Equipment Rules

Marius Mules

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During play, the question of “what can I carry?” often arises. Pendragon lacks complex encumbrance systems, in fact, most player characters will always be heavily encumbered in a fight simply from wearing armour.

Player characters are assumed to have made provisions to easily drop whatever excess gear they happen to carry at a moment’s notice, and must simply do so. Usually, all excess gear is carried by the squire anyway.

Each equipment location can hold one “item”. Any more than this is simply too unwieldy to fight effectively, and not even the most reckless knight wants to die just because of that “spare roman shield” he was lugging around. A player character has the following available “locations” in a fight;

Right hand
Left hand
Back
Waist

Examples of “items”

  • A weapon, whether sword or otherwise.
  • A shield, may not be worn at the waist.
  • A brace of javelins or throwing axes. 3 Javelins are a “brace”. Javelins can only be worn as a “brace” on ones back, axes either on ones back or at the waist.

Another item that must be held or actively manipulated.

Most commonly, a knight wields his shield in his off-hand and whatever weapon he prefers in his primary. This leaves the back and waist available for another item, whether a brace of javelins, a sword (should the knight primarily prefer another weapon) or a spare shield.

Changing weapons in the middle of a fight

If, for any reason, you need to re-arm while fighting your opponent will receive a +5 bonus to his next attack against you, and you will receive -5 to your next roll against any opponent.

The squire

Usually a knight’s squire will be standing by with additional weapons and shields and can fetch and deliver additional equipment to the knight with a squire roll. Getting equipment from a squire if the opponent does not pause also counts as re-arming.

Donning Armour in a fight

Regular combat rounds: 3 rounds per layer. The “under” layer (padding) is one, and the chainmail/Helm is another.

Putting on armour by oneself: half effectiveness. Simply takes six rounds per layer.

Putting on armour with the help of squires: Each squire gets a “squire roll”. If successful, the squire counts as “one round”. If critically successful, counts as “two rounds”. That means that two squires working together will completely arm a knight in 3 rounds. This assumes that the knight himself also helps, and cannot do anything else.

Equipment Rules

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