Middenhjem Gameplay
Gameplay
Recruiting
Mercenaries are available for recruiting in various locales throughout Middenhelm. When a captain wishes to hire mercenaries they must search through a town for hirelings. Potential recruits will expect a certain amount of pay based on their training and equipment owned.
Finding Hirelings (B517)
IQ Roll (modified by city size) once per half-uke (~7 days) to find a hireling. May substitute the following skills:
- Administration: for formal corporate-style hiring
- Current Affairs: if seeking prominent “world experts”
- Propaganda: aggressive recruiting
- Streetwise: seeking criminals
Example Mennesker Mercenaries
Cost includes pay and equipment maintenance costs.
- Dagast (Scout) Inferior Training with Poor Equipment (10 HT/HP) - ₡317
- Simesus (Infantry) Inferior Training with Basic Equipment (11 HT/HP) - ₡358
- Ellik (Cavalry) Good Training with Good Equipment (11 HT/HP) - ₡1950
- Asaer (Scout Rider) Good Training with Basic Equipment (12 HT/HP) - ₡1350
- Albliev (Infantry) Inferior Training with Poor Equipment (11 HT/HP) - ₡333
Other Hirelings
Mercenary Captains may want to hire other non-combat personnel, such as:
- Surgeon
- Trainer
- Administrator
- Entertainer
- Engineer
- Armorer
- ...or whatever they deem necessary.
Finding a Job (B518)
Kings, Jarls, and Thanes often have jobs for Mercenary Troops.
Mercenary Captains seeking a job may roll against IQ once per half-uke (~7 days) to if he finds work for his troop. Modifiers include:
- City Size (Thorp -3; Hamlet -2; Village -1; Town +0; City +1; Borough +2; Metropolis +3)
- Over-qualification: +1 to +5.
- Advertising: ₡25 +1; ₡250 +2; ₡2500 +3
- Scarcity: Higher paying jobs are harder to find.
- Multiple Jobs: Cumulative -1 when looking for more than one job at a time.
Job Boards
On the other hand, sometimes jobs are posted in various locales in a settlement (town square, gates, etc.).
Combat
Travel
- Troops travel as fast as their slowest unit.
- When moving, troops count as a Mobile Force and do not gain any Defense Bonus (DB).
- The mercenary troop can make an Average-HT roll to move an extra 20%.
Movement Rates by Troop Type | Good Terrain | Average Terrain | Bad Terrain | Very Bad Terrain | notes |
---|---|---|---|---|---|
Light Infantry (Scout, Militia, Archer) | 62 miles | 50 miles | 25 miles | 10 miles | May ride mount and move as Light Cavalry. |
Medium Infantry (Infantry) | 50 miles | 40 miles | 20 miles | 8 miles | May ride mount and move as Medium Cavalry. |
Heavy Infantry (Heavy Infantry, Pikemen) | 37 miles | 30 miles | 15 miles | 6 miles | May ride mount and move as Heavy Cavalry. |
Light Cavalry (Scout Rider, Horse Archer) | 87 miles | 70 miles | 35 miles | 14 miles | - |
Medium Cavalry (Cavalry) | 75 miles | 60 miles | 30 miles | 12 miles | - |
Heavy Cavalry (Heavy Cavalry) | 62 miles | 50 miles | 25 miles | 10 miles | - |
Recon
Quick Contest of the Average of Intelligence Analysis & Commander's Tactics (rounded down), plus relevant superiority bonuses.