Prima Games eGuides
primagames.com Browse Redeem a code Help
Jagged Alliance: Back in Action eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Essentials
    • Bootcamp
      • Before You Begin
      • Laptop Menu
      • World Map
      • Combat Deployment Areas
      • Plan and Go System (Command Mode)
      • Loyalty and Income
      • Militia
      • NPCs
    • Combat Tactics
      • Aiming
      • Firing Modes
      • Melee
      • Grenade Usage
      • Guard Mode
      • Range
      • Terrain
      • Cover
      • Elevation
      • Stealth
      • Stances
      • Preparing for Battle
      • Indoor/Outdoor
      • Plan and Go vs. Real Time
      • Save/Reload
    • Squad Tactics
      • Weapon Variety
      • Team Building
      • Play to your Strengths
      • Morale
      • The Four F's
      • Enemy Disposal
      • Enemy A.I.
      • Night Ops
    • Association of International Mercenaries (A.I.M) and Recruits
      • Mercs and Recruits
      • Merc Stats
      • Traits and Morale
      • Mercenary Overview GUI
      • Aquiring Mercs and Recruits
      • Merc and Recruit Data
    • Mercenaries
      • Barry
      • Blood
      • Bull
      • Buns
      • Buzz
      • Cliff
      • Danny
      • Dr. Q
      • Fidel
      • Fox
      • Grizzly
      • Grunty
      • Gus
      • Hitman
      • Ice
      • Igor
      • Ivan
      • Len
      • Lynx
      • Magic
      • Malice
      • MD
      • Meltdown
      • Nails
      • Raider
      • Raven
      • Reaper
      • Red
      • Scope
      • Scully
      • Shadow
      • Sidney
      • Spider
      • Static
      • Stephen
      • Steroid
      • Thor
      • Trevor
      • Vicki
      • Wolf
    • Recruits
      • Carlos
      • Conrad
      • Devin
      • Dimitri
      • Dr Vince
      • Dynamo
      • Hamous
      • Iggy
      • Ira
      • Maddog
      • Miguel
      • Shank
    • Quests
      • Quest List
      • Quest Map
    • Weapons and Equipment
      • Weapons
      • Armor
      • Attatchments
      • Grenades
      • Ammunition
      • Equipment

Jagged Alliance: Back in Action Guide › Essentials › Mercenaries

Stephen

NAME : Stephen Rothman
HEALTH : 80
STAMINA : 71
STARTING LEVEL : 5

CONTRACT

HIRING COST : $17,000
EQUIPMENT COSTS : $5,900
TOTAL COSTS : $22,900

STARTING GEAR

GEAR IMAGE
P90 SMG
5.72x28mm x50
C4 with remote control
Jacket
Trousers - black
Coreplayer

ATTRIBUTES

ATTRIBUTE LEVEL
AGILITY 71
DEXTERITY 78
STRENGTH 80
INTELLEGENCE 94
PERCEPTION 80

SKILLS

SKILL LEVEL
MEDICAL 25
EXPLOSIVES 66
MECHANICAL 15
MARKSMANSHIP 62
STEALTH 79

TRAITS

Submachine gun : Skilled at using machine guns

Pathfinder : Increased traveling speed on World Map

Strengths/Weaknesses

Stephen is a stealth merc, no question. He's not dressed for it at all when he arrives in Arulco, but his high ratings in stealth, perception, dexterity, and marksmanship make him well-suited for taking out the opposition quickly and quietly.

The SMG trait helps, too, because most SMGs can be silenced and because Stephen actually starts with a P90, one of the better pieces of gear in the game. You'll definitely want to send him out with a medic close at a hand.

Someone with a high mechanical rating will be helpful, too; Stephen's abilities with explosives may allow him to blow holes in walls, but that's not a very stealthy thing to do.

Tactic s

Stephen starts out as a solid stealthy shooter, and he's only going to improve as you give him more targets to shoot. The most critical thing to keep in mind early on is ammo.

The P90's 5.72x28mm ammo isn't nearly as common as 9mm Parabellum or .357 Magnum. As soon as you decide to hire Stephen, put in an order for some more of his ammo. You should also grab him a silencer and some grenades/C4 while you're at it.

Long-Term Play

Develop Stephen's skills in the areas that will boost his existing strengths the most, rather than trying to turn him into a more multi-purpose merc than he already is. From the start, Stephen is pretty effective with guns and explosives, and he's also good at staying out of sight.

What you boost first depends largely on how you intend to use him. Stealth might be higher to start with than explosives, but if you're going to use Stephen more frequently for covert ops, then work on that.

Also be sure to keep plugging points into dexterity, which influences both aiming and explosives checks, and marksmanship.

The in-game description suggests that Stephen makes a good leader, and it's not wrong. With that 94 in intelligence, you'll find that he develops at a much faster rate than the other mercs.

Keep reading with a free account

The first 3 sections of Jagged Alliance: Back in Action are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousStatic NextSteroid