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Equipment

Every man has the same nineteen slots, worn in layers:

Part Slots
Head Coif, helmet
Neck Aventail (a mail cape) or gorget (a plate collar)
Body Padded coat, mail shirt, breastplate, surcoat
Arms Arm harness, gloves
Legs Mail or plate legs, shoes
Hands and back Main hand, offhand, sidearm, back, pack, quiver at the hip
Horse Barding, saddlebags

Each piece is one of five tiers: crude (village-made, scrap or a peasant’s own), poor, common, fine or masterwork (a famous maker’s, a great lord’s own). Crude pieces look dull, grimy and patched, masterwork ones bright and gilt. Gear does not wear out. A man is drawn in his outermost layer on each part.

Each piece has its own page. Armour: Coif, helmet, aventail, gorget, padded coat, mail shirt, breastplate, surcoat, arm harness, gloves, mail leggings, leg harness, shoes. Weapons: arming sword, falchion, longsword, rondel dagger, hand axe, great axe, flanged mace, war hammer, spear, lance, halberd, bill, pike, longbow, horse bow, crossbow, javelins. For them: arrow quiver, bolt case, javelin holder. The rest: shield, banner, barding, pack, saddlebags.

Each layer stops its share of what gets past the layers over it, on the parts it covers. So padding under mail guards more than mail alone. Against a common piece, a crude one stops half as much, a poor one two thirds, a fine one four thirds and a masterwork one and a half times. No part is ever more than 85% covered.

Overheads land on the head, thrusts on the body and side swings on the arms. Men on foot reach only a rider’s legs.

Each weapon has its job against armour, a weight, and one or two hands. Against a common arming sword:

Weapon Hits Reach Slower by Hands Against armour
Arming sword 1 the measure the measure One Cuts and thrusts; mail and plate stop it fully
Falchion 1.15 0.1 m less 0.05 s One Cleaves: padding stops half as much; a weak thrust
Flanged mace 1.1 0.2 m less 0.1 s One Crushes: mail and plate stop 40% as much; never cuts
War hammer 1.05 0.15 m less 0.1 s One Crushes; its overhead spike punches plate
Hand axe 1.2 0.15 m less 0.1 s One Cleaves
Rondel dagger 0.55 0.9 m less 0.2 s quicker One Weak cuts; hard into the gaps of a man down
Spear 1 0.05 m more none One Thrusts, weak side blows; braces against horses
Lance 0.9 1.4 m more 0.35 s One Couched in the saddle over 10 m/s, it strikes with the horse’s speed behind it
Longsword 1.3 0.35 m more 0.1 s Two Cuts and thrusts
Great axe 1.7 0.3 m more 0.3 s Two Cleaves
Halberd 1.6 0.9 m more 0.3 s Two Cuts; hooks riders; braces
Bill 1.4 0.8 m more 0.25 s Two Cuts; hooks riders; braces
Pike 1.1 2.6 m more 0.35 s Two Only its point; braces 2.55 m further out than a spear
Fists, or a banner 0.25

Shot or thrown, carried on the back, each from its own case at the hip (a quiver of 24 arrows, a bolt case of 18, a holder of 4 javelins, more or fewer by its tier):

Weapon Hits Range Between shots From the saddle
Longbow 1 40 m 1.8 s No
Crossbow 1.5, its bolt punching mail 44 m 4.5 s, truer No
Horse bow 0.75 28 m 1.4 s Yes
Javelins, four a man 1.8 16 m 2.7 s, truer Yes

A crude weapon hits 0.6 times as hard as a common one, a poor one 0.75, a fine one 1.25 and a masterwork 1.4.

A two-handed weapon leaves no hand for a shield: it stays slung on the back and guards nothing. A weapon heavier than an arming sword costs more breath a swing, and one over 2.5 kg that misses leaves its man off balance a while. A weapon reaching 0.3 m or more past a sword snags when swung sideways into a tree, a wall or a man of its own side close by; overheads and thrusts never snag, so in a narrow lane a polearm thrusts. A halberd’s or bill’s unblocked blow from a man on foot on a rider drags him from the saddle half the time.

A one-handed weapon (not a lance) can hang at the belt or saddle in the sidearm slot. On the character screen (I) you hang one there, and Q swaps it with the weapon in your hand. Soldiers swap when it suits them: a lance put by once unhorsed, a pole for something shorter with a foe close, and a mace or hammer for a blade against a man in mail or plate. Knights carry two weapons of their choosing.

Each king bears a named masterwork blade, a longsword, falchion or arming sword with a name such as Stormfang, fought with at tournaments and named on the Realm screen.

A named blade
A named blade
A named blade
A named blade
A named blade
A named blade
A named blade
A named blade

Block with a shield and a blow from the side you raise it to is stopped whole. A blow from either side next to it is partly caught:

Shield Catches
Crude 30%
Poor 40%
Common 55%
Fine 70%
Masterwork 80%

A blow from the side across gets through. A shield covers 120° either side of where you face, against a weapon’s 100°, and a raised shield turns arrows coming from inside that cover.

Barding is the horse’s armour. It stops part of a blow that comes up at the rider from below, from a man on foot, an arrow or a braced spear:

Barding Stops
Crude 8%
Padded caparison (poor) 15%
Mail (common) 30%
Plate (fine) 45%
Masterwork 55%

The horse carries its 20 kg and goes 5% slower.

Each man carries up to 25 kg, his own gear included. What his kit leaves of that adds to the train’s room. Gear over 25 kg slows a man on foot, 4% a kg, down to half pace.

Piece Carries
Pack 25 kg on his back; slows him on the field, so set packs down before a fight (K)
Saddlebags 25 kg on his horse; no slower, and they stay on in a fight

A banner is carried in the hands in place of a weapon. Its bearer fights with his fists.

Nobody is hired as a role: a man’s role is only what his kit and his seat make him. A longbow, horse bow, crossbow or javelins make him ranged, and a horse makes him cavalry; a man with both is ranged cavalry, and one with neither is infantry.

Role Starts with Weighs
Infantry (spearman) Poor helmet, common padded coat, poor shoes, common spear and shield 15.5 kg
Ranged (archer) Common padded coat, poor shoes, poor sword, common longbow and quiver 10.5 kg
Cavalry (horseman) Common helmet, padded coat, mail, leg mail and shoes, fine sword, common shield, poor barding 28 kg, 20 on the horse
Ranged cavalry (mounted archer) Poor helmet, common padded coat and shoes, poor sword, common horse bow and quiver 12.2 kg
You Poor padded coat, shoes, sword and shield 11.5 kg

Money is counted in gold, silver and copper: 10 copper make a silver penny and 100 silver a gold piece (see Economy). Below are common pieces at a trader’s usual stock, in silver. A crude piece costs 0.15 of that, a poor one half, a fine one three times and a masterwork ten times. Prices rise as a trader’s stock runs low and fall as it piles up.

Trader Pieces
Armourer Helmet 160, aventail 80, gorget 80, mail 1,200, plate 600, arm harness 400, mail legs 300, plate legs 400, shield 16, barding 1,200, pack 24, saddlebags 24, flanged mace 24, war hammer 30
Tailor Coif 8, padded coat 60, surcoat 24, gloves 6, shoes 6
Weaponsmith Arming sword 40, falchion 30, longsword 80, rondel dagger 10, hand axe 12, great axe 24, spear 12, lance 20, halberd 30, bill 15, pike 12, longbow 18, horse bow 36, crossbow 60, javelins 6
Stables Mule 100, wagon 410, spare horse 180
Tentmaker Tent 36 (sleeps six; crude 5.4 to masterwork 360), bedroll 6, firewood 6 the 100 kg

Mail costs more than a breastplate, as it did: a mail coat is tens of thousands of riveted rings. A common sword costs a spearman twenty days’ wages and a common mail coat six hundred, so most men fight in padded coats and helmets, and good armour comes from loot, ransoms and lords’ chests. Traders keep fewer of the dearest and slowest-made pieces (plate, longswords, crossbows, horse bows) and more of the tailor’s cheap cloth and leather.

The Party screen’s train tab has Outfit, which puts gear from your train on your men, worst-off first, and puts what they wore back in the train. Best for all hands out the finest pieces first. It costs nothing. I opens the character screen, where you dress yourself from the train. Neither works while your army fights or flees, or while its train is taken.