Mercenary outfits.

Inconsequenti-AL said:
Does anyone have any interesting mercenary groups they've used?

Just looking for something different than X guys with sword and shield...

How much should they expect to get paid in a standard wealth DnD game?

You might try Gold and Glory a 2e FR supplement now offered for FREE download at the WotC website.

You could try having guys with picks and throwing hammers. Those are two weapons that don't get used very much.

The 1e DMG has surprisingly "low" values for paying individual mercenaries--only like five or ten gold a month per person. Compared to low level adventurers, whose fees are in the tens of gold for a few days work, or hundreds for longer or riskier jobs, it seems very low.

But mercenaries don't see much actual action--they don't go out and look for monsters, and they are in a large group, so they can take things down easier...And most "armies" don't fight that often...
 

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VirgilCaine said:
The 1e DMG has surprisingly "low" values for paying individual mercenaries--only like five or ten gold a month per person. Compared to low level adventurers, whose fees are in the tens of gold for a few days work, or hundreds for longer or riskier jobs, it seems very low.

you still have to equip them.

in the 1edADnD DMG 1979 revised. those are montly salaries.. but the employer still has to buy the equipment, room and board, etc...
 

I had a group of bardic mercenaries, called Aural Pleasure. They had some variety, but all were bards to one degree or another. No one suspected there were hired thugs because of all the singing they did. But when my party got a taste of Aural Pleasure, whoo boy, let me tell you, were they surprised!
 

I'm sorry RangerWickett but the name of your mercenary band has just got so many bad puns and gags attached to it that Eric's Grandma wouldn't approve of.

ow, my head.

-Ashrum
 

Re pay - I think pay proportional to CR works well, since 2 1st level Fighters = 1 2nd in power, it seems reasonable they should get half as much pay. I use (for infantry on routine garrison duty) something like:

CR 1/2 - 10gp/month
CR 1 - 20 gp/month
CR 2 - 40gp
CR 3 - 60 gp
CR 4 - 80 gp
CR 5 - 120 gp
CR 6 - 160 gp

So in a standard game with no scarcity of magic a 3rd level Wizard & a 3rd level Fighter will both get 60 gp/month, while 1st level Warriors or Experts get 10gp/month. All expenses (food, upkeep, equipment) come out of that.
 

IMC there are 3 kinds of mercenary groups

brute squads: your archetypical mercenary group. Varies from a half-dozen to fifty or so. Some are very well equipped, others are quasi-legitimate gangs. Logistics tend to be light, given their small size.

Specialists: The best at what they do, for a price. Many armies will hire a number of these units to flesh out the strategic and tactical weaknesses of their permanent forces. Each company is probably no more than a few squads of whatever type they are. Good specializations are: artilerists, cavalry, archers, scouts, and sappers/field engineers. These tend to handle their own logistics, given their specialized gear.

Army for hire. Typically a noble (duke, marquis, etc) from a nearby region who's more than willing to get paid to kill people who aren't his countrymen. These tend to be large forces, up to 10,000 men, able to siege a city by themselves. A complete logistics system will be in place.
 

S'mon said:
Re pay - I think pay proportional to CR works well, since 2 1st level Fighters = 1 2nd in power, it seems reasonable they should get half as much pay. I use (for infantry on routine garrison duty) something like:

CR 1/2 - 10gp/month
CR 1 - 20 gp/month
CR 2 - 40gp
CR 3 - 60 gp
CR 4 - 80 gp
CR 5 - 120 gp
CR 6 - 160 gp

So in a standard game with no scarcity of magic a 3rd level Wizard & a 3rd level Fighter will both get 60 gp/month, while 1st level Warriors or Experts get 10gp/month. All expenses (food, upkeep, equipment) come out of that.

Doing things off CR is a sensible idea... like that a lot - certainly steers towards warriors for the bulk of any force!

Those prices are about in line with what I'm after. Envisage them maintaining a force of ~100-150. Expense would be significant enough that they need to do some economic work to pay for it.

Now for cavalry - double or a flat +X...
 

Kalik's Dragoons
Specialist group:cavalry

The dragoons are a light cavalry force focusing on skirmishing and scouting. While heavy cavalry will uses lances to shatter infantry formations, light cavalry primarily rely on bows and speed to harass forces.

The company consist of 100 riders in five 20-rider units. The total force includes another score of farriers, holstlers, and wranglers to manage the company's 250 horses. Depending on the mission, the additional horses are used as spare mounts to increase speed or as pack horses.

Each unit has a color: red, blue, black, green, and yellow. The units are often hired individually, but when the whole company is hired the formations change to suit the objective. The formations below are the typical per-unit hiring formation.

The unofficial "gray" unit handles the horses, supplies, and logistical tasks and is assigned as needed. Gray unit also includes a smattering of mages and clerics who also handle the accounting and low-level negotiations.

All of Kalik's horses are of superior grade (add +1 to con/str/dex) and thoroughly trained war mounts.

The blue, green, and yellow units are the most basic forces. These troopers are generally 3rd-5th level fighters with mounted combat, mounted archery, point blank, and rapid shot with ride skills totals of 8+ before military saddles. They generally get into position, fire a volley or two, and move again before the opposing force can do much in retaliation. Gear consists of chain shirts, composite shortbows (60+ arrows), and scimitars. Horses are generally in studded leather barding.
Each of these units is commanded by a Captain (level 5th-8th), three lieutenants (level 4-6th), and four sargeants (level 4-8th). Several of the sargeants have acquired a few levels of rogue or ranger out of a cussed determination to not be ambushed.

Red unit is a more advanced unit. Gear is similar, though likely enchanted. Troops are 6th-10th level, feats of mounted combat, mounted archery, point blank, rapid shot, ride-by attack, weapon focus: composite shortbow, and weapon spec: composite shortbow. Some have Manyshot and a few have started picking up PrCs.
Tactics are more advanced and take advantage of their higher rate of fire and damage per shot. Expect use of buff spells on both riders and mounts, with a focus on stamina and speed enhancing magics. The red unit is commanded by a Major (level:9) assisted by a Captain (Fighter4/cleric of war:4), and two lieutenants (fighter:4/bard:3, fighter7) and four sargeants (level 6-10th). Like the other companies, at least two of Red's sargeants have rogue or ranger levels.

Black unit is commanded by Colonel Kalik (level:16), a Major (fighter:4/cleric:4 of war/PrC:6), and two captains (fighter4/bard4/Prc4 and Ranger12) plus four sargeants (level 10-18th) who all have some rogue, ranger, or even barbarian levels. Kalik usually has a mage on contract of 10th level who generally fires off Haste, provides communication spells, and helps provide strategic and tactical resources.
The troops are 10th-14th level feats of mounted combat, mounted archery, point blank, rapid shot, ride-by attack, weapon focus: composite shortbow, weapon spec: composite shortbow, many shot, trample, and Spirited Charge. Many have PrCs and/or levels in other classes.
Units all have magic weapons, ammunition, and armor. Mounts wear mithril chain barding and it is often enchanted. Futhermore, these horses are the best Kalik can buy or breed (+2 con/str/dex).
Tactics vary, but the Black unit tends toward surprise attacks. It can dish out a terrifying amount of damage relative to its size and Black troops are almost impossible to route in combat.

Pay rates follow. Pay is made weekly, in advance. Minimum contract length: 1 month. Contract includes travel time but additional costs are incurred if sea travel is required.

blue/green/yellow/gray units
-because these units are often hired as reserves or as a threat, they don't see action as much and their rates are less.
1 gp/week troops
2 gp/week sargeants
3 gp/week lieutenants
4 gp/week captains
3 gp/week horses
50 gp/week per unit administration/logistic charge

Red Unit - almost always sees combat, and hard combat at that. Typically Red Unit is deployed with at least one lower unit.
4 gp/week troops
5 gp/week sargeants
5 gp/week lieutenants
7 gp/week captains
15 gp/week major
5 gp/week horses
100 gp/week per unit administration/logistic charge

Black Unit - almost always sees combat and it's the nasty stuff.
10 gp/week troops
25 gp/week sargeants
15 gp/week lieutenants
50 gp/week captains
100 gp/week major
250 gp/week Kalik
7 gp/week horses
500 gp/week per unit administration/logistic charge
 

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