TEXT: A SHADOWRUN FACTION SUPPLEMENT
  Writing
  R.J. Thomas
  Art
  Ian King, Brent Evans, 
  Josh Heebsh
  Development
  Peter M. Andrew, Jr.
  Prooﬁ ng
  R.J. Thomas, 
  Peter M. Andrew, Jr.
  Layout & Design
  Matt Heerdt
  Art Director
  Kat Hardy
  Shadowrun Line Developer
  Jason M. Hardy
  CREDITS
  © 2013 The Topps Company, Inc. All Rights Reserved. 
  Shadowrun and Matrix are registered trademarks 
  and/or trademarks of The Topps Company, Inc., in the 
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  of InMediaRes Productions, LLC.
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  2
  JackPoint Stats___
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  Latest News
  Amazonia and Aztlan continue to 
  blow the living hell out of each other 
  in spectacular fashion, and things 
  may be building to a climax. Trying 
  to tell who is ﬁ ghting who in this 
  Charlie-Foxtrot of a war is difﬁ cult at 
  best and sometimes the small units 
  go unnoticed—until now. We’ve got 
  the scoop on a few of them, includ-
  ing one of our own. — FastJack
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  Connecting JackPoint VPN …
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  “May God have mercy upon my enemies, because I won’t.” 
   
   
   
   
   
  – General George S. Patton Jr.
  
  3
  DEBTS
  DEBTS
  Outside Aztlan Compound, designation: Alpha 32
  Panama, Aztlan
  06/12/74
  0521 ZULU
  “Conf rmed, target on second f oor.”
  T at’s what Major Nathan McCord—a.k.a. Rif eman, call-sign 
  Bravo Zero-Six, commanding of  cer of Bravo Company—had been 
  waiting to hear. Af er of months of chasing false leads and dead ends, 
  target number three on “T e List,” Colonel Raul Salazar (retired), 
  was in sight. T ey’d come close to bagging him in Corpus Christi 
  two months earlier during a raid on a local teocalli. T ey’d eliminated 
  several Aztlan blood mages, including two Blood Daggers, but Salazar 
  escaped. For the members of Bravo Company “T e List” was more 
  than a collection of targets; it was a butcher’s bill that needed to be 
  paid in full. It was time for the colonel to pay up.
  Salazar was currently residing on a small compound just outside of 
  Panama. Consisting of one hacienda, a horse barn, a motor pool, and 
  two smaller houses that served as staf /security quarters, the compound 
  looked like the kind of fun, quiet place where a well-to-do family spent 
  their summers. In reality it was a place where abominations practiced 
  corrupt magic fueled by human sacrif ce. Years ago, Salazar was the 
  commanding of  cer of the Blood Daggers, a secret Aztlan covert-
  operations/special forces unit consisting of initiate blood magicians 
  and adepts. Today, they were tasked with hunting down Amazonian 
  magicians in the current war. Salazar had formed the unit in the late 
  forties and only recently retired, but he was still instrumental in the 
  Blood Dagger training staged at this compound. 
  Amazonian Intelligence discovered the compound and Salazar’s 
  location weeks ago, but they didn’t have any forces in position to strike. 
  Instead, they contacted Bravo Company. While Bravo Company didn’t 
  work directly for Amazonia, they of en shared mutual interests when 
  it came to eliminating Aztlan blood mages. When McCord learned 
  that Salazar was at the compound, he was more than willing to help.
  “All units in position, ready for execution.”
  “Copy that. On my mark, go with Plan Beta,” McCord replied. 
  With Salazar’s location conf rmed, it was time to act. Plan Beta was 
  simple; Bravo Company’s First Team would breach the house while 
  Second Team secured the house’s rear to cut of  any escape attempts. 
  Third Team, assisted by rocket and mortar teams from the 77th
  Independent Rangers, would blow the living hell out of anything that 
  came from the other buildings. 
  So far, all of the teams had gotten into position without being 
  spotted by compound security. But af er evaluating compound security, 
  McCord realized that getting any closer without raising an alarm was 
  going to be impossible. So he decided to do this the old fashioned way: 
  hit the target hard, fast, and loud. 
  Over his TAC-Net, McCord saw that all units had acknowledged 
  his orders. It was time. “All units execute! GO GO GO!!!” McCord 
  ordered as he broke cover and ran full bore toward the compound. 
  AR overlays from the tacnet superimposed themselves over his f eld of 
  vision while low-light enhancements turned night into day. Combat 
  utilities identif ed possible threats, their locations highlighted by angry 
  red icons. T rough the audio relays, McCord heard shouted orders as 
  his sharpshooters took out disabled sentry weapons before they came 
  back on line. T e “whump” of mortars and “whoosh” of rockets passed 
  overhead just before they struck targets in the compound.
  As McCord and First Team ran, a hidden LMG turret popped up 
  from the ground ten meters to McCord’s right. He felt the sentry gun’s 
  movement even before he saw it. Without breaking stride, McCord 
  shif ed his body slightly and brought his Onotari Room Sweeper to 
  bear. A long burst of APDS rounds from the assault rif e silenced the 
  gun emplacement before it deployed. 
  First team moved as one as they neared the manor house. Team 
  members Anna Dupree (Zero-T ree) and Donovan Clarke (Zero-
  Four) surged forward as the rest of the team slowed their pace by half 
  a step, using the time to drop and replace empty magazines as they 
  ran. Dupree and Donovan reached the door, and in one f uid motion 
  Dupree took out the door’s hinges with special breeching rounds from 
  her shotgun. Donovan kicked the door in and entered, Dupree right 
  behind him. Approximately one second af er Donovan and Dupree 
  entered, McCord and the rest of First Team swarmed through the door 
  breaking lef  and right by pairs. their tacnet lit up with multiple threat 
  indicators. 
  T rough the door was a massive reception room. A large set of 
  stairs with a small landing in the middle led to the second f oor; the 
  entire room was covered with white marble tiles and columns with 
  wood trim on the walls. Several guards wearing Aztlan military uni-
  forms had taken up f ring positions behind the columns on both f oors. 
  T e front half of the room was a giant kill box and there was only one 
  way to deal with it: get out of it. 
  As the guards rained down f re, McCord and First Team never 
  stopped moving. McCord hooked right, sweeping the room from 
  right to lef . He engaged the f rst target he encountered. Before his 
  smartlink indicated a lock, McCord let loose with a three-round burst 
  that struck one of the guards in the chest, throat, and face. As the body 
  hit the f oor, McCord continued his sweep, pulling the trigger two 
  more times. Two more guards fell. McCord slammed against a column 
  in a controlled crash-stop and swept his section of the room. His tacnet 
  sensors and magical senses didn’t indicate any more threats. 
  “Clear lef !” he called out. 
  “Clear right!” responded Dupree in her creole-ork accent, her 
  voice strained. Several loud booms echoed just above McCord on 
  the second f oor as the force of assault cannon shells dislodged bits of 
  marble tile from the ledge above. 
  “Clear center and top,” said a rumbling voice. “Sorry for being 
  slow. T ey popped a drone,” said Marvin Castle Jr. (Zero-Eight). 
  “Sit-rep?” McCord called out as he reloaded a fresh magazine in 
  his rif e and stashed the partially full back in its pouch. 
  “Zero-Four took a couple to the chest. Armor held, but he’s got 
  some broken ribs. Zero-T ree took a ricochet to leg. Bleeding’s stopped 
  for now, but it nicked her Achilles tendon. Despite what she says, she 
  can’t walk much. Couple of us took a few grazes, but armor held and 
  were good to go,” reported Castle a few seconds later.
  As McCord listened to the young troll, he also listened to the 
  reports from the other teams. T ird Team had made contact with 
  hostiles and was spotting for the Rangers; Second Team had reached 
  their position but hadn’t encountered any resistance. Slapping another 
  
  4
  DEBTS
  fresh magazine into his rif e, McCord was about to issue orders to First 
  Team when a loud explosion rocked the entire manor. 
  “CONTACT! Two-One to all units, contact on Target T ree 
  our position! Need…” T e transmission terminated abruptly. On the 
  display, Two-One’s icon and two other Second Team icons winked out. 
  “Zero-Eight on me, rest of you sweep the top f oor. Anything not 
  ours, vaporize it!” McCord ordered as he barreled toward the back of 
  the house. Castle and his assault cannons were only two steps behind. 
  Bounding over furniture and through hallways, McCord smashed 
  his way through a glass door and quickly evaluated the situation. 
  Aztlan soldiers from the house’s second f oor had engaged members 
  of Second Team, while Target T ree and two other soldiers in Blood 
  Dagger uniforms were running across the f eld toward a storage shed. 
  McCord had a hunch that there was more to the shed than it appeared. 
  McCord took aim with the Roomsweeper. With two squeezes of the 
  trigger, six rounds went down range as Salazar and his guards stopped 
  and turned. T e rif e rounds bounced harmlessly of  barrier spells.
  McCord crouched and looked toward the f eeing mages. “Zero-
  Six to Ranger-Six! New target mission: Link with my sensors for HE 
  on designated target, copy?”
  “Si, Zero-Six, we got it!”
  “Fire for ef ect!”
  McCord held his rif e steady as his target-designator painted the 
  storage shed. Two seconds later, it exploded in spectacular fashion, 
  stopping the f eeing mages cold. T e mages stopped and looked back, 
  hatred on their faces. Standing together they yelled something barely 
  audible over the weapons f re. T e ground between the mages and 
  Bravo Company erupted, and several bloody, mutilated-looking f gures 
  sprang forth. Howling bloody murder, they rushed forward to engage 
  the intruders as the mages started casting spells.
  “BLOODIES!” someone from Second Team yelled out. Bracing 
  his rif e against his lef  shoulder, McCord closed his eyes and took a 
  deep breath. As he inhaled, he felt his magic steady. With the exhale, 
  he felt the full rush of power. Reaching back with his right hand, 
  he pulled a plain-looking black blade from a sheath on his back and 
  sprinted forward. With each step, he felt the weapon foci align itself 
  with his magic as he rushed toward the nearest blood spirit. Around 
  him, he could feel the motion of other adepts and magicians from 
  Second Team move to intercept the incoming threats as well. Af er a 
  quick glance at a tacnet reading, he saw that the rest of First Team had 
  secured the house. 
  T e small battlef eld erupted into chaos. Gunf re, mortars, and 
  rockets thundered away as team leaders continued to issue orders. 
  McCord saw three blood spirits converging on him, then Castle blew 
  by him like a juggernaut. T e troll slammed into two of the spirits, 
  knocking them away from McCord like a linebacker with a clear path 
  to a quarterback. A heartbeat later, McCord reversed the angle of his 
  blade, slashed once, pirouetted, and slashed again at the remaining 
  spirit. T e misshaped creature howled in agony and fell as McCord’s 
  momentum carried him toward the mages.
  He had gotten past the line of blood spirits but was at least twenty 
  meters from the mages. As McCord ran, his astral sight picked up two 
  mages gathering mana for a large spell. His legs pumped like pistons, 
  trying to close the distance in an attempt to disrupt the gathering spell. 
  McCord got to within f ve meters of the mages when a massive ball of 
  power slammed into him. Knocked to the ground and on his back, 
  McCord looked up as his tacnet winked out. He saw Salazar smiling. 
  McCord tried to move, but lances of pain shot through his body as he 
  realized that he had several broken ribs under shattered chest armor. 
  Salazar arrogantly strode forward, blowing on his f nger like it was a 
  gun barrel. He produced a weapon that looked like a cross between 
  a hand axe and a macauitl. “So you are the famous Bravo Company 
  that’s been giving us so much trouble? Pathetic. Not so strong af er all 
  no? You have caused us a great deal of trouble, but that ends now. Your 
  blood will serve me well.” He raised his weapon. 
  Behind Salazar, another HE mortar round detonated. It threw 
  the other blood mages to the ground and knocked Salazar of  his feet. 
  Summoning all the strength he had lef , McCord rolled to his feet, 
  ignoring the pain that caused sparkles to form in his vision. T e sounds 
  of battle were gone, and the other two mages weren’t moving. Salazar 
  was—barely. McCord shuf  ed over to the wounded mage and kicked 
  Salazar in the ribs, rolling him onto his back. McCord stepped on 
  the mage’s throat and pulled his heavy pistol. Sliding his helmet and 
  goggles free, McCord let the mage get a good look at him as he took 
  out a unit patch and slapped it on his chest. T e patch showed the 
  visage of a grim reaper head with eyes blazing and the number “61” on 
  the front of the hood. Salazar’s eyes widened in recognition, but the 
  boot kept him from speaking. 
  “Oh, you do remember. You remember over twenty years ago what 
  you and yours did to the Sixty-First, just because we wouldn’t slaughter 
  innocent people! You’ve kept up the slaughter ever since. But not any 
  more. See you in hell.” T en he f red the f nal shots of the battle. 
  Two hours later at the extraction landing zone, a short but solidly 
  build NCO wearing the unit patch of the Seventy-Seventh Rangers “El 
  Cuadrilla” strolled up to McCord’s t-bird. 
  “Major, I heard you wanted to see me?” he said in thickly accented 
  English.
  “Yes, Sergeant Martinez. I wanted to think you personally for 
  your assistance. Your people did a hell of a job. We won’t forget it” 
  McCord held his taped ribs as he sat up in his stretcher.
  “It is nothing,” Martinez said with a wave of his hand. “Your 
  people have done the same for us in the past. And any day we get to 
  blast Aztlaners is a good one. I will give Major Lopez your regards.”
  McCord nodded. “But there’s one more thing. While my team 
  was searching the manor, they found some interesting intelligence from 
  a cranial commlink that had been forcibly removed from its previous 
  owner. I don’t know what the Azzies may have gotten, but most of the 
  f les on it were corrupted. Based on what we’ve been able to recover so 
  far, I think that Picador would want to see what’s there.” He handed 
  Martinez a datachip. 
  “I will see that she gets it.”
  “T ank you again. Oh, and sergeant; one more thing. I found out 
  that the HE round that saved my ass came from your crew. How the 
  hell did you make such a shot?”
  Martinez shrugged. “We were still linked to your weapon until 
  you dropped it. We used the last known targeting data and made a few 
  adjustments. Either we would have been on target, or we would have 
  taken you all out. I f gured you would rather go out like that than at 
  their hands.” He grinned.
  Despite his broken ribs, McCord couldn’t help but laugh.  
  fresh magazine into his rif e, McCord was about to issue orders to First 
  Team when a loud explosion rocked the entire manor. 
  “CONTACT! Two-One to all units, contact on Target T ree 
  our position! Need…” T e transmission terminated abruptly. On the 
  display, Two-One’s icon and two other Second Team icons winked out. 
  “Zero-Eight on me, rest of you sweep the top f oor. Anything not 
  ours, vaporize it!” McCord ordered as he barreled toward the back of 
  the house. Castle and his assault cannons were only two steps behind. 
  Bounding over furniture and through hallways, McCord smashed 
  his way through a glass door and quickly evaluated the situation. 
  Aztlan soldiers from the house’s second f oor had engaged members 
  of Second Team, while Target T ree and two other soldiers in Blood 
  Dagger uniforms were running across the f eld toward a storage shed. 
  10 MERCS
  
  5
  TEN MERCS: FIGHTING FOR THEIR OWN REASONS
  TEN MERCS: FIGHTING FOR 
  THEIR OWN REASONS
  > Mercenaries. You may love ‘em or hate ‘em. You may have been shot by or 
  taken shots at them. Or maybe, you have shots with them every night at 
  your favorite bar. Opinions and experiences about mercenaries vary; some 
  see them as stalwart professionals, others see them as warmongers for hire. 
  The truth is—wait for it—somewhere in the middle. Mercs are a varied lot; 
  many of them are rock-solid pros while others are the stereotypical crazed 
  psychos who get off on death and destruction. Just like runners, they come 
  in all ﬂ avors. No matter what your opinion is, mercenaries are signiﬁ cant 
  chunk of this big bad world because war has been and continues to be good 
  for business. And that’s not going to change anytime soon, especially with 
  the Charlie-Foxtrot between Aztlan and Amazonia still going on. While South 
  America is currently the biggest hotspot for open warfare, mercs all over 
  the world continue to be busy. Now, some of you may be saying to yourself 
  “But ‘Jack, we already know this, why are you wasting bandwidth?” Well, 
  the answer’s simple; because something’s come up (isn’t that usually how it 
  goes?). Our resident soldier-for-hire Picador recently came into possession of 
  some interesting paydata and asked if she could start a ﬁ le to share and get 
  some feedback. I’ll let her ﬁ ll you in on the details. 
  > FastJack
  > Thanks, FastJack. Most of us here know the heavy hitters of the mercenary 
  world: MET2000, Tsunami, Combat Inc., and 10,000 Daggers. Some of us may 
  even know some the middle-tier units such as Black Star. But these units only 
  make up a small percentage of the mercenary community. The majority of 
  mercenary contracts today are fulﬁ lled by smaller units. Now, just as FastJack 
  implied these units vary in terms of their experience, skill, and capability. I 
  know several ten-member units that can take out a company or even a division 
  under the right circumstances. And I also know entire divisions that couldn’t 
  take and hold a kid’s lunchbox. And like in the shadows, reps (good and bad) 
  tend to get people noticed whether they want to or not. This brings me to the 
  point of this posting; four days ago a long-time associate shared some infor-
  mation he recovered after a raid down here in South America. Don’t ask me 
  where the raid was because I’m not going to say; end of story, move along. The 
  datapacket he recovered contained several ﬁ les. Most of them were corrupted, 
  but ten were recoverable. These ﬁ les were dossiers on several mercenary units 
  operating all over the world, including his … and including mine. Now, it’s not 
  unusual for various groups (including us here at JackPoint) to keep tabs on 
  merc units; it’s all a part of business. But what got my attention was that the 
  author’s notes indicated that the units proﬁ led were being considered for some 
  particular job. It’s this job that I’m most interested in. Right now I have enough 
  to deal with and don’t need anyone snooping around my people and causing 
  us any more trouble. If this person or group wants to recruit us, ﬁ ne; make us 
  an offer. Conversely, I don’t like the idea of maybe someone putting one more 
  target on my back. So here are the recovered ﬁ les. I’ve already sent copies to 
  Netcat, Glitch, Slamm-0!, and Pistons to see if they can do something with the 
  corrupted data, but so far nada. As always, if anyone has anything to share, 
  please chime in. 
  > Picador
  
  6
  FIFTY-EIGHTH BATTLE BRIGADE
  FIFTY-EIGHTH BATTLE BRIGADE
  Summary: Once an elite mercenary command operating primar-
  ily in Southeast Asia, the Fif y-Eighth Battle Brigade is now considered 
  a laughingstock among the mercenary community. Af er a failed opera-
  tion in Vietnam, they are used as a cautionary tale on the consequences 
  of bad decisions. Now desperate for any contract, they have recently 
  fallen in with the Hong Kong Triads in an attempt to hold the unit 
  together.
  Unit History: T e Fif y-Eighth Battle Brigade was formed in 
  2054 af er several of  cers and enlisted personnel from Combat, Inc.’s 
  Fif y-Eighth Combat Team resigned over contract disputes, specif -
  cally the withholding of combat bonuses and failure to be rotated out 
  af er scheduled tours were over. Combat, Inc. executive commanders 
  argued the unit had not earned any bonuses, and manpower short-
  ages necessitated extended tours. Unable to reach a compromise, the 
  disenfranchised soldiers resigned. 
  T e members of the Fif y-Eighth Combat Team then approached 
  their former unit CO, Major Zhang Shin, and proposed forming a new, 
  independent unit. Major Zhang was also frustrated with the chain of 
  command due to what he considered unfair treatment, and he agreed 
  to the proposal. As word spread through Combat, Inc., other disenfran-
  chised soldiers joined up. Within weeks, the new unit was born. 
  > By 2054, Zhang Shin was well into his ﬁ fties. While he was an exceptional 
  tactician who won several engagements for Combat, Inc., he also had next to 
  no political acumen. That made him popular with the rank-and-ﬁ le, but pretty 
  much guaranteed he would never see colonel. 
  > Aufheben
  Over the next decade, the Fif y-Eighth completed several con-
  tracts throughout Southeast Asia and the Pacif c Rim. Since they 
  rarely ventured out of their chosen region, the Fif y-Eighth became 
  expert jungle-f ghters who relied more on their skills than technology 
  or enhancements. As the Fif y-Eighth’s experience and reputation 
  grew, so did their ranks. T is led to more contracts, and eventually the 
  Fif y-Eighth invested in combat magicians, minor augmentations for 
  their soldiers, better vehicles for transportation, and a few drones for 
  reconnaissance. By 2060, the Fif y-Eighth was almost poised to sup-
  plant Combat, Inc. in the region.
  > Hey, with all the emphasis on numerology people in that area have, why would 
  anyone let their unit be named the Fifty-Eighth? Doesn’t that mean “unlucky”?
  > /dev grrl/
  > Not everyone in Asia buys into numerology. Maybe Zhang felt that a man must 
  make their own fate, or he believed in the combination of 5+8=13, meaning 
  “certain to live.” Who knows, but eventually their luck ran out.
  > Lei Kung
  > No spoilers, dammit! Just kidding, go ahead. 
  > Slamm-0!
  While the unit enjoyed continued success, problems were forming 
  behind the scenes. T e f rst was General Zhang’s health. Diagnosed 
  with a rare genetic disorder, he was f nally forced to withdraw from 
  duty in 2062. T is had a profound ef ect on the rest of the brigade, as 
  many saw the General as the unit’s heart and soul.
  T e second problem revolved around General Zhang’s twin sons, 
  Chin and Mao. Chin, also a mercenary and charismatic warrior; was 
  given a junior of  cer’s position within the Brigade af er he lef  his previ-
  ous unit. Mao had recently completed his Master’s degree in business and 
  joined the Fif y-Eighth as the Logistics/Supply Of  cer with the rank of 
  Captain. He also acted as the unit’s chief contract negotiator. With the 
  twins’ father ailing, many in the Brigade looked to one or both of them 
  to eventually take command. T is caused friction between the brothers 
  and the rest of the Brigade’s command staf . Because of the inf ghting, 
  General Zhang disregarded his doctor’s advice and forced himself to 
  remain in command for longer than he should have. As the inf ghting 
  continued, factions loyal to both Chin and Mao formed. 
  > Little bit of free paydata for everyone. The unit Chin resigned from was 10,000 
  Daggers. If he ever comes back to Istanbul, he will likely wake up with his throat 
  cut because of his actions. They do not suffer traitors to live. 
  > Am-mut
  Unit Nickname: The Vultures
  Current Command Staff:
    
  CO: General Zhang Chin
    
  XO: Colonel Zhang Mao
  Unit Type: Standard Mercenary Unit/Infantry
  Estimated/Known Strength: Unknown, estimated 
  two to three companies.
  Unit Rating: 4
  Threat Rating: Low to Medium
  Current Deployment: Hong Kong/South East Asia, 
  Paciﬁ c Rim
  FIFTY-EIGHTH BATTLE BRIGADE
  FIFTY-EIGHTH BATTLE BRIGADE
  FIFTY-EIGHTH BATTLE BRIGADE
  Unit Nickname: The Vultures
  Current Command Staff:
    
  CO: General Zhang Chin
    
  XO: Colonel Zhang Mao
  Unit Type: Standard Mercenary Unit/Infantry
  10 MERCS
  
  7
  FIFTY-EIGHTH BATTLE BRIGADE
  In early 2064, Genera Zhang died and his XO, Colonel David 
  Chang, of  cially took command. Zhang Chin became Brigade XO, 
  mainly as an appeasement and despite protests and resignations of 
  several command of  cers. Chang was a solid f eld of  cer, but he didn’t 
  have the charisma or unit loyalty that Chin and his father enjoyed. 
  Despite Chang having formal command, Chin had de facto command 
  and used this power to try to force his brother out by completely exil-
  ing him to the logistics division. Mao almost resigned, but he stayed 
  out of duty to his father and the urging of several Brigade members. 
  In 2064, Chin personally negotiated a contract with the 
  Vietnamese government to eliminate unknown paramilitary forces 
  operating in the Ha Giang province. Despite misgivings, General 
  Chang approved the contract because it was supposed to be an easy 
  sweep to clear out inferior units. In the beginning of the operation, 
  the Brigade routed all enemy forces and pursued them to their strong-
  hold. Eager to claim victory, Colonel Zhang then ordered all forces 
  (approximately eighty percent of the total Brigade) to attack, despite 
  the lack of recon and against General Chang’s orders. What happened 
  next was a nightmare. 
  What the Fif y-Eighth didn’t know was that the enemy combat-
  ants were hired by insect shamans to kidnap locals to be used as spirit 
  hosts. When Colonel Zhang’s forces attacked, scores of insect spirits 
  swarmed them. Brigade magicians were targeted f rst and quickly 
  eliminated; the regular troops were likewise slaughtered. To prevent a 
  complete rout, Captain Zhang Mao ordered in all available transporta-
  tion assets supported by several local mercenaries and shadowrunners 
  to evacuate any survivors. When the battle was over, eighty-f ve percent 
  of the Brigade’s troops were gone and the Fif y-Eighth was decimated. 
  Colonel Zhang Chin survived and took overall command, blaming 
  General Chang (who conveniently died in the attack) for the debacle. 
  > Ares Firewatch teams were later sent in to mop up, and they subcontracted out 
  several bounties to people like me for anything that slipped past. I was very 
  busy in that area for almost a year, but it was well worth it. 
  > Sticks
  T e Fif y-Eighth was shattered, and some of the survivors resigned 
  while the rest banded together to salvage the unit. T e internal schism 
  was now greater than ever as the remaining troops sided with either Chin 
  or Mao. T e Vietnamese Government made matters worse and drained 
  the Brigade’s accounts per the contract citing “failure to complete mis-
  sion” and “not taking proper security precautions.” Chin’s poorly negoti-
  ated contract had cost the Fif y-Eighth almost every nuyen they had. 
  Over the next few years, the Fif y-Eighth attempted to rebuild 
  with limited success. Mao was eventually promoted to XO and colonel 
  to prevent any more resignations. T e Fif y-Eighth is now seen as a 
  failure, and they have only been able to recruit from the dregs of the 
  mercenary world to f ll their ranks. T ey have also been forced to take 
  the worst contracts the Pacif c Rim has to of er, despite Colonel Zhang 
  Mao’s best ef orts.
  In 2070, General Chin took up with a woman known as Lin, a 
  recruiter for the Triads—specif cally the Red Dragon Society out 
  of Hong Kong. Lin funneled much-needed money and supplies in 
  exchange for the Fif y-Eighth being on retainer. When the tempo 
  crisis boiled over between the Circle Smoke Society and the Black 
  Chrysanthemums, Lin called in the Fif y-Eighth to help pacify the 
  situation in Kowloon. T ey now act as her private enforcers in the 
  Walled City and across the Pacif c. T is hasn’t sat well with Mao and 
  several others who are desperate to break free of the Triad’s grasp. 
  > After Ha Giang, Chin started to frequent the opium dens operated by the Red 
  Dragons, which is where he met Lin. She promptly wrapped him around her 
  ﬁ nger and now whores out the Fifty-Eighth to do her dirty work. Despite the 
  unit’s taint, or because of it, Lin how has the perfect disposable force. Too bad 
  Chin doesn’t see it that way. 
  > Johnny No
  Capabilities: Despite its name, the Fif y-Eighth is not a brigade, 
  but about two and a half companies of light infantrymen organized 
  in haphazard platoons led by one lieutenant and one sergeant. T eir 
  skills and tactics vary from platoon to platoon but usually consist 
  of: shoot f rst, shoot of en, and shoot in the back whenever possible. 
  Once known as elite jungle f ghters, they now have a reputation as 
  expert pillagers and scavengers. Af er many years of being desperate 
  for supplies, the Fif y-Eighth learned how to adapt and use whatever 
  they found, be it from thef  or battlef eld salvage. T at’s how they 
  earned their current nickname: the Vultures. Despite the haphazard 
  quality of their equipment and the questionable skill of their person-
  nel, the Fif y-Eighth has proven to at least be resilient and continues 
  to prosecute targets, albeit with heavy losses for the Red Dragon 
  Society as their de facto private army. 
  > If you know the Vultures are in the area, watch your back because things will 
  start disappearing. Military or civilian, makes no difference. Field hospitals are 
  one of their favorites, mainly because the meds on hand and the wounded 
  can’t ﬁ ght back. Most mercenary or military units offer decent bounties for any 
  “vulture shoots.” 
  > Hard Exit
  > A “Fifty-Eight” is also current merc slang for someone who’s a royal fuck-up or 
  who’s fucked up in the worst way. Calling someone a Fifty-Eight is considered a 
  grievous insult and will get someone killed in certain parts of the world. 
  > Black Mamba
  > This unit is at risk of being blacklisted by the Mercenary Guild because of their 
  afﬁ liation and recent actions, especially in Kowloon. But General Zhang thinks 
  he’s found the golden goose and is too busy being Lin’s little boy toy. He lets 
  his unit commanders get away with anything as long as they support him. 
  Too bad—some of the Fifty-Eighth, mainly those sided with Mao, are actually 
  somewhat respectable ﬁ ghters.
  > Picador
  FIFTY-EIGHTH BATTLE BRIGADE TRADITION:
  OWNERSHIP
  With the advent of modern safety and security systems, the Fifty-
  Eighth has a unique way of assigning new equipment and weapons. Rather 
  than being assigned, whenever new items are scrounged, whoever is brave 
  or successful enough to disarm or bypass any security measures earns the 
  right to keep said equipment. No one is allowed to do claim gear for others; 
  each solider has to do it for themselves. This has led to a signiﬁ cant number 
  of deaths and injuries among the unit, and anyone caught cheating is usually 
  punished in some kind of poetic way.
  
  8
  FIFTY-EIGHTH BATTLE BRIGADE
  NOTABLE MEMBERS: 
  FIFTY-EIGHTH BATTLE BRIGADE
  General Zhang Chin, human male adept
  Zhang Chin’s abilities manifested at age nine, and he became a 
  martial arts prodigy. In his teens, General Zhang learned f rearms and 
  became a mercenary, despite his father’s wishes. His successes fed his 
  arrogance, and he honestly feels invincible. T is caused friction with 
  his 10,000 Daggers commanders who of en clashed with him over 
  operational tactics. T is came to a head during a Middle East opera-
  tion, when Zhang Chin caused the death of three of his squad mates 
  by exposing their presence to engage an enemy combatant, a known 
  hand-to-hand expert, in single combat. Af er the incident, Zhang Chin 
  resigned. Af er the Ha Giang mission, Zhang Chin shif ed the blame 
  away from himself, but he hides his shame. He cares little for his unit 
  and sees them as a means for him to attain greatness, which he thinks 
  he can achieve through the Red Dragons
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  5
  5
  5(6)
  4
  3
  3
  3
  4
  5
  5
  6
  8(9) 1(3)
  Condition Monitor Boxes (P/S) 11/10
  Armor (B/I): 12/10
  Active Skills: Athletics skill group 4, Blades 5, Computer 4, Clubs 3, Data 
  Search 3, Demolitions 3, Disguise 3, Dodge 5, Electronics skill group 
  4, Electronic Warfare 3, Firearms skill group 4, First Aid 3, Gunnery 3, 
  Heavy Weapons 3, Infiltration 5, Influence skill group 3, Instruction 
  4, Intimidation 5, Outdoors skill group 4, Parachuting 4, Palming 3, 
  Perception 3, Pilot Ground Craf  4, Shadowing 5, Unarmed Combat 5(6)
  Knowledge Skills: Martial Arts 3, Mercenary Haunts 4, Mercenary Units 
  4, Military History 3, Military Tactics: Conventional 4, Opium Dens 3, 
  Psychology 3, Small Unit Tactics 4, Southeast Asia Area 5, Triads 4
  Languages: Chinese N, English 4, Japanese 4
  Qualities: Adept, Addiction: Opiates (mild)
  Adept Powers*: Improved Ability (Unarmed Combat), Improved 
  Ref exes 2, Killing Hands, Nerve Strike, Penetrating Strike 2
  *If using Way of the Adept, add: Warriors way, Inertia Strike, and 
  Penetrating Strike (+3)
  Gear: Commlink (Device Rating 4), full body armor, helmet, garbage 
  bomb x3, goggles (Rating 4, w/ f are compensation, low-light vision, 
  smartlink, thermographic), medkit (Rating 4), sub-vocal microphone, 
  survival kit
  Weapons
  AK-97 [Assault Rif e, DV 6P, AP –1, SA/BF/FA, RC —, ammo 
  38(c), w/ external smartlink, regular ammo (extra clips x3)]
  Izom RP-71 [Machine Pistol, DV 4P, AP —, BF/FA, RC 1, 25(c), 
  w/ external smartlink, regular ammo (extra clips x3)]
  Hardliner gloves [DV 4P]
  Survival knife [Reach —, DV 3P, AP –1]
  Colonel Zhang Mao, human male adept
  T e younger of the Zhang twins, Zhang Mao’s gif s also mani-
  fested early. But while his brother became a warrior, he became a social 
  adept. Peaceful and thoughtful by nature, Zhang Mao attended the 
  Harvard Business School in the UCAS and earned his Master’s degree 
  in international f nance. When his father became ill, Zhang Mao 
  joined the Fif y-Eighth out of a sense of duty. Using his talents, Zhang 
  Mao secured several lucrative contracts for the Fif y-Eighth and ran 
  the logistical department like a well-lubricated machine. But for all of 
  his skills, Zhang Mao never tried to be a warrior, despite pressure to 
  assume command once his father passed. Zhang Mao now remains out 
  of a sense of duty, repulsed at what his father’s work has become, and 
  he is secretly looking to f nd ways for the Fif y-Eighth to break free of 
  his brother’s and the Triad’s grasp. 
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  3
  3
  3(4)
  3
  5
  5
  4
  5
  6
  5
  6
  8(9) 1(2)
  Condition Monitor Boxes (P/S): 10/11
  Armor (B/I): 12/10
  Active Skills: Athletics skill group 3, Blades 2, Computer 4, Clubs 3, 
  Data Search 4, Dodge 5, Electronics skill group 4, Firearms skill group 3, 
  First Aid 3, Gunnery 2, Heavy Weapons 1, Inf ltration 3, Inf uence skill 
  group 4, Instruction 4, Intimidation 2, Outdoors skill group 3, Palming 
  3, Perception 5, Pilot Ground Craf  3, Shadowing 3, Unarmed Combat 3
  Knowledge Skills: Business Law 6, Corporate Business Law 5, 
  Logistics 5, Mercenary Haunts 4, Mercenary Units 4, Military History 
  2, Military Tactics: Conventional 2, Psychology 3, Small Unit Tactics 
  2, Southeast Asia Area 5, Triads 4
  Languages: Aztlan Spanish 3, Chinese N, English 4, German 2, 
  Japanese 4, Russian 3
  Qualities: Adept, Trustworthy
  Adept Powers*: Cool Resolve 2, Eidetic Sense Memory, Enhanced 
  Perception 2, Improved Ref exes 1, Iron Will 2, Kinesics 3, Motion 
  Sense, Multi-Tasking
  *If using Way of the Adept, add: Speakers Way, Magic Sense, 
  Analytics 2
  Gear: Commlink (Device Rating 5), full body armor, helmet, goggles 
  (Rating 4, w/ f are compensation, low-light vision, smartlink, thermo-
  graphic), medkit (Rating 5), sub-vocal microphone, survival kit
  Weapons
  AK-97 Carbine [SMG, DV 5P, AP —, SA/BF/FA, RC 1, ammo 
  30(c), w/ external smartlink, regular ammo (extra clips x3)]
  Colt Manhunter [Heavy Pistol, DV 5P, AP –1, BF/FA, RC —, 
  16(c), w/ external smartlink, regular ammo (extra clips x3)]
  Def ance EX Shocker [Taser, DV 8S(e), SA, 4(m)]
  Survival Knife [Reach —, DV 3P, AP –1]
  GARBAGE BOMB
  Not a speciﬁ c device per say, the Garbage Bomb is what members of 
  the Fifty-Eighth call any one of their various improvised explosive devices 
  they use in the ﬁ eld, items that have become a unit trademark. Like all IEDs, 
  Garbage Bombs are made from whatever materials are available, and they 
  vary in their type and damage ability. But no matter what they are made 
  from, they always contain the following: 
  • Power supply, electric or non-electric
  • Initiator, component that starts the explosive
  • Explosive, high or low yield
  • Switches, electrical or manual that perform safety arming and 
  detonating
  Note: For complete rules on IEDs, see p. 93, Arsenal.
  GARBAGE BOMB
  Not a speciﬁ c device per say, the Garbage Bomb is what members of 
  the Fifty-Eighth call any one of their various improvised explosive devices 
  they use in the ﬁ eld, items that have become a unit trademark. Like all IEDs, 
  Garbage Bombs are made from whatever materials are available, and they 
  vary in their type and damage ability. But no matter what they are made 
  from, they always contain the following: 
  • Power supply, electric or non-electric
  • Initiator, component that starts the explosive
  • Explosive, high or low yield
  • Switches, electrical or manual that perform safety arming and 
  10 MERCS
  
  9
  FIFTY-EIGHTH BATTLE BRIGADE
  NON-PLAYER CHARACTERS: 
  FIFTY-EIGHTH BATTLE BRIGADE
  Standard Soldier (Professional Rating 3)
  B
  A
  R
  S
  C
  I
  L
  W
  Ess
  Init
  IP
  4
  5
  4
  3
  3
  3
  4
  3
  6
  7
  1
  Condition Monitor Boxes (P/S): 10/10
  Armor (B/I): 8/6
  Active Skills: Athletics skill group 3, Close Combat skill group 3, 
  Demolitions 3, Dodge 5, Electronics skill group 5, Firearms skill group 
  2, First Aid 3, Gunnery 2, Heavy Weapons 2, Intimidation 2, Outdoors 
  skill group 3, Perception 3, Pilot Ground Craf  3, Stealth skill group 3, 
  T rown Weapons 3
  Augmentations: None
  Gear*: Commlink (Device Rating 3), body armor (camo jacket with 
  SecureTech PPP: vitals, leg, and arm protection), helmet garbage bomb 
  x3, goggles (Rating 4, w/ f are compensation, low-light vision, smart-
  link, thermographic), medkit (Rating 4), subvocal microphone, smart 
  pouch system (with combat load vest, ammunition pouches, optional: 
  ration pouch and smart canteen), survival kit
  Weapons*:
  AK-97 [Assault Rif e, DV 6P, AP –1, SA/BF/FA, RC —, ammo 38(c), 
  w/ external smartgun system, regular ammo (total clips x3)]
  Steyr TMP [Machine Pistol, DV 4P, AP —, SA/BF/FA, RC —, 
  ammo 30(c), w/ regular ammo (total clips x3)]
  Survival Knife [Reach —, DV 3P, AP –1]
  *Note: Listed above equipment is for standard gear; various members 
  may have random weapons and gear per gamemaster discretion 
  Standard Officer (Professional Rating 3)
  B
  A
  R
  S
  C
  I
  L
  W
  Ess
  Init
  IP
  4
  4(5)
  4(6)
  4(5)
  3
  4
  4
  4
  4.4
  8(10)
  1
  Condition Monitor Boxes (P/S): 10/10
  Armor (B/I): 7/6
  Active Skills: Athletics skill group 3, Close Combat skill group 3, 
  Demolitions 4, Dodge 5, Electronics skill group 5, Firearms skill 
  group 4, First Aid 3, Gunnery 2, Heavy Weapons 2, Intimidation 3, 
  Leadership 2, Outdoors skill group 4, Perception 3, Pilot Ground Craf  
  3, Stealth skill group 3, T rown Weapons 3
  Augmentations*: Muscle Replacement 1, Reaction Enhancers 2
  Gear*: Commlink (Device Rating 3), body armor (camo jacket with 
  SecureTech PPP: vitals, leg, and arm protection), helmet garbage bomb 
  x3, goggles (Rating 4, w/ f are compensation, low-light vision, smart-
  link, thermographic), medkit (Rating 4), subvocal microphone, smart 
  pouch system (with combat load vest, ammunition pouches, optional: 
  ration pouch and smart canteen), survival kit
  Weapons*:
  AK-97 [Assault Rif e, DV 6P, AP –1, SA/BF/FA, RC —, ammo 
  38(c), w/ external smartgun system, regular ammo (total 
  clips x3)]
  Steyr TMP [Machine Pistol, DV 4P, AP —, SA/BF/FA, RC —, 
  ammo 30(c), w/ regular ammo (total clips x3)]
  Survival Knife [Reach —, 3P (4P), AP –1]
  *Note: Listed equipment is for standard gear; various members may 
  have random augmentations, gear and weapons per gamemaster’s dis-
  cretion 
  
  10
  180TH INDEPENDENT  AIR REGIMENT
  180TH INDEPENDENT 
  AIR REGIMENT
  Summary: T e 180th is unique within the mercenary commu-
  nity because it f lls a specif c niche as a fully functional air force for 
  hire. To date, they are the only such unit of their size in the world. 
  Because of their skill and specialized services, the Ghost Hawks 
  command fees consistent with units such as MET2000. While their 
  specialized nature makes them an exceptional force multiplier for 
  any command, by themselves they are somewhat limited in their 
  capabilities. T is should be taken into any future consideration for 
  use of this unit.
  Unit History: The Ghost Hawks formed from the 180th
  Tactical Fighter Wing, a United States Air Force Reserve unit that 
  was pressed into front-line service during the Ghost Dance War. 
  During the war, they were one of the few USAF units to success-
  fully engage NAN forces. NAN pilots claimed 180th aircraf  would 
  appear out of nowhere, swoop in for the attack, and then disappear. 
  T is earned the 180th the nickname “Ghost Hawks.” Eventually the 
  Ghost Hawks were victims of their own success and were targeted 
  by NAN Special Forces because it was easier to kill them on the 
  ground. When the Treaty of Denver was signed in 2018, the 180th
  had a kill ratio of f f een-to-one against the NAN despite losing 
  eighty percent of its pilots. 
  > DAMN! When you’re kicking so much ass that they have to send in the Wildcats 
  to take you out, that’s some serious shit! 
  > Slamm-0!
  > The CAS military idolizes the Hawks and have contracted them frequently over 
  the years as guest combat instructors for nuggets or OpFor in training exercises. 
  > Kane
  > Nuggets?
  > /dev/ grrl
  > Rookie pilots, young grasshopper. Next time you visit, I’ll show you some vintage 
  gun-cam footage to learn ya’ some things like proper angle of attack. And then 
  we’ll see how much you learned and go blow shit up.
  > Kane
  Af er the war, the 180th was decommissioned. Many of the older 
  180th pilots and personnel still eligible for active duty were forced 
  into early retirement along with those who served past the mandatory 
  retirement age. Both groups received only two thirds of their pensions. 
  T is caused discontent within the rest of the unit, and in a show of 
  solidarity the others resigned their commissions. While some were 
  recruited by corporations, the majority elected to follow their last 
  CO, Colonel Brian “Mad Man” Cooper, into the mercenary profes-
  sion. T ey formed a new unit; the 180th Independent Air Group, and 
  adopted the name their former enemies gave them: the Ghost Hawks. 
  During the ‘20s, the new 180th took contracts as trainers and 
  advisors, and they tested experimental equipment for corporations, 
  specif cally Federated Boeing. T is allowed them to stay ahead of the 
  technological curve by getting f rst looks at the newest and emerging 
  air-combat systems. T e 180th was also one of the f rst mercenary units 
  to use combat drones in tandem with manned pilots.
  T e 180th didn’t see signif cant action until 2035 when they 
  were contracted by the Texas government to support their ef orts to 
  re-take parts of their state annexed by Aztlan. Despite heavy losses, 
  the 180th gave the Texans local air superiority; but the Texans failed to 
  take vital strategic points on the ground and doomed the entire opera-
  tion. While the operation was a failure, the CAS government treated 
  the 180th as heroes, of ering them a decommissioned section of the 
  Pensacola Air Base that became their permanent headquarters. 
  T e Ghost Hawks spent the next four years recovering, ref tting, 
  and re-organizing. New recruits from both sides of the Euro Wars also 
  joined the 180th, including their current CO, Colonel Erika von Braun. 
  As the technology advanced, the 180th also expanded its drone f eet. By 
  2040, one-third of their combat craf  were drones. 
  Unit Nickname: Ghost Hawks
  Current Command Staff:
    
  CO: General Erika S. Von Braun “Raindrop”
    
  XO: Colonel William A. Rhys “Hammer”
  Unit Type: Multi-Role Air Force
  Estimated/Known Strength: Three wings of 
  craft and personnel with full support staff.
  Unit Rating: 6
  Threat Rating: Medium to High
  Current Deployment: CAS/Aztlan Border
  Unit Nickname: Ghost Hawks
  Current Command Staff:
  10 MERCS
  
  11
  180TH INDEPENDENT AIR REGIMENT 
  > The 180th is one of the few units that understood the full potential and supe-
  riority of drones in modern combat. During their Texas contract, half of their 
  sorties were done by drones with a one hundred percent success rate. They also 
  pioneered the concept of aerial operations with both manned and unmanned 
  craft, showing it to be a viable tactic. 
  > Clockwork 
  Another addition to the Ghost Hawks was a unit dedicated to 
  Medical Evacuation/Search and Rescue operations. In 2042, the Ninth 
  Squadron was created and accepted their f rst contract in Southeast Asia, 
  helping save researchers from a band of unsanctioned mercenaries. T is 
  successful contract also earned the Ninth the call sign “Angel Hawks.”
  > OK, story time. During a particularly interesting delivery, I found myself shot 
  down in a very nasty jungle with a lot of nasty people trying to kill me. I man-
  aged to get an SOS to a contact and stayed clear for about six hours despite 
  my injuries. The jungle, though, is so not my thing. Then with hostiles closing 
  in, I heard a t-bird scream overhead, and a very mean looking troll parachuted 
  in, as in THROUGH the canopy! With a surgeon’s precision, he systematically 
  eliminated my pursuers with LMG ﬁ re. While super-troll was going to town; a 
  drone created a landing zone with an incendiary, high explosive … something. 
  It was big, trust me on this. The troll then grabbed me and sprinted into the 
  still-smoldering landing zone. He practically tossed me into the t-bird, hovering 
  just a half meter over the ground as it let loose with some wicked cover ﬁ re. Five 
  seconds later we’re off like a bat out of hell. The entire encounter took less than 
  two minutes after which I promptly passed out from the pain. I later found out 
  it was an Angel Hawk crew that saved my ass. I never got their names, but I still 
  owe them more than a couple of drinks. 
  > Traveler Jones
  > The 180th is deﬁ nitely one of the better units out there. They care more about 
  keeping their equipment in top form than how clean their uniforms are. Their 
  unit commanders also have a shorter stick up their ass than most; as long as 
  the job gets done and the birds are action-ready, they don’t care. 
  > Hard Exit
  > They also know how to party. I’m tight with a 180th supply sergeant who has 
  a little side operation making a nice little after-dinner drink called jet wash. 
  Good stuff—it’ll knock you on your ass in seconds. I think they also use it in 
  their incendiaries.
  > Kane
  The 180th spent the next two decades hiring out individual 
  squadrons to participate in several brush f re/border skirmishes and 
  in several seasons of Desert Wars. Just before Crash 2.0 in 2064, the 
  Pensacola base was attacked by groups of mercenaries and shadowrun-
  ners. Security forces eventually repelled the assault, but not before half 
  the aircraf  and seventy percent of the drones were destroyed. T is 
  almost completely crippled the 180th, who were unable to take any 
  combat contracts for almost three years. T eir future was uncertain 
  until 2069, when a group of technicians working on their of  hours 
  created a new device that was later licensed to Federated Boeing.
  > TAC-C is not an original concept; the idea’s been around for several years, it 
  just took a while for technology to catch up. The 180th/Federated Boeing was 
  simply the ﬁ rst to produce an integrated and cost-effective system. Modifying 
  any aircraft, preferably a cargo aircraft, to function as a TAC-C can be done by 
  anyone with the proper knowledge and material; it’s just usually too damn 
  expensive and complicated to put in all the necessary gear and defenses in to 
  make it worth the cost. 
  > Rigger-X
  > The ﬁ rst purpose-built TAC-C aircraft, the EAC-9 Maestro and the smaller four-
  seat EA-20 Prowler II, are currently undergoing ﬂ ight trials with production 
  scheduled to begin in early 2077. The 180th currently has four TAC-C aircraft in 
  their inventory using the Falconer Mark I, along with three modiﬁ ed C-260s and 
  the original EA-6B Prowler they refurbished as a test bed. 
  > Clockwork
  > Speaking of, anyone know anything about the theft of some specs and several 
  Falconer modules from Fed-Boeing a few days ago?
  > Glitch
  FALCONER TAC-C COMMAND SYSTEM MODULE, MARK I 
  The TAC-C, or Total Airborne Command-Control system (pronounced 
  “taxi”), is a concept for medium- and small-sized aircraft to act as aerial 
  drone command stations and the traditional Airborne Warning and Control 
  mission. With this concept, aircraft have the option of either controlling 
  unmanned aircraft in a more traditional method, from a distance, or to 
  directly participate in a strike. What makes the Falconer Mark I more than 
  just a collection of various common components is the specially designed 
  software and rigger cocoon that enables an operator to endure high-g 
  maneuvers. It also allows strike commanders greater ﬂ exibility and accuracy 
  through enhanced situational awareness when the on-site/direct strike par-
  ticipation option is used. Users are granted a +2 bonus on all related tests 
  when piloting a craft and coordinating drones at the same time. The bonus 
  increases to +3 if the operator is coordinating drones only. 
  Slots
  Threshold
  Tools
  Cost
  4
  10
  Shop
  5,500
  
  12
  180TH INDEPENDENT AIR REGIMENT 
  Recently, half of the 180th has completed their contracts from abroad and is beginning an abbre-
  viated maintenance cycle while the rest of the 180th has once again been contracted by the CAS, this 
  time to help monitor the Aztlan boarder as tensions between the two nations continues to rise and 
  the conf ict in Bogotá continues. 
  > Funny, whoever wrote this left out that the 180th was speciﬁ cally targeted by Winternight and two aircraft were 
  stolen. They were last seen over DeeCee in ‘64; one was shot down before weapons release, but the second 
  escaped. Aircraft and its payload are still unaccounted for.
  > Plan 9 
  Capabilities: T e 180th’s current TO&E consists of two combat and one support wing of various 
  aircraf  types, including f xed-wing, rotary-wing, and vectored thrust. Depending on the mission or 
  contract, each wing or squadron may be deployed as a whole or as separate elements consisting of four 
  craf  for each element. Each wing has a specif c mission prof le, but various combinations of squadrons 
  and elements can be assigned to a various contract depending on its specif c needs.
  T e 180th also boasts a small but capable cadre of special forces-style operators. T ese include 
  Pararescue Jumpers and Security Forces. Assigned to the Ninth Squadron, Pararescue Jumpers 
  are one-person commando units sent in to secure persons for rescue. “PJs,” as they are commonly 
  known, are of en the most physically f t and have the most combat augmentations. T ey also use the 
  most advanced weaponry, armor, communications, and medical kits available in the unit. Af er the 
  Pensacola raid, the 180th updated and enhanced their security forces. Attached to air bases, Security 
  Forces patrol the base and surrounding areas for potential threats. T ey are experts in security tactics 
  and utilize a variety of vehicles, drones, weapons, and armor. Spiders have also been added to protect 
  wireless systems. 
  Af er decades of service, the 180th is considered an elite unit within the merc community. In 
  combat, they’ve held at least a ten-to-one kill ratio in aerial combat and an eighty-f ve percent success 
  rating in air-to-ground missions. T is keeps their services in constant demand and allows recruitment 
  of experienced personnel from around the world. With the recent additions of the TAC-C aircraf  
  to their arsenal, the 180th continues to push the boundaries of aerial combat tactics. 
  NOTABLE MEMBERS: GHOST HAWKS
  Brigadier General Erika von Braun, dwarven female, call sign: Raindrop
  Born to a German aircraf  mechanic during the f rst wave of UGE children in Germany in 
  2011, Erika von Braun grew up wanting to f y. Prejudice prevented a combat commission, but she 
  secured a commission as an avionics tech in the Allied German Air Force. Undaunted, she snuck 
  into the f ight simulators whenever possible, and when the Euro Wars started in 2031, Erika got her 
  chance from Air Force commanders who, out of desperation, gave her a commission in 2032. Despite 
  serving only a year as an attack pilot, Lieutenant von Braun proved herself an excellent aerial gunner 
  and participated in twenty-six sorties with a ninety percent success rate. Despite her record, she was 
  forced out by the same prejudiced commanders who felt that drones could replace regular pilots. In 
  3035, she signed on with the 180th. Lt. von Braun consistently proved her skills as a leader and pilot 
  and rose steadily through the ranks. Her call sign, Raindrop, was earned when she destroyed an entire 
  mercenary armor column, mostly with cannon f re, during a Middle East mission. In 2068, took her 
  current position as Regiment CO, but still takes her Halcyon f ghter-bomber on training missions 
  to keep her edge and evaluate her pilots. 
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  4.5
  10 (13)
  1
  Matrix/VR Initiative (IP): 10 (3)
  Condition Monitor Boxes (P/S): 11/10
  Armor (B/I): 6/2
  Active Skills: Aeronautics Mechanic 3, Automatics 3, Cracking skill group 4, Climbing 2, Dodge 3, 
  Electronics skill group 4, Electronic Warfare 4, Gunnery 4, First Aid 2, Gunnery 4, Outdoors skill 
  group 4, Parachuting 3, Perception 4, Pilot Aircraf  6, Pistols 3, Swimming 2, Unarmed Combat 2
  Knowledge Skills: Air Combat Tactics 6, Allied German States Military 5, Aztechnology/
  10 MERCS
  180TH INDEPENDENT AIR REGIMENT 
  180TH INDEPENDENT AIR REGIMENT 
  180TH INDEPENDENT AIR REGIMENT 
  180TH INDEPENDENT AIR REGIMENT 
  180TH INDEPENDENT AIR REGIMENT 
  180TH INDEPENDENT AIR REGIMENT 
  180TH INDEPENDENT AIR REGIMENT 
  180TH UNIT BREAKDOWN
  Each wing normally consists of three 
  squadrons of twelve aircraft that are broken 
  down into ﬂ ights of four aircraft apiece. Each 
  ﬂ ight is then broken down into two elements; 
  a lead and wingman. Each squadron is also 
  assigned a call sign; combat units are always 
  designated a color, while support elements 
  are given other names. Call signs for each 
  squadron are listed with the unit. 
  First Fighter Wing
  1st Squadron “Red” 
  12 Federated Boeing Woodstock 
  2nd Squadron “Blue”
  6 Federated Boeing Woodstock 
  6 Dassault Zeta-Bravo
  3rd Squadron “Green”
  6 Federated Boeing Eagle-C
  4 MiG-63
  2 Euroﬁ ghter Typhoon “Tranche 6”
  12 available drones 
  Second Attack Wing
  4th Squadron “Gold” 
  8 Federated Boeing Eagle-C
  4 Aztechnology Halcon
  5th Squadron “Grey”
  6 KA-60 Hellion
  4 Aztechnology Aguilar EX 
  2 Messerschmitt-Kawasaki Sperber
  6th Squadron “Black”
  3 EAC-260-TAC Titan
  EA-6B Prowler-TAC Prowler
  20 available drones
  Third Support Wing
  7th Airlift Squadron “Delivery”
  24 Ares Dakota
  8th Airlift Squadron “Trucker”
  24 Ares Dakota
  9th Rescue Squadron “Angel”
  8 Doc Wagon Osprey II
  2 GMC Banshee
  1 Aztechnology Lobo
  1 Dassault Paynal
  1 GMC Harpy Scout
  1 MiG-67
  14 available drones
  10th Training/
  Reserve Squadron “Nugget”
  12 EVO Reckoner
  8 available drones
  
  13
  180TH INDEPENDENT AIR REGIMENT 
  Aztlan Military 6, CAS Military 4, Logistics 4, Mercenary Haunts 4, 
  Mercenary Units 4, Military History 3, Physics 4, Psychology 3
  Languages: Aztlan Spanish 3, English 4, German N
  Augmentations: Control rig, datajack, reaction enhancers 3 
  Gear: Commlink (Device Rating 6, sim module (hot-sim modif ed)), 
  form-f tting body armor (full suit), medkit (Rating 6), survival kit
  Weapons
  Walther PB-120 [Light Pistol, DV 4P, AP —, SA, RC —, 15(c), 
  regular ammo (total clips x2)]
  Survival Knife [Reach —, DV 3P, AP –1]
  VEHICLES
  Aztechnology Halcon (fighter-bomber)
  HAND
  ACCEL
  SPEED
  PILOT
  BODY
  ARMOR
  SENSOR
  + 1
  60/240
  1,800
  3
  22
  16
  3
   
  Upgrades/Accessories: Std. Upgrades: Ejection Seats, Improved 
  Takeof  and Landing (Rating 1), ECCM 3, ECM 2, Personal Armor 
  (Rating 4), Rigger Adaptation, 2 Weapon Mounts (external, f xed, 
  remote), 1 Weapon Mount (internal, f xed, remote)
  Weapons:
  Phalanx Rotary Cannon [Heavy Weapon, DV 12P, AP –8/–10*, 
  250 round belt, w/ anti-vehicle rounds]
  SS-N-49 Sirocco [Missile, DV 30P, AP –2/–10*]
  Saab-Saaker AIM-11R** [Missile, DV 18P***, AP –2/–6*]
  Ares Mk 27 Incendiary Bomb [DV 19P****, AP –2, Blast –2/M]
  * Vs. people/vs., vehicles
  ** Use the missile launcher range table for this missile, but extend 
  the Extreme range band to 5,000 meters.
  *** Against ground targets the missile is far less ef ective; reduce 
  DV to 10P.
  **** T is weapon causes f re damage (p. 164, SR4A). T e bomb 
  has a scatter value of 8d6 meters, –5m per net hit.
  Master Sergeant Clayton Dex, troll male
  Master Sergeant Dex is a legend among the 180th. T e most senior 
  Pararescue Jumper in the regiment, he’s the only one with a one-hun-
  dred-percent success rate. He doesn’t speak about his past before the 
  180th; all that is known is that he arrived at a 180th base one day with 
  a lot of combat augmentations and trauma surgeon credentials, and 
  he volunteered for rescue duty. Master Sergeant Dex usually doesn’t 
  usually speak unless giving or replying to orders. When he does speak, 
  everyone listens. During operations, he is capable of handling any 
  combat or medical situation and will go to extreme lengths to complete 
  his objective. Despite his skills, Dex is starting to show his forty-seven 
  years, and General von Braun has repeatedly requested that he take 
  an instructor’s position. Every time he respectfully replies “I’ll take it 
  under consideration, ma’am.”
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  5
  4 (5)
  3
  5
  1.9
  9 (13)
  1 (3)
  Condition Monitor Boxes (P/S): 13/10
  Armor (B/I): 14/12
  Active Skills: Armorer 2, Athletics skill group 4, Close Combat skill 
  group 4, Computer 2, Cybertechnology 3, Data Search 2, Demolitions 
  3, Dodge 5, Escape Artist 2, Firearms skill group 4(5), First Aid 
  5, Heavy Weapons 3, Infiltration 4, Instruction 4, Intimidation 3, 
  Medicine 3, Outdoors skill group 4, Parachuting 5, Perception 4, Pilot 
  Aircraf  2, Pilot Ground Craf  3, T rown Weapons 3 
  Knowledge Skills: Cooking 3, Fitness 4, Health Foods 5, Meditation 
  5, Mercenary Haunts 4, Mercenary Units 4, Psychology 3, Small Unit 
  Tactics 4
  Languages: English N, German 2, Japanese 4
  Augmentations: Cerebral booster 1, cyberears (Rating 1, w/ audio 
  enhancement 2, select sound f lter 1, spatial recognizer), cybereyes 
  (Rating 2, w/ f are compensation, low-light vision, smartlink, thermo-
  graphic, ultrasound, vision magnif cation), muscle augmentation 1, 
  orthoskin 1, reaction enhancer 2, ref ex recorder: Firearms skill group, 
  sleep regulator, wired ref exes 2 (deltaware)
  Metatype Abilities: +1 Reach, +1 Natural Armor
  Gear*: Biomonitor, commlink (Device Rating 5), grenades (fragmen-
  tation x2, smoke x4) light military Armor (chemical protection, f re 
  resistance 2, thermal dampening 2), medkit (Rating 5), patches (anti-
  dote, stim, tranq, trauma x4), survival kit 
  * Note, additional specialty gear may be assigned depending on 
  mission parameters. 
  Weapons:
  SA Nemesis [LMG, DV 8P, AP –3, BF/FA, RC 5(6), 60(c), w/ meta-
  human customization, smartlink, 4 clips EX-explosive rounds]
  Franchi Spas-22 [Shotgun, DV 7P, AP –1, SA/BF, RC 1, 10(c), w/ 
  metahuman customization, smartlink, regular rounds (extra 
  slug rounds x30)]
  Grenade, fragmentation [Grenade, DV 12(f), +2AP, 10/m]
  Grenade, smoke [Grenade, Blast 10m radius]
  Survival Knife [Reach —, 6P (7P), AP –1]
  NON-PLAYER CHARACTERS: 
  GHOST HAWKS
  Combat Rigger/Pilot (Professional Rating 4)
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  4.8
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  Matrix Initiative/IP: 10/3
  Condition Monitor Boxes (P/S): 10/10
  Armor (B/I): 6/2
  Active Skills: Aeronautics Mechanic 2, Automatics 2, Cracking Skill 
  group 4, Climbing 2, Dodge 3, Electronics skill group 4, Electronic 
  Warfare 4, Gunnery 4, First Aid 2, Gunnery 4, Outdoors skill group 
  4, Parachuting 3, Perception 4, Pilot Aircraf  5, Pistols 3, Running 2, 
  Swimming 2, Unarmed Combat 2
  Augmentations: Control rig, datajack, sim module, reaction enhancers 2 
  Gear: Assigned aircraft, commlink (Device Rating 6, sim module 
  modif ed for hot sim), form f tting body armor (full suit), medkit 
  (Rating 5), survival kit
  Weapons
  Walther PB-120 [Light Pistol, 4P, AP —, SA, RC —, 15(c), regular 
  ammo (total clips x2)]
  
  14
  180TH INDEPENDENT AIR REGIMENT 
  Pararescue Jumper (ork, Professional Rating 5)
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  8 (11)
  1 (2)
  Condition Monitor Boxes (P/S): 12/10
  Armor (B/I): 13/11
  Active Skills: Armorer 2, Athletics skill group 4, Close Combat skill 
  group 4, Computer 2, Cybertechnology 3, Data Search 2, Demolitions 
  3, Dodge 5, Escape Artist 2, Firearms skill group 4(5), First Aid 5, 
  Heavy Weapons 3, Inf ltration 4, Intimidation 3, Medicine 3, Outdoors 
  skill group 4, Parachuting 5, Perception 4, Pilot Aircraf  2, Pilot Ground 
  Craf  3, T rown Weapons 3 
  Augmentations: Cerebral booster 1, cyberears (Rating 1, w/ audio 
  enhancement 2, select Sound f lterSkilspatial recognizer), cybereyes 
  (Rating 2, w/ f are compensation, low-light vision, smartlink, thermo-
  graphic, ultrasound, vision magnif cation), muscle augmentation 1, 
  orthoskin 1, reaction enhancer 2, ref ex recorder: Firearms skill group, 
  sleep regulator, wired ref exes 1 (betaware)
  Gear*: Biomonitor, commlink (Device Rating 5), grenades (fragmen-
  tation x2, smoke x4), light military armor (chemical protection, f re 
  resistance 2, thermal dampening 2), medkit (Rating 5), patches (an-
  tidote, stim, tranq, trauma x4), smart pouch system (w/ combat load 
  vest, ammunition pouches, optional: ration pouch and smart canteen), 
  survival kit 
  *Note, additional specialty gear may be assigned depending on mis-
  sion parameters. 
  Weapons:
  Ares Alpha [Assault Rif e, DV 8P, AP –3, SA/BF/FA, RC 2, 42(c), 
  w/ smartlink, EX-explosive rounds (total clips x4)]
  -Grenade Launcher [ High Explosive, D, 10P, AP –2, Blast –2/m, 
  SS, 6(c)]
  Ares Predator IV [Heavy Pistol, DV 5P, AP –5, SA, RC —, 15(c), 
  w/ smartgun system, APDS Rounds (total clips x3)]
  Grenade, Fragmentation [Grenade, DV 12(f ), AP +2, Blast 10m 
  radius]
  Grenade, Smoke [Grenade, Blast 10m radius]
  Survival Knife [Reach —, 5P, AP –1]
  Airbase Security Officer (Professional Rating 4)
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  5
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  8 (11) 1 (2)
  Condition Monitor Boxes (P/S): 10/10
  Armor (B/I): 8/6
  Active Skills: Armorer 2, Athletics skill group 3, Close Combat skill 
  group 4, Computer 2, Data Search 2, Demolitions 2, Dodge 4, Firearms 
  skill group 4, First Aid 3, Heavy Weapons 2, Inf ltration 2, Intimidation 
  3, Outdoors skill group 2, Parachuting 3, Perception 5, Pilot Ground 
  Craf  3, T rown Weapons 3 
  Augmentations: Cyberears (Rating 1, w/ audio enhancement 2, select 
  sound f lter 1, spatial recognizer), cybereyes (Rating 2, w/ f are compen-
  sation, low-light vision, smartlink, thermographic, ultrasound, vision 
  magnif cation), reaction enhancer 2, wired ref exes 1 (betaware)
  Gear: Commlink (Device Rating 4), grenades (f ash-bang x4), body 
  armor (camo jacket with SecureTech PPP vitals, leg, and arm protec-
  tion), medkit (Rating 4), patches (antidote, stim, tranq, trauma x4) 
  Weapons:
  Ares Alpha [Assault Rif e, DV 8P, AP –3, SA/BF/FA, RC 2, 42(c), 
  w/ smartlink, EX-explosive rounds (total clips x3)]
  -Grenade Launcher [High Explosive, DV 10P, AP –2, Blast –2/m, 
  SS, 6(c)]
  Ares Crusader [Machine Pistol, DV 4P, AP –4, SA/BF, RC 2, 40(c), 
  w/ smartlink, APDS Rounds (total clips x3), stick ‘n’ shock 
  rounds (extra clips x2)]
  Grenade, f ash-bang [Grenade, SV 6S, AP –3, Blast 10m radius]
  Survival Knife [Reach —, 3P, AP –1]
  AZ-150 Stun Baton [Reach 1, DV 7S(c)]
  Pararescue Jumper (ork, Professional Rating 5)
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  7 (8)
  2
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  Condition Monitor Boxes (P/S): 12/10
  Armor (B/I): 13/11
  Active Skills: Armorer 2, Athletics skill group 4, Close Combat skill 
  group 4, Computer 2, Cybertechnology 3, Data Search 2, Demolitions 
  3, Dodge 5, Escape Artist 2, Firearms skill group 4(5), First Aid 5, 
  Heavy Weapons 3, Inf ltration 4, Intimidation 3, Medicine 3, Outdoors 
  skill group 4, Parachuting 5, Perception 4, Pilot Aircraf  2, Pilot Ground 
  10 MERCS
  
  15
  SEVENTY-SEVENTH INDEPENDENT RANGERS
  SEVENTY-SEVENTH 
  INDEPENDENT RANGERS
  Summary: A veteran infantry unit that’s seen action worldwide, 
  the Seventy-Seventh Rangers, or El Cuadrilla, was contracted by 
  Amazonia in 2071 to patrol their border with Aztlan. When hostili-
  ties broke out between the two nations, El Cuadrilla became one of 
  Amazonia’s main front-line units and has seen constant action since. 
  While their combat record in the conf ict has been exemplary thus 
  far, the unit has a history of hard times and obstacles because of their 
  strict code of conduct. T is code, installed by the unit’s founder, some-
  times puts El Cuadrilla in conf ict with potential contractors, standing 
  orders, and fellow mercenaries. Should they be approached, their code 
  could be both a boon and detriment for us. 
  > So that’s what your unit’s called. How come you never told us before, Picador?
  > Slamm-0!
  > No one ever bothered to ask. 
  > Picador
  > *RIMSHOT*
  > Riser
  Unit History: El Cuadrilla started out as a loose alliance of 
  mercenaries in the early ‘50s centered on Juan Samuel Pererya, a.k.a. 
  Matador. Pererya was known in the mercenary community for having 
  a strong set of moral and professional principles—his code. T is code 
  kept Pererya from accepting several lucrative contracts and caused 
  friction with many mercenaries or units he worked with, but he main-
  tained it despite these dif  culties.
  > He was also worked for Argus on numerous occasions but decided to stop work-
  ing for them just after a hospital stay in ‘48 following a blown operation. He 
  also knew a lot of their secrets, but his code kept him silent despite several 
  offers. He simply wouldn’t betray them or any other of his former employers, 
  even if he was hosed over. 
  > Thorn
  > Never mention his name again, do you hear me? You do not have the right you 
  <3.3 Mp deleted by Sysop>
  > Picador
  > Picador, calm down please; we’ve been over this. You and I go way back, and 
  Juan was a friend of mine as well, so please don’t make me restrict your access 
  over this. 
  > FastJack
  While his code cost him several contracts and contacts over the 
  years, it earned Pererya a cult following among like-minded mercenar-
  ies af er his famous post on the Shadowland BBS called Fields of Fire. 
  Af er that posting, several mercenaries sought Pererya out and formed 
  the alliance. T ey worked several contracts together until 2052 when 
  Pererya of  cially registered the group as the Seventy-Seventh Rangers, 
  or El Cuadrilla as it is more commonly known. “Cuadrilla” is Spanish 
  for a matador’s bullf ghting team. 
  Summary: A veteran infantry unit that’s seen action worldwide, 
  > Never mention his name again, do you hear me? You do not have the right you 
  Unit Nickname: El Cuadrilla
  Current Command Staff:
    
  CO: Carmen M. Lopez y Cabrera “Picador”
    
  XO: Alonzo G. Blake
    
  Command Sgt. Major: 
   
  Hector C. Martinez “Sgt. Bandito”
  Unit Type: Conventional infantry w/ support assets
  Estimated/Known Strength: Three companies with 
  support assets
  Unit Rating: 6
  Threat Rating: Medium to High
  Current Deployment: Aztlan/Amazonia border
  MATADOR’S CODE
  I take only jobs I believe in
  I do not take jobs offered solely because of my ability to kill
  I am not judge, jury, or executioner
  I walk away if things change
  I value all human life
  – Fields of Fire, Second Print, 2048
  
  16
  SEVENTY-SEVENTH INDEPENDENT RANGERS
  In 2053, El Cuadrilla took their f rst major contract as a unit and 
  faced the f rst serious challenge to their code. When insurgents in the 
  city of Sarajevo began attacking government complexes, El Cuadrilla 
  and another mercenary unit, Navarre’s Jackals, were hired for pacif -
  cation duty. During the operation El Cuadrilla accomplished their 
  objectives with precision assaults that minimized collateral damage 
  and spared civilian lives. T e Jackals took a dif erent approach, kicking 
  in the doors of anyone suspected to be an insurgent. For every man 
  the Jackals lost, they killed f ve civilians as a warning. Appalled at their 
  tactics both because of his code and because it made his people targets 
  for reprisals, Pererya confronted the Jackal’s CO, Ethan Navarre, with 
  his concerns and protests. Navarre responded by ignoring Pererya and 
  planting evidence implicating El Cuadrilla of accepting bribes from 
  local terrorists. An NEEC observer investigated, but couldn’t f nd any 
  evidence to support the charges. T ey classif ed El Cuadrilla as “com-
  promised” anyway and removed them from the operation. It took El 
  Cuadrilla almost two years of bottom-of-the-barrel contracts to regain 
  the reputation and monetary losses from the Sarajevo operation.
  In 2056, El Cuadrilla and Navarre’s Jackals met again in the 
  mountains of Afghanistan. Both had been contracted by rival mining 
  conglomerates to secure a newly discovered orichalcum site. Both 
  units met just ten kilometers from the site, and a running gun battle 
  began. Initially the Jackals scattered El Cuadrilla and pounded them 
  with machine gun f re from their APCs. But El Cuadrilla stood f rm, 
  and Pererya organized a counterattack af er two of his snipers and a 
  rocket team took positions on nearby peaks and took out several Jackal 
  vehicles. El Cuadrilla eventually f anked and enveloped the Jackals in a 
  vicious crossf re. T e Jackals initially refused to give up, but eventually 
  they surrendered. When the battle was over, Navarre had lost eighty 
  percent of his forces. 
  > In keeping with his code, I understand that Matador gave the Jackals a chance 
  to surrender. Navarre refused out of ego and his troops paid for it. Typical. 
  > Aufheben
  > Didn’t you once tell me you had a ﬂ ing with Navarre and Matador went ballistic? 
  You were such a bad girl, sleeping with the enemy.
  > Black Mamba
  > Yes. I did tell you. In conﬁ dence. But before anyone else makes more out of it 
  than it was, I had just joined El Caudrilla and was as green as a ﬁ ve-day-old 
  soydog. I didn’t know about Navarre and Juan’s issues and later found out 
  Navarre did it as a middle ﬁ nger to Juan. Thank you for making me share that. 
  I’ll remember this. 
  > Picador
  Af er Afghanistan, El Cuadrilla began a large recruiting drive, 
  taking on several new mercenaries from across the globe, including 
  one Carmen Lopez y Cabrera who became Pererya’s protégé and was 
  given the name Picador. Af er the drive, they spent the year training 
  and taking short-term contracts in various global hot-spots to build 
  unit cohesion. One such hot-spot was the Salish-Tsimshian border. For 
  years the border had been a hotbed of skirmishes and raids with units 
  on both sides taking heavy losses. El Cuadrilla had been contracted 
  by the Salish to patrol and sweep their border, and during a patrol in 
  2062 they were ambushed by unknown forces. In the initial assault, 
  several El Cuadrillas, including XO Captain Miguel Tomasso, were 
  killed by concentrated LMG f re. Despite the initial surprise, El 
  Cuadrilla regrouped as Pererya took control and began an organized 
  10 MERCS
  
  17
  SEVENTY-SEVENTH INDEPENDENT RANGERS
  counterstrike. But just as it took shape, Pererya was killed by a sniper. 
  With the chain of command compromised, Cabrera stepped up 
  and took command. T e ambushers were eventually routed, but El 
  Cuadrilla was changed forever. Because of evidence found af er the 
  ambush, members of El Cuadrilla (specif cally Cabrera) were con-
  vinced that Colonel Pererya was specif cally targeted. It took almost 
  ten years, but El Cuadrilla determined that their old rival, Ethan 
  Navarre and his Jackals, were responsible for the raid. In 2071, Navarre 
  was found dead by poisoning in his Lisbon of  ce just before a major 
  deployment. 
  > There has been a lot of speculation about Matador’s death and who was 
  ultimately responsible. I am sorry if I am opening old wounds here, but I 
  don’t want this to degrade into a shouting match. I’ve recently come into 
  possession of some paydata that indicates who was ultimately responsible. 
  Yes, Navarre ordered and organized the ambush, but he was a convenient 
  pawn. Picador, contact me and I will release it the data to you. Consider it 
  a token of good faith in hope you will ﬁ nally have your answers and stop 
  persecuting others on this network. 
  > Fianchetto
  > Gracias. But I will do whatever I have to and go wherever the road takes me. 
  That is all I will promise. 
  > Picador
  Now of  cially El Cuadrilla’s CO, Cabrera continued to follow 
  Pererya’s code, building on the foundation he lef . She guided El 
  Cuadrilla through several more contracts in the jungles of Africa and 
  the global mess of Crash 2.0. El Caudrilla was at their Cape Town 
  compound when the Crash hit, and they became embroiled in the 
  massive riots that followed. Af er withstanding several assaults on their 
  compound, they were contracted with making sure that relief supplies 
  from the United Nations made their way to intended destinations 
  instead of being hijacked by local criminals. 
  > Awww, my fucking heroes. Did you also get medals?
  > Clockwork
  > Don’t fuck with me, Clockwork, not now. The people got food and water, we 
  stopped being targets, and we got paid. I call that a win-win any day, fuck you 
  very much. Sometimes, you can satisfy honor and make cred at the same time. 
  Now if you’ll excuse me, I have some calls to make. 
  > Picador
  By 2070, El Cuadrilla had grown from an enhanced company to 
  three companies with full support assets. El Cuadrilla has also greatly 
  benef tted from Cabrera’s connections and associations with known 
  members of the shadowrunning community, granting them an advan-
  tage in equipment appropriation and intelligence gathering. 
  > Even though JackPoint wasn’t speciﬁ cally named, who wants to lay cred that 
  one of those corrupted ﬁ les mentions us speciﬁ cally?
  > Pistons
  > Sucker bet. I’m trying to reconstruct those ﬁ les as we speak, but what the hell 
  was used to frag them? It reminds me of a bomb!
  > Netcat
  > You two have been hanging together way too much. You’re starting to speak 
  geezer, like her and Bull. 
  > Slamm-0!
  > Actually, it was a frag—literally. Clearing a room of heavily armed hostiles isn’t 
  always subtle, and commlinks don’t react well to explosives. Sorry. 
  > Riﬂ eman
  > Who the hell let him on? How do we know that YOU didn’t doctor these ﬁ les? I 
  don’t care WHAT your rep is or who who’s watching your back here, I think you’re 
  playing some sort of ga<1.2 Mp deleted by Sysop>
  > Black Mamba <user access restricted by Sysop>
  > Who the hell do you think let him on? Assume I have my reasons.
  > FastJack
  Currently, El Cuadrilla is still operating on behalf of Amazonia in 
  their conf ict with Aztlan. One of the few conventional paramilitary 
  units employed by Amazonia, they have avoided the conf icts with the 
  more exotic and anti-metahuman leaning units and cells by avoiding 
  them as much as possible and remaining in the f eld. Since open hostili-
  ties between Amazonia and Aztlan began, El Cuadrilla has seen some 
  of the heaviest action and will likely continue to do so as long as the 
  conf ict continues.
  Capabilities: El Cuadrilla is composed of approximately three 
  companies of light infantry troops with one company’s worth of 
  vehicle crews along with support assets. Despite sometimes-heavy 
  combat losses, their training regiments and overall experience have 
  kept their overall skill levels at a consistent level over the years. 
  While listed with the Mercenary Guild as a standard conven-
  tional unit, they are known in the merc community a “catch all” unit 
  and have taken contracts that of en fall outside the conventional 
  infantry profile, including unconventional warfare. While not 
  experts per se in this style of combat, they are competent enough, 
  and their wide variety of skills, available manpower, and equipment 
  make them valuable as a single force or as force multipliers for other 
  units. El Cuadrilla has successfully contracted as pathf nders/recon 
  forces, advisors, trainers, and front-line troops. T ey of en contract 
  out as one single command, although individual units or personnel 
  are of en detached for special duties. 
  Part of El Cuadrilla’s success is their large logistical and support 
  chain. While based primarily out of Lisbon, El Cuadrilla maintains 
  small satellite bases in Cape Town, Istanbul, and San Juan. T ese 
  compounds are normally used as storage/supply depots and training 
  facilities unless activated as staging and support areas for regional 
  deployments. T eir various vehicles and unmanned assets such as 
  APCs, mobile command posts, aircraf , and various other transports 
  are also stored and serviced at these bases. El Cuadrilla has enough 
  transportation assets to deploy the entire command anywhere in the 
  world, but subcontractors are sometimes hired for special circum-
  stances. While most of their equipment is considered “well used,” 
  it’s not uncommon to see a few new and state-of-the-art pieces in El 
  Cuadrilla armories or in the f eld. 
  
  18
  SEVENTY-SEVENTH INDEPENDENT RANGERS
  NOTABLE MEMBERS: 
  “EL CAUDRILLA” 
  Carmen Lopez y Cabrera, human female, 
  a.k.a. “Picador”
  Cabrera hails from a wealthy Portuguese family that traces its 
  lineage back to the aristocracy of the sixteenth century. Number four 
  of six children, Cabrera was sickly in her early youth and spent her 
  time reading classic Spanish literature, specif cally Miguel Cervantes. 
  T is gave her a somewhat idealistic personality as she fantasized about 
  righting the wrongs she saw in the world, which were at odds with 
  her parents’ more “realistic” views. Her father Raul and her mother 
  Maria expanded their fortunes by using their inf uence and wealth to 
  help broker deals with the local governments and various corporations. 
  T is unsettled Carmen, who was afraid to speak out, but infuriated 
  her eldest brother Roberto, who had developed a much more radical 
  and anti-corporate viewpoint and was not afraid to speak his mind. 
  Until Carmen had gone to University to study Spanish Literature, 
  the conf ict between her brother and parents had mostly been words; 
  until Roberto participated in a protest that turned violent in Madrid 
  and caused twelve deaths. Roberto was arrested as a ringleader and 
  sentenced to thirty years in prison despite only circumstantial evi-
  dence against him. Carmen pleaded with her parents to intervene on 
  Roberto’s behalf, but they refused. T en for reasons known only to 
  her, she dropped out of University and signed on with El Cuadrilla 
  in 2058. Her family did not stop her, thinking that she would soon 
  abandon her quixotic quest. Despite early hardships, she became a 
  quick study and managed to earn the respect of El Cuadrilla’s CO, Juan 
  Pererya, who took her as his protégé (sometimes lover) and gave her 
  the name Picador. Now the CO of El Cuadrilla, Cabrera has proven to 
  be an excellent f eld tactician and formidable f ghter. Despite her right 
  to do so, Cabrera refuses to accept the rank of colonel, the rank previ-
  ously held by Pererya until his death. Cabrera uses her of  cial rank of 
  major only when it is expedient to do so. 
  B
  A
  R
  S
  C
  I
  L
  W
  Edg
  Ess
  Init
  IP
  4
  5
  5(8)
  5
  3
  4
  3
  4
  5
  1.1
  9(12)
  1
  Condition Monitor Boxes (P/S): 10/10
  Armor (B/I): 14/12
  Qualities: Guts, Toughness, Will to Live
  Active Skills: Armorer (Firearms) 2 (+2), Athletics skill group 4, 
  Automatics (Assault Rif es) 4 (+2), Blades 4, Clubs 3, Computer 3, 
  Cybertechnology 3, Data Search 3, Demolitions 3, Dodge 5, Electronic 
  Warfare 2, First Aid 3, Gunnery 4, Heavy Weapons (Machine Guns) 5 
  (+2), Inf ltration 4, Inf uence skill group 5, Instruction 4, Outdoors skill 
  group 6, Parachuting 3, Perception 4, Stealth skill group 3, Pilot Ground 
  Craf  3, Pilot Watercraf  2, T rowing Weapons 4, Unarmed Combat 4
  Knowledge Skills: Aztechnology/Aztlan Military 6, Bogotá Area 
  4, Logistics 4, Literature (Spanish) 4 (+2), Mercenary Haunts 4, 
  Mercenary Units 4, Military History 3, Military Tactics: Conventional 
  4, Psychology 3, Small Unit Tactics 4
  Languages: English 4, Spanish N, Spanish (Aztlan) 4, German 2, 
  Japanese 2
  Augmentations: Cyberarms (synthetic, customized; Strength 5, 
  Agility 5, large smuggling compartment), cybertorso (synthetic, 
  increased capacity 3, Armor 4), cybereyes (Rating 4, w/ f are compen-
  sation, low-light vision, thermographic vision, and smartlink), reaction 
  enhancers 3
  Gear: Commlink (Device Rating 5), grenades (for launcher) x6, 
  grenades (fragmentation x3), medium military armor (with: non-con-
  ductivity 3, mobility upgrade 2), medkit (Rating 5), military helmet, 
  patches (antidote, stim, tranq, trauma x5 each), smart pouch system 
  (with combat load vest, ammunition pouches, optional: ration pouch 
  and smart canteen), subvocal microphone, survival kit
  Weapons:
  Ultimax MMG [MMG, DV 6P, AP –2, FA, RC 6, 40(c) or belt 
  (clips x3 or belts x2), w/ detachable tripod, smartlink]
  AK-97 [Assault Rif e, DV 6P, AP –1, SA/BF/FA, RC 2, 38(c), w/ 
  foregrip, safe target system, sling, smartlink, regular ammo 
  (3 clips)]
  Ares Predator IV [Heavy Pistol, DV 5P, AP –1, SA, 15(c), w/ smar-
  tink, regular ammo (3 clips)]
  Grenade, Fragmentation [Grenade, DV 12(f), AP +2, Radius 10m]
  Survival knife [Reach —, DV 4P, AP –1]
  NON-PLAYER CHARACTERS: 
  EL CUADRILLA
  Line Soldier (Professional Rating 3)
  B
  A
  R
  S
  C
  I
  L
  W
  Edg
  Ess
  Init
  IP
  4
  5
  4
  3
  3
  4
  3
  4
  4
  6
  8
  1
  Condition Monitor Boxes (P/S): 10/10
  Armor (B/I): 12/10
  Active Skills: Athletics skill group 3, Close Combat skill group 3, 
  Computers 3, Data Search 3, Demolitions 3, Dodge 3, Electronic 
  Warfare 3, Firearms skill group 3, First Aid 3, Gunnery 3, Heavy 
  Weapons 4, Inf uence skill group 2, Intimidation 3, Outdoors skill 
  group 3, Parachuting 3, Perception 3, Pilot Aircraf  2, Pilot Ground 
  Craf  4, Pilot Watercraf  2, Stealth skill group 3, T rowing Weapons 3
  BULL’S HEAD COIN
  Despite being a very cutthroat and ruthless profession, mercenaries 
  have several traditions to show respect. One tradition is the exchanging of 
  unit coins. Given by a unit commander to those who have shown great honor 
  or performed a great service to the bestowing unit/mercenary, these coins 
  are also used as a marker for a favor or service in return. This practice is taken 
  very seriously; should someone abuse or betray a coin, they risk blacklisting 
  and/or violent reprisals. El Cuadrilla is one of the better-known units to 
  engage in this practice. Their coin is a simple gold medallion with their unit 
  logo, a stylized bull’s head. 
  Note: In game terms, the coin is a symbol that the character has gained 
  the particular unit or mercenary as a contact with a Loyalty rating of at least 
  ﬁ ve and can call on that contact whenever needed, although standard con-
  tact rules still apply. Should a player ever misrepresent or betray the trust of 
  that contact and it’s discovered, the player automatically earns the negative 
  Quality Bad Rep (p. 104, Runners Companion) and an appropriate Enemy 4 
  (p. 105, Runner’s Companion).
  BULL’S HEAD COIN
  Despite being a very cutthroat and ruthless profession, mercenaries 
  have several traditions to show respect. One tradition is the exchanging of 
  unit coins. Given by a unit commander to those who have shown great honor 
  or performed a great service to the bestowing unit/mercenary, these coins 
  are also used as a marker for a favor or service in return. This practice is taken 
  very seriously; should someone abuse or betray a coin, they risk blacklisting 
  and/or violent reprisals. El Cuadrilla is one of the better-known units to 
  engage in this practice. Their coin is a simple gold medallion with their unit 
  logo, a stylized bull’s head. 
  Note: In game terms, the coin is a symbol that the character has gained 
  the particular unit or mercenary as a contact with a Loyalty rating of at least 
  10 MERCS
  
  19
  SEVENTY-SEVENTH INDEPENDENT RANGERS
  Gear: Commlink (Device Rating 4), goggles (Rating 5 w/ flare 
  compensation, low-light vision, thermographic, smartlink, vision 
  magnif cation), light military armor (with: chemical protection 2, f re 
  resistance 2), medkit (Rating 4), patches (antidote, stim, tranq, trauma 
  x3 each), subvocal microphone, survival kit
  Weapons
  AK-97 [Assault Rif e, DV 6P, AP –1, SA/BF/FA, RC 1, 38(c), w/ 
  safe target system, shock pad, smartlink, regular ammo (3 clips)]
  Browning Ultra-Power [Heavy Pistol, DV 5P, AP –1, SA, 10(c), w/ 
  laser sight, regular ammo (3 clips)]
  Survival knife [Reach —, DV 3P, AP –1]
  Veteran Soldier (Professional Rating 4)
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  5
  5
  5(8)
  4
  3
  4
  4
  4
  0
  5
  4.9
  9(12)
  1
  Condition Monitor Boxes (P/S): 11/11
  Armor (B/I): 16/14
  Active Skills: Armorer 3, Athletics skill group 4, Close Combat skill 
  group 4, Computer 3, Data Search 3, Demolitions 4, Dodge 4, Electronic 
  Warfare 3, Firearms skill group 5, First Aid 3, Gunnery 3, Heavy Weapons 
  4, Inf ltration 4, Inf uence skill group 3, Instruction 4, Intimidation 4, 
  Outdoors skill group 4, Parachuting 4, Perception 5, Pilot Ground Craf  
  4, Pilot Watercraf  3, Stealth skill group 3, T rown Weapons 3
  Augmentations: Cybereyes (Rating 1, w/ f are compensation, low-
  light vision, thermographic, smartlink), reaction enhancers 3
  Gear: Commlink (Device Rating 4), grenades (for launcher) x6, gre-
  nades (fragmentation x3), medium military armor (with: chemical 
  protection 2, f re resistance 2, mobility upgrade 2), medkit (Rating 4), 
  military helmet, patches (antidote, stim, tranq, trauma x5 each), smart 
  pouch system (with combat load vest, ammunition pouches, optional: 
  ration pouch and smart canteen), subvocal microphone, survival kit
  Weapons
  AK-98 [Assault Rif e, DV 6P, AP –1, SA/BF/FA, RC 1, 38(c), w/ 
  safe target system, shock pad, smartlink, regular ammo (3 clips)]
  -Grenade Launcher [High-Explosive, DV 10P, AP –2, Blast 12m, 
  SS, 6(m)]
  Ares Predator IV [Heavy Pistol, DV 5P, AP –1, SA, 15(c), w/ smar-
  tlink, regular ammo (3 clips)]
  Grenade, fragmentation [Grenade, DV 12(f), AP +2, Blast 10m]
  Survival knife [Reach —, DV 3P, AP –1]
  Combat Hacker (Professional Rating 3)
  B
  A
  R
  S
  C
  I
  L
  W
  Ess
  Init
  IP
  4
  5
  5(7)
  4
  3
  4
  5
  4
  4.3
  9(11)
  1
  Matrix Initiative/IP: 10/3
  Condition Monitor Boxes (P/S): 11/11
  Armor (B/I): 14/12
  Active Skills: Armorer 3, Athletics skill group 4, Close Combat skill 
  group 3, Cracking skill group 4, Demolitions 4, Dodge 5, Electronics 
  skill group 4, Electronic Warfare 3, Firearms skill group 4, First Aid 
  3, Gunnery 2, Heavy Weapons 2, Inf ltration 4, Inf uence skill group 
  3, Instruction 4, Intimidation 4, Outdoors skill group 4, Parachuting 
  4, Perception 4, Pilot Ground Craf  4, Pilot Watercraf  3, Stealth skill 
  group 3, T rowing Weapons 3
  Augmentations: Cybereyes (Rating 2, with low-light vision, smartlink, 
  thermographic), control rig, datajack, implanted commlink (Device 
  Rating 5, modif ed for BTL/hot-sim), reaction enhancers 2
  Gear: Light military armor (w/ chemical protection 2, f re resistance 
  2, mobility upgrade 2), medkit (Rating 4), military helmet, pro-
  grams (Analyze 5, Armor 5, Attack 5, Biofeedback Filter 5, Browse 
  4, Command 5, Data Bomb 3, Decrypt 4, Edit 4, Exploit 5, Scan 5, 
  Spoof 5, Stealth 5, Track 4), smart jammer (area, Rating 5), smart 
  jammer (directional, Rating 5), smart pouch system (w/ combat load 
  vest, ammunition pouches, optional: ration pouch and smart canteen), 
  subvocal microphone, survival kit
  Weapons
  AK-97 [Assault Rif e, DV 6P, AP –1, SA/BF/FA, RC 1, 38(c), w/ 
  safe target system, shock pad, smartlink, regular ammo (3 clips)]
  Ares Predator IV [Heavy Pistol, DV 5P, AP –1, SA, RC —, 15(c), 
  w/ smartlink, regular ammo (3 clips)]
  Survival knife [Reach —, DV 3P, AP –1]
  
  20
  BRAVO COMPANY
  BRAVO COMPANY
  Summary: A secretive yet highly respected unit specializing 
  in unconventional warfare, the mercenary command known only 
  as “Bravo Company” f rst came to our attention in 2061 as part of 
  Tactical Concepts, a weapons research and customization company. It 
  regained our attention in 2073 af er reports suggested it was conduct-
  ing operations against Aztlan in the current conf ict. T is warranted 
  a re-evaluation of their history and operations. Note that Bravo 
  Company maintains strict operational security, and hard intelligence 
  is dif  cult to obtain. It is recommended that any decision to approach 
  them be delayed until af er the current conf ict is completed and a full 
  evaluation performed. 
  Unit History: Bravo Company traces its lineage to the Sixty-
  First Independent Rangers, an elite battalion-sized mercenary com-
  mand. In late 2047, the Rangers’ contract was forcibly transferred to 
  Aztechnology through a “transfer of service” loophole and assigned 
  to conduct anti-insurrection operations in the Yucatan. Despite the 
  nature of the contract transfer, they performed well for three years, 
  persevering through problems with Aztlan and Aztechnology strat-
  egy, tactics, and politics. T ings came to a head in 2050 when Ranger 
  CO Colonel James McCord refused to engage in an action that later 
  became known as the Campeche Massacre.
  In response, Aztechnology charged the Rangers with breach of 
  contract, multiple incidents of dereliction of duty, refusal to follow 
  direct orders, and insubordination. When Aztlan security forces 
  attempted to take the Rangers into custody by force, the Rangers 
  resisted. During several vicious battles, the Rangers inf icted heavy 
  casualties on Aztlan/Aztechnology forces before being overwhelmed 
  by superior numbers. Several Ranger units who were on patrol 
  attempted a rescue of prisoners, but they failed. Ultimately, only thirty-
  eight of the Ranger’s Second and T ird Platoons, Bravo Company, and 
  half of the support staf  escaped. In response, Aztlan placed bounties 
  on all Ranger survivors. 
  > The Sixty-First drove Azzie commanders crazy by reinterpreting their orders to 
  avoid civilian casualties. The surviving Rangers were able to escape because 
  grateful people don’t forget when someone refuses to murder them.
  > Aufheben
  > Aztechnology slaughtered the Rangers as an example. When Juan told me about 
  it years later, I saw the loss in his eyes because he and Colonel McCord were 
  close friends. He took it extremely hard when reports about the captives and 
  blood sacriﬁ ces came out. 
  > Picador
  To avoid the bounties, most of Rangers “retired” and settled in 
  anti-Aztlan countries such as the UCAS and CAS while others went 
  into quasi-legal occupations as advisors, weapons experts, bounty hunt-
  ers, and guns-for-hire. In 2059, Aztechnology rescinded the bounties; 
  no of  cial reason was given, but rumors indicate bounty hunters found 
  the reward “not worth the risk.” 
  In 2060, several Rangers reunited to form Tactical Concepts, a 
  small research and development company specializing in personal gear, 
  weapon, and vehicle customizations/modif cations. Bravo Company 
  was formed as Tactical Concept’s f eld-testing and “customer support” 
  division. Within two years, Tactical Concepts earned a reputation for 
  quality products and gained several clients that included: mercenary 
  commands, security providers, select individuals, and “special clients.”
  > One such client was Atticus Cole, former deputy director of operations for the 
  CIA. In his ﬁ eld days, the Rangers were his go-to unit when certain things 
  needed to get done. They also saved him more than once—in many ways. When 
  Cole found out the Rangers were shanghaied into working for Aztlan, he pulled 
  a lot of strings to help them before and after Campeche, as well as later when 
  Tactical Concepts was formed. 
  > Thorn 
  > Back in ‘59, I met a freakishly fast adept and ex-Ranger named Shades who 
  hated blood mages like I do bugs (go ﬁ gure). He and his team took out their 
  frustrations by collecting bounties from the Draco Foundation. Last I’ve heard 
  they’ve cashed in for nine, all of them from Aztlan.
  > Sticks
  > Over the past ﬁ fteen years, Tactical Concepts has made a name for themselves 
  as expert armorers. If you need some quality work done, they’re well worth 
  the trip. But you can’t just go to their shop and expect to get some work done; 
  they accept work by referrals only. If you need to get one quick, I’ll send you the 
  address of a known ﬁ xer who may be able to get you an appointment. 
  > Traveler Jones
  Unit Nickname: None
  Current Command Staff:
   CO: Nathan J. McCord “Riﬂ eman/Bravo Zero-Six”
   XO: Faith R. Reddick “Point Guard/”Bravo One-One”
  Unit Type: Special Operations/Forces
  Estimated/Known Strength: Multiple Action Teams
  Unit Rating: 8
  Threat Rating: High
  Current Deployment: Bogotá/South America
  Unit Nickname: None
  Current Command Staff:
   CO: Nathan J. McCord “Riﬂ eman/Bravo Zero-Six”
   XO: Faith R. Reddick “Point Guard/”Bravo One-One”
  Unit Type: Special Operations/Forces
  Estimated/Known Strength:
  10 MERCS
  
  21
  BRAVO COMPANY
  > Yeah, good one Jones. What he fails to mention is that this particular ﬁ xer, a 
  “retired” troll runner named Marvin Castle (just call him Marv) operates out of 
  a strip club called Platinum Trollgirls. It’s not for the faint of heart or the light 
  of cred, so be ready to pay. And two things: never try and sit in Marv’s seat, and 
  never turn down a lap dance from Daisy. Just trust me on this. 
  > Glitch
  Later that year, Bravo Company began operations in the Yucatan, 
  assisting/advising rebels in their bid for independence from Aztlan. 
  During the campaign, they eliminated of several high-value Aztlan 
  targets, including three teams of Special Forces. Bravo Company hon-
  orably withdrew from service in 2062, just two days before massive 
  earthquakes and tidal waves hit the peninsula.
  > Why couldn’t they have stuck around for two more days? 
  > Black Mamba
  > OK, Mamba, spill—you have a beef with these jokers?
  > Riser
  > Oh yeah, holier-than-thou McCord didn’t like the way I conducted an interroga-
  tion back in ‘70. 
  > Black Mamba.
  > Four of my people died in reprisals because you broke op-sec over a personal 
  grudge and then scapegoated my people to cover your ass. Next time, I’ll do 
  more than put two in your legs. Be thankful I didn’t use the EX ammo. 
  > Riﬂ eman
  > Screw you and your self-righteous bullshit! I do what I need to, period. Don’t like 
  it, tough shit. If I run into any of your Bravo-bitches, we’ll square up and nobody 
  better get in my way.
  > Black Mamba 
  > Watch it, Mamba. Riﬂ eman and Bravo Company are among my dearest friends 
  and allies. You mess with them, you mess with me. Everyone else had better 
  keep that in mind when considering what to do with this information. 
  > Picador
  > I thought you were smarter than that.
  > Black Mamba
  > I suggest that you be careful as well, Mamba. Besides Picador, Bravo Company has 
  a lot of friends and not just in the merc community. Over the past few years, they’ve 
  been working with various groups to deal with some nasty magical-based threats.
  > Winterhawk
  Bravo Company’s next major operation came in September 2064 
  when they were tapped by the CIA to assist in the anti-terrorism 
  campaign against Winternight. In early October through November, 
  Bravo Company eliminated and or captured several Winternight ter-
  rorist cells and prosecuted a command center/training facility in North 
  America. Af er Crash 2.0, Bravo Company was at CIA headquarters in 
  Langley, Virginia for debrief ng when New Revolution attempted their 
  coup. Bravo Company was again pressed into service and assisted Joint 
  Task Force Seattle when they re-took the UCAS capital by providing 
  reconnaissance, gathering intelligence, and eliminating a key New 
  Revolution commander. 
  > Bravo Company and JTFS had a good working relationship in the ‘60s and were 
  a fairly common sight at Fort Lewis as advisors, instructors, and occasionally 
  OpFor in the Urban Combat Simulator. They just happened to be debrieﬁ ng at 
  Langley when New Revolution came to town; lucky for General Colloton, huh?
  > Kay St. Irregular
  Bravo Company and Tactical Concepts continued their normal 
  operations until 2070, when the company ceased taking contracts for 
  the CIA and NSA. Unconf rmed reports indicate a possible falling out 
  with the agencies, but in 2073 representatives from Tactical Concepts 
  BRAVO COMPANY TRADITION: RENAMING
  Whenever a new member is accepted into Bravo Company, they are 
  given a new code-name in addition to their unit call-sign, regardless of 
  whatever previous handle or street name. Because code-names are often 
  bestowed by squad mates and approved by the unit commander, they are 
  not always the most ﬂ attering. Among Bravo Company operators, these 
  names are used for life and permanently retired upon their death.
  
  22
  BRAVO COMPANY
  met with a known CIA operative in New Orleans. T e nature of the 
  meeting is unknown, but within twelve hours, all Bravo Company 
  contracts were canceled and their action teams recalled. Within two 
  days, Bravo Company operators were on the ground in Bogotá. While 
  Bravo Company has been observed operating in multiple locations 
  throughout the region, their only conf rmed contract is acting as escort 
  for former singer Rachael Turner, a.k.a. Melody Tyger, as she conducts 
  her humanitarian ef orts in the area.
  > There was a “changing of the guard” at the CIA during that time. Atticus Cole 
  was murdered in 2070 and several of his ﬁ les went missing. Major McCord is 
  less than enthusiastic about the new management.
  > Fianchetto
  > Ya know, call me stupid but I think Bravo Company is using the war is a 
  smokescreen to get some payback for the Sixty-First. But playing escort for 
  a washed-up music star, even as a cover story? That’s gotta make things 
  complicated for them.
  > Pistons
  > Riﬂ eman is a huge music fan—he ﬁ rst met Melody during her Fearful Symmetry 
  tour and they’ve been friends ever since. I’ve heard that Melody has already 
  gotten out of the area because Aztlan was about to put a halt to her humanitar-
  ian efforts. But they better watch it; her old bosses want her back in a very bad 
  way. YAY! I contributed!
  > Kat o’ Nine Tales
  > I’d be more worried about the Blood Daggers. Bravo Company’s been hitting the 
  Path of the Sun priesthood hard and sooner rather than later. Things are gonna 
  get ugly.
  > Winterhawk
  > They already have, but it’s going to get worse for everyone.
  > Riﬂ eman
  Capabilities: While not as numerous as units such as the Sioux 
  Wildcats or the Tír Ghosts; Bravo Company operators are equal to 
  them in terms of skill and mission capability. Over the past decade 
  they have proved themselves highly adaptable to various situations and 
  environments by consistently completing several high-value contracts 
  against supposedly superior forces. While Bravo Company has access 
  to cutting edge equipment through Tactical Concepts, they also take 
  advantage of any overreliance on technology their adversaries have by 
  employing low-tech measures such as pit traps and tripwires that can’t 
  be detected by modern means. 
  Like some mercenary companies, what helps set Bravo Company 
  apart is their personal code of conduct. Reports indicate that Bravo 
  Company refuses to accept missions or contracts that will needlessly 
  endanger civilians or call for high levels of collateral damage. T is cor-
  roborates several rumors and unconf rmed reports of Bravo Company 
  members sacrif cing themselves to prevent civilian casualties or going 
  of -mission to help a fellow merc unit. 
  Bravo Company currently f elds f ve action teams of ten to twelve 
  operators. Each team has at least one combat hacker/tech specialist, 
  medical tech, and full magician attached, although mystic and regular 
  adepts are also common. For mundane operators, minor augmentations 
  such as reaction boosters, sensory enhancements, and smartlinks are 
  most common. Combat riggers also provide direct/remote support and 
  transportation needs as needed. Logistical specialists operate any Bravo 
  Company facilities and handle all miscellaneous unit requirements. 
  NOTABLE MEMBERS: 
  BRAVO COMPANY
  Major Nathan McCord,
  aka Rifleman, Call-sign: Bravo Zero-Six
  Son of Colonel James McCord, Major McCord joined the 
  Rangers at age f f een when his adept abilities manifested and he 
  almost killed a classmate during a f ght. Originally an armorer, he 
  later qualif ed as a sharpshooter and joined Second Recon Platoon, 
  Bravo Company as a corporal and dedicated marksman. Af er escaping 
  Aztlan, McCord worked as a shadowrunner and bounty hunter, spe-
  cializing in magical threats, specif cally blood mages, under the street 
  name Shades. With bounties collected from the Draco Foundation, 
  McCord became the driving force behind Tactical Concepts and 
  Bravo Company’s current activities. A high-level adept, the now-Major 
  McCord has spent the last twenty-f ve years honing his abilities and 
  skills. McCord is an expert in multiple combat forms, weapons, tactics, 
  and is known for devastating precision strikes. As a f eld commander, 
  he is respected for his command acumen, dedication, determination, 
  and loyalty to his people. During the rescue attempt in 2050, McCord 
  interrupted a blood ritual being performed on several Rangers, 
  including his father. T e disruption caused a backlash that bleached 
  all color from his eyes. Because of this, he always wears smartglasses 
  or goggles. In 2061, McCord underwent SURGE while on mission in 
  the Yucatan, and his eyes now glow green, intensifying during intense 
  BRAVO COMPANY TACTIC: TATTLE-TALE BULLETS
  To locate hidden Aztlan ammo depots and map supply lines, Bravo 
  Company used stealth RFID tags in modiﬁ ed bullets and then arranged 
  for them to fall into Aztlan hands, the idea being that checks would focus 
  weapons, not crates containing thousands of rounds of ammunition. To date, 
  twelve supply depots have been prosecuted, although this tactic may be 
  discontinued soon as enemy troops are becoming more cautious.
  COLT GOVERNMENT 2066TC, HEAVY TACTICAL PISTOL
  Licensed through Colt Firearms by Tactical Concepts, the 2066TC was 
  conceived as the ultimate expression of a special-forces duty pistol. Each 
  2066TC is custom made for its user, and no base model is currently available 
  for sale. Extremely accurate and durable, it’s also designed for maximum 
  sound suppression. When used with a silencer and subsonic rounds, the 
  2066TC boasts one of the quietest sound proﬁ les of any pistol. 
  Standard upgrades: Advanced Safety: Biometric Lock, Barrel 
  Extension, Melee Hardening, Personalized Grip, Skinlink, Smartgun System.
  Dam
  AP
  Mode
  RC
  Ammo
  Avail
  Cost
  5P
  –1
  SA
  –1
  14(c)
  36R
  2,700
  met with a known CIA operative in New Orleans. T e nature of the 
  meeting is unknown, but within twelve hours, all Bravo Company 
  contracts were canceled and their action teams recalled. Within two 
  days, Bravo Company operators were on the ground in Bogotá. While 
  Bravo Company has been observed operating in multiple locations 
  throughout the region, their only conf rmed contract is acting as escort 
  for former singer Rachael Turner, a.k.a. Melody Tyger, as she conducts 
  her humanitarian ef orts in the area.
  > There was a “changing of the guard” at the CIA during that time. Atticus Cole 
  was murdered in 2070 and several of his ﬁ les went missing. Major McCord is 
  less than enthusiastic about the new management.
  > Fianchetto
  10 MERCS
  
  23
  BRAVO COMPANY
  emotions or when using his abilities. Any other SURGE ef ects are 
  currently unknown. Rumors also suggest that McCord is planning on 
  stepping down as Bravo Company f eld CO af er the current operation 
  to focus on “other concerns.”
  Male human/changeling
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  5(6) 6(7) 6(9)
  5
  4
  5
  5
  5
  12
  6
  6
  11(14)
  4
  Condition Monitor Boxes (P/S): 11/11
  Armor (B/I): 14/12
  Active Skills: Archery 3, Artisan (Guitar) 4 (+2), Artisan (Singing) 
  2 (+2), Armorer (Firearms) 4 (+2), Astral Combat (Weapon Focus) 
  4 (+2), Assensing 4, Athletics skill group 4, Blades (Short Swords) 
  4 (+2), Computer 3, Clubs 3, Data Search 3, Demolitions 3, 
  Disguise 3, Dodge 5, Electronics skill group 4, Electronic Warfare 
  (Communications) 3 (+2), Firearms skill group 6, First Aid (Combat 
  Wounds) 2 (+2), Gunnery 3, Heavy Weapons 3, Infiltration 5, 
  Inf uence skill group 4, Instruction 4, Intimidation 5, Outdoors skill 
  group 4, Parachuting 4, Palming 3, Perception 5, Pilot Aircraf  2, Pilot 
  Ground Craf  4, Pilot Watercraf  3, Shadowing 5, T rown Weapons 
  4, Unarmed Combat 5
  Knowledge Skills: Aztechnology (Military/Security) 4 (+2), Black 
  Market Operations 4, Business 2, Intelligence Operations 4, Literature 
  (Art of War) 4, Logistics 5, Magical T reats/Blood Spirits 6, Mercenary 
  skill groups 5, Mercenary Hangouts 5, Military History 4, Military 
  Operations: Conventional 5, Military Operations: Special Ops 6, 
  Military: Aztlan 4, Military: CAS 4, Military: UCAS 4, Musical History 
  5, Philosophy (Military) 3 (+2), Physical Fitness 3, Psychology 3
  Languages: English N, French (Creole) 4 (5), German 3, Japanese 3, 
  Mandarin 3, Or’zet 2, Spanish (Aztlan) 5, 
  Qualities: Adept, Ambidextrous, Class-I SURGE (Low-Light Vision, 
  Metahuman Trait: extended lifespan, Extravagant Eyes: biolumines-
  cent), Dependent: Daughter, Guts, Toughness
  Initiate Grade: 6
  Metamagics: Adept centering, attunement (short sword), f exible 
  signature, masking
  Adept Powers*: Astral Perception, Combat Sense 2, Critical Strike 
  3, Improved Physical Attribute (Agility), Increased Ref exes 3, Killing 
  Hands, Motion Sense, Multi-Tasking, Nimble Fingers, Quickdraw*, 
  Traceless Walk
  *If using Way of the Adept rules, add Quality: Warrior’s Way, Iron 
  Will 3, and Sustenance
  Gear: Commlink (Device Rating 6), goggles (Rating 6 w/ f are compen-
  sation, low-light vision, thermographic, smartlink, vision magnif cation), 
  grenades (fragmentation x2, high explosive x2), light military armor 
  (with: chemical protection 2, f re resistance 2, mobility upgrade 1, quick 
  release, thermal dampening 3), medkit (Rating 5), military helmet, quick-
  draw holster (pistol), smart pouch system (with: ammunition pouches, 
  combat load vest, ration pouch, smart canteen), subvocal microphone, 
  survival kit
  Weapons
  Colt M-23 [Assault Rif e, DV 6P, AP –5, SA/BF/FA, RC –3, 
  40(c), w/ advanced safety (basic w/ biometric lock), foregrip, 
  imaging scope [thermographic vision, smartlink, vision mag-
  nif cation], skinlink, sling, smartlink, sound suppressor, APDS 
  ammo (4 clips)]
  Kriss-X [Submachine Gun, DV 5P, AP –5, SA/BF/FA, RC 1(3), 
  20(c), w/ advanced safety (basic w/ biometric lock), f ashlight, 
  folding stock, foregrip, powered slide mount, skinlink, smart-
  link, APDS ammo (4 clips)] 
  Colt Government 2066TC [Heavy Pistol, DV 5P, AP –5, SA, RC 
  1, 14(c), w/ advanced safety (basic w/ biometric lock), barrel 
  extension, smartlink, skinlink, sound suppressor/silencer, 
  APDS ammo (3 clips)]
  Cougar f ne blade (long) [Reach —, DV 5P, AP –1, w/ personalized 
  grip]
  Weapon focus (sword) [Reach 1, DV 6P, AP —, Force 4]
  T rowing Knife x 3 [DV 4P, AP —]
  NPCS: BRAVO COMPANY
  Adept Operator (Professional Rating 5)
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  5
  5(6) 5(6)
  4
  4
  4
  4
  5
  8
  6
  6
  9(10)
  1(3)
  Condition Monitor Boxes (P/S): 11/10
  Armor (B/I): 14/12
  Active Skills: Armorer (Firearms) 3 (+2), Astral Combat 3, Assensing 
  3, Athletics skill group 4, Close Combat skill group 4, Computer 3, 
  Data Search 3, Demolitions 3, Dodge 4, Electronic Warfare 3, Firearms 
  skill group 5, First Aid 3, Gunnery 3, Heavy Weapons 3, Intimidation 
  3, Outdoors skill group 4, Parachuting 4, Perception 5, Pilot Aircraf  2, 
  Pilot Ground Craf  3, Pilot Watercraf  2, Stealth skill group 4, T rown 
  Weapons 4
  Qualities: Adept
  Initiate Grade: 2
  Metamagics: Adept Centering, Masking
  Adept Powers*: Attribute Boost (Reaction), Astral Perception, 
  Combat Sense 2, Critical Strike 2, Improved Physical Attribute 
  (Agility), Improved Ref exes 2, Killing Hands
  Gear: Commlink (Device Rating 6), goggles (Rating 6, w/ flare 
  compensation, low-light vision, image link, smartlink, thermographic 
  vision, vision magnif cation), grenades (fragmentation x2, high ex-
  plosive x2), light military armor (with: chemical protection 2, f re 
  resistance 2, mobility upgrade 1, quick release, thermal dampening 3), 
  medkit (Rating 6), military helmet, quickdraw holster (pistol), smart 
  pouch system (with combat load vest, ammunition pouches, optional: 
  ration pouch and smart canteen), subvocal microphone, survival kit, 
  quickdraw holster (pistol).
  Weapons
  Colt M-23 [Assault Rif e, DV 6P, AP –5, SA/BF/FA, RC –3, 40(c), 
  w/ advanced safety (basic w/ biometric lock), foregrip, imag-
  ing scope (thermographic vision, smartlink, vision magnif ca-
  tion), skinlink, sling, smartlink, sound suppressor]
  Colt Government 2066TC [Heavy Pistol, DV 5P, AP –1/–5, SA, 
  RC 1, 14(c), w/ advanced safety (biometric lock), barrel exten-
  sion, melee hardening, skinlink, smartlink, silencer, APDS 
  ammo (3 clips), Sub-sonic rounds (2 clips)]
  Grenade, fragmentation [Grenade, DV 12(f), AP +2, Blast 10m]
  Grenade, High-Explosive [Grenade, DV 10P, AP –2, Blast –2/m]
  Cougar Fine Blade, Long [Reach —, DV 4P, AP –1]
  Note: All Bravo Company Operators have access to a wide variety 
  
  24
  BRAVO COMPANY
  of f rearms and will customize for a particular mission, the 
  ones listed here is a “typical” load out. 
  * If using Way of the Adept rules, add Way of the Warrior quality 
  and Traceless Walk power.
  Augmented Operator (Professional Rating 3)
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  5
  5(6) 5(7) 4(5)
  4
  4
  4
  5
  —
  6
  4.45
  9(11)
  1(3)
  Condition Monitor Boxes (P/S): 11/10
  Armor (B/I): 14/12
  Active Skills: Armorer (Firearms) 3 (+2), Athletics skill group 4, Close 
  Combat skill group 4, Computer 3, Cybertechnology 2, Data Search 3, 
  Demolitions 3, Dodge 4, Electronic Warfare 3, Firearms skill group 5, 
  First Aid 3, Gunnery 3, Heavy Weapons 3, Intimidation 3, Outdoors skill 
  group 4, Parachuting 4, Perception 5, Pilot Aircraf  2, Pilot Ground Craf  
  3, Pilot Watercraf  2, Stealth skill group 4, T rown Weapons 4
  Augmentations: Cybereyes 2 (with flare compensation, low-light 
  vision, smartlink, thermographic, ultrasound, vision magnif cation), 
  muscle augmentation 1, muscle toner 1, synaptic booster 2
  Gear: Commlink (Device Rating 6), light military armor (with: chem-
  ical protection 2, f re resistance 2, mobility upgrade 1, quick release, 
  thermal dampening 3), grenades (fragmentation x2, high-explosive x2), 
  medkit (Rating 6), military helmet, quickdraw holster (pistol), smart 
  pouch system (with combat load vest, ammunition pouches, optional: 
  ration pouch and smart canteen), subvocal microphone, survival kit, 
  quickdraw holster
  Weapons:
  Colt M-23 [Assault Rif e, DV 6P, AP –5, SA/BF/FA, RC –3, 
  40(c), w/ advanced safety (basic w/ biometric lock), foregrip, 
  imaging scope (thermographic vision, smartlink, vision mag-
  nif cation), skinlink, sling, smartlink, sound suppressor, APDS 
  ammo (3 clips)]
  Colt Government 2066TC [Heavy Pistol, DV 5P, AP –1/–5, SA, 
  RC 1, 14(c), w/ advanced safety (biometric lock), barrel exten-
  sion, melee hardening, skinlink, smartlink, silencer, APDS 
  ammo (3 clips), sub-sonic rounds (2 clips)]
  Grenade, fragmentation [Grenade, DV 12(f), AP 2, Blast 10m]
  Grenade, High-Explosive [Grenade, DV 10P, AP –2, Blast –2/m]
  Cougar f ne blade, long [Reach —, 4P (5P)]
  Mystic Adept Combat Medic (elf)
  (Professional Rating 4)
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  4
  4
  5(6)
  4
  4
  4
  4
  5
  8
  6
  6
  9(10)
  1(2)
  Condition Monitor Boxes (P/S): 10/11
  Armor (B/I): 14/12
  Active Skills: Arcana 3, Armorer (Firearms) 2 (+2), Astral Combat 4, 
  Athletics skill group 4, Biotech skill group 4, Computer 3, Conjuring 
  Skill group 4, Counterspelling 4, Close Combat skill group 3, Data 
  Search 3, Demolitions 2, Dodge 4, Electronic Warfare 2, Firearms skill 
  group 4, Gunnery 2, Heavy Weapons 2, Inf ltration 4, Intimidation 3, 
  Outdoors skill group 4, Parachuting 4, Perception 4, Pilot Aircraf  2, 
  Pilot Ground Craf  3, Pilot Watercraf  2, Shadowing 4, Spellcasting 5, 
  T rowing Weapons 3
  Qualities: Mystic Adept
  Adept Powers: Astral Perception, Enhanced Perception 2, Pain Relief, 
  Spell Resistance 1 
  Spells: Antidote, Awaken, Cure Disease, Enhance Aim, Heal, 
  Increase Reflexes, Magic Fingers, Manaball, Manabolt, Stabilize, 
  Stunball, Stunbolt
  Gear: Biomonitor, commlink (Device Rating 6), goggles (Rating six 
  with: f are compensation, low-light vision, image link, smartlink, ther-
  mographic vision, vision magnif cation), light military armor (with: 
  chemical protection 2, f re resistance 2, mobility upgrade 1, quick 
  release, thermal dampening 3), medkit (Rating 5), military helmet, 
  patches (antidote, stim, tranq, trauma x5 each), smart pouch system 
  (with combat load vest, ammunition pouches, optional: ration pouch 
  and smart canteen), subvocal microphone, survival kit, quickdraw 
  holster (pistol)
  Weapons
  Kriss-X [Submachine Gun, DV 5P, AP –5, SA/BF/FA, RC 1(3), 
  20(c), w/ advanced safety (basic w/ biometric lock), f ash-
  light, folding stock, foregrip, powered slide mount, skinlink, 
  smartlink]
  Colt Government 2066TC [Heavy Pistol, DV 5P, AP –5, SA, RC 
  1, 14(c), w/ advanced safety (basic w/ biometric lock), barrel 
  extension, smartlink, skinlink, sound suppressor/silencer]
  Cougar f ne blade, long [Reach —, 4P (5P)]
  of f rearms and will customize for a particular mission, the 
  ones listed here is a “typical” load out. 
  * If using Way of the Adept rules, add Way of the Warrior quality 
  Way of the Adept rules, add Way of the Warrior quality 
  Way of the Adept
  and Traceless Walk power.
  Augmented Operator (Professional Rating 3)
  B
  A
  R
  S
  C
  I
  L
  5
  5(6) 5(7) 4(5)
  4
  4
  4
  Condition Monitor Boxes (P/S): 11/10
  Armor (B/I): 14/12
   Armorer (Firearms) 3 (+2), Athletics skill group 4, Close 
  10 MERCS
  
  25
  FREE MARINE CORPS
  FREE MARINE CORPS
  Summary: Formed during the UCAS/CAS split in 2034, the 
  Free Marine Corps were once considered naïve idealists unable to 
  change with the times. Now known as one of the most honorable, 
  reliable, and capable units in the world, they still adhere to the tradi-
  tions and ideas of the old United States Marine Corps. When they 
  f rst formed, they had approximately 150 members. Today they have 
  almost three thousand with armor, aviation, and naval units. Such a 
  force could be useful in future endeavors, provided we can keep their 
  ideals from getting in the way.
  > I just want to say that I’ve never met a better bunch of hard-charging, insane, 
  never-say-die types in my life (aside from myself, of course). They followed me 
  into hell and back over ten years ago and I love them for it. A great big OOOOHH 
  RAAAH to any Devil Dogs out there!
  > Kane
  > Can we ban Kane from posting when he’s drunk? 
  > Icarus
  > Good luck with that.
  > /dev/grrl
  Unit History: The Free Marine Corps is the brainchild of 
  Colonel T addeus Sorenson and Major Travis Hamilton, former com-
  manders of the Twenty-Fourth Marine Expeditionary Unit and T ird 
  Marine Air Wing respectively. Like many Marines at the time, they 
  were conf icted about the split. Many were loyal to the corps’ ideals 
  and their brother marines instead of the so-called leaders. Scores of 
  marines didn’t like the idea of a possible second civil war and f ghting 
  their marine brothers. To remain true to their principles, they decided 
  to save their beloved corps by breaking away. 
  T e separation of the military assets was a logistical nightmare. 
  It took almost a year to complete, and during that time several units 
  and pieces of equipment went missing. It was during this time that 
  Colonel Sorenson, Major Hamilton, and several other conspirators 
  enacted their plan. With the help of a Parris Island sergeant and a few 
  freelance operatives, the paperwork of approximately 295 marines 
  from the Twenty-Fourth MEU, T ird Air Wing, various other units, 
  and recent basic training graduates were altered. According to UCAS 
  and CAS commands, these marines simply decided to join the other 
  nation per the separation agreement.
  > Because the UCAS didn’t have the facilities ready to deal with the inﬂ ux of 
  troopers in its new UCASMC headquarters in Annapolis or training facility 
  at Quantico, they made an agreement to “time-share” Parris Island. Every 
  thirteen weeks, use of the facility switches between the two nations, and 
  a dedicated maintenance unit facilitates the changeover. The idea proved 
  so successful that the Quantico facility was re-tasked, and the time-share 
  continues to this day.
  > Sunshine
  > It’s also an open secret that the Free Marines still have a few plants at Parris 
  Island to keep an eye out for new recruits. At least four percent of the Parris 
  Island graduates end up Free Marines, mostly the disenfranchised and the 
  “troublemakers.” And because the Free Marines are subtle about recruiting, the 
  UCAS or the CAS doesn’t crack down. 
  > Hard Exit
  T e same tactic was also used to help re-allocate needed supplies. 
  Several crates of gear, weapons, and vehicles (most of them scheduled 
  to be overhauled or scrapped anyway) were lost within the system. 
  T eir greatest accomplishment during this operation was the acquisi-
  tion of the marine transport vessel USS Green Bay. T ese Marines and 
  allies in the Navy simply boarded the Green Bay with “orders” to sail 
  her from the reserve f eet base at Norfolk to the Washington Naval 
  yards for reactivation. Af er Major Hamilton and his air assets were 
  loaded, they set sail. All records of the ship were destroyed two hours 
  later. With personnel, equipment, vehicles and a purpose, they were 
  now truly Free Marines.
  > Again, neither the UCAS nor the CAS wanted to admit that they lost a ship and 
  risk a war over it. So the CIA was tasked with sinking her. Several attempts 
  were made, but all failed. It was decided to just let the Free Marines have 
  their trophy.
  > Thorn
  Unit Nickname: Free Marine Corps
  Current Command Staff:
    
  CO: General Austin St. James
    
  XO: Colonel Andrea Faulkner
    
  Naval Attachment Commander: Commodore 
  Donovan Asher
  Unit Type: Conventional Military, Rapid Response
  Estimated/Known Strength: See ﬁ le below
  Unit Rating: 7
  Threat Rating: Moderate to High
  Current Deployment: None
  
  26
  FREE MARINE CORPS
  > Marines weren’t the only ones to jump ship at the time. A lot of sailors also 
  disgusted by the split were more than willing to join up with the FMC. The Green 
  Bay’s ﬁ rst FMC skipper was a former lieutenant commander who had been 
  repeatedly passed over for promotion because she was an ork and refused to 
  kiss any ass. Mom was just the kind of squid the FMC was looking for. 
  > Sounder
  T e Free Marines spent their f rst few years collecting bounties 
  and taking the occasional contract for Amazonia. But their largest 
  f nancial success during their early years was a support contract with 
  the Spanish Government for Operation: Desert Angel. Most of the 
  revenue they collected went into keeping the Green Bay af oat and 
  fending of  various pirate attacks. T eir recruiters back at Parris 
  Island kept a small but steady stream of recruits coming in to replace 
  aging Free Marine members. Af er the 2055 Compensation Riots in 
  DeeCee, the Free Marines received a massive number of recruits, and 
  for the f rst time their numbers surpassed one thousand. With the 
  Green Bay unable to hold one thousand marines, Colonel Sorenson 
  used his contacts in the Carib League to acquire the abandoned 
  Roosevelt Roads Naval Base in Ceiba, Puerto Rico. T e Free Marines 
  were then reorganized and those not actively serving on a contract 
  were tasked with refurbishing Roosevelt Roads.
  > Whoa, wait a minute—I thought that the Free Marines were only about three 
  hundred strong? I ﬁ gured they had support personnel, but over a thousand 
  combat troops? How the hell did I miss that?
  > Picador
  > With all due respect, we go to great lengths to obfuscate our true numbers 
  and combat capabilities for a multitude of reasons. And I am sure you will 
  understand why I do not go into how we accomplish this. Still, we do appreciate 
  being informed of this ﬁ le and will take appropriate actions. 
  > Devil Dog One
  > *Laughs ass off* Picador, you don’t know the half of it. Hey Devil Dog, on behalf 
  of me and Kat: Semper Fi!
  > Kane
  > Oooh-rah.
  > Devil Dog One
  T e Free Marines’ biggest expansion came in the early 2060s. In 
  2061, while standing on the bow, the pirate known as Kane sailed 
  the USS Iwo Jima into Roosevelt Roads and of ered them a job. In 
  exchange for the Iwo Jima and over one eighty million nuyen, the Free 
  Marines agreed to be the backbone of a rescue operation Kane was 
  planning in Aztlan. Six months later, Kane, 315 Free Marines, and 
  several freelance operatives assaulted a secret compound just outside 
  of Bogotá. T e objective was achieved, but the Free Marines met heavy 
  resistance during egress and suf ered almost forty percent casualties 
  during a f ghting withdraw with Aztlan forces. Aztlan casualties were 
  estimated in the thousands. Af er the operation, the Free Marines spent 
  the next year using their prof ts to ref t and rearm. T e Iwo Jima was 
  also brought up to full battle readiness. 
  In 2062, hougans (voodoo magic practitioners) from New Orleans 
  alerted their Carib League counterparts of an impending attack by shedim 
  spirits and their metahuman allies to displace them. According to various 
  rumors and reports, this operation could have sent ripples through the 
  entire magic community if successful. Having fended of  a similar attack 
  the previous year (and despite heavy losses), the New Orleans hougans 
  of ered to assist. T e Free Marines were contracted to provide transporta-
  tion and protection from New Orleans to the Carib League. While plan-
  ning the operation, the Free Marines discovered that the Green Bay’s sister 
  ship, the USS New Orleans, was docked near the city New Orleans as a 
  museum ship. Deciding to use it as a decoy, the Free Marines hired several 
  shadowrunners to secretly make the New Orleans ready to sail and disguise 
  it as the Green Bay. Despite their ef orts, the rouse was unsuccessful and 
  the Green Bay was forced to f ght of  multiple attacks before reaching 
  Roosevelt Roads. T e Free Marines then spent two nightmarish months 
  f ghting alongside the hougans before the shedim threat was eliminated. 
  Even though the New Orleans failed in her intended role, the Free Marines 
  kept and brought her back to combat readiness.
  > It was my understanding that the shedim were looking to create a safe haven 
  and ﬁ nd a way to create another gateway back to their home realm. Can anyone 
  corroborate?
  > Winterhawk
  FMS IWO JIMA, LHA-7
  The second America-Class marine assault vessel to enter service, the 
  Iwo Jima began active duty for the USN in 2013 during the Indian Wars. After 
  a failed mission to attack NAN targets on the West Coast in 2015, the Iwo 
  Jima was ordered back to Norfolk but never arrived. She would not be heard 
  from again until the shadowrunner/pirate Kane found her in an abandoned 
  pirate port near Haiti. Despite being stripped of most of her armaments, 
  her engines and navigation systems were relatively intact. It took the Free 
  Marines several years making her battle ready after acquiring her in 2061. 
  While the exact crew and troop compliment are classiﬁ ed, she is known to 
  boast modern systems and is estimated to operate a mix of aircraft types. 
  Std. Upgrades/Accessories: Improved Sensor Array, Life Support 
  (Level 1), Missile Defense System, Satellite Communication, Special 
  Equipment (Flight Deck), Special Equipment (Aircraft Elevator), 4 
  Reinforced Weapon Mounts (external, heavy turret), Workshop (nautical 
  and aeronautical)
  Length
  Handl Accel
  Spd
  Pilot
  Str
  Arm
  Sens
   Avail
  Cost
  884 m
  –2
  5/10
  70
  3
  22
  22
  6
  N/A
  N/A
  Weapons:
  4 GE Vanquisher Heavy Autocannon [Vehicle Weapon, DV 11P, AP –6, FA, 
  200(belt)]
  FMS NEW ORLEANS LPD-18 
  AND FMS GREEN BAY LPD-20 
  Std. Upgrades/Accessories: Improved Sensor Array, Life Support 
  (Level 1), Missile Defense System, Satellite Communication, Special 
  Equipment (Flight Deck), Special Equipment (small ﬂ ight deck), Special 
  Equipment (well deck), 4 Reinforced Weapon Mounts (external, heavy 
  turret), Workshop (nautical and aeronautical)
  Length
  Handl
  Accel
  Spd
  Pilot
  Str
  Arm
  Sens
   Aval
  Cost
  208m
  –2
  5/10
  70
  3
  20
  20
  6
  N/A
  N/A
  Weapons:
  4 GE Vanquisher Heavy Autocannon [Vehicle Weapon, DV 11P, AP -6, FA, 
  200(belt)]
  > Marines weren’t the only ones to jump ship at the time. A lot of sailors also 
  disgusted by the split were more than willing to join up with the FMC. The 
  Bay’s ﬁ rst FMC skipper was a former lieutenant commander who had been 
  Bay’s ﬁ rst FMC skipper was a former lieutenant commander who had been 
  Bay’s
  repeatedly passed over for promotion because she was an ork and refused to 
  kiss any ass. Mom was just the kind of squid the FMC was looking for. 
  > Sounder
  T e Free Marines spent their f rst few years collecting bounties 
  and taking the occasional contract for Amazonia. But their largest 
  f nancial success during their early years was a support contract with 
  the Spanish Government for Operation: Desert Angel. Most of the 
  revenue they collected went into keeping the Green Bay af oat and 
  fending of  various pirate attacks. T eir recruiters back at Parris 
  10 MERCS
  
  27
  FREE MARINE CORPS
  > No. I went to Roosevelt Roads and tried to talk to the Free Marines there about 
  it. They were polite, but I got the hint very quickly it would be in my best inter-
  ests to drop the subject and head home. Immediately. 
  > Elijah 
  > If the Free Marines have one weakness, it’s their relative lack of magical support. 
  Supposedly, the FMC has only sixteen total magicians, but they have a large 
  number of adepts. That helps, somewhat.
  > Mika
  > I wouldn’t worry about them. After ‘62 the FMC have a lot of friends in the voodoo 
  community to call on in a pinch, and the Marines are very protective of them. 
  > Frosty
  During Crash 2.0, the Carib League was relatively untouched, 
  but the Free Marines helped with search and rescue and peacekeep-
  ing assignments. Still f ush with revenue from the Aztlan and shedim 
  operations, the Free Marines concentrated on training and further 
  expansion for the rest of the decade. In 2068, General Sorenson retired 
  to Puerto Rico and the new CO, General Austin St. James initiated a 
  program that would allow the Free Marine Corp to eventually f eld 
  10,000 marines as a complete Expeditionary Strike group. To facilitate 
  this, two new Hunt-Class vessels the Independence and Coronado were 
  purchased in 2072 with negotiations pending for two more. Older 
  equipment and vehicles were slowly being phased out and put into 
  storage. Currently, the Free Marines are training with the new ships 
  and equipment at Roosevelt Roads.
  > You know, for all the ﬁ repower they have, they should be out there giving the 
  bigger merc outﬁ ts a run for their money instead of piddling around in the Carib 
  League. I’m honestly surprised they aren’t ﬁ ghting in South America right now.
  > Clockwork
  > There’s no way they would work for either side. Amazonia’s lack of military chain 
  of command would drive them nuts, while Aztlan is just … well, Aztlan. 
  > /dev grrl/
  > How the hell would you know? Anyway, I’ve heard the Free Marines are putting out 
  feelers, seeing what’s out there because they’ve just about reached their limit of 
  expansion until they get more revenue coming in. Guess the bank’s almost empty. 
  It’ll be interesting to see what happens when they ﬁ nally break out
  > Glitch
  > Hey, speaking of breaking out; if they’re so high and mighty goodie-goodie, why 
  are they on such good terms with Kane? He is a ruthless, bloodthirsty bastard 
  after all (no offence). Are the Free Marines really hypocrites?
  > Slamm-0!
  > We and Mr. Kane have an understanding. I’ll leave it at that. 
  > Devil Dog One
  Capabilities: In keeping with their tradition as heirs of the 
  USMC, the Free Marine Corps have molded themselves into a highly 
  capable rapid-response force. T eir naval assets in particular give them 
  advantages few paramilitary forces can match in terms of mobility 
  and f repower. To take full advantage of their various assets, the Free 
  Marines use a combined-arms approach in a coordinated ef ort of air, 
  ground, and naval forces to achieve an objective. 
  Capable of a variety of mission prof les, the Free Marines prefer 
  assaults and conventional operations over unconventional/guerrilla 
  ops with their favorite method still the amphibious landing. For mis-
  sions where such landings are not possible, the Free Marines are more 
  than capable of air-cavalry assaults and standard movements. T e Free 
  Marines have also been known to use their transportation assets for 
  various relief ef orts. 
  In the past few years, the Free Marine command has initiated a 
  modernization program to stay competitive. Still, much of their equip-
  ment is still second hand or obsolete. Outsiders see this as a detriment, 
  but Free Marines have embraced this and make up for the lack of 
  modern equipment with intense training. T is training has elevated 
  the skills of the average Free Marine to near those of most Special 
  Forces and created a very unique mindset. Individual Free Marines are 
  highly motivated and tenacious (bordering on fanatical) individuals 
  Free Marie Corps First Amphibious Readiness Group (ARG) TO&E as of 01/01/74 (estimated)
  FMS Iwo Jima, LHA-7, America-Class
  6 Federated Boeing Eagle-C VSTOL Fighter-Bombers
  10 TR-73 Transports
  7 Eurocopter Tiger attack helicopters
  3 GMC Banshee LAVs
  2 GMC Harpy Scout LAVs
  various combat drones
  approximately 300 combat troops
  FMS New Orleans, LPD-18, San Antonio-Class
  2 Lading Combat Air Cushion vehicles
  8 Appaloosa APCs
  10 LAV-93 Devil Rats 
  3 LAV-101 Strikers 
  20 GMC MPUVs 
  2 TR-73 Transports
  various drones
  approximately 300 combat troops
  FMS Green Bay, LPD-20, San Antonio-Class
  2 Lading Combat Air Cushion vehicles
  8 Appaloosa APCs 
  10 LAV-93 Devil Rats 
  3 LAV-101 Strikers 
  20 GMC MPUVs 
  2 TR-73 Transports
  various drones
  approximately 300 combat troops
  FMS Independence, LCS-2, Hunt-Class
  various drones
  FMS Coronado, LCS-4, Hunt-Class
  various drones
  
  28
  FREE MARINE CORPS
  who take every advantage in combat. One Aztlan commander once 
  wrote about a Free Marine: “When he ran out of ammunition, he used 
  his knife. When he lost the arm holding the knife, he used his hand 
  and feet. When we got close, he used his teeth. It took over f f y rounds 
  to f nally kill him and he still took sixteen more of my men with him to 
  the hell where he was spawned.”
  Many insiders believe that if the Free Marie Corps continues at 
  their current rate of expansion, they will become the newest top-tier 
  mercenary unit in the world within a decade.
  NOTABLE MEMBERS: 
  FREE MARINE CORPS
  Gunnery Sergeant Marion J. Wayne
  A veteran even before the formation of the Free Marines, Gunny 
  Wayne was a hand-to-hand combat and Drill Instructor at Parris Island 
  before the UCAS/CAS split. Despite being a dwarf, Gunny Wayne 
  seems four times larger than he is. Physically he is just over average 
  height for a dwarf, but he is almost twice as wide with thick muscles. 
  T ose who underestimate him do so only once. Gunny Wayne faced 
  prejudice early in his career and overcame it by simply beating down 
  any obstacles. He believes that pain is the ultimate teaching tool and 
  doesn’t hesitate to use it when necessary. During his f rst tour as a DI at 
  Parris Island, Gunny Wayne was forced to “educate” three troll recruits 
  when they attacked him af er lights out. When the MPs arrived, they 
  found the gunny asleep and the troll recruits battered and bloody, 
  cleaning their boots. When Colonel Sorenson and Major Hamilton 
  hatched their plan, Gunny Wayne was one of their f rst volunteers. 
  When the Free Marines formed, they assigned Gunny Wayne the task 
  of keeping the troopers in top f ghting form, an assignment he’s had 
  to this day although he leaves most of the day-to-day training to his 
  cadre of DIs. 
  Male dwarf
  B
  A
  R
  S
  C
  I
  L
  W
  Edg
  Ess
  Init
  IP
  7
  5
  5(7)
  8
  5
  5
  5
  7
  5
  2.9
  10(12)
  1
  Condition Monitor Boxes (P/S): 12/12
  Armor (B/I): 16/14
  Active Skills: Armorer (Firearms) 4 (+2), Athletics skill group 4, 
  Close Combat skill group 6, Computer 3, Data Search 3, Demolitions 
  4, Dodge 4, Electronics skill group 4, Electronic Warfare 3, Firearms 
  skill group 5, First Aid 3, Gunnery 3, Heavy Weapons 3, Inf ltration 
  3, Inf uence skill group 3, Instruction 6, Intimidation 6, Leadership 
  6, Outdoors skill group 4, Parachuting 4, Perception 5, Pilot Ground 
  Craf  4, Pilot Watercraf  2, Shadowing 4, T rowing Weapons 4
  Knowledge Skills: Alcoholic Beverages 5, Law (Military) 3 (+2), 
  Martial Arts 4, Marine Corps History 5, Military History 3, Military 
  Operations: Conventional 5, Motivational Techniques 5, Psychology 
  3, Physical Fitness 5, Voice Projection 6
  Languages: English N, German, Spanish (Aztlan), Russian 
  Augmentations: Titanium bone lacing, reaction enhancers 3 
  Gear: Commlink (Device Rating 5), grenades (fragmentation x4), 
  goggles (rating 4 with: low-light vision, image link, smartlink, thermo-
  graphic vision), medium military armor (with: chemical protection, f re 
  resistance 2, mobility 2, quick release, thermal dampening 3), medkit 
  (Rating 5), microphone, military helmet, survival kit
  Weapons:
  Colt M-23 [Assault Rif e, 6P, AP –1, SA/BF/FA, RC –2, 40(c), w/ 
  foregrip, imagimmoriescope (thermographic vision, smartlink, 
  vision magnif cation), sling, regular ammo (4 clips)]
  Ares Predator IV [Heavy Pistol, DV 5P, AP –1, SA, RC —, 15(c), 
  w/ smartgun system, regular ammo (3 clips)]
  Grenade, fragmentation [Grenade, DV 12(f), AP 2, Blast 10m]
  Cougar f ne blade, long [Reach —, 6P, AP –1]
  Unarmed Strike [DV 7P]
  NPCS: FREE MARINE CORPS
  Fire Team Trooper (Professional Rating 3)
  B
  A
  R
  S
  C
  I
  L
  W
  Ess
  Init
  IP
  5
  5
  4(7)
  5
  3
  4
  4
  4
  4.4
  8(11)
  1
  Condition Monitor Boxes (P/S): 11/10
  Armor (B/I): 16/14
  Active Skills: Armorer (Firearms) 4 (+2), Athletics skill group 4, Close 
  Combat skill group 5, Computer 3, Data Search 3, Demolitions 4, Dodge 
  4, Electronic Warfare 3, Firearms skill group 5, First Aid 3, Gunnery 3, 
  Heavy Weapons 3, Inf ltration 3, Inf uence skill group 3, Instruction 3, 
  Intimidation 4, Outdoors skill group 4, Parachuting 4, Perception 5, Pilot 
  Ground Craf  4, Pilot Watercraf  2, Shadowing 4, T rowing Weapons 4
  Augmentations: Reaction Enhancers 3 
  Gear: Commlink (Device Rating 5), grenades (fragmentation x4), 
  goggles (Rating 4 w/ low-light vision, image link, smartlink, thermo-
  graphic vision), medium military armor (with: chemical protection, f re 
  resistance 2, mobility 2, quick release, thermal dampening 3), medkit 
  (Rating 5), microphone, military helmet, smart pouch system (with 
  combat load vest, ammunition pouches, optional: ration pouch and 
  smart canteen), survival kit
  Weapons:*
  *Colt M-23 [Assault Rif e, DV 6P, AP –1, SA/BF/FA, RC 2, 40(c), 
  w/ foregrip, imaging scope (thermographic vision, smartlink, 
  vision magnif cation), sling, regular ammo (4 clips)]
  *Colt M-22A2 [Assault Rif e, DV 6P, AP –1, SA/BF/FA, RC 1, 
  40(c), w/ imaging scope (smartlink, vision magnif cation), 
  sling, regular ammo (4 clips)]
  -Grenade Launcher [High-Explosive, DV 10P, AP –2, 12/m, SS, 
  6(m), grenades x6]
  *Ares MP-LMG [LMG, DV 6P, AP –1, BF/FA, RC 2(3), 50(c) or 
  belt, w/ external smartgun system, sling, regular ammo (4 clips)]
  *SIG Sauer 574 [Battle Rif e, DV 7P, AP –1, SA/BF, RC 1(3), 
  20(c), w/ bipod, imaging scope (vision magnif cation), smart-
  gun system, regular ammo (4 clips)]
  Ares Predator IV [Heavy Pistol, DV 5P, AP –1, SA, RC —, 15(c), 
  w/ smartgun system, regular ammo (3 clips)]
  Grenade, fragmentation [Grenade, DV 12(f), AP +2, Blast 10m]
  Cougar f ne blade, long [Reach —, 6P, AP –1]
  *Note: FMC f re teams consist of eight to twelve members and have 
  at least one designated marksman (use SIG Sauer 574), one machine 
  gunner (use Ares MP-LMG), and two grenadiers (use M-22A2). T e 
  rest of the team uses the M-23 or any other mission-specif c weapon.
  who take every advantage in combat. One Aztlan commander once 
  wrote about a Free Marine: “When he ran out of ammunition, he used 
  his knife. When he lost the arm holding the knife, he used his hand 
  and feet. When we got close, he used his teeth. It took over f f y rounds 
  to f nally kill him and he still took sixteen more of my men with him to 
  the hell where he was spawned.”
  Many insiders believe that if the Free Marie Corps continues at 
  their current rate of expansion, they will become the newest top-tier 
  mercenary unit in the world within a decade.
  NOTABLE MEMBERS: 
  FREE MARINE CORPS
  10 MERCS
  
  29
  IRON CAVALRY
  Scout-Sniper (Professional Rating 3)
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  5
  5
  4(7)
  4
  3
  4
  4
  4
  0
  6
  4.475
  8(11)
  1
  Condition Monitor Boxes (P/S): 11/10
  Armor (B/I): 6/4
  Active Skills: Armorer (Firearms) 4 (+2), Athletics skill group 
  5, Automatics 4, Close Combat skill group 3, Computer 3, Data 
  Search 3, Demolitions 2, Dodge 5, Electronic Warfare 2, First Aid 
  3, Gunnery 2, Heavy Weapons 2, Inf ltration 5, Inf uence skill group 
  2, Instruction 3, Intimidation 3, Longarms (Sniper Rif es) 6(7) (+2), 
  Outdoors skill group 5, Parachuting 4, Perception 5, Pilot Aircraf  
  2, Pilot Ground Craf  4, Pilot Watercraf  2, Pistols 4, Shadowing 5, 
  T rowing Weapons 2
  Augmentations: Cyberears (Rating 1, w/ audio enhancement 2, select 
  sound f lter 1, spatial recognizer), cybereyes (Rating 2, w/ f are compen-
  sation, low-light vision, smartlink, thermographic, ultrasound, vision 
  magnif cation), reaction enhancers 3, ref ex recorder (Longarms), sleep 
  regulator 
  Gear: Body armor (camo Suit with massage liners), commlink (Device 
  Rating 6), ghillie suit, medkit (Rating 5), smart pouch system (with 
  combat load vest, ammunition pouches, optional: ration pouch and 
  smart canteen), survival kit
  Weapons:
  Ares Desert Strike [Sniper Rif e, DV 8P/9P*, AP –3/–4*/–7**, SA, 
  RC 2, 14(c), w/ bipod, imaging scope (vision magnif cation), 
  personalized grip, smartgun system, EX-explosive ammo (2 
  clips), APDS Ammo (2 clips)]
  Ares Predator IV [Heavy Pistol, DV 5P, AP –5, SA, RC —, 15(c), 
  w/ smartgun system, APDS Rounds (3 clips)]
  Cougar f ne blade, long [Reach —, 6P, AP –1]
  *When EX ammo is used. **When APDS Ammo used
  **When APDS ammo is used
  IRON CAVALRY
  Summary: Among the various units in the mercenary profession, 
  the Iron Cavalry stands out. A veteran-ranked unit, they are most 
  famous (or infamous) for being composed of mostly metasapiants and 
  are commonly referred to as “T e Freak Show” by most of the merce-
  nary community. While prejudice and discrimination has been a con-
  stant factor for the Iron Cavalry since its inception, it hasn’t hampered 
  their ability to conduct operations. T ey of en use preconceptions 
  about them to their advantage. With a wide variety of skills and abili-
  ties to draw from, the Iron Cavalry has managed to (grudgingly) earn 
  a reputation for themselves as crack wilderness f ghters, scouts, hunters, 
  and in some cases shock troops. While their skills are not in question, 
  several issues must be addressed before they’re approached. T e f rst is 
  the contempt many Cavalry members still have towards metahuman-
  ity in general. T e second is the close ties the unit continues to have 
  with Saeder-Krupp. Either of these issues could hamper future plans/
  operations, and further evaluation is recommended before proceeding. 
  Unit History: T e core of the current Iron Cavalry was origi-
  nally formed in 2062 when Colonel Gerard Hastings of Hasting’s 
  Guardians convinced legendary centaur mercenary Nikopol to sign 
  on with his command by of ering him his own hand-picked unit. 
  Calling his new unit the First Special Scout-Cavalry Regiment, 
  Nikopol caused a stir within the Guardians by bringing in several 
  more centaurs and other metasapiants rather than recruiting from 
  within the Guardians. Despite some minor initial problems among 
  the ranks, the First SSCR (pronounced “scar”) proved their worth 
  and became a valued part of the Guardians. 
  > Minor initial problems? Try ﬂ at-out dissension almost to the point of mutiny. 
  Several of Hastings commanders were up in arms over the decision, and they 
  simply refused to take orders from an “animal.” Many in the merc community 
  today respect his combat skills but still consider him and most of the Iron 
  Cavalry nothing more than “well-trained attack dogs.”
  > Black Mamba
  > Despite the prejudice, Nikopol was known at the time as one of the best known 
  independent mercenaries in the world, key word here being independent. So 
  Unit Nickname: Iron Cavalry
  Current Command Staff:
    
  CO: Nokopol
    
  XO: Oscar G. Yeager
  Unit Type: Conventional Infantry/Scout Company
  Estimated/Known Strength: Unknown
  Unit Rating: 6
  Threat Rating: Moderate to High
  Current Deployment: Disputed Bosnian Territory
  
  30
  IRON CAVALRY
  whenever he did sign on with a group (even temporarily), it got attention. The 
  Guardians were struggling at the time and Hastings thought signing Nikopol 
  would boost his ﬂ oundering unit’s rep and give him an instant selling point for 
  potential clients. 
  > Hard Exit
  In early 2063 af er a lengthy training and integration period; 
  the Guardians secured several contracts for the Allied German States 
  to deal with known terrorist and militant anti-government groups 
  operating within the AGS and surrounding area. SOP for these opera-
  tions usually called for the First SSCR to scout out enemy positions 
  (especially in wilderness areas) and wait for the assault forces to move 
  in. T e strategy worked well at f rst and several terrorist camps were 
  destroyed. But soon success rates declined as enemy forces began to 
  adapt while the Guardians did not. At least three high-value strikes 
  ended in failure when Guardian assault forces failed to act on informa-
  tion provided by the First SCCR and allowed enemy combatants to 
  escape. Complicating matters, the First SCCR was repeatedly denied 
  permission to engage the enemy and told to “wait for support. By the 
  time it arrived, the enemies had evaded.
  > There were many problems plaguing the Guardians during their German con-
  tract. The main problem was Lt. Colonel Robert Graham, the overall operational 
  commander. A former supply ofﬁ cer who wormed his way into a combat post, 
  Graham was more concerned with not losing a battle rather than winning one. 
  He was also known to pad the kill numbers, claiming even abandoned enemy 
  positions as “paciﬁ ed” with “no signiﬁ cant casualties to report.” Nice way to 
  make yourself look good and keep your job. 
  > Aufheben 
  > Graham was also one of Nikopol’s more vocal opponents who downplayed or 
  outright omitted the First SCCR’s contributions to make his people look better. 
  More than once the First SCCR could have taken the enemy by themselves or at 
  least slowed them down. But Graham refused to share any credit. 
  > Picador
  > Just a side note, a lot of those radicals included several German shadowrunner 
  teams who had been giving our pals at S-K Prime a lot of grief. I tried to ﬁ nd out 
  who their Johnson was at the time, but came up with nothing. Anyway, that’s 
  unimportant. What is important is that Nikopol and his bunch got the attention 
  of some very big names in S-K, including the biggest one. 
  > Glitch 
  Tired and frustrated at the lack of initiative and aggressiveness of 
  the operational commanders, it is reported that Nikopol decided to 
  deal with the situation in his own way. By mid-2063, the First SCCR 
  began “reinterpreting” their orders and engaged their targets as soon 
  as they were located, rather than waiting for support. As a result of 
  this initiative, Nikopol and his unit accomplished several successful 
  raids that resulted in the true destruction of enemy positions and the 
  capture of several key enemy leaders. T e First SCCR f nally received 
  the recognition they deserved and while the Guardians continued to 
  reap the benef ts of these successes, internally the unit was in strife. 
  T ere were repeated clashes with Nikopol and Graham, the last one 
  ended with physical blows between the two that lef  Graham in critical 
  condition at the local MASH and Nikopol under arrest. 
  > OK, who threw the ﬁ rst punch? I can’t believe Graham, a middle-aged desk 
  jockey, would be stupid enough to take on a centaur.
  > Slamm-0!
  > Yes, he was. From what I heard, Graham pulled his sidearm and earned himself 
  a shattered ribcage, collapsed lung, a torn aorta, and a concussion when Nikopol 
  whipped around and kicked him through a wall. 
  > Beaker
  Nikopol wasn’t formally charged because the incident was ruled 
  self-defense, but it caused enough of an uproar within the Guardians 
  that General Hastings couldn’t ignore. In January 2064, Nikopol was 
  of  cially discharged from the Guardians and the First SCCR was dis-
  banded. None of the SCRR members were allowed to re-sign with the 
  Guardians. T e newly discharged mercenaries went their separate ways, 
  and Nikopol himself took a few small contracts in Eastern Europe 
  before he was approached by a representative of Saeder-Krupp in 
  August 2064. According to recently obtained f les, S-K was impressed 
  enough with Nikopol’s performance in Germany that they of ered him 
  a position within their Security Forces. Nikopol refused the initial 
  of er but countered with one of his own, arguing that he would be 
  best utilized as a more irregular asset than part of a standing force. T e 
  representative agreed and placed Nikopol on retainer. Nikopol’s f rst 
  assignment for S-K came a few months later in October when he was 
  tapped to take part in the Corporate Court/UN mission to eliminate 
  the Winternight terrorists. 
  10 MERCS
  
  31
  IRON CAVALRY
  When a joint corporate and EuroForce task force assaulted 
  Winternight’s main headquarters in Scandinavia, Nikopol was 
  assigned as the lead scout. As he had done many times in Germany, 
  Nikopol (and a few other centaurs from the old First SCCR) mapped 
  out enemy defenses/security measures and obtained vital intelligence 
  before the main assault. But unlike in Germany, Nikopol’s participa-
  tion was planned from the start. When the assault began; Nikopol and 
  his group of centaurs took out key security checkpoints and patrols 
  before joining the advance elements of the main force as they slipped 
  through Winternight’s security perimeter. T e mission was a complete 
  success, and one S-K commander in his af er-action report specif cally 
  praised the speed, precision, and ef  ciency of Nikopol and his group 
  as they took out several Winternight sentries. 
  > Something to know about Nikopol, he is SCARY with ranged weapons. Unlike 
  many centaurs, he never learned archery; instead he embraced modern long-range 
  ﬁ rearms. I once saw his handywork in the Middle East; headshot in high wind from 
  a distance of over a thousand yards with only an imaging scope, no smartlink. 
  > Picador
  > Given what he’s packing now, I bet he’s even more dangerous. 
  > Red Anya
  Af er the Scandinavian mission and Crash 2.0, Nikopol decided 
  to revive the First SCCR under the name “Iron Cavalry.” In addition to 
  members from the old unit, several new recruits eager to serve with the 
  famous “Iron Horse” also signed on. While many of these new recruits 
  included regular metahumans, the majority of the Cavalry still consists 
  of metasapiants. One of these metahumans is the Iron Cavalry’s XO, 
  Major Oscar Yeager, a former AGS Of  cer who served with Nikopol 
  during the Scandinavia operation. 
  > FYI, Yeager served as military liaison between S-K and the various European 
  militaries until 2061 when he underwent SURGE and grew a third eye. He re-
  joined the military a few years later, just in time to take on Winternight. What 
  was he doing in-between? Oh not much, just working as a “special consultant” 
  for S-K is all.
  > Mr. Bonds
  > While the Iron Cavalry accepts metahumans, they tend to be a bit different than 
  the norm, with the majority either having undergone SURGE or being some kind 
  of exotic metatype such as fomori and orgres. There are even a few infected and 
  shapeshifters within their ranks. 
  > Hannibelle
  Since the Iron Cavalry formed, it has seen near constant action 
  in various locations around the world. While still considered an inde-
  pendent unit, the Iron Cavalry almost exclusively takes S-K contracts. 
  While the exact nature of their current contract is unknown, the Iron 
  Cavalry has been seen moving across Northern Africa, the Middle East, 
  and Eastern Europe. Reports indicate they have been tasked by Lowfyr 
  himself to prosecute several “targets of interest.” It is unconf rmed at this 
  point why these targets are being attacked, but these targets are various 
  holdings that have ties to the great dragon Hestaby and this may be fall-
  out from the dragon civil war. T e only thing that has been conf rmed 
  thus far is that the Iron Cavalry is in the Disputed Bosnian Territory.
  > Fuck, so that’s who’ve been chasing my people down over there! It’s worse than 
  I thought. If anyone can help me, I need to get some messages out, ASAP!
  > Lyran 
  > Don’t bother. 
  > Iron Horse
  Capabilities: Because of their unusual chain of command and 
  structure, the exact number of units and members of the Iron Cavalry 
  are currently unknown. Estimates of their current strength range 
  between one to four companies, but given the estimated percentage 
  of metasapiants among their ranks (approximately sixty percent), it is 
  likely closer to the former. 
  With wide and unusual skill sets and abilities to draw upon, the 
  Iron Cavalry continues to be a potent force on the battlef eld as either 
  a solitary command or a force multiplier. Organized into “hunting 
  parties” rather than traditional squads, platoons, etc., it is not unusual 
  to see centaurs and metahuman shock troops working with sasquatch 
  communication specialists, wolf shapeshif er trackers, and naga magi-
  cal support. Even with such an eclectic group, coordination within 
  the hunting parties and the unit as a whole is extremely ef  cient. T is 
  has allowed the Iron Cavalry to maintain their reputation as veteran 
  scouts/trackers. T is is especially true in the wilderness, as most of the 
  Iron Cavalry members are uniquely accustomed to such environments. 
  Due to their exotic nature, however, the assets that make them excel-
  lent wilderness f ghters puts the Iron Cavalry at a severe disadvantage 
  in urban settings. When forced to operate near or around urban areas, 
  they of en outsource to other units, groups, or trusted individuals 
  accomplish their objectives.
  T e Iron Cavalry also greatly benef ts from their continued asso-
  ciation with Saeder-Krupp. T rough the corporation, the Iron Cavalry 
  has access to the latest cutting-edge weapons from Onotari Arms and 
  gear from various S-K subsidiaries. T is of en surprises their opponents 
  who don’t expect a group of “animals” to have access to, or even know 
  how to use, such items. 
  </decryption complete: displaying message 1254-Romeo-33/12-Aug-64>
  Master, 
  The deal has been made. As you surmised, Nikopol did not wish to take 
  the initial deal. I did not have to make the second offer, however, as he made 
  it himself, which make the negotiations easier. I have already added his name 
  and dossier to our list of possible assets for our Winternight response plan 
  when those assets are ﬁ nally activated. I will also have the plan modiﬁ ed to 
  take into account Nikopol’s skills and role in the plan; this will be done by 
  week’s end, barring any further errands you have for me. 
  Yours in service, 
  HB
  
  32
  IRON CAVALRY
  NOTABLE MEMBERS: IRON CAVALRY
  Nikopol “The Iron Horse”
  Born to a tribe from northern Greece, Nikopol was captured 
  by poachers in early 2045. Forced to live on the estate of a corrupt 
  politician, Nikopol and several other metasapiants were horribly mis-
  treated for several years. T ey all escaped when their owner’s home 
  was destroyed under mysterious circumstances in 2053. Nikopol was 
  eventually found by a local park ranger and learned the ways of the 
  modern world. He quickly took to modern f rearms, particularly rif es, 
  and used his skills to help his ranger “father” in combating poachers 
  and smugglers. When his father died while apprehending a group of 
  smugglers, Nikopol struck out on his own and joined a mercenary 
  group. Constantly plagued by prejudice, Nikopol turned his frustra-
  tion into determination and traveled from unit to unit, learning as 
  much as he could about combat. His persistence paid of  and by the 
  early ‘60s, Nikopol had a well-deserved reputation as a top f gure in 
  the mercenary community and was consistently sought af er by unit 
  commanders, even though his acceptance of any of ers were usually 
  temporary. Because of his past, Nikopol is extremely sensitive to preju-
  dice against metasapiants and acts swif ly to any perceived of ence. Any 
  “normal” person has to work extremely hard to gain his trust, but once 
  it is earned, they have it for life or until they betray Nikopol. In 2069, 
  Nikopol was outf tted with a custom delta-grade cyber-torso af er he 
  was critically injured by an AP mine during a Middle East mission 
  for S-K. Unconf rmed rumors suggest that Lowfyr himself ordered 
  the torso designed and implanted. Because of his augmentations and 
  combat experience, Nikopol is an extremely ef  cient commander and 
  lethal combatant. 
  Male centaur
  B
  A
  R
  S
  C
  I
  L
  W
  Edg
  Ess
  Init
  IP
  6
  5
  6(8)
  6(8)
  4
  4
  4
  5
  6
  4.8
  10(12)
  1(3)
  Condition Monitor Boxes (P/S): 11/11
  Armor (B/I): 16/14
  Active Skills: Athletics skill group 4, Automatics 5, Blades 3, Computer 
  4, Clubs 4, Data Search 3, Demolitions 3, Dodge 4, Electronics skill 
  group 4, Electronic Warfare 3, First Aid 3, Gunnery 5, Heavy Weapons 
  5, Longarms 6, Infiltration 4, Influence skill group 4, Instruction 
  4, Intimidation 5, Leadership 5, Outdoors skill group 4, Palming 2, 
  Perception 4, Shadowing 5, Unarmed Combat (Kicking) 5 (+2)
  Knowledge Skills: Corporation: Saeder-Krupp 4, Mercenary 
  Hangouts 4, Military Operations: Conventional 5, Parabotany 3, 
  Parazoology 3, Psychology 3, Small Unit Tactics 4 
  Languages: Centaur N, English 3, German 4, Greek 5
  Augmentations: Cybereyes (Rating 2 w/ low-light vision, image link, 
  smartlink, thermographic vision, ultrasound) cybertorso (custom del-
  taware with Armor 2, Agility 5, Body 6, Strength 6, articulated weapon 
  mount (upper back, right), muscle augmentation 2, synaptic booster 2 
  (deltaware)
  Powers: Magic Sense, Natural Weapon: Kick, Sapience, Search
  Gear: Commlink (Device Rating 5), grenades (fragmentation x4), 
  medium military armor (with: chemical protection, f re resistance 2, 
  mobility 2, quick release, thermal dampening 3), medkit (Rating 5), 
  microphone, mini-grenades (for launcher) x12, survival kit
  Weapons
  Onotari Urban Hunter [Battle Rif e, DV 9P, AP –3, SA/BF, RC 1, 
  25(c), w/ electronic f ring, heavy barrel, high-powered cham-
  ber, smartgun system, ), Deathdealer Mk 1 ammo (3 clips, +1 
  to ranged combat tests)]
  ArmTech MGL-12* [High-Explosive, DV 10P, AP –2, 12/m, SS, 
  12(c), total grenades 12, w/ smartlink]
  *Mounded on Articulated Weapon Mount
  HK Urban Combat [SMG, DV 5P, AP —, SA/BF/FA, RC 2, 36(c), 
  w/ smartlink, Deathdealer Ammo Mk 1(2 clips, +1 to ranged 
  combat tests), regular ammo (3 clips)]
  Onotari Arms Steadfast [Heavy Pistol, DV 5P, AP –1, RC —, SA, 
  8(c), w/ melee hardening, Deathdealer Ammo Mk 1(2 clips, 
  +1 to ranged combat tests), regular ammo (total clips x2)]
  Knife [Blade, Reach —, 4P(5P)]
  Unarmed Attack: Kick [3P(4P), AP —]
  NPCS: IRON CAVALRY
  Centaur Soldier (Professional Rating 3)
  B
  A
  R
  S
  C
  I
  L
  W
  Ess
  Init
  IP
  6
  5
  6
  6
  4
  4
  4
  5
  6
  10
  1
  Condition Monitor Boxes (P/S): 11/11
  Armor (B/I): 12/10
  Active Skills: Archery 5, Athletics skill group 4, Close Combat skill 
  group 4, Computer 1, Data Search 1, Demolitions 2, Dodge 5, Firearms 
  skill group 4, First Aid 3, Gunnery 4, Heavy Weapons 3, Inf uence 
  skill group 4, Instruction 3, Intimidation 5, Outdoors skill group 4, 
  Perception 5, Stealth skill group 5
  Powers: Enhanced Senses (Low-Light Vision, T ermographic Vision), 
  Magic Sense, Natural Weapon: Kick, Sapience, Search
  Weaknesses: Uncouth
  Gear: Centaur Battle Harness, commlink (Device Rating 5), grenades 
  CENTAUR BATTLE HARNESS, CBH-01
  Designed by engineers at Onotari Arms for speciﬁ c use by Iron Cavalry 
  centaur troops, the CBH-01 is a lightweight exoframe that ﬁ ts over the 
  centaur’s torso and ﬂ anks. Micro servo-motors attached to gyroscopically 
  stabilized hardpoints on the ﬂ anks and back allow a variety of weapons to 
  be mounted and used through a smartlink and smartgun system, just like 
  weapons mounted on a cyberarm or cybertorso. Special targeting software 
  also allows for the weapons to elevate and depress (on the ﬂ anks) forty-ﬁ ve 
  degrees or move like a turret (on back, cannot ﬁ re forward) and be ﬁ red while 
  the operator is at a full run using the Gunnery skill. For those users without 
  an internal smartlink, an optional control module is available. This unit is 
  usually worn at the base of the torso. Treat mounted weapons as smart-ﬁ ring 
  platforms (p. 309, SR4). Composite armor plates are also incorporated to 
  provide the same protection as lightweight military-grade armor. Because 
  of the integrated nature of the system, other standard upgrades are not 
  possible. Normal encumbrance rules also apply. 
  Ballistic
  Impact
  Capacity
  Availability
  Cost
  12
  10
  0
  24F
  45,000
  CENTAUR BATTLE HARNESS, CBH-01
  Designed by engineers at Onotari Arms for speciﬁ c use by Iron Cavalry 
  centaur troops, the CBH-01 is a lightweight exoframe that ﬁ ts over the 
  centaur’s torso and ﬂ anks. Micro servo-motors attached to gyroscopically 
  stabilized hardpoints on the ﬂ anks and back allow a variety of weapons to 
  be mounted and used through a smartlink and smartgun system, just like 
  weapons mounted on a cyberarm or cybertorso. Special targeting software 
  also allows for the weapons to elevate and depress (on the ﬂ anks) forty-ﬁ ve 
  degrees or move like a turret (on back, cannot ﬁ re forward) and be ﬁ red while 
  the operator is at a full run using the Gunnery skill. For those users without 
  an internal smartlink, an optional control module is available. This unit is 
  usually worn at the base of the torso. Treat mounted weapons as smart-ﬁ ring 
  10 MERCS
  
  33
  NEW ASSETS
  (fragmentation x4), monocle (rating 4 with: low-light vision, image 
  link, smartlink, thermographic vision), medium military armor (with: 
  chemical protection, f re resistance 2, mobility 2, quick release, thermal 
  dampening 3), medkit (Rating 5), microphone, smart pouch system 
  (with combat load vest, ammunition pouches, optional: ration pouch 
  and smart canteen), survival kit
  Weapons
  Onotari Arms L-493 [Battle Rif e, DV 7P, AP –1, SA/BF, RC —, 
  25(c), w/ imaging sight with image link, melee hardening, 
  metahuman customization, reduced weight, safe target-
  ing system, Deathdealer Mk 1 ammo (3 clips, +1 to ranged 
  combat tests), regular ammo (3 clips)]
  ArmTech MGL-12* [High-Explosive, DV 10P, AP –2, Blast 12m, 
  SS, 12(c), total grenades 24, w/ smartlink]
  Onotari Arms Steadfast [Heavy Pistol, DV 5P, AP –1, RC —, SA, 
  8(c), w/ melee hardening, Deathdealer Ammo Mk 1(2 clips, 
  +1 to ranged combat tests), regular ammo (2 clips)]
  Bow [Projectile Weapon, 5P, AP —, Barbed Head Arrows x16]
  Spear** [Blade, Reach 2, (STR/2+2)P]
  Knife [Blade, Reach —, 4P]
  Unarmed Attack: Kick [3P, AP —]
  *Mounted on battle harness
  **optional weapon
  Changeling Solider (Professional Rating 4)
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  4(5) 5(6) 6(8)
  4
  3
  4
  4
  4
  0
  7
  4.8
  10(12)
  1(2)
  Condition Monitor Boxes (P/S): 10/10
  Armor (B/I): 12/10
  Active Skills: Athletics skill group 4, Close Combat skill group 3 
  Computer 4, Close Combat skill group 3, Data Search 3, Demolitions 
  3, Dodge 5, Electronic Warfare 3, Firearms skill group 4, First Aid 3, 
  Gunnery 3, Heavy Weapons 3, Inf ltration 4, Inf uence skill group 2, 
  Intimidation 3, Outdoors skill group 4, Parachuting 4, Perception 4, 
  Pilot Ground Craf  4, Stealth skill group 4, T rowing Weapons 3
  Augmentations: Suprathyroid gland, synaptic booster 1
  Qualities: Class II SURGE 
  Negative Metagenic Qualities: T ird Eye, Feathers
  Positive Metagenic Qualities: Celerity, Magnetosense, Raptor Beak
  Gear: Commlink (Device Rating 5), monocle (Rating 4 w/ low-light 
  vision, image link, smartlink, thermographic vision), light military 
  armor (w/ f re resistance 2, mobility 2, quick release, thermal damp-
  ening 3), medkit (Rating 5), microphone, military helmet (monocle 
  attached), smart pouch system (with combat load vest, ammunition 
  pouches, optional: ration pouch and smart canteen), survival kit
  Weapons:
  Onotari Arms Punisher [Assault Rif e, DV 6P, AP –1, SA/BF/FA, 
  RC 1, 32(c), w/ imaging scope (with low-light vision, vision 
  enhancement 2, safe targeting system, smartlink, Deathdealer 
  Mk 1 ammo (3 clips)]
  Onotari Arms Violator [Heavy Pistol, DV 5P, AP –1, SA, RC —, 
  8(c), w/ advanced safety, safe targeting system, smartlink, 
  Deathdealer Ammo Mk 1(2 clips, +1 to ranged combat tests), 
  regular ammo (2 clips)]
  Knife [Blade, Reach 1, 3P]
  Beak Attack [2P]
  NEW ASSETS
  Summary: <Note: for the purposes of this f le, the group/individu-
  als currently under the leadership of Ryan Mercury have been designated 
  “New Assets” as a means of identif cation, although they do not identify 
  themselves as such—BT>
  Not a unit or of  cial organization per say, New Assets is a loose 
  alliance of individuals who follow former shadowrunner Ryan Mercury 
  (a.k.a. Quicksilver) in his ef orts to locate and protect fellow homo 
  sapiens draco, better known as drakes.
  However, in the last few years, their focus seems to have shif ed 
  (or perhaps expanded) as members of New Assets have been observed 
  deploying with various mercenary and paramilitary commands in 
  ever-increasing numbers. Preliminary investigations and inquiries 
  have yet to determine the purpose of these deployments, but it is sur-
  mised that it is f eld training for their growing numbers. Af er years of 
  covert operations as part of their original mandate, it is unclear why 
  Unit Nickname: New Assets
  Current Command Staff:
    
  CO: Ryan Mercury “Quicksilver”
    
  XO: “Azadeh”
    
  Second XO: “Rainwalker”
  Unit Type: Unknown
  Estimated/Known Strength: Unknown
  Unit Rating: N/A
  Threat Rating: Unknown
  Current Deployment: Various
  
  34
  NEW ASSETS
  New Assets would undertake such a shif  and need additional training 
  for its members. Our best estimates and information indicate that the 
  current internal conf ict among the world’s dragon population may be 
  a factor. While Mercury’s past experience, skills, and contacts would be 
  benef cial to future operations; there are still many unknown factors 
  concerning New Assets, especially the ones that link them to the dragon 
  conf ict. T ose factors may overshadow any potential benef ts. While 
  not currently considered a threat, further investigation and observation 
  is recommended.
  > So, does this guy go over anything that we haven’t already seen in the Clutch of 
  Dragons ﬁ le? 
  > Slamm-0!
  > Just read it you goof. I just wonder how this person got this info. As I recall 
  Winterhawk worked with Mercury and his people, so that’s how he knew. 
  > Netcat
  > We tend to forget, we aren’t the only ones who know how to get a hold of paydata. 
  But it’s still a damn good question.
  > Glitch
  Unit History: As an entity, New Assets didn’t come into existence 
  through a single event or decision; rather it evolved into its current form 
  because of several factors through a variety of sources. T e f rst source 
  was Assets Inc., a shadowteam that was formed sometime during the mid-
  2050s and operated exclusively for the great dragon Dunkelzahn before 
  his assassination in 2057. Af er his death, Assets continued to operate in 
  the shadows, but this time it was in conjunction with the newly formed 
  Draco Foundation. T is was also the time when Ryan Mercury, who was 
  another one of Dunkelzahn’s agents, joined and eventually took com-
  mand of the organization. In their f rst few years together, it is estimated 
  that Mercury and Assets completed several high-value, high-risk runs on 
  behalf of the Foundation including the elimination of blood mages in 
  Aztlan and the destruction of an insect spirit hive in DeeCee. Aside from 
  these examples intelligence on Asset’s activities is scarce, but that is not 
  uncommon with shadowteams of Assets’ caliber. 
  > It also doesn’t hurt to have one of the hottest deckers (yes DECKER—jeez I’m 
  starting to sound like Bull) in the biz to help erase any data trails. I wonder how 
  Jane is doing these days. I may just have to look her up sometime. 
  > FastJack 
  Virtually nothing is known about Assets’ activities through the 
  ‘60s except that their main focus seemed to have shif ed from execut-
  ing Dunkelzahn’s wishes/plans to becoming crusaders and protectors 
  of newly emerging drakes. Because they are so valued for their abilities, 
  KNOWN MERCENARY/PARAMILITARY UNITS 
  CURRENTLY ASSIGNED NEW ASSETS MEMBERS
  • 22nd Spartans 
  • 38th Lightfoot Brigade
  • Bravo Company
  • Crazy Fox Battalion
  • Free Marine Corps
  • Rico’s Renegades
  New Assets would undertake such a shif  and need additional training 
  Clutch of 
   We tend to forget, we aren’t the only ones who know how to get a hold of paydata. 
  New Assets would undertake such a shif  and need additional training 
  for its members. Our best estimates and information indicate that the 
  current internal conf ict among the world’s dragon population may be 
  a factor. While Mercury’s past experience, skills, and contacts would be 
  benef cial to future operations; there are still many unknown factors 
  concerning New Assets, especially the ones that link them to the dragon 
  conf ict. T ose factors may overshadow any potential benef ts. While 
  not currently considered a threat, further investigation and observation 
  is recommended.
  KNOWN MERCENARY/PARAMILITARY UNITS 
  CURRENTLY ASSIGNED NEW ASSETS MEMBERS
  10 MERCS
  
  35
  NEW ASSETS
  drakes are of en subjugated and forced into servitude of dragons, most 
  notably great dragons. At some point Mercury decided to put a stop, 
  or at least tried to of er an alternative, to this. His crusade on behalf of 
  drakes continued until just af er Crash 2.0 when the New Revolution 
  attacked DeeCee in their failed coup attempt. Af er that failed opera-
  tion, Mercury’s whereabouts were unknown for several years. Assets 
  Inc. also went of  the grid at about the same time and has not been 
  operational as a team since. 
  Reports are conf icting about exactly what happened to Mercury 
  following Crash 2.0. Some reports say that Mercury retreated to 
  Dunkelzahn’s former Lake Louise to study various magical disciplines. 
  Other reports indicate that Mercury began a solo-search for former 
  UCAS VP Nadia Daviar af er her disappearance. 
  > BO-RING! Already knew all of that. Someone wake me up when we get to the 
  good stuff, like … oh, I don’t kmow what happened to Assets Inc., and it would 
  be kind of nice to know.
  > Slamm-0! 
  > After they tried to help me ﬁ nd Nadia, Assets simply disbanded. My rigger, Dhin, 
  retired and opened up a small customization shop in Detroit. I’m still in touch 
  with Axler, who still comes by Lake Louise every so often to teach the new 
  recruits a few things and dish out some pain. Grind went missing a year ago in 
  Aztlan and if anyone has any information on his whereabouts, I am willing to 
  pay very well for it. Johann, our mage who replaced Talon for a short time, is 
  now working in Prague for Schwarzkopf. And Talon—well, I promised him I would 
  keep my mouth shut on what he’s doing. And before anyone asks; things ended 
  between me and Ms. Daviar because in the end, she couldn’t trust me enough to 
  tell me what she’s really planning. Granted, had I known I may have done things 
  differently like trying to stop her; but not for the reasons you all may think. Also, 
  Assets hasn’t gone away; I’m just waiting for the right time to bring them back. 
  New and improved, of course. 
  > Quicksilver 
  > Wow, that’s a lot of paydata. You sure you want to put all that out?
  > Pistons
  > Is that why you were down here and ended up in that Aztlan ﬁ ghting pit? I’ve 
  heard some of the story about how you and someone named Argent pulled a 
  Sparticus and busted your way out. If you tell me the whole thing and make a 
  modest donation to my retirement fund; I may have some information for you 
  regarding your lost comrade. 
  > Marcos
  > I trust a number of people on this board. Besides, better to tell now than have 
  someone try and obtain it later and ﬁ nd other things.
  > Quicksilver
  > Trust, that’s funny.
  > Black Mamba
  > Makes me wonder what else he’s hiding. 
  > Slamm-0!
  > Don’t even think about it.
  > Jane
  > Please, like you could do anyth… <user: Slamm-0! access terminated, user 
  logged off>
  > JANE! Sweetheart! Good to see you, but please don’t do that again. I mean it, 
  really. It’s just rude to come on someone else’s VPN and start kicking around the 
  regulars. Seriously.
  > FastJack
  Currently, Mercury and his New Assets continue to remain active 
  and prepare, but just what they are preparing for remains unknown. 
  T eir previous agenda of drake “rescuing” has resumed and expanded 
  in the last few years; most notably with the aforementioned f eld train-
  ing/exchange programs. While it has been established that various 
  members of New Assets continue to deploy with various mercenary/
  paramilitary groups, other members of New Assets have been active in 
  researching and sometimes combating various magical threats. As such, 
  they have developed and continue to build relationships with several 
  magical groups and powerful individuals. 
  Unverif ed reports also indicate they’ve been extremely active 
  behind the scenes of the current dragon situation. As this conf ict 
  escalates, New Assets are constantly walking several tightropes because 
  they know that if any of the dragons (the great ones especially) decided 
  that New Assets should become theirs, there is really little much that 
  can be done to stop it. So far, through diplomacy and deal making, 
  New Assets have avoided this fate, but should the conf ict escalate all 
  bets could be of . 
  Capabilities: Because of their de-centralized structure and covert 
  nature, it has been dif  cult to get exact specif cations on New Assets’ 
  skill levels and combat ef ectiveness. However, direct observations 
  of known New Assets members serving with other mercenary com-
  mands indicate that individually they are extremely skilled combatants. 
  Combined with their innate drake abilities and continuing training, 
  these warriors have already become forces to be reckoned with on any 
  battlef eld. So far only those with signif cant combat augmentations or 
  high-level initiate magicians/adepts have been able to match them in 
  one-on-one engagements. 
  BLACKTOOTH DAGGER
  To identify each other and as a sign of their commitment, each member 
  of New Assets is bequeathed a special dagger called the Blacktooth during a 
  special rite of acceptance at the Lake Louise compound. This ﬁ fteen centime-
  ter curved blade resembles a dragon’s tooth and is based on Azadeh’s per-
  sonal blade. Extremely light and durable, some Blacktooth Daggers are also 
  made into weapon foci for members who are magicians, adepts, or mystic 
  adepts. The drakes of New Assets are very protective of these weapons and 
  those few who have succeed in stealing or taking one from a fallen drake do 
  not usually live long to enjoy their new possession. 
  Damage 
  AP
  Avail
  Cost
  (STR/2+4)
  1
  N/A
  N/A
  
  36
  NEW ASSETS
  NOTABLE MEMBERS: NEW ASSETS
  Ryan Mercury, “Quicksilver”
  A veteran shadowrunner and former agent to the great dragon 
  Dunkelzahn, little is known about Mercury’s past before he entered the 
  dragon’s employ. What was known is that he is a high-level adept before 
  his drake nature was revealed to him. Since then, he became the leader 
  of the shadow team Assets Inc., worked with the Draco Foundation for 
  many years, and is now the leader of a movement dedicated to saving 
  drakes and combating various magical threats. Af er the core members of 
  Assets Inc. went into semi-retirement, Mercury took the time to immerse 
  himself into various training regimens and mystical studies under a vari-
  ety of teachers including the infamous elf Harlequin. Currently, Mercury 
  continues to occupy most of his time with his studies and training, leav-
  ing most of the day-to-day operations and planning to his two trusted 
  lieutenants, fellow drake Azadeh and the adult dragon Rainwalker. 
  While he trusts them to handle most of New Assets’ operations, he still 
  holds the position of leadership though a sort of veto power. 
  Human form
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  6
  7
  6 (9)
  4
  5
  5
  4
  5
  12
  5
  6
  11 (14) 1 (4)
  Drake Form
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  10
  7
  6 (9)
  9
  5
  5
  4
  5
  12
  5
  6
  11 (14)
  1 (4)
  Condition Monitor Boxes (P/S): Human: 11/11   Drake: 13/11
  Armor (B/I): Human 8/6 Drake: 14/14 (4/4 Hardened) 
  Skills: Arcana 3, Artisan 2, Assensing 5, Astral Combat 5, Athletics 
  skill group 5, Automotive Mechanic (Bike) 2 (+2), Blades 5, Clubs 2, 
  Con (Impersonation) 4 (+2)(+1), Demolitions 2, Disguise (Cosmetic) 
  3 (+2) (+2), Diving 2, Dodge 4 (+2), Electronics skill group 2, Escape 
  Artist 2, Etiquette 4 (+1), Firearms skill group 4, First Aid 2, Flight 5, 
  Inf ltration 4, Instruction 3, Intimidation 5, Leadership (Persuasion) 6 
  (+2) (+1), Negotiation (Diplomacy) 5 (+2) (+1), Outdoors skill group 
  4, Palming 3, Perception (Visual) 4 (+2), Pilot Ground Vehicle (Bike) 3 
  (+2), Shadowing 4, T rowing Weapons 4, Unarmed Combat 6
  Knowledge Skills: Anatomy (Drake) 2 (+2), Ancient History 3, 
  Arcanoarchaeology 3, Art 2, Conspiracy Theories 3, Corporations 4, 
  DeeCee Politics 3, Dragons 5, Elven Culture 3, Famous Mages 3, Geography 
  4, History 3, Law Enforcement Procedures 4, Magical T eory 4, Magical 
  Threats 5, Mythology 5, Parabotany 2, Parazoology 3, Philanthropic 
  Organizations (Draco Foundation) 3 (+2), Philosophers 2, Seattle Politics 
  2, Spirits 4, Tír Tairngire Politics 2, UCAS Politics 2, Urban Brawl 3
  Qualities: Adept, Astral Beacon, Common Sense, Day Job, Drake, 
  Fame (National), First Impression, Martial Arts (Savate), SINner, Spirit 
  Bane (Blood), Tough as Nails, Trustworthy 
  Initiate Grade: 8
  Metamagics: Adept Centering (Breathing exercises), Attunement 
  (Motorcycle), Attunement (Pistol), Centering (Hand and arm ges-
  tures), Dragonspeech, Flexible Signature, Infusion, Masking 
  Adept Powers: Attribute Boost (Agility (1), Body (1), Reaction (1), 
  Strength (1)), Combat Sense (2), Critical Strike (4), Facial Sculpt (2), 
  Increases Ref exes (3), Killing Hands, Kinesics (3), Penetrating Strike 
  (2), Shif  (Drake)
  Powers: Drake form only: Elemental Attack (Fire), Enhanced Senses 
  (Hearing, Low-Light Vision, Smell, T ermographic Sense), Hardened 
  Armor 4, Mystic Armor 4, and Natural Weapons (Bite/Claws: 
  (Str/2+2)P, AP 0). 
  Gear: Ammo (80 rounds of explosive, 80 rounds of EX-Explosive, 100 
  rounds gel, 100 rounds of regular, 100 rounds of stick-n-shock, 10 spare 
  clips), armor jacket, biomonitor, chameleon suit (thermal sampening 6, 
  drake modif cation), commlink (modif ed Fairlight Caliban, Response 
  5, Signal 5, Firewall 5, System 5), nanopaste trodes, satellite link], com-
  mlink (Sony Emperor w/ Vector Xim, Response 1, Signal 2, Firewall 
  1, System 1), fake gun license (Rating 6), fake SIN (Rating 6), medkits 
  (Rating 6), 2 medkit supplies, nanopaste disguise (small container), 8 
  stimulant patches (Rating 6), 8 tranq patches (Rating 8) 
  Programs: Analyze 4, Browse 4, Command 2, Edit 4
  Maneuvers: +1 DV on Unarmed Combat attacks (taken twice for 
  a cumulative +2 DV); +1 die on Charging attacks; +1 on attacks to 
  Knockdown
  Weapons: 
  Ares Alpha [Assault Rif e, DV 6P, AP –1, SA/BF/FA, RC 5 (6), 
  30(c), w/ auto-adjusting underbarrel weight, gas-vent 3, per-
  sonalized grip, smartgun, and APDS ammo]
  -Grenade Launcher [Heavy weapons, DV by grenade, SS, 6(c)]
  Colt Government 2066 [Heavy Pistol, DV 5P, AP–1, SA, 14(c), w/ 
  electronic f ring mechanism, personalized grip, attuned] 
  Drake Natural Weapons [Reach 1, DV 11P (13P when using Savate 
  in drake form), AP –2]
  Shock Gloves [Reach 0, DV 6S(e), AP –half ]
  2 mini frag grenades [Grenade, DV 12f, AP+5, Blast –1/m]
  2 mini high explosive grenades [Grenade, DV 10P, AP- 2, Blast 
  –2/m]
  2 mini Flash Bang Grenades [grenade, DV 6S, AP –3, Blast 10m radius]
  Notes: Grenade launcher load: f ash-bang, high explosive, frag, 
  frag, high explosive, f ash-bang 
  * If using Way of the Adept rules, add Way of the Warrior quality 
  and Combat Sense (+1), Critical Strike (+2), and Mystic Armor (2) 
  powers
  DRAKE “DAY BAG”
  One of the biggest problems drakes face when they shift into their form 
  is the loss of gear and or normal weapons. To prevent the loss of important 
  items, an inventive member of New Assets created what is affectionately 
  called the “Day Bag.” An upgraded version of the body armor bag, the Day 
  Bag features a modular strap system that allows it to remain in place (usu-
  ally on the back) when a drake shifts from metahuman to drake form. It 
  can also be worn like a normal bag. Special modular compartments can be 
  attached that allow up to assault riﬂ e-sized weapons and their ammo to 
  be attached and stored safely. A combination of rigid ballistic plates and 
  micro-gel packs provide the armor protection in emergency situations. 
  Armor upgrades such chemical protection, ﬁ re resistance, nonconductivity, 
  and quick release are available at the standard rates. Other available options 
  include: removable air/watertight pouches, additional straps, and external 
  modular pouches at an additional 50 nuyen per item.
  Ballistic/Impact
  Capacity
  Availability
  Cost
  8/6
  8
  24
  500
  DRAKE “DAY BAG”
  One of the biggest problems drakes face when they shift into their form 
  is the loss of gear and or normal weapons. To prevent the loss of important 
  items, an inventive member of New Assets created what is affectionately 
  called the “Day Bag.” An upgraded version of the body armor bag, the Day 
  Bag features a modular strap system that allows it to remain in place (usu-
  ally on the back) when a drake shifts from metahuman to drake form. It 
  can also be worn like a normal bag. Special modular compartments can be 
  attached that allow up to assault riﬂ e-sized weapons and their ammo to 
  be attached and stored safely. A combination of rigid ballistic plates and 
  micro-gel packs provide the armor protection in emergency situations. 
  Armor upgrades such chemical protection, ﬁ re resistance, nonconductivity, 
  10 MERCS
  
  37
  NEW ASSETS
  Azadeh, female drake
  For all intents and purposes; Azadeh did not exist before Crash 
  2.0, although her appearance and known languages indicate a Persian 
  origin. In fact, her name comes from an ancient Persian resistance 
  f ghter and warrior who battled Arab invaders. An extremely skilled 
  f ghter and tactician, she constantly cultivates this persona and prefers 
  to out-think an opponent before employing brute force; although 
  she is very capable of doing so when necessary. Azadeh f rst met Ryan 
  Mercury sometime in the late ‘60s when he was attempting to leave 
  Aztlan af er being captured by Aztechnology security forces. She intro-
  duced herself to him by single-handedly dismantling an Alexa Group 
  Songbird cell attempting to recapture him. Since then, Azadeh has 
  proven invaluable to New Assets and Mercury in particular. Azadeh is 
  reported to be very good at what she does and is known as being pas-
  sionate, stern, and fair. She is also known as a leader who is not afraid 
  to be approachable when needed. T e Blacktooth dagger, a weapon 
  given to all members of New Assets, was based on her personal blade. 
  Human form
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  5
  6
  6(9) 
  4
  4
  5
  5
  5
  9
  5
  6
  11(14) 1(3)
  Drake form
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  9
  6
  6(9) 
  9
  4
  5
  5
  5
  9
  5
  6
  11(14) 1(3)
  Condition Monitor Boxes (P/S): Human: 11/11   Drake: 13/11
  Armor (B/I): Human 8/6 Drake: 14/14 (4/4 Hardened) 
  Skills: Arcana 3, Assensing 4, Astral Combat (weapon foci) 4 (+2), 
  Artisan (Dancing) 3 (+2), Athletics skill group 4, Close Combat 
  skill group 4, Con 4, Demolitions 3, Disguise 2, Diving 2, Dodge 4, 
  Electronics skill group 2, Escape Artist 2, Etiquette 4, Firearms skill 
  group 4, First Aid 2, Flight 5, Inf ltration 4, Instruction 4, Intimidation 
  5, Leadership (Strategy) 6 (+2), Negotiation 5, Outdoors skill group 
  4, Palming 3, Perception (Visual) 4 (+2), Pilot Ground Vehicle 3, 
  Shadowing 4, T rowing Weapons 4, Unarmed Combat 6
  Knowledge Skills: Anatomy (Drake) 2 (+2), Area: Middle East 
  5, Dance History 4, Law Enforcement Procedures 3, Intelligence 
  Operations 4, Magical Threats 4, Mercenary Units 4, Military 
  History 3, Military Tactics: Conventional 5, Military Tactics: Special 
  Operations 3, Philosophy Small Unit Tactics 5 
  Qualities: Adept, Common Sense, Drake, First Impression, Guts, 
  Trustworthy, Will to Live 
  Initiate Grade: 4
  Metamagics: Adept Centering (Arm Motions), Attunement (Dagger), 
  Dragonspeech, Infusion, Masking 
  Adept Powers: Improved Ref exes 3, Combat Sense 2, Counterstrike 
  2, Critical Strike 2, Killing Hands, Magic Resistance 2, Magic Sense, 
  Motion Sense
  Powers: Drake form only: Elemental Attack (Fire), Enhanced Senses 
  (Hearing, Low-Light Vision, Smell, T ermographic Sense), Hardened 
  Armor 4, Mystic Armor 4, and Natural Weapons (Bite/Claws: 
  (Str/2+2)P, AP 0). 
  Gear: Ammo (80 rounds of explosive, 80 rounds of EX-Explosive, 100 
  rounds gel, 100 rounds of regular, 100 rounds of stick-n-shock, 10 spare 
  clips), armor jacket, biomonitor, chameleon suit (thermal sampening 6, 
  drake modif cation), commlink (modif ed Fairlight Caliban, Response 
  5, Signal 5, Firewall 5, System 5), nanopaste trodes, satellite link, com-
  mlink (Sony Emperor w/ Vector Xim, Response 1, Signal 2, Firewall 
  1, System 1), fake gun license (Rating 6), fake SIN (Rating 6), medkits 
  (Rating 6), 2 medkit supplies, nanopaste disguise (small container), 8 
  stimulant patches (Rating 6), 8 tranq patches (Rating 8) 
  Programs: Analyze 4, Browse 4, Command 2, Edit 4
  Weapons: 
  Ares Alpha [Assault Rif e, DV 6P, AP –1, SA/BF/FA, RC 5 (6), 
  30(c), w/ auto-adjusting underbarrel weight, gas-vent 3, per-
  sonalized grip, smartgun, Ammo types: EX-Explosive]
  -Grenade Launcher [Heavy weapons, DV by grenade, SS, 6(c)]
  HK Urban Combat [SMG, 5P, AP —, SA/BF/FA, 2RC, 36(c), 
  regular ammo (3 clips). Upgrades/Accessories: Fixed Barrel 
  Sound Suppressor, Smartlink]
  Colt Government 2066 [Heavy Pistol, DV 5P, AP–1, SA, 14(c), w/ 
  electronic f ring mechanism, personalized grip, attuned] 
  Drake Natural Weapons [Reach 1, DV 11P (13P when using Savate 
  in drake form), AP –2]
  Blacktooth Dagger [Blade (STR/2+4)P, AP –1, force 4 weapon 
  focus]
  Shock Gloves [Reach 0, DV 6S(e), AP –half ]
  2 mini frag grenades [Grenade, DV 12f, AP+5, Blast –1/m]
  2 mini high explosive grenades [Grenade, DV 10P, AP- 2, Blast 
  –2/m]
  2 mini Flash Bang Grenades [grenade, DV 6S, AP –3, Blast 10m 
  radius]
  *If using Way of the Adept Rules, add Way of the Warrior quality 
  and Traceless Walk power
  Rainwalker, female adult dragon
  Rainwalker, along with f ve other dragons, was f rst spotted among 
  the Caucasus and Ural mountains sometime between 2068 and 2069. 
  Also according to rumor, she and those other dragons were vassals of 
  Dunkelzahn and traveled to Lake Louise to determine what happened to 
  their former master. It was there they met Ryan Mercury, who explained 
  what went down. Af er the meeting, she apparently swore fealty to 
  Mercury. If the New Assets had a rank structure, Rainwalker would be a 
  f eld general with Azadeh being the commanding general and Mercury 
  the commander-in-chief. Since joining with New Assets, Rainwalker has 
  proven to be a boon in both a strategic and political sense. More than 
  once she has run interference on New Assets’ behalf with the rest of the 
  dragon community and reports indicate she is able to do this because of 
  several previous deals made between her and several other great dragons. 
  As a leader, Rainmaker prefers a more direct approach to problems, of en 
  tackling them head-on. Her presence is of en reassuring to New Assets 
  members, as few have the support of a powerful dragon. 
  B
  A
  R
  S
  C
  I
  L
  W
  Edg
  Ess
  M
  Init
  IP
  27
  15
  15
  48
  25
  22
  24
  25
  6
  12
  20
  37
  4
  Condition Monitor Boxes (P/S): 22/21
  Armor (B/I): 20/20
  Movement: 23/60 (45/90 Flight)
  Reach: +2
  Active Skills: Assensing 9, Arcana 8, Astral Combat 7, Con 7, 
  Conjuring skill group 8, Dodge 6, Enchanting 6, Etiquette 6, Exotic 
  
  38
  NEW ASSETS
  Ranged Weapon 8, Flight 6, Instruction 5, Intimidation 6, Leadership 
  (Morale) 8 (+2), Negotiation (Diplomacy) 9 (+2), Perception 9, 
  Sorcery skill group 10, Unarmed Combat 8
  Powers: Compulsion, Dragonspeech, Dual Natured, Elemental Attack 
  (f re), Enhanced Senses (Enhanced Smell, Low-Light Vision, Wide-
  Band Hearing), Fear, Hardened Armor 20, Inf uence, Metahuman 
  Form, Mystic Armor 20, Sapience, T ermographic Vision
  Qualities: Magician, Quick Healer
  Knowledge Skills: Art History 4, Dragon Society 6, Draconic 
  History 8, Dragon Etiquette 6, Magical T reats 6, Magical T eory 4, 
  Metahuman Psychology 5, Metahuman History 3, Military Strategy 5 
  Languages: Arabic N, Chinese 4, English 5, German 4, Japanese 4, 
  Russian 4 
  Initiate Level: 16
  Metamagics: Absorption, anchoring, cleansing, divining, extended 
  masking, f ltering, f exible signature, f ux, geomancy, invoking, mask-
  ing, quickening, shielding, ref ecting
  Spells: Acid Stream, Analyze Truth, Astral Clairvoyance, Blast, 
  Clairaudience, Clairvoyance, Control Actions, Death Touch, Decrease 
  Ref exes, Detect Enemies Extended, Detect Individual, Detect Life 
  Extended, Detect Magic, Enhance Aim, Firewater, Hawkeye, Heal, 
  Improved Invisibility, Increase Ref exes, Levitate, Manaball, Mana 
  Barrier, Manabolt, Mindnet, Mob Control, Mind Probe, Napalm, 
  Lightning Bolt, Lightning Ball, Physical Barrier, Shattershield, Silence, 
  Slay Elf, Slay Ork, Slay Troll, Stabilize, Stunbolt, Stunball, 
  Spirits: 5 x Force 12 guardian spirits (manifested as orbs), 5 x Force 8 
  spirits of air, 5 x Force 8 spirits of earth, 5 x Force 8 task spirits
  Weapons
  Natural Weapon (Bite/Claws: DV 20P, AP –6), Venom
  NPCS: NEW ASSETS
  Drake Operator (Common Drake) 
  (Professional Rating 5)
  Metahuman form
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  5
  5
  5
  4
  4
  4
  4
  4
  5
  6
  6
  9
  1
  Drake form
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  9
  5
  5
  9
  4
  4
  4
  4
  5
  6
  6
  9
  1
  Condition Monitor Boxes (P/S): Metahuman: 11/11 Drake: 13/11
  Armor (B/I): 10/7 Note: does not include “Day Pack”
  Active Skills: Astral Combat 4, Assensing 4, Athletics skill group 4, 
  Close Combat skill group 5, Computers 3, Data Search 3, Demolitions 
  3, Dodge 4, Firearms skill group 4, First Aid 3, Gunnery 3, Heavy 
  Weapons 3, Influence skill group 4, Instruction 4, Intimidation 5, 
  Outdoors skill group 4, Perception 5, Pilot Aircraf  3, Pilot Ground 
  Craf  4, Pilot Watercraf  3, Stealth skill group 5, T rown Weapons 3
  Qualities: Drake
  Drake Powers (in drake form only): Dual Natured, Elemental 
  Attack (f re), Enhanced Senses (Hearing, Low-Light Vision, Smell, 
  T ermographic Sense), Hardened Armor 4, Mystic Armor 4, Natural 
  Weapon
  Gear: Armor Jacket, “Day Pack” (with f re resistance 3, chemical resis-
  tance 2), commlink (Device Rating 5), form-f tting body armor (half 
  suit), earbuds (Rating 3, w/ audio enhancement 2, spatial recognizer), 
  fake SIN (Rating 5), glasses (Rating 4, with image link, smartlink, vi-
  sion enhancement 2, vision magnif cation) 
  Weapons:
  HK Urban Combat [SMG, DV 5P, AP —, SA/BF/FA, RC 2, 
  36(c), w/ f xed barrel sound suppressor, smartlink, regular 
  ammo (3 clips)]
  HK Urban Fighter [Heavy Pistol, DV 5P, AP –1, SA, 10(c), w/ 
  ceramic silencer, smartlink, regular ammo (3 clips)]
  Blacktooth Dagger [Blade 6P, AP –1]
  Drake Natural Weapons [Reach 1, DV 11P, AP –2]
  Note: When working with another mercenary unit, New Assets op-
  erators adopt the weapons of that unit. T e weapons listed below are 
  common for solo operators or a New Assets group. 
  Ranged Weapon 8, Flight 6, Instruction 5, Intimidation 6, Leadership 
  (Morale) 8 (+2), Negotiation (Diplomacy) 9 (+2), Perception 9, 
  Sorcery skill group 10, Unarmed Combat 8
  Powers: Compulsion, Dragonspeech, Dual Natured, Elemental Attack 
  (f re), Enhanced Senses (Enhanced Smell, Low-Light Vision, Wide-
  Band Hearing), Fear, Hardened Armor 20, Inf uence, Metahuman 
  Form, Mystic Armor 20, Sapience, T ermographic Vision
  Qualities: Magician, Quick Healer
  Knowledge Skills: Art History 4, Dragon Society 6, Draconic 
  History 8, Dragon Etiquette 6, Magical T reats 6, Magical T eory 4, 
  Metahuman Psychology 5, Metahuman History 3, Military Strategy 5 
  Languages: Arabic N, Chinese 4, English 5, German 4, Japanese 4, 
  Russian 4 
  10 MERCS
  
  39
  TASK FORCE MAGUS
  TASK FORCE MAGUS
  Summary: Ever since the Great Ghost Dance, magic has become 
  one of the dominant factors in modern warfare. Considered the ulti-
  mate game-changer, militaries around the globe have gone to great 
  lengths to secure the services of the Earth’s known magicians. While 
  many mercenary and freelance groups boast signif cant magical sup-
  port assets, Task Force Magus is currently the only unit in the world 
  designed around a core group of magicians. Known in the military and 
  mercenary community as a highly specialized force of powerful combat 
  magicians who sell their considerable services to the highest bidder, 
  they are also known as one of the most arrogant and amoral units cur-
  rently operating. Rumors and reports about magical manipulation and 
  excessive destruction are common. Only the extremely high demand 
  for their services and multiple bribes has kept Task Force Magus from 
  being blacklisted by the Mercenary Guild or arrested for war crimes 
  by the UN. Because of these reports, I highly recommend that we 
  skip Task Force Magus as they would likely pose a signif cant threat 
  to future operations. 
  > The reports are true. If you’re forced to work with Magus in the ﬁ eld, be 
  extremely cautious. Their reputation is well deserved and they’re known to put 
  their own needs and well-being above all else, including mission/contract objec-
  tives. They’re also not above using magical manipulation or threat of inaction to 
  secure those needs. You have been warned. 
  > Thorn 
  > Also, if you know they’re on the opposing side, you better have a damn good 
  plan on taking them out quickly. The other part of their reputation is also well 
  earned; they are some of the best magicians I’ve ever seen and aren’t afraid to 
  show it. When they start throwing spells, subtlety goes right out the window.
  > Winterhawk
  Unit History: Task Force Magus started out as the brainchild 
  of Rita Furlann, former Major of the UCAS’ T aurmaturgic Corps 
  and “hero” of the Compensation Army conf ict of 2055. Despite being 
  painted a hero by the UCAS citizens; the military knew the truth and 
  saw Furlann for what she was: an opportunist who changed sides at 
  the last moment to save her own skin. In early 2056, the UCAS Army 
  “allowed” Furlann to resign with a promotion to major for her troubles. 
  Having enjoyed the authority that came with a military command, 
  Furlann decided to become a mercenary. She also scored a minor 
  coup before she departed and took several prominent members of the 
  T aurmaturgic Corps with her to form the nucleus of the new Task 
  Force Magus. 
  > Furlann’s coup was both a blessing and a curse for the UCAS Army. Yeah, they 
  lost several powerful magicians and it was a giant middle ﬁ nger to the Army, but 
  the ones that left with her were the ones that were causing the most problems. 
  It took several years to train up replacements; but I know that several generals 
  were happy Furlann was gone. 
  > Kay St. Irregular
  It didn’t take long for Magus to find their first contract, 
  protecting caravans in Australia against the wide range of magical 
  threats there. This first contract ended poorly as Furlann and com-
  pany underestimated the powerful area spirits and other threats, 
  and the caravan was almost destroyed just outside of Melbourne. 
  After the debacle, Task Force Magus departed for Central Africa 
  to work for various African warlords in the Congo tribal lands. 
  It was during these contracts that TF Magus began earning their 
  famed reputation. During their first operation for Warlord General 
  Si Batu, Task Force Magus was paired with a local mercenary group 
  calling themselves the Jungle Tigers. Their mission was to protect 
  one of General Batu’s supply depots from local raiders backed by 
  native shamans. When the raiders assaulted, the Jungle Tigers 
  were able to route the small raiding part and Task Force Magus 
  handily dispatched the meager spirits sent by the shamans. As the 
  raiders retreated General Furlann decided to make a statement and 
  destroyed almost three square kilometers of jungle to prevent the 
  raiders from retreating. 
  Impressed with their performance, General Batu then ordered 
  counter-raids. But General Furlann didn’t want to risk exposing 
  her valuable people by trekking them through the jungle with only 
  third-rate mercenaries to protect them. Af er some gentle persuasion, 
  General Batu changed his mind about the operation. Two months and 
  several near-botched operations by the Jungle Tigers later, General 
  Furlann renegotiated their contract with General Batu by switching 
  sides during an operation and completely annihilating her previous 
  employer.
  Unit Nickname: N/A
  Current Command Staff:
    
  CO: Gen. Simon V. Greenspirit
    
  XO: Col. Andrea T. Ravenwood
  Unit Type: Magical Operations
  Estimated/Known Strength: Twenty-three magi-
  cians and one company of ‘bodyguard’ units
  Unit Rating: 7
  Threat Rating: High
  Current Deployment: Northern Aztlan
  
  40
  TASK FORCE MAGUS
  > The opposing warlord, Sherman Mombasa, discovered that the best way to 
  defeat TF Magus was simply to make them a better offer. And paying in orichal-
  cum didn’t make the decision any harder. 
  > Black Mamba
  > This was also when Furlann started creating the “bodyguard” units and messing 
  with other ofﬁ cers. After too many close calls, she realized that most people 
  outside of her unit were going to do silly things like saving their own necks 
  and that was simply unacceptable. So, she started paying more to watch her 
  people’s back, and when that didn’t work she went to other commanding ofﬁ -
  cers to advise them in “proper” military tactics. And Furlann’s own concept of 
  warfare revolves around the idea of protecting the magician ﬁ rst and above all 
  else. Those that fail to listen to her advice usually have some nasty tendency to 
  go mad, run off cliffs, or wake up with their brains leaking out of their ears. 
  > Hard Exit
  > Still, while working in Africa TF Magus learned a lot about dealing with spirits. 
  That would come in very handy for them very soon. 
  > Elijah 
  For the next year, Task Force Magus remained in the Congo 
  area before pulling out of the region in 2060. T at same year, General 
  Furlann accepted a position with Mitsuhama Computer Technologies’ 
  magical research division as a freelance consultant, and she retired 
  from the task force. She still maintained close ties with her former unit, 
  though. Command was given to former XO, Simon Greenspirit, a Tír 
  expatriate and rumored to be a disgraced Paladin. In 2061, Greenspirit 
  accepted a contract with the nation of Aztlan to combat rebels in the 
  Yucatan. TF Magus’ new expertise in dealing with spirits and their 
  preference for destructive combat spells was exactly what Aztlan was 
  looking for. For their actions in the Yucatan, Aztlan awarded Task 
  Force Magus several awards and unit citations, despite the ultimate 
  outcome of the conf ict.
  > Yeah, they milked Africa for all it was worth. The warlords ﬁ nally learned the 
  game TF Magus was playing and decided to do something about it. But before 
  they could make a move against Furlann and company, Task Force Magus had 
  already gotten out of the country. 
  > Stone
  > The Warlords got lucky.
  > Axis Mundi
  > And in South America, the UN was getting ready to go after Magus for war 
  crimes. At least three villages were destroyed because of excessive magical use 
  when spirits were released to hunt down rebel forces. Hundreds of civilians were 
  lost. Aztlan was forced to pull TF Magus back to Tenochtitlan while investigators 
  looked into the matter, but the investigation stalled and was later dismissed as 
  the remaining survivors of those villages were killed in the earthquakes of 2062. 
  > Marcos
  Af er their contract with Aztlan was completed in 2063, Task 
  Force Magus dropped out of sight for a few years and was rumored to 
  be engaged in various magical research projects, possibly with MCT. 
  T ese reports have not been conf rmed, though. In 2066, TF Magus 
  was next seen in Nairobi as part of Corporate Court-sponsored forces 
  assigned to pacify and provide security against local troublemakers 
  who were intent on disrupting construction of the Mass Driver on Mt. 
  Kilimanjaro. Af er a year of boring garrison duty, TF Magus spent the 
  next few years globe hopping, recruiting, and taking on small contracts 
  to keep revenue up.
  > Unlike before, Task Force Magus was given carte blanche to deal with issues 
  in Nairobi. As long as the Mass Driver remained operational; they could do no 
  wrong. And that’s exactly how Magus went about business. No quarter was 
  given and targets were eliminated with extreme prejudice. And if you happened 
  to be a civilian in the way; that was your problem because you shouldn’t have 
  been there in the ﬁ rst place. 
  > Aufheben
  > It also sucked to work with TF Magus. I knew a guy who used to freelance for 
  Ares and was also stationed there. During one particular dust-up, a position 
  being held by Magus and some other nobody merc outﬁ t had been overrun. 
  Instead of moving to intercept and drive back the attackers, the no-names 
  formed up around Magus’ position like meat shields to protect them. And what 
  did Magus do in way of thanks? They dropped several ﬁ reballs on the attackers 
  AND the defenders, just to get as much coverage for themselves as possible. 
  > Sticks
  When the war between Aztlan and Amazonia began in 2072, 
  the call for mercenaries went out. Task Force Magus remembered 
  their lucrative ventures with Aztlan from a decade ago and signed 
  up. Recently, Task Force Magus was pulled from Bogotá and trans-
  ferred to an undisclosed location in northern Aztlan. T e reason why 
  they were transferred is currently unknown, but rumors suggest that 
  Aztlan has received new information on the great dragon Sirrurg’s 
  current location. 
  > Apparently, Task Force Magus isn’t completely without honor. Despite 
  repeated attempts by ex-General Furlann to obtain Aztlan secrets for MCT, 
  General Greenﬁ eld has ﬂ at-out refused. From what I hear, this has caused 
  a rift between the two, and MCT is becoming impatient with Furlann’s “fail-
  ures.” Looks like Aztlan ﬁ nally found the right amount of nuyen for Task Force 
  Magus’ loyalty.
  > Mr. Bonds
  > Must be one hell of a high number.
  > Marcos
  > Or maybe it could be that Task Force Magus is taking advantage to learn some 
  powerful magic. From what I hear, they’ve been paired with Guerrero Special 
  Forces on their dragon hunt. 
  > Plan 9
  Capabilities: Because of their specialized nature and small 
  numbers, Task Force Magus contracts out as a force multiplier for 
  other units. During f eld operations, Task Force Magus prefers to use 
  overwhelming magical force against adversaries and a key component 
  of this strategy is to keep the unit together rather than deploying them 
  separately. 
  Each magician is considered a command officer and holds 
  the rank of major; except General Greenfield and XO Colonel 
  Ravenwood. Each command of  cer has at least one platoon worth 
  of highly trained security specialists assigned to them. Each security 
  platoon is made up of non-commissioned of  cers and led by a sergeant. 
  T e highest ranking NCO, a sergeant-major, is assigned to General 
  Greenf eld’s platoon. Because the Task Force is able to command very 
  high rates for their services, their security platoons are also highly paid 
  > The opposing warlord, Sherman Mombasa, discovered that the best way to 
  defeat TF Magus was simply to make them a better offer. And paying in orichal-
  cum didn’t make the decision any harder. 
  > Black Mamba
  > This was also when Furlann started creating the “bodyguard” units and messing 
  with other ofﬁ cers. After too many close calls, she realized that most people 
  outside of her unit were going to do silly things like saving their own necks 
  and that was simply unacceptable. So, she started paying more to watch her 
  people’s back, and when that didn’t work she went to other commanding ofﬁ -
  cers to advise them in “proper” military tactics. And Furlann’s own concept of 
  warfare revolves around the idea of protecting the magician ﬁ rst and above all 
  else. Those that fail to listen to her advice usually have some nasty tendency to 
  10 MERCS
  
  41
  TASK FORCE MAGUS
  and equipped with state of the art gear, weapons, and vehicles. It is also 
  common for Task Force security personnel to invest in higher-grade 
  augmentations. Because they are so well paid and equipped; Task Force 
  security personnel tend to be loyal to their command magician and to 
  the Task Force as a whole. 
  T e magical capability of the Task Force is exceptional. Every 
  command magician is at least initiate level and is familiar with a wide 
  variety of spells, although direct combat spells are most common. 
  Every command magician spends a great deal of their time perfect-
  ing their craf ; unfortunately this of en leads to def cits in other skills 
  and forces the magician to rely too much on their security for physical 
  combat. 
  NOTABLE MEMBERS: 
  TASK FORCE MAGUS
  General Simon Greenfield
  Little is known about General Greenf eld’s past before he signed 
  on with Task Force Magus. Rumors vary on the subject, but the most 
  popular one casts Greenf eld as a former Tír Paladin on the run af er 
  failing to protect a minor noble from being murdered. Whatever 
  his past is, Greenf eld keeps it secret. What is known is that he is a 
  high-level initiate who possesses the right skillsets, and typical elven 
  arrogance, to have been a Paladin. Cold and calculating, Greenf eld 
  is not above doing whatever is necessary to accomplish the mission at 
  hand. Even if that means changing the terms of the mission. 
  Male elf
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  5
  5
  5
  4
  6
  4
  4
  6
  9
  5
  6
  9
  1
  Condition Monitor Boxes (P/S): 11/11
  Armor (B/I): 12/7
  Active Skills: Assensing 4, Astral Combat (Magicians) 3 (+2), 
  Climbing 3, Close Combat skill group 5, Conjuring skill group 4, 
  Computer 3, Data Search 3, Demolitions 2, Dodge 4, Electronic 
  Warfare 3, Firearms skill group 4, First Aid 3, Gunnery 2, Gymnastics 3, 
  Heavy Weapons 2, Inf uence skill group 4, Instruction 4, Intimidation 
  5, Outdoors skill group 4, Parachuting 4, Perception 5, Pilot Aircraf  3, 
  Pilot Ground Craf  4, Pilot Watercraf  4, Running 4, Sorcery skill group 
  4, Stealth skill group 4, Swimming 3, T rown Weapons 4
  Knowledge Skills: Criminal Law 4, Corporate Law 4, Current Events: 
  Tír Tairngire 5, Fine Dining 4, International Law 4, Magical T eory 5, 
  Mercenary Units 4, Military History 3, Military T eory 4, Military: Tír 
  Tairngire 5, Psychology 3, Wines 3
  Languages: Aztlan Spanish 3, English 4, French 3, German 3, 
  Sperethiel N
  Qualities: Focused Concentration, Enemy, Magician, Toughness, 
  Spells: Acid Stream, Armor, Ball Lightning, Combat Sense, Control 
  Actions, Control Emotions, Control T oughts, Flamethrower, Heal, 
  Improved Invisibility, Increase Reflexes, Levitate, Lightning Bolt, 
  Magic Fingers, Manabolt, Manaball, Physical Barrier, Powerbolt, 
  Powerball, Punch, Shatter
  Metamagic: Centering, masking, shielding
  Gear: Commlink (Device Rating 5), camouf age suit, form-f tting 
  body armor (full suit), glasses (Rating 3 w/ image link, thermographic 
  vision, smartlink), medkit (Rating 5), power focus (Force 3), mobile 
  lodge, smart pouch system (with combat load vest, ammunition pouch-
  es, optional: ration pouch and smart canteen), subvocal microphone
  Weapons:
  Shiawase Arms Tactical Model 71 [SMG, DV 5P, AP –4, SA/BF, 
  RC 1(3), 25(c), w/ electronic f ring, folding stock, melee hard-
  ening, reduced weight, safe target system, smartlink, APDS 
  ammo (4 clips)]
  Ares Predator IV [Heavy Pistol, DV 5P, AP –5, SA, RC —, 15(c), 
  w/ smartlink, APDS Rounds (3 clips)]
  Survival Knife [(STR/2+1)P]
  NPCS: TASK FORCE MAGUS
  Combat Mage (Professional Rating 3)
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Ess
  Init
  IP
  5
  5
  5
  3
  5
  4
  4
  6
  7
  6
  9
  1
  Condition Monitor Boxes (P/S): 11/11
  Armor (B/I): (12/7)
  Active Skills: Assensing 4, Astral Combat 5, Climbing 4, Close 
  Combat skill group 4, Conjuring skill group 4, Computer 3, Data 
  Search 3, Demolitions 2, Dodge 4, Electronic Warfare 3, Firearms 
  skill group 3, First Aid 2, Gymnastics 3, Heavy Weapons 2, Inf uence 
  skill group 3, Instruction 4, Intimidation 5, Outdoors skill group 4, 
  Parachuting 4, Perception 5, Pilot Ground Craf  4, Pilot Watercraf  
  4, Running 4, Sorcery skill group 4, Stealth skill group 4, Swimming 3
  Qualities: Magician
  Spells: Acid Stream, Armor, Ball Lightning, Combat Sense, Control 
  Actions, Control Emotions, Control T oughts, Flamethrower, Heal, 
  Improved Invisibility, Increase Reflexes, Levitate, Lightning Bolt, 
  Magic Fingers, Manabolt, Manaball, Physical Barrier, Powerbolt, 
  Powerball, Punch, Shatter
  TASK FORCE MAGUS MOBILE LODGES
  The idea behind the mobile lodge is a simple one: to provide Task Force 
  Magus command magicians the beneﬁ ts of a magical lodge while in the ﬁ eld. 
  The mobile lodge itself is nothing more than an armored trailer that can easily 
  be transported by most ground vehicles pickup truck size and higher or airlifted 
  by an appropriate craft. The inside of the lodge is customized to the speciﬁ c 
  user’s speciﬁ cations but also act as their personal quarters while in the ﬁ eld 
  or as a mobile command post if necessary. While each lodge is not forwardly 
  deployed, they are sufﬁ ciently armored and come equipped with the latest in 
  communications gear and can be completely sealed in the event of a chemical 
  or biological attack. Because of their magical nature, most mobile lodges also 
  boast their own unique magical defenses and security as well. 
  Body
  Armor
  Availability
  Cost
  20
  20
  N/A
  50,000
  
  42
  TEAM ZERO
  Metamagic: Centering
  Gear: Commlink (Device Rating 5), camouf age suit, form-f tting 
  body armor (full suit), glasses (Rating 3 with image link, thermographic 
  vision, smartlink), medkit (Rating 5), power focus (Force 2), mobile 
  lodge, smart pouch system (with combat load vest, ammunition pouch-
  es, optional: ration pouch and smart canteen), subvocal microphone
  Weapons:
  Shiawase Arms Tactical Model 71 [SMG, DV 5P, AP –4, SA/BF, 
  RC 1(3), 25(c), w/ electronic f ring, folding stock, melee hard-
  ening, reduced weight, safe target system, smartlink, APDS 
  ammo (total clips x4)]
  Ares Predator IV [Heavy Pistol, DV 5P, AP –5, SA, RC —, 15(c), 
  w/ smartlink, APDS Rounds (3 clips)]
  Survival Knife [Blade, Reach —, DV 3P, AP–1]
  Combat Bodyguard (troll) (Professional Rating 3)
  B
  A
  R
  S
  C
  I
  L
  W
  Ess
  Init
  IP
  10(13)
  4(6)
  4(7)
  10(12)
  2
  4
  4
  3
  1.6
  8(11)
  1
  Condition Monitor Boxes (P/S): 12/10
  Armor (B/I): 20/18
  Active Skills: Armorer 4, Athletics skill group 4, Close Combat skill 
  group 4, Computer 4, Data Search 3, Demolitions 3, Disguise 3, Dodge 
  2, Electronic Warfare 3, Firearms skill group 4, First Aid 2, Gunnery 4, 
  Heavy Weapons 4, Inf ltration 2, Intimidation 5, Outdoors skill group 
  4, Parachuting 4, Perception 3, Pilot Ground Craf  4, Shadowing 2
  Augmentations: Muscle replacement 2, reaction enhancers 3, titanium 
  bone lacing
  Gear: Commlink (Device Rating 4), heavy military armor (with f re 
  resistance 5, mobility upgrade 3, nonconductivity 4, quick release 2), 
  medkit x2 (Rating 5), military helmet, monocle (Rating 3 with image 
  link, smartlink) 
  Weapons:
  Panther XXL [Assault Cannon, DV 10P, AP –5, SS, RC 1, 15(c), 
  w/ smartlink, regular ammo (3 clips)]
  Mossberg AM-CMDT [Shotgun, DV 9P(f ), +2AP, SA/BF/FA, 
  RC —,10(c), w/ smartlink, regular ammo (4 clips)]
  Combat Axe [Reach 2, (STR/2+4)P]
  Unarmed Attack 8P(9P), AP –1]
  TEAM ZERO
  Summary: Formerly a f rst-tier UCAS Navy SEAL unit, Team 
  Zero lef  the Navy under suspicious circumstances, and its members 
  now work as independent contractors, specializing in materiel recov-
  ery/denial. While known to take contracts for anyone willing to pay 
  their fees, Team Zero most of en contracts for Ares and is considered 
  their number one “go-to” unit for their most critical assignments.
  Unit History: T e operators that eventually formed Team Zero 
  met during Basic Underwater Demolitions SEAL (BUDS) School in 
  2060 and were the only ones in that class to graduate. As such, they 
  became extremely tight-knit and developed an “us versus them” atti-
  tude. During subsequent training, they also gained a reputation for 
  extreme excesses while on leave, which led to disciplinary problems and 
  several reprimands. If not for their high combat test scores, the entire 
  class may have been washed out. Once their f nal training evolutions 
  were complete, the Navy separated them as soon as possible.
  Assigned to various teams for the next few years; most of the class 
  was re-united as part of Joint Task Force Seattle in 2064. Designated 
  Unit Ten, their f rst major operation came when JTF Seattle was 
  ordered to re-take and secure the Federal District of Columbia from 
  New Revolution forces af er Crash 2.0. Af er successfully inf ltrating 
  DeeCee via the Potomac River, they began a series of coordinated 
  strikes against New Revolution targets with other UCAS Special 
  Forces units and irregular assets. During once particular strike, Unit 
  Ten and a couple of Marine FAST Teams re-took control of the 
  Washington Ship Yards. 
  > It was never revealed to the public, but New Revolution moles on board the 
  nuclear subs USS Columbus and USS Indianapolis attempted to sabotage the 
  reactors and turn them into ﬂ oating dirty bombs. Of course it never happened, 
  and I think Unit Ten secured the Indy. 
  > Snopes
  Unit Nickname: N/A
  Current Command Staff:
    
  CO: Lieutenant Commander Mark B. Helm
    
  XO: Lieutenant Sean P. Thatcher
  Unit Type: Special Operations Team
  Estimated/Known Strength: Twelve Operators
  Unit Rating: 7
  Threat Rating: High
  Current Deployment: None, location: Miami, Florida, 
  Caribbean League
  Metamagic: Centering
  Gear: Commlink (Device Rating 5), camouf age suit, form-f tting 
  body armor (full suit), glasses (Rating 3 with image link, thermographic 
  vision, smartlink), medkit (Rating 5), power focus (Force 2), mobile 
  lodge, smart pouch system (with combat load vest, ammunition pouch-
  es, optional: ration pouch and smart canteen), subvocal microphone
  Weapons:
  Shiawase Arms Tactical Model 71 [SMG, DV 5P, AP –4, SA/BF, 
  RC 1(3), 25(c), w/ electronic f ring, folding stock, melee hard-
  ening, reduced weight, safe target system, smartlink, APDS 
  ammo (total clips x4)]
  Ares Predator IV [Heavy Pistol, DV 5P, AP –5, SA, RC —, 15(c), 
  w/ smartlink, APDS Rounds (3 clips)]
  10 MERCS
  
  43
  TEAM ZERO
  > I could tell you, but then I’d have to kill you. *grin*
  > Rogue Trident
  Af er the DeeCee operation, Unit Ten was on the ascension and 
  allowed to bring the f nal members from their BUDS class into the 
  unit. Now assigned to the Joint Special Operations Command (JSOC) 
  as SEAL Team Twelve, they were deployed several times on highly 
  sensitive missions throughout the world. Despite several successful 
  operations, JSOC began receiving reports of possible problems within 
  Team Twelve including misconduct and insubordination to of  cers 
  outside of the Team. Rumors of unsanctioned missions also began to 
  circulate, but no direct evidence was uncovered. Without evidence to 
  support the rumors, JSOC was content to look the other way as long 
  as mission objectives were met. 
  T is continued until 2069 when the CIA revealed evidence that 
  implicated Team Twelve of doctoring operational reports and records 
  to cover up illegal arms trading during a Middle East operation. During 
  the court martial, the Navy failed to secure convictions because all of 
  the CIA’s evidence had been compromised or disappeared just before 
  proceedings began. Despite this, all of Team Twelve’s security clear-
  ances were revoked and they were removed from JSOC. All members 
  of Team Twelve resigned their commissions and began freelance work 
  under the handle of “Team Zero,” a dig at the SEALs and Navy.
  > Whether or not Team Twelve, or Team Zero, was actually guilty is up for debate. 
  But it was enough to cause a lot of problems on Capitol Hill. With the Crash 
  and New Revolution coup still fresh in everyone’s mind, Senate overseers were 
  taking no chances with a potential military scandal. Team Twelve and two ﬂ ag 
  ofﬁ cers from JSOC were relieved of command as sacriﬁ cial lambs.
  > Kay St. Irregular
  > There’s a reason Team Zero is Ares’ favorite—they’ve been secretly working for 
  them for years. Ever since the coup attempt, Team Zero has been in their pocket. 
  They just got sloppy in the Caliphate. Who do you think got them out of trouble 
  by making the evidence disappear? Since ‘64, Ares has been on President 
  Colloton’s shit list, but they still have a lot of supporters on the Hill.
  > Plan 9
  > Wow, you sure do talk a lot for someone who doesn’t know shit. I’m surprised 
  you’re still breathing. 
  > Rogue Trident
  > Is that a threat?
  > Plan 9
  > Oh no, if I was making a threat, we wouldn’t be having this conversation. But I 
  digress; I’m a guest here after all. I won’t say what really happened because it’s 
  no one’s business. But I will say that Ares treats us a lot better than Uncle Sam 
  ever did. Take that however you want.
  > Rogue Trident
  Now completely freelance, Team Zero has embraced the merce-
  nary mindset and taken a wide variety of clients/contracts, including 
  contracts against the UCAS. Team Zero is willing to take on any 
  contract and go to any lengths to fulf ll said contract. While they 
  generally do not engage in wanton destruction or endanger civilians, 
  they do not hesitate should they f nd it tactically necessary. T eir 
  most famous—or infamous—escapade to date was the retrieval of 
  former AresSpace executive, Arnold Sutton, who attempted to defect 
  to EVO in 2071. While specializing in material recovery, Team Zero 
  also engages in several side projects and has been known to f eld-test 
  weapons and gear for select clients. Currently, Team Zero has been 
  inactive, concentrating on moving their operation from Tsimshian to 
  their new state-of-the-art complex in Miami. 
  > Say what you want about Team Zero, they are good. A bit ﬂ ashy, extremely 
  ruthless, but good. The Sutton retrieval was a piece of work. First they located 
  the Evo executive yacht in open water, successfully boarded, sabotaged, and 
  then egressed without anyone knowing a damn thing until it was all over. 
  > Mika
  > Flashy? Team Zero is nothing more than a boys club with a Peter Pan complex, 
  zero morals, and egos that rival a great dragon. Yeah, they get lucky, but they 
  take too many chances and care more about style than anything else. They look 
  and act more like sim-action stars than real professionals. Have you seen their 
  “compound” in Miami? It’s a gaudy party-palace better suited for reality-sims and 
  attracting groupies than training for real missions. It pretty much sums up their 
  entire attitude about everything. How they’ve lasted this long is beyond me.
  > Hard Exit
  TEAM ZERO
  TEAM ZERO
  TEAM ZERO
  TEAM ZERO
  TEAM ZERO
  TEAM ZERO
  TEAM ZERO
  TEAM ZERO
  TEAM ZERO
  TEAM ZERO
  TEAM ZERO
  TEAM ZERO
  TEAM ZERO
  TEAM ZERO
  NEWSNET SPECIAL BULLETIN!
  Posted 02:45:01/09-10-71 
  MISSING YACHT FOUND IN SEA OF JAPAN!
  COAST GUARD LOCATES AND IDENTIFIES WRECKAGE
  Following an extensive search, the Japanese Coast Guard located 
  the Evening Star, which was reported missing after it failed to return to its 
  home port in Vladivostok four days ago. According to Coast Guard ofﬁ cials, 
  wreckage from the Evo-owned and registered vessel was discovered in the 
  northwest area of the Sea of Japan near Russian waters. Initial forensic 
  evidence of the wreckage indicates the vessel suffered catastrophic damage 
  that destroyed it with all hands lost. The exact cause of this is unknown, 
  although the Coast Guard is still searching for the ship’s black box. The names 
  of those lost have not been released, pending notiﬁ cation of the families, but 
  sources indicate that several Evo and Rostkosmos executives were on board 
  at the time of the disaster.
  <<Link here for more information!>>
  TEAM ZERO “BODY BAG”
  Because of their preference for aquatic operations, Team Zero commis-
  sioned Ares to develop a multi-use storage system that can be easily stored 
  and deployed quickly to secure and transport sensitive items, including 
  metahumans, underwater. The result was dubbed “The Body Bag” by Team 
  Zero and was ﬁ rst used during the Sutton retrieval. Made of a semi-expand-
  ing plastic material that also acts as a thermo and signature dampener, it can 
  easily accommodate subjects or objects troll-sized or smaller. A small unit is 
  also included that can be attached to provide at least ten minutes of oxygen 
  and sufﬁ cient heat to keep any living subjects alive or to vacuum-seal if 
  necessary. The Body Bag’s one drawback is that it fails to provide a sufﬁ cient 
  ballistic barrier, but is quite resistant to impact.
  Ballistic
  Impact
  Availability
  Cost 
  3
  10
  24
  3,000
  
  44
  TEAM ZERO
  Capabilities: Consisting of only twelve members, Team Zero has 
  maintained the same skill levels they had while serving in the UCAS 
  Navy. Each member is a generalist but has a preferred specialty such 
  as combat hacker, medic, or demolitions expert. Because of their 
  association with Ares, they also have access to every kind of weapon, 
  vehicle, gear, and combat drug known to man. In keeping with their 
  SEAL roots, Team Zero prefers contracts that are in or around water; 
  although they are just as capable in any other environment. When 
  they deploy on a mission, it’s of en as an eight- to ten-person unit with 
  at least two members holding back to act as a reserve element. Team 
  members are said to make use of extensive combat augmentations; the 
  internal air tanks being the most popular.
  Despite their capabilities, Team Zero does have some signif cant 
  handicaps. T e f rst is their limited roster. While this has allowed them 
  to form a distinct synergy that enhances their performance, it limits 
  their contract choices because they do not have the manpower for 
  long-term operations. Given their preferred mission prof le, however, 
  this is not of en an issue unless a team member is signif cantly injured. 
  When this does happen, the team is of en unavailable for contracts for 
  weeks or months at a time. 
  T is problem is further compounded because the team refuses to 
  allow “outsiders” into the group. Combined with the fact that most 
  of the team is human and approaching their mid- to late-thirties, it is 
  unknown what their long-term viability as a unit will be, even with 
  modern technology. T eir f nal issue is the lack of magical assets. 
  Currently, Team Zero has only one magician. Should he be compro-
  mised or killed in action, it would greatly af ect the team dynamic 
  and capability. 
  NOTABLE MEMBERS: TEAM ZERO
  Lt. Commander Mark Helm (Jr)
  A third-generation Navy-brat and second-generation SEAL, 
  Commander Helm grew up idolizing his father, Master Chief Petty 
  Of  cer Mark Helm, Sr. Although Mark Junior saw his father maybe 
  two or three months out of the year and was raised by his mother (who 
  despised his father), he wanted nothing more than to grow up to be 
  just like him. Af er Master Chief Helm was killed in action when Mark 
  Junior was twelve, the loss did not devastate him; it motivated him. 
  He became a top athlete in track and swimming, graduated school 
  with honors, and was considered very popular with the student body. 
  T is was a monumental accomplishment considering his mother had 
  become an alcoholic who drif ed from boyfriend to boyfriend. Af er 
  high school Mark Junior was accepted into the UCAS Naval Academy 
  where he graduated third in his class. Two years af er graduating, he 
  was accepted into BUDS training and rose quickly in the ranks af er 
  earning his trident. A born leader with a can-do attitude, Commander 
  Helm was on the fast track to a captaincy until an operation to the 
  Arabian Caliphate stopped his career cold. T e operation, unknow-
  ingly backed by Ares, called for Helm and his team to pose as rogue 
  operators to inf ltrate a weapons ring. T e mission went badly and the 
  CIA handler was killed. Ultimately, Helm’s team was scapegoated and 
  court-martialed. Feeling betrayed by his country, he gladly accepted 
  an of er by Ares to handle various odd jobs for them. Helm readily 
  accepted and has fully embraced the mercenary mindset. With no 
  restrictions other than getting the job done, Helm lives his life on the 
  edge, caring only for the next payday. 
  Human male
  B
  A
  R
  S
  C
  I
  L
  W
  Edg
  Ess
  Init
  IP
  5(6)
  5(6)
  5(7)
  6
  4
  4
  4(5)
  4
  5
  3.15
  9(11)
  1(3)
  Condition Monitor Boxes (P/S): 11/10
  Armor (B/I): 12/7
  Active Skills: Armorer 3, Climbing 4, Computer 4, Close Combat skill 
  group 5, Computer 3, Data Search 3, Demolitions 3, Dodge 4, Diving 
  6, Electronic Warfare 3, Firearms skill group 4, First Aid 3, Gunnery 3, 
  Gymnastics 4, Heavy Weapons 3, Inf uence skill group 5, Instruction 
  4, Intimidation 5, Outdoors skill group 4, Parachuting 4, Perception 5, 
  Pilot Aircraf  3, Pilot Ground Craf  4, Pilot Watercraf  4, Running 4, 
  Stealth skill group 5, Swimming 6, T rowing Weapons 4
  Knowledge Skills: Alcoholic Beverages 5, Area: Miami Metroplex 
  4, Area: DeeCee 4, Area: Middle East 4, Military/UCAS (Navy) 4 
  (+6), Bounty Hunters 4, Corporation: Ares 5, Classic Cars 4, Fitness 4, 
  Mercenary Haunts 3, Mercenary Units 4, Military Operations: Special 
  Operations, Oceanography 4, Small-Unit Tactics 5
  Languages: Arabic 3, Aztlan Spanish 3, English N
  Augmentations: Cybereyes (Rating 2, w/ low-light vision, smartlink, 
  thermographic vision), cerebral booster 1, internal air tank, extended 
  volume 3, muscle toner 1, plastic bone lacing, synaptic booster 2
  Gear: Body Bag (x3), commlink (Device Rating 5), camouf age suit, 
  form-f tting body armor (full suit), medkit (Rating 6), oxsys artif cial 
  gill, smart pouch system (with combat load vest, ammunition pouches, 
  optional: ration pouch and smart canteen), subvocal microphone
  Weapons:
  Ares HVAR [Assault Rif e, DV 5P, AP* –4, SA/BF/FA, RC 3(4), 
  50c, w/ internal smartgun system, rigid stock, shock pad, 
  APDS ammo (3 clips), regular ammo (2 clips)] *When APDS 
  ammo used; otherwise AP —
  Colt M-24A3 Water Carbine [SMG, DV 5P, AP* –4, SA/BF, RC 
  2, 30(c), w/ foregrip, internal smartlink, sling, APDS ammo 
  (2 clips), regular ammo (3 clips)] *When APDS ammo used; 
  otherwise AP —
  Ares Predator IV [Heavy Pistol, DV 5P, AP –5, SA, RC —, 15(c), 
  w/ internal smartgun system, APDS Rounds (3 clips)]
  Survival knife [Blade, Reach —, DV 4P, AP –1]
  Unarmed Strike [DV 4P]
  NPCS: TEAM ZERO
  Team Zero Operator (Professional Rating 4)
  B
  A
  R
  S
  C
  I
  L
  W
  Ess
  Init
  IP
  5(6)
  5(6)
  5(7)
  6
  3
  4
  4(5)
  4
  3.15
  9(11)
  1(3)
  Condition Monitor Boxes (P/S): 11/10
  Armor (B/I): 12/7
  Active Skills: Climbing 4, Computer 4, Close Combat skill group 
  5, Computer 3, Data Search 3, Demolitions 3, Dodge 4, Diving 5, 
  Electronic Warfare 3, Firearms skill group 4, First Aid 3, Gunnery 3, 
  Gymnastics 4, Heavy Weapons 3, Inf uence skill group 4, Instruction 
  4, Intimidation 5, Outdoors skill group 4, Parachuting 4, Perception 5, 
  Pilot Aircraf  3, Pilot Ground Craf  4, Pilot Watercraf  4, Running 4, 
  Stealth skill group 5, Swimming 6, T rowing Weapons 4
  Capabilities: Consisting of only twelve members, Team Zero has 
  maintained the same skill levels they had while serving in the UCAS 
  Navy. Each member is a generalist but has a preferred specialty such 
  as combat hacker, medic, or demolitions expert. Because of their 
  association with Ares, they also have access to every kind of weapon, 
  vehicle, gear, and combat drug known to man. In keeping with their 
  SEAL roots, Team Zero prefers contracts that are in or around water; 
  although they are just as capable in any other environment. When 
  they deploy on a mission, it’s of en as an eight- to ten-person unit with 
  at least two members holding back to act as a reserve element. Team 
  members are said to make use of extensive combat augmentations; the 
  internal air tanks being the most popular.
  Despite their capabilities, Team Zero does have some signif cant 
  10 MERCS
  
  45
  TEAM ZERO
  TEAM ZERO
  TEAM ZERO
  Augmentations: Cybereyes (Rating 2 with low-light vision, smartlink, 
  thermographic vision), cerebral booster 1, internal air tank, extended 
  volume 3, muscle toner 1, plastic bone lacing, synaptic booster 2
  Gear: Body Bag (x3), commlink (Device Rating 5), camouf age suit, 
  form-f tting body armor (full suit), medkit, oxsys artif cial gill, smart 
  pouch system (with combat load vest, ammunition pouches, optional: 
  ration pouch and smart canteen), subvocal microphone
  Weapons:
  Ares HVAR [Assault Rif e, DV 5P, AP* –4, SA/BF/FA, RC 3(4), 
  50c, w/ internal smartgun system, rigid stock, shock pad, 
  APDS ammo (3 clips), regular ammo (2 clips)] *When APDS 
  ammo used; otherwise AP —
  Colt M-24A3 Water Carbine [SMG, DV 5P, AP* –4, SA/BF, RC 
  2, 30(c), w/ foregrip, internal smartlink, sling, APDS ammo 
  (2 clips), regular ammo (3 clips)] *When APDS ammo used; 
  otherwise AP —
  Ares Predator IV [Heavy Pistol, DV 5P, AP –5, SA, RC —, 15(c), 
  w/ internal smartgun system, APDS Rounds (3 clips)]
  Survival knife [Blade, Reach —, DV 4P, AP –1]
  Unarmed Strike [DV 4P]
  Team Zero Hacker (Professional Rating 3)
  B
  A
  R
  S
  C
  I
  L
  W
  Ess
  Init
  IP
  5(6)
  5(6)
  5(7)
  6
  3
  4
  4(5)
  4
  2.55
  9(11)
  1(3)
  Matrix Initiative/IP: 10/3
  Condition Monitor Boxes (P/S): 11/10
  Armor (B/I): 12/7
  Active Skills: Climbing 4, Close Combat skill group 4, Cracking skill 
  group 5, Demolitions 3, Diving 5, Dodge 4, Electronics skill group 5, 
  Firearms skill group 4, First Aid 3, Gunnery 3, Gymnastics 4, Heavy 
  Weapons 3, Influence skill group 4, Instruction 2, Intimidation 4, 
  Outdoors skill group 4, Parachuting 4, Perception 5, Pilot Aircraf  3, 
  Pilot Ground Craf  4, Pilot Watercraf  4, Running 4, Stealth skill group 
  5, Swimming 6, T rowing Weapons 2
  Augmentations: Commlink (Device Rating 5), cybereyes (Rating 2, 
  w/ low-light vision, smartlink, thermographic vision), cerebral Booster 
  1, control rig, datajack, internal air tank, extended volume 3, muscle 
  toner 1, synaptic booster 2
  Gear: Body Bag (x3), medkit (Rating 5), OXSYS artif cial gill, smart 
  jammer (area, Rating 5), smart jammer (directional, Rating 5), cam-
  ouf age suit, form-f tting body armor (full suit), sim module (hot-sim 
  modif ed), smart pouch system (w/ combat load vest, ammunition 
  pouches, optional: ration pouch and smart canteen), subvocal micro-
  phone
  Matrix Gear: Programs: Analyze 5, Armor 5, Attack 5, Biofeedback 
  Filter 5, Browse 4, Command 5, Data Bomb 3, Decrypt 4, Edit 4, 
  Exploit 5, Scan 5, Spoof 5, Stealth 5, Track 4
  Weapons
  Ares HVAR [Assault Rif e, DV 5P, AP* –4, SA/BF/FA, RC 3(4), 
  50c, w/ internal smartgun system, rigid stock, shock pad, 
  APDS ammo (3 clips), regular ammo (2 clips)] *When APDS 
  ammo used; otherwise AP —
  Colt M-24A3 Water Carbine [SMG, DV 5P, AP* –4, SA/BF, RC 
  2, 30(c), w/ foregrip, internal smartlink, sling, APDS ammo 
  (2 clips), regular ammo (3 clips)] *When APDS ammo used; 
  otherwise AP —
  Ares Predator IV [Heavy Pistol, DV 5P, AP –5, SA, RC —, 15(c), 
  w/ internal smartgun system, APDS Rounds (3 clips)]
  Survival knife [Blade, Reach —, DV 4P, AP –1]
  Unarmed Strike [DV 4P]
  Team Zero Magician (Professional Rating 4)
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  5
  5
  5
  4
  4
  4
  4
  5
  6
  5
  6
  9
  1
  Condition Monitor Boxes (P/S): 11/11
  Armor (B/I): 12/7
  Active Skills: Assensing 4, Astral Combat 4, Climbing 4, Close 
  Combat skill group 5, Conjuring skill group 4, Computer 3, Data 
  Search 3, Demolitions 3, Dodge 4, Diving 5, Electronic Warfare 3, 
  Firearms skill group 4, First Aid 3, Gunnery 2, Gymnastics 3, Heavy 
  Weapons 2, Influence skill group 4, Instruction 4, Intimidation 4, 
  Outdoors skill group 4, Parachuting 4, Perception 5, Pilot Aircraf  3, 
  Pilot Ground Craf  4, Pilot Watercraf  4, Running 4, Sorcery skill group 
  4, Stealth skill group 4, Swimming 6, T rown Weapons 4
  Spells: Armor, Detect Enemies Extended, Flamethrower, Heal, 
  Improved Invisibility, Increase Reflexes, Levitate, Magic Fingers, 
  Manabolt, Manaball, Mindlink, Physical Barrier, Powerbolt, Powerball
  Gear: Body Bag (x3), commlink (Device Rating 5), camouf age suit, 
  form-f tting body armor (full suit), medkit, oxsys artif cial gill, power 
  focus (Force 3), smart pouch system (with combat load vest, ammu-
  nition pouches, optional: ration pouch and smart canteen), subvocal 
  microphone
  Weapons:
  Ares HVAR [Assault Rif e, DV 5P, AP* –4, SA/BF/FA, RC 3(4), 
  50c, w/ internal smartgun system, rigid stock, shock pad, 
  APDS ammo (3 clips), regular ammo (2 clips)] *When APDS 
  ammo used; otherwise AP —
  Colt M-24A3 Water Carbine [SMG, DV 5P, AP* –4, SA/BF, RC 
  2, 30(c), w/ foregrip, internal smartlink, sling, APDS ammo 
  (2 clips), regular ammo (3 clips)] *When APDS ammo used; 
  otherwise AP —
  Ares Predator IV [Heavy Pistol, DV 5P, AP –5, SA, RC —, 15(c), 
  w/ internal smartgun system, APDS Rounds (3 clips)]
  Survival knife [Blade, Reach —, DV 3P, AP –1]
  Unarmed Strike [DV 3P]
  
  46
  THUNDER CORPS
  THUNDER CORPS
  Summary: While many in the mercenary community consider the 
  Desert Wars as nothing more than a corporate blood sport pandering 
  to the masses, individual mercenaries still f ock to this to this annual 
  event (or the knock-of  Mojave Wars) to compete for fortune and glory. 
  One such unit is the T under Corps, a mixed unit that f elds some of 
  the most advanced vehicles and gear seen in the competition thanks to 
  the vast individual fortunes of the unit’s command staf . Unfortunately 
  for the T under Corps, its commanders are a group of self-absorbed, 
  self-centered egotists who care more about their image and reputation 
  than f ghting their opponents. T is situation likely stems from the fact 
  that the current T under Corps was formed from a group of extremely 
  wealthy individuals (with zero actual military experience) who were part 
  of a “historical re-enactment society.” Af er purchasing several surplus 
  vehicles and gear, they decided to become real mercenaries. 
  Af er my initial review, I was convinced that this so-called unit 
  was totally worthless for our cause and almost terminated my investiga-
  tion. But on further inspection, I realized that while they may not be 
  valuable to us, their unpredictable nature and the fact that they are 
  looking to expand beyond the Desert/Mojave Wars means they could 
  be potential adversaries, so I continued with my work.
  Unit History: T e current unit known as the T under Corps is 
  not the f rst unit to use this name. T e f rst T under Corps was an 
  armored company formed when soldiers from several European units 
  shattered in the Euro Wars were able to obtain several pieces of cast-of  
  or forgotten equipment and form their own unit. T rough bravery, 
  determination, and luck, the f rst T under Corps expanded their ranks 
  and reputation, taking a series of high-risk, high-reward contracts in 
  the Middle East and Eastern Europe, rising to become one of the pre-
  mier mercenary units of its day. 
  > Most of the Thunder Corps were conveniently forgotten about and placed in 
  “transfer limbo” by their respective commanders because they were, surprise, 
  surprise, metahumans. I wonder how many good ofﬁ cers European militaries 
  lost because of their prejudice?
  > Clockwork
  > Huh. So, Clockwork, talked to the kettle lately?
  > Netcat
  > Thunder Corps were so good that MET2000 tried to recruit them into their 
  ranks. Of course they declined, mostly because of the way they had been treated 
  by their respective commanders during the Euro Wars and weren’t exactly the 
  trusting types when it came to handing over operational command. 
  > Picador
  Af er thirty-plus years of service, the f rst T under Corps was 
  f nally defeated in 2062, but it took a natural disaster to do it. While 
  contracted by the Yucatan to f ght against Aztlan aggression, the entire 
  unit was completely destroyed when massive earthquakes and f oods 
  ravaged the region. With no survivors to hold the claim, the unit’s 
  name became an open license and was eventually taken up in 2070 
  by f ve members of a group known as the International Battle Society. 
  > Wait, you can do that?
  > Slamm-0!
  > Yes. A mercenary unit is considered a business, and their name, accompanying 
  logos, unit symbols, and so on are considered copyrighted material. And just like 
  with any company that goes under for whatever reason, someone can come in 
  and buy out said copyright.
  > Mr. Bonds
  > Several families of the original Thunder Corps members tried to sue to block the 
  sale, claiming they were already in the process of obtaining the rights to the name. 
  The attorneys for the IBS were able to undercut the process and get it ﬁ rst.
  > Sunshine
  > Rich, connected guys subverting legal processes? Go ﬁ gure.
  > Aufheben 
  T e IBS was a group of military enthusiasts who collected surplus 
  military hardware in order to engage in mock battles. Formed in 2066, 
  they took advantage of the chaos following Crash 2.0 to obtain most 
  of their vehicles. It was during their search for vehicles and gear that 
  six members of the IBS f rst heard of the T under Corps and eventu-
  ally discovered an abandoned T under Corps warehouse containing 
  several vehicles. Records indicated these were new or recently repaired 
  Unit Nickname: Blunder Corps
  Current Command Staff:
    
  CO: General Adam J. Darnell
    
  XO: Colonel Tamara Pitt
  Unit Type: Mixed Unit Company
  Estimated/Known Strength: Two armor companies 
  with one infantry, artillery, and air support companies
  Unit Rating: 4
  Threat Rating: Low to Moderate
  Current Deployment: None
  Unit Nickname: Blunder Corps
  Current Command Staff:
    
  CO: General Adam J. Darnell
    
  XO: Colonel Tamara Pitt
  Unit Type: Mixed Unit Company
  Estimated/Known Strength: Two armor companies 
  10 MERCS
  
  47
  THUNDER CORPS
  vehicles scheduled to replace battlef eld losses. Deciding to show up 
  the rest of the IBS, the group obtained the rights to the name T under 
  Corps and began using their new acquisitions in their mock battles. 
  T e new T under Corps dominated these various events for the next 
  two years.
  > The IBS is more than a group of “enthusiasts”; they’re a bunch of trust-funders 
  with too much money and not enough common sense. Most people like to 
  collect cars, bikes, or even planes. These people get off by playing solider with 
  military hardware. Of course, they could always join a real military, but that 
  would require work and dedication. And they simply can’t have that now can 
  they? These people embody everything I hate about high society; they’re worse 
  than the corps. 
  > Aufheben 
  In early 2070, the commanders of the T under Corps became 
  bored playing soldier. T ey f gured that with all the hardware they 
  had accumulated and all the battles they had easily won, they would 
  make great mercenaries. On March 4, 2070 the new (and improved) 
  T under Corps registered with the Mercenary Guild and began a 
  massive recruitment drive. Paying twice the going rate for soldiers and 
  support staf , they had little trouble f lling out their roster. Within 
  a month, they had a little over a full company’s worth of armor and 
  infantry with suf  cient support staf . Af er another month of train-
  ing, the T under Corps accepted their f rst contract in the Namibian 
  region of Angola for Universal Omnitech. 
  > Only a month of training?! What the hell? How can a fresh-out-of-the-box unit 
  expect to have any cohesion with only a month training together?
  > Mika
  > Who needs training when your commanders issue top-of-the-line gear and are 
  slotting bleeding-edge skillsofts? That should be more than enough. 
  > Aufheben
  T e mission was a simple one: provide heavy armor and artillery 
  support for ground troops trying to secure contested diamond f elds. 
  At f rst the mission went as planned, but the T under Corps infantry 
  commander mistook an incoming message as a call for f re support. 
  T e artillery commander opened up without verifying the target and 
  started shelling the battle zone, including friendly forces. T e rest of the 
  unit, not wanting to miss out on the action, charged full force into the 
  engagement zone, blasting anything that moved. T e T under Corps 
  succeeded in subduing the enemy and taking the f eld, but they were 
  
  48
  THUNDER CORPS
  also responsible for several instances of friendly f re, massive property 
  damage, and excessive loss of life. Outwardly, Universal Omnitech 
  claimed the operation was a success despite the numerous protests of 
  other mercenary commands. Behind the scenes, the contract was quietly 
  dropped, leaving the T under Corps free to seek out new employment. 
  T ey would spend the next year bouncing around the Middle East and 
  Africa, building on the reputation started at Angola.
  > One of the biggest assets that hasn’t been mentioned so far is the cadre of 
  attorneys Thunder Corps keep on retainer. Because the T-Corps don’t really care 
  about the collateral damage they inﬂ ict, they usually end up forking over a good 
  chunk of their revenue in pay-offs. But then their lead attorney, Leon Benson 
  is a corporate shark more than used to taking care of such things in a way that 
  beneﬁ ts his clients the most. For him, the Thunder Corps is easy money. 
  > Mr. Bonds
  > As for the rest of the corps, they tend to see service with the Blunder Corps as a 
  double-edged sword. Yeah, the pay is insane and the beneﬁ ts are phenomenal—
  if you survive. Thunder Corps has one of the worst survival rates of any current 
  mercenary command. But yet they have no problems getting new recruits. 
  > Black Mamba
  > They do have one saving grace: their chief NCO, Sergeant Major Xander Hobbs, 
  who is a grizzled old ork with an impressive service jacket. When it hits the 
  fan, he’s usually the one who get things sorted out and is the only one General 
  Darnell will listen too. If not for him, they would all be dead by now. I just 
  wonder why someone like him would hitch with such Charlie-Foxtrot of a unit.
  > Hard Exit
  > Because no one else will have him. He has the skill, but he Fifty-Eighted back in 
  ‘64. Supposedly he let himself get too drunk and his unit got hosed when rioting 
  locals charged his unit’s post after Crash 2.0. His people paid the price, and he’s 
  been in the bottle ever since. 
  > Picador
  In early 2073, T under Corps had been involved in six dif erent 
  contracts but had dif  culty securing any more. Even with the various 
  fortunes at their disposal, the unit was starting to hemorrhage nuyen 
  at an alarming rate. T eir saving grace came later that year when talent 
  agents from Horizon approached them for Mojave Wars. T e T under 
  Corps command staf  jumped at the opportunity. While the Mojave 
  Wars were ultimately a failure, T under Corps proved to be one of 
  the few bright spots, at least from a ratings perspective. Each of the 
  division commanders took to the over-the-top reality-trid format with 
  gusto. Whenever the T under Corps were highlighted, the ratings 
  surged by at least f f een points, despite repeated poor performances 
  by the unit in the f eld. A large fan base formed, and several Matrix 
  sites dedicated to the T under Corps were established. Fans weren’t 
  watching because of the unit’s tactical skills; they watched to see the 
  various commander’s antics as they tried to out-do each other and earn 
  more face-time. 
  > I love these guys! They’re in talks with Pathﬁ nder Multimedia to produce their 
  own reality trid-show about their exploits. I hope they get the deal, they’re 
  great to watch! It’s like a train wreck with bullets and missiles. I loved it when 
  the helo-pilot chick tried to land on one of the other unit commanders during a 
  love spat. Classic. 
  > /dev/ grrl 
  > I think it just got closer to the green light. Famed sim-director/producer and 
  “Man of Action” Gunther Delta has ofﬁ cially attached his name to the project 
  as executive producer and that may be enough for Pathﬁ nder. I guess he still 
  has a bit of the military bug in his ass or he’s just trying to cash-in on the 
  success of his docu-action-drama Crimson Jungle. It’s international take is 
  well into the billions.
  > Sunshine
  > From what I’ve been told, sponsors are already tripping over themselves to 
  get a piece of this action. They’ve even approached Maria Mercurial to do a 
  theme song. 
  > Kat o’ Nine Tales
  > I will do you one better. I have just learned that agents representing Horizon, 
  Pathﬁ nder Multimedia, and Thunder Corps have secured the purchase of a 
  Ruhrmetal Behemoth C4 Main Battle Tank. I cannot think of a better centerpiece 
  for such a program, da? 
  > Red Anya 
  Capabilities: T e T under Corps is currently composed of f ve 
  separate divisions, which in reality are oversized companies. Each com-
  pany has its own support staf  in charge of keeping the unit operational, 
  be it repairing vehicles or tending to medical needs. T e T under Corps 
  also has access to enough transportation assets to move the entire unit 
  should the need arise. Combat vehicles are also replaced on a regular 
  basis as battle damage takes its toll, or as the commanders simply become 
  bored with them. Because of their funds and connections, they can gain 
  access to a greater range of vehicles and gear than they deserve. 
  Logistically, each division is a f eld commander’s dream because 
  they are equipped with state-of-the-art vehicles and gear that rival 
  most corporate and national units. T is should give the unit a decisive 
  advantage in the f eld, but in reality, the lack of unit cohesion, average 
  skill sets, overreliance of skillsof s, and inf ghting among the command 
  staf  hamper most of the T under Corps’ operations and limit their 
  overall ef ectiveness. On the few occasions when the unit has been able 
  to work together, the results have been spectacular as their brute-force 
  approach completely obliterated their rivals. 
  THUNDER CORPS BATTLECAM
  These small hover drones were speciﬁ cally designed to follow the com-
  mand staff of the Thunder Corps and provide as much footage of them as 
  possible. Each BattleCam is equipped with state-of-the-art sensors to record as 
  many views as possible under any conditions and packs signiﬁ cant encryption 
  software to prevent hacking. Because they are constantly seen with the ﬁ ve 
  commanders, they have become a part of the persona and each of them have 
  taken to customizing the looks of their BattleCams. General Darnell has his 
  painted to look like a roman helm, while Colonel Pitt has hers looking like an 
  owl face. Major De La Mar painted his a simple blue with white pin stripping. 
  Major Flores employs the appropriate environmental camo and Major Sato’s 
  boasts the Japanese kanji for “bravery,” “honor,” and “power.”
  Handl
  Accel
  Spd
  Pilot
  Body
  Arm
  Sens
  Avail
  Cost
  +1
  10/30
  60
  4
  10
  10
  5
  14F
  15,000
  Std Upgrades/Accessories: Clearsight Autosoft 2, Improved Sensor Array
  also responsible for several instances of friendly f re, massive property 
  damage, and excessive loss of life. Outwardly, Universal Omnitech 
  claimed the operation was a success despite the numerous protests of 
  other mercenary commands. Behind the scenes, the contract was quietly 
  dropped, leaving the T under Corps free to seek out new employment. 
  T ey would spend the next year bouncing around the Middle East and 
  Africa, building on the reputation started at Angola.
  > One of the biggest assets that hasn’t been mentioned so far is the cadre of 
  attorneys Thunder Corps keep on retainer. Because the T-Corps don’t really care 
  about the collateral damage they inﬂ ict, they usually end up forking over a good 
  chunk of their revenue in pay-offs. But then their lead attorney, Leon Benson 
  is a corporate shark more than used to taking care of such things in a way that 
  10 MERCS
  
  49
  THUNDER CORPS
  NOTABLE MEMBERS: 
  THUNDER CORPS
  General Adam Darnell, 
  Corps Commanding Officer/ CO Heavy Armor Division
  Son of a retired CAS Senator from Georgia, General Darnell hails 
  from a family with old money that dates back to the early nineteenth 
  century. He grew up in Atlanta learning how to be a leader from his 
  father. T ose lessons usually entailed learning how to manipulate 
  people to get whatever he wanted by any means necessary. At a 
  young age he became enamored by other leaders in history including 
  Alexander the Great, Hannibal, and Damien Knight. Wanting to prove 
  he was a great leader and tactician, he joined the IBS to showcase his 
  skills and still maintain his proper position in society. His skills as a 
  commander are somewhat lacking as he tends to disregard advice from 
  his fellow commanders and does what he pleases on the battlef eld. 
  Human male
  B
  A
  R
  S
  C
  I
  L
  W
  Edg
  Ess
  Init
  IP
  3
  3
  3(6)
  4
  5
  4
  4
  5
  5
  3.1
  7(10)
  1
  Condition Monitor Boxes: 10/11
  Armor (B/I): 13/7
  Qualities: First Impression, SINner
  Active Skills: Artisan (Acting) 5 (+2), Artisan (Speaking) 4 (+2), 
  Automatics 2, Blades 2, Climbing 3, Clubs 2, Computer 4, Data Search 
  3, Dodge 3, Disguise 3, Gunnery 2, Heavy Weapons 2, Inf ltration 3, 
  Inf uence skill group 5, Intimidation (Mental) 4 (+2), Longarms 3, 
  Palming 4, Pilot Aircraf  (Vectored T rust) 1 (+2), Pilot Ground Craf  
  3, Pilot Watercraf  2, Perception 4, Pistols 3, Professional Knowledge: 
  Political Science 5, Running 3, Swimming 3, Unarmed Combat 3
  Knowledge Skills: Entertainment Industry (Trid Shows) 3 (+2), 
  Mercenary Haunts 4, Mercenary Units 4, Military History (Leaders) 
  3 (+2), Military Tactics: Conventional 2, Politics: CAS 5, Psychology 
  3, Trid Reality Shows 4 
  Languages: Aztlan Spanish 2, English N, Spanish 2, German 2, Japanese 2
  Augmentations: Control rig, cybereyes (Rating 3, w/ eye recording 
  unit, low-light vision, image link, smartlink, thermographic vision), 
  datajack, skillwires (Rating 5), reaction enhancers 3
  Gear: Activesofts (all Rating 4: Automatics, Blades, Gunnery, 
  Longarms, Pilot Aircraf -Vectored T rust, Pilot Ground Craf , Pistols, 
  Unarmed Combat), commlink (Device Rating 6, sim module (hot-sim 
  modif ed)), form-f tting body armor (full suit), medkit (Rating 6), mili-
  tary helmet, 2 regular holsters, Victory Globetrotter line camouf age 
  jumpsuit
  Weapons:
  Ruger T-983 [Machine Pistol, DV 4P, AP —, SA/BF/FA, RC 1, 
  17(c), w/ foregrip, safe targeting system, smartlink, regular 
  ammo (3 clips)]
  Salavette Guardian [Heavy Pistol, DV 5P, SA/BF*, RC 1, 12(c), w/ 
  smartlink, regular ammo (3 clips)] 
  Survival Knife [Blade, Reach —, DV 3P, AP –1]
  *Burst Fire is a complex action
  Jefferson Davis MBT (Main Battle Tank)
  Hand
  Accel
  Speed
  Pilot
  Body
  Armor
  Sensor
  + 1
  30/100
  390
  3
  38
  32
  4
  Standard Upgrades/Accessories: Ejection Seats, Improved Sensor 
  Array, Missile Defense System, Lock-On Countermeasures, Reduced 
  Signature (Rating 3), Rigger Adaptation, Smart Armor (Rating 12), 
  4 Weapon Mounts (concealed, f xed, remote), Reinforced Weapon 
  Mount (external, heavy turret, remote), 2 Weapon Mounts (external, 
  turret, remote) 
  Weapons:
  GM Heavy Cannon [Heavy Weapon, DV 17P, AP –10/14 (people/
  vehicles), SS, Blast –1/m, 50 Belt, w/ anti-vehicle rounds, 
  heavy turret]
  Ares Firelance Vehicle Laser [Laser, DV 12P, AP –half , SS, 100* 
  turret]
  GE Vigilant Light Autocannon [Light Weapon, DV 8P, AP –6/–10 
  (people/vehicles), FA, 200 belt w/ anti-vehicle rounds, turret] 
  *only if operating without an external power source
  THUNDER CORPS UNIT TO&E, AS OF 1/1/74
  Heavy Armor Division
  Aztechnology Lobo x3
  BAE Centurion x2
  Jefferson Davis MBT
  MiG-67
  Stonewall MBT x4
  Air Support Forces
  Aztechnology Aguilar-GX x3
  Dassault Paynal x3
  Eurocopter Tiger x4
  KA-60 Hellion
  Infantry Division (vehicles)
  BMV-3 APC x7
  GD Longstreet x3
  GMC Banshee LAV x5
  M-173 APC x3
  TR-73 Transport Helos x8
   
  Light Armor Division
  BAE Centurion MBT x6
  LAV-103 Striker x3
  LAV-98 Devil Rat 
  Artillery Division
  Bridgette Tactical Vehicle x6
  Lockheed Mamba x6
  
  50
  THUNDER CORPS
  Colonel Tamara Pitt, 
  Corps Executive Officer/CO Air Support Forces
  T e daughter of a celebrated AresSpace Astronaut and Executive 
  VP of weapons R&D, Colonel Pitt grew up around military hardware 
  and took a particular interest in Rotary-wing and vectored-thrust 
  aircraf . Growing up with the typical corporate-brat superiority com-
  plex, she used her parents’ connections and money to secure private 
  lessons from Ares Military instructors. Described as an adequate pilot, 
  Colonel Pitt caused millions of nuyen in damages to various aircraf  
  because of her reckless f ying and then blackmailed her instructors into 
  taking the blame by threatening to go to their superiors and inform 
  them of their unauthorized f ights. Pitt is famous for taking various 
  prototypes on “joyrides” and for her numerous romantic liaisons. 
  Female elf
  B
  A
  R
  S
  C
  I
  L
  W
  Edg
  Ess
  Init
  IP
  3
  4
  4(7)
  3
  4
  4
  4
  4
  5
  3.1
  8(11)
  1
  Condition Monitor Boxes (P/S): 10/10 
  Armor (B/I): 13/7
  Qualities: Guts, SINner
  Active Skills: Automatics 2, Blades 2, Climbing 3, Clubs 2, Computer 
  4, Con (Seduction) 5 (+2), Data Search 3, Dodge 3, Disguise 3, 
  Etiquette 3, Gunnery 2, Heavy Weapons 2, Inf ltration 3, Intimidation 
  (Mental) 4 (+2), Longarms 3, Palming 4, Pilot Aircraf  (Vectored 
  T rust) 1 (+2), Pilot Ground Craf  3, Pilot Watercraf  2, Perception 4, 
  Pistols 2, Running 3, Swimming 3, Unarmed Combat 2
  Knowledge Skills: Corporation: Ares 4, Entertainment Industry (Trid 
  Shows) 3 (+2), Mercenary Haunts 4, Mercenary Units 4, Military 
  History (Leaders) 3 (+2), Military History: Famous Pilots 4, Military 
  Tactics: Air-to-Ground 2, Psychology 3, Trid Reality Shows 4 
  Languages: Aztlan Spanish 2, English N, Spanish 2, German 2, 
  Japanese 2
  Augmentations: Control Rig, cybereyes (Rating 3, w/ eye recording 
  unit, low-light vision, image link, smartlink, thermographic vision), 
  datajack, skillwires (Rating 5), reaction enhancers 3
  Gear: Activesofts* (all rating 4: Automatics, Blades, Gunnery, 
  Electronic Warfare, Longarms, Pilot Aircraf , Pilot Ground Craf , 
  Pistols, Unarmed Combat), commlink (Device Rating 6, sim mod-
  ule (hot-sim modif ed)), form-f tting body armor (full suit), medkit 
  (Rating 6), military (f ight) helmet, Victory Globetrotter Line camou-
  f age jumpsuit (f ightsuit)
  Weapons:
  Colt Cobra TZ-118 [SMG, DV 5P, AP, SA/BF/FA, RC 1, 32(c), 
  w/ smartlink, regular ammo (3 clips)]
  Survival Knife [Blade, Reach —, DV 3P, AP –1]
  Aztechnology Aguilar-GX (Attack Helo)
  Hand
  Accel
  Speed
  Pilot
  Body
  Armor
  Sensor
  + 1
  15/60
  400
  2
  16
  16
  2 
  Standard Upgrades/Accessories: Personal Armor 3, 3 Weapon 
  Mounts (external, remote controlled: one turret under nose, two wing 
  mounted, 2 f xed hail barrage rocket launchers), ECM 4, ECCM 4, 
  Rigger Adaptation
  Weapons:
  3 GE Vigilant Light Autocannon [Light Weapon, DV 8P, AP 
  –6/–10 (people/vehicles), FA, 200 belt w/ anti-vehicle 
  Rounds, turrets: nose, wings]
  Fleche Hail Barrage Rocket Launcher [DV 16P, AP –2/–6 (people/
  vehicles), Blast –4/m, 20 w/ anti-vehicle rounds, lef  wing]
  Fleche Hail Barrage Rocket Launcher [DV 14P, AP —, Blast –2/m, 
  20, w/ high explosive rounds, right wing] 
  Major Ricardo Flores, CO Infantry Division
  All Rico Flores wanted in life was to be a solider, but his promi-
  nent Aztechnology executive VP parents forbade him from entering 
  military service. But Rico was a stubborn and willful child, and he 
  trained his entire life to be a soldier, despite his parent’s best ef orts. 
  When he discovered the IBS, he found an outlet that his parents found 
  acceptable, until he became a real mercenary. Major Flores has packed 
  his body with as many combat augmentations as he can. His preferred 
  method of command is yelling as loud as he can and charging headlong 
  into battle. 
  Male ork
  B
  A
  R
  S
  C
  I
  L
  W
  Edg
  Ess
  Init
  IP
  8
  4(7)
  4(7)
  7(10)
  3
  4
  4
  4
  5
  2.075
  7(10)
  1
  Condition Monitor Boxes (P/S): 15/13 
  Armor (B/I): (16/14)
  Qualities: Guts, SINner, Toughness
  Active Skills: Automatics 4, Blades (Cyber-Implanted) 3 (+2), 
  Climbing 3, Clubs 3, Computer 4, Con 3, Data Search 3, Dodge 4, 
  Disguise 3, Etiquette 3, Gunnery 3, Heavy Weapons 3, Inf ltration 3, 
  Intimidation 4, Leadership 3, Longarms 4, Palming 4, Pilot Ground 
  Craft 3, Pilot Watercraft 2, Perception 4, Pistols 3, Running 3, 
  Swimming 3, Unarmed Combat 3
  Knowledge Skills: Corporation: Aztechnology 4, Entertainment 
  Industry (Trid Shows) 3 (+2), Mercenary Haunts 4, Mercenary Units 
  4, Military History (Leaders) 3 (+2), Military History: Famous Battles 
  5, Psychology 3, Small-Unit Tactics 4, Trid Reality Shows 4 
  Languages: Aztlan Spanish N, English 4, Spanish 2, German 2, 
  Japanese 2
  Augmentations: Adrenaline pump 3, cybereyes (Rating 4, w/ eye record-
  ing unit, f are compensation, image link, low-light vision, protective covers, 
  smartlink, vision magnif cation), cybergun (Heavy Pistol, lef ), dermal plat-
  ing 3, hand blade (right) 
  Gear: Commlink (Device Rating 6, sim module (hot-sim modif ed)), 
  medium military armor (w/ f re resistance 3, mobility upgrade 3, quick re-
  lease), medkit (Rating 6), military helmet, monocle [Rating 3, w/ low-light, 
  smartlink), smart pouch system (with ammo pouch, combat load vest)
  Weapons:
  Auto-Assault 16 [Shotgun, DV 7P, AP –1, SA/BF/FA, RC 2, 
  32(d), w/ sling, smartlink, regular ammo (3 drums)]
  Colt Cobra TZ-118 [SMG, DV 5P, AP, SA/BF/FA, RC 1, 32(c), 
  w/ smartlink, regular ammo (3 clips)]
  Cybergun [Heavy Pistol, DV 5P, AP –1, 10(m), regular ammo]
  Hand Blade [Blade, Reach —, DV 6P (7P)]
  Survival Knife [Blade, Reach —, DV 6P (7P), AP –1]
  Colonel Tamara Pitt, 
  Corps Executive Officer/CO Air Support Forces
  T e daughter of a celebrated AresSpace Astronaut and Executive 
  VP of weapons R&D, Colonel Pitt grew up around military hardware 
  and took a particular interest in Rotary-wing and vectored-thrust 
  aircraf . Growing up with the typical corporate-brat superiority com-
  plex, she used her parents’ connections and money to secure private 
  lessons from Ares Military instructors. Described as an adequate pilot, 
  Colonel Pitt caused millions of nuyen in damages to various aircraf  
  because of her reckless f ying and then blackmailed her instructors into 
  taking the blame by threatening to go to their superiors and inform 
  them of their unauthorized f ights. Pitt is famous for taking various 
  10 MERCS
  
  51
  THUNDER CORPS
  Major Andrew de la Mar, XO Armor Division
  Young cousin to the famous Danielle de la Mar and rival 
  of General Darnell, Andrew comes from old money and has an 
  extremely large trust fund, larger than the rest of the command of  -
  cers. He was the one who put up most of the money to start up the 
  unit and feels he should be in command. De la Mar constantly tries 
  to upstage and discredit General Darnell at every opportunity, but 
  he doesn’t have the support of the rest of the commanders to force 
  a change in command—yet. Ironically, of all the commanders, de la 
  Mar has the most tactical skill and common sense, but his envy of en 
  overshadows his judgment. 
  Human male
  B
  A
  R
  S
  C
  I
  L
  W
  Edg
  Ess
  Init
  IP
  3
  3
  3(6)
  3
  4
  4
  5
  3
  5
  3.1
  7(10)
  1
  Condition Monitor Boxes (P/S): 10/10 
  Armor (B/I): (13/7)
  Qualities: Common Sense, SINner
  Active Skills: Automatics 2, Blades 2, Climbing 3, Clubs 2, Computer 
  4, Data Search 3, Dodge 3, Disguise 3, Gunnery 2, Heavy Weapons 
  2, Inf ltration 3, Inf uence skill group 5, Longarms 3, Palming 4, Pilot 
  Ground Craf  3, Pilot Watercraf  2, Perception 5, Pistols 3, Professional 
  Knowledge: Business 4, Running 3, Swimming 3, Unarmed Combat 3
  Knowledge Skills: Entertainment Industry (Trid Shows) 3 (+2), 
  High Society 4, Mercenary Haunts 4, Mercenary Units 4, Military 
  History (Leaders) 3 (+2), Military Tactics: Armor 3, Military Tactics: 
  Conventional 3, Trid Reality Shows 4 
  Languages: Aztlan Spanish 2, English N, Spanish 2, German 2, 
  Japanese 2
  Augmentations: Control Rig, cybereyes (Rating 3, w/ eye 
  recording unit, low-light vision, image link, smartlink, thermo-
  graphic vision), datajack, skillwires (Rating 5), reaction enhancers 3
  Gear: Activesof s (all rating 4: Automatics, Blades, Gunnery, Longarms, 
  Pilot Aircraf -Vectored T rust, Pilot Ground Craf , Pistols, Unarmed 
  Combat), commlink (Device Rating 6, sim module (hot-sim modi-
  f ed), form-f tting body armor (full suit), medkit (Rating 6), military 
  helmet, 2 regular holsters, Victory Globetrotter Line camouflage 
  jumpsuit
  Weapons:
  Ruger T-983 [Machine Pistol, DV 4P, AP —, SA/BF/FA, RC 1, 
  17(c), w/ foregrip, safe targeting system, smartlink, regular 
  ammo (3 clips)]
  Ares Predator IV [Heavy Pistol, DV 5P, SA, RC 1, 15(c), w/ smar-
  tlink, regular ammo (3 clips)]
  Survival Knife [Blade, Reach —, DV 3P, AP –1]
  BAE Centurion MBT (Main Battle Tank)
  Hand
  Accel
  Speed
  Pilot
  Body
  Armor
  Sensor
  –1
  25/150
  480
  2
  32
  24
  4
  Std. Upgrades/Accessories: 3 Small Drone Racks, Large Landing 
  Drone Rack, Smart Armor (Rtg. 6), Reinforced Weapons Mount (ex-
  ternal, heavy turret, armored manual)
  Weapons:
  GM Heavy Cannon [Heavy Weapon, DV 17P, AP –10/–14 
  (people/vehicles), SS, Blast –1/m, 50 Belt, w/ anti-vehicle 
  rounds, heavy turret]
  Major Kenji Sato, CO Artillery Division
  Kenji Sato was born to a Japanese father and his Caucasian mis-
  tress in 2048. In order to keep his af air a secret, Kenji’s Shiawase VP 
  father paid of  his mother who in turn sold him out to a company rival. 
  T e money set both of them up for many years and allowed Kenji to 
  attend college in the UCAS, where he learned f nance and successfully 
  embezzled several million dollars by the time he was twenty-three. His 
  knack with numbers also made Kenji surprisingly good at artillery 
  and Kenji turned to the IBS (and later T under Corps) out of pure 
  boredom. T e once quiet and reserved accountant is now the wild man 
  of the unit and is known for his insane stunts of  the battlef eld. And 
  his sake consumption.
  Human male
  B
  A
  R
  S
  C
  I
  L
  W
  Edg
  Ess
  Init
  IP
  3
  3
  3(6)
  3
  4
  4
  5
  3
  5
  3.1
  7(10)
  1
  Condition Monitor Boxes (P/S): 10/10 
  Armor (B/I): 13/7
  Qualities: Lucky, SINner
  Active Skills: Automatics 2, Blades (Katana) 3 (+2), Climbing 3, 
  Clubs 2, Computer 5, Data Search 5, Dodge 3, Disguise 3, Gunnery 
  2, Heavy Weapons 2, Inf ltration 3, Inf uence skill group 5, Longarms 
  3, Palming 4, Pilot Ground Craf  3, Pilot Watercraf  2, Perception 5, 
  Pistols 3, Professional Knowledge: Business 4, Running 3, Swimming 
  3, Unarmed Combat 3
  Knowledge Skills: Accounting 5, Alcoholic Beverages (Sake) 4 (+2), 
  Entertainment Industry (Trid Shows) 3 (+2), Finance 6, High Society 
  4, Mercenary Haunts 4, Mercenary Units 4, Military History (Japan) 
  3 (+2), Military Tactics: Artillery 2, Military Tactics: Conventional 3, 
  Party Games 5, Trid Reality Shows 4, Trigonometry 5 
  Languages: Aztlan Spanish 2, English 4, French 4, German 2, Japanese 
  N, Spanish 3
  Augmentations: Control rig, cybereyes (Rating 3, w/ eye recording 
  unit, low-light vision, image link, smartlink, thermographic vision), 
  datajack, skillwires (Rating 5), reaction enhancers 3
  Gear: Activesofts (all rating 4: Automatics, Blades, Gunnery, 
  Longarms, Pilot Ground Craf , Pistols, Unarmed Combat), commlink 
  (Device Rating 6, Sim Module Hot-Sim modif ed), form-f tting body 
  armor (full suit), medkit (Rating 6), military helmet, 2 regular holsters, 
  Victory Globetrotter Line camouf age jumpsuit
  Weapons:
  Colt Cobra TZ-118 [SMG, DV 5P, AP —, SA/BF/FA, RC 1, 
  32(c), w/ smartlink, regular ammo (3 clips)]
  Nemesis Arms Praetorian [Heavy Pistol, DV 5P, SA, RC 1, 15(c), 
  w/ bayonet (f xed), melee hardening, smartlink, regular ammo 
  (3 clips)]
  -Bayonet [Reach 2, DV 3P, AP —]
  Katana [Sword, Reach 1, DV 5P, AP –1]
  Survival Knife [Blade, Reach —, DV 3P, AP –1]
  
  52
  THUNDER CORPS
  Lockheed Mamba (Artillery Vehicle)
  Hand
  Accel
  Speed
  Pilot
  Body
  Armor
  Sensor
  –3
  5/15
  50
  2
  20
  15
  2
  Std. Upgrades/Accessories: 3 Ammo Bins, Artillery Tactics Knowsof  
  2, Enhanced Image Screen, Improved Suspension, Reinforced Weapon 
  Mount (external, f xed, remote), Satellite Communications
  Weapons:
  Basic HE Artillery Rocket [Heavy Weapon, DV 16P, AP –2/–5, 
  SS, Blast -2/m]
  NPCS: THUNDER CORPS
  Infantry Soldier (Professional Rating 3)
  B
  A
  R
  S
  C
  I
  L
  W
  Edg
  Ess
  Init
  IP
  5
  4
  4(8)
  4
  3
  4
  4
  4
  5
  2.9
  7(12)
  1(2)
  Condition Monitor Boxes (P/S): 15/13 
  Armor (B/I): (16/14)
  Active Skills: Automatics 4, Blades 4, Climbing 4, Clubs 4, Computer 
  4, Con 2, Data Search 3, Dodge 4, Disguise 3, Etiquette 3, Gunnery 
  4, Heavy Weapons 4, Infiltration 4, Intimidation 4, Leadership 3, 
  Longarms 4, Palming 4, Pilot Ground Craft 3, Pilot Watercraft 2, 
  Perception 4, Pistols 4, Running 3, Swimming 3, Unarmed Combat 4
   Augmentations: Cybereyes (Rating 1, w/ f are compensation, low-
  light vision, thermographic, smartlink) reaction enhancers 3, wired 
  ref exes 1
  Gear: Commlink (Device Rating 6, sim module (hot-sim modif ed)), 
  medium military armor (w/ f re resistance 3, mobility upgrade 3, quick 
  release), medkit (Rating 6), military helmet, smart pouch system (with 
  ammo pouch, combat load vest) 
  Weapons:
  Natima Optimum II [Assault Rif e, DV 6P, AP –5, SA/BF/FA, RC 
  1, 30(c), w/ shock pad, smartlink, APDS ammo (3 clips)]
  -Underbarrel Shotgun [Shotgun, DV 7P, AP –1, SA, RC 1, 5(m), 
  w/ regular ammo (total rounds 10)]
  Ruger T-983 [Machine Pistol, DV 4P, AP —, SA/BF/FA, RC 1, 
  17(c), w/ foregrip, safe targeting system, smartlink, regular 
  ammo (3 clips)]
  Survival Knife [Blade, Reach —, DV 3P]
  Vehicle Rigger (Professional Rating 3)
  B
  A
  R
  S
  C
  I
  L
  W
  M
  Edg
  Ess
  Init
  IP
  3
  3
  3(6)
  3
  4
  4
  5
  3
  0
  5
  4.1
  7(10)
  1
  Condition Monitor Boxes (P/S): 10/10 
  Armor (B/I): 13/7
  Active Skills: Automatics 4, Blades 2, Climbing 3, Clubs 2, Computer 
  4, Data Search 3, Dodge 3, Disguise 3, Gunnery 4, Heavy Weapons 
  2, Inf ltration 3, Inf uence skill group 3, Longarms 2, Palming 4, Pilot 
  Aircraf  4, Pilot Ground Craf  4, Pilot Watercraf  2, Perception 5, 
  Pistols 4, Running 3, Swimming 3, Unarmed Combat 3
  Augmentations: Control Rig, cybereyes (Rating 3, w/ eye recording 
  unit, low-light vision, image link, smartlink, thermographic vision), 
  datajack, reaction enhancers 3
  Gear: Assigned vehicle/aircraf , commlink (Device Rating 6, sim mod-
  ule (hot-sim modif ed)), form-f tting body armor (full suit), medkit 
  (Rating 6), military helmet, 2 regular holsters, Victory Globetrotter 
  Line camouf age jumpsuit, survival kit
  Weapons:
  Ruger T-983 [Machine Pistol, DV 4P, AP —, SA/BF/FA, RC 1, 
  17(c), w/ foregrip, safe targeting system, smartlink, regular 
  ammo (3 clips)]
  Ares Predator IV [Heavy Pistol, DV 5P, AP –1, SA, RC —, 15(c), 
  w/ smartlink, regular ammo (3 clips)]
  Survival Knife [Blade, Reach —, DV 3P]
  Lockheed Mamba (Artillery Vehicle)
  Hand
  Accel
  Speed
  Pilot
  –3
  5/15
  50
  2
  Std. Upgrades/Accessories: 3 Ammo Bins, Artillery Tactics Knowsof  
  2, Enhanced Image Screen, Improved Suspension, Reinforced Weapon 
  Mount (external, f xed, remote), Satellite Communications
  Weapons:
  Basic HE Artillery Rocket [Heavy Weapon, DV 16P, AP –2/–5, 
  SS, Blast -2/m]
  10 MERCS
  
SOURCE: textdata/thevault/Shadowrun [multi]/4th Edition/Shadowrun 4E - 10 Mercs {CAT26S034}.pdf