring who wants to get enough capital to leave the station
Agility: D8, Smarts: D6, Spirit: D8, Strength: D8, Vigor: D8; Hinderance: Ambition
Toughness 6(7), Parry 7; Fighting: D10, Shooting D4; leather jacket, fighting knives, light bolt pistol
Dumhammer (Cost: 1)
Another bum from the station who could be useful if he weren't so unbelievably stupid.
Agility: D4, Smarts: D4, Spirit: D4, Strength: D6, Vigor: D6; Hinderance: Illiterate
Toughness 5(9), Parry 5; Fighting D6, Shooting D6; leather jacket, crowbar (as axe), heavy bolt pistol
Spurtlefork (Cost: 1)
A bum from the station who isn't completely filthy and terrible
Agility: D4, Smarts: D4, Spirit: D4, Strength: D6, Vigor: D6; Hinderance: One Eye
Toughness 5(9), Parry 5; Fighting D6, Shooting D4; leather jacket, fighting spork (as combat knife), heavy bolt pistol
All the specialists are extras, but can be trained up to wildcard status after three hires
Happy Cadet (Cost: 1)
Happy Farmer has trained up some space cadets to be passable pilots. If you need someone to sit in a fighter craft and make it go, you can find at least three cadets per cycle. They must be given their “callsign” before they can join your force, though.
Agility: D6, Smarts: D6, Spirit: D6, Strength: D6, Vigor: D6;
Piloting d4, Knowledge (Astrogation) d4, Fighting d6, Shooting d4; vac suit
Battleship (Cost: 1)
He's wanted by the Space Cops, but he has agreed to come to Bastard Station
Agility: D6, Smarts: D6, Spirit: D6, Strength: D6, Vigor: D6;
Shooting d6, Fighting d6, Repair d4; vac suit, light bolt pistol
Clue (Cost: 1)
He's not the best pilot, but he has agreed to come to Bastard Station
Agility: D6, Smarts: D6, Spirit: D6, Strength: D6, Vigor: D6;
Piloting d6, Knowledge (Astrogation) d4, Fighting d4, Shooting d4; vac suit, light bolt pistol
Monopoly (Cost: 1)
He's a mess, but he has agreed to come to Bastard Station and he's already successfully fixed docking bay two. He can be given one task per session to fix something on the station, or be recruited on board a ship to help with repairs and engineering there.
Agility: D6, Smarts: D6, Spirit: D6, Strength: D6, Vigor: D6;
Repair d6, Ship Ops d4, Fighting d4, Shooting d4; vac suit, light bolt pistol
Operation (Cost: 1)
She's a marginal, absent-minded sciences officer, but she has agreed to come to Bastard Station
Agility: D6, Smarts: D6, Spirit: D6, Strength: D6, Vigor: D6;
Ship Ops d6, Knowledge (Astrogation) d4. Fighting d4, Shooting d4; vac suit, light bolt pistol
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