Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
B/X Campaign Development
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sepulchrave II" data-source="post: 4764442" data-attributes="member: 4303"><p><strong>Mercenaries / Retainers</strong></p><p></p><p>As in other cases, applying hard categories is artificial; overlap between some categories (e.g. knights and men-at-arms) is ignored. The list will expand as I have the inclination.</p><p></p><p><strong>General Notes</strong></p><ul> <li data-xf-list-type="ul"> The minimum length of retention for mercenaries is generally one month; mercenaries hired for shorter periods require additional inducements.</li> <li data-xf-list-type="ul"> Certain troop types are marked with an asterisk (*). These mercenaries may also be encountered as elite troops. Elite troops add +1 Morale and cost double the listed price to retain.</li> <li data-xf-list-type="ul">Retainers require no special hazard pay when routinely enforcing their employer's will: collecting taxes, intimidating farmers, administering beatings etc. If the retainers are required to engage in hazardous activities (such as warfare), double the cost. If they are repeatedly expected to place their lives in immediate danger, multiply the cost by x3, x4 or more.</li> <li data-xf-list-type="ul">Most retainers are assumed to possess their own arms and equipment. If the employer is required to equip the troops, cost should be reduced accordingly. Typically, halve the monthly cost to retain the soldier until the value of his equipment has been paid off: this may amount to 2 years of hazardous duty. At the end of this time, the mercenary owns his equipment and enjoys full pay.</li> <li data-xf-list-type="ul">Fanatic and berserk troops (who gain +2 Morale) are a special case. Fanatics are not generally available as mercenary troops, as their zeal is directed towards some specific religious or political goal or ideal. Berserkers' unpredictability make them a risky proposition at best.</li> </ul><p></p><p></p><p><strong>Leaders</strong></p><ul> <li data-xf-list-type="ul">At least one sergeant or corporal (a 2nd-level Fighter) is necessary for every 20 regular troops, unless they are Armigers. Units which lack sergeants incur a –1 Morale penalty.</li> <li data-xf-list-type="ul">One captain or knight (a 3rd-level or higher Fighter) is necessary for every 50 regular troops (except Armigers). Units which lack captains incur a –1 Morale penalty; if the unit also lacks sergeants, these penalties stack.</li> <li data-xf-list-type="ul">2nd-level leaders (esquires, sergeants and corporals) cost triple the gold of the base troop type to retain.</li> <li data-xf-list-type="ul">3rd-level leaders (knights, lieutenants and captains) cost six times the amount of the base troop to retain.</li> <li data-xf-list-type="ul">Leaders higher than 3rd-level generally cost 50gp x level per month to retain, or more.</li> </ul><p></p><p><strong><u>Armiger*</u></strong></p><p><strong>Morale:</strong> 9</p><p><strong>Cost to Equip:</strong> 410gp</p><p><strong>Cost to Retain:</strong> 20gp/month</p><p><strong>Equipment:</strong> Heavy mail (100), sword (20), lance (5), shield (10), charger or courser (250), saddle (25)</p><p><strong>Note:</strong> Armored aristocrats on warhorses. Those who make themselves available for mercenary work may be otherwise destitute, feuding with their relatives, have had their estates confiscated etc. Aristocrats have expensive appetites, and are the most costly type of retainer.</p><p></p><p><strong><u>Heavy Horseman*</u></strong> </p><p><strong>Morale:</strong> 9 </p><p><strong>Cost to Equip:</strong> 350gp</p><p><strong>Cost to Retain:</strong> 10gp/month </p><p><strong>Equipment:</strong> Mail (40), sword (20), lance (5), shield (10), charger (250), saddle (25)</p><p><strong>Note:</strong> Mounted men-at-arms who are not armigerous; generally the best professional soldiers.</p><p></p><p><strong><u>Mounted Auxiliary</u></strong></p><p><strong>Morale:</strong> 8</p><p><strong>Cost to Equip:</strong> 220gp</p><p><strong>Cost to Retain:</strong> 6gp/month</p><p><strong>Equipment:</strong> Mail (40), sword (20), shield (10), rouncy (125), saddle (25)</p><p><strong>Note:</strong> Support troops who follow through after the main charge, or medium cavalry who act in independent formations. If armed with axes instead of swords, reduce the cost to equip to 204gp.</p><p></p><p><strong><u>Horsed Archer*</u></strong> </p><p><strong>Morale:</strong> 7</p><p><strong>Cost to Equip:</strong> 134gp</p><p><strong>Cost to Retain:</strong> 6gp/month</p><p><strong>Equipment:</strong> Leather (10), shortbow (10), arrows (2), shortsword (12), riding horse (75), saddle (25)</p><p><strong>Note:</strong> Typically scouting and skirmishing units. Usually provincial, they are not the most solid of troops.</p><p></p><p><strong><u>Mounted Steppes Archer</u></strong></p><p><strong>Morale:</strong> 8</p><p><strong>Cost to Equip:</strong> 209gp</p><p><strong>Cost to Retain:</strong> 8gp/month</p><p><strong>Equipment:</strong> Leather (10), shortbow (10), arrows (2), shortsword (12), war pony (150), saddle (25)</p><p><strong>Note:</strong> Fierce regional irregulars. </p><p></p><p><strong><u>Mounted Skirmisher</u></strong></p><p><strong>Morale:</strong> 7</p><p><strong>Cost to Equip:</strong> 127gp</p><p><strong>Cost to Retain:</strong> 4gp/month</p><p><strong>Equipment:</strong> Leather (10), 3 javelins (3), axe (4), shield (10), riding horse (75), saddle (25)</p><p><strong>Note:</strong> Regular or irregular skirmishers who resort to melee only at need.</p><p></p><p><strong><u>Armored Axeman*</u></strong></p><p><strong>Morale:</strong> 8</p><p><strong>Cost to Equip:</strong> 229gp</p><p><strong>Cost to Retain:</strong> 10gp/month</p><p><strong>Equipment:</strong> Heavy mail (100), battle-axe (7), shield (10), shortsword (12), riding horse (75), saddle (25)</p><p><strong>Note:</strong> Hobilars who will switch to shortsword & shield if circumstances warrant. Huscarls would be elite units.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 4764442, member: 4303"] [B]Mercenaries / Retainers[/B] As in other cases, applying hard categories is artificial; overlap between some categories (e.g. knights and men-at-arms) is ignored. The list will expand as I have the inclination. [B]General Notes[/B] [list][*] The minimum length of retention for mercenaries is generally one month; mercenaries hired for shorter periods require additional inducements. [*] Certain troop types are marked with an asterisk (*). These mercenaries may also be encountered as elite troops. Elite troops add +1 Morale and cost double the listed price to retain. [*]Retainers require no special hazard pay when routinely enforcing their employer's will: collecting taxes, intimidating farmers, administering beatings etc. If the retainers are required to engage in hazardous activities (such as warfare), double the cost. If they are repeatedly expected to place their lives in immediate danger, multiply the cost by x3, x4 or more. [*]Most retainers are assumed to possess their own arms and equipment. If the employer is required to equip the troops, cost should be reduced accordingly. Typically, halve the monthly cost to retain the soldier until the value of his equipment has been paid off: this may amount to 2 years of hazardous duty. At the end of this time, the mercenary owns his equipment and enjoys full pay. [*]Fanatic and berserk troops (who gain +2 Morale) are a special case. Fanatics are not generally available as mercenary troops, as their zeal is directed towards some specific religious or political goal or ideal. Berserkers' unpredictability make them a risky proposition at best.[/list] [B]Leaders[/B] [list][*]At least one sergeant or corporal (a 2nd-level Fighter) is necessary for every 20 regular troops, unless they are Armigers. Units which lack sergeants incur a –1 Morale penalty. [*]One captain or knight (a 3rd-level or higher Fighter) is necessary for every 50 regular troops (except Armigers). Units which lack captains incur a –1 Morale penalty; if the unit also lacks sergeants, these penalties stack. [*]2nd-level leaders (esquires, sergeants and corporals) cost triple the gold of the base troop type to retain. [*]3rd-level leaders (knights, lieutenants and captains) cost six times the amount of the base troop to retain. [*]Leaders higher than 3rd-level generally cost 50gp x level per month to retain, or more.[/list] [B][U]Armiger*[/U][/B] [B]Morale:[/B] 9 [B]Cost to Equip:[/B] 410gp [B]Cost to Retain:[/B] 20gp/month [B]Equipment:[/B] Heavy mail (100), sword (20), lance (5), shield (10), charger or courser (250), saddle (25) [B]Note:[/B] Armored aristocrats on warhorses. Those who make themselves available for mercenary work may be otherwise destitute, feuding with their relatives, have had their estates confiscated etc. Aristocrats have expensive appetites, and are the most costly type of retainer. [B][U]Heavy Horseman*[/U][/B] [B]Morale:[/B] 9 [B]Cost to Equip:[/B] 350gp [B]Cost to Retain:[/B] 10gp/month [B]Equipment:[/B] Mail (40), sword (20), lance (5), shield (10), charger (250), saddle (25) [B]Note:[/B] Mounted men-at-arms who are not armigerous; generally the best professional soldiers. [B][U]Mounted Auxiliary[/U][/B] [B]Morale:[/B] 8 [B]Cost to Equip:[/B] 220gp [B]Cost to Retain:[/B] 6gp/month [B]Equipment:[/B] Mail (40), sword (20), shield (10), rouncy (125), saddle (25) [B]Note:[/B] Support troops who follow through after the main charge, or medium cavalry who act in independent formations. If armed with axes instead of swords, reduce the cost to equip to 204gp. [B][U]Horsed Archer*[/U][/B] [B]Morale:[/B] 7 [B]Cost to Equip:[/B] 134gp [B]Cost to Retain:[/B] 6gp/month [B]Equipment:[/B] Leather (10), shortbow (10), arrows (2), shortsword (12), riding horse (75), saddle (25) [B]Note:[/B] Typically scouting and skirmishing units. Usually provincial, they are not the most solid of troops. [B][U]Mounted Steppes Archer[/U][/B] [B]Morale:[/B] 8 [B]Cost to Equip:[/B] 209gp [B]Cost to Retain:[/B] 8gp/month [B]Equipment:[/B] Leather (10), shortbow (10), arrows (2), shortsword (12), war pony (150), saddle (25) [B]Note:[/B] Fierce regional irregulars. [B][U]Mounted Skirmisher[/U][/B] [B]Morale:[/B] 7 [B]Cost to Equip:[/B] 127gp [B]Cost to Retain:[/B] 4gp/month [B]Equipment:[/B] Leather (10), 3 javelins (3), axe (4), shield (10), riding horse (75), saddle (25) [B]Note:[/B] Regular or irregular skirmishers who resort to melee only at need. [B][U]Armored Axeman*[/U][/B] [B]Morale:[/B] 8 [B]Cost to Equip:[/B] 229gp [B]Cost to Retain:[/B] 10gp/month [B]Equipment:[/B] Heavy mail (100), battle-axe (7), shield (10), shortsword (12), riding horse (75), saddle (25) [B]Note:[/B] Hobilars who will switch to shortsword & shield if circumstances warrant. Huscarls would be elite units. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
B/X Campaign Development
Top