Site hosted by Angelfire.com: Build your free website today!

Siege Combat:

When one army surrounds another army's castle, siege is usually the result. Siege is dangerous for both parties involved, leaving plastic body parts everywhere. Here are rules for quick, clean (well, not so clean), and efficient handling of sieges.

The only common weapons that can harm a wall are catapults and cannons. These are referred to as siege weapons. A siege weapon can be moved 1" per round per unit pushing (2" for each mount pulling with ropes), to a maximum speed of the slowest pusher's base movement rate.

Catapults or cannons normally require a 3-person crew. They fire once every 3 rounds. If only 2 people are available, they fire once every 6 rounds, and if only 1 person is available, the weapon cannot be reloaded.

Catapults and cannons can normally be turned 45° in a round (they cannot be turned while being reloaded). If there are fewer than 3 units manning the weapon, it cannot be turned.

Hitting Targets and Fire Scatter:

A catapult has a base range of 18", while a cannon's is 2'. When an artillerist wishes to attack a target (an enemy unit, a point on a wall, or just the ground), it makes a normal attack roll, factoring in its combat skill. If it hits, the cannonball lands exactly as planned. If not, it will scatter.

If the attack roll misses and the result is a scatter, roll twice to determine where it lands. The first roll is how far off the attack is in the direction parallel with the shot. The second is how far off the attack is in the direction perpendicular to the shot. Roll 2D at short range, 3D at medium range, and 4D at long range. Subtract the artillerist's combat score from the number of dice rolled, to a minimum of 1D. An even roll means that the explosion moves forward or to the right that many inches, while an odd roll means that the explosion moves backward or to the left that many inches.

Example: A cannon fires at a target 3' away (medium range), and misses. The artillerist has Combat +1, so (3D-1D) 2D are rolled to determine where the shot lands. The results are 7 and 2. The explosion is 7" in in front, and 2" to the right, of the intended target.

Shooting at walls may make the operation of siege weapons slightly more complex. If the roll indicates that a projectile passes over a wall, it may hit that wall. If the siege engine is closer to the wall than the wall is high, it will always hit the wall if it tries to fire over it. If the shot lands a shorter distance over the wall than the wall is high, it will hit the wall. Otherwise, the missile arcs over the wall and hits what's on the other side.

Example: Two cannons are attacking a fort with walls 12" tall. The first cannon is 6" from the wall and the second is 14" from the wall. The first cannon will hit the wall on every shot, as it is less than 12" away. The second cannon makes a normal attack. If the impact point is less than 12" from the wall on the other side it ends up hitting the wall instead of making it over.

Anyone standing less than 6" out and 2" on either side from the front of a cannon when it is fired may be hit (use Hitting the Wrong Target rules, but make this roll before finding if the cannon hits its intended target); the cannonball explodes upon hitting anyone standing in front of it.

Against living targets a catapult causes damage to everything within a 1" radius, and a cannon damages everything within a 2" radius. Catapults cause +3 damage, while cannons cause +4. No roll is allowed to escape, and when in doubt, figure that the target is struck.

Siege cannons can eventually destroy castle walls. The resistance score of a wall is equal to the number of pegs thick it is. A catapult can cause normal damage against castle walls, while a cannon causes +1 damage. Roll 1D, add the damage of the weapon, and subtract the wall's resistance; this is the number of blocks that are destroyed by the blast. A roll of 6 always removes 1 block, and a roll of 1 always removes no blocks.

Example: A wall 3 pegs thick has a resistance score of 3. It is struck by a cannon (+1 damage). The 1D roll is a 5. The result is (5+1-3) 3 blocks destroyed.

Blocks are removed from the column that is struck by the blast, or if the blast destroys more than 1 block, it can remove multiple blocks in 1 column or in adjacent columns (but at least 1 block must be removed from the column that is struck). This block is removed from the top of the column(s), so enough hits can shrink a wall's height enough so it can be scaled. A standard block is considered 4x1, so if a castle is built out of large blocks, it may take a few shots to remove even a single piece.

When a blast hits the wall, it causes damage to anyone standing nearby. Everyone within the normal weapon radius suffers full damage, plus 1 if it happens to be standing on the wall at the time (plus normal falling damage, since it will be knocked off). This damage is only applied to people on the side of the wall facing the siege weapon, unless the wall is only 1 or 2 pegs thick in that area or the projectile strikes the top of the wall, in which case it affects targets on both sides.

Battering Rams:

A battering ram is a large construct used for knocking down the doors to a castle. The first thing that must be determined about a battering ram is its length. For every 3 inches of ram, 2 people are required to wield it (using both hands, one on either side), and it is considered to have +1 damage against doors. The resistance of a door is equal to the number of square inches it takes up, divided by 2. Metal doors and portcullises have twice the indicated strength.

When a ram slams into a door, a normal damage roll is made. If the door wins, it survives, but if the ram wins, the door is battered down.

Rams cause no damage to living targets (but they will push anyone in their path to one side), or constructs other than doors. Normally, ram-wielders move at 1/2 movement rate, but when ramming, they go up to normal speed for 1 round. A ram can attempt to destroy a door once every other round (they need to back up at least 2" before trying again).

Units behind the door can sometimes brace it. For every unit behind the door in any round, 2 resistance points are added to it. When the door finally breaks, though, everyone bracing the door must make a resistance roll or suffer stun-1 damage.

Large siege engines that act as battering rams are sometimes available. Treat these as if they have 2 strength for every 3 inches of ram, and only 1 person is required to wield the ram.

Flaming Weapons:

One of the best way to disperse an enemy army is through the use of fire. Flaming arrows or bolts are popular weapons. For these to be effective, an appropriate weapon is needed, as is some sort of a brazier, which is treated as a pool of oil. The unit must spend an extra round dipping the arrow in oil and lighting it before it is used, and must remain near the brazier (within 1"). No more than 3 units may use one brazier. A flaming arrow or bolt causes normal damage, and there is a 50% chance if the weapon hits that it will light the target on fire, meaning that another damage roll is made every round at 0 damage until the unit stops and puts out the fire (this takes all round).

Peasants frequently carry torches. If one of these hits, it causes stunning damage (as club), but if it hits it has a 50% chance of lighting the target on fire. A unit must spend 1 round to brush out the flames.

The fire cauldron has 0 resistance, and can be destroyed by anyone who reaches it on a roll of 2+ on 1D. Firing a flaming arrow into it, or putting a torch in it, will cause it to explode, causing normal damage to everyone within 1". If it is destroyed, it must be repaired at the forge. It costs 10 points.

Boiling Water, Oil, and Lead:

Positioned atop many-a-rampart in the good old days were huge cast iron pots. These were filled with either boiling water, oil, or lead. The player must decide what is filled with what before the battle begins. 1 unit is required to overturn any cauldron, and this can be done in 1 round. The material within always lands on a spot directly below the pot.

Boiling water covers a 4"-radius half-circle away from the wall. It stuns anyone caught in range for 1D rounds if the attack roll succeeds. Boiling oil covers a 3"-radius half-circle, causes normal damage, and stuns anyone in range for 1 round, no matter what. Molten lead covers a 2"-radius half-circle, and causes +2 damage to anyone below it.

A pot costs 5 points. Water costs 10 points, while oil costs 15, and lead, 20.

Boiling oil can also be lit on fire. Anyone dropping a torch or shooting a flaming arrow into it within a round of its being dropped will cause +1 damage per round to anyone who remains within the fire, for 3 rounds. Anyone leaving the area still has a chance of burning, as if it had been struck by a flaming arrow (see above). Setting fire to oil while it is still in the cauldron causes a small explosion that damages everyone within 2" for normal damage.

A cauldron full of boiling water takes 1 round to replace at the forge, while a cauldron of oil takes 2, and lead, 3. Normally, the actual liquid is represented by a colored block, which much be brought to the cauldron before it can be used again.

Ballistae:

A ballista is a huge crossbow, typically mounted on a castle and used to take out enemy soldiers. It cannot do siege damage, although it acts as a +3 battering ram against wooden doors. A ballista requires only 1 person to man it. A single person can fire once every 4 rounds, while 2 people can fire the ballista once every 2. The ballista can be swung in any direction instantly if mounted on a turret, and causes +3 damage to anyone who gets hit by a bolt. Ballista ammo is unlimited.

 

Back to Basic Rules

Up to Contents

Forward to Magic