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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:

  1. First casualty on a side.
  2. 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.