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Source: enemies-rival-operators.md (markdown kept in kit)

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)

HPStandard zones — Head 20 / Thorax 50 / Stomach 40 / Arms 30 / Legs 35
ArmorClass 4 plate (AC 4 / 45 DUR) + helmet
PrimaryM4 (PEN 3 / DMG 38 / 30rd)
SidearmM9 (PEN 1 / DMG 28)
MedsIFAK — 1× Bandage, 1× Tourniquet
Other1× Frag, radio
To-hit+4 (Rifle) · +5 (Lead) · see Marksman
Move5 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)

d4Comp
1Lead + 2× Rifle
2Lead + 1× Rifle + 1× Breacher
32× Rifle + 1× Marksman
4Lead + 1× Rifle + 1× Support (smoke + extra radio)

Breacher

Marksman

Lead

Support


Comms


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:

  1. One Rifle suppresses (target is Suppressed — Disadvantage on attacks).
  2. Second operator moves up to 10 m to a flank if cover path exists.
  3. 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)

ItemEffect
Dog tags1 Keep Case slot · +2 Quartermaster rep · +1 Sawbones rep
Kit pickRoll or choose 1 card from their loadout (player must have carry space)
Bloodied gearRest cannot be kept — strip for 1d4 parts (Tinkerer rep/craft)

Spawn rules — EEZ 01 (Kreslia Port)

Sectors

SectorPOIs
1A (Warehouse), E (Loading), F (Clinic)
2B (Office), D (Parking)
3C (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)

DesignatorCaliberPENDMGBLUNTMagRole
M99×19128915Sidearm
M45.56×453381330Rifle
M59012 gauge250176+1Breacher
Mk117.62×514541820Marksman