I decided that it was about time that I wrote my own rules for WHQ. Everybody else seems to be doing it, so I might as well jump on the bandwagon. This is my first try at rule writing, so be gentle. After surfing Slayer's Quest in entirety, I was particularly intrigued by rules in which you could include henchmen in your games, reflecting a Advanced Hero Quest funcion. I also have this game, and I thought that the rules given (while very good and better than my own), did not reflect what I thought of these Henchmen. So, I'm giving it my own try:

MERCENARIES

By Steve "Slaan" Asselin
With contributions from Vince "Death Avenger of the Interstate" and "Quarzell Aurel"
September 1999

The Warhammer World is not by far a safe place to live. The various peons, peasants and farmers of the Empire, Bretonnia, Tilea and Estalia are constantly endangered and their crops threathened. Locusts swarms, wildfires, storms, diseases, raids from Orcs, Goblins or even Chaos can leave a humble man of the land with an empty field and an empty stomach. These ruined farmers sometimes become beggars, asking meagre substenance from passing Lords and Warriors. They might turn to a life of crime, in which case they are usually caught and imprisoned or beheaded for their misery. Others sell all that they have left, buy weapons and armor, and hire themselves out to passing Warriors.

HIRING A MERCENARY

Mercenaries can be found anywhere. Every little town in every outlandish place has men (and sometimes women) who are down on their luck and willing to risk their lives for a second chance. Mercenaries for hire can be found in the Alehouse. You may go to the Alehouse with the intent of hiring mercenaries, in which case you need not roll on the Alehouse Events Table (but you may, after trying to hire a mercenary, remain at the Alehouse, in which case you do roll on the Alehouse Events Table). Whenever you wish to hire a mercenary, you must first see if that perticular mercenary is available for hire. Roll to see which types are available, adding +1 to your roll if you are in a town, or +2 if you are in a city. You only roll once for every time you visit the Alehouse.

1 Despite your best efforts and offers, you cannot find anybody willing to descend into the dungeons with you. You may remain here or leave the Alehouse 
2 There is a lanky young man at the bar whose attire marks him as a Scout. You may hire Scouts. 
3 The Scout at the bar is conversing with a halbred-equiped man. You may hire Halberdiers and Scouts. 
4 Behind the couple at the bar, you see a man with a crossbow hanging by his side, defeating all the other patrons. You may hire Crossbowmen, Halberdiers and Scouts. 
5 The crossbowman's adversary is a scowling, grim man armed with a mighty sword. You may hire any type of mercenary. 
6 The Alehouse is literally bursting with Men-at-Arms! Being careful not to poke yourself on the edges of protruding swords, you may hire any type of mercenary you wish.

Decide which type you wish to employ, and roll a D6 against the following chart.

1 The mercenary spits in your face once you have told him of your quest. He may be desperate, but he's not suicidal. You may not try to hire a mercenary of this type again in this Settlement, as he has told all his friends to beware of you. 
2 The mercenary eyes your scars with distrust, and finally agrees to hire himself out, but at a D6x10 gold increase. 
3-5 The mercenary grunts his agreement, and shakes your hand. 
6 The mercenary is so taken with your tales of heroism and bravery that he agrees to come in your employ with a D6x10 gold discount.

LIMITING MERCENARIES

The Warrior may have one Mercenary for every Title. So, a Novice can only have 1 Mercenary, a Champion 2, a Hero 3 and a Lord 4.

If you have succesfully hired a mercenary, ray his cost from your gold (cost is indicated by the GOLD value in the mercenary' profile). If you are in a town, double that amount. If you are in a city, triple it. He will be with you when you start your next adventure.

OPTIONAL DISTINGUISHING CHARACTERISTICS

If you wish it, you may roll on this table to add a little variety and flavor to your Mercenaries. You must decide whether or not you will include this rule in your game BEFORE you roll.

1 Your Mercenary was a lazy farmboy, who never really bothered to do his chores and basically mooched off his parents. Tough times have forced him to get harder, to he still is a little feeble. One characteristic at ramdom (except Attacks and Damage Dice) is reduced by one. 
2 Your Mercenary is still recovering from a rather nasty Wound he suffered last time he ventured into the darkness of the dungeons. He is at -1D3 W for the adventure. 
3-4 There seems to be nothing exceptional about your mercenary. He is an able-bodied young man. 
5 Your mercenary is a hardy man, who has become accustomed to the rough life of a mercenary. He is at +1D3 W. 
6 You've hit jackpot! Your mercenary proves to have a previously unknown and uncanny ability to fight. He gets +1D6 W and a random +1 characteristic increase.

MERCENARY TYPES

There are four main types of mercenaries that you may hire: The Scout, the Halberdier, the Crossbowman and the Swordsman.

THE SCOUT

Scouts were usually messengers or couriers before whatever event which cause their downfall into poverty. They ar fast and agile, but weak fighters. They are constantly aware of their surroundings and can detect traps. They are armed with a dagger, short bow, leather cap and leather armor.

Wounds 6
Move 5
Weapon Skill 2
Ballistic Skill 5+
Strength 3
Toughness
Initiative
Attacks
Gold 155 
Armor
Damage 1D6 + Strength 
Escape from Pinning       4+ 

Special Rules: Detect Traps.

Detect Traps

Whenever an Event reveals a trap or Monsters with Ambush (but not Ambush, Magic), roll a D6. On a roll of 5-6, the Scout has detected the danger. You have avoided the trap (if there was a Treasure Card associated with the Trap Event in question, do not draw it); or the Monster have lost the Ambush ability. They will attack normally in the next Monsters' phase.

THE HALBERDIER

This is the most common type of mercenary. The mercenary was previously a farmer who took up arms in order to gain his bread after a disaster befell his crops. The Halberdier is a good all-around fighter.

Wounds  8 
Move  4 
Weapon Skill  3 
Ballistic Skill  5+ 
Strength  3 
Toughness  3 
Initiative  3 
Attacks  1 
Gold  150 
Armor  - 
Damage  1D6 + Strength 
Escape from Pinning        5+

Special Rules: Armed with Halbred.

THE CROSSBOWMAN

Farmers who have a keen eye and a steady hand often choose to become Crossbowmen. Though not much of a hand-to-hand fighter, his skill with the crossbow makes him popular with Warriors. He carries a sword, corssbow (obviously) and wears leather armor.

Wounds  8 
Move  4 
Weapon Skill  2 
Ballistic Skill  4+ 
Strength  3 
Toughness  3 
Initiative  3 
Attacks  1 
Gold  200 
Armor  - 
Damage  1D6 + Strength 
Escape from Pinning        5+

Special Rules: Armed with Crossbow; Targeteer.

Targeteer

The Crossbowman is an incredibly accurate shot. Once per turn, you may re-roll a miss.

THE SWORDSMAN

Swordsmen are mercenary elites. Often, they were part of the watch or even warriors with the local militia before being kicked out or layed off. Armed with Longswords and wearing rusty Chainmail Armor, these warriors are slow but fierce.

Wounds  8 
Move  4 
Weapon Skill  4 
Ballistic Skill  6+ 
Strength  3 
Toughness  3 (5) 
Initiative  2 
Attacks  1 
Gold  225 
Armor  - 
Damage  1D6 + Strength 
Escape from Pinning       6+

Special Rules: Armed with Longsword.

More on using mercenaries coming soon! (What do you think about the prices? Too high, too low?)

USING MERCENARIES

Mercenaries in dungeons are very often out of their element, and will rely heavily on the Warrior who hired them for guidance. They will fight the monsters whom the Warrior tells them to and follow the Warrior like a figurative puppy. However, despite being in unfamaliar surroundings, the mercenaries are neither stupid nor suicidal.

In the dungeon, the control of the Mercenary is assumed by the Warrior who hired him (Unless the game has a GM and he/she wishes to control them, using the rules below unless there are special circumstances, see below for some examples of these). This means that the Warrior will move the Mercenary, roll any dices for him and fight for him. However, the Warrior may not make the Mercenary do something that would bring him pointless damage or other negative consequnces (id est walking into a spiked pit for no apparent reason or jumping into the firechasm. Equally, the Mercenary will not give his life for the Warrior, like jumping in front of a Fireball or remaining fihgting some deadly monsters while the rest of the party flees. If ever a Warrior decides to kill off his Mercenary, than he must fight him (dice control assumed by GM or another Warrior) and he loses one point of Luck for his betrayal.

MERCENARIES IN COMBAT

A Mercenary will automatically attack the closest monster to it (since it's the nearest threat) unless the Warrior instructs him not to. If this should happen, roll a D6. On a 1 or 2, the Mercenary is so overcome by fear and bloodlust that he attacks despite his master's warnings. 3 to 6, the mercenary stays his weapon and awaits for further instructions. Because of a Mercenary's tendency to charge in, always resolve their movement before any other Warriors. If there are more than one Mercenary present, use the initiative value to determine who moves first. In the case of Mercenaries with the same value, roll a D6 until one of them gets a higher roll; that Mercenary goes first. If the Warrior told the Mercenary not to attack, and the Mercenary listened, than the Warrior may move the Mercenary at his wish. However, even in this case the Mercenary will not simply hang back, it will try to get into combat. The Warrior may decide how best this is accomplished (namely how the mercenary moves towards combat and who he attacks).

MERCENARIES AND GOLD, EQUIPMENT, TREASURE

When the Mercenary kills a Monster, record the amount of Gold obtained on a seperate section of the Adventure Sheet (id est Mercenary's Gold: 325). The reason for this is given later, though it is fun to keep track of gold just to see how good the Mercenary is doing. However, the Mercenary will never receive pieces of treasure from completing events or otherwise. However, if the Warrior wishes for some reason to give the Mercenary a piece of equipment or treasure, than the Mercenary will gladly accept. He will use this equipment or treasure (if it is better than that which he already has) whenever he can. In the case of non-permanent treasure or equipment, the Mercenary will use them when the first opportunity to do so arises (they aren't very good at looking at the big picture; they live in the here and now). Optional Rule: If the Warriors wish it, once the adventure is finished and the Warriors get their reward, the Mercenary may also be rewarded with a fraction of what the Warrior are getting. For example: The Warriors return from a dungeon with a surviving Mercenary. The merchant for whom they accomplished the quest gives them each 100 gold (cheap bastard), and 10 gold to the Mercenary in recognition.

TRAVELING WITH MERCENARIES

Up to three mercenaries may fit into the Cart (or any equivalent like the Elephant) with the Warriors, but if the Warriors are using animals (Horses or the equivalent), then the Mercenary must have his own (paid for by the Warriors of course), or he will be on foot. If this happens, the Warriors may either slow to accomodate him (in which case they lose any time advantage given by the animals) or leave him behind. If they do this, roll a D6. 1-3: The Mercenary got lucky and was able to hitch a ride with a courier on a fine Arabian stallion. He is at the Settlement once the Warriors get there, and has told everybody of the Warriors' poor treatment. The Warriors may not hire Mercenaries in this Settlement. If the Warriors were already on foot, no special rules apply.

KEEPING MERCENARIES

If the Warriors wish, they may keep their mercenaries from adventure to adventure. This has no other effect than continuity (However, if the GM wishes, a Mercenary who has been with the Warriors for several adventures may have developed loyalty towards the Warriors. This can be reflected by a plus against Fear test, etc...). If they keep a Mercenary, they must still pay the basic fee for each adventure, as well as paying for replacing any broken basic equipment. If they arrive with Mercenaries and choose not to keep them, but then decide to hire some more Mercenaries, then they get a -1 modifier on the Hiring Table for the Mercenary type that was layed off.

RETIRING MERCENARIES

Most Mercenaries hire themselves out until such a time that they can get back on their feet. The first time a Mercenary arrives in a Settlement with 2000 or more gold, roll a D6. On a roll of 1, the Mercenary decides that he has had enough of the Mercenary life, and buys a field to plow. On any other roll, the Mercenary wants more gold. For then on, every time the Warriors reach a Settlement, roll for retirement. Add to this roll +1 for every slice of 1000 gold above 2000. This means that at 7000 gold, the Mercenary definetly calls it quits, and retires to a lofty Merchant's life. This rule may be skipped if the Warriors are in a hostile enviroment (jungle, tundra, desert, etc...).

MERCENARIES IN SETTLEMENTS

Mercenaries are very common in Settlements. They do not attract attention like the outlandishly dressed Warriors. For every day a Mercenary spends in a Settlement, roll a D6. Add to this roll +1 if the Mercenary is in his homeland (namely the country in which he was first hired, like the Empire or Bretonnia). On a roll of 1 or 2, roll for Settlement Events. If the Mercenary must pay an amount, and does not have enough, his Warrior must make up the differance. If he cannot, both are thrown out. If the Mercenary is jailed, then the Warriors may abandon him without suffering any ill effects. The Warrior must pay for the Mercenary's Living Expenses.

THE GM AND THE MERCENARY

Having Mercenaries who go into the Dungeons with the warriors opens up a host of possiblities for treachery or reward for a GM. The GM can give the Mercenary a certain personality and have them act accordingly. The mercenary could be a borish, drunken fool who attracts monsters with his raucous behaviour. Or he could be a farmer who had a affitnity for battle that even he didn't know. The Mercenary may be in fact a servant of Chaos, who'll backstab the Warriors in their worst predicament. Or he could be the fuging son of a rich Tilean Merchant Prince, who realizes that a merchant's life is preferable to that of the Warrior's, and rewards the Warriors as being the cause of his epithany. The possibilities are endless.

THE OGRE AND MERCENARIES

The Ogre may not hire Mercenaries. Obviously, mo' people in da dungeon meanz less fightin' for 'im.

CHARACTER MODIFICATIONS

Certain characters may bring certain modifications to the Hiring Table. For example, a shady character like the Assassin would put some Mercenaries ill at ease, and translate into a -1 modifier. Then again, a Witch Hunter on a religious crusade would inspire Empire Mercenaries and translate into a +1. Use your logic.

FEMALE WARRIORS

Serving under a female is not well viewed upon in the Old World. So, whether the Warrior is a Sigmarite Sister or a Lahmian Vampire, they suffer a -1 modifier on the Hiring table.

SPECIAL TREASURE

If you play with the rules for Mercenaries, you may add the following Magic Items to the Dungeon Treasure Card deck.

Charisma Potion

The Warrior finds a bottle wrapped in purple cloth. In it is a yellow liquid with little black specs floating about.

When drunk, the Warrior will became charismatic and instantly likable to all who meet him. The next time he rolls on the Hiring Table, he may add a +1 modifier. 
GOLD VALUE: 25.

Love Potion

The Warrior finds a pink and red vial. 

He may drink it in a Settlement when trying to hire Mercenaries. Roll a D6. 
On a roll of 1-3: You catch the eye of the serving wench (or bartender, in the case of Female Warriors). You need not pay for Living Expenses this day (you lucky dog, you). 
On a roll of 4-6: You're in luck! There is a female Mercenary in the Alehouse (1-3: Scout; 4-6: Crossbowoman), and she is so taken by you that she offers her services free of charge for this adventure! If you are playing a Female Warrior, then you may choose any Mercenary type to hire their services free of charge (but only one). GOLD VALUE: 150

LUSTRIAN LOVE POTION SPECIAL RULES

The following special rules apply to the Love potion while in Lustria: If the Warrior rolls up a free Mercenary, then he rolls 1D4 (1: Scout; 2: Halberdiess; 3: Crossbowoman; 4: Swordswoman). This is because of the presence of Amazon mercenaries in the Alehouse. The Love Potion that the Witch Doctor sells has the same effect as the Potion described above.

Note of Chetto - September 11, 1999

Excellent! But some small errors has been detected:

1. the scout wear leather armour. This should be reflected on his stats: Toughness: 3(4) and Armour: 1.

2. the crossbowman wear leather armour. This should be reflected on his stats: Toughness: 3(4) and Armour: 1.

3. the swordsman wear chainmail armour. This should be reflected on his stats: Armour: 2.

4. the halberdier is the only one without armour. I think he should have the same armour as the scout and the crossbowman.

Apart from these small, minute comments. You have done an excellent job.

chetho