Why mercenaries? | Locating mercenaries | Hiring mercenaries | Loyalty and morale | Using the mercenaries' tables |
Mercenary troop types | - | - | - | Care and treatment |
Dragon | - | Equipment | - | Dragon 109 |
? A s y o u s e e , P h a l i n
u s , t h e o n l y t h i n g s
o f
v a l u e w h i c h w e h a v e
a t p r e s e n t a r e o u r
a r m s a n d o u r c o u r a g
e . S o l o n g a s w e
h a v e
o u r a r m s w e f a n c y
t h a t w e c a n m a k e
g o o d
u s e o f o u r c o u r a g e ;
b u t i f w e s u r r e n d e r
o u r
a r m s w e s h a l l l o s e
o u r l i v e s a s w e l l .
S o d o
n o t i m a g i n e t h a t w e
a r e g o i n g t o s u r r e n d e
r
t o y o u o u r o n l y
v a l u a b l e s . O n t h e c o n
t r a r y ,
w i t h t h e i r a i d w e
s h a l l l i g h t f o r w h a t
y o u
v a l u e , t o o . ?
T h i s e x c e r p t f r o m t
h e m e m o i r s o f t h e
A t h e n i a n s o l d i e r o f
f o r t u n e X e n o p h o n
( k n o w n v a r i o u s l y a s
The Ambasis, The
Persian Expedition, or The March of the
1 0 , 0 0 0 ) sums up very succinctly what mercenaries
are all about. Xenophon?s work
begins in 401 B.C., with the attempt of the
Persian prince Cyrus to overthrow his elder
brother Artaxerxes II. Cyrus gathered
together an army of about 50,000 men,
including some 13,000 Greek mercenaries,
and met Artaxerxes, with a force nearly
twice as large, at Cunaxa, near Babylon.
The Greek mercenaries presented Cyrus
with a stunning victory, but then he was
tragically slain during the final stages of the
battle.
Cyrus?s Asiatic troops either fled or went
over to Artaxerxes. The Greek mercenaries
found themselves stranded over 1,000 miles
from the nearest friendly stronghold, deep
within the heart of King Artaxerxes? empire, surrounded by the innumerable
Persian host, and torn over what they should
do next. Phalinus, a Greek in Persian service, brought an offer from
Artaxerxes: if the
mercenaries would surrender their weapons, the king would see to it
that they were
returned safely home. Many of the mercenaries suspected the king?s
sincerity, and
their suspicions were soon proven correct
when the Greeks? generals were treacherously murdered while negotiating
with the
Persians.
Instead of despairing or throwing themselves upon the king?s mercy,
several of the
mercenaries? junior officers (notably
Xenophon) pulled themselves up by the
straps of their sandals, got the troops organized, and proposed that
they attempt to
fight their way to the nearest safe haven, the
Greek colony of Trapezus on the Black Sea.
Five months later, 6,000 survivors arrived
at Trapezus with their heads high.
Xenophon and his force had triumphed
against all the obstacles the Persians and
barbarian hill tribes could place in their
path. Their example would later inspire
Philip of Macedon and his son Alexander.
The March of the 10,000 was one of the
greatest exploits in the annals of warfare,
and Xenophon?s account of their march is
widely regarded as one of the outstanding
military writings of any age. Xenophon?s
work is filled with vivid portraits of the
Greek mercenaries, their battles, their daily
life, why they became mercenaries, and,
more importantly, what they hoped to get
out of being mercenaries. For his part,
Xenophon was so broke near the end of the
march that he was forced to sell his horse.
Yet, before the entire ordeal was over, he
became a wealthy man.
Mercenaries existed long before
Xenophon?s time, and they have continued
to thrive right up to the present day. For
one reason or another, governments and
monarchs have maintained foreign troops in
their armed forces, from the Germanic
guards of the early Caesars, to the condottiere and janissaries of the
Middle Ages, to
the Swiss and other foreign regiments maintained by the crowns of Europe
until the last
century. The French Foreign Legion survives to this day, as do other
mercenaries,
often posing under such euphemisms as
trainers, observers, advisors, and even
?construction workers.? Most of today?s
mercenaries are nothing more than pawns
in the shadowy games of the superpowers,
so we shall concentrate on the mercenaries
of the distant past. The motivations and the
aspirations of those mercenaries are more
obvious and easier to understand, and
easier to relate to AD&D®
game play.
Generally, a mercenary is someone who
fights for a foreign power in exchange for
cash payment or other remuneration, although mercenaries are also hired
by pri
v a t e i n d i v i d u a l s a n d
b u s i n e s s c o n c e r n s .
H i s t o r i c a l l y , m e r c e n a r i e s
a r i s e i n a r e a s
a f f l i c t e d b y h i g h u
n e m p l o y m e n t , o v e r p o p u l a t i o n ,
a n d c o n s t a n t i n t e r n a t i o n a l
a n d c i v i l
s t r i f e . B e i n g a m e r
c e n a r y c a n b e a
l u c r a t i v e ,
a l b e i t d a n g e r o u s , p r o f e s
s i o n . T h o u s a n d s
c h o s e t h i s l i n e o f
w o r k a s a m e a n s
o f a d v a n c i n g t h e m s e l v e s.
M o n e y , e i t h e r i n r e
g u l a r c a s h p a y m e n t s
o r ( a s i t w a s
m o r e f r e q u e n t l y r e c e i v e d )
i n a
s h a r e o f c a p t u r e d b
o o t y , i s t h e p r i m a r y
m o t i v a t i n g f o r c e b e h i n d
m o s t m e r c e n a r i e s ,
b u t i t i s n o t
t h e o n l y o n e . S o m e
s o l d i e r s
b e c o m e m e r c e n a r i e s b e c a u
s e t h e i r n a t i o n s
n o l o n g e r r e q u i r e t
h e i r s e r v i c e s , a n d s o
l d i e r i n g i s t h e o n l y
l i f e t h e y k n o w . O t h e r
s d o i t
s i m p l y b e c a u s e t h e y
e n j o y t h e d a n g e r a n d
t h e e x c i t e m e n t .
O t h e r s l i v e t h e l i f
e o f a m e r c e n a r y
i n
order to seek glory, not shiny coins. Glory
c a n b e a n e x t r e m e l y
p o w e r f u l m o t i v a t i o n ;
i n t h o s e d a y s g o n e
b y , w h o y o u w e r e
w a s
n o t a l w a y s a s i m p o r
t a n t a s w h a t y o u
h a d
done. Glory brought prestige, honor, and
r e s p e c t f r o m b o t h t
h e h i g h a n d t h e
l o w , a n d
c o u l d e a r n o n e p o s i
t i o n a n d w e a l t h , a s
w e l l
a s f a m e . T h i s q u e s t
f o r g l o r y w a s n o t
c o n f i n e d t o m e r e c o m m
o n m e r c e n a r i e s ; s e v e r a l
a n c i e n t r u l e r s ( K i n g
A g e s i l a u s o f S p a r t a ,
f o r
o n e ) h i r e d t h e m s e l v e s
o u t a s m e r c e n a r i e s f o
r
t h a t v e r y r e a s o n .
T h e r e a r e a l s o m e r c
e n a r i e s w h o f i g h t f o r
a p e r s o n o r c a u s e
i n w h i c h t h e y b e l i e v e
.
M o n e y m i g h t l u r e t h
e m i n t o b a t t l e , b u t
i f
t h a t b a t t l e i s a g a i
n s t a h a t e d f o e ,
t h e n t h e s e
m e r c e n a r i e s m a y f i g h t
t h a t m u c h h a r d e r .
B e i n g p r o f e s s i o n a l s o l d i
e r s b y t r a d e , m o s t
m e r c e n a r i e s h a v e a
g r e a t r e s p e c t a n d a d m
i r a t i o n f o r c o m m a n d e r s
o f e x c e p t i o n a l a b i l i t y ,
a n d h a v e b e e n k n o w n
t o s e e k o u t s u c h
i n d i v i d u a l s i n o r d e r
t o s e r v e u n d e r t h e m .
A l e x a n d e r t h e G r e a t
w a s p e r h a p s
e x a m p l e o f t h i s p h e
n o m e n o n . H e
t h e b e s t
h a d g r e a t
d i f f i c u l t y s q u e e z i n g l e v
i e s o u t o f t h e r
e l u c t a n t G r e e k c i t y s
t a t e s , a n d h e o f t e n
h a d
t r o u b l e s w i t h h i s h
o m e s i c k M a c e d o n i a n s ,
y e t h e n e v e r w a n t e d
f o r m e r c e n a r i e s , b e
t h e y E u r o p e a n o r A s
i a t i c .
Mercenaries come from all walks of life.
They can be of the lowest or the highest
stations, noble champions or the scum of
the earth, but they all have some things in
common. All mercenaries are warriors
willing to risk their lives for pay, pitting
their martial skills and courage against the
ever-present spectre of death in exchange
for gold. In the universe of AD&D gaming,
there is nothing wrong with this.
?The reason why I wanted Cyrus to be
my friend was because I thought that of all
his contemporaries he was the best able to
help those he wished to help. But, now, I
observe that you have Cyrus?s power and
retain your own as well; and the King?s
power, which was opposed to Cyrus, is on
your side. With all these advantages of
yours, who could be such a fool as not to
want to be your friend?
?I will tell you, too, the reason why I
have good hopes that you will want to be
o u r f r i e n d . F i r s t ,
t h e r e a r e t h e M y s i a n s
,
w h o , I k n o w , c a u s e
y o u t r o u b l e a n d w h o m ,
I f e e l s u r e , I
c o u l d b r i n g t o h e e l
w i t h t h e
f o r c e I h a v e a t
p r e s e n t . I k n o w a b o u t
t h e
P i s i d i a n s , t o o , a n d
I h e a r t h a t t h e r e
a r e a
n u m b e r o f e q u a l l y t
r o u b l e s o m e p e o p l e s , a l l
o f w h o m , I t h i n k ,
I c o u l d p r e v e n t f r o m
c o n s t a n t l y i n t e r f e r i n g w
i t h y o u r p e a c e o f
m i n d . I a m a w a r e
t h a t y o u a r e p a r t i c u l
a r l y
a n g r y w i t h t h e E g y p
t i a n s , a n d I d o
n o t s e e
h o w y o u c o u l d g e t
a b e t t e r f o r c e t h a n
t h e
o n e I h a v e n o w
t o h e l p y o u i n b
r i n g i n g
r e t r i b u t i o n o n t h e m .
Y e s , a n d t o t h e
s t a t e s
on your borders you could be, if you liked,
t h e m o s t v a l u a b l e o
f f r i e n d s o r , i f
a n y o f
t h e m g a v e y o u t r o u b
l e , y o u c o u l d , w i t h
u s
i n y o u r s e r v i c e , b e
h a v e l i k e a d i c t a t o r ,
a n d
w e w o u l d n o t b e
s e r v i n g y o u m e r e l y f o
r t h e
s a k e o f p a y , b u t
a l s o b e c a u s e o f t h e
p r o p e r
g r a t i t u d e w h i c h w e
w o u l d f e e l t o y o u
f o r
h a v i n g s a v e d o u r l i
v e s . ?
T h u s s p o k e C l e a r c h u s
t h e S p a r t a n t o t h e
t r e a c h e r o u s P e r s i a n s a t r
a p T i s s a p h e r n e s
a f t e r t h e b a t t l e o f
C u n a x a . I n h i s s p e e c h
,
C l e a r c h u s r e i n f o r c e s s o m
e o f t h e p o i n t s
a b o u t w h y p e o p l e b e
c o m e m e r c e n a r i e s , a n d
h e a l s o c o v e r s t h e
t h r e e r e a s o n s w h y p e o
p l e
h i r e m e r c e n a r i e s : i n t i m i
d a t i o n , p r o t e c t i o n ,
a n d a g g r e s s i o n . W e
s h a l l n o w e x a m i n e e a c
h
o f t h e s e p u r p o s e s ,
u s i n g t h e e x a m p l e s o f
T i s s a p h e r n e s , h a d h e
a c c e p t e d C l e a r c h u s ? s
o f f e r , a n d t h a t o f
a w e a l t h y m e r c h a n t i n
t h e
AD&D g a m e .
I n t i m i d a t i o n ? Had the Persian hired
the Greek mercenaries, the presence of so
many excellent soldiers in his forces would
have, most certainly, proved very useful in
cowing such troublesome subject peoples as
the Mysians and Pisidians. They would also
have given any states on Tissaphernes?s
borders cause to think twice before giving
him any offense. In the case of the merchant, let?s say that he has
to spend several
days in a city which is known to have a
small but active thieves? guild. By hiring
three or four burly warriors with broadswords, the merchant can intimidate
most
of the lesser thieves and discourage many
robbery attempts. These bodyguards might
also add weight in any business dealings
with other merchants not so well-equipped.
P r o t e c t i o n ? The Greek mercenaries
would have been of enormous assistance to
Tissaphernes against any of those peoples
who refused to be intimidated by them.
They had nearly won an empire for Cyrus
and would have been the best protection the
Persian satrap could have had against any
potential enemy, be that enemy external or
internal. Suppose, too, our merchant must
cross a desert infested with bandits, and
there is no question of them attacking (only
as to when, where, and how much damage
they may inflict upon the merchant?s
purse). By hiring a body of mercenaries to
protect him and his goods, the merchant
stands a much better chance of minimizing
his losses or preventing them altogether.
A g g r e s s i o n ? Clearchus spoke of the
Egyptians, who had rebelled against the
Persians. Had Tissaphernes chosen to send
t h e G r e e k s t o r e s t o
r e t h e b o o t o f P
e r s i a n
p o w e r u p o n t h e t h r o
a t o f E g y p t , t h a t
w o u l d
h a v e b e e n a n e x a m p l
e o f a g g r e s s i o n . T h e
s a m e w o u l d h o l d t r u
e h a d h e c h o s e n
t o s e n d
t h e m a g a i n s t a n y b o
r d e r i n g s t a t e t h a t h a
d
g i v e n h i m o f f e n s e .
H a d o u r m e r c h a n t l o s t
p a r t o f h i s g o o d s
t o t h e d e s e r t b a n d i t s
, h e
m i g h t h a v e h i r e d a
l a r g e f o r c e o f m e r c e n
a r i e s t o r e c o v e r t h e
g o o d s a n d t o p u n i s h
t h e b a n d i t s f o r t h e
a f f r o n t t o h i s d i g n i t
y
T h e s e a r e , o f c o u r s
e , r a t h e r b a s i c e x a m p
l e s , y e t o n e o f
t h e s e t h r e e p u r p o s e s
u s u a l l y
h o l d s t r u e . L o r d s ,
w i z a r d s , a n d p a t r i a r c h s
w h o h i r e m e r c e n a r i e s
t o g u a r d t h e i r s t r o n g
h o l d s d o s o t o p
r o t e c t t h e i r l i v e s a n
d p r o p e r t y , a n d t o
i n t i m i d a t e a n y o n e w h o
m i g h t
t h i n k o f t a k i n g e i t
h e r . A t h i e v e s ? g u i l d
t h a t
h i r e s a f o r c e o f
m e r c e n a r i e s t o e x a c t
v e n g e a n c e u p o n a c o m m
u n i t y t h a t e x e c u t e d o
n e
o f i t s m e m b e r s i s
p r a c t i c i n g a g g r e s s i o n ,
p u r e a n d s i m p l e .
L o c a t i n g m e r c e n a
r i e s
P l a y e r c h a r a c t e r s a n d
N P C s m a y o f t e n
f i n d t h e m s e l v e s i n
c i r c u m s t a n c e s i n w h i c h
t h e y c o u l d u s e a
l i t t l e e x t r a m u s c l e .
T h o s e
w h o h a v e n o t y e t
a t t a i n e d a h i g h e n o u g
h
l e v e l t o h a v e g a i n e
d m e n - a t - a r m s o r o t h e
r
f o l l o w e r s , a s w e l l
a s t h o s e w h o n e v e r
g a i n
s u c h f o l l o w e r s ( p a l a d i n s
, m a g i c - u s e r s , m e r c h a n t s ,
a n d s o o n ) , s o m e t i m e s
c o m e a c r o s s
a s i t u a t i o n w h i c h m
a y p r o v e t o o m u c h
f o r
t h e m a n d t h e i r h e n c
h m e n . M e r c e n a r i e s , i f
u s e d p r o p e r l y , c a n
o f t e n e q u a l i z e t h e o d
d s
o n t h e s e o c c a s i o n s .
T h e j o b o f m e r c e n a r i e
s
i s p r i m a r i l y t o f i g
h t o t h e r s o l d i e r s , a n
d i t i s
m o s t u n l i k e l y t h a t
a n y c a n b e l u r e d
d o w n
i n t o a d u n g e o n s e t t
i n g.
Once you've decided that you need some
mercenaries, how do you go about obtaining
them? One could use the chart for hiring
mercenaries on page 30 of the DMG,
but the use of a straight percentile roll
to determine the type of mercenaries a
character finds deprives the character of any
say in the matter. Someone out to hire
mercenaries might have a particular type in
mind, to fulfill the particular need that
person has for them, and that person should
be given the opportunity to find any particular
type of mercenary.
A better way of determining what kind of
mercenaries a person can find is to rate each
mercenary in a category based upon the
frequency with which it is found, and then
to give each category a percentage chance
for successful location.
Mercenary categories
Frequency | % chance of locating |
Common | 55% |
Uncommon | 27% |
Rare | 12% |
Very rare | 6% |
It should be noted that these percentages
are based not so much upon any actual
frequency of any troop type, in any terrain
or climate, but upon the likely frequency of
such units existing as mercenaries. It is far
more expensive and complicated to main-
t a i n a m e r c e n a r y u n
i t o f h e a v y h o r s e m e n
t h a n o n e o f l i g h t
f o o t m e n . B e c a u s e o f t
h
i s ,
y o u a r e m o r e l i k e l y
t o f i n d a u n i t o
f t h e
l a t t e r t h a n a u n i t
o f t h e f o r m e r .
T h e p e r c e n t a g e s u s e d
f o r l o c a t i n g a n y
m e r c e n a r y t y p e a r e
b a s e d u p o n a c i t y
o f
1 0 , 0 0 0 p e o p l e a n d a
r e m o d i f i e d a s f o l l o w
s .
F o r e v e r y 1 , 0 0 0 p e o
p l e a b o v e 1 0 , 0 0 0 , +
1 %
i s a d d e d t o t h e
p e r c e n t a g e c h a n c e ( u p
t o a
m a x i m u m o f + 1 0 %
a t 2 0 , 0 0 0 o r m o r e ) ,
a n d f o r e v e r y 1 , 0 0 0
p e o p l e b e l o w 1 0 , 0 0 0 ,
-
3 % i s d e d u c t e d f r o m
t h e p e r c e n t a g e c h a n c e
( t o a m a x i m u m r e d u c
t i o n o f - 2 7 % a t
1 , 0 0 0 o r l e s s ) . N o r
m a l l y , o n l y c o m m o n
m e r c e n a r y t y p e s a r e
f o u n d i n c i t i e s w i t h
1 , 0 0 0 o r f e w e r i n h a
b i t a n t s ; e v e n h e r e ,
c o m m o n s e n s e m u s t p
r e v a i l . Y o u a r e n o t
g o i n g t o f i n d a
t r o o p o f 2 8 l i g h t
h o r s e m e n
s i t t i n g a r o u n d a t h
o r p o f 3 7 s o u l s
w a i t i n g
f o r a n e m p l o y e r t o
h a p p e n a l o n g . M e r c e n a r i e s
f i g h t f o r p a y . B e c a u s
e o f t h i s , t h e y
g o
w h e r e t h e b i g m o n e y
i s , a n d t h a t m e a n s
l a r g e c i t i e s .
T h e g e n e r a l m i l i t a r y
s i t u a t i o n i n t h e
r e g i o n w h e r e s o m e o n e
i s a t t e m p t i n g t o f i n d
m e r c e n a r i e s a l s o h a s
a b e a r i n g u p o n t h e
s u c c e s s o r f a i l u r e
o f s u c h a t t e m p t s . M e r
c e n a r i e s a r e f a r m o r e
l i k e l y t o b e f o u n d
i n a
s t a t e a t w a r o r
s o m e w i l d b o r d e r p r o v
i n c e
t h a n i n t h e c e n t r a l
p r o v i n c e s o f a s t a b l e
e m p i r e . T h i s t r a n s l a t e s
i n t o t h e f o l l o w i n g
m o d i f i e r s f o r m e r c e n a r y
l o c a t i o n a t t e m p t s :
R e g i o n i s m i l t a
r i l y a c t i v e : + 1 0 %
R e g i o n i s m i l i
t a r i l y i n a c t i v e : - 5 %
I f a r e g i o n i s
m i l i t a r i l y i n a c t i v e , t h i s
d o e s
n o t m e a n t h a t t h e r e
a r e n o m i l i t a r y o p e r a
t i o n s g o i n g o n t h e r e ,
o n l y t h a t , c o m p a r e d t
o
o t h e r r e g i o n s , t h e
m i l i t a r y a c t i v i t y i s
a t a
v e r y r e d u c e d l e v e l .
M e r c e n a r i e s c o u l d b e
f o u n d i n s u c h a
r e g i o n , b u t t h e y a r e
m o r e
l i k e l y t o c o n g r e g a t e
i n a r e a s w h e r e t h e r e
i s a
g r e a t e r c h a n c e o f f
i g h t i n g ( a n d t h e p o s s
i b i l i t y o f o b t a i n i n g
b o o t y ) .
I n o u r m o d e r n w o r l d
, I o w a c o u l d b e
c o n s i d e r e d m i l i t a r i l y i n
a c t i v e , w h i l e C e n t r a l
A m e r i c a w o u l d b e c l
a s s i f i e d a s a r e g i o n
w h i c h i s m i l i t a r i l y
a c t i v e . I n a n c i e n t t i
m e s ,
t h e p r o v i n c e s o f I t
a l y u n d e r a s t a b l e
e m p e r o r s u c h a s T r a j a
n m i g h t h a v e b e e n
i n a c t i v e , b u t G r e e c e
d u r i n g t h e P e l o p o n n e s i a n
W a r w a s d e f i n i t e l y
a c t i v e . I n t h e W O R L
D
O F G R E Y H A W K F a n t a s y
G a m e S e t t i n g ,
t h e i n n e r r e g i o n s o
f t h e G
r e a t K i n g d o m
c o u l d b e c a l l e d i n a
c t i v e , w h e r e a s t h e B
a n d i t K i n g d o m s o r t h e W
i l d C o a s t w o u l d b e
e x t r e m e l y a c t i v e .
T h e p e r c e n t a g e c h a n c e
o f l o c a t i n g a n y
m e r c e n a r y t y p e m a y
a l s o b e m o d i f i e d b y
t h e
c h a r a c t e r o r N P C s e
a r c h i n g f o r i t , u s i n g
a
m e t h o d s i m i l a r t o t
h a t f o r l o c a t i n g h e n c
h m e n . E a c h m e t h o d m a y
b e u s e d o n c e p e r
m o n t h , b u t t h e r e i s
n o r e d u c t i o n i n e f f e c
t i v e n e s s f o r u s i n g m o
r e t h a n o n e m e t h o d ,
i n
a n y c o m b i n a t i o n
Method | Cost | Modifier |
Post notices in public | 50 gp | + 1-4% |
Hire a crier | 10 gp | + 1% |
Hire agents to seek prospects | 300 gp | + 5-20% |
Frequent inns and taverns | special | special |
The wide range of results for hiring
agents to seek prospects is due to the fact
that many cities have a sort of unofficial
mercenaries guild. A low result means that
the agents weren?t very much in touch with
things, while a high result means that they
had connections with the mercenaries in
that city. The special cost for frequenting
inns and taverns is a combination of buying
a round of drinks for the house and a fee for
the barkeep to mention the prospective
employer to any mercenaries who visit the
establishment. Up to 10 such establishments
may be worked per month. Each costs 10 gp
and may raise the effectiveness by 1%. To
determine whether or not this method was
successful, a d6 is rolled for each inn or
tavern frequented. On a roll of 1-4, nothing
happens (no mercenaries visited the place or
the barkeep pocketed your money without
earning it), but on a roll of 5-6, 1% is
added to the effectiveness.
Using all four of these methods can raise
the percentage chance of locating any mercenary type by anywhere from
7% to 35%.
When all additions and subtractions are
applied, you have a final modifier, which is
applied to the percentage chance of locating
the mercenary unit in question. Percentile
dice are then rolled, and if the result is
equal to or less than the modified percentage chance, then that mercenary
type has
been located and is available for hire.
Example: The wealthy merchant from the
above examples decides to try to find a
common unit of light horsemen. He is
situated in a city of 14,000 people, so the
base chance of locating any common mercenary type is raised by + 4%,
from 55% to
59%. The merchant goes all out and uses
all four methods for raising the effectiveness
of his search, with mixed results. Posting
notices in public raised the effectiveness by
3%, hiring a crier by 1%, hiring agents to
seek prospects by 7% (lousy agents), and
frequenting seven inns and taverns raised
the effectiveness by 3%. The merchant
spent a total of 430 gp on the effort, and it
raised the effectiveness by a total of 14%.
Added to the population modifier, this
raised the total chance of locating the light
horsemen to 73%. The percentile dice were
rolled and the score was 64, meaning the
merchant found his mercenaries.
Some might think this method a bit too
liberal, in that it would allow a character to
simply keep rolling until he found the mercenary type he wanted. This
would be the
case if there was not a strict limit on the
number of location attempts per month
which may be made in any given city.
Attempts to locate mercenaries
City population | Attempts possible per month |
1,000 or less | 1 |
1,001 - 5,000 | 2 |
5,001 - 10,000 | 3 |
10,001 - 15,000 | 4 |
15,001+ | 5 |
No more than one attempt per month
may be made for any particular mercenary
type in any given city, although a character
could travel from one city to another looking for the same mercenary
type. Also,
there is nothing preventing a character who
has found the type of mercenary he desired
from trying to find another type of mercenary as well, as long as the
limit on the
number of location attempts per month is
not exceeded.
H i r i n g m e r c e n a r i e
s
Once you have found the mercenaries
you wanted, the next step is to actually hire
them. Most mercenaries-are fairly amiable
when it comes to accepting employment,
and no character or NPC should have much
trouble in getting mercenaries to accept an
offer of employment. Here, once again,
common sense must apply; a troop of
dwarves will not agree to hire on
with a
half-orc.
The base chance of any mercenaries
accepting employment is 75%. If the prospective employer offers to
provide the
mercenaries with reasonable quarters and
support, the chance of acceptance goes up
10%. If the employer does not make such
an offer, the chance of acceptance goes
down 5%. Mercenaries fight for pay; if you
force them to pay for their own food and
quarters, this cuts into their profit. Any
agreements on increased wages or possible
division of treasure must be worked out
between the DM (representing the mercenaries) and the employing player
at the
time, but the promise of such bonuses,
depending upon the circumstances, may
increase the chance of acceptance by as
much as 5% or 10%. Remember that when
dealing with humanoid mercenaries, only
an offer of loot is appreciated, as they consider a generous-paying
employer to be
weak. Finally, a character?s or NPC?s charisma reaction adjustment
is added to the
base chance of acceptance.
Use of these rules makes it relatively easy
for most characters or NPCs to hire mercenaries, while assuring that
few things are
ever a certainty. Those with low charisma
ratings may find it wise to be somewhat
more generous in their dealings with mercenaries, but those with high
charisma ratings
won?t have to open their purses quite as
wide.
L o y a l t y a n d
m o r a l e
?Whoever wants to keep alive must aim
at victory. It is the winners who do the
killing and the losers who get killed. And
those who want money must try to win
battles. The winners cannot only keep what
they have themselves, but can take what
belongs to the losers.?
?You are well aware that it is not numbers or strength that bring victories
in war.
No, it is when one side goes against the
enemy with the gods? gift of a stronger
morale that their adversaries, as a rule,
cannot withstand them.?
Here we have two more quotes from
Xenophon, speaking of the interrelationship
between victory and morale. To win battles
and stay alive, soldiers must have better
morale than their opponents; yet it is often
the prospective fruits of that victory which
helps to give soldiers that better morale.
This is especially true of mercenaries, particularly
humanoid types. Morale also has a
great bearing upon the loyalty of any
troops, mercenaries included, and those
with a high morale are likely to be more
loyal than those with low morale.
Morale is a rather intangible element and
is based upon many factors. Courage is an
obvious starting point. Humans, demihumans, and large humanoids are
capable
of great courage, while many of the lesser
counts also; the larger-humanoids tend to
humanoids cannot display much of it. Size
have better morale than the smaller ones,
since the larger and stronger a soldier is, the
better his morale tends to be. Training,
skill, and armament are also important.
Skilled veterans, heavily armored and masters of their weapons, have
much greater
morale than an unarmed, untrained, naked
mob.
Intangible elements affect morale as well.
Faith, trust, and confidence are often more
important than size or strength. Knowing
that you can rely on the person next to you.
can be an enormous boost to one?s morale.
Belief in your cause and faith in your leaders play their parts as
well. Then there are
things like greed, lust, and hatred. Fighting
a hated racial foe, with the prospects of
eating the enemy's flesh and enslaving the
survivors, can be enormously beneficial to
the morale of most humanoids. Humands
and demi-humans can be similarly motivated,
but not to such unsavory extremes.
Morale for mercenaries is determined
much the same as it is for henchmen and
other hirelings, on pages 36-37
of the DMG
(see also DRAGON issue #107, "A new
loyalty base"),
but with a few alterations.
All mercenaries have a normal loyalty/morale
base of 50%, modified up, or down
by their employer's loyalty charisma adjustment.
The loyalty base modifiers are the
same as in the DMG until you reach the
section titled "Training or Status Level."
Instead of using the modifiers in that section,
use the following:
Mercenary morale rating | Modifier |
Poor | -10 |
Fair | 0 |
Good | +10% |
Excellent | +20% |
Fanatical | +35% |
Retain the remaining modifiers from the
book, except those for racial preference and
alignment. It is a bull market for mercenaries
in the AD&D game world, and there
is little incentive for mercenaries to hire on
with someone they hate; someone else will
be along to hire them soon enough. Since
mercenaries fight for pay, the minor differences
in race or alignment won't bother
them enough to worry about modifiers. As
a rule of thumb, evil mercenaries usually
work for evil employers, as would good
mercenaries for good employers. Since there
is nothing forcing a mercenary to work for
an employer, that mercenary shouldn't have
much trouble with that employer's outlook
on life if he hires on. The mercenary knows
what he is getting into from the beginning.
If a LG dwarf should happen to
sign on with a CE human, well, you
knew the job was dangerous when you took
it, Fred. Special considerations and situation
modifiers still apply, though.
[The BATTLESYSTM Supplement
provides detailed morale resolution figures
for mass-combat situations, on pages 6-7 of
the rules booklet. The morale system presented
here is sufficient for small-scale
combat in dungeons and on regular adventures -- Editor]
Using, the mercenaries' tables
There are three mercenaries tables: one
for humans, one for demi-humans, and one
for hire. Generally, any character or NPC
may hire as many or as few of the mercenaries
available as he wishes, unless an
entire unit (company, troop, squad, or any
aides or assistants) is rolled up, in which
case the entire unit must be hired.
By giving each mercenary type a range
for these several factors, a DM can add a
great deal of variety to each mercenary
type. Giving a range for the frequency of
any troop type could reflect the terrain
or
climate of the area in which the unit is
being sought; a unit of heavy cavalry is far
sought; a unit of heavy cavalry is far
more likely to be found in a temperate
plains region than in a tropical mountain
region. The morale and cost ranges can be
used cost more. "The cost range could also
be used as a basis for negotiations between
the DM and any character attempting to
hire the mercenaries. A bit of haggling and
some inventive financing can always add a
dash of spice to any campaign.
Human mercenaries pose no undue
problems, but demi-humans and humanoids
have certain special considerations.
Dwarves are not adverse for working for
humans, for the right price (a high one!),
but if they are being hired to fight for a
person or cause in which they believe, the
price could be lowered. Elves work less
than dwarves, and gnomes and halflings for
less still, but these races won't normally
work for someone unless they have an interest
in that person or cause. Humanoids
aren't as fussy as demi-humans and are
considerably cheaper. The costs for humanoids
are based upon their intelligence (or
lack thereof) and their worth in combat.
The main difficulty, with both demi-humans
and humanoids is that they are not as easily
located as human mercenaries. You are not
going to find a company of orcs in a city
ruled by a paladin. Unless you are seeking
demi-humans or humanoids in an area
inhabited by such creatures, the lowest
frequency listed for them must always be
used when attempting to locate such types.
If five or more human or demi-human
mercenaries are encountered, one is sergeant.
As mercenaries represent some of the
finest physical specimens their collective
races can produce, all have good strength
and excellent constitution. For the purposes
of HP, mercs are as follows:
Humans: 0-level men-at-arms, 4-7
Elite humans: 0-level men-at-arms, 5-8
Dwarves: 1st-level fighters, 8-11 hp
Elves: 1st-level fighters, 9-12 hp
Gnomes: 1st-level fighters, 7-10 hp
Halflings: 0-level fighters, 4-7 hp
Humanoids have HP within the following range:
Bugbears | 18-21 |
Firenewts | 14-17 |
Gnolls | 12-15 |
Goblins | 4-6 |
Hobgoblins | 5-8 |
Kobolds | 2-3 |
Norkers | 6-9 |
Orcs | 4-7 |
Verbeegs | 32-39 |
Xvarts | 4-6 |
It should be noted that there are extremely
few units composed entirely of half-elves
or half-orcs, although both may be
found within units of either parent race.
Similarly, ogrillons might be found in units
of orcs, and flinds in units of gnolls. Some
creatures, such as ogres and trolls, won't
usually form themselves into mercenary
units, due to lack of numbers, lack of lawfulness,
or some other reason, even though
they do hire themselves out as mercenaries
on an individual basis. While lizard men
might serve a neutral or evil master, they do
so out of fear or religious awe, and are not
mercenaries in any real sense.
MERCENARIES, TABLE 1: HUMANS
Number Encountered (roll d12)
Troop type | Frequency | Morale range | Cost | 1-4 | 5-8 | 9-10* | 11** | 12*** |
Archer (longbow) | very rare | good-excellent | 4-6 | 3-8 | 4-10 | 5-14 | 8-20 | company |
Archer (shortbow) | uncommon-rare | fair-excellent | 2-4 | 2-10 | 3-18 | 6-24 | 8-32 | company |
Artillerist | rare-very rare | good-excellent | 5-7 | 2-3 | 2-4 | 3-6 | 3-8 | squad |
Camel archer (shortbow) | very rare | fair-good | 4-6 | 2-5 | 3-8 | 4-10 | 5-14 | troop |
Captain | rare-very rare | good-excellent | special | 1 | 1 | 1 | 1 | aide |
Charioteer | very rare | fair-good | 3-5 | 2-3 | 2-5 | 3-8 | 5-12 | troop |
Crossbowman | rare-very rare | fair-excellent | 2-4 | 2-8 | 4-16 | 6-24 | 8-32 | company |
Elephant, war | very rare | fair-good | special | 1-2 | 2-3 | 2-5 | 3-6 | troop |
Footman, elite | very rare | good-excellent | 4-6 | 4-7 | 6-12 | 9-14 | 11-20 | company |
Footman, heavy | uncommon-rare | good-excellent | 2-4 | 3-12 | 5-20 | 6-36 | 12-48 | company |
Footman, light | common | fair-excellent | 1-3 | 2-8 | 3-12 | 4-16 | 6-24 | company |
Footman, medium | rare-very rare | good-excellent | 3-5 | 3-8 | 5-12 | 7-18 | 8-32 | company |
Footman, pikeman | uncommon-rare | good-excellent | 3-5 | 3-12 | 5-20 | 7-28 | 10-40 | company |
General | very rare | good-excellent | special | 1 | 1 | 1 | 1 | aides |
Hobilar, heavy | rare-very rare | fair-good | 3-5 | 2-5 | 3-8 | 4-14 | 5-20 | troop |
Hobilar, light | uncommon-rare | fair-good | 2-4 | 2-8 | 4-16 | 5-20 | 6-24 | troop |
Horseman, archer (longbow) | very rare | good-excellent | 7-9 | 2-7 | 3-12 | 4-16 | 5-20 | troop |
Horseman, archer (shortbow) | rare-very rare | fair-excellent | 6-8 | 3-8 | 4-14 | 5-20 | 6-24 | troop |
Horseman, cataphract | very rare | good-excellent | 7-9 | 4-7 | 5-10 | 7-14 | 9-18 | troop |
Horseman, crossbowman | very rare | fair-excellent | 4-6 | 2-5 | 3-8 | 4-10 | 5-14 | troop |
Horseman, heavy | uncommon-rare | good-excellent | 6-8 | 2-8 | 3-12 | 4-16 | 5-20 | troop |
Horseman, light | common-unc. | fair-excellent | 3-5 | 3-8 | 4-14 | 5-20 | 7-28 | troop |
Horseman, medium | uncommon-rare | good-excellent | 4-6 | 3-8 | 4-14 | 5-20 | 6-24 | troop |
Lieutenant | uncommon-rare | good-excellent | special | 1 | 1 | 1 | 1 | aide |
Sapper/miner | rare-very rare | fair-good | 4-6 | 2-5 | 3-6 | 4-7 | 5-10 | squad |
Sergeant | common-unc. | good-excellent | special | 1 | 1 | 1 | 1 | 2 |
Slinger | rare-very rare | fair-good | 3-5 | 2-5 | 3-8 | 4-10 | 5-14 | company |
MERCENARIES TABLE II: DEMI-HUMANS
Troop type | Frequency | Morale range | Cost | 1-4 | 5-8 | 9-10* | 11** | 12*** |
Captain | very rare | good-fanatical | special | 1 | 2 | 1 | 1 | aide |
Dwarf archer (shortbow) | very rare | good-fanatical | 3-8 | 2-7 | 3-12 | 4-16 | 5-20 | company |
Dwarf artillerist | very rare | good-fanatical | 6-10 | 2-3 | 3-4 | 4-5 | 5-6 | squad |
Dwarf crossbowman | very rare | good-fanatical | 3-8 | 3-8 | 4-14 | 5-20 | 6-24 | company |
Dwarf footman, heavy | uncommon-rare | good-fanatical | 3-8 | 3-12 | 4-16 | 6-24 | 8-32 | company |
Dwarf footman, light | rare-very rare | good-fanatical | 2-6 | 2-8 | 3-12 | 4-16 | 5-20 | company |
Dwarf sapper/miner | rare-very rare | good-fanatical | 5-12 | 2-3 | 3-5 | 4-6 | 5-8 | squad |
Elf archer (longbow) | very rare | good-fanatical | 6-8 | 3-8 | 4-10 | 5-14 | 6-20 | company |
Elf archer (shortbow) | uncommon-rare | good-fanatical | 4-6 | 4-10 | 5-14 | 6-20 | 7-28 | company |
Elf footman, heavy | rare-very rare | good-fanatical | 4-6 | 3-8 | 4-16 | 6-24 | 9-36 | company |
Elf footman, light | uncommon-rare | good-fanatical | 3-5 | 2-8 | 3-12 | 4-18 | 6-24 | company |
Elf horse archer (shortbow) | very rare | good-fanatical | 8-10 | 3-8 | 4-12 | 5-16 | 6-20 | troop |
Elf horseman, light | rare-very rare | good-fanatical | 5-7 | 3-12 | 4-16 | 5-20 | 6-24 | troop |
Gnome footman, heavy | very rare | good-excellent | 3-6 | 2-8 | 3-12 | 4-16 | 5-20 | company |
Gnome footman, light | rare-very rare | good-excellent | 2-4 | 3-8 | 4-14 | 5-20 | 6-24 | company |
Gnome slinger | very rare | good-excellent | 4-6 | 2-5 | 3-8 | 4-10 | 5-12 | company |
Halfling archer (shortbow) | very rare | fair-excellent | 3-5 | 2-7 | 3-8 | 4-12 | 5-16 | company |
Halfling footman, light | rare-very rare | fair-excellent | 2-4 | 2-8 | 3-12 | 4-16 | 5-20 | company |
Lieutenant | rare-very rare | good-fanatical | special | 1 | 1 | 1 | 1 | aide |
Sergeant | uncommon-rare | good-fanatical | special | 1 | 1 | 1 | 1 | 2 |
Notes
* ? With lieutenant if 10 or more soldiers.
** ? With lieutenant if 10 or more soldiers, with captain if more than
20 soldiers.
*** ? Roll d12 again and use that result. If the second result is also
12, use the listings on the ?12? column as follows:
A squad is the maximum number of that troop type plus one sergeant.
A company or troop is the maximum number of that troop type plus one
sergeant for every 10 soldiers, one lieutenant for every 20
soldiers, and one captain if more than 20 soldiers.
A general?s aides are one captain and two lieutenants.
A captain?s aide is a lieutenant.
A lieutenant?s aide is a sergeant
MERCENARIES TABLE III: HUMANOIDS
Number encountered (roll d12)
Troop type | Frequency | Morale range | Cost | 1-4 | 5-8 | 9-10 | 11-12* |
Bugbear footman, heavy | rare-very rare | fair-excellent | 3-4 | 2-12 | 3-18 | 4-24 | 5-30 |
Firenewt footman, heavy | very rare | fair-excellent | 2-3 | 3-12 | 4-16 | 5-30 | 5-40 |
Firenewt, giant strider rider | very rare | fair-excellent | 4-5 | 2-7 | 3-8 | 4-10 | 5-12 |
Gnoll archer (longbow) | very rare | fair-excellent | 3-4 | 2-8 | 3-12 | 4-16 | 5-20 |
Gnoll footman, heavy | rare-very rare | fair-excellent | 2-3 | 2-12 | 4-24 | 6-36 | 12-48 |
Goblin footman, light | uncommon-rare | poor-good | 1/2 to 1 | 2-16 | 4-32 | 6-48 | 10-60 |
Goblin slinger | very rare | poor-good | 1-2 | 2-12 | 3-18 | 4-24 | 5-30 |
Goblin worg rider | very rare | fair-good | 3-4 | 2-5 | 3-8 | 4-10 | 5-14 |
Hobgoblin archer (shortbow) | very rare | fair-excellent | 2-3 | 2-12 | 3-18 | 4-24 | 5-30 |
Hobgoblin footman, heavy | uncommon-rare | fair-excellent | 1-2 | 3-12 | 4-24 | 6-36 | 8-48 |
Kobold footman, light | uncommon-rare | poor-good | 1/2 to 1 | 4-16 | 7-28 | 9-36 | 15-60 |
Norker footman, heavy | very rare | fair-good | 1-2 | 2-8 | 3-12 | 4-16 | 5-20 |
Orc archer (shortbow) | rare-very rare | fair-good | 1-2 | 2-12 | 3-18 | 4-24 | 5-30 |
Orc footman, heavy | uncommon-rare | fair-good | 1-2 | 2-16 | 4-24 | 5-30 | 8-40 |
Orc sapper/miner | very rare | fair-good | 2-3 | 2-4 | 3-6 | 4-7 | 5-8 |
Verbeeg footman, heavy | very rare | fair-good | 7-8 | 2-5 | 3-8 | 4-10 | 6-16 |
Xvart footman, light | rare-very rare | poor-good | 1/2 to 1 | 2-16 | 4-24 | 6-36 | 12-48 |
* -- With any appropriate leader types.
Mercenary troop types
Archer (longbow): Many of these troops
are trained from strong and in good health.
They can wear any armor except plate and
can use most hand-held weapons, fighting
as light or heavy infantry as their arms and
armor dictates. Most of these troops are
similar to the English longbowman, but
some could represent the ancient Indian
longbowman, whose bamboo longbow was
less effective than the English variety. The
good-excellent morale rating for longbowmen
is representative of the long range of
their weapons, their general physical condition,
and their ability to wear heavier armor
and use most hand-held weapons.
Archer (shortbow): These troops won't
fight as light infantry when not using their
bows, unless the enemy actually brings the
melee to them, in which case they will employ
shortswords, hand axes, and similar weapons.
They can wear any armor except plate
mail, but generally tend toward the lighter
varieties. This is reflected by their fair-excellent
morale rating. These troops are
often uncomfortable at close range and tend
to consider themselves unarmed without
their bows. They are also usually built
smaller than longbowmen. Shortbowmen
can represent just about any nation, in a
wide range, of time periods. There can, at
the DM's option, be exceptional shortbowmen,
such as Viking warriors or Persian
Immortals, who fight as heavy infantry
when not using their bows, and who have a
correspondingly higher morale rating. Such
troops, however, may demand longbowman's
wages.
Artillerist: These troops are required to
operate any missile engine larger than a
heavy crossbow. They fight as light infantry
only in extremis. They have a morale rating
of good-excellent, because such troops have
to be thorough professionals and because
the range of their artillery puts them at a
relatively safe distance from the enemy.
Bugbears: These humanoids make good
heavy infantry, as their strength and hit
points make them formidable warriors.
Bugbears also make excellent raider types
due to their great stealth. Their morale
rating is based upon those factors.
Camel archer: These light troops are
generally nomadic types, undisciplined and
hard to control. They fight hand-to-hand
only if such circumstances are forced upon
them, prefering flight instead. Camel
archers can wear leather, ring, or chain
mail, and can carry small shields for use
when not plying their bows. Their main
advantages are that the back of a camel is a
higher firing platform than the back of a
horse (height is always an important factor
in battle) and most horses dislike camels
(20% chance of any horse not accustomed
to camels refusing to attack). Their morale
rating stems from their lack of discipline
and unwillingness to stand and fight.
Captain (centurion, taxiarch, etc.): A
captain is nothing more than a capable
leader, a fighter of 5th-8th level (according
to the d10 score; 1-4 = 5th, 5-7 = 6th,
8-9 = 7th, 0 = 8th) incapable of working
upward. A captain can command as many
scores (20 men) of troops as he has levels --
i.e., 4th level enables command of 80 men,
5th level enables command of 100 men, etc.
A captain may, however, command only
one type of troops. Additionally, the level of
a captain dictates the number of lieutenants
that can be controlled. This is exclusive of
sergeants and any auxiliary types such as
servants, cooks, etc. A captain serving with
a general extends the number of troops the
general can effectively command and control.
The monthly cost for a captain is 100
gp per level. A captain has a fine morale
rating, because he is a professional fighter
of at least 5th level who has been around
and knows his way around a battlefield.
Charioteer: These are light infantry who
drive two-wheeled horse-drawn vehicles into
battle. They are typically unarmored and
frequently unarmed, except for a small
hand-held weapon of some sort. Any number
of chariot types may be used: one- or
two-horse types, small Celtic types drawn
by a pair of ponies, even the massive four
horse Indian chariots (capable of carrying
up to eight men, but used only for transport). Most chariots carry
only one or two
soldiers (usually archers or javelinists) in
addition to the charioteer. Blades are sometimes attached to the hubs
of the chariot's
wheels. The price of a charioteer varies by
the number of horses he has to control. The
fair-good morale rating for charioteers is
due to the fact that they are very vulnerable
to attack, and many only carry their passengers to the edge of a battle,
not into the
midst of it.
C r o s s b o w m a n : These soldiers are able to
use any sort of crossbow furnished. Each
heavy crossbowman typically desires a light
infantryman to accompany him to act as a
shield bearer. Crossbowmen can wear any
type of armor and can bear hand-held
weapons, fighting as light infantry if the
need arises. Their morale rating depends
upon their armor protection and whether or
not they have a shield bearer.
D w a r v e s : Dwarven crossbow archers may
use only light crossbows. Their artillerists
are superior to most human ones and dwarven sappers and miners are
the best by far
in that category. Dwarves have high morale
because they are all at least lst-level fighters
with great strength and constitution. They
are also highly organized and have the
utmost faith in their fellows. However, they
are only fanatical if fighting racial enemies
such as orcs. Dwarven captains and lieutenants cost 200 gp per level
per month.
E l e p h a n t , w a r : These beasts can actually
be elephants, loxodonts, mammoths, mastodons, or oliphants. Cost is
based upon the
total cost for the entire crew, plus one additional gold piece per
month to assure that
the beast has sufficient fodder. The more
primitive and cheaper types have only a
mahout (a driver who is treated as a light
infantryman, no armor, armed with javelins) and a single warrior armed
with a bow
or javelins. The more advanced types have
a mahout and a large fighting tower holding
up to four soldiers, usually two archers and
two pikemen. Both types can have, iron
hoops fitted around the beast's legs to prevent
hamstringing, metal reinforcing on the
tusks, and leather or metal barding.
W a r e l e p h a n t s h a v e
m a n y a d v a n t a g e s .
M o s t h o r s e s w o n ? t a
t t a c k t h e m ( 8 0 %
c h a n c e o f a n y h o r s e
n o t a c c u s t o m e d t o s u c
h
b e a s t s r e f u s i n g t o
a t t a c k ) , t h e y p r o v i d e
t h e
h i g h e s t f i r i n g p l a t f o r m
o n t h e b a t t l e f i e l d ,
a n d t h e y c a n b e
u s e d t o f o r c e o p e n
a g a t e
w h e n a t t a c k i n g a w a
l l e d t o w n o r f o r t r e s s
.
E l e p h a n t s c a n , h o w e v e r ,
b e d i f f i c u l t t o
c o n t r o l o n c e w o u n d e d .
E v e r y m a h o u t c a r r i e s
a s t a k e a n d a m a
l l e t , a n d w i l l n o t
h e s i t a t e t o d r i v e t h e
s t a k e i n t o t h e b e a s t ?
s b r a i n
a n d k i l l i t i f
i t g o e s b e r s e r k . E l e p
h a n t t r o o p s
h a v e o n l y f a i r - g o o d
m o r a l e b e c a u s e t h e y a
r e
n e v e r c e r t a i n h o w t
h e i r w a r b e a s t m a y
r e a c t
i n b a t t l e .
E l v e s : Elves are unquestionably the best
archers available. They make superb heavy
infantry and unmatched light infantry, and
their light cavalry is also excellent. Elven
captains may be no higher than 7th level,
and elven captains and lieutenants cost 150
gp per level per month. Elves have good to
fanatical morale rating for much the samereason as do dwarves, and
they, too, are
only fanatical toward racial enemies.
Firenewts: These advanced form of lizard
men make awesome shock troops. Whether
afoot or mounted upon giant striders, their
ability to breathe fire makes firenewts
feared opponents. Their morale rating is
based upon this ability.
Footman, elite: These troops are simply
heavy footmen of outstanding quality. Elite
footmen are still 0-level men-at-arms, but
they have 5-8 hp and a strength of 17,
making them +1 to hit and +1 on damage,
effectively placin them between a 0-level
and a 1st-level fighter. Elite footmen are
such troops as Greek hoplites,
the agema hypaspists of Alexander's army,
the 1st cohort of Caesar's 10th legion,
Ottoman janissaries,
English or Danish housecarls,
and a host of others. Elite footmen have
good to excellent morale ratings, but tend
towards the higher of the two, due to their
higher standards of training, discipline, and
experience.
F o o t m a n , h e a v y :
These troops are
trained to fight in close formation, regardless of the type of armor
they wear. Weaponry is almost without restriction. Price and
morale are often determined by the equipment of such troops. Troop
types representing ancient states such as Greece and
Rome, and those of medieval Europe, are
better armed and armored than most of
those representing Asian states, ancient or
medieval. These latter types often have little
or no armor and carry hide or wicker
shields. Still, all heavy footmen have goodexcellent morale. They are
big men, welltrained, and well-disciplined.
F o o t m a n , l i g h t : These soldiers do
not
fight in close formation. They are basically
skirmishers, such troops as javelinists, and
are used to harass the enemy before a battle
and to pursue a defeated foe after a battle.
They are also useful in rough terrain,
woods, or anywhere that heavy footmen
w o u l d b e u n a b l e t o
c h a r g e t h e m . M o s t l i g
h t
f o o t m e n w e a r v e r y l
i g h t a r m o r o r n o n e
a t
a l l , b u t m o s t c a r r y
s o m e s o r t o f s h i e l d .
I f
n o t e m p l o y i n g j a v e l i n s ,
t h e y m a y u s e
s h o r t s w o r d s , h a n d a x e s ,
a n d o t h e r s u c h
w e a p o n s . T h e i r f a i r - e x c e
l l e n t m o r a l e r a t i n g
i s b a s e d u p o n t h e
f a c t t h a t m a n y l i g h t
t r o o p s a r e u n p r e d i c t a b l e
b a r b a r i a n t y p e s ,
a l t h o u g h s o m e , s u c h
a s R o m a n v e l i t e s , c a n
b e t h o r o u g h l y d e p e n d a b l e.
F o o t m a n , m e d i u m : This intermediate
infantry type is typified by the Greek peltast
or the early Roman legionaire. They carry
pilums (a light throwing spear) or javelins
as well as most melee weapons carried by
heavy footmen. Medium footmen carry
shields and wear medium armor types such
as ring or chain mail. They operate in
looser formation than their heavy counterparts and are more able to
cope with enemy
light troops on broken ground. They have
morale ratings of good-excellent because
they have the best of both worlds, and they
can defeat light infantry. When they can?t
stand up to heavy infantry, they are able to
pelt them with missiles or run away.
F o o t m a n , p i k e m e n : These troops
are
heavy footmen especially trained to fight
and maneuver with pikes. They wear the
heavier types of armor but most do not
carry shields. Heavy footmen may be
placed in the center of a formation of 100 or
more pikemen, if these troops have trained
with the pikemen for a period of not less
than two months. Most of these troops
represent medieval European types with 18?
or longer pikes, while some could represent
Macedonian phalangites. The phalangites
carry a 13? pike (sarissa) and carry shields
slung around their necks by a leather strap.
Archers, as well as heavy infantry, may be
placed in the center of a formation of 100 or
more phalangites, if these troops have
trained with the phalangites for a period of
not less than two months. All pikemen have
good-excellent morale ratings, because they
are able to keep most enemy troops at a safe
distance. Phalangites tend to have higher
morale because they carry swords as well as
pikes, and can defend themselves if the
enemy gets to close quarters.
G e n e r a l (strategosi imperator, etc.): A
general is a leader of exceptional ability, a
fighter of 10th-13th level (according to the
d10 score, l-4 = 10th, 5-7 = 11th, 8-9 =
12th, 0 = 13th) but not capable of working
upward. A general might be a fighter who
never settled down, or a lord with poor
lands who is using his military skills to
augment his income, or possibly a lord who
has lost his lands. A general is able to command as many centuries
(100 men) of
troops as he has levels, i.e., 10th level enables command
of 1,000 men, 11th level
enables command of 1,100 men, etc.
In addition, the level of a general dictates
the number of captains that can be controlled. This is exclusive of
any lieutenants,
sergeants, etc. There are three types of
generals: generals of footmen, generals of
horsemen, and generals of mixed troop
types. Only generals of 13th level may
c o m m a n d m i x e d f o r c e s
o f f o o t a n d h o r s e ,
a l l o t h e r g e n e r a l s
m a y c o m m a n d a s m a n y
d i f f e r e n t t y p e s o f
f o o t a n d h o r s e , d e p e n
d i n g
u p o n t h e i r t y p e , a s
t h e y h a v e l e v e l s . A
1 0 t h l e v e l g e n e r a l o f
f o o t s o l d i e r s , f o r i n
s t a n c e ,
c o u l d c o m m a n d u p t o
t e n d i f f e r e n t t y p e s o
f
f o o t s o l d i e r s , i n c l u d i n g
m i s s i l e t y p e s . T h e r e
m u s t , h o w e v e r , b e a
c a p t a i n f o r e a c h d i f f
e r e n t t r o o p t y p e . G e n
e r a l s h a v e g o o d e x c e l l e n t
m o r a l e b e c a u s e o f t h e
i r l e v e l a n d
e x p e r i e n c e . T h e m o n t h l y
c o s t f o r a g e n e r a l
i s 5 0 0 g p p e r
l e v e l . D e m i - h u m a n s a n d
h u m a n o i d s d o n o t h a
v e g e n e r a l s a s t h e y
a r e
e x p r e s s e d h e r e.
Gnolls: Gnolls make excellent archers
(armed with great bows, assumed to be the
same as longbows) and good heavy infantry.
They have high morale because they are
large creatures, with good hit points, and a
fair amount of organization (though they
are chaotic as well).
G n o m e s : These dour little fighters make
dependable infantry (either heavy or light)
and good, slingers. Gnome captains are
rarely higher than 6th level. They have
good to excellent morale because they arc
all at least lst-level fighters, but they are not
as fanatical in their outlook as dwarves or
elves.
Goblins: These short humanoids make
only average mercenaries, as they arc cowardly and lack the size and
strength of the
larger humanoids. The exception to this is
the goblin worg rider, a humanoid form of
hobilar with one very important difference:
the goblins? mounts fight along beside
them. For the above reasons, most goblins
have poor to good morale, but worg riders
have fair to good morale.
H a l f l i n g s : These diminutive demihumans make good
archers and outstanding
light infantry, due to their ability to conceal
themselves in outdoor settings. Halflings
only have fair-excellent morale because
most are 0-level fighters without any great
strength. Also, halflings are more peaceful
than most demi-humans, and even halfling
mercenaries are not overly fond of battle.
Halfling captains are almost never higher
than 5th level.
H o b g o b l i n s : These medium-sized humanoids make
fair archers and heavy infantry, and they have reasonable hit points and
armor class. Hobgoblins are ferocious in
combat, particularly toward their racial
enemies.
H o b i l a r , h e a v y o r l
i g h t : These troops arc
simply mounted infantry (the predecessors
of dragoons), able to use horses for movement, but not capable of mounted
combat.
Thus, hobilars ride to battle, but dismount
to fight. Some provision must be made to
care for the horses, or the hobilars will leave
25% of the number behind to do so. These
limitations are reflected in their fair-good
morale rating. Hobilars could be armed and
armored as heavy infantry, but their lack of
training in mounted combat would place
them at a distinct disadvantage if ever
forced into that situation. Also, no matter
how good their training, most hobilars tend
to look over their shoulders at the 25% of
t h e i r f e l l o w s h o l d i n g
t h e h o r s e s , t o m a k e
s u r e t h a t t h e y h a v e
n ? t s c a m p e r e d .
H o r s e m a n , a r c h e r ( l o n g b o
w ) : There is
only one sort of this troop type, the equivalent of the Mongol horse
archer armed with
a composite longbow. They are formidable
opponents, combining speed and great
hitting power. These troops can wear any
armor except plate but do not normally
carry shield. They have good-excellent
morale due to their superb training and iron
discipline.
H o r s e m a n , a r c h e r ( s h o r t b
o w ) : These
troops can be anything from ancient Scythians to American Indians of
the last century.
In many respects they are similar to camel
archers, although some can be very disciplined and utterly dependable.
Their fairexcellent morale rating takes into account
the very wide range of possible troop types
in this category.
H o r s e m a n , c a t a p h r a c t : These
are heavily
armored heavy cavalry mounted on armored horses. Troops in this category
represent later Persian types, true Parthian
cataphracts, and the medieval Saracen
types. Cataphracts wear chain or banded
mail and carry shields. They fight with
lances, swords, or battle axes, and a shortbow. Cataphracts are thus
horse archers
who fight as heavy cavalry when not using
their bows. They have good-excellent morale, primarily due to the heavy
armor of
themselves and their mounts, but also because they are big, powerful
troops with
excellent weapons mix.
H o r s e m a n , c r o s s b o w m a n : All
such troops
are armed with light crossbows, as the
heavy versions are not usable from horseback. They fight as light troops,
but can
wear any type of armor, and can use most
hand-held weapons in melee. Their fairexcellent morale rating stems
from the fact
that mounted crossbowmen are extremely
vulnerable to attack while reloading. It
takes both hands to cock a crossbow.
H o r s e m a n , h e a v y : These troops are
trained to fight in close formation (stirrup to
stirrup). They are normally heavily armored and can use most weapons
common
to horsemen. They have good-excellent
morale because they are big men on big
horses and are well-trained.
H o r s e m a n , l i g h t : These troops are
not
normally trained to fight in close order or
formation. They are useful as skirmishers,
raiders, scouts, and in the pursuit of a
defeated foe. They generally wear little or
no armor, but can use most weapons. The
wide fair-excellent morale rating is reflective
of the broad range of this troop type, which
can be found just about anywhere, and in
any number of time periods.
H o r s e m a n , m e d
i u m : Similar to heavy
cavalry, medium horsemen are trained to
fight in formation, but they are generally
smaller men, less well-armored, on lighter
horses, and do not ride as close to their
fellows. Their good-excellent morale rating
is caused by much the same factors as that
of heavy horsemen, size and training.
K o b o l d s : Kobolds can be used as medio
cre light infantry. They are small, cowardly
creatures, who rely upon numbers to win
any engagement. Their morale rating is
derived from their small size, lack of
strength, and other unimpressive qualities.
L i e u t e n a n t (jemadar, enomotarch, option, etc.):
A lieutenant is an assistant to a
captain, or a leader in his own right, a
fighter of 2nd-3rd level (according to the
d10 score, 1-7 = 2nd, 8-0 = 3rd) but not
capable of working upward. A lieutenant
can command as many decades (10 men) as
he has levels; i.e., 2nd level enables command of 20 men and 3rd level
enables command of 30 men. In addition, the level of a
lieutenant dictates the number of sergeants
he is able to direct, in addition to those
normally serving with the troops; i.e., two
or three additional sergeants who can do
special duty. A lieutenant serving with a
captain extends the number of troops the
captain can effectively command and control. They have good to excellent
morale
because they are experienced fighters. The
monthly cost for a lieutenant is 100 gp per
level.
Orcs: Orcs make reasonable archers, fair
heavy infantry, and pretty good sappers or
miners. They are more intelligent than
many humanoids and are fairly large compared to some. Orcs still have
morale ratings of only poor-good, due to their
cowardly nature and inability to get along
with most other humanoids ? even other
orcs.
S a p p e r / m i n e r : These troops are required
for any military operations that involve the
use of siege machinery, towers, trenches,
mines, etc. Although they fight only to
preserve their lives, they do fight as heavy
footmen. They normally wear only light
armor because of their duties, leather or
studded leather if they are active. They
have only fair-good morale because they
find it difficult to defend themselves when
working. Sappers and miners are basically
construction workers, not shock troops.
S e r g e a n t (decurio, tesserarius, etc.): A
sergeant is a leader of a small body of
troops, a non-commissioned officer equivalent. All sergeants are 1st-level
fighters but
not capable of working upward. A sergeant
can command up to 10 soldiers as an independent unit or assure that
the orders from
a lieutenant, captain, or general are carried
out. There must be one sergeant minimum
for every 10 regular soldiers, though there
can be one per five men. Sergeants have
good-excellent morale because they are
experienced veterans, men who must set an
example for the common soldiers. The
monthly cost of a sergeant is 10 times the
rate of the troops he commands.
Slinger: Slingers are trained from youth
up. They can wear leather, studded leather,
padded, or ring mail only, and can employ
small shields even when using their slings.
They always operate as light infantry and
use only the lesser hand-held weapons in
melee. Primitive slingers use only stones,
while the more advanced types use lead
bullets, which give greater range and inflict
more damage. Slingers have only fair-good
morale because they are often semi-barbaric
types prone to lack of discipline. At close
range, their lack of body armor can also be
hard on them.
V e r b e e g s : These smallest of giants are
fairly intelligent and sometimes organize
themselves into small bands of highly-prized
mercenaries. Neutral and evil lords have
been known to employ verbeegs, Their size,
strength, and hit points make them unmatched heavy infantry. Mercenary
verbeegs wear leather or furs and carry large
wooden shields to be AC 2 in combat. They
have high morale, depending on their numbers, organization, and the
circumstances of
their employment. Verbeegs hired to fight
other giants are a little wary.
X v a r t s : Like goblins,
xvarts make only
fair light infantry. They are small, cowardly
creatures and this shows in their morale
rating.
Care and treatment
Anyone who hires mercenaries, especially
a player character, must take measures to
ensure that they are content. An unhappy
mercenary is much like a dagger which can
be turned against its employer's throat. In
general, human and demi-human mercenaries should be treated with fairness
and
respect. The manner in which an employer
treats his mercenaries has a great bearing
upon their loyalty and combat performance.
Much depends upon the mercenaries in
question, but there are a few guidelines.
When employing humans or demi-humans,
show them that you trust them and have
confidence in them, but don?t be stupid. A
lord who lets a band of mercenaries garrison
his stronghold is asking to be put out on the
street. Don?t let your mercenaries remain
idle; they need action to maintain their
fighting trim, and inactivity just makes
them bored and troublesome. Humanoids
must be treated with brutal discipline ?
and never, under any circumstances, turn
your back on them.
Much of this is just common sense. If you
are going to ask someone to lay his life on
the line for you, you had better be treating
him in the manner that he expects. Now,
it?s up to you.