In medieval Europe (and many similar societies, including most fantasy settings) gangs of fighting men engaging in various forms of robbery are a recurrent problem. They might be soldiers who have been authorised to loot whatever they can, deserters, demobilised levy who turned to crime, unpaid mercenaries, outlaws, or just desperate peasants. The dividing line between them and those serving in a legitimate and orderly army is essentially non-existent, with circumstances determining which side of the law they fall on, so the following profiles are also suitable for general infantry.
Although the medieval working class was arguably just as poorly educated and malnourished as those of the modern third-world, they were typically less disease-ridden and limited social mobility meant that brigand gangs were not composed solely of those too dull to find better opportunities. In fiction they are often cunning and live by their wits as much as their force of arms. As such, these profiles assume an average intelligence rather than the lower scores given to third-world infantry.
Although this post uses male nouns, a small number of the rank-and-file in medieval European armies seem to have been women, and this was presumably also true for brigand gangs. For the sake of convenience, assume that these exceptional women are just as big and strong as their male counterparts, even though average women are smaller and weaker than average men.
Archers
The stereotypical bowman is a wholesome rustic type, who uses his bow to hunt as well as fight. By contrast, crossbowmen are typically seen as more urban. Realistically, the preference is often regional or personal. Regardless of origin, a typical archer would wear an aketon or gambeson (a fabric or leather coat covering from shoulders to thighs) and a simple helmet.
Brigand Archer
ST 11;
DX 10;
IQ 10;
HT 10.
HP 11;
Will 10;
Per 10;
FP 10;
Speed 5.00;
Dodge 7;
Move 4.
SM 0, 140-180 lbs.
One of:
- Composite Crossbow (13): 1d+4 imp. Acc 4, Range 275/330, RoF 1, Shots 1(4), Bulk −6.
- Longbow (12): 1d+1 imp. Acc 3, Range 165/220, RoF 1, Shots 1(2), Bulk −8.
- Hatchet (10): 1d+1 cut. Reach 1. Parry 8.
- Long Knife (10): 1d cut. Reach 1. or 1d−1 imp. Reach C, 1. Parry 8.
- Small Falchion (10): 1d+1 cut. Reach 1. or 1d−3 imp. Reach 1. Parry 8.
Skills: Armoury (Missile Weapons)-10. • One of Axe/Mace-10 or Shortsword-10. • One of Bow-12 or Crossbow-13. • Brigand background skills package.
Notes: 24 arrows or bolts. DR 3 on torso, DR 1 on feet, DR 9 (total) on skull. Light encumbrance reduces Dodge (from 8 to 7) and Move (from 5 to 4).
Billmen
The bill is adapted from an agricultural implement, and remains a classic peasant’s weapon. Many billmen cut their weapons down to duelling-length when not expecting to fight on a battlefield.
Brigand Billman
ST 11;
DX 10;
IQ 10;
HT 10.
HP 11;
Will 10;
Per 10;
FP 10;
Speed 5.25;
Dodge 10;
Move 5.
SM 0, 140-180 lbs.
One of:
-
Bill (12):
- 1d+4 cut. Reach 2, 3*. Parry 9U.
- 1d+3 imp. Reach 1-3*. Parry 9U.
- 1d−3 cut. Reach 1-3*. Parry 9U. Hook (see GURPS Low-Tech, p. 54).
-
Duelling Bill (12):
- 1d+3 cut. Reach 1, 2*. Parry 9U.
- 1d+3 imp. Reach 1, 2*. Parry 9.
- 1d−3 cut. Reach 1, 2*. Parry 9U. Hook (see GURPS Low-Tech, p. 54).
- Hatchet (10): 1d+1 cut. Reach 1. Parry 8.
- Long Knife (10): 1d cut. Reach 1. or 1d−1 imp. Reach C, 1. Parry 8.
- Small Falchion (10): 1d+1 cut. Reach 1. or 1d−3 imp. Reach 1. Parry 8.
Skills: Armoury (Melee Weapons)-10; Polearm-12. • One of Axe/Mace-12 or Shortsword-12. • Brigand background skills package.
Notes: DR 1 on feet.
Brutes
The brute isn’t really a battlefield role, but instead covers the archetype of a big, strong labourer armed with a crudely adapted tool. Since size and strength are apparently inversely related to intelligence in fiction, they tend to be dim-witted. In modern depictions they always seem to wear a leather waistcoat and armbands.
Brigand Brute
ST 13;
DX 10;
IQ 9;
HT 11.
HP 13;
Will 10;
Per 9;
FP 11;
Speed 5.25;
Dodge 9;
Move 5.
SM 0, 220-300 lbs.
Grapple (12): Effective ST 15. Reach C. Parry 9.
Punch (12): 1d+1 cr. Reach C. Parry 9F.
One of:
- Axe (10): 2d+2 cut. Reach 1. Parry 8U.
- Flail (9): 2d+3 cr. Reach 1, 2*. Parry 7U. −2 to block, −4 to parry.
- Maul (10): 2d+4 cr. Reach 1, 2*. Parry 8U.
- Quarterstaff (12): 2d+1 cr. Reach 1, 2. or 1d+2 cr. Reach 1, 2. Parry 11.
-
Scythe (10):
- 2d+2 cut. Reach 1. Parry 8U.
- 2d imp. Reach 1. Parry 8U.
- 1d−1 cut. Reach 1. Parry 8U. Hook (see GURPS Low-Tech, p. 54).
Traits: High Pain Threshold; Overweight.
Skills: Boxing-12; Staff-12; Two-Handed Axe/Mace-10; Two-Handed Flail-9; Wrestling-12. • Brigand background skills package.
Notes: DR 1 on torso and feet.
A cinematic colossal brute raises ST and HP to 17, and SM +1. Add DR 1 (Tough Skin) and Gigantism to traits. Effective ST 19 for grappling. Reach becomes C, 1 with grapple or punch. Damage becomes 1d+3 with a punch, 3d+2 with an axe, 3d+3 with a flail, 3d+4 with a maul, 3d+1 or 1d+4 with a quarterstaff, and 3d+2, 3d, or 1d+1 with a scythe. Scythe no longer becomes unready after an attack.
Skirmishers
Medieval light infantry would typically be armed with shields and throwing spears. Their armor is similar to that of archers.
Brigand Skirmisher
ST 10;
DX 11;
IQ 10;
HT 10.
HP 11;
Will 10;
Per 10;
FP 10;
Speed 5.25;
Dodge 9;
Move 4.
SM 0, 130-160 lbs.
Medium Shield (12): 1d−2 cr. Reach 1. Block 10.
One of:
- Javelin (12): 1d−1 imp. Reach 1. Parry 11. If thrown: 1d−1 imp. Acc 3, Range 15/25, RoF 1, Shots T(1), Bulk −4.
- Spear (12): 1d imp. Reach 1. Parry 11. If thrown: 1d+1 imp. Acc 2, Range 10/15, RoF 1, Shots T(1), Bulk −6.
- Falchion (12): 1d+1 cut. Reach 1. or 1d−4 imp. Reach 1. Parry 11.
- Hatchet (12): 1d+1 cut. Reach 1. Parry 11. Fine quality.
- Shortsword (12): 1d cut. Reach 1. or 1d−1 imp. Reach 1. Parry 11.
Skills: Armoury (Melee Weapons)-10; Shield-12; Spear-12; Thrown Weapon (Spear)-12. • One of Axe/Mace-12 or Shortsword-12. • Brigand background skills package.
Notes: 2 javelins or 1 spear. DR 3 on torso, DR 1 on feet, DR 9 (total) on skull. All active defenses include DB 2 from shield. Light encumbrance reduces Dodge (from 8 to 7) and Move (from 5 to 4).
Spearmen
Relatively well-off brigands, armed with good weapons and dressed in mail hauberks and helmets.
Brigand Spearman
ST 11;
DX 10;
IQ 10;
HT 10.
HP 11;
Will 10;
Per 10;
FP 10;
Speed 5.00;
Dodge 7;
Move 4.
SM 0, 140-180 lbs.
One of:
- Heavy Spear (14): 1d+4 imp. Reach 2, 3*. or 1d+3 cut. Reach 3. Parry 10U. Fine quality.
- Long Spear (14): 1d+3 imp. Reach 2, 3*. Parry 10. Fine quality.
- Spear (14): 1d+3 imp. Reach 1, 2*. Parry 10. Fine quality.
- Axe (14): 1d+4 cut. Reach 1. Parry 10U. Fine quality.
- Large Falchion (14): 1d+3 cut. Reach 1. or 1d−1 imp. Reach 1. Parry 10U.
- Longsword (14): 1d+2 cut. Reach 1. or 1d+1 imp. Reach 1, 2. Parry 10.
Skills: Armoury (Body Armor)-10; Spear-14. • One of Axe/Mace-14 or Broadsword-14. • Brigand background skills package.
Notes:DR 4* (2* vs. crushing) on torso, arms, and neck. DR 1 on feet, DR 13 (total) on skull. Light encumbrance reduces Dodge (from 8 to 7) and Move (from 5 to 4).
Leaders
Apply the following lens to any of the profiles above to make a gang leader:
Attributes: +1 to IQ (including Per and Will) and HT.
Traits: Combat Reflexes (increase all active defenses by 1).
Skills: Leadership-12; Tactics-11.
Background Skills
All brigands have the following skills in addition to those listed on their profiles:
Camouflage-11; Carousing-12; Intimidation-12; Observation-11; Search-11; Stealth-12; Survival (Mountain or Woodlands)-12. • One of Soldier-10; or Streetwise-10. • One of Boating (Sailboat or Unpowered)-12; Hiking-12; Riding (Horse)-12; or Teamster-12. • • One of Climbing-12; Running-12; or Swimming-12. One of Animal Handling (any)-12; Carpentry-12; Farming-12; Fishing-12; Scrounging-12; Tracking-12; or Traps-12.
Armor
The following pieces of armor were built using the rules in Low-Tech:
Cloth Aketon or Gambeson: Medium layered cloth covering torso. DR 3, $350, 20 lbs.
Leather Gambeson: Medium layered leather covering torso. DR 3, $220, 26 lbs.
Mail Hauberk: Fine mail covering torso and arms, with attached coif. DR 4* (2 vs. crushing), $1,620, 27 lbs.
Helmet: Medium plate pot helm. DR 6, $500, 4 lbs. Worn over padding, DR 1*, $10, 1.2 lbs.