
Being a mercenary in EVE is not an easy way to play the game, especially if you have a mind to start a corporation up from scratch. Take a look at the Crime & Punishment forum and you'll see a half dozen or so new mercenary threads each day, with pretty varying degrees of reception. It's not hard to figure out why. Most mercenary corporations start out in high sec, war deccing whoever they're paid to . . . and war deccing anyone they can when they're not paid to. As a mercenary group gets 'better' they move into other space, low, null, or WH. Generally. Luckily for Noir., we've made a name for ourselves, and we're hired quite often, but even we have our slow times. How's Rubicon going to affect that?
Deployables
Well, for starters the new deployables are going to be great for us, both for contracts and non-contract times. One of our most popular contract type has us living out of our ships in deep null with no base of operation. If you lose a ship, you have to bring another one out from high sec some 30-40 jumps out. The "space yurt", as Ali calls it, is perfect for these types of contracts. Using one of these, our options just got exponentially greater, allowing us to bring much more to the table and react to the situation. If this was the only deployable added, we'd be in heaven. A mercenary corporation that lives behind enemy lines should use these at all opportunities. But there's more.
The siphon is another incredible feature for mercenaries. Asset Denial is an incredibly common contract type, where we do what it sounds like - deny the target any and all assets from his space that we possibly can, whether it's ratting, complexes, mining, or whatever. Now, we're able to take directly from their passive incomes without having to go toe-to-toe in a battle over a POS. Often, we're outnumbered in our contracts, and we don't have the option of contesting our targets over their large assets. This changes that, allowing small groups, like mercenaries, to hit a target harder, in an area that was previously well-protected, and do it on our terms. This little gem also gives us a lot of opportunity for income when not on contract, and that can be a real lifesaver for a small mercenary group. This is another really attractive feature for mercenaries.
Customs Offices
Another nice addition is the high sec customs offices. There's going to be a mad grab for these initially, and while Noir. rarely operates in high sec, there may be some potential for new contracts in this area. I see this as a terrific opportunity for budding mercenary corporations to really spread their wings and branch out, though. These are great money makers for the owners, and if your organization is known for doing these well, don't be surprised if your mailbox gets flooded with requests to take these down far into the future.
Ship Changes

All in all, Rubicon looks like a very attractive expansion from a mercenary's point of view. There are some things that don't really come into consideration at all - mainly the tractor-beam deployable, but also who can say whether the Sisters of Eve ships will be worth using or not for us yet? - but overall, I think this is going to add a few tricks for our bag, opening a few new doors as well as opening others a bit wider.