RC 2.0 MEDIEVAL


RC is designed to depict the offensive and defensive capabilities of medieval arms, armor and combatants, in particular the relative effects of these factors.
If the roughly relative (and roughly is the best we can do given all the other variables on the battlemep and hardcoding we can't control) capabilities of cavalry compared to infantry, of sword compared to mace, of mail compared to plate, of arrow compared to sword, of sword versus mail, of arrow versus plate etc are in place then that is the objective. From this point, we can then adjust the following in data/battle_config.xml: <!-- global combat balancing factors -->
<combat-balancing>
<missile-target-accuracy>
<infantry>1.0</infantry>
<cavalry>1.5</cavalry>
<elephants>2.0</elephants>
</missile-target-accuracy>
<melee-hit-rate>1.50</melee-hit-rate>
</combat-balancing>
<!-- per unit task configuration --> Altering melee-hit-rate has implications for unit stamina - if kill rates are too low then heavy armored units are at too great a disadvantage, they will tire too easily and be exhausted half way through the battle (the heat values are an attempt to depict the relative heat penalties of fighting in various armors, in various climates, carrying various weapons etc.)
The heat values in various climates can be globally adjusted in descr_climates, and they will have to be balanced for any changes made to melee kill rates. Text enclosed in ***...*** indicates additional notes.
Text enclosed in ###...### indicates examples.


UNIT QUALITY LEVELS

Peasant
Peasant Militia
Militia
Average
Superior
Elite
Exceptional

CATEGORY

Infantry
Cavalry

CLASS

Light
Spearmen: For cavalry, represents medium cavalry
Heavy
Skirmish: For infantry, Skirmishers SHOOT ACCURATELY OVER OPEN SIGHTS. Skirmisher cavalry CLOSES TO SHORT RANGE.
Missile: For both infantry and cavalry, Missileers use MAXIMUM SHOOTING RATE OVER LONGER RANGES to create an 'arrow shower' over a larger area.

SUMMARY OF DIFFERENCES BETWEEN SKIRMISH AND MISSILE UNITS


Skirmishers

Shorter range, shoot directly over open sights
Most accurate of all projectile units
HA Skirmishers close to very short range, ideally just out of javelin range but that is difficult to always control
Melee at ONE quality level less than they shoot at
Have less morale than a melee unit of equivalent quality
Foot Skirmishers have reduced mass because they are less conditioned by training and temperament for any kind of impact situation
Tend to have more open formations
Foot Skirmishers are usually deployed in front of the main battle line
Have 'Skirmish' function switched on
Skirmish HA are usually deployed on the wings
Skirmish HA employ relatively heavy arrows at short range so have +1 damage compared to Missile HA
Skirmish HA typically ride 'HA' mount type category which give +0.1 move_speed_mod, -2 heat, -0.5 mount mass (depicts mares, more responsive and agile but smaller and not trained for melee)
Via animation, mounted Skirmishers tend to back out once engaged in melee
Are more likely to be 'Local' and less likely to be Professionals. As such, they will not only usually have lighter equipment, but equipment of lesser quality as well
Tend to have more 'fragile' mental stats eg Low Discipline, but this is also dependent on their type eg Local, Pro, Feudal or whatever

Missileers


Longer range, arc arrows onto targets to create an 'arrow shower' over a wider area
Maximum shooting rate possible
Less accurate than Skirmishers
Melee at TWO quality levels less than they shoot at
Have less morale than melee and skirmish units of equivalent quality
Foot Missile have further reduced mass because they are less conditioned by training and temperament for any kind of impact situation
Tighter formations than Skirmishers
Foot Missile are usually deployed behind the main battle line
Foot Missile usually have 'Skirmish' function switched off
Missile HA are usually deployed on the wings but closer in than Skirmish HA
Missile HA cannot use as heavy a draw-poundage bow as a foot archer so to reach a similar range must use lighter arrows, and hence have -1 damage compared to Skirmish HA
Missile HA can ride 'HA' mount type category but in practice its variable - some use heavier mounts if they might engage in melee afterwards (eg Mamluk Archers, Khorchi)
Via animation, mounted Missileers tend to back out once engaged in melee
Are more likely to be Professionals and less likely to be Locals etc. Usually have heavier and better quality equipment
Tend to have more 'fragile' mental stats eg Low Discipline, but this is also dependent on their type eg Local, Pro, Feudal or whatever

SKIRMISH UNITS MELEE AT ONE QUALITY LEVEL LESS THAN THEIR SHOOTING LEVEL
MISSILE UNITS MELEE AT TWO QUALITY LEVELS LESS THAN THEIR SHOOTING LEVEL


UNIT SIZE GUIDE TABLE

Type Cavalry Infantry Spearmen Pikemen Foot Skirmish Foot Missile
Bodyguard 8 16        
Feudal 20 40 48 60 40 40
Religious 20 40 48 60 40 40
Early Pro 24 48 60 80 48 48
Late Pro 32 60 80 100 60 60
Urban Pro 32 60 80 100 60 60
Urban Militia (village)   48 60   48  
Urban Militia (city) 24 48-60 60-80 80-100 48-60 48
Local 24-32 48-60 60-80 80-100 48-60 48-60
Rural Levy   60-80 60-80   48  
Mercenary (common) 24 48 60 80 48 48
Mercenary (renowned) 32 60 80 100 60 60

***'Renowned' mercenaries represent historically famous or especially well-organized units, eg Swiss, Landsknechts, Varangian Guard, Condottieri***

UNIT MASS

Average Armor Mass
(round fractions down)
Resulting Mass
0 0.7
1 0.8
2 0.9
3 1
4 1.1
5+ 1.2

For Armor Mass see the MASTER ARMOR TABLE ***Fractions rounded down because its probable the unit will not achieve all armor upgrades***
###EXAMPLE: unit has armor upgrades light mail (mass 2), heavy mail (3), coat of plates (4), partial plate (5). Total is 14, average is 14/4 = 3.5, round down to 3 gives resulting mass of 1.0###

Additions

missile unit -0.1
skirmish unit -0.05
heater shield +0.05
kite shield +0.1
pavise shield +0.15

***Missile/Skirmish units are less conditioned by training and temperament for any kind of collision situation***

Multipliers

2H non-polearm/pike x1.25
polearm/pike x1.5

Basic MountsTerrain

....Mount Types (as defined in descr_mount) and Terrain Penalties (see final table)

  Animation mov_speed_mod Armor Added Mass HeatPenalty Non-Couched Weapon Charge Charge
french armored horse
Heavy
heavy_horse 0.85 +8 4.0 +5 -1
armored horseHeavy heavy_horse 0.85 +8 3.75 +5 -1
cataphract horseHeavy heavy_horse 0.75 +7 3.5 +6 -1
russian armored horse Heavy heavy_horse 0.9 +6 3.25 +5 -1
mamluk armored horseHeavy heavy_horse 0.9 +6 3.25 +5 -1
eastern armored horse (middle east) Heavy heavy_horse 0.85 +5 3.0 +4 -1
early eastern armoured horse Heavy heavy_horse 0.8 +4 2.75 +4 -1
french mailed horseHeavy heavy_horse 0.95 +4 3.5 +4 -1
mailed horseHeavy heavy_horse 0.95 +4 3.25 +4 -1
mongol armored horseHeavy heavy_horse 0.9 +4 2.75 +3 -1
russian barded horseHeavy heavy_horse 1 +4 3.0 +3 -1
eastern barded horseHeavy heavy_horse 1 +3 2.5 +2 -1
byzantine barded horseMedium horse 0.9 +3 3.0 +2 0
french barded horse Medium horse 0.95 +2 3.25 +2 0
barded horse Medium horse 0.95 +2 3.0 +2 0
early barded horse Medium horse 0.95 +2 2.75 +2 0
heavy horse Medium horse 1   2.75 +1 0
early heavy horse Medium horse 1   2.5 +1 0
mongol heavy horse Medium horse 1   2.25 0 0
eastern horse Light fast_horse 1   2.0 -1 +1
medium horseLight fast_horse 0.95   2.0 0 +1
ponyLight horse 0.95   1.25 0 0
fast ponyLight fast_horse 0.95   1.25 0 +1
mongol fast ponyLight fast_horse .9   1.25 -2 0
Camel camel 1   3.25 -2 -1

***'Armor' is added to the armor value of the rider***
***'Non-Couched Weapon Charge' refers to the charge value of any mounted melee weapon and the mounted charge weapons spear and non-couched light lance***
***All stats are prior to the application of MOUNT CATEGORIES as in the next table***

MOUNT CATEGORIES

Category Anim Applied for Melee AttackLance Charge Defense move_speed_mod mass heat morale
All ponies shuffle_backward 0 0 0 0 0 0  
HA/Javelin shuffle_backward 0 N/A 0 +0.1 -0.5 -2  
Lancer shuffle_backward -1 +4 0 +0.05 +0.25 -1  
Charger idle 0 0 0 0 0 0 +1
Brawler shuffle_forward +1 -2 +2 -0.05 -0.25 +2 +2

***Ponies are only ever ponies, they are not specified as HA/Lancer/Charger/Brawler*** ModifiersAnim (eg +1 means a Lancer would apply 'idle' anim rather than 'shuffle_backward')

Modifiers

...Anim (eg +1 means a Lancer would apply 'idle' anim rather than 'shuffle_backward')

Elite melee or better +1
Impetuous +1
Bodyguard -1
Light Cavalry -1
Spearmen Cavalry -1

***Bodyguard is usually Elite or better so the +1 and -1 cancel out***
###EXAMPLE: the unit is elite and rides an armored horse. Its tactical role is a Lancer. Its lance attack is +2, melee attack and defense -1. Its move_speed_mod is now 0.9 and its mass 4.0. Because the unit is elite, its animation is 'Charger' instead of 'Lancer'### DESCR_MOUNT MOUNT TYPES Mount Types in descr_mount.txt are constructed by concatenating the Mount followed by the Animation followed by the Mount Category (if different to the Animation).
Using the example above, the Mount Type would be 'Armored Horse Charger Lancer'.
A Cataphract Brawler would be 'Cataphract Horse Brawler'.
A light cavalry Eastern Horse charger would be 'Eastern Horse Lancer Charger' (Lancer animation because Light Cavalry uses Anim -1).

IMPORTANT ATTRIBUTES

Attribute Used by
can_formed_charge Any cavalry with a melee level of Superior or better
frighten_foot Any cavalry with a melee level of Superior or better
command Any Exceptional unit
start_not_skirmishing Foot Missile units

FORMATIONS GUIDE

Foot Units

Quality Infantry Spearman Crossbow Javelin Skirmish Missile
Peasant 1.4, 1.4, 2.8, 2.8 1.4, 1.4, 2.8, 2.8 1.4, 1.4, 1.4, 1.4 - 1.4, 1.4, 2.8, 2.0 -
Peasant Militia 1.4, 1.2, 2.8, 2.4 1.2, 1.2, 2.4, 2.4 1.4, 1.4, 1.4, 1.4 1.4, 1.2, 2.8, 1.4 1.4, 1.4, 2.8, 2.0 -
Militia 1.2, 1.0, 2.4, 2.0 1.0, 1.0, 2.0, 2.0 1.4, 1.4, 1.4, 1.4 1.4, 1.2, 2.8, 1.4 1.4, 1.4, 2.8, 2.0 1.2, 1.2, 2.4, 2.4
Average 1.2, 1.0, 2.4, 2.0 1.0, 1.0, 2.0, 2.0 1.4, 1.4, 1.4, 1.4 1.4, 1.2, 2.8, 1.4 1.4, 1.4, 2.8, 2.0 1.2, 1.2, 2.4, 2.4
Superior 1.2, 1.0, 2.4, 2.0 1.0, 1.0, 2.0, 2.0 1.4, 1.4, 1.4, 1.4 1.4, 1.2, 2.8, 1.4 1.4, 1.4, 2.8, 2.0 1.2, 1.2, 2.4, 2.4
Elite 1.2, 1.0, 2.4, 2.0 1.0, 1.0, 2.0, 2.0 1.4, 1.4, 1.4, 1.4 1.4, 1.2, 2.8, 1.4 1.4, 1.4, 2.8, 2.0 1.2, 1.2, 2.4, 2.4
Exceptional 1.2, 1.0, 2.4, 2.0 1.0, 1.0, 2.0, 2.0 1.4, 1.4, 1.4, 1.4 1.4, 1.2, 2.8, 1.4 1.4, 1.4, 2.8, 2.0 1.2, 1.2, 2.4, 2.4

***Formations are constructed taking into account range considerations for missile/skirmish units***
***Crossbows do not have an open formation - this prevents them wasting time adjusting to incoming fire due to their slow reload animation***


Additional

Phalanx Polearm 1.2, 1.2, 2.4, 2.4
Some light infantry +0.2, +0.2, +0.4, +0.4 (usually untrained)
Optional for 2H non-phalanx weapon +0.2, +0, +0.4, +0

Pikemen vary by unit
***For example, Swiss typically employed a deep column formation to lessen the frontage exposed to cavalry charges, and expose the cavalry to flank attack***


Mounted Units

Western Heavy Charge Cavalry 1.5, 4.4, 2.5, 6
Javelin 2, 4.4, 3, 4.4
Other 2, 4.4, 3, 6

STAT_HEALTH

....First stat is always 1.
Unless unit is Elephant, second stat varies as below to assist in Autoresolve:


Foot Unit 1
Mounted Unit 2
Missile Unit +1
Skirmisher Unit +1
Peasant quality -1
Peasant Militia quality -1
Heavy Cavalry +1

MAXIMUM IS 3
MINIMUM IS 0

FOOT MISSILE WEAPONS

Weapon Type BaseAttack BaseRange HeatPenalty Special Attributes Animation Movement Speeds (slow) Animation Movement Speeds (medium) Animation Movement Speeds (fast)
javelin 11 55   area attack, 4 javelins (suggested)   MTW2_Javelin MTW2_Fast_Javelin
short bow (skirmish) 2 110 -1 area attack, 40 arrows, Simple Bow Type MTW2_Slow_Bowman MTW2_Bowman MTW2_Fast_Bowman
short bow (missile) 2 140 -1 area attack, 40 arrows, Simple Bow Type MTW2_Slow_Mass_Bowman MTW2_Mass_Bowman MTW2_Fast_Mass_Bowman
war bow (skirmish) 3 120 -1 area attack, 35 arrows, Simple Bow Type MTW2_Slow_Bowman MTW2_Bowman MTW2_Fast_Bowman
war bow (missile) 3 160 -1 area attack, 35 arrows, Simple Bow Type MTW2_Slow_Mass_Bowman MTW2_Mass_Bowman MTW2_Fast_Mass_Bowman
longbow (skirmish) 4 130   area attack, 30 arrows, Simple Bow Type MTW2_Slow_Bowman MTW2_Bowman MTW2_Fast_Bowman
longbow (missile) 4 180   area attack, 30 arrows, Simple Bow Type MTW2_Slow_Mass_Bowman MTW2_Mass_Bowman MTW2_Fast_Mass_Bowman
composite bow (skirmish) 140     area attack, 30 arrows, Composite Bow Type MTW2_Slow_Bowman MTW2_Bowman MTW2_Fast_Bowman
composite bow (missile) 4 190   area attack, 30 arrows, Composite Bow Type MTW2_Slow_Mass_Bowman MTW2_Mass_Bowman MTW2_Fast_Mass_Bowman
wooden crossbow 6 100 -2 area attack, 30 bolts   MTW2_Crossbow MTW2_Fast_Crossbow
light crossbow 7 110 -2 area attack, 30 bolts   MTW2_Crossbow MTW2_Fast_Crossbow
composite crossbow 8 120 -2 area attack, 25 bolts   MTW2_Crossbow MTW2_Fast_Crossbow
heavy composite crossbow 10 140 -1 area attack, 20 bolts      
pavise crossbow 10 140 -1 area attack, 20 bolts     MTW2_Pavise_Crossbow
steel crossbow 11 150   area attack, 20 bolts     MTW2_Steel_Crossbow
arbalest (steel crossbow) 13 160 +1 area attack, 15 bolts     MTW2_Steel_Crossbow
handgonne 11 55 -3 area attack, 12 bullets     MTW2_Handgun
pavise handgonne 11 55 -3 area attack, 12 bullets     MTW2_Handgun_Pavise
early arquebus 14 80 -2 area attack, 12 bullets, slowest arquebus reload   MTW2_Arquebus_3 MTW2_Fast_Arquebus_3
arquebus 18 100 -2 area attack, 12 bullets   MTW2_Arquebus_2 MTW2_Fast_Arquebus_2
late arquebus 22 120 -1 area attack, 12 bullets, quickest arquebus reload   MTW2_Arquebus MTW2_Fast_Arquebus
turkish musket / caliver 26 130   area attack, 12 bullets   MTW2_Musket_3 MTW2_Fast_Musket_3
heavy musket 32 140 +1 area attack, 12 bullets     MTW2_Musket

MOUNTED MISSILE WEAPON

Weapon Type BaseAttack BaseRange HeatPenalty Special Attributes Animation (as defined in descr_skeleton)
javelin 11 55   area attack, 6 javelins(suggested) MTW2_HR_Javelin
short bow (skirmish) 2 80 -1 area attack, 55 arrows, Simple Bow Type MTW2_HR_Bow
short bow (missile) 1 120 -1 area attack, 55 arrows, Simple Bow Type MTW2_HR_Bow
war bow (skirmish) 3 80 -1 area attack, 50 arrows, Simple Bow Type MTW2_HR_Bow
war bow (missile) 2 140 -1 area attack, 50 arrows, Simple Bow Type MTW2_HR_Bow
composite bow (skirmish) 4 80 4 area attack, 45 arrows, Composite Bow Type MTW2_HR_Bow
composite bow (missile) 3 170   area attack, 45 arrows, Composite Bow Type MTW2_HR_Bow
light crossbow 7 100 -2 area attack, 45 bolts MTW2_HR_Crossbw
early cavalry pistol 8 45 -4 area attack, 4 bullets, AP MTW2_HR_Pistol, maximum reload speed depicts carrying a brace of pistols
cavalry pistol 10 50 -4 area attack, 4 bullets, AP MTW2_HR_Pistol, maximum reload speed depicts carrying a brace of pistols
arquebus 14 90 -2 area attack, 18 bullets MTW2_HR_Arquebus
camel gun 22 120 -1 area attack, 18 bullets MTW2_HR_Arquebus_Heavy

MISSILE WEAPON EFFECTS MODIFIER TABLE (range/damage)

Shooter Quality Simple BowType Composite BowType Javelin CrossbowFirearm/
Peasant -30/-1 -30/-1 -15/-3 -15/0
Peasant Militia -20/-1 -20/-1 -10/-2 -10/0
Militia -10/0 -10/0 -5/-1 -5/0
Average 0/0 0/0 0/0 0/0
Superior +10/+1 +10/+1 +5/+1 +5/0
Elite +20/+1 +20/+2 +10/+2 +10/0
Exceptional +30/+2 +30/+2 +15/+3 +15/0

MISSILE WEAPON SHOOTER QUALITY ADDITIONAL DAMAGE TABLE

Shooter Quality Feudal Early Professional Late/Urban Professional Religious Mercenary Militia Local
Superior     +1        
Elite +1 +1 +1 +1 +1    
Exceptional +1 +1 +1 +1 +1   +1

***This represents such aspects as compound arrowheads with a hardened steel tip, or a better quality crossbow***
###EXAMPLE: An Elite Late Professional composite bow missile archer has base damage 4, +2 for Elite Composite Bow type, +1 for Elite Late Pro = total 7. Range is 190 + 20 Elite = 210###

PROJECTILE TYPES (as defined in descr_projectile)

Shooter Quality Mounted?(optional) Missile?(optional) Type Fiery?(optional)
peasant_ mounted_ missile_ arrowwar_arrow
longbow_arrow
composite_arrow
light_crossbow_bol
tcrossbow_bolt
heavy_crossbow_bolt
steel_crossbow_bolt
javelin
hand_gun_bullet
early_arquebus_bullet
arquebus_bullet
late_arquebus_bullet
caliver_bullet
camel_gun_bullet
musket_bullet
_fiery
peasant_militia_      
militia_
average_
superior_
elite_
exceptional_

###EXAMPLE: An Elite composite bow missile archer has projectile type elite_missile_composite_arrow. An average warbow mounted shirmisher has average_mounted_war_arrow###

FOOT 1H MELEE WEAPONS

Weapon Type Base Attack Base Charge Base Defense Base AttackDelay Heat Penalty Special Attributes Slow Medium Fast
knife 1 1 1 0 -1 0.3 x-radius   MTW2_Knifeman  
light sword (cut & thrust) 3 2 5 15 -1 0.35 x-radius MTW2_Slow_Swordsman MTW2_Swordsman MTW2_Fast_Swordsman
arming sword (cut & thrust) 4 3 5 30 0   as above    
long sword (cut & thrust) 5 3 5 45 0   as above    
light sword (cutting) 3 2 5 15 -1 0.35 x-radius MTW2_Slow_Mace MTW2_Mace MTW2_Fast_Mace
arming sword (cutting) 4 3 5 30 0   as above    
falchion 6 2 3 60 0 0.35 x-radius as above    
archer's mallet 1 1 2 45 0 AP as above    
club 3 2 3 45 0   as above    
war hammer 1 3 4 45 0 AP as above    
mace 2 2 4 60 +1 AP as above    
axe 3 2 2 60 +1 AP as above    
spear 3 3 1 60 0 0.3 x-radius, light_spear, mount_effect +4, shield +2   MTW2_Spear MTW2_Fast_Spear

***Most western swords up until the high middle ages were primarily used for cutting***
***Percussive weapons due to unbalanced design were more tiring to handle***
***+2 shield for spear unit represents the tactical employment of close-order spearmen - the unit is strong frontally but quite vulnerable from the flanks***

FOOT 2H MELEE WEAPONS

Weapon Type Base
Attack
Base
Charge
Base
Defense
Base Attack
Delay
Heat
Penalty
Special Attributes Slow Medium Fast
estoc 4 4 6 45 +1 AP, 0.35 x-radius, mount_effect +1 not done    
light sword 7 6 6 45 +1 0.35 x-radius, mount_effect +1 MTW2_Slow_2HSwordsman MTW2_2HSwordsman  
claymore 9 6 4 75 +1 mount_effect +1 as above    
sword 8 6 6 60 +1 mount_effect +1 as above    
club 6 3 3 75 +1 mount_effect +1 MTW2_Slow_2H_Axe MTW2_2H_Axe MTW2_Fast_2H_Axe
pike 2 4 1 90 +2 mount_effect +2, spear, long_pike, defense halved (round down) MTW2_Slow_Pike MTW2__Pike  
spear 5 4 2 60 +1 mount_effect +2, spear   MTW2_2H_Spear  
axe 7 4 4 90 +2 AP, mount_effect +1 MTW2_Slow_2H_Axe MTW2_2H_Axe MTW2_Fast_2H_Axe
hammer 5 5 5 75 +2 AP, mount_effect +2 MTW2_Slow_2H_Poleaxe MTW2_2H_Poleaxe MTW2_Fast_2H_Poleaxe
poleaxe 6 5 5 90 +2 AP, mount_effect +2 MTW2_Slow_2H_Poleaxe MTW2_2H_Poleaxe MTW2_Fast_2H_Poleaxe
improvised farm tool 4 4 4 105 +2 AP, mount_effect +2, already 'Rustic 'MTW2_Slow_Halberd_Secondary MTW2_Halberd_Secondary MTW2_Fast_Halberd_Secondary
halberd 6 5 5 120 +2 AP, mount_effect +6 as above    
billhook 5 5 4 90 +2 AP, mount_effect +4 as above    
voulge 6 5 4 105 +2 AP, mount_effect +6 as above    
swordstaff 8 5 5 75 +1 mount_effect +4 as above    
halberd (phalanx) 6 5 7 120 +2 AP, mount_effect +2, light_spear, phalanx formation   MTW2_Halberd_Primary  
billhook (phalanx) 5 5 6 90 +2 AP, light_spear, phalanx formation as above    
voulge (phalanx) 6 5 6 105 +2 AP, mount_effect +2, light_spear, phalanx formation as above    
swordstaff (phalanx) 8 5 7 75 +1 light_spear, phalanx formation as above    

***'Aggressive' animation sets make the unit push forward more strongly in melee. Mostly useful against pikes***

MOUNTED MELEE WEAPONS

Weapon Type BaseAttack BaseCharge BaseDefense Base AttackDelay HeatPenalty Special Attributes Animation (as defined in descr_skeleton)
light sword (western) 3 4 5 30 -1 Charge Distance 20m MTW2_HR_Sword
arming sword (western) 4 5 5 45 0 Charge Distance 20m as above
long sword (western) 5 5 5 60 0 Charge Distance 20m as above
light sword (eastern) 3 4 5 30 -1 Charge Distance 20m MTW2_HR_Mace
arming sword (eastern) 4 5 5 45 0 Charge Distance 20m as above
horseman's hammer 0 5 4 60 0 AP, Charge Distance 20m as above
horseman's mace 1 4 4 75 +1 AP, Charge Distance 20m as above
hatchet 2 4 3 75 +1 AP, Charge Distance 20m as above

***Horseman's AP weapons are somewhat lighter as the rider does not have the body mechanics when mounted to employ weapons of such weight as a footman might use***
***Maximum sword size from a pony is light sword***

MOUNTED CHARGE WEAPONS

Weapon Type BaseAttack BaseCharge BaseDefense Base Attack Delay Heat Penalty Special Attributes Animation (as defined in descr_skeleton)
spear 2 6   45 0 Charge Distance 20m, Large Round or Kite Shield Attack -1 MTW2_HR_Spear
non-couched light lance 3 7   60 +1 Charge Distance 30m, Large Round or Kite Shield Attack -1 MTW2_HR_Spear
couched light lance 1 11   90 +1 Charge Distance 45m, Large Round or Kite Shield Attack -1 MTW2_HR_Lance
couched lance 0 13   105 +2 Charge Distance 45m, Large Round or Kite Shield Attack -1 MTW2_HR_Lance
braced lance 0 14   105 +2 Charge Distance 45m, Large Round or Kite Shield Attack -1 MTW2_HR_Lance
heavy lance 0 15   120 +3 Charge Distance 45m, Cannot use shield  

***Braced lance can only be used if the unit starts with Full Plate or Gothic Plate*** ***Heavy lance can only be used without a shield and as such will receive +1 attack and -15 attack delay as specified in the next table*** ***Maximum charge weapon size from a pony is a spear*** ***These weapons all use MTW2_HR_Lance_Primary because MTW2_HR_Spear_Primary is bugged***

MELEE and CHARGE WEAPON EFFECTS MODIFIERS

Weapon Type BaseAttack BaseCharge BaseDefense Base AttackDelay Heat Penalty Additional Information
1H Melee, no shield +1     -15   for all melee weapons foot or mounted except knife
Mtd Charge, no shield +1     -15   for all mounted charge weapons
'Rustic', eg Wood axe -1     +15    
Kata/Multi-Layer armor -1   -1 +15 +2 additional heat for first extra layer, +1 additional heat for second extra layer

MELEE WEAPON QUALITY ADDITIONAL DAMAGE TABLE

....(not applicable to mounted charge weapons)

Melee Quality Feudal Early Professional Late/Urban Professional Religious Mercenary Militia Local
Superior              
Elite +1   +1        
Exceptional +1 +1 +1 +1 +1    

***Note this table depends on the unit's Melee Quality, which is one level less than shooting level for skirmishers, and two less for missile units***

UNIT QUALITY MODIFIERS TABLE

....Foot, melee weapon non-spear/pike

Quality Attack Charge Defense Attack Delay Attack Delay Heat Penalty
Peasant -3 -1 -3 +45 +3
Peasant Militia -2 -1 -2 +30 +2
Militia -1 -1 -1 +15 +1
Average 0 0 0 0 0
Superior +1 +1 +2 -15 -1
Elite +3   +3 -30 -2
Exceptional +4 +1 +4 -45 -3

UNIT QUALITY MODIFIERS TABLE

Foot, melee weapon non-spear/pike

Quality Attack Charge Defense Attack Delay Heat Penalty
Peasant -3 -1 -3 +45 +3
Peasant Militia -2 -1 -2 +30 +2
Militia -1 -1 -1 +15 +1
Average 0 0 0 0 0
Superior +1 +1 +2 -15 -1
Elite +3 +1 +3 -30 -2
Exceptional +4 +1 +4 -45 -3

Foot, melee weapon spear or pike

Quality Attack Charge Defense Attack Delay Heat Penalty
Peasant -3 -1 -3 +45 +3
Peasant Militia -2 -1 -2 +30 +2
Militia -1 -1 -1 +15 +1
Average 0 0 0 0 0
Superior +1 +1 +1 -15 -1
Elite +2 +1 +2 -30 -2
Exceptional +3 +1 +3 -45 -3

Mounted, all melee and charge weapons

Quality Attack Charge Defense Attack Delay Heat Penalty
Peasant -1 -5 +45 +3
Peasant Militia 0 -4 +30 +2
Militia +1 -3 +15 +1
Average +2 -2 0 0
Superior +3 0 -15 -1
Elite +5 +1 -30 -2
Exceptional +6 +2 -45 -3

SKIRMISH UNITS MELEE AT ONE LEVEL LESS THAN THEIR SHOOTING LEVEL
MISSILE UNITS MELEE AT TWO LEVELS LESS THAN THEIR SHOOTING LEVEL


MELEE and CHARGE WEAPON SPECIAL CONDITIONS EFFECTS MODIFIERS (start at STEP 1)

Condition Base
Attack
Base
Charge
Base
Defense
Base Attack
Delay
Heat Special Attributes

STEP 1

-15 attack delay? +1     +15   ie if attack delay is calculated at -15 then +1 attack and set attack delay to zero, goto STEP 2
-30 attack delay? +2     +30   e if attack delay is calculated at -30 then +2 attack and set attack delay to zero, goto STEP 2

STEP 2

-1 defense? -1   +1     ie if defense is calculated at -1 then -1 attack and set defense to zero, goto STEP 4
-2 defense? -2   +2     ie if defense is calculated at -2 then -2 attack and set defense to zero, goto STEP 4

STEP 3

0 attack? +1   -1     ie if attack is calculated at 0 then set attack to 1
-1 attack? +2   -2     ie if attack is calculated at -1 then set attack to 1 and -2 defense
-2 attack? +3   -3     ie if attack is calculated at -2 then set attack to 1 and -3 defense

STEP 4

0 attack? +1     +15   ie if attack is calculated at 0 then set attack to 1 and +15 attack delay
-1 attack? +2     +30   ie if attack is calculated at -1 then set attack to 1 and +30 attack delay
-2 attack? +3     +45   ie if attack is calculated at -2 then set attack to 1 and +45 attack delay

Note: these are only very rarely needed.
OPTIONAL UNIT TYPES
Bodyguard: -2 attack, +2 defense
Guard: -1 attack, +1 defense, better-quality units are disciplined
Impetuous: +1 attack, -1 defense, impetuous
Reckless: +2 attack, -2 defense, impetuous
Fanatic: +2 attack, -3 defense, impetuous, lock_morale
Desperate: +1 attack, -2 defense, lock_morale Attack bonuses and penalties are to non-missile weapons only.
See Morale table for morale implications of these unit types.

MASTER ARMOR TABLE

Armor Type Upgrade Level Smith Needed Armor Heat Penalty Joules to Penetrate Move Anim Agility Defense Bonus Terrain Penalties Mass
Unarmored 0 0 0 0   Fast(1) +3 Light(1) 0
Leather 1 1 2 1 25 Fast(1) +2 Light(1) 1
Gambeson 2 1 2+1def 2 40 Fast(1) +2 Light(1) 1
Leather Lamellar 3 1 3 2   Fast(1) +2 Light(1) 1
Light Brigandine 4 2 4 4   Med(2) +1 Medium(2) 2
Light Lamellar/Scale 5 2 5 4 70 Med(2) +1 Medium(2) 2
Partial Light Mail 6 2 4 3   Med(2) +1 Medium(2) 2
Light Mail 7 2 4+1def 3 70/55 vs missiles Med(2) +1 Medium(2) 2
Buff Coat 8 3 5 3   Med(2) +1 Medium(2) 2
Lamellar/Scale 9 3 7 6 100 Med(2) +1 Medium(2) 3
Partial Heavy Mail 10 3 6 5   Med(2) +1 Medium(2) 3
Heavy Mail 11 3 6+1def 5 100/85 vs missiles Med(2) +1 Medium(2) 3
Brigandine 12 3 6 6   Med(2) +1 Medium(2) 3
Splint, Coat of Plates 13 4 8+1def 6   Med(2) +1 Medium(2) 4
Heavy Lamellar/Scale 14 4 9 7 125 Med(2) +1 Medium(2) 4
Heavy Brigandine 15 4 8 7   Med(2) +1 Medium(2) 4
Partial Plate 16 4 11 7 100-160 Slow(3) 0 Heavy(3) 5
Breastplate 17 4 7 3   Fast(1) +1 Light(1) 2
Heavy Splint 18 5 10+1def 8     Slow(3) 0 Heavy(3) 5
Kataphract 19 5 Special Special   Slow(3) 0 Heavy(3) 5
Late Lamellar 19 5 11 8   Slow(3) 0 Heavy(3) 5
Late Brigandine 20 5 10 7   Slow(3) 0 Heavy(3) 5
Full Plate 21 5 13 7 160 Slow(3) 0 Heavy(3) 5
Improved Metallurgy 22 5 +2 -          
Gothic Plate 23 6 15 8 185 Slow(3) 0 Heavy(3) 5
Renaissance Half Plate 24 6 9 4   Med(2) +1 Medium(2) 3
Advanced Metallurgy 25 6 +2            
Renaissance 3Q Plate 26 6 11 5   Med(2) 0 Medium(2) 4
Greater Armor Thickness 27 6 +2 +1          
Average over all armor upgrades:       Yes   Yes Yes Yes Yes
Round fractions of 0.5           down up down down

Fractions less than 0.5 are rounded down.
Fractions greater than 0.5 are rounded up.
Agility Defense Bonus is ONLY FOR FOOT UNITS.
Terrain Penalties are found in the final table in this guide.
###EXAMPLE: The unit has armor upgrades 0, 1, 4, 12
Heat = (0+2+4+6)/4 = 3.
Move Anim = (1+1+2+2)/4 = 1.5 = 1 => Fast
Agility Defense Bonus = (3+2+1+1)/4 = 1.75 => +2 defense
Terrain Penalty = (1+1+2+2)/4 = 1.5 = 1 => Light Infantry
Mass = (0+1+2+3)/4 = 1.5 = 1 => base mass 0.8 (from UNIT MASS table on first page)###

ARMOR QUALITY ADDITIONAL PROTECTION TABLE

Quality Feudal EarlyProfessional Late/UrbanProfessional Religious Mercenary Militia Local
Superior +1   +1        
Elite +2 +1 +1 +1 +1    
Exceptional +2 +1 +1 +1 +1   +1

***This table applies whether the unit is melee, skirmish or missile, ie Elite Early Professional Skirmishers get +1 armor***

FOOTMAN'S SHIELDS

Shield Type Shield Defense
Bonus
Heat
Penalty
Other
strapped to back     +1 Armor +1
archerís/small buckler 1 +1    
buckler 2 +1    
small round 3 +1 +1  
heater 3 +1 +1  
large round 5   +2 mov_speed_mod 0.9
kite 5   +2 mov_speed_mod 0.9
pavise 7 -2 +3 mov_speed_mod 0.8

HORSEMAN'S SHIELDS

Shield Type Shield Defense
Bonus
Heat
Penalty
Other
strapped to back     +1 Armor +1
small buckler 1 +1    
buckler 2 +1    
small round 3   +1  
heater 3   +1  
large round 4 -1 +2 Mounted Charge Weapons Attack -1
kite 5 -1 +2 Mounted Charge Weapons Attack -1

All units with melee quality Peasant Militia or worse: -1 shield for quality

MORALE

Quality Base Morale
Peasant 4
Peasant Militia 5
Militia 7
Average 9
Superior 12
Elite 14
Exceptional 16


Modifiers (cumulative)   Discipline Guide

untrained -1 More likely to be Low
highly_trained +1 More likely to be Disciplined
Feudal +2 Low or Impetuous
Local -1 Any but usually Low
Rural -1 Low or Impetuous
Urban Militia -1 Low or Normal
Religious +2 Any
Early Professional -1 Low but usually Normal
Late Professional 0 Normal or Disciplined
Italian Mercenary -3 Low
CatalanMercenary -3 Low
FlemishMercenary -1 Normal
Irish, Welsh, Scots Merc -1 Low or Normal
Viking Mercenary -1 Normal
Early German Mercenary -1 Low or Normal
Late German Mercenary 0 Disciplined
Serbian Mercenary 0 Normal or Impetuous
Varangian Mercenary +1 Disciplined
Swiss Mercenary +1 Disciplined or Impetuous
Other Mercenary -2 Low
Crusading/Jihad +2 Low or Impetuous
Mounted +1  
Lancer 0  
Charger +1  
Brawler +2  
Skirmish -1  
Missile -2  
Reckless +1 Impetuous
Bodyguard   Normal or Disciplined
Desperate -2 Any
Fanatic +1 Disciplined or more likely Impetuous

GENERAL DISCIPLINE GUIDE

Late/Urban Professional

Quality Missle Skirmish Melee
Militia Low Low Low
Average Low Low Normal
Superior Low Normal Disciplined
Elite Normal Disciplined Disciplined
Exceptional Disciplined Disciplined Disciplined

Other

Quality Missile Skirmish Melee
Militia Low Low Low
Average Low Low Low
Superior Low Low Normal
Elite Low Normal Disciplined
Exceptional Normal Disciplined Disciplined

MAXIMUM DISCIPLINE GUIDE

Late/Urban Professional

Quality Missile Skirmish Melee
Militia Low Low Normal
Average Low Normal Disciplined
Superior Normal Disciplined Disciplined
Elite Disciplined Disciplined Disciplined
Exceptional Disciplined Disciplined Disciplined

Other

Quality Missile Skirmish Melee
Militia Low Low Low
Average Low Low Normal
Superior Low Normal Disciplined
Elite Normal Disciplined Disciplined
Exceptional Disciplined Disciplined Disciplined

GENERAL TRAINING LEVEL GUIDE

Type Typical Level Maximum Level
Feudal untrained trained
Religious trained highly_trained
Late Pro trained highly_trained
Urban Pro trained highly_trained
Early Pro trained trained
Urban Militia untrained trained
Local untrained highly_trained (eg Mongol)
Rural Levy untrained untrained
Mercenary trained highly_trained

GEOGRAPHICAL ORIGIN HEAT TABLE

Unit Origin Heat Penalty
Far Northern Europe +3
Northern Europe, Cuman +2
Northern Italy, Mongol +1
Southern Europe, Byzantine 0
Turk, Kwarezm -1
Egypt, Moor -2

STAT_GROUND TERRAIN MODIFIER VALUES (stat_ground scrub, sand, forest, snow)

Unit Origin Light Cavalry Light Infantry Medium Cavalry Medium Infantry Heavy Cavalry Heavy Infantry
Far Northern Europe 0, -1, -2, 2 1, -1, 3, 2 -1, -2, -3, 1 0, -2, 2, 1 -2, -3, -4, 0 -1, -3, 1, 0
Northern Europe, Cuman 0, -1, -2, 1 1, -1, 3, 1 -1, -2, -3, 0 0, -2, 2, 0 -2, -3, -4, -1 -1, -3, 1, -1
Northern Italy, European merc 0, -1, -2, 0 1, -1, 3, 0 -1, -2, -3, -1 0, -2, 2, -1 -2, -3, -4, -2 -1, -3, 1, -2
Mongol 0, -1, -3, 0 1, 0, 2, 0 -1, -2, -4, -1 0, -1, 1, -1 -2, -3, -5, -2 -1, -2, 0, -2
Southern Europe, Byzantine 0, 0, -3, -1 1, 0, 2, -1 -1, -1, -4, -2 0, -1, 1, -2 -2, -2, -5, -3 -1, -2, 0, -3
Turk, Kwarezm 0, 1, -4, -1 1, 1, 1, -1 -1, 0, -5, -2 0, 0, 0, -2 -2, -1, -6, -3 -1, -1, -1, -3
Egypt, Moor -1, 1, -4, -2 0, 1, 1, -2 -2, 0, -5, -3 -1, 0, 0, -3 -3, -1, -6, -4 -2, -1, -1, -4

Pikes an additional -1 in scrub. Pikes an additional -2 in forests, all other 2H weapons an additional -1 in forests. Terrain specialists an additional +1 in their chosen terrain, eg woodsmen, desert units.