PMC Contractor

Deniable corporate combat asset.

The PMC Contractor is not a soldier. Soldiers belong to standing forces -- they have uniforms, pensions, next of kin. The Contractor belongs to a corporate balance sheet, and on that sheet they are listed as "operational capital -- deniable." If the Contractor dies on mission, the corp disavows. If the Contractor is captured, the firewall holds: no DNA trace, no unit patch, no contract that ties them to the employer. The Contractor knew this when they signed. The rek was good.

Asset Realisation treats the PMC Contractor as depreciable muscle with a firewall rider. The Contractor's Kadiss record is a legal fiction: a shell corporation, a numbered account, a skill-certification log with no name attached. When the CorpSec investigator runs the Contractor's prints, the grid returns "asset classification: deniable -- no further information." The Nine maintain PMC Contractor pools the way others maintain equipment lockers -- issue, deploy, lose, write off, replace.

The Contractor's value is adaptability. Between contracts, they reconfigure: new weapon specialisation, new combat feats, new tactical profile. The Contractor who was a sniper on the last job becomes a breacher on the next. This is not versatility -- it is the absence of identity. The Contractor is whatever the contract requires.

Operating on the Combat chassis (d10 HD, full BAB, Fort/Ref good, Will poor, 4 SP). The Contractor wears all armour types, carries all weapons. The Will save is poor because the Contractor's loyalty follows the rek, and the Contractor knows it. Prime requisites: STR, DEX, CHA -- the Contractor must fight, move, and sell the next contract before the current one kills them.

Rules Reference

FieldValue
Armor AllowanceLight, Medium, Heavy
Bab Tierfull
Base Skill Points4
Class SkillsDemolitions, Tactics, Deception, Streetwise, Perception (Spot), Pilot
Hdd10
Hd Sides10
Max Level20
Primary AbilitiesSTR, DEX, CHA
Prime RequisitesSTR, DEX, CHA
Save Tiers / Fortitudegood
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowanceAll firearms, All melee weapons, Heavy weapons, Demolitions charges, Contract-specialist gear (mission-specific)

Notes

Archetype Niche: Deniable corporate muscle. The PMC Contractor is the party's combat chameleon -- between contracts, they reconfigure their fighting style completely. Contract Loadout rewards planning and mission scouting: the Contractor who knows the target before the contract starts is the Contractor who lives. Deniable Operator makes them the go-to for black ops -- no fingerprints, no unit patch, no trace. Black Budget gives them access to gear other classes cannot touch. Operational Autonomy is the capstone that makes the Contractor truly independent -- the leash breaks, or at least the Contractor has learned to slip it. Where the Soldier is a standing-army generalist and the Mercenary is a freelance gun with a reputation, the PMC Contractor is the corp's perfect tool: deniable, adaptable, and already written off.

Multiclass Notes: PMC Contractors can multiclass with Soldier, Mercenary, and Corp-Security archetypes. Non-humans use simultaneous multiclassing rules.

Level Table

Contract Recruit

FieldValue
bab1
fortitude2
level1
reflex2
skillPoints16
titleContract Recruit
will0
xp0

Contract Operator

FieldValue
bab2
fortitude3
level2
reflex3
skillPoints4
titleContract Operator
will0
xp2000

Deniable Asset

FieldValue
bab3
fortitude3
level3
reflex3
skillPoints4
titleDeniable Asset
will1
xp4000

Senior Contractor

FieldValue
bab4
fortitude4
level4
reflex4
skillPoints4
titleSenior Contractor
will1
xp8000

Contract Corporal

FieldValue
bab5
fortitude4
level5
reflex4
skillPoints4
titleContract Corporal
will1
xp16000

Contract Sergeant

FieldValue
bab6
fortitude5
level6
reflex5
skillPoints4
titleContract Sergeant
will2
xp32000

Contract Lieutenant

FieldValue
bab7
fortitude5
level7
reflex5
skillPoints4
titleContract Lieutenant
will2
xp64000

Senior Contract Lieutenant

FieldValue
bab8
fortitude6
level8
reflex6
skillPoints4
titleSenior Contract Lieutenant
will2
xp125000

Contract Captain

FieldValue
bab9
fortitude6
level9
reflex6
skillPoints4
titleContract Captain
will3
xp250000

Senior Contract Captain

FieldValue
bab10
fortitude7
level10
reflex7
skillPoints4
titleSenior Contract Captain
will3
xp500000

Contract Major

FieldValue
bab11
fortitude7
level11
reflex7
skillPoints4
titleContract Major
will3
xp750000

Contract Commander

FieldValue
bab12
fortitude8
level12
reflex8
skillPoints4
titleContract Commander
will4
xp1000000

Senior Contract Commander

FieldValue
bab13
fortitude8
level13
reflex8
skillPoints4
titleSenior Contract Commander
will4
xp1250000

PMC Director of Operations

FieldValue
bab14
fortitude9
level14
reflex9
skillPoints4
titlePMC Director of Operations
will4
xp1500000

PMC Regional Director

FieldValue
bab15
fortitude9
level15
reflex9
skillPoints4
titlePMC Regional Director
will5
xp1750000

PMC Theatre Commander

FieldValue
bab16
fortitude10
level16
reflex10
skillPoints4
titlePMC Theatre Commander
will5
xp2000000

PMC Vice President

FieldValue
bab17
fortitude10
level17
reflex10
skillPoints4
titlePMC Vice President
will5
xp2250000

PMC Sector VP

FieldValue
bab18
fortitude11
level18
reflex11
skillPoints4
titlePMC Sector VP
will6
xp2500000

PMC Executive Director

FieldValue
bab19
fortitude11
level19
reflex11
skillPoints4
titlePMC Executive Director
will6
xp2750000

Supreme Contractor

FieldValue
bab20
fortitude12
level20
reflex12
skillPoints4
titleSupreme Contractor
will6
xp3000000

Special Abilities

Contract Loadout

FieldValue
level1
nameContract Loadout

description: The Contractor is a blank slate between contracts. With 24 hours of downtime, reconfigure combat specialisation: select one bonus combat feat the Contractor does not possess (lasts until the next contract change). Additionally, select one weapon group (pistols, rifles, heavy weapons, shotguns, blades, or explosives) and gain +1 to attack rolls for the contract duration. At level 6, two weapon groups. At level 14, attack bonus increases to +2. The Loadout cannot be changed mid-mission -- the Contractor commits when the contract ink dries. This is the corp's value proposition: one asset, any role, no retraining cost.

Deniable Operator

FieldValue
level3
nameDeniable Operator

description: The firewall holds. +4 competence bonus to Bluff and Disguise checks to conceal identity, affiliation, or purpose. If captured, the Contractor's employer is legally untraceable -- DNA records return 'classified -- deniable asset,' gear serial numbers trace to a dissolved shell company, testimony is inadmissible under Kadiss Trade Tribunal rules. The Contractor can attempt a DC 20 Deception check to plant false affiliation evidence (implicating a rival corp) on their person or at an operation site. At level 11, the Contractor can spend 1 hour creating a false identity with supporting documentation (corporate ID, transit logs, credit trail) good enough to pass a routine checkpoint. At level 17, this false identity holds up under deep background investigation (DC 30 to penetrate) -- the corp has, by this point, genuinely created the person the Contractor is pretending to be.

Adaptive Kit

FieldValue
level5
nameAdaptive Kit

description: PMC-issue weapons are modular platforms -- the Contractor knows every pin, every rail, every firmware bypass. As a move action, reconfigure current weapon: swap damage type (ballistic/energy/concussive), attach or detach a scope (+1 attack at long range, -1 at short range), or adjust fire mode (semi-auto to burst, or burst to semi-auto). Requires a PMC-issue modular platform or a weapon the Contractor has maintained for at least 1 week. Usable WIS modifier times per day (minimum 1). At level 13, swift action. At level 19, the Contractor can resize the weapon's base damage dice up or down one step (e.g., d8 to d10 or d8 to d6) in addition to other options -- field-modifying the receiver, the barrel, the chamber, things the manufacturer's manual says cannot be done.

Contractor's Privilege

FieldValue
level9
nameContractor's Privilege

description: The corp values the asset enough to extract it. +4 to all CHA-based skill checks when negotiating contract terms, hazard pay, or extraction conditions. Once per contract, the Contractor can call in a corporate extraction: if within communications range of the employer, an evac transport arrives within 1d6 hours. The extraction will not enter active combat zones but will hold at a safe distance -- the corp insures the Contractor, not the rescue pilot. At level 15, the extraction includes a gunship escort providing suppressive fire (one strafing run, 6d6 ballistic damage in a 30-foot line) to cover the Contractor's retreat. The gunship pilot does not know the Contractor's name.

Black Budget

FieldValue
level13
nameBlack Budget

description: The corp's arsenal opens. Once per character level, the Contractor can requisition one restricted or military-grade item from the employer's arsenal at no upfront cost. Value cap: 500 rek x Contractor level. The item is on loan -- return at contract end, or purchase at 50% of market price. Items lost in combat are written off provided the Contractor files an after-action report explaining the loss (the report is read by no one, archived in a server that will be decommissioned within the quarter). At level 18, the cap increases to 1000 rek per level, and the Contractor can requisition prototype or black-market items not normally available for purchase -- the corp's R&D division wants field data; the Contractor is the field.

Operational Autonomy

FieldValue
level17
nameOperational Autonomy

description: The Contractor has earned enough trust -- or accumulated enough blackmail on enough middle managers -- to operate without oversight. Once per week, declare operational autonomy before a mission and ignore one contractual restriction (rules of engagement, target list, collateral damage limits, extraction deadline) without penalty from the employer. The employer will never know unless the Contractor tells them. Additionally, the Contractor gains immunity to conventional truth-detection when questioned about operations conducted under autonomy -- the Contractor has learned to believe their own lies. At level 20, once per mission instead of once per week. The Contractor answers to no one. The Contractor has always answered to no one.