Friday, 9 May 2025

Dogs of War

(White Dwarf #86)

Chris Fenton’s overview of merc life splits them into two types: experienced vets and bravos. Most are bravos, opportunistic fighters prone to looting when work runs dry, fueling the profession’s bad reputation. Vets, with at least five years of service and their own gear, despise bravos, who in turn fear the vets. Most mercs are middle-class backgrounds, as poor families can’t afford training and nobles avoid the harsh life. Vets prefer mounted roles, often owning their warhorses. They follow orders without swearing fealty, picking up languages, customs, and regional knowledge as they travel.

Mercs with < five years’ experience, often neglect training without an officer’s oversight, wasting time gambling and brawling. They tend to die a lot. Most mercs are under 30.

Assuming European conditions, work is seasonal. Campaigns run from early summer, between planting and harvest, with garrison duty in late summer and autumn. Winter leaves many unemployed. Short, 4-month contracts typically start with training in April, invasions in June, and peace in July.

Mercs sign on in small groups or singly during spring training. Slackers end up in "bravo" or "fodder" units—first-year survival rates hover around 20%. New monthly wages are provided that are higher than AD&D’s list but cover officer and sergeant costs. Less experienced troops often require the purchase of equipment. Cities offer roughly one merc for hire per 200 residents.

New Monthly Wages accounting for sergeants and officers

Mercs operate under their own code. Commanders can refuse missions, enforce their own discipline, and are not bound by local laws. Desertion and endangering comrades are capital offenses. Unpaid mercs often turn outlaw, plundering the lands they were hired to protect.

This is a keeper. The realistic take on merc life will be useful when players reach the domain game and look to recruit an army to clear hexes.