TEXT:  
  1 
   
  FORCES OF THE 
  MERCHANT BARONS 
  A FREE UNOFFICIAL LASERBURN 
  SUPPLEMENT   
  BETA 1.1 
   
   
  by Neil Cooper 2006 
   
  Artwork by Tony Yates and Neil Cooper  
  Additional art from original laserburn rulebooks by Ian Terry and Tony Ackland.  
  Further images from the Internet, unknown artists. 
  
   
  2 
   
  FORCES OF THE 
  Merchant Barons 
   
  Being details of the organization, equipment and vehicles of the 
  forces of the Merchant Barons of the outer and fringe/ frontier 
  worlds, and their attached bodyguards, mercenaries and 
  spaceways scum. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The forces of the Merchant Barons tends to vary significantly from world to world, and in 
  size and complexity. Allegiance and legality of methods also vary considerably, some 
  merchant barons really are noble descendants and landowners of honour and integrity, who 
  trade peacefully for the benefit of not only themselves, but of the local citizens, however 
  others are nothing more than tyrants and leeches, sucking the resources out of a world or 
  system just for profit and to satisfy the greedy demands of the ever expanding and ever 
  watchful Imperium of Mankind. 
  This booklet sets out the background, structure, ranks and techniques of the Merchant Baron 
  hierarchy and how conflicts may arise between various groups and regions. 
   
  For use with Imperial Commander and Laserburn. 
   
   
   
  
   
  3 
   
  INTRODUCTION 
   
  Far from the core Imperial sphere of influence on the inner worlds, the Galactic Imperium of 
  Mankind still maintains a stranglehold of control over its citizens by way of the High Lords, who 
  rule single worlds or systems. This tentative control, however, is slowly slipping as frontier worlds 
  develop and question the need to be sucked dry of their resources to feed and provide for the mega-
  city drones of the inner worlds. 
   
  Merchants and Traders 
  Merchants and traders of the Galaxy range from enterprising single 
  individuals acting with a small group trading in a starship, to the head 
  Executives of  large commercial organizations like those listed on page 37 of 
  Advanced Laserburn and Aliens- Beldon Manufacturing Consortium springs 
  to mind. The merchants trade, barter and negotiate their profits from their 
  allocated areas, ever mindful that the Imperium always takes its ‘cut’ or 
  ‘percentage’ from their earnings. 
   
   
   
  Merchant Barons 
  Merchant Barons, appointed by the Lord Knights, are those 
  in overall trading control of specified trade areas and routes. 
  The Merchant Barons have a few things in common: 
  You cannot buy merchant baron status (except in a few, 
  notoriously public cases), you are either a nobleman, an 
  existing rich landowner and trader, or a very talented trader, 
  who has caught the attention of the local Lord Knight and 
  thus the Empire. Seeing the opportunity to make money or 
  retrieve resources, the individual is elevated to ‘Merchant 
  Baron’ status by the Imperium, and given license to trade and 
  operate between planets, shipping and moving goods of all 
  types, from luxuries to raw construction materials and foods.  
  The merchant barons are financially ruthless, and quosh any 
  threats to their monopoly in a particular area. Imperial patrol vessels are usually at hand to assist in 
  the apprehension of smugglers and under-traders who eat into the Barons (and the Imperiums) 
  profit margins. Particularly harsh, unfair or just plain criminal Merchant Barons earn the title of 
  ‘robber barons’. 
   
  Robber Barons 
  A 
  disparaging 
  term 
  dating 
  back 
  to 
  the 
  12th 
  century 
  which 
  refers 
  to 
   Unscrupulous feudal lords who amassed personal fortunes by using illegal and immoral business 
  practices, such as illegally charging tolls to merchant ships that passed through their land. Or 
  modern-day businesspeople who allegedly engage in unethical business tactics and questionable 
  stock market transactions to build large personal fortunes. An example from popular science fiction 
  would be Jabba the Hutt from the star Wars universe. 
   
   
   
  
   
  4 
   
   
   
  MERCHANT BARON CHARACTER CREATION CHART 
   
  Characters for this supplement may be rolled using the original laserburn rules. The table below 
  adds some other troop classes/ character types: 
   
  Weapon Skill 
  Combat Skill 
  Initiative Level 
  Figure Type Standard 
  Variable Standard Variable Standard Variable 
  Points            
  Value 
  Skills            
  Dice 
  Trader/ 
  Merchant 
  80 
  (2D6+1)
  x10 
  40 
  D6x10 
  5 
  D6+2 
  100 
   
  Scout 
   trader 
  110 
  (4D6-
  3)x10 
  55 
  3D6x5 
  10 
  4D6-1 
  200 
   
  Merchant 
  Baron 
  130 
  (4D6-
  1)x10 
  65 
  3D6x6 
  12 
  3D6+2 
  300 
  D6* 
  Pirate 
  Merchant 
  150 
  (4D6+1)
  x10 
  70 
  2D6x10 
  15 
  4D6+1 
  450 
  D6** 
  Baron 
  bodyguard 
  100 
  (4D634)
  x10 
  80 
  3D6x8 
  15 
  4D6 
  350 
  D6*** 
  Senior Body 
  guard 
  200 
  (4D6+4)
  x10 
  110 
  4D6x8 
  18 
  4D6+3 
  600 
  D6*** 
  Merchant 
  Hero 
  180 
  (6D6-
  3)x10 
  100 
  3D6x10 
  20 
  5D6+2 
  700 
  D6# 
   
   
  New skill for the Merchant Barons: Barter 
  The barter skill is similar to ‘streetwise’, as well as doubling the chance of obtaining restricted 
  weapons, it gives 70% chance of decreasing the price of black market goods by a quarter. 
  In addition, it gives a 30% chance of decreasing the cost of ANY other equipment/ weapons/ 
  vehicles and ships by 3d10% 
   
  New skill for the Merchant Barons: Pickpocket 
  This merchant skill allows the character to pilfer small items from other people without them 
  noticing. Useful not only for stealing valuables, but also getting keys, ID and other small trinkets 
  At first level gives a 20% chance (minus initiative level of person pick-pocketing from) at each 
  close contact of pick-pocketing small items/ valuables. There is a chance equal to the victims 
  Combat skill that they notice the attempt. 
  At second level the base chance increases to 50%, and the chance of noticing drops to victims 
  combat skill divided by 2. 
  At third and final level, base chance is 70% and chance of noticing drops to victims combat skill 
  divided by 3. 
   
  Robber Baron History Quote: 
  Due to their unethical business practices, such as the exploitation of labor, the general 
  citizenship typically regards these aggressive capitalists with disdain. However, some 
  Galactic historians argue that the late-38th century entrepreneurs usually referred to as 
  "robber barons" - including Donovaan Slaan and Jenno Cranvoll - are responsible for 
  building a large portion of the Imperiums current economic clout, because of their large 
  investments in burgeoning Trading organisations. Some also went on to become high-
  profile pan- galactic philanthropists. 
   
  
   
  5 
  Merchant Baron Infrastructure 
   
  Traders and Merchants, in their millions, across the empire, trade and jostle for power all the 
  time, some of these individuals obtain a starcraft, or access to one and become known as Scout 
  traders. Those Imperially appointedindividuals, often powerful and in control of large 
  geographical areas, are known as Merchant Barons. Many merchant barons employ their own 
  loyal retainers and personal Baron bodyguards, some, known as senior bodyguards are very 
  skilled and fearsome warriors. Particularly heroic or notoriously good barons are known as 
  Merchant heroes. Those skillful merchants who operate outside of the law are known as Pirate 
  Merchants 
   
  SCENARIO/PLOT IDEAS WHY MERCHANT BARON FORCES 
  MAY 
  FIGHT 
  EACHOTHER 
  / 
  THE 
  REDEMPTION/ 
  THE 
  IMPERIUM/ THE ALIENS 
   
  Skirmishes, battles and small wars are common on the frontier worlds of the 
  outer fringe where many rival traders and merchants jostle for power and 
  trading opportunities. The politics and disposition of merchant barons varies 
  greatly, some sympathise with local rebel groups, while others may back the 
  Imperium or Redemption. Pirate forces frequently attack shipments of goods, 
  either in space or on the land/ oceans of a worlds surface.  
  Certain goods attract more attention than others, cargo such as narcotics, 
  firearms, computers, gemstones and precious metals fetch a high price 
  anywhere in the galaxy and any merchant baron trading in these items better 
  have forces protecting them! 
  Some Merchants now trade with some of the Alien races which have made 
  themselves known to man. Froogs, Szithks and Centulons are quite keen to 
  trade with Humankind, and the vicious Calmin and Pohe-neds just take what 
  they come across. 
   
   
  NEW RULES 
   
  CARGO SPACE AND TRADING 
  Cargo space for all vehicles, whether ground, sea, air or space 
  faring is measured in standard cargo units. Each cargo unit is a 
  space measuring 1mx1mx1m, with a maximum weight in that 
  space of 500kg. For the beam-strike spacecraft rules, each 
  ‘block’ of space for cargo is equivalent to 8 cargo units, this 
  includes the space to maneuver cargo to and from the ship by 
  ramps etc, and handling cranes etc. 
  It is outside the scope of the Laserburn game to provide detailed 
  rules on trading and cargo prices in different regions of the 
  universe, but considerations such as tech level of the planet trading on, the nature of the cargo and 
  any risks involved will help the umpire determine what rewards are available for players wishing to 
  trade/ smuggle goods within single systems or across the galaxy. 
   
  Having said this, the table below lists some common cargo types and typical credit price ranges per 
  standard cargo unit (1x1x1 metre). Some cargo types, such as gemstones are measured in different 
  units. 
   
  
   
  6 
  D100 
  Cargo Type 
  Units 
  Risk 
  Factor 
  PRICE 
  HIGH 
  PRICE 
  AVE. 
  PRICE 
  LOW 
  ? 
  perishable 
  Notes 
  Legality 
  1-5 
  Food Rations 
  Std 
  L 
  300 
  100 
  20 
  N 
  Stable dried food ration 
  kits 
  L 
  6-10 
  Textiles 
  Std 
  N 
  250 
  150 
  50 
  N 
  Clothing, blankets, 
  bedding etc 
  L 
  11-15 
  Minerals 
  Std 
  N 
  70 
  50 
  40 
  N 
  Ores and minerals used in 
  construction 
  L 
  16-20 
  Fruits 
  Std 
  L 
  400 
  200 
  40 
  Yes 
  Various fresh produce 
  L 
  21-25 
  Metals 
  Std 
  N 
  60 
  40 
  25 
  N 
  Raw metals for 
  construction/ building 
  L 
  26-30 
  Vehicular parts 
  Std 
  L 
  400 
  300 
  200 
  N 
  Parts for ground, aier and 
  sea vehicles 
  L 
  31-35 
  Spaceship parts 
  Std 
  M 
  2K 
  1K 
  700 
  N 
  Spacecraft parts and 
  components 
  L 
  36-40 
  Luxury goods 
  Std 
  M 
  15K 
  10K 
  5K 
  Yes 
  High end luxury goods 
  like art, alien artifacts, 
  tobacco etc 
  L 
  41-45 
  Appliances 
  Std 
  L 
  300 
  200 
  150 
  N 
  Portable electrical 
  appliances 
  L 
  46-50 
  Electronics/Quantics 
  Std 
  L 
  500 
  300 
  200 
  N 
  Electronic/ quantum 
  computer parts and 
  components 
  L 
  51-55 
  Fuels 
  Std 
  N 
  2K 
  500 
  200 
  N 
  Atomic batteries, liquid 
  fuels 
  L 
  56-60 
  Computers 
  Std 
  L 
  5K 
  3K 
  2K 
  N 
  Handheld PCs and 
  computer components 
  L 
  61-65 
  Construction 
  Std 
  N 
  200 
  150 
  30 
  N 
  Building materials 
  L 
  66-70 
  Radioactives/ 
  wastes 
  Std 
  H 
  5K 
  1K 
  50 
  N 
  Radioactive, waste 
  material from warp cores 
  and FTL drives 
  D 
  71-75 
  Household goods 
  Std 
  L 
  400 
  200 
  100 
  N 
  Furniture, soft furnishings 
  etc 
  L 
  76-78 
  Pharmaceuticals 
  Std 
  L 
  4K 
  2K 
  1500 
  Y 
  Medicines, medikit items, 
  bandages, medical 
  equipment 
  L 
  79-81 
  Beverages 
  Std 
  N 
  60 
  40 
  15 
  N 
  Various soft drinks and 
  beverages 
  L 
  82-83 
  Ammunitions 
  Std 
  M 
  8K 
  5K 
  3K 
  N 
  Various calibres/ types 
  D 
  84-85 
  Light armours 
  Std 
  M 
  1000 
  700 
  500 
  N 
  2 light armour suits and 2 
  flak suits 
  L 
  86-87 
  Medium armours 
  Std 
  H 
  3000 
  1000 
  700 
  N 
  2 power armour 
  D 
  88-89 
  Heavy armours 
  Std 
  H 
  4000 
  1300 
  700 
  N 
  1 suit dreadnought 
  I 
  90 
  Slaves 
  Std 
  H 
  5K 
  1K 
  100 
  Yes (!) 
  1 individual 
  I 
  91-92 
  Small arms/ personal 
  defence items 
  Std 
  M 
  7000 
  3000 
  2000 
  N 
  Pistols/ swords etc 
  D 
  93-94 
  Shoulder arms 
  Std 
  H 
  8000 
  3500 
  2000 
  N 
  Shoulderarms 
  D 
  95-96 
  Heavy weapons 
  Std 
  H 
  20K 
  3500 
  2000 
  N 
  Heavy guns 
  I 
  97 
  Drugs 
  1KG 
  H 
  1500 
  500 
  100 
  N 
  e.g:sting, cringe,steam 
  D 
  98 
  Liqueurs 
  Std 
  H 
  8K 
  1K 
  300 
  N 
  Various alcoholic 
  beverages 
  D 
  99 
  Gemstones 
  1KG 
  VH 
  100K 
  70K 
  40K 
  N 
  From zirconians to 
  diamonds 
  L 
  00 
  High class drugs 
  1KG 
  VH 
  100K 
  10K 
  500 
  N 
  Exotic, highly illegal 
  drugs 
  I 
   
  PRICE GUIDES (All costs in credits, 1K=1000 credits) 
  The low price would be about the lowest price per unit you can get the cargo. This would be from a 
  planet whos main export is this type of good. The average price is the generally expected selling 
  price on most planets, and the high price would be the maximum you could sell, to a planet in dire 
  need, or with a huge market for such items. 
  Other cargo items can be slotted in as required, using those listed as a guide. 
   
  Note for particular listed cargo items, like for instance a crate of 10 personal force bubbles, which 
  would have a retail value of 10,000 credits (10K), the cargo value would be lower, to allow profit 
  margins, transport costs etc, so the force bubble crate may have a cargo value of say, 5,000 credits 
  per unit. 
  
   
  7 
  RISK FACTOR 
  Risk category 
  Chance of trouble 
  Number of chances per 
  shipment 
  None (N) 
  5% 
  1 
  Low (L) 
  15% 
  1d4 
  Medium (M) 
  20% 
  1d6 
  High(H) 
  30% 
  2d6 
  Very 
  high(VH) 
  50% 
  3d6 
   
  For each shipment of this type of 
  cargo, roll for number of chances of 
  potential trouble, then for each chance, 
  roll equal or less then percentage noted 
  for trouble actually happening. This 
  could be a hijack attempt, police 
  trouble, Imperial checkpoint etc….  
   
  PERISHABLE 
  Perishable goods must be delivered as quickly as possible, or will start to ‘go off’ or loose value. 
  For each 10% over the ideal deliver time the shipment takes, deduct 5% from the value of goods. 
  Example, 5 units of fruit were being delivered in 10 days. The journey took 13 days, (30% longer) 
  so the goods are worth 85% of their original value. 
   
  LEGALITY 
  Category 
  Notes 
  Code used on Cargo Table 
  Legal 
  Completely legal to trade on >90% planets 
  L 
  Dubious 
  Legal or frowned upon on 70%, Illegal on rest. 
  D 
  Illegal 
  Illegal to trade on >90% planets 
  I 
   
  You may wish to throw to see if a particular dubious item is legal on the planet you intend going to, 
  however, most traders have access to vast libraries of data on systems, listing which items are legal 
  and which are likely to get the merchant into a spot of local trouble! 
   
  NEW WEAPONS AND EQUIPMENT 
   
  Trade Computer 
  A small, handheld device containing information on trade routes, cargo prices , legality of various 
  trade items in a particular region, as well as a full range of personal computer functions. 
  Cost: 70 credits, Availability 80%, Encumbrance :-0.3 initiative level. 
   
  Trading License 
  An electronic permit , obtained either from the Imperium or local Government, which allows 
  trading over a specified area/ region. The goods licensed to trade are also specified, (usually only 
  legal goods up to medium risk). A general, open license for a region, is the best type, allowing 
  shipping and trade in almost all goods. 
  Cost and availability are dependant on goods you want to trade in, area, local government type 
  etc….Trading without a suitable license is called smuggling 
   
  Lightweight Forcebubble 
  Incorporated into a fashionable belt or bandolier, the luxury lightweight forcebubble is exactly as 
  the standard model, but it only has an IL modifier of -2, and only has enough power for 6 turns. No 
  extra batteries may be loaded ready for use. Used by merchants, barons and other traders, this 
  concealed protection is ideal if a deal goes wrong and a quick getaway is needed. 
  Cost: 1500 credits, Availability: 50%, IL modifier: -2 
   
   
   
   
   
   
  
   
  8 
  Merchant Armour 
  A fusion of light and mesh armour, woven into a fashionable and durable, yet comfortable outfit. 
  Often brightly coloured, or highly decorated, the price is for a suit individually tailor made. Body 
  counts as light armour, limbs count as flak/ mesh. No head protection. 
  Cost: 400 credits, Availability 75%, IL modifier: -1 
  
   
  9 
  MERCHANT BARON VEHICLES 
   
  Individuals engaged in the merchant trade use a wide variety of cargo vessels, from the huge star 
  tanker transport spacecraft to the small Gecko runabout transport. 
  Most of the following ground vehicles are available from Old Crow Models in 15mm scale 
  (http://www.oldcrowmodels.co.uk/) who also make 15mm tanks, drop ships and other scale models 
  suitable for use in Laserburn. 
   
  GECKO Runabout 
  TYPE: Runabout 
  MR Acc: 4 
  MR decel: 6 
  Cost cr: 800 
   
  MR Speed: 18 
  Seats: 2 
  Cargo units:  2 
  Armour pen: 40% 
  Availability: 100% 
  Turn circle: 1/2 
  Power: VABx4 
   
  Locomotion: Wheeled 
  Weapons: none 
  Notes: Small all terrain runabout class light vehicle with extended cargo capacity compared to city versions. 
   
   
   
  OUTRIDER APC SCOUT 
  TYPE:  Partisan car equivalent 
  MR Acc: 4 
  MR decel: 4 
  Cost cr: 4000 
   
  MR Speed: 28 
  Seats: 3 
  Cargo units: 2 
  Armour pen: 10% 
  Availability: 20 
  Turn circle: 1/2 
  Power: VABx 3 
   
  Locomotion: Wheeled 
  Weapons: 1x roboturret 
  Notes: Small medium armoured troop/ VIP transport or security vehicle. 
   
   
   
  GOANNA SCOUT 
  TYPE: Utility van equivalent 
  MR Acc: 3 
  MR decel: 5 
  Cost cr: 2500 
   
  MR Speed:25 
  Seats:2 
  Cargo units: 4 
  Armour pen: 40 
  Availability: 85 
  Turn circle:1/4 
  Power: VABx4 
   
  Locomotion:Wheeled 
  Weapons:None 
  Notes: Larger version of the Gecko for extended cargo capability, retains excellent off road capability and 
  rugged build. 
   
  
   
  10 
   
  PROVIDER TRANSPORT 
  TYPE: Hover van equivalent 
  MR Acc: 2 
  MR decel: 1 
  Cost cr: 3000 
   
  MR Speed: 13 
  Seats:3 
  Cargo units: 8 
  Armour pen: 40 
  Availability: 90 
  Turn circle:1/2 
  Power: VABx6 
   
  Locomotion:Wheeled 
  Weapons: none 
  Notes: Found everywhere, from spaceports to cities, the workhorse of the trading companies. 
   
   
   
  GLAIVE APC/ Armoured Transport 
  TYPE: Glaive APC 
  MR Acc:  
  MR decel: 
  Cost cr: 
   
  MR Speed: 
  Seats: 
  Cargo units:  
  Armour pen: -10% 
  Availability: N/A 
  Turn circle: 
  Power: 
   
  Locomotion: 
  Weapons: 
  Notes: 
   
   
   CARGO SKIFF/ AIR RAFT 
  TYPE: Air raft 
  MR Acc: 1 
  MR decel: 2 
  Cost cr: 1000 
  (These stats for medium skiff, 5 metres long) 
  MR Speed: 10 
  Seats: 4 
  Cargo units: 4 
  Armour pen: 40% 
  Availability: 100% 
  Turn circle: 1 
  Power: VAB x 4 
   
  Locomotion: Anti grav generators 
  Weapons: None 
  Notes: Floating antigrav cargo platform in several variants, from the small troop skiffs used by the Imperium 
  (See diagram page 18, forces of the Imperium), to large 50 metre long spaceport skiffs, used for carrying 
  cargo unloaded by space transports. 
   
   
   
   
  
   
  11 
  MERCHANT BARON  CYBORGS AND ROBOTS: 
  Many of the standard types found in the ‘robot’ supplement are in widespread use, as they are 
  across the whole Imperium. Of particular popularity are the protocol droid, the utility robot and 
  social droid. 
   
   MERCHANT DROID 
   
  An android (true artificial brain), used to take the place of 
  a merchant baron or scout trader if they cannot complete a 
  deal in person (either because it is too dangerous or they 
  are elsewhere). Seen by some as an insult if a droid is sent 
  in place of the trader, some use them extensively, others 
  not at all. Droid has extensive trading knowledge 
  imprinted on its neural circuits, and can often get a superb 
  deal because of this knowledge. 
  Merchant droids are often ‘dressed’ to look the part, with 
  expensive satins and furs, especially if the droid is owned 
  by a wealthy Baron. 
   
  Cost: 3000 credits, Availability: 60%. Android, so hits as human, chassis counts as flak/ mesh 
  armour. Droid incorporates dreadnought armoured ‘black box’ recording and communication 
  device in its chest area, used to transmit back the progression of the ‘dealings’, and to protect 
  information on the transaction should anything untoward happen. No weapons are included as 
  standard, but a pistol may be mounted in chest area for concealed fire if needed.  
  Statistics are: WS: 60, CS:20, IL:3 
   
  MERCHANT BARON TACTICS: 
   
  
   
  12 
  MERCHANT BARON CHARACTERS: 
   
  Neiolos Supranomicon (Human/ Cyborg) 
   
   
  WS: 200 
  CS:140 
  IL:24 
   
  Skills:  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Donovaan Slaan (Human) 
  WS: 180 
  CS:110 
  IL:22 
  Skills: Fastdraw x2 
  NOS, Ambidextrousx3 
   
  Equipment: 
  2x custom hvy laser pistols ‘blasters’ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  13 
  Princess Ann-eeta (Human) 
   
  Sex: Female 
  Age: 27 
  WS: 190 
  CS:90 
  IL:27 
  Skills: Swordsman (or woman!), Lightning rcns x4, Fast draw, 
  Martial skill, Streetwise, Barterx2. 
   
   
  Equipment: 
  Mono longsword, Standard equipment, Gauss pistol with autoranger, 
  Lightweight forcebubble, light armour helmet (crown), scanty outfit, 
  force dagger. 
   
  Story: 
   
   
   
   
   
   
   
   
   
   
   
   
  Schaan Smickk (Szithk) 
   
   WS: 300 
  CS:200 
  IL:27 
  Skills: All basic laserburn skills. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  14 
  \MERCHANT BARON FORCE ORGANISATION: 
   
   
   
   
  Attached Mercenaries: 
  Use is exactly as detailed in Forces of the Imperium page 12-18 
   
   
   
   
  UNIFORM COLOURS: 
   
  Merchant Baron INFANTRY: 
   
  UNIT DIFFERENTIATION: 
  Stripped large sleeves will be coloured with the Barons household theme. 
   
  Bodyguards 
  Black synthisuits/ armour or drab unremarkable colours to help blending into the background/ 
  crowd until needed. 
   
  WAR ROBOTS/ Droids: 
  As seen fit. 
   
  VEHICLES:  
  Gunmetal grey and black for trikes and scouts. Chocolate brown and gunmetal grey for skimmers, 
  tanks and other vehicles, occasionally with darker brown or black camouflage pattern. 
   
  RANDOMLY ENCOUNTERED MERCHANT BARON FORCES: 
  In skirmish type games, Roll 1d100 and consult the chart below: 
   
  Dice score 
   Merchant Baron associated troops and Equipment 
  1-20 
   
  21-40 
   
  41-50 
   
  51-60 
   
  61-70 
   
  71-80 
   
  81-85 
   
  86-88 
   
  89-95 
   
  96-97 
   
  98-99 
  Merchant Baron with 1d6+2 Bodyguards armed with Machine pistols 
  00 
  Merchant Hero with retinue/ bodyguards armed with assault rifles 
   
   
  
SOURCE: textdata/thevault/Laserburn/Laserburn - Forces of the Merchant Barons.pdf