The Dark Medieval Armory
The Dark Medieval Armory
The Dark Medieval Armory
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Credits: Special Thanks:
Written by: Jacob Bjørnø Klünder To Auralys Wium (@Auralys) for the title logo and
Edited by: Jacob Klünder, Maiken Klünder photo editing.
Cover Design by: Auralys Wium
Title Logo Design by: Auralys Wium To the people letting me use their weapons and armor
for illustrations.
Photo Credits:
All photos by Jacob Klünder except page 4 (photo by This book is dedicated to all the YouTube channels that
Maiken Klünder) and pages 22 and 28 (photos by Peter got me interested in weapons and to the late, great Ewart
Wrede). Oakeshott, whose books have been a great source of
All photo editing by Auralys Wium inspiration.
Weapon and Armor Credits: And finally, as always, a special thanks to my wife
Maiken Klünder, who is always available for alpha-reading,
Weapons and Armor on pages 8, 9 (top left), 12, 16, 17,
inspiration and ideas-sparring.
23, 26, and 31 and back cover owned by Maiken and Jacob
Klünder.
Weapons and Armor on pages 7, 8 (bottom left), 9, 17
(bottom right), 18, 20, and 24 owned by Marianne and
Martin Lund Hansen.
Weapons on pages 22 and 28 owned by Peter Wrede
Weapon on cover owned by Auralys and Nicolai Wium.
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CONTENTS
CHAPTER ONE: INTRODUCTION 5
CHAPTER TWO: W EAPONS 6
CHAPTER THREE: ARMOR 15
APPENDIX ONE: OPTIONAL RULES 20
APPENDIX TWO: TABLES AND TEMPLATES 28
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Wrestle well and wield lance, spear, sword, and dagger manfully, whose use in others' hands is wasted.
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These broad spears are becoming a fashion.
MELEE knights.
While swords might not be the primary battlefield
weapon, they are popular as sidearms and civilian weapons.
WEAPONS Some soldiers will carry a sword at their side for use if their
primary weapon, such as a spear or bow, becomes useless. A
Inhanded
1242, the most common melee weapons are one- sword is a lot more comfortable to carry then an axe or mace,
and made of steel or iron combined with steel, and quicker to draw in an emergency.
such as an iron-headed axe with a steel edge. Armor is not As a civilian weapon, the sword truly shines. The lack of
yet at the point where most people are willing to give up a armor penetration rarely matters, since the thugs of the city
shield and metallurgy is advanced enough that bronze is only and the bandits of the countryside don’t often wear anything
really used for maces. The stats for these weapons, including better than cloth armor. The sword is also a great weapon to
cost, is given in the Appendix Two. use if you find yourself without a shield; its balance makes it
quick to use and, combined with a crossguard, makes it great
THE SWORD MYTHOLOGY at parrying when you do not have a shield. The thrusting
Excalibur. Durendal. Joyeuse. Most mythological capability gives you a good reach. Noblemen, merchants and
weapons are swords. Yet, over the course of history, swords other people of means often carry swords when travelling.
were almost never the primary battlefield weapons. That
honor goes to the spear. Spears have been the weapon of
WHEN CAN I USE...?
choice for soldiers from the first armies clashed all the way to As you may notice, quite a lot of the weapons from the
the current year of 1242. weapons table in DA:V20 are missing from here. This is
Even when it comes to the weapon of choice for elite because they did not exist in 1242. However, if you are
warriors, such as the knights of Western Europe, the sword is wondering when your character can get their hands on these
not the primary weapon. Knights use the lance (a form of weapons, here is a list:
spear) and then either a mace, a battle axe or a sword. The Pick Axe: The pick axe is a tool. What is probably
reason for this is quite simple; a sword does not penetrate meant here is a warhammer (sometimes called a military pick
armor as well as an axe or a mace and knights expect to be or horseman’s pick), a one-handed weapon with both a
The Dark Medieval Armory
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hammer head and a spiked head for penetrating plate. These which have larger heads made of iron or sometimes steel, but
began to come into use sometime in the early 14th century. no spikes or flanges. Maces only really became used in
Morning Star: The name “morning star” refers to a type Western Europe around the end of Viking Age/beginning of
of mace head, a heavy wooden ball with long, sharp spikes. the early Middle Ages, but were used extensively by the
This was used either as the head of a flail (which could be Persians hundreds of years earlier. This weapon can be
either one or two-handed) or on a pole as a two-handed thrown with relative accuracy.
weapon. Both versions came into use at the beginning of the Damage Str+3B, Min. Str 2, can be used two-handed
14th century. (with Min Str 1) for +1 Damage, can be thrown (+1
Warhammer: As mentioned above, the warhammer was difficulty)
a one-handed weapon. However, during the latter half of the
14th century, two-handed mauls were being used as both
tools and weapons. Also, some polearms started appearing
with blunt heads, such as the bec de corbin and Lucerne
hammer.
Saber: The term “saber” is relatively modern. However,
single-edged, curved swords do exist in 1242 – see “curved
sword”, below.
Broadsword: The broadsword described in DA:V20
never existed. The historical broadsword was a 16th century
sword, with the most famous iteration being the basket-
hilted broadsword used by the Scottish. It did not have a
handle long enough to be wielded in two hands.
Greatsword: During the end of the 13th and beginning Flanged Mace: These weapons are relatively new and
of the 14th century, swords began to develop longer handles, evolved to deal with the heavier types of mail. In Europe,
finally resulting in the longsword, which was primarily used they were first developed by the Kievan Rus, under the
two-handed, but could be used one-handed. However, true names pernach and shestopyor, sometime in the 12th
greatswords, swords meant to be used only in two hands, did century. The Persians and Turks developed their own
not come about until the very end of the 15th century. flanged maces around this time. These maces usually have
Halberd: Though polearms exist at this point in time, iron heads, though steel will become more prevalent as
the halberd does not develop until the early 15th century. plates are added to armor and metallurgy and forging
techniques improve. Bronze heads are not unknown, but are
BLUNT WEAPONS being overtaken by iron heads. Length is the same as the
small mace.
One-handed blunt weapon are generally good and
relatively inexpensive ways of dealing with heavy armor. Damage Str+3L, Min. Str 3, Armor Piercing 1, can be
used two-handed (with Min Str 2) for +1 Damage
Club: This is a piece of wood that has either been
selected for its shape or been shaped in some way in order to
ensure balance and a good striking head. May also be referred
to as a cudgel. These weapons are made of wood and are seen
as a peasant’s weapon. However, peasants could be quite
skilled with cudgels, and against people in light armor, the
club is an effective weapon. Clubs have been used
everywhere, being probably the earliest type of weapon ever
made. Some clubs, like the Roman aklys, were balanced for
throwing, though these are vanishingly rare in 1242.
Damage Str+2B, Min. Str 2, can be used two-handed for
+1 Damage, can be thrown (+1 difficulty if not specifically
designed for it)
Small Mace: Small maces have, as the name implies,
relatively small heads, mounted on shafts about two to three Military Flail: This weapon consists of a short wooden
feet in length. These are typically made of bronze, since handle and an iron ball, connected by some kind of flexible
bronze can be cast and this makes it easier to create material. The kisten, a flail used throughout Eastern and
symmetrical spikes. However, some are made of iron or even Central Europe, has a leather thong. Western European
steel. You can use the same stats for smooth-headed maces,
The Dark Medieval Armory
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versions using an iron chain do exist, but are vanishingly
rare. Overall length is about two to three feet.
Damage Str+3B, Min. Str 3, +1 difficulty to parry or
block this weapon
AXES
This section covers both one and two-handed axes, but
not polearms with an axe head. They have iron heads with a
steel edge forge-welded on, except for very old examples,
which might be all iron.
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them poor at stabbing. Larger knives such as the seax were weapons like the baselard and katzbalger come into
more like daggers. prominence. However, at this point, while shortswords do
Damage Str+0L, Min. Str 2, can be thrown (+1 exist, they are rare enough that there is no named type.
difficulty) Shortswords of this period are often cheap weapons carried as
sidearms by archers and other troops wanting a backup
weapon.
Damage Str+2L, Min. Str 2
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Damage Str+2L, Min. Str 3, Armor Piercing 2 (against prevent such a monster from pushing up the shaft and
non-metal armor) or -2 (against metal armor) ripping the wielder apart.
Curved Sword: Southeastern Europe, the Muslim world Damage Str+2L, Min. Str 3, Armor Piercing 2, can be
and the lands to the East of that all have various curved used two-handed (with Min Str 2) for +1 Damage
swords; the Turkish kilij, the Arab scimitar, the Persian Lance: The lance is the quintessential knightly weapon;
shamshir, the Afghan pulwar and the Indian talwar. These not because of the cost, but because it requires a trained
weapons all have different degrees of curvature, but are all warhorse to use effectively and such a horse costs more than
single-edged, with an overall length comparable to an any weapon. A lance is essentially a heavier version of a
arming sword and slightly lighter. While these swords are spear and its effectiveness comes from the fact that it utilizes
descended from cavalry weapons, many of them are also used the strength and mass of the horse, rather than the strength
on foot. Straight swords comparable to arming swords are of the rider. This relies upon the invention of stirrups –
also used in these lands, though the curved swords are earlier, lances were little more than heavy spears used
becoming preeminent. overarm, rather than from the “couched” position of the
Damage Str+2L, Min. Str 3, +1 Damage when used from Middle Ages. The lance often shatters on impact and even if
an elevated position (such as horseback) it doesn’t, it is a heavy, slow and clumsy weapon to use
outside of a charge.
POLE WEAPONS Damage Str+3L, Min. Str 3, Armor Piercing 3
This covers weapons affixed to a long pole, generally 6 Quarterstaff: This weapon is pretty much the pole of a
feet in length or more (for ease of reference, the Dane axe is polearm – a shaft of hardwood some six to nine feet in
listed among axes). Most of these weapons have heads of length. It is the weapon of pilgrims and others who need to
iron, with a steel edge welded on. travel long distances on foot, with the staff acting both as a
Spear: Spears are one of the oldest weapons known to traveling aid and a weapon. The quarterstaff is a quick and
mankind and have been the most popular battlefield weapon versatile weapon, good for defense and able to do serious
throughout history. Spearheads have come in all materials, damage to an unarmored opponent. Some staves have ends
from fire-hardened wood, through stone, bronze and iron to capped in metal to deal with enemies wearing armor.
steel. The spear also appears numerous times in myth and Damage Str+3B (Str+4B is metal-shod), Min. Str 2, +2
legends, like Gungnir, the spear of Odin, or the holy lance dice to Sweep, Two-Handed
that pierced the side of Christ. Spears are easy to use and Pitchfork: This is a tool used as a weapon, consisting of
require little metal, making them quick and cheap to mass two or three sharp prongs on a long handle. Most pitchforks
produce. The Vikings, Celts and Saxons all primarily used are wood, making them rather dangerous to Cainites, while
spears – swords and axes were for those who could afford some are made of iron.
them. Most spears in 1242 are not meant to be thrown, Damage Str+1L, Min. Str 2, Armor Piercing -3 (wood) or
though many earlier spears certainly were. Spear shafts are 1 (iron), Two-Handed
generally six to eight feet in length and the spear can be used Peasant Polearm: The first true polearms of the
in one hand (together with a shield) or in two hands medieval period were made by or for peasants who needed a
(making it quicker and giving the thrust more power). way to deal with heavily-armored opponents, mainly knights.
Damage Str+2L, Min. Str 3, Armor Piercing 2, can be Common to all these polearms is that they are on a pole of
used two-handed (with Min Str 2) for +1 Damage, can be about six to seven feet in length. All polearms are two-
thrown (+1 difficulty if not specifically designed for it) handed. The polearms of this period are:
Boar Spear/Winged Spear: These two variations of the Fauchard: This consists of a heavy, curved, single-edged
spear are quite similar. The boar spear has a bar set below the (the edge being on the convex side), almost cleaver-like
socket to prevent a wounded boar from running up the spear blade atop a pole, generally without a thrusting tip, though
shaft and injuring the hunter. The winged spear has a set of with a curved tip that can be used for tripping.
winged lugs at the base of the socket, to prevent the spear Damage Str+4L, Min. Str 3, +1 die to Sweep
from penetrating too deep into the opponent and to aid in Glaive: This weapon heavily resembles the fauchard,
fighting against other spears. Both of these weapons are not but the blade on top has a straight back rather than being
used by general infantry. However, the winged spear was curved.
quite popular among the Franks, Anglo-Saxons and Vikings,
Damage Str+4L, Min. Str 3, Armor Piercing 1
especially since the wings could be used to hook an
Guisarme: At this point, the guisarme is pretty much
opponent’s shield. The boar spear became popular among
just a heavy pruning hook at the end of a spear shaft. It lacks
nobles for the same reason. Both spears see little battlefield
much in the way of cutting power and is simply used to
use anymore, but remain popular among Cainites who fear
unhorse or trip an opponent.
they might encounter a Lupine. The wings or bar can
Damage Str+2L, Min. Str 3, +2 dice to Sweep
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Voulge: Similar to a glaive, but with a narrow, thrusting drawn (or spanned, as it is sometimes called) with various
point and a heavier blade designed to hack rather than cut. aids, like a goat’s foot lever or windlass. While these make
Damage Str+3L, Min. Str 3, Armor Piercing 3 reloading slower, they also allow for truly amazing draw
Atgeir: A rare polearm used by Teutonic tribes and weights of a thousand pounds or more. Here, materials are
later, the Vikings. It was a very heavy-bladed spear that important. The bow, or prod, can be made of wood, horn,
could both hack and thrust. While it is no longer in use, it bone, metal or laminates. The stock is generally made of
was at one time a prized and respected weapon and some may wood, sometimes with metal reinforcements along the side.
still be around. The crossbow is very easy to use, especially compared to
Damage Str+4L, Min. Str 3, Armor Piercing 1 the bow. There is no muscle trembling, allowing you to aim
for a time before releasing the string and the arrow (often
OTHER called a “bolt” or “quarrel”) flies straight, without any
archer’s paradox. The crossbow is fired either from the
Stake: A pointy piece of wood used to impale the heart shoulder, like a modern rifle, or, especially in the case of
of Cainites. It generally fares quite poorly against armor. larger crossbows, by resting the stock on the shoulder like a
Damage Str+0L, Min. Str 2, Armor Piercing -4 modern rocket launcher. Crossbows can also be fired from
horseback, though not all reloading systems are possible
when mounted. The one problem for an untrained user is
ARCHERY reloading the crossbow.
While the crossbow has more or less taken over from the
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Maximum Strength 4, Range Strength x 25 Hand: Drawing back the string by hand can only be
done on very light crossbows (unless you possess supernatural
strength, of course) and should only be done when wearing
gloves, so the string does not bite into the hand. Spanning a
crossbow by hand does not allow for the engagement of as
many muscles as drawing a bow. Spanning by hand can be
done on horseback.
Strength Bonus 0, Load time 1 turn
Stirrup: Many crossbows come with a metal loop at the
front, like the stirrup on a saddle, allowing the user to slip
one foot into the loop and draw back the string using both
hands and the muscles in the back. This obviously cannot be
done on horseback and requires gloves or a handle with
hooks.
Strength Bonus +2, Load time 2 turns
Longbow: Longer than the self bow, the longbow Goat’s Foot: The goat’s foot is a lever that uses the
matches the user in height, allowing for a longer draw. Like multiplying force of the lever to pull back the string. The
the self bow, the longbow is an old and tried design. goat’s foot usually hangs on the user’s belt, or on the saddle if
Maximum Strength 5, Range Strength x 25 mounted, as this technique can be used while mounted.
Warbow: The famous English longbow has not yet Strength Bonus +4, Load time 4 turns
made its mark on the continent. For now, it remains an Cranequin: This is a one-handed crank attached to the
English and Welsh weapon and the institutionalized archery top or side of a crossbow and turned to pull back the string.
training that would create so many skilled archers is not yet It is a time-consuming process, requiring the crank to be
in effect. The warbow is constructed from carefully selected attached, turned, disengaged and put away. This can just be
wood, allowing it a greater draw weight than a common managed on horseback, but at a slower speed than on the
longbow. ground.
Maximum Strength 7, Range Strength x 25 Strength Bonus +5 – 7, Load time 5 turns, +1 turn for
Recurve Bow: These bows, sometimes also called each bonus above 5, +1 turn on horseback.
composite bows, retain most of their curvature even when Windlass: This is a two-handed pulley system attached
unstrung, allowing for a greater amount of energy to be to the back of the crossbow and used for the heaviest of
stored in a smaller bow. They are made from horn, wood, arbalests. It cannot be done while mounted.
and sinew laminated together, taking advantage of the Strength Bonus +7 – 9, Load time 7 turns, +1 turn for
strengths of each different material. This makes construction each bonus above 7.
of a recurve bow a long and difficult process. Such bows are Crossbows have a set strength and do Damage equal to
generally short enough to be fired from horseback, though in that Strength -3 (modified by the type of arrow they use).
doing so, the archer cannot engage as many muscles as an Maximum Strength for a crossbow is 13; any crossbow with a
archer shooting from a standing position. This is the weapon Strength of 10 or above is an arbalest and requires a support
of the invading Mongols, as well as, at various times, the or supernatural Strength (6+) to shoot without a +1
Greeks, Huns, Magyars, and Turks. difficulty. In order to span a crossbow, the user has to have
Maximum Strength 6, Range Strength x 20 Strength equal to the crossbow’s strength. If the loader has
50% more Strength than is needed, the reload time is
CROSSBOWS reduced by 1 turn (to a minimum of 1 turn). If the loader has
at least double the Strength needed, the reload time is
Unlike the bow, there are no real different types of
reduced by 2 turns (to a minimum of 1 turn).
crossbow – simply stronger draw weights. The stock is made
from wood, sometimes decorated, while the bow part is made The Range of a crossbow is Strength x 20
from wood, horn, laminates, or metal. The stronger the Crossbows have Armor Piercing value based on the
crossbow, the bigger it becomes, until it becomes an damage they do; 1 for Damage 4, 2 for Damage 5 and 3 for
unwieldy weapon best suited to be fired from a braced Damage 6 – 8 and 4 for Damage 9 – 10.
position on a wall – such a massive crossbow is called an
arbalest. What separates different types of crossbows are the ARROWHEADS
ways the string is drawn back, all of which affects the It is not just the weapon firing the arrow or bolt that
effective Strength of the person spanning the crossbow. The determines the effectiveness of the shot, it is also the
various methods are: arrowhead.
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Bodkin: This is the cheapest type of arrowhead, usually Knife: Knives can be thrown, but they are not balanced
made of iron rather than steel. The bodkin is narrow, but not well for it. Daggers are too heavy to make decent throwing
designed for any type of armor penetration. It is primarily a weapons.
hunting arrow. If it is tipped with wood, it can stake Damage Strength+0L, Min Str 2, Range Strength x 5, +1
vampires at range, but suffer the armor piercing penalties of a difficulty
wooden stake. Club: Some clubs were made specifically balanced so
Damage +0L that they could be thrown, though this is exceedingly rare in
Broadhead: These are the typical arrows used for war 1242.
and hunting big animals, made from either iron or steel, Damage Strength+2B, Min Str 2, Range Strength x 5, +1
depending on their use; iron for hunting, steel for war. The difficulty if not specifically balanced for throwing
broad heads do terrible damage to flesh and can relatively Mace: Small maces can be thrown, while larger, flanged
easily penetrate soft armor, but has less penetration against maces are too awkward.
metal armor. Damage Strength+3B, Min Str 2, Range Strength x 4, +1
Damage +1L, Armor Piercing -1 against metal armor difficulty
Armor Piercing: Armor piecing arrows are made of Hatchet: Hand axes are often balanced to be thrown.
steel, with specially reinforced arrow shafts, making them Damage Strength+2L, Min Str 2, Range Strength x 6
time-consuming and expensive to produce. They are fairly
Spear: The spears of the Celts, Saxons and Vikings
rare and only used for war.
doubled as throwing weapons and modern spears can also be
Damage +0L, Armor Piercing +1 thrown, though the range and balance is poor compared to
the javelin.
SLINGS Damage Strength+2L, Min Str 3, Range Strength x 4,
Sling: A peasant’s weapon in the 13th century, used for Armor Piercing 2, +1 difficulty is not specifically balanced for
hunting and for scaring off predators. Still, a skilled peasant throwing
can do a great deal of harm to an unarmored or lightly Javelin: A javelin is a light spear designed for throwing
armored target. – it can be used in hand-to-hand combat in a pinch, but is
Damage Strength+1L, Min Str 2, Load Time 1 turn, generally too light and fragile to be efficient if the opponent
Range Strength x 10, can be twirled for one turn for +1 is wearing armor. While Vikings, Franks, Anglo-Saxons and
Strength the like used javelins, they preferred spears weighted for both
Staff Sling: This is a sling on the end of a long staff. melee and throwing. The Romans, hover, were famous for
While also a peasant’s weapon (with the staff functioning as using the pilum, a javelin with a long, iron shank and a
a light quarterstaff in melee), the staff sling is sometimes used pyramid-shaped tip. The shank was made of soft iron and the
in sieges to hurl pots of oil or feces over, or down from, castle tip was hard, meaning that after impact, the shank would
walls. bend, rendering the pilum useless to any opponent. If the
Damage Strength+2L, Min Str 3, Load Time 1 turn, pilum stuck in an enemy shield, it would weigh it down,
Range Strength x 15 forcing the opponent to discard the shield or spend time
Stone and Bullet: Most peasants are quite happy to use pulling the pilum out. If a pilum is blocked by a wooden
stones selected for their smoothness and size as sling shield, roll base damage (str+2). If you achieve 2 or more
ammunition and against unarmored opponents, a sling stone successes, the pilum sticks and the shield is at +1 difficulty to
can do serious damage. When used in battle, however, cast use until the user takes an action to discard it or an action to
lead “bullets” in various shapes are preferable. Bullets add try and remove it (requiring a Strength roll, difficulty 5).
Armor Piercing 1 to a sling or staff sling. Damage Strength+2L, Min Str 2, Range Strength x 7,
Armor Piercing 2
Plumbata: This was a large dart or short javelin, made of
ATHLETICS iron and weighted with lead. It was used by the Greeks,
Romans and various Roman-influenced people after the fall
of Rome.
WEAPONS Damage Strength+2L, Min Str 2, Range Strength x 6
Rock: If you have nothing else, you can always throw a
This covers all manner of thrown weapons. Throwing
weapons have become very rare on the battlefield,
rock.
Damage Strength+0B, Min Str 1, Range Strength x 5
except when facing tribal warriors from Pagan Eastern
Europe, and are not used much for hunting either, where
slings and bows are preferred.
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BRAWLING See DAV20 page 347.
Animal Attacks: From the kick of a horse to the bite of
a guard dog. The natural weapons vary from beast to beast –
WEAPONS most of them don’t do well against metal armor, though.
In general, the bite of a predatory animal does Strength
14
After he had brought them all to wear full armor, and by that means into the confidence of thinking themselves now invincible, he
turned what before had been idle profusion and luxury into an honorable expense.
– Plutarch, Lives
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many names, including gambeson, aketon, arming jack(et), Rating 4, Penalty 2 (Lamellar over Early Mail is Rating 5,
padded jack(et) or arming doublet. Lighter versions were Penalty 4)
worn underneath mail armor to add extra protection. Knight’s Armor: Knight’s armor is the beginning of
Rating 2, Penalty 1 what would later become known as “plate-and-mail”. Metal
Lamellar Armor: This armor is made up of small, plates are being added to offer greater protection to exposed
rectangular plates laced into horizontal rows, creating a areas. At this point, the newest and best protection comes
flexible suit of armor. These plates could be made from in the form of articulated metal gauntlets, made of steel
either leather or metal. Some types even mixed it, adding plates sewn or riveted onto heavy fabric, and shin plates
an iron plate for every two or three leather ones. While this that protect the front and side of the legs, called half-
type of armor is mainly identified with the invading greaves or demi-greaves. These plates protect a knight’s
Mongols, it was certainly used by many European cultures, hands when attacking and his legs when mounted.
sometimes augmenting earlier types of mail. In 1242, it has Rating 6, Penalty 3, +1 Difficulty to circumvent
mostly disappeared from use in Europe, however. Metal Lamellar: This is similar to the lamellar armor
Rating 3, Penalty 1 above, but the plates are made of iron. This armor was never
that popular in Western Europe (but see lorica squamata,
below), but was used extensively beyond the Middle East,
METAL ARMOR including by the invading Mongols. In just a decade or
three, this will, however, develop into the so-called coat-of-
plate, used to augment the mail armor of knights.
Tnmail1242, the most common types of metal armors are
and mail reinforced by a small amount of plate. Rating 4, Penalty 2
Older types of metal armor, such as the roman lorica Lorica: Lorica means “body armor” in Latin. The
segmentata, are old relics no longer in use on the battlefield. Romans developed several types of armor and while none
Mail Armor: Sometimes also called maille (but not are in use in 1242, old Cainites might still have some for use
chain mail), this armor consists of thousands of small, metal in combat situations. This armor was made of bronze or
rings, riveted and interlinked to form a flexible suit. Mail iron. The different types are:
armor has pretty much reached the zenith of its protective Lorica Hamata: This is mail armor, made of either
ability; the armor covers the entire body, solid rings are bronze or iron. The hamata covers much less of the body
interconnected with the riveted rings and different size rings than modern mail armor and was worn with less padding
are used in different places to ensure a better fit. Mail armor underneath. The same stats can be used for the mail armor
is mainly made from steel and is worn with a padded worn by Celts, Saxons, Vikings, etc.
gambeson underneath. Rating 3, Penalty 1
Rating 5, Penalty 3 Lorica Musculata: This is the “muscle cuirass”, worn
first by the Greeks and later by some Roman officers.
Usually made of bronze, the cuirass came with a front and
back plate and the front plate was often adorned, either
with engraved pictures or with a heroic musculature, leading
to its name. Because this cuirass does not have the openings
that flexible metal armor such as lamellar and mail has, it
gets +1 soak vs. impaling weapons.
Rating 3, Penalty 2
Lorica Squamata: Somewhat similar to the lamellar
armor above, this consists of metal “scales”, sewn unto a
cloth backing. While it offered the same protection as
lamellar, it restricted movement more.
Early Mail: This covers mail armor from earlier in the Rating 4, Penalty 3
medieval period. Such armor did not cover as much as 13th Lorica Segmentata: This is the most iconic Roman
century mail, had no solid rings and was less form-fitting. armor; strips of metal that form a flexible cuirass. Sometimes
Most of the time, this earlier armor was also made of iron referred to as “banded armor”. Out of all the Roman armor,
rather than steel. While not being made in 1242, some Segmentata was the only one sometimes made with steel;
people who cannot afford modern mail armor might wear specifically, the inside of the strips were made of soft iron
this because they have inherited it or taken it as battlefield and the outside was mild steel.
plunder. Rating 5, Penalty 3
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HELMETS
More so than body armor, helmets have often been
the most advanced type of armor constructed and
most soldiers try to wear the best head protection available.
Where solid plates are only just beginning to be added to
mail armor, helmets have been made from plates for
centuries.
NON-METAL HELMETS
Heavy Cap: Heavy fur or woolen caps, such as the
gugel, worn to protect against the cold can also offer some
Spangelhelm: The spangelhelm comes in numerous
protection against weapons.
variations and was used by a wide variety of people, from
Rating 1, Alertness Penalty – the Romans to the Vikings and Germanic tribes, as well as
in the Middle East. It probably came to Western Europe
through southern Russia and Ukraine, from nomadic
Eurasian tribes. The spangelhelm consists of three to six
metal plates (bronze, iron or steel) held together with metal
strips and rivets, coming to a conical point. Early
spangelhelms has cheek flaps similar to a galea’s side plates.
Some had a nasal guard and/or eye protection, while some
had mail coming down the back to protect the neck. A few
featured full face plates with features engraved on them, to
show the wearer’s status and/or intimidate opponents. Was
eventually ousted by the nasal helmet.
Rating 3, Alertness Penalty 2
METAL HELMETS
Mail Coif: This consists of mail protecting the head,
while leaving the face bare. The mail coif was originally an
integral part of early suits of mail and has only recently
become its own, separate piece. Always worn with a padded
cap underneath and can be worn under another helmet.
Rating 3, Alertness Penalty 1 Nasal Helmet: Sometimes also referred to a “Norman
Galea: The most iconic Roman helmet, usually made helmet”, since it was worn by the Norman knights invading
from iron, featuring a large neck guard, broad side plates and England. This is similar to the spangelhelm, except made in
often a crest. one piece and always featuring a nose guard, usually with
Rating 4, Alertness Penalty 2 none of the other accoutrements. This helmet was popular
until the end of the 12th century and many are still used by
poorer soldiers.
Rating 4, Alertness Penalty 2 (Nasal Helm over Mail is
Rating 6, Alertness Penalty 3)
Kettle Hat: The kettle hat is a broad-brimmed hat,
usually made of iron, which came into prominence in the
end of the 12th century among common troops. Often worn
over a mail coif, the kettle hat’s brim provides good
The Dark Medieval Armory
17
protection against attacks from above, such as arrows and straps also allows for the wearer to maneuver large, heavy
strikes from horseback. shields, such the kite shield.
Rating 3, 5 against missile and mounted attacks,
Alertness Penalty 1 (Kettle hat over Mail is Rating 4/6, SHIELD TYPES
Alertness Penalty 2) Scutum: This is the classic, Roman shield of the
Great Helm: This is the newest and best head imperial period. It is large, square, curved for maximum
protection available. This is a flat-topped, steel cylinder protection and made of three sheets of wood, covered in
with narrow slits to see through, often in a T-shape, as well canvas or leather, with a metal rim and a metal boss. This
as holes for breathing. While offering superior protection, it shield is boss-held and while very protective, limits
greatly limits visibility and makes it hot and slightly difficult maneuverability and is quite heavy at up to 22 pounds.
to breathe. As such, no knight would ever wear it except Parry Difficulty 6, Attack Penalty +2, Penalty (As worn
when expecting imminent battle. armor) 1
Rating 5, Alertness Penalty 3 (Great Helm over Mail is
Rating 6, Alertness Penalty 4)
SHIELDS
Shields are, without a doubt, one of the most effective
ways of protecting oneself. They have been around
since the first soldiers and are still an integral part of most
fighting men’s equipment. Armor has not yet reached the
point where shields can be dismissed and as such, the only
people not using shields are archers, crossbowmen and
peasants who have taken up the use of the polearm.
Early shields were made from hide or leather stretched Round Shield: This shield is most associated with the
over a wicker frame. Later, shields would be made of wood, Vikings. It is a large, round shield made of planks of wood,
sometimes with a rawhide or metal rim, sometimes covered with a central boss often made of iron, and often covered in
with canvas or leather. The Greeks famously used round wool, linen or leather. May or may not have a rim; hide rims
bronze shields, while the Romans returned to wooden were very common, metal ones less so, unrimmed shields
shields. During the Middle Ages, metal shields became were very uncommon. The Vikings knew that their shields
viable once again and smaller shields are generally made of would rarely last long and typically carried more than one
metal. and often trained in using just the shield boss as both a tiny
buckler and to punch with. These shields would often be
STRAPPED VS BOSS-HELD painted. Many other cultures used similar shields; the
Shields can be used in two ways; strapped or boss-held Greeks had round shields made of bronze, while the early
(or boss-gripped). Boss-held shields are held by a central Roman shields were actually round. Anglo-Saxon shields
handle, with the hand itself being protected by a were usually a bit smaller, but otherwise similar.
hemisphere of metal or, rarely, wood, called the boss. This Parry Difficulty 5, Attack Penalty +1 (not against attacks
allows the shield to be maneuvered quickly and to a number aimed at the legs), +1 difficulty to all Ride rolls and to all
of different positions, giving the shield a great deal of rolls to block with if mounted.
flexibility. Boss-gripped shields were generally phased out Kite Shield: This shield took over from the round
with the arrival of mounted knights, as well as the adoption shield as the shield of choice for foot soldiers at the end of
of large, teardrop-shaped kite shields. However, the buckler, the 10th century and is still the most popular. This shield
which is becoming more and more popular, is boss-held. has a teardrop shape, allowing for the protection of the legs
A strapped shield is strapped to the arm, sometimes as well as the body and can be used by mounted warriors as
with a longer strap going over the shoulder and around the well, though the length of the shield prevents it from being
body as well, and is held by a handle forward of the straps. used to protect the weapon side. 13th century kite shields
This allows the wearer to release his grip on the shield and have a flat top, rather than the teardrop shape, allowing
use the hand, while still maintaining the shield on his arm. soldiers to hold the shield upright without limiting their
While this does not allow the user to use the free hand for a field of vision. Made from wood, the kite shield usually has a
weapon, it does allow him to hold the reins of a horse. The rim, either hide or metal, as well as cloth or leather facing
and, interestingly, although it is a strapped shield, most of
them retain a shield boss, even though this serves no
The Dark Medieval Armory
18
practical purpose anymore. This shield has spread eastward in use all around Europe. It is generally made of wood
to the Byzantine Empire, though not into the Muslim world. covered in fabric or leather, usually rimmed and very often
Parry Difficulty 6, Attack Penalty +1 (older models have decorated with embossing and/or brass or silver nails. This
an Alertness Penalty of 1), when used mounted, the Kite shield is carried strapped, without a boss. It has not yet
Shield only protects the front and shield side, but at +2. It developed the spike that would later be added to some
cannot block attacks from the non-shield side. targes. A few of these shields were made of iron or iron-
Heater Shield: This is a smaller, more manageable plated wood. The stats for this shield can also be used for
version of the kite shield, with a flat top and a pointed various mid-sized shields from the Muslim world, such as the
bottom. With the improvement of leg protection, this Moorish adarga.
shield has become more and more popular and is beginning Parry Difficulty 5, Attack Penalty +1 (not against attacks
to eclipse the heavy and clumsy kite shield, especially aimed at the legs)
among mounted warriors. While the heater is usually made Buckler: The buckler is a small, usually round, all-
of wood, wealthy knights have begun to have metal ones metal shield, possibly developed from the shield boss. It is
made. These shields are always covered in fabric and usually gaining popularity as a civilian shield for self-defense and
painted, especially if the wielder is a knight. duels; the small size of the buckler makes it useless against
Parry Difficulty 5, Attack Penalty +1 (not against attacks incoming missile fire. However, this allows it to be used
aimed at the legs) very swiftly, while the metal construction makes it very
Targe: The targe is a round shield, smaller than the protective. In decades to come, the buckler will become a
Viking round shield, larger than the buckler and most very popular shield.
famously used by the Scots, though these types of shields are Parry Difficulty 4, Attack Penalty 0
19
There will be killing till the score is paid.
20
where 1 – 2 of the dice count twice, one with Crafts 5 can bow’s maximum Strength would be 3). A botched attack roll
make one where 3 – 4 count twice and a supernaturally will break the bowstave. A low-quality crossbow suffers a
skilled smith (Crafts 6+) can make weapons where 5 of the 10% range penalty and damage is equal to the crossbow’s
dice count twice. Obviously, these dice should be rolled Strength -4. On a botched attack roll, the string snaps.
separately or using dice of a different color. Low-quality body armor adds one to the armor’s M
A quality throwing weapon works a bit differently. A penalty. Low-quality helmets lose a die of Soak instead. Low-
weaponsmith with Crafts 4 can make a weapon with +10% quality shields have one less Health Level.
Range, one with Crafts 5 can make one where 1 – 2 of the
dice count twice, one with Crafts 6+ can make weapons MATERIALS
where 3 of the dice count twice; the effects of range increase Throughout history, many different materials have been
and damage dice stacks. used to make weapons and armor, from wood, stone and
For bows, a bowyer with Crafts 4 can make a bow with bone all the way to steel. Most weapons of the 13th century
+10% Range. One with Crafts 5 can make one with a have at least a steel edge, and metal armor and helmets are
Strength 1 higher than normal for that bow type. One with usually made of steel. Shields are still primarily wood, though
Crafts 6+ can make a bow that functions at one Strength bucklers and some heater shields are made out of steel.
higher than the Strength needed to draw it (all of these Wood: Man’s first weapons were wood, just a stick being
improvements are cumulative).
picked up. In the 13th century, very few wooden weapons
For crossbows, a crossbow maker with Crafts 4 can make remain; mainly just clubs and staves. However, vampires
a crossbow with +10% Range. One with Crafts 5 can make a must always be wary of wooden stakes.
crossbow that has one less Strength requirement for reload
Blunt weapons made of wood gives metal armor 0/+1
purposes, and one with Crafts 6+ can make a crossbow whose
soak. Impaling weapons made of wood, such as stakes and
Damage is equal to the crossbows’ Strength -2, rather than -3
arrows without arrowheads, give non-metal armor +2/0 soak
(all of these improvements are cumulative).
and metal armor +6/0 soak. In addition, should a stake fail to
For arrows, a fletcher with Crafts 4 can make arrows that penetrate metal armor, it will break.
add +10% range (cumulative with a quality bow or Stone: From just a stone-headed club to the beautifully
crossbow), one with Crafts 5 can make arrows with +1
made flint knives of Stone Age Denmark, stone was, for a
Armor Penetration and one with Crafts 6+ can make arrows
long time, the material of choice for weapons. However, by
where 2 dice that come up 10 counts as two successes (all of
the time actual warfare came around, stone had been
these improvements are cumulative).
supplanted by bronze. But some ancient stone weapons
For armor, an armorsmith with Crafts 4 can make armor might have been enchanted by the shamans of old and thus
where 1 – 2 armor dice (no more than half the armor’s have some use in the 13th century. Slingers still use stones,
normal soak, rounded down) that comes up 10 counts as two while an unarmed person might pick up a stone in
successes. One with Crafts 5 can make specifically tailored desperation. And finally, some primitive tribes might still
armor that reduces Dexterity or Alertness Penalties by 1 and linger in the unexplored places of the world, using only stone
a smith with Crafts 6+ can make armor that negates up to 2 weapons.
points of Armor Piercing (all of these improvements are Blunt stone weapons generally count as clubs or smooth
cumulative).
maces, unless it is a stone just picked up – blunt stone
For shields, the skill of the maker makes less of a weapons add 0/+1 to the soak of bronze armor, +1/0 to iron
difference. A shield-maker with Crafts 4+ who takes the armor and +1/+1 to steel armor. Cutting stone weapons will
time can make a shield that has an addition Health Level per be knives, axes or, very rarely, daggers. They can be
dot of Crafts above 3. incredibly sharp, but fare poorly against metal armor. Cutting
In addition to this, there are rumors of secret, lost stone weapons add +1/0 to the soak of bronze armor, +1/+1
techniques. For example, whoever created the original to iron armor +2/+1 to steel armor. Impaling stone weapon
Ulfberht swords (see below) used techniques that made them will be arrowheads or the occasional stone dagger made with
the equal of a Crafts 6 craftsman. a narrow tip. However, such tips are very brittle and will
Low-quality weapons and armor cost one less dot of often break off. Impaling stone weapons add 0/+1 to the soak
Resources to acquire. Melee weapon lose a point of Armor of bronze armor, +1/0 to iron armor +2/+1 to steel armor
Penetration (if they had none, armor gains an additional die Many surviving cutting stone weapons will be of
of Soak). Throwing weapons suffer the same fate and lose exceptional quality.
10% range. In addition a botched attack roll or parry will Bronze: Bronze was one of the first metals that man
destroy the weapon. learned to shape and it lent itself well to weapon-making.
Low-quality bows lose 10% range and can only be made Bronze is cast rather than forged, so it’s possible to make far
up to a Strength of 1 less than normal (so a low-quality self more precise shapes than with forging, with much less effort.
The Dark Medieval Armory
21
However, bronze is softer than iron or steel. Weapons absorb recover. Parrying with balanced weapons is only difficulty 6.
more of the impact, transferring less force to the target, while
armor made of bronze is vulnerable to harder metals. Bronze
also cannot be made into longer swords without seriously
strengthening the middle of the blade so the weapon does
not bend under its own weight.
Blunt weapons made of bronze add 0/+1 to the soak of
steel armor. Cutting and piercing weapons made of bronze
add +1/+1 to the soak of iron armor and +1/+2 to steel
armor.
Iron: When the secret of iron forging spread across the
world, this new weapon slowly but surely pushed out bronze.
In the beginning, smiths that could shape iron were few and
far between, often considered mystics or wizards by their
surroundings. The first iron weapons and armors were very
prestigious items, but as iron working became more and more RANGED WEAPONS
common knowledge, regular warriors were able to equip
themselves with iron. All ranged weapons have a range dependent on the
Strength of the user (or in the case of crossbows, the
Cutting and piercing weapons made of iron gain +2 to
crossbow). This range is divided into four sections; short,
armor piercing against bronze armor and add 0/+1 to the
medium, long and extreme. Medium range is +1 difficulty to
soak of steel armor.
hit, long range is +2 and extreme range is +3 difficulty. At
Steel: Steel is the newest metal and the apex of the
extreme range, weapons do 1 less die of damage. When
metallurgical art. It can be forced to be hard, yet is still aiming, bonus dice can be traded in to reduce the difficulty
flexible enough not to shatter under impact. Steel has more of a shot beyond short range.
or less pushed out iron as the metal of choice for weapons
Shooting a ranged weapon into a melee fight is a fairly
and armor, at least in what people see as the civilized world.
bad idea (unless you don’t care who you hit). For each
Metallurgy and smithing techniques are still struggling with
participant in a melee, roll an additional die – this die only
creating steel of a uniform quality, but slowly, surely, longer
has an effect if it comes up 1. A botch naturally means you
blades and larger metal plates are becoming a reality.
hit someone you did not mean to.
Blunt weapons made of steel gain +1 to armor piercing
Using ranged weapons from a moving mount is not easy.
against bronze armor. Cutting and piercing weapons made of
In addition to Archery or Athletics being capped by the
steel gain +3 to armor piercing against bronze armor and +1
Ride skill, thrown and bow attacks are at +1 difficulty if the
against iron armor.
horse is stationary, +2 if it is moving, and the only bow that
Supernatural: This refers to the natural weapons of
can be used from horseback is the composite bow. Crossbows
supernatural creatures, such as the fangs of a Cainite or the are only at +1 if the horse is moving.
claws of a Lupine, including any natural weapons created by
Disciplines. These attacks gain an armor piercing bonus BOWS
equal to the number of dice they add to Strength – so, the
When shooting a bow, it takes one turn to pull out and
fangs of vampire have Armor Piercing: 1. nock an arrow, one turn to draw the bow and then one turn
BALANCED WEAPONS to loose the arrow. This means that a bow can be shot once
every third turn. However, if arrows are placed in the ground
AND PARRYING in front of the archer or held between the fingers of the
drawing hand, nocking the arrow can be done in the same
The default difficulty for parrying is 7, not 6 – there is a turn as drawing, allowing the bow to be shot once every two
reason why people prefer using shields. However, some turns. This also assumes you draw back the bow as far as
weapons are better balanced, quick to be moved and to possible for maximum effect. You can chose to draw the bow
back less, in order to shoot faster. By halving your effective
Strength (rounded down), you can draw and shoot a bow in
one turn. Combined with arrows in the ground or between
fingers, this can allow an archer to loose an arrow each turn.
Archers using the Hail of Arrows and Suppressive Fire
maneuvers (see DA:V20 page 348) must have their arrows
prepared and can only use the lesser draw Strength.
The Dark Medieval Armory
22
Archers can take multiple action penalties to draw and
loose faster; this can make Cainites with Celerity
USING A WEAPON IN
devastatingly fast archers. TWO HANDS
When drawing a bow with full strength, an archer’s Weapons that are marked as “May be used Two-handed”
muscles will begin to tremble and he will be unable to hold are normally used in one hand, but may be wielded in two
the pull for very long. As such, you cannot aim with a bow hands. When doing so, you are considered to have +1
for more than a single round. Strength for the purposes of Damage and meeting the
While arrowheads are fairly sturdy, the shafts are not. minimum Strength requirement.
And arrows that miss the target will easily get lost. An arrow
that hits the target is destroyed half the time (though the
arrowhead is still reusable), while arrows that miss the target
are completely lost half the time. Therefore, recovering
arrows is time-consuming and often unsuccessful.
CROSSBOWS
Loading a crossbow requires one turn to pull the bolt
(unless it has been prepared, as with bows above), as well as
one or more rounds to span that crossbow. If aids are used to
span the crossbow, some of these also take some time; a
cranequin takes one turn to attach and one turn to detach,
while a windlass takes two turns to attach and one to detach.
Crossbows can be carried spanned, so that the first shot
can be taken very quickly. They can also be fired from
horseback unless they have a Strength of 10 or more. Finally, If you wield a weapon in two hands, whether it is
since crossbows are so easy to use, you do not suffer a +1 originally a two-handed weapon or not, you are considered
difficulty penalty to shoot one without Archery. However, to have +1 Strength when resisting the Disarm maneuver.
reloading without Archery takes 1 more turn. Weapons cannot be used in two hands while on
Since shooting a crossbow does not require any big horseback.
movements, it is not penalized by armor.
NEW MERITS
FAST WEAPONS All of these are Physical Merits.
Some weapons are very quick to maneuver and add a Cavalryman (1 pt): Your effective Ride skill is
bonus to Initiative. In order to get this Initiative bonus, you considered to be +1 for the purposes of limiting other skills
have to declare that you will use this weapon for attack while on horseback and all difficulties to remain in the
and/or defense before rolling Initiative. After claiming such a saddle or avoid damage from falling from horseback is
bonus, you must use this weapon for your first offensive or reduced by 1.
defensive action, unless you have a shield, in which case, you Archer (2/3 pts): You have trained for years in the
can block with this rather than take the declared action. smooth pull of the bow. You are considered to have +1
Strength for meeting the Strength requirements of bows and
THE LANCE CHARGE may use the Hail of Arrows and Suppressive Fire maneuvers
The most devastating attack is the lance charge – a (see DA:V20 page 348). At 3 points, you are considered to
heavy war horse coming at full speed, with all the speed, be at +2 Strength and add +10% (rounded up) to all bow
strength and weight concentrated on a single point. ranges.
The power of the lance charge comes from the fact that Armor Training (2/3/4 pts): You have trained for years
it is not the strength of the wielder, but that of the horse to fight and run while wearing armor. You reduce all M and
that matters. The Strength of various horses is listed on page C penalties in armor by 1. At 3 points, you reduce all V
398 of DA:V20. However, this is simply their overall penalties by 1. At 4 points, you reduce C penalties by one
strength, determining how much they can pull or carry. In a additional point (see below for armor penalties).
lance charge, the weight of the horse comes into play as well. Crossbowman (2/3 pts): You have trained for years to
This adds +2 to the Strength of a horse in order to determine reload crossbows faster and shoot them further. For loading
the damage of the lance. times of 2 – 5 turns, you reduce the loading time by 1 turn.
For loading times above 5, you reduce it by 2. At 3 points,
you add +10% (rounded up) to all crossbow ranges and
The Dark Medieval Armory
23
reduce loading time by another turn, though never below
one turn.
NATURAL WEAPONS
Mounted Archer (2 pts): When using a bow, crossbow For humans, the natural weapons are the hands and feet.
or thrown weapon (choose one) from horseback, your Covered as they are in flesh and with relatively small bones
Archery or Athletics skill is not capped by your Ride skill, beneath that flesh, they do not make for great weapons and
and penalties from the movement of the horse is reduced by attacking an armored opponent is a very bad idea.
1. A punch can target the head at only +1 difficulty, while
a kick can target the legs or an opponent lying down with no
additional difficulty, but targets the hands and head at +3
difficulty rather than +2. Punching or kicking metal armor
(or getting a punch or kick blocked by a shield) will hurt. A
hand will be protected if the attacker is wearing the gauntlets
of knight’s armor or a cestus, while the feet will be protected
by heavy boots. If the attacking limb is not protected, the
attacker rolls the same number of damage dice against
himself as he does against the opponent. The damage is
Bashing.
In addition to possibly hurting the attacker, a human’s
natural weapons fare quite poorly against armor. Non-metal
armor gets 0/+1 soak against punches and kicks, metal armor
gets +1/+1.
Shield Training (2/3 pts): You have trained extensively
Many animals have natural weapons that are quite a bit
in the art of fighting with a one-handed weapon and a
more efficient than a human’s. The teeth, claws and hooves
shield. You reduce all M penalties from a shield by 1. At 3
of animals not only do more damage, they also don’t carry
points, you also reduce all C penalties by 1 and add one to
the risk of injury if hitting shields or metal armor. However,
your shield’s Damage Threshold (see below for new shield
claws and teeth fare exceptionally poorly against metal
rules).
armor, which gains +2/0 soak against them.
WEAPON LENGTH ARMOR SOAK, PENALTIES,
The length of a weapon is extremely important in
combat, as longer weapons can keep an opponent at bay, AND CIRCUMVENTION
while shorter weapons are good in very close quarters. Armor soak is listed as two numbers, for example 1/3.
Weapons lengths go from 0 to 4. For weapons length 0 The first number is automatic soak successes, while the
to 3, weapons with a greater length automatically win second is the number of soak dice rolled. Any armor piercing
initiative ties. Anyone wielding a weapon with length 4 modifiers reduce automatic successes first, before reducing
against a shorter weapon gets +1 die to their attack and dice rolled. Armor soak is difficulty 6 and can be used against
defense rolls (including dodging), while anyone attacking a any physical damage, be it bashing, lethal or aggravated.
weapon with a length of 4 with a shorter weapon gets a -1 Armor (and shields) also carry a number of penalties,
die penalty on attack rolls (but not defense rolls) and also a labeled M, S, C, H and V. M is penalties on Movement,
+1 difficulty if using a weapon with a length of 0. However, a Initiative and all Dexterity rolls that are not attack or
weapon with a length of 4 cannot be used if an opponent has defense or Stealth rolls. This penalty becomes a plus to
used the Going Close maneuver (see below) and weapons difficulties for swimming, so armor with an M penalty of -1
beyond length 0 suffer a +1 difficulty penalty when used had +1 difficulty on rolls for swimming. S is penalties on
close. Also, weapons with a length of 4 cannot be used in Stealth rolls. C is penalties on Dexterity rolls that are attack
cramped quarters – thrusting weapons are more forgiving and defense rolls, as well as combat maneuvers. H is penalties
than chopping ones when it comes to determining what to hearing-based Perception rolls. V is penalties on vision-
constitutes cramped quarters. based Perception rolls. All of these penalties are cumulative
Weapons with a length of 0 can be used to attack an with shields.
opponent in a Clinch (using the Clinch maneuver Armor also has a Circumvention Penalty. This is the
automatically moves the combat close). If you do so, you difficulty penalty for attacks aimed at areas not covered by
only roll Strength on the opposed roll if your opponent tried the armor. Attacking the head instead targets the helmet,
to break the Clinch. Attacks in a Clinch are dodged at which has its own circumvention penalty, which is in
difficulty 9 and cannot be blocked. addition to the +2 difficulty for targeting the head. For
24
For example, trying to circumvent Cuir Boulli armor is Damage to a shield has the following effects
at +2 difficulty to the attack roll, while trying to circumvent Bruised No effect
a Nasal Helmet is at +3 difficulty (+1 for the helmet itself Hurt +1 difficulty to block with the shield
and +2 for targeting the head). Injured +1 difficulty to block with the shield
Wounded Shield’s Damage Threshold is -1
SPEARS AND SHIELDS Mauled Shield’s Damage Threshold is -2
Among the advantages of a spear is that the length Crippled +2 difficulty to block with the shield
allows the user to attack with the tip while still keeping their Incapacitated Shield Destroyed
shield in a defensive posture. Spears and lances negate one
point of C penalty from shields. DODGING
ATTACKS FROM ABOVE The difficulty to dodge an attack depends on what type
of attack it is. For missile attacks, dodging throwing weapons
Attacks from an elevated position, such as from is difficulty 8, dodging arrows is difficulty 9.
horseback, are generally more effective, especially swung For melee attacks, the difficulty depends on how much
attacks. With a swung attack, the enemy gets -1 die to all room you have to maneuver. If you can take 2 steps back and
parry and block rolls. In addition, attacks from above target to either side, the difficulty is 6. If one of these options is not
the head at only +1 difficulty. This does not apply to lance
there, the difficulty is 7. If you can only take 1 step back or
charges, where you have enough to do keeping the lance on to either side, the difficulty is 8. If you cannot take any steps,
target while atop a galloping horse. the difficulty is 9.
SHIELDS NEW COMBAT
When it comes to melee attacks, the difficulty for a
shield block depends on the shield in question. Thrown MANEUVERS
attacks are blocked at +1 difficulty compared to melee Going Close: You attempt to change the distance of the
attacks. engagement and get in close with your opponent, to take
Blocking arrows is difficulty 9 at short and medium advantage of a shorter weapon or negate the advantage of a
range, -1 per range beyond medium. In addition to blocking, longer one. Roll Dexterity + Brawl (if unarmed) or Melee (if
some shields also increase the difficulty of hitting the user. you are using a weapon), with a difficulty equal to the higher
This difficulty only applies to melee and thrown attacks. of opponent’s Athletics, Brawl (if opponent is unarmed), or
Shields only protect certain areas with their increased Melee (if opponent is armed). This roll is modified by
attack penalty. Targeting an area outside this does not have weapon length as if it were an attack (see above). If you
an increased difficulty. Shields block against attacks aimed at succeed, the combat moves to close reach, limiting what
the areas the shield covers gains +1 die. For example, the weapons can be used.
round shield covers both arms and the body, meaning that Dice Pool: Dexterity + Brawl or Melee
attacks specifically targeting the arms or body are blocked Difficulty: Opponent’s Athletics, Brawl, or Melee
with an additional die. Damage: None
Shields often get damaged in combat. All shields have a Separate: You attempt to get away from your opponent
Damage Threshold listed. If a shield is used to block a lethal to make better use of a longer weapon. Roll Dexterity +
attack with a base damage (that is Strength + the bonus of Athletics, with a difficulty equal to the higher of opponent’s
the weapon used) equal to or greater than the Damage Athletics, Brawl (if opponent is unarmed), or Melee (if
Threshold, the shield takes one Health Level of damage. The opponent is armed). If you have a shield or a pole weapon,
Damage Threshold of shields assumes that they are made out you can use that to shove your opponent; if you have pole
of wood and rimmed with hide or leather. If a shield is weapon, you get +1 die, if you have a shield you get +2.
rimmed with metal, it gets +1 Damage Threshold. If the Dice Pool: Dexterity + Athletics
shield itself is metal, it gets +2 Damage Threshold.
Difficulty: Opponent’s Athletics, Brawl, or Melee
Some weapons are more effective against shields, some
Damage: None
less. Weapons with a curved edge, such as axes and voulges,
add 1 to their damage to overcome the Damage Threshold, Shield Hack: You attack your opponent’s shield in order
while piercing weapons subtract 1. Wooden weapons also to damage it. Your opponent gets a free Perception + Melee
subtract 1 when hitting a metal shield. roll (difficulty equal to your Wits + Melee) in order to
recognize that you are doing a shield hack – if they succeed,
they realize what is being attempted and can dodge or parry.
Shield hack cannot be blocked (and shields give no
The Dark Medieval Armory
25
defensive bonus). If you hit, add your successes on the attack supernaturally skilled smith, able to create masterful blades
roll to the base damage to see if you overcome the shield’s and, it is rumored, other magical items, such as rings.
Damage Threshold. Several swords are attributed to Wayland; Almace, the
Dice Pool: Dexterity + Melee sword of Tilpin, Curtana, the sword of Ogier the Dane,
Difficulty: Normal Damage: Per Weapon Durendal, the sword of Roland, Mimung, a sword he forged to
Shield Hook: You hook the top of your opponent’s fight a rival blacksmith, and Gram, the sword Sigurd used to
shield in order to move it away. This requires a weapon defeat the dragon Fafner. More might have been created and
capable of hooking – an axe, boar/winged spear or peasant’s lost to time. While Wayland’s swords differ in size and
polearm can do that, as can a dagger held point-down. Your construction, they are all iron blades of the spatha type.
opponent gets a free Perception + Melee roll (difficulty equal Armor, be it natural, man-made, or created through
to your Wits + Melee) in order to recognize that you are supernatural powers like Cainite Disciplines, provides no
doing a shield hook – if they succeed, they realize what is protection against a blade forged by Wayland. Some Cainite
being attempted and can dodge or parry.. Shield hook scholars debate whether Wayland was fae, a mortal wizard or
cannot be blocked and shields give no defensive bonus. If something else.
you succeed, your opponent cannot use his shield until he Gáe Bulg: This spear was given to the warrior
takes an action to clear it – this action is not rolled, but Cúchulainn by his mentor, the warrior woman Scáthach. It
counts towards multiple action penalties. Should you attack was made from the bones of a dead sea monster. Certainly,
with the weapon hooking the shield or a weapon in the more than one spear could have been made and Cainite
other hand, your opponent recovers as a free action, but this legends state that Scáthach is a vampire of the Lamia
attack cannot be blocked and the shield offers no defensive bloodline. As such, some Cainite warriors search for more
bonus. spears of this kind.
Dice Pool: Dexterity + Melee A Gáe Bulg counts as a steel spear despite being made of
Difficulty: Normal Damage: None bone and can be thrown with the range and accuracy of a
javelin. When entering a body, the barbs dig in and pulling
out the Gáe Bulg causes 1 Health Level of unsoakable
damage.
LEGENDARY WEAPONS
Ulfberht Swords: The true Ulfberht swords were made
in the 9th or 10th century somewhere in Scandinavia,
probably Norway. The smith, who may or may not have One of the great things about the Dark Ages: Vampire
been named Ulfberht, inlaid his swords with setting is the opportunity to play through the ages, watching
“+ULFBERH+T”. Later, other smiths drew on the Ulfberht history unfold and seeing your characters grow in age and
legend, but none ever copied this specific inlay, instead using power. And as with all technology, weapons and armor
slight variations. changes and improves with the times.
Whoever this smith was, he knew a secret technique Maces first become all-steel flanged maces, but
that has yet to be rediscovered. All true Ulfberht swords are eventually, even they struggle to penetrate plate armor.
steel swords of the spatha type and count all 10s rolled on While some maces are weighted with lead, and thus require
the dice added to strength as 2 successes. prodigious strength to use, warhammers, with a spike on one
Wayland Swords: Wayland the Smith (also called side and a hammer head on the other, become popular.
Völundr) was a smith that lived sometime during the 8th or Flails, both one and two-handed, also come into use, though
9th century, somewhere in northwestern England. He was a they are never all that popular.
The Dark Medieval Armory
26
One-handed axes soon disappear from the battlefield manage to give the crossbow some serious competition, until
and become rare as anything but tools, except on ships. Pole armor technology advances to the point that only the
weapons with axe heads, however, come to dominate the heaviest (and slowest) crossbows can penetrate it.
battlefield in the form of poleaxes, halberds, bardiches and Padded armor becomes more and more widespread
the like. among common troops, to the point where even the poorest
Swords lengthen, with narrow points and longer grips, conscripted peasant will wear it. Metal armor, meanwhile
developing into longswords in the first decades of the 14th goes in two different directions; coat-of-plates and
century. The falchion remains in use against people in light brigandine, alone or over mail armor, adds protection
armor and develops a number of shapes – in northern without sacrificing too much mobility. Plate armor,
Germany and Scandinavia, a variation of the falchion called meanwhile, continues to add more and more plates, until it
the messer becomes extremely popular, especially as a becomes an almost impenetrable steel suit that allows for
civilian weapon. very little mobility other than attacking an opponent.
With the development of better armor, pole weapons With armor becoming better and better, the importance
soon take over the battlefield (and become popular as of shields recede. Bigger, heavier weapons are needed to
dueling weapons for knights) and develop into a truly penetrate heavier armor and heavier armor can protect a
bewildering number of types and variations. The lance, warrior well enough that a shield is not essential. Shields
wielded by a charging knight atop a warhorse, remains the continue to be used by mounted knights and by footmen
most dangerous weapon and several polearms try to counter using one-handed weapons, mainly of the heater or targe
it, ending with the massively long pike. style. The buckler becomes a very popular shield for civilian
Throwing weapons and slings, already on the out, more use.
or less completely disappear, both from the battlefield and If you want to do your own research into when weapons
civilian use. On the continent, bows are mainly relegated to become available, the YouTube channels mentioned in the
hunting, except among mounted cultures like the Mongols, Introduction is a good place to start.
Magyars, Turks and the like. However, the English warbow
27
The infantry was heavy, because they had helmets, coats of mail, greaves, shields, larger swords, five weighted darts placed in the
shields, which they hurl at the beginning of the assault, then double throwables, a larger one with an iron point of nine oun ces and a stock
of five and one-half feet, which was called a pilum, but now is called a spiculum, in the use of which the soldiers were especially practiced,
and with skill and courage could penetrate the shields of the infantry and the mail of the cavalry.
WEAPON TABLES
This appendix has tables for weapons, armor and
In addition, there are some templates for equipment for
various kinds of Storyteller Characters, using all the new
shields using both the basic rules from the DA: V20 book types of weapons, armor and shields in this book.
and the alternate rules from this book.
28
BASIC WEAPON RULES
MELEE WEAPONS
Weapon Damage Conceal Min Str Notes
Blunt Weapons
Club Str+2B C 2 May be used Two-Handed, can be thrown
Small Mace Str+3B C 2 May be used Two-Handed, can be thrown (+1 diff.) .
Flanged Mace Str+3L L 3 May be used Two-Handed, Armor Piercing: 1
Military Flail Str+3B L 3 +1 diff. to block or parry this weapon .
Axes
Hand Axe Str+1L C 2 Can be thrown
Battle Axe Str+3L L 3 May be used Two-Handed, Armor Piercing: 1 .
Dane Axe Str+4L N 4 Two-Handed, Armor Piercing: 1
Tool Axe Str+2L L 3 Can be used Two-Handed, +1 difficulty .
Blades
Knife Str+0L P 2 Can be thrown (+1 diff.)
Dagger Str+1L C 1 Armor Piercing: 2 .
Shortsword Str+2L C 2
Arming Sword Str+3L L 3 .
Spatha Str+3L L 3
Falchion Str+3L L 3 Armor Piercing: 2 or -2 .
Curved Sword Str+2L L 3 +1 Damage when used from an elevated position
Pole Weapons
Spear Str+2L N 3 Armor Piercing: 2, may be used Two-Handed, can be thrown
Boar Spear Str+2L N 3 Armor Piercing: 2, may be used Two-Handed .
Lance (mounted) Str+3L N 3 Armor Piercing: 3
Quarterstaff Str+3B/4B N 2 +2 dice to Sweep, Two-Handed .
Pitchfork Str+1L N 2 Armor Piercing: -3 (wood) or 1 (iron), Two-Handed
Fauchard Str+4L N 3 +1 die to Sweep, Two-Handed .
Glaive Str+4L N 3 Armor Piercing: 1, Two-Handed
Guisarme Str+2L N 3 +2 die to Sweep, Two-Handed .
Voulge Str+3L N 3 Armor Piercing: 3, Two-Handed
Atgeir Str+4L N 3 Armor Piercing: 1, Two-Handed .
Other
Stake Str+0L C 2 Armor Piercing: -4
29
ATHLETICS WEAPONS
Weapon Damage Range Conceal Notes
Knife Str+0L Strx5 P +1 difficulty
Club Str+2B Strx5 C +1 difficulty if not balanced for throwing .
Small Mace Str+3B Strx4 C +1 difficulty 1
Hatchet Str+2L Strx6 C .
Spear Str+2L Strx4 N Armor Piercing: 2, +1 difficulty if not balanced for throwing
Javelin Str+2L Strx7 N Armor Piercing: 2, may stick in shields .
Plumbata Str+2L Strx6 C
Rock Str+0B Strx5 P .
BRAWL WEAPONS
Weapon Damage Conceal Min Str Notes
Punch Str+0B NA 0
Kick Str+1B NA 0 +1 difficulty .
Cestus Str+1B P 1 +1 difficulty for gauntlets
Animal Bite Str+1L (or more) NA 0 Armor Piercing: -1 against metal armor .
Animal Claw Str+0L (or more) NA 0 Armor Piercing: -1 against metal armor
Horse Kick Str+2 NA 0 Does Str+3B if the horse is shod .
Rock Str+1B P 1 Armor Piercing: -1 against metal armor
Branch Str+2B C 2 +1 difficulty .
Chair Str+3B N 2 +1 diff., may be used Two-Handed, AP: -1 against metal armor
Small Table Str+5B N 3 +2 diff. (+1 if Str 4), AP: -1 against metal armor, Two-Handed .
30
SHIELDS
Shield Block Attack
Diff. Penalty
Scutum 6 +2 (-1 Armor Penalty)
Round Shield 5 +1 (Not against leg attacks)
Kite Shield 6 +1
- mounted 6 +2 (Only shield side)
Heater Shield 5 +1 (Not against leg attacks)
Targe 6 +1 (Not against leg attacks)
Buckler 5 0 0
31
Glaive Str+5L 3 4 Two-Handed
Guisarme Str+3L 0 4 +2 die to Sweep, Two-Handed .
Voulge Str+6L 2 4 Two-Handed
– Thrust Str+4L 3 4 Fast+1
Atgeir Str+5L 2 4 Two-Handed .
–Thrust Str+4L 3 4 Fast+2
Other
Stake Str+1L 0 1 Wood
Weapon Concealability Minimum Strength Cost
Blunt Weapons
Club C 1 0
Small Mace C 2 • .
Flanged Mace L 3 •
Military Flail L 3 •• .
Axes
Hand Axe C 2 •
Battle Axe L 3 • .
Dane Axe N 3 •
Tool Axe L 3 • .
Blades
Knife P 1 •
Dagger C 1 •• .
Shortsword C 2 •• (Gladius or seax is NA)
Arming Sword L 2 ••• .
Spatha L 2 NA
Falchion L 2 ••• .
Curved Sword L 2 •••
Pole Weapons
Spear N 2 •
Boar Spear N 2 •• .
Lance N 3 •
Quarterstaff N 2 0 (wood) or • (metal-shod) .
Pitchfork N 2 0 (wood) or • (metal)
Fauchard N 3 • .
Glaive N 3 •
Guisarme N 3 • .
Voulge N 3 •
Atgeir N 3 NA .
Other
Stake C 1 0
32
Crossbows
Crossbow Str-3L Str x5 Str x10 Str x15 Str x30
Slings
Sling Str+2L Str x3 Str x6 Str x12 Str x35
Staff Sling Str+3L Str x5 Str x10 Str x20 Str x45 .
ATHLETICS WEAPONS
Weapon Damage Short Range Medium Range Long Range Extreme Range Armor Piercing
Knife Str+2L Str x2 Str x3 Str x4 Str x6 0
Club Str+3B Str x3 Str x5 Str x7 Str x9 0 .
Small Mace Str+2L Str x3 Str x5 Str x7 Str x9 1
Hatchet Str+3L Str x4 Str x6 Str x8 Str x10 1 .
Spear Str+3L Str x4 Str x6 Str x8 Str x10 2
Javelin Str+2L Str x5 Str x7 Str x10 Str x15 2 .
Plumbata Str+2L Str x4 Str x6 Str x9 Str x12 1
Rock Str+1B Str x2 Str x3 Str x4 Str x6 0 .
33
BRAWL WEAPONS
Weapon Damage AP Length Notes
Punch Str+0B 0 0 Natural weapon
Kick Str+1B 0 0–1 +1 diff, except against legs and fallen targets, natural weapon .
Cestus Str+1B 0 0 Enhanced natural weapon, no chance of hurting yourself
Metal Balls/Gauntlet Str+2B 0 0 Counts as an iron weapon, gauntlets -1 die on all uses
Animal Bite Str+1L (or more) 1 0 Natural Weapon .
Animal Claw Str+0L (or more) 0 0–1 Natural Weapon
Horse Kick Str+2B 0 0 Natural Weapon .
– with shoe Str+1L 1 0 Iron .
Rock Str+1B 0 0 Stone
Branch Str+2B 0 1 -1 die to all uses, wood .
Chair Str+3B 1 1 -1 die to all uses, may be used Two-Handed, wood
Small Table Str+5B 1 2 -1 die to all uses, Two-Handed, wood .
Weapon Concealability Minimum Strength Cost
Punch NA 0 NA
Kick NA 0 NA .
Cestus P 1 0 (leather/hide version), • (with metal balls)
Animal Bite NA 0 NA .
Animal Claw NA 0 NA
Horse Kick NA 0 NA .
Rock P 1 0
Branch C 2 0 .
Chair N 2 NA
Small Table N 3 NA .
34
HELMETS
Helmet Rating Penalties Circumvent Cost Notes
Non-Metal Helmets
Heavy Cap 0/1 - +1 •
Padded Cap 1/2 - +1 • .
Metal Helmets
Mail Coif 1/3 H -2 +2 •• Included in mail and knight’s armor
Galea 2/2 V -1, H -2 +2 NA .
Spangelhelm 1/3 H -1 +1 NA
Nasal Helmet 2/3 H -1 +1 •• .
Nasal + Mail 3/4 H -2 +2
Kettle Hat 2/4 - +1 •• .
– attack from above. +2 .
Kettle + Mail 3/5 H -2 +2
– attack from above +3
Great Helm 2/5 V -2, H -2, C -1 +3 •• Included in knight’s armor .
Great Helm + Mail 3/6 V -2, H -3, C -1 +3
SHIELDS
Shield Block Attack Shield Areas Damage
Diff. Penalty Penalties Covered Threshold
Scutum 6 +2 M -1, C -2 Arms, body, legs 7
35
COUNTRY BANDIT
TEMPLATES Weapons: Spear or hand axe, self bow or longbow with
bodkin arrows, possibly broadhead arrows
Presented here is a number of templates of weapons,
armor and merits for various types of people. They
Armor: Heavy clothing or padded armor, heavy cap or
padded cap
can be used as antagonists, allies, retainers, etc. Merits: None
When anything is written as a list with “or”, the earlier
something is mentioned, the more likely it is. PIRATE, SEA OR RIVER
Weapons: Hand axe or battle axe, knife, possibly spear
PEASANT CONSCIPT
Armor: Heavy clothing or padded armor, heavy cap or
Weapons: Spear, knife, possibly sling with sling stones padded cap, possibly unrimmed round shield
or self bow with bodkin arrows
Merits: None
Armor: Heavy clothing, heavy cap
Merits: None SAILOR, SHIP OR RIVERBOAT
Weapons: Knife, tool axe, possibly sling with sling
PEASANT MILITIA stones or self bow with bodkin arrows
Weapons: Spear or peasant polearm, knife, sling with Armor: Possibly heavy clothing
sling stones or self bow with broadhead arrows
Merits: None
Armor: Padded armor, padded cap, unrimmed targe or
unrimmed round shield CITY WATCHMAN
Merits: None Weapons: Spear, knife, possibly club or small mace,
possibly dagger
BURGHER CONSCIPT
Armor: Padded armor or early mail, mail coif or kettle
Weapons: Tool axe or dagger, knife hat (possibly with mail coif), unrimmed targe
Armor: Heavy clothing, possibly heavy cap Merits: Shield Training (2)
Merits: None
CASTLE/CATHEDRAL GUARD
BURGHER MILITIA Weapons: Spear, mace or battle axe or arming sword,
Weapons: Spear or small mace or hand axe or knife, possibly Str 8-9 crossbow with goat’s foot lever or
shortsword or low-quality arming sword, knife, possibly cranequin and broadhead bolts
dagger, possibly Str 5-6 crossbow with stirrup and bodkin Armor: Early mail or mail armor, mail coif, possibly
bolts kettle hat or nasal helmet, unrimmed or rimmed kite shield
Armor: Padded armor, padded cap or low-quality nasal Merits: Armor Training (2), Shield Training (2),
helmet or low-quality kettle hat, unrimmed targe or possibly Crossbowman (2)
unrimmed round shield
Merits: None HUNTER/POACHER
Weapons: Longbow or Str 8 crossbow with stirrup or
WEALTHY BURGER MILITIA goat’s foot lever and broadhead bolts, hand axe or battle axe
Weapons: Spear, arming sword or falchion, knife, or shortsword, knife
possibly dagger, Str 6-8 crossbow with goat’s foot lever and Armor: Heavy clothing, heavy cap
broadhead bolts
Merits: Archer (3) or Crossbowman (3)
Armor: Mail or early mail, mail coif, possibly nasal
helmet or kettle hat, rimmed kite shield or metal heater. PILGRIM
Merits: None Weapons: Quarterstaff (possibly metal-shod), knife,
possibly small mace or hand axe
CITY THUG
Armor: Possibly heavy clothing, possibly heavy cap
Weapons: Club, knife, possible dagger, possibly tool axe,
Merits: None, but possibly True Faith
possible small mace
Armor: Heavy clothing, heavy cap JOURNEYMAN CRAFTSMAN
Merits: None Weapons: Quarterstaff, knife, possibly tool axe, possible
hand axe or small mace
36
Armor: Heavy clothing, possibly heavy cap RICH KNIGHT
Merits: None Weapons: Lance, flanged mace or battle axe or arming
TRAVELING MERCHANT sword (all of high quality), knife, dagger
Armor: Knight’s armor (possibly high quality), full helm
Weapons: Arming sword or high-quality spatha, knife,
and mail coif (possibly high quality), metal heater (possibly
possibly dagger, possibly Str 5-6 crossbow with stirrup or high quality)
goat’s foot lever and bodkin bolts
Merits: Armor Training (4), Shield Training (3),
Armor: Padded armor or leather lamellar, padded cap or Cavalryman
nasal helmet, possibly unrimmed round shield or unrimmed
kite shield LORD (BARON, COUNT, ETC)
Merits: Possibly Shield Training (2) Weapons: Lance, flanged mace or battle axe or arming
MERCENARY CROSSBOWMAN sword (all of high quality), knife, dagger
Armor: High quality knight’s armor, high quality full
Weapons: Str 9 crossbow with goat’s foot lever or
helm and mail coif, metal heater (possibly high quality)
cranequin and broadhead bolts (possibly armor piercing
Merits: Armor Training (4), Shield Training (3),
bolts), short sword or hand axe or battle axe or flanged mace,
Cavalryman
knife, possibly dagger
Armor: Leather lamellar or early mail or mail armor, GHOUL BODYGUARD
kettle hat (possibly with mail)
Weapons: Arming sword, knife, stake
Merits: Crossbowman (3), possibly Armor Training (2)
Armor: Leather lamellar or early mail, nasal helmet,
MERCENARY FOOTMAN buckler
Merits: Armor Training (3)
Weapons: Spear or battle axe or flanged mace, knife,
dagger GHOUL HAVEN GUARD
Armor: Early mail or mail armor, kettle hat and mail
Weapons: Arming sword, knife, stake, Str 9 crossbow
coif, unrimmed or rimmed kite shield
with goat’s foot lever and broadhead bolts, armor piercing
Merits: Armor Training (3), Shield Training (3) bolts and wooden bolts
MERCENARY SERJEANT Armor: Early mail or mail armor, nasal helmet or kettle
hat, rimmed kite shield
Weapons: Spear, possibly lance, flanged mace or battle
Merits: Armor Training (3), Shield Training (2)
axe or arming sword, knife, dagger
Armor: Early mail or mail armor, nasal helmet and mail MONGOL HORSEMAN
coif, rimmed kite shield or heater
Weapons: Composite bow with broadhead arrows, lance
Merits: Armor Training (3), Shield Training (2), or spear, curved sword or flanged mace or battle axe, knife
Cavalryman
Armor: Leather or iron lamellar or iron lorica squamata
POOR KNIGHT or iron early mail, nasal helmet, rimmed targe
Merits: Archer (2 or 3), Armor Training (2), Shield
Weapons: Lance, flanged mace or battle axe or arming
Training (2), Mounted Archer, Cavalryman
sword, knife, possibly dagger
Armor: Early mail or low-quality mail armor or low EASTERN EUROPEAN TRIBESMAN
quality knight’s armor, nasal helmet and mail coif or low- Weapons: Iron or steel spear or Dane axe, short sword
quality full helm and mail coif, heater or low-quality metal
or dagger or spatha, knife, self bow or longbow with bodkin
heater
or broadhead arrows or 2-3 javelins
Merits: Armor Training (3), Shield Training (2),
Armor: Padded armor or iron early mail, padded cap or
Cavalryman
iron spangelhelm, possibly unrimmed or rimmed round
KNIGHT shield
Merits: Possibly Archer (2), possibly Armor Training
Weapons: Lance, flanged mace or battle axe or arming
(2), possibly Shield Training (2)
sword, knife, dagger
Armor: High quality mail armor or knight’s armor, full
helm and mail coif, heater or metal heater
Merits: Armor Training (4), Shield Training (2),
Cavalryman
37
ANACHRONISTIC CAINITE (seax), self bow or longbow with iron bodkin arrows or 2 iron
hatchets or 2 iron javelins
(ROMAN)
Armor: Padded armor or iron lorica hamata, iron
Weapons: Iron or steel short sword or spatha, iron knife, spangelhelm, possible rimmed or unrimmed round shield
possibly 2 javelins or 4 plumbata, possibly iron or steel spear,
Merits: Possibly Armor Training (2 or 3), possibly
possibly iron dagger
Shield Training (2)
Armor: Iron or bronze lorica of some kind (possibly
steel lorica segmentata), iron galea, scutum ANACHRONISTIC CAINITE
Merits: Armor Training (2 or 3), Shield Training (3) (VIKING)
ANACHRONISTIC CAINITE (CELTIC) Weapons: Iron or steel spear balanced for throwing or
battle axe or spatha or Dane axe, iron dagger or short sword
Weapons: Iron or bronze spatha or short sword, 2 iron
(seax), spear balanced for throwing or 2 hatchets or short
or bronze javelins, possibly bronze or iron spear
bow with iron bodkin or broadhead arrows
Armor: Bronze or iron lorica hamata, iron or bronze
Armor: Leather lamellar or iron lorica hamata (possibly
galea, unrimmed round shield
with leather lamellar over), iron or steel spangelhelm,
Merits: Armor Training (2), Shield Training (2)
possibly rimmed or unrimmed round shield.
ANACHRONISTIC CAINITE Merits: Armor Training (2 or 3), Shield Training (3 or
2
(GERMANIC TRIBES)
Weapons: Steel or iron spear weighted for throwing or
battle axe or Dane axe or spatha, iron dagger or short sword
38
Bright were their byrnies, hard and hand-linked,
— Beowulf