Card Of The Week #10 - Mercenary

Date:

Mon, Apr 7th, 1997

Text:

MERCENARY Mortificator / U2 Warrior / General 15/15/15/? ADD TO YOUR SQUAD. CONSIDERED A DOOMTROOPER. PERSONALITY. Pay whatever you wish in D when adding the Mercenary. This is the opening bid. Then go around the table, each player bidding. Highest bid keeps the Mercenary. Its base V equals its final price.

Uses:

This card is great. You basically decide it's value, and once you get it out, there are no nasty restrictions. The only downside is the fact that if your opponents have more D than you, they can take advantage of this bad boy's tremendous power. What's the best way to solve any problem you may encounter? Hit your opponent(s) with NEGATIVE KARMA! Once you do this, you can get him out for 1 D (which translates into 1 V for the MERC). Even if you have this option, though, you might want to pay at least five to prevent nasty things like BACTERIA GRENADE or TIME ROT. Another strategy may be to run up the price on him (let your opponent get hime) and then hit him with PAPs, collecting the points, of course.

Counter Measures:

The usual anti-warrior/anti-Doomtrooper stuff. If his V is low enough try something like BACTERIA GRENADE or TIME DEATH to simply discard him. Also, (if his V is low enough) RECRUITMENT might make your opponent think twice the next time he only pays 1 D for a 15/15/15 warrior ;).

Combos:

You can use lots of cards with the MERC, depending on what his V ends up to be. Give him affiliation and a commander will let him auto-kill. Give him affiliation and a Vehicle to boost his stats, but probably not his V. Use your imaginations. Just make sure that for whatever you have planned his V is not too high, and not too low.

Rating:

9. One of the more interesting cards you're likely to come across.

Summary:

LOTS of cool combos with this fella. Potentially, pretty low-risk, too (wish my Jagged Alliance Mercs were all as handy as this one).
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