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Officers and NCOs (or their Roman equivalent) took

around 110 hours from ingot to final forging.

On labour costs ALONE either style of sword will cost


FAR more than a simple chunk of wood shaped into a
Bowstave!

Medieval Swords for use mainly by commoners, such as


the Messer and Falchion, would probably have had
similar production costs to a simple Gladius.

Those swords intended for use by the warrior elite, how-


ever, would most likely have had similar production
costs to that of the costlier pattern welded Gladius. rivetted links can be made cheaply. Only the iron bil-
lets need the relatively expensive attention of a Black-
MAIL & PLATE: A MATTER OF COST #2 smith.
There is some specialist discussion (and player/des-
igner confusion) as to why Plate Armour, or even Par- Bits and bobs of Plate, however, require the services
tial Plate Armour, didn’t appear earlier than it did of skilled armourers to hammer into complex shapes.
when there was ‘obviously’ much less work involved So even if the amount of time required was less, it was
in making bits and bobs of Plate rather than the more expensive in terms of the wages that would have
much more intricate Mail. had to have been paid.

The answer is, of course, not everything is as simple Then there’s the material cost. Improved Full Mail
as it appears. weighs in at an average of 14½ kilos. Partial Plate,
however, averages around half again as much.
A Mail Shirt* of the sort commonly worn by Roman
legionary soldiers consisted of ~35,000 rings, half riv- Of course, material costs are on the face of it not the
etted and half solid (punched), massed around 6.6 major expense involved.
kilos (~15 lbs) and took an ~300 hours to produce.
Except.
* This assumes collar to crotch. The medieval version
could weigh up to another 2¼ kilos (~5 lbs) more as the Mail is made from basic iron wire for the most part,
13th-14th century versions went over to entirely rivetted while Partial Plate is made from, at the very least,
links. This would have added ~90 hours to the time face hardened iron. Guess which of the two is far more
required to produce. expensive?

For a set down to mid thigh (equal to a Medieval ¾ Hau- Worse.


berk), which was also common, the mass was ~9-11 kilos
(20-25 lbs) and production time would have been ~390 Until the late 14th century (not at all coincidentally),
hours for the Roman version with mixed punched and around the time Partial Plate starts to appear, the
rivetted links (~480 hours for the all rivetted link mediev- Bloomery Furnaces available could not produce large
al version) to produce. enough Blooms from which to make large enough
single ingots from which Breast- and Backplates were
Early Full Mail weighed ~11-13½ kilos (25-30 lbs) and best constructed ... and the earliest Breastplates, as
would have taken ~480-570 hours to produce. Improved noted elsehwere, were actually made of three overlap-
Full Mail weighed 13½-15½ kilos (~20-35 lbs) and ping plates rather than a single piece.
would have taken 570-660 hours to produce.
Quick lesson on practical smithing -- you need a single
We really don’t know how long it took to make the ingot to make a large item for the simple reason that
plate parts of Partial Plate, nor how long Full Plate combining smaller ingots at the technology level of the
required ... but ‘obvious’ assumption is that it would period results in the loss of ~40% of the mass of the ing-
have taken a lot less time than Mail armour of equiv- ots being combined. So that ‘cheap’ Breastplate sud-
alent coverage and, therefore, would ‘obviously’ have denly costs around 40% more in materials than its
cost a lot less. Obviously ... actual weight would suggest.

Except. Hence, as counterintuitive as it seems, Mail Armour


was actually cheaper than Plate even through to the
See, Mail links (even the rivetted ones) can be made very late 14th century.
by semi-skilled labour, even the wire needed for the 63
AVAILABILITY OF GOODS
inhabitants are engaged in farming, stock raising or
other rural pursuits. Typically no more than 100
Overall Availability. This shows whether there are families … for a likely maximum population ~ 6-800.
craftsmen or merchants in a settlement who can pro-
duce the item. It does not mean they have it in stock. In England, a Vill had to have a Parish Church but
might be split, population wise, between more than one
Here & Now Availability. This is the likelihood some- Manorial estate (and such splits were common).
thing is available ‘off the shelf’ when you find some-
one who can produce/sells it. Hamlet (H. ~50-100 people). A remote subdivision
of a Village within a larger Parish. In England it is
anything larger than a single (or collection of a few
AVAILABILITY: OVERALL isolated) farmstead(s) with has no Parish Church.
Overall availability is divided in eight population size
based levels which may be effectively upgraded by five ACTIVITY FACTORS
activity based factors. Overall Availability: Each ‘level’ increases effective
population.. So, if a Small Town is on a Major Trade
Population Levels. These grade upwards from Hamlet Route (+1) it is treated as if a Large Town.
 Village  Large Village  Small Town  Large
Town  City  Large City  Metropolis Here & Now Availability: Each ‘level’ adds a per-
centage to Base availability – varying according to act-
POPULATION BASED LEVELS ual population. So, an item with Base 40% availabil-
Metropolis (M. ~50,000 people or more). All types ity and a +10% variable per level is also Market Town
of craftsmen are present or contactable via agents. (+1), add +10% for a Base availability of 50%.
Always involved in widespread international trade.
Fair (International. F:I). For the duration of the Fair
Major City (MC. ~20,000 people or more). Crafts- Overall availability of items from all over the Contin-
men here are often specialists not found elsewhere. ent is +1 level and Here & Now availability peaks at +2
Always involved in large scale international trade. levels, for everything, not just Fair-related items.

City (C. ~10,000 people or more). A Large Town Fair (Regional. F:R). Similar to an International Fair,
with even more specialised craftsmen in crafts not but for items drawn from across the Nation (and adj-
found in smaller settlements. Involved in widespread acent States). These are at +1 level for both Overall
regional and probably some international trade. and Here & Now availability.

Large Town (LT. ~5000-9000 people). A Large Market Town. Here & Now availability only is +1
Town has more specialised craftsmen than a Small level over normal for locally made items.
Town and an increasing number of townspeople will
be involved in regional and even international trade. Port (River. P:R). A settlement connected to all
others along the navigable, connected, rivers so items
Small Town (ST. ~1500–4000 people). A majority of can be ordered from any other connected settlement.
locals are engaged in trade rather than agriculture. Here & Now availability is +1 level local items.
This is where you get specialised craftspeople beyond
those typically found in a Village. Additional cost: Base local cost at the origin plus cost of
shipping. How long they take to arrive depends on Here
Large Village (LV. 900-1400). A transitional stage to & Now availability at the origin plus round-trip shipp-
a Small Town with more craftsmen than a Village. ing times between the two settlements.
Most people will still be engaged in rural pursuits.
Port (Sea). P:S. Is connected to others linked to the
Village (V. ~200-800 people). A rural settlement. The same sea, ocean, and to all navigable rivers which
feed into them. It can access items from all places so
linked as a River Port can. Overall availability is +1
level while Here & Now availability is +2 levels for loc-
ally made items and +1 level for any other items.

Trade Route (Major. TR:M). The settlement is on a


interregional or international trade route. Overall
and Here & Now availability are both +1 level.

As with Sea/River Ports, goods from along the Route


64 may be ordered, but travel times to the point of origin
and back make this a long-winded … to the point where In a Major City it is a 35% chance; in a Metropolis, a
travelling to the source may be less time consuming! 45% chance. Each level of Activity adds +10%.

Trade Route (TR:C, Crossroads). Crossing point of Rare (R, 10%). Even craftsmen who specialise rarely
2+ interregional or international routes. Overall avail- have any in stock, no matter how manyin a settle-
ability is +1 level and Here & Now is +2 levels. The ment. They may be able to be crafted in a week to a
same strictures apply as for Trade Route (Major). month butcould take several months, or even longer,.

AVAILABILITY: HERE AND NOW Activity levels add +5% in Cities; +10% in Major Cities;
Availability can either be automatic, which means the a flat 5% for a lesser settlement on a Trade Route (Maj-
item is always in stock or has a percentage rating or) or 10% on a Trade Route (Crossroads).
which indicating the chance of one being on hand
somewhere in the settlement. Special Order (SO, Special). Never available off-the-
shelf … they have to be orderedand can take anywhere
If percentage availability exceeds 100% – there is one from a day or two to many, many, months.
definite seller for each full 100% and a chance of an
additional one equal to the leftover value. It is barely possible such an item may have already been
in production, even completed, but the orderer has de-
At the Market (ATM, Automatic, Limited). If it’s faulted – in which case treat it as Second-Hand.
Market Day, the item will be available – more so at the
beginning of the allotted market time than at the end. Import Only (IO, Varies). The item is only ever avail-
able as an import from somewhere else. There are no
Over the Counter (OTC, Automatic). All the crafts- local producers. Availability usually falls into one of
men who produce such will have a small quantity. the following categories –

Common (C, 100%). The item is inexpensive and • Only available at a Fair when underway.
used widely – someone will have at least one on hand.
If not available over the counter, one can be made to • Only available in Cities or Major Cities.
order within a single business day, possibly less.
• A Special Order through a Trade Route.
In a Large Town it is a 150% chance; in a City, 200%;
in a Major City, 250%, and in a Metropolis, 300%. Not all ‘imported’ items are classed as ‘import only’ as
Each level of Activity adds +50%. If available at all in they are commonly available, if expensive, luxuries …
a Large Village, base availability is 50%. silks and spices imported from Asia are examples.

Uncommon (UN, 50%). Craftsmen rarely have any in Second Hand (Special). Someone has pawned (or
stock., Though if there is more than one craftsman in wants to sell) property they no longer need or wish to
locally the chance is increased. Otherwise they will be turn into cash.
able to make it within two to three business days.
• Availability of double the final value
In a City it is a 75% chance; in a Major City, 100%; in
a Metropolis, 125%. Each level of Activity adds +25%. • Items are worn to some degree. They may also
need to be adjusted to fit.
Scarce (S, 25%). This is rarely held in stock even if
there is more than one craftsman who makes such, • See The Marketplace (PGD) for expanded
though there is a slighly increased chance. If not in rules on Second Hand Dealers and Pawn-
stock it is likely that a craftsman will take a week to brokers.
several weeks to craft it. 65
CONICAL HELMET
BODY ARMOUR & HELMS A development of the late Imperial Spangenhelm via
the Round Helm. These early versions may be of seg-
THE 10TH-11TH CENTURIES mented and riveted construction just as the Spangen-
AKETON hlem was, but trend towards single piece construction
A padded and quilted garment worn under other toward the end of the century. Most of them have an
forms of metal armour to cushion against blunt force integral Nasal Bar and some, at least, will have a Mail
from blows that do not actually penetrate. If often ext- Aventail.
ends beyond the area(s) covered by the primary arm-
our, offering lesser protection.
Availability: LT:SO. Cost: ~5/- to 7/6d (60-90d).
Protection was down to the mid-upper arm or elbow and Weight: ~2½-3 lbs (with no Aventail). Production: 2-4
mid-thigh. Closure was down the back, fastened with days.
cloth or leather ties (so you’ll require assistance to put it
on or take it off). LAMELLAR ARMOUR
Lamellar would have been worn over an Aketon. Clo-
Modern reproductions with front closure (sometimes sure was probably on the left side (covered by the
with buttons, which are post 13th century or later) are Shield) and probably wrap-around and secured with a
simply wrong – such openings would have been easily leather breast strap or straps. Alternatively, some
exploited in real combat. modern reproductions lace up on both sides and there
really isn’t any firm evidence that this is wrong.
Aketons were normally worn all the time (yes, even in
the Crusades in the Holy Lands!) in a combat area so the Side closure would make it possible (and easy-ish) to don
wearer would have some protection if they were sur- Lamellar armour without assistance … though the
prised without time to put on their primary armour. weight and bulk would slow things down. `

Availability: ST:S. Cost: ~2/6 to 3/- (30-36d). Weight: Availability: ST:SO (Eastern Europe, Eastern Empire,
~4-5 lbs. Production: 2-4 days. Steppes, Caliphate only). Cost: £5-6 (1200-1440d).
Weight: ~10-15 lbs. Production: 8-12 days.
COIF
There are two sorts -- one of Padded Linen, worn und- Covers Chest and Torso down to the Hips only. Often
er a Helm or Mail Coif to protect against the impact of worn with an extended Aketon. Rus Lamellar was norm-
blows to the head and the other of Mail, worn under ally worn over Mail. Eastern European and Imperial
a Helm and over a Padded Coifs. Padded Coifs were Lamellar was normally worn only with an Aketon.
worn by themselves only by the very poor.

Availability: ST:SO (Eastern Europe, Eastern Empire,


Availability: Padded Linen, ST:U; Mail, LT:R. Cost: Steppes, Caliphate only). Cost: £6-7 (1440-1680d).
Padded Linen, 4-6d; Mail & Padded Linen, 3/- to 3/6d Weight: ~20-25 lbs. Production: 12-15 days.
(36-42d). Weight: Padded Linen, ~1-2 lbs; Mail &
Padded Linen, ~5-7 lbs. Production: Padded Linen, 1- Covers the Chest, Torso and down to mid-thigh just
2 days; Mail & Padded, 4-7 days. above the knees as well as the upper arms – though there
are gaps at the waist and shoulders, usually covered with
Mail (and, at least by the Rus, possibly worn over a Mail
Shirt and an Aketon), to allow for normal bending. The
armour below the waist could be split, front and back, to
allow it to be worn on horseback.

MAIL ARMOUR
The most common type of metal armour used during
the period, in the form of a Mail Shirt or ¾ Mail.

Worn with an Aketon underneath. Mail is relatively easy


to don, though weight and its tendency to sag means it
is best to have assistance, especially for the ¾ Hauberk.

Mail sags and cannot be close fitting, so it tends to be


awkward to make manoeuvre in – as well as placing all
66 the weight on the shoulders.
As a result it was normal for the wearer to pull some of
the Mail up over their sword belt to place some of the
weight on their hips … and there is evidence to suggest
that leather thongs were laced through the rings at
strategic points to hold it closer to the body for a better
fit (to conform to the Aketon) and reduce annoying sag.

Oh, and Mail rustles when you move in it … despite what


some fantasy authors seem to think, it does not ‘clank.’

Availability: LT:SO. Cost: £2/10/- to £5 (600-1200d).


Weight: ~15-20 lbs. Production: 15-20 days.

Availability: C:SO. Cost: £6-8 (1440-1920d). Weight:


~20-25 lbs. Production: 20-25 days.

ROUND HELM (SPANGENHELM)


At the beginning of the period this is mainly a desc-
endant of the late Imperial Spangenhelm made of seg- AVENTAIL
mented plates and strips of iron. As the period pro- This starts to replace the Mail Coif (but not the Padded
gresses it starts to be increasingly of one piece constr- Linen one) during the period. It is simply the neck and
uction and develops into the Conical Helm. shoulder covering parts of a Coif, saving on weight
versus a full head covering Coif.

Availability: LT:SO. Cost: 3/9d to 4/6d (45-54d). The advantage of the Aventail over the Mail Coif is that
Weight: ~2-2½ lbs. Production: 2-3 days. there is less of it, and what there is mainly rests on the
shoulders rather than the head and neck.
SCALE ARMOUR
Scale would have been worn over an Aketon. Closure
was probably the same as for Lamellar armour. Availability: ST:R. Cost: 2/- to 2/6d (24-30d). Weight:
~2-2½ lbs. Production: 2 days.

Availability: ST:SO. Cost: £3/15/- to £4/10/- (900- BASCINET


1020d). Weight: ~10-15 lbs. Production: 4-6 days. This starts to appear in the late 13th century and, to
start, was open faced with a (sometimes detachable)
nose guard. Soon a Mail face covering was added,
THE 12TH-13TH CENTURIES then a detachable visor and, finally, an Aventail.
AKETON
By the 12th century the Aketon normally now extended
to the elbow, then the wrist on the arms and down to Availability: LT:SO. Cost: Helm, 6/8d to 15/- (80-
the knees, with a split front and back for ease of move- 180d); Detachable Visor, 1/6d to 2/6d (20-30d); Aven-
ment, both for foot and mounted troops. tail, 2/- to 2/6d (24-30d). Weight: Helm, ~2-2½ lbs;
Detachable Visor, ¼ lb; Aventail, +2-2½ lbs.. Product-
You start to find heavier versions as armour for poorer ion: Helm, 2-4 days; Detachable Visor, 1-2 days; Aven-
troops. These Stiffened Linen armours consisted of tail, 2 days..
many more layers of linen and, at least sometimes, an
outer layer of light leather (commonly misinterpreted CERVELLIERE
as the nonexistent ‘Leather’ armour). They also had This was most commonly found as a stand-alone
padded collars rising from the neck to just under the Helm worn with either just a Padded Coif or, for the
chin for additional protection,. better off, with the addition of a Mail Coif. Some later
examples are found with an integrail Mail Aventail.

Availability: ST:S. Cost: ~3/6 to 5/- (42-60d). Weight: Many reproductions claiming to be Cervellieres are, in
~4-5 lbs. Production: 2-4 days. fact, Round or Conical Helms often with a fixed Visor.

Availability: ST:S. Cost: ~4/- to 5/- (48-60d). Weight: Availability: ST:R. Cost: 2/6d to 5/- (30-60d). Weight:
~8-10 lbs. Production: 3-5 days. ~3-3½ lbs. Production: 1-2 days. 67
COAT OF PLATES
These were always worn over Mail armour (and the Availability: Padded Linen, ST:U; Mail, ST:R. Cost:
Mail was worn over an Aketon). They always seem to Padded Linen, 3-4d; Mail & Padded Linen, 2/- to 2/6d
have been fastened down the back and would there- (24-30d). Weight: Padded Linen, ~1-2 lbs; Mail &
fore have required assistance to put on/take off. Padded Linen, ~5-7 lbs. Production: Padded Linen, 1-
2 days; Mail & Padded, 4-7 days.
They were worn rather like a Tabard, and coverage
was the chest, back and sides (not the armpits) and CONICAL HELM
shoulders plus flaps at front and back to mid-thigh or This continues to be found in common use, though in-
knees providing some protection from more or less creasingly only amongst common warriors or poorer
frontal attacks to those areas, but not to the sides. Knights rather than the elite nobility. Always comes
with a Nasal and may include an integral Mail Aven-
tail instead of a Mail Coif (though it still needs to have
Availability: LT:R (12th Century), LT:SH (from mid 13th a Padded Linen Coif).
Century) . Cost: Basic, ~7/6 to 12/6 (90-150d); Fancy,
£1/10/- and up (360d+); Second Hand (from mid 13th
Century), 4/- to 6/- (48-72d). Weight: ~18-25 lbs. Availability: ST:SH or LV:R. Cost: New, ~3/- to 6/-
Production: Basic, 5-7 days; Fancy, 9-12 days. (36-72d); Second Hand, 2/- to 3/- (24-36d); Aventail
+2/- to +2/6d (24-30d) Weight: ~2½-3 lbs (no Aventail)
Basic Coats of Plates are either all one colour, undyed 4½-5½ lbs (with Aventail). Production: 2-4 days. (+2
linen with a simple design (such as a red Crusader’s days for Aventail)
Cross), or a simple two colour design (either undyed
cloth plus one colour painted on or two colours painted GAMBESON (AKA ‘PADDED JACK’)
on undyed cloth). This is Stiffened Linen armour virtually identical to
the version listed under the Aketon, above ... the imp-
Fancy Coats of Plates are of dyed cloth and may have ortant difference being that it was intended to be
a painted design of moderate complexity (the main ele- worn over metal armour, not as armour.
ment of the wearer’s Coat of Arms for example); several
small appliques or embroidered designs added to a Since it was worn over at least two layers of armour al-
simple, possibly multi-coloured, dyed and painted back- ready (Mail, Aketon) it is possible it had a front clos-
ground (for example, a blue and white quartered back- ure and this may* have used buttons rather than ties.
ground with yellow Fleur de Lys appliques in the white
quarters); or a single large and moderately complex app- * But unlikely … buttons are only just being introduced
lique or embroidery on a single background. and tend to be for fashion rather than practical closures.

COIF
There are two sorts -- one of Padded Linen, worn und- Availability: ST:SO. Cost:~5/- to 6/- (60-72d). Weight:
er a Helm or Mail Coif to protect against the impact of ~8-10 lbs. Production: 4-7 days.
blows to the head and the other of Mail, worn under
a Helm and over a Padded Coifs. Padded Coifs were GREAT HELM
worn by themselves only by the very poor. Sometimes called the Pot Helm or similar. A
Cervelliere and Mail Coil are worn underneath.
These are always separately purchased item.s They are
not included in the purchase price of any Helm. Aventails don’t seem to have ever been part of the Great
Helm, but may be on the Helmet worn underneath.
See, guys, that’s how you
take off a Hauberk!
Availability: LT:SO. Cost: £1-£2 (240-480d). Weight:
~5 lbs (Helm only). Production: 3-5 days.

JACK OF PLATES
Similar to a Coat of Plates with more, smaller, plates.
Worn over an Aketon, but not usually with Mail ... it
was cheap and popular with non-elite professional (or
simply wealthier than normal) soldiers.

It was flexible enough to flare out over the waist and


down to the groin, but this pattern did not become
common until toward the end of the 13th century ...
68 prior to that they extended down to the waist only.
Availability: LT:R. Cost: Basic, ~6/8d to 10/- (80- Kettle Helm
120d); Fancy, £1 and up (240d plus). Weight: ~18-25
lbs. Production: Basic, 6-8 days; Fancy, 10-12 days.

Ordinary warriors were no less likely to pay for their


Jack to be decorated – if more simply than the Coat of
Plates. Basic models will be of dyed fabric, but using
cheaper, less vivid, duller, common dyes while Fancy
versions will have simple sewn appliques of various sizes
on dyed cloth … a simple cross was the most common.

KETTLE HELM/WAR HAT


Used by Carolingian soldiery, even Cavalry, up to the
8th-9th centuries, it was out of fashion by the 10th ... But Availability: LT:SO (12th Century); LT:SH or ST:SO
reappears in the mid 12th century and continues to be (13th Century). Cost: New, 12th-13th Century, £4/10/- to
worn thereafter, mostly by footmen but variations are £6 (960-1440d); Second Hand, 13th Century, £2/10/- to
also worn by cavalry (mostly by Serjeants rather than £3/10/- (600-840d). Weight: ~20-25 lbs. Production:
Knights). 20-25 days.

By its very nature it cannot have an aventail – it will be


worn with either a Padded or Mail Coif. Availability: C:SO (12th Century); LT:SO (13th Century).
Cost: New, 12th Century, £6-£8 (1920d); New, 13th
Century, £5-£7 (1200-1680d). Weight: ~25-30 lbs.
Availability: ST:S. Cost: ~4/- to 5/- (48-60 d). Weight: Production: 30-35 days.
~3-3½ lbs. Production: 1-2 days.

LAMELLAR ARMOUR Availability: C:SO (13th Century). Cost: £6/10/- to £9


Virtually identical to the Lamellar of the earlier per- (1560-2160d). Weight: ~30-50 lbs. Production: 35-40
iod -- the only difference is the appearance of a much days.
heavier version worn mostly by noble cavalry.
ROUND HELMET
Unchanged from earlier centuries and still in use by
Availability: ST:SO (Eastern Europe, Eastern Empire, common soldiery who can only afford cheap and
Steppes, Caliphate only). Cost: £4 to £4/16/- (960- simple items.
1252d). Weight: ~10-15 lbs. Production: 8-12 days.

Availability: ST:SH or LV:R. Cost: New, ~3/- to 4/-


Availability: ST:SO (Eastern Europe, Eastern Empire, (36-48d); Second Hand, 1/9d to 2/6d (21-30d).
Steppes, Caliphate only). Cost: £4/16/- to £5/12/- Weight: ~2-2½ lbs. Production: 1-2 days.
(1152-1344d). Weight: ~20-25 lbs. Production: 12-15
days.
THE 14TH CENTURY
AKETON
Availability: ST:SO (Eastern Europe, Eastern Empire, Much the same as for the 12th-13th centuries. However
Steppes, Caliphate only). Cost: £7-8 (1680-1920d). a small number of 15th century suits have front closure
Weight: ~25-30 lbs. Production: 16-20 days. (presumably to go under a Full Plate Breastplate) it is
possible that some late 14th century ones intended to
MAIL ARMOUR be worn under Partial Plate might also have such.
Mail Shirts and ¾ Hauberks continue to be available,
with the latter becoming more common, and Early The majority, probably all, of those not intended for use
Full Mail starts to become available and is slowly with Partial Plate would have retained rear openings.
replaced by Improved Full Mail.

Availability: ST:S. Cost: ~5/- to 7/- (60-84d). Weight:


Availability: LT:R or ST:SH (12th Century); LT:S or ~4-5 lbs. Production: 2-4 days.
LT-ST:SH (13th Century). Cost: New, £2-£4 (480-960d);
Second Hand, 12th Century, £1-£2 (240-480d); Second
Hand, 13th Century, 12/6 to £1/5/- (150-300d). Availability: ST:S. Cost: ~7/6d to 10/- (90-120d).
Weight: ~15-20 lbs. Production: 15-20 days. Weight: ~8-10 lbs. Production: 3-5 days. 69
AVENTAIL The very earliest versions are mostly straight sided
This starts to replace the Mail Coif (but not the Padded and do, at least sometimes, extend down to the groin,
Linen one) during the period. It is simply the neck and while the later versions are, at least sometimes, ‘wasp
shoulder covering parts of a Coif, saving on weight waisted’ and are more at least somewhat likely to ext-
versus a full head covering Coif. end down to the groin.

The advantage of the Aventail over the Mail Coif is that They mostly open at the back (or, possibly, the side or
there is less of it, and what there is mainly rests on the sides) as they are intended to be worn as the outer-
shoulders rather than the head and neck. most layer of armour over Mail or, at least, an Aketon
(very late 14th century versions are at least sometimes
to be found with front closures, but this is mostly
Availability: ST:R. Cost: 1/9d to 2/3 d (21-27d). found in 15th century and later versions ).
Weight: ~2-2½ lbs. Production: 2 days.

BASCINET Availability: LT:R. Cost: Basic, ~6/8d to 10/- (80-


This is similar to the 13th century version but now inc- 120d); Fancy, £1 and up (240d plus). Weight: ~18-25
ludes a flip up Visor (hinged at the top or at the sides lbs. Production: Basic, 7-10 days; Fancy, 12-18+ days.
and removable) and Mail Aventail, however, see
Hounskull, below. Brigandines were actually at least as common as Partial
Plate, even amongst the elite, and might actually be
worn with some Partial Plate accoutrements and, of
Availability: LT:SO. Cost: Helm, 6/8d to 15/- (80- course, with Mail and an Aketon underneath.
180d. Weight: Helm, ~4½-5 lbs. Production: Helm, 2-
4 days; Detachable Visor, 1-2 days; Aventail, 2 days. Like Coats and Jacks of Plates, there is a good chance
that these will be adorned with decorative elements –
BRIGANDINE dyed cloth, at the very least, for the outer layer, possibly
Available from the mid-13th century, a development of dyed leather, and, for the wealthiest, expensive cloth
the Coat of Plates via the Jack of Plates. The Brigan- such as velvet for the outer layer (presumably with a
dine consists of many more and much smaller plates rougher, heavier/tougher, underlay in the latter case).
than the Jack and they are riveted between two layers
of thick material (the external layer is at least some- The rivet heads are usually polished and may even be sil-
times of leather rather than cloth, but may be affixed vered or gilded by wealthy owners and often appear (at
over a cloth layer as well). least in art) in close triangular patterns.

CERVELLIERE
An unusual side- This was most commonly found as a stand-alone
closure Brigandine Helm worn with either just a Padded Coif or, for the
better off, with the addition of a Mail Coif. Some later
examples are found with an integrail Mail Aventail.

Many reproductions claiming to be Cervellieres are, in


fact, Round or Conical Helms often with a fixed Visor.

Availability: ST:R. Cost: 2/- to 4/- (24-48d). Weight:


~3-3½ lbs. Production: 1-2 days.

HOUNSKULL HELMET
A very late 14th century Bascinet with fully hinged,
pointy nosed, visor and rearward facing conical point
at the top and Aventail. Really doesn’t become com-
mon until the 15th century.

Commonly called ‘dog faced’ at the time (which is more


or less what the term actually means). Modern sources,
and only modern sources, call it ‘pig faced.’

Availability: LT:SO. Cost: Helm, £2 to £2/10/- (480-


70 600d. Weight: ~8½-9 lbs. Production: 8-10 days..
KETTLE HELM/WAR HAT
Remains in use during this period and beyond -- dur-
ing the 15th century it starts to be worn with a plate
gorget (throat protection).

Gorgets may have been used at the very end of the 14th
century – treat them as Aventails for additional costs
and weight.

Availability: ST:S or SH. Cost: New, ~4/- to 5/- (48-


60d); Second Hand, 3/- to 4/- (36-48d). Weight: ~3-3½
lbs. Production: 1-2 days.

LAMELLAR ARMOUR
This continues to be common in the areas mentioned
previously, in all three styles previously available --
Lamellar Cuirass, ¾ Lamellar and ¾ Lamellar (Heavy).
Some purchasers preferred a cheaper Brigandine in
place of the Breastplate … and there is some evidence to
Availability: ST:SO (Eastern Europe, Eastern Empire, suggest this variant may have been the one most com-
Steppes, Caliphate only). Cost: £3/12/- to £4/6/- (864- monly used in battle as opposed to ceremonial or display
1032d). Weight: ~10-15 lbs. Production: 8-12 days. situations.

Availability: ST:SO (Eastern Europe, Eastern Empire, Availability: C:SO (Breastplate); LT:SO (Brigandine).
Steppes, Caliphate only). Cost: £4/6/- to £5 (1032- Cost: With Breastplate, £15-£20 or more (3600-4800d);
1200d). Weight: ~20-25 lbs. Production: 12-15 days. With Brigandine, £7/10/- to -£11/5/- or more (1800-
2700d). Weight: ~35-50 lbs. Production: With Breast-
plate, 60-90 days; With Brigandine, 45-60 days.
Availability: ST:SO (Eastern Europe, Eastern Empire,
Steppes, Caliphate only). Cost: £6-7 (1440-1680d). In Eastern Europe during the 14th century Armourers be-
Weight: ~25-30 lbs. Production: 16-20 days. gan to supplement Full Mail with added protection of
Lamellar – which was more like Partial Plate than the
MAIL ARMOUR earlier use of Lamellar worn in addition to Mail.
This continues to be common, but the ‘entry level’
version is now almost always the ¼ Hauberk.
Availability: C:SO. Cost: £8-£12 or more (1920-
2880d). Weight: ~30-45 lbs. Production: 30-45 days.
Availability: ST:SH. Cost: New, £2 to £3 (480-720d);
Second Hand, £1 to £2 (240-480d). Weight: ~20-25 ROUND HELMET
lbs. Production: 20-25 days. Unchanged from earlier centuries and still in use by
common soldiery who can only afford cheap and sim-
ple items.
Availability: ST:SH. Cost: Second Hand, £3 to -£4/5/-
(720-1020d). Weight: ~25-30 lbs. Production: 30-35
days. Availability: ST:SH or LV:R. Cost: New, ~3/- to 4/-
(36-48d); Second Hand, 1/9d to 2/6d (21-30d).
Weight: ~2-2½ lbs. Production: 1-2 days.
Availability: LT:SO. Cost: £5-£7 (1200-1680d).
Weight: ~30-50 lbs. Production: 35-40 days.
SHIELDS
PARTIAL PLATE NO Shield from the medieval period was ever made
The best armour money can buy in the last decade or entirely of metal, or even fully faced with metal. If the
so of the 14th century -- Improved Full Mail with Pol- Shield had a central Boss, that would be metal and, at
eyns (Knees), Couters (Elbows), Cuisses (Thighs), Gr- least sometimes, the edging on a Shield might be of
eaves (Lower Legs, soon combined with the Poleyns), metal (but seems to have more commonly been of raw-
Sabatons (Feet), Besagues (Upper Shoulder and outside hide). Shields of wood were heavy enough as they were
of Elbow) and a Breastplate (inititially of three pieces, already -- all metal or metal faced shields would have
only at the end of the century of a single piece). been so heavy as to be useless in actual combat. 71
PRICING ARMOUR HEATER SHIELD
The prices listed in this section are for plain but ser- A development of the Kite Shield, but shorter and
viceable sets -- but, as stated/hinted elsewhere, those with a flat rather than a rounded top -- basically the
with the resources often wanted armour that was dec- same design used to display Heraldic Coats of Arms
orative and which showed off their status and wealth even today. Coverage is from below the chin to the
to all. So answering the question “How much does Arm- mid thigh.
our cost?’ is like answering the question, ‘How long is
a piece of string?’ ... it depends! Painting Arms on the Shield costs extra in terms of mon-
ey and time required, depending on the complexity of
HOW MUCH ARMOUR IS THERE? the Arms and the level of detail required.
The Availability Rules attempt to do away with the
common RPG trope of simply walking into the local Availability: ST:SO. Cost: New, ~4/- to 5/6d (48-66d).
General Store and buying a suit of Full Plate Armour Weight: ~6-10 lbs. Production: 2-4 days.
‘off the rack’, so to speak.
KITE SHIELD
But how much was actually available? Appearing in the 11th century, shaped like a tear=drop
with a rounded top and sides coming down to a point,
We actually have records from the important market covering from chin to knees.
town (site of a famous International Market Fair) of
Troyes (2300 Households, or a population ~10,000 or Heraldry was a new-fangled thing for most of the period
so) in France for 1474. when these shields were in use, so designs painted on
them were often traditional warlike ones (dragons, lions
Troyes was a major Market Town, the intersection of and suchlike) or simple colours and patterns.
several continent and regional spanning trade routes –
so it is reasonable to assume that it would have many Availability: ST:SO. Cost: New, ~5/- to 7/6d (60-90d).
more sets of armour available for sale than some relative Weight: ~8-15 lbs. Production: 3-5 days.
backwater … and could well approach the amount of
armour available for sale at much larger towns (though ROUND SHIELD
really large Cities such as, say, Paris, would probably The common Shield type in the 10th century, possibly
have more). extending into the 11th ... depictions of Shields in art
are almost universally either of the elite or done for an
Personal Property. 208 Jacks, 51 Complete sets of elite audience, and so the latest equipment would be
Armour (Partial Plate? Mail? Not clear), 109 Breast- shown for everyone rather than what they actually
plates and Overshirts (Gambesons? Brigandines?), 199 used in battle.
Coats of Mail, 73 Surcoats (Gambesons?), 49 Brigan-
dines and Undershirts (Aketons?), 785 Sallets (rather Shield designs were usually simple – either locally tradit-
like a War Hat), 111 Bascinets. ional colours or patterns or some sort of fearsome beast
to reflect martial prowess (in theory).
For Sale. 69 Jacks, 6 Complete Sets of Armour (Partial
Plate? Mail? Not clear), 1 Decorated Breastplate, 5 Over- Availability: ST:SO. Cost: New, ~2/6d to 5/- (30-60d).
shirts (Gambesons?), 14 Brigandines, 6 Shirts of Mail, Weight: ~5-10 lbs. Production: 2-4 days.
110 Sallets (rather like a War Hat), 17 (Pairs?) Armour-
ed Gauntlets.
PRICE & WEIGHT RANGES
Plate components of Partial Plate need to be fitted to an Armour prices and weights are given as ranges -- but
individual, so you can’t just walk in and walk out fully what does this mean?
kitted out.
In general, there is an inverse link between price and
weight ... the higher the price you pay, the lower the
weight of the armour.

That said, it’s not as simple as walking into the Arm-


ourer’s workshop and saying ‘I want some (relatively)
lightweight armour and I will pay any price!’

Not all armourers are skilled enough to produce the


best possible combination ... and would just as likely
charge the high range price for not quite as light as
the PC would like armour. The PCs will have to do
72 their ‘due diligence’ and search.
ARMOUR - PRACTICALITIES
Just as most RPGs handle the various types of armour
available in a medieval setting badly, they are gener-
ally even worse at handling how armour works in a
real world sense. This section has a look at some of the
issues they handle poorly and also suggests ways in
which you can make armour usage more realistic …

Because of the proliferation of RPG rules out there a lot


of what is included below is, perforce, generic … but
rules for AD&D, D&D 3.5 (and higher), Pathfinder 1 any longer than they had to – even in a nominal war-
(and higher) and Runequest (or Mythras) are included zone (it is simply far too exhausting).
and will probably give a good handle on how you can
deal with things in other systems. ENCUMBRANCE
Most RPGs either overestimate or underestimate the
actual weight of armour – even for armour types that
WEARING ARMOUR actually existed. They compound the issue by using
As you can see from the weight ranges given for the unrealistic ways of dealing with actual weight vs the
selected sets of Infantry and Cavalry armour on the intersection between dead and distributed weight.
previous pages, armour is anything but light. Knights
could end up wearing 70-90 pounds (~32-41 kilos) of Actual Weight. What is says. The objectively measur-
armour alone – and then have to carry another 15-20 ed weight of the set of armour in pounds or kilos.
or more pounds (7-9 kilos) of weaponry – at least as
much, and probably more, than the maximum load a Dead Weight. This is the perceived weight of the set
modern infantryman are equipped with. of armour when carried as luggage.

Modern infantry don’t carry that amount for very long, Distributed Weight. This is the perceived weight of
if at all – a lot is carried in unit transport, and a lot of the set of armour when worn.
what isn’t isn’t carried into combat. A lot of what is on
them when combat starts is ditched – pretty much every- A 15 lb Mail Cuirass always weighs 15 lbs (the actual
thing but weapons and ammo. So claims that they rou- weight). When properly worn, it seems to weigh less
tinely carry 80lbs or so are, well, not entirely true. (distributed weight) than if just carried (dead weight).

Medieval soldiers were no more enamoured of carry- Theoretically you’ll tire just as quickly or suffer the
ing lots of heavy equipment long distances on their same weight penalties regardless of whether you’re
backs any more than modern soldiers are – and this carrying or wearing armour … that’s true, to a point.
had a direct impact on how armour was worn. The reality is that a poorly distributed load is actually
more tiring to carry than a properly balanced one.
Mostly it wasn’t. Or, perhaps more accurately, mostly
most of it wasn’t most of the time. Most RPGs fudge this … usually quite a lot, partly be-
cause their armour types/weights are all over the
Most of the time, most soldiers wore minimal armour range from far too light to far too heavy even for those
– an Aketon (Arming Doublet) and some sort of Helmet few of the sets that actually existed.
were most likely. Anything more? Only when there
was a more immediate potential threat … depending Unless the system you use has rules for fatigue based on
on how many layers of armour they had, they might Encumbrance it falls into this category – but there are
only put on a little more until battle was imminent. ways around it, see the end of this section.

So a 12th century Knight might put on his Full Mail, but The reality is that anyone wearing most metal body
without the separate leggings, making it the equivalent armour will be affected – but to represent this?
of ¾ Mail, and only his Mail Coif and Cervelliere. Only
when battle seems more immediate will he don his Mail They can’t run, or can’t run as fast, they can’t move in
Leggings, Coat of Plates and Great Helm. melee as fast and both are much more exhausting –
heck, doing anything but standing still in armour is
Lots of RPGs make it plain that it is socially unaccept- exhausting (and when you consider the layers you’re
able for PCs to wear full armour (of any sort) in non- wearing, it’s going to be hot and sweaty as well).
combat settings (though there might not have been
any actual laws prohibiting it) what they don’t get is The really heavily armoured guys ride horses, if not in
that armour was too heavy for people to want to wear battle, then to battle – so they’re mostly sitting down. 73
They don’t do well if unhorsed … if they’re deployed on Mail causes big Agility penalties – properly secured
foot for a battle (and few will want to do this) they often Mail causes lesser penalties.
discard some or all of the heavier parts of their armour.
Rigid Armour. Isn’t rigid everywhere – since it
Anyone wearing significant armour on foot won’t be doesn’t cover everywhere. Depending on type, it can
running around (advancing at speed, say) for very hamper agility to a greater or lesser degree. All types
long – and combat will be in relative slow motion for of rigid armour have to either be flexible at points
all involved after a very short period of time. where the wearer needs to bend (degree of flexibility
can vary widely) or simply not cover those areas.
Encumbrance rules rarely deal with this – but, as long
as all parties to a melee are roughly equally exhausted In the 10th-11th centuries stand-alone rigid armour is
it probably balances out. If fresh participants arrive, either confined to the chest (a Cuirass) or consists of sep-
however, you might want to change things somewhat arate sections (¾ Lamellar, for example) all worn over
(see Armour Rules, later). an Aketon.

AGILITY Scale tends to be a bit saggy, but nowhere near as bad


The bigger issue with armour, one almost entirely as unsecured Mail. Lamellar is potentially different – a
ignored, is how limiting it is to Agility (or Dexterity, or Lamellar Cuirass is not particularly confining, and has
whatever your system calls the ability to manoeuvre an even lesser effect on agility than Scale – but ¾ Lam-
freely) of the wearer. Yet most systems either ignore it ellar has a greater impact than Scale, especially if worn
completely, gloss over it or (misleadingly) connect it to with a Stiffened Linen Aketon.
armour weight – when, in reality, weight is a relatively
minor factor. Combination Armour. This is everything else and in-
clude the most common sets overall. They consist of
There are basically three types of armour – flexible, Rigid armour where you don’t need to bend or twist
rigid and a combination of the two. Each has a differ- and Flexible armour elsewhere.
ent effect on the wearer’s agility.
The rigid armour rests directly on the body parts they
Flexible Armour. Isn’t always that flexible. It can be protect which minimises penalties – and the flexible bits
fabric (Aketon, Gambeson etc.) or metal (Mail). are generally small enough to do the same. The only two
examples of this type, appearing in the mid to lat 14th
Arming Doublets are reasonably unrestrictive as they century, are Partial Plate (in Western Europe) and
are not meant to be stand-alone armour, but worn under Lamellar & Plate (in Eastern Europe).
other armour … and are, quite light in weight.
EQUIPPING & UNEQUIPPING
Stiffened Linen Aketons and Gambesons, however, How long does it take to put on (and take off) armour?
have to be stiff to work – and can be restrictive even A lot longer than any existing RPG allows is the short
though only stiffened over those body parts that don’t answer, and the long answer is …
need to bend (where they are padded rather than glued).
Armour Closure. Apart from Mail, Lamellar and, pos-
Mail is the most problematic of all armour types in relat- sibly, Scale and Arming Doublets (see below) the exist-
ion to Agility – because it is flexible. Far more flexible ing evidence for the 10th-14th centuries strongly sug-
than an Aketon or Gambeson. Mail sags – all over the gests armour closures were at the rear … making it im-
place, and as the wearer moves. possible to put them on without assistance.

To get around this, Mail was secured at strategic points The 15th century is a different matter – some armour
to minimise sag – some was pulled up and over the belt (Arming Doublets, Brigandines & Gambesons) some-
(at the waist), suits often included a breast strap, arm times have front (or, more rarely) side closures. There’s
sections were secured around the upper and lower arms, no evidence that these appeared any earlier … but given
as were leg sections, with leather ties as well. Unsecured the general paucity of evidence it is, at least, possible.

This is one reason why soldiers would wear an Arming


Doublet, Stiffened Linen Aketon or Gambeson all the
time in a moderate to high threat environment … it’s
one less step towards putting on one’s better armour.

And, of course, it’s reasonable armour by itself – just in


case you are attacked by surprise.

74 Mail. You can actually put on Mail unassisted


(though not the Aketon you’ll be wearing underneath)
– not particularly easily, especially for the larger sets
(¾ and Full Mail), but it can be done.

You roll it up like a woolly jumper and pull it over your


head while bending over, then stand upright and gravity
does the rest … if you’ve done the preparation well.

The real problem is, as noted above, Mail then has to


be secured around the waist, probably the chest, and
certainly the arms and legs (and the legs are two sep-
arate pieces hanging from a belt under the upper
body armour) … all of which adds time to the process.

Lamellar. There are no surviving sets of Lamellar


from the period – the best guess is that they had a side
closure, probably the left (protected by the Shield),
and probably overlapped, secured by a leather straps,
ties or buckles around the chest.

Assuming a side rather than rear closure, it would


have been possible to put on and fasten Lamellar
armour without assistance … but, as with Mail, you’ll right (weapon holding) arm. The shield is routinely
still need to get into your Aketon with its rear closure. held in such a way that no ordinary blow will bypass
it enough to get at those areas.
Scale. No-one really knows how this was secured …
probably the same way Lamellar was is a good guess. Attacks will be directed at the head and neck, should-
ers and legs, perhaps the weapon arm ... and, if the
Partial Plate, Lamellar & Mail. The Mail parts are attacker is really lucky or really good (or the defender
put on as per Mail – each of the additional Plate or is really unlucky), perhaps they’ll sneak an attack past
Lamellar units has to be strapped on one by one. This and get the extreme left side of the chest and torso.
would, of course, be a time consuming process and al-
most certainly would have required assistance. Kite Shields provide extended cover down to the knees
or below. Heater Shields provide about as much cover
Later (15th century plus) Plate was often made of inter- as a Round Shield.
connected pieces, making it easier and faster to put on
than the individual pieces of the Partial Plate available What accounts survive of early medieval battles rout-
at the end of the 14th century. Still, it would have been inely indicate that attackers (and elite attackers, who
awkward to do it by oneself, even if it was possible. would have had a high level of training) would att-
empt to hack their opponent’s shields to pieces rather
than try and bypass them ... strongly suggesting that
SHIELDS this was seeen to be the easier route ... or would attack
Again, this is something that is exceedingly badly the head and shoulders and legs.
handled by all RPGs I am aware of ... as a result of an
almost universal and complete misunderstanding of Medieval Fechtbuch are not particularly helpful for
how shields were actually used in the period. showing battlefield combat with Shields. When they do
show Shields being used they are Bucklers and are part
Almost all games require some sort of Active or, occas- of individual hand-to-hand or melee combat (usually for
ionally, Passive Parry action must to be undertaken civilians in self defense or for judicial duels), not the use
for a Shield to have any protective effect. of full size shields on the battlefield.

Which is, when you think about it, is obviously a load Worse, most of them date to the 15th century, after the in-
of rubbish. Shields are big ... at least the Shield types troduction of Full Plate renders shields less important –
used in the 10th-14th centuries. They’re big for a reas- for the elite, anyway, the audience that Fechtbucher are
on ... to protect as much of the body as possible passi- aimed at!
vely. Without any need for ‘parrying’.

Depending on the actual size, a Round Shield covers


all of the body, from just below the neck or shoulders
to mid thigh or just above the knees except for the 75
WEAPONRY Availability: SV:SO, LV:CM. Weight: negligible. Pro-
duction: Many scores/day. Cost: ¼d for two.
10TH-11TH CENTURIES
The following weapons are available in Western and
Central Europe, Scandinavia and the Iberian Penin- Availability: ST:UC. Weight: 3-4 lbs. Production: 7-9
sula except where noted. months*. Cost: 10/- to 12/- (120-144d)

AXES
Availability: ST:UC (Eastern Empre, the Steppes,
Availability: LV:SO. Weight: ~1-1½ lbs. Production: Holy Lands, Caliphate, North africa Muslim Spain
6-8 per day. Cost: 3-4d. only. Weight: 3-4 lbs. Production: 7-9 months*. Cost:
8/- to 12/- (96-120d).

Availability: SV:CM. Weight: ~1½-2 lbs. Production: * Working days to produce - 3-7 days. Time for the com-
6-8 per day. Cost: 2-3d. ponents to dry to finished state = 7-9 months.

Not balanced for throwing. Intended for general use At the GM’s option they may be a very rare item found
rather than combat, but can be used as a weapon. in large Cities or Special Ordered from important trade
routes to places where they are available for sale.

Availability: LV:SO. Weight: ~3-4 lbs. Production: 3-


4 per day. Cost: 6-8d. Availability: LV:CM. Weight: 3-4 lbs. Production: 2-
4 per day*. Cost: 10d to 1/8d (10-20d).

Availability: ST:SO. Weight: ~5-7 lbs. Production: ½- These are just less powerful versions of the Warbow. The
1 per day. Cost: 2/- to 3/6d (24-42d). main difference being their lesser range.

BOWS
Availability: ST:SO. Weight: 1½-2 lbs. Production: 3-
Availability: LV:CM, ST:OTC. Weight: ~5 lbs. Prod- 4 per day. Cost: 2-3d.
uction: 4+ Sheaves* per day. Cost: 9d to 1/- (9-12d)
Used in some parts of the Continent or by dilettante
A Sheaf is 24 arrows. They are sold in bundles, tied to- Archers (those who hunt for sport). Capacity was at least
gether with cord. If just assembling the arrows with pre- 12, perhaps 24. Attached to the Archer’s belt.
made arrowheads, double the production rate.

Availability: LV:CM. Weight: 3-4 lbs. Production: 2-


Availability: ST:SO. Weight: 3-4 lbs. Production: 1-2 4 per day*. Cost: 1/- to 2/- (12-24d).
per day. Cost: 6d-1/- (6-12d).
The wood from which a Longbow was made had to be
These waterproof cases have separate compartments for cured for 2, perhaps as long as 4, years … but the actual
the user’s Composite Bow and Arrows (at least a dozen, shaping, adding the nocks etc, took less than a day.
probably two dozen), typically attached to the belt.
KNIVES

Availability: LV:CM. Weight: 1½-2½ lbs. Producti-


on: 3-4 per day. Cost: 2-4d.

SPEARS & JAVELINS

See Spear and Throwing Spear, below.

Weight: ~5-8 lbs. Availability: ST:SO. Production: 4-


6/day. Cost: 6-8d.

Weight: ~5-8 lbs. Availability: ST:SO. Production: 4-


76 6/day. Cost: 6-8d.
Yep. Pretty much identical. Sellers might try to charge
Cavalrymen more since they’re likely wealthier.

Availability: LV:SO. Weight: 2½-3½ lbs. Production:


5-7 per day. Cost: 2-4d.

Availability: LV:SO. Weight: ~4-5 lbs. Production: 4-


6 per day. Cost: 3-6d.

Availability: SV:CM. Weight: ~4-5 lbs. Production: 4-


6 per day. Cost: 3-6d.
Weight: ~5 lbs. Availability: ST:CM, C:OTC. Prod-
uction: 4 Sheaves/day. Cost: 10d to 2/6d (10-30d)
Availability: LV:SO. Weight: ~4-5 lbs. Production: 4-
6 per day. Cost: 3-6d. A Sheaf is 24 arrows. If just assembling the arrows with
pre-made arrowheads, double the production rate.
SWORDS

Availability: ST:SO. Weight: ~3-4 lbs. Production: 6- Availability: SV:SO. C:OTC. Weight: 1-2 lbs. Pro-
8 days. Cost: £1-2 (240-480d). duction: 6+ per day. Cost: 1-2d.

Used to store a Warbow, Bowstrings and maintenance


Availability: ST:CM (Eastern Empire, Arab Lands supplies (e.g. Beeswax) and waterproofed. Usually slung
only). Weight: ~3-4 lbs. Production: 3-5 days. Cost: over the shoulder (not intended to carry arrows).
5/- to 7/6d (60-90d).

Weight: Dozen, ~2-2¼ lbs; Twenty, ~4 lbs. Availabil-


Availability: ST:CM (Eastern Empire, Arab Lands ity: ST:CM, C:OTC. Production: 40-60 per day. Cost:
only). Weight: ~2½-3 lbs. Production: 3-5 days. Cost: 1-1½d each (Dozen, 12-18d; Twenty, 20-30d)
5/- to 7/6d (60-90d).
Crossbow Bolts are sold in Bunches of 12 or 20.

As Long Sword (Spatha)


Weight: ~1-1.2 lbs. Availability: V:SO. Production:
½-1 per day. Cost: 6d to 1/- (6-12d).
12TH-13TH CENTURIES
AXES Either 12 or 20 Bolt capacity, typically constructed of
The Light (Utility) Axe and War Axe ontinue in use, leather with an internal wooden frame and slots or holes
but the Two Handed War Axe goes out of fashion out- to keep the quarrels separated and ensure a clean draw.
side of Muscovy, Scandinavia and surrounds. May fully open or simply have a flip top both with a tog-
gle closure. Normally worn at the belt.
BOWS & CROSSBOWS
Hunting Bows and Warbows remain in use, as do Leaf
Blade Arrows. Composite Bows remain rare in the Weight: ~3-5 lbs. Availability: ST:SO, C:UN. Prod-
Western Mediterranean, as noted above. uction: ½-1 per day. Cost: 3/- to 5/- (36-60d).

Availability: SV:SO. C:OTC. Weight: 1-2 lbs. Pro- Weight: ~8-9 lbs. Availability: ST:SO, C:UN. Prod-
duction: 6+ per day. Cost: 1-2d. uction: 2-3 days. Cost: 6/- to 7/- (72-84d).

Contains a Sheaf of 24 arrows with a spacer to prevent


fouling when drawing. Mostly worn slung over the Weight: ~8-9 lbs. Availability: ST:SO, C:UN. Prod-
shoulder in MSS illuminations. uction: 2-3 days. Cost: 7/- to 10/- (84-120d).

Weight: ~5 lbs. Availability: LV:CM, ST:OTC. Prod- Weight: ~1-2 lbs. Availability: ST:SO, C:UN. Prod-
uction: 4+ Sheaves/day. Cost: 1/- to 1/6d (12-18d). uction: 2/day. Cost: 2/- (24d). 77
The Goatsfoot Lever is used to speed up (or enable) the
recocking of a Medium Crossbow. It is simple to attach Weight: ~6-8 lbs. Availability: ST:SO, LT:UC. Prod-
and remove and quick to use. uction: 1-2/day. Cost: 1/- to 2/- (12-24d).

DAGGERS
The Seax goes out of use on the battlefield, at least in Weight: ~8-12 lbs. Availability: LV:SO. Production:
theory, but most commoners will have something like 4-6/day. Cost: 8-10d.
a Ballock Dagger as a utility tool to do double duty.

Weight: ~8-10 lbs. Availability: ST:SO. Production:


Weight: ~½-¾ lbs. Availability: ST:CM, C:OTC. Prod- 2-3/day. Cost: 1/- to 2/- (12-24d).
uction: 3-4/day. Cost: 9d to 1/- (9-12d).
A modified and improved Cavalry Spear modified to
make it effective couched in a charge.
Weight: ~1-2 lbs. Availability: ST:SO, C:CM. Prod-
uction: 3/day. Cost: 1/- to 1/6d (12-18d).
Weight: ~4-5 lbs. Availability: ST:SO. Production: 4-
6/day. Cost: 4-8d.
Weight: ~2-3 lbs. Availability: ST:SO, C:UN. Prod-
uction: 1/day. Cost: 1/6d to 2/- (18-24d).
Weight: ~4-5 lbs. Availability: ST:SO. Production: 4-
MISCELLANEOUS 6/day. Cost: 5-10d.
This is the first formal appearance of an impact only
weapon ... though Clubs or Cudgels made from local
materials certainly existed as desperation weapons. Weight: ~4-6 lbs. Availability: ST:SO, LT:UC. Prod-
uction: 2-4/day. Cost: 8-10d.

Weight: ~5-6 lbs. Availability: ST:SO. Production: 3/


day. Cost: 3-6d. Weight: ~8-12 lbs. Availability: LV:SO. Production:
4-6/day. Cost: 8-10d.

Weight: ~3-4 lbs. Availability: ST:SO, C:UN. Prod- SWORDS


uction: 4/day. Cost: 2-4d. Older types of swords continue in use, not just as
hand me downs, but as new production as well ...
SPEARS
Older styles of spears continue in use -- and you see
the development of a wide variety of agricultural tools Weight: ~2½-3 lbs. Availability: ST:SO, LT:UC. Prod-
into sometimes deadly spearlike weapons. uction: ½-1/day. Cost: 1/- to 2/- (12-24d).

Weight: ~8-12 lbs. Availability: LV:SO. Production: Weight: ~2½-3 lbs. Availability: ST:SO, LT:UC. Prod-
4-6/day. Cost: 6-8d. uction: ½-1/day. Cost: 1/- to 2/- (12-24d).

Weight: ~2½-3 lbs. Availability: LT::SO, C:UC. Prod-


uction: 5-7 days. Cost: 12th Century, 10/= to 15/- (120-
180d); 13th Century, 7/6d to 10/- (90-12d)

Weight: ~2-2½ lbs. Availability: ST:SO, LT:UC. Prod-


uction: 1-2 days. Cost: 1/6d to 2/6d (18-30d).

14TH CENTURY
AXES
The Light Utility Axe and War Axe continue in use.

Weight: ~5-7 lbs. Availability: ST:SO. Production: ½-


78 1/day. Cost: 2/6d to 4/- (30-48d).
Weight: ~4-6 lbs. Availability: ST:SO. Production: 1-
1½/day. Cost: 2/- to 3/- (24-36d).

BOWS & CROSSBOWS


All previous types of Bows, Crossbows, Arrows and
Bolts continue in use.

Weight: ~15-18 lbs. Availability: LT:SO. Production:


Arbalest, 5-7 days; Windlass, 1/day; Cranequin, 2-3
days. Cost: Arbalest, 14/- to £1 (168-240d); Windlass,
5/- (60d); Cranequin, 10/- (120d).

Weight: Dozen, ~2½-3 lbs; Twenty, ~3¾-4 lbs. Avail- MACES & WARHAMMERS
ability: LT:UN, C:CM. Production: 30-45 per day.
Cost: 2-2½d each (Dozen, 24-30d; Twenty, 40-50d) Weight: ~5-6 lbs. Availability: ST:SO. Production: 2-
4 days. Cost: 3/- to 4/- (36-48d).

Weight: Dozen, ~2½-3 lbs; Twenty, ~3¾-4 lbs. Avail-


ability: LT:UN, C:CM. Production: 30-45 per day. Weight: ~7-8 lbs. Availability: ST:SO. Production: 2-
Cost: 2½-3½d each (Dozen, 30-42d; Twenty, 50-70d) 4 days. Cost: 3/6 to 4/6 (42-54d).

Arbalest Bolts are sold in Bunches of 12 or 20.


Weight: ~7-9 lbs. Availability: LV:SO. Production: 2-
3/day. Cost: 1/- to 1/6d (12-18d).
By the 14th century, and possibly earlier, Arrows could
be purchased in bulk (usually for military expeditions
-- but private conractors often raised forces for their Weight: ~8-12 lbs. Availability: LV:SO. Production:
employer and probably ordered their own arrows) at 3-4/day. Cost: 8-10d.
a significant discount!

A Pipe (Barrel: 954 liters or 252 gallons; 8/- [96d]) Weight: ~5-6 lbs. Availability: ST:SO. Production: 2-
contains 160 Sheaves (£6/13/4d [1600d] for the arrows 3/day. Cost: 1/6d to 2/- (18-24d).
or (£7/1/4d [1696d] including the barrel)
Two Handed Military Flails do not become available un-
A Tun (Barrel: 477 liters or 126 gallons; 16/- [192d]) til the 15th century.
contains 260 Sheaves (£10/16/8d [2600d] for the arr-
ows (£11/12/8d [2792d] including the barrel).
Weight: ~5-6 lbs. Availability: ST:SO. Production: 2/
By the late 14th century they may also be bought by the day. Cost: 6d to 1/- (6-12d).
Coffer (22d) of 50 Sheaves (£2/1/8d [500d] for the arr-
ows, or £2/3/6d [522d] including the Coffer). SPEARS

Weight: ~4-5 lbs. Availability: LV:SO. Production: 4-


Weight: Dozen, ~2-2¼ lbs; Twenty, ~4 lbs. Availabil- 6/day. Cost: 8-10d.
ity: C:CM, LC:OTC. Production: 20-30 per day. Cost:
2-3d each (Dozen, 24-36d; Twenty, 40-60d).
Weight: ~7-9 lbs. Availability: LV:SO. Production: 2-
DAGGERS 3/day. Cost: 1/- to 1/6d (12-18d).
Older types continued in use, supplemented by ...

Weight: ~12-15 lbs. Availability: LV:SO. Production:


Weight: ~2-3 lbs. Availability: ST:SO; C:CM. Prod- 2-3/day. Cost: 8-10d.
uction: 2/day. Cost: 1/6d to 2/- (18-24d).
SWORDS

Weight: ~4-6 lbs. Availability: ST:SO. Production: 1- Weight: ~3-4 lbs. Availability: ST:SO. Production: 3-
1½/day. Cost: 2/- to 2/6d (24-30d). 5 days. Cost: 2/- to 3/- (24-36d). 79
PRICING WEAPONS
You’ll note that, in many cases, what might seem to be Weight: ~3-4 lbs. Availability: LT:SO; C:UC. Prod-
very similar weapons have wildly different costs --Med- uction: 2-3 days. Cost: 10/- to 15/- (120-180d).
ieval craftsmen often sold goods and services at differ-
ential prices based on the (perceived) social class of
the purchaser ... so Falchion (used, by and large, by Weight: ~3-4 lbs. Availability: LT:SO; C:UC. Prod-
commoners) costs less than a functionally very similar uction: 2-3 days. Cost: 7/6d to 10/- (90-120d).
Knight’s (Standard) Sword which is theoreticallyused
mainly by the elite.
Weight: ~3-4 lbs. Availability: LT:SO; C:UC. Prod-
Standard weaponry is plain but those aimed at an uction: 5-7 days. Cost: 10/- to 15/- (120-180d).
elite market will probably be better finished. Swords,
for example, come with a scabbard, but a plain one,
and have a hilt and pommel which are, likewise, Weight: ~2½-3 lbs. Availability: ST:SO, LT:UC. Prod-
plain. Want a gilded, silvered or gem encrusted uction: 2-3 days. Cost: 2/6d to 3/6d (30-48d).
scabbard? Pommel? Hilt? The price goes up! And up!

HOW MANY WEAPONS ARE THERE? Weight: ~3-4 lbs. Availability: ST:CM (Eastern
The Availability Rules attempt to do away with the Empire, Arab Lands only). Production: 3-5 days. Cost:
common RPG trope of simply walking into the local 7/6d to 12/- (90-144d).
General Store and buying a Knights 1½ Hand Sword
‘off the rack’, so to speak. But how much was actually
available? FARM & CRAFT CONVERSIONS
Many of the weapons used by the common people
We actually have records from the important market were based on agricultural implements or craft tools --
town (site of a famous International Market Fair) of those listed above are assumed to have been built
Troyes (2300 Households, or a population ~10,000 or from scratch as weapons. However, it is possible to
so) in France for 1474. both speed up the production rate and reduce the cost
by taking the original tool and converting it.
Troyes was a major Market Town, the intersection of
several continent and regional spanning trade routes – As a rule of thumb, triple production rate and allow
so it is reasonable to assume it would have many more 1--2d for the conversion costs for Bills, Fauchards,
weapons available for sale than some relative backwater Guisarmes, Mauls, Military Flails and War Scythes.
… and could well approach the amount available for
sale at much larger towns (though really large Cities Such conversions will not be quite as effective as the pur-
such as, say, Paris, would probably have more). pose built versions, however, so see the following sections
giving game stats (damage, special rules etc) for them to
Personal Property. 37 Bows, 271 Crossbows, 389 see what the difference is).
Lances, 855 Hatchets & Hammers, 857 Two Handed
Hammers, 1047 Spears, 201 Javelins & Lances & Pikes
(also 547 ‘Gonnes’ and 1 Serpentine Cannon that are PRICE, WEIGHT & DAMAGE
obviously not available a century earlier) As with armour, there is an inverse connection be-
tween price and weight. High price generally (but, as
For Sale. 79 Lances, 16 ‘Steel Crossbows’ (Arbalests?), with armour, not always) means low weight (except for
8 Hammers, 56 Swords. weapons doing Bludgeon or Crushing damage, where
the high weight is actually better).
Not a whole heck of a lot, all in all.
There is, however, another, possibly more important,
connection not shown here but in The Rules -- the
amount of Damage a weapon does.

Weapons are given two damage ratings -- one that


does less damage (or a lower average) for the cheaper
weapon ... and one which does more damage (or a
higher average) for the more expensive.

As with armour, however, you cannot simply walk off


the street and order ‘The highest damage xxx’ from the
armourer ... you’ve got to search for the rare expert
80 who can perform such work.
81
Oh deer -- Boots and Heels simply Do. Not. Exist. in the 10th-14th centuries and for many centuries thereafter
THE RULES
As you can see from the extensive information provi- However, they do offer the GM and players who want
ded about real weapons and armour of the 10th to 14th a more historical experience a chance to try that out
centuries, virtually every medieval-ish Fantasy role in the systems included ... and may offer ideas as to
playing game in existence makes a horrible mess of how to include the realities of medieval armour and
some or all of the real world parameters. weapons into whataver their personal favourite system
might be!
The following section aims to provide some rules for a
more realistic/historical way to run armour and weap- At the very least they may make you consider your own
ons in a selection of available rule systems (and variat- ways of dealing with these matters.
ions on them) that are either widely popular or at
least well known to the author.
One thing that has been added for both armour and
You have the prices, weights and time needed to make weaponry are rules for maintenance (preventative as
them already -- now you need to know how they mesh well as post battle/post use) and repair (mainly for arm-
with the Character Classes, Professions, Skills, Proficien- our, and intended to be used post battle).
cies and Combat Systems ... or, at least, how they can
be made to mesh. Hopefully without too much in the Not everything can be fixed, of course, but this is somet-
way of changes -- or changes that are too grating. hing that is routinely ignored in virtually all RPGs,
whether Ancient, Medieval or Modern.
Some of these changes are quite major – entirely because
the thrust of the games they are intended to modify have Sure, its extra book-keeping, so I’d suggest you use it
never seriously considered anything more than a bad sparingly, but it can be a great plot hook to force the PCs
Hollywoodised version of history. They shouldn’t, how- to spend money they may not want to spend (and may
ever, make these games unplayable, even if adopted not have enough to do all they want) and search for the
wholesale … just a lot more realistic. right craftsmen and materials to do the job at the most
inconvenient time possible.
Regard the following rules as purely experimental and
as suggestions -- use all, some, or none, of them as you It’s also a way to remind them, as has been pointed out,
desire. Heck, chop and change them to suit your in- that things fall apart … at some point their favourite
terpretation of the material ... there’s particular reas- Sword is going to break, no matter how well care for,
on to treat these ideas as Holy Writ! and, likewise, their Brigandine will take so much dam-
age that it will have to be stripped down to its metal
plates and those plates re-riveted between the canvas or
canvas and leather shell.

Maintenance may put off the day … but it is going to


come.

And these things are just as like as not to occur at the


most inconvenient time possible, especially if the PCs
have been lax with maintenance!

82
D&D 3.5 & 5.0, PATHFINDER 1.0, FATEFORGE
The systems covered include Dungeons & Dragons 3.5
(but works with AD&D) & 5, Pathfinder 1.0 (but will
probably work with 2.0) and Fateforge.

CLASS & PROFICIENCY


This obviously applies only to AD&D, D&D 3-5, Path-
finder and those OGL systems where the various
Classes have weapon access divided into Proficiencies.

The main problem is that the three groups into which


the various types of weapons are divided are, well, art-
ificial … and ludicrous … and bear no resemblance at
all to the sort(s) of access that was available to the var- (Long), Fauchard, Glaive (Hafted Falchion), Guis-
ious classes in real medieval Europe and the Mediterr- arme, Halberd, Infantry Spear (Long), Lance, Lug-
anean world (or anywhere else, for that matter). ged/Winged Spear, Partisan, Quarterstaff**, Spetum,
Voulge, War Scythe.
‘Simple’, ‘Martial’ and ‘Exotic’ weapons indeed – this
classification doesn’t stand any serious examination. * Falchions are sort of Swords and, certainly by the late
15th Century were widely used by nobles, but in the per-
For example, Handaxes, Saps, Scythes and agricultural iod covered they were mainly intended for use by non-
Flails (combat versions don’t yet exist) – plus Shortbows nobles, and mainly used by Infantry as a backup weap-
and Longbows are supposedly ‘Martial’ weapons. Yet on for either their Bow or Spear.
all of them were widely used by the common peasantry
as part of their day to day toolkit. ** Yes, Angons, Goedendags and Quarterstaves all app-
ear in two groups.
WEAPON CLASSES & PROFICIENCIES
A more realistic functional division is as follows -- There’s really not enough difference between the
weapons in each category and they way they were em-
Edged Weapons, Long Blades: Arming Sword, Back- ployed on the battlefield to apply any sort of long term
sword (Early & Late), Estoc (Early & Late), Falchion* penalty to their use – except for Long/Composite
(Cleaver & Cusped), Knight’s Standard Sword; Bows, for which see Archers & Archery (qv).
Knight’s Hand-and-a-half Sword, Kriegsmesser, Long-
sword (Spatha), Mahaddab, Messer, Paramerion Note: The Classes/Proficiencies above include all the
(Early & Late), Two Handed Sword and Shamshir. weapons from across the 10th-14th centuries listed herein
… but, for each period, Characters only have access to
Edged Weapons, Short Blades: Ballock Dagger, Bas- the Weapons available in that period. So, for example, a
elard Dagger, Falchion* (Cleaver & Cusped), Miseri- 12th century character with Edged Weapons (Long
corde, Rondel Dagger, Seax, Quillon/Knightly Dagger. Blades) does not have access to Backsword, which is a
14th century weapon even though it is listed in the overall
Missile Weapons, Bows: Composite Bow (Long & Proficiency group.
Short), Hunting Bow, Warbow.
CLASSES & PROFICIENCIES – D&D/PATHFINDER
Missile Weapons, Crossbows: Arbalest, Light Some suggested revised proficiencies for each Class in
Crossbow, Medium Crossbow. Weapons and Armour are given below – which divide
the classes into historically functional groups.
Missile Weapons, Miscellaneous. Angon** (Throw-
ing), Axe/Francisca (Throwing), Javelin, Thrown
Knife/Dagger. These are real world ‘barbarians’ – which, by the 11th
century or so means peoples on the peripheries of the
Melee Weapons, Miscellaneous: Bardiche, Cudgel, medieval west, in the more isolated parts of central
Goedendag**, Mace (Light & Heavy), Maul, Military and eastern Europe and in Scandinavia as well as the
Flail, Morningstar, Pollaxe, Quarterstaff**, Utility more southerly parts of North Africa and a good
Axe, War Axe (1- and 2-Handed), Warhammer (1- and chunk of the more arid or mountainous parts of the
2-Handed) Middle East and the Arabian peninsula.

Spears & Polearms: Angon, Bill, Cavalry Spear Archers: Are proficient with Missile Weapons, Bows 83
and Edged Weapons, Short Blades. They are proficient
with Light Armour. Bards are proficient with Edged Weapons, Short Blades
and Melee Weapons, Miscellaneous. Depending on
Spearmen (or Non-Archers): Are proficient with your concept and/or their national origin they may
Spears & Polearms and with either Edged Weapons, choose one of the following – Edged Weapons, Long
Short Blades or Melee Weapons, Miscellaneous. They Blades or Missile Weapon, Bows. They are usually pro-
may be proficient with Light Armour (most commonly) ficient with Light Armour if they chosen a Bow, Short
or Light and Medium Armour (less commonly). Blade or Miscellaneous Melee proficiency, or with
Light and Medium Armour if they have chosen the
Conan type Barbarian: These don’t really exist in Long Blades proficiency.
the medieval period – or, for that matter, at any time
at all outside of pulp-fantasy novels – but for the sake
of completeness, they are included here. There’s not really a lot of difference between the two
classes in the period covered – the Druids represent
They are proficient with two of following three groups tribal Shamans or the Priests of various Pagan gods of
– Melee Weapons, Miscellaneous; Edged Weapons, Short Barbarian tribes rather than classical era Druids.
& Long Blades and Spears & Polearms. They are
proficient with Light and Medium Armour as well. Ordained-Ordinary: Clerics and Druids are profic-
ient with Edged Weapons, Short Blades or Melee Weap-
ons, Miscellaneous. They are proficient with Light Arm-
These are generally the ‘barbarian’ elites (mainly our – and you may wish to prohibit Druids from wear-
Mounted, Shock) or are representative of many Steppe ing any metal armour.
nomad tribes (originally) from central Asia (both
Mounted, Shock and Mounted, Missile). Militant: Clerics belonging to one of the Military
Orders will be proficient with weapons and armour as
Mounted, Shock: Are proficient with Edged Weapons, befits a Fighter (see below).
Long & Short Blades and Spears & Polearms. They are
proficient with Light and Medium Armour. Note: There was no historical restriction against them
using edged weapons.
Mounted, Missile: Are proficient with Edged Weap-
ons, Long & Short Blades and Missile Weapons, Comp- While there are really no equivalents to this sub-group as
osite Bows. They may be proficient with Light Armour far as Druids go, you could allow as how it might repres-
(most commonly) or with Light and Medium Armour ent something like a group of Berserks or similar ‘holy’
(less commonly). fighters in some traditions.

The way medieval soldiers were trained, or, actually,


not trained, means they are specialised into different
groups within the overall Class. Some are mounted,
most are foot soldiers.

Archers: Are proficient with one of the two following


Bow skills – Missile Weapons, Crossbows or Missile
Weapons, Bows. They are also proficient with Edged
Weapons, Short Blades. They are proficient with Light
Armour for most of the period but may add Medium
Armour by the 14th century.

See Archers & Archery (qv) for details on how to handle


the differences between the different types of Missile
Weapons ‘Archers’ (which includes Crossbowmen) may
be proficient with.

Spearmen: Are proficient with Spears & Polearms and


with either Edged Weapons, Short Blades or Melee
Weapons, Miscellaneous. They may be proficient with
Light Armour (most commonly) or Light and Medium
Armour (less commonly).

84 Medium/Heavy Infantry: Are proficient with Edged


Weapons, Short & Long Blades and Melee Weapons,
Miscellaneous or Spears & Polearms. Medium Infantry
are proficient with Light & Medium Armour while
Heavy Infantry are proficient with all types of armour.

Light Cavalry: Are proficient with Edged Weapons,


Long & Short Blades or Melee Weapons, Miscellaneous
and either Spears & Polearms or or Missile Weapons,
(either Bows or Crossbows). They are proficient with
Light Armour.

Medium Cavalry: Are proficient with Edged Weapons,


Long & Short Blades or Melee Weapoor Missile Weap-
ons, (either Bows or Crossbows).. They are proficient
with Light and Medium Armour.

Heavy Cavalry (Knights): Edged Weapons, Long


Blades or Melee Weapons, Miscellaneous and Edged
Weapons, Short Blades as well as Spears & Polearms.
They are proficient with all types of armour.

The D&D Monk owes almost nothing to the medieval


Christian tradition – they are, rather, a depiction of
Asian, mostly Buddhist, Monks. As such, they are not
really suitable for a medieval european background. ARCHERS & ARCHERY IN D20 SYSTEMS
Learning to use a Bow effectively took many, many
years – around 6-8 years, in fact, starting at a very
A medieval Paladin is, technically speaking, a special young age.
type of Knight – so simply use the Heavy Cavalry
(Knights) proficiencies from Fighter (qv). The big issue was the draw weight of the Bow and the
need to hold it while aiming – and the training was was
to develop the muscles needed.
Insofar as this class ‘existed’ in medieval Europe, it is
really a special variant of the basic Fighter (qv). They
are proficient with Missile Weapons, Crossbows or Mis- Unless your class starts off with a proficiency in
sile Weapons, Bows and also with Edged Weapons, Missile Weapons, Bows Characters should be requir-
Short Blades and Spears & Polearms. They are profic- ed to expend three Feats (over 9 levels) to represent
ient with Light Armour for most of the period but may the difficulty of doing so.
add Medium Armour by the 14th century.
Characters without a proficiency may not use a Bow.
Those who have spent at least one Feat may, but at a
These are best represented as Scouts (or, perhaps, reduced Rate of Fire 1 Arrow/4 Rounds for the first
Skirmishers) – organised thievery on a scale to warrant Feat spent, 1 Arrow/3 Rounds for the second and 1
a special Class doesn’t exist in medieval Europe (heck, Arrow/2 rounds for the third.
or anywhere, for that matter).
This represents developing the greater draw strength re-
They are proficient with with Missile Weapons, (any), quired to hold the Bow at full extension.
Crossbows as well as Edged Weapons, Short Blades &
Long Blades or Melee Weapons, Miscellaneous and SHIELD PROFICIENCY
with Light Armour. Everyone may use a Shield effectively for defence. To
use it offensively you must have any one of the Armour
Proficiencies.
All are proficient with one of – Edged Weapons, Long
& Blades; Edged Weapons, Short Blades or Melee Weap- Magic Users who need a free hand or hands to cast spells
ons, Miscellaneous. You may also allow them profic- may not be able to do so if they are using a Shield and
iency with Missile Weapons, Bows or Crossbows. both hands are required to be free.

Only Warlocks may wear armour – the are proficient


with Light Armour. 85
WEAPON DAMAGE: D20 Damage: 2d4/2d4+1, Slash/Pierce. Critical: 19-
20/x2.
Damage: 2d4/2d4+1, Pierce; 1d8/1d8+1, Slash; +1d4
2-Handed). Critical: x3.
Damage: 1d3/1d4; Pierce. Critical: 19-20/x2. Range:
10’. RoF: 1/2 Rounds
Damage: 1d6/1d6+1, Pierce (+1d3 2-Handed).
Critical: x2. Range: 15’. RoF: 1/2 Rounds.
Damage: 1d8/1d8+1; Slash, Chop (+1d4 2-Handed).
Critical: 19-20/x3.
Damage: 1d10/1d10+1; Pierce, 1d6/2d3 Bludgeon.
Critical: 19-20/x3. Range: 150’. RoF: see below.
Damage: 1d5/1d6; Pierce. Critical: 19-20/x2.
Spanning by hand = 10 Rounds. With a Windlass, a
load-fire cycle is five Rounds (4 Rounds if it is perman-
ently attached), but requires both hands. Damage: 2d5/2d5+1, Pierce; 1d10/1d10+1, Slash;
+1d5 2-Handed. Critical: x3, Pierce; x2, Slash.
With a Cranequin, a load-fire cycle takes 5-6 Rounds
but two hands are only required for the first Round and
it may be done while mounted. Damage: 2d3/2d3+1, Pierce; 1d6/1d6+1, Slash; +1d3
2-Handed. Critical: x3, 2-Handed; x2, 1-Handed.
Iron Bolts are -1 Damage vs Plate, Coats/Jacks of Plates
and Brigandines and do standard Damage vs Mail. Couched Damage: In a Mounted Charge, is 1d8/1d8+1
Impaling Damage on a Light Horse; 1d10/1d10+1 on
Steel Bolts do +2 Damage vs Mail and +1 Damage vs a Medium Horse and 1d12/2d6 on a Heavy Horse.
any form of Plate (as above).

Damage: 2d4/2d4+1; Pierce. Critical: x3. Range:


Damage: 1d6/1d6+1; Slash/Pierce. Critical: x3, 120’, Flight Arrow; 100’. Other Arrow. RoF: 1/2 rnds.
Thrown; x 2, Melee. Range: 20’. RoF: 1/2 rounds.

Pin Shield: If a Thrown attack does full damage, roll Damage: 1d8/1d8+1; Pierce. Critical: x3. Range:
again – success means the defender’s shield is fouled. 100’, Flight Arrow; 80’. Other Arrow. RoF: 1/2 rounds.
Attacks are at +1d2 To Hit for each fouling weapon.
Damp Effects: After 1d3+1 days of Damp or Rainy
weather (2d3+2 if kept in a Bow Case), Damage is 1d6,
Damage: 1d4/1d3+1, Slash/Chop. Critical: x2, range, 60’. The Bow takes 2d3+1 days to recover.

Wet Effects: After exposure to Heavy Rain or being


Damage: 1d8/1d8+1; Slash/Chop. To Hit: -1 if drenched Damage is reduced to 1d4, Range to 30’. It
Thrown. Critical: x2. Range: 5’. RoF: 1/2 Rounds. takes at least 2d3+1 weeks to recover.

Damage: 1d12/1d12+1; Slash/Chop. Critical: 19- Damage: 1d6/1d6+1; Pierce. Critical: x2. Range:
20/x3. 100’. RoF: 1 Bolt/2 rounds.

Damage: 2d4/2d4+1; Pierce. Critical: x3. Range:


120’. RoF: see below.

Rate of Fire: 1/4 rounds normally, 1/3 Rounds with a


Stirrup or I/2 rounds with a Goatsfoot Lever.

Damage: 1d8/1d8+1; Pierce. Critical: x3. Range:


100’. RoF: see below.

Rate of Fire: This is 1/3 rounds normally, 1/2 with a


86 Stirrup.
Iron Crossbow Bolts do -2 Piercing vs. Partial Plate,
Coat/Jack of Plates, Brigandine, -1 Piercing to Mail.
Steel Crossbow Bolts do -1 Piercing vs Partial Plate,
Coat/Jack of Plates and Brigandine.

Damage: 1d8/1d8+1, Slash; 1d6/2d3+1, Pierce.


Critical: x2, Slash; x3, Pierce.

Damage: 1d8/2d4, Pierce. Critical: 19-20/x3.

Damage: 1d8/2d4, Slash, Chop. Critical: 18-20, x3.

Damage vs. Metal Armour: -1 vs Mail, Scale, Lamellar;


-2 vs Coat/Jack of Plates, Brigandine, Partial Plate. Dismounting: A Critical Hit vs a Mounted Target may
do normal damage but pull them off their mount.
Criticals vs. Metal Armour: If the confirming roll vs
Partial Plate, Coats/Jacks of Plates and Brigandines
fails, roll a third time … fail and the Blade breaks. Damage: 1d5/1d6; Pierce. Critical: x2. Range: 80’
RoF: 1 Arrow/2 rounds.

Damage: 1d8/2d4, Slash, Chop; 1d5/1d6, Pierce.


Critical: 18-20, x3, Slash, Chop; 18-20/x2, Pierce. Damage: 2d3/2d3+1, Pierce; 1d6/1d6+1, Slash; +1d3
2-Handed. Critical: x3, Two Handed; x2, One Handed.
Damage vs. Metal Armour: -1, Chop/Slash vs Mail,
Scale, Lamellar; -2 vs Coat/Jack of Plates, Brigandine
and Partial Plate. -1 for Pierce vs Coat/Jack of Plates, Damage: 1d6/1d6+1, Pierce. Critical: x2. Range:
Brigandine and Partial Plate. May do zero (0) Damage. 30’. RoF: 1/2 Rounds.

Criticals vs. Metal Armour: If the confirming roll vs


Partial Plate, Coats/Jacks of Plates and Brigandines Damage: 1d8/1d8+1, Slash/Chop. Critical: 19-20/x2.
fails, roll a third time … fail and the Blade breaks.

Damage: 1d10/1d10+1, Slash; 1d5/1d6 Bludgeon.


Damage: 2d5/2d5+1, Pierce; 1d10/1d10+1, Slash; Critical: 19-20/x2.
+1d5 2-Handed. Critical: x3, Pierce; x2, Slash.

Damage: 1d8/2d4, Slash, Chop; 1d6/1d6+1, Pierce.


Damage: 2d4/2d4+1, Slash/Chop; +1d4 2-Handed. Critical: 19-20, x3, Slash, Chop; x 2, Pierce.
Critical: 18-20/x3.
As Falchion vs Metal Armour and for Criticals.
See Falchion Damage/Criticals above.

Damage: 1d8/1d8+1, Piercing. Critical: x3.


Damage: 2d4/2d4+1, Pierce (+1d4 2-Handed);
2d3/2d3+1, Bludgeon (+1d3 2-Handed). Critical: x3. Couched: A mounted charge attack does 2d4/2d4+1
Impaling Damage on a Light Horse; 2d5/2d5+1 on a
Medium Horse and 2d6/2d6+1 on a Heavy Horse.
Damage: 2d4/2d4+1, Pierce; 1d8/1d8+1, Slash/Chop;
+2d4 2-Handed. Critical: x3, Pierce; x2, Slash/Chop. Criticals resulting from a charge are 19-20/x3.

Dismounting: A Critical Hit vs a Mounted Target either


does normal damage or pulls them off their mount. Damage: 1d8/2d4+1, 2-Hand, Pierce; 1d6/2d3, 1-
Hand, Slash & Pierce. Critical: x3, 2-Hand, Pierce; x2,
1-Hand, Slash & Pierce.
Damage: 2d5/2d5+1, Pierce; 2d4/2d4+1, Slash/Chop;
+1d5 Pierce 2-Handed; +1d4 Slash/Chop 2-Handed.
Critical: x3, Pierce; x2, Slash. Damage: 1d8/1d8+1; Bludgeon. Critical: x3. 87
Damage: 1d6/1d6+1; Bludgeo. Critical: x2. Damage: 1d6/1d6+1; Slash. Critical: 19-20/x3.

Damage: 1d8/2d4, Slash/Chop. Critical: 19-20/x2. Functionally identical to a Knight’s Standard Sword.

Damage: 2d6/4d3; Bludgeon. Critical: x3. Damage: 1d8/1d8+1, Slash/Chop. Critical: 19-20/x2.

Damage: 1d8/2d4, Slash/Chop. Critical: 19-20, x3. Damage: 2d4+1/2d4+2, 2-Hands, Pierce; 2d3/2d3+2,
1-Hand, Slash/Pierce. Critical: x3, 2-Hands; x2, 1-
As Falchion vs Metal Armour and for Criticals against Hand.
Metal Armour.

Damage: 1d12/2d6, 2-Hand, Slash/Chop, Bludgeon;


Damage: 1d8/2d4; Bludgeon. Critical: x2. 1d8/1d8+1, 1-Hand, Slash/Chop; 1d6/1d6+1, 1-Hand,
Bludgeon. Critical: 19-20/x3, 2-Hand; 19-20/x2, 1-
Hand.
Damage: 1d4/1d4+1; Pierce. Critical: 19-20/x3,
otherwise x2. Range: 10’. RoF: 1/2 Rounds
Damage: 2d4/2d4+1, Slash/Chop. Critical: 19-20/x3.
Critical Hits: Against Mail, Scale and Lamellar (includ-
ing Lamellar & Mail) and Padded Armour or for Aimed
Shots at Open Faced Helmets, x3. Against Coats/Jacks Damage: 2d4/2d4+1; Pierce. Critical: x3. Range:
of Plates, Brigandines and Partial Plate, x2. 150’ RoF: 1 Arrow/2 rounds.

Bodkin Point Arrows do -2 Damage vs. Partial Plate,


Damage: 1d8/2d4; Bludgeon. Critical: x2. Coat/Jack of Plates and Brigandine and -1 Damage vs
Mail Armour.

Damage: 1d6/2d3, Slash/Chop. Critical: 18-20/x2. Leaf Point Arrows do -3 Damage vs Partial Plate, Coat/
Jack of Plates and Brigandine and -2 Damage vs Mail
Armour.
Damage: 1d8/2d4, Slash/Chop. Critical: 18-20/x2.
Broadhead Arrows do -1 Damage vs Partial Plate,
Coat/Jack of Plates and Brigandine and standard
Damage: 2d4/2d4+1, 2-Hand, Pierce; 2d3/2d3+1, 1- Damage vs Mail Armour.
Hand, Slash/Pierce. Critical: x3, 2-Hand; x2, 1-Hand.

Damage: 1d6/2d3; Bludgeon; 1d5/1d6, Pierce.


Damage: 1d4/1d5; Pierce. Critical: x2. Critical: x3, Bludgeon; x2, Pierce.

Damage: 1d5/1d6; Pierce. Critical: 19-20/x3, Damage: 1d8/2d4; Bludgeon; 1d6/2d3, Pierce.
otherwise x2. Range: 10’. RoF: 1/2 Rounds Critical: x3, Bludgeon; x2, Pierce.

Critical Hits: Against Mail, Scale, Lamellar (including


Lamellar & Mail) and Padded Armour. Against Coats/ Damage: 2d5/2d5+1, Pierce 1d10/1d10+1, Slash;
Jacks of Plates, Brigandines and Partial Plate, x2. +1d5 2-Handed. Critical: 19-20/x4 or x3 otherwise,
Slash; x2, Pierce.

Late Paramerion
88
hard to implement one with a minimum of fuss -- but
ARMOUR RULES D20! the following suggestions are workable.
All d20 system games tend to have one commonality
with regard to they way they treat armour -- an almost * Apply the Armour Check Penalty to Initiative and in
complete lack of realism and believability (Nope, cancel conjunction with the Maximum Dexterity Bonus.
that -- a complete lack of realism and believability). This
is on so many levels that it makes it really hard to For example, if a character with a DEX Bonus of +4
create a workable system that doesn’t change things wears armour with a Check Penalty of -6 you would app-
too much from the existing system ... but the following ly and overall -2 Penalty to their Initiative.
rules are a suggestion.
* Apply a Maximum Strength Bonus to Melee attacks
AGILITY & DEXTERITY that is the same as the Maximum Dexterity Bonus
Armour most commonly has an effect on how agile a that applies to Missile attacks.
character is -- that is, how freely theyt are able to move
their whole body, something which is unusually (even So Armour with a maximum DEX Bonus +6 would have
votally) important in Melee. It may also have an effect a maximum STR Bonus of +6 as well.
on how dextrous they are -- that is, how freely they are
able to manipulate things, usually with their hands.
The only armour type(s) that limit a character’s DEX
Think of Agility being gross motor skills while Dexter- are those that incorporate Mail Mittens or some sort
ity represents fine motor skills. of Heavy Leather or Armoured Gauntlet. During the
period only Full Mail (or Full Lamellar & Mail) and
Partial Plate (including Eastern Partial Plate) do and,
Many types of armour restrict free movement of at interestingly, those which incorporate Mail Mittens
least some parts of the wearer’s body -- sometimes (and have slits inside the palms to allow the wearer to free
only sometimes) this is because of the absolute weight up his hands if needed.
but, more often, it is due to how well the weight is
distributed or how well that distribution is secured. If wearing these, apply the Armour Check Penalty to
any non-Combat checks while they are worn.
Unfortunately, D20 systems really don’t handle this at
all -- for Melee and, for Missile attacks, they only
reduce the Dexterity Bonus. Armour is heavy and, in battle, when things went pear
shaped, the ability to run away was an important
Yes, there are penalties to Skill Use and Spellcasting (if it survival factor.
is possible at all), but that doesn’t cover the very real
impact there is on Melee combat. However, it not only affects movement rate it also has
an effect on quick reaction to the movement of nearby
Since there really isn’t a system in place, it’s somewhat opponents ... Opportunity Attacks. 89
ENCUMBRANCE ARMOUR COVERAGE PENALTIES
Weight Max DEX/ Check Move Coverage AC Penalty
%age STR Bonus Penalty (30’/20’/Run)
Cuirass/Shirt -2
10%
+8 0 ¾ Hauberk -1
20% 30’/20’/x4
30% +6 -1 No Helmet * -1
40% +4 -2 Shield Wall +1
50% +4 -3 25’/15’/x3 No Helmet penalty adds to the other penalties.
60% +2 -4
70% 0 -5
80% -1* -6 20’/10’/x2
90% -2* -7
100% -4* -8 5’/0’/x1
* At 80-100% plus a Character loses all their DEX/
STR Bonuses, they also take a penalty to their To Hit.
However Armour Proficiency takes precedence.
Red values are for Light (20%), Medium (40%) and
Heavy Armour Proficiency (60%), respectively.

D&D, PATHFINDER 1.0 AND FATEFORGE ARMOUR CLASS & RELATED VALUES
Armour Type Armour Class Destruction Resists Max Dex/Str Spell Failure
Bonus ³
Aketon ¹ +1 S10/C5 Slash, Bludgeon n.a. 0%
Gambeson ¹ +2 S14:C7 Slash, Bludgeon n.a. 0%
Arming Doublet ¹ +2 S12/C6 Slash, Bludgeon n.a. 0%
Aketon ¹ 10 S10/C5 Slash, Bludgeon +10 0%
Arming Doublet ¹ 12 S12/C6 Slash, Bludgeon +10 0%
Scale 12 S/C40 Slash, Chop +4 15%
Gambeson ¹ 13 S14:C7 Slash, Bludgeon +8 5%
Mail, Unsecured 13 S/C60 Pierce +2 25%
Mail, Secured 15 S/C60 Slash, Pierce, Chop +3 20%
Lamellar 15 S/C75 Slash, Pierce, Chop +4 20%
Coat of Plates ¹ 15 S30 Slash, Pierce, Chop 0 20%/+10%
Jack of Plates ¹ 15 S45 Slash, Pierce, Chop +1 15%/+5%
Lamellar & Mail 16 S/C90 Slash, Pierce, Chop +3 25%
Partial Plate 17 S/C100 Slash, Pierce, Chop +1 25%
Brigandine ³ 15 S60 Slash, Pierce, Chop +2 20%
Coat of Plates ¹ +1 S30 Slash, Pierce, Chop -1 20%/+10%
Jack of Plates ¹ +1 S45 Slash, Pierce, Chop 0 15%/+5%
Brigandine ² +2 S60 Slash, Pierce, Chop +1 +10%
Round Shield § 17 C16/P32 Pierce, Bludgeon -1 +10%
Kite Shield § 18 C16/P32 Pierce, Bludgeon -3 +20%
Heater Shield § 16 C16/P32 Pierce, Bludgeon -2 +10%
¹ Supplemental or Stand Alone Armour. The values in red apply when worn under (or over) other armour. The
values in black apply when worn as armour.
² Brigandine may be worn either as Stand-alone Armour (with Supplemental Armour) or as Supplemental Armour.
³ Negative values are a penalty to any DEX related roll.
§ Shields: If a you are wearing Armour and carrying a Shield, you must decide which value is applicable to an
90 attack.
A character wearing armour that is lighter than that
worn by someone they are moving away from/past is
not subject to Opportunity Attacks.

A character wearing Light Armour, for example, can


move away or past a character wearing Medium or
Heavy Armour without the need to use a Disengage act-
ion. Of course, if they move past other enemies who hap-
pen to be wearing Light Armour in that same turn with-
out using Disengage, they are subject to normal oppor-
tunity attacks.

A character wearing armour that is heavier than that


worn by someone they are moving away from/past is
at a greater disadvantage than usual -- if there is one Armour is rated as having the two (or more) Armour
level of difference they must make a Disengage action Values ... so attacks against it are compared to both (or
and may only make a half move. If there are two levels all) of them, but inversely. That is, when an attack roll
of difference they must make a Disengage Action and equals or exceeds the inverse of a given AC they meas-
may only move at one quarter speed. ure their damage against that level of protection.

It’s a trade between speed and protection. Always. Someone wearing a Mail Shirt over an Aketon has a
base AC 15 (secured Mail) + 1 for the Aketon, -2 for re-
Magical Armour & Opportunity Attacks. That is, duced coverage, for AC 14. However, the Aketon has to
Armour with a plus (+) modifier. While it does not ¾ coverage, which means that where it covers it would
change the weight of the armour (it doesn’t change its be AC 10, -1 for reduced coverage, or AC 9.
Encumbrance) it doesi allow the wearer disengage as if
the armour is one grade less per plus. This gives a Split AC of 9/14 – which is inverted. So an
attack roll of 0-9 would hit the Mail Shirt while a roll of
Someone who is wearing +1 Partial Plate will be able to 10-14 would hit the Aketon. A roll of 15+ would,
Disengage as if wearing Medium rather than Heavy therefore, hit an unarmoured body part.
Armour.
This is important as the Mail resists Slash, Pierce, Chop
ARMOUR CLASS (D&D, PATHFINDER*, FATEFORGE) and (with the Aketon) Bludgeon damage while the Ake-
The Armour Class system is really badly suited to deal- ton alone only resists Slash and Bludgeon … and the un-
ing with the way armour actually worked as it con- armoured bits have no resistance (unless the there is
flates the chance of penetrating with the chance of hit- some magical/other factor that provides such).
ting. This isn’t completely wrong, mind, as most arm-
our sets didn’t provide the same level of protection Why does Split Armour Class give the highest AC compo-
over the entire body, but it does make it an awkward nent the greatest coverage when it may have the most
problem when you want to represent reality. limited coverage? Simple -- the highest AC component
always covers the body part(s) most attacks are aimed at.
It would be considerably easier if it used a Hit Location
system – but it doesn’t, and adding one would be too So, even though the Mail Shirt in the example covers
clunky for most groups. only the Torso, most attacks are either aimed at the torso
or are more likely to hit there than anywhere else.
* Pathfinder 1.0 AC is given in the rules as a formula –
10 + Armour Bonus + Shield Bonus + Dexterity Bonus Shield Walls. If a line of Shield-bearing defenders
+ Other Modifiers … whereas D&D simply folds the Arm- stand in close order, with the left of their shield over-
our Bonus into the AC Value presented. For simplicity’s lapping the right of their comrade to their left (a
sake the same has been done here. Shield Wall) then those in receipt of such additional
coverage gain AC +1.
Thus we introduce the concept of Fractional Armour
Class to represent this partial coverage coupled witth Note: The defender at the far right of the Shield Wall
the concept of Resist(ance) -- the types of attacks it is gains no such bonus, as there is no-one to defend his rel-
good at, well, resisting. atively unprotected right side. The bravest warriors were
often chosen for such a position as there was a natural
Split Armour Class. This is actually quite simple to tendency for those at that end to drift right to avoid
handle -- where a particular type of armour doesn’t being attacked on their unshielded side.
cover the entire body, the two (sometimes more) Arm-
our Classes are used to define this. Resistance. If you’ve been reading closely, you’ll note 91
that period armour rendered the wearers largerly in- age. Or a +2 Messer could ignore Slash and Chop Res-
vulnerable to many types of attacks by the weapons av- istance.
ailable at the time they were around.
If a Magic Weapon has more pluses than it has restrict-
The only way to get around this was to seek out weak ed attack types, it may add Impale (Light Horse) dam-
spots in the armour or spots where the armour didn’t age to its base if the wielder has charged their oppo-
extend -- which is, presumably, what period combat- nent (that is, has moved at least half their current
ants did in the ‘Real World’ ™. movement rate towards them this turn and foregoes
any further movement after the attack).
So, if a weapon is rated for an attack type that a set of
armour is rated to resist, then the weapon does mini- Impale (Light Horse) does an extra 2d4 or 2d4+1 de-
mal damage ... basically one point per damage die pending on the quality of the weapon enchanted. Impal-
(dropping any adds). ing Damage bypasses all types of resistance.

So, for example, a Messer, which does 1d8/2d4 Slash- ARMOUR & SHIELD COVERAGE
ing or Chopping Damage being used against Secured
Mail, which resists those attack types, would only do 1- As you’ll have seen from the descriptions elsewhere, a
2 points of damage if a ‘Hit’ is achieved. lot of armour simply doesn’t cover everywhere yet this
is modelled poorly in D20 systems for the most part.
Critical Hits from attack types a set of armour is rated
to resist multiply the reduced damage. Use the Coverage Penalties table in conjunction with
the Armour Value/Armour Class Tables overleaf.
The Messer, with a x3 Critical Hit multiplier would do
3/6 points of damage on a Critical Hit. So, for example, Mail (Secured) is AC 15, but that ass-
umes Full Mail. If it is only a ¾ Hauberk then the -1
Alternative Resistance. If you believe the above Coverage Penalty reduces that to AC 14 – and if it is
rule(s) make armour too powerful, simply roll the only a Mail Shirt (half coverage), then the -2 Coverage
Damage Dice as normal, but divide the result by two, Penalty reduces it to AC 13.
rounding fractions down (with a minimum result of 1
(one). Critical Hits multiply this reduced damage.
Shields always take precedence over Armour (unless,
So that Messer would do 1-4 or 2-4 points of Damage. for some inexplicable reason, the defender chooses
not to defend with them) -- and an initial attack is
Resistance vs Magical Weapons. Magic Weapons, made against the Shield.
those with a plus (+) modifier can be treated one of
two ways ... either they simply add that plus value to If that attack is successful, the attacker must then
the reduced damage they do vs. a particular type of make a second attack to see if they are successful ag-
attack, which is what is recommended, or you can all- ainst whatever armour the defender is wearing. This
ow as how they simply ignore any restrictions. second attack, however, is directed at the armour they
are wearing on their peripheries, which quite likely has
Alternately, you could grade all Magic Weapons with a lower AC than that covering their core areas.
a Resistance Modifier -- one per plus (+) -- allowing
them to ignore resistance to one (or more) of their Peripheries in this sense means the Head, Shoulders,
attack types. Weapon Arm and Legs.

So, for example, a +1 Magic Arrow could ignore Pierce So, for example, if a defender is wearing Partial Plate
Resistance as its modifier … allowing it to do Slash dam- (AC 18, including Aketon), then an attack bypassing a
Shield attacks the Mail armour portion covering their
peripheries (Secured Mail AC 16, including Aketon).

Some types of Armour (Full Mail) don’t have a lesser AC,


so attacks against them are against their full AC.

Only if that attack is successful is any damage done


(subject to Attack Type rules).

Yes, this does make Armour + Shield bearers really


tough nuts … but, remember, Shields are ablative.
They’ll be worn away quite quickly. In the meantime,
92 they’re a nasty combination.
93
effect, in effect. In the rules as they exist you can run with coverage of ¾ or greater gain no benefit from a
all day in Partial Plate Armour .. uphill for that matter Short Rest and treat a Long Rest as a Short Rest.
... and suffer no effect whatsoever.
Nope, can’t sleep in armour … not to any great effect.
The only impact that Fatigue has in all three games is to
limit movement and apply a penalty to DEX and STR. ARMOUR & INITIATIVE
The heavier the armour, the more impact it has on In-
Combat is exhausting, participants slow down, but at itiative -- as it slows you down in all sorts of ways, inc-
the same rate, so you can mostly ignore it. luding response time, or Initiative.

Except when someone comes from outside the local • Unarmoured. +1


‘bubble’ ... someone who may be fresh, or merely less • Light Armour. +0
fatigued. That is where a conceptual problem arises. • Medium Armour. -1
• Heavy Armour. -2
Since existing combatants have slowed down, the ob-
vious solution is to apply a differential to the rate of ARMOUR PROFICIENCY
actions. The more fatigued, the fewer attacks you will While retaining the three basic classifications, discard
be able to make against fresher combatants. This is ALL of the definitions ... since none of the armours a)
where to comes down to the discretion of the individ- exist at all or b) weigh what they are supposed to.
ual GM rather than a hard and fast rule.
Replace the definitions with a Encumbrance (Weight)
I would suggest that the fresher side should initially Classification, which makes more sense most of the
get at least a 3:2 advantage ... that is, they should get time, with modifiers for Dexterity and Agility where it
three actions for every two their opponents get. may not fully do so.

Either this can continue indefinitely, which is more Light Armour Proficiency. Allows wearing of Armour
realistic -- or the ‘fresher’ attackers gradually lose the or Armour sets of up to 30% of Carrying Capacity at a
advantage .... to 4:3 after 2 x CON (their CON) Rounds penalty no more than that for 20%.
and then down to 1:1 after a further 2 x CON Rounds.
Leather and Studded Leather simply Do. Not. Exist. A
Armour & Strategic Movement. Characters wearing Mail Shirt weighs 25 lbs with an Aketon, not 20 lbs.
Metal Armour with ¾ coverage or greater move across
the countryside at the risk of Exhaustion. Medium Armour Proficiency. Allows wearing of
Armour or Armour sets of 40-50% of Carrying Cap-
Wearing ¾ Armour requires a Forced March check acity at the penalty for 40%.
after four hours of travel.
Hide (Leather!), Scale Mail and Breastplate (stand
Wearing Full Mail, Lameller & Mail, Lamellar & Plate alone) Do. Not. Exist. Mail (assuming this is Full Mail)
and Partial Plate requires a Forced March check after weighs 30-55 lbs with an Aketon, not 55. Partial Plate
two hours of travel. (Half Plate?) weighs 35-55 lbs, with Aketon, not 40 lbs
and probably should be in Heavy Armour.
Yes, this applies even to mounted movement. Wearing
Armour is tiring even when not in combat! Heavy Armour Proficiency. Allows wearing of Arm-
our or Armour sets of 60-70% of Carrying Capacity at
If the weather is Hot (a heatwave or in the Middle East the penalty for 60%.
or North Africa during the day) then halve the distance
that can be travelled before you have to make a check. Full Mail weighs 30-55 lbs with an Aketon, not ‘just’ 55
lbs, so it fits in as Medium Armour for some. Ring Mail
Armour & Resting. Characters wearing Metal Armour and Splint (Mail) again, simply Do. Not. Exist.

DONNING ARMOUR
Putting on armour takes time -- most RPGs either ig-
nore this or severely underestimate it, sometimes be-
cause they simply don’t understand the nature of the
armour in question.

Stiffened Linen Aketon/Gambeson ¹ 2-3 minutes


Coat/Jack of Plates or Brigandine ¹ 3-5 minutes
Mail Cuirass, Secured 3-4 minutes
94 Mail Cuirass, Unsecured 2-3 minutes
¾ Mail, Secured 5-6 minutes
¾ Mail, Unsecured 3-4 minutes
Full Mail, Secured 7-8 minutes
Full Mail, Unsecured 4-5 minutes
Lamellar or Scale Cuirass ² 2-3 minutes
Lamellar & Mail ³ 10-12 minutes
Partial Plate ³ 12-15 minutes
Any Helm 1 minute
Full (15th Century) Plate ³ 20-30 minutes

¹ These types of armour have rear closures and can


only be put on with assistance from a second person.

² Lamellar or Scale Cuirass may be worn over Mail


Armour. If so, add the two donning times together.

³ Lamellar & Mail and Partial Plate include Full Mail


in the time to don.

§ Full Plate doesn’t exist until well into the 15th century,
way outside the period these rules cover ... it is included
here for comparison purposes.

Where armour consists of more than one layer, you close contact over an extended period of time between
add the donning times together. the originating and receiving cultures for such to work.

Full Mail includes Aketon and Helm. An Aketon re- Even then, some of the ‘obvious’ exchanges didn’t occur
quires assistance and 2-3 minutes to don. Full Mail takes – for example, Composite Bows largely remained a
4-5 minutes (Unsecured) and +3 minutes to secure for a Steppe Nomad and Muslim weapon for the simple fact
total of 7-8 minutes. A simple Round Helm adds a min- that they were hopelessly vulnerable to the damper/
ute for 2-3 + 7-8 + 1 = 10-12 minutes. If donning a Great wetter climate of most of Western Europe.
Helm plus Cervelliere that’s a minute for each, bringing
the total time expended to 11-13 minutes. That said, there are some elements which need to be
changed or modified to fit in with the new Armour
Most soldiers in a combat area, or on a war footing, rules and a few new wrinkles to be added for the sake
will wear an Aketon (or a Gambeson as armour) all the of improved realism.
time ... especially since its rear closure would be really
problematic if caught not wearing it ... and only put ATTACK TYPES & DAMAGE
on the rest if an enemy appears or when on patrol. Weapon Damage is usually given for a specific type of
attack ... for some weapons, more than one.
Even when on a combat patrol, someone with Full Mail
might only wear the ¾ Hauberk over their Aketon rather Types of Attack. Weapons can only make attacks of
than add in the extra weight of the Mail leggings. Like- the type listed in their description.
wise, someone with Partial Plate would probably only
wear the ¾ Hauberk .Armour is bloody heavy. If a weapon has Pierce and Slash, for example, the
wielder can only choose to either make a Pierce attack
or make a Slash attack. They cannot choose to make a
WEAPON RULES D20! Chop or Bludgeon attack.
Weapons are covered reasonably well in most D20
based games -- allowing as how they include weapons Choosing Attack Type. If a weapon is capable of
which didn’t exist in 10th-14th century Europe and more than one attack type, the wielder must state
that, historically, there was very limited or no (mostly which they are using before they make an attack roll.
no) long distance travel of exotic weapon types.
If a weapon can make Pierce and Slash attacks then the
The latter caveat (no long distance cross-fertilisation) wielder must choose which of the two they intend to
applies even to backgrounds which are different from make before they make their attack roll.
medieval Europe.
TAKING ON ARMOURED OPPONENTS
There was limited cross fertilisation, of course, but it There’s only one rule that applies in warfare -- win-
didn’t work well over long distances … there had to be ning is everything. Forget silly notions of ‘chivalry’ 95

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