Every landed nobleman and independent town will maintain a “war chest” or stock of money to equip and pay troops, to build and improve fortifications, and to finance his military campaigns. At the begin-ning of the campaign or upon a character’s entering the game in a hitherto undetermined fief, a noble will have from 6 to 10 times his net monthly in-come in his war chest. These monies include all read-ily saleable assets and collateral to be offered up to secure loans. As the campaign progresses, the sums in
the war chest may grow or shrink, depending upon the saving and spending policies of the particular Lord.
5.4.2.8.1 Upgrading Training and Experience Initially, all forces are at the base training and experi-ence level, Type “D.” Up to 50% of the monies in the war chest at the start of the campaign may be expended to upgrade the quality of a Lord’s feudal forces from Type “D” to higher grades:
Type “A”: No more than 10% of one’s forces may be Elite Veterans in the beginning. Later, this may be increased to 20%. Most should be Chivalry.
Type “B”: No more than 15% of one’s forces may be Seasoned Veterans in the beginning. Later, this may be increased to 20%. Most should be Sergeants.
Type “C”: No more than 25% of one’s forces may be Average Troops in the beginning. Later, this may be increased to 5O%.
Type “D”: Initially, 50% of one’s forces are Poor or Green Troops. Later, this may be decreased to 10%.
The increased costs to provide armor and pay for Type
“C,” “B,” and “A” troops are taken as a percentage increase of the cost of comparable Type “D” troops:
Type “C” Cavalry: increase cost by 25%.
Type “B” Cavalry: increase cost by 50%.
Type “A” Cavalry: increase cost by 100%.
Type “C” Infantry: increase cost by 20%.
Type “B” Infantry:increase cost by 40%.
Type “A” Infantry:increase cost by 80%.
During the winter of each year, the players command-ing forces of men are able to upgrade the quality and equipment of their troops by expending money from the war chest. However, troops may be advanced only one grade. For example, Type “B” troops may be upgraded to Type “A,” but Type “C” troops can be upgraded only to Type “B.” There is always a 10%
minimum of Type “D” troops, representing replace-ments, untrainable units, disaffected or poorly led troops, and so on.
5.4.2.8.2 Replacements
Replacements may always be raised from the popu-lation, but no more than 20% of the total feudal force which a player possesses initially may be replaced from adult males in his feudal demesne. The reasons are essentially economic: men are needed to provide food and other services and, while 100% replacement would be possible, the delicate economy of the barely efficient fiefs would be totally shattered. Furthermore, several disastrous battles would so decimate the man-power that the next generation would be far smaller.
Replacement troops are always rated as Type “D”
Green forces until the year has passed and the up-grading season is reached. Replacements may be called up at any time during the spring, summer, or fall, but no more than 20% may be called in a year.
5.4.2.8.3 Mercenaries
No more than 20% of the total force possessed by a player may be Mercenary in nature. To hire Merce-naries, a Lord must “negotiate.” Negotiations involve paying 1-3 months’ pay in advance to secure the ar-rangement (that is, to bribe the Captain of the Free Company to commit his troops to service). A Mer-cenary Company typically is comprised of up to 25%
Type “A,” 25% Type “B,” 40% Type “C,” and 10%
Type “D” troops. Casualties may be replaced by pro-motion from lower grades of experience in the win-ter upgrading period as for Feudal troops. Recruits may also be found up to 20% of the Company’s strength, with half being Type “C” and half Type “D”
troops. Recruitment takes place in winter or early spring.
5.4.2.8.4 Replacement Weapons
When new troops are raised or upgrading of arms is necessary, weapons have to be bought. The follow-ing prices are based upon the manufacture of the arms inside the demesne of a Lord by his own armorers.
Mercenaries not in service will pay an additional 50%
for weapons.
Type Cost/man Cost/20 men
Heavy Lance 15 sp 12 gp
Light Lance 10 sp 8 gp
Cav. Spear 10 sp 8 gp
Pike 15 sp 12 gp
Pole Arms 10 sp 8 gp
Javelin 7 sp 6 gp
Heavy Weapon 75 sp 30 gp
Light Weapon 50 sp 20 gp
Mixed SSH 20 sp 16 gp
Mixed PC(L) 35 sp 28 gp
Mixed PC(H) 50 sp 40 gp
Mixed PL 35 sp 28 gp
Peasant Arms 5 sp 4 gp
Short Bow 25 sp 20 gp
Long Bow 75 sp 60 gp
Composite Bow 125 sp 100 gp
Lt. Crossbow 75 sp 60 gp
Hv. Crossbow 150 sp 125 gp
Elvish Bow 200 sp 160 gp
100 Arrows 20 sp 16 gp
100 X-bow Bolts 30sp 25 gp
100 Arrows or Bolts = 5 “flights” of missiles in com-bat. Adequate supply of arrows and bolts is necessary for combat efficiency.
5.4.2.8.5 General Field Costs
In addition to armor, weapons, and training, other costs may be incurred. These include providing food and fodder, hiring blacksmiths and armorers to main-tain armor, weapons, and horses, etc. Such costs are borne by the vassals for the 60 days of feudal service and by the Lord thereafter. The Lord must pay for his personal troops, however.
Type Cost/man Cost/20 men
Infantry 1sp 1 gp
Cavalry 3 sp 2 gp
Chivalry 5 sp 4 gp
Animals 1 sp 1 gp
Physicians 5 cp 4 sp
A special cost is that borne when Mercenary troops are included in the army. Mercenary Companies are on 1/4 pay when on long-term service, taking most of their pay in the form of maintenance. When in the field, they revert to full Pay.
5.4.2.8.5 Military Engineers and Artificers Troops trained to build and operate siege engines are
specialists. If Feudal troops, they obtain full pay the moment they take to the field. If they are Mercenar-ies, they receive pay as Type “A” troops + 50% so long as they are in the service of a Lord.
Only 1 military artificer will be found per 20 men in Feudal service, and 2 will be found per 20 Mercenar-ies. Artificers are rated as MI infantry but receive HI pay + 50%. Small siege engines require crews of 5 artificers, and large ones need 10. Military Engineers are classed as Command Figures and receive 1 GP plus an additional 1 GP per Command Level (CL) they possess. They are accorded rank equal to Knights.
For purposes of command, a Military Engineer is re-quired to command forces with more than 40 artifi-cers. Generally, one Military Engineer will be present in a Mercenary Company (random roll for Com-mand Level on 1-6 die, with 6 not counting). There is also a l0% chance per 100 Knights, Sergeants, and Men-at-Arms in a Lord’s service that one has the tal-ents of a Military Engineer, with a random roll for Command Level. Check once for each 100 men of these types.