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Jagged Alliance 2 MERCENARIES: AIM & MERC: Best Starting Mercs


Jagged Alliance 2 Mercenaries



Welcome to my guide to Mercenaries in Jagged Alliance 2, a cRPG released by Sir Tech in 1999. This post alphabetically tables all AIM, MERC and recruitable NPCs in v1.12 of JA2.

Tabled Merc-related data includes:


There are 40 AIM mercenaries, 10 MERC mercenaries and 13 recruitable NPCs in Jagged Alliance 2 (not including quest-based "temps"). Not every merc or NPC will be available in a given game; it depends on player choice, squad composition, social skills and factors out of the player's control, such as mercs being KIA while undertaking non-Arulco assignments.

I have bolded what I consider to be the best starting mercenaries. For example, two of the best starting mercs are Barry and Buns.

The criteria for best merc Jagged Alliance 2 rests mostly on their low level, low upkeep (value for money) and high Wisdom scores coupled with valuable utility skills such as teaching, medical, demolitions and electronics/lockpicking.

Such mercs are eminently useful and capable of quick and satisfying growth; they can also become crackshots. In my humble opinion, rolling with such mercs results in the most entertaining and rewarding experience because we can watch those doctors, mechanics and teachers grow into professional killers.

Experts and Night Ops mercs have been highlighted in the tables below. Blue also highlights outstanding stats or skills, pink highlights a fear or phobia and Red highlights the Psycho personality trait.

Refer to Jagged Alliance 2 Walkthrough for an introduction to and overview of the AIM and MERC recruiting services.

Association of International Mercenaries: A.I.M



An online service available all through the campaign, AIM is where we recruit many of the best mercs.


Name LVL HLT DEX AGY STR WIS LDR MRK EXP MED MEC Traits Skills Like Dislike
Barry 282 87 7280 91 29 7092 20 44 Water Elect
Lock
Red n/a
Blood 3 84 87 94 82 75 6 78 31 51 23 n/a Throw
Martial
Magic Cliff
Bubba
Bull 2 96 44 59 98 64 23 72 17 10 25 n/a H2H
(Exp)
Nails Biff
Buns 2 79 87 78 59 93 24 86 4 48 8 Crep Teach
(Exp)
Sydney Fox
Reaper
Gumpy
Buzz 4 71 47 84 68 90 13 96 19 0 5 Psych Heavy Weap
Auto Weap
n/a Lynx
Cliff 4 82 53 60 64 87 33 84 31 84 4 n/a n/a n/a n/a
Danny 3 99 79 99 73 91 10 61 0 88 12 n/a Ambi n/a Steroid
Bubba
Biff
Dr. Q 3 88 81 92 73 91 26 60 20 87 19 n/a Martial
Night Op
Vicki n/a
Fidel 3 88 64 83 83 71 1 85 97 3 6 Psych H2H Razor Haywire
Flo
Fox 2 77 100 85 55 76 21 69 8 70 15 Crep Teach
Ambi
Wolf
Grizzly
Steroid
Haywire
Grizzly 2 94 50 69 95 72 16 79 37 8 24 n/a H2H
Heavy Weap
Bull
Shadow
Wolf
Dr.Q
Grunty 3 82 76 79 71 72 21 78 28 22 44 n/a Night Op
Heavy Weap
Ivan n/a
Gus 8 75 84 65 82 94 83 97 76 68 80 n/a Heavy Weap
(Exp)
Len
Scully
Flo
Hitman 4 75 40 77 69 74 52 88 39 3 11 Water Throw
Teach
Grunty
Raven
Raider
Ice 3 90 87 88 84 78 23 86 3 7 42 n/a Teach
Auto Weap
Magic
Grizzly
Blood
Bubba
Igor 2 91 75 89 82 84 4 77 19 17 36 n/a Stealth Ivan
Grunty
n/a
Ivan 4 94 95 90 87 83 35 92 55 15 14 n/a Auto Weap
Heavy Weap
Igor
Grunty
Bubba
Len 7 89 88 80 77 83 61 83 47 35 54 n/a Auto Weap
Teach
Vicki
Dr. Q
Numb
Lynx 4 81 86 79 77 71 39 99 50 34 29 n/a Elect
Night Op
Ice Buzz
Magic 5 95 98 99 92 80 16 94 27 24 91 n/a Lock
Stealth
Blood
Ice
Buns
Bubba
Name LVL HLT DEX AGY STR WIS LDR MRK EXP MED MEC Traits Skills Like Dislike
Malice 3 83 97 81 89 55 13 83 16 12 14 n/a Knifing
H2H
Fox
Spider
Melt
n/a
MD 1 72 78 62 76 94 4 66 0 80 7 Heat Knifing
Teach
Danny n/a
Meltdown 3 78 84 74 76 82 24 83 40 3 22 n/a Heavy Weap
Ambi
Steph Biff
Flo
Nails 4 72 88 60 90 79 24 84 78 11 63 Claus Lock Fox
Bull
Biff
Raider 4 80 78 71 80 76 87 88 20 11 12 n/a Teach
(Exp)
Raven Hitman
Raven 2 85 92 76 68 77 19 94 5 17 5 n/a Night Op
Auto Weap
Raider
Spider
n/a
Reaper 6 81 92 92 79 81 37 97 47 2 37 n/a Stealth
Rooftop
n/a Numb
Red 4 68 81 66 69 79 21 78 99 5 33 n/a Teach
Elect
n/a Buns
Scope 5 87 76 89 64 81 39 99 21 17 4 n/a Night Ops
Teach
Syd n/a
Scully 5 90 96 90 85 93 70 92 66 36 61 n/a Knifing
(Exp)
n/a n/a
Shadow 5 95 83 96 88 77 35 92 22 30 12 n/a Stealth
Camo
n/a n/a
Sidney 5 80 91 70 76 78 27 92 15 44 2 n/a Throw
(Exp)
Scope Stephen
Haywire
Spider 1 81 76 56 68 90 16 70 0 94 0 Crep Night Op
Stealth
Vicki
Static
Raven
Buns
Static 4 79 95 66 59 60 15 86 28 17 99 Crep Elect
Night Op
Larry
Spider
Larry
Stephen
Razor
Stephen 5 97 78 71 80 94 59 82 66 15 15 n/a Night Op
Teach
Melt Static
Larry
Nails
Steroid 1 99 48 56 97 62 9 89 13 22 76 n/a Elect
Lock
Grizzly Ivan
Igor
Thor 3 96 84 83 89 97 61 74 11 70 35 n/a H2H
Stealth
Ice
Static
Spider
n/a
Trevor 2 95 98 77 79 97 27 81 88 7 99 n/a Elect
Lock
Thor Fidel
Vicki 4 79 72 85 72 85 33 84 28 18 94 Claus Ambi
Throw
Spider Gasket
Wolf 3 90 86 83 85 76 22 79 40 48 65 n/a Teach
Night Op
Fox
Lynx
Numb
Name LVL HLT DEX AGY STR WIS LDR MRK EXP MED MEC Traits Skills Like Dislike


M.E.R.C: More Economic Recruiting Center



As of Day 2, five mercs are available initially from MERC (though one or two may be temporarily unavailable due to being assigned elsewhere). This first batch I have marked with one asterisk in the table below. However, M.E.R.C personnel expands as a result of time passing and patronage (hiring the mercs and paying the fees). After a few days, Razor becomes available; after two weeks, Bubba followed by Larry; after a few weeks, Numb; after four weeks, Cougar.


Name LVL HLT DEX AGY STR WIS LDR MRK EXP MED MEC Traits Skills Like Dislike
Biff
*
2 73  71 74 41 58 13 57 4 24 0 Nerv Teach Larry
Flo
Larry
Bubba 4 86  68 54 98 29 5 77 61 0 4 n/a H2H Bull
Buzz
n/a
Cougar 5 88  79 83 87 75 32 93 46 35 5 n/a Auto
Weap
Stealth
Wolf
Len
n/a
Flo
*
1 58  64 37 45 82 1 38 2 19 7 Nerv Teach Biff
Lynx
Meltd
Gasket
*
1 72  89 61 68 49 3 44 8 0 82 Forget Lock Vicki Ivan
Igor
Gumpy
*
1 67  67 45 70 94 11 44 57 9 0 Heat Elect n/a n/a
Haywire
*
1 65  76 59 71 58 1 48 31 2 8 Psych Auto Weap
Knife
Razor
Numb
Biff
Larry 3 69  79 87 67 70 19 70 92 70 3 n/a Stealth
Lock
Biff
Flo
Static
Steroid
Numb 3 84  61 72 78 70 10 88 15 32 3 n/a Night
Martial
Malice Sidney
Vicki
Scope
Razor 2 73  91 88 86 53 4 50 11 12 8 Psych Knife
(Exp)
Hayw
Fidel
Flo
Biff
Name LVL HLT DEX AGY STR WIS LDR MRK EXP MED MEC Traits Skills Like Dislike


Recruitable NPCs



Recruitable NPCs are so-named because they are recruited in the gameworld (as opposed to the online recruiting agencies, A.I.M and M.E.R.C). Most NPCs will not be able to be recruited until significant progression of the game is made, though in some cases there are ways to fast-track their acquisition through meta-gaming. Some NPCs are native Arulcans (such as the rebels) whereas others are foreigners. With the exception of Madlab's Robot, NPCs improve just like any merc.


Name LVL HLT DEX AGY STR WIS LDR MRK EXP MED MEC Traits Skills Like Dislike
Carlos
Rebel
Omerta
4 79 61 91 68 71 38 67 20 11 34 n/a Throw
Stealth
Mig
Dimit
Ira
Iggy
Conrad
Soldier
Alma
5 76 84 69 81 88 51 95 68 4922 Water Teach
Auto Weap
Iggy
Steph
Larry
Dimitri
Rebel,
Omerta
1 75 51 73 71 56 21 77 12 17 71 Forget Throw
(Exp)
Mig
Carlos
Steph
Devin
Merch
San Mona
3 73 88 61 71 72 1167 96 2 34 n/a Elect
Knifing
Red Buns
Dynamo
Prison,
Tixa
1 76 67 57 55 78 868 9 21 67 Psych Lock
(Exp)
Shank
Blood
Bubba
Hamous
Truck,
Rand
2 68 66 68 69 35 5 78 0 0 19 n/a Stealth n/a n/a
Iggy
Soldier
San Mona
5 88 79 81 85 71 15 87 21 33 42 n/a Heavy Weap
(Exp)
Ivan Fidel
Ira
Rebel,
Omerta
2 76 91 72 55 83 14 55 2 40 8 Water Teach
(Exp)
Dimit
Mig
Malice
Maddog
Crazy,
Estoni
1 91 92 91 78 56 8 66 18 7 68 Psych Lock
(Exp)
Fox n/a
Miguel
Rebel,
Omerta
6 88 76 73 83 80 98 85 31 13 22 n/a Night Op
Knifing
Carlos
Ira
Shado

Iggy

Robot
Madlab
Random
1 99 39 59 99 5 1 88 0 0 0 n/a n/a n/a n/a
Shank
Prison
Tixa
1 73 43 36 31 80 7 45 9 17 11 Water Throw
(Exp)
Dyna
Ivan
n/a
Vince
Doctor
Cambr
2 73 92 49 69 94 33 35 3 94 13 n/a Teach
Ambi
n/a n/a
Name LVL HLT DEX AGY STR WIS LDR MRK EXP MED MEC Traits Skills Like Dislike

Mercenary Stat Modifiers


You may have noticed, as an example, how some mercs move faster than others outside of combat even though they have comparable physical stats. That is because there are hidden stat modifiers assigned to certain mercs. Let's give a few examples:

  • Runspeed is useful for exploring in-sector. Gus is the slowest runner with a modifier of -20%. With a speed mod score of +10%, Numb and Hamous are the fastest runners. Danny comes in second with +6%.
  • However, Danny has various wilderness terrain-based AP bonuses (+3 to +6%), climbing and swimming bonuses (+6% to both), stat modifiers to STR, AGY, and DEX (+3%, +6%, +3%) as well as incredible scores in HLT, DEX, AGY and STR (99, 79, 99, 73) which make him more mobile in tactical combat than anyone else; truly, an incomparably elite athlete and (potentially) a super-soldier of the highest order. Thanks to his Wisdom score of 91, Danny can grow to fill any utility role except for Explosives and social approach.
  • Dr. Q inflicts the most melee damage (+6%) unless Larry is stoned (+10%).
  • Bull and Bubba both have carry strength mods of +50% and Strength scores of 98. Thus, they are the best mules for hauling heavy gear.
  • Dr. Q and Thor have the highest Wisdom modifiers (+5%). Coupled with Wisdom scores of 91 and 97, they are the fastest learners; very versatile.
  • Miguel has a Leadership modifier of +10% coupled with a Leadership score of 98. Gus is second with +8% and 83. However, Buns is an Expert Teacher (+60% to militia training) with a high Wisdom score. She is also versatile and cheap, and her recruitment and upkeep isn't reliant on campaign progression.
  • Scope, who is aptly named, has a Marksmanship modifier of +3% and a Marskmanship score of 99. Thus, she is the most accurate sniper. However, Hitman is the only merc with increased max chance to-hit (+3%). Vs. creatures such as bloodcats and crepitus, Lynx gets a bonus CtH of +10% (a big game hunter). Many mercs can become crackshots, but none can match Scope in terms of pin-point accuracy.
  • Arulcan natives such as Miguel, Carlos and Dimitri have the highest sector exploration scores (+5%). Ira as well. But we need to take into account energy points which are governed by HLT as well as breath restoration from energy regen drinks (quaffing canteens). So again, Danny comes out on top with an energy regen modifier of 66, which is 3 times that of the nearest competitors.
  • Larry and Nails have Explosives modifiers of +6%. Larry's Explosives score is 92, Nails' is 78 and Red's (who gets no modifier to Explosives) is 99.
  • Maddog has a Mechanical modifier of +5% and a Mechanical score of 68, but only 56 in Wisdom. However, Trevor and Static have scores of 99 (but no modifiers). Steroid is one of the few mercs that comes with a Tool Kit, which CAN be rare depending on RNG and game settings. And also Steroid is cheap (but not versatile like Barry and Trevor). Same goes for Dimitri and Gasket.
  • Spider, Cliff, Vince and Steve have Medical modifiers of +10%. However, Vince has a Medical score of 94 coupled with a Wisdom score of 94 and speed-bandaging modifier of +20%, making him the ultimate surgeon and battlefield medic.
  • Lynx, Magic, Reaper and Razor are the steathmasters (+5% to +6%).
  • Camouflage king is Shadow (+15%).
  • Raider is best at breaching charges (+70% chance of breach charge success). Second are Trevor and Raven with +50%. For disarming traps, Trevor and Red are best (+25%).
  • Approach Friendly: Best are Cliff, Hitman, Thor, Vince and Steve (10). Worst is Buzz (-25).
  • Approach Direct: Best is Gus (15). Worst is Razor (-50).
  • Approach Threaten: Best is Razor (50). No mercs have penalties and only a few have bonuses.
  • Approach Recruit: Best is Gus (15). Worst is Razor (-50).

Mercenary Themed Squads


As can be seen, themed squads are possible due to the depth and breadth of the character-pools. Want a Night Ops squad? You can. Want an all-female squad? Go for it. Want a crazy crew? You can do that, too. You can also form squads based on nationality. Unless you're an expert who knows exactly what you're doing, though, you're going to want a balanced core squad, as detailed in Part I of my retrospective. Lock that core squad in early, and off you go.

  • Merc pairs that work well together (get a morale boost): Ira & Dimitri (and Carlos & Miguel), Raider & Raven, Flo and Biff, Haywire & Razor.
  • Badasses: Shadow, Magic, Ivan, Reaper, Conrad, Gus.
  • Russians or Soviet Bloc: Ivan (barely speaks English), Iggy, Barry, Conrad, Steroid.
  • Germans or Germanic: Grunty, Thor, Buns.
  • British or British Commonwealth: Sidney, Scully, Malice, Scope, Devin, Blood, Ice, Cliff, Trevor.
  • Mercs that comment on sectors: Ira, Dimitri, Carlos, Miguel.
  • Funniest mercs (subjective): Maddog and Steroid.
  • Most hated mercs: Bubba (6 hates) followed by Biff (5). Honestly, it's easy to see why.
  • Worst speech impediment: Bubba followed by Gumpy.
  • Highest base morale: Blood, Fox, Miguel (80), Scully (70). Everyone else has 50.

Intra-squad Mercenary Quarrels


Squad composition can cause us trouble. Basically, as in Baldur's Gate, some A.I.M, M.E.R.C and in-campaign recruits simply don't get along. There are personality clashes and beefs based on nationality, race and sex. This can be very costly but also part of the fun and laughter. With a few exceptions, we can only know who likes and doesn't like who through experience and foreknowledge.

Take the following example: Monica "Buns" Sondergaard. She's a top-tier teacher and a good marksmen. But then, when M.E.R.C mercs became available, I enlisted the services of Tim Gumpy

Now, Gumpy is... not the most attractive guy in the world. He's a slob. Plus, he's got a ridiculous speech-slur as well; we can imagine him drooling and in need of a baby bib. But he's a good guy and he's got a fair bit to offer. 

Still, Buns immediately remarked:


Then, she refused to renew her contract while Gumpy was in the squad:


She seems petty, doesn't she? But many mercs turn petty when they can't stand the sight of someone: they seem as cool as a cucumber until they spot someone they just can't stand. For Buns, that's Gumpy. For Gus, it's Flo. And so on. And these feelings are not usually mutual (though, in the example of Flo and Meltdown, they are).

Of course, it's hard to imagine a situation in which one would eschew the talents of Buns in favor of... Gumpy. So I got rid of Gumpy immediately. I wasn't going to reload and keep him in another sector; that's cheap meta-gaming.

That's right, those remarks only seem to happen if incompatible mercs are in the same sector. If Gumpy was assigned to another sector, and kept away from Buns, she would still have renewed her contract. In almost all cases, mercs only refuse contract renewals if they spot the object of their dislike in the same sector.

Arulcan rebels such as Dimitri, Carlos and Miguel, who are not under contract, will never leave even if they dislike someone in the squad. For example, Carlos and Miguel dislike Iggy because he once worked for Deidranna. They will complain each and every day while he is in the squad, but they will not crack. Their morale fluctuates due to his presence (it drops but does not stay dropped), and that's it. This is because they're desperate: their lives, their families' lives, and the future of their country, is at stake.

The other exception is Dynamo: he will not leave the squad even if we don't get rid of Bubba.

On the A.I.M site, Grizzly will refuse to sign a contract if Dr. Q is in the party. He won't even get on the chopper.

In addition, and this is entirely random, A.I.M members may be unavailable due to being assigned elsewhere; moreover, as-yet-unrecruited members of A.I.M may end up KIA during the campaign (killed while undertaking some other assignment). Thus, it can be wise to lock down a core squad as early as possible, and stick with them. That isn't by any means "a rule", though. As in Baldur's Gate, there are also merc pairs such as husband and wife, Ron and Raven (Khalid & Jaheira). From memory, they dislike Hitman.

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1 comment:

  1. Correction here - Ivan's explosive skill should be 55, not 15.

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