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Book of Armies

By Greg Stafford

Layout: David Zeeman Assistance from: Chris John Payne, Sven Lugar, Jeff Richard, Philippe Auirbeau, Gianfranco Geroldi, Daren Hill Special thanks to the emergency eschille: Chip Hausman, Robert Saint John, Martin Miller, Taheka Harrison, Newton Phyllis, Bob Schroeder, Ben Quamt

All photos, pictures and illustrations are original or from royalty-free sources, such as ClipArt.com (www.clipart.com), Liam’s Pictures from Old Books (www.fromoldbooks.org/), and the Historic Tale Construction Kit (www.adgame-wonderland.de/type/bayeux.php) by Björn Karnebogen

This book is a fan production of Greg Stafford Publications, under license from Nocturnal Media, LLC.

© 2009 by Greg Stafford. All rights reserved. Reproduction without written permission of the author is expressly forbidden, except for the purpose of reviews, and for any record sheets, which may be reproduced for personal use only.

1 Table of Contents

Introduction ...... 5-8 Tribal Picts ...... 49-50 A Pict Army ...... 49 Interpreting the Army Tables ...... 6-7 Leaders & Alternatives ...... 50 Passions for Opponents ...... 7 Lowland Troops ...... 50 Cultural Specialties & New Weapons ...... 8 Peasant Army ...... 51-52 The Great Pendragon Campaign Battles ...... 8 The Ragged Mob ...... 51 Arthurian Armies ...... 9-39 Leaders & Alternatives ...... 52 The All-Knight Army ...... 9-10 Bandit Gang ...... 53 Generic Noble Leaders ...... 10 The Bandit Gang ...... 53 King Uther Period ...... 11-12 Leaders & Alternatives ...... 54 Dark Ages Army ...... 11 Faerie Army ...... 55-57 Leaders ...... 12 King Oberon’s Army ...... 55 Anarchy Period ...... 13-14 Leaders, Four Leaders & Alternatives ...... 56 Local Defense Force ...... 13 The Dead ...... 57 Leaders & Alternative Troops ...... 14 ...... 58-84 Boy King Period ...... 15-25 Continental Armies Vassal Army ...... 15 Aquitainians...... 59-60 Gascons ...... 60 Leaders ...... 16 Rebellion Era Regional Special Units ...... 17 Byzantines ...... 61-62 Byzantine Field Army ...... 61 & Broken Round Table Knights ...... 18 Leaders ...... 62 The Battle of Terrabil ...... 19 Norgales Army ...... 20 Danes ...... 63-64 The Royal Danish Army...... 63 Malahaut Army...... 21 Tribal & Feudal Leaders ...... 64 Lothian Army ...... 22 French ...... 65-67 The ...... 23 Local French Defending Army...... 65 Day 3 Wounded & Healthy Knights ...... 24 Local French Attacking Army ...... 66 The Rivals ...... 25 Leaders ...... 67 Conquest Period ...... 26-30 A Army ...... 26 Germans ...... 68-69 German Royal Army ...... 68 The Roman War ...... 28 Tribal & Feudal Leaders & Alternatives ...... 69 Giants ...... 28 Roman Army ...... 29 Huns ...... 70-71 Hun Raiding Army ...... 70 Roman Leaders...... 30 Leaders & Hun Knights ...... 71 Romance & Early Tournament Periods ...... 31-32 Defending Army ...... 31 Italians ...... 72-73 Defending Ostrogoth/Italian Army ...... 72 Attacking Army ...... 32 Leaders & Condottieri ...... 73 Late Tournament & Grail Quest Periods ...... 34-35 A Professional Feudal Army ...... 34 Occitanians ...... 74-76 Occitanian Army ...... 74 Alternatives ...... 35 Leaders & Alternatives ...... 75 Twilight Period ...... 36-39 A Logres Army ...... 36 Spanish ...... 77-78 Spanish Army ...... 77 The Battle of Camlann ...... 38 Visigoth Leaders ...... 78 Seven Special Units...... 39 Zazamancs ...... 79-81 British Armies ...... 40-57 Zazamanc Army ...... 79 Tribal Cymri ...... 41-42 Leaders...... 80 Cambrian Hill Tribe Army ...... 41 Alternatives ...... 81 Leaders ...... 42 Routiers ...... 82-83 Tribal Saxons ...... 43-46 A Routier Gang ...... 82 Defending Saxons Army (Weak)...... 43 Leaders ...... 83 Attacking Saxon Army ...... 45 Five Rennaissance Troops ...... 85 Leaders & Alternatives ...... 46 Appendices ...... 86-88 Tribal Irish ...... 47-48 Troop Types: A Glossary of Warriors ...... 86-87 A Native Irish Army ...... 47 A Military Synopsis of the Great Pendragon Campaign ...... 88 Leaders & Alternatives ...... 48

3 Introduction: the Armies of Pendragon “Then answered King Anguish of Scotland, Sir, ye ought of right to be above all other kings, for unto you is none like nor pareil in Christendom, of knighthood nor of dignity, and I counsel you never to obey the Ro- mans, for when they reigned on us they distressed our elders, and put this land to great extortions and tallies, wherefore I make here mine avow to avenge me on them; and for to strengthen your quarrel I shall furnish twenty thousand good men of war, and wage them on my costs, which shall await on you with myself when it shall please you. And the king of Little Britain granted him to the same thirty thousand; wherefore thanked them. And then every man agreed to make war, and to aid after their power; that is to wit, the lord of West promised to bring thirty thousand men, and Sir Uwaine, Sir Ider his son, with their cous- ins, promised to bring thirty thousand. Then Sir Launcelot with all other promised in likewise every man a great multitude.” —Malory, Le Morte d’Arthur, Book V, Chapter 2

Knights  ght Enemies. This book provides them. Random of challenging, entertaining and amusing encounters upon the tables assist the Gamemaster to bring color and entertainment Killing Fields. Within these pages are a whole bunch of tricks to the battle eld. This book assumes the perspective that player and gimmicks to surprise the player knights. Surprise doesn’t characters are knights of Britain. always mean defeat. Gamemasters can look through for them (try, for instance, Occitanian opponent #11). Resist the temptation to When British lords feud, then knights meet Arthurian Armies: use them all at once, or too quickly, or even regularly (unless knights. Seven armies from the Great Pendragon Campaign it’s the mark of a particular enemy unit). Also, several unique ( ) are here, period by period; plus extras. GPC Passions are in here for theatrical effect, and such things as “Hate British Armies: Six wild and unlawful peoples of Britain; they (Horsemen)” are not intended to be used by player knights. are backward, and never change much. This book has many non-battle uses in adventures, whenever one needs a bunch of handy foes. Sometimes I even use the d20 The nine Continental Peoples of the Continental Armies: Book tables to  nd the speci c enemies in a small-scale Fight. Whatever ( ), plus the Aquitainians. of Knights and Ladies BoK&L foes may come up, this will provide ideas and examples. In the Book of Battle we stated that the normal ratio of Have fun. troops is 1 knight to 4 other combatants. The tables here do not attempt to maintain that ratio, but instead provide a wide variety

5 Sample Enemy Opponent d20 Opponent Combat Information Armor MW Glory Roll 12; Heavy Leather 14 Mounted Sergeantry Spear, Sword (14): 5d6, Lance (12); Rouncy: 4d6 [5] 14 15 (Experienced) (6), Shield (6)

Interpreting the Army Tables Table Symbols The following sections contain enemy Army Tables that allow The following symbols are used throughout the Tables at the a Gamemaster to randomly select opponents for knights to  ght end of this book, and especially the Book of Armies. during a combat phase of battle. Each table is organized in the d20 column following way: The word “Note” indicates that there is something said about d20: Each Table has 20 options in it for random determination. that particular unit in the following “Army Notes” section of Gamemasters can pick and choose if desired, but the d20 pro- each table. vides the entertainment of chance. Opponent column Opponent: The description of the enemy unit may be of a type Foes with Ransom. This symbol indicates that ransom is £ of troop (i.e. Pecheneg Horse Archers ); or generic (Infantry) or possible from combatants in this unit. with descriptor (i.e. Howling Warriors full of Hate). When re- A Passion can be inspired. Enemy troops may be impas- vealing the speci c foe for a Round, be minimalist and read the < bold part. Don’t read the parenthesized parts right away. Famil- sioned, like player units. The Combat Skill number iarize yourself with the marks used (see below). shown is before the Passion is rolled. See: Passions for Opponents on the next page. Combat Information: First listed are the weapon(s) used. For ease, one number is usually given that is applied to all Combat Opponent is capable of making a Mounted Lance Skills (Battle, weapons, Horsemanship). Some entries have mul- Charge. See: Book of Battle, pg. 26. tiple weapons listed separately. A Missile unit. This is any combat unit that hurls, shoots Horse information is next. If a Lance attack is allowed, it is or releases something to hurt the enemy, whether rock, listed here, followed by the type of horse and (damage [armor]). arrow, javelin, quarrel, dart, pilum, or ballistae-cast All horses are noted to have their natural [5] Armor, and if the spear. Missile units do not suffer a -5 penalty if they are horse wears additional armor (Romance Period and after), it is on foot and shooting at mounted targets. included in the number in the brackets. Flee information is here This indicates that the unit will Sprint if attacked. See: too. S pg. 34. Note that the two-handed damage bonus is NOT included Book of Battle, here FOR ANY ENTRY, even if the only weapons are two- S This is a common symbol. It means that the unit has a ⅓ handed. The Gamemasters will have to keep an eye out for these chance to shoot if it is not attacked, but Sprints away if modi ers. it is attacked. Armor: This is important only in Extended Rounds, when com- ×2, ×3, etc., indicate that multiple opponents from that batants may live and  ght for several Rounds. It is presented ×2 unit will attack that round. with total points of protection, then type(s) of armor, and then This indicates Fanaticism (rare). Fanaticism is like a << whether the troops have shields. Passion, but works continuously all day of a battle. MW: Major Wound value, useful to calculate whether a foe was The Combat Skill number shown does NOT have its knocked down and out. Fanaticism bonus included. Thus when one of the units is encountered, simply roll d20 before the melee to see Glory: Glory gained per Phase of combat. if an individual is Critically Fanatic, in which case their skill is doubled; otherwise simply grant them +10 to a weapon skill.

6 This indicates that the unit can make two attacks per their Lord is captured, etc.). D Round (rare),  rst with its missiles and then with its The number(s) and word(s) following the < sign indicate melee. They only use their missiles against a unit they what the Passion is directed against and its score; for instance, are going to melee with. “Hate (Salisbury) 17.” If this is the  rst time said encounter has occurred in the F This indicates that the unit will shoot missiles if not attacked, and if attacked will attempt the Flee Fighting battle (you are the only Salisbury knights, for instance), then each enemy combatant must attempt the Passion roll just before maneuver. These units are very rare. See: Book of Battle, pg. 35. individual combat with the player knights. Note that only Notable Passions are reported here, and the roll is required. “ This indicates that the opponent is using Pagan or When such a foe is encountered in a battle, the Gamemaster y’x Heathen magic to attack or defend. rolls 1d6 per round that the enemy unit has already fought against that type of unit (Britons, knights, nobles, etc.) or speci c = This indicates the the opponent is using Christian unit (Salisbury). Estimate the number of likely rounds. If any miracle to attack or defend. die shows a 6, then the Passion has already been used. If no 6 is rolled, the members of the enemy unit each attempt to be impassioned that Round against the player knights. Describing Opponents Foes might appear that have a speci c Hate for the player The Gamemaster’s job is to entertain, and part of that is in de- knights, entirely unknown to the players. These speci c Hates scribing the players’ opponents. After a couple of sessions the might have been acquired by armies that have been constantly process becomes rote, and the focus of the game moves from defeated by the player knights, for instance. It is a Gamemaster learning the game system to entertainment. Gamemasters should delight to tell the surprised players, “These are the sons of those try to maintain the  ow, and take advantage of even the small guys you butchered,” or something comparable. surprises that are presented in these enemies to raise the enter- Finally, a single foe in an enemy unit may suddenly be- tainment value. come impassioned against one player knight, perhaps screaming Don’t give away all the facts of the enemy unit. Give NO de- (rightly or wrongly) “He killed my daughter!” or the equivalent. tails (skill, damage, Glory) of the enemy units before the player knights make their choices. Alternative Foes Some armies have Alternatives offered. These are unusual, of- • Describe them super cially  rst, using the Bold Face ten unique, units that Gamemasters may choose to insert to re- Description, like Spearmen. Stating the obvious is enough: place a random troop. They range from the formidable (“Uh oh, “They are crossbowmen,” or “Knights, well accoutered,” Byzantines”) to the shocking (“Were those children we just ran or “Spearmen.” down?”) In general, these tend to be entertaining or really, really • Knights can tell by sight the type of armor (“well ar- tough. mored”), wealth (“Rich”) and horse being ridden (“An- dalusian, Charger”), but Gamemasters should tease their Personal Foes players with these too, as some similar units have different When the players are interacting regularly with a foe, character- stats. ize them with something unique. It might just be that they all • Reveal stats and other information (“Elite”) only after wear red arm bands or a planta genet on their helm. It might grant melee begins. a bonus to combat, such as these trumpets that give a +5 to the For example: Mounted Sergeantry (Experienced) is the foe. The skill and Glory of this unit. Elsewhere bagpipers do the same. player says, “Who are they?” The Gamemaster presumes they Others might include: a huge banner, uniforms, a battle cry at the make Awareness rolls and says, “Your foe is mounted, and badly start of each round ("God aid us!" or "At them!" or “Sarum and armored. They don’t have coats of arms, though.” When the die- King!” or "Feed the iron!") and so on. rolling starts and the Gamemaster rolls a 19 he can say, “Oh, The Rivals exist to provide a personalized foe, and to show these guys are Experienced.” Gamemasters how a unit might rise and fall over time. These two units are potential Gamemaster tools to insert into battles, Passions for Opponents and spice up the depth of the game. One nondescript Saxon unit < signi es Enemy Units that have a Notable Passion (usually rises to become a famous and formidable foe, when it takes on Hate). Just like player knights, they are obliged to use it when- non-Saxons and diminishes; while a nondescript Cymric regi- ever the occasion arises (e.g., they contact whomever they Hate, ment grows over the generations.

7 Exotic Troops of the user’s Damage statistic. It is a two-handed weapon, so no Without doubt, sometime during a battle one of your players will shield can be used while shooting it. The bow’s normal range say, “We’re  ghting what? What the heck is a (Trebizond archer, is 60 yards, maximum range is 180 yards. Modi ers must be Vardariot, Vestiaritai, Ulfhednar, Faris, Scythian, etc.)?” applied for mid-range or long-range shots, small or covered Who are these guys anyway? History and legend have targets, and so on. provoked many local variants on the old “footman and horseman” A fumble indicates that the weapon has a broken string or, types. I’ve included as many of those as I could  nd that provide worse, has cracked. color (and, frankly, a couple of times just for laughs). These troops are brie y explained in notes in the Appendix, Great Lance [Byzantines] The Great Lance is the famous byzantine kontos. It is a two- but I think the notes will serve better as a reminder to a person handed lance, used without a shield, and is longer than a usual already with knowledge than they will inform the novice. lance. A Byzantine cavalryman with Great Lance gets a +1d6 I recommend that the Gamemaster do research—at least damage when he wins the combat resolution. Otherwise, it is google these beforehand. That’ll provide suf cient explanation treated as a normal lance/spear. and some nifty sources for pictures too.

Cultural Specialties & New Weapons Great Pendragon Campaign Battles Four of the signi cant battles played of the have unique Several special, culture-speci c skills and weapons were intro- GPC Army Tables for them: Terrabil (defeat of the Britons), Badon duced in BoK&L, and appear in this book (some homelands have (defeat of the Saxons), Saussy (defeat of the Romans), and Cam- non-combat specialties). Here’s a quick rundown on them. lann (defeat of the Arthurians). Spear Expertise [Cymric Men] These are all based on the assumption that the players are in A character with this skill can use any spear or spear-like weapon Uther’s or Arthur’s army, except in the Anarchy Period, when no equally well, whether horsed or afoot. Speci cally, it is used in Pendragon lives. place of Lance, Spear, and Great Spear. Spear Expertise is the cultural Specialty skill for Cymric men. 2-H Weapon [British Saxons] The character can use this skill in place of Great Sword, Great Axe, and Great Mace (new weapon, see below). It is not applied to Great Spear, Great Lance, Halberd, or War ail. Saxons may also use these from horseback, thus negating the standard Pendragon rule. 2-H Weapon is the cultural Specialty skill for Saxon men. Stalk [Picts] See: Tribal Picts, on pg. 13. Tactics [Byzantines] Tactics is the skill of knowing, on a larger scale, what to do in times of war. It is used in place of both Battle and Siege. Tactics is the cultural Specialty skill for Byzantine characters. Compound Bow [Huns, Byzantines, Moors] The compound bow is superior to the normal wooden bow, recurved and made with layers of horn and sinew. It is used by the peoples of the east (Byzantines and Moors), and requires such practice that it cannot be used even by skilled Western bowmen who just pick it up. A compound bow deals 3d6+8 points of damage regardless

8 Arthurian Armies “Arthur took six thousand six hundred and sixty-six men, and ranged them by troops in a strong company. This company he hid within a wood upon a high place… Arthur straightaway ordered another legion… In their midst was guarded the royal Dragon, that was the king’s own gonfalon. From the rest of his host the king made six companies, each company having ten captains. Half of those companies were horsemen, and the others went on foot… Of the eight legions, four companies were set over against the enemy, supported by four behind.” —Wace, he chivalric battles of literature seem to differ from war. Each Period has foes with improved armor, but poor knights TMost prominent is that combats seem to be only between still use the old suits, or those they had as squires; so the “earlier” knights, without fussing with those pesky archers or men at knights are kept on the table even as better armor is developed. arms. If you want that kind of battle, use this table. All subsequent tables draw far more heavily on the historical Roll 1d3 for the Uther and Anarchy Periods, 1d6 for Boy side than on the legendary. In fact, the chivalrous attitude of the King, 1d9 for Conquest and so on. (For 1d9, roll 1d20 and reroll literature causes this apparent difference. Only knights are worth if the result is over 9.) Creeping along the table this way prevents mentioning. Yet, a few times footmen or archers are mentioned, over-armored and over-horsed opponents from appearing and to any medieval mind these infantry are always in the inappropriately. background. And most importantly, the plethora of possible historical foes makes Battle much more fun to play. The All-Knight Army King Uther & Anarchy Periods: Use 1d3 d20 Roll Opponent Combat Information Armor MW Glory Spear, Sword (10): 6d6 01 13 15 Knights £ Lance (11); Charger: 6d6 [5] Spear, Sword (15): 5d6 16; Chainmail (10), 02 11 20 Knights £ Lance (17); Charger: 6d6 [5] Shield (6) Spear, Sword (20): 4d6 03 9 20 Knights £ Lance (19); Charger: 6d6 [5] Boy King Period: Use 1d6 Spear, sword (11): 6d6 04 15 15 Knights £ Lance (12); Charger: 6d6 [5] Spear, Sword (16): 5d6 18; Reinforced Chain 05 Knights 12 20 £ Lance (14); Charger: 6d6 [5] (12), Shield (6) Spear, Sword (19): 4d6 06 11 20 Knights £ Lance (19); Charger: 6d6 [5] Conquest Period: Use 1d9 Spear, Sword (10): 5d6 07 14 15 Knights £ Lance (12); Andalusian Charger: 7d6 [5] Spear, Sword (15): 6d6 18; Reinforced Chain 08 15 20 Knights £ Lance (17); Andalusian Charger: 7d6 [5] (12), Shield (6) Spear, Sword (20): 4d6 09 7 20 Knights £ Lance (19); Andalusian Charger: 7d6 [5]

9 The All-Knight Army (Continued) Romance & Early Tournament Periods: Use 1d13 d20 Roll Opponent Combat Information Armor MW Glory Spear, Sword (12): 7d6 10 16 15 Knights £ Lance (10); Destrier: 8d6 [10] Spear, Sword (13): 5d6 11 Knights £ 13 20 Lance (13); Destrier: 8d6 [10] 20; Partial Plate (14), Spear, Sword (17): 4d6 Shield (6) 12 9 20 Knights £ Lance (18); Destrier: 8d6 [10] Spear, Sword (19): 5d6 13 17 25 Knights £ Lance (18); Destrier: 8d6 [10] Late Tournament & Grail Quest Periods: Use 1d17 Spear, Sword (10): 6d6 14 13 15 Knights £ Lance (11); Friesian: 9d6 [15] Spear, Sword (15): 5d6 15 11 20 Knights £ Lance (13); Friesian: 9d6 [15] 22; Full Plate (16), Spear, Sword (19): 6d6 16 Shield (6) 15 20 Knights £ Lance (17); Friesian: 9d6 [15] Spear, Sword (16): 4d6 17 9 25 Knights £ Lance (17); Friesian: 9d6 [15] Twilight Period: Use 1d20. Spear, Sword (13): 6d6 18 13 15 Knights £ Lance (10); Friesian: 9d6 [15] Spear, Sword (19): 5d6 24; Gothic Plate (18), 19 11 20 Knights £ Lance (16); Friesian: 9d6 [15] Shield (6) Spear, Sword (25): 4d6 20 9 25 Knights £ Lance (22); Great Horse: 10d6 [15]

Generic Noble Leaders To  nd an opponent, Gamemasters should make up the age of the enemy commander and use these stats. Many other leader stats are given throughout this book, but if none are given, then use this one.

Generic Noble Leader Opponent Combat Information Armor MW Glory Spear, Sword (23): 3d6 Old Veteran Commander £ 10 250 Battle: 21 Lance (21); Best Horse of Period Spear, Sword (19): 4d6 Middle Aged Commander £ 15 150 Battle: 17 Lance (18); Best Horse of Period Best of Spear, Sword (15): 6d6 Period Young Commander £ 17 100 Battle: 14 Lance (16), Best Horse of Period Spear, Sword (23): 6d6 Elite Bodyguard Knights £ 18 50

10 King Uther Period This army is a strong Dark Age Army, the feudal force of any kingdom, including the Duchies of , Lindsey or Silchester. King Uther Period Dark Ages Army d20 Roll Opponent Combat Information Armor MW Glory 01 Regional Special Unit See “Logres Ducal Special Units” below S Bow (15): 3d6 02 Archers None 12 5 (Trained Urban Roman) Sprint: DEX = 16 S Bow (10): 3d6 03 Bowmen None 12 5 (Mercenaries) Sprint: DEX = 12 Spearmen 04 Spear (10): 5d6 None 14 10 (Guardsmen) 16; Chain (10), Shield 05 Men-at-Arms Spear Expertise, Sword (15): 4d6 14 10 (Garrison) (6) Spearmen 8; Leather Jack (2), 06 Spear Expertise, Sword (10): 5d6 14 5 (Rank & File Levy) Shield (6) S Bow (5): 3d6 07 Mass Archers ×2 None 12 2.5 (Levy) Sprint: DEX = 12 Armored Spearmen Spear Expertise, Sword (15): 5d6 16; Chain (10), Shield 08 14 12 (Experienced) (6) Uniformed Infantry Spear Expertise, Sword (21): 5d6 16; Chain (10), Shield 09 14 15 (Elite Guard) (6) Infantry Javelin (20): 3d6 20; Lorica (12), Heavy 10 18 15 (Urban Roman) Gladius & Scutum (22): 6d6 Shield (8) Spearmen 8; Leather Jack (2), 11 Spear Expertise, Sword (10): 5d6 14 12 (Levy) Shield (6) Armored Swordsmen 16; Chain (10), Shield 12 Spear Expertise, Sword (15): 6d6 14 12 (Big Guys) (6) Spearmen 8; Leather Jack (2), 13 Spear Expertise, Sword (10): 5d6 14 10 (Rank and File Levy) Shield (6) 14 Mounted Spearmen Spear Expertise, Sword (10): 4d6 14; Cuirbouilli (8), 12 12 Note (New, Young) Rouncy: 4d6 [5] Shield (6) 15 Mounted Spearmen Spear Expertise, Sword (15): 4d6 14; Cuirbouilli (8), 14 15 Note (Experienced) War Pony: 5d6 [5] Shield (6) Spear Expertise, Sword (15): 5d6 16; Chain (10), Shield 16 Mounted Spearmen £ 14 15 (Knights) Lance (15); Charger: 6d6 [5] (6) 17 S Javelin (10): 3d6 12; Leather (6), Shield Mounted Spearmen 13 10 Note (Javelin-armed) Sprint: Rouncy = 12 (6) Mounted Spearmen Spear Expertise, Sword (16): 5d6 12; Leather (6), Shield 18 14 15 (Lancers) Lance (13); Charger: 6d6 [5] (6) 19 S Javelin (10): 3d6 12; Leather (6), Shield Mounted Spearmen 13 10 Note (Javelin-armed) Sprint: Courser = 18 (6) Spear Expertise, Sword (20): 5d6 16; Chain (10), Shield 20 Knights £ 14 20 (Veterans) Lance (20); Charger: 6d6 [5] (6)

11 Army Notes Note 14, 15 Mounted Spearmen These horsemen with spear are not trained in the tactic of Best Armor: Chain mail hauberk, 10 points couched lance, which is still a relatively new tactic. Best Horse: Charger, 6d6 Note 17, 19 Mounted Spearmen Spear Expertise is common throughout—this is a Logres army! These horsemen are skirmishers, preferring an old Roman tactic of dashing in and out of Battle hurling javelins to wound and demoralize the enemy.

King Uther Period Leaders Stats for , as well as some contemporaries, are also given in the free pdf available from White Wolf.

Logres Uther’s best men are his veteran knights, who wait patiently in reserve, to destroy any break-through. He has, also, a fanatical body of volunteers who  ght like crazy, because those chosen from among them join the king’s own household as guardsmen. Opponent Combat Information Armor MW Glory Reserve Knights Spear Expertise, Sword (20): 5d6 (Veterans) 16; Chain (10), Shield (6) 14 20 Lance (17); Charger: 6d6 [5]

“Iron Hunters” ×2 2-H Weapon, Great Spear (19): 6d6 16; Chain (10), Shield (6) 16 15 (Saxons) Cornwall These old Pict foederati have always remained loyal to the Duke of Cornwall. Jagent Painted Men Javelin (15): 3d6 14 , Cuirbouilli (8), Shield (6) 17 8 ×2 Spear (15): 5d6 (Picts) Lindsey This mysterious unit is from the city of Lincoln, with a tradition going back to Ambrosius.

The Black Marchers 25, Chain (10), Magic (9), “ Spear Expertise (22): 6d6 15 15 (Elite) Shield (6) y’ x Caer Colun A band of foreigners are the elite guards for this duke. Danish Guardsmen Great Spear, Spear, Axe (20): 5d6 16; Chain (10), Shield (6) 17 15 Gewissi (Gloucester/Clarence) These men, empowered by their reputation and special tonic, are as  erce as their reputation says. Spear Expertise (20): 7d6 The Old Riders 16; Chain (10), Shield (6) 17 15 Lance (30); “Crazy Ponies”: 6d6 [5]

12 Anarchy Period This army is a rag-tag home defense force of a banneret or earl in these desperate times. Use this if your county invades a British rival, and always remember that your own force is drawn from a similar pool of candidates.

Local Defense Force d20 Roll Opponent Combat Information Armor MW Glory Spearmen 16; Chain (10), 01 Spear Expertise (22): 4d6 15 15 (Elite Home Guard) Shield (6) 02 Thick Peasant Swarm (Levy) ×3 2-H Hoe, shovel, rake (10): 3d6 None 10 5 S Rocks (10): 2d6 03 Peasant Mob None 10 5 (Cautious) Sprint: DEX = 10 04 Javelineers (Small Boys) S Javelin (10): 2d6 ; Sprint: DEX = 10 None 12 5 Spearmen marching in step 05 Spear Expertise (10): 4d6 None 13 5 (Garrison) Foot Soldiers 06 Spear Expertise (10): 4d6 None 14 10 (Garrison) S Bow (7): 3d6 07 Archers None 12 5 (New, Frightened) Sprint: DEX = 12 Huge Mass of Angry Peasants S ×3 08 Sprint: DEX = 10 None 10 5 (Levy) (Levy) Hoe, Shovel, Rake, Scythe, Axe or 09 Peasant Mob ×2 None 10 10 < Hate (You) 17 Hammer (12): 4d6 Men at Arms 16; Chain (10), 10 Spear Expertise, Sword (15): 5d6 14 15 (Experienced Garrison) Shield (6) Peasant implements (10): 4d6 11 Crowd of Peasant Brutes S ×3 None 10 5 Sprint: DEX = 10 Armored Spearmen 12 Spear Expertise (10): 4d6 Chain (10) 14 10 (Household Soldiers) Hoe, Shovel, Rake, Scythe, Axe or 13 (Levy) None 10 10 Peasant Mob ×2 Hammer (8): 4d6 S Javelins (10): 3d6 12, H-Leather 14 Javelin-armed Riders 13 10 (Young Men) Sprint: Rouncy = 12 (6), Shield (6) 14; Cuirbouilli 15 (Levy) Spear Expertise (10): 4d6 12 10 Spearmen (8), Shield (6) Mounted Spearmen Spear Expertise, Sword (15): 4d6 16; Chain (10), 16 14 15 (Experienced) Lance (15); Charger: 6d6 [5] Shield (6) Mounted Spearmen Spear Expertise, Sword (10): 5d6 14; Cuirbouilli 17 18 15 (New, Household) Lance (10); War Pony: 5d6 [5] (8), Shield (6) Spear Expertise, Sword (16): 5d6 12, Leather (6), 18 Lancers 14 15 Lance (16); Rouncy: 4d6 [5] Shield (6) Spear Expertise, Sword (17): 5d6 16; Chain (10), 19 14 15 Knights £ Lance (17); Charger: 6d6 [5] Shield (6) Spear Expertise, Sword (19): 6d6 16; Chain (10), 20 14 20 Knights £ Lance (19); Charger: 6d6 [5] Shield (6)

13 Army Notes Spear Expertise is common, as this is presumably a Cymric army. For others, just separate it to various spear skills. Best Armor: Chain mail hauberk, 10 points Best Horse: Charger, 6d6

Leaders Note that these stats for the “New Earls” illustrate the effects of the great poisoning at St. Albans. Opponent Combat Information Armor MW Glory fi Spear Expertise, Sword (19): 4d6 16; Chain (10), Duke Ul us £ 16 250 Battle: 22 Lance (19); Charger: 6d6 [5] Shield (6)

“Iron Hunters” ×2 16; Chain (10), (Ul us’ Saxon Bodyguards) 2-H Weapon, Great Spear (19): 6d6 16 20 Shield (6)

Alternative Troops Opponent Combat Information Armor MW Glory Sir Brastias’ Iron Men Spear Expertise, Sword (18): 5d6 16; Chain (10), 17 20 (Mercenaries) Lance (18); Charger: 6d6 [5] Shield (6) Cheap, Quickly Hired Spear Expertise, Sword (7): 5d6 8, Leather Jack 12 10 Horsemen Rouncy: 4d6 [5] (2), Shield (6) Cheap, Quickly 8, Leather Jack Spear Expertise, Sword (5): 5d6 7 5 Hired Spearmen (2), Shield (6)

GPC Battles (Anarchy Period) 505. Battle of Cambridge, pg. 89 This is not in Hertford, but in Essex. 503. Battle of Lincoln, pg. 86 Use • Use Saxon Defending Army. U se • Use Anarchy Period Army for both combatants. 508. Battle of Netley Marsh, pg. 92 505. Battle of Levocomagus, pg. 88 • With Nanteleod: use Saxon DefendingArmy. • With Nanteleod: use Saxon Defending Army. • With Cerdic: use Uther Period Army. • With Cerdic: use Uther Period Army. • Use Anarchy Period Army for both combatants. 505. Battle of Royston, pg. 88 GPC has many errors in the details of some of these battles this year. This write up corrects those. The battle is in Royston, which is in Huntington. The Saxon army is led by King Aethelswith of Essex. Finally, all battles in this year are said to last 2 Rounds, while the minimum in the new Battle system is 3 Rounds. U se • Use Saxon Attacking Army.

14 Boy King Period This army is a typical army of vassals and feudatories, for the feudal kingdoms in Britain. The armies that  ght for and against the Boy King are these, so the d20 refers also to Alternatives for special, local forces that might appear.

A Vassal Army d20 Roll Opponent Combat Information Armor MW Glory Footmen 16; Chain (10), 15 01 Spear Expertise Sword (22): 5d6 15 (Elite Garrison) , Shield (6) Archers Bow (15): 3d6 5 02 None 12 (Guardsmen) Spear Expertise (15): 4d6 S Lt Crossbow (10): 1d6+10 5 03 Crossbowmen None 12 (Roman Urban) Sprint: DEX = 12 Unkempt mob of Spearmen 10 04 Spear Expertise (10): 3d6 Shield (6) 14 (Garrison) Uniformed Foot Soldiers 14; Cuirbouilli (8), 10 05 Spear Expertise (15): 4d6 14 (Garrison) Shield (6) Armored Infantry 16; Chain (10), 15 06 Spear Expertise (18): 5d6 14 (Guards) Shield (6) Crossbowmen Lt Crossbow (15): 1d6+10 5 07 None 12 (Roman Urban, Veteran) Spear (15): 4d6 Infantry Javelin (20): 3d6 20; Lorica (12), 15 08 18 (Urban Roman) Gladius & Scutum (22): 5d6 Heavy Shield (8) Spearmen 8; Leather Jack 12 09 Spear Expertise, Sword (10): 5d6 14 (Levy) (2), Shield (6) Armored Swordsmen 16; Chain (10), 12 10 Spear Expertise, Sword (15): 6d6 14 (Big Guys) Shield (6) Spearmen 16; Chain (10), 15 11 Spear Expertise (12): 5d6 14 (Garrison) Shield (6) Sword and Spearmen 16; Chain (10), 15 12 Spear Expertise (15): 5d6 14 (Garrison) Shield (6) S Bow (10): 3d6 5 13 Archers None 12 (Levy) Spear Expertise (10): 4d6 Mounted Spearmen Spear Expertise (19): 4d6 16; Chain (10), 15 14 14 (Veteran) Lance (17); Charger: 6d6 [5] Shield (6) Mounted Sergeantry Spear Expertise, Sword (15): 4d6 16; Chain (10), 15 15 14 (Experienced) Lance (15); War Pony: 5d6 [5] Shield (6) Spear Expertise, Sword (10): 5d6 16; Chain (10), 15 16 Knights £ 14 (Just-made) Lance (10); Charger: 6d6 [5] Shield (6) Spear Expertise, Sword (15): 5d6 16; Chain (10), 15 17 14 Knights £ Lance (15); Charger: 6d6 [5] Shield (6) Spear Expertise Sword (22): 5d6 18; Reinf. Chain 20 18 Knights £ , 14 (Veteran) Lance (22); Charger: 6d6 [5] (12), Shield (6) 19-20 See the Regional Special Units

15 Army Notes Best Armor: Chain mail hauberk, 10 points Best Horse: Charger, 6d6 Leaders Leaders are given generically. Gamemasters should determine the age of the enemy commander and use these stats. Opponent Combat Information Armor MW Glory Spear Expertise, Sword (22): 6d6 16; Chain (10), Shield Elite Bodyguard Knights £ 18 25 §Loyalty (Lord) 18 Lance (18); Charger: 6d6 [5] (6) “ King Arthur £ Spear Expertise (12), Sword (18)*: 5d6 × 2 y’ As recorded in , Battle x Lance (12); Charger: 6d6 [5] 18; Reinf. Chain (12), GPC 17 250 Skill: 510: 7; 512: 10; 513: 12; * gives a +5 bonus to Sword and Shield (6) 516: 15; 517: 16; 518: 19 does double damage “ y’ None Magic (36) 64 500 +10 Battle x Spear Expertise, Sword (18): 3d6 18; Reinf. Chain (12), £ 15 250 (Lothian) Battle: 25 Lance (18); Charger: 6d6 [5] Shield (6) Spear Expertise, Sword (22): 4d6 16; Chain (10), Shield Centurion King £ 16 150 (Malahaut) Battle: 19 Lance (19); Charger: 6d6 [5] (6) Spear, Sword (16): 4d6 16; Chain (10), Shield King Carados £ 14 150 (Pict) Battle: 18 Lance (14); Charger: 6d6 [5] (6) Spear Expertise (17); Sword (16): 4d6 16; Chain (10), Shield King Ryons £ 22 150 (Norgales) Battle: 29 Lance (17); Charger: 6d6 [5] (6) Spear Expertise, Sword (29): 5d6 16; Chain (10), Shield Nero £ 15 100 Battle: 16 Lance (14); Charger: 6d6 [5] (6) Spear, Sword (22): 6d6 16; Chain (10), Shield 18 100 Hero, Famous Knight £ Lance (22); Charger: 6d6 [5] (6) GPC Battles (Boy King Period) • Use Saxon Attacking Army. 510. Battle of Carlion, pg. 131 Battle of (part 2), Night Fight, pgs. 150-151 U se • Use Boy King Vassal Army. • Use Saxon Attacking Army. Battle of Humber (part 3), Ambush, pg. 151 510. Battle of Bedegraine ( rst day), pg. 132 • Use pre-knighthood . This is an • Use knights from Lothian Army (below) for the  rst Royal German Army army of new volunteers from the continent, not Saxons Round, and Tribal Pict Army afterwards but “Saxons.” Battle of Bedegraine (second day) Battle of Humber (part 4), Siege of Eburacum, pgs. 151-152 U se • Use Lothian Army (below). • Use Saxon Defending Army, and remember the 512. Battle of Bassus River, pg. 140 whopping modi ers of a city defense. U se • Use Boy King Vassal Army. 517. Battle of Lincoln, pg. 153 513. Battle of Terrabil (morning), pg. 142 • Use Saxon Attacking Army or Danish Army. U se • Use Norgales Army or Malahaut Army. 517. Battle of Caledonian Woods, pgs. 153-154 Battle of Terrabil (afternoon), pg. 142 • Use Saxon Defending Army, Hungry (-5). U se • Use Lothian Army. 518. Battle of Badon, pgs. 155-158 516. Battle of Humber (part 1), pg. 150 • Use Saxon Defending Army.

16 Rebellion Era Regional Special Units Each of the regional, ducal armies of the period includes a notable and unique unit. These are units that are kept in reserve and sent in to  ght an enemy break-through (and with the Book of Battle: “Fresh Troops bonus”). The later fate of these particular units is up to the Gamemaster.

Logres The new king inspires the formation of two groups, dedicated to his service. d20 Roll Opponent Combat Information Armor MW Glory Spear Expertise, Sword (15): 5d6 16; Chain (10), 19 The Young Knights £ 17 15

Spear Expertise, Sword (18): 5d6 18, Reinf. Chain 20 Knights, Round Table £ 18 50

17 Round Table Knights Here are stats for this group of elite veterans, when they  ght as a unit on the battle eld. Many individual knights are among the units as leaders; these are massed as the king’s bodyguard and as a reserve unit.

Opponent (by Period) Combat Information Armor MW Glory

Boy King Period Spear, Sword (18): 5d6 18; Reinf. Chain (12), 18 50 after 514 Lance (18); Charger: 6d6 [5] Shield (6)

Knights of the Broken Round Table Opponent Combat Information Armor MW Glory

Loyal Round Table Knights Spear, Sword (24): 5d6 24; Gothic Plate (18), < 18 50 Loyalty (Arthur) 22 Lance (24); Great Horse: 10d6 [14] Shield (6)

New Round Table Knights Spear, Sword (18): 5d6 22; Plate (16), Shield 18 50 newly appointed Lance (18); Great Horse: 10d6 [14] (6)

18 The Battle of Terrabil “But Sir, are your prepared?” said Merlin, “for tomorrow morning the host of Nero, King Ryon’s brother, will set on you before noon with a great host, and therefore make yourself ready, for I will be departing from you n ow.” – Le Morte d’Arthur, Book II, Chapter 10

The Twelve Kings Three who refrained: King of Gorre, Carados of Escoce, Malory never makes it clear who all the kings are that  ght Ar- Brandegoris of Strangorre. thur at Terrabil. He mentions the twelve kings who are buried, and the ten battalions, but without naming everyone. Earlier, Morning: Norgales and Malahaut at the Battle of Bedegraine, eleven kings fought him, and it is Norgales also includes the lands of Cheshire, Gomeret and the tempting to assume they are the same ones. However, several of Isles, often with half of the Powys clans as well who switch back those northern kings show up later. and forth, sometimes being with Sugales. It combines Cambrian and lowland troops. I’ve decided that those kings are present, but they refrain from the morning battle, being part of Lot’s battalion; then they do not Afternoon: Lothian join in with King Lot’s attack in the afternoon either. However, In the afternoon King Lot, now realizing his error in being de- some of their followers do, and the leaders of those contingents layed, attacks afresh. are the other “kings” who are killed and buried there. Alternates King Ryons is also the king over parts of Ireland, and of some Deployment Danes as well, so throw them in if you wish. Right Flank: Norgales Army Nero of Norgales, position of honor; Cradelment of Sugales, Idres of Cornwall, Agwisance of Ireland. Center: Malahaut Army King of the 100 Knights, Clairvaus of , Nentres of Garloth, Duke of Cambenet. Right Flank: Northern Army King Lot of Lothian

19 Norgales Army d20 Roll Opponent Combat Information Armor MW Glory S Longbow (15): 4d6+10 01 Archers None 14 5 (Longbowmen) Sprint: DEX = 10 Sling (10): 3d6 02 Shepherds None 12 5 Spear Expertise (10): 4d6

03 Screaming Knifemen ×2 Knife (10): 5d6 Shield (6) 12 5 (Cambrian) Wild Men Javelin (15): 3d6 04 10; Leather (4), Shield (6) 14 5 (Sacred Band) Spear Expertise (15): 5d6 Grizzled Warriors 14; Cuirbouilli (8), Shield 05 Spear Expertise, Sword (19): 5d6 18 10 (Veterans) (6) Horsemen Spear Expertise, Sword (17): 5d6 06 16; Chain (10), Shield (6) 14 15 (no Lance) Hill Pony: 5d6 [5] Warriors in “ 07 Spear Expertise, Sword (15): 5d6 AND 14; Cuirbouilli (8), Shield Feather Cloaks 16 5 Note y’ Magic: -10 to foes’ weapon skills (6) (Sons of Bran) x Warriors 14; Cuirbouilli (8), Shield 08 Spear Expertise, Sword (10): 4d6 14 5 (The Boys Band) (6) 09 “Strange Ones” Spear Expertise, Sword (10): 2d6 8; Clothes (2), Shield (6) 16 5 Note (clothes backwards) See note Men at Arms 10 Spear Expertise, Sword (17): 4d6 16; Chain (10), Shield (6) 16 10 (Cheshire Foot) 11 Cheshire Knights £ Spear Expertise, Sword (15): 4d6 16; Chain (10), Shield (6) 14 10 12 Knifemen Knife (12): 4d6 Shield (6) 16 5 Knifemen in green 13 Knife (19): 4d6 Shield (6) 18 10 (Gomeret) White-shielded Warriors 14 Spear Expertise, Sword (22): 3d6 16; Chain (10), Shield (6) 16 15 (Sons of Snowdon) Men at Arms 15, Cuirbouilli (8), Helm 15 Spear Expertise, Sword (15): 4d6 14 10 (Gomeret Garrisons) (1), Shield (6) Spear Expertise, Sword (20): 6d6 16 16; Chain (10), Shield (6) 14 20 Gomeret Knights £ Lance (17); Charger: 6d6 [5] Men at Arms 14, Cuirbouilli (8), Shield 17 Spear Expertise, Sword (19): 4d6 15 10 (Isles Footmen) (6) Spear Expertise, Sword (15): 5d6 18 Knights £ 16; Chain (10), Shield (6) 14 15 (The Isles) Lance (14); Charger: 6d6 [5] Men at Arms 19 Spear Expertise, Sword (19): 5d6 16; Chain (10), Shield (6) 13 10 (Norgales Footmen) 20 Shining Warriors “ 18; Cuirbouilli (8), Magic y’ Spear Expertise, Sword (39): 5d6 15 15 Note (Sons of Lleu) x (4), Shield (6)

20 Army Notes Note 09 Strange Ones This army, lost in its mountainous isolation, has several units The Unit Results of a melee with this unit always have a reverse with magical powers that have been long-lost to civilized lands. reaction between it and its opponent. A unit that Wins afterwards Their strange appearance ought to be emphasized, as should that behaves as if it Lost; a unit that is Crushed gets the bene ts of a of other noted units that do not have magic, just to make the Triumph, and so on. players worried. Note 20 Sons of Lleu Note 07 Sons of Bran These warriors always have a critical success, but only do nor- This unit, wrapped in feathers and shadow, causes its foes to be mal damage. demoralized and confused, with a -10 penalty to combat.

Malahaut Army d20 Roll Opponent Combat Information Armor MW Glory Spear (1st rank) (20): 5d6 01 Infantry ×2 20; Lorica (12), Scutum (8) 18 20 (Eburacum Footmen) Great Spear (2nd rank) (20): 5d6 Crossbowmen 02 Light Crossbow (15): 1d6+10 None 12 5 (Eburacum, Veterans) 03 Spearmen (Levy) S Sprint: DEX = 13 8; Leather Jack (2), Shield (6) 14 5 04 Spearmen (Levy) Spear Expertise, Sword (10): 5d6 8; Leather Jack (2), Shield (6) 14 5 05 Spearmen (Levy) Spear Expertise, Sword (15): 5d6 8; Leather Jack (2), Shield (6) 14 10 06 Archers (Saxons, ) Bow (10): 4d6; Sprint: DEX = 15 None 12 5 07 Warriors (Saxons, Deira) Spear, Great Spear (15): 5d6 10; Leather (4), Shield (6) 14 5 08 Men at Arms (Malahaut) Spear Expertise, Sword (14): 5d6 10; Leather (4), Shield (6) 15 12 Slingers S 09 Sling (15): 3d6; Sprint: DEX = 13 None 10 5 (North Moorsmen) 10 Knifemen D (Trained, Rouse) Javelin (12): 3d6; Knife (15): 5d6 Small Shield (4) 15 5 Knifemen Swarm S ×2 11 Javelin (10): 3d6; Sprint DEX = 12 Small Shield (4) 12 5 (Rouse) 12 Knifemen (Levy) Javelin (10): 3d6 Small Shield (4) 8 5 13 Men at Arms (Bishop‘s Men) Spear Expertise, Sword (17): 5d6 16; Chain (10), Shield (6) 15 12 14 Archers (Levy) S Bow (10): 3d6; Sprint: DEX = 13 Small Shield (4) 10 5 Infantry in uniform 15 Spear Expertise, Sword (15): 5d6 16; Chain (10), Shield (6) 15 12 (Catterick Men) Spear Expertise, Sword (15): 4d6 16 Mounted Spearmen 16; Chain (10), Shield (6) 14 15 (Experienced) Lance (19); Charger: 6d6 [5] Spear Expertise, Sword (10): 5d6 17 Mounted Spearmen 14; Cuirbouilli (8), Shield (6) 18 15 (New, Household) Lance (12), War Pony: 5d6 [5] Spear, Sword (16): 5d6 18 12; Leather (6), Shield (6) 14 15 Light Lancers Lance (15); Rouncy: 4d6 [5] Spear Expertise, Sword (17): 5d6 19 16; Chain (10), Shield (6) 14 15 Knights £ Lance (15); Charger: 6d6 [5] Spear Expertise, Sword (19): 6d6 20 16; Chain (10), Shield (6) 14 20 Knights £ Lance (19); Charger: 6d6 [5]

21 Lothian Army d20 Roll Opponent Combat Information Armor MW Glory Sword (19); Spear Expertise (15): 4d6 01 The Black Horsemen 16; Chain (10), Shield (6) 14 15 (Lothian) Lance (15); Charger: 6d6 [5] 12; Leather (6), Shield 02 Swarm of Tattooed Men ×2 Spear, Sword (15): 4d6 12 5 (Picts) (6) Spear (15): 4d6 12; Leather (6), Shield 03 Cavalry 15 15 (Picts) War Pony: 5d6 [5] (6) 18; Leather (6), Tattoo

04 Bear-tattooed Warriors Spear, Sword (16): 4d6 (6), 12 10 (Picts) Shield (6) Barking Warriors 12; Leather (6), Shield 05 Spear, Sword (15): 4d6 12 10 (Picts) (6) Heavy Javelin (22): 5d6+3 12; Cuirboilli (8), Tattoos 06 Men of Death 19 15 (Picts) Great Spear, Spear (22): 5d6 (4) Footmen 07 Spear, Sword (9): 4d6 8; Padding (2), Shield (6) 11 5 (Orkney Levy, Picts) Footmen 10; Padding (3), Helm 08 Great Spear, Spear (10): 4d6 15 5 (Levy) (1), Shield (6) Footmen 10; Padding (3), Helm 09 Spear Expertise (11): 5d6 13 5 (Levy) (1), Shield (6)

Knights Sword, Spear (15): 5d6 10 16; Chain (10), Shield (6) 13 15 (Loyal Volunteers, Lance (16); Charger: 6d6 [5] other Northerners) Men at Arms 14; Cuirbouilli (8), Shield 11 Spear Expertise (13): 4d6 14 5 (Gorre) (6) Men at Arms 14; Cuirbouilli (8), Shield 12 Spear, Great Spear (14): 5d6 13 5 (Escoce) (6) 14; Cuirbouilli (8), Shield 13 Men at Arms Spear Expertise, Sword (15): 6d6 12 5 (Strangorre) (6) The Rewarded Men 14 Spear Expertise, Sword (17): 5d6 16; Chain (10), Shield (6) 12 10 (Strangorre) 14; Cuirbouilli (8), Shield 15 Uniformed Spearmen Spear Expertise (20); Sword (16): 5d6 15 15 (Lothian) (6) Sword (15); Spear Expertise (17): 5d6 16 Knights £ 16; Chain (10), Shield (6) 14 15 (Lothian) Lance (17); Charger: 6d6 [5] Bow (15): 3d6 17 Archers None 12 5 (Lothian Foresters) Spear Expertise (15): 5d6

18 Knifemen ×2 Flint Daggers (20): 3d6 None 14 10 (Orkney Madmen) Spear Expertise, Sword (17): 5d6 19 Knights £ 16; Chain (10), Shield (6) 14 15 (Lothian) Lance (18); Charger: 6d6 [5] Spear Expertise, Sword (22): 5d6 18; Reinf. Chain (12), 20 Veteran Knights £ 14 20 (Lothian) Lance (20); Charger: 6d6 [5] Shield (6)

22 The Battle of Badon “The twelfth battle was on Badon Hill and in it nine hundred and sixty men fell in one day, from a single charge of Arthur’s, and no one laid them low save he alone; and he was victorious in all his campaigns.” — , Historia Britonum, 56 Aelle’s Plan Day 3 King Aelle has the advantage of numbers, and is disadvantaged Use the• Use the• below. by mounted troops, so his effort is to use his numerically Special Tables superior troops  rst, to diminish the number of horses. Then the It is important that some characters die in the battle. It fresh troops will move in and combat the knights afoot. makes the survival of others more important, and it is important Grand magic is also afoot, focused on the powers of the to do that in this battle. White Dragon, a creature that serves the Saxons. Priests, If enough people have died already, you may wish to just sorceresses, godi, runecasters and everyone else have gathered skip this day, although players seem to enjoy either, or both, of in the Saxon camp to summon the monster, and channel its the spectacles provided here. power to the Saxon warriors. Use the  rst set of challenges for those characters that are When this fails, on the third day the magicians summon already banged up and in questionable health. I assume that the White Dragon, which in turn provokes the appearance of many knights are there. King Arthur goes to the in rmary, and the British Red Dragon. Their combat in the sky over the battle gives a call for “All who would defend their families and land  eld mirrors that of the armies below. They  ght only each to come to the front.” The pathetic struggle of the wounded other, not the humans. Note that the witches themselves go to versus the wounded always entertains. the battle eld to  ght and/or die. On the other hand, you may have a character or two that Gamemaster Help has gotten to the “near invincible” stage of development. Such This is one of the major battles in the game, and one in which individuals attract the Saxon Witches. players ought to expect 50% kill, or more. Such losses will Gamemasters might want to do away with the convention impress everyone of the importance here. Killing the player of all members in a unit being the same, and instead either  nd knights is not the Gamemaster’s purpose—it will happen on its the foe individually for each knight, or just assign one. This own from events. But do not be worried when characters fall. also assures an air of desperation, of individuals struggling Gamemasters may need to manipulate the events to extend alone for the common good, which will lend the event great out the combat. Feel free to seize dramatic control through solemnity later. the Overall Battle Events Table and raise or drop the Intensity abruptly. Starting Intensity: 30

Day 1 Use • Use Saxon Defending Army. Indecisive Result

Day 2 Use • Use Saxon Attacking Army, plus Leader Options.

Decisive Victory

Tell the players: “It is over. No Saxons left on the  eld. Everyone can go to sleep. It is done, Arthur is victor. You won.” Go through all the steps of  nishing the battle.

23 Day 3

Versus Wounded Knights d10 Roll Opponent Combat Information Armor MW Glory 01 Screaming Half-naked Women ×3 Great Spear, Great Sword (10): 2d6 None 10 5 One-armed Veterans & 02 Sword, Spear (30): 2d6 Cuirbouilli (8) 17 10 Wounded Warriors Howlin’ & Hatin’ Old Guys 03 in bandages 2-H Weapon, Great Spear (14): 5d6 Cuirbouilli (8) 17 15

Versus Healthy Knights. These also Specials, in case there are not enough fatalities. d10 Opponent Combat Information Armor MW Glory Claws (30): 5d6 If a knight is struck, the next Round the 01 Swooping Gigantic Hawk Feathers (5) 25 20 hawk will seize him and drop him for 3d6 points of falling damage. No armor. Leaderless Heorthgeneats 02 Great Axe (19): 6d6 Chain (10) 17 15

24 25 The Rivals It’s interesting to have long-term enemies or rival on the battle  eld. These are provided as an example. Insert these mercenary units regularly as foes of the player knights, and watch them evolve (and devolve as membership is diluted) over the years. These mercenary opponents can be a great opportunity to exploit a long Hate passion, either by the player knights or against them. Boy King Opponent Combat Information Armor MW Glory Saxon Mob 2-H Weapon, Great Spear (16): 7d6 (Saxons with Red feathers in their caps) Cuirbouilli (8) 14 10

Conquest Opponent Combat Information Armor MW Glory Red Feather Mob 2-H Weapon (17): 7d6 (Saxons with Red Feathers in their Caps) Cuirbouilli (8) 17 10 Great Spear (15): 7d6

Romance Opponent Combat Information Armor MW Glory 2-H Weapon (18): 7d6 Saxon Spearmen Chain (10) 14 10 (Red feathers in caps) Great Spear (15): 7d6 Spear Expertise (18): 5d6 16; Chain (10), (Veteran Mercenaries) 17 15 The Greens Hammer (15): 5d6 Shield (6)

Late Tournament, Grail Opponent Combat Information Armor MW Glory The Bloody Saxons Reinf. Chain (Elite Mercenaries with Red Feathers in Great Spear, 2-H Weapon (18): 5d6 14 15 (12) their caps) Halberd (19): 5d6, OR 18; Reinf. Chain (Mercenary) 15 15 The Green Men Hammer (15): 5d6 (12), Shield (6)

Twilight Opponent Combat Information Armor MW Glory “Bloody Eastmen” Great Spear (12): 5d6 16; Chain (10), (Elite Mercenaries with Red Feathers 12 5 Axe, Spear (12): 5d6 Shield (6) in their caps) 18; Reinf. Great Spear, Spear (20): 5d6 (Mercenary) Chain (12), 15 15 The Green Company Sword (20): 4d6 Shield (6)

27 Conquest Period This army is a typical Logres army deliberately assembled for aggression. It has many professionals and no levies. This is the kind of British army that King Arthur brought against Rome, and the kind that an earl might lead against his neighbor. A Logres Army 1d20 Roll Opponent Combat Information Armor MW Glory 01 Infantry (Elite Mercenaries) Halberd (22): 5d6 Chain (10) 15 15 02 Archers (Mercenaries) S Bow (15): 3d6; Sprint: DEX = 10 None 12 10 S Lt Crossbow (10): 1d6+10 03 Crossbowmen None 12 5 (Garrison) Sprint: DEX = 10 S Lt Crossbow (15): 1d6+10 04 Crossbowmen Helmet (2) 12 10 (Mercenary) Sprint: DEX = 17 Infantry Great Spear (12): 5d6 05 16; Chain (10), Shield (6) 14 10 (Mercenary) Sword, Spear: 4d6 Uniformed Infantry Great Spear (22): 5d6 18; Reinf. Chain (12), Shield 06 14 15 (Elite Mercenaries) Spear, Sword (15): 5d6 (6) Crossbowmen Medium Crossbow (15): 1d6+13 07 None 12 10 (Mercenary) Short Sword (15): 4d6 08 Archers (Garrison) S Bow (10): 3d6; Sprint: DEX = 15 None 10 5 Javelin (12): 2d6 09 Savage Knifemen Swarm Small Shield (4) 12 5 (Cambrian) D Knife (15): 3d6 S Javelin (15): 2d6 10 Knifemen Swarm ×2 Small Shield (4) 12 5 (not so Savage Cambrians) Sprint: DEX = 12 Infantry Great Spear (10): 5d6 11 14; Cuirbouilli (8), Shield (6) 14 10 (New Mercenary) Mace (10): 4d6 Infantry 18; Reinf. Chain (12), Shield 12 Spear, Sword (15): 6d6 14 15 (Experienced Esquires) (6) Spearmen 18; Reinf. Chain (12), Shield 13 Spear, Sword (19): 4d6 14 15 (Experienced Garrison) (6) Infantry Great Spear (15): 5d6 18; Reinf. Chain (12), Shield 14 14 15 (Mercenaries) Sword, Spear (10): 5d6 (6) Spear (19): 4d6 15 Mounted Sergeantry 16, Chain (10), Shield (6) 14 15 (Esquires) Lance (15); Charger: 6d6 [5] Spear, Sword (15): 5d6 16 Mounted Sergeantry 16; Chain (10), Shield (6) 14 15 (Veteran Mercenaries) Lance (15); War Pony: 5d6 [5] Spear, Sword (15): 5d6 18; Reinf. Chain (12), Shield 17 14 15 Knights £ Lance (15); Charger: 6d6 [6] (6) Spear, Sword (16): 5d6 18; Reinf. Chain (12), Shield 18 14 15 Knights £ Lance (16); Charger: 6d6 [6] (6) Spear, Sword (14): 4d6, 19 Knights £ 16; Chain (10), Shield (6) 14 15 (Young) Lance (12); Charger: 6d6 [6] Spear, Sword (20): 6d6 18; Reinf. Chain (12), Shield 20 Knights £ 14 20 (Veteran) Lance (18); Charger: 6d6 [6] (6)

28 Army Notes Best Armor: Reinforced Chain, 12 points Best Horse: Charger, 6d6, with trapper [1]

GPC Battles (Conquest Period) 526. Battle of Saussy, pg. 204 519. Battle of Alclud, pgs. 184-185 • Use Roman Army (below). U se • Use Tribal Irish Army. 527. Battle of Milan, pg. 206 Use • Use Italian Army, pre-Chivalry. 519. Battle of Loch Lomond, pg. 185 U se • Use Tribal Pict Army. 529. Battle of Surluse, pg. 213 Use • Use Conquest Period Army. 520. Battle of Fort Guinnon, pg. 186 This is an Assault vs. Position. See: Book of Battle, pg. 25 530. Battle of Tara, pg. 216 U se • Use Saxon Defending Army. • Use Tribal Irish Army.

THE ROMAN WAR (526-527)

526. Battle of Autun, pg. 203 U se • Use French Attacking Army. 526. Battle of the Ambush, pg. 203 U se • Use Roman Army (below), with 1d10.

29 The Roman War “‘Well,’ said Lucius, ‘before Easter I suppose to pass the mountains, and so forth into France, and there bereave him his lands with Genoese and other mighty warriors of Tuscany and Lombardy. And I shall send for all my subjects allied to the empire of Rome to come to mine aid.’ And forthwith sent old wise knights unto these countries following: fi rst to Ambage and Arrage, to Alexandria, to India, to Armenia, whereas the river of Euphrates runneth into Asia, to Africa, and Europe the Large, to Ertayne and Elamye, to Araby, Egypt, and to Damascus, to Damietta and Cayer, to Cappadocia, to Tarsus, Turkey, Pontus and Pamphylia, to Syria and Galatia. And all these were subject to Rome and many more, as Greece, Cyprus, Macedonia, Calabria, Catelan, Portugal, with many thousands of Spaniards… When the emperor knew of their coming he made ready his Romans and all the people between him and Flanders. Also he had gotten with him fi fty giants which had been engendered of fi ends; and they were ordained to guard his person, and to break the front of the battle of King Arthur.” — Sir Thomas Malory, Le Morte d’Arthur , Book V, Chapter 2

Athalaric, Prince in Exile King Arthur meets a young aristocrat from Italy, who reveals himself to be Athalaric, the grandson of the great King Theodoric. Athalaric has a legitimate claim to be King of the Ostrogoths, and perhaps to be King of Italy as well. Athalric proves to be indul- gent and sel sh, but a decent  ghter and so Arthur champions his cause to gain his legitimate inheritance. First Charge: the Giants Note in the quotation above how the emperor got “ fty giants…” “to break the front of the battle…”. The First Charge is against these monsters. These giants open the battle with a roaring charge. They are of size suf cient to cancel any mounted height bonus, or personal shortness penalty.

Opponent Combat Information Armor MW Glory Great Mace (15): 7d6 Giant Fiends Gnarled Skin (15) 20 50 (no mounted bonus/penalty!)

Perhaps, along the line somewhere, knights might discover the Big One, named as a particularly nasty foe in Malory.

Big Club (30): 8d6 Galapas the Giant Skin, Fat, Skins (22) 35 100 Always divides attacks evenly

rthur drew out Excalibur his sword, and awaited ever whereas the ARomans were thickest and most grieved his people, and anon he ad- dressed him on that part, and hew and slew down right, and rescued his people; and he slew a great giant named Galapas, which was a man of an huge quantity and height, he shorted him and smote off both his legs by the knees, saying, Now art thou better of a size to deal with than thou were, and after smote off his head.

Malory, Le Morte d’Arthur, Book V, Chapter 8

30 The Roman Army This army is a fabulous array of troops from history and exotic locales; interpreted for the setting. Earlier interpretations are in the Great Pendragon Campaign, on pgs. 204, 379 and 380. Those have been updated for this book.

d20 Roll Opponent Combat Information Armor MW Glory 01 Slingers (Balearic Isles) S Sling (22): 3d6; Sprint: DEX = 18 None 12 10 Javelin (10): 2d6 02 Mob of Knifemen ×2 8; Quilt (4), Small Shield (4) 15 5 (Alpine Mercenaries) Knife & Small Shield (10): 4d6 03 Infantry (Courageous Levy) Spear (10): 4d6 Shield (6) 10 5 04 Barbarian Spearmen Great Spear (10): 5d6 Padding and Helm (5) 9 5 05 Foot Soldiers (Veteran) Great Spear (15): 5d6 14; Cuirbouilli (8), Shield (6) 14 5 Javelin (18): 3d6 06 Ethiopian Infantry Long Shield (10) 18 15 Great Spear (18): 6d6 Heavy Javelin (20): 3d6+3 07 Infantry £ D 20; Lorica (12), Heavy Shield (8) 15 20 (Urban Elite Legionnaires) Sword (22): 5d6 08 Infantry (Urban Roman) D Javelin (10): 3d6; Sword (15): 5d6 18; Chain (10), Heavy Shield (8) 16 15 09 Archers (Urban Roman) S Bow (15): 3d6; Sprint: DEX = 16 None 12 5 Crossbowmen Medium Crossbow (15): 1d6+13 10 None 12 10 (Mercenary) Short Sword (15): 4d6 S Light Crossbow (10): 1d6+10 11 Crossbowmen None 12 5 (Urban Roman) Sprint: DEX = 12 Spear, Sword (10): 5d6 12 Heavy Cavalry 16; Chain (10), Shield (6) 13 20 (Ostrogoth) Lance (15); Charger 6d6 [5] Heavy Cavalry Spear, Sword (15): 5d6 13 16; Chain (10), Shield (6) 13 15 (Visigoth) Lance (15); Charger 6d6 [5] Very Ugly Horsese ArchersA Compound Bow (17): 3d6+8 14 Filthy Furs, Helm and Dirt (6) 10 20 (Huns) S Sprint: Steppe Pony = 14 [5] Spear, Sword (17): 5d6 15 Armored Horsemen £ 16; Chain (10), Shield (6) 14 20 (Vandal Milites) Lance (18); Andalusian: 7d6 [5] Compound Bow (15): 3d6+8 Scimitar (15): 5d6 10; Lt. Chain (6), Small Shield 16 Horsemen F 14 25 (Berber Faris) Lance (10); War Courser: 4d6 [5] (4) Flee = 18 S Compound Bow (15): 3d6+8 17 Horse Archers 14; Cuirbouilli (8), Shield (6) 16 15 (Magyars) Sprint: Steppe Pony = 14 [5] Spear, Sword (10): 5d6 18 Armored Cavalry £ 16; Chain (10), Shield (6) 14 15 (Equites) Lance (10); Charger: 6d6 [10] Compound Bow (20): 3d6+8 Mace (10): 4d6 18; Lamellar (14), 19 12 20 Cataphract D Great Lance (15); Andalusian: 7d6 Small Shield (4) [10] 20 The Last True Century Heavy Javelin (25): 3d6+3 20; Lorica (12), Heavy Shield (8) 18 30 Note D ×2 Short Sword (25): 5d6

31 Army Notes 20 The Last True Century Here they are, the only remaining Roman century that is  ghting by the classic imperial methods—one of a kind! They are trained and experienced, and so they have the ×2 bonus. In combat the enemy  rst has two heavy javelins hurled at him, and is then attacked by two shoulder to shoulder legionnaires, with their stabbing short swords.

Roman Leaders Opponent Combat Information Armor MW Glory

Emperor Lucius £ Gladius, Hasta (22): 5d6 18; Reinf. Chain 17 200 (Army Commander) Lance (20); Charger: 6d6 [5] (12), Shield (6) Battle: 25 Lead Throwing Balls (22): 3d6 18, Gnarled Skin Great Mace (18): 6d6 20 50 Imperial Fiend Bodyguard D (16), Helm (2) (no mounted bonus/penalty!) Spear, Sword (20): 5d6 Battalion Commander £ Reinf. Chain (12) 18 100 Battle: 17 Lance (20); Charger (20): 6d6 [5] Bodyguards Heavy Javelin (22): 3d3+3 20; Lorica (12), (Elite Legionnaires) 18 25 Great Spear, Sword (22): 5d6 Heavy Shield (8)

A knight might  nd a senator in the camp, during a pursuit or other victorious rumble. His proposed ransom is twice that of a ban- neret (his family may pay more).

32 Romance & Early Tournament Periods These armies are typical of the “friendly” feudal, Cymric armies that clash over raids, rivalries, old feuds and rebellion during this wonderful period of international peace. Such good natured rivalry and raids being popular and widespread, I’ve included both a defending and an attacking army. When brave knights in the wilderness discover robber barons and lost feudal land to conquer, these tables serve well.

A Defending Army d20 Roll Opponent Combat Information Armor MW Glory S Bow (19): 3d6 01 Bowmen None 12 5 (Yeoman Hunters) Sprint: DEX = 16 Spearmen S 02 Sprint: DEX = 17 Cuirbouilli (8) 10 5 (Panicky Peasant Levy) 03 Greatspearmen (Levy) Spear Expertise (10): 4d6 Cuirbouilli (8) 13 5 04 Spearmen (Militia) Spear, Sword (10): 4d6 14; Cuirbouilli (8), Shield (6) 12 5 05 Bowmen (Levy) S Bow (5): 3d6; Sprint: DEX = 8 None 8 5 06 Archers (Urban Levy) S Bow (10): 3d6; Sprint: DEX = 11 6; Quilt (5), Helm (1) 12 5 07 Spearmen (“Big Guys!”) Spear Expertise (10): 6d6 12; Leather (6), Shield (6) 14 5 Bow & Spearmen Bow (10): 3d6 08 Cuirbouilli (8) 12 10 (Wildlands Levy) Spear Expertise (10): 5d6 09 Spearmen (Urban Guards) Spear Expertise (15): 4d6 14; Cuirbouilli (8), Shield (6) 15 5 Spearmen S ×2 10 Sprint: DEX = 17 None 10 5 (Terri ed Peasants) Peasants with Shovels, Various 2-H tools used as Weapons 11 None 11 5 Hammers and Ox Goads (10): 4d6 Rock Throwing Rocks (10): 3d6 12 None 12 5 Tradesmen S Sprint DEX = 10 Howling Mad Commoners Various 2-H tools used as Weapons 13 with Tools None 10 5 (15): 4d6

33 An Attacking Army If a feudal neighbor attacks your lands, this is the type of army that he will be leading.

d20 Roll Opponent Combat Information Armor MW Glory Infantry 18; Reinf. Chain 01 Spear, Great Spear (19): 5d6 14 15 (Elite Mercenary) (12), Shield (6) S Lt Crossbow (10): 1d6+10 02 Crossbowmen None 12 5 (Mercenary) Sprint: DEX = 10 Javelin (10): 2d6 8; Quilt (4), 03 Mob of Knifemen ×2 12 5 (Cambrian Mercenaries) Knife and Small Shield (10): 4d6 Small Shield (4) Cambrian Footmen 14; Cuirbouilli 04 Spear, Sword (15): 4d6 16 5 (Mercenaries) (8), Shield (6) S Bow (10): 3d6 05 Archers None 12 5 (Mercenary) Sprint: DEX = 14 Spearmen 06 Spear, Sword (5): 4d6 Cuirbouilli (8) 12 5 (Levy) Spearmen S 07 Sprint: DEX = 14 Cuirbouilli (8) 12 5 (Levy) Bow & Spearmen Bow (10): 3d6 14; Cuirbouilli 08 12 10 (Mixed Irregulars) Spear (10): 4d6 (8), Shield (6) 09 Greatspearmen (Levy) Great Spear (10): 5d6 Cuirbouilli (8) 12 5 Disciplined Footmen 14; Cuirbouilli 10 Spear, Sword (8): 4d6 14 15 (Raw Recruit Mercenaries) (8), Shield (6) Disciplined Footmen 16; Chain (10), 11 Spear, Sword (15): 4d6 14 15 (Experienced Mercenaries) Shield (6) Spearmen 16; Chain (10), 12 Spear (15): 4d6 14 10 (Hired) Shield (6) S Medium Crossbow (10): 1d6+13 13 Crossbowmen Helmet (2) 12 5 (Urban Levy) Sprint: DEX = 10 Infantry 16; Chain (10), 14 Spear (18): 4d6 14 10 (Experienced Mercenaries) Shield (6) Spear, Sword (10): 4d6 18; Reinf. Chain 15 Sergeantry 14 15 (New Mercenaries) Lance (10); Charger: 6d6 [5] (12), Shield (6) Spear, Sword (15): 5d6 18; Reinf. Chain 16 Sergeantry 14 15 (Experienced Mercenaries) Lance (15); Charger: 6d6 [5] (12), Shield (6) Spear, Sword (13): 4d6 18; Reinf. Chain 17 Sergeantry 14 15 (Household Esquires) Lance (13); Andalusian: 7d6 [5] (12), Shield (6) Spear (10): 4d6 16; Chain (10), 18 Poor Knights £ 14 12 (“Fourth Sons”) Lance (10); Charger: 6d6 [5] Shield (6) Spear, Sword (15): 5d6 20; Partial Plate 19 Knights £ 14 15 (Household) Lance (15); Andalusian: 7d6 [10] (14), Shield (6) Spear, Sword (19): 5d6 20; Partial Plate 20 Knights £ 14 15 (Veteran Household) Lance (19); Andalusian: 7d6 [8] (14), Shield (6)

34 Army Notes GPC Battles (Romance Period) 536. Battle of Paris, pg. 254 Best Armor: Partial Plate, 14 points Best Horse: Andalusian, 7d6; with Trapper [1], Leather [4], • Use French Attacking Army. Cuirbouilli [8] or Chain [10] 536. Liberation of Ganis and Benoic, pgs. 254-255 Use • Use Aquitaine Army.

35 Late Tournament & Grail Quest Periods This army is the typical High Middle Ages, with knights in full plate armor, when armies became mostly mercenary, and vassals paid scutage rather than appear in person for the levy muster. A hard core of nobles still ful ll their duties in person, and serve for pay too!

A Professional Feudal Army d20 Roll Opponent Combat Information Armor MW Glory 01 Halberdiers (Elite Mercenary) Halberd (22): 5d6 Reinf. Chain (12) 15 10 02 Halberdiers (Mercenary) Halberd (15): 5d6 Chain (10) 15 5 S Lt Crossbow (10): 1d6+10 03 Crossbowmen None 12 5 (Mercenary) Sprint: DEX = 10 S Lt Crossbow (15): 1d6+13 04 Crossbowmen Helmet (2) 12 10 (Regular) Sprint: DEX = 17 Infantry Great Spear (15): 5d6 05 16; Chain (10), Shield (6) 14 15 (Mercenary) Spear (15): 4d6 Uniformed Infantry Great Hammer (21): 5d6 18; Reinf. Chain (12), 06 14 5 (Elite Mercenary) Sword (12): 5d6 Shield (6) Crossbowmen Heavy Crossbow (15): 1d6+16 07 Chain (10) 12 10 (Heavy, Veteran) Sword (15): 3d6 S Bow (10) 3d6 08 Archers None 11 5 (Mercenary) Sprint: DEX = 10 09 Infantry (Untried Mercenary) Spear (8): 5d6 16; Chain (10), Shield (6) 14 10 10 Infantry (Mercenary) Spear (10): 5d6 16; Chain (10), Shield (6) 14 10 Infantry 18; Reinf. Chain (12), 11 Spear (15): 5d6 14 10 (Experienced Mercenary) Shield (6) Foot Sergeantry 20; Partial Plate (14), 12 Spear, Hammer (15): 5d6 14 10 (Experienced) Shield (6) Spear, Sword (10): 4d6 18; Reinf. Chain (12), 13 Reluctant Knights £ 14 15 (Slackers) Lance (10); Charger: 6d6 [5] Shield (6) Hammer (17): 4d6 20; Partial Plate (14), 14 Mounted Sergeantry 14 12 (Veteran) Lance (17); Andalusian: 7d6 [5] Shield (6) Spear, Sword (10): 5d6 18; Reinf. Chain (12), 15 Knights £ 14 15 (Garrison) Lance (12); Charger: 6d6 [6] Shield (6) Spear, Hammer (15): 4d6 16 Sergeantry 22; Plate (16), Shield (6) 14 20 (Experienced) Lance (15); Charger: 6d6 [5] Spear, Sword (10): 4d6 12; Cuirbouilli (8), Small 17 Hobliars 12 15 (Courageous Scouts) Lance (10); War Pony: 5d6 [5] Shield (4) Spear, Sword (18): 5d6 20; Partial Plate (14), 18 13 20 Knights £ Lance (18); Destrier: 8d6 [10] Shield (6) Spear, Sword (17): 5d6 19 22; Plate (16), Shield (6) 14 20 Knights £ Lance (17); Destrier: 8d6 [15] Spear, Hammer, Sword (20): 5d6 20 Rich Knights £ 22; Plate (16), Shield (6) 14 20 (Veterans) Lance (20); Destrier: 8d6 [15]

26 Army Notes GPC Battles (Grail Quest Period)

Best Armor: Full Plate, 16 points 555. Battle of , pgs. 339-341 Best Horse: Destrier, 8d6 [15] Use• Use• Late Tournament Period Army

Alternatives The British are the only people with Longbow, and they take advantage of it during the years of their home defense. After the late tournament period they become more readily available. Two types of units are available: the native Cambrian troops, who are raised with it; and men trained to it. The latter are less effective, but will stand and  ght.

Opponent Combat Information Armor MW Glory S Longbow (15): 4d6+10 Archers None 14 10 (Mercenary, Cambrian Longbowmen) Sprint: DEX = 12 Archers Longbow (10): 4d6+10 Helm and Padding (4) 12 5 (Mercenary Longbowmen) Sword, Great Club (10): 4d6

36 Twilight Period This army is typical of those mighty forces that clash and die in the wars against the treachery of Lancelot and Mordred. While old rivalries have turned to feuds, now those feuds turn to open war. These are the iron-clad armies that  ght and destroy King Arthur. A Logres Army d20 Roll Opponent Combat Information Armor MW Glory 01 Halberdiers (Elite Mercenary) Halberd (22): 5d6 Partial Plate (14) 15 15 S Bow (15): 3d6 02 Massed Archers ×2 5; Quilt (4), Helm (1) 12 5 (Experienced) Sprint: DEX = 10 S Medium Crossbow (17): 1d6+13 03 Crossbowmen 5; Quilt (4), Helm (1) 11 10 (Experienced) Sprint DEX = 10 Arbalest (15): 1d6+16 04 (Arbalest & Spear) Chain (10) 12 5 Crossbowmen Great Spear (15): 4d6+1d6 Javelin (10): 2d6 05 Swarming Knife Men ×2 Small Shield (4) 10 5 (Cambrian Knifemen) Knife (10): 4d6 Longbow (15): 4d6+10 06 Mercenary Cambrian Archers S None 14 5 Sprint: DEX = 10 07 Crossbowmen (Veteran) Arbalest (18): 1d6+20 Helm (1) 12 5 Longbow (10): 4d6+10 08 Massed Archers ×2 5; Quilt (4), Helm (1) 13 10 (Longbow) Great Maul (10): 4d6 Infantry Spear Expertise (10): 4d6 09 Chain (10) 12 5 (New Mercenaries) Sword (10): 4d6 Spear Expertise (15): 4d6 10 Close Order Infantry ×2 16; Chain (10), Shield (6) 12 5 (Mercenaries) Sword (5): 4d6 Infantry Spear Expertise (20): 4d6 11 Reinf. Chain (12) 14 15 (Experienced Mercenaries) Sword (10): 4d6 Grim Footmen Spear Expertise (17): 5d6 12 20; Partial Plate (14); Shield (6) 14 10 (Experienced Esquires) Hammer (15): 5d6 Spear Expertise (12): 4d6 Mounted Sergeantry 13 Hammer (14): 4d6 18; Reinf. Chain (12), Shield (6) 14 15 (New Mercenaries) Lance (12); Charger: 6d6 [5]

14 Massed Spearmen ×2 Spear Expertise, Sword (10): 4d6 14; Cuirbouilli (8), Shield (6) 11 10 (Suicidal Cambrians) Spear Expertise, Sword (10) 5d6 15 Sergeants 22; Plate (16), Shield (6) 14 15 (Mercenaries) Lance (10); Charger: 6d6 [5] Spear, Sword (13): 5d6 16 Knights £ 24; Gothic Plate (18), Shield (6) 14 15 (Hired Company) Lance (15); Charger: 6d6 [5] Spear Expertise, Hammer (15): 5d6 17 Sergeants 18; Reinf. Chain (12), Shield (6) 14 15 (Mercenary) Lance (15); Charger: 6d6 [5] Spear Expertise (18): 5d6 18 Rich Knights £ Sword, Hammer (15): 5d6 24; Gothic Plate (18), Shield (6) 14 18 Lance (18); Frisian: 9d6 [15] Spear Expertise (17): 5d6 19 Knights £ Sword, Hammer (15): 5d6 24; Gothic Plate (18), Shield (6) 14 20 Lance (17); Destrier: 8d6 [15] Spear Expertise, Sword (20) 6d6 20 Knights £ 24; Gothic Plate (18), Shield (6) 14 20 (Veterans) Lance (20); Frisian: 9d6 [15]

37 Army Notes GPC Battles (Twilight Period) 565. Battle of Barham Downs, pg. 373 Gothic Plate, Best Armor: 556. Battle of Circencester, pg. 343 • Use Twilight Period Army 18 point Frisian • Use Danish Army Best Horse (rare): 565. Battle of Camlann (daytime), pgs. 374- 9d6 [15] 377 Note how a number of units 563. Battle of Joyous Garde, pgs. 367-368 are trained to stand more • Use Twilight Period Army • Use Twilight Period Army closely packed, thus provid- Battle of Camlann (night) ing a ×2 modi er. 564. Siege of Benwick, pg. 370 Use • Use Twilight Period Army and Battle of Use • Use Twilight Period Army Camlann Special Units

38 The Battle of Camlann “And never was there seen a more dolefuller battle in no Christian land; for there was but rushing and riding, foining and striking, and many a grim word was there spoken either to other, and many a deadly stroke.” —Sir Thoms Malory, Le Morte d’Arthur, Book XXIII, Chapter 4

This divided land is drawn primarily from Malory. Gamemasters are free to manipulate it in any manner desired. This is a civil war. Particular homelands of the troops may be important to activate Hates and Fears, so this table is provided to give color and personality to this  nal battle. Since it is the end of the campaign, use every rule that you want. I locate small marshes and hills upon the battle eld, hedgerows and creeks. All Britain comes to Camlann. The  ower of chivalry dies here, and the leaf, stem and root. And it’s the last chance to  ght, so there is opportunity to confront many foes from previous adventures.

Daytime, 16 hours Britain Divided Roll 1d20 on the table to the right for Homeland. d20 Roll Arthur Mordred If  ghting against King Arthur: 01 Bedegraine Gorre 02 Brun Cambenet Use the• Use the• Twilight Period Army for the  rst 8 Rounds. Clarence Strangorre Use the• Use the• Boy King Period Army for the second 8 Rounds of daylight. 03 04 Dorset Garloth If  ghting against Mordred: 05 Hampshire Lothian • Use the Attacking Saxon Army for the  rst 3 Rounds. These are the freshly Hertford Escoce raised army of the east. 06 • Use the Routiers for the next 3 Rounds. These are the freshly raised army of 07 Hunts. Benoic the east. 08 Jagent Malahaut • Use the Twilight Period Army for the next 6 Rounds. 09 Lambor Roestoc • Use the Lothian Army (see Battle of Terrabil) for the last 4 Rounds of Lindsey Nohaut daylight. 10 11 Lonazep Norgales Night Battle, 8 hours 12 Rydychan Estregales Fortunately, it is a full moon, so the eight rounds of Battle are fought in a shad- 13 Salisbury Sugales owless silver glow, awash with cries of the wounded and agonies of the dying. 14 Silchester Anglia If  ghting against King Arthur: 15 Surrey Essex • Use the Anarchy Period Army. 16 Tribruit Sussex If  ghting against Mordred: 17 Wuerensis Kent Cameliard • Use the Pict Army for 2 Rounds. 18 • Use the Anarchy Period Army for 6 Rounds. 19 Escavalon Irish 20 Gloucester Danes Alone in Battle Knights will eventually  nd themselves alone in the battle, even if several of them still live. In such circumstance, use the recommended tables, but have them meet one individual, as those enemy units have also disintegrated into wandering, murderous individuals. By this time you can use any foe: old enemies, dead enemies, dog-headed men, whatever it takes to kill them off. Be as fair as possible, but fate will eventually bring it to one last player knight to play out the end of the legend. Be sure to consult the Great Pendragon Campaign for more about  nishing the Battle and campaign.

39 Seven Special Units Note Opponent Combat Information Armor MW Glory 1 Padding and Archer (15): 3d6 13 5 Chariots Helm (6) 2 Ballistae Giant Spear (7): 8d6 None 5 10 vs. DEX Defenseless 0 3 Faith Holy Peasants S None 10 5 (Sensible) Sprint: DEX = 9 = 4 Saint Cross, Prayer Book, & Faith and Followers) None 10 20 ( Weapon: Divine Miracle d20+20 < Love (God) 39 Dagger (14): 4d6 Dagger Men ×2 One climbs up (no horse bonus/penalty), other Leather (4) 13 10 (Sneaky little so and sos!) 5 attacks horse Mad Dr. Dee Portable catapult lobs acid jars (destroys None 12 25 6 (Alchemist Engineer) shields, armor) (13): 2d6 17; Skin (7), ×1d3 Archers (12 each): 3d6 Armor (10) Trample and squish (17): 9d6 10 100 Elephants ×1d3 Archers: None 7 Pluck and throw (16): 6d6

Notes stopping even the most hardened warrior with a manifestation of the One True God. 1. Chariots Use a Divine Miracle of d20+20 versus the knight’s Piety Chariots in this time are theatrical devices of no practical Battle Trait. If the Saint Wins or Ties, the knight Moves Back 1 Zone use. When they were effective they were the most mobile ele- in fear and awe, and is Disengaged next turn. If the Saint loses, ment on the battle eld. Cavalry is much better, knights are much, the knight does whatever he wants. much better. This grand old machine is relegated to carrying an archer around. 5. Sneaky little so and sos! Be sure to  rst get a Statement of Intent from ALL the players 2. Ballistae about how they will divide their attacks against ×2 dagger men— The Target unit’s knights must oppose the volley of giant spears don’t tell them the skill level! Then do combat. with a DEX roll (own, if on foot; horse’s, if riding) to stay out of the way. Ballistae shoot from the rear ranks, and so cannot be 6. Mad Dr. Dee attacked directly except in Zone 6. If attacked, the crews Sprint, “He’s gone a step past Dr. Dee!! He’s Mad!” but the machines can’t be moved, cannot  ght back, and are eas- ily disabled. 7. Elephants To melee against elephants, a combatant must: 1. succeed 3. Holy Peasants at Horsemanship, as his steed panics from the smell of the Common men and a spirited preacher take the  eld armed with pachyderms; 2. receive 1d3 shots from the howdah-riding their Faith (and a bit of boost of spirits, or desperation, or hope or archers; 3.  ght against a rampaging elephant. some other senseless inspiration). Confronted with approaching Despite all that size, elephants are relatively fragile since knights they (quite sensibly)  ee. they are too smart to stick around where they are being hurt. The challenge here is possibly one of Religion, Merciful or That MW threshold is the amount of damage at which the similar virtue normally inappropriate to the battle eld. elephant turns and runs away. They also panic when they are unguided—consider a Critical hit against the elephant to mean 4. Saint the mahout (elephant diver) is killed and it turns and runs amok. Sometimes from among the rabble of foolish leaders rises a true Elephants trying to  ee Battle may work mayhem in the holy man, an incarnation of miracles and holiness capable of enemy army, at the Gamemaster’s discretion.

40 British Armies ot all of Britain is civilized. Beyond Logres are places where the civilizing touch of Camelot does not hold. Indeed, many of Nthese places were never even touched by the ancient Romans, neither the empire nor its Christianity. Entry into these lands is most likely to be as a small band of adventurers, but the possibility of being in (or provoking) a Battle exists too. Also, though the kingdom of Arthur is as close to perfect as it can be, segments within it persist in imperfection. Those malcontents collect as bandits, and occasionally have the manliness to assemble for battle. Peasant armies are less common, often vast when they occur, but short-lived.

Tribal Picts Tribal Cymri

Tribal Picts

Tribal Tribal Irish Cymri Logres Saxons Tribal

41 Tribal Cymri This is a tribal army where a whole people turn out. They are well suited to local defense (see Ambush, below). Many troops are badly suited for battle eld combat.The listing is suitable for a large army like a Cambrian confederation might  eld, the army of one of those component kingdoms, or even of a Cymric town that is being attacked with a raid in force. The only differences are in the numbers of each. Cambrian Hill Tribe Army d20 Roll Opponent Combat Information Armor MW Glory Sling (22): 4d6 10; Magical Tattoo (6), 01 Mountain Men 16 20 Spear Expertise (15): 4d6 Small Shield (4) 02 Herdsmen (Slingers) S Sling (15): 3d6; Sprint: DEX = 13 None 12 5 Herdsmen Longbow (10): 4d6+10 03 Shield (6) 12 5 (Young) Spear Expertise (10): 5d6 Longbow (23): 4d6+10 04 Herdsmen None 14 5 (Old) Spear Expertise (18): 3d6 05 Screaming Knifemen ×2 Knife (10): 5d6 Shield (6) 12 5 06 Skirmishers S Longbow (15): 4d6+10; Sprint: DEX = 10 None 14 5 07 Hunters S Longbow (20): 4d6+10; Sprint: DEX = 15 Shield (6) 16 20 14; Cuirbouilli (8), 08 Beardless Warriors Spear Expertise, Sword (10): 4d6 14 5 Shield (6) 14; Cuirbouilli (8), 09 Warriors with Red Shields Spear Expertise, Sword (15): 4d6 16 5 Shield (6) Warriors 14; Cuirbouilli (8), 10 Spear Expertise, Sword (19): 5d6 18 15 (With bagpipes) Shield (6) Warriors 14; Cuirbouilli (8), 11 Spear Expertise, Sword (17): 4d6 16 10 (Clashing weapons) Shield (6) 12 Crazy Naked Guys Flint Knife (22): 3d6 None 16 20 (Horse Climbers) *No Mounted/Charge bonus vs. them 13 Longbowmen S Longbow (10): 4d6+10; Sprint: DEX = 10 None 14 10 Javelin (10): 3d6 14 Javelin Men Swarm S Small Shield (4) 12 5 ×2 Sprint: DEX = 15 Spearmen 14; Cuirbouilli (8), 15 Spear Expertise, Sword (22): 4d6 15 20 (Veteran) Shield (6) 16 Crazy Naked Guys (Gutters) Flint Knife (21): 4d6 *Only attack horses None 16 20 Spear Expertise, Sword (15): 4d6 17 Mounted Warriors Shield (6) 15 10 Mountain Pony (5d6) Spear Expertise, Sword (15): 4d6 16; Chain (10), 18 (Armored) 14 10 Mounted Warriors £ Mountain Pony: 5d6 [5] Shield (6)

Spear Expertise, Sword (17): 5d6 16; Chain (10), 19 Mounted Warriors £ 17 15 (Noble Elite) Lance (17); Charger: 6d6 [5] Shield (6) Well dressed Mounted Spear Expertise, Sword (20): 5d6 16; Chain (10), 20 15 20 Warriors £ Lance (20); Charger: 6d6 [5] Shield (6) (Noble Elite)

42 Army Notes Spear Expertise is universal for these warriors, and thus can be used as either Great Spear or Spear. Look to the armor to see whether they will  ght one or two handed. Longbows are just the everyday weapon of the natives here, not yet discovered by the evil military genius who wants victory more than Honor (that happens around 550, in the Tournament Period). Note that some of these mounted units do not have Lance skill.

Cymric Tribal Leaders Opponent Combat Information Armor MW Glory Tribal King, Spear Expertise, Sword (22): 3d6 18; Reinf. Chain (12), Army Commander 15 100 Shield (6) Battle: 20 Longbow (15): 4d6+10 18; Reinf. Chain (12), Royal Bodyguards 17 25

The Ambush Tribal Cymri Cambrians ambush armies as their normal method of battle. They know every mile of their homelands, and exactly what local conditions will help them. If an invading enemy army can be ambushed, it will be. The landscape will play a prominent part, and each particular place has its own particularities. For convenience, the details for those battles are collected here. Other factors may apply too (Size, for instance), but these would normally all apply. These are calculated for a Pendragon army entering this land. Cambrian Mountains Ambush Bonus Battle Intensity Modi er +15 Unit Intensity Modi er +20

Pennine Mountains Ambush Bonus Battle Intensity Modi er +15 Unit Intensity Modi er +20

Forested Land Ambush Bonus Battle Intensity Modi er +10 Unit Intensity Modi er +20

43 Tribal Saxons This army is typical of any Saxon kingdom on the march (attacking) or mustered for defense (defending). These types of “Dark Age” armies do not have many mounted men. Defending Saxon Army (weak) d20 Roll Opponent Combat Information Armor MW Glory Axin’ Saxons 14; Cuirbouilli 01 Great Axe (22): 6d6 18 10 (Elite Heorthgeneats) (8), Shield (6) 02 Warriors (Ceorl Levy) Great Spear (10): 5d6 None 14 5 03 Warriors (Ceorl Archers) S Bow (10): 3d6; Sprint: DEX = 10 None 12 5 Warriors, Seething 10; Leather (4), 04 Spear, Sword (15): 4d6 14 5

44 Attacking Saxon Army d20 Roll Opponent Combat Information Armor MW Glory Elite Axe Men 01 Great Axe (20): 7d6 Cuirbouilli (8) 18 15

45 Army Notes Tribal Preferences For local color, you might want to replace the weapons de- 19, 20 Berserkers pending on the speci c Saxon tribe being fought. In Pen- These berserkers are the weaklings described in Pendragon. dragon these weapon preferences apply to one- or two-handed For True Berserkers, see “True Berserkers,” in the section on weapons. They are: Danes. Jutes: Spear Two Handed Weapons Saxons: Sword Two Handed Weapons are common, because the Saxons get a Frisians: Bow bonus for them. Angles: Axe

Saxons after Badon Few large Saxon armies ever muster in Britain, though a few rebellions in Anglia might stir up a series of Clashes. Whatever the cause, though, and whatever size the  ght is, all Saxons have a Passion of Hate (Britons) that is equal to 4d6+5. Saxon Leaders Opponent Combat Information Armor MW Glory (Young) Cwichelm £ Great Spear (12): 7d6 King of Anglia Chain (10) 18 100 Great Axe (16): 7d6 Battle: 18 fi (Very Young) Yf £ Great Spear, 2-H Weapon (12): 7d6 King of Deira Chain (10) 16 100 Battle: 10 Aescwine £ King of Essex Great Spear, 2-H Weapon (20): 6d6 Chain (10) 14 150 Battle: 16

Aesc £ Great Spear (25): 7d6 King of Kent Chain (10) 15 150 Great Sword (20): 7d6 Battle: 20 Eossa £ King of Nohaut Great Spear, Great Axe (19): 5d6 Chain (10) 17 150 Battle: 15 Aelle (Old) £ King of Sussex Great Spear, Great Sword (22): 4d6 Chain (10) 16 200 Battle: 22 Cerdic £ 2-H Weapon, prefers Great Mace (17): 5d6 King of Wessex Spear Expertise (17): 5d6 Chain (10) 20 100 Battle: 22 Heavy Javelin (17): 3d6+6 Bodyguards Great Spear, 2-H Weapon, prefers Great Axe (19): Chain (10) 16 25

Hero £ Heavy Javelin (22): 3d6+6 Saexwulf Reinf. Chain (12) 18 50 Great Spear, 2-H Weapon (22): 7d6 these next guys… Heavy Javelin (20): 3d6+6 Hero’s Bodyguards Great Axe (20): 7d6 Chain (10) 16 25 …will be shouting his name. Great Spear (20): 7d6

46 Alternatives Opponent Combat Information Armor MW Glory Enemy requires Horsemanship at -5, and is (Mastiffs) None None +10 War Dogs -5 to weapon Skills

Sword Maidens 2-H Weapon (18): 5d6 Cuirbouilli (10) 17 15 (Women Warriors!) Small Giants Tree (20): 8d6 Skin (15) 20 30

“On Wars, Led by Famous Women”

Olaus Magnus, 1555, History of the Nordic Peoples, Book V, Chapter 10

47 Tribal Irish This army is typical of any Tribal Irish of the Emerald Isle. Whether a clan muster, a confederacy under a great hero, an entire kingdom or even the whole army of the High King, this array is a fair representation of their appearance in battle. A Native Irish Army d20 Roll Opponent Combat Information Armor MW Glory Herdsmen S Sling (22): 3d6 12; Cuirbouilli (8), 01 12 10 (Professional Slingers) Sprint: DEX = 15 Small Shield (4) 02 Herdsmen (Kern Slingers) S Sling (10): 3d6; Sprint: DEX = 11 Small Shield (4) 9 5 S Javelin (10): 3d6 03 Herdsmen Small Shield (4) 13 5 (Kern Javelineers) Sprint: DEX = 17 04 Herdsmen Knife (12): 4d6 Small Shield (4) 12 5 Note (“Belly Slashers”) always slide under horse & slash it 05 Herdsmen (Kern Archers) S Bow (15): 3d6; Sprint: DEX = 13 Small Shield (4) 10 5 (Kern Knifemen) 06 Herdsmen Knife (14): 4d6 Small Shield (4) 10 5

48 Army Notes 12 “Chanting shield bangers” This unit is doing some kind of magic or morale-boosting 04 Belly Slashers discipline that gives it a boost against men on horses. Pit these warriors’ skills against the knight, but if these men win they slide underneath the horse and cut its belly. They are nearly always crushed afterwards, but if one survives, he’s a prime candidate to become a bonnacht.

Irish Leaders Opponent Combat Information Armor MW Glory Javelin (20): 3d6 16; Chain (10), King £ Spear, Sword (20): 4d6 13 100 Battle: 22 Shield (6) Great Spear (20): 5d6 Javelin (18): 3d6 << 16; Chain (10), *Royal Bodyguards Spear, Sword (22): 5d6 13 50

49 Tribal Picts This army is typical of the mountain-dwelling Picts in their homelands. Compared to lowlanders, a Pict army has hordes of skilled, but poorly armed and armored warriors, augmented by a few bodies of superior warriors, led by a band of noblemen with bodyguards. They never have horsemen. And their land is their ally as well (see “Pict Ambush” on the next page). A Pict Army d20 Roll Opponent Combat Information Armor MW Glory 01 Untried Warriors S Javelin (10): 2d6; Sprint: Stalk = 15 None 12 5 02 Herdsmen in Sheep Skin S Javelin (10): 2d6; Sprint: Stalk = 17 None 10 5 03 Herdsmen Waving Sticks S Javelin (10): 2d6; Sprint: Stalk = 16 None 10 5 04 Mostly Naked Herdsmen S Javelin (10): 2d6; Sprint: Stalk = 19 None 10 5 05 Javelineer Herdsmen S Javelin (10): 2d6; Sprint: Stalk = 18 None 10 5 Javelin (18): 2d6 06 Scarred ol’ Guys None 18 10 Great Spear (18): 5d6 Tattooed, Wolf-skinned Javelin (15): 2d6 07 None 12 5 Warriors Great Spear (13): 4d6 08 Naked Skirmisher S Javelin (13): 3d6; Sprint: Stalk = 17 None 12 5 “ Shimmering Naked Javelin (18): 3d6+10 magic 09 y’ Magical Tattoo (6) 20 10 Tattooed Warriors x Great Spear (15): 5d6

“ Javelin (14): 2d6 10 Tattooed Skirmishers S y’ Magical Tattoo (6) 12 5 x Sprint: Stalk = 16 11 Grim & Serious Warriors Javelin (15): 4d6; Great Spear (16): 7d6 Magical Tattoo (8) 12 5 “ 18; Magical Tattoo 12 Seriously Tattooed Warriors y’ Javelin (15): 2d6; Spear, Sword (15): 4d6 12 5 x (12), Shield (6) Javelin (17): 2d6 12; Leather (6), 13 Scowling, Growling Warriors 12 5 Spear, Sword (17): 4d6 Shield (6) 12; Leather (6), 14 Howling Warriors Javelin (23): 2d6; Spear, Sword (23): 4d6 12 15 Shield (6) 12; Leather (6), 15 Heavily Tattooed Warriors Javelin (17): 3d6; Spear, Sword (17): 5d6 12 10 Shield (6) “ Shimmering Javelin (27): 3d6 15; Leather (6), 16 y’ 20 15 Tattooed Warriors x 2-H Stone Axe (27): 6d6 Magic (9)

Old Guys with Oak Leaves on Javelin (18): 3d6 12; Leather (6), 17 12 5 their Heads Spear, Sword (18): 5d6 Shield (6) Armored Warriors 16; Chain (10), 18 Spear, Sword (20): 4d6 15 15 (Men of the Bear) Shield (6) Javelin (19): 3d6 12; Leather (6), 19 Armored Warriors ×2 16 15 (Men of the Wolf) Spear, Sword (19): 5d6 Shield (6) 15; Leather (6), Armored Warriors “ Javelin (15): 3d6 Magic (3), Shield 20 (Men of the Boar) 17 20 y’ Spear, Sword (20): 5d6 (6)

50 Alternatives Opponent Combat Information Armor MW Glory Blood-Spattered Swarm << ×2 (Attecotti Fanatics) Teeth & Nails (15): 4d6 None 15 20

Leaders Opponent Combat Information Armor MW Glory Heavy Javelin (20): 3d6+3 “ Pict War King £ Spear, Sword (18): 5d6 Magical Tattoos (8) 14 50 Battle: 17 y’ x Great Spear (22): 5d6 Pict King, Heavy Javelin (17): 3d6+3 “ Batallion Commander £ Spear, Sword (15): 5d6 Magical Tattoos (8) 16 25 y’ Battle: 15 x Great Spear (20): 5d6 “ Javelin (20): 3d6; Spear, Sword (19): 5d6 Bodyguard ×2 Magical Tattoos (4) 12 50

51 Peasant Army This army is typical of any wide scale uprising of commoners. It is every bit the senseless, drunken mob that nobles imagine them to be, but with a sensible core of guildsmen, retired mercenaries and free men that might surprise careless knights. The Ragged Mob d20 Roll Opponent Combat Information Armor MW Glory Bow (15): 3d6 10; Leather Jack 01 Yeomen Bowmen 11 10 Spear (10): 4d6 (4), Shield (6) Various 2-H tools used as Weapons 02 None 10 5 Mob with Hoes and Sticks ×2 (10): 5d6 Peasants with Shovels, Hammers Various 2-H tools used as Weapons 03 None 10 5 and Ox Goads (10): 5d6 Rocks (10): 2d6 04 Rock Throwing Tradesmen S None 12 5 Sprint: DEX = 10 Plowmen with Rakes Various 2-H tools used as Weapons 05 None 10 5

10 Growling Peasants S None 8 5 (Terri ed) Sprint: DEX = 11 Crossbowmen Lt Crossbow (17): 1d6+10 11 None 8 5 (Retired Vets) Sword (8): 3d6 “too old to run” 12 Brutal, Ignorant Beasts S Sprint: DEX = 11 None 8 5 13 Savage, Mindless Brutes Great Mace (15): 6d6 None 9 5 << 14 Cruel, Stupid, Hateful Thugs Bare hands (25): 3d6 None 10 15

52 Peasant armies are composed of commoners whose natural duty is to till the soil, thus they have none of the noble’s natural skills to kill. Nonetheless, massive numbers give them an undeserved con dence, and so when too many of them gather together they act unnatural, and sometimes raise arms against nobles and/or a Church. Peasant Leaders Opponent Combat Information Armor MW Glory Commander 25 Tradesman tools (10): 4d6 None 14 Battle: 5 Veteran Soldier Bodyguards Great Spear (15): 4d6 25 Rusty Parts (2d6) 8

Opponent Combat Information Armor MW Glory Old Beggars with Sticks Great Spear (20): 3d6 None 6 10 (Bitter Retired Mercenaries) Infantry 16; Chain (10), Great Spear, Spear (15): 4d6 14 10 (Unemployed Mercenaries) Shield (6)

Army Notes

15 Guildsmen The guildsmen are well organized and trained. For amusement purposes, note that the guilds are identi able by the guild standards they carry. Attempt Folk Lore (i.e., knowledge of the folk). Success = you know the guild. Roll 1d6: 1 = Merchants, 2 = Drapers, 3 = Potters, 4 = Coopers, 5 = Dyers, 6 = Cloth Makers.

53 Bandit Gang This army is typical of a gang that lurks in the woods, robs chicken coops and travelers, stops construction projects, terrorizes and brutalizes the peasantry, and makes the countryside and villages unsafe. If an adventure is to clear an area of bandits, these guys are the ones you are seeking. There’s never an army of these guys, so the biggest possible  ght would be a Clash, and the “units” would be of just  ve or ten or so men. The Bandit Gang d20 Roll Opponent Combat Information Armor MW Glory 01 Bandit Knights Spear Expertise, Sword (12): 4d6 16; Chain (10), 14 15 Note

Army Notes 1 Bandit Knights Glory 3000, Honor 3. Overall, knights should use Attack Against Two, if at all possible. These guys, who prey upon the weak and helpless, 04, 05, 13, 20 “Faceless victims” will break and run so fast there will be no Glory at all if you These are meaningless appellations that one might use to don’t act quickly. The difference between these men and identify some otherwise faceless victims. Make up your own. routiers is that these are in their own country. These are all just a throw-away, though as NPCs they might

54 pop up later, or earlier, to turn faceless things into people anything Arthurian or Medieval. Tread lightly! Be aware of the (“He was the one guy I liked!” or “They were my information zeitgeist of your campaign and maturity of your players. But if sources!”) your campaign can occasionally use some, sometimes, consider It is sometimes dif cult to avoid some lightheartedness (13) too the Alternative units. that can slip into frivolity (04). These are the kinds of things that are entertaining during a game, but not necessarily from

Bandit Leaders Cowardice bonus: All Intensity reductions to the Bandit Gang are doubled. Opponent Combat Information Armor MW Glory Common Gang Boss… Club (10): 5d6 None 14 25 …and his Bodyguards Maul, Knife (18): 5d6 None 18 25 25 Mastermind… S Iron Foil (1) 6 “The Brain” Sprint: DEX = 12 …and his Bodyguards Weird one-handed Crossbow (18): 2d6+10 None 18 25 7; Helm (1), Prince of Thieves… Sword (35): 5d6; Sprint: “slips away” = 35 Quilt (4), Silk 25 50 (2) …and his Companions Great Spear (18): 4d6; Knife (18): 3d6 None 18 25 Robin Hood… D S Longbow (39): 4d6+10; Sprint: DEX = 30 None 24 100 …and his Merry Men S Longbow (15): 4d6+10; Sword (12): 4d6 None 14 25

Brute Squad Brush Aside (39); Success or Tie: foe is knocked down None 40 50 Dashing, fencing Avenger Fencing Saber (30): 5d6; Success or Tie: foe is knocked down None 15 50 Bandit Ambush Narrow Way: +5 The only reason these losers would engage knights is if they Downhill: +5 were caught red-handed, cornered, or in an ambush. These ban- In a Woods: +15 for knights, or dits gather and operate wherever knights cannot go without dif- Dense Bushes: +5 for mounted troops  culty, such as in the woods or a marsh. Outside of there, they Battlefi eld Obstacles are just peasants. Rise: A steep slope of some length. Attacking up it gives a -5 Forested Land Ambush Bonus penalty, and being higher on it gives a +5 bonus to melee skills. Battle Intensity Modi er: +10 The same modi ers also affect Unit Intensity. Army Commander’s Homeland +5 Brush (Thick): Cover for infantry, +5 to their melee skills; -5 to Superior Scouting Force +5 their foes; or: Unit Intensity Modi er: +15 or +25 Trees (Thin): +5 to Infantry Melee, -5 to mounted combatants; -5 to Horsemanship when a roll is required.

55 “ Faerie Army y’ x This army is a sample faerie army, especially in its mixture of light and dark, terror and beauty, and vicious brutality and inexplicable kindness. Most faerie creatures are un t for warfare, lacking either discipline or ability to harm. Those portrayed here include some warriors, some creatures of whimsy, and others who will suck the eyes out of the living. If you want only Forces of Light, then use 1d10. For just Forces of Shadow, use 1d10+10. But the faerie do not make that distinction. The eternal presence of light and dark, and its immense importance, is a human fantasy, not a law of the fae. King Oberon’s Army d20 Roll Opponent Combat Information Armor MW Glory 01 Club hands (10): 3d6 None 35 15 Note Wooden Men ×2 02 Claws (21): 7d6 Hide (10) 20 25 Note Pride of Red Lions ×2 03 28; Gothic Plate (18), Great Hammer (15): 5d6 17 15 Armed Dwarf Mob ×2 Magic (10) 04 None, but fancy duds! 17 +5 Note Cowering Dwarf Mob S Sprint: DEX = 21 05 Really Big Dwarfs Great Hammer (12): 7d6 Magic (28) 17 15 Greenbow (20): 4d6+10 06 Green Bowmen None n/a 15 Vanish upon contact Great Spear (15): 7d6 07 —and tall! Super-Chain (20) 20 15 Broad Shouldered Spearmen So tall that Mounted get no bonus 08 Small Giants Mace (15): 8d6 Hard Skin (15) 25 25 Sword (23): 7d6 24; Faerie Mail (18), 09 Knights of Fire 20 20 (Weapons Burning) Lance (21); Faerie Charger: 8d6 [16] Shield (6) Sword (22): 5d6 24; Faerie Mail (18), 10 Knights of May 20 25 (Birds Twitter & Fly About Them) Lance (20); Faerie Charger: 8d6 [16] Shield (6) 11 Big Club (12): xd6 Spriggans Skin (5) n/a* 15 Note x = 10 - ½ # of Rounds so far 12 Gigantic Black Dog Pack ×2 Bite (10): 5d6; No Mounted bonus Hide (8) 15 15 13 Sneering, Leering, Oversexed, Opponents: roll Lustful, Failure = attack it, None n/a +10 Note Obscene … Things S out of disgust!; Sprint: DEX = 15 Bite, gouge, snatch, claw inside armor 14 None 20 5 Little Goblins ×3 joints (no armor!) (10): 3d6 15 Little Goblins with Big Rocks S ×3 Rocks (5): 6d6; Sprint: DEX = 30 None 20 5 16 None +5 Note Elf Peasants with Shovels, etc. S Sprint: DEX = 6 17 Hobgoblins (Tall & Lanky) Great Spear (15): 7d6 Skin (5) 20 10 18 Great Spear (15): 8d6, & Great Hammer Chuckling Four-Armed D Skin (10) 30 20 Note Fomorians (12): 2d6 The Raven Host Black feathered Darts (30): 3d6 24; Magic Feather 19 20 25 (Raven Feather Cloaks) Black Spear (15): 5d6 Cape (18), Shield (6)

Sword (25): 4d6 24; Faerie Armor (18), 20 The Dark Host 20 25 (Black Robes with Skull Faces) Lance (20); Faerie Charger: 8d6 [16] Shield (6)

56 Army Notes Faerie Leaders for more. 01, 02 Attacks ×2 18 Fomorians These two creatures both have the ability to attack their These creatures have four arms, and thus do a double attack opponents twice per round. They can also divide their attack against any foe with both weapons. between two foes without reducing the value. The Glamour Army 04, 13, 16 Bait The faeries are the origin, product and manifestation of Glamour, These are things to provoke the knights to attack into a trap. If that particular Celtic magic which creates a temporary reality, they take the bait, then the Gamemaster chooses an Alternative or a temporarily real thing, which is indistinguishable from the that is the actual encounter. permanent one. Within their own realm, their magicians are #13 is intended to offend prudery and chastity, hence a quite capable of summoning an entire army of whatever they successful Lustful roll indicates that it is not offensive, just wish, whose only difference would be that they fade away upon perhaps amusing. death instead of lying there and bleeding. That fading away of 11 Spriggans something is a sure sign of Glamour. Spriggans start big and get smaller when they take damage. See Leaders Opponent Combat Information Armor MW Glory 44, Royal

King Oberon £ Defensive only (100) Robes (12); 164 250 Battle: 100 Skin (32) Club (12): Damage depends on SIZ; Spriggan Bodyguards 1-6 = 4d6; 7-12 = 5d6; 13-18 = 6d6; 19-24 = 7d6; 25-30 Skin (5) 20 20

Four Leaders These are individuals, likely to be leaders in a battle since King Oberon rarely bothers himself concerning such trivialities.

Opponent Combat Information Armor MW Glory Sword (21): 7d6 24; Faerie Armor (18), Sir Gallant, Hero £ 20 20 Battle: 20 Lance (23); Faerie Charger: 8d6 [16] Shield (6) Shield (25) Sword (30): 4d6; Lance (30) Prince Charming £ Immune to lance and 40 30 Dancing Faerie Charger (30): 8d6 [16] Battle: 22 spear Spear (23): 5d6; AND 16; Gorgeously Sculpted Self- ghting Sword (40): 2d6 Lord of Starry Magic ×2 Cuirass (1) Helm (1); 43 30 Blinding Lance (35); Battle: 30 Magic (14) Brilliance his horse: 3d6 [25]

Sir Peleus £ Sword (20): 6d6 40; Faerie Armor (18), (Eternally young) Lance (20); Heavy Faerie Charger: 8d6 [16] Magic (12), Shield (10) 20 20 Battle: 18

Four Leader Notes First, all of the magic items among these elf leaders are personal to them, and will not work for anyone who gets it, whether through trade, deceit or conquest. If any of these are killed, their bodies lie on the ground for as long as dramatically useful for the Gamemaster, after which they and all possessions fade away.

57 Sir Gallant is a notable knight, rather much like the knights he might  ght. Except he is an elf. Prince Charming is handsome and dashing, highly charismatic and disarmingly delightful in person. In battle he has a lot of  ash and courage, in large part due to his innate magic. He is invulnerable to all lance attacks. He simply cannot be touched or damaged by one, or by any spear. Not even the Knockdown affects him from those weapons. Lord of Starry Magic is an exotic foe, capable of winning but not of killing. His Blinding Lance and Self- ghting Sword nearly always win, with a critical success, but are as weak as they are beautiful. Sir Peleus is the husband of Nimue, living forever in her magical lake, at the beck and call of his faerie liege lord. His former humanity, and her magic, causes all damage that he does to humans to disappear when they return to the apparent world. Alternatives Gamemasters may wish to throw in something colorful just to liven things up. Here are some possible troops to appear. Opponent Combat Information Armor MW Glory

Playful slap (20): 5d6 vs. each foe, as he whizzes among Rapido the Spinning Giant 70 25 35 you faster than you can see, laughing

Pixies Befuddling (10): victim is -5 to all skills, all day Be Serious! 1 0

Sprint: DEX = 5 Desirable Young Women Lustful Roll required. Success = Pursue! Move ahead 1 Embarrassingly but slowly and sinuously n/a 0 S zone, but they vanish upon contact; Naughty Knights disorganized the rest of the day Healing (30) Healing Women None 5 10 If she wins, then her opponent has all wounds healed Little Goblins S ×3 Rocks (15): 10d6; Sprint: DEX = 5 None 2 10 (with BIG rocks) Deadly ray blast (20): 5d6 Gorgeous Women Robes de ect (armor is ignored) 15 with Deadly Eyes sharp weapons [These are the girls that will suck your eyes out] A Strange Fog *retch* Corrosive gas (40): 1d6; breathing damage n/a n/a 15 Knights DEX or Holes in the Ground Open and crunching earth mouths (5): 8d6 Horse DEX vs. n/a 25 (with Teeth!) Skill Grab knight (25 STR); Knights STR or Grasping Skeletal Arms if knocked down, victim attacked by Horse STR vs. n/a 25 (Bursting from the Ground!) Boney hands (18): 1d6 Skill

The Dead Here are more troops faerie leaders can muster. They may also be slaves of magicians, or victims of unfortunate circumstances on the Other Side, in graveyards, and at the sites of ancient battles. The dead are likely to appear in their antique clothing and armor. Opponent Combat Information Armor MW Glory Great Spear (15): 3d6 None 5 5 Skeleton Horde ×6 Half the group attacks the horse Ghostly blades (25): Requires Valor roll: Win = banish opponent, Loss = Howling Ghost Warriors in the Air 15 3d6 damage from spectral weapon, ignore all armor (no critical damage) Each hit = 1 point of Ancient Dead (Semi-corporeal) Rusty old weapon (15): 2d6; ignore all armor damage, up to 1d20 20 required for MW

58 Continental Armies urope is home to many strange peoples. Early in the campaign, when these folk are generally outside of any player knight Econtact, the tribes and kingdoms are barbaric natives. However, after the Roman Wars of 525-527 the superior form of feudal government is spread far and wide, along with the new-fangled practice and tactics of knighthood. For more about these peoples, see: Book of Knights & Ladies, pgs. 72-116. Many of these tables have both early and late eras in one place. You should roll 1d10 if you encounter armies before their chivalrization; and 1d20 after knighthood is adopted in their lands. For other lands, such a division is unnecessary or impractical (one change to BoK&L: Aquitaine is moved to the continent). Note that this section is concerned with continental troops. Knights may visit these places. These armies and mercenaries are not usually scheduled to ever show up in Britain (although individuals from there may appear, either as player knights or GM characters). Thus, if these mercenaries and/or armies show up in Britain, it will be one of those hundreds of stories not told in traditional stories.

Picts Danes

Picts

Irish British Huns Germans

AquitainiansFrench

Italians Byzantines Occitanians

Spanish

Zazamancs

59 Aquitanians This army is typical of a local force thrown together to  ght off some raiding, invading or exploring plunderers. While Aquitaine is the favored pillaging destination for all knights, these defenders are the “a couple hundred knights” (Clash-sized Battle) that a local lord musters when he  gures he can defeat the pillagers with his local levy. Aquitaine Army d20 Roll Opponent Combat Information Armor MW Glory S Javelin (20): 3d6 5; Padding and Helm (2), 01 Jinetes 12 15 (Elite Basques) Sprint: Spanish Pony = 15 Small Shield (3) Javelin (10): 3d6 18; Chain (10), Heavy 02 Roman Infantry D 18 15 (Urban) Sword (15): 5d6 Shield (8) Peasants 03 Scythe, Axe or Hammer (15): 4d6 Shield (6) 10 5 (Gallic Levy, grim) 04 Archers (Levy) S Bow (10): 3d6; Sprint: DEX = 13 None 12 5 Foot Soldiers S 10; Leather Jack (4), 05 Sprint: DEX = 14 10 5 (Cowardly Recruits) Shield (6) Foot soldiers 14; Cuirbouilli (8), Shield 06 Great Spear, Spear, Sword (15): 4d6 14 5 (Veteran) (6) S Lt Crossbow (10): 1d6+10 07 Crossbowmen None 12 5 (Mercenary) Sprint: DEX = 13 08 Gallic Levy

13 Peasants S None 10 5 (with Sticks, Scythes or Rakes) Sprint: DEX = 17 14 Foot Soldiers (Veteran) Spear, Great Spear (16): 4d6 16; Chain (10), Shield (6) 14 15 S Sling (10): 3d6 15 Shepherds None 10 5 (Levy) Sprint: DEX = 14 Militia 16 S ×2 Sprint: DEX = 11 None 10 5 (with Hoes, Shovels or Rakes) Chanting Militia S ×2 17 Sprint: DEX = 12 None 10 5 (Gallic Levy) Spear, Sword (10): 4d6 14; Cuirbouilli (8), Shield 18 Knights £ 14 12 (Young) Lance (12); War Pony: 5d6 [5] (6) Spear, Sword (15): 5d6 19 16; Chain (10), Shield (6) 14 15 Knights £ Lance (16); Charger: 6d6 [5] Spear, Sword (18): 6d6 20 Knights £ 16; Chain (10), Shield (6) 14 18 (Experienced) Lance (19); Charger: 6d6 [5]

60 Army Notes Use this army, even in later ages, even though it is equipped poorly. The overlords here are all foreign, generally impoverishing this land and leaving only these relatively poor knights. It’s worth noting that the Aquitainian commoners (almost) always run, and never stand and  ght.

Aquitaine Leaders No leaders of great prominence rise here, except for the de Ganis family who are driven away, and whose sons return later. Use the Generic Noble Leaders Table (pg. 10) to create one. Alternatives: De Ganis Troops These lands originally belong to the de Ganis clan, until 518 when French King kills the rulers and conquers the land. Use the Boy King Vassal Army (pg. 15) for the defenders before 518. Similarly, the de Ganis family begins to reconquer the land after King Arthur conquers the French in 526. The family is very wealthy and well connected, and their armies will be like the period armies. The Gascons Gascony, a poor and worthless land, provides the local mercenaries who can be picked up on the spot to pillage this, or any nearby, land. Off season, they become Routiers (pg. 82) These people are so prevalent that often the term “gascon” is used for any routier.

Opponent Combat Information Armor MW Glory Gascons Spear, Sword, Great Spear (10): 6d6 10; Misc* (4), Shield (6) 11 5 (New Mercenary) Gascons Spear, Sword, Great Spear (12): 5d5 14; Misc* (8) Shield (6) 13 10 (Mercenary) Gascons Spear, Sword, Great Spear (17): 5d6 16; Misc* (10), Shield (6) 15 15 (Experienced Mercenary) Spear Expertise (19): 4d6 Gascons 16; Chain (10), Shield (6) 14 15 (Mounted Sergeantry) Lance (12); Charger: 6d6 [5]

* Miscellaneous armor. These mercenaries wear whatever they scavenge off the battle eld. They may have one sleeve of a chain hauberk, a decent helm, and one shin guard.

61 Byzantines This army is typical of a Byzantine army, which is more organized and professional than any other in the world. Byzantine Field Army d20 Roll Opponent Combat Information Armor MW Glory << 18; Reinf. Chain (12), Shield 01 Varangians Axe (22): 5d6 18 10

62 Army Notes Ransoms Byzantine nobles are every bit as ransomable as their feudal Knighthood never comes to the Byzantines, who have an counterparts. Some include the Hetaireia cavalry, whose imperial form of government and of land allocation. Thus, members are all from noble families; and also ranking of cers unless they go to Britain (or elsewhere) for this honor, these of the army. combatants will never get the 1000 Glory. Ransom is locally measured in bezants, the money of Byzantium. 19 Klibanarii Hetaireia: 74.4 bezants = £ 20 These are the ultimate armored horsemen. They are very heavily Strategos: 372.6 bezants = £ 1000 armored, but to save expenses they are unprotected in entirely Turmarch: 186.3 bezants = £ 500 the back, and on the back of their horses. This is not shown in the stats. They ride so close together that their heavily armored Advice to Knights thighs clash with the riders next to them, hence the multiple Avoid combat with the Byzantines. They have no honor, know attacks. The down side is that they are unable to achieve the and use many tricks, and are content to sit and shoot cowardly momentum of a mounted charge. arrows all day. The huge number of ef cient archers will drive anyone mad who does not have barding, which the best Byzantines troops have.

Byzantine Leaders Opponent Combat Information Armor MW Glory

Army Commander £ S Sword (15): 4d6 ( ) Heavy Lamellar Scale (18) 9 50 Strategos Sprint: Arab Courser = 28 [5] Tactics: 22 st 1 Rank: Foot Bodyguards Great Mace, Spear, etc. (20): 6d6 Heavy Lamellar Scale (18) 17 20 (Vestiaritai “Companions”) Compound Bow (21): 3d6+8 nd 2 Rank: Mounted Bodyguards Mace & Sm. Shield (20): 5d6 18; Lamellar (14), Small 16 30 (Elite Cataphracts) Great Lance (15); Andalusian: 7d6 Shield (4) [10]

Battalion Commander £ S Sword (12): 5d6 (Turmarch) Heavy Lamellar Scale (18) 9 25 Sprint: Courser = 25 [5] Tactics: 19

Tactics Tactics is the Byzantine specialty skill, and is used instead of Battle and Siege. Bodyguards The Companions, a separate unit, inserts itself between the enemy and the general; the strategos, the army banner and his bodyguard move off. Then if the pursuit continues, the cataphracts will charge, if possible, or otherwise defend the strategos as he sprints away to safety. Byzantine Military Books Byzantines, heirs of centuries of Greek and Roman learning, still read and write. They have long and detailed manuals with extensive advice from experts on how to  ght against every known foe in the world. Current texts include Science of War, by Syrianus, and Strategikon, by the Emperor Maurice. Thus, all Byzantine generals can read. If, on the morning of battle, the strategos makes a successful Read (Greek), then he gets a +2 to his Battle skill for that day.

63 Danes This army is the entire Royal Army at muster. This force is about 5,000 men total. If a smaller military unit is met, simply ignore the geographic (“from so and so”) references. The Royal Danish Army. All units have a Hate (Saxons) 17 Passion. See the Army Notes for more. d20 Roll Opponent Combat Information Armor MW Glory 01 << True Berserkers Great Maul (21): 8d6 ∞ or 10 20 50 Note

13 Chanting Spearmen ×2 Spear, Sword (15): 4d6 14; Cuirbouilli (8), Shield (6) 15 10 (Hirdmen shield wall) (Fierce Women!) 14 Swan Maidens Great Spear, Spear (15): 6d6 16; Chain (10), Shield (6) 17 15

64 Army Notes The wolves concentrate and two of them attack together, with the ulfhednar being the third (this means that only half Knighthood comes to Denmark circa 535. the men  ghting them will be attacked by wolves, but all must Hate (Saxons) attempt the Horsemanship). The two wolves together give a +10 In BoK&L, Hate (Germans) is listed as a Danish Passion. That bonus to the attacker. should be Hate (Saxons), with whom the Danes  ght constantly Banners for control of the coastal provinces of Schleswig and Holstein. The Danes have a special passion for their royal banners. Several Having established that, all Danes have the passion of Hate are known and named in historical and legendary sources. These (Saxons) 17, and if they meet Saxons (German or British) any two are chosen for these Pendragon armies. this passion kicks in. Hrafnsmerki (“Raven Banner”): the banner for the pagan King 01 True Berserkers of Denmark. Odin gave it to his descendant, and its magical “Berserker” as used in the core KAP5 rules is an unfortunate raven image gives powers it gets from the God of Slaughter. It misnomer, and I wish it was called “all-out crazy attack” instead. goes where the king goes. Nonetheless, the term berserker in this book means just what it says in King Arthur Pendragon, 5th edition. Dannebrog: After knighthood has come among the Danes, they However, true berserkers are possible, and are con ned to were in a desperate battle, losing, when a banner fell from the sky. these northern regions where the custom originates. The true The king caught it and waved it, rallying the troops to victory! berserker state is a madness, a frenzy brought on by a rite in Since then it has been the Royal (and today, the national) Banner honor of “the Frenzied One.” Its effects are terrifying: of the Danes. The King establishes a great Danish brotherhood called the Order of Dannebrog. • True berserkers are invulnerable to edged and pointed Whenever the Hrafnsmerki or Dannebrog  utters free on weapons (spear, sword, axe, similar), hence the Armor of ∞ the  eld of battle, the Danish army gets a -5 Army Intensity (in nity). Against other weapons, it is just 10 points; modi er every Round. • In a melee (Extended Rounds) they bypass anyone struck down, and Svinfylka • They  ght their own countrymen and each other if no foes This is a “boar’s snout” formation, with one or two men at the are in sight. front of a formation, then four, then six and on and on, forming a triangle formation. This counts as one of the “fancy tactics” 10 Ulfhednar & Pack that we ignore, but give it to the Danish to help make up for The wolfmen here are not only the shape changers often their lack of cavalry. Using the Boar Snout formation grants to portrayed, but have the assistance of a wolf pack. Their presence the Danish army a -5 Unit Intensity modi er. requires all riders to attempt a Horsemanship roll at -10. Tribal Danish Leaders Opponent Combat Information Armor MW Glory 100 King of the Danes £ Axe, Great Spear, Spear, Sword (21): 5d6 16; Chain (10), Shield (6) 16 Battle: 18 Gold-trimmed Warriors Great Spear, Sword, Spear (22): 7d6 16; Chain (10), Shield (6) 17 15 (Royal Huskarls) Feudal Danish Leaders Great Spear, Spear, Sword (21): 5d6 100 King of Denmark £ 16; Chain (10), Shield (6) 16 Battle: 18 Lance (15); Charger: 6d6 [5] Sword (20): 7d6 Bodyguards £ Great Spear, Spear (10): 7d6 16; Chain (10), Shield (6) 17 15 Lance (19); Charger: 6d6 [5] Sword, Spear (17): 5d6 Danish Noblemen £ 16; Chain (10), Shield (6) 17 50 Battle: 15 Lance (16); Charger: 6d6 [5]

65 French This army is typical of a comptal or local French force summoned to defend their land. Since France in the Tournament Period is the popular destination for pillaging tours, this ragged defense force is common. The French Attacking Army is less common, but always possible even when the kingdoms of France are at their weakest. Local French Defending Army d20 Roll Opponent Combat Information Armor MW Glory 01 Infantry (Urban Elites) Great Spear, Spear, Sword (19): 5d6 16; Chain (10), Shield (6) 15 15 02 Peasants (Levy) ×2 Hoe, Shovel or Rake (10): 3d6 None 10 5 03 Peasants with Rocks S Rocks (15): 3d6; Sprint: DEX = 12 Shield (6) 10 5 Archers S 04 Bow (10): 3d6; Sprint: DEX = 13 None 12 5 (Levy) Men at Arms S 14; Cuirbouilli (8), Shield 05 Sprint: DEX = 15 12 5 (Cowardly) (6) Men at Arms 14; Cuirbouilli (8), Shield 06 Great Spear (15): 4d6 14 10

66 Local French Attacking Army d20 Opponent Combat Information Armor MW Glory 14; Chain (10), Small 01 Bloodthirsty Mercenaries Billhook, Hammer (22): 4d6 12 10 Shield (4)

02 Peasant Mob ×2 Great Spear (10): 4d6 None 10 5

12 Huge Swarm of Peasants ×3 (Volunteers ) Short Spear (15): 4d6 None 11 10

67 French Leaders Opponent Combat Information Armor MW Glory The Ori am is present only when the King of the Franks is on the  eld. When so, its Orifl am, The Royal Banner morale-inducing power grants a -5 Unit Intensity modi er to all French units who are serving under it. Spear, Sword (16): 4d6 18; Reinf. Chain Army Commander (Count) £ 14 100 Battle: 19 Lance (14); Charger: 6d6 [2] (12), Shield (6) Spear, Sword (15): 4d6 18; Reinf. Chain Battalion Commander £ 15 50 Battle: 15 Lance (14); Charger: 6d6 [2] (12), Shield (6)

Bodyguards £ Spear, Sword (21): 5d6 18; Reinf. Chain < 16 22 Loyalty (Lord) 25 Lance (14); Charger: 6d6 [2] (12), Shield (6)

Army Notes Thus they are Angevins, Neustrians, citizens of Paris and so on—not French. Knighthood comes to the Franks around 520. French Subjects Royal Bodyguards The King of France, the one in Paris, has gained the loyalty If one of the Frankish kings is leading the army in the  eld, of the Burgundians and Alemanni through conquest. They he is always guarded by a special band of knights even more are troublesome and reluctant subjects, often disobedient, but dedicated than the usual bodyguards. All count as Rich often obedient and thirsty for the plunder of war following the Knights. They are: banner of their suzerain, the King of France. France: Order of the Golden Fleece When King Claudas musters his entire army, feel free to Neustria: Knights of Helios use part, or even all of a German army. Austrasia: Order of Saint Martin Quick Mercenaries Orléans: Order of Virtue The French, in war, are as likely as anyone to hire whatever There is No France mercenaries are available. These are, in France, the Gascons France, per se, is the region of Ile de France, a county-sized (pg. 61), and Routiers (pg. 83). area surrounding the squalid island-city of Paris. The ruler of that very, very rich land, by ancient right and blood, is the King of the Franks. The Franks used to be a single (Germanic) tribe, and are all aware of their common origins, but now that ancient unity has broken down into regional political components. The most important are the kingdoms. They are shown on the map at the start of this chapter. Due to previous divisions of the kingdom, these four regions have their own kings, heirs and rivals to each other. All French kings are independent, and acknowledge a Frankish unity only when it is useful or it is imposed on them. This ancestral practice of dividing property, and the process of infeudation, has created many counties. Like their kings, the nobles are independent unless it is necessary to drive off invaders, or they are conquered. Every time an of ce holder dies his holding generally breaks into its components, awaiting to see the strength of the heir. The counties are the political entity by which most people identify themselves.

68 Germans This army is a typical muster of a German Kingdom. It can be used offensively or defensively. Smaller contingents would be roughly comparable in relative numbers. This is the army of the Burgundians or Alemanni that were defeated by the King of France, and thereafter serve the French king. A king, anyway, whether it was one of the French or German ones, or the Italian one. Royal German Army: Before 530, use 1d10; after, 1d20 d20 Roll Opponent Combat Information Armor MW Glory

01 Armored Warriors £ Great Spear, Spear (18): 5d6 16; Chain (10), Shield (6) 14 10 (Noble Hearthweru Thegns) 02 Commoners (Fyrd) Great Spear, Spear (7): 4d6 7; Helm (1), Shield (6) 8 5 Commoners 12; Leather (5), Helm (1), 03 Javelin, Sword (10): 3d6 12 5 (Fyrd Javelineers) Shield (6) Ferocious Warriors 04 (Hearthweru Fyrd) Great Spear, Spear (15): 6d6 14; Cuirbouilli (8), Shield (6) 15 10

07 Armored Warriors £ Great Spear, Spear, Sword (18): 5d6 16; Chain (10), Shield (6) 14 10 (Noble Hearthweru Thegns)

08 Light Cavalry £ Javelin, Sword (17): 3d6 16; Cuirbouilli (8); Shield (6) 12 15 (Young Nobles)

09 Armored Warriors £ Great Spear, Spear, Sword (20): 4d6 16; Chain (10), Shield (6) 13 20 (Noble Hearthweru Thegns) << Clubs, trees, posts, roof beams, ship 10 Crazy Berserkers Hides (8) 15 25

69 Army Notes 13, 20: Royal Contingents No nation or empire of Germany exists. A large land is called After 530, Knighthood comes to the Germans. Germania, and it is divided into several large kingdoms This army’s peasants live under relatively harsh conditions and (Frisia and the Low Country, Saxony, Thuringia, Bavaria and they are still part of the tribal  ghting force. The army has no Lombardia), and innumerable smaller ones. These are each Sprinting troops that automatically run away. separate kingdoms at this time.

Tribal German Leaders Opponent Combat Information Armor MW Glory

King, Battle Leader £ Great Spear, Spear, Sword (21): 5d6 16; Chain (10), Shield (6) 15 100 Battle: 18 Howling Warriors (Royal Gesith) Great Spear, Spear, Sword (22): 7d6 16; Chain (10), Shield (6) 17 25

Feudal German Leaders Opponent Combat Information Armor MW Glory Great Spear, Spear (19): 5d6 100 King 16; Chain (10), Shield (6) 16 Battle: 19 Lance (14); Charger: 6d6 [5] Great Spear, Spear (20): 6d6 16; Chain (10), Shield (6) 17 15 Feudal Bodyguards Lance (19); Charger: 6d6 [5]

Alternatives Gamemasters who like fanatics can consider using these examples derived from history. These are all available only after knighthood comes to the Germans.

Opponent Combat Information Armor MW Glory (Knights) << Spear, Sword (16): 5d6 18; Reinf. Chain (12), Teutonic Order 12 25

Further Notes Teutonic Order These are the notorious Iron Brotherhood that spawned the Prussians. Their dedication to spreading the word of God through the sword is known through the world. Their loathing for all non-Christians is virulent—fanatical. Brabacon, Flemish, & Hainault Infantry These units are singled out for historical reasons—these peoples were all well known in their areas as effective infantry. The Brabacons are particularly effective in sieges—their presence scares people to surrender. The Hainault infantry are so well trained that two always attack each opponent per round, with the Gamemaster choosing the weapon from the list.

70 Huns This army is a typical invasion force, intent upon widespread plunder but not conquest. They are nearly all mounted, and capable of swift hit and run raids, which generally satisfy their desire for plunder. Hun Raiding Army d20 Roll Opponent Combat Information Armor MW Glory Compound Bow (22): 3d6+8 fi F Magni cent Sword (19): 5d6 10; Greasy Furs (6), Small 01 13 25 Mounted Bowmen Lance (20); Steppe Pony: 5d6 [5] Shield (4) (Elite Scythian Lancers) Flee: Steppe Pony = 14 02 Bowmen (Slavs) S Bow (10): 3d6; Sprint: DEX = 15 None 11 5 03 Spearmen (Slavs) Spear (10): 5d6 14; Cuirbouilli (8), Shield (6) 12 10 04 Archers (Gepids) S Bow (12): 3d6; Sprint: DEX = 13 Padding (4) 5 Spearmen 05 Spear (12): 5d6 14; Cuirbouilli (8), Shield (6) 14 10 (Gepids) (Gepids) Spear, Sword (13): 5d6 06 Medium Cavalry 14; Cuirbouilli (8), Shield (6) 11 10 Lance (15); Charger: 6d6 [5] Spear, Sword (18): 5d6 07 Heavy Cavalry 16; Chain (10), Shield (6) 14 15 (Gepids) Lance (18); Charger: 6d6 [5] S Compound Bow (15): 3d6+8 08 Horse Archers 5; Padding (4), helm (1) 14 15 (Gepids) Sprint: Steppe Pony = 14 [5] 09 Bowmen (Slavs) Bow (20): 3d6; Sword (10): 5d6 5; Padding (4), helm (1) 11 10 Slavic Horsemen Spear, Sword (17): 5d6 10 14; Cuirbouilli (8), Shield (6) 12 15 (Slavs) War Pony: 5d6 [5] 11 Spearmen (Bulgars) Spear, Great Spear (15): 5d6 14; Cuirbouilli (8), Shield (6) 14 5 S Compound Bow (14): 3d6+8 12 Horse Archers Cuirbouilli (8) 14 10 (Bulgars) Sprint: Steppe Pony = 14 [5] S Compound Bow (10): 3d6+8 13 Horse Archers Cuirbouilli (8) 13 15 (Alans) Sprint: Steppe Pony = 14 [5] Spear, Sword (12): 5d6 14 Heavy Cavalry 16; Chain (10), Shield (6) 14 15 (Alans) Lance (17); Charger: 6d6 [5] S Compound Bow (15): 3d6+8 15 Horse Archers 14; Cuirbouilli (8), Shield (6) 16 15 (Magyars) Sprint: Steppe Pony = 14 [5] Twisted, Subhuman Horse Compound Bow (15): 3d6+8 16 Furs (4) 11 15 Archers (Huns) S Sprint: Steppe Pony = 14 [5] S Compound Bow (16): 3d6+8 17 Hideous Horse Archers 6; Furs (5), Helm (1) 12 20 (Huns) Sprint: Steppe Pony = 14 [5] Stunted, Grotesque Horse Compound Bow (17): 3d6+8 6; Filthy Furs (5), Helm (1) 18 13 20 Archers (Huns) S Sprint: Steppe Pony = 14 [5] and dirt Semihuman Half-dwarf Compound Bow (18): 3d6+8 19 7; Greasy Furs (6), Helm (1) 14 20 Horse Archers (Huns) S Sprint: Steppe Pony = 14 [5] Revoltingly Ugly Horse Compound Bow (22): 3d6+8 20 Archers S Cuirbouilli (8) 15 25 (Very Experienced Huns) Sprint: Speedy Steppe Pony = 16 [5]

71 Leaders Any of these leaders can  ee when they wish, without shame, as it is their way of life.

Opponent Combat Information Armor MW Glory Compound Bow (30): 3d6+8 (Attila) S King Etzel £ Sword (20): 5d6 9; Furs (5), Small Shield (4) 15 200 Battle: 32 Sprint: Speedy Steppe Pony = 16 [5] Compound Bow (20): 3d6+8 S Other Hun King or Leader £ Sword (15): 5d6 9; Furs (5), Small Shield (4) 12 100 Battle: 17 Sprint: Speedy Steppe Pony = 16 [5]

S Compound Bow (22): 3d6+8 Hideous Bodyguards Sword (18): 4d6 9; Furs (5), Small Shield (4) 15 25 Hideousness 22 vs. Valor: see below Sprint: Speedy Steppe Pony = 16 [5]

Hideous Bodyguards Opponents require a simple Valor roll when starting melee with these guys. Hun Knights No Hungarian manuscripts about Arthur are known. One Hungarian knight appears in Malory, and he is the only one that I’ve seen in any research on the legends. Nonetheless, that was enough to include them as possible Magyar/Hungarian knight characters in Book of Knights & Ladies, by the rules of its compilation. Also, Huns are cool enemies. Historically, relatively few Hungarian knights appear, but here is the surprise unit perhaps hidden among the archers. Nonetheless, I have not felt compelled to include such a group in the regular army. If you do, here is one. The crossed-out text indicates that this individual knows how to use the bow, but naturally would not, as a knight.

Opponent Combat Information Armor MW Glory Spear, Sword (15): 5d6 Ill-shaped Knights £ Lance (15); Steppe Pony: 5d6 [5] 18; Reinf. Chain (12), Shield (6) 14 15 ‡3d6+8 Compound bow

72 Italians This army is typical of both an Ostrogoth army (early) and an Italian city-state army (late), each of which is in defensive mode here. If they wish to go offensive, they simply hire more mercenaries. Defending Ostrogoth/Italian Army: before 520, roll 1d10 for pre-chivalric Ostrogoths; after 520, 1d20. d20 Roll Opponent Combat Information Armor MW Glory 01 Heavy Roman Infantry Great Spear, Sword (18): 4d6 20; Partial Plate (12), Heavy Shield (8) 13 15 Javelin (18): 4d6 02 Ostrogoth Infantry 18; Chain (10), Large Shield (8) 15 20 (“Courageous Band”) Great Spear, Sword (20): 5d6 03 Ostrogoth Swordsmen Sword (10): 5d6 16; Cuirbouilli (8), Large Shield (8) 16 5 04 Ostrogoth Spearmen Great Spear, Spear (10): 4d6 14; Cuirbouilli (8), Large Shield (6) 10 10 05 Ostrogoth Bowmen S Bow (10): 3d6; Sprint: DEX = 9 Leather (4) 06 Roman Infantry D Javelin (10): 3d6, Sword (15): 5d6 16; Cuirbouilli (8), Heavy Shield (8) 18 15 Heavy Javelin (20): 3d6+3 20; Lorica (12), 07 Infantry £ D 18 15 (Urban Elites) Sword (22): 6d6 Heavy Shield (8) Spear, Sword (10): 4d6 18; Chain (10), 08 Heavy Cavalry 13 20 (Ostrogoths or Sergeants) Lance (18); Charger: 6d6 [5] Large Shield (8) Spear, Sword (15): 5d6 18; Chain (10), 09 Heavy Cavalry 13 20 (Ostrogoths or Sergeants) Lance (19); Charger: 6d6 [5] Large Shield (8) Spear, Sword (20): 5d6 18; Chain (10), 10 Elite Heavy Cavalry 13 20 (Ostrogoths or Sergeants) Lance (20); Charger: 6d6 [5] Large Shield (8) 20; Reinf. Chain (12), 11 Men-at-Arms £ Great Spear, Sword (15): 5d6 15 10 (Republican Volunteers) Large Shield (8) 12 Spear, Sword (17): 6d6 Knights £ 22; Plate (16), Shield (6) 17 15 Note (Republican Cavalieri) Lance (15); Big Destrier: 9d6 [15] 13-20 Condottieri. Go to the Condottieri Table on the next page. Army Notes Italian City-States (Late) After the death of Dietrich the Great his tribe disintegrates, Knighthood comes to Italy circa 520. and the city states develop. The city-states of Late GPC are 12 Cavalieri independent entities, each with a powerful mercantile class, These guys have pretty nice stuff! Is it out of period? Well, that’s some ruled by duchi, some of which are republics. a Gamemaster’s decision, but I’d say that if there is going to be Condottieri: these are professional mercenaries. The duchi something anywhere that is “out of period” it is some obscure and republican councils of the many wealthy Italian city-states republican city in Italy. You get it, you keep it. prefer to hire these professionals rather than risk their own Ostrogoths (Early) citizens. The whims and desires of such lords in selecting their The Ostrogoths are the sixth century tribe that dominates the troops are complicated by the availability of this or that one at peninsula of Italy. Their king is one of the most famous in all any time. Oh, and of course, Signore, also for the right price. German legend: Dietrich of Bern, known in history as Theodoric The standard price is  ne to start, but if another hiring lord the Great. During his rule the barbarians did their best to rule can pay more than your standard price, the condottieri will just over the Romans and integrate the two cultures with an eye change employers. It’s in their contract. towards the future. (Historically, they were overrun by the When a condottiere is required, roll randomly among Lombards, who partially survived the subsequent fragmentation these selections. Also, see a similar list in Occitania, whose that created the Italian city-states.) mercenaries are happy to do their bloody, treacherous work in Italy.

73 Condottieri Available: roll d17, after 520 use d20. d20 Roll Opponent Combat Information Armor MW Glory Medium Crossbow (15): 1d6+10 1-5 Crossbowmen (Veteran) S None 13 10 Sprint = DEX 15 Crossbowmen Medium Crossbow (15): 1d6+13 6-8 None 12 10 (Veteran) Short Sword (12) 4d6 Crossbowmen Heavy Crossbow (13): 1d6+16 9-10 16; Chain (10), Shield (6) 11 10 (Heavy) Sword (10): 4d6 11-12 Infantry (Men at Arms) Great Spear, Spear, Sword (15): 5d6 16; Chain (10), Shield (6) 15 10 Light Crossbow (17): 1d6+10 13-14 Infantry 16; Chain (10), Shield (6) 12 15 (Cheap) Great Spear (15): 4d6 Spear, Sword (15): 5d6 18; Reinf. Chain (12), 15-16 Cavalieri 10 20 (Sergeants) Lance (13); Charger: 6d6 [6] Shield (6) Spear, Sword (17): 6d6 20; Partial Plate (14), 17 Compagnia della Morte 14 20 “Death Company” Lance (17); Destrier: (8d6) [15] Shield (6) 18; Reinf. Chain (12), 18 Bande Nere Great Spear, Spear, Sword (18) 5d6 15 15 “Black Bands” Shield (6) Spear, Sword (16): 6d6 20; Partial Plate (14), 19 Cavalieri dalle Bande Nere 16 20 “Knights with the Black Bands” Lance (18); Destrier: 8d6 [15] Shield (6) Spear, Sword (20): 6d6 20 Cavalieri della Colomba £ 22; Plate (16), Shield (6) 16 25 (Elite) Lance (22); Destrier: 8d6 [15] Ostrogoth Leaders These are the warriors of the early days. They are unmatched afterwards. Opponent Combat Information Armor MW Glory Great Spear, Spear, Sword (35): 6d6 Dietrich of Bern £ 16; Chain (10), Shield (6) 26 250 Battle: 30 Lance (25); Destrier: 8d6 [15] Tribal War Leader Battle: 18 Great Spear, Spear, Sword (18): 5d6 16; Chain (10), Shield (6) 15 100 Great Spear, Spear, Sword (22): 7d6 16; Chain (10), Shield (6) 17 25 Ostrogoth Bodyguards Lance (20); Charger: 6d6 [5] Italian Leaders Any of these leaders can  ee when they wish, without shame, as it is their way of life. Opponent Combat Information Armor MW Glory City Leader £ S Sprint: Speedy Pony = 16 [5] Fancy (8) 15 100 Battle: 12 Carroccio = See note below 100 Spear, Sword (15): 5d6 Condottiere Leader £ 18; Reinf. Chain (12), Shield (6) 15 200 Battle: 18 Lance (15); Destrier: (8d6) [15]

Carroccio A Carroccio is an ornate chariot, bearing the sacred banner of a republic. The banner is twenty feet wide and ten feet long, hanging on the crossbar of a tall  agpole. The Carroccio also bears an altar where the city’s bishop leads mass before a battle. Several oxen, decorated with holy caparisons, drag this massive structure around. Every Italian republic has its own, and as long as the Carroccio is safe and visible to all, all the Italian troops of that city (i.e. die roll of 01-12) have a -5 Unit Intensity modi er every Round.

74 Occitanians This army is typical of any Occitanian county, region or larger-sized army raised to meet some immediate need. This colorful army re ects the many fragments of ancient cultures that remain in the land. The large Roman contingent re ects the unbroken strength of the old urban culture of the region. Occitanian Army (Before 500, use 1d10; after 500, use 1d20.) d20 Roll Opponent Combat Information Armor MW Glory Heavy Javelin (20): 3d6+3 20; Lorica (12), Heavy Shield 01 Legionnaires £ D 18 20 (Urban Roman Elite) Sword (22): 5d6 (8) 20; Lorica (12), Heavy Shield 02 (Urban Roman) Javelin (10): 3d6; Sword (15): 5d6 18 15 Infantry £ D (8) S Darts (10): 3d6 03 Skirmishers None 11 5 (Dardiers Dart Throwers) Sprint: DEX = 10 04 Ribaud Peasants S Sprint: DEX = 8 None 10 5 Note (Fearful Levy) 05 Brave Roman Peasants Spear (10): 4d6 Shield (6) 10 5 06 Visigoth Peasants (Spearmen) Great Spear (10): 4d6 5; Padding (4), Helm (1) 9 5 07 Spearmen (Visigoths) Great Spear (15): 4d6 16; Chain (10), Shield (6) 11 10 08 Foot Soldiers (Recruits) Great Spear (10): 4d6 Leather Jack (4) 12 5 Spear, Sword (15): 5d6 09 Heavy Cavalry 16; Chain (10), Shield (6) 13 15 (Visigoths or Sergeants) Lance (15); Charger: 6d6 [5] Spear, Sword (18): 4d6 10 Heavy Cavalry 16; Chain (10), Shield (6) 12 20 (Elite Visigoths, or Sergeants) Lance (19); Charger: 6d6 [5] 11 Sling (20): 3d6 Goatskin-clad Shepherds None 13 5 Note (Caussards) S Sprint: DEX = 17 Poleaxe (15): 5d6; Sword (10): 12 (Billmen) 14; Cuirbouilli (8), Shield (6) 15 10 Men at Arms 4d6 (Almogavers) Heavy Javelin (18): 3d6+3 13 Spearmen D Large Shield (8) 14 20 §Hate (Horsemen) 20 Sword (19): 6d6 Lt Crossbow (15): 1d6+10 14 Crossbowmen S None 12 5 Sprint: DEX = 10 Great Spear, Spear, Sword (15): 15 (Mercenary) 14; Cuirbouilli (8), Shield (6) 11 10 Men at Arms 4d6 Men-at-Arms Great Spear, Spear, Sword (15): 16 14; Cuirbouilli (8), Shield (6) 11 10 (Borzois Burghers) 4d6 Javelin (10): 3d6 8; Padding (4), Helm (1), Small 17 S 12 15 Jinetes Sprint: Spanish Pony = 15 [5] Shield (3) Spear, Sword (10): 5d6 18 Knights £ 16; Chain (10), Shield (6) 14 15 (Urban Equites) Lance (15); Charger: 6d6 [10] Spear, Sword (15): 5d6 18; Reinf. Chain (12), Shield 19 14 15 Knights £ Lance (10); Andalusian: 7d6 [10] (6) Spear, Sword (20): 5d6 20 Knights £ 20; Partial Plate (14), Shield (6) 14 20 (Experienced) Lance (20); Destrier: 8d6 [16]

75 Army Notes 11 Caussards These are shepherds from the Causses, a very rocky region of 04 Ribauds the southern massif central. If slinging, they all attack the same These are Occitanian commoners. It’s worth noting that among target: the unit leader. the Occitanians the commoners sometimes run, as here, and sometimes others stand and  ght.

Occitanian Leaders The early stage leaders are Visigoths. Use the Visigoth Leaders Table, on pg. 78, before 500. Afterwards use the Generic Noble Leaders Table (pg. 10). Alternatives The liberalism of Occitania breeds many strange beliefs and practices, and many of these become protected by bands of knights, sometimes even by powerful noblemen. These here often have Hatreds against speci c foes, but even in peace these kinds of fanatics might provide entertainment for your campaign. Imagine being sent to  ght, or hire, Saracen pirates or fanatical Cathar knights.

Notes Opponent Combat Information Armor MW Glory Saracen Sailors Scimitar (12): 4d6 12; Quilt (4), Large Shield (8) 12 5 Compound Bow (15): 3d6+8 1 Scimitar (15): 5d6 14; Lt. Chain (8), Silk (2), F 13 15 Saracen Faris Lance (14); Light War Courser: 4d6 [5] Shield (4) Flee = 18

Spear, Sword (20): 5d6 Catalan Company Plate (16) 14 15 (Mercenary Sergeants) Great Lance (17); Destrier: 8d6 [10] 2 Heavy Javelin (18): 3d6+3 Catalan Footmen D Large Shield (8) 14 20

Spear, Sword (10): 4d6 3 18; Reinf. Chain (12), Shield (6) 15 20 Troubadour Knights Lance (15); Destrier: 8d6 [5]

Chevaliers de Trencavel < Spear, Sword (18): 4d6 4 Loyalty (Occitania) 22 Best of period 17 25

Knights of the Cross (Templars) Spear, Sword (15): 4d6 6 18; Reinf. Chain (12), Shield (6) 15 20

76 Alternative Notes 1 Saracens Saracens are regular visitors to the many rich ports of Occitania, and have communities in most of them. It is another sign of that notable Occitanian liberalism that considers all peoples as equal. “Pirates” is a common term, but “sailors” might work as well. 2 Catalan Company Perhaps the  rst regular mercenary unit of Medieval Europe, this company was also noted for its courage and savagery. Its history reads like an adventure story. 3 Troubadour Knights The land is the home of troubadours, and their presence can inspire men to attempt the deeds of the heroes of old. Optional rules for a troubadour: An Occitan army is inspired by these men at the start of the battle, who then retire among the Reserve. There, they can help to rally routing units (they cancel out Disorganized). They can use their raw Courage as a weapon, which gives them a +10 to their skill, but it can not damage the enemy, and can never give a Triumph. 4 Chevaliers de Trencavel The Trencavel family comes from the Toulouse and Carcassone region. They epitomize the most virtuous nature of their native lands, and support every appropriate cause with their Passions. 5 Cathars This ascetic sect is native to Occitania, and widespread throughout it. Members are very well-disciplined, and inspired by their Love (God) and their religious bonus. 6 Knights of the Cross They are modeled on the historic Templars who were very strong in this area. These are called by their more formal name so they are not confused with the Grail Templars of Britain, who are much more important and virtuous than most Knights of the Cross.

77 Spanish This army is typical of any of the armies mustered by kings of the four major regions in Hispania. Spanish Army (Before 500, use 1d10; after 500, use 1d20.) d20 Roll Opponent Combat Information Armor MW Glory Heavy Javelin (20): 3d6+3 01 Legionnaires £ D 20; Lorica (12), Heavy Shield (8) 18 20 (Urban Elite) Sword (22): 6d6 02 Roman Infantry (Urban) D Javelin (10): 3d6; Sword (15): 5d6 20; Lorica (12), Heavy Shield (8) 18 15 03 Archers (Levy) S Bow (10): 3d6; Sprint: DEX = 10 None 11 5 Peasants S 04 (Sensible Iberian Levy) Sprint: DEX = 12 None 10 5

Spearmen D Heavy Javelin (18): 3d6+3 13 (Almogavers) Large Shield (8) 14 20 Sword (15): 6d6

14 Massed Peasants ×3 Spear (10): 4d6 Shield (6) 10 5 (Determined Homeless)

15 Men at Arms Spear (16): 4d6 17; Scale (11), Shield (6) 12 15 (Experienced Pedones) Spear, Sword (18): 5d6 15; Light Chain (8), Helm (1), 16 Knights £ 14 20 (“Caballeros Villianos”) Lance (14); Spanish Pony: 5d6 [5] Shield (6) S Javelin (10): 3d6 9; Padding (5), Helm (1), Small 17 Horsemen 12 15 (Jinetes) Sprint: Spanish Pony = 15 Shield (3) Spear, Sword (17): 5d6 15; Light Chain (8), Helm (1), 18 Knights £ 14 20 (“Mountain Knights”) Lance (15); Spanish Pony: 5d6 [5] Shield (6) S Javelin (20): 3d6 9; Padding (5), Helm (1), Small 19 Horsemen 12 15 (Elite Jinetes) Sprint: Spanish Pony = 15 Shield (3) Spear, Sword (21): 5d6 20 Knights £ Lance (19); Andalusian Charger: 19; Reinf. Chain (13), Shield (6) 13 25 7d6 [5]

78 Army Notes Spanish Pony This has the same stats as a war pony, but it is adroit in the See: Book of Knights & Ladies, pg. 95. mountainous, rocky lands of Hispania. Knighthood comes to the Visigoths of Spain around the year 500 or so. They adapted it to the warfare styles of the Improved Armor mountainous land. The Iberian peninsula has always been famed for its metallurgy, and Iberian armor grants an extra point of It’s worth noting that the Spanish commoners generally stand protection. and  ght.

Visigoth Leaders These are the warriors of the early days. Their once-great empire has broken up. Before 485 the Aquitanians are already distinct; after 500 the Occitanians and Spanish are as well.

Opponent Combat Information Armor MW Glory

Great Spear, Spear, Sword (16): 6d6 17; Chain (11), King of Visigoths £ 26 150 Battle: 18 Lance (16); Charger: 6d6 [5] Shield (6) Great Spear, Spear, Sword (16): 5d6 17; Chain (11), 50 Tribal War Leader £ 15 Battle: 18 Lance (18); Charger: 6d6 [5] Shield (6) Great Spear, Spear, Sword (22): 7d6 17; Chain (11), Visigoth Bodyguards 18 25

79 Zazamancs This army combines troops from a centuries-long time span, continent-sized places and Victorian Oriental Fantasy to make a colorful army that may well defeat a typical knightly force. Zazamanc Army d20 Roll Opponent Combat Information Armor MW Glory Compound Bow (20): 3d6+8 01 16; Chain (10), Shield (6) 14 20 Patelamunt Infantry £ Scimitar (20): 6d6 Compound Bow (17): 3d6+8 02 Scimitar (17): 5d6 14; Lt Chain and Silk (10), Small Note Horsemen £ D 14 25 (Patelamunt Elite Faris) Lance (18); Andalusian: 7d6 [5] Shield (4) Flee = 16 S Bow (10): 3d6 03 Massed Archers ×2 None 10 5 (Egyptian Ramat) Sprint: DEX = 10 04 Spearmen (Egyptian Rijal) Great Spear, Spear (12): 5d6 12; Quilt (4), Large Shield (8) 12 5 F Compound Bow (15): 3d6+8 14; Light Chain and Silk (10), 05 Horsemen 13 20 (Egyptian Skirmishers) Light War Courser: 4d6 [5] ; Flee = 18 Small Shield (4)

06 Deadly Nubians D Javelin (20): 3d6; Spear (23): 5d6 12; Quilt (4), Large Shield (8) 15 20 (Rijal Spearmen) 07 Archers (Nubian Ramat) S Bow (10): 3d6; Sprint: DEX = 10 None 10 5 08 Spearmen (Nubian Rijal) Great Spear, Spear (12): 5d6 12; Quilt (4), Large Shield (8) 12 5 << Scimitar (12): 5d6 09 Fanatics ×1d3 Large Shield (8) 17 15 < “Death in Battle!” 17 (2nd man always attacks horse)

10 Massed Footmen ×2 Spear, Scimitar (10): 12 12; Quilt (4), Large Shield (8) 10 5 (Arabian Mawas) 11 Archers (Arabian Ramat) Compound Bow (14): 3d6+8 None 11 5 12 Camel Riders Compound Bow (15): 3d6+8 14; Lt Chain and Silk (10), Small 12 20 Note (Arabic Rukban) Sword (15): 5d6, +5 versus horsemen Shield (4) Footmen Great Spear (10): * 13 12; Quilt (4), Large Shield (8) 10 5 (Berber Afariqa) Scimitar (10): * 14 Archers (Berber Afariqa) Bow (14): 3d6 None 10 5 Compound Bow (15): 3d6+8 15 F Scimitar (17): 5d6 Horsemen 10; Lt Chain (6), Small Shield (4) 14 25 Note (Berber Faris) Lance (17); Barb War Courser (10): 4d6 [5] Flee = 18 Javelin (15): 3d6 18; Chain (10), 16 (Urban, Roman) 12 15 Infantry D Short Sword (15): 5d6 Large Shield (8) Massed Crossbowmen Lt Crossbow (10): 1d6+10 17 None 12 5 (Vandals) S ×2 Sprint: DEX = 14 Spear, Sword (17): 5d6 18 Armored Horsemen £ 16; Chain (10), Shield (6) 14 20 (Vandal Milites) Andalusian (17): 7d6 [5] Compound Bow (21): 3d6+8 19 F Scimitar (18): 5d6 14; Light Chain (8), Silk (2) Fancy Horsemen 14 30 (Muttaharrik Tulaiha) Lance (19); Arab War Courser (17): 5d6 [5] Small Shield (4) Flee = 20 20 S Arbalest (15): 1d6+10 Zumbooruk None 12 10 Note (Camel-mounted Arbalest) Sprint: Camel = 17

80 Army Notes taller than horses that camel riders get a +5 against horsemen, who have a -5 against them. The sacred of ce of knighthood never comes into the Saracen lands, even after their greatest king, Feire z, had become 20 Zumbooruk Christian. Perhaps that is because he was a Grail Christian, Zumbooruk are camel-mounted arbalest-armed troops. The and (since the Secret is known in the East) perhaps  ts more name comes from the wasp-like sound the bolts make as they  y comfortably into their local culture. past. If attacked, they get up and run away. These were not really Nonetheless, some notable Saracens, such as Sir Palomides, common in history, but who can resist using the Zumbooruk in travelled to King Arthur’s land, and some became knights a battle!

there. Ransoms 02, 15 Faris Note that these cultures have a sense of nobility and ransoms The Faris are the troops of the noble elite, riding upon the best that is similar to the West. native steeds (Arab chargers or barbs) 12 Camel Riders These camels are 1-humped dromedaries. They are so much

Zazamanc Leaders Opponent Combat Information Armor MW Glory Compound Bow (12): 3d6+8 Young Arab Commander £ Scimitar (17): 5d6 18; Babylonian Chain (12), F 15 100 Lance (10); Arab War Courser: 5d6 [5] Silk (2), Small Shield (4) Battle: 13 Flee = 20 Middle-aged (Syrian ) Scimitar (17): 5d6 20; Partial Plate (14), Shield 100 Commander 15 £ Lance (19); Charger: 6d6 [5] (6) Battle: 19 Compound Bow (10): 3d6+8 Old (Egyptian) Commander 22; Plate (16), Silk (2), 100 Sword (20): 4d6 15 £ Small Shield (4) Battle: 23 Lance (20); Arab War Courser: 5d6 [5] Bodyguards Arm and horse them as their commander As their commander, with- 50 19 (Elite Ghulam) All Combat Skills (20): 5d6 out Silk (2) Gigantic Hero Huge Throwing Spear (20): 3d6+8 150 (With Bodyguards) 2-H Scimitar (20): 7d6 24; Plate (16), Skin (8) 24

Note Big Ol’ Ugly Horse: [10] Drums, Oboes and Trumpets (0) 25 Drum Band S None 5 Note Sprint: DEX = 10 Note

Leader Notes Drum Band Whenever a band is present and playing loudly on the  eld of battle, the Zazamanc army gets a -5 Core Intensity modi er. If it is silenced, the bonus is lost. Naturally, these are in the Reserve line, usually with the commander. Also, the full Glory is gained only if the knight laughs loudly every time he recounts the time that he overran the Zazamanc band. Gigantic Hero This guy is so big that when he’s mounted he gets an “attack from above” +5 bonus even against mounted men, and afoot, no mounted man has a bonus against him.

81 Alternates Opponent Combat Information Armor MW Glory

F Compound Bow (12): 3d6+8 Horsemen Light War Courser (12): 4d6 [5] Padding and Helm (5) 11 15 (Vardariot Turks) Flee = 18 S Footmen Throwing Things Hurl (10): 1d20 incendiary damage (Naffatin) None 7 20 Sprint: DEX = 8, a silly fat waddle Note

Alternate Notes Naffatin These “warriors” bene t from the secrets of Saracen alchemy. They throw jars full of  re that break open and cover the victim with burning magic (i.e. naptha, maybe Greek  re). The burning liquid does 1d20 points of damage, even through armor, as the burning liquid heats armor and seeps inside.

82 Routiers This army is a large force of mercenaries, retired to a profession of stealing from the poor, killing the rich, looting towns and villages, then taking as much more as they can. Their reputation is for brutality, churlishness and arbitrary violence. A con ict with a routier band is most likely to be a Clash. None have ransom value—they are commoners with weapons. Kill them all. A Routier Gang d20 Opponent Combat Information Armor MW Glory Uniformed Footmen 18; Reinf. Chain (12), 01 Great Spear, Spear, Sword (21): 5d6 14 5 (Elite Mercenary) Shield (6) Archers (Experienced) 02 Bow (15): 3d6; Sprint: DEX = 10 None 12 5 S S Lt Crossbow (10): 1d6+10 03 Crossbowmen None 11 5 (Mercenary) Sprint: DEX = 10 S Lt Crossbow (15): 1d6+13 04 Crossbowmen Helmet (2) 12 10 (Regular) Sprint: DEX = 17 05 Footmen (Mercenary) Great Spear, Spear, Sword (15): 5d6 16; Chain (10), Shield (6) 15 15 06 Footmen (Mercenary) Great Spear, Spear, Sword (10): 6d6 16; Chain (10), Shield (6) 14 15 Crossbowmen 07 Heavy Crossbow (15): 1d6+16 Sword (15): 4d6 Chain (10) 12 10 (Heavy, Veteran) S Bow (10): 3d6 08 Archers None 11 5 (Mercenary) Sprint: DEX = 10 09 Untried Footmen Great Spear, Spear (8): 5d6 16; Chain (10), Shield (6) 14 10 Footmen 10 Great Spear, Spear, Sword (10): 5d6 16; Chain (10), Shield (6) 14 10 (Mercenary) Footmen 18; Reinf. Chain (12), 11 Great Spear, Spear, Sword (8): 5d6 14 10 (Mercenary) Shield (6) Foot Sergeantry 20; Partial Plate (14), 12 Great Spear, Spear, Sword (6): 4d6 14 10 (Drunk and hung over) Shield (6) S Sling (15): 3d6 13 Kerns Small Shield (4) 10 5 (Slingers) Sprint: DEX = 13 Knifemen 14 Knife (14): 4d6 Small Shield (4) 10 5 (Knifemen) Knifemen Bow (16): 3d6 6; Helmet (2), Small 15 11 5 (Bow and Knifemen) Knife (20): 4d6 Shield (4) Footmen S 16 Sprint: DEX = 7 16; Chain (10), Shield (6) 14 10 (Cowards, weighed down) << 17 Footmen Great Spear, Spear, Sword (17): 5d6 16; Chain (10), Shield (6) 14 10

83 Army Notes brutal, short and violent life than any other. They are different from common bandits in that all these Routier means “company,” and is a general term used to men are trained, equipped and experienced soldiers; and describe mercenary troops when they are off duty. Other foreign. The only solution is to destroy them or drive them out. terms are more descriptive: burners, pillagers, and écorcheurs They will not be bought off—indeed, an offer by a city of a (“ ayers of corpses”). buy-out is an invitation to have the town pillaged. They live by plunder and patis, or protection money extorted from everyone they have plundered. As a rule routiers are cruel, sel sh and ruthless. They are happier to live this

Routier Leaders Cowardice bonus: All Intensity reductions to the Routier Gang are double normal.

Opponent Combat Information Armor MW Glory Spear, Sword (30): 5d6 25, Leader 18; Reinf. Chain (12), Shield (6) 18 Charger (20): 6d6 [5] -20 Intensity Bodyguards Spear, Sword (18): 4d6 16; Chain (10), Shield (6) 14 25

Historical Examples To get a really good idea of what these guys were about, research these historical examples: • Rodrigo de Villandrando, from Spain, was called the l’Empereur des brigands, “Emperor of Pillagers”, and “l’Écorcheur” “the Slaughterer”. • John Hawkwood, successful and cruel leader of the White Company. • Arnaud de Cervole, l’Archiprêtre de Velines, the “Archpriest of Velines”.

Rodrigo de Villandrano John Hawkwood Arnaud de Cervole

84 Five Renaissance Troops If we are going to be anachronistic, let us also include troops of the future. Or, just study these to see what the re nements of the military system start to look like with the rise of infantry.

Notes Opponent Combat Information Armor MW Glory Pike & Halberd 1 Halberd (20): 4d6 (Swiss Reisläufer) Chain (10) 12 25 Pike (22): 4d6

1. Swiss Reisläufer Available c. 548; often called simply “Swiss Pike,” they are nonetheless generally armed as shown. Note their Hate. Pikes are very long two-handed spears, so use the Great Spear skill. The halberdiers are in front, the pike men behind. In battle their opponent is attacked by a pike man and a halberdier in the same round. Remember both are two-handed and do +1d6 damage. 2. Spear & Arbalest Arbalest is a Pendragon Heavy Crossbow. Heavy crossbows have a notoriously slow rate of  re, even with the loader who is assumed to be here. Under normal circumstances (i.e., when they are not being attacked) they are all prepared and work as a unit. If attacked (and after declaration), see if an individual was caught off-guard: roll 1d6, where 5-6 = they have no shot ready. However, their troops will always defend them as the shooters run away. 3. Arbalest and Pavise Note that this large defensive shield grants -10 to the attacker. Also, see notes on Arbalest in 2, above. 4. Landsknecht These pikemen defend with a two-to-one odds, thanks to their long spears that reach over the front ranks, hence their ×2. Note their Hate. 5. Hand Cannon This scares horses, and sometimes hurts people. It is the “gun” that is noted in the last chapters of Malory.

85 Appendices Cavalieri. Italian knights. Man at Arms. Kern. Irish warrior, impov- erished, ill-equipped and Troop Types: Coerl. Saxon peasants, when Gesith. German elite body- desperate. A Glossary of armed, are part of the levy. guard troops, “household”. Warriors Elite Zazamanc Danish squires, Commoners. Everyone who Ghulam. Kertilsveinr. Afariqa. Berber infantry. is not a noble or clergy. units, made up of slave- esquires. soldiers. . Savage spear- Byzantine cav- Almogavers Coutilier. “Dagger man,” Klibanarii. men from the Pyrennes another name for routiers. Goedendag. A two-handed alry, very heavily armored mountains, found in Spanish, club or maul. (though only in the front and Aquitanian and Occitanian Crossbowman. Troops armed sides), and very close order. Guards. A troops designation armies. with a crossbow. indicating the unit is better Knifemen. Troops armed Archers. People who uses a Dannebrog. The Danish royal than regular troops, but not as only with a knife; they often bow and arrow in combat. standard. good as elite. follow knights and kill all the wounded enemy on the Billmen. Infantry armed Dardiers. Dart throwers. Halberdier. Troops that are ground. with any of a variety of long Écorcheurs. Another name armed with a halberd. polearms. The supreme  ghting for routiers. Hearthweru. German Knight. man, excellent in all respects Bonnacht. Irish warriors. Elite. A designation for the “Hearth-companions,” house- hold troops. and unequalled by any. Borzois. Urban infantry, best troops, experienced and Konstafl ers. German urban burghers, of Occitania. well equipped. Hetaireia. “Companions”. cavalry, armed as knights. Bowmen. People who uses a Equites. Knights from a Ro- Hirdmen. Danish levy. Cavalry armed with bow and arrow in combat. man city. Lancers. Hobliars. Lightly armed lances, but usually lightly Buccellarii. An Italian Esquires. Nobles who have cavalry, generally used for armored. privately-maintained body- not been knighted. scouting. German pike- guard unit. Landsknecht. Fae. Faerie. Household. A class of com- armed mercenaries. Caballeros villianos, “Com- batant who lives in his lord’s Faris. Zazamanc cavalry, Knights in the moner knights,” a class of house. Latinikon. capable of “Fight and Flight,” Byzantine army, troops who knight in Spain, granted to and a lance charge. Hrafnsmerki. The royal follow the western (“Latin”) men who are properly armed Danish bannerin the barbarian manners. and settle in frontier areas. Foederati. “Federates,” for- eign troops hired as mercenar- period. Levy. The irregular troops Carroccio. A chariot or cart ies. Huskarls. Danish household summoned when the whole that bears the standard of an warriors. army is mustered. Italian city-state. Fomorians. A race of mon- strous fae. Infantry. Combatants who Longbowmen. Men armed Cataphract. Byzantine cav- are not mounted; foot men. with the longbow, either alry, heavily armored and with Foot Troops. Troops that are natural Cambrian bowmen or great lance and bow. not mounted; infantry. Irregulars. Troops that are trained British. Permanent troops not professional, but are Caussards. Shepherds from Garrison. that usually guard a city or called up in war. Man at Arms. General term the southern massif central, for a  ghting man, generally rugged hills that lie at the castle. Javelineers. Troops armed implying decent arms and border of Occitan, France and French name for with javelins. Gascons. armor; infantry. Aquitaine. routiers, because so many Jinetes. Spanish horsemen, came from Gascony. Mawas. Zazamanc levy. Cavalry. Troops who  ght skirmishers armed with from horseback. Gendarme. French term for a javelins. Men at arms. Foot soldiers.

86 Milites. “Soldier,” an early Pedones. Spanish men at Spearmen. Men armed with changers who turn into title for the type of troop that arms. spears, and often shields. wolves. became knights. A type of faerie Byzantine Ramat. Zazamanc archers. Spriggans. Varangians. Militia. Irregular troops sum- that looks small, abruptly mercenary unit made up of moned in time of invasion. Reisläufer. Burgundian grows huge, and diminishes Danish infantry. (Swiss) pike and halberd German unfree with size as it takes damage. Ministrales. mercenaries. Vardariots. Turkish cav- knight class, similar to house- Squire. A knight-in-training, alry, originally hired by hold knights. Ribauds. Occitanian com- servant to his knight. Byzantium, later settled in the moners. Balkans. Mounted Troops. All Franc-tenancier. French yeo- combatants who  ght from Rijal. Zazamanc man at arms. men freeholders; common in Veterans. Designation indi- horseback, or ocasinoally, Ritters. German knights. Occitania. cating troops that have con- camel- and elephant-back. siderable experience in battle, Thegns. Danish minor noble- Routiers. Mercenary troops and are considered to be more Muttaharrik tulaiha. Elite men, always well equipped when they are off duty, en- reliable than new troops. Zazamanc. sconced in some town or city warriors. See Ulfhednar. Naffatin. Zazamanc troops they have taken over. Tradesmen. Urban infan- Wolfmen. armed with incendiary gre- Rukban. Zazamanc camel try, organized by guilds into nades. riders. surprisingly effective military units. Vestiaritai. Byzantine elite Saami. Far northerners, a race household guards. of magicians; “Laplanders”. Turcopole. Christianized Turkish cavalry available as Peasants. Commoners, not Sergeantry. Cavalry armed skilled or reliable as soldiers, mercenaries to the Byzantines as knights, but without noble and Zazamancs. but necessary to hitch, carry title greater than esquire. and dig. Ulfhednar. Danish shape- Skutilsveinr. Danish knights.

87 A Military Synopsis of the Great Pendragon Campaign This is a list of the major battles of the Great Pendragon Campaign and shows the evolution of horses, armor, and anachronistic styles over 84 years, from 483 to 567. Note that the magic of Camelot ends after 566, and arms reverts back to 6th century norms.

Best Armor & Historical Year Period Major Battles Military Trends Horse Equivalent 483 486 Code of Courtesy (Nobles) 10th Century 499 UTHER Chain mail & 492 St. Albans Footmen are called Levy; Horsemen, Milites; Nasal Helm 495 Servants, Armigier; Mercenaries, Soldeier. (11 pts.) 498 Maldon By the Anarchy Period, Horsemen and Servants Charger 501 11th Century are called Knights and Squires. 504 ANARCHY 507 Netley Marsh Bassus Bedegraine 510 Carlion Carohaise Code of Chivalry (Knights) 513 Terribil Reinforced Chain mail & BOY KING BOY BADON Footmen are now of the paid, urban type, rather Closed Helm th 516 Caledonia than rural peasants. Mercenaries, Soldeier, are 12 Century Humber equivalent to Esquires. (12 pts.) Alclud Charger 519 Loch Lomond 522 Milan 525 Saussey Mercenary Companies start. Scuttage (paying a CONQUEST lord Libra in lieu of military service) starts. Tara 528 Partial Plate & 531 Closed Helm th 534 Paris Code of Chivalry & Romance (14 pts.) 13 Century 537 (Knights & Ladies) Andalusian 540 “War is sport” Full Plate & 543 Pax Closed Helm 546 (no major battles) ROMANCE Private troop Livery & Maintenance starts. In (16 pts.) 549 QUEST GRAIL th TOURNAMENT 14 Century lieu of land, nobles pay their troops and dress Destrier (Romance) 552 them alike. Freisian (Tourn.) 555 Camelot 558 The Golden Age of Livery & Maintenance Gothic Plate & 561 Joyous Garde Frog Helm Urban Self-defense Infantry 15th Century Barham Down (21 pts.) 564 “War is business” CAMLANN Great Horse TWILIGHT 567 Pre-Uther arms 6th Century

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