Bastion's hired guns are known for seeking the most unusual equipment of the electric epoch. Sometimes they enjoy their signature weapon a little too much.
Each of these is available for hire, £5 for a day's work where they'll do the following:
Each Mercenary comes with their own specialist equipment. If this is damaged or lost they always blame their employer, immediately ceasing their service and pursuing financial compensation in Mercenary Court.
By Chris McDowall creator of INTO THE ODD
Found on his blog BASTIONLAND
Original entry: http://www.bastionland.com/2018/04/cutting-edge-mercenaries-of-bastion.html
d6 | Name: | Stats: | Notes: |
---|---|---|---|
1 |
HASTER SMUZZ (Mercenary for Hire) |
DEX 15, 10hp, Trench Armour (1), Baton (d6). |
|
2 |
DOVVET DERAUMA |
STR 15, 10hp, Quarry Armour (1), Two Hatchets (d6 each). Absorption Engine: Bulky. Chest mounted device that activates when she causes Critical Damage to an opponent. The victim is sucked into the jet-like hole and sprayed out as a bloody mess. |
|
3 |
CANS GUTTANINE |
10hp, CHA 5, Two Chop-Swords (d6 each). Spirit Bombs: Each of these contains the canned essence of some alien spirit. Cans isn't sure which one is which, so roll d6 when he throws one. Once the spirit is released it cannot be returned and does nothing besides lash out. |
|
4 |
VEX VENTOM |
10hp, STR 18, Spiked Armour (1), Combat Chain (d8). |
|
5 |
SPITCH TINDLE |
10hp, Tin Armour (1), Boot Dagger (d6). |
|
6 |
FINO BANEMANE |
10hp, DEX 5, Brass Armour (1), Dagger (d6). Trace-Rifle: d6, Bulky. Instead of normal fire, can shoot a Trace-Marker that marks the target unless they pass a DEX Save. The Trace Rifle causes d10 damage when it attacks Marked targets and annihilates them in a miniature black hole when it causes Critical Damage. |