PMC Contractor

The Rim's professional deniability -- a corporate soldier who exists off the books, fights other people's wars, and vanishes when the contract ends.

A PMC Contractor is the verse's expendable-but-elite professional: a corporate soldier paid by a House or megacorp to fight wars that no one wants on the official ledger. Where the Legion is the volunteer ladder and the corp armies are debt-soldier meat-grinders, the PMC is the deniable middle -- well-trained, well-equipped, and carrying no affiliation a captor can prove. Their loyalty is transactional; their will bends toward the highest bidder; their gear is configured for the job, then reconfigured for the next.

Individually, a Contractor is a cut above a line trooper -- quicker, better sighted, harder to pin. As adversaries they appear in small teams under a Team-Lead, deployed on black jobs: asset seizures, deniable raids, corporate skirmishes the Families do not want traced. Their defining edge is that nothing on them leads back to anyone, which makes them brave in a very specific, very legalistic way -- until the contract runs out.

Rules Reference

FieldValue
Abilities / Cha10
Abilities / Con14
Abilities / Dex14
Abilities / Int10
Abilities / Str12
Abilities / Wis10
Armor Class15
Base Attack Bonus2
Creature TypeHumanoid
Flat Ac12
Hd Count2
Hd Sides10
Hit Dice2d10+4
Hit Points15
Hp Bonus4
Initiative2
LanguagesTrade Cant; Core Standard; field-signals
PsionicsNone
ResistancesMesh armour (included in AC), Optic implant (included in senses/Notice)
Role TagsSkirmisher, Ranged, Deniable
Saves / Fort5
Saves / Ref4
Saves / Will0
SensesNormal human vision; optic implant grants low-light and +4 to Notice; passive Perception 14
SizeM
Skills / Athletics5
Skills / Deception5
Skills / Notice6
Skills / Stealth6
Skills / Tactics4
Speed30
Threat Rating2
Touch Ac13
Xp150
Dialogue Pathgame/dialogue/npc-pmc-contractor.yaml

Notes

Full Attack: Contract Carbine ranged +4 (1d8 ballistic; range 80 ft; scoped or short per Loadout) or Holdout slug pistol ranged +4 (1d6 energy; range 30 ft) or Combat Knife melee +3 (1d4+1 slashing; +2 on ambush)

Habitat: Black jobs across the Rim and Core edges: deniable raids, asset seizures, corporate skirmishes, Family proxy actions. Deployed in teams of 3-6 under a Team-Lead, often with a configured loadout for the mission. Roll 1d6: 1-2 = three Contractors on overwatch around an objective (Marksman Loadout, patient), 3-4 = four Contractors breaching a target (Breacher Loadout, fast), 5-6 = three Contractors infiltrating quietly (Infiltrator Loadout, until the first shot).

Morale: Steady (11) while the contract pays and a Team-Lead or extraction beacon is live; drops to Unsteady (8) the moment the extraction is called off or the Team-Lead goes down

Tactics: Plan to the contract, then execute cold. Contractors use the Loadout's strength (Marksman holds range, Breacher closes fast, Infiltrator sets the ambush), share targets over the tac-net, and disengage the instant the job is done or the extraction lands. They will not chase a fleeing foe past the objective, and they will not hold a position the contract did not pay for. Bravery is budgeted.

Treasure: Mesh armour (150 rek), contract carbine (300 rek), holdout slug pistol (150 rek), combat knife (40 rek), optic implant (800 rek), spoofed Kadiss fob (200 rek; untraceable), encrypted tac-net earpiece (250 rek), 6d10 rek in hazard pay (the only thing they will fight over if it is on the body).

Vulnerabilities: Will-poor (the Contractor's defining weakness: physically elite but morally flexible, with a weak Will save; fear, mind-affecting, and Intimidation land hard), Contract-bound (the moment the contract's terms are met, the pay runs out, or the extraction is called off, the Contractor disengages -- they do not die for a job that stopped paying), No backup (unlike the Legion, a lost PMC team triggers no rescue; cut off their tac-net and they have nothing to fall back on but themselves)

Attacks

Contract Carbine (Modular)

FieldValue
bonus4
categoryranged
damage1d8
damageTypeballistic
nameContract Carbine (Modular)
rangeFt80

notes: Configured at contract start; can be declared as scoped (+1 to hit, +40 ft range) or short (+1 damage, -20 ft range) per the Contract Loadout

Holdout slug pistol

FieldValue
bonus4
categoryranged
damage1d6
damageTypeenergy
nameHoldout slug pistol
notesSidearm; the Contractor's fallback
rangeFt30

Combat Knife

FieldValue
bonus3
categorymelee
damage1d4+1
damageTypeslashing
nameCombat Knife
notesQuiet work; +2 to Stealth-based ambush attack rolls

Special Abilities

Contract Loadout

FieldValue
actionCostpassive
nameContract Loadout

description: At the start of an encounter the GM declares the Contractor's loadout for this contract (chosen once, locked for the job): Breacher (carbine short, +10 ft speed, +1 damage in melee), Marksman (carbine scoped, +1 to hit and +40 ft range, cannot move more than half speed), or Infiltrator (stealth-focused, +4 to Stealth and +1 to ambush attack rolls). Player-visible: the Contractors all carry the same configured kit, because they were briefed for this exact job.

Deniable Operator

FieldValue
actionCostpassive
nameDeniable Operator

description: The Contractor carries no traceable ID, serial numbers are filed off, and their Kadiss is a spoofed or off-grid fob. Anyone attempting to identify the Contractor's employer from the body, gear, or testimony must make a DC 18 Investigation or Bureaucracy check (the corporate firewall holds). The Contractor gains +4 to Deception and Disguise checks to conceal affiliation. Player-visible: the dead one has no name, no unit, no flag -- just a cheque that will clear somewhere the players cannot reach.

Tac-Net Comms

FieldValue
actionCostFree (1/round)
nameTac-Net Comms

description: Contractors on the same contract share a short-range encrypted tac-net. Once per round a Contractor can spend a free action to mark a target for the team; the next allied Contractor to attack that target gains +1 to the attack roll. Player-visible: a clipped word over the net, and the next shot comes from a different angle.