Enemy Type 04 — Rival Operator (Contractor)
Tagline: Same job, different handler. They're here for the same crate.
Lore: Other corporate recovery teams with active leases in the EEZ. Operator Teams 1, 2, and 4. Not bandits — professionals. Same kit rules and hit zones as players.
Stat block (per operator)
| HP | Standard zones — Head 20 / Thorax 50 / Stomach 40 / Arms 30 / Legs 35 |
| Armor | Class 4 plate (AC 4 / 45 DUR) + helmet |
| Primary | M4 (PEN 3 / DMG 38 / 30rd) |
| Sidearm | M9 (PEN 1 / DMG 28) |
| Meds | IFAK — 1× Bandage, 1× Tourniquet |
| Other | 1× Frag, radio |
| To-hit | +4 (Rifle) · +5 (Lead) · see Marksman |
| Move | 5 m/turn — sprints to cover, not toward players |
Bleeds, fractures, suppression, and death states resolve exactly like a player. A teammate can stabilize a downed rival in 1 action (WIS DC 12, same as med check).
Squad comp (3-man team — roll 1d4)
| d4 | Comp |
|---|---|
| 1 | 1× Lead + 2× Rifle |
| 2 | 1× Lead + 1× Rifle + 1× Breacher |
| 3 | 2× Rifle + 1× Marksman |
| 4 | 1× Lead + 1× Rifle + 1× Support (smoke + extra radio) |
Breacher
- M590 — 12 gauge pump (PEN 2 / DMG 50 / BLUNT 17) · 6+1
- Close only (≤5 m): normal to-hit. Beyond 5 m: −4 to hit.
- Pushes only after team suppresses.
Marksman
- Mk11 — 7.62×51 DMR (PEN 4 / DMG 54 / BLUNT 18) · 20rd
- +2 to hit at long range when prone. Will not push.
Lead
- Binoculars — team spots at double visual range.
- If players stay in the same POI 2+ rounds, Lead calls 1× mortar: 10 m radius, DEX DC 15 or 12 blunt to zone + Light bleed.
Support
- Smoke — 1×/fight, 10 m cloud: attacks into/through smoke are at Disadvantage.
Comms
- If one contractor spots the team, all contractors in the squad are aware (radio).
- If Lead is killed or downed, squad breaks contact on their next turn and moves toward nearest map edge (exfil behavior).
AI behavior (PMC, not bandit)
Contact call: On first spot, Lead shouts *"Contact!"* All contractors stop and take hard cover or prone. Players shooting that round suffer +2 DC (braced opposition).
Suppress + flank: Each round after contact:
- One Rifle suppresses (target is Suppressed — Disadvantage on attacks).
- Second operator moves up to 10 m to a flank if cover path exists.
- Third holds angle or supports Lead.
They loot: If they down a player, scrapper, or bandit, they spend 1 action stripping one item (highest PEN ammo or best armor). Gone unless you kill them and recover the body.
They exfil: Contractors run their own 3-segment exfil clock (track separately). On tick 3, they grab the nearest high-value objective (handler package counts) and move to the closest map edge. If they exfil with the contract item → mission failed.
Loot (if wiped)
| Item | Effect |
|---|---|
| Dog tags | 1 Keep Case slot · +2 Quartermaster rep · +1 Sawbones rep |
| Kit pick | Roll or choose 1 card from their loadout (player must have carry space) |
| Bloodied gear | Rest cannot be kept — strip for 1d4 parts (Tinkerer rep/craft) |
Spawn rules — EEZ 01 (Kreslia Port)
Sectors
| Sector | POIs |
|---|---|
| 1 | A (Warehouse), E (Loading), F (Clinic) |
| 2 | B (Office), D (Parking) |
| 3 | C (Yard), Gate 7 |
Does not spawn in Sector 1.
Trigger check (Sector 2+ only) when any: unsuppressed gunfire, alarm, player Nat 1 on move, or player exfil clock hits 2.
Roll d6. On 5+, a 3-man contractor patrol enters the nearest sector edge to the players and moves 1 sector closer.
Optional Op 01: Replace one Bandit at POI B with a solo contractor scout (+3 hit, will radio and fall back — triggers patrol table on 4+ instead of 5+).
Contractor arms (playtest)
| Designator | Caliber | PEN | DMG | BLUNT | Mag | Role |
|---|---|---|---|---|---|---|
| M9 | 9×19 | 1 | 28 | 9 | 15 | Sidearm |
| M4 | 5.56×45 | 3 | 38 | 13 | 30 | Rifle |
| M590 | 12 gauge | 2 | 50 | 17 | 6+1 | Breacher |
| Mk11 | 7.62×51 | 4 | 54 | 18 | 20 | Marksman |