Rimworld Mercenaries


Total Wounds: 63

Rimworld Mercenaries

Common Abilities and Options

Behaviour:
When activated, if this NPO can perform either of its first two actions during that activation, give it an Engage order. If it cannot, give it a Conceal order.

  • Fight
  • Charge the closest enemy operative via the shortest possible route
  • Reposition toward the closest enemy operative, to cover if possible (a subsequent Dash action can fulfil this, if able)
  • Dash towards the closest enemy operative, to cover if possible

Operatives

1. Rimworld Fortune
Brawler Trooper
A 2
M 6"
S 5+
W 7/7
Abilities
Behaviour
Notes

"From a ravaged world on the rim of civilization, an insatiable bloodthirst seeks its salvation."

    • APL 3 / MOV 6" / SAV 3+ / WNDS 18
    • Double Fight
    • Ranged: Offworld Harpoon - RNG 8" - ATK 5 - HIT 3+ - DMG 2/3 (P2, Stun)
    • Melee: Rimworld Axe - ATK 6 / HIT 3+ / DMG 3/6 (Brutal, Lethal 5+, Ceaseless)
    • Offworld Ally: Gain +1 CP in strat phase.
    • Mithril Armor: Invulnerable on 4+
    • 1AP - Harpoon: May initate climb from 6" away, climbing costs 2" and dropping is free for the remainder of the turning point.
    • Short Resilience: No Pain on 6+ while entire team is alive. No Pain on 5+ after first team member dies. No Pain on 4+ when only one other team member is alive. No Pain on 3+ when Rimworld Fortune is the last operator alive.
    • 1AP - Mithril Mirror: Once per battle you may select an enemy within 8" and roll 1x D6. On 1-4, you may take an immediate second activation with Rimworld Fortune. On 5-6, the selected enemy unit gets back to back activations during this turning point (if they haven't activated yet) or the next (if they had already activated).
    • Rimworld Outcast: When you are further than 8" from enemies, you may ignore all injury modifiers.
    • 1AP - Rimworld Martyr - Select one friendly Rimworld Mercinary visible to Rimworld Fortune, if they are injured, you may detonate them to do D6MW to all operatives within 3".
    • Rimworld Mercinary - You may disable shooting and fighting for a turning point to heal for 1x D6.
    • 3AP - Roll the Dice: Generate 2 Merc Coins.
2. Rimworld Paganeater
Brawler Trooper
A 2
M 6"
S 5+
W 7/7
Abilities
Behaviour
Notes

"A faint glow in the distance, and with it a faint drum. Behind it even further, the sound of human hums."

    • APL 3 / MOV 6" / SAV 3+ / WNDS 12
    • Double Shoot
    • Ranged: The Judge - ATK 2 - HIT 3+ - DMG 1/2 (P2, Lethal 4+, DEV 4)
    • Ranged: The Ex-Priest RNG 8" - ATK 4 - HIT 4+ - DMG 3/4 (Blast 2", Splash 2)
    • Melee: The Kid - ATK 4 - HIT 4+ - DMG 2/7
    • Et In Arcadia Ego: After finishing your activation, you may roll a D6. If the number is identical to the amount of enemy operatives you have killed this round, you may recover full life.
    • Flagellation: As soon as this unit is activated, it may roll D6MW and recieve the result. All weapons gain +1 to normal damage and +2 to critical damage for the remainder of the turning point.
    • Through the Valley of Death: After receiving mortal damage, if a friendly Rimworld Mercinary is within 6", you may return back to life with 1 WND, but may not activate until the next turning point, even if you were killed before your activation this turning point.
    • Rimworld Mercinary - You may disable shooting and fighting for a turning point to gain +2" MOV to both reposition and dash actions.
    • 2AP - Rite of Passage: Choose a visible objective. Place a marker in the center of it. It now requires all enemies to pay additional 2" of MOV to move within 6" of it, and once inside the 6" radius, another 2" to move out.
    • 2AP - Forgive me Father, for they have sinned: Add Blast 2" to The Judge.
    • Witch Hunter: During deployment, you may select one enemy operative to be The Witch. If the Rimworld Paganeater kills The Witch during any turning point, they may choose between a Godhand or Paganhammer buff for the remainder of the battle.
    • Godhand: Invulnerable on 3+, and deduct 1 DMG from incoming normal dmg, and 1 DMG from incoming critical DMG during shooting / fighting actions against Rimworld Paganeater.
    • Pagan Hammer: The Kid gains +1 to normal DMG, +2 to ATK, and -1 to HIT.
3. Rimworld Castaway
Brawler Trooper
A 2
M 6"
S 5+
W 7/7
Abilities
Behaviour
Notes

"Hard words in a low voice with a loud soft trigger."

    • APL 3 / MOV 6" / SAV 3+ / WNDS 12
    • Ranged: Carbon Flintlock - RNG 8" - ATK 5 - HIT 2+ - DMG 2/3 (P2, Lethal 5+ DEV 4, Balanced, Limited, Reload)
    • Melee: Carbon Saber - ATK 5 - HIT 3+ - DMG 4/5 (Relentless)
    • Every Chicken: If you retain two critical hits with Carbon Saber, you may turn a normal hit into a critical hit, or a failed hit into a normal hit.
    • 1AP - Reload: You may reload your Carbon Flintlock, but this doesn't mean you can Double Shoot in a single activation.
    • 1AP - Silver Flip: Once per turning point, you may move 4" in any direction with FLY, even while engaged with enemies, and you may land within engagement range of enemies. All enemies within 2" of where you initiated flip, and all enemies within 2" of where you land must roll 1x D6 and take the results as damage.
    • Tricks of the Trial: At the end of your activation, you may roll 1x D6. On 6, you may perform a free Reload and free Shooting Action (even if you have performed a Shooting Action this turn), on 3+ you may perform a free Reload action.
    • White of their Eyes: You may shoot while within engagement range of enemies.
    • Rimworld Mercinary - You may disable shooting and fighting for a turning point to gain +2" MOV to both reposition and dash actions.
4. Kiln Acolyte
Brawler Trooper
A 2
M 6"
S 5+
W 7/7
Abilities
Behaviour
Notes

"Hotter, hotter until it pops. When it's boiling the skin falls off."

    • APL 4 / MOV 4" / SAV 6+ / WND 6
    • Ranged: Curse - RNG 4" - ATK 1 - HIT 6+ - DMG 0/0 (Dev 4, Posession)
    • Melee: Staff of Onyx - ATK 4 - HIT 4+ - DMG 2/3
    • Inner Peace: No Pain on 3+ against Shooting Attacks.
    • Like Water: No Pain on 3+ against Fighting Attacks.
    • Through the Mist: Kiln Acolyte is always treated as an obscured target, no matter the circumstance.
    • 2AP - The Eyes Have It: This unit is treated as concealed and behind heavy cover for all enemy operatives further than 3" away.
    • Acolyte of the First Flame: Kiln Acolyte has FLY and may pass through all terrain as if it wasn't there. Must end reposition, dash and charge in a legal area.
    • 1-3AP - I have no Mouth and I must Sing: 1AP to give a visible friendly operative 1AP, 2AP give a visible friendly operative 2AP, 3AP take 1AP away from a visible enemy operative and give 1AP to a visible friendly operative.
    • 2AP - The Flesh is Weak, but the Mind is Willing: Increase all normal and critical damage by 2 for Staff of Onyx, +1 to ATK, -1 to HIT and add Relentless, Dev 2, Lethal 5+ and Brutal for the remainder of the turning point. You may use this ability during an enemy activation, but only if you have the AP to spend. If you activate afterward, you must deduct the 2AP spent on this ability.
    • 1AP - Portal: Once per battle you may select any area on the battlefield and instantly go there, including engagement range of enemies.
    • Posession - You may immeditely activate the enemy unit who was targeted Curse, even if no successful dice were retained. You may perform a single action with them. The enemy may target themselves with the action performed. This does not count as their activation.
    • In this life, and the next: Kiln Acolyte uses 6 dice instead of 3 while defending from shooting actions.
5. Highdancer Fel
Brawler Trooper
A 2
M 6"
S 5+
W 7/7
Abilities
Behaviour
Notes

"All roads lead to the crown, and the tower of teeth never shows its frown. Love live the Father."

    • APL 3 / MOV 6" / SAV 3+ / WND 14
    • Double Fight
    • Ranged: Little Tooth - RNG 8" - ATK 4 - HITS 2+ - DMG 3/4 (Limited)
    • Melee: Cursebreaker - ATK 6 - HITS 3+ - DMG 5/7 (Ceaseless)
    • 1AP - I'll be having that: When Highdancer Fel is within 1" of an enemy operative who was hit by 'Little Tooth' you may retrieve 'Little Tooth' and it receives a peramnent HIT debuff of +1 that stacks everytime you use this ability, until you reach +4.
    • Recite The Words: When Highdancer Fel is wounded, all friendly operatives within 6" gain 'Ceasless' while fighting.
    • Not Like This: When Highdancer Fel is injured, she gains invulenrable on 3+, and reduces all incoming normal and critical dmg by 2.
    • Father's Daughter: When Highdancer Fel is injured, she adds 4" to her charge instead of 2", and ignores all injury debuffs.
    • Holy Superior: If Highdancer Fel is visible to Highspoke Hosanna at the start of her activation, she gains +1 DEF against shooting actions (to a maximum of 4 dice) for the remainder of the turn.
6. Highspoke Hosanna
Brawler Trooper
A 2
M 6"
S 5+
W 7/7
Abilities
Behaviour
Notes

"Truth is a song of stars, sung by the seven decillion seas, and each voice a light amongst the black, where all mans knowing melts like candle wax."

    • APL 2 / MOV 6" / SAV 3+ / WND 7
    • Ranged: Chant - RNG 8" - ATK 4 - HIT 4+ - DMG 2/4 (Friendly Limited, Blessing)
    • Melee: Staff of Amethyst - ATK 3 - HIT 4+ - DMG 3/4
    • Power of Tongues: Invulnearble on 3+, and all sources of incoming normal damage are reduced by 2.
    • Prosletyzing: All enemy operatives who end their activation within 3" of Highspoke Hosanna suffer +1 SAV, +1 HIT on all weapons and lose 2" of MOV from all forms of movement (Reposition, Dash, Charge) until they leave her 3" radius. If you start your activation within 3" of Highspoke Hosanna, all effects last until the end of the turning point.
    • Swan Song: All enemy operatives within 6" of Highspoke Hosanna when she dies lose 2APL for the remainder of the turning point.
    • 2AP - Furnace of Doubt: Ignite the inner faith of a visible friendly operative, Highspoke Hosanna is a valid target. The next time they are selected for activation, all enemies within 3" suffer D3MW, and enemies within 1" suffer 2x D3MW.
    • 2AP - Songs of Solomon: All friendly units within 3" heal D3 wounds, if friendly operatives are within 1", they heal 2x D3 wounds.
    • Friendly Limited: If Chant was used against a friendly operative, you may only use it once until it is restored through Prayer. If Chant was used against an enemy, ignore the Friendly Limited keyword.
    • 1AP - Prayer: Kneel down in prayer, confessing your weakness. Gain another Friendly Limited usage of Chant.
    • Blessing: Chant may target friendly units. Perform shoot action as normal, but do not roll defense dice for friendly target. Instead, each point of damage heals the friendly target.
    • Mother Superior: If Highspoke Hosanna is visible to Highdancer Fel at the start of her activation, you may immediately activate Highdancer Fel after Highspoke Hosanna's activation is finished.
7. Sol
Brawler Trooper
A 2
M 6"
S 5+
W 7/7
Abilities
Behaviour
Notes

"The woods will want your will to wither, but in this forest our hearts were built to weather."

    • APL 3 / MOV 8" / SAV 4+ / WND 10
    • Double Shoot (Only on Engage Order)
    • Ranged: Broken Branch - ATK 6 - HIT 2+ - DMG 3/4 (Stealth)
    • Ranged: Overpull - ATK 6 - HIT 2+ - DMG 4/6 (Stealth, Slapback, Lethal 4+, Limited 1)
    • Melee: Sorrow's Song - ATK 5 - HIT 2+ - 1/3 (Ceasless, Lethal 3+)
    • Balance of the Wind: While using 'Sorrow's Song' in a fight action, you may resolve the first die, even while defending.
    • Slapback: Hot on Hit 3+, even if profile says Hit 2+.
    • Woodsworn: No Pain on 6+
    • Feather Footed: Never pay more than 2" for climbing, and all dropping is 0"
    • Fourth Branch of the Hollow Conifer: Sol may automatically retain a succesful critical hit in every shooting or fighting action on every turning point after the third.
    • 2AP - Bouncing Pebble: You may perform this action while in engagement range of enemies. If there are two or more enemy operators, each within 4" of another, and the initial within 2" of you, you may then jump up to three times from one enemy operator to the next, landing 4" from the last. All movement during this action has FLY.
    • Get up Here: If Sol is within 2" of Kol, everytime Sol performs a shooting action, she may act as if she's on a vantage point of 4" - all vantage rules and vision applies.
8. Kol
Brawler Trooper
A 2
M 6"
S 5+
W 7/7
Abilities
Behaviour
Notes

"Mash the tapo with our feets, between our toes they mix with meats, man in cage don't like my treats."

    • APL 3 / MOV 5" / SAV 5+ / WND 30
    • Double Fight
    • Ranged: Spit - RNG 4" ATK 2 - HIT 3+ - DMG 1/2 (Stun, Piercing 2)
    • Melee: Mace & Paw - ATK 5 - HIT 3+ - DMG 5/6 (Brutal, Relentless, Stun, Lethal 5+)
    • Thorn in Paw: Everytime you activate Kol, roll 1x D6 and take the result as damage. In addition, on results of 1-2 you may add 2" of MOV to all forms of movement for the remainder of the turning point, on 3-4 add 1 damage to all normal and critical hits for the remainder of the turning point, on 5-6 you gain Triple Fight until the end of the turning point.
    • Wheres ya' going?: If you parry two or more times in a fighting action, you may immeditetly fight the same operator again, even if the original fighting action was the result of defense.
    • 2AP: Now Kith - Grab two enemy operatives that are within 3" of eachother, and are visible and within 3" of you, then pull them into engagement range. They each roll 1x D6MW. If one dies, the surviving enemy operator must roll 1x D3MW.
    • Pounding Chest: For purposes of determining APL on an objective, Kol counts as 4APL.
    • My Hill, Simple as: Pick up an enemy operative within 2" of you, and throw them in any direction you'd like to a maximum range of 6". The operative thrown takes D3MW, and if thrown into another enemy operative more than 3" away, they also take D3MW.
    • Get up Here: If Sol is within 2" of Kol, everytime Sol performs a shooting action, she may act as if she's on a vantage point of 4" - all vantage rules and vision applies.
    • Drunk on Cave Water: No Pain on 6+ if above 75% WND, No Pain on 5+ if below 75% WND, No Pain on 4+ if below 50% WND.
    • When I say Go: Kol may charge even if they have used Reposition, Dash or Fallback in the turn prior. And he may also use Reposition, Dash or Fallback after a charge.
9. Darkweb
Brawler Trooper
A 2
M 6"
S 5+
W 7/7
Abilities
Behaviour
Notes

"An empty promise."

    • Dark Web of the Rim: You start the game with 6 Merc Coins, and Merc Coins may be spent at anytime, unless specified otherwise. At the start of the fourth turn, if you have 6+ Merc Coins, you automatically generate an additional 4.
    • 1MC - White List: Give three friendly operatives an additional 2" of MOV on the first turning point.
    • 2MC - Pump: Boost all normal and critical damage of Rimworld Mercinaries by 1 for the remainder of the turning point. May only be used after the second turning point.
    • 3MC - Hedged Bets: Generate 2CP in the strategy phase.
    • 4MC - Rugged: Destroy 1 enemy equipment selection before the first turning point. They may choose another.
    • 5MC - Anonymous Founder: Discard one succesful critical hit and one normal hit being made against a friendly operative.

Equipment

Ploys

Tac Ops