Mercenaries: Born of Blood is a d20 sourcebook about Mercenaries from Otherworld Creations. Honestly, I haven't been all that impressed by other products of theirs, but a) I really like the subject matter b) the author, Michael Tresca, has written a number of large free d20 PDFs that are pretty cool and I wanted to buy something of his, and c) They released a massive (something like 50 page) preview of it way back in December of 2002.
So I've actually been looking forward to it since it was announced. That was a long, long time ago, and this book was initially slated for release in January of 2003. But it finally made it out in August of 2003 (at least they're better than Chaosium), so I ordered it brand new from an on line seller.
Mercenaries:BoB really is about Mercenaries, unlike another d20 book with a similar title (which was more of a grab bag of stuff). It aims to covers Mercenaries for 3 types of settings - historical (and presumably fantasy), modern, and futuristic.
Unfortunately, while it's very ambitious, and true to it's subject, it's something of a disappointment (once again, proving that anticipation is often the best thing). Basically, I'm looking for something similar to the "Mercenary" book for Classic Traveller, only for d20, and expanded. It also seems to look somewhat different from the preview (which is odd, as I assumed it was just an excerpt of the file they were going to send to the printers)
It starts off with some basics on mercenaries, what they are, some history about them, including a rather curious projected future history, which among other things, claims that in 2007, anti-aircraft weapons will be perfected, making "carpet bombing" impossible, and thus making mercenaries in greater demand.
While presumably this was done for game purposes, it's somewhat flawed for a number of reasons. For one, I really don't think it's possible to perfect anti-aircraft weapons. And the main thing, "carpet bombing" means literally bombing every square inch of a battlefield, and that hasn't been done since Viet Nam. It's generally used in conflicts that are a scale far larger than anything mercenaries would ordinarily be involved in.
There are a couple other predictions that seemed like stretches, but none as bad as this.
Next comes a chapter on mercenary characters. This is largely comprised of filler material (info on how various standard d20 classes feel about being mercenaries), and two new base classes.
There's a basic rule in d20 - don't make a fighting class that is better than the Fighter class. Unfortunately, the two new base classes shatter that rule.
There's the "Soldier of Fortune", which is more or less like a Fighter, but with 4 skill points, a better Reflex save. The only downside is that they only get light armor proficiency, not medium or heavy like a Fighter. Still the pluses by far outweigh the minuses.
Then there is the "Professional", which is even more like a Fighter, but even better. Gah. Neither one is really usable or desirable (from a GM or game balance point of view)..
The next chapter is on "Mercenary Tendencies", which details the attitudes of various standard d20/D&D races towards the "mercenary" lifestyle, including many monsters, like kobolds, minotaurs, driders, and gnomes.
However, it introduces one of the silliest things I've ever seen - Gurkha Halflings. They're just like real life Gurkhas, except they are halflings.
Chapter 4 goes into details about mercenary companies, how they are organized, what types of personnel they are comprised of, etc. It makes distinctions between Historical, Modern, and Futuristic.
However, in the make up of how a mercenary army is organized, I noticed that the smallest group in modern and futuristic armies is the "Squad". While I'm not an expert on such things, I was under the impression that the "Fireteam" was the smallest building block , being made up of 3-5 soldiers, and then a Squad being made up of 2-3 Fireteams. (Though apparently this is mostly a US thing, at least according to http://www.wikipedia.org/wiki/Fireteam.)
I would also liked to have seen info on mercenaries other than soldiers/ground forces. For instance, mercenary air or space pilots. (I used to run a Star Wars game based on a mercenary starfighter unit)
Still, it's a useful chapter, as it describes all sorts of soldiers and support types, and gives statted examples of them. It also details info on how to recruit them, and all sorts of other detail about mercenary companies, including a statististic for them, "Prestige".
Chapter 5 is on prestige classes. It's pretty short, only about 20 pages. In an interesting move, many of the prestige classes are historical ones, which makes the chapter an interesting read for those of us (like me) who don't use them much.
Chapter 6 is on skills. It's a combination of the fairly standard "New uses for old skills", detailing how various existing skills can be used by mercenary types and in mercenary situations. It's well done for the most part, often including DCs for mercenary related tasks.
The one thing that bugged me a bit is that it has Alchemy DCs to create various modern substances. While useful, I thought this was a bit problematic, as if you have the Alchemy skill, you should just be able to create alchemical formulas, not modern chemical products. For that, you really need Chemistry, I think.
It also introduces some new skills primarily aimed at modern or futuristic settings - most are taken from Dragonstar (but also show up in most other modern/futuristic d20 games)
Chapter 7 is one new feats. They're sort of a grab bag of stuff. A lot of skill bonuses, some new combat feats (mostly for guns). The most unusual are feats for replacement limbs. Basically, you need to take a feat (and then pay a variable amount of money, depending on the part) to replace a limb with a cyber version. While I'm not sure I like handing cybernetics that way, I guess it does make sense, as most of the parts give bonuses comparable to a feat. On the other hand, you also need a feat if you just want to replace a limb with a cloned replacement. That seems a bit unnecessary.
Chapter 8 is on equipment for mercenaries. The new equipment is interesting, and like the rest of the book, a mixture of historical, modern, and futuristic stuff. But there are some oddities and problems.
For instance, in the entry for most firearms, it says that the propellant cartridge is good for 300 shots? What? Real world guns like the M16 don't use propellant cartridges.
Turns out it was likely a case of the downside of the Open Gaming License - the author presumably simply copied the entry on Assault Rifle from the Dragonstar Starfarer's Guide, then altered it a bit, giving info about the M16, but left in the bit about the Dragonstar Assault Rifle using a propellant cartridge (as opposed to the propellant being in the round itself, like in most real world weapons)
Besides guns, there are vehicles (including combat stuff, like tanks and gunships), travel gear, and some magic items.
Also, while most people probably won't have too much trouble telling the difference between what era a piece of equipment is for, some sort of indication would have been nice, other than the listing on a table (All of the book has this problem, and apparently was the result of a layout problem, originally there was supposed to be some sort of indicator).
Especially as there is no table of the new weapons. If any sort of equipment needs a table listing various data, it's weapons. (I could have sworn I saw the table in the preview).
Chapter 9 is on combat, and pretty short. It has basic d20 rules for firearms, and very small ones for morale. If you have a modern d20 game (besides d20 Modern, any of the other d20 modern day or future rulesets), you probably won't need this chapter, but if you don't
Chapter 10 is probably the best and most useful part of the book, on mercenary contracts. It details different contracts that mercenary groups might be hired for, ranging from guard duty to assassination to all out wars. Each type has a group size, as well as a "pecuniary index", which is modified by a number of variable. What the heck is a pecuniary index? Well, it's a way to determine how much mercenaries get paid. It's somewhat arcane, and frankly, could have used an example (in other words, I've had the book for 2 weeks, and I'm still trying to puzzle it out, exactly). But it seems detailed enough.
Chapter 11 is on mercenary codes. Basically, rules that mercenaries operate under, and how to enforce discipline. This perhaps goes into more detail than I'd like, at least in the section on punishments doled out, but is pretty comprehensive.
Chapter 12 is on new spells. Some of these are somewhat odd to me, like the "Summon Mercenary" series. I don't think they really aren't distinct enough a critter to justify having a whole series of spells to summon them.
Chapter 13 is quite short, around 4 pages, and is an example of a mercenary fortress.
Chapter 14 is on famous mercenary companies. It's essentially a bunch (9 by my count) of example companies, ranging from the historical to fantasy to modern day to future. One interesting thing, is you get stats for Hannibal. (Alas, not the one from the A-team, but the one from the Punic Wars, and it's a bit fantastical.).
A lot of the characters are apparently of the "Noble" class, which isn't in the SRD. In fact, several versions of it exist, from a variety of sources, but I'm guessing in this case, it was meant to be the Aristocrat class.
Chapter 15 is a bibliography. It has the good taste to mention both Glen Cook's Black Company series, as well as The A-Team.
So, the book is something of a mixed bag. It has a lot of potential, but is perhaps a bit sloppy in focus. While it's much more focused on mercenaries and running a mercenary campaign than the other d20 book with "Mercenaries" in the title, it still seems like it was designed as a d20 book first, having obligatory chapters on new classes, races, feats, and spells, as opposed to being a book about mercenaries, using the d20 system. It's hard to explain what I mean, exactly, but when I read this book, then read books on mercenaries in other systems, this seems like it was following something of a d20 , er, splatbook, format. Which is not bad, exactly, but I think a lot of the d20 stuff, like the spells and a lot of the feats, were unnecessary.
And it definitely needed better editing and proofreading. Also, while the art was generally good, it was a bit sparse, and very generic.
Bottom line, while it's got a lot of problems, it's still a useful book. If you're running a d20 game based on mercenaries, it's definitely worth getting. C--
(What the heck is a C--? Well, it's really not a bad book, and I certainly don't feel ripped off despite buying it new and paying nearly cover price, so I can't give it a D, but it's definitely got a lot of issues, so it's not an average book, either. If the problems were fixed, it would be a B- or so)