Mercenary Guild of Coyn

Type/Unit Level/Size: Mercenary Guild, about 800,000 warriors unevenly divided among 30 Kroyn'Tra (army-equivalent units)
CO: King Im'Toral XV
Base: Coyn, Elrood Sector
Mission: Front line battle, security, special operations
Affiliations: Independent
Zone of Operations: Throughout the Inner and Mid-Rim
Success Rate/Threat: 89%/Low

The huge Mercenary Guild of Coyn employs approximately 1% of Coyn's population at any given time, and generates a huge portion of the planetary income, while serving to release cultural pressures among this warrior people. Coynite society is centered on a warrior ideal, but the planet has been united under their En'Tra (king-master) for thousands of years. This would lead to an unending series of civil wars if the Coynites were unable to hire themselves out to aliens and fight in their wars.

Even at the height of the Old Republic's peace, Coynites were always able to find some local trouble to fight in, or at least a truce to guard. The honorable Coynites have always hired their units to legal entities — governments, noble houses, or corporations. In a few cases, they have been willing to work for potential legal entities, like one side of a civil war, but only if convinced that the potential employer is honorable and has a legitimate claim to authority.

For years, this meant that the major client for the Coynites was the Empire. The Empire was usually unwilling to employ aliens, and preferred not to allow large standing armies, but considered the situation economical; it was cheaper to hire Coynites to soften the targets and die in battle for the glory of the Empire (the Empire claimed the credit for victory, and laid blame for defeat on "unreliable alien units") than to conquer their world, with its millions of fierce warriors and modern defenses.

They Coynites did not recognize the Alliance as legitimate under their honor-code, but did accept the declared New Republic as a legal entity. The Mercenary Guild promptly made itself available to both the New Republic and the Imperial factions. As the war became more confused and the Republic forces pushed back Imperial occupations, Imperial atrocities and dishonors became known to the En'Tra. After a short debate among his nobles, the En'Tra refused to allow Coynites to serve the Empire, now considering it dishonorable.

Currently, the Guild leases a large Kroyn'Tra, some 75,000 Coynite warriors, to New Republic service. Coynite mercenaries also serve a dozen system-states and corporations throughout the Mid-Rim region.

Projection: The Guild is politically neutral and will remain a loyal contractor unless the New Republic behaves in a dishonorable fashion. The Guild is also willing to hire on with the NRs honorable enemies. This is to be expected.

Recommendation: Maintain the lease on the Kroyn'Tra. In the event a Coynite unit is hired by an enemy of the New Republic, NRI should attempt to uncover evidence of behavior the Coynites consider repulsive; cowardice in particular. The Coynites are extremely ethnocentric, and although they don't hold aliens strictly to their code, they refuse to deal with cowards.

Typical Coynite Warrior. Dexterity 3D, Blaster 5D, Brawling Parry 4D, Melee Combat 5D, Knowledge 1D, Survival 4D, Mechanical 1D, Perception 2D, Strength 5D, Brawling 6D+2, Technical 1D. Move 10. Blaster Rifle (5D), Coynite Battle Armor (+2D to all attacks), Coyn'skar polearm (STR + 2D, blade; STR + 2D hook). Character Points: 1-4.