Cymric Military

Garrison Troops

All Garrison troops begin with 2d6+6 in their Key Skills unless otherwise noted, and they improve at 1 point per year up to 15. Improving further requires a ‘1’ on a 1d6.

Glory is for defeating in combat, not maintaining in employ.

All Cymric soldiers replace Spear/lance skills with Spear Expertise.

Knight
Key Skills: Horsemanship, Lance, and a Primary
Weapon, usually Sword 15, Damage: 5d6
Armor: 10, MW: 16
Horse: Charger, Damage: 6d6, Armor: 5
Upkeep: £4, Glory: 20

Cavalryman
Key Skills: Horsemanship, Lance, and Sword 15
Damage: 4d6, Armor: 8, MW: 15
Horse: Rouncey, Damage: 5d6, Armor: 5
Upkeep: £3, Glory: 15

Foot Soldier
Key Skills: Spear and Sword 10, Damage: 4d6
Armor: 4, MW: 14
Upkeep: £½, Glory: 15

Guardsman
Key Skills: Spear and Sword 15, Damage: 4d6
Armor: 8, MW: 14
Upkeep: £2, Glory: 15

Spearman, Swordsman
Key Skills: Spear or Sword 15, Damage: 4d6,
Armor: 6, MW: 13
Upkeep: £1, Glory: 12

Archer, Crossbowman
Key Skills: Bow or Crossbow 10, Damage: 3d6
Armor: 2; MW: 12
Upkeep: £1, Glory: 10

Knifeman
Key Skills: Dagger 10, Damage: 3d6
Armor: None, MW: 12
Upkeep: £1/10 , Glory: 5

Peasant Levy
Key Skills: Tools 5, Damage: 3d6
Armor: None, MW: 10
Upkeep: £1/25, Glory: 5

Mercenaries

Mercenaries are similarly equipped to garrison troops, cost is listed per-month.

• Mounted Sergeant. Cost: £1
• Sergeant. Cost: £½
• Man-at-Arms. Cost: £½
• Archer or Crossbowman. Cost: £¼
• Knifeman. Unarmored, badly armed infantry, willing
to do anything to get ahead, such as climb ladders to
assault a castle. Key Skill: Dagger. Cost: £⅛

Cymric Military

Knights of Salisbury nietzsche_poster_child