Space Thugs, maybe more than just hirelings, but that's the closest thing I had drawn up and scanned...
Hirelings rules for my Grim Hack of WFRP inspired by this wonderfulness:
These are for your standard (unskilled/amateur) torch-bearing types who are willing to go into danger with the party in adventuring/dungeon-delving/exploring type situations. This does not include professional types such as artisans, mercenary companies, etc., which are hired at a much higher rate of pay.
Quantity: The maximum amount of hirelings a party can hire is equal to the first digit of the Fellowship score for the character with the highest Fellowship attribute. For example, if the character Hurst Halberd has a Fellowship of 48, and his is the highest score in the party, the party can have maximum of 4 hirelings.
Light: All hireling provide light as a torch, leaving the party members free to carry weapons and shields, or cast spells without hindrance.
Hauling around crap: Considered to be lightly encumbered while carrying torches and basic supplies including extra rations. They can carry additional loot such as 1 large item each, or 3 small items each, but they are then considered encumbered.
Combat assistance: Hirelings that are not encumbered provide additional attacks in combat for characters using the Expanded Grim Hack rules in the following manner: Each hireling gives a single extra attack to the party, giving one to the character with highest Fellowship attribute, then one to each other character in a descending attribute order. For example, a party of 5 with 4 hirelings, but with one hireling encumbered, would get 3 additional attacks. The first extra attack would go to Hurst Halberd with his Fellowship of 48, the second to Anatoly Klaus with his score of 37, the last goes to Percy Zachariah, who’s Fellowship is 31. The other 2 party members with lesser Fellowship scores would not receive an additional attack.
Note: In my forthcoming Expanded Grim Hack rules, there is NO Attack attribute. All characters are given a single attack, but rolling doubles (a crit) on a successful attack or parry, an immediate additional attack is gained. Exploding damage still applies in these rules.