Legend:
- Hp: Health
- Ag: Agility
- Dx: Dexterity
- St: Strength
- Le: Leadership
- Wi: Wisdom
- Ma: Marksmanship
- Me: Mechanical
- Ex: Explosive
- Me: Medical
- Lv: Level
- $: Cost
- Sk: Skills
Name | Hp | Ag | Dx | St | Le | Wi | Ma | Me | Ex | Me | Lv | $ | Sk | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Barry | 82 | 72 | 87 | 80 | 29 | 91 | 70 | 44 | 92 | 20 | 2 | 700/ 3400/ 5500 | Electronics, Lock-picking | Likes Red. Can't swim. |
Blood | 84 | 94 | 87 | 82 | 6 | 75 | 78 | 23 | 31 | 23 | 3 | 850/ 5500/ 9000 | Throwing, Martial Arts | Likes Magic, Hates Cliff and Bubba. |
Lynx | 81 | 79 | 86 | 77 | 39 | 71 | 99 | 29 | 50 | 30 | 4 | 2850/ 18500/ 35000 + deposit | Electronics, Night ops | Likes Ice. Hates Buzz. Sexist. |
Contracts[edit | edit source]
At the start of the game, you may select any of the AIM mercenaries, and offer them a 1 day, 1 week or 2 week contract. The contracts cause the mercenaries to render their services for a period of time.
You have the option to renew contracts, but mercenaries have the right to refuse for the following reasons:
- They signed up for another contract since you didn't offer an extension within the last 2 or 3 days of the contract. This is more likely to happen to more experienced mercenaries.
- You hired a mercenary they don't like.
- There is a high death rate.
- They have low morale.
You can recruit other characters, such as through IMP, through MERC, or from other means, but will not use the standard contract system.
Relations[edit | edit source]
The AIM mercenaries have developed friendships and rivalries over their engagements. While they will honor the existing contracts, they may accept or decline work based on these relationships.
A mercenary who has a friend on a team will always accept a contract renewal (unless they picked up another contract). However, there may be a short delay before they will remain.