• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Mercenaries


log in or register to remove this ad

Mercenaries

Mercenaries is a book in the so-called "one word" line of d20 system generic fantasy supplements. Mercenaries introduces new rules material, variant rules, and advice for use in a mercenary-oriented fantasy campaign.

A First Look

At 256 pages, Mercenaries is the largest book in the series to date, and is one of the largest soft-bound d20 supplements to date. The book is priced at $29.95 US, making it a very affordable book for the size.

The cover of the book is green, with a metal-shod look similar to other books in the series. The front cover depicts a warrior decked out in armor against a cracked wall.

The interior is black and white. The interior art is amongst the best in the series to date. Some artists such as Liz Danforth return, and some excellent artist new to the series books such as Storn Cook and Lim Guo Liang add some impressive illustrations to the effort.

The interior text is dense, with a compact body text font, conservative header fonts, and single spaced paragraphs. The layout is simple but functional, but there are a few layout gaffes. For example, the last line for one of the advancement tables for one of the core classes is lost.

A Deeper Look

Mercenaries runs across the spectrum of d20 system rules material, providing new races, core classes, feats, skill uses, domains, spells, and prestige classes, as well variant and new rules.

The first chapter is Races. There are 9 new races in all, such as the rat-like Aradan, the mercantile Bael, the rare magically engineered assassins known as the Taranuhl, and the brutish Uldrath. Generally, the new races make good new introductions into a fantasy game, and only two of them have level modifiers. Some of the races do have a list of skill modifiers and other abilities that outstrip the core races, and the GM may feel compelled to reduce the powers or assign level modifiers. For example, the Bael receive a bonus to no less than 10 skills (12 in daylight) and receive what amounts to spell focus in enchantment and conjuration.

The second chapter, Classes, introduces ten new character classes: alchemist, guardian, guerilla, hunter, legionnaire, mercenary ranger, myrmidon, nomad, scout, and tattoo mage.

The first thing that stands out is there are no less than four "wilderness stalker" type characters: the guerilla, the hunter, the mercenary ranger, and the scout. The mercenary ranger is obviously intended as an alternative to the core ranger; the mercenary receives track and favored enemy bonuses similar to the core ranger, but also receives a favored terrain ability as well as receiving "ranger options" every few levels. The ranger options can be bonus feats (selected from a list specific to the class), spellcasting ability, or other special benefits appropriate to a ranger. This makes a very slick, adaptable ranger if you are looking for an alternative to the one in the core books, though my immediate feel is that perhaps they gain abilities too quickly.

The other three "stalker" classes – guerilla, hunter, and scout – are essentially specialized rangers are ranger/rogues. They probably overlap too much to allow all three of them into a game, though the GM may find it appropriate to use one of them if the specialized role is important in the game. Otherwise, I find the classes to specialized for core classes and personally prefer to build such concepts with other classes.

Another concept that sees a little overlap is that of a class that mixes fighting and magic. The myrmidon and the guardian both fit this concept. The myrmidon is probably the more playable/viable of the two classes: it fills a role similar to the psychic warrior, but using arcane magic from a specialized list devoted to enhancing combat capability. The guardian uses the sorcerer/wizard spell list and is a bit more of a "repackaged fighter/wizard."

The legionnaire and nomad are also classes that might appear to be specialized versions of other classes. The legionnaire is probably the least justified class, a fighter good at formation fighting, a concept that does not deserve its own class. The nomad is a bit like a barbarian with a different focus (i.e., less of a "berserker" focus and more focus on the skills of a primitive wandering warrior.)

The alchemist's central ability is brew elixir. Elixirs are similar to potions, but can be made with mundane components, and don't require xp or spellcasting, and require alchemy rolls to make. However, the nature of the alchemist effectively limits them as an adventuring class, and for alchemists, I prefer the implementations of alchemists in Bastion's Alchemy & Herbalists (which have a broader focus that makes them more viable as adventurers) and AEG's own Swashbuckling Adventures.

The tattoo mage is an arcane spellcaster that uses their tattoos to cast spells; each "spell slot" represents a specific tattoo that can only be activated once in every 24 hours; in essence, the tattoo mage has both the limitations of wizards and sorcerers, having slots only dedicated to specific spells and not able to learn any more than specified by the table. Further, tattoo mage have their own limited spell list that only goes up to 8th level. However, a tattoo mage is slightly more physical than traditional arcane spellcasters, with better HP, attack advancement, good fortitude saves, as well as bonus feats. This is probably one of the more playable and interesting new classes that the book offers.

Many new feats are provided, mostly martial in nature. The armor focus feats provide a dodge bonus in specific types of armor and improves the armor check penalty. Blood Lust is a minor version of barbarian rage. Choke Hold provides bonuses to certain grappling moves. Extra Spell allows a wizard to prepare an extra spell each day. Hardy characters better resist heat and cold. Inspire loyalty improves saves of troops under you. In general, the feats are fairly good, but there are a few areas of concern. For example, one feat provides a +10 bonus to heal skill checks, which is way out of line for feats. Mercenaires also repeats the mistakes of FFG's Traps & Treachery with an improved sneak attack feat that improves the die type of all sneak attacks (and thus scales with level.)

The chapter entitled Description delves into the first non-rules related material book and the first real attempts to directly address the titular subject matter of the book directly. Discussed are the types of characters that become mercenaries, what it is like to "be in the business", how the D&D alignments bear on mercenary characters, and different mercenary character roles.

The chapter also includes notes on religion, introducing 16 deities that characters might hold as patrons in such a campaign, including domains and brief descriptions of each deities following and dogma. However, one deity is listed in the summary table that has no accompanying description, the Great Mother.

Finally, aging and height and weight figures are provided for each of the new races introduced in the races chapter.

The equipment chapter includes a few new tidbits in terms of weapons, armor, and other mundane items. But it also includes some rules for availability of items, selling loot, trade goods, and exchange rates, items glossed over by the d20 system rules but may concern a character in mercenary campaign.

In addition to new weapons and items, some new equipment rules are provided as well. Characters with sufficient craft skill may create laminated weapons. Laminated weapons use special forging techniques, and provide a bonus to both attack rolls and a weapon's critical multiplier. Dracotechnics are the name that the book gives to explosives, and examples of several types of explosive devices are provided.

The Spells chapter provides new spells, spell lists for new classes and existing classes the new spells, and new domains. The domains are collected here from all the previous AEG fantasy supplements, and include totally new domains in all. There are over 50 domains total, making this a very good resource if you are out to design deities and find the core rules domains insufficient.

The new spells are a nice mix of combat and non-combat oriented spells. Many spells enhance weapons or attack or restrain opponents. The non-combat spells serve to inform or provide special senses.

The chapter entitled Mercenaries provides new rules for handling situations that arise in mercenary campaigns, such as recruiting mercenaries, rates of pay, negotiating contracts, running combats. Random mercenary tables provide the GM with quick NPCs, and the table of 100 mercenary adventure ideas (in the same vein as the 100 adventure ideas in the DMG) provides the GM with quick ideas for a mercenary game. Overall the rules are fairly functional for this sort of campaign.

The chapter's morale rules provide a means to determine if an NPC turns against an employer, flees combat, etc. Overall the rules are fairly good and consider many factors. However the rules deliberately exclude the effects of experience, which I consider a poor choice: being seasoned in combat should invariably affect morale.

The skirmish combat rules operate on a smaller scale than most mass combat rules that have been created by various d20 system publishers. The skirmish rules take the same approach as other such rules in that it treats multiple characters as a single creature under the d20 system rules. However, it is only made to treat units of up to ten as a single creature. However, the rules seem simple and well considered, and could do a good job of simplifying a somewhat large skirmish.

The Mercenary Companies chapter provides source material for a mercenary campaign in the form of pre-generated NPC mercenaries. The first section provides generic mercenary NPCs of a variety of types, such as typical men-at-arm, ariel riders, archers, beast handlers, bounty hunter, bodyguards, and so on. The second part introduces some unique NPCs that the GMs can use as significant or legendary figures in the campaign. The last part presents a few mercenary companies, including details on their backgrounds, modus operandi, and significant figures.

The Prestige Class chapter is a mixed bag. All of the classes are 10 level classes, and most are legendary warrior types that might find themselves gainfully employed in a mercenary campaign in some capacity. Some prestige classes are very well conceived, and have the sort of feel and detail that prestige classes should have, like the bone warriors, a group of sturdy warriors who protect their blessed weapons with their own lifeforce. Others are bit generic.

Overall, the prestige classes are fairly good, but there are a few rules incongruities. For example, there are some non standard BAB and saving throw advancements in some of the classes. Some classes use the dreadful "may always take 20 on a skill" convention (which is nonsensical in the d20 system rules). The ill-named man-at-arms (really more of a "weapons master") supposedly starts with proficiency with all exotic weapons (bad idea), but during its progression gains proficiency with exotic weapons.

The Magic Items primarily features new weapon qualities, weapons, armor, and wondrous items, such as the glass dagger (which creates a wound that is unhealable unless removed by someone who knows how to use the dagger, making it a useful tool for extortion) and solvent of permanence (makes one potion effect permanent). The chapter also includes two artifacts, the evil spinescepter and the crown of Acarra.

The last chapter introduces new monsters. The chapter is split into Beasts of Burden and Beasts of the Earth. Beasts of Burden details several creatures (Animals and Beasts) suitable for mounts, particularly in a mercenary campaign. This section is sparsely illustrated, and the creatures classified as Beasts have the wrong HD type. Beasts of the Earth is better illustrated, and includes many humanoids that can be used as allies and foes in a mercenary campaign, and a few other creatures that may come up in such a campaign as well.

Conclusion

This thick volume provide a smattering of new material for a d20 system fantasy campaign. Though it does provide some advice and material useful for the advertised topic of a mercenary campaign, I see this book in much the same light as I see the Kingdoms of Kalamar Players Guide. The material doesn't go far from the basic D&D fantasy conventions, but if you want a few races and classes other than the ones provided in the d20 system core rules, the material herein makes a nice substitute or addition.

This is one of the best of the "one word" d20 system books by AEG to date as far as rules material goes. It has less in the way of exposition and ideas, but the material is generally more useful and has fewer rules problems. Some material is reprinted from these earlier volumes (particularly clerical domains), so this book might be less appealing to you if you have those earlier volumes.

-Alan D. Kohler
 

Mercenaries is yet another in the series of 1 word d20 sourcebooks (previous in the series was "Evil", "Gods", "Monsters", "Dungeon"), which tend to consist of various stuff about the name of the book and were around 128 pages/$20, and rather cheaply printed. Mercenaries is something of a departure in both terms of quality, size, and subject. For one, the physical quality is much higher, using fairly heavy paper with background images on it, and featuring excellent artwork inside. It's bigger, both in terms of page count (256) and price ($30). And lastly, while it's nominally on "Mercenaries", in truth, it's closer to being almost an add-on to the Player's Handbook. Really, it reminds me of the old "Unearthed Arcana" from TSR for 1st edition AD&D - essentially a grab bag of stuff.

The first chapter introduces several (9) new races. There's a race of rat people (the Aradan). There's a race of angel-like people (Ashemi). There's a race of devil-like people (the Bael). There's a mysterious race of people who always wear cloaks (Darlocks, er, I mean Dralloks). There's 2 reptile races, a bear-ish race, and a race that just likes to kill people for the fun of it.

Some attempt is made to fit the title and supposed subject of the book (Mercenaries), but it's somewhat half-hearted.

The second chapter introduces several (10!) new core classes. I like core classes. I like them a lot. So this aspect of the book should be appealing to me. But several of the classes seem somewhat marginal or badly done.

The first class is the Alchemist. (Of course, you'd expect an Alchemist class in a book called "Mercenaries". (That's sarcasm)). I have no idea how this thing would work in play, as I haven't tried it, and have no intention of. Doesn't seem bad, just not really PC orientated.

My problems with it are mostly because how it's brew potion ability works. It's a bit un-wieldly and it has balance problems. Essentially, the Alchemist gets to make potions. Lots of them. They're not magical, but they do duplicate magical spells that would defy the laws of physics. Ultimately, how powerful the Alchemist is is largely determined by how much and how many potions he can carry. For instance, a 1st level Alchemist might be able to make dozens and dozens of inflict light wounds elixirs.

The Guardian is something of a combination of fighter and wizard. This is one of the dubious (IMHO) classes because it can be acheived just by multiclassing a figher and a wizard. I don't mind , in fact I like, different core classes, but usually ones that offer something different. Not just a mix of two classes. The title of the class also is a bit odd (IMHO).

The Guardian can cast spells with somatic components in light armor without a problem, but any heavier armor still has the usual penalties. Otherwise it's pretty much exactly like a Fighter/Wizard combined.

The Guerilla is something of a specialized fighter - one aimed at stealth. It's something of a ranger-like class - it has the track feat at first level, as well as species enemy.

The Hunter is something of an alternate Ranger. I generally like it, but I think it's perhaps a bit overpowered. It has the best BAB progression, d10 for HD, 4 skill points per level, and a ton of special abilities. On the downside, it's only proficient in light armor. Where I think it's overpowered is it's sneak attack ability - it seems to get +1d8 of damage. The usual +1d6 progression seems more fitting (and actually occurs once in the table, though is presumably a typo). But other than that, I like it. (I like the similar "Stalker" from the Sovereign Stone campaign setting book better)

The Legionnaire is essentially a fighter who is really really good at fighting in armor. The only really notable thing about this class is the double entendre potential of some of it's special abilities.

The Mercenary Ranger is essentially an alternate version of the Ranger. It's a lot more flexible, having lots of optional abilities that can be picked.

The Myrmidon is another combination of wizard and fighter. It's a lot like the Guardian, only with a different spell list and their spells do not have somatic components, so they can cast spells in armor without a problem. This class at least makes sense to me - it's not simply just a combination of wizard and fighter like the "Guardian" is. I do have a quibble with the name of this. It seems like they picked it out of thin air, without a reason. Myrmidons were Achilles' personal guard, if I remember correctly.

Anyway, it seems a bit, weak, actually. It's essentially like a Bard, only with fewer skill points per level, and only one great save. OTOH, it had a slightly better hit dice, and several bonus feats. So all in all, it's not bad.

The Nomad is something of an odd beast. It's a lot like the Rogue, I think. I'm not sure if there's a typo or not. It gets 8 (x4) skill points at first level, but at later levels, it gets only 4 skill points. It gets a d6 for hit dice, but this increases to a d12 at level 16.

The Scout is yet another alternate (somewhat) Ranger, though perhaps something of a Ranger/Rogue mix. At first glance, it looks a lot like the Scout classes from Pinnacle (one in Deadlands d20, one in Weird Wars), but it's not quite. Seems solid enough. Much more useful in a setting with firearms, since it's primary special ability is like the Rogue's sneak attack, only it works only with missile weapons.

The last class is the Tattoo Mage. Basically, by tatooing itself, it gains magical abilities. This is one of those classes that is different enough from the core classes that I can't tell how it works without actually playing it or having one in my game.

Most of the classes are indeed variant fighters or rangers or a mix of one of those, so I guess they do somewhat fit the title of this book. But I still think it feels more like the classes section of "Unearthed Arcana" than a book on the subject of Mercenaries.

The next chapter is on skills. It's pretty short, and just goes into new ways of using old skills. It does introduce the concept of "Dragontechnics" as a skill. Essentially, it's the fantasy version of explosives. I don't really like it much. I did like the new uses for old skills bit.

Chapter 4 is new feats. Lots and lots of them. 76 by my count. Mostly general feats, but a few fighter ones and 1 magical one.

Chapter 5 is something of an odd beast. It's called "Description", and has a few pages about Mercenaries. Then it goes into some new gods (gods of Mercenaries and such). It then ends with tables for physical info on the races introduced in chapter one. Like I said, somewhat odd to put that there.

Chapter 6 is new equipment. Starts off with starting money the new classes get, then talks a bit about availability and exchange rates. Then several new weapons are introduced (along with a table reprinting most of the weapons from the PHB). Also the specifics of "Dragontechnics" are introduced here. Seems way to modern in feel than what early explosives were like, from mentioning suicide bombers and having specialized explosives designed to open doors.

There's 2 new types or qualities of weapons (like masterwork). The first is 'laminated', which is like the so called "Damascus Steel", in which the metal is sort of folded, and ends up looking somewhat like wood (and is much much sharper). The second is a bit of a stretch, and is "serated", like a ginzu knife.

Some of the new weapons are over the top. Most notably the Flamberge and Claymore. Basically, they're swords bigger (and more damaging) than the Greatsword. Bah.

Chapter 7 is on spells. First off, it prints a list of spells for the new classes, as well as spell lists from AEG name books for the various other classes. Then it goes into the new spells from this product. 55 by my count. Some are for the new classes (mostly Myrmidon - the Guardian uses existing Wizard spells)

Chapter 8 is actually on Mercenaries. The title of the chapter says so. The first bit is on recruiting them, then there is a bit about morale. Lastly, there's a fairly simple system for quick Skirmish level combat (well, maybe a bit higher than skirmish level, few dozen or so). It reminds me of the rules from the old Birthright setting - basically you group units into groups of 10 or so, and roll only one attack for them. Lastly there's some tables for random character generation and a table for adventure ideas. The latter are often pretty lame ideas.

Chapter 9, about 25 pages, consists of types of mercenary companies, and samples of them. This seems to be filler. Basically, it's a generic type of mercenary, then a couple specific examples of an individual in prose and their stats (which never seem to use the classes in this book, even when the character archetype seems to indicate it should). I would have liked to have seen some full fledged mercenary companies here.

Chapter 10, about 30 pages, is full of Prestige Classes. 23 of them by my count. Some, like the Skirmisher, Man at Arms, 5th Column, Partisan, Personal Champion seem pretty dubious. Others, like the Legacy, seem okay and fairly original. Most are eh, though honestly, I'm not a huge prestige class fan.

Chapter 11 is on magic items, and is pretty short. It's also pretty forgetable.

Chapter 12 is on monsters. Nothing spectacular. Lots of slightly different humanoids, like the Banshee Troll, Desert Orc, Ridge Goblin, and other variants of orcs and goblins (though without orc or goblin in the title).

Lastly, there's an index.

Ultimately, this book is useful, but only in the way Dragon magazine is sometimes useful. Rather than being a book on Mercenaries, it's mish-mash loosely tied in with mercenaries. I'm somewhat disappointed, as I've run Mercenary campaigns in other game systems (Traveller and Star Wars) and was hoping for something of a fantasy version of GDW's old Mercenary Supplement for Traveller. That basically had most the rules for running a mercenary game, how mercenary companies work, plus sample mercenary campaigns.

I would give it a D+, but the excellent art by one of my favorite ex-WEG artist Storn Cook, long time industry veteran Liz Danforth (used to work for GDW!), and some people I hadn't heard of brings it up (especially Michael Phillippi - the kind of art that makes you say, "Damn, that's good").

At any rate, don't believe the description of the product here - this is not a sourcebook for mercenary campaigns!. At best, it's a sourcebook for mercenary characters and their hiring. Big difference.
 



By Steve Creech, Exec. Chairman d20 Magazine Rack

Sizing Up the Target
This review is for Mercenaries by Alderac Entertainment Group (AEG). Part of their “one word” title series, this 256-page book (which retails for $29.95) is one of the best yet. Don’t be mislead by the title, this book is about more than mercenaries; it’s a book filled with great core classes and prestige classes. There are nine new races, ten core classes, new skills, feats, equipment, spells, 23 new prestige classes, two new monsters and magic items along with two chapters devoted to mercenaries and mercenary companies. This is a loaded book.

First Blood
Many of the new races are far from your “run-of-the-mill slightly altered humanoid with fey characteristics.” The Aradan are a race of ratmen who thrive on chaos. The ashemi despise evil and are perhaps even older than the elves. The Bael are charismatic merchants that tend to be opportunistic. Dralloks are subterranean humanoids that detest sunlight and make ideal rogues and assassins. Lahryk are a bipedal reptilian race that are quite civilized and highly devoted to family. Magirn are magically gifted humanoids whose ancestors were familiars that survived the death of their masters. The Makall is also a reptilian race but with strong saurial features. The rare Taranuhl are bloodthirsty, bred for the sole purpose of hunting and killing another. (This is my personal favorite and will make a great minion for a master villain.) Finally, the Uldrath are a fearsome lot, resembling a cross between an ogre and grizzly bear. They are certainly intimidating and would frighten anyone in a dark night.

The core classes presented show a definite diversity. The Alchemist has both similarities and differences when compared to versions done by other companies. One of the differences is that this version learns a secret alchemical language known only to alchemists once reaching 3rd level. Guardians tend to become bodyguards with weak spellcasting abilities that often serve wizards. They gain bonus feats and even a familiar. The Guerilla combines some of the best elements of fighter, ranger, and rogue abilities. (This is a stacked class with lots of potential.) The Hunter, using his fighter and ranger abilities, attacks from ambush and is capable of ending any combat with a single, decisive strike. (This is also a cool class to play with.) Legionnaires are your stereotypical Roman soldier, trained to stay in formation and fight in heavy armor. The mercenary ranger gains favored terrain and favored enemy bonuses. A Myrmidon is a formidable combination of fighter and mage. The nomad is the ultimate adventurer, always on the road to a new destination. The scout is essentially a sniper with a different name. His ranged sniper shot bonuses are quite high. Tack on the numerous bonus feats and you’ve got one tough character.

Tattoo magic has been a recurring theme throughout various d20 supplements and this book adds its two cents to the pot. Interestingly enough, the tattoo mage is only a 19-level class according to the table, but yet the descriptions talk about 20th level abilities. This is obviously an error in layout and editing (something AEG is improving upon with each release). This is a cool class, but one that could easily become abused or overpowered if a GM isn’t on constant guard. After all, what mage wouldn’t leap at the chance to cast fireball at will?

Like all other AEG d20 supplements, Mercenaries comes with a chapter devoted to new skills and new uses for existing skills. The new uses show imagination and fit well within the rules. For example, when reading over a contract, why not use Appraise to determine whether it is fair or not?

The chapter on feats is extensive and includes those from previous AEG works such as Dungeons. Most of the feats are better suited for combat oriented classes, but there are a few for magic users and other more generalized class functions. Personally, I like Power Throw (for dwarf throwing) and Strength of Blood. The feats are very well balanced and offer some excellent options for nearly any campaign.

Chapter five gives a fairly strong characterization of what it takes to be a mercenary and what you can expect. A good section on the perception of a mercenary in the different alignments actually provides some excellent role-playing ideas to the inventive individual. This chapter is filled with all manner of adventure-generating seeds for any GM.

Chapters on equipment and spells follow. New weapons are included among the equipment. I like the rules on laminated steel and serrated weapons. The spells consist of an indexed list by character class followed by a more detailed description. Besides, the Player’s Handbook, spells from AEG’s other books (Evil, War, Undead, etc.) are reprinted.

Chapter eight is all about the process of hiring mercenaries and shows why this is no easy task. Not only is the size of the town where your players are located a factor, but also varying rates of payment and negotiating those terms. This chapter is filled with many new optional rules that can really enhance a campaign if a GM elects to use them. My preferred choices are the use of character flaws in NPCs and fear triggers.

Mercenary companies are the subjects of chapter nine. The line between adventuring company and mercenary company is quite thin and this section shows how easy it is to make the transition to mercenary. Thirteen different types of mercenary are outlined complete with tactics and sample NPC write-up. These represent the kind of mercenary follower an adventurer might attract. The archer and bounty hunter is a couple of my favorites. Complete NPC mercenary legends follow this section with some really intriguing characters. Certainly no run-of-the-mill stereotypes here.

New prestige classes are a typical addition to any sourcebook but good prestige classes are rare. Mercenaries delivers 23 new classes with the majority falling into the “that’s really cool” category. There are some classes on the strong side of being too powerful and overbalanced so GMs should consider them carefully before agreeing to allow them. I like the bone warrior, dune warrior, grey walker, and legacy. However, my absolute favorite is the slayer. It’s truly a formidable and fearsome class for a fighter or barbarian.

The remaining chapters on magic items and monsters close out the book. There are 10 new weapon qualities and 22 specific named armors or weapons. Many of these are quite original and interesting. The wondrous items display an ecletic range of choices. Bane rings are certainly original and present a nice twist to the typical player’s notions regarding rings. Many of the items here will see use in my campaign.

The chapter on monsters covers several beasts of burden that can be used as mounts (usually for larger creatures) and many “standardized” monsters such as a banshee troll, desert orc, guardian hound and mist giant. All of them look to be balanced with no immediately obvious problems with game mechanics.

Critical Hits
The new core classes offer some good options for something that does not come straight from the PH. Both the core classes and the prestige classes have great flavor and should work in many different campaign settings without much modification. There are several new races that make ideal character races and add an element of mystique to the game when players encounter them for the first time.

Critical Misses
There are some editing errors that do slightly affect the quality of the book, but as I indicated, it is a vast improvement over previous titles. Game balance issues do come into play with some core and prestige classes and will require a vigilant GM, else powergamers may run amok with them. Personally, I felt that the chapters on the actual subject of mercenaries could have been placed concurrently and towards the front of the book with the crunchy flavor of races, classes, etc. coming afterwards. But that is just my opinion.

Coup de Grace
Overall, Mercenaries is a surprisingly good book. The title is a bit misleading because this book is about so much more than simple mercenaries. It gives solid core and prestige class options. It does have some minor issues with editing, but those may easily be overlooked. The $29.95 price tag is a little high but justified in this case. The originality and usefulness of the book earns it a strongly recommended buy. This is an AEG product every GM should own.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

AEG's Mercenaries is a superb book which DMs or players can use to understand what mercenaries are, where they come from, how they operate, and why some of them do what they do -- fight for money.

The "fighter" class in most role-playing games is a character with no clearly defined role in society. A bard entertains, clerics and druids care for the spiritual and /or physical needs of those they care for, rangers are hunters and scouts, thieves are ... well ... thieves, and magic-users are either scholarly recluses or people who interact with the community for good or ill with their magical powers. Fighters just ... fight. When there is no battle brewing or adventure to go on, what do fighters DO? They either become trouble-making brawlers or else they get jobs. If they work at farming or some trade, they pick up experience as commoners or as experts (in 3rd edition D & D, anyway). If they become soldiers working for a noble or for a city or country, they are warriors who are burdened with the regular duties of a soldier: cleaning equipment, standing for inspection, pulling long night watches or boring garrison duty.

If a fighter wants to keep fighting even when not adventuring, then the mercenary career may beckon, and AEG's Mercenaries tells the whole story, from why someone would want to become a mercenary, to how to get a job (or how to hire mercenaries if you're on the other side of the coin), to what may await a mercenary in retirement.

Mercenaries is, as far as I know, the ONLY book in the whole history of fantasy role playing gaming to be devoted entirely to mercenaries and their careers, so it is, of necessity, the best book there is on the subject, but the AEG writing team (Noah Dudley, Andrew Getting, Travis Heerman, etc.) didn't settle for second-rate writing -- they wrote as if they intend this book to remain the best even when other books on this subject are published.

I wasn't terribly impressed by the very first chapter on new races -- I think we have enough PC races already -- but it is well-written and well-illustrated. I personally thought this chapter was unnecessary; other GMs may love it and use some of the races. (The first race --the Aradan, rat-like vermin who can leap into battle with twin daggers! -- may especially appeal to some GMs; the drawing for it is certainly clever!)

Every other chapter in Mercenaries has something which almost any player or GM could put to good use. The book also helps to raise some serious questions which might arise when mercenaries are employed. What, for example, will a lawful good mercenary do if his company has been hired to fight for an evil cause? He has a contract; to break it would be unlawful and against his alignment; to stick to the contract may mean doing evil deeds for an evil cause, again going against his alignment. What does a lawful good ruler do when he needs an experienced army fast and the only troops available are a lawful evil mercenary company, who will follow their contract, but do who-knows-what in battle, and donate their pay to who-knows-what evil gods, but who WILL win whatever battle the lawful good ruler needs won? "Mercenaries" sums up the dilemma by returning often to the basic principle that a mercenary is someone who fights for money. If you take a job and are paid, you do the job, no matter what; if you need mercenaries, you hire the best fighters you can afford, regardless of their morals. AEG books excel at getting players and GMs into role-playing situations, and "Mercenaries" presents many examples of situations where role-play would be a lot better than just rolling dice.

The chapter on mercenary companies should provide inspiration for GMs who want to create a group of paid fighters into which to funnel those fighter PCs between dungeon crawls, and also inspiration for PCs who would like to form their own "official" mercenary companies (a requirement in order to bear arms in many lawful societies).

The chapters on "classes" and "prestige classes" are not a waste of space as so many added classes and "prestige classes" are in other gaming supplements. These classes are actually useful! I would suggest that a GM and a player mix and match information in order to find the perfect career plan for a PC, and Mercenaries provides all of the information needed for a PC to grow from raw recruit to trusted bodyguard, pillar of the community, royal (or racial) champion -- or dreaded assassin or warlord. Along the way are discussions of negotiation role playing (or, optionally, roll playing) to hire a mercenary (or get oneself hired as a mercenary).

Since there seems to be an unwritten rule that every book written for gaming must have a section on new spells and new magic items, Mercenaries complies. Among the noteworthy items are coral chainmail (yes, coral!) and a perfectly wicked variation on the old assassination favorite, the glass dagger, which, in this case, is more vicious than anything to which the Borgias, Colonna or Orsini ever had access. Useful spells include the illusion "Death Becomes Me," which enables the caster to swap appearances with a corpse, appearing as the corpse did when alive, and giving the dead fellow one's own appearance -- a handy spell for a recognizable caster trying to escape from a bloody battlefield shambles (or for an assassin trying to trade places with a sentry!). "Steal Poison," a specialized second level Assassin spell, is so simply obvious that one wonders where it's been all these years (in someone's house rules, no doubt!) -- it allows an Assassin to transfer a poison to a blade from some other location (in a hidden vial for example); this allows the Assassin to approach a victim with a normal, uncoated weapon and then coat it with a lethal venom for some dirty work; it's a great spell for the Assassin who doesn't walk around with a "Hitman for Hire" sign around his neck, as some PC's do, and it also illustrates that the business of mercenaris is war, and that sometimes in war it is easier, more cost effective, and even more overwhelmingly intimidating, to kill one enemy than an army of them. Other spells are not as inventive, and have the whiff of "space filler" about them, but I suppose that some players and DMs need to have even perfectly obvious spell variants shoved in their faces before they'll think to use them.

One of the ironies of military history is that during the heyday of the "great companies" of mercenaries in late Medieval and early Renaissance Italy, many of the great companies rarely FOUGHT at all! They would often be hired, go to a battlefield, check out the deployment of the enemy company, skirmish very briefly, and then decide on the basis of tactical probablities and the reputations of the two captains and their companies who the likely winner of the battle would be, shake hands and have a good meal, freely spending their pay, and then announce to their employers who "won" the "battle" which they didn't fight! AEG's Mercenaries can help you to create mercenary companies with such extraordinary reputations that they can win battles simply by showing up. The path to that level may be long and hard, though, and Mercenaries can help you to create "guerillas," "legionnaires," "scouts" and such who will fight their way to legendary status.

I strongly recommend Mercenaries with AEG's War (ISBN 1887953450) as a companion volume. Together they can take a fight-oriented campaign to whole new levels. GMs ESPECIALLY should have copies so that they can give some form and substance to the NPCs the characters face, making them into something other than just evil cannon fodder. What does a PC Paladin do when he captures a lawful good mercenary who is fighting for an evil cause? Slay him or hold him captive -- which might not be easy in the midst of a battle? What does a hungry PC do when there is no money left and the only options are stealing or joining a mercenary company which may fight for an evil cause? Decisions! Decisions! Mercenaries can help you to decide.
 

Greeting,

Sorry I don't have any way to contact you, but when I deleted your other review, it deleted both copies. Feel free to re-enter your other review.
 

I have to admit to being much less positive about Mercenaries, but I've already posted my review. Lots of balance issues, for starters.

BTW, there IS another book about mercs available for d20 - Mercenaries: Born of Blood.
 

Into the Woods

Remove ads

Top