Barry
Barry — Barry Unger
A.I.M — Technician — Demolitions
Hungarian-born Unger is part of a new breed of explosive experts. He learned most of his trade the safe way – in a classroom. His studies included the theory behind incendiary devices and the technical aspects of electronics and circuitry. Although he also took locksmith and swimming courses, he didn't do well in the latter.
Additional Info
- Speaks with a heavy Hungarian accent. Use of English is stilted and overly formal.
- Dispassionate and distant, straightforward with his opinions, yet in possession of humility.
- Religion had a strong part in his upbringing.
- Precise and intelligent (would likely read instructions before attempting anything).
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Intellectual
- + Slightly faster learning when self-practicing or as a student
- - Lower suppression and fear resistance
Graduate
- Fresh outta school, with diploma still warm in a hand, it's time to finally make yourself a living.
- +3 wisdom
- -10% suppression resistance
Nonswimmer
- Will drown easily if attempting to swim
Blood
Blood — Keith Hanson
A.I.M — Martial Arts — Throwing
Whether it's jungle warfare or close-quartered combat, Blood Hanson is your man for the assignment. Trained in the martial arts, his ability to fling a combat knife into an enemy's neck is a sight to behold: it seems to come out of nowhere, sails an impossibly large distance, then slices through its target with unerring accuracy.
Additional Info
- Keith Hanson is a former member of the ANC.
Martial Arts
- -30% APs needed for HtH attacks
- +60% chance to hit with HtH attacks (bare hands)
- +50% chance to hit with HtH attacks (brass knuckles)
- +60% damage to HtH attacks
- +30% breath damage to HtH attacks
- Enemy knocked out due to your HtH attacks takes even longer to recuperate
- +150% damage to aimed HtH or spinning kick attacks
- +60% chance to dodge HtH attacks
- +70% chance to dodge HtH attacks (while bare handed)
- +40% chance to dodge attacks by any melee weapon
- -50% APs needed to steal weapon from enemy hands
- -50% APs needed to turn, climb roof, jump obstacles and chance stance
- +50% chance to kick in doors
- Slender body-type gains special animations for HtH combat
Throwing
- -20% basic APs needed to throw blades
- +15% max range when throwing blades
- +25% chance to hit when throwing blades
- +5% chance to hit when throwing blades per aim click
- +15% damage with throwing blades
- +10% damage with throwing blades per aim click
- +20% chance to inflict critical hit with throwing blade if not seen or heard
- +1 critical hit with the throwing blade multiplier
- Adds 1 more aim click for throwing blades
Optimist
- + Morale sinks a little slower and grows faster than normal
- - Lower chance to detect traps and mines
ANC Veteran
- Militant veterans of the ANC's struggle were not only versed in jungle warfare, but also in political theory.
- +2 APs in swamp sectors
- +3 APs in tropical sectors
- +5 leadership
- +5% approach effectiveness: recruit
Dislikes Bubba after 8 hours
(in game time)
Lynx
Lynx — Rudy Roberts
A.I.M — Marksman — Scouting — Night Ops
Rudy Roberts is one of the most dependable veteran sharpshooters in A.I.M.'s line-up. Wishing to expand on his already impressive resume, Lynx took various training courses in basic electronics, advanced mechanics, night operations, and first aid and the treatment of battle casualties.
Additional Info
- Lynx asks that he not be placed on assignment with Buzz Garneau.
- aka "Lynx-Eyed"
Marksman
- +5% chance to hit with Rifles
- +10% chance to hit with Sniper Rifles
- -5% effective range to target with all weapons
- +10% aiming bonus per aim click (except for handguns)
- +5% damage on shot per every aim click after first
- -25% APs needed to chamber a round with bolt-action rifles
- Adds one more aim click for rifle-type guns
Scouting
- +10 to effective sight range with scopes on weapons
- +40 to effective sight range with binoculars (and scopes seperated from weapons)
- -20 tunnel vision with binoculars (and scopes seperated from weapons)
- If in sector, adjacent sectors will show exact number of enemies
- Prevents enemy ambushes on your squad
- Prevents bloodcat ambushes on your squad
Night Ops
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Assertive
- + Bonus on training militia and is better at communicating with people
- - Gains no morale for actions of other mercs
Big Game Hunter
- Travel to virgin soil, seek fascinating species, and KILL THEM ALL.
- +2 AP in swamp sectors
- -3 AP in urban sectors
- +3 AP in tropical sectors
- +3 traveling speed between sectors by foot
- +4% effective strength for carrying weight capacity
- +6% stealth (being 'invisible' if unnoticed)
- +10% CtH vs creatures
Grizzly
Grizzly — Steve Bornell
A.I.M — Heavy Weapons — Hand to Hand — Bodybuilding
A bear of a man, Grizzly Bornell carries the big guns of battle with authority. Even though heavy weapons are his speciality, he is just as lethal when left empty-handed. He's a soldier's soldier – all guts and no need for glory. Not surprisingly, his combat exploits are almost always the talk of the plane ride home.
Additional Info
- Big and burly, a bear of a man.
- His toughness is to such an extent it borders on comical, yet understated. No need for kickass statements, it is simply understood.
- Friendly, and without pretence, he's the type of guy you'd want next to you in combat.
- Voice: Deep, warm, reassuring.
- Not a big fan of traditional medical techniques, views them as crazy.
Heavy Weapons
- -20% APs needed to fire grenade or rocket launchers
- +25% chance to hit with grenade or rocket launchers
- -10% APs needed to fire mortar
- -50% penalty to chance to hit with mortar
- +30% damage to tanks with heavy weapons, grenades and explosives
- +15% damage to other targets with heavy weapons
Hand to Hand
- -15% APs needed for HtH attacks
- +30% chance to hit with HtH attacks (bare hands)
- +25% chance to hit with HtH attacks (brass knuckles)
- +30% damage to HtH attacks
- +15% breath damage to HtH attacks
- Enemy knocked out due to your HtH attacks takes much longer to recuperate
- +75% damage to aimed HtH attacks
- +30% chance to dodge HtH attacks
- +35% chance to dodge HtH attacks (while bare handed)
- +20% chance to dodge attacks by any melee weapon
- -25% APs needed to steal weapon from enemy hands
- -25% APs needed to turn, climb roof, jump obstacles and chance stance
- +25% chance to kick in doors
Bodybuilding
- Has 25% damage resistance
- +30% effective strength for carrying weight capacity
- Reduced energy lost when hit by HtH attack by 50%
- Increased damage needed to fall down if hit to legs by 100%
Primitive
- + Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills
- - Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower
Daredevil
- An imposing sight on the battlefield, Grizzly is never one to shy away from taking the enemy head-on.
- N/A
Likes Wolf after 60 hours
(in game time)
Vicki
Vicki — Victoria Waters
A.I.M — Gunslinger — Ambidextrous — Demolitions
Whether it's repairing a handgun or firing off automatic weapon bursts, the ambidextrous Victoria Waters works best with her hands. Aside from working for A.I.M., Vicki spends her spare time managing Vicki's Vintage Automobiles, her own restoration and antique car dealership. Despite constant teasing, Vicki insists on using the stairs no matter how tall the building.
Additional Info
- Jamaican accent.
- Very methodical and determined. No-nonsense.
- The easy-going accent, contrasts her forceful dialogue. It also contrasts her mechanical abilities by giving her a sense of sophistication.
Gunslinger
- -15% APs needed to fire with pistols and revolvers
- +10% effective range with pistols and revolvers
- +10% chance to hit with pistols and revolvers
- +5% chance to hit with machine pistols (on single shot only)
- +5% aiming bonus per click with pistols, machine pistols and revolvers
- -15% APs needed to ready pistols and revolvers
- -25% APs needed to reload pistols, machine pistols and revolvers
- Adds 1 more aim click for pistols, machine pistols and revolvers
Ambidextrous
- Reduced penalty to shoot dual weapons by 100%
- +20% speed of reloading guns with magazines
- +33% speed of reloading guns with loose rounds
- -33% APs needed to pickup items
- -33% APs needed to word backpack
- -33% APs needed to handle doors
- -33% APs needed to plant/remove bombs and mines
- -33% APs needed to attach items
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Optimist
- + Morale sinks a little slower and grows faster than normal
- - Lower chance to detect traps and mines
Car Mechanic
- Working day and night in her car repair shop when she's not travelling around the world, Vicky is a very versed mechanic. But she never overcame her fear of heights.
- N/A
Claustrophobic
- Overall performance is reduced when underground
Likes Spider after 90 hours
(in game time)
Dislikes Gasket after 40 hours
(in game time)
Trevor
Trevor — Trevor Colby
A.I.M — Engineer — Demolitions
Aussie whiz-kid and gadget-master Trevor Colby can turn a harmless toaster oven into a lethal weapon. He has extensive knowledge of explosives and a knack for opening doors. A practical joker at heart, Trevor takes as much delight in planning and setting a trap as he does in watching its perfect execution. Colby may be a little inexperienced but he catches on quickly.
Engineer
- +50% to repairing speed
- +60% to lockpicking (normal/electronic locks)
- +80% to disarming electronic traps
- +80% to attatching special items and combining things
- +40% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 100%
- Increased chance to detect traps and mines (+4 detect level)
- +20% CtH of robot controlled by the Engineer
- Engineer train grants you the ability to repair the robot
- Reduced penalty to repair speed of the robot by 66%
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Phlegmatic
- + Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia
- - Interrput chance is slightly lowered
Technical Wizard
- The difference to MacGyver is that he does use guns.
- N/A
Likes Thor after 40 hours
(in game time)
Grunty
Grunty — Helmut Grunther
A.I.M — Heavy Weapons — Night Ops
Helmut has moved through the ranks of this organization quicker than any other mercenary and is now a firmly established seasoned professional. Grunty's attitude and approach continues to be exemplary, making him one of our most popular mercenaries. Grunther has shown a strong interest in heavy weapons and night maneuvers.
Additional Info
- German accent.
- A go-getter, someone eager who takes his job seriously.
- A hint of ego, though not conceited.
- Has something to say about everything.
- Very sociable and well-liked by the other AIM members, especially the Dolviches.
Heavy Weapons
- -20% APs needed to fire grenade or rocket launchers
- +25% chance to hit with grenade or rocket launchers
- -10% APs needed to fire mortar
- -50% penalty to chance to hit with mortar
- +30% damage to tanks with heavy weapons, grenades and explosives
- +15% damage to other targets with heavy weapons
Night Ops
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Optimist
- + Morale sinks a little slower and grows faster than normal
- - Lower chance to detect traps and mines
Bodyguard
- Superbly trained, utterly loyal, and willing to pay the ultimate price. What more could a potential employer want?.
- N/A
Likes Buns after 10 hours
(in game time)
Ivan
Ivan — Ivan Dolvich
A.I.M — Auto Weapons — Heavy Weapons — Bodybuilding
Ivan, a former highly decorated Red Army Major, joined the organization over three years ago on a freelance assignment. Despite serious difficulties communicating in English, he took the mercenary world by storm, breaking all kill-rate records and tallying up the kind of stats that perhaps only he himself is capable of breaking. Ivan himself says it best, 'gun, all gun, like finger on hand.' In order to improve his relationship with commanders, Ivan has enrolled in an "English as a second language" course.
Additional Info
- Dialogue a blend of Russian and English.
- Struggles for words in English, tends to fall into Russian during tense moments.
- Very direct and unemotional.
- Uses Russian to make private comments and take stabs at the player.
Auto Weapons
- +5% chance to hit with AR, SMGs and LMGs
- -10% APs needed to fire with LMGs on autofire or burst mode
- -10% APs needed to ready LMGs
- Autofire/burst chance to hit penalty is reduced by 30%
- Reduced chance for shooting unwanted bullets on autofire
Heavy Weapons
- -20% APs needed to fire grenade or rocket launchers
- +25% chance to hit with grenade or rocket launchers
- -10% APs needed to fire mortar
- -50% penalty to chance to hit with mortar
- +30% damage to tanks with heavy weapons, grenades and explosives
- +15% damage to other targets with heavy weapons
Bodybuilding
- Has 25% damage resistance
- +30% effective strength for carrying weight capacity
- Reduced energy lost when hit by HtH attack by 50%
- Increased damage needed to fall down if hit to legs by 100%
Aggressive
- + Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing
- - Penalty for actions that require patience like repairing items, picking locks, removing traps, doctoring, training militia
Red Army Major
- Ivan's training program is the stuff of nightmares, but it pays off evidently.
- N/A
Dislikes Bubba after 48 hours
(in game time)
Steroid
Steroid — Bobby Gontarski
A.I.M — Engineer — Bodybuilding
The transition from fighting fires to firefights has gone rather well for this ex-fireman from Warsaw. His knowledge of mechanics kept the outdated and under-funded Polish firehouse running. His eagle-eyed vision and pumped-up persistence now keeps the enemy on the run.
Additional Info
- Gontarski refuses to submit to urine testing.
Engineer
- +50% to repairing speed
- +60% to lockpicking (normal/electronic locks)
- +80% to disarming electronic traps
- +80% to attatching special items and combining things
- +40% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 100%
- Increased chance to detect traps and mines (+4 detect level)
- +20% CtH of robot controlled by the Engineer
- Engineer train grants you the ability to repair the robot
- Reduced penalty to repair speed of the robot by 66%
Bodybuilding
- Has 25% damage resistance
- +30% effective strength for carrying weight capacity
- Reduced energy lost when hit by HtH attack by 50%
- Increased damage needed to fall down if hit to legs by 100%
Primitive
- + Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills
- - Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower
Firefighter
- Just because it involves no shooting, it doesn't have to be less dangerous.
- N/A
Likes Grizzly after 70 hours
(in game time)
Igor
Igor — Igor Dolvich
A.I.M — Hunter — Stealthy
Following in his uncle's footsteps won't be easy for Igor. His uncle Ivan Dolvich is legendary. Igor may be new to A.I.M. but he is by no means new to armed combat – he developed his abilities for stealth while in action in Chechnya. Most importantly, his bloodline speaks volumes about his potential. Igor and Ivan are already being referred to as the Russian "I-Team.
Additional Info
- Russian accent.
- Has had plenty of exposure to alcohol due to the horrors of war, though not as much of a drunk as Larry.
- Uses odd expressions, which sometimes come off as strange and funny.
- Admires his uncle, Ivan, but probably lacks the fortitude and discipline to be like him.
- His affordable rates and good physical stats makes him a good choice for the opening game.
Hunter
- +5% chance to hit with rifles
- +10% chance to hit with shotguns
- -25% APs needed to pump shotguns
- +20% group traveling speed between sectors if traveling by foot
- +10% group traveling speed between sectors if traveling by vehicle (except helicopter)
- -35% energy spent for traveling between sectors
- -25% weather penalties
- -50% wear out speed of camouflage by water or time
Stealthy
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Dauntless
- + Higher suppresion and fear resistance. Morale loss for taking damage and companions deaths is lower
- - Higher chance to be hit and enemy's penalty reduced when oneself is the moving target
Chechnya Campaign Veteran
- Serving in the Russian campaign in Chechnya, Igor is used to harsh environments.
- N/A
Shadow
Shadow — Kyle Simmons
A.I.M — Ranger — Stealthy
This ex-Ranger and sniper has turned stalking into an art form. The Shadow could be lurking about right next to you and chances are you'd never know it. That snow drift, sand dune, or piece of shrubbery could be him. Kyle Simmons has made it his business to blend into any environment for any length of time. The Shadow brings his own camouflage supplies and he wishes to make it known up-front that he doesn't share.
Additional Info
- Quiet, loner, low-key professional.
- Comments are usually made to himself rather than a conversation.
- A matter-of-fact type of guy, who doesn't draw attention to himself.
- Voice: a confident sniper's whisper.
Ranger
- +10% chance to hit with rifles
- +20% chance to hit with shotguns
- -50% APs needed to pump shotguns
- +40% group traveling speed between sectors if traveling by foot
- +20% group traveling speed between sectors if traveling by vehicle (except helicopter)
- -70% energy spent for traveling between sectors
- -50% weather penalties
- -100% wear out speed of camouflage by water or time
Stealthy
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Loner
- + Better performance when no other merc is nearby
- - Gains no morale when in a group
Ranger
- The Rangers form the elite of Us army infantry.
- N/A
Red
Red — Ernie Spragg
A.I.M — Technician
This mad, mumbling Scotsman is from the old school of explosives where your instructor would fly by in pieces and you quickly moved up the ranks. Spragg is a survivor. With many years of experience under his wire cutters, he takes pride in teaching those military college kids a thing or two about detonation devices. Don't be thrown by Red's frantic ravings; the situation is rarely as dire as he likes to believe.
Additional Info
- Easily excitable. Goes off rants. Bit of a hothead
- Pessimist. Sees situations for their worst.
- Heavy Scottish accent.
- Well-liked by most of the other explosive experts despite his attitude.
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Neutral
- + No advantages
- - No disadvantages
Sapper
- Sapper can make only two mistakes in his life. The first one is a career choice.
- N/A
Nervous
- Will suffer panic attacks if left alone in certain situations
Reaper
Reaper — Carl Sheppards
A.I.M — Sniper — Stealthy
Otherwise known as The Assassin, if you come face-to-face with Carl Sheppards, chances are you're on your last breath. The Reaper takes pride in his patience. He strides silently and uses his stealth skills to gain easy access to his victims. Carl also gets a kick out of looking them in the eye just before they die. One of his former CO's described him as "potentially too dangerous even for A.I.M. service.
Additional Info
- A loner, though not anti-social.
- Sees death and killing as something spiritual.
- Carries himself as if living on another plane of existence, and can be very eloquent and poetic about how he perceives things.
- He's almost spooky, has an unsettling calmness.
Sniper
- +10% chance to hit with Rifles
- +20% chance to hit with Sniper Rifles
- -10% effective range to target with all weapons
- +20% aiming bonus per aim click (except for handguns)
- +10% damage on shot per every aim click after first
- -50% APs needed to chamber a round with bolt-action rifles
- Adds two more aim click for rifle-type guns
Stealthy
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Loner
- + Better performance when no other merc is nearby
- - Gains no morale when in a group
Hitman
- Professional assassins are obviously used to killing, though might come in conflict with more idealistic team members.
- N/A
Likes Blood after 42 hours
(in game time)
Dislikes Numb after 92 hours
(in game time)
Fidel
Fidel — Fidel Dahan
A.I.M — Hand to Hand — Demolitions
Due to numerous employee complaints concerning his refusal to follow orders, Fidel "Leave me alone, I'm busy!" Dahan was recently suspended for a thirty-day period. Promising a changed attitude, he was returned to active duty by A.I.M. though because he is so proficient with both firearms and explosives.
Additional Info
- Has a comical ruthlessness to him. Conveyed by a short, heavy, Cuban accent.
- Usually mad about something, shows hints of a softer side but even that is tainted.
- Psychotically obsessed with explosives, excellent at disarming most bombs.
- Extremely impatient. Type of guy that would force a square into a circle while blaming the square for his frustration.
- Jagged Alliance 2 has Fidel "Not being quite himself lately". There are some hints suggesting this has something to do with the disappearance of Hurl E. Cutter.
- Trivial bits of dialogue in various games suggest he may be homosexual.
Hand to Hand
- -15% APs needed for HtH attacks
- +30% chance to hit with HtH attacks (bare hands)
- +25% chance to hit with HtH attacks (brass knuckles)
- +30% damage to HtH attacks
- +15% breath damage to HtH attacks
- Enemy knocked out due to your HtH attacks takes much longer to recuperate
- +75% damage to aimed HtH attacks
- +30% chance to dodge HtH attacks
- +35% chance to dodge HtH attacks (while bare handed)
- +20% chance to dodge attacks by any melee weapon
- -25% APs needed to steal weapon from enemy hands
- -25% APs needed to turn, climb roof, jump obstacles and chance stance
- +25% chance to kick in doors
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Aggressive
- + Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing
- - Penalty for actions that require patience like repairing items, picking locks, removing traps, doctoring, training militia
Bomber
- Wether you call them terrorists or freedom fighters often depends on your relation to those killed.
- N/A
Psycho
- Will go psycho and shoot like mad once in a while and will lose morale if unable to do so with equipped weapon
Likes Haywire after 34 hours
(in game time)
Dislikes Flo after 16 hours
(in game time)
Fox
Fox — Cynthia Guzzman
A.I.M — Paramedic — Ambidextrous — Teaching
Initially trained as an emergency room nurse, Fox Guzzman was recently featured in "Babes and Bullets," a prestigious monthly mercenary magazine. Her article on controlling haemorrhaging while on the battlefield was almost as highly praised as her centerfold layout.
Additional Info
- Guzzman has recently spent a lot of time on the firing range and it has paid off handsomely.
Paramedic
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 30% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +25% effectiveness on doctor-patient assignment
- +30% bandaging speed
- +10% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Ambidextrous
- Reduced penalty to shoot dual weapons by 100%
- +20% speed of reloading guns with magazines
- +33% speed of reloading guns with loose rounds
- -33% APs needed to pickup items
- -33% APs needed to word backpack
- -33% APs needed to handle doors
- -33% APs needed to plant/remove bombs and mines
- -33% APs needed to attach items
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Show-off
- + Better performance when mercs of opposite gender are nearby
- - Morale for mercs of the same gender grows slower when nearby
Nurse
- While not full-blown doctors, nurses are still in high demand in warzones, due to the grim business.
- N/A
Fear of Insects
- A look at large insects can cause big problems and being in tropical sectors also reduces performance a bit
Likes Grizzly after 100 hours
(in game time)
Dislikes Haywire after 26 hours
(in game time)
Sidney
Sidney — Sidney Nettleson
A.I.M — Gunslinger — Throwing — Demolitions
Whether it's sharing a spot of tea with British blue-bloods or putting a .38 slug into an unwanted nuisance, Sidney does it with poise and dignity. Sidney combines the mannerisms of the upper crust with the lightning quickness of a Wild West gunslinger. Years of avid cricket-playing have also given him a much-feared throwing arm.
Additional Info
- Snob, prim and proper.
- No matter what the situation, he never loses his dignity.
- Formal British accent.
- in spite of his accent, his disdain for Australians and description of the Crepitus lead to the assumption that he is probably from New Zealand.
- Cheerful, polite, optimistic professional.
Gunslinger
- -15% APs needed to fire with pistols and revolvers
- +10% effective range with pistols and revolvers
- +10% chance to hit with pistols and revolvers
- +5% chance to hit with machine pistols (on single shot only)
- +5% aiming bonus per click with pistols, machine pistols and revolvers
- -15% APs needed to ready pistols and revolvers
- -25% APs needed to reload pistols, machine pistols and revolvers
- Adds 1 more aim click for pistols, machine pistols and revolvers
Throwing
- -20% basic APs needed to throw blades
- +15% max range when throwing blades
- +25% chance to hit when throwing blades
- +5% chance to hit when throwing blades per aim click
- +15% damage with throwing blades
- +10% damage with throwing blades per aim click
- +20% chance to inflict critical hit with throwing blade if not seen or heard
- +1 critical hit with the throwing blade multiplier
- Adds 1 more aim click for throwing blades
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Optimist
- + Morale sinks a little slower and grows faster than normal
- - Lower chance to detect traps and mines
Nobility
- Some people join this business not out of necessity. While easy to label them as sissy aristocrats, some are actually quite capable, as they have received the best training money can buy.
- N/A
Likes Stephen after 42 hours
(in game time)
Dislikes Haywire after 22 hours
(in game time)
Gus
Gus — Gus Tarballs
A.I.M — Bombardier — Deputy
After rather heated negotiations, A.I.M. is pleased to announce that the legendary DFK annihilator, Gus Tarballs, is now a member of our ranks. Gus's induction was delayed slightly when his mobile home slipped from its support blocks while he was in the process cleaning the septic hosing. Fortunately, his crushed right leg has healed rather nicely.
Additional Info
- Our medical staff has recently cleared heavy weapons specialist Tarballs for full active duty.
Bombardier
- -40% APs needed to fire grenade or rocket launchers
- +50% chance to hit with grenade or rocket launchers
- -20% APs needed to fire mortar
- -100% penalty to chance to hit with mortar
- +60% damage to tanks with heavy weapons, grenades and explosives
- +30% damage to other targets with heavy weapons
Deputy
- +5% APs per round to mercs in vicinity
- +1 effective exp level to mercs in vicinity, which have lesser level than the Deputy
- +1 effective exp level to Deputy when calculating bonus suppression tolerance for mercs in vicinity
- +20% suppression tolerance to mercs in the vicinity and the Deputy
- +1 morale gain to mercs in the vicinity
- -1 morale loss to mercs in the vicinity
- The vicinity for bonuses is 10 tiles (20 tiles with extended ears)
- Max simultaneous bonuses per merc is 3 (one Deputy counts as 1, one Squadleader counts as 2. E.g., having three Deputies, one Deputy + one Squadleader or a hundred Squadleaders, makes no difference. It will add up to 3 bonuses)
- +50% fear resistance to Deputy
- Drawback: 2x morale loss for Deputy's death to all mercs
Loner
- + Better performance when no other merc is nearby
- - Gains no morale when in a group
DFK Annihilator
- Your exploits earned you respect and recognition you deserve. Who needs legs?
- N/A
Likes Scully after 2 hours
(in game time)
Dislikes Flo after 3 hours
(in game time)
Buns
Buns — Monica Sondergaard
A.I.M — Marksman — Teaching
The prim and proper Monica Sonderguard may seem to be an unlikely candidate for the rough and tumble mercenary life, but she more than meets the minimum requirements. Before settling on A.I.M., Buns explored a number of careers: kindergarten teacher, geriatric nurse, Danish sharpshooter at the Atlanta Olympic Games, and professional soldier.
Marksman
- +5% chance to hit with Rifles
- +10% chance to hit with Sniper Rifles
- -5% effective range to target with all weapons
- +10% aiming bonus per aim click (except for handguns)
- +5% damage on shot per every aim click after first
- -25% APs needed to chamber a round with bolt-action rifles
- Adds one more aim click for rifle-type guns
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Assertive
- + Bonus on training militia and is better at communicating with people
- - Gains no morale for actions of other mercs
Nurse/Shooter
- That combination will at least spice up your resume.
- N/A
Fear of Insects
- A look at large insects can cause big problems and being in tropical sectors also reduces performance a bit
Likes Sidney after 68 hours
(in game time)
Dislikes Gumpy after 44 hours
(in game time)
Ice
Ice — Ice Williams
A.I.M — Machinegunner — Teaching
The Iceman is back. After a short yet disastrous stint with one of our competitors – and we use that term loosely-Ice gained insight and wisdom on the merits of dealing with a professional organization. Williams owes a debt of gratitude to Magic for getting him reinstated.
Additional Info
- His weapon of choice are automatic guns.
- Cool, laid-back, patient and friendly.
- Never gets overly excited. He's always got it covered.
- Lives life for the moment, by the moment.
- Conversation has a street corner, rather than combat zone, feel to it.
- Calls the enemies 'dudes.'. Either this again shows his friendly character or is some what homesexual like Fidel Dahan.
- Ice's patience and friendly demeanor make him an ideal instructor.
Machinegunner
- +10% chance to hit with AR, SMGs and LMGs
- -20% APs needed to fire with LMGs on autofire or burst mode
- -20% APs needed to ready LMGs
- Autofire/burst chance to hit penalty is reduced by 60%
- Reduced chance for shooting unwanted bullets on autofire
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Sociable
- + Better performance when a couple of mercs are nearby
- - Gains no morale when no other merc is nearby
Paramilitary Instructor
- Just like boyscouts. But with violence. So not like boyscouts at all.
- N/A
Likes Blood after 30 hours
(in game time)
Dislikes Bubba after 6 hours
(in game time)
Spider
Spider — Dr. Donna Houston
A.I.M — Paramedic — Night Ops — Stealthy
Military trained in the treatment of trauma, Doctor Houston is unequalled in giving medical aid under the most adverse conditions. On the darkest nights or during the fiercest tropical storms, the wounded can count on Spider to provide quick, quiet, and effective emergency care.
Additional Info
- Friendly, scientific and analytical.
- Athletic, slightly tomboyish, spent her childhood hanging out with boys.
- Finds no pleasure in killing, would rather just play doctor.
- Most probably became a merc for the challenge of field treatment.
- Well-liked, with many friends among the employees of A.I.M.
Paramedic
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 30% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +25% effectiveness on doctor-patient assignment
- +30% bandaging speed
- +10% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Night Ops
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Stealthy
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Sociable
- + Better performance when a couple of mercs are nearby
- - Gains no morale when no other merc is nearby
Surgeon
- Like a surgeon... cutting for the very first time... Just kidding. Spider is THE person to seek if your guts are spilling out.
- N/A
Fear of Insects
- A look at large insects can cause big problems and being in tropical sectors also reduces performance a bit
Likes Raven after 24 hours
(in game time)
Dislikes Buns after 50 hours
(in game time)
Cliff
Cliff — Dr. Clifford Highball
A.I.M — Doctor
Cliff's health has improved considerably since he gave up alcohol and put himself on a high-fibre diet. This is great news for potential employers since it's next to impossible to find doctors with Highballs efficient combination of marksmanship and medicine.
Additional Info
- We are told Highball has also turned his explosives hobby into a marketable skill.
- Cliff has a South African accent. As such, Blood has a bad relationship with him due to Apartheid South Africa's tensions. Although that is one sided.
- Has a wife, who continually prepares long lists of things to do once he returns from the assignment - a fact he harps on consistently.
- An avid golf player, a trait he shares with his good friend and game partner Dr. Eli Summers.
Doctor
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 50% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +50% effectiveness on doctor-patient assignment
- +60% bandaging speed
- +20% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Malicious
- + Higher chance for inflicting stat loss, which may also inflict special painful wounds. Gains bonus morale for inflicting stat loss
- - Penalty in communicating with people and morale sinks faster while not in battle
General Practitioner
- Cliff is a highly qualified doctor, though there once was a... darker... time in his life.
- N/A
Bull
Bull — John Peters
A.I.M — Hand to Hand — Bodybuilding
A massive man of very few words, John Peters prefers to let his actions speak for him. Despite his experience as a U.S. Army MP, he has a concerted lack of respect for authority and angers easily. In fact, he probably spent as much time IN the brig as he did guarding it. Bull is the type of soldier who puts the grunt back into grunt work.
Additional Info
- Bull packs more power in his punch than anyone else currently on our roster.
Hand to Hand
- -15% APs needed for HtH attacks
- +30% chance to hit with HtH attacks (bare hands)
- +25% chance to hit with HtH attacks (brass knuckles)
- +30% damage to HtH attacks
- +15% breath damage to HtH attacks
- Enemy knocked out due to your HtH attacks takes much longer to recuperate
- +75% damage to aimed HtH attacks
- +30% chance to dodge HtH attacks
- +35% chance to dodge HtH attacks (while bare handed)
- +20% chance to dodge attacks by any melee weapon
- -25% APs needed to steal weapon from enemy hands
- -25% APs needed to turn, climb roof, jump obstacles and chance stance
- +25% chance to kick in doors
Bodybuilding
- Has 25% damage resistance
- +30% effective strength for carrying weight capacity
- Reduced energy lost when hit by HtH attack by 50%
- Increased damage needed to fall down if hit to legs by 100%
Aggressive
- + Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing
- - Penalty for actions that require patience like repairing items, picking locks, removing traps, doctoring, training militia
Prison Guard
- In longer and larger conflicts, former prison guards are natural choices for running prison camps.
- N/A
Likes Nails after 44 hours
(in game time)
Dislikes Biff after 4 hours
(in game time)
Hitman
Hitman — Frank Hennessy
A.I.M — Deputy — Throwing — Teaching
The Hitman's easy-going and personable disposition has made him one of the more popular and respected mercenaries in the organization. Unfortunately, Frank hasn't taken care of himself lately and his health and skills have dropped off slightly. Despite repeated attempts, Hennessy has been unable to overcome his weight problem.
Additional Info
- Frank has been talking of throwing in the towel and become a combat instructor.
Deputy
- +5% APs per round to mercs in vicinity
- +1 effective exp level to mercs in vicinity, which have lesser level than the Deputy
- +1 effective exp level to Deputy when calculating bonus suppression tolerance for mercs in vicinity
- +20% suppression tolerance to mercs in the vicinity and the Deputy
- +1 morale gain to mercs in the vicinity
- -1 morale loss to mercs in the vicinity
- The vicinity for bonuses is 10 tiles (20 tiles with extended ears)
- Max simultaneous bonuses per merc is 3 (one Deputy counts as 1, one Squadleader counts as 2. E.g., having three Deputies, one Deputy + one Squadleader or a hundred Squadleaders, makes no difference. It will add up to 3 bonuses)
- +50% fear resistance to Deputy
- Drawback: 2x morale loss for Deputy's death to all mercs
Throwing
- -20% basic APs needed to throw blades
- +15% max range when throwing blades
- +25% chance to hit when throwing blades
- +5% chance to hit when throwing blades per aim click
- +15% damage with throwing blades
- +10% damage with throwing blades per aim click
- +20% chance to inflict critical hit with throwing blade if not seen or heard
- +1 critical hit with the throwing blade multiplier
- Adds 1 more aim click for throwing blades
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Sociable
- + Better performance when a couple of mercs are nearby
- - Gains no morale when no other merc is nearby
Combat Instructor
- This might be Frank's last tour - there are several private organisations that are interested in recruiting him to train their staff.
- N/A
Nonswimmer
- Will drown easily if attempting to swim
Likes Raven after 2 hours
(in game time)
Dislikes Raider after 60 hours
(in game time)
Buzz
Buzz — Louisa Garneau
A.I.M — Auto Weapons — Heavy Weapons — Athletics — Snitch
Buzz Garneau's life has undergone some major changes in the past year. She had a major falling out with Lynx; they can barely stand to be on the same planet. Her tell-all book, "Under Cover, Under Lynx," has been rejected by every publisher who's seen it. While all of this has left her bitter, she has been able to channel her anger into her work with firearms.
Additional Info
- Garneau was recently certified as a heavy weapons specialist.
Auto Weapons
- +5% chance to hit with AR, SMGs and LMGs
- -10% APs needed to fire with LMGs on autofire or burst mode
- -10% APs needed to ready LMGs
- Autofire/burst chance to hit penalty is reduced by 30%
- Reduced chance for shooting unwanted bullets on autofire
Heavy Weapons
- -20% APs needed to fire grenade or rocket launchers
- +25% chance to hit with grenade or rocket launchers
- -10% APs needed to fire mortar
- -50% penalty to chance to hit with mortar
- +30% damage to tanks with heavy weapons, grenades and explosives
- +15% damage to other targets with heavy weapons
Athletics
- -25% APs needed for moving (running, walking, squatting, crawling, swimming, etc.)
- -33% energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.
Snitch
- Every midnight snitches will give you a report about their colleagues’ opinions. Information includes:
- merc whining about high death rate,
- merc whining about player reputation,
- merc whining about his low morale,
- merc whining about some other merc (unliked, not only hated),
- merc planning to quit (leave without renewing contract, only AIM mercs) next day,
- merc whining about player inactivity,
- merc whining about player owing them money (you can only owe money to MERC mercs).
- Information isn’t guaranteed. Chance of report depends on snitch’s leadership skills, mercs’ character traits (sociable/loner), relationships between mercs included, mercs being on the same assignment, etc. Only mercs in the same sector as snitch will be considered.
Aggressive
- + Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing
- - Penalty for actions that require patience like repairing items, picking locks, removing traps, doctoring, training militia
Rejected Love
- Turned down by her big love, Buzz is currently filled with a lot of hatred She - chose the right job it seems.
- N/A
Psycho
- Will go psycho and shoot like mad once in a while and will lose morale if unable to do so with equipped weapon
Dislikes Lynx after 28 hours
(in game time)
Raider
Raider — Ron Higgens
A.I.M — Squadleader — Teaching
Lt. Ron Higgens is a former commander of the Los Angeles SWAT team. When he fell in love with his ace sniper, Sgt. Charlene Higgens, they managed to keep their relationship a secret up until a year ago. When they decided to marry, the L.A.P.D. refused to allow them to continue working together, so they joined A.I.M. He's organized, experienced, and decisive. Raider is a natural leader.
Squadleader
- +10% APs per round to mercs in vicinity
- +2 effective exp level to mercs in vicinity, which have lesser level than the Squadleader
- +2 effective exp level to Squadleader when calculating bonus suppression tolerance for mercs in vicinity
- +40% suppression tolerance to mercs in the vicinity and the Squadleader
- +2 morale gain to mercs in the vicinity
- -2 morale loss to mercs in the vicinity
- The vicinity for bonuses is 10 tiles (20 tiles with extended ears)
- Max simultaneous bonuses per merc is 3 (one Deputy counts as 1, one Squadleader counts as 2. E.g., having three Deputies, one Deputy + one Squadleader or a hundred Squadleaders, makes no difference. It will add up to 3 bonuses)
- +100% fear resistance to Squadleader
- Drawback: 3x morale loss for Squadleader's death to all mercs
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Show-off
- + Better performance when mercs of opposite gender are nearby
- - Morale for mercs of the same gender grows slower when nearby
SWAT Member
- Blurring the line between police and military, SWAT teams are used in urban operations too dangerous for normal law enforcement.
- N/A
Dislikes Hitman after 120 hours
(in game time)
Raven
Raven — Charlene Higgens
A.I.M — Auto Weapons — Marksman — Night Ops
Former L.A.P.D. SWAT team sharpshooter, Sgt. Charlene Higgens left the force for A.I.M. so she could work alongside her husband, Ron Higgens. They prefer to take assignments together since operate with the precision of a solitary unit. If you listen to them though, you'd never realize they're married; they rarely acknowledge their personal lives during work. Raven is qualified in night operations.
Additional Info
- A female version of her husband. They belong together. Also good friends with Donna who is their unofficial go to doctor for treating injuries.
- Less obsessive about being in charge.
- A consummate professional that gets on well with everyone.
- Lighter, more prone to humor
- More open and outgoing.
Auto Weapons
- +5% chance to hit with AR, SMGs and LMGs
- -10% APs needed to fire with LMGs on autofire or burst mode
- -10% APs needed to ready LMGs
- Autofire/burst chance to hit penalty is reduced by 30%
- Reduced chance for shooting unwanted bullets on autofire
Marksman
- +5% chance to hit with Rifles
- +10% chance to hit with Sniper Rifles
- -5% effective range to target with all weapons
- +10% aiming bonus per aim click (except for handguns)
- +5% damage on shot per every aim click after first
- -25% APs needed to chamber a round with bolt-action rifles
- Adds one more aim click for rifle-type guns
Night Ops
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Aggressive
- + Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing
- - Penalty for actions that require patience like repairing items, picking locks, removing traps, doctoring, training militia
SWAT Sniper
- Blurring the line between police and military, SWAT teams are used in urban operations too dangerous for normal law enforcement.
- N/A
Likes Spider after 24 hours
(in game time)
Static
Static — Kirk Stevenson
A.I.M — Technician — Night Ops
The years may go by, but Static barely seems to mature. His experience and laid-back nature allow Kirk to best operate under the cover of darkness. He has served his commanders well with his mechanical abilities and knowledge of electronics. And don't be deceived – although he looks like a hippie, peace and love are the furthest things from his mind. Like his good friend Spider, Static can't stand the sight of insects.
Additional Info
- Burnt out, deadhead, surfer dude.
- Principled enough to get the job done.
- Friendly, easy-going, somewhat focused even when he doesn't sound it.
- He and Larry Roachburn used to do a lot of drugs together.
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Night Ops
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Sociable
- + Better performance when a couple of mercs are nearby
- - Gains no morale when no other merc is nearby
Backstage Crew
- Blasting sounds, fireworks, screaming people - isn't it odd how similar stage is to the battlefield?
- N/A
Fear of Insects
- A look at large insects can cause big problems and being in tropical sectors also reduces performance a bit
Dislikes Razor after 20 hours
(in game time)
Len
Len — Corp. Len Anderson
A.I.M — Auto Weapons — Deputy — Teaching
A career military man, Anderson was barely out of his teens before he joined the Green berets. After serving with distinction, he joined A.I.M. as one of its original members and fought alongside A.I.M.s founders in the battle for Angetta. Len is a strong leader, his tours of duty has earned him the respect and appreciation of many
Additional Info
- Back in his home town, the community minded Anderson teaches a NRA course on the proper care and handling of automatic weapons.
Auto Weapons
- +5% chance to hit with AR, SMGs and LMGs
- -10% APs needed to fire with LMGs on autofire or burst mode
- -10% APs needed to ready LMGs
- Autofire/burst chance to hit penalty is reduced by 30%
- Reduced chance for shooting unwanted bullets on autofire
Deputy
- +5% APs per round to mercs in vicinity
- +1 effective exp level to mercs in vicinity, which have lesser level than the Deputy
- +1 effective exp level to Deputy when calculating bonus suppression tolerance for mercs in vicinity
- +20% suppression tolerance to mercs in the vicinity and the Deputy
- +1 morale gain to mercs in the vicinity
- -1 morale loss to mercs in the vicinity
- The vicinity for bonuses is 10 tiles (20 tiles with extended ears)
- Max simultaneous bonuses per merc is 3 (one Deputy counts as 1, one Squadleader counts as 2. E.g., having three Deputies, one Deputy + one Squadleader or a hundred Squadleaders, makes no difference. It will add up to 3 bonuses)
- +50% fear resistance to Deputy
- Drawback: 2x morale loss for Deputy's death to all mercs
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Assertive
- + Bonus on training militia and is better at communicating with people
- - Gains no morale for actions of other mercs
Green Beret
- The Green Berets are a special operations force tasked with unconventional warfare.
- N/A
Likes Dr. Q after 66 hours
(in game time)
Dislikes Numb after 30 hours
(in game time)
Danny
Danny — Dr. Daniel Quinten
A.I.M — Doctor — Ambidextrous
Doctor David Quinten is a mountaineer, skydiver, and mobile medical practitioner. During Operation Desert Storm, he developed a reputation for jumping out of helicopters to operate on wounded soldiers that were lying out in the middle of sandy minefields. Even more remarkably, Danny wouldn't call in EVAC until the patient was well on his way to recovery. He has been known to be a bit of a lone wolf.
Additional Info
- Enjoys company, but gets along fine
- Gets into combat for a kick
- Defender type of guy, can't stand injustice
- Dislikes cowards and meatheads
Doctor
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 50% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +50% effectiveness on doctor-patient assignment
- +60% bandaging speed
- +20% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Ambidextrous
- Reduced penalty to shoot dual weapons by 100%
- +20% speed of reloading guns with magazines
- +33% speed of reloading guns with loose rounds
- -33% APs needed to pickup items
- -33% APs needed to word backpack
- -33% APs needed to handle doors
- -33% APs needed to plant/remove bombs and mines
- -33% APs needed to attach items
Loner
- + Better performance when no other merc is nearby
- - Gains no morale when in a group
Extreme Athlete
- If you want to put your life to risk, might as well earn cash by it...
- N/A
Dislikes Biff after 10 hours
(in game time)
Magic
Magic — Earl Walker
A.I.M — Technician — Stealthy — Athletics
Magic's calm, cool, and collected demeanor sets the tone for battle. In peak physical condition, he displays razor-sharp reflexes and catlike agility. Magic can ferret out danger with astonishing acumen. And with his lethal marksmanship, he quickly and efficiently puts an end to any threat. He's nicknamed Magic due to the way doors seem to open up in front of him.
Additional Info
- Voice: Deep, drawn-out and definitive
- Assertive, detached and deadly.
- Being a second-story man, he is regularly wanted by the police, something he shared with fellow burglar Jimmy Upton until Jimmy was caught and jailed.
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Stealthy
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Athletics
- -25% APs needed for moving (running, walking, squatting, crawling, swimming, etc.)
- -33% energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.
Dauntless
- + Higher suppresion and fear resistance. Morale loss for taking damage and companions deaths is lower
- - Higher chance to be hit and enemy's penalty reduced when oneself is the moving target
Professional Thief
- When offered to take it or leave it, you always chose 'take'.
- N/A
Likes Jimmy after 6 hours
(in game time)
Dislikes Bubba after 2 hours
(in game time)
Stephen
Stephen — Stephen Rothman
A.I.M — Deputy
Don’t let his gray eyes and pretty boy looks fool you. Rothman won’t back down from the down and dirty. As a diamond mercenary and security consultant, he has protected some of the richest ore deposits in the world from thieving locals, rebels, and the competition. Some say that South Africa hasn’t been quite as well-behaved since he left. Stephen has proven to be a fine squad leader, especially during night maneuvers.
Additional Info
- Earned the reputation of "best new mercenary" amongst A.I.M.'s clients.
Deputy
- +5% APs per round to mercs in vicinity
- +1 effective exp level to mercs in vicinity, which have lesser level than the Deputy
- +1 effective exp level to Deputy when calculating bonus suppression tolerance for mercs in vicinity
- +20% suppression tolerance to mercs in the vicinity and the Deputy
- +1 morale gain to mercs in the vicinity
- -1 morale loss to mercs in the vicinity
- The vicinity for bonuses is 10 tiles (20 tiles with extended ears)
- Max simultaneous bonuses per merc is 3 (one Deputy counts as 1, one Squadleader counts as 2. E.g., having three Deputies, one Deputy + one Squadleader or a hundred Squadleaders, makes no difference. It will add up to 3 bonuses)
- +50% fear resistance to Deputy
- Drawback: 2x morale loss for Deputy's death to all mercs
Assertive
- + Bonus on training militia and is better at communicating with people
- - Gains no morale for actions of other mercs
Military Advisor
- Pointing the gun in the right direction is a start, but someone needs to teach these people how to teach other people where to point.
- N/A
Likes Meltdown after 14 hours
(in game time)
Dislikes Nails after 70 hours
(in game time)
Scully
Scully — Robert James Sullivan
A.I.M — Melee — Throwing — Athletics
The amiable Scully Sullivan is a long-time A.I.M. member. He's one of our most distinguished mercenaries and perhaps the most respected among his peers. Scully holds the A.I.M. record for the highest number of combat engagements in almost as many different countries. Need someone to snap the last breath from an enemy? Then Sullivan's your man. Scully is well-known for his skills with a bladed weapon.
Additional Info
- Scully is a super friendly guy. He's been married eight times and has twenty one kids.
- Though British, he has an out-going demeanor easily mistaken for Australian. His cockney accent, tanned complexion and propensity to call people "mate" doesn't help.
- Deadly, yet exhibits no fascination for gore.
- We are told, over and over, that Scully is well known for his skill with blades.
- He likely holds the record for combat engagements in Jagged Alliance 2 now due to the departure of his old friend Mike.
Melee
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Throwing
- -20% basic APs needed to throw blades
- +15% max range when throwing blades
- +25% chance to hit when throwing blades
- +5% chance to hit when throwing blades per aim click
- +15% damage with throwing blades
- +10% damage with throwing blades per aim click
- +20% chance to inflict critical hit with throwing blade if not seen or heard
- +1 critical hit with the throwing blade multiplier
- Adds 1 more aim click for throwing blades
Athletics
- -25% APs needed for moving (running, walking, squatting, crawling, swimming, etc.)
- -33% energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.
Sociable
- + Better performance when a couple of mercs are nearby
- - Gains no morale when no other merc is nearby
Mercenary
- While others may keep to their pasts and its labels, you've chosen the life of a gun for hire - and embraced it. This is who you really are.
- N/A
Malice
Malice — Jean Pierre Viau
A.I.M — Hand to Hand — Melee — Bodybuilding
Jean-Pierre may be a little rough around the edges, but he is extremely sharp with a blade-in-hand. He acquired most of his skills while working as the head doorman at a nightclub. Street fighting is definitely one of his strengths. La Malice seems to have found his calling with A.I.M. though, as he has honed his talents to exquisite perfection.
Additional Info
- Has a backwoods, Quebecois French accent.
- Not too smart, but sadistically helpful.
- Takes pride in his small accomplishments.
- Thinks of himself of something of a ladies man, this, in turn, makes some of the more affirmative women dislike him and his crude manner makes Gaston think of him as a disgrace to all French men, not to mention as competition.
- aka "La Malice"
Hand to Hand
- -15% APs needed for HtH attacks
- +30% chance to hit with HtH attacks (bare hands)
- +25% chance to hit with HtH attacks (brass knuckles)
- +30% damage to HtH attacks
- +15% breath damage to HtH attacks
- Enemy knocked out due to your HtH attacks takes much longer to recuperate
- +75% damage to aimed HtH attacks
- +30% chance to dodge HtH attacks
- +35% chance to dodge HtH attacks (while bare handed)
- +20% chance to dodge attacks by any melee weapon
- -25% APs needed to steal weapon from enemy hands
- -25% APs needed to turn, climb roof, jump obstacles and chance stance
- +25% chance to kick in doors
Melee
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Bodybuilding
- Has 25% damage resistance
- +30% effective strength for carrying weight capacity
- Reduced energy lost when hit by HtH attack by 50%
- Increased damage needed to fall down if hit to legs by 100%
Aggressive
- + Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing
- - Penalty for actions that require patience like repairing items, picking locks, removing traps, doctoring, training militia
Bouncer
- Doormen make good soldiers in close combat, though the killing part is a change (hopefully).
- N/A
Likes Meltdown after 24 hours
(in game time)
Dr. Q
Dr. Q — Dr. Q. Huaong
A.I.M — Martial Arts — Paramedic — Night Ops
Doctor Huaong draws much of his medical knowledge from the branches of the ancient healing traditions. His marksmanship may be a little poor, but Dr. Q's expertise in so many other disciplines – night operations, guerrilla warfare tactics, and martial arts-more than make up for it, and he could easily double his fees.
Additional Info
- His salary is currently undergoing renegotiation.
Martial Arts
- -30% APs needed for HtH attacks
- +60% chance to hit with HtH attacks (bare hands)
- +50% chance to hit with HtH attacks (brass knuckles)
- +60% damage to HtH attacks
- +30% breath damage to HtH attacks
- Enemy knocked out due to your HtH attacks takes even longer to recuperate
- +150% damage to aimed HtH or spinning kick attacks
- +60% chance to dodge HtH attacks
- +70% chance to dodge HtH attacks (while bare handed)
- +40% chance to dodge attacks by any melee weapon
- -50% APs needed to steal weapon from enemy hands
- -50% APs needed to turn, climb roof, jump obstacles and chance stance
- +50% chance to kick in doors
- Slender body-type gains special animations for HtH combat
Paramedic
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 30% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +25% effectiveness on doctor-patient assignment
- +30% bandaging speed
- +10% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Night Ops
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Phlegmatic
- + Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia
- - Interrput chance is slightly lowered
Chinese Doctor
- Dr. Q is trained in the arts of ancient Chinese medicine. Not the fastest way to cure a patient, but it works.
- N/A
Likes Vicki after 74 hours
(in game time)
Nails
Nails — Edgar Smorth
A.I.M — Technician — Demolitions
Edgar Smorth traded in his bike, leathers, and vest to become a full-time A.I.M. mercenary. In the year he's been with the organization, Nails has taken advantage of his knowledge about car bombs to become a military explosives expert. Despite his career change, he hasn't lost his combative edge or substantial belly he developed as a renegade biker. Edgar has a knack for getting into inaccessible places, just as long as they aren't too small and narrow.
Additional Info
- Ex-biker, tough guy.
- Voice: Heavy, deep and raspy.
- Takes a jovial pleasure in killing.
- Likes let out a sick laugh when he's having fun.
- Calls people Scooter; a friendly put-down.
- Do not even think about touching the leather jacket.
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Dauntless
- + Higher suppresion and fear resistance. Morale loss for taking damage and companions deaths is lower
- - Higher chance to be hit and enemy's penalty reduced when oneself is the moving target
Gang Member
- Becoming a mercenary is a natural step for many gang members - job's the same, tools and pay much better.
- N/A
Claustrophobic
- Overall performance is reduced when underground
Likes Bull after 40 hours
(in game time)
Thor
Thor — Thor Kaufman
A.I.M — Hand to Hand — Paramedic — Stealthy
This vegetarian New Age healer has an amazing grasp of medicine for a man who's never seen the inside of a university med school. He also has a decent grasp for killing quickly and quietly. Born on outskirts of Berlin, he now calls California home where he lives in the mountains with his newborn son and ex-wife, Cassandra.
Additional Info
- Slight German accent
- An easy-going new age and professional killer with scientific terminology in his dialogue.
- Switches to German expressions when the situation is tense.
- He switches between the direct rigidity of his upbringing and his newfound inner-tranquillity.
Hand to Hand
- -15% APs needed for HtH attacks
- +30% chance to hit with HtH attacks (bare hands)
- +25% chance to hit with HtH attacks (brass knuckles)
- +30% damage to HtH attacks
- +15% breath damage to HtH attacks
- Enemy knocked out due to your HtH attacks takes much longer to recuperate
- +75% damage to aimed HtH attacks
- +30% chance to dodge HtH attacks
- +35% chance to dodge HtH attacks (while bare handed)
- +20% chance to dodge attacks by any melee weapon
- -25% APs needed to steal weapon from enemy hands
- -25% APs needed to turn, climb roof, jump obstacles and chance stance
- +25% chance to kick in doors
Paramedic
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 30% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +25% effectiveness on doctor-patient assignment
- +30% bandaging speed
- +10% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Stealthy
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Sociable
- + Better performance when a couple of mercs are nearby
- - Gains no morale when no other merc is nearby
Likes Spider after 100 hours
(in game time)
Scope
Scope — Sheila Sterling
A.I.M — Marksman — Night Ops — Teaching
First off, a correction is in order: Sterling's previous bio mistakenly stated that she was a member of the British Special Forces when, in fact, no such service exists. She served with the British Special Air Service (SAS). A.I.M. regrets the error and any inconvenience it may have caused.
Additional Info
- Trained in urban warfare, Scope is an expert markswoman and is well-versed in night operations.
Marksman
- +5% chance to hit with Rifles
- +10% chance to hit with Sniper Rifles
- -5% effective range to target with all weapons
- +10% aiming bonus per aim click (except for handguns)
- +5% damage on shot per every aim click after first
- -25% APs needed to chamber a round with bolt-action rifles
- Adds one more aim click for rifle-type guns
Night Ops
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Sociable
- + Better performance when a couple of mercs are nearby
- - Gains no morale when no other merc is nearby
Wolf
Wolf — Peter Sanderson
A.I.M — Bodybuilding — Night Ops — Teaching
Peter Sanderson just returned from a six-month absence. He booked off on personal leave to take an intensive physical training program and various other courses to top-off his status as a jack-of-all-trades. Having lost over forty pounds, he's in the best shape he has ever been in and A.I.M., as a result, has gladly renewed his membership.
Additional Info
- When not on assignment, Sanderson instructs a Wolverine Civil Defense unit during the evenings.
Bodybuilding
- Has 25% damage resistance
- +30% effective strength for carrying weight capacity
- Reduced energy lost when hit by HtH attack by 50%
- Increased damage needed to fall down if hit to legs by 100%
Night Ops
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Loner
- + Better performance when no other merc is nearby
- - Gains no morale when in a group
Paramilitary Instructor
- N/A
Dislikes Numb after 52 hours
(in game time)
MD
MD — Dr. Michael Dawson
A.I.M — Paramedic — Melee — Teaching
Fresh out of med school, Doctor Dawson eagerly awaits his first assignment. Although his innocent and youthful appearance has prevented others from taking him seriously but rest assured, once he saves a couple of lives, he'll be shown the kind of respect he deserves. For a man who just completed his internship, he can certainly wield a mean scalpel.
Additional Info
- Young, inexperienced, a little chattier than most of the others.
- Uses some scientific terminology.
- Enthusiastic and somewhat brash.
- Surprises himself on occasion as he feels his way through combat.
- MD has an excellent wisdom score, so you can easily train up his marksmanship
Paramedic
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 30% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +25% effectiveness on doctor-patient assignment
- +30% bandaging speed
- +10% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Melee
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Optimist
- + Morale sinks a little slower and grows faster than normal
- - Lower chance to detect traps and mines
Heat Intolerant
- Problems with breathing and reduced overall performance when in tropical or desert sectors
Likes Danny after 14 hours
(in game time)
Meltdown
Meltdown — Norma Jessop
A.I.M — Heavy Weapons — Gunslinger — Ambidextrous
Don't mess with Meltdown. She may be smiling in her file photo, but that smile is certainly deceptive. This mercenary is legendary; an enemy once died at her feet from fear before Meltdown had even raised her weapon. As for her taste in weapons, the bigger, the better. In fact, Meltdown has a tendency for overkill in virtually every aspect of her life. Jessop is remarkably ambidextrous; she can easily fire two weapons simultaneously.
Additional Info
- A foul-mouthed, kickass woman who could clear a bar in no time.
- You'd shake in fear just looking at her.
- Loves violence and killing.
- Generally misanthropic, and has especially little time for cowards. Admires Rothman for his ability to instil discipline, and Rothman appreciates her no-nonsense attitude.
Heavy Weapons
- -20% APs needed to fire grenade or rocket launchers
- +25% chance to hit with grenade or rocket launchers
- -10% APs needed to fire mortar
- -50% penalty to chance to hit with mortar
- +30% damage to tanks with heavy weapons, grenades and explosives
- +15% damage to other targets with heavy weapons
Gunslinger
- -15% APs needed to fire with pistols and revolvers
- +10% effective range with pistols and revolvers
- +10% chance to hit with pistols and revolvers
- +5% chance to hit with machine pistols (on single shot only)
- +5% aiming bonus per click with pistols, machine pistols and revolvers
- -15% APs needed to ready pistols and revolvers
- -25% APs needed to reload pistols, machine pistols and revolvers
- Adds 1 more aim click for pistols, machine pistols and revolvers
Ambidextrous
- Reduced penalty to shoot dual weapons by 100%
- +20% speed of reloading guns with magazines
- +33% speed of reloading guns with loose rounds
- -33% APs needed to pickup items
- -33% APs needed to word backpack
- -33% APs needed to handle doors
- -33% APs needed to plant/remove bombs and mines
- -33% APs needed to attach items
Malicious
- + Higher chance for inflicting stat loss, which may also inflict special painful wounds. Gains bonus morale for inflicting stat loss
- - Penalty in communicating with people and morale sinks faster while not in battle
Likes Stephen after 48 hours
(in game time)
Dislikes Flo after 2 hours
(in game time)
Biff
Biff — Biff Apscott
M.E.R.C — Teaching
We can't even begin to list the number of battles Biff Apscott has witnessed. His experience, dedication and willingness to part with his retirement fund has made this agency what it is today. In a private moment between warriors, Col. Leon Roachburn once said Biff is "a fearless leader of men. A man without equal.
Additional Info
- Not quite as brave as one might perhaps expect.
- Knowing Leon and the company he kept, his "attributed" quote in Biff's M.E.R.C. dossier likely has him rolling in his grave.
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Sociable
- + Better performance when a couple of mercs are nearby
- - Gains no morale when no other merc is nearby
Nervous
- Will suffer panic attacks if left alone in certain situations
Likes Flo after 10 hours
(in game time)
Haywire
Haywire — Frankie Gordon
M.E.R.C — Auto Weapons — Melee
Killing is Frankie Gordon's speciality. He's not particular on how he kills, just as long as he has fun doing it. Haywire may not be considered a marksman, but he exhibits a certain fascination with automatic weapons and seems to handle them with ease. The same could be said for his talents with sharp knives.
Additional Info
- Frankie is working on improving his people skills.
Auto Weapons
- +5% chance to hit with AR, SMGs and LMGs
- -10% APs needed to fire with LMGs on autofire or burst mode
- -10% APs needed to ready LMGs
- Autofire/burst chance to hit penalty is reduced by 30%
- Reduced chance for shooting unwanted bullets on autofire
Melee
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Aggressive
- + Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing
- - Penalty for actions that require patience like repairing items, picking locks, removing traps, doctoring, training militia
Psycho
- Will go psycho and shoot like mad once in a while and will lose morale if unable to do so with equipped weapon
Likes Numb after 6 hours
(in game time)
Gasket
Gasket — Doug Milton
M.E.R.C — Technician
Doug Milton originates from Kentucky. He quit school in the fourth grade to work in his father's gas station. When his sister/cousin started pumping gas at the garage, he transferred his focus to the repair bench, and became a good mechanic. Since he left the family business, he roamed from job to job before trying his luck as a mercenary.
Additional Info
- As hobbies, Gasket lists "squirrel shooting and road sign collecting.
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Aggressive
- + Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing
- - Penalty for actions that require patience like repairing items, picking locks, removing traps, doctoring, training militia
Forgetful
- Sometimes forgets orders given and will lose some APs if it happens in combat
Dislikes Igor after 14 hours
(in game time)
Razor
Razor — Bill Lamont
M.E.R.C — Melee — Throwing — Athletics
Razor's attention to detail and finesse with the blade saved him from being nicknamed "The Butcher". Ask him why he prefers a knife to a gun and every time he'll say "so much noise, so little challenge!" He takes pride in his ability to carve the alphabet – or at least the vowels – into his victims before they bleed to death.
Additional Info
- Razor Lamont has occasionally been called certifiable. And he is indeed certified – certified in killing!
Melee
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Throwing
- -20% basic APs needed to throw blades
- +15% max range when throwing blades
- +25% chance to hit when throwing blades
- +5% chance to hit when throwing blades per aim click
- +15% damage with throwing blades
- +10% damage with throwing blades per aim click
- +20% chance to inflict critical hit with throwing blade if not seen or heard
- +1 critical hit with the throwing blade multiplier
- Adds 1 more aim click for throwing blades
Athletics
- -25% APs needed for moving (running, walking, squatting, crawling, swimming, etc.)
- -33% energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.
Malicious
- + Higher chance for inflicting stat loss, which may also inflict special painful wounds. Gains bonus morale for inflicting stat loss
- - Penalty in communicating with people and morale sinks faster while not in battle
Psycho
- Will go psycho and shoot like mad once in a while and will lose morale if unable to do so with equipped weapon
Likes Fidel after 14 hours
(in game time)
Dislikes Biff after 2 hours
(in game time)
Flo
Flo — Florence Gabriel
M.E.R.C — Teaching
The daughter of vineyard workers, Florence Gabriel spent most of her childhood in Cognac, France before moving to Pittsburgh, Pennsylvania, USA. After settling in the US she took a job as the bookkeeper for a major gun dealer, where she acquired extensive knowledge on the value of firearms. Slightly hesitant, but bright, Flo is simply priced too low to pass up.
Additional Info
- nervous personality
- gets lower prices with traders, and can sell gear for higher prices
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Pacifist
- + Gains morale on non-combat assignments (except training militia)
- - Gains no morale for killing
Nervous
- Will suffer panic attacks if left alone in certain situations
Likes Lynx after 20 hours
(in game time)
Dislikes Meltdown after 20 hours
(in game time)
Gumpy
Gumpy — Tim Hillman
M.E.R.C — Demolitions
Tim is a brilliant explosives expert who catches on quickly. When it comes to explosives though, there really isn't much room for error. Tim Hillman would probably still be enrolled in Harvard, doing graduate studies in electro-magnetic research, if it wasn't for a couple bouts of severe depression...possibly due to the constant exposure to EMF.
Additional Info
- Due to acute allergies, Tim prefers to work in northern climates.
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Intellectual
- + Slightly faster learning when self-practicing or as a student
- - Lower suppression and fear resistance
Heat Intolerant
- Problems with breathing and reduced overall performance when in tropical or desert sectors
Larry
Larry — Larry Roachburn
M.E.R.C — Paramedic — Technician — Stealthy
There's no denying that Larry has had his share of substance abuse problems in the past, and despite many attempts at rehabilitation, the demons remain. Roachburn has recently spent six months at an exclusive and classy rehab center undergoing treatment. Having completed the program, he proclaims himself cured and ready for duty.
Additional Info
- Larry spent most of his spare time in rehab studying pharmacology which has tremendously improved his medical knowledge.
- Larry has two different personalities - clean and relapsed. After hiring, he can relapse under certain conditions, losing a lot of stat points, making him almost useless.
- As long as he stays clean he's the sociable sort, and loves to hang around other mercs (with some exceptions). However, once relapsed he loses focus and becomes forgetful, preferring the loner lifestyle.
Paramedic
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 30% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +25% effectiveness on doctor-patient assignment
- +30% bandaging speed
- +10% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Stealthy
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Sociable
- + Better performance when a couple of mercs are nearby
- - Gains no morale when no other merc is nearby
Likes Flo after 60 hours
(in game time)
Dislikes Steroid after 10 hours
(in game time)
Larry*
Larry* — Larry Roachburn
M.E.R.C
There's no denying that Larry has had his share of substance abuse problems in the past, and despite many attempts at rehabilitation, the demons remain. Roachburn has recently spent six months at an exclusive and classy rehab center undergoing treatment. Having completed the program, he proclaims himself cured and ready for duty.
Additional Info
- Larry's drug habits have made him forgetful, and he will often stop in the middle of a task in need of a reminder, losing AP.
- His brother Gary derisively refers to him as "Anything But A Placebo" Larry.
- Stationary passing time while assigned to squad, carrying energy booster, regeneration booster, medical kit, or any type of alcohol. First aid kits are excluded.
- Stationary passing time while assigned to squad, carrying none of the above items, in any city sector that has a bar.
- The easiest way to prevent a relapse while carrying any of the above items, is keeping Larry busy, assigning him to squad only to travel and fight. And even though sleeping whilst assigned to squad (eg. after traveling) would be safe, there's no wake-up call and Larry's very quick to get his hands on something "groovy".
Loner
- + Better performance when no other merc is nearby
- - Gains no morale when in a group
Forgetful
- Sometimes forgets orders given and will lose some APs if it happens in combat
Likes Steroid after 2 hours
(in game time)
Dislikes Flo after 8 hours
(in game time)
Cougar
Cougar — Jim Wallace
M.E.R.C — Auto Weapons — Scouting — Stealthy
Jim Wallace is one of the few cadets ever to get a perfect score on every final exam at military college. Of course, it didn't hurt that his father wrote the school's military code of conduct. He's a master at conventional mercenary skills and a pro with automatic weaponry. Always by-the-book Cougar is highly professional, possibly M.E.R.C's top performer.
Additional Info
- Even though he is a man with strong opinions, Cougar has the military background (and discipline) to keep them to himself.
Auto Weapons
- +5% chance to hit with AR, SMGs and LMGs
- -10% APs needed to fire with LMGs on autofire or burst mode
- -10% APs needed to ready LMGs
- Autofire/burst chance to hit penalty is reduced by 30%
- Reduced chance for shooting unwanted bullets on autofire
Scouting
- +10 to effective sight range with scopes on weapons
- +40 to effective sight range with binoculars (and scopes seperated from weapons)
- -20 tunnel vision with binoculars (and scopes seperated from weapons)
- If in sector, adjacent sectors will show exact number of enemies
- Prevents enemy ambushes on your squad
- Prevents bloodcat ambushes on your squad
Stealthy
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Dauntless
- + Higher suppresion and fear resistance. Morale loss for taking damage and companions deaths is lower
- - Higher chance to be hit and enemy's penalty reduced when oneself is the moving target
Numb
Numb — Tim Sutton
M.E.R.C — Martial Arts — Night Ops
Tim Sutton suffers from a bad case of visual offensiveness and no one has been willing to give him a break. His bad haircut and neck tattoo has hindered this mercenary's career pursuits despite an otherwise impressive resume including martial arts and night ops training. His marksmanship and medical abilities are also excellent.
Additional Info
- A skilled and able mercenary - however, he is reviled by (and reviles) many members of AIM, making him difficult to work with.
Martial Arts
- -30% APs needed for HtH attacks
- +60% chance to hit with HtH attacks (bare hands)
- +50% chance to hit with HtH attacks (brass knuckles)
- +60% damage to HtH attacks
- +30% breath damage to HtH attacks
- Enemy knocked out due to your HtH attacks takes even longer to recuperate
- +150% damage to aimed HtH or spinning kick attacks
- +60% chance to dodge HtH attacks
- +70% chance to dodge HtH attacks (while bare handed)
- +40% chance to dodge attacks by any melee weapon
- -50% APs needed to steal weapon from enemy hands
- -50% APs needed to turn, climb roof, jump obstacles and chance stance
- +50% chance to kick in doors
- Slender body-type gains special animations for HtH combat
Night Ops
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Loner
- + Better performance when no other merc is nearby
- - Gains no morale when in a group
Likes Malice after 84 hours
(in game time)
Dislikes Scope after 26 hours
(in game time)
Bubba
Bubba — Thorton Jones
M.E.R.C — Hand to Hand — Bodybuilding
Aside from his sheer size, Thorton is notable for being the first prison guard to ever be dismissed from the Alabama State Correctional Department for brutality towards inmates. The precise details of this chain-gang boss' infractions are unclear as we weren't about to ask.
Additional Info
- Bubba, while very (very) stupid and hated by some, is cheap and a decent shot (the best amongst those offered by M.E.R.C.). His low Agility makes it hard for him to keep up with other mercs but as long as you give him time its not a huge problem. He is also a tolerable mechanic and even has some skill with explosives. Despite having a poor dex, he has the Hand-to-Hand skill, and he can be a great choice for the EFC in San Mona as his great health, massive strength and a modicum of skill make him a killer in melee.
- Once his Marksmanship is developed to at least 90, Bubba performs well as a rifleman. He can be given any firearm and clad in any suit of armor and will still have place in inventory to carry stuff, without encumberance.
- Speaks with an incredibly heavy stutter, and seems to have a lot of issues in general.
- Aggressive.
- Best used as a close-quarters tank, due to his ability to sustain a lot of punishment.
- Gives the impression of having been both the bully and the lonely outsider throughout most of his childhood.
Hand to Hand
- -15% APs needed for HtH attacks
- +30% chance to hit with HtH attacks (bare hands)
- +25% chance to hit with HtH attacks (brass knuckles)
- +30% damage to HtH attacks
- +15% breath damage to HtH attacks
- Enemy knocked out due to your HtH attacks takes much longer to recuperate
- +75% damage to aimed HtH attacks
- +30% chance to dodge HtH attacks
- +35% chance to dodge HtH attacks (while bare handed)
- +20% chance to dodge attacks by any melee weapon
- -25% APs needed to steal weapon from enemy hands
- -25% APs needed to turn, climb roof, jump obstacles and chance stance
- +25% chance to kick in doors
Bodybuilding
- Has 25% damage resistance
- +30% effective strength for carrying weight capacity
- Reduced energy lost when hit by HtH attack by 50%
- Increased damage needed to fall down if hit to legs by 100%
Aggressive
- + Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing
- - Penalty for actions that require patience like repairing items, picking locks, removing traps, doctoring, training militia
Likes Buzz after 38 hours
(in game time)
Miguel
Miguel — Miguel Cordona
RPC — Deputy — Melee — Night Ops
Miguel is an excellent squad leader, with an incredibly high leadership, ideal for training mercs and militia, keeping the peace between otherwise hostile team members, and talking to locals. Other good stats are his experience level, wisdom and marksmanship. He is good at knifing and night ops and has a solid amount of health. He is one of the best RPCS in Jagged Alliance 2. Just like the other rebels, Miguel doesn't require a salary.
Additional Info
- Like all of the rebels recruited from Omerta, Miguel will turn on you if you attack him or any of his fellow rebels in the same sector. This will drop him from your squad, and he will not stop until either your squad or he is dead. Interestingly, he has nothing to say, and will not attack when this happens, but will still be registered as an enemy, and will still raise his gun at you as if he is to fire on you. Turns, however, will persist until he is killed or you leave the sector.
Location
Omerta rebel hideout, sector underground A10.
Deputy
- +5% APs per round to mercs in vicinity
- +1 effective exp level to mercs in vicinity, which have lesser level than the Deputy
- +1 effective exp level to Deputy when calculating bonus suppression tolerance for mercs in vicinity
- +20% suppression tolerance to mercs in the vicinity and the Deputy
- +1 morale gain to mercs in the vicinity
- -1 morale loss to mercs in the vicinity
- The vicinity for bonuses is 10 tiles (20 tiles with extended ears)
- Max simultaneous bonuses per merc is 3 (one Deputy counts as 1, one Squadleader counts as 2. E.g., having three Deputies, one Deputy + one Squadleader or a hundred Squadleaders, makes no difference. It will add up to 3 bonuses)
- +50% fear resistance to Deputy
- Drawback: 2x morale loss for Deputy's death to all mercs
Melee
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Night Ops
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Neutral
- + No advantages
- - No disadvantages
Likes Shadow after 10 hours
(in game time)
Carlos
Carlos — Carlos Dasouza
RPC — Stealthy — Throwing — Scouting
One of the last rebels of Arulco. Close friend and advisor to Miguel Cordona.
Additional Info
- Available for recruitment, along with Miguel, after 5 of the 9 cities are captured (Omerta & San Mona don't count).
- A stern and pragmatic man, Carlos is a foil to Miguel's charisma, idealism and well-intentioned grandiloquence. Mistrustful by nature, he has been rendered both cold and paranoid by the auspices of a long and oppressive guerrilla war.
- Although his stats are by no means awful, his late appearance can make him somewhat redundant.
Location
Omerta rebel hideout, sector underground A10.
Stealthy
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Throwing
- -20% basic APs needed to throw blades
- +15% max range when throwing blades
- +25% chance to hit when throwing blades
- +5% chance to hit when throwing blades per aim click
- +15% damage with throwing blades
- +10% damage with throwing blades per aim click
- +20% chance to inflict critical hit with throwing blade if not seen or heard
- +1 critical hit with the throwing blade multiplier
- Adds 1 more aim click for throwing blades
Scouting
- +10 to effective sight range with scopes on weapons
- +40 to effective sight range with binoculars (and scopes seperated from weapons)
- -20 tunnel vision with binoculars (and scopes seperated from weapons)
- If in sector, adjacent sectors will show exact number of enemies
- Prevents enemy ambushes on your squad
- Prevents bloodcat ambushes on your squad
Loner
- + Better performance when no other merc is nearby
- - Gains no morale when in a group
Likes Ira after 1 hours
(in game time)
Ira
Ira — Ira Smythe
RPC — Paramedic — Scouting — Teaching
As she states in the rebel hideout, she came to Arulco from the United States five years prior to the events of Jagged Alliance 2, so she could be a part of an effort to provide humanitarian aid. However, she then noticed that the country needed help to get rid of the dictator, Deidranna Reitman, and took up the flag of the rebels in order to do some greater good, and fight oppression.
Additional Info
- She is a college graduate, with a degree in the humanities.
- Miguel Cordona allows you to recruit her as a field medic and liaison with the locals at the beginning of the game, and she can be one of the first people to join your squad.
Location
Omerta rebel hideout, sector underground A10.
Paramedic
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 30% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +25% effectiveness on doctor-patient assignment
- +30% bandaging speed
- +10% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Scouting
- +10 to effective sight range with scopes on weapons
- +40 to effective sight range with binoculars (and scopes seperated from weapons)
- -20 tunnel vision with binoculars (and scopes seperated from weapons)
- If in sector, adjacent sectors will show exact number of enemies
- Prevents enemy ambushes on your squad
- Prevents bloodcat ambushes on your squad
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Sociable
- + Better performance when a couple of mercs are nearby
- - Gains no morale when no other merc is nearby
Nonswimmer
- Will drown easily if attempting to swim
Dislikes Malice after 30 hours
(in game time)
Dimitri
Dimitri — Dimitri Guzzo
RPC — Throwing — Demolitions
A simple man of uncomplicated needs, Dimitri was a resident of Cambria before the war and the rise of Deidranna 's regime. He joined the rebels led by Miguel Cordona after the Queen's rise to power and now acts as a guard. He despises oppression and is particularly sickened by the subversive and tyrannical tactics used to keep the citizenry in line, such as the use of civilian plants as spies amongst the populace.
Additional Info
- Dimitri can be recruited once you get food from Drassen to Omerta (after talking with Father Walker) during the quest Food from Father Walker.
- Dimitri used to have a job at Cambria University, washing windows. He also has a sister living somewhere in Arulco, likely in Cambria. His low opinion of Stephen Rothman is likely due to Rothman's past work defending foreign mining interests - especially given the mineral nature of Deidranna's interest in occupying the country.
Location
Omerta rebel hideout, sector underground A10.
Throwing
- -20% basic APs needed to throw blades
- +15% max range when throwing blades
- +25% chance to hit when throwing blades
- +5% chance to hit when throwing blades per aim click
- +15% damage with throwing blades
- +10% damage with throwing blades per aim click
- +20% chance to inflict critical hit with throwing blade if not seen or heard
- +1 critical hit with the throwing blade multiplier
- Adds 1 more aim click for throwing blades
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Primitive
- + Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills
- - Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower
Forgetful
- Sometimes forgets orders given and will lose some APs if it happens in combat
Dislikes Stephen after 12 hours
(in game time)
Devin
Devin — Devin Connell
RPC — Demolitions — Melee
A wandering dealer in explosives, Devin has a uniquely jaded personality and a characteristic, Northern Irish accent. A wartime profiteer, his interest in Arulco seems to extend only to how much money there is to be made.
Additional Info
- The best (and only) local source for explosive items. Can carry any of the items below in random amounts. Unlike many other traders, Devin is not interested in buying anything from you, even explosives.
- Connell can be persuaded to join you if you free 4 cities. As with most recruitable locals, a merc with some leadership is recommended. Note that after you recruit him, his items on sale will disappear, so buy everything you want from him before recruiting him.
Location
Found randomly in northern Arulco bars, sectors: C5, C6, D13, H2, G9.
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Melee
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Loner
- + Better performance when no other merc is nearby
- - Gains no morale when in a group
Likes Red after 15 hours
(in game time)
Dislikes Buns after 2 hours
(in game time)
Robot
Robot — MadLab's Robot
RPC
A squat, boxy little device, the robot moves around on dual tank treads, and its circuitry is protected by thick layers of bullet-resistant steel. The small, rotating video camera lens allows it to "see", feeding visual info back to whoever wears its control headset.
Additional Info
- In order to issue orders to the robot, someone in the bot's squad must equip the controller headset, in place of an Extended Ear.
- If the robot is destroyed, Madlab will build another one, though each new bot will require another video camera and rifle. Be careful! Don't remove the robot from the mercenary list at the map screen if it's destroyed. If you made the error of removing, then the robot won't return to your squad anymore, even if you talk to Madlab.
Location
The robot is initially found in whatever sector Nathaniel "MadLab" Kairns is hiding in, in his workshop.
Neutral
- + No advantages
- - No disadvantages
Hamous
Hamous — Hamous
RPC — Stealthy
Hamous had his first taste of combat in Metavira, and based on a glowing recommendation from a major client, Jack Richards, he was granted an internship with this organization, which recently expired. Regrettably, poor Hamous never did save up enough money to purchase that mini-van that he desperately wanted. So he did the next best thing and stole one just outside of Paris. Actually it was an ice cream truck and he was last seen headed towards Istanbul in it.
Additional Info
- Like all Metaviran natives, Hamous is resistant to warm temperatures, and is unaffected by the heat waves that regularly roll through in Jagged Alliance. He carries this ability with him into Jagged Alliance 2.
- Commonly mistaken for a Mexican, such as by Skipper.
- Seems to view mercenary work as a fun way to fill his time.
- Apart from decent marksmanship, his stats are unremarkable at the best of times.
Location
Random road sector, generally between Drassen and Cambria, or San Mona and Cambria. How he ended up with his van in Arulco, (supposedly) on the other side of Atlantic, is anyone's guess.
Stealthy
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Primitive
- + Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills
- - Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower
Terry
Terry — Richard Ruttwen
RPC — Sniper — Auto Weapons
Known worldwide as a deadly sniper, usually targets his victims from building rooftops. Governmental organizations seeking his arrest have also been his best clients.
Additional Info
- Richard Ruttwen, nicknamed "Slay", also known as Terry is one of the wanted terrorists on Carmen Dancio's list, however instead of killing him for Carmen, he can be recruited.
- Talking to Carmen with him on the team will make Carmen turn hostile!
Location
Sector F9, G1, G2, G8 or I14.
Sniper
- +10% chance to hit with Rifles
- +20% chance to hit with Sniper Rifles
- -10% effective range to target with all weapons
- +20% aiming bonus per aim click (except for handguns)
- +10% damage on shot per every aim click after first
- -50% APs needed to chamber a round with bolt-action rifles
- Adds two more aim click for rifle-type guns
Auto Weapons
- +5% chance to hit with AR, SMGs and LMGs
- -10% APs needed to fire with LMGs on autofire or burst mode
- -10% APs needed to ready LMGs
- Autofire/burst chance to hit penalty is reduced by 30%
- Reduced chance for shooting unwanted bullets on autofire
Loner
- + Better performance when no other merc is nearby
- - Gains no morale when in a group
Nonswimmer
- Will drown easily if attempting to swim
Likes Magic after 18 hours
(in game time)
Dislikes Flo after 1 hours
(in game time)
Dynamo
Dynamo — Greg Duncan
RPC — Technician
Imprisoned by Deidranna after he failed to show up to a rally, due to his son's illness. Deidranna's men got to him the same day, killed his son while he watched, and threw him in prison. He was not executed because of the efforts of his brother Matt. Has every reason in the world to kill Deidranna and everyone who works for her.
Additional Info
- He has a wife, presumably in Alma.
- Decent mechanic and mediocre soldier. His Lockpicking skill can be useful unless no other mercenary possesses it.
- Somewhat poor physical stats.
Location
Tixa prison (J9). Is subject of rescue quest from head miner in Alma, Matt Duncan (his brother).
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Aggressive
- + Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing
- - Penalty for actions that require patience like repairing items, picking locks, removing traps, doctoring, training militia
Psycho
- Will go psycho and shoot like mad once in a while and will lose morale if unable to do so with equipped weapon
Likes Blood after 30 hours
(in game time)
Dislikes Bubba after 1 hours
(in game time)
Shank
Shank — Breeham Druz
RPC — Throwing — Demolitions
A prisoner found in the bloody dungeon level of Tixa prison. A son to regime-sympathetic Balime aristocrats, he was turned over to Deidranna's authorities by his parents for growing illegal plants and imprisoned. Hates Deidranna as well as he hates his parents and would be willing to put a bullet in both.
Additional Info
- After freeing him and listening to his story, a merc with at least nominal leadership can persuade him to join up for $20/day. Unlike Dynamo, there is no way to persuade him to work for free.
- Enables you to buy gasoline if brought to Estoni and sent to talk to Jake, allowing Estoni to act as a chopper pad provided the airspace is clear. As a merc, Shank has little other use initially except as a mule or driver.
Location
Tixa dungeon (J9).
Throwing
- -20% basic APs needed to throw blades
- +15% max range when throwing blades
- +25% chance to hit when throwing blades
- +5% chance to hit when throwing blades per aim click
- +15% damage with throwing blades
- +10% damage with throwing blades per aim click
- +20% chance to inflict critical hit with throwing blade if not seen or heard
- +1 critical hit with the throwing blade multiplier
- Adds 1 more aim click for throwing blades
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Optimist
- + Morale sinks a little slower and grows faster than normal
- - Lower chance to detect traps and mines
Nonswimmer
- Will drown easily if attempting to swim
Likes Ivan after 0 hours
(in game time)
Iggy
Iggy — Igmus Palkov
RPC — Bombardier
He is a mercenary who once worked for Queen Deidranna's Army under Mike. Maintained a guilty conscience throughout his tenure there once exposed to the nature of Deidranna's rulership, and deserted once Mike was killed. Upon encountering the mercenaries, he will tell you his story and can then be recruited for $1950/day.
Additional Info
- His salary under Queen Deidranna was $2000/day.
- Holds a strong sense of pride and morality.
- Distrusted by Miguel and Carlos, who view him as nothing but a traitor who worked for the enemy.
Location
He appears in the San Mona bar north of the Shady Lady brothel in sector C5 after you have conquered five towns.
Bombardier
- -40% APs needed to fire grenade or rocket launchers
- +50% chance to hit with grenade or rocket launchers
- -20% APs needed to fire mortar
- -100% penalty to chance to hit with mortar
- +60% damage to tanks with heavy weapons, grenades and explosives
- +30% damage to other targets with heavy weapons
Neutral
- + No advantages
- - No disadvantages
Red Army
- A veteran of international conflict, Iggy found himself on the wrong side of the conflict until he joined the rebellion.
- N/A
Likes Ivan after 21 hours
(in game time)
Dislikes Fidel after 9 hours
(in game time)
Vince
Vince — Dr. Vincent Beaumont
RPC — Paramedic — Ambidextrous — Teaching
A surgeon who works in Cambria Hospital. Despises Queen Deidranna's rule, and according to Nurse Jenny and other staff in the hospital, often talks about trying to take down the Queen's regime.
Additional Info
- Initially, Vince is just another doctor working at Cambria Hospital. He will treat your merc's injuries for the price of up-front cash (provided the hospitals' supplies are intact) and as you perform more good deeds for Cambria, his cost for treatment will decrease.
- Once the Find Joey quest is completed, like other doctors he will offer free treatment once, and thereafter offer greatly discounted treatment.
Location
Cambria Hospital (F8).
Paramedic
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 30% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +25% effectiveness on doctor-patient assignment
- +30% bandaging speed
- +10% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Ambidextrous
- Reduced penalty to shoot dual weapons by 100%
- +20% speed of reloading guns with magazines
- +33% speed of reloading guns with loose rounds
- -33% APs needed to pickup items
- -33% APs needed to word backpack
- -33% APs needed to handle doors
- -33% APs needed to plant/remove bombs and mines
- -33% APs needed to attach items
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Optimist
- + Morale sinks a little slower and grows faster than normal
- - Lower chance to detect traps and mines
Claustrophobic
- Overall performance is reduced when underground
Conrad
Conrad — Lt. Conrad Gillitt
RPC — Machinegunner — Teaching
When the player first encounters Conrad, he is a mercenary working for Deidranna, specifically under General Theo Humphey at the training center in Alma. He claims, when you meet him, that his contract with the Army has recently expired and that he is in search of new employment. His skillset implies that he was assigned to the training of new Army recruits at the facility though he was apparently a little disgruntled with the arrangement as Deidranna was often late in paying him.
Additional Info
- A merc with a modestly high leadership skill will be needed for him to consider joining you at all and will ask for $5500 per day once he is convinced. However, if someone with high leadership refuses the offer, he will drop it to $3300/day.
- Conrad is easily and quickly bored, and talking to him too long will cause him to become more interested in killing you than talking to you.
Location
Alma Training Facility (H13).
Machinegunner
- +10% chance to hit with AR, SMGs and LMGs
- -20% APs needed to fire with LMGs on autofire or burst mode
- -20% APs needed to ready LMGs
- Autofire/burst chance to hit penalty is reduced by 60%
- Reduced chance for shooting unwanted bullets on autofire
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Assertive
- + Bonus on training militia and is better at communicating with people
- - Gains no morale for actions of other mercs
Nonswimmer
- Will drown easily if attempting to swim
Likes Stephen after 24 hours
(in game time)
Dislikes Larry* after 3 hours
(in game time)
Maddog
Maddog — Kevin Cameron
RPC — Engineer
Kevin "Maddog" Cameron is an Arulco native, Jake Cameron's slightly unhinged son and a parts scrapper for the junkyard. He can be persuaded to join your troops for free. He is the only mercenary who comes equipped with an HK CAWS Weapon System. He also comes with a tool kit and absolutely no armor.
Additional Info
- Maddog is fickle and will refuse to join you if approached by a mercenary with low leadership, or a male mercenary. (yes, this means he basically only talks to hot chicks) Doing so also ruins your chances of convincing him to join up - first impressions are important.
- Most likely named after Mad Dog Vachon.
- Kevin talks with a Southern American accent.
Location
Near the gas station in Estoni (I6)
Engineer
- +50% to repairing speed
- +60% to lockpicking (normal/electronic locks)
- +80% to disarming electronic traps
- +80% to attatching special items and combining things
- +40% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 100%
- Increased chance to detect traps and mines (+4 detect level)
- +20% CtH of robot controlled by the Engineer
- Engineer train grants you the ability to repair the robot
- Reduced penalty to repair speed of the robot by 66%
Aggressive
- + Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing
- - Penalty for actions that require patience like repairing items, picking locks, removing traps, doctoring, training militia
Psycho
- Will go psycho and shoot like mad once in a while and will lose morale if unable to do so with equipped weapon
Likes Fox after 2 hours
(in game time)
Mike
Mike — Mike
RPC — Auto Weapons — Marksman — Bodybuilding
While undergoing negotiations for yet another pay increase, Mike suddenly withdrew from the discussion when he was informed many employers had already complained about his exaggerated rates. His current whereabouts are unknown, just like pretty much everything else about him. The last correspondence received by this office, postmarked in a small country whose name escapes us, contained threats we'd rather not recall.
Additional Info
- Can be hired in the 1.13 mod. The player will need characters with high leadership like Miguel to hire him when he is beaten to Critical state.
Location
Random, mostly in a city sector after taking 3 cities completley and taking west, east and center SAM site.
Auto Weapons
- +5% chance to hit with AR, SMGs and LMGs
- -10% APs needed to fire with LMGs on autofire or burst mode
- -10% APs needed to ready LMGs
- Autofire/burst chance to hit penalty is reduced by 30%
- Reduced chance for shooting unwanted bullets on autofire
Marksman
- +5% chance to hit with Rifles
- +10% chance to hit with Sniper Rifles
- -5% effective range to target with all weapons
- +10% aiming bonus per aim click (except for handguns)
- +5% damage on shot per every aim click after first
- -25% APs needed to chamber a round with bolt-action rifles
- Adds one more aim click for rifle-type guns
Bodybuilding
- Has 25% damage resistance
- +30% effective strength for carrying weight capacity
- Reduced energy lost when hit by HtH attack by 50%
- Increased damage needed to fall down if hit to legs by 100%
Neutral
- + No advantages
- - No disadvantages
Mercenary
- While others may keep to their pasts and its labels, you've chosen the life of a gun for hire - and embraced it. This is who you really are.
- N/A
Gaston
Gaston — Gaston Cavalier
M.E.R.C — Sniper — Night Ops
As a distinguished commando in the French Marine Corp (FMC), Gaston has played a distinguished role in many of the NATO and UN operations throughout this hostile world. A confident, field-proven, professional sharpshooter, Cavalier's addition to our roster is just another step in M.E.R.C.'s continuing effort to meet your needs.
Additional Info
- Gaston operates best in the early hours of the morning. He is also rather apt at sniping from an elevated vantage point.
- Speaks with a strong, pompous French accent
Sniper
- +10% chance to hit with Rifles
- +20% chance to hit with Sniper Rifles
- -10% effective range to target with all weapons
- +20% aiming bonus per aim click (except for handguns)
- +10% damage on shot per every aim click after first
- -50% APs needed to chamber a round with bolt-action rifles
- Adds two more aim click for rifle-type guns
Night Ops
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Show-off
- + Better performance when mercs of opposite gender are nearby
- - Morale for mercs of the same gender grows slower when nearby
Nonswimmer
- Will drown easily if attempting to swim
Likes Buzz after 6 hours
(in game time)
Dislikes Biff after 10 hours
(in game time)
Stogie
Stogie — Lt. Horge
M.E.R.C — Bombardier — Bodybuilding
Built like a tank, Lt. Horge's speciality is destroying them. Extremely skilled with heavy weapons, Stogie spent the last two years working as an independent mercenary in the Congo. He's one of the toughest grunts in the business, and M.E.R.C. is proud that he has chosen us as his first foray into agency representation, even if it is on a temporary trial basis.
Additional Info
- Please hire Stogie. We don't want to lose him.
Bombardier
- -40% APs needed to fire grenade or rocket launchers
- +50% chance to hit with grenade or rocket launchers
- -20% APs needed to fire mortar
- -100% penalty to chance to hit with mortar
- +60% damage to tanks with heavy weapons, grenades and explosives
- +30% damage to other targets with heavy weapons
Bodybuilding
- Has 25% damage resistance
- +30% effective strength for carrying weight capacity
- Reduced energy lost when hit by HtH attack by 50%
- Increased damage needed to fall down if hit to legs by 100%
Aggressive
- + Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing
- - Penalty for actions that require patience like repairing items, picking locks, removing traps, doctoring, training militia
Likes Gus after 12 hours
(in game time)
Tex
Tex — Text R. Colburn
M.E.R.C — Gunslinger — Hunter — Ambidextrous
One of our more colourful warriors, Tex Colburn has returned to the mercenary life. As a star of Japanese westerns, he played the lead in "Much Dust, Many Bullets." and has received glowing reviews for his roles in the classic films "Attack of the Clydesdales" and "Have Honda, Will Travel." Tex is quick with a .357 in each hand, and travels with his own stage makeup
Additional Info
- Comes with a pair of incredibly powerful akimbo handguns in Unfinished Business.
- Tries to talk like a cowboy through a heavy Asian accent. Comedy may ensue.
- Though his description in Jagged Alliance, and his film association with a Honda (a Japanese brand) mark him as Japanese, game data in Unfinished Business contradictably marks him as Chinese.
Gunslinger
- -15% APs needed to fire with pistols and revolvers
- +10% effective range with pistols and revolvers
- +10% chance to hit with pistols and revolvers
- +5% chance to hit with machine pistols (on single shot only)
- +5% aiming bonus per click with pistols, machine pistols and revolvers
- -15% APs needed to ready pistols and revolvers
- -25% APs needed to reload pistols, machine pistols and revolvers
- Adds 1 more aim click for pistols, machine pistols and revolvers
Hunter
- +5% chance to hit with rifles
- +10% chance to hit with shotguns
- -25% APs needed to pump shotguns
- +20% group traveling speed between sectors if traveling by foot
- +10% group traveling speed between sectors if traveling by vehicle (except helicopter)
- -35% energy spent for traveling between sectors
- -25% weather penalties
- -50% wear out speed of camouflage by water or time
Ambidextrous
- Reduced penalty to shoot dual weapons by 100%
- +20% speed of reloading guns with magazines
- +33% speed of reloading guns with loose rounds
- -33% APs needed to pickup items
- -33% APs needed to word backpack
- -33% APs needed to handle doors
- -33% APs needed to plant/remove bombs and mines
- -33% APs needed to attach items
Show-off
- + Better performance when mercs of opposite gender are nearby
- - Morale for mercs of the same gender grows slower when nearby
Claustrophobic
- Overall performance is reduced when underground
Likes Mike after 1 hours
(in game time)
Biggins
Biggins — Col. Frederick Biggins
M.E.R.C — Deputy — Demolitions — Night Ops
When you need the very best, go with Col. Biggins. His experiences with guerilla warfare in South Asia have given him a sharp aim with a rifle and unique skills with traps and explosives. Col. Biggins will gladly share his experiences, even without being asked. He just asks that a servant carry all the heavy gear.
Additional Info
- His main strength is his high experience.
- He is most useful when leading squads of lower-level mercs, as his "Deputy" skill makes his experience rub off on them.
Deputy
- +5% APs per round to mercs in vicinity
- +1 effective exp level to mercs in vicinity, which have lesser level than the Deputy
- +1 effective exp level to Deputy when calculating bonus suppression tolerance for mercs in vicinity
- +20% suppression tolerance to mercs in the vicinity and the Deputy
- +1 morale gain to mercs in the vicinity
- -1 morale loss to mercs in the vicinity
- The vicinity for bonuses is 10 tiles (20 tiles with extended ears)
- Max simultaneous bonuses per merc is 3 (one Deputy counts as 1, one Squadleader counts as 2. E.g., having three Deputies, one Deputy + one Squadleader or a hundred Squadleaders, makes no difference. It will add up to 3 bonuses)
- +50% fear resistance to Deputy
- Drawback: 2x morale loss for Deputy's death to all mercs
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Night Ops
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Optimist
- + Morale sinks a little slower and grows faster than normal
- - Lower chance to detect traps and mines
Heat Intolerant
- Problems with breathing and reduced overall performance when in tropical or desert sectors
Monk
Monk — Victor Kolesnikov
A.I.M — Ranger — Auto Weapons
The Russian born Victor Kolesnikov is exactly who would be called a Hard case. Automatic weapons are his area of skill. He very often seeks solitude and does not speak any more than necessary which is why his comrades call him Monk. A fitting nickname for this taciturn pro, who is also a camouflage expert.
Additional Info
- Because of his experiences in Chechnya, he is choosy about his clients.
Ranger
- +10% chance to hit with rifles
- +20% chance to hit with shotguns
- -50% APs needed to pump shotguns
- +40% group traveling speed between sectors if traveling by foot
- +20% group traveling speed between sectors if traveling by vehicle (except helicopter)
- -70% energy spent for traveling between sectors
- -50% weather penalties
- -100% wear out speed of camouflage by water or time
Auto Weapons
- +5% chance to hit with AR, SMGs and LMGs
- -10% APs needed to fire with LMGs on autofire or burst mode
- -10% APs needed to ready LMGs
- Autofire/burst chance to hit penalty is reduced by 30%
- Reduced chance for shooting unwanted bullets on autofire
Loner
- + Better performance when no other merc is nearby
- - Gains no morale when in a group
Dislikes Conrad after 20 hours
(in game time)
Brain
Brain — Janno Allik
A.I.M — Heavy Weapons — Technician — Bodybuilding
Janno: a born Estonian with a German mother. Spent most of his time with the Russian military. Likes to cook for friends and enjoys the good life. But is top fit, a bear of a man, prefers heavy weapons. Locks are no problem and no obstacle.
Additional Info
- Prefers to work together with fellow Estonian Vilde, who he met while stationed in East Germany.
Heavy Weapons
- -20% APs needed to fire grenade or rocket launchers
- +25% chance to hit with grenade or rocket launchers
- -10% APs needed to fire mortar
- -50% penalty to chance to hit with mortar
- +30% damage to tanks with heavy weapons, grenades and explosives
- +15% damage to other targets with heavy weapons
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Bodybuilding
- Has 25% damage resistance
- +30% effective strength for carrying weight capacity
- Reduced energy lost when hit by HtH attack by 50%
- Increased damage needed to fall down if hit to legs by 100%
Loner
- + Better performance when no other merc is nearby
- - Gains no morale when in a group
Likes Grace after 10 hours
(in game time)
Dislikes Reaper after 20 hours
(in game time)
Scream
Scream — Lennart Vilde
A.I.M — Auto Weapons — Deputy — Night Ops
Len is a leader type, infectious to others. A bit of a joker, with a strange sense of humour. Like Janno Allik he originates from Estonia and has a German mother. Unhappy childhood in Siberia, but made him harder. Night operations and automatic weapons are his greatest strengths.
Additional Info
- Happy to go where ever Janno Allik goes. Both men became mercenaries after the Russian withdrawal from East Germany.
Auto Weapons
- +5% chance to hit with AR, SMGs and LMGs
- -10% APs needed to fire with LMGs on autofire or burst mode
- -10% APs needed to ready LMGs
- Autofire/burst chance to hit penalty is reduced by 30%
- Reduced chance for shooting unwanted bullets on autofire
Deputy
- +5% APs per round to mercs in vicinity
- +1 effective exp level to mercs in vicinity, which have lesser level than the Deputy
- +1 effective exp level to Deputy when calculating bonus suppression tolerance for mercs in vicinity
- +20% suppression tolerance to mercs in the vicinity and the Deputy
- +1 morale gain to mercs in the vicinity
- -1 morale loss to mercs in the vicinity
- The vicinity for bonuses is 10 tiles (20 tiles with extended ears)
- Max simultaneous bonuses per merc is 3 (one Deputy counts as 1, one Squadleader counts as 2. E.g., having three Deputies, one Deputy + one Squadleader or a hundred Squadleaders, makes no difference. It will add up to 3 bonuses)
- +50% fear resistance to Deputy
- Drawback: 2x morale loss for Deputy's death to all mercs
Night Ops
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Assertive
- + Bonus on training militia and is better at communicating with people
- - Gains no morale for actions of other mercs
Heat Intolerant
- Problems with breathing and reduced overall performance when in tropical or desert sectors
Likes Monk after 8 hours
(in game time)
Dislikes Lynx after 6 hours
(in game time)
Henning
Henning — Henning von Branitz
A.I.M — Auto Weapons — Heavy Weapons — Teaching
This full Pro is a former member of the GDR Folks army and comes from an old Prussian family. After the reunification of Germany, Henning began an extremely successful career as a merc. Early on he was an adviser in Cuba, now his list of foreign exp. is as long as your arm. Heavy and automatic weapons are in the best hands with Henning.
Additional Info
- He has something against New Age (mainly due to his roots part of an extremely traditional family), which is why he gets allergic attacks when he has to work together with Thor.
Auto Weapons
- +5% chance to hit with AR, SMGs and LMGs
- -10% APs needed to fire with LMGs on autofire or burst mode
- -10% APs needed to ready LMGs
- Autofire/burst chance to hit penalty is reduced by 30%
- Reduced chance for shooting unwanted bullets on autofire
Heavy Weapons
- -20% APs needed to fire grenade or rocket launchers
- +25% chance to hit with grenade or rocket launchers
- -10% APs needed to fire mortar
- -50% penalty to chance to hit with mortar
- +30% damage to tanks with heavy weapons, grenades and explosives
- +15% damage to other targets with heavy weapons
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Neutral
- + No advantages
- - No disadvantages
Claustrophobic
- Overall performance is reduced when underground
Likes Fidel after 30 hours
(in game time)
Dislikes Numb after 30 hours
(in game time)
Lucky
Lucky — Luc Fabre
A.I.M — Auto Weapons — Hand to Hand
Lucky comes from Belgium and has not really earned his nickname as he seems to be followed by bad luck. Fatherless childhood, many experiences. Then he discovered someone having a go at his little sister and in his rage, broke the persons neck: an accident. The victim was unfortunately a VIP and therefore Luc had go underground by the mercenaries.
Additional Info
- This muscleman is a weapon on legs. Close combat would be enough for him, but with automatic weapons he is unbeatable!
- Despises most of the French mercenaries, similar to Steroid's hatred of Russians.
Auto Weapons
- +5% chance to hit with AR, SMGs and LMGs
- -10% APs needed to fire with LMGs on autofire or burst mode
- -10% APs needed to ready LMGs
- Autofire/burst chance to hit penalty is reduced by 30%
- Reduced chance for shooting unwanted bullets on autofire
Hand to Hand
- -15% APs needed for HtH attacks
- +30% chance to hit with HtH attacks (bare hands)
- +25% chance to hit with HtH attacks (brass knuckles)
- +30% damage to HtH attacks
- +15% breath damage to HtH attacks
- Enemy knocked out due to your HtH attacks takes much longer to recuperate
- +75% damage to aimed HtH attacks
- +30% chance to dodge HtH attacks
- +35% chance to dodge HtH attacks (while bare handed)
- +20% chance to dodge attacks by any melee weapon
- -25% APs needed to steal weapon from enemy hands
- -25% APs needed to turn, climb roof, jump obstacles and chance stance
- +25% chance to kick in doors
Show-off
- + Better performance when mercs of opposite gender are nearby
- - Morale for mercs of the same gender grows slower when nearby
Likes Barry after 14 hours
(in game time)
Dislikes Flo after 70 hours
(in game time)
Laura
Laura — Dr. Laura Colin
A.I.M — Auto Weapons — Paramedic — Stealthy
The born Romanian came to Germany with her parents, as she was a child just before their cover was blown. Her arrangement against unjust dictators she has from her parents. She studied medicine and came to the mercenary business through her partner Rudolf Steiger. A totally passionate mercenary!"
Additional Info
- Automatic weapons are her strength just as silently stalking an enemy.
- Hates working with Buzz Garneau as Buzz's bitterness and inability to deal with her breakup with Lynx have her extremely hostile towards men.
- Also dislikes Fox for her rather carefree and promiscuous attitude.
- Enjoys being in Rudolf's company, which is mutual as she and Rudolf are romantically involved.
Auto Weapons
- +5% chance to hit with AR, SMGs and LMGs
- -10% APs needed to fire with LMGs on autofire or burst mode
- -10% APs needed to ready LMGs
- Autofire/burst chance to hit penalty is reduced by 30%
- Reduced chance for shooting unwanted bullets on autofire
Paramedic
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 30% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +25% effectiveness on doctor-patient assignment
- +30% bandaging speed
- +10% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Stealthy
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Dauntless
- + Higher suppresion and fear resistance. Morale loss for taking damage and companions deaths is lower
- - Higher chance to be hit and enemy's penalty reduced when oneself is the moving target
Heat Intolerant
- Problems with breathing and reduced overall performance when in tropical or desert sectors
Dislikes Fox after 20 hours
(in game time)
Grace
Grace — Graziella Girelli
A.I.M — Throwing — Athletics — Demolitions
Grace grew up in New Jersey and comes from an Italo/Hungarian family Early on, she foiled her mother's marriage and would rather play with her wild brothers instead of dolls. Her Italian soul expresses itself in her love for spaghetti and noodles of all variations.
Additional Info
- She brought knife throwing to perfection and as a young girl could already beat her brother, driving her mother crazy.
Throwing
- -20% basic APs needed to throw blades
- +15% max range when throwing blades
- +25% chance to hit when throwing blades
- +5% chance to hit when throwing blades per aim click
- +15% damage with throwing blades
- +10% damage with throwing blades per aim click
- +20% chance to inflict critical hit with throwing blade if not seen or heard
- +1 critical hit with the throwing blade multiplier
- Adds 1 more aim click for throwing blades
Athletics
- -25% APs needed for moving (running, walking, squatting, crawling, swimming, etc.)
- -33% energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Intellectual
- + Slightly faster learning when self-practicing or as a student
- - Lower suppression and fear resistance
Circus Artist
- Let's hope you are as good evading bullets as you are evading knifes while tied to a board.
- N/A
Nonswimmer
- Will drown easily if attempting to swim
Likes Brain after 20 hours
(in game time)
Dislikes Meltdown after 22 hours
(in game time)
Rudolf
Rudolf — Rudolf Steiger
A.I.M — Marksman — Night Ops — Teaching
This former GSG 9 man has only one weakness. Dr. Laura Colin, who he met during a special training in Lübeck. He is an absolute Pro, Night operations are his strength. He can also shoot the nuts out of a squirrel's paws from 3 km. Has the talent to become a trainer.
Additional Info
- His mode of expression leaves a lot to be desired.
- Works well with Henning von Branitz as both share a strong sense of military professionalism, but Gasket and Bull are proverbial red cloths in the bullring, due to their disregard for authority.
Marksman
- +5% chance to hit with Rifles
- +10% chance to hit with Sniper Rifles
- -5% effective range to target with all weapons
- +10% aiming bonus per aim click (except for handguns)
- +5% damage on shot per every aim click after first
- -25% APs needed to chamber a round with bolt-action rifles
- Adds one more aim click for rifle-type guns
Night Ops
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Sociable
- + Better performance when a couple of mercs are nearby
- - Gains no morale when no other merc is nearby
Heat Intolerant
- Problems with breathing and reduced overall performance when in tropical or desert sectors
Likes Grunty after 12 hours
(in game time)
Dislikes Bull after 10 hours
(in game time)
Spooky
Spooky — Gregory Block
M.E.R.C — Ranger — Melee
In 1964 the U.S. formed the top secret Studies and Obervations group (SOG), to coordinate clandestine activity in Vietnam. Spooky is skilled in a variety of roles; including psychological warfare and infiltration. Like all SOG teams, Spooky was trained to avoid cotact but is very well versed in combat, it is estimated that for every SOG soldier killed there were 150 enemy casualties.
Additional Info
- Unemployed after 'Nam, Spooky became a soldier for hire.
Ranger
- +10% chance to hit with rifles
- +20% chance to hit with shotguns
- -50% APs needed to pump shotguns
- +40% group traveling speed between sectors if traveling by foot
- +20% group traveling speed between sectors if traveling by vehicle (except helicopter)
- -70% energy spent for traveling between sectors
- -50% weather penalties
- -100% wear out speed of camouflage by water or time
Melee
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Loner
- + Better performance when no other merc is nearby
- - Gains no morale when in a group
Psycho
- Will go psycho and shoot like mad once in a while and will lose morale if unable to do so with equipped weapon
Likes Lynx after 21 hours
(in game time)
Skitz
Skitz — Bruce Bonner
M.E.R.C — Demolitions
Back on probation, Bruce Bonner has skirted the edge of reality and toyed with demonic fantasy since childhood. There exists a serious difference in opinion as to whether he should remain within the organization. However, qualified explosives experts remain hard to find.
Additional Info
- Speaks in a low, growling and deeply disturbed voice.
- Skitz is one of a few mercs who will leave if he doesn’t kill enough enemies. A certain percentage of your squad’s total slain enemies must have been killed by Skitz or he will leave. This makes him hard to keep for any length of time. His marksmanship and his stats in general are so low that he has a hard time even getting to enemies, let alone killing them. Try to let Skitz finish off nearly dead enemies to sate his urge to kill.
- Skitz is annoyed by Sparky and will kill her if on a squad with her for too long. He will warn you first the night before he kills her.
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Primitive
- + Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills
- - Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower
Psycho
- Will go psycho and shoot like mad once in a while and will lose morale if unable to do so with equipped weapon
Weasel
Weasel — Willy Augustin
M.E.R.C — Radio Operator — Snitch
"Mouthpiece" is a fitting title for wee Willy Augustin, a personality trait that he excels at like no other. Weasel has been with A.I.M. for over five years, and besides some serious fisticuffs with Ears Stockwell, his history within the organization remains uneventful.
Additional Info
- A stool pigeon with a heavy Brooklyn/Jersey accent
Radio Operator
- Only radio operators can use such equipment, in this case radio sets. A radio set is worn like a backpack and requires special batteries on order to work. With such equipment, an operator has access to a variety of unique skills.
Snitch
- Every midnight snitches will give you a report about their colleagues’ opinions. Information includes:
- merc whining about high death rate,
- merc whining about player reputation,
- merc whining about his low morale,
- merc whining about some other merc (unliked, not only hated),
- merc planning to quit (leave without renewing contract, only AIM mercs) next day,
- merc whining about player inactivity,
- merc whining about player owing them money (you can only owe money to MERC mercs).
- Information isn’t guaranteed. Chance of report depends on snitch’s leadership skills, mercs’ character traits (sociable/loner), relationships between mercs included, mercs being on the same assignment, etc. Only mercs in the same sector as snitch will be considered.
Aggressive
- + Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing
- - Penalty for actions that require patience like repairing items, picking locks, removing traps, doctoring, training militia
It
It — Carl Goodman
M.E.R.C — Martial Arts — Bodybuilding
A once-heralded professional wrestler, Carl Goodman is a recent addition to A.I.M. He is often referred to by those who knew him during his ring days as "It", because of his size and manner. However, those who have seen him in the water call him "Rock".
Additional Info
- The strongest merc in AIM while he was in their employ, a role taken up by John "Bull" Peters in Jagged Alliance 2.
- Big and dumb almost verging on acting like a simpleton, Carl is nonetheless quite an easy personality to like.
Martial Arts
- -30% APs needed for HtH attacks
- +60% chance to hit with HtH attacks (bare hands)
- +50% chance to hit with HtH attacks (brass knuckles)
- +60% damage to HtH attacks
- +30% breath damage to HtH attacks
- Enemy knocked out due to your HtH attacks takes even longer to recuperate
- +150% damage to aimed HtH or spinning kick attacks
- +60% chance to dodge HtH attacks
- +70% chance to dodge HtH attacks (while bare handed)
- +40% chance to dodge attacks by any melee weapon
- -50% APs needed to steal weapon from enemy hands
- -50% APs needed to turn, climb roof, jump obstacles and chance stance
- +50% chance to kick in doors
- Slender body-type gains special animations for HtH combat
Bodybuilding
- Has 25% damage resistance
- +30% effective strength for carrying weight capacity
- Reduced energy lost when hit by HtH attack by 50%
- Increased damage needed to fall down if hit to legs by 100%
Phlegmatic
- + Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia
- - Interrput chance is slightly lowered
Nonswimmer
- Will drown easily if attempting to swim
Bernie
Bernie — Dr. Bernie Gloveless
M.E.R.C — Doctor
A member in excellent standing, Doctor Bernie Gloveless has been responsible for treating the wounded and administering the annual physical of A.I.M. members for more than five years. Both his operating and examining techniques have become... well... timeless!
Additional Info
- Got his ass kicked by Glen "Boss" Hatchet at the annual AIM Christmas party the year before Boss retired.
- Old and forgetful, will stop in the middle of the action and need a reminder about what his orders were, costing AP.
- Cannot improve any skills.
Doctor
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 50% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +50% effectiveness on doctor-patient assignment
- +60% bandaging speed
- +20% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Neutral
- + No advantages
- - No disadvantages
Forgetful
- Sometimes forgets orders given and will lose some APs if it happens in combat
Pops
Pops — Murray McGillicutty
M.E.R.C — Deputy — Hunter
A member in good standing, Murray McGillicutty has been with A.I.M. since it was founded. As one of the oldest fighting men alive, his cock-and-bull stories about prehistoric warfare and his ability to cheat death are mystical among the younger members.
Additional Info
- Uncomfortably handsy around pretty women, as Fox and Beth will testify after enough time.
- One of those 16-year-old "lie about your age" WWI teens.
Deputy
- +5% APs per round to mercs in vicinity
- +1 effective exp level to mercs in vicinity, which have lesser level than the Deputy
- +1 effective exp level to Deputy when calculating bonus suppression tolerance for mercs in vicinity
- +20% suppression tolerance to mercs in the vicinity and the Deputy
- +1 morale gain to mercs in the vicinity
- -1 morale loss to mercs in the vicinity
- The vicinity for bonuses is 10 tiles (20 tiles with extended ears)
- Max simultaneous bonuses per merc is 3 (one Deputy counts as 1, one Squadleader counts as 2. E.g., having three Deputies, one Deputy + one Squadleader or a hundred Squadleaders, makes no difference. It will add up to 3 bonuses)
- +50% fear resistance to Deputy
- Drawback: 2x morale loss for Deputy's death to all mercs
Hunter
- +5% chance to hit with rifles
- +10% chance to hit with shotguns
- -25% APs needed to pump shotguns
- +20% group traveling speed between sectors if traveling by foot
- +10% group traveling speed between sectors if traveling by vehicle (except helicopter)
- -35% energy spent for traveling between sectors
- -25% weather penalties
- -50% wear out speed of camouflage by water or time
Dauntless
- + Higher suppresion and fear resistance. Morale loss for taking damage and companions deaths is lower
- - Higher chance to be hit and enemy's penalty reduced when oneself is the moving target
Forgetful
- Sometimes forgets orders given and will lose some APs if it happens in combat
Wally
Wally — Walter Yuntz
M.E.R.C — Engineer
Under evaluation for possible eye problems, Walter Yuntz has been with A.I.M. long enough to show substantial improvement in his marksmanship, but it hasn't happened. For the time being, we suggest he'd be used for his competence in other fields.
Additional Info
- Odd accent. Hard to place.
- An excellent mechanic, with a friendly demeanour.
- A terrible shot, with the "hopeless shot" trait eliminating any hope of improvement.
- Has a normal sight range despite his purported eye problems.
Engineer
- +50% to repairing speed
- +60% to lockpicking (normal/electronic locks)
- +80% to disarming electronic traps
- +80% to attatching special items and combining things
- +40% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 100%
- Increased chance to detect traps and mines (+4 detect level)
- +20% CtH of robot controlled by the Engineer
- Engineer train grants you the ability to repair the robot
- Reduced penalty to repair speed of the robot by 66%
Intellectual
- + Slightly faster learning when self-practicing or as a student
- - Lower suppression and fear resistance
Shortsighted
- Reduced sight range
Eli
Eli — Dr. Eli Summers
M.E.R.C — Paramedic — Melee
Doctor Eli Summers has been a devoted member of A.I.M. for over seven years. Though a poor shot, with no hope of improvement, he has hung in during some of the most devastating assignments, only to sign up for another with little hesitation.
Additional Info
- he is deadly with a three-iron and is currently entertaining the possibility of joining the Senior's Tour.
- Has the hidden "hopeless shot" skill, meaning his already poor marksmanship will improve only very slowly, if at all.
- Has an even and traditional voice, reminiscent of public channel television or radio-presenters.
Paramedic
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 30% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +25% effectiveness on doctor-patient assignment
- +30% bandaging speed
- +10% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Melee
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Neutral
- + No advantages
- - No disadvantages
Mitch
Mitch — Dr. Mitch Shudlem
A.I.M — Doctor
Originally an obstetrician, Doctor Mitch Shudlem has come a long way in the treatment of battle casualties. Like most members of the medical staff, he's wary of financial risk, but committed to the well-being of fellow team members.
Additional Info
- Incredible Dexterity, Medical skill and the highest Wisdom in the game (together with Bob) mean that he either is, or can quickly become an expert in about anything. However, his hefty salary and low Experience level for the buck will probably make him affordable too late in the game to get enough training or lose in competition to more cost-effective mercs.
Doctor
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 50% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +50% effectiveness on doctor-patient assignment
- +60% bandaging speed
- +20% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Pacifist
- + Gains morale on non-combat assignments (except training militia)
- - Gains no morale for killing
Carp
Carp — Howard Melfield
A.I.M — Teaching — Snitch
Though Howard Melfield has slowed with age, he continues to serve as an effective member of A.I.M.. Despite his obvious lack of specialization, he is devoted. Displaying no loyalty to his peers, he'll relay all the team scuttlebutt with the precision of a poet.
Additional Info
- Seems that the voice actor wanted to convey a little bit of Irish accent, though not successfully.
- A bit of a load on the battlefield, as expressed by Speck.
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Snitch
- Every midnight snitches will give you a report about their colleagues’ opinions. Information includes:
- merc whining about high death rate,
- merc whining about player reputation,
- merc whining about his low morale,
- merc whining about some other merc (unliked, not only hated),
- merc planning to quit (leave without renewing contract, only AIM mercs) next day,
- merc whining about player inactivity,
- merc whining about player owing them money (you can only owe money to MERC mercs).
- Information isn’t guaranteed. Chance of report depends on snitch’s leadership skills, mercs’ character traits (sociable/loner), relationships between mercs included, mercs being on the same assignment, etc. Only mercs in the same sector as snitch will be considered.
Dauntless
- + Higher suppresion and fear resistance. Morale loss for taking damage and companions deaths is lower
- - Higher chance to be hit and enemy's penalty reduced when oneself is the moving target
Lance
Lance — Lance Fisher
M.E.R.C — Teaching — Snitch
Fresh meat to the mercenary game, Lance Fisher joined the organization after a short stint with the Indiana National Guard and an even shorter stint, a weekend, in Grenada. He's perfect brownnoser material eagerly awaiting his first assignment.
Additional Info
- A tremendous coward, something that Vicki cannot stand. He is, however, more courageous than Biff, as unlike Biff, he will not quit if he sees someone (anyone) die.
- He and Biff comprise a team of "cowards-in-arms".
- One of the few mercs who have no problem with being fired the moment he arrives on site.
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Snitch
- Every midnight snitches will give you a report about their colleagues’ opinions. Information includes:
- merc whining about high death rate,
- merc whining about player reputation,
- merc whining about his low morale,
- merc whining about some other merc (unliked, not only hated),
- merc planning to quit (leave without renewing contract, only AIM mercs) next day,
- merc whining about player inactivity,
- merc whining about player owing them money (you can only owe money to MERC mercs).
- Information isn’t guaranteed. Chance of report depends on snitch’s leadership skills, mercs’ character traits (sociable/loner), relationships between mercs included, mercs being on the same assignment, etc. Only mercs in the same sector as snitch will be considered.
Pacifist
- + Gains morale on non-combat assignments (except training militia)
- - Gains no morale for killing
Nervous
- Will suffer panic attacks if left alone in certain situations
Raffi
Raffi — Dr. Raffitto Leevon
M.E.R.C
Born to parents of Jamaican and Scottish ancestry, Dr. Raffitto Leevon has attempted to care for the casualties of war during countless conflicts. However, as of this moment, his standing within the medical profession remains sketchy.
Additional Info
- Doctor Leevon, whose medical degree was always the subject of much debate, left this organization at the beginning of the year without notification. Apparently, he has changed his name and embarked on a new career. Doctor Raffiman, and his Cajun-funk band, Rotis and Haggis, has captured the imagination of the music world with the distinctive sound of their synthesized spoons and their current hit, Bajun Bayous.
Primitive
- + Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills
- - Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower
Wink
Wink — Wink E. Dickerson
M.E.R.C — Demolitions — Athletics
As a part-time member of A.I.M., Wink Dickerson, a former major league pitcher, has used his natural talents to our clients advantage for years. Though still plagued by poor target sense, he is by all accounts a gamer waiting for the right opportunity.
Additional Info
- Possesses an incredible throwing arm and high agility, slightly making up for his terrible marksmanship. Grenades thrown by Wink have about the same effective range as a .38 pistol.
- The typo in the alumni entry (Dinkerson as opposed to Dickerson) exists in-game.
- An otherwise good person who's continually down on their luck and grown accustomed to disappointment.
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Athletics
- -25% APs needed for moving (running, walking, squatting, crawling, swimming, etc.)
- -33% energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.
Assertive
- + Bonus on training militia and is better at communicating with people
- - Gains no morale for actions of other mercs
Speck
Speck — Speck T. Kline
M.E.R.C — Engineer
Speck T. Kline is one of the more able and less demanding mercenaries within the organization. Taking it apart and putting it back together, so that it's once again in working order, is a hobby and a living for this nervous mercenary from lower Manhattan.
Additional Info
- Possesses the highest mechanical skill in Jagged Alliance and Jagged Alliance: Deadly Games, though somewhat tempered by his low dexterity.
- Extremely nervous on the battlefield, and performs poorly under pressure.
- He is not a playable character in Jagged Alliance 2, however, he founded the More Economic Recruiting Center that offers cheap mercenaries of a little more questionable usefulness and is A.I.M's bargain-basement competitor.
- He also acts as the front-man for M.E.R.C., and can be found on a video feed on M.E.R.C.'s frontpage where he will welcome you at every visit, and alternately sell you the individual mercs on the M.E.R.C. roster or attempt to defame rival organization AIM.
Engineer
- +50% to repairing speed
- +60% to lockpicking (normal/electronic locks)
- +80% to disarming electronic traps
- +80% to attatching special items and combining things
- +40% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 100%
- Increased chance to detect traps and mines (+4 detect level)
- +20% CtH of robot controlled by the Engineer
- Engineer train grants you the ability to repair the robot
- Reduced penalty to repair speed of the robot by 66%
Intellectual
- + Slightly faster learning when self-practicing or as a student
- - Lower suppression and fear resistance
Nervous
- Will suffer panic attacks if left alone in certain situations
John
John — John Kulba
M.E.R.C
John Kulba and his wife Mary are American tourists from Cleveland, Ohio who ended up in Arulco by mistake, originally intending to go to Aruba. They were directed to Chitzena and its ruins by the guy at the airport. He is also one of the new RPCs in Unfinished Business.
Additional Info
- Hireable after quest "Escort John and Mary Kulba"
Location
Chitzena Ruins (A2)
Neutral
- + No advantages
- - No disadvantages
Heat Intolerant
- Problems with breathing and reduced overall performance when in tropical or desert sectors
Likes Gus after 8 hours
(in game time)
Dislikes Numb after 10 hours
(in game time)
Elio
Elio — Elio
M.E.R.C — Scouting — Melee
Elio is a Metaviran native and guide who appears in Jagged Alliance.
Scouting
- +10 to effective sight range with scopes on weapons
- +40 to effective sight range with binoculars (and scopes seperated from weapons)
- -20 tunnel vision with binoculars (and scopes seperated from weapons)
- If in sector, adjacent sectors will show exact number of enemies
- Prevents enemy ambushes on your squad
- Prevents bloodcat ambushes on your squad
Melee
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Primitive
- + Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills
- - Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower
Juan
Juan — Juan
M.E.R.C — Technician
Juan is a Metaviran native and guide who appears in Jagged Alliance.
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Neutral
- + No advantages
- - No disadvantages
Wahan
Wahan — Wahan
M.E.R.C — Paramedic
Wahan is a Metaviran native and guide who appears in Jagged Alliance.
Paramedic
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 30% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +25% effectiveness on doctor-patient assignment
- +30% bandaging speed
- +10% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Primitive
- + Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills
- - Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower
Postie
Postie — Jack Durham
M.E.R.C
A disgruntled civil servant, Jack Durham got out of the postal office just before he flipped out. With the help of his therapist and a strong union, "Postie" joined A.I.M., allowing him to vent his frustrations and earn some serious cash while doing so.
Additional Info
- A less-than-subtle reference to the 1993 post office shootings in Michigan and California, and to incidents of "going postal " in general.
Malicious
- + Higher chance for inflicting stat loss, which may also inflict special painful wounds. Gains bonus morale for inflicting stat loss
- - Penalty in communicating with people and morale sinks faster while not in battle
Nervous
- Will suffer panic attacks if left alone in certain situations
Likes Reuban after 10 hours
(in game time)
Dislikes Bud after 10 hours
(in game time)
Reuban
Reuban — Unusually Ruthless Reuban
M.E.R.C — Melee
On infinite probation, "Unusually Ruthless" Reuban is best described by his nickname. He's called "Ruthless", because he wiped out his entire family with a cordless hedge trimmer, and "Unusually Ruthless" because he recharged the appliance twice before he was finished!
Additional Info
- After years of eluding capture, Reuban was finally arrested and deported to Romania. He is currently serving six concurrent life sentences for the massacre of his wife and family. Although Reuban will never be able to enjoy life as a free man, he seems to be adjusting well to his newfound surroundings. His prison duties include landscaping the grounds and some of his scrub sculptures have won the penitentiary numerous "Good Prisonkeeping" awards.
Melee
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Malicious
- + Higher chance for inflicting stat loss, which may also inflict special painful wounds. Gains bonus morale for inflicting stat loss
- - Penalty in communicating with people and morale sinks faster while not in battle
Psycho
- Will go psycho and shoot like mad once in a while and will lose morale if unable to do so with equipped weapon
Dislikes Ivan after 6 hours
(in game time)
Leon
Leon — Col. Leon Roachburn
M.E.R.C — Squadleader — Teaching — Snitch
The "loose-lipped" legend is once again amongst the rank and file of A.I.M. Back from a brief retirement, the Colonel returns determined to amend for the disgrace, he claims, his children have bestowed upon the family name as mercenaries.
Squadleader
- +10% APs per round to mercs in vicinity
- +2 effective exp level to mercs in vicinity, which have lesser level than the Squadleader
- +2 effective exp level to Squadleader when calculating bonus suppression tolerance for mercs in vicinity
- +40% suppression tolerance to mercs in the vicinity and the Squadleader
- +2 morale gain to mercs in the vicinity
- -2 morale loss to mercs in the vicinity
- The vicinity for bonuses is 10 tiles (20 tiles with extended ears)
- Max simultaneous bonuses per merc is 3 (one Deputy counts as 1, one Squadleader counts as 2. E.g., having three Deputies, one Deputy + one Squadleader or a hundred Squadleaders, makes no difference. It will add up to 3 bonuses)
- +100% fear resistance to Squadleader
- Drawback: 3x morale loss for Squadleader's death to all mercs
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Snitch
- Every midnight snitches will give you a report about their colleagues’ opinions. Information includes:
- merc whining about high death rate,
- merc whining about player reputation,
- merc whining about his low morale,
- merc whining about some other merc (unliked, not only hated),
- merc planning to quit (leave without renewing contract, only AIM mercs) next day,
- merc whining about player inactivity,
- merc whining about player owing them money (you can only owe money to MERC mercs).
- Information isn’t guaranteed. Chance of report depends on snitch’s leadership skills, mercs’ character traits (sociable/loner), relationships between mercs included, mercs being on the same assignment, etc. Only mercs in the same sector as snitch will be considered.
Dauntless
- + Higher suppresion and fear resistance. Morale loss for taking damage and companions deaths is lower
- - Higher chance to be hit and enemy's penalty reduced when oneself is the moving target
Forgetful
- Sometimes forgets orders given and will lose some APs if it happens in combat
Dislikes Sparky after 2 hours
(in game time)
Gary
Gary — Gary Roachburn
A.I.M — Heavy Weapons — Bodybuilding — Demolitions — Snitch
A new member of A.I.M., Gary is another Roachburn from along family line of mercenaries to join A.I.M. Like his father, Col. Leon Roachburn, a loose-lipped legend, Gary can be trusted to keep you informed of all your team members thoughts and intentions.
Additional Info
- Gary Roachburn, well known for his family tree and loose tongue, was the second of the Roachburns to sever their ties with the organization. After the sudden, accidental death of his father, Col. Leon Roachburn, Gary left the life of a soldier of fortune and has taken a seasonal position with the Boy Scouts of America. At the moment, he is stationed at Camp Takaddata.
Heavy Weapons
- -20% APs needed to fire grenade or rocket launchers
- +25% chance to hit with grenade or rocket launchers
- -10% APs needed to fire mortar
- -50% penalty to chance to hit with mortar
- +30% damage to tanks with heavy weapons, grenades and explosives
- +15% damage to other targets with heavy weapons
Bodybuilding
- Has 25% damage resistance
- +30% effective strength for carrying weight capacity
- Reduced energy lost when hit by HtH attack by 50%
- Increased damage needed to fall down if hit to legs by 100%
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Snitch
- Every midnight snitches will give you a report about their colleagues’ opinions. Information includes:
- merc whining about high death rate,
- merc whining about player reputation,
- merc whining about his low morale,
- merc whining about some other merc (unliked, not only hated),
- merc planning to quit (leave without renewing contract, only AIM mercs) next day,
- merc whining about player inactivity,
- merc whining about player owing them money (you can only owe money to MERC mercs).
- Information isn’t guaranteed. Chance of report depends on snitch’s leadership skills, mercs’ character traits (sociable/loner), relationships between mercs included, mercs being on the same assignment, etc. Only mercs in the same sector as snitch will be considered.
Primitive
- + Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills
- - Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower
Sparky
Sparky — Megan Roachburn
M.E.R.C — Technician
The youngest child and only daughter of the legendary Colonel Leon Roachburn, Megan Roachburn has decided, like her brothers Gary and Larry, to join the family business and work for A.I.M. Despite a strong desire and extensive training, "Sparky" is unable to swim.
Additional Info
- Once the great family of warfare, the Roachburn legacy came to an end with the resignation of Megan. The only female family member and the last to leave A.I.M., Sparky moved on to the job she always wanted, an honesty shopper for K-mart. Although she says the job of leaving exact change on the counter to see if the cashier rings in the sale can get a little boring, she'll take working at the mall over the battlefield any day.
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Show-off
- + Better performance when mercs of opposite gender are nearby
- - Morale for mercs of the same gender grows slower when nearby
Nonswimmer
- Will drown easily if attempting to swim
Beth
Beth — Mary Wilkens
M.E.R.C — Paramedic — Teaching — Snitch
As a relatively new recruit, Mary Beth Wilkens desperately wants the chance to prove herself. While her stats may appear weak, Wilkens is a quick learner with some medical experience and a gung ho attitude. She also has no qualms about ratting on fellow team members.
Additional Info
- Kind of Lolita-type with lesbian undertones
- Beth's murder at the hands of a groupie likely references other celebrities who were murdered by obsessive fans, such as John Lennon, Selena, and most notably Rebecca Shaeffer, who was stalked and harassed by her killer prior to the murder.
- Some of her deadly games voice files are mixed up.
Paramedic
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 30% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +25% effectiveness on doctor-patient assignment
- +30% bandaging speed
- +10% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Snitch
- Every midnight snitches will give you a report about their colleagues’ opinions. Information includes:
- merc whining about high death rate,
- merc whining about player reputation,
- merc whining about his low morale,
- merc whining about some other merc (unliked, not only hated),
- merc planning to quit (leave without renewing contract, only AIM mercs) next day,
- merc whining about player inactivity,
- merc whining about player owing them money (you can only owe money to MERC mercs).
- Information isn’t guaranteed. Chance of report depends on snitch’s leadership skills, mercs’ character traits (sociable/loner), relationships between mercs included, mercs being on the same assignment, etc. Only mercs in the same sector as snitch will be considered.
Intellectual
- + Slightly faster learning when self-practicing or as a student
- - Lower suppression and fear resistance
Nervous
- Will suffer panic attacks if left alone in certain situations
Sam
Sam — Samuel Garver
M.E.R.C — Hunter — Melee — Teaching
A member in good standing, Samuel Garver rose from the hardships of the deep South to gain a renown and illustrious reputation as one of the most sought after and experienced soldiers for hire. For a man of his years, his health remains remarkable.
Additional Info
- hates Russians, thinking them all communists, and would likely hate Igor and Iggy if he ever got the chance to meet them.
Hunter
- +5% chance to hit with rifles
- +10% chance to hit with shotguns
- -25% APs needed to pump shotguns
- +20% group traveling speed between sectors if traveling by foot
- +10% group traveling speed between sectors if traveling by vehicle (except helicopter)
- -35% energy spent for traveling between sectors
- -25% weather penalties
- -50% wear out speed of camouflage by water or time
Melee
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Sociable
- + Better performance when a couple of mercs are nearby
- - Gains no morale when no other merc is nearby
Shortsighted
- Reduced sight range
Dislikes Ivan after 10 hours
(in game time)
Hurl
Hurl — Hurl E. Cutter
M.E.R.C — Paramedic — Athletics — Snitch
In the short span of time Hurl E. Cutter has been with the organization, he has become a familiar sight to our medical staff and a great source of insider information. Though perfectly healthy, this chatty mercenary just can't seem to keep his lips shut.
Additional Info
- Quite the hypochondriac, despite his perfect health (100).
- A few hints do exist that he really gets on Fidel's nerves.
Paramedic
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 30% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +25% effectiveness on doctor-patient assignment
- +30% bandaging speed
- +10% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Athletics
- -25% APs needed for moving (running, walking, squatting, crawling, swimming, etc.)
- -33% energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.
Snitch
- Every midnight snitches will give you a report about their colleagues’ opinions. Information includes:
- merc whining about high death rate,
- merc whining about player reputation,
- merc whining about his low morale,
- merc whining about some other merc (unliked, not only hated),
- merc planning to quit (leave without renewing contract, only AIM mercs) next day,
- merc whining about player inactivity,
- merc whining about player owing them money (you can only owe money to MERC mercs).
- Information isn’t guaranteed. Chance of report depends on snitch’s leadership skills, mercs’ character traits (sociable/loner), relationships between mercs included, mercs being on the same assignment, etc. Only mercs in the same sector as snitch will be considered.
Pacifist
- + Gains morale on non-combat assignments (except training militia)
- - Gains no morale for killing
Nervous
- Will suffer panic attacks if left alone in certain situations
Doc
Doc — Dr. Ahmad Koolhan
A.I.M — Doctor
Doc Koolhan has extensive battle casualty experience with the Red Crescent, Red Cross and as a medical member of A.I.M. His marksmanship, although still relatively weak, has improved considerably over the past couple of assignments.
Additional Info
- Doc Koolhan resigned from A.I.M. to focus his energies on his medical practice. He had been running a free clinic as a sideline in Tripoli for years. However, after six months of working there full-time, he closed up his office and joined Doctors Without Frontiers. At present, he's believed to be serving with the organization in Tunisia.
Doctor
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 50% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +50% effectiveness on doctor-patient assignment
- +60% bandaging speed
- +20% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Phlegmatic
- + Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia
- - Interrput chance is slightly lowered
Manuel
Manuel — Manuel Rivas
RPC — Hunter — Stealthy — Athletics
A rebel and compatriot to Miguel Cordona, Manuel enlisted as a recruit in the Arulcan army on Miguel's recommendation, acting as a mole and infiltrator in a long-armed plan to overthrow the Queen. He managed to attain the rank of sergeant before being discovered by Kingpin and ratted out in an attempt to curry favor with the Queen.
Additional Info
- Upon finding out he was compromised he immediately fled, avoiding Omerta in the interests of protecting the rebels, especially his wife Fatima and his son Pacos, crossing the border into neighbouring Tracona and earning himself the status of a most wanted man in Arulco. He has been hiding there ever since and it has been years since he has seen his home.
Location
Chitzena Mine (B2)
Hunter
- +5% chance to hit with rifles
- +10% chance to hit with shotguns
- -25% APs needed to pump shotguns
- +20% group traveling speed between sectors if traveling by foot
- +10% group traveling speed between sectors if traveling by vehicle (except helicopter)
- -35% energy spent for traveling between sectors
- -25% weather penalties
- -50% wear out speed of camouflage by water or time
Stealthy
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Athletics
- -25% APs needed for moving (running, walking, squatting, crawling, swimming, etc.)
- -33% energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.
Loner
- + Better performance when no other merc is nearby
- - Gains no morale when in a group
Likes Carlos after 10 hours
(in game time)
Boss
Boss — Glen Hatchet
A.I.M — Engineer — Hand to Hand
A member in good standing, Boss Hatchet has travelled the globe in quest of a regular paycheck. Considered to be one of our more demanding members, he has more than satisfied our clients with his obvious talents and his ability to fix the fixable.
Additional Info
- Says "hell" before every single sentence he ever makes.
- The kind of guy Bruce Springsteen would sing about.
Engineer
- +50% to repairing speed
- +60% to lockpicking (normal/electronic locks)
- +80% to disarming electronic traps
- +80% to attatching special items and combining things
- +40% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 100%
- Increased chance to detect traps and mines (+4 detect level)
- +20% CtH of robot controlled by the Engineer
- Engineer train grants you the ability to repair the robot
- Reduced penalty to repair speed of the robot by 66%
Hand to Hand
- -15% APs needed for HtH attacks
- +30% chance to hit with HtH attacks (bare hands)
- +25% chance to hit with HtH attacks (brass knuckles)
- +30% damage to HtH attacks
- +15% breath damage to HtH attacks
- Enemy knocked out due to your HtH attacks takes much longer to recuperate
- +75% damage to aimed HtH attacks
- +30% chance to dodge HtH attacks
- +35% chance to dodge HtH attacks (while bare handed)
- +20% chance to dodge attacks by any melee weapon
- -25% APs needed to steal weapon from enemy hands
- -25% APs needed to turn, climb roof, jump obstacles and chance stance
- +25% chance to kick in doors
Aggressive
- + Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing
- - Penalty for actions that require patience like repairing items, picking locks, removing traps, doctoring, training militia
Snake
Snake — Johnny Edwards
A.I.M — Melee — Stealthy — Athletics
Agile and able, slippery and swift, Johnny Edwards has managed to slither into range unnoticed, sight up tp his unsuspecting target, then disappear before the smoke dissipates, time after time, mission after mission!
Additional Info
- Old Mister Reliable is what they called him. Getting in and out without anyone knowing he was there was what he did best. Regrettably, all that is written on his tombstone in Maupaa is "Casualty of War". Snake died a victim of unnecessary diplomacy in an event which led to the court martial of Alan "Spam" Webster. While Webster negotiated the peaceful surrender of their weapons with a group of natives, Snake took a bullet from one of them, right between the eyes.
Melee
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Stealthy
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Athletics
- -25% APs needed for moving (running, walking, squatting, crawling, swimming, etc.)
- -33% energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.
Loner
- + Better performance when no other merc is nearby
- - Gains no morale when in a group
Spam
Spam — Alan Webster
A.I.M — Technician — Paramedic — Stealthy
The most recent addition to A.I.M., Alan Webster has served with the United Nations' Peacekeeping forces in some of the world's most troubled spots. Tired of being shot at and finding very little peace to keep, Spam decided it was time for a career change.
Additional Info
- Alan Webster's time within the organization was short and hardly memorable. His years of peacekeeping duty seemed to have hampered his aggression and in turn, jeopardized the safety of his squad. Following the incident in Maupaa which led to the death of Johnny "Snake" Edwards, A.I.M. could no longer ignore his inability to take armed men seriously. Spam was court-martialed and received a dishonorable discharge in March 1998.
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Paramedic
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 30% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +25% effectiveness on doctor-patient assignment
- +30% bandaging speed
- +10% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Stealthy
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Optimist
- + Morale sinks a little slower and grows faster than normal
- - Lower chance to detect traps and mines
Spike
Spike — Maj. Spike Scallion
A.I.M — Deputy — Marksman — Scouting
A seasoned veteran of international conflict, Major Spike Scallion was deservingly decorated for the unflinching courage he exhibited while evacuating the villagers of Kampoa under extremely heavy fire. This major commands respect and a sizeable fee.
Additional Info
- The departure of Spike Scallion from A.I.M. was a major loss to the organization. His demeanour and unwavering command of any situation always served as a comfort for those who found themselves neck deep in it alongside him. Major Scallion was offered a lucrative long-term contract serving as a military consultant for the North Koreans and no amount of negotiation could convince him to stay.
Deputy
- +5% APs per round to mercs in vicinity
- +1 effective exp level to mercs in vicinity, which have lesser level than the Deputy
- +1 effective exp level to Deputy when calculating bonus suppression tolerance for mercs in vicinity
- +20% suppression tolerance to mercs in the vicinity and the Deputy
- +1 morale gain to mercs in the vicinity
- -1 morale loss to mercs in the vicinity
- The vicinity for bonuses is 10 tiles (20 tiles with extended ears)
- Max simultaneous bonuses per merc is 3 (one Deputy counts as 1, one Squadleader counts as 2. E.g., having three Deputies, one Deputy + one Squadleader or a hundred Squadleaders, makes no difference. It will add up to 3 bonuses)
- +50% fear resistance to Deputy
- Drawback: 2x morale loss for Deputy's death to all mercs
Marksman
- +5% chance to hit with Rifles
- +10% chance to hit with Sniper Rifles
- -5% effective range to target with all weapons
- +10% aiming bonus per aim click (except for handguns)
- +5% damage on shot per every aim click after first
- -25% APs needed to chamber a round with bolt-action rifles
- Adds one more aim click for rifle-type guns
Scouting
- +10 to effective sight range with scopes on weapons
- +40 to effective sight range with binoculars (and scopes seperated from weapons)
- -20 tunnel vision with binoculars (and scopes seperated from weapons)
- If in sector, adjacent sectors will show exact number of enemies
- Prevents enemy ambushes on your squad
- Prevents bloodcat ambushes on your squad
Dauntless
- + Higher suppresion and fear resistance. Morale loss for taking damage and companions deaths is lower
- - Higher chance to be hit and enemy's penalty reduced when oneself is the moving target
Jimmy
Jimmy — Jimmy Upton
A.I.M — Technician — Ambidextrous
A recent addition, Jimmy Upton arrives upon the mercenary scene courtesy of the Ohio state penal system. A locksmith by trade, he can get into or out of anything. Upton is unavailable for duty in any country holding an extradition treaty with the U.S.
Additional Info
- A great early-game mechanic and lock-opener.
- Magic calls him "Jimbo."
- Thinks Lynx is a worthless showoff.
- Noticeably changed voice actors between games, suddenly going from cartoonishly caustic to cool, low and confident.
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Ambidextrous
- Reduced penalty to shoot dual weapons by 100%
- +20% speed of reloading guns with magazines
- +33% speed of reloading guns with loose rounds
- -33% APs needed to pickup items
- -33% APs needed to word backpack
- -33% APs needed to handle doors
- -33% APs needed to plant/remove bombs and mines
- -33% APs needed to attach items
Phlegmatic
- + Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia
- - Interrput chance is slightly lowered
Convict
- Anyone surviving in a merciless prison is bound to be more dangerous on release - if he survives that long.
- N/A
Nonswimmer
- Will drown easily if attempting to swim
Leech
Leech — Timothy Jenkins
A.I.M — Marksman — Hunter
A two-time world champion trapshooter, Timothy Jenkins has turned in his clay pigeons for the chance to engage in some live action. Dedicated to duty, the cynical "Leech" has a tendency to be over-enthusiastic, and a reputation for being slightly hard to shake.
Additional Info
- Loves the phrase "Gimme a break!"
Marksman
- +5% chance to hit with Rifles
- +10% chance to hit with Sniper Rifles
- -5% effective range to target with all weapons
- +10% aiming bonus per aim click (except for handguns)
- +5% damage on shot per every aim click after first
- -25% APs needed to chamber a round with bolt-action rifles
- Adds one more aim click for rifle-type guns
Hunter
- +5% chance to hit with rifles
- +10% chance to hit with shotguns
- -25% APs needed to pump shotguns
- +20% group traveling speed between sectors if traveling by foot
- +10% group traveling speed between sectors if traveling by vehicle (except helicopter)
- -35% energy spent for traveling between sectors
- -25% weather penalties
- -50% wear out speed of camouflage by water or time
Malicious
- + Higher chance for inflicting stat loss, which may also inflict special painful wounds. Gains bonus morale for inflicting stat loss
- - Penalty in communicating with people and morale sinks faster while not in battle
Bob
Bob — Capt. Bob Adams
A.I.M — Auto Weapons — Teaching — Radio Operator
Captain Bob Adams retired from the Air Force at forty-one. He was a decorated F-18 pilot with extensive combat experience. Bored, and eager for action, he joined A.I.M. a year ago, and has made the transformation to field combat rather easily.
Additional Info
- Old, but not forgetful. Incredibly high wisdom.
Auto Weapons
- +5% chance to hit with AR, SMGs and LMGs
- -10% APs needed to fire with LMGs on autofire or burst mode
- -10% APs needed to ready LMGs
- Autofire/burst chance to hit penalty is reduced by 30%
- Reduced chance for shooting unwanted bullets on autofire
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Radio Operator
- Only radio operators can use such equipment, in this case radio sets. A radio set is worn like a backpack and requires special batteries on order to work. With such equipment, an operator has access to a variety of unique skills.
Assertive
- + Bonus on training militia and is better at communicating with people
- - Gains no morale for actions of other mercs
Kelly
Kelly — Col. Leo Kelly
A.I.M — Heavy Weapons — Marksman — Bodybuilding
A member in excellent standing, Col. Leo Kelly is a veteran of Northern European conflict. Regarded as a mercenary's mercenary, he served as Michael Jackson's bodyguard for two years and as a technical consultant on three Chuck Norris films.
Additional Info
- A consummate professional and badass.
- Very good shot
- A somewhat decent mechanic
- Good lockpicking skills
Heavy Weapons
- -20% APs needed to fire grenade or rocket launchers
- +25% chance to hit with grenade or rocket launchers
- -10% APs needed to fire mortar
- -50% penalty to chance to hit with mortar
- +30% damage to tanks with heavy weapons, grenades and explosives
- +15% damage to other targets with heavy weapons
Marksman
- +5% chance to hit with Rifles
- +10% chance to hit with Sniper Rifles
- -5% effective range to target with all weapons
- +10% aiming bonus per aim click (except for handguns)
- +5% damage on shot per every aim click after first
- -25% APs needed to chamber a round with bolt-action rifles
- Adds one more aim click for rifle-type guns
Bodybuilding
- Has 25% damage resistance
- +30% effective strength for carrying weight capacity
- Reduced energy lost when hit by HtH attack by 50%
- Increased damage needed to fall down if hit to legs by 100%
Dauntless
- + Higher suppresion and fear resistance. Morale loss for taking damage and companions deaths is lower
- - Higher chance to be hit and enemy's penalty reduced when oneself is the moving target
Vinny
Vinny — Vincenzo Massimo
A.I.M — Technician — Melee
Caught between the world of war and the world of wiseguys, Vincenzo Massimo has opted for the life of a soldier of fortune. Able to fix anything (including college basketball games), he is fast approaching his first anniversary within the A.I.M. organization.
Additional Info
- Italian-American wiseguy with a bit of an inferiority complex.
- Fairly deep, powerful voice.
- Hamous evidently didn't like him, though it doesn't have an effect in-game, and he expresses this in Jagged Alliance 2. This might have had something to do with his inability to play poker, as well as Vinny's willingness to take advantage of it.
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Melee
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Show-off
- + Better performance when mercs of opposite gender are nearby
- - Morale for mercs of the same gender grows slower when nearby
Fear of Insects
- A look at large insects can cause big problems and being in tropical sectors also reduces performance a bit
Kaboom
Kaboom — Marty Moffat
A.I.M — Hand to Hand — Demolitions
Another member on probation, another explosives expert, Marty Moffat has stood too close to too many explosions and as a result requires a babysitter more than a commander. On a more positive note, he is definitely one of the least discriminating members on file.
Additional Info
- In one of the most peculiar cases of litigation to ever be launched against this organization, the estate of Marty Moffat has filed a wrongful death action. Kaboom, allegedly braindead due to injuries sustained while defusing an explosive device, had his organs harvested as per his legally signed donor card. His family contends, however, that Marty was not dead at the time and was simply experiencing a slow morning. Our legal department has advised us not to elaborate any further.
Hand to Hand
- -15% APs needed for HtH attacks
- +30% chance to hit with HtH attacks (bare hands)
- +25% chance to hit with HtH attacks (brass knuckles)
- +30% damage to HtH attacks
- +15% breath damage to HtH attacks
- Enemy knocked out due to your HtH attacks takes much longer to recuperate
- +75% damage to aimed HtH attacks
- +30% chance to dodge HtH attacks
- +35% chance to dodge HtH attacks (while bare handed)
- +20% chance to dodge attacks by any melee weapon
- -25% APs needed to steal weapon from enemy hands
- -25% APs needed to turn, climb roof, jump obstacles and chance stance
- +25% chance to kick in doors
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Primitive
- + Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills
- - Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower
Deaf
- Drastically reduced hearing
Bud
Bud — Lt. Bud Hellar
A.I.M — Marksman — Night Ops — Snitch
A member in good standing, Bud Hellar craves the affection of management and is a bootlicker from way back. If you want to know what your team thinks of you, Bud's your man. As a loyal defender of the big guy, he has spent years fighting for the freedom of corporate logos.
Additional Info
- Lieutenant Bud Hellar has held a series of jobs since leaving A.I.M., from working as Rush Limbaugh's personal bodyguard to parking cars at the pentagon. His departure from the organization was amicable, and he shall be remembered for his steadfast dedication and loyalty. Recent reports have him working as a security consultant for the tobacco lobby. While entirely within character, this information has not been verified.
Marksman
- +5% chance to hit with Rifles
- +10% chance to hit with Sniper Rifles
- -5% effective range to target with all weapons
- +10% aiming bonus per aim click (except for handguns)
- +5% damage on shot per every aim click after first
- -25% APs needed to chamber a round with bolt-action rifles
- Adds one more aim click for rifle-type guns
Night Ops
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Snitch
- Every midnight snitches will give you a report about their colleagues’ opinions. Information includes:
- merc whining about high death rate,
- merc whining about player reputation,
- merc whining about his low morale,
- merc whining about some other merc (unliked, not only hated),
- merc planning to quit (leave without renewing contract, only AIM mercs) next day,
- merc whining about player inactivity,
- merc whining about player owing them money (you can only owe money to MERC mercs).
- Information isn’t guaranteed. Chance of report depends on snitch’s leadership skills, mercs’ character traits (sociable/loner), relationships between mercs included, mercs being on the same assignment, etc. Only mercs in the same sector as snitch will be considered.
Sociable
- + Better performance when a couple of mercs are nearby
- - Gains no morale when no other merc is nearby
Heat Intolerant
- Problems with breathing and reduced overall performance when in tropical or desert sectors
Rusty
Rusty — Russel Hunter
A.I.M — Technician — Night Ops — Demolitions
From igniting fireworks at theme parks in Orlando to detonating dynamite in Southeast Asia, Russell Hunter has explored the world of explosives. As one of our more stable explosives experts, he is very much in demand, and in turn, very much demanding.
Additional Info
- Known for years as one of A.I.M.'s top explosive experts, Rusty acquired a stellar reputation for his range of knowledge and well... being the sanest of the lot. Russell Hunter recently took an extended leave of absence to work as a special effects consultant for a major motion picture studio. Fortunately for A.I.M., the past year has seen a wealth of new talent emerge in the explosives field.
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Night Ops
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Pacifist
- + Gains morale on non-combat assignments (except training militia)
- - Gains no morale for killing
Needle
Needle — Dr. Mark Kranhuim
A.I.M — Doctor — Melee
Doctor Mark Kranhuim has tended to the wounded on numerous assignments. His sound knowledge of medicine is believed to be responsible for bringing back two members from the dead. However, a wandering right eye has hindered any improvement to his shooting ability.
Additional Info
- After over a decade of valiant service, Needle failed his annual physical and was forced into early retirement. Regrettably, further deterioration of Dr. Mark Kranhium's wandering right eye had rendered him a danger to his squad. Presently he holds a part-time position with the New York City Coroner's office working the graveyard shift as a Coroner.
- Extremely high wisdom score means you can train him to be a mechanic or a top-notch explosives expert, given that he has very high dexterity.
Doctor
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 50% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +50% effectiveness on doctor-patient assignment
- +60% bandaging speed
- +20% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Melee
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Phlegmatic
- + Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia
- - Interrput chance is slightly lowered
Shortsighted
- Reduced sight range
Screw
Screw — Patrick Phillips
A.I.M — Technician — Hand to Hand
A man of uncommon attitude, Patrick Phillips was recruited by the organization primarily for his reputation as a repairer of revolvers and rifles. Though patience is not his strong point, he was recently awarded the 'Stalker's Cross' for relentless persistence.
Additional Info
- Abrasive, confident, and abrasively confident.
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Hand to Hand
- -15% APs needed for HtH attacks
- +30% chance to hit with HtH attacks (bare hands)
- +25% chance to hit with HtH attacks (brass knuckles)
- +30% damage to HtH attacks
- +15% breath damage to HtH attacks
- Enemy knocked out due to your HtH attacks takes much longer to recuperate
- +75% damage to aimed HtH attacks
- +30% chance to dodge HtH attacks
- +35% chance to dodge HtH attacks (while bare handed)
- +20% chance to dodge attacks by any melee weapon
- -25% APs needed to steal weapon from enemy hands
- -25% APs needed to turn, climb roof, jump obstacles and chance stance
- +25% chance to kick in doors
Aggressive
- + Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing
- - Penalty for actions that require patience like repairing items, picking locks, removing traps, doctoring, training militia
Psycho
- Will go psycho and shoot like mad once in a while and will lose morale if unable to do so with equipped weapon
Elroy
Elroy — Elroy B. Tolken
M.E.R.C — Spy — Stealthy
Elroy B. Tolken was one of the key men inside the Watergate hotel when Gordon and company were discovered. After serving his time, the longest of those sentenced, he joined A.I.M., and has since plied his trade without legal consequences.
Additional Info
- The one and only Merc with the "Spy" major trait
- He's gone. We didn't ask. We don't care. Does anybody?
Spy
- Able to disguise as a civilian or soldier to slip behind enemy lines
- Will be detected if performing suspicious actions, having suspicious gear or being near fresh corpses
- Will be detected if disguised as a soldier and closer than 5 tiles to a fresh corpse
- +80% CtH with covert melee weapons
- +70% chance of instakill with covert melee weapons
- Disguise AP cost lowered by 40%
Stealthy
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Loner
- + Better performance when no other merc is nearby
- - Gains no morale when in a group
Mouse
Mouse — Anita Backman
A.I.M — Covert Ops — Stealthy
Stella's friend, Anita, was a street performer throughout Europe and North Africa. Her mime act was panned in Paris, booed in Greece and stoned in Tripoli. But after meeting Miss Trammel, Mouse joined A.I.M., and brought her uncanny silence with her.
Additional Info
- Anita's stint with the organization was short and rather quiet. Known for her uncanny ability to move about unnoticed, and not much else, Mouse handed in her resignation at the same time as Dr. Margaret "Stella" Trammel. It is our understanding that they moved to the Virgin Islands together where Backman serves as nurse/receptionist at Trammel's newly opened medical clinic.
Covert Ops
- Able to disguise as a civilian or soldier to slip behind enemy lines
- Will be detected if performing suspicious actions, having suspicious gear or being near fresh corpses
- Will be detected if disguised as a soldier and closer than 10 tiles to the enemy
- Will be detected if disguised as a soldier and closer than 5 tiles to a fresh corpse
- +40% CtH with covert melee weapons
- +35% chance of instakill with covert melee weapons
- Disguise AP cost lowered by 20%
Stealthy
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Optimist
- + Morale sinks a little slower and grows faster than normal
- - Lower chance to detect traps and mines
Hector
Hector — Hector Alvarez
A.I.M — Melee — Athletics
A member in good standing, Hector Alvarez was born in Margarita, Venezuela and is therefore familiar with South American terrain and its sweltering temperature. Being a relatively new member, he is eager to take on with almost anyone who will give him the chance.
Additional Info
- Seriously wounded in Zaire, Hector Alvarez was placed on permanent medical disability. Using his insurance money, he opened an oceanside bed and breakfast in his hometown of Margarita, Venezuela. With prices starting at $49.99 US per day, his "Cool hand Luke - All the eggs you can consume" breakfasts have become a huge hit with the German tourists.
Melee
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Athletics
- -25% APs needed for moving (running, walking, squatting, crawling, swimming, etc.)
- -33% energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.
Sociable
- + Better performance when a couple of mercs are nearby
- - Gains no morale when no other merc is nearby
Rev
Rev — Rev. Clyde Potter
M.E.R.C — Teaching — Ambidextrous
As a supposed member of the clergy and as a member of A.I.M., the Reverend Clyde Potter has toted superior firepower and carried the burden of sinners for nearly twelve years. If you can handle the "Voice of God" within shouting distance, then the price is a sin.
Additional Info
- Speech clearly inspired by the "archetypical black preacher", to the point of cliché.
Teaching
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Ambidextrous
- Reduced penalty to shoot dual weapons by 100%
- +20% speed of reloading guns with magazines
- +33% speed of reloading guns with loose rounds
- -33% APs needed to pickup items
- -33% APs needed to word backpack
- -33% APs needed to handle doors
- -33% APs needed to plant/remove bombs and mines
- -33% APs needed to attach items
Sociable
- + Better performance when a couple of mercs are nearby
- - Gains no morale when no other merc is nearby
Stella
Stella — Dr. Margaret Trammel
A.I.M — Doctor
Doctor Margaret "Stella" Trammel was the first female to join the ranks for A.I.M. As a non-specialist, she worked her way through med school as a soldier for hire during spring and summer breaks. She now practices mercenary medicine without the prevalent medical attitude.
Additional Info
- Margaret was the first female to join the ranks of A.I.M. and will be fondly missed. Beside her hard-fought battles on the combat field, Dr. Trammel will also be remembered for her uphill struggle with the A.I.M. Fraternal Benefits Association to gain spousal benefits for same sex partners. She recently opened a small family practise in the Virgin Islands.
Doctor
- Has ability to perform surgical intervetion by using medical bag on wounded soldier
- Surgery instantly returns 50% of lost health back. (This drains the medical bag a lot.)
- Can heal lost stats (from critical hits) by the surgery or doctor assignment.
- +50% effectiveness on doctor-patient assignment
- +60% bandaging speed
- +20% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)
Dauntless
- + Higher suppresion and fear resistance. Morale loss for taking damage and companions deaths is lower
- - Higher chance to be hit and enemy's penalty reduced when oneself is the moving target
Ears
Ears — Edward Stockwell
M.E.R.C — Scouting — Radio Operator — Snitch
A long-time member, Ed Stockwell's loyalties have always been strongly influenced by the signature on his paycheck. As a jack-of-all-trades and master of none, Ears Stockwell offers versatility at an affordable price and a commitment to tell you all he hears.
Additional Info
- Talks with a gentle British accent.
- Loves gossip and talking behind people's backs, especially when none of it is kind.
- Ears Stockwell handed in his resignation almost eighteen months ago. Since that time, we have heard nothing from him and therefore have no news to report. Though, to be honest, we haven't exactly gone out of our way to make contact with him either.
Scouting
- +10 to effective sight range with scopes on weapons
- +40 to effective sight range with binoculars (and scopes seperated from weapons)
- -20 tunnel vision with binoculars (and scopes seperated from weapons)
- If in sector, adjacent sectors will show exact number of enemies
- Prevents enemy ambushes on your squad
- Prevents bloodcat ambushes on your squad
Radio Operator
- Only radio operators can use such equipment, in this case radio sets. A radio set is worn like a backpack and requires special batteries on order to work. With such equipment, an operator has access to a variety of unique skills.
Snitch
- Every midnight snitches will give you a report about their colleagues’ opinions. Information includes:
- merc whining about high death rate,
- merc whining about player reputation,
- merc whining about his low morale,
- merc whining about some other merc (unliked, not only hated),
- merc planning to quit (leave without renewing contract, only AIM mercs) next day,
- merc whining about player inactivity,
- merc whining about player owing them money (you can only owe money to MERC mercs).
- Information isn’t guaranteed. Chance of report depends on snitch’s leadership skills, mercs’ character traits (sociable/loner), relationships between mercs included, mercs being on the same assignment, etc. Only mercs in the same sector as snitch will be considered.
Malicious
- + Higher chance for inflicting stat loss, which may also inflict special painful wounds. Gains bonus morale for inflicting stat loss
- - Penalty in communicating with people and morale sinks faster while not in battle
Moses
Moses — Murray Ebstern
A.I.M — Hunter — Technician
Murray Ebstern has been with A.I.M. for a great number of years. Until recently, his status within the organization was graded as high as excellent, but failing health and a faulty memory have forced a downgrade in his standing to a respectable "good".
Additional Info
- Opting to take part in A.I.M.'s early retirement package offered to mercenaries over fifty, Moses decided it was time to move on and into a new line of work. Investing his severance, Moses opened a restaurant on the main. After just two short years in the business, Murray's has established a reputation for serving the best smoked meat in New Delhi.
Hunter
- +5% chance to hit with rifles
- +10% chance to hit with shotguns
- -25% APs needed to pump shotguns
- +20% group traveling speed between sectors if traveling by foot
- +10% group traveling speed between sectors if traveling by vehicle (except helicopter)
- -35% energy spent for traveling between sectors
- -25% weather penalties
- -50% wear out speed of camouflage by water or time
Technician
- +25% to repairing speed
- +30% to lockpicking (normal/electronic locks)
- +40% to disarming electronic traps
- +40% to attatching special items and combining things
- +20% to unjamming a gun in combat
- Reduced penalty to repair electronic items by 50%
- Increased chance to detect traps and mines (+2 detect level)
- +10% CtH of robot controlled by the Technician
- Technician train grants you the ability to repair the robot
Intellectual
- + Slightly faster learning when self-practicing or as a student
- - Lower suppression and fear resistance
Forgetful
- Sometimes forgets orders given and will lose some APs if it happens in combat
Smoke
Smoke — Lesley Petersen
A.I.M — Demolitions
On probationary standing, Smoke Peterson has recently been cited by another member, once again, for short-fusing explosives. Though A.I.M. has done all it can to weed out these types of pranksters, we concede that smart explosives experts are a rare commodity.
Additional Info
- The "another member" mentioned in his Jagged Alliance bio would either be Lynx or Hector, given they both have a bone to pick with him, and for the same reason.
- Canadian, with stereotypical nasal twang.
- Throughout his many years of shaky service with A.I.M., Smoke Peterson was repeatedly cited for short-fusing explosives - a juvenile attempt at cheap laughs. To the delight of a number of members, the final laugh was on him. Distracted by an elusive pebble in his combat boot, Peterson bid this world goodbye with a loud band, a puff of smoke, and one far-reaching unidentifiable mess.
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Primitive
- + Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills
- - Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower
Dyno
Dyno — Roger Wittman
M.E.R.C — Demolitions
Oce he was the apple of every child's eye, wooed by public broadcasting companies around the world, available at fine retailers everywhere. Today, the costume is gone, and all that remains are the memories and a voice that no one can take seriously.
Additional Info
- Roger tried. Boy did he try. But he just seemed to lack the necessary edge. Understandably, some of the guys liked having him along for the laughs while others enjoyed cleaning their rifles with him. But ultimately, he realized he just wasn't cut out for the profession. Last we heard, Dyno was serving as the understudy to the Green Hippo in Animals on Ice.
Demolitions
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Assertive
- + Bonus on training militia and is better at communicating with people
- - Gains no morale for actions of other mercs
Nervous
- Will suffer panic attacks if left alone in certain situations
Turtle
Turtle — Herman Regents
M.E.R.C — Gunfighter
As his nickname suggests, Herman Regents is by no stretch of the imagination one of our most agile members. He is, however, one of the swiftest... He has seen plenty of action in North Africa, and was also a decorated officer on a major metropolitan police force.
Additional Info
- Has a bit of a sweet-tooth.
- A decent marksman, but heinously, heinously slow.
- Perhaps, Turtles departure is best explained by an excerpt from his letter of resignation. "The pace of combat has become too much for me. I have been forced to run the beat rather than walk it. I have exhausted all avenues and find myself short of alternatives, other than to cough up my resignation effective immediately." Last we heard, Herman was working in Chicago as a probation officer.
Gunfighter
- -30% APs needed to fire with pistols and revolvers
- +20% effective range with pistols and revolvers
- +20% chance to hit with pistols and revolvers
- +10% chance to hit with machine pistols (on single shot only)
- +10% aiming bonus per click with pistols, machine pistols and revolvers
- -30% APs needed to ready pistols and revolvers
- -50% APs needed to reload pistols, machine pistols and revolvers
- Adds 2 more aim click for pistols, machine pistols and revolvers
Dauntless
- + Higher suppresion and fear resistance. Morale loss for taking damage and companions deaths is lower
- - Higher chance to be hit and enemy's penalty reduced when oneself is the moving target
Nonswimmer
- Will drown easily if attempting to swim