Mercenaries

The Hire Mercenary Captain action is additional Charisma based action that can be used to attract a Mercenary leader to your nation.

Name:  

Hire Mercenary Captain

Nation Type:  

Any

Code:  

HMC

BAC:  

1

Stat:  

Charisma (Extra bonus for time and gold)

Requirement:  

Controlled city at T or better (can include a city a T or better in an NPN ally which in turn is controlled at T or better…)

Results:  

Hires a mercenary captain. The minimum cost for the leader is the sum of his or her Combat and Diplomacy. You don’t have to pay any extra for good looks…

 

Mercenaries are no longer “pooled” per region but instead are hired in one of two ways.

The first is by the Hire Mercenaries action. Performing this action in a city within your nation attracts the disaffected and landless to your banner. The amount of mercenaries hired this way depends on the cities wealth and size, the amount of time spent and of course the payment offered. Once hired you can keep hold of these mercenaries by paying the hire cost each turn and they will only disappear if killed or not paid. 

Name:  

Hire Mercenaries

Nation Type:  

Any

Code:  

HMR

BAC:  

1

Stat:  

Charisma (Extra bonus for time and gold)

Requirement:  

Controlled city at T or better (can include a city a T or better in an NPN ally which in turn is controlled at T or better…)

Results:  

Hires mercenaries whose type and number depend on the city type, nation type, requested type of mercenary etc.

 

The following are the types of mercenaries available for hire.

 

UNIT CODE

UNIT NAME

MINIMUM

HIRE COST

COMBAT

SIEGE

AP

CARGO

MC

Mercenary Cavalry

0.5

2.3

0.8

8

3

MI

Mercenary Infantry

0.5

1.5

2.3

7

2

MS

Mercenary Siege

0.5

0.8

6

7

2

MT

Mercenary Transport

0.5

0

0

12

(0)

MW

Mercenary Warships

0.5

1.5

0

13

(3)

 

Example: Say the Salernese wanted to hire some mercenaries in Genoa. Paulo Crostini has a Charisma of 6, so his Base Chance of Success will be 6. This will be modified by the number of extra action points expended, the assistance of Enrico Tiramusu (who has a Charisma of 5) and the extra gold bribe that Paulo has of 3 gold. Further modifications depend on the type of mercenary requested (as this is Western Europe the number of Infantry gained would be increased) and the size and type of city where the hiring is taking place. In this case Paulo wants cavalry, his roll is successful and given his bonuses in the obscure world of GM calculations, gives him 8mc. Paulo can now hire these (at a further cost of 4gold minimum). These mercs can be kept on each turn (payment required) until killed or bribed away.

 

Salerno’s orders will be something like HMR+15, 3 gold bribe, hire maximum mercenary cavalry available, assisted by Enrico Tiramusu.

 

The second is by the Hire Mercenary Company action. These are groups of mercenaries that have flocked to a particular leader. They can only be hired from certain locations and you will have to negotiate a fee (the minimum is listed in the Companies description). Mercenary Companies will only remain in existence as long as they are being paid. As wars die out in their region they will begin to disband. Once hired the mercenaries will make their own way to a specified controlled city within your nation (can include a city a T or better in an NPN ally which in turn is controlled at T or better). The payment represents giving money to their agents or bankers. The mercenaries are not at this location but in scattered bands across the continent.

If a Mercenary Company becomes rich enough, their Captain may begin to acquire estates within their host city or surrounding lands. These will be shown as a  on the map. The Company can be hired at any of these locations. If the Mercenary Company continues to gain wealth they will take on some of the attributes of a Merchant House and trade etc can begin.

 

 

Name:  

Hire Mercenary Company

Nation Type:  

Any

Code:  

HMC

BAC:  

1.

Stat:  

Charisma (Extra bonus for time and gold)

Requirement:  

A specified location where the Company can be found. The leader does not actually have to go to the mercenaries location if a trade route exists

Results:  

Hires the Mercenary Company for the duration of the turn (note the Company will arrive at a city owned by you – it is only the deal that is done at the Companies specified location. This represents their agents and bankers).

 

In the case of Mercenary Companies, the gold is transferred to the Company through the normal transfer system (and as such will be liable for theft etc) if a trade route exists to the Companies estates. Otherwise a leader has to heft the gold to their hire location.

 

Mercenary Companies

 

Company Name

Turkish Guards

Hire Location

Thessaloniki.

Leader

Achmed ibn Mustafa M797

Troops

40c, 37xc, 29i, 1hec

Minimum Hire

Achmed 16g

0.5g per unit

T44: Hired by the Buwayids

T45: Hired by the Buwayids

T46: Not hired

T50: Disbands due to lack of employment

 

Company Name

Sons of Islam

Hire Location

Tyria

Leader

Salah bin Tareq M475

Troops

11i, 2c

Minimum Hire

Salah 11g

0.5g per unit

 

 

Company Name

Fratelli d'Italia

Hire Location

Venice, Athena, Calania

Leader

Marcus Polemerri M762

Troops

4c, 14i, 2xw, 1ct

Minimum Hire

Marcus 13g

0.5g per unit

T44: Hired by Germany

T45: Hired by Western Uighur Khanate

T46: Not hired

T50: Disbands due to lack of employment