Professional Documents
Culture Documents
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?
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 (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.
MAIL ARMOUR
The most common type of metal armour used during
the period, in the form of a Mail Shirt or ¾ Mail.
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: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.
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.
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.
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.
Gorgets may have been used at the very end of the 14th
century – treat them as Aventails for additional costs
and weight.
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.
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.
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.
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’.
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: 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: 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.
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).
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: ~8-12 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).
14TH CENTURY
AXES
The Light Utility Axe and War Axe continue in use.
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).
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: ~4-6 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.
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.
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.
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.
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: 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: 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: 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.
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.
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).
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.
§ 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