The Royal Barracks

Here players may hire professional troops to make up their private armies.
All land units recruited here have a recruitment time of 6 hrs, unless stated otherwise.
All naval units have a recruitment time of 12 hrs, unless stated otherwise.



Gathering an Army

For each lordship, you may attempt to search for fighting men once every 2 years. You may do this in 5 different lordships each week per household and no more. Players found violating this or abusing this may be subject to disability to raise troops in the future with the relevant households.

Additionally, each household (ie, each demesne holder) can only raise or levy troops of any kind in one shire/county per year. This includes the king, who must in effect delegate if he wishes to raise an army fast.

Thus the limits are:
- 5 lordships/baronies per year
- Each lordship/barony recruited from has a cooldown period of 2 years after
- All lordships/baronies recruited from in the same year from the same household must be in the same shire/county

Roll 1d10

  • For every 5 prestige, you get +1 to the roll. Egs. 50 prestige gives a +10.
  • The noble controller (or their spouse) of the lordship gets a +5 to the roll result
  • Controlling a Knight of the Shire in that lordship’s shire gives +2 (up to +4)
  • Controlling a Burgess from that lordship gives +3 (up to +6)
  • Being the anointed and crowned King gives a natural +5



For every 1 in the final result, the following men will come forward to offer their service..

  • 1 man-at-arms
  • 2 yeomen footmen
  • 4 yeomen archers
  • Additionally, for every 5 in the result, 1 knight will come forward.



For example, if the result is 25, then 5 knights, 25 men-at-arms, 50 yeomen footmen, and 100 yeomen archers will offer their service to you.
Land units


Knight - 6 points

  • £15 per man per week
  • Knights are mounted by default. To dismount, declare so in first battle orders.
  • Mounted: +10 if coherently charging across open ground (a coherent charge requires the Cavalry to have been unengaged in the previous Battle Round). -10 in Rough, Marshy, Hilly, and Wooded Terrain.
  • Mounted: -5 after 2 Battle Rounds in action. Cannot charge in Rough or Marshy Terrain, can only charge out of Wooded Terrain.
  • Dismounted: +10 against Cavalry if in a stationary formation.
  • Dismounted: -5 after 2 Battle Rounds in action.


Man-at-Arms - 4 points

  • £10 per man
  • Men-At-Arms are mounted by default. To dismount, declare so in first battle orders.
  • Mounted: +10 if coherently charging across open ground (a coherent charge requires the Cavalry to have been unengaged in the previous Battle Round). -10 in Rough, Marshy, Hilly, and Wooded Terrain.
  • Mounted: -5 after 2 Battle Rounds in action. Cannot charge in Rough or Marshy Terrain, can only charge out of Wooded Terrain.
  • Dismounted: +10 against Cavalry if in a stationary formation.
  • Dismounted: -5 after 2 Battle Rounds in action.


Yeomen Footman - 2 points

  • £3 per man
  • +10 against Cavalry if in a stationary formation. -2 in Rough and Wooded Terrain.


Yeoman Archer - 1.5 points

  • £3 per man
  • +10 if clean line of sight to massed target formation
  • -5 if firing into Wooded Terrain.


Militia Footman - 1 point

  • £2 per man
  • +5 in Rough, Marshy, Hilly, and Wooded Terrain.
  • Can only be levied.


Militia Archer - 1 point

  • £2 per man
  • -10 if firing into Wooded Terrain.
  • Can only be levied


Hobelar - 1 point

  • £7 per man
  • Can move across 2 Flanks, or move across 1 and fight in it, per Battle Round.
  • -5 in Rough, Marshy, Hilly, and Wooded Terrain.
  • +4 to raid rolls


Mounted Archer - 1 point

  • £7 per man
  • Halve all casualties caused on these men in a rout or retreat
  • Halve all casualties caused on these men from archer fire
  • +10 if clean line of sight to massed target formation
  • -5 if firing into Wooded Terrain.
  • Can move across 2 Flanks, or move across 1 and fight in it, per Battle Round.
  • -5 in Rough, Marshy, Hilly, and Wooded Terrain.
  • +2 to raid rolls

Naval units


Cog – 1 point.
  • Only available through requisitioning rolls.
  • Small ships used since the early medieval period for transport and combat.
  • Can transport fifty men per ship.

Hulk – 1.5 points.
Costs £50 per ship. £35 upkeep

  • Slightly larger and stouter ships than the cog.
  • Can transport one hundred men per ship.