Company
Statistics
| Code | Type | Vuln. | Unalerted Attack | Unalerted Move | Alerted Attack | Alerted Move | Weapon Length | Notoriety Bounty | Gold Bounty |
| CHQ | Short Swordsman | M Armoured | M3* | 5 | L4* | 3 | 3 | 3 | 2 |
| C1 | Short Swordsman | M Armoured | L3* | 4 | M4* | 3 | 3 | 3 | 2 |
| C2 | Pikeman | M Armoured | H6* | 4 | M4* | 5 | 10 | 3 | 2 |
| C3 | Pikeman | M Armoured | H6* | 4 | M4* | 5 | 10 | 3 | 2 |
| C4 | Pikeman | M Armoured | H6* | 4 | M4* | 5 | 10 | 3 | 2 |
| C5 | Great Swordsman | H Armoured | T4* | 6 | H5* | 5 | 8 | 6 | 4 |
| C6 | Crossbowman | M Armoured | H6 | 5 | H1 | 4 | 12 | 4 | 2 |
Base Hire Price: 16 Gold
Allied: Witch, Black Knight
Friendly: Witch King, Sorceror, Magician, Swordsman, Dwarf
Unfriendly: Amazon, Pilgrim, Wizard
Enemy: White Knight
Partner of Campaigns: Conquer
Monster Roll: 1
Appear: Inn, Large Campfire
Possessions: 2 small treasures, 1 helmet, 1 breastplate, 1 shield
Total Notoriety for eliminating in one combat: 91
Description
A Company of cold-hearted mercenaries will work for anyone who can pay cold hard cash - rebel or establishment. They are despised by those who hold morals above worldly concerns, but if you can afford to pay them, they will lay down their lives for you.
Trading
There is not much here for most characters to be interested in, although characters with M move chits may find these useful.
Hiring
The best choice for Hiring - if you can afford them and are on good terms. They are numerous and have some very effective members. The three Pikemen in particular are useful in the first round of combat - their weapon length means that they will hit first, and they do a considerable amount of damage (H6*). The Company's Crossbowman is also an essential strategy item. When alerted, he can undercut anything, and kill it on a good Missile Table roll. They are all armoured, and therefore harder to take out.
Fighting
If you do need to eliminate them for any reason, concentrate your attacks in this order: crossbowman, pikemen, great swordsman, short swordsmen. The great swordsman is powerful but slow. With Move times of 5 or 6, most opponents will be able to undercut him. The problem is that you need to do H damage without sharpness in order to get him.