Retainers
Retainers are hired allies for dangerous work on runs.
Retainer cap per employer is limited by CHA.
Default contract: wage, rations, gear support, and risk terms.
Reactions
Roll 2d6 on offer. Adjust by -2 to +2 for terms and reputation.
Retainer Reactions
| Dice Roll | Reaction |
|---|---|
| 2 | Offer refused; -1R* |
| 3-5 | Offer refused |
| 6-8 | Roll again |
| 9-11 | Offer accepted |
| 12 | Offer accepted; +1M* |
* -1R: local hiring reputation penalty for this employer.
* +1M: this retainer gains +1 morale.
Retainers cannot exceed employer level.
Loyalty
Check loyalty at extraordinary danger and at the end of a run.
Fair pay and rescue improve loyalty. Neglect and betrayal reduce it.
Morale Procedure
Morale score range: 2 to 12.
Morale check: 2d6.
- If roll is greater than morale, the group withdraws, breaks, or surrenders.
- If roll is less than or equal to morale, the group holds.
Trigger checks at:
- First casualty on a side.
- Half the side disabled.
Typical situational modifier range: -2 to +2.
Using Retainers
Retainers provide extra help on dangerous goals.
Retainer Experience
Retainers advance only when the employment contract includes an advancement share.
Default advancement share: one quarter.