I use my own system. The final version will be in the mag, but here is an exclusive preview just for you Styles. Maybe it will give you ideas. I have no idea what is up with the formatting.
Henchmen and Hirelings
4e Forever presents new rules for Henchmen and hirelings. Hirelings are much like you might remember them to be, but henchmen have kind of become a combination of the old-school henchman, man-at-arms, and "follower".
General Hireling Notes
Hirelings have a level cap of 10. If PCs need a specific service, they might seek out a hireling. Hirelings are assumed to have some sophistication and skill in a specific area, and should be differentiated from common laborers. Assuming you are using the 4e Forever Treasure Tables and prices, the cost per day of employing a hireling is 2 gp x the hireling's level. Hireling level is based on a hireling's specific area of expertise rather than combat prowess. Therefore, a ship captain is of higher level than a ship's mate. If materials are needed for their work, such as leather to make armor, then it should be purchased by thePCs. Hirelings may not typically employ firearms.
Hirelings are not slaves. If hirelings are abused verbally or otherwise by the party, check morale to see if the hireling will quit on the party. A hireling has a base morale score of 6.
General Henchman Notes
Henchmen typically accompany heroes on adventures. Like hirelings, henchmen cannot typically employ firearms.
Henchmen are automatically attracted to the PCs when they first hit Paragon tier (level 11) and then each following level after. Henchmen will pledge their loyalty and services. Possible reasons for this fealty can be derived from previous adventures; it could just be that the word on the street is that the PCs are bad ****. PCs will attract a number of henchmen equal to one-fifth of their level rounded down. The PC cannot have a number of henchmen in excess of one-fifth of their level at any time. Lost henchmen are replenished at each level up. Henchman attracted are always of the PCs level, and henchmen do not level up or track experience points.
Example: A PC just starting the 14th level attracts 2 henchmen of the 14th level. If one of the two 14th level henchmen die over the course of the level, when the same PC hits the 15th level he will attract two new henchmen, both of the 15th level. The lucky henchman that survived it all is rewarded (see below), and continues on at level 14 without leveling up.
Henchmen have a morale score of 9, and they check morale whenever they are put in an extremely dangerous situation (such as triggering a trap, or having to doge falling rocks), or the first time they are targeted with an attack in an encounter. If a henchman is not targeted during a given combat encounter, he should not check morale unless some other element, such as a trap, triggers the check. If a henchman checks morale after being targeted and does not fail his morale check, the DM does not check it again that encounter, or until there is another extremely dangerous situation. Henchmen also check morale when brought back from 0 hit points (see below).
Henchmen are usually paid a small allowance at the end of each adventure. Level times 40 gold is a good formula for a surviving henchman to be paid in the Paragon tier. Move to level times 100 at Epic; if this seems unreasonable, remember that few, if any, will survive an entire adventure; if they do manage to make it out alive, they deserve a little dough!
Henchman and Hireling Mechanics
Generally speaking, henchmen and hirelings are built from the same basic formulas that "official" monsters use, but with a few twists to remember.
Henchmen and hirelings can be considered as members of whatever race the DM desires, but they do not receive racial bonuses or powers. However, they may be considered to be of a certain race or alignment in order to qualify for a Theme (more on Themes below).
Henchmen and hirelings have 1 hit point, like a Minion; unlike a Minion, however, a henchman or hireling takes damage on a miss. Henchmen and hirelings always have a speed of 5. Their defenses are derived with the following formulas: level +14 = AC; level +12 = NADs.
Henchmen are able to make both an MBA and an RBA. These can be flavored however you like, but the statistics are always the same; both attacks always target AC, and the RBA's range is always 10. MBAs and RBAs deal (1/2 their level) + 4 damage.
Henchmen always use their level +5 as their bonus to hit an opponents AC, and their level +3 as their bonus to hit an opponent's non-AC defenses (NADs).
Henchmen do not roll initiative, they always go at the end of a combat round. On the same turn, the player with the highest initiative score's henchmen go first, then the second highest, and so on. Henchmen and hirelings cannot delay or ready actions. Henchmen and hirelings will always seek to avoid an autodamaging effect, such as an aura.
Henchmen and Combat Speed
Although it may appear that henchmen slow down combat, there are several things to keep in mind. Morale is in play, and henchmen help bring monsters down more quickly. Henchmen all operate in a straightforward, simple way. They give players extra actions in each round. Henchmen thin out considerably over the course of a level of play. Finally, time flies when you're having fun.
Henchman and Hireling Themes and Skills
To add flavor to your game, each henchman and hireling is assigned a theme by the DM, as well as one trained skill. Treat a henchman or hireling's trained skill check as 1d20 + 5 + (1/2 their level). For all other skills, just add half of their level to a d20 roll. I suggest using only a small number of themes per group at a time to make it easier to track. In the magazine, you will see things like random theme tables, with the themes selected to fit the specific flavor of a given adventure.
Certain themes allow henchmen to use different powers. It is crucial to note that regardless of how a theme's power reads, henchmen always use the same attack bonuses vs a given defense (see below). If a henchman's theme power calls for a [W], or variable weapon damage, use a 1d8. Finally if a theme power's damage line mentions adding an ability modifier to a damage roll, always use 1/2 of the henchman's level as the modifier.
Name/Level (Geographical Background)
THEME: HP: 1 MOVE: 5"
AC: (level+14) FORT: REF: WILL: (each level+12)
MORALE: 8 SKILL: (5+1/2 level) bonus to trained check
MBA/RBA: (Level+5) vs AC, (4+1/2 level) damage
Martin of Edelby, Level 25 Henchman (Serd)
THEME: Explorer HP: 1 MOVE: 5"
AC: 39 FORT: 37 REF: 37 WILL: 37
MORALE: 8 SKILL: Athletics +17
MBA/RBA: +30 vs AC, 16 damage
Henchman and Hireling Death
A hireling cannot be raised from 0 hit points except by the Raise Dead ritual, but a henchman can be raised from 0 hit points once by a ritual, or any other method of healing, including a potion or power. If a henchman hits 0 hit points for a second time, he is permanently killed, and cannot be raised for the dead under any circumstance. Henchmen check morale when they are raised, while hirelings that have been raised from the dead will always refuse to continue helping the party. Henchmen and hirelings will always seek to avoid an auto-damaging effect, such as an aura. Henchmen and hirelings do not make death saving throws; consider them automatically stabilized.