.

Fire

Roll for illrm: damag.e (lower tarertors onl)' • 'see WFB, pI37).

'Roll DIS for all bumlng machines (see p84):

1 L·"2 The fifJ: g.oe~ out.

2;5 3·; rue fire !rlll bums, no other ·C(fC(:I.

6 6 'The maehtne is destroyed.

....... - ... -_ ...... _+ .... _---

1. ACCESS "l.lMJTS (P17)

8 12

4 (max. 2/5eo;1I00) " (max. 21section)

'* ladder'

stair

.2. OCCUPATION UM1TS

Ratn.p:m: <Ii models (P17) per ide Tower/Banlemei1!: 8 models per Side

3. flYING CREA"IURES (PSI)

Aluck TI0 t 20 ... 30 +40

2·5 6·jO: 1H5 i6-zo

4. LARGE HUMANOIDS (PSO)

2 2 2:

418

'l):eew.aJ.l Ghmt

Notes: Tteernencounr as In cO'lrtya,r,(l, rampart, and batlle/trent seeuone, otllcrWis.c . they countas 8,

Giants count as:l numbi;:t ofmOdel$ equal tel the.lr S SQOII! (6-8).

'.LADDERS, GRAJ>'PLES,.It OOG RAMS

(pp39 _4) .

Ladder 2,3 4 6
Gtilpple N/A I (n 9 Ibl(ld) NIA
LOB Ram 4·6 7 8 6. CASTING DOWN LADDERS .It GRAPP1.ES (pp42.43)

Unattended ladders - auromaric

Au,ended laddcIS-' 6 on D 6 (+ 1 for each addItlonal model making attempt" max. of 3)

Un ae tended grapples . au romauc

. A~tengeCl gr.lppl!!S· 4~6'01J D6 (of,} for edged we:l.jlon, omy l.mocfelm.:zy malee attempt}

7. MOVING BRAZJERS (PiS)

Roll D6 tor each llia1.iet moved, on a, 6 roll 3g111n'

1-3 4-6

I. DROPPED MISSILES (p45)

See Dropped MlssUe Thble, ar fOOL ·of pagc.

2. TO BIT MODlFlER.$ {P24)

Advantage ofground (bel.fig cha.rged fromlowc.r level): + 1 (1st rou nd onLy)

Winningl tl

Using Halberd vs, troops-on ladder; +1 8l0!r_kifig (see p3:S), + 1 (always:nmck f'iP;() Embattled (defendJl1S across parapet), + 1 Fighting Machlne Crew: .1

3. BREAKING DOWN GAl'ES &: DOORS 0)35) All hits are automatic.

Damage modtflersvs, Gates are,

+ J S using l-lJandeda:xe Of halberd

basJc.s using 2·baodelll mace/club, or t-handed axe

-] S using anyother weapon

Damage 'nlUdffiers v~. DQo·rs a,re:

+ 2 S using2·banded ~e Ot halberd

+ I S using 2-li,anded mace/club, or I-handed axe

basic S using any other weapen

No more (han l models may atrack a door ar s lime.

6 6 4

ilr.lZi er I$tingulslled

B[a.dcr dropped & el'l:tingulshcd . cllrdeC$ lake lD 3 s 4 h j,tS

8.EXPOS.t!D/CONCEA].E.ODBEENDllRS (p15) Rememb.er to remeve fmrn, ot place on I'be tablcirop any defenders who have become exposed or concealed durtng the movement phase,

........... __ ... + ...

'lbwer to co II rrvard Tower oro Gin pUt ,Courtyatdto wall

4. ROUTS (p25)

n~ouiing rroops.meve at end of combat phase, away from enemy troops.

5. RETREATS (P25)

Losing. stde as (see p24), may retreat (aJrcr routers),

To qotdgl'ound, losers must make La tel . f'llUuJ:e means they rout.

DROPPED MISSILE 'CAUL£. (D.COMBAl"·PHASE)

1D3 wounds on IIMSet (no ~~\Ce),

llit~ ;!lIlo area (no S:lVIl)i -3 on .~11 bit rolls for rest of day .HIIS :..11 In aJ:.d. (Ignites \Vood struerures'on 6 un 06) Hl!5 all In ;J.fCI (_uo ,SOlve); ·1 on hit rolls for ru! of turn rut'S~ In .= (no Sj!y(l); ·1 on hit rolls'fofrulof tum; 1ll3)' spllish

HltsaJlln area (no 5:l\1l), ·3 011 hit rolls {Of rest of tum: lIDly splJ!sh

(for .modi$ 00 ,ground· llQ=1 S:l\!e 'alJ.owcd)

(for model.; on bidde~ etc- nOS;lve): '30)11111 roils fur relit of turn

I. RANGE (p2S)

Add. +4"· per level to hortzcntaldtsrance if tat:gethlghe! rb:lnlir,e.r.

.-~--

!43:"ltij~ Ra!1'C

under 48"

'r.ibl,etog only lready Zone IlnCllm ed zene

48'L96" 6" or more

3. mHlT MODIFIERS (Pp2.9,61) Targer Is:

Protected by parapet; ·2 Protected by ano,wsHts: -2 Over Y.t range:·l

Ii:{pbse« large.humanotd. + 1 Machine: (min S 1 to damage) ... 1 Crew of open machine: ·1 CrC'?o'of enclosed m:l.chine:: ·2:

4, PROCE,olJRE

Nomlnare target seCljonllC!vel and randomise lills among aLI eXposed models.

5. MISSILE THROWE.RS

If target is sectlon/level G1, hitsstrfke gare.orr D6 roll.of 1·3, and stenewotk on 4·6.

\l:~1I1ders BS 2/bou)der
Lime AlIlo 2lbaoch
HOI coal!; Auto 2/j)t:!.Zler
Hot sand Auto 2ibarch
Hot water Au [0 2!biidl
HaL OR Auto 2lbatc.h 4
Mollen' Auto Z/l);1tch ~
6 4 ~ 2

2. o

1,

I,· .• 'l

{~

ro 01

ru

FI 1\(

of g

I Fl[ R<l

1. SPELLS & THE MAGICAL BOUNDARY Roll 06 for any spell cast across the boundary (see p82), or at the castle:

1 No effect, Expend double magic points. 2 No effect. Expend magic points as normal. 3 No effect this turn. Roll again next magic

phase,

4 Spell COStS treble normal magtc points (if the cas tc r has ins ufficien t points, th e spell fails and the caster's remaining magic points are wasted).

5 Spell COst5 double normal magic points. etc 6 The spell works as normal.

2. SUPERNATURAL CREATURES

Roll a 06 whenever any Undead, Ethereal, Demonic, or Elemental model attempts to cross boundary:

I The creatures may not pass, Either, 206 are automatically destroyed (units only), or 206 IH.:mnds are lost (individuals only - no saving throw).

2 The creatures may not pass, 06 are automatically destroyed (units only), orDo lffitlluis are Lost (individuals only - no saving throw) ,

3 The creatures may not pass, but arc unharmed.

Creatures may pass but may not fight thus rum. Any hits on them this turn

automatically cause damage.

5 Creatures may pass, but lose 1 Attack thls turn only. Any hits 0_11 them this turn automatically cause damage,

6 Creatures may pass, but lose 1 Attack for lhis turn only,

!!i_~illj!I.~il~l];j\i\:;mi!)ij)i;tl\Sl:j:mi:!\im!i':i;

Routing troops may rally (make Ld test) if: [bey dkln't move during the last movement phase, and they cannot see, nor are aware (see pIS) of any enemy troops in a (I adjoining, connected section/level.

The test is modified as follows:

+ 1 to Ld if sectlon/level contains same number of (or greater) friendly models;

if models from more [han one unit arc routing in same section/level, test on lowest Ld level.

Attacker may declare switch to Strategic Time whenever no auacklng models are on the tabletop.

L STRATEGIC fiRE (P64)

Each missile thrower can fire 12 volleys per day (5 shots per volley),

-1 volley for every crewmember

-I for each missing crewmeruber

Roll .06 for each volley, to determine number of hits, and cal c ulate s tr u crural da mage normally· (see p31).

On a 6, the hll strikes 06 exposed defenders , (if any) A result of 6 means the hi! Is 00 a character model (re-roll if none present).

2_ STRATEGIC COUNTERFIRE (p64)

Only Ready zone may be fired on. Firer declares whether firing at troops or machines

Firing on Troops

Roll D6 for each volley: 1-5 means D6 members of a that many units are hit. A further 6 means a character model is hit.

Firing on Machines

Roll 06 for each volley, 1·5 means that many machines are hit. Only S 7 (or greater) hits can affecr machlnes. A 6 on D6 means the machine Is destroyed.

1;;llllgl;il~\l(~~$~i1;j;i~11j!:li;l;!j!j~1~1r:I::!i;ljlj

1. AT1'ACKER

Supply points COSt 2 points each.

Expenditure

up to 20 2]-40 41·60

I 2 3

Characters \'iiiLb unit up to 20 21-40

o

z

Missilc Thrower Crews Any size

HalfLings consume twice these amounts; Large humanoids (not Trolls) consume supplies at a rate equal to their size ratio.

Lack of Supplies

Make a Ld test for each unit lacking supplies. failure means D6 models desert. Bur:

Halfling, Ore, and Goblin units lose 2D6; Trolls eat 06 members of nearest unit Characters never desert.

2_ DEFENDER

Starting supply - 2.o6xlO 1 point is used each day

Lack of Supply

06 per day 2D6 per day 3D6per day

up to 20 21·40 11"60

Halfltng, Orc, and Goblin units lose twice normal;

Trolls eat 06 members of random unit.

3. FORAGING (P60)

Attacker may gain 06 supply points for each strategic move a unit spends in the Remote zone.

A minimum lot Of 5 is required.

Large humanoids (not trolls] lise their size ratios when constructing;

Dwarfs count as double actual number;

Halflings consume 3 times normal supplies when constructing.

Gnomes count as double their number when mining or ralslng earthworks,

Skaven count as 3 times their number when mining,

Check for accidents by rolling Dtiwhcnever the day's progress roll (see p79) is a 6:

1 all miners killed and the mine and.minehead are now useless,

2 2D6 miners are killed, and the runnel score is reduced by the same amount, to a rrunumum of o.

3 As above; but roll .06 instead of 2D6.

4 06 miners are killed but the tunnel score does not change.

5 Progress halted - the tunnel score does not change today, roll 06 next day: 4-+ the mine may continue normail y, 1-3 It must be abandoned,

6 The mine is flooded and destroyed Roll D6: 4 + rneansDti miners drown, ]-3 all escape unharmed.

Certain • aces have a saving throw against floods and collapses.

-

COLLAPSE (P79)

\Vhen the player wishes to collapse rhc mine (it must have a runnel score of 20 + ), he chooses a target section and roUs a 06,

1-3 Target section undermined,

4 Wall/tower section partially undermined.

5 Section immediately to left of target section (if an}') is undermined.

6 Section Immediately to right of target

section (if any) is undermined.

Undermined sections automaticall y lose any remaining defence points from the bottom level (WI, Tl Or Gl), and takes D6 points of crltlcal damage.

Parti.ally undermined sections take 206 defence points of damage in its ground level (WI, Tl or GI).

I, SPECIAL EQUIPMENT

The following items may be bought from the points allocated 10 rank and file (cf Warhammer Armies), prior to the game:

Item Points Cost

Brazier 25

Log ram 10

Ladder 10

Grapple and line 5.

W:lter (per batch) 2

OU (per batch) 5

t.lme (per batch) 4

Sand (per batch) 4

Rocks (per batch) 2

Boulders (each) 3

lead (per batch) 5

2_ SIEGE MACHINES

Each player may spend lip to one third a!' the total points cost of the army on Siege Machines. Crew COStS must be deducted from the rank: and fi le allowance.

Gobl ino id , undead, Chaotic, and Dark Elf armies may allocate no.more than one third of the polrus spent on siege machines to the purchase of gunpowder weapons, Points COStS can be found on pages 66, 70,3m;l 74,

CONS'CRUC'CION 'CABLE

Earthwork

Mine Countermine Missile thrower Engine of Assault Screen

Enclosing open machine

lOIN A tolNA lOIN A

1110 1/10 II)() 1110

'10 varies 10

10 lOlday

J

3 per crew 2 per crew 1 per new y, per crew

1.1

I J

RETltHIJl G, RETIRING AND ROUTING ......•.... 25 Retreadng (2S); Modcl;! not I!nga~ (2,),'l'r.apped ModeJ" (25)[. Hoh.llng Ground (25); More than one Unit (25), Rout1ng Units (26); Rallying (2 7); ACCCSli IIdtrlctio IU In'Ret =1'5 and ROllI'S (27).

WAllllAM"MER SJEGll 'RULES:

Rid: Prie tier

OVER ART, Ian Miller ILLUSTRATION,

Ian M1JleT~ , Ton' Ackland ;f: .

Dave Andrew. 00 ' Nick BIbby 1lB, P:iul Bonner®. AngUS Fj~ld.hou.sc0.

Dave Gallagher IIi . Hit,

"Ibn)' Hough ,1t) . Russ Nicholson [I. Stephen Uppin@ . Nick WllIiil.l:llS m MAPS AND DlAGllAMS: }j .LOGO, Brianmallwood MINIATURES DESIGNED BY,

Kev Adams. Maclc Copplestone,

)e Goodwin. AI ' MOrT on,

Tel h MorrJson, Bob Natsmirh, Bob OUcy, Alan Peret & Michael Perry

PAINTED MINlAl'URES

Al"iD DIORAMAS BY:

Dave Andrews. Phil Lewis, Mike MCVey. Darren MauheWli & SId

DEFENCE OF CA.RAZ-LUMBAR COUNTERS, Vete K n I fton

PRODIJOl) In' nu;

GAMES WOR~HOp Pll$IGN STUJ)IO, r.'::iJi;llgi~8 'OJtcctOtt Orya.n-"".nsC:Il~ sn_l(Uo Ma.na,gCJ'1 'Ibm "!my, Pmdualno 1.1,_ Abo M<tIC': PrinLBuJ"" 8<>b ~IJIU01 An M"'_" John Db.",,:!> Cltodd D<>fjp:I M~"'W'h 60b Naismith, EdlrocbJ Mafl:Jigc,n PhI) ,~Ihotgh~ri NSi!l-tllni PrQdu.ctJQn M2wgc:r~ SteW: BtI.ee, AssistIm wAn M:anag.!tJ. lan CocOO::, Gn:pbic Dcs'ign: Cruk G:Glt'c::u. limn George.. II. OJI S.dswlcl:, 1;) ... 18".,..",,,,,,,11)p<:1\I, Mll<!: S"mlcn, G~(mt: 0il~1', lueh:' nl H:dU wen, ~e",i' Johnson, S<:ao M.."...,.,n. Ikrrl« Ncnon. lU~k Prit.nlq. NIgcl Stlll",.n, PhOU)8,nlIpocr;- ~'h[] t~_;;,: A.ttlH~tUU"tl'.;lOtlJ "ToGY Acld~n.d. l;Jom:: AntlfC'IiYJi 1;;10 CO(Jkr., C<JoIi n O,i:x.Qn, O:'ao-ell ~(~llb~.,. ~tl.1il:e Mc..'V(!y. Sl~~ Ch:id«=l 1).r,;:';sJl!:oc:.r.n-; Kevin. Ad~J11!;. Jt: ... Goodwtn. AIQ,S,D.lr Morrlspnl 1rls.b ~'ort't'fOnT Abn .Ptcn, '" Mlch1l"r h"71 ,p,l.tllla. M':2.n.a,gcr1 Jonn T.tw:rn'b'iiWltlC~ 'TYpektt:hJg: 01WO Duffy, UndK')' 0 te l)ou:x PliIlntl~ Illt\I:5Ile-dAn..is~ .. f1c.lcll A.Ilrhnn, blY arlggs, O~'lid Clenlmt:~"1 btl) Cola:lO'R._ ThDr Osborne. O,,\lid

ti,...... 1<<m1.lu<lcIl_., Olclwd Wrlgh,,_ AsMtmmr lim PoLbrdt Admln.lslr.alion! f;l!iille C~[t::I.nl, Anoctte' f!aulkncl. llcathc.r NIcholson. Susan Srn1lh.

ISDN 1 86989344 1

Produci Cod. 001051

War.hmnnf:f" hnEl!r 8~lf~ "'w.Il1].;unm-=r -to,OOO, ~~t SICI!c, the "'Ugpty F~~lftS:J, '3_,.d :dl "S.:JQl.:hitctL.l.lh,_tWtm;1.!t,

~~~~::::.i:;~_~.[l~?! ~~1-=~~~COPfrlghl isss

_""UI<IIV_._"'''-fl,oj . ..-o:. ~hury

~~~;r~~.t~~~t~.~~~ ~~:I!!r ~;;~, r~~tLop us l.llO

An)' qu LI". or ottunenu "0 <hI> boak IbOllid be 2dd",,'cd to,

WARHAMMJlR SinGE QUES'I'IONS.

"ma r!<shop Design S,udio, EnJidd .mbers.

1'I-t6 LQw ""v.me ... t, NQulngb2m NGI 7DL, UK. If YOOt 1cnet requl.rc8 and tul.5WCt; please enclose ;t l'ml"'d. clf·.ddr ess cd eevelepe, or; U 'OU 1IJ'C wr!ling [rom.ouuldccbc ~.um k:ru Imcm1tlDml Reply uupons. Allhough we c';jo), reading your leners lind -Qpprec:I.ltJ:. your comments I our tlrot lJ ",ilier Jlml,,,d· se please lry to p~"",. rD"' q"~tiDoJ so that they can hCi answered by:.i. l!Iirnpte lu Or No.

CON'CEN'CS THE FANTASY SmGE

BUILDING A CASTLE ...•.....

(4snE LA.YOU'fs 7

HTTlNG UP .•..•.••..•....•.••••.• 9

TheG2lll.iogAlea{9; Th~ PIlIY= 9.

MAPS, ....•................•..... 9

The C"OSlle MoIp (9); Map ymbols (10); Using the M~p5 (10).

THE ANATOMY

OF A CASTLE , 11

TliCHN1CAL TERMS, 11

SccIiQ.II" (ll); Courty:uds (J J); levels

(11); secucnnevets (12).

l'EATlJR.ES ON THE CASTt:1l l'>t.tP ••..• 12 lOwen (12); Wall~ ([2); G:lIes and G2.k:\wy5 (l3); Doors and DooJ'W2}'S

13 ; S!:lin (l3); Ladders (13).

USING THE CASTLE MAP .14

THE GM'S CASTLE MAP 1"

COUNTERS .••..••........•••••.•• 14

MAP TO TA8U! MOVES .•..•.. _ .... 14 CONCil.ALMllNT ANO EXPOSURE ..•.. 15

WIlY Co.oce~ll (15);

AWARENESS •.••..•••• , •• , . . • • • . .• 15

ADJUOlCATING

AWARENESS .AND ONCI!A.LMBNT •..• 16

MOVEMENT

IN THE CASTLE l7

WHEN MODllLS MAY BIl MOVED •.••• 17 OCtTPATION OF Sl!CTIONIU!VELS .••.. I

1I:tO~ .•..••....••.......... 17

Hodu;mnl Movement (17); MQV1mlCDt ~ctlons (17); Movlng along R2mp2rls (J8): MovillS between" Ramparts and '[owen (\8); Movlng between the Tower ~nd CO·urtyllrd (18); VCrtlC:lI Movement (18); Moving between tile Rampart and Cour ryard (18): Moving between TOWC( Levels (19); CourCf'lrc1 Movement (19); Moving through G2ceways (19 .

MOVING INTO

OCCUPIED SECTION/LEVELS ..•••••• 20

UNIT COIiESIO .•..........•••.•• 2

MOVEMENT OUTSIDE THl! CA I.E ..• 21 Mea,ured Movement (21); Unit ohesion (Zl).

CHARACTER ASSOCIATION

WilEN CASTJ.I!S _ 22

COMBAT IN THE CASTLE ..... 23

INITIATING coMBIJ.. '" , .•.•.

Charging (23); Charging In a Courtyard (23)' Ch~8 through G:uew2)'5 (23).

HAND'l'O-HAND CO(l-mAT

INSIDE CASTLES 2~

CII:ugIng (23); Engageme.nrs (2 ):

Who FlgIlL~? (23): Split Units (2~); Frdh Thxlps{23); Discnggging (23):

Modifien (24); We.apon Madmen (24): Tollll Modlficrs (24); Combat (24): Who Wi.o~? (25).

"C\.RG.ETING • . . . • . . . • • • . • . . • • . . • • . 28

RANGH •••••.•.•...••••......•. ,.28 FIRING .........•....••..•....•.. 29

'10 HII' ModlJenl (29); Who Gets Hit? (29): R.:lndomlsed flitS (29):

Large Cl'C2tures (29); Ibmpms (29). shooung from]j.lImp~J'IO (29); Sh.ootlng st Troop, 011 hnJpo.rl5 (36): 1\)we:rs (3 0); Sh ooting from Inside. 1bwers (30): Shooting al 'Iroops lnside 1bw= (30); Shooting room Battlemeots (30): Shooting at Troops on O~ttlement. (30):

boo ring iOlo the Fom-e.ss (30); l'lcing 1.010 Engagem"nls (30).

STRUcrORAL DAMAGE 1

DEFl!NCll POINTS ..••••..•••..••.. 31 CWkMap ymbols( J);R«ortling

Loss of Defence Porn (31); I>.umge

(31): Critical D:IJn3.gc (31); Critical

Damage Resohnion (32),

LLA.P II ..•..........••..•••..• 34

Con~psJng the MOdell (34'); Collapsed Secllon/levels (34), pedal Towt:l' Coll:lpse (:H): wall and 1\)wq Toughness (34): Gal.es, Doors, talrs (34).

SPECIAL GATE DAMAGB .

GAl'ES AND DOORS 35

THE CASTLI! GATI!. 35

8r=k1ng Do n G:Uc.5 (35): Gara

and ~i1e D:1m2.gc (35); ~olvtng Dam~8c (35).

ORS ••....•.....•••...••••...• 35

T[':lpdoors (35); Breaking Down Doors (35); Breaking Down 'lb:prloot'S (3 ).

8LOCK:ING •.... , . . . • . . . ... 38

CondlLJons {Of Blocktll.8 (38); !lndln a Block (38)1 Fighdng 2 Blocldng Model (38): Blocking Gatc:w~ys (38).

LADDERS·.· .•..•.......•. , ..•... 39

Carrying Ladders (39): Droppmg L2ddcr:s 39); En:cting (",-dders (39:

Casting Down Ladders 4'1); Cllmblng Lad ders (~I); Blocking :t L:llkler (41); Holdin81he BlOCk (41); KlIIInglhe Atcu.:1= ( I): KllUog th~ Blocker (42); 'Broken Blocks (>1.2): ... Or 'Ot 10 Block1 (~2); Rnutsznd Laddc~ (42): C~sling Down Unattended L:lddcn (42).

GItAPPLtNG HOOK'S .••.•••....... .43 Carrying Goppling 8.00ks (43); Using Grappling Hook. (43):

CaHing Down Gr~pplcs 3); Climbing til line ( 3}i Blocklng Grapples (43); RouL.;m1l Gl2ppJes (43).

JU. ~ 44

Carrying Log R2ms (44'); Dl'Qpplng log II:uJu (44); Using wglWru (44~

DEFENDING THE WALlS, .. OROPPED MlSSILES, .... ' •.. ,

P reparing Dropped Mlsslles (45); Dropping M15siles (45); Rocks' (45); Boulden (45); LOOe (45); B razters

3M Hot Missiles (46); Awareness of 'Drat.iets (46); Dropping Hot Coal5 ,(46): Preparing HOI Missiles (46):

Pouring Hot M1Ii1iUes (46); Splashing (46); The Ildge of the lhnplate (48); Mov~gMissiles around the Castle (48).

LARGE HUMANOIDS

IN THE GAME., , .. 50

OCCUPATION AND MOVEMENT. 50 CONCEALMENT, ..... , ... , ... , .. , . 50 llLOCK1NG . . . . . . . . . . ..... 50 MJSSIlE }{lTS.............. . . • ' . . , 50 CM!.RYING . . . . . . . . .. 50 SPUT·LBVELENGAGEMENTS. . . .. .., 50

CLIMBING , , , .. , .. ,51

STRUCTURAL DAMAGE ..•... , ..... , 51 CIlNTAUROIDS .. , . . . . • . . . . 51

STARTING THE GAME .. , .

'SELECITNG FORCES .

The Castle (501); Spec!alllqui pment (54); The Defender (54): The Amo;k.er (54),

BEGINNING TfUl GAME .

VICTORY""" .

1, Sale Occupatlon (54); 2, Claimed SecfJon/JeYds (54); .3. Collapse (54),

THE DEfENSE OF CA . .RAZ·LUMBAR ... l!.ecre.2ting the Battte (55); The Dwarven Defenders (55}; The GohHnoJd Att:lck.ets (55),

INTROl)UCING

THE STRATEGIC MAP .

THE STRATEGIC MAP .

Quadrants and Zones (59),

UNIT COUNTERS ..••.. , ...•....... 59 uepteymenr (57).

,STRATEGIC MOVEMENT., .. , .. , .. , Moy.!"g Between Zones (57):

Moving Between Quadrants (57); Strategic Movement Limltattons (S 7); Character Models (57),

MISSILI! RANGE , .. , ..

STI1.ATEGIC AWARENESS" ..

The Remote Zone (58), The Encamped Z.one (58); The Ready

Zone (58); Special MoVement and Aw~reness Rule. (58); Camp Followers (58); Poragers (58),

STRATEGIC TIME 59

HOW STRATEGIC TIME WORKS. , 59

BRi!AKING STRATEGIC TIME .. ,., .. 59 STRATEGIC MOVEMENT.,.. 59

MINING , , 59

SUPPLY POINTS , , .. , .. , ..

RECALL , , ..

FORAGING IN TABLETOP TIME.

MISSILE THROWlJR.S 63

Tahlerup and Zone R~nges(63); COncealment and Awareness (63); Firing Procedure (63); Amruurunon

(63); Ammunition Casu (63); Positioning Ammunition (63);. Moving Ammunition '(63); Ammunition Expenditure (63); Strategic fire (64); Rate of FIre (64 );.

:Th HiC Procedure (64); Counterflre

(64); Hit Derermtnarion (64):

S trategic Counterfire (64): Missile Thrower ProfJles (66).

ENGINES OF ASSAULT " , .. 67

Genet:li Rules (67); Construction

(67); Crew (67); Movement (67); Attacking (67),

TYPES OF ENGINES .... , .. , .. , ....

BaneringRam (70): Pick (70); Mouse (70); Drll! (70); Profiles (70).

SCREENS , ." .

General Rules (71): Crews (71); MovIng Screens (71); Screened Machines (71).

TYPES OF SCREEN ... ,"" .. , .... , .. 73 Mantlets (73); Sows (75); Siege Tower (75); Secondary Machines

(75); Roofs and Drawbridges (75), Movement and Occupation (74); Profiles (74),

EXPANDING THE CASTLE,.

ADAPTING TfUl CASTLE , .. , .

Tbe Castle Map (86); The Castle M.odel (86); Doubling Walls (86); Making a Wall Corner (86); 'Ibwers On Walls (87).; A G~tehouse (87); Building High (88); Over the Top (88); Mulrl-section 1bwers (88); A fI~IJ (89); A Postern Gate (89).

GWSSARY ..... , .. , , ... , , . "

SIEGES IN THE 41ST MILLENNIUM

DESIGNING SIEGE BATTLES , ...•..

Types of Siege (93).

EXAMPLE SCENARIOS ". , ..

Prtmlnve sieges (94); Mixed Sieges (94), Conventional Sieges (95).

SETTING UP

A SIEGE BATTLE.

Primitive and Convendonal Porces

(96); Poin.s vailles (96), PLACING SCENERY

Pros and Cons (96).

PLACING FORtES , .

DEFENDING THE FORTRESS.

M1NIlFIELDS , ..

Deploying Mines (98); Trlggering Mines (99); Surface Mines (99), Acliial Mines (99); lInderground Mines (99): Points values (99),

WALL-MOUNTED WEAPONS ..... , .. 102 Mounting Wblpons (102); Support Missiles (102); Grenade l)ump".fS (102); Troop Armaments (103); Graviton Gun (103): Gravplate(103)". Mole Monar (103); Gateway .Defence (103).

ENIlRGY FIELDS .. ' .. , .

Activation (105): Effects uo 5).

SUPPLIES.,., ..... , SUPPLIES FOR THE ATTACKRR.

Inidal. Supplies (75); Using Supplies (75): InSIl fficien t Supplies (75).

SUPPLIES FOR THE DEFENDER .. , . , , .75 Initial Supplies (75): Recording Supplies

(75); Insufficient Supplies (76).

CONSTRUCIION .... , '.' ... , .. 77 CONSTRUCTION IN GENERAL." .... 77 Supplies (77); Non-Human WOrkers

(77); Special 'Iroop ·types (78).

EARTHWORKS ' .. , .. , .. , .. 78

Placing Earthworks (78); Earthworks and Awareness (78); Constructing an Earthwork (78); Shooting at Earthworks (78),

MINING . , . , .. , , . , .. , .. , .. , .. , .. ,

Beginning a Mine (78); Recording Progress (79); Accidents (79); Collapse (79).

CONSTRUO'XNG SIEGE MACHINES.

Consrrucrlon Limits (80):

WiJrker/Daysand Supplies (80); Completing ~chines (80).

COUNTERMINING , .. , , . , .. 80

Starttng a Countermtne (80); Interception (80); 'Iunnel Fighting

(80): flooding (80), Recording Mines (80).

FLYING CREATURES.,

AERIAL LEVELS AND THE CASTLE 81

WALL KESTRIC1"IONS ..... " ... " 81

AERIAL RECONNAISSANCE.... . 81

.. ".105 APPROACHING THE FORTRESS. " • , .. 106 scenery (106); Minefields (106); Defensi ve Fire (106),

ATIlI.CKING 'rHE W<\LLS, ,. . .•... 107

Destroying Walls and Thwers (107),

OVER THE WAl1.S ... , ., , ..... , ,.,108 Flight Packs (108); Jump Packs (i08):

Power Grapples (108); Web-net (108); Ladders (108).

ATTACKING FROM ABOVE!. , .. 1(l9

ATTACKING FROM DillOW, , .. 109

Crawlers (109); Thn_oelling (109).

The Mole Mortar (109).

SIEGE DREADNOUGHTS.

Siege Dreadnought Equipment (110); Siege Dreadnought Armour (Ill); Tile Samson Class Imperial Siege Dreadnought (lll) ..

FORTRESS COMPOSITION EXOTIC MATERIALS ..... , .

Bard (112): Absorbent (113); Regenerative (113); POj!!lS Costs (113).

AllEN CONSTRUCTIONS : 113

SIEGE MACHINES.

CIlEWS , , , 61

OPllN ANO CLOSED MACHINES., 6]

MACHINES AND MISSILE FIRll, " .. 61

MACHINES IN

ElAND-TO·HAND COMBAT , 62

DESTROYING MACHINES , 62

SUBSTITUTING CREWS , 62

EQUIPPING YOUR fORCeS

WITH SIEGE MACHINES, ' .. 62

HOW IT WORKS... . 82

THE MAGICAL BOUNDARY 85

Spells (85); Supernatural Creatures (86):

Wizards (86); Aaial Creatures (86).

EXAMPLE FORTRESSES , fORT MACRAGGE ,."

FORT SHAGGRO •

. BURBECK"S ASTEROID ....

TIlE FIRE RULES.

Machines (84); Preparing Fire Weapon.< (84); E'llinguishing Fires (84).

Nodling enhances the wargames table quite llke a finely detailed model casele - 25 the photograplui in this volume so clearly demonstrate'. Unril now, however, only the most dedicated (or w:ei1lthy) of Warbamm.er playets, blessed with plenty of patience and a gift for modelling, could ever hope [0 field such an item. But not any more. With the release of The Mighty Fortress, Clclldel Miniatures have made it possible for any player to add a new dimension 10 th.eir tabletop. And Warbammer Siege bas been specifically designed around the Mighty Fortress, enabling you make the most of this plendid model - from rraighrforward assaults, to

full-scale Sieges lasting months of game time.

And that's not all.

roe Mfghty Portress works equally' well in the Warhammer 40,000 universe - whether you use it to represent asimple M.\u'inc OutpOSI on some god-forsaken feral woeld, or a htnlng c xarnple of Orki h "k:now-what,"defending an i elated colony. So Warhammer Siege includes a speclal secrlon explaining how to Lise the fortress in your WB40K games ...

"Lift the ladder!" yelled Boggrub I.egblter, {tom bls commanding position III the back of me Goblin totecs. "Sbift that grapplel" be shouted as Ids troops advanced upon the sheer walls Of Karak-Azrum. "lOre that ramI" he bowled as hill wauJors scrambled through the h211 of lire ftO.lll the ramparts ... IDs cdes of encouragemenr were Interrupted

by a tap on hill shoulder,

"Wox 'tote' mean den, boss?" It was nOI a good time to a.sk questions.

All day the Broken NO,5e Gobllns had been poundiog the Dw:lrVC:O fo('tress with their macblnerfes of destruction. Since noon their warriQI-s had thrown themselves against th.e tO~'ering walls of rock. In wave upon wave, only to be beaten back, bruised, .banered and dispirited.

"Don't ask questions;' screamed Boggrub as bl.s faithfuJ but not-toobright lieutenant climbed un51c:adtly bacll: to hI feet, ':Jus' get up Ib.:11 ladder!"

"But, b088.c,," stumbled Gutbng, "It's too Uttl· - look!", It WI' true.

The ladder barely reached half.way up me WlOIIll. It creaked ominoullly In the Ilght breeze, and as the two Goblins WInched" a couple of rungs

Cell to the ground.

"Looks orright ter me," affirmed Boggrub. "WOlcher W2llcing fer? I'd be up there Uk.e a shot If I didn't 'ave thJs terrible crlppl~'woulld 10 me leg." GuU~ug looked solemnly at the .masslve ~W2the of bandage

that covered the Warc::hief's trouble ome bunJon.

"DOn't get me wrong, hoss,"veotured Gutbug nervou8~'Y, "bUt me ao' the lads bill thioJda', aa' we reckon maybe we ought ter ... ter ..... hi" brow knotted as he tried to remember the words, ..... 1' fink our lIent'jy a bit."

"Do war?!!" beUowed the WarcbJef, grabbing h18 Ileurenanr firmly by

. the throat.

··Urghhb ... well," wheezed Gutbug, "That tunnel ... " "Got In, dinnld"

• 'Yel', right undertne cesspit. 1 should know;" Bogsrub slackened his grip a little - be had thought Gtttbug smelt worse than usual.

'~. the ram, •. "

"Great Idea, tb!Olt. One of mine."

"Well yer, but the nearest trees Is mile :zway. An' when we gets this 'un back it turns out to be ;1 Tteeman wot woz 'avio' :lI kip. Wrecked

the 'ole place, It did. MInd you, we gave It an 'e ... dache tl'yio.' it out on ~~

that 'big rock - hur, bur." .

"So wozzls ab;wt reflnJdn', den?" groWled Boggeub, i'Jngering bis If sword. He knew the pena.lty for mutiny was death, and was trying to work out precisciy what mutiny 11'2 •

"Well," proffered Gutbug, "One 0' them prtzznees 'ad rhis blYok'. 'War':;i.romel' seeje', 'e cal]ed it."

"8001<1" queried .Boggrob, "Boo"?! ~adin's stuoty stuffl Yer nor golo' soft, are yer?"

"Nab, boss - 's got loads 0' pilchers. Knock1ng down forts an' stuff."

"Gizzit 'ere!" exclaimed the W~chid, snatClh.lng the tome.

"Cooooorrrr ... " be breathed, poiJitlog to a picture of a huge wooden a sault tower equipped wim barterfng ram and bolt thrower,

Less than an hour later, Boggrub held a counotl of wa ...

"I've: 'ad this brllliant Idea," he began, w.lth a Uenclng g1an cat Gutbug. "Get the lads tlltgevver • we'ee goln' ter the woods ag!lIA!"

,000 post 'kiSh lege your

~'CHE~ FAN'CASY SIEGE

I

1

I

I ~

In medieval tlmes, Kings and Barons spent many years - and personal fortunes· builditlg castles. Fortunately, times have changed. Today, you can build :l. castle quickly and easily from one or more Migbty Fortre-ss sees -and it won't cost you anything lllce as much, either.

The M,i&hty Fortress set provides sufflcien,t wall and fewer segments to construcr defences up to the size of the stalwart Border Fortress shown below. With two or more sets, you can build bigger and berter fortresses. walled towns, or e:\'en the walls of a vase ranrasy cityl And w J th a copy of IVa1"l:lammur Fantasy Battle and the additional rules In thls book, you can lay siege to your torr, razing the defences or fighting. off the artackers in a valiant defence - ;111 in II day or lesst

·10 faC!,Lhc only llrnlr to the size of your castle is how much space you've goi. Even (he largest tabletop is only big enough [or a small or medium-sized fort. Anentlre dty wall would need an extensive area offloor, Be warned, though- 11 reaUy big siege game ern take quite a while to fight and Involve hundreds of models as well as severn! players, oneach side.

The Border Fortress j sa convenlen t size ror most siege games, although you haveendtess scope fOr expansion if you want, We've used the Border Fortress as the basis for our examples rhroughour this book. bUI the rules can handle sieges imd fortifications OrallY slze, and we've included sample layouts for varlous types of fortification, of ali sizes.

Although we refer to the Border Portress t hroughout til is book, Citadel Mighty Fortress sets can be used to construct an almost endless varietv of fortifications.

Here are a few examples: .

The Keep'.

This rs similar [0 the Border Foncess, but has onl,· one w~1I sccttcn per side,

Tile For't,

This is a s[ ronge r version of the Keep. using double ramparts. Two Citadel Mighty Fortress gets arc required.

The Outpost.

This is a stronger version of the Motte-and-B,iley, using douhle rampart. and a high lower. Two Citadel Mlgbty Portress sets and " simple conversion :lre required.

The Fastness.

This impressive castle tearuresa double-rampart barblcan for very Strong gale defences, reinforced by a h lgh tower over [he gate, Three Citadel Mighty Portre s. ~ sets are required.

Tbe Border Poraress.

This layour uses all the COm ponemsin the Clltltlo/ Mig!;fy Portress SCI,

Ttl" Moue-and-BaUey.

1\ N{},rm~n-~I yk c ",~'k. conststlng or" ,lnl\l<:

LOwer, wll h an ~lllIched courtya rd. or /wlle),. Tills requires ~ ,Impk conversion of the b<isic

S~I, which IS covered later In the book.

The SlrlloShold.

T111. also n-q ui res th e us .. or 1'1'0 tmde! Mighly Fortres« ~~!S, and Is ~lm!l'lr m rhe M3,eher C:l5lie. bUI with the ~ddill,,,,, of" h.rbic~n to

!fl reng I h en I he: g:. te de fen ces,

The P"el l"ow"r.

Thls I~ a lower on I" own. often built 11)' senters in wlld froruter areas.

The Marcher C""sdc.

This Is a 1'''Be t version of the 13 0 me r ['<)tHe ss, requiring ibe use or rwc Citadel Mlgb!)' FO,'/"CS$ Sci s,

The Mountain Hold.

This Is ~ wall whhIO'''~'''. used ,<> block uie end of '. sleep-sided valley,

TI

A. b~ rh I ga 'lI1

1

'Mlg/JIy ,her can 1.0

The Castle Map

Before a game can begin, the GM must prepare two castle maps, as explained below. One is given to the defender, and the GM keeps the other, A pull-out castle map for the Border Fortress is given at the back of the book, and the chapter on Expanding the Castle (pp85-89) includes everything you need to make your own castle maps for the layouts on pp7-8 - and others you may devise for yourself! The attacker should never look at either of the castle maps - the information they contain is secret. The GM, of course, may look at either castle map at any time.

The Gaming Area

A tabletop or area of floor approximately five Jeer square will be needed for tile smaller castles, but the more space you have, the better! Set up the castle in the middle, leaving a gap of at least 18 inches between the castle walls and the edge of your gaming area. After all, the attackers need some space [0 move around in!

The Players

Sections and Levels

The castle map shows a diagrammatic plan view of the castle. In the main Warhammer Fantasy Battle rules, buildings are divided into a number of sections, and castles are no exception. In addition, building sections are divided into levels, and the' standard untt of space that we use in these rules is the section/level, This represents one level of one building section. Section/levels are explained more frilly in the following chapter. Each section is represented on the castle map by its own dlstinrt box, called an area, which is soh-divided to show the various Levels,

Each area on the castle map is marked with a symbol to show the type of section/level it represents - for example, gateways, walls, or Lowers. The area is also marked with various symbols to indicate the presence of stairs, ladders, doorways and various other things.

The castle walls enclose an open area, called the courtyard. For movement purposes, the courtyard is divided into sections, each section being a square whose sides are as long as a building section. This is an exception to the normal Warhammer rules, and is explained fully later on. Corners of courtyard sections are delineated only by the small crosses and are not marked with a symbol.

Tbe symbols are listed below, with their meanings. Don't worry about remembering them all for the moment.

As in a conventional Warhammer g:une, a siege is fought between two sides, with one or more players on either side. One side occupies tbe castle and is known as the besieged or the defender, while the other is known as the besieger or the attaceer.

Warbammer is a miniatures-based game, and we shall be using miniatures. to represent the attacking and defending troops, In addltlon, secret maps are used to indtcate the locations of hidden rroops, to record the positions of models as they move, and to note down structural damage caused by siege machines and mining. These maps are an important part of the game, as you'll see.

A siege game can be as simple or complex as the players wish. A complex game may invol ve the use of several different kinds of map. More complex games and maps are dealt with later On in the book; for the moment we only need to concern ourselves with the basic castle map, whlcb is used in all siege games.

The Castle Map

A main gateway (hoked by sections or ram part. Note how the gateway is represented by section/level G L The passage leading tmo the __

castle is represente d by , dotted Line drawn • through the rampart level above, the two are not [oined: the ra m pa rt .pa~se, oyer the gateway,

how rhe section is .. divided into three levels. TI. 1'2 and B3.

Map Symbols

Tl,T2, etc Thwer.1'1 is the ground floor level, 1'2 the level above. The battlement level is shown by the baulernent symbol.

83, etc Battlement. It is possible to move onto flat roofs or battlements such as the rop of a rower. In the Border Fortress, for example, 'the rower levels are marked Tl/T21B3.

WI, ere wall. If the exterior wall of a castle is solid, it Is represented by an area concalnlng the letter W for 'wall'. A section/level containing a W symbol represents a soltd wall and cannot normally be occupied although It is possible to incorporate rooms inside the walls (see p12)

82, etc Rampart81Pa~pets. The parapet and rampart level of a wall All of the ramparts of the Border Fortress are at level 2.

GI

Gateway. The symbol indicates the presence of a gateway ill the corresponding sectlnn/level.

Door/passageway. This symbol connecting two areas indicates it Is possible for troops to move between the rwo section/Levels. A ltne can also connect a section/level to a courtyard or outside space.

Note: a connecting line may run wough a secnon/level area without connecnng it - only the boxes in wbicb the line begins and ends are connected. If areas are nOI Joined by this symbol. or by the ladder Or stair symbol (see below) it is not possible co move between the' two section/Levels,

-

- Wide door/passageway. This symbol

- Indicates that the W1IY between two. section/

levels is especially wide. This permlts twice as many troops as normal to move through at once, This is described In detail later, under the heading Movement In tbe Castle.

_ El<trn wide door/passageway, This symbol

_ works in a stmnar way to the preceding one,

_ except that three times as many troops as normal may pass from one area to the orher, Tbe Gateways of the Border Fortress are marked with '2 1015 of triple lines " one of wh tch Is dotted to Indicate its passage beneath the walts, This is because it actually takes 2 turns {O move from the courtyard throughe the gates to the outside, and vice versa,

Stair. This symbol shows that a hlgh secuondevel is connected to the ground or a lower level DY a stairway. The ends of the Hne Indicate where the stair begins and ends. Troops may move up or down between the two sectton/levels,

Note: itIs possible for a Stair to ascend from the ground to level 3 without allowing access co level 2.

Ladder. This symbol indicates that a ladder joins a rarnyart or rower section/level 10 th e ground or a lew below. The top and foot of the Ladder show the areas connected in the same way as staircases.

Using the Maps

In later chapters, we.will discuss how the map is used to record damage, troop positions and movement, and other details. For the moment, it is sufficient to appreciate that maps are used to record information secretly. It is therefore important that the attacker can never see the map at any time. The GM may consult a player's map when he wishes, and should check to make sure information is being recorded correctly.

Of COUISe, the courtyards of castles are often crammed with out-buildings serving as stables, barracks, and

workshops, If you arc using your castle to represent the edge of a city wall, or part of a larger garrisoned fortress, it is appropriate to fill the courtyard with houses and other dwelling places. Not only will these look splendid, but they make the game more interesting, providing scope for house-to-house fighting inside the castle. liyou like you can place buildings outside the castle walls to present the building expansion common when space runs out inside.

\ "l:;'· _

j.r~<*,iL:~I!"" •• ~~ ""?"' ... ...,..."""Wil(.iIllo~~~':Mn <'~ ~~~~~~~~~~~E~

In is hree and

Tills chapter covers the details of the castle and bow they are recorded on the castle ruap, Before we get into the detailed rules, we'll just summarise what we've said about castle maps so far:

1. The defender and the GM each have their own castle map.

2. The attacker does not have a castle map, and may never look at a castle map during the course of the game. The only information available to the attacker Is that presented on the castle model itself.

3, The GM may look at the defender's castle map at any time.

4. The castle map is a diagram showing tile layout Of the castle, where building sections begin and end, how many levels there are in each section, and what these levels are.

5. The standard symbolsshown opposite are used for recording further information, about access between section/levels, and between the castle itself, the courtyard and the outside.

6. During the game, the defender uses the castle map to control and record the movement of troops. To represent the many different parts of the castle, its internal features are divided, or partitioned, into sections, levels and courtyards.

In the last chapter; we used a lot of technical terms like section, level, section/leuel and CO U rtyard , and only defined them roughly. Here are more complete definitions of what we mean by these terms, and how they relate to the castle mapand the castle model,

Sections

Every building in Warbammc!'r Fantasy Battle is divided into sections. In the main game, sections are used to determine damage to buildings. Tills is also true of the .siege game; but sections, and more importantly section/levels (see below), are used to control movement of troops,

A section is one of the followtng:

1. A length of model wall up to 4 Inches long.

III the Mtgl1ty Fortress set, each wall segment (ie_ each polystyrene wall piece) is treated as having three sections, each approximately 3 VI inches long. This is far more convenient than .following the letter of the Warbammer ru les and dividing the wall into two 4 inch sections and one 2 inch section.

2. A distinct structure or part of a structure (such as a tower or house) whose base measures no more than 4" x 4",

For example, the base of a tower in tbe Mighty Fortress set is 3 # inches square. So the tower counts as one section. A smatter but distinct structure, a 2" x 2" outbouse for instance, is also one section. A building whose base is larger tban 4" x 4" is divided into two or more sections, as described in the Wal"bammer Fantasy Battle rulebook.

Since the Mighty Fortress set uses one-section towers, we don't have to worry about larger structures at the moment. We shall return to the subject of large, multi-sectioned structures later in the book.

Sections are important In the game because they control movement, just like the squares 011 a chess-board. This ts explained in the chapter on Movement in the Castle.

The Border Fortress consists of four rowers and six segments of wall, These arc divided inro sections as shown below.

Courtyards

The area enclosed by the castle walls is referred to as the courtyard. The courtyard is. divided into sections in the same way as the castle walls and towers; the sections are squares whose sides areas long as a section ofwall. Needless to say, the courtyard only has one level.

The courtyard of the BOrder Fortress is divided into eighteen sections, corresponding directly to the surrounding waU sections. These are indicated on the map by a broken grid, as shown above.

Levels

The castle is an imposing structure, with high walls and tall towers, Two groups of models In. the same section may not necessarily be able to fight each other. For example, troops that are in the base of a tower will not be able to fight troops at the top, and troops at the foot of a wall wiIJ not be able to fight troops on the ramparts, So we need to subdivide the castle vertfcally as well as horizontally, We do this by using leuels.

Each level is given a number, as follows:

Level 1 is the ground level.

Level 2 is the first floor lip from ground level - the level above level 1.

Level 3 is the second floor up from ground level- [he level above Level 2_

o

Higher levels are numbered 4, 5, 6 and so on, as required. The Border Fortress only has three levels - ground (level 1), rampart/tower (leveJ 2) and battlement or tower roof (level 3).

Section/levels

We've already seen how a castle is divided into horizontal units called sections and vertical units called levels. 1b describe a single unit of space In the castle, we refer to both the section and the level, giving us a three-dlmenstcnal co-ordinate which we can a section/leuet.

Secnon/lcvels are very important to the siege game. They are used to control movement and combat, as explained elsewhere in this book. No section/level may be larger than the maximum size described above. There is no minimum size. Smaller section/levels represent more crowded or cramped areas.

The symbols used on the castle map have already been explained (page 10)_ Here, we look at the features they represent, and how they relate to the castle model.

Towers

The Citadel Mighty Fortress Set tower is a squat, square, l-section tower with three levels; tower level 1 (Tl), tower level 2 (1'2) and the battlements (B3). The levels are marked on the map as shown below.

As it is impossible to place models inside the lower levels of the tower, it is a good idea to represent combat inside these areas using a special tower floor plan. This can be placed next to the tower, or anywhere convenient, and the engaged models placed on it. Games Workshops floor-plan system is ideal for this. In fact, the floor plans can be used in many ways [0 enhance the appearance of your castle. For example, you can cover the ramparts with stone flagging or wooden planking.

Walls

Fortified walls have ramparts and parapets along [he top, allowing defenders to walk along them. Troops are protected - and to some degree hidden - by the parapet, as described later.

Each wall section is divided into. two levels, the wall level (WI) and the rampart level (R2). The ramparts join up directly to. level 2 of the tower.

The polystyrene wall pieces in the Citadel Migb~y Fortress Set are called segments. Each segment is 10 inches LOng, and is divided into three equal sections (a left, middle and right section), As mentioned above, each section is in fact 3·\-3 inches long rather than 4 inches.

The wall (WI) and rampart (R2) are represented on the castle map as shown below,

Of course, real castles often feature complicated internal arrangement, and there is no reason why you shouldn't (with a bit of experience) recreate such features within the framework of the rules . For example, although we say walls (wt section/levels) are solid, in fact they have small store or guard rooms within their thickness. Such rooms would be eq uivalent in size to a tower section/level and would be accessible through doors leading into the courtyard. The recesses in tile castle wall components would be perfect to represent tills - perhaps painting them black to indicate a passage, or using one of the plastic doors. An internal room of this kind could be connected to adjoining section/levels if you wish, and could have 'loop-holes' through which the defenders could fire arrows or crossbows upon the enemy!

-, -. - ..... .,.

Gates and Gateways

Doors and Doorways

The Citadel Mighty Fortress Set comes with moulded plastic door components. These may be placed over cut-outs in the walls to indicate the presence of doorways leading to stairways within the thickness of the wall.

The Cttadel Mighty Fortress Set comes complete with a gateway moulded into one of the will segments. This occupies the bottom level of the middle section of the wall segment, and is indicated on the castle map by the symbol Gl.

A plastic door may also be placed at Jevel2 of the tower. A tower doorway lacking a door is still a doorway and can still be moved through - but if there is no door, it can't be dosed!

The plastic gate component is designed to fit into the gateway. Special rules for opening and dosing the gate - as well as battering it down - are given later.

Note: the two lower tower doorways (Tl) are obscured when the walls are in position for the Border Fortress. In different castle layouts, these doors allow you greater flexibility, but they play no part In the Border Fortress, and are ignored when using that layo ut.

Doors and doorways restrict access, as described in the chapter on Movement in the Castle.

Stairs

Stairs are used to connect section/levels which are on different levels, such as two levels of a tower or the ramparts and the courtyard. For example, in the diagram accross, the rampart (R2) is joined to the courtyard by a stairway.

Gateway section as shown on castle map.

The [Ower has stairs connecting its three levels. These are not represented on the castle model. Itself, although tbey are represented on the castle map, as shown.

The presence of a stairway must be indicated on the model. In the case of a stairway leading .from the courtyard to the battlements, a plastic door is placed in the wall cut-out, and a plastic trapdoor is placed on the rampart above. The stairway leads from the trap door at the top of the door at the bottom. In the case of a tower, the stairs are all internal, so all that is necessary is to place a plastic [rap door over the hole in the tower roof.

The effect of stairs on movement is covered in the chapter on Movement in the Castle.

Ladders

Ladders allow troops to move between levels in the same way as stairs. Unlike stairs, ladders can be moved about during the game, as described later. Ladders should be marked on the castle map by the appropriate symbol (in pencil, so that it can be rubbed out if the ladder is moved), and on the castle model by a plastic ladder component.

The ladders supplied with the Citadel Mighty Fortress Set come in just2 lengths, but you can, if you wish, rule that the players have fixed numbers of ladders of different lengths. Thus, you can have short ladders which reach only from a level to the one immediately above, or longer ones which reach from levell, say, to level 3.

There are no ladders marked on the Border Fortress castle map, or on any of the other castle maps on pages 7-8. This is because [heir position is not pre-determined; they can. go wherever the player using them wants them to go, and they can move about during the course of the game.

The cas tie map is used 1:0 record the post nons of troops with i 11 the castle, Counters are used to represent the besieged forces; these are arranged 011 the castle map by the defender at the start ofthe game, and ruoveo around the map as the gn!lle progresses. The positions of counters show where models are within the castle itself. Models may be placed on the castle \'IS approprlate, but II Is not strlc~t}' necessary for all the models to be In full vieo. .... of the enemy all the time.

There are two reasons why we Lise a castle map instead of placlng ruodets directly on the table.

Fl.rsl.ly, ir is well nigh Impossfbte 10 place models 011 the castle model in all rhe places they are able to get to, inside towers,

for example. . .

Secondlr, troops in the castle lire not always in sight of tile besiegers, If the besiegers can't see them. then the attacking player should not be able to see rheru- so their positions are recorded Oil the castle map, but models arc om placed on the castle model, Who can be seen, and who can't, L dealt with in the ection on Auiareness late, 011.

'lroops not placed on the t:tb te because they cannot be seen are referred to as concealed. Troops visible to the enemy are referred to as exposed. This Is an tmportanr distinction irlwe game, and one we shall return to in .3 moment.

The CM's castle map is also referred to as cJJ(: Master Map, because it records the positions of any attackers in th.e castle, as wellas all defending UO ops, The defender's castle map onl}' records the positions of defending troops. If any discrepancy or dlsagreernenr arises, the Master Mnp should be taken as accurate - so the GM must lake great care to update it accurately durmg tbe game.

~--""-

~. ,

Thermit counters at the back of rhe book are used to record the positions of models on the castle maps, E:!ch count ·r bas a large number (l-1O) and a small number(l-4). The large number is the number of the untt, and [he small number is the number of models represented b)' the counter. One side of thecounter is used to represent arracking forces, a nd the other to represent defending forces. 50 the counter lllustrated here represents 4 models from unit 1. on the defending side.

The defending player must keep notes of what

- 'troop types each of his counters represents, and

1 the GM must keep track of both sides. For 4 . example, unit 1 on tbe attacking side might be armoured Orcs, while unit I 011 the defending 'side might be Dwarfs with crossbows; unit 2.on the attacking side might be Ore bowmen, while on the defending side they mIght be Dwarven heavy infantry, and so on.

When placing and rnovingcounrers 011 either of the castle maps, grear care must be taken to ensure that they are the rIght side up - It can cause endless confusion if defenders sudenly tum JOID artackersor vice-versa!

For the siege game, units of not more than 12 troops a~c convenient, A unit may be divided between several counters ill a converuent W:ly -three 45, four 35,. or two 3s and three 2s for a unit of 12, fOT example, A single counter may only represent troops belonging to the same umr.

As units sustain casualtles, become spread out, or regroup, counters may be replaced as appropriate. For example, if" a group of four troops sustains II casu.al'ry, the '4 model' counter ~s replaced by a '3 model 'counter. Always make sure that the Unit number .O::JUa1:05 the S:mJ£, .• md that the unit's strength ls correctly represented by the counters on tbe castle map,

Character models, equipment and other special features should be represented by their own individual counter. You em use the blank counters for tbls, as well as for making ally extra troop counters you may need.

The dlsposition of connrers on the castle map and models on. the tabletop both represent what is happen ing inside the castle. As the game progresses, models and COLInleIS are moved [oge~ec. The GM must make sure that the Master Map and the poshion on the tabletop agree. As a. model or group of models is moved, tile counter representing It is moved accordingly.

If a model is concealed, It Is only represented on the castle maps, Ir is still assumed to be present 011 the tabletop, but the model is not placed on the tabletop until it becomes exposed .. Concealed troops cannot be engaged hand-to-hand, but are still vulnerable to fire from siege engines, collapsing masonry, and so on.

lf a previously concealed model becomes e..,.po.~ed (see below for full deflnltlcn) the modelmusr be placed on the table. Sometimes It is not physlcalJ}' possible to plaee models on the table - tnstde a tower fat example. In this case, the GM must Inform the players that the models are present and exposed.

If:[ previously exposed model becomes conceatea (see below for full definition) the model may be removed from the table If the player wishes. II does not have 10 be remQ~ed from tl~e table If the player wishes to .Ieave l.' (here .. 50mer';IDes, there ~ (itt.le point In removing concealed models, and if you .find It more convenient, you should leave them in place.

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Concealed troops ace troops which could not be seen by any e ae my. if the situation on the tabletop were real,

In some cases a, player should be informed that enemy troops are present, even though they areconcealed, For example, if defenders are occupying a rampart, one wouldexpect to see (he occasional gUnt of a helmet or spear-potnt, and so on, even from ground level. These troops are still concealed; models representing them do not need to be placed on the table, and cannot be fired at. However, the besieging player should be informed that the section/level is 'occupied', although it is not possible to teU the type and number of the concealed troops.

This is called awareness, and allows the attacker (0 form some idea of rough I y where enemy troops are. As with concealment and exposure, the GM is the ultimate arbiter of the awareness rule, but the following guidelines should be horne in mInd:

Exposed troops are troops which could be seen by any enemy, if the situation on (he tabletop were real.

The GM should decide which troops are concealed and which exposed. The fnllowiug guidelines should be borne in mind, but (he ultimate arbiter should be the GM'scommon sense.

1. AU models inside the castle are normally concealed from Troops at ground level outside the castle. However:

lao Defenders firing mlsslleweapons in their tum are exposed throughout rhe attacker's next turn.

lb. Defenders moving into a rampart Of battlement section/level during thetr turn are exposed throughout the attacker's following turn.

Ie. All troops engaged in hand-co-hand combat along ramparts or on battlements are exposed.

1. If a rampart or battlement is occupied by concealed troops, enemy troops outside tile castle but, within 24 inches will be aware of them p-rovided that they have a clear line Of sighz' to the battlement or rampart.

H4

The attacking unit or Orcs 01 is aware of the defending urur Hl but is not aware of H2, H3, Or H4 because it cannot draw a clear line of sight to them • the wa II j I) from of 01 obstructs the line of sight.

Unit H Is exposed because it is shooting. Unit 1'12 is exposed because it has just moved into a rampart sectlon/level. Unit H3

ls exposed because it is engaged in l,and·to·h.and combar ona rampart.

Z. Aerial models at height bands higher than ramparts or battlements can seeall troops on those ramparts or battlements as well as troops in the courtyard.

3. A.II models occupying the same secrjon/level can see each other.

,1. Models occupying the battlements of a tower can see troops on ramparts below and in the courtyard.

5. Model.~ occupying ramparts can see other troops on ramparts and troops in the courtyard.

6, Models in the courtyard em see each other as well as troops on the ramparts. They cannot see troops on the battlements of towers, unless these troops are moving, fighting or firing (see

la-c above). .

Wby Conceal?

Concealed troops may be removed from the table, allowing the player to move them secretly. Concealed troops may not be seen, and may 110t therefore be targetted by missile fire (although (hey may be hit as ~I result of siege engine fire directed against a section/level - see Siege Engines, p61).

Awareness of adjacent section/levels

A

In A, the auacking unit of Orcs (01) and the defending unit of Humans (R) are awm'e of each other, Since both units are in the Same [ower, and the section/levels they occupy are connected (by stairs). Unlt fland unit 02 are no! «ware of each other.

In D, units 01 and H are au/are of each other, bell 02 and Rare nor.

In C, units 1I and 0 are not aware oJ' each ocher! since although they occupy adjacent sectton/levels, there is 110 connecting door/passageway.

2 _ Troops actually inside a castle or courtyard section/level will be aware of enemies in any adjacent and connected castle section/level, even though they could not theoretically see them. This does not apply to troops in adjacent section/levels which are not connected by doors, stairs, ladders, and so on,

For example: troops in level! of a touier will be aware of enemy troops in leuel 2, but not level 3.

Troops on a rampart section/level will be au/are of enemy troops in an adjoining tower section at the same level, but only ~f there is a door/passageway between tbe two.

Troops in a courtyard section will be aware of any enemy troops in an adjoining tower/section teuet, but only if there is a door/passageway into the tower from tbat courtyard section.

The GM must use the Master Map to make Judgements about concealment, exposure and awareness, tnfortuing players if their troops become auiare of a concealed enemy. This may be done openly, or -by passing notes, as preferred.

If the attacker is aware of concealed troops on a rampart or battlement, it is often convenient to place a token of some kind on the rampart or roof sect lon . \Ve have provided some 'Occupied' counters for this purpose, and )'OU can make some more using the blank counters if you need to. As with the liOOP counters, you must take care to place these with the appropriate side face up.

Movrmc!1I &Ike!. place slmulmneollsly on the tabletop and 011 !be QJtJc: map, Remember L1tat models move at the same time u the counters represemtngthem, we shall refer throughour lhls section to I he movement of models, but we: mean .models and counters. If troops are concealed, of course, It may only be nCl.:tSsllfy 10 .move cournees on the castle map.

Coumers and models are moved during their side's movement phase, JUSt as In standard Warbammel' Fantasy Battle rules. Then: 15 00 reserve phase in the siege game, and unns may never make:l re-serve move, Speclal rules dealing wltblarge humanctds (such :IS Ogres and Giams) can be found 00. pSO.

lI«ause the 5paee wit.hlD the castle is l"estl::lcted, the:!:e we IJmltujon~ on the number of models whlcb can be placed in

a panlcular sectionilevei. .

IOwer or Gateway secrtonrlevelsmay contain up to 8 models (rom eachstde at an)' time. This gives a maximum of 16 models, bul no more Ihnn!! from each Side. Tills difference from the rules 011 butldlngs 10 lVarhammer Ftmlasy Battle Is slmply to

accomodste Ihe stu: of the fI.1tgbty FOI~tress set. -

lampan sectlonllC'.·els maycont.ain o.nl.y 4 models from either side 2t ~n)' ttme, This give;; a maximum of 8 models, bu t rIO more than .j from either slde.

Siner 2 model's fronuge is irrelevant Inthe siege game, it is accepubJe to pe Ido.1"! the figures so that bases overlap.

A model's M score Is not used 10 rhe fortress, and models may mol'( from one secucu/levelto any connected section/level durin!! rhelr side' movement phase. This is as far a any model miy move, regnrolcss of Its M score.

Horfzcntal connections are Shown 00 thecastle map by eonnecttng llnes, wbich may be single, double or triple.

A slngle conneettng line allows up to <I models to move between the 5C(lionlkl'c15 in one movement phase.

A duuble connecting line allows up LO 8 models to mevc between the 5c'tllln/lelelo In one movemera phase.

A IripkconneCllng line aIl0W!i up to !2 models to move bel ween the secrton/level, In one movemem phase.

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Note that the connecting lines define tile total number of models able 10 move between adJacent connected secrlon/levels, IrrtJ/JfcrllJ€ of the direction of movement.

Movement Restrictions

In one movement phase,rhe 4. models may move from one section/level to another ...

Or four models may move each way, 60 that a total of 8 models have waved along the conneeting lines ...

It is not posstble In this C:t"SC., however, to move models one way and 4 the other. No more than « models may usc a slng!e connecting Ime m any movemeat phase.

Moving Aloilg Ramparts

Models may move from one rampart seotlon/leve] to an adjacent rampart section if they are joined by a connecting line, The number of models able to move from one section of rampart to another Is limited by the type of connecting liue(Sin.gte, double or triple).

The double connecung Ime here shows that up to 8 models may move between the two section/levels in any mnverneur phase.

Moving Between Ramparts and Towers.

Tower/r;omparl 'connected

Towers are connected to adjoining ramparts via a doorway. This is usually represented on the castle map by a single connecting line, indicating that up to 4 models may move through the doorway in any movement phase.

Moving Between the Tower and Courtyard

The tower bas two doorway cut-outs in its bottom level. These represent doorways in the same way as the Cut-OIJlS in level 2. However, with the castle set up in the Border Fortress shape, these doorways are obscured by the ramparts on either side. II doorways are obscured by ramparts in this way they are .ignored and do not provide access.

Some castle arrangements allow these doorways to be used, in which case tbey permit entry into the bottom level of the tower (Tl) from the courtyard,

Lad

Vertical Movement

Models may move between any two section/levels joined on the castle map by :t. stair or ladder. Section/levels are joined If the stair or ladder symbol begins in one and ends in the other - it is possible for a symbol to begin in level I and end in level 3, by-passing level 2 altogether. Irrespective of where is begins and ends, a stair or ladder may be climbed during a single movement phase.

St:t; rs &. Ladders

Lad, moe yar, exac staln be p ram] and cad mov

Mov

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Stairs link Tl and T2, T:2: and 8:\" and R2 and the courrvard. I, is possible to go from the courtyard to T2 via the ladder - but not to TI. since the ladder does Dot end in T 1.

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A Stair or ladder allows up to 4 models to move between the two connecredsectlon/levels in the movement phase, exactly like a single connecting line. It is possible for section/levels to be connected by 2 stairs or ladders, in which case each stair or ladder enables 4 models to move up or down.

Moving Between the Rampart and Courtyard Stairs

Models on a rampart section may move into a courtyard below if there is a stair symbol connecting the rampart and [he courtyard on the castle map. Models are removed from the rampart, and placed in the courtyard section below.

Models in a courtyard section may move up onto a rampart section/level If they are connected by a stair. The models are removed from the courtyard and placed on the rampart.

Stairway to rampart

.. ~

Ladden

hese cl2. tape, side. ored

ladders may be used to move between a CDUItyud and rampart in wetly the same way as stairs. Up to 2 ladders may be pla.ced against a single rampart section at once, and 4 models can use each ladder in any movement phase.

..

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Rampart wuh ladders

1 the : the r - it e13, and (lent

Moving Between Tower Levels

Models may move between (Ower andlor battlement section/levels if they are connected on the castle map by a stair or ladder.

StaIrs

P [0 2 staiIs may connect two section/levels, affording access by up to 8 models per movement phase. However, a single

ra Ir Is more usual, permitting .{ models to move between the two sealoli/levels pe t movement phase.

Section/levels may be connected by a ladder, Indicating the presence of a ladder lind trap door. A ladder may be withdrawn, denying access to the level above ali discussed later. Note: It is not possible for more than 1 ladder 10 connect two tower section/levels.

Because the gateway is quite wide, it is connected [0 the courtyard and outside by a triple connecting line. This indicates that up to 12 models may pass into or out of section/level Gl during the movement phase.

The castle's gate prevents

enemy troops moving into the gateway from outside. Gates are large and heavy, and opening or closing a gate requires 2 models. In order to open O.r close a gate, troops must begin their movement phase in the gateway section/level ,IUd may do nothing else that tum. Opening or closing the gate takes a full movement phase,

and no models may move

through the gateway on Gare section on (be map

a tum in which the gate is

being opened or closed.

Sralrw~}"S In tower

Court)'ard Movement

. the lctly Is to if or

A Courtyard section is treated exactly like a castle section/level In most cases. No more [han 8 models from either side may occupy a single courtyard section, and no more than 8 models maymove between two courtyard sections during the movement phase. There are a few special rules governing courtyard movement.

low the tile

Courtyard M.ovement

Becau e courtyards are quire open compared to castle sec(lonfleveis, it is possible for some troops to move faster than the normal 1 section per turn. Models with a movement allowance of 6" or more may move two sections at a time, so 101l83sthelr eatlremovement begins and ends in the courtyard. They are still restricted by the usual occupation maximums and unl: cohesion rules (see below).

;m:rt are

There is no need (0 divide the space within the castle model Into sections - although you may do so if you wish. Models should. be placed in any convenient way that clearly shows which eeneo they are in according to the castle maps.

Mavin8 Through ~teways

The sectionflevei containing the tunnel between the outside and Inside of the castle is referred to as the gateway, and represented on the castle map by the code G 1. 1i:oops wishing to move into or out from the castle via the gateway must first move into the gateway section/level.

ModeJIJ may not move into or through a section/level that already contains irs full quota of fdendly models.

Occupied section/levels

1IQth. """pan Ko:!on/l""tIo conwn 'lhdr _urn of 4 I"rl<ndlf mod ... , "" no frl",'dJy troop. ""'y "'''''. t:><n,.,,,",,, '!heIWG.

Q,tlCi 'model: I'llilf m~"c from '«liOnlLel'<l D, '" to<.-tlonll<:vd A. hm no models I!>'\Y'1l<>V<' from A to D,

Models ma,y move Out of a section/level during the movement phase in order to make way (o,r others.

l models move fmlll B 10 C, so tha, 2modeb from ,II. can move inro D~

MOdels defending. a eastle or other foniflc::llio.ll are into units, just like nonnalWarbammer armies.Jn theo can be of ~lny size, but you will find that between 4 and 12 ls most convenlem.

In standard Warbammer Fantasy Battle games, units remain in strict formation. ThIs Is called unh c:oberency. siege game, it is notessenttal for troops inside a castle or fortification to malntala such a strict unit coherency and is no need for models to be in base-to-base contact. a new set of restrictio.os applies:

1 Membecs of a unit may occupy any number of lldJacenl connected secdon/levels, so long ::IS there is free between them. Ir does not matter how many model!; each seetlon/level so long as there is at least one,

FOIe.umple, a IInit of 12 models m:fy occupy a slngk,S«tlon 11m .. level tower, wltb 4 models in each level, 0 r 5 lllievell 1 o,nll 3, and '2 ill level 2

A u nlt ot 6 modd$ nUty occupy a three-seerton stn:tch of rampan wltll 2 models In each sectlon, TIle models are sJmply spread e>'tnl) alo,n,g tll.e =p:ul

" Ulli!.'!:lre not :>!lowed 10 ~plJ( up -there mUSI M nO 8l!p5.

inised ; units rodels

must In the other .there NeVer,

at and recess ccupy

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mir

1 iometlmes, gaps may appear in a unit owing to casualties, bullding collapse or some other cause. When this happens, J player mU.I'tmove models to conform with the rules as soon a possible. The GM may intervene to enforce this rule.

In this example, the attacking Orcs (0) destroyed all me defending Hum' 01 In the rn Iddle ... am part sectlon/level, creating asap in the d.fendlng unit (H), In his next movement phase, tbe defending pllYC( must move at least one model into this section/level 10 maintain unit cohesion,

5 Manoeuvre tests are not necessary inside fortifications, since units do not operate in strict formations. For purposes of movement penalties and restrictions, each model Is therefore treated as a character. Refer to the Wm'hammer Fantasy Battle rules for full details; the most relevant rules are as follows,

ln orne cases, it may be impossible to dose a gap. If this happens, the whole of the split unit is unable to move in the following tum (apart (rom compulsory movement such as follow-ups and push-backs). After spending one turn Ml1tlonary, the unit is considered permanently split, and is now treated as two separate units,

In the =ple below, the auacklng Orcs to) destroyedall the defending HUIDa.ns In the three middle rampart section/lwei s, It Is no t posilbl~ forthc defe ndlng player [0 move his models so [hat the dcl"endlbg unit H Is re-untted, so both groups of defending mlld.IlI .. re unable to move (except for compulsory movement) in Lhe non movement phase, and thereafter they rue treated as two sep'rlIC units.

A. Individual models may turn without penalty,

B. The penalties for difficult ground, very d(fftcult ground and Obstacles do not apply if models are within a castle or other fortification.

Cc Individual models may always be turned to face an attacker unless they are already engaged in hand-to-hand combat. This overrides all other rules forbidding movement.

A player must always re-unite a unit where possible - even alt.'lcklng intervening enemy units against overwhelming odds lf necessary The only exception to this rule is that split units do not have to use ladders to attempt to regroup, Units rnayonly be split when it is impossible to re-unite them, and a player may not choose to keep a unit split under other dreurnstances. It may be necessary to attack enemy models in order to reunlte a unit. The presence of intervening enemy models alone is not sufficient to split a unit permanently. If ~plll units can be reunited In a later tum, the controllmg player has the option of doing so, if he wishes.

:I Iwo or more friendly units may occupy a section/level at the arne lime, so long as the tout number of models in the ecrlcn/level does not exceed the maximum number of friendly models allowed (8 for a tower, gateway or courtyard ecrion/level, " for a rampart section/level),

A L1llit may be divided so that it occupies section/levels of the castle and connected courtyard sections. Courtyard sections are treated exactly like castle section/levels in this respect.

The besieging side starts the game outside the cast le. We shall be dealing with how the besieging player arrays his forces later. For the present, we are only concerned with the movement of troops outside the castle.

MeaslU'ed Movement

The area around the castle is not divided into sections In the same way as the castle and courtyard. Instead, movement is conducted in the same way as in norrnalWarhammer Fantasy Battle. Use a tape or ruler to measure the movement allowance of the model or unit.

Unit Cohesion

They do not benefit if the leader is farther a" .. ay, or i~ in adjacent bur inaccessible section/level.

Models are bound by the special unit cohesion rules already given for troops inside castles. However, because there are no section/levels outside a castle, each model must remain within 2 tnches of the nearest member of its unit.

All models benefit from the characteristic bonuses of a character model in the same section/level. If more [ban character model is present, only the highest bonus applies does not matter whether the character model is assodaed the models in the section/level, the bonuses still apply.

If a unit is divided, with some models inside a fortification and some outside, then at least one of the outside models must be within 2 inches of the occupied section. So long as there is ready access between the castle and outside (via a gate, breach, ladder, etc.) the unit must remain whole. If a ladder is cast down, or access otherwise made impossible, the unit becomes split in the same way as a divided unIt inside a castle and may make only compulsory movement next turn.

in this example. the character model A confers his chAr:J.ctcristic bonuses on models 1-4, beC3WC he is in the same secuonrlevel as model 1 and models Z-4 are to connected sectionflevel s, Moddl 5-8 recetve no bonuses because they arc not in connected section/levels. Model 1 would receive bonuses from model A eve o if the character were nOI associated with the unit (see WEB, pp92-3), because the two are in the same section/level.

Ai, we have seen, units are far less compact in castles than they are on the battlefield. In the normal Warhammer Fantasy Battle rules, a character model must associate with a unit to become its leader and pass on its beneficial characteristic modifiers. In the siege game things are a little different.

-+ I

I

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.......... , ...... "" - - + - - 1"

A unit may be led by a character model, may have champions, and may have other associated characters, just as in the normal Warhammer Fantasy Battle rules. These models are considered co be members of the unit while they are associated witb it, and are bound by the unit cohesion rules given above. However, an individual character model may occupy the same section/level as ordinary troops without associating with them. Such a model is not a member of the unit, and is not bound by the unit cohesion rules.

Members of a unit led by an associated character model will benefit as usual from the leader's characterlsttcbonuses so long as the model is in the same section/level or a connected one.

is in an

friendly ~ than 1 'plies. It ted with Ilr·

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At. we: have seen, either side may place up to 8 models in any one scctionlleve1 (4 in the case of ramparts). This means that In the heat of battle, a single section/level may contain up to 16 models, 8 from each side! Even though this is a reduction from the rather abstract building rules In Warhammer Fantasy Battle, II may still seem rather a 10[, but it is a convenient way of Tep1'tScoting the gradual displacement of one side by another. II ill am necessarily the case that all 16 combatants ate within the same room at the same time. Imagine how some models

rum In, whilst others are slain or forced out of the section during the confusion of the fight.

Modd may not move into a section/level that contains one or more enemy models except by charging. Just as In normal Warbammer Fantasy Battle, a charge may only be made by troops attempting to Initiate hand-to-hand combat. In the main ~e, :I charge move is double the normal movement distance, bul wide buildings and along ramparts a charge move is exactly the same dlseance as anv other move. This is because it is difficult to run. around inside a building, or along a narrow, treacherous rampart.

For eumple, the tower bas three levels ...

Charging in a Courtyard

A charge move made within a courtyard may cover twice as many sections as normally allowed, provided that it takes place entirely within the courtyard.

Charging through Gateways

When a gate is open or breached, models may charge through it as if it wen: a courtyard space.

Hand-to-hand combats are resolved using the normal Warbammer Fantasy Battle combat system, with a few modifications :

Engagements

Models fighting in hand-to-hand combat are said to be engaged or taking part in an engagement. These words have specific meaning within the game.

Each section/level is considered to be the site of a separate engagement. For example, if hand-to-hand combat is taking place in two adjacent section/levels there an: two engagements.

Once an engagement has begun, further models may join it during subsequent turns. 'Iroops may be forced - or may choose - to retreat from an engagement, as described later. An engagement lasts until one side is destroyed or retreats, routs or retires as described later. Models may attempt to block tops and bottoms of ladders and stairs, as well as doorways (see p38)

Who Fights?

All models in a section/level are eligible to take part in handto-hand combat. For example, if a section/level contains 8 Orcs and 8 Humans, the fight is worked out as 8 Orcs versus 8 Humans. If a section/level contains 1 Orc and 8 Humans the fight is worked out as 1 Ore veISUS 8 Humans (unlucky Orcl), Base sizes and base-ro-base contact play no part in combat inside building or rampart section!1evels.

Split Units

If a unit is split over two or more section/levels, unit cohesion must be maintained even when a hand-to-hand combat engagement is laking place in one of them. The use of card floorplans can be of invaluable use here.

Fresh Troops

Fresh troops may charge into an engagement during subsequent movement phases so long as the normal limitation on the number of individuals present is complied with (a maximum of 8 on eirher side in towers,and 4 on ramparts).

Disengaging

Troops may be moved out of an engagement during their movement phase unless they lost the previous combat round (see Who Wins? p24). Troops moving oUI of an engagement are said to be retiring. Retiring troops must obey the normal rules for movement. Retiring troops rna}' not. move into a section/level occupied by enemy troops.

In tho bottom level are 4 O~, the second lwei is amply, at the top tbere are <I Human archers,

Tbe Orcs move up I level during their turn, placing them on le ve 1 2,

In Ihtlr turn, the Human an:ilel1l durge down Inro level 2, A round of cornballs (oullialn leve] 2 be tween the cha'Bins archers and the 0tI: . You may flnd it helpful, to usc floor pions of the In«:rlors: o;If towers [0 resolve .itu'liOn6 like Ihis.

All hand-to-hand combat Is initiated by a charge. Troops may ch2rge from a section/level to any connecting section/level. 'Ii'Oops may not move into an adjoining section occupied by enemy except by charging and thereby initiating hand-to-hand combar,

Weapon Modifiers

No weapon modifiers are applied when troops are fighting inside castles. The most useful weapon for warfare of this kind is a short sword, axe, club or other hand-weapon, and it is assumed most troops cacry weapons of this kind irrespective of other weapons represented on the model. Some weapons are useful for breaking down doors, as discussed later. Normal weapon modifiers apply when fighting in courtyards and outside the castle.

To Hit Modifiers

When fighting in a castle or other fortiflcation, only the following 'to hit' modifiers apply. Normal 'to hit' modifiers apply in courtyards and outside the castle.

+ 1 Advantage of ground, This can be claimed by any troops being charged from a lower level that turn, It does not apply to troops charging from a higher level or during subsequent rounds of hand-to-hand combat.

+ 1 Winning: This bonus Is added to all 'to hit' rolls made by a side which won the previous round of the engagement (see Who Wins? below).

Psychology: All modifiers for psychology also apply: frenzy, for example.

Charging: Note that troops do not receive a bonus for charging. It is considered that there Is insufficient space or time for troops to gain any impetus when charging, or to benefit from such impetus wit.hin the confmes of a castle.

Normal Wachammer Fantasy Battle rules are used for initiative, striking blows and working out damage .. Note that weapon modifiers do not apply when fighting inside the castle. Once damage has been calculated, make saving tbrows and remove casualties as normal.

1b work Out which side has won the combat round, add up the number of models killed on each side. The side which has caused more casualties bas won.

If both sides have caused the SaDIe number of casualties, they both hold, and neither side has won. All surviving models are left in place. Note that this differs from the normal Warbammer Fantasy Battle rules - it is the number of individuals killed that is considered, not the number of wounds caused. As some individuals are able to sustain several wounds, this means a large or powerful creature is far more difficult to shift than it would be in a Warhammer field battle.

Modifiers

In this example, the defending unit of Humans (H) is being charged by the two ru:tacking units Oland 02. 01 is charging from a lower level, so unit H gains II + I to hit bon us against 01. 02 is attacking from 11 higher level, so 8 gains no bonus against thar unit.

Combat

o:.i'

Who Wins?

~::ii~:f.~iiiail· .

.. ' . . . . Trapped Models

Sometimes, notall models on the losing side will be able to retreat from an engagement. This may happen because there ill illliUlfic1ent room for models to move hnoadJol.n.in_g sectionflevels, or because there is insurti:ciem access into adjoinlng sectionlleveis.

The words retreat,. retire and rolltare used lavery specific ways In these rules, so you should be sure that you understand what each term means and not confusethem with each other;

it Is rive

Ions

mal :lod

Relre.lIU are made immediately after acombat round 15 flrilihed. Models are restricrod in oactly the WIle way as during the mOlJemem phase ..

Hetlring I:toOps are those who are moving out of an engagement durlngthelr movement phase. ThC)' have not been forced 10 retreat, and they hav,e not been routed - they are simply moving outot the engagement.

the fiers

rops ppty uelll

Rouuln the siege game are hanclled a little differently from 'he normal Warbammer Ralltas)' BattleruJes. The 1;(1 lest described below (under 1rapped MOde.ls) applies onry rom.odw In the same engsgemenr. It does Dot apply to the whole unit, unless the whole unit is engaged in the same sectton/level. A unll may ~e Involved in a fight which spreads over 3 section/levels, and may be obliged to take three Ld rests, possibly with different results. It Is therefore possible for some members of the same unit to rout whilst others figb.t on.

The artacklng U011 of Orcs (01) has been reduced 10 a sneng!h of 5 models, and must retreat. II cannot retren up or down, because there arc already 2 friendly modelsIneach of the connected lOWCI .seruooflcvcls. and. theyare et\jjll.gedwl"''2I'. Thcfulgle eormeeilng tim: 10 Itte .mmpa.rt means thalooly mocets em go Ih~l ""-y. Therdot:e. cue model I U'1pped.

Retreating

If it is impossible for all engaged models all the losing side to retreat from an engagement, a I.d tesr must be taken, The results apply to .allioslag models involved in the eng2sement. not JUSt these whid:!can'( retreat.

if a side bas lost a combat round, it must normallyretreat from th~ engagement as soon as the combat round is over. The player may choose 10 have them bold t:hei.r ground, as described below.

In order to retreat, HOOpS mUSl be able to move into an adjoining section/level to their rear, or above or below, provided there nre DO enemy models present, There must be 5ufficlent room In the adjoining section/level (see Occupa#ono/

ectfOllll~lJels, pi ). Retreating modetsare simply moved OOe sccrlcn/level immedJ.-trely after rhe hand-co-hand combat phase. [[ Is not necessary for all models to retreat [0 the same secllon/level, hut unlt cohesion must be malnralned at all times.

If the test is passed, tbe losing unit holds Its ground. No models retreat, and combat continues normally, The other side is still winntng, and receives tile +1 bonus in the follOWing round. If the 2D6 00111s a double :1, the troops react to tneir adverse slruadoo. by going intO frenzy. The effects :tn.d duration of the frenzy are exactly as described in the maJ.n War/Jammer Fantasy Battle rules, except that duration is [udged by engagement rather than by base-to-baseconcacr.

If the test Is fulled. teoops are routed. as described on p26.

nade meat

Models not Engaged

l'neJl8lll1!~d rnod.els belonging to a u.nlt whlcb is foroed to rezrear may also retreat if the player wisbes • they don', have eo, They may do so to allow engaged troops sufficient room to move back, fOl tKlimpie,

5 for 'time

fUelh

Hold.iQg Ground

A side which loses around of cembat may choose nOI to retreat, even though it may be able to do so. The player makes a Ld test for all troops enga.gcd.

If the test is passed, the troops do nor retreat and hold their ground as described above.

If the test Is failed, the troops are routed.

d for ~tIla[ ::astle. sand

More than One Unit In Bngagemen ts

lroops .from [WO or more .fdenclly uuhs may sometimes find themselves fighting together in the same section/level. Work out the results of the engagernem normally, ccnsldermg casualties Iafllcted by each side (evcnthough a side may comprise members of seveml different unirs). Boll once f'Or the l.d test, and appl}' the result to all. the engaged units on the same side, If units have different Ld values, this .m~tyresult in some troops retreating or touting while others hold.

dd up ih has

I, they tis are mnter killed I some a large would

Tilt dekndlng Humans (HI) m(lr not retreat Into adjoining secuons A, B or C. Since these areocc upied by I n[rudl ng. Orcs, 1'11'0 Humans m:IY, however, 1l10V~ up tosccrlon/level B;J, brlngins rile lotlll number of defenders in that section/level m II~ maximum uf 8. The remalning '2 Humans aee therefore Imp~d

The following special rules apply to routing units.

The Disengaging Move: Models must move at the end of the combat round in which they are routed. This is the called the disengagtngmove, and takes place before any retreats. During the disengaging move, routers are moved One section level away from their enemy into an adjoining section level just like a retreat. Normal occupation and access limits apply.

Occupied Section/levels: Routers may not move into a section/level occupied by enemy troops, or into a section/level already fully occupied by friendly models. Nonrouting models belonging to the same unit as the routers may not move to Jet routers into a section/level during the disengaging move.

Casualties: Routing models which are unable to leave the section/level are automatically removed as casualties. Troops cannot rout via ladders. Routers do not have to take the same course and may be split over several section/levels.

In this example, the defending Humans (II) have been routed, They cannot move into either of the connected rampart section/levels because Ihey are occupied by enemy troops, so the whole unit is removed as casualties,

The defending Humans (II) have been routed. They have only One Itne of escape which is nor blocked by enemy troops, but the single connecting line means thar only 4 model, may rout ill that direction. Therefore, tWO models are removed as casualties.

Unit Cohesion, Routers do not have to obey normal unit cohesion rules as regards their parent unit or each other, and so are quite likely to become split units.

Subsequent Movement: Following the disengaging move, routers are moved during the movement phase like other troops. Routers must continue to move so long as enemy models are in a connected section/level (i,e, the routers know they are there because they can either see them or are aware of tbem) ,

Jn the diagram below, the defending Humans (H) have been routed by attacking unit of Orcs (01). They may nor attempt torally, since they are now aware of attacking unlr 02 in the non rampart secnon/level. On the next movement phase, they must keep going - and since they may not eneer 3 section/lewd occupied by enemy troops, they can only go down the stain; 10 the courtyard.

Routers must rout away from enemy troops If they are awar« of them (or can see them) and are able to do so. Ifrouters are not aware of enemy troops in adjoining section/level, they may remain stationary, although they may move if the player wishes, If routers an: surrounded by enemy-occupied section/levels they are unable to move; they remain stationary, but are still considered to be routing and IU.1.y not attempt [0 rally. Routing models may be divided over several section/levels and ma), continue to divide in successive movement phases.

The defending unit of Humans (8) has been Willed by the attacklng unit of Orcs (01). It can move 00 further along the rampart because attacking unit 02 is in the way, Therefore, it must remain sentonary in its lICSt movement phase. It is still (Outing - [Quling on the .pOL, if you like . and may not attempt 10 rally.

unit and

ove, ther

pels

rare em),

uare

are may flues. they still rting may

ng lSI! Iry ot.

Atlllcklng. Rooters, If troops charge into a secdon/level containing only routing enemy troops, ne routing model luuomatically removed for every attacker. This is only likely to happen if routers are surrounded by enemy or movement I re tricred,

COOl.lnulng tht lastexample, unit His u11lihle !.O move during its nexr movement phase, In the ~lt2ck.c(S· flat move mom I'll n se, II nlr 02- Charges IheSlllI-routin8 defendel1l. Tbure are 2 mode.1s In un II .02. 02 models ate removed from utili fl . wlplns the rcuiers OUI.

.....

Rallying

Roudog troops may only attempt [0 rnlly during the rally pbase if:

I. They did not move during the last movement phase; and

2. They cannot see, nor are aware of any enemy models In an adJoinIng, connected sectinn/level,

·the player makes a Ld test. If thls Is successful, the troops rally;

not, they continue to rout, and may nor fight or U' e missile weapons. Th test may be repeated in sub equent rail y phas s provided that the two conditions above are met. Modifiers to tbe test an: as follows:

l. If there are non-routtag ftiencUy models in the same section/level equal to or more tban the nnmber of routing Ol.odels, add + 1 ro the I.d value.

Rallied troops are amalgamated Inro any friendly unlt in the same or a connected sectioullevcl. II there are no friends nearby, the ratlied models an: considered Ull form a new unlt. Each constituent troop type roll t be represented by its own counter on the castle map.

Access Restrictions in Retreats and Routs

Note that normal access and occuparion rules apply during retreats and routs. It is nor possible to m ve model into a seerion/level in excess of its occupation limit, nor to move more troops through a doorway than tndfcated on tbe castl map,

The llmhs on access between section/levels during the movement phase does not .affece access during the combat phase, which happens as a result .of retreats orrouting, However; retreat and routs do affect each other.

The sequence of movement is as follOWS;

Combat Pbase - routing units move, then retreanng unltS m·.ovej Mot)etne'~t. Pbase » normal movement.

A connection may only be used once pet' phase.

For example, models may pass rhrough a door during the movement phase. This doe not affect 4. other models passing through the same dour during a retreat or rout. However, If 4 models rout through the door, no model will be able to retreat through it. Routing always takes preceden e over retreating.

,-

_____ 00-_ _ •

( t

III

This chapter deals with light missile weapons used against enemy personnel (e.g, bows, crossbows, slings, spears) rather than missile-firing siege machines such as stone and bolt throwers, cannon and the like, which are directed against the structure itself. The latter are covered in the chapter on Siege Machines. (page 61 ).

Shooting is handled in the same way as in the main Warbammer Pantasy Battle rules, with a roll to hit and a roll to wound, followed by any appropriate 'saving throw'.

Witbin a fortification, a unit cannot adopt a rigid formation as ,it does during a field battle, Instead, units will normally find themselves fairly spread out, and possibly divided over several section/levels. Two or more units may even occupy the same section/level. This makes it impossible for a 'unit' to fire against another 'unit' in the normal Warbammer manner.

Troops equipped with bows; crossbows or other missile weapons fire as individuals, and the player rolls 'to hit' and 'to wound' for each model in turn. However, if models from the same unit (or with the same weapons and BS) are firing against the same section/level, it is convenient to roll all their dice together,

In a field battle, the target is usually an enemy unit. In the siege game, a. target consists of all exposed models in a single section/level. There are two Important points to bear in mind here:

1. It is not possible to target against concealed enemy troops, even if there are both concealed and exposed enemy models in the same section/level.

2. It is possible to be aware of enemy troops, but unable to fire on them. Models which are not exposed cannot be fired on.

A player must declare the target and then measure the range for each shot. Range is measured as the horizontal distance from:

1. A firing model outside the castle to the ground level of the section occupied by a target inside the castle.

or

2. The ground level of the section occupied by a firer inside the castle to a target model outside the castle.

or

3. The ground level of the section occupied by a firer inside the castle 1O tbe ground level of the section occupied by a target inside the castle.

vertical ranges are only taken into account if the target is higher than the firer; The horizontal measurement is modified by +4" for every level difference.

The horizontal measurement, modified for level if necessary, is compared to the weapon's range to determine whether the shot is at short, medium, long, or out of range. Missile weapons with a range of 4" or less, for example, cannot be used against a target (In a higher level.

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l1li4 'To Hit' M,ocUfers

The normal missile 'to bit' modifias given in the WarlJammer Fantasy Battle rulebook are not used for troops firing on enemies in a castle. Instead, use tbe following cumulattve mQ<iifiers:

Jargetscetionllevel protected by parapet. -2 larget section/level protected by arrow- Uts: -2 Th.tget section/level over half-range: -1

Thtgct seetton/leve! contains at least one exposed model ever 10' tall: +1

Who Gets Bit? RandomJsed Hits

Each hit Is randomlsed, and may strike any exposed model. Simply COunt the exposed models and roll an appropriate d1.e, and then COunt from one end. until you reach the number roUed. That is me model that Is bit.

A

Model$ A, S and C are firing QVer the. r.1mpatl5, S9 lIley. are exposed. Model D IS not fldng, and Is concealed (although the :ttl2dl.ing pI2ycrm>lI' well be 2Wil.re of it), The 2ItllckingJ'ln!r, 0, scores a WI, ",);tid; I1I.lght be on an)' of the exposedmodels A, 8 and C. The OM, rnllsa D~. and .. score of 2 Irldlcatcd Iha! model B caJces the hit.

To' avoid confusion, it is often clearer If concealed models are placed on the inner edge of the rampart, while exposed models can even be pla-ced on the crenellations.

large Creatures

Large m de1s, such as gres, count a everal human-sized models, and so are.more Ukely to be hit. See l.arge Humanoid Creatures for detall . Note: the + 1 'to rut' for a large target applles to.all shots fired against that section/level, irrespective of whether they actually hit a large model or a human-sized one. The mere presence Of a large creature draws fire; making it more Uk.e} that tho e nearby will be hit.

Ramparts

Shooting from Ramparts Up to 4 models may flre from a rampart ection. Measure the range from the ground level of the ecu II (0 the target. The fire arc for ail weapons .flring from. a rampart i as shown In the diagf".tro.

,I

·Shooting at Troops on RamlJarlS

Shots fired at models on rampart ecuon/tevels suffer a -2 'to hit' penally, as noted above. Note that models on a rampart must be e."ICfJosed before they can be fired on.eee Concealment and Exposure, p 15 .

If firing at a 'rampart from the castle courtyard or a tower battlement, the panpct will provide no - over for the target model , and alL fl1'C is resolved as if the titget were an unprotected unit in ill open. Measure all shots 10 [be ground level of the wall section.

Shooting into the Fortress

Shooting from Inside Towers

Troops equipped with missile weapons may shoot from section/levels containing windows or arrow-slits. The rowers of the Mighty Fortress towers have arrow-slits on the second floor (T2). As always, range is measured from the foot of the tower section, not from the opening itself. Up to 4 models at once may fire from a section/level wall pierced by one or more arrow-slits or windows. The

presence of arrow-slits or windows on the building is taken to represent a number of arrow-slits or windows, and the actual number is not important.

The arc of fire from a window is 90°, regardless of the weapon used. This is

measured from the comers of

the section, as shown on the

diagram.

Models may only fire into the courtyard if they have a direct line of sight to it; for example, if they are in a rampart or battlement section/level, or flying above the castle, or firing through an open gateway, or in the courtyard themselves. As always, models must be exposed before they can be fired at.

Fire arc from window

Some types of missile weapon, such as siege engines, do not need to see a target. This is covered in the chapter on Siege Machines.

Firing into Engagements

All models engaged in hand-to-hand combat 00 a rampart or battlement are exposed, and may be fired at. Hits are determined in the normal way (taking any cover from parapets into account), depending on the type of section/level involved (rampart or tower). Successful hits are randomised amongst all exposed models in the section/level, and may affect troops of either side.

Sbooting at Troope Inside Towers

'Iroops inside rowers may not normally be fired at, unless they have. fired through windows or arrow-slits in their last tum, thus exposing themselves to enemy fire.

'Iroops shooting through arrow-slits are exposed during the . opposing side's next tum, and it is possible for enemy troops to shoot back at them. The chance of hitting a model protected by an arrow-slit is remote, but it is not entirely impossible.

The 'to bit' modifier remains at -2 (as for models protected by ramparts) but the number of successful bits scored is halved, rounding fractions down. This makes it possible for a rain of arrows to penetrate an arrow-slit even if the BS of the firer is fairly average. Increasing the 'to hit' penalty to - 3 or more would simply make it impossible for many creatures to hit, rather than cutting down the odds.

Once the number of hits bas been determined, work out damage as normal, randonusing hits among the exposed models as shown on page 29.

Shooting fl"om Battlements

Troops may shoot from battlement sections in the same way as from ramparts. However, as it is easier to bring a shot to bear from a relatively open battlement, up to 8 models may fire from a single side. The arc of fire is 90° from each side, as shown in the diagram.

Tower fire arcs

Fire arcs from a tower battlement

Shooting at Tl"oops on Battlements

Battlements are assumed to offer the same degree of protection as ramparts, and the rules under Shooting at Troops on Ramparts apply With equal force to battlements.

ect or ing As at.

not ege

tor ned. Into ved , all

s of

The first object of the besieger is to gain entry into the castle. This maybe achieved by digging tunnels or mines, by assaulting the walls with scaling ladders, by employing magic, or by arranging aerial transport and 'dropping in' unexpectedly. However, by far the most popular method is to break. down a gate or a part of the W:lIL

In order to breach a wall, the besieger may need special war engines such as stone throwers and cannon. Few creatures are large or strong enough to pull down walls with their bare hands!

Recording Loss of Defence Points

Each polnr of damage caused against a section/level is recorded as aloss of 1 defence paint. The defending player and GM must record the loss of defence points on their respective castle maps. Obviously, the two maps should tally, but the GM's map L~ the Master Map, and is assumed to be correct if there is any doubt. Damage Is easily recorded by marking the section/level box as shown.

The wall/section level in this example has taken a total of 6 defence points of structural damage. When it has taken 10 points, it will be breached.

Each castle section/level is capable of sustaining a certain amount of damage before it becomes liable to collapse. This i5 expressed by giving each section/levela certain number of defence points.

All building section/levels have defence points, but the exact number depends on how the structure is built. Ordinary houses have a standard value of 6 defence points. Stone-built fortresses are far more sturdy, so we shall assume that all castle section/teuels have ]0 defence points.

Castle Map Symbols

Solid wallsare represented on the castle map by the symbol W, Indicating that it is not possjble to occupy the section/level. This is not to say that a box marked R, B, Gar T is any Jess resilient - towers were often built thicker than walls, while Walls enclosing rooms may also have extra support of some kind.

Damage

The procedure for attacking a building structure follows rhe normal Warhammer Fantasy Battle rules. When a hit Is scored, the Strength of the attack is cross-checked with the Toughness of the section/level to discover if damage is sustained. If damage is sustained, the amount of damage is determined and the result recorded on the section/level box. Until a section/level has sustained damage equal to its defence points, it remains intact. Once it has sustained damage equal to Irs defence potnts, it becomes unstable and liable to collapse,

Ct'itical Damage

As soon as a section/level sustains damage equalto its defence points, a new box is drawn for the section/level on the castle map. This is referred to as a critical damage box. The GM and player should continue to record further damage in this critical damage box.

Th e wa II/section level from I]! e last example lakes a. further 5 damage points. This lakes lt to II damage points. Since it only h~d to damage poin ts to s tart wi rh, the 10 are recorded, and 3 further I point Is recorded in the crtttcalaamage box, All suhseq ue 011 damage is recorde d in the critical damage box.

Critical Damage ResolOtion

Critical damage ls resolved at [he beginning of each turn, regardless ofwhether it i the acta ~ r's or defender' tum. Till means that it may be nece sary to rest twice during the overall game turn.

It is necessary to test individual! for each secti a/level with a cririca] damage box - even It there is no number in the box yet. 1£ several recuon/revels have critlcal damage boxes, the GM should begin with the lower levels and work upwards, giving prlorlry to section/levels wtm the rno t damage.

To make the I t, th • GM rolls a D6, adding + 1 to the number rolled for every point of damage marked in the criri cal. dam age box. Read the score off on (he following [able:

Section/level shaky and unsafe. Only balf the normal number of models may occupy the section/level ( from either sIde for a rampart, for any other section/level). If t.he secuon/level is occupied by more than this number of mode! " or if models in excess oi this number are placed in it at any ume, It will olLap e immediately se 5, belo ). The normal -2 hooting 'to hit" modifier for walls and rowers Is reduced to -1 due to the large number of boles in the structure.

2

Sectiooilevel extremely unstable. If mote than 6 models ln tot:d arc in tbe section/level, or if more than 6 models are placed there at any time, it wi_U collapse immediately ee 5 bel w). therwi ,the normal shooting 'to hit' modifier l reduced frorn-z to·1 (as for 1 above).

3

Sectionllevel breached. If there is one Of morel vets above the damaged section neve!, the lauer collapses ( ee 4 and Collapsed/Section Levels, below). The remalnlng upper section/lcvel(s) collapses on a D6 roll of 6; check each turn, and Rdd + 1 [0 the roll for ea 11 model above In the section/level, If not, then treat thi re ult a 2·, above. If the sectlon/Ievef Is the uppermost one, It does not collapse, but :iny missilearmed Troops firing from it suffer a -l 'to hit' penalty due to the Instability of the structure.

Breach. The secuon/levet is destroyed.and all higher levels of the arne section collapse 00 :.1 D6 roll of • 5, or 6 sec 5, below _ All models wlthln breacbed or ccllap ed se tlou/levels must make a basic saving throw Or be killed. Creatures with a 1?ughness of 5 or more, or with 3 or more Wounds are Judged to have a minimum avlng throw of 4, 5 r 6 and take 0 wound if damag d. urvivors are pla ed in any accessible adjoining secticn/level or COurtyard area. Normal door and stairwayresedcnons apply. If escape is impossible, m del are removed a dead.

Note that breaches can on] y be blocked by la.rge humanoids (see p 50).

BRJ:ACFI&S

WEAKENED (S<e 3 & 4)

, ' .• ~~;_L~ .. or.;~_ ~"~ •

Major Collaps . The s ect lon/Ieve l co llapses cornplerely - in luding all higher levels. In addition, the next level d wn (if any of th arne ecuon aJ 0 collapses, on a D6 roll of 4. 5 or 6.

6

Extreme CoUap e. The 'e ti nJlc\'ci llap es, a 5 ;tbO\7C, In addition, for ever higher level.brought down as a result or (he collapse, 1 lower level of the same se non is brought down a the falling rubble des ends. Even if there are no higher levels, the level directly beneath collapses (if pre cot :IS for 5 above).

For example, iflevel 3 (of 5) suffers an extrernc collapse, levels and 5 also collapse be all e they are higher. Leve 1 and Z olls pse becaus of th weight oflevel 3, and 5 falling on them.

Secondary CoUap e. The ecnon/level collapses bringing down higher and lower level of til . sam section as 6above. In addition, adjacent ecuonrtevel at the same level as the original oolhlplng cajon/level also collapse, as 5 above.

8

Miljor econdary Collapse. The ectlon cOllap e in i enrlrery, a 6 above. All adjacent e lions c llap I! ill (heir entirety, as 6 above,

9

Tertiary Collapse. As 8 above, but any section/level adjacent to a secondary collapse will also collap e If U bas ta!?en damage, a - 5 ahoy.

TRRTIAIlY COI.I.AI' E

TERnARY OliAP £

T RTIARY COI.LAPSE

10 + Major Tertiary Collapse, As 9 above, burundamaged ecricn/levels adJac ru to a econdary colJap e ta.ke D6 damage points. See 5 above for collapse.

Notes:

L nee a section/level has collapsed, it can take no further critical damage.

2.There are orne pe ial eases, hi h are . plained full all p3' .

Left:

!s t, o

5

n e I. f

In. this dramatic painting by Paul Borum. ~ force of Goblins advances through ~ breach into a dcadly hail of arrows. Note the nice bhre spiders - an imeresiing shield motif r or anyo ne with J ste ad y han d.

Be/ow:

A nicely modoUcd broach- this sen of cf(¢ct is c~sy 10 achieve by tuuing and rc-git)cing thc polystyrene 'iIr.I.1J segmenl'S.

t. 5

Bottom:

, '"

An other viel'll of the breac bed sec tion - l h is time d efe nded by i. gr'oup of High Elves, lnd under attack {rom ShVCD.

s e S 'I

• 'If the beniemeatssr« carried, throw all your strongththerel Such an advantElge is alW<zyS dearly won."

Albrecht ofT'lsenbrecx; The Act oflhe Sfegf

Collapsing the Modell

When a section/level collapses or is breached, this must be indicated both on the castle maps and on the castle model itself. On the castle map, you may do this by writing 'collapsed' in the relevant box or by crossingit out. To indicate collapsed section/levels on the model, simply take a 2-pound lump hammer and ... well, perhaps not. After all; you may want to use the castle again. So you can indicate collapse by placing a counter or piece of black card against the wall or tower section.

Collapsed Section/levels

The collapsed level 1 of a wall section is referred to as a breach irrespective of whether upper levels have collapsed or not.

Collapsed section/levels on level 2 or higher may not be moved through or occupied - they no longer exist! Levell section/levels are assumed to collapse Into a pile of rubble - they mal' be moved over" but offer no protection. TIlls pile of nibble is stillconsidered to be a section/level for purposes of regulating movement, and may be occupied by up to 4 or 8 models from each side. Alternatively, of course, you could prepare one or more damaged sections from 'spare' wall segments, or pol ystyrene ceiling tiles, to replace damaged sections (depending on whether it was a wall or tower section/level).

Special Tower Collapse

'lowers are SOlidly-constructed buildings with a high degree of structural integrity. They are fully capable of standing alone, and are not affected by the collapse of adjacent wall sections. If a Secondary or Tertiary Collapse result on a wall section/level indicates that a tower would collapse, or be damaged, the [Ower

is not affected. .

SECONl),\RY COll.APSE AND TOWERS

DESTROYED

SECONDARY COLJ.APS~ CQLIAPS~ ON

A 06 ROLL Of

4. 5, 6.

TOWER S"l\)P5 SECONDARY COI.LAPSE

JUs~ as the collapse of adjacent secnons cannot spread to a tower, so It cannot spread through a tower. If a Tertiary Collapse result is generated for a wall section next [0 a tower then not only is the tower safe from secondary collapse, b~t the building section on the other side of the tower is also safe from tertiary collapse.

TCIlTIARY COLLAPSE AND TOWTIRS

COlLAPSE

TERTIARY COI.I.A1'Sr. DESTROYED COLl.AI'5E TOWER STOPS

COlLAPSE nnTlARY

COLL~pse

Wall and Tower Toughness

All stone constructions have a Tougbness of 10. Tills is the highest possible T, and only attacks with a Strength of7 or more stand a chance of causing damage.

Gates, Doors, Stairs

If a section/leve! contains a gate, door, stairway or any comparable feature, this is destroyed when the section/level collapses. The presence of a gate, door or stair makes no difference co me Toughness of the section/level.

Any attacker with any sense will target his WJC engines against the gate itself rather than against the stone gate section/level Gl. Batterlng rams and other 'dose combat' war engines may be directed against the gate itself if the attacker wishes. See the section on doors and gates for more details.

A 'ranged' siege weapon, such as a stone-thrower, .may hit the • gate, or may hit the surrounding srone gate section. Any shots bitting the stone section/level Glare resolved in the same way

as normal damage against wall sections. Any hits striking the gate aye resolved against the gate. Damage on a gate affects only the gate - it cannot harm the gate section/level Gl or surrounding sections. If the section/level Gl collapses, the gate is automatically destroyed.

We will return to the question of whether war-engines hit a gate or the gate section in the chapter on Siege Machines.

:r, Ilt Iy Ig ry

lest md

able The the'

• &§t'~

~

linst .evel may e the

t the .hots way phe only idlng te is,

I gate

A castle's main gateway is always the weakest point in its defences, and gates are often the spor chosen by the attacker for his main assault. 1b meet this threat, gates are often heavily constructed, and may be protected by outworks such as barblcans, Even so, gates are vulnerable to siege machines, such as battering rams, and large creatures, such as giants and trolls.

course, experienced GMs may wish to allow the defender to include 'murder holes' in tbe floor of the rampart section/level above the gate, through which arrows may be fired, spears dropped, and so on.

All doors leading into towers are assumed to have sturdy bolts on the Inside, Doors leading to stairways have bolts 011 the stairway side.

A bolted door prevents movement until it is broken down or until the bolt is withdrawn. A door which is not bolted, or which is broken down, presents no impediment to movement, but the doorway may still be defended by a blocking model, (see Blocking, P38).

Any model may bolt or unbolt a. door if it begins its movement phase in the section/level containing The bolted side of the door, and if it is not engaged, The model may not move or leave the section/level in the same movement phase as unbolting the door. A door cannot be bolted and unbolted in the same movement phase.

Trapdoors

The tops of stairways are represented on the castle model by a trapdoor on the rampart or battlement where they emerge. 'Irap-doors can be bolted in exactly the same way as doors. 'Irapdoors have bolts on their upper surface, and can be bolted or unbolted from the rampart or battlemenr above.

Breaking Down Doors

Doors inside castles are built quite strongly. The chart below gives the standard Toughness and damage point ratings.

l)'pe of door

Toughness

Damage

Points 4

4

2

The castle gate has its own Toughness and defence point scores, in the same way as other castle section/levels. It is important toremember, however, that a gate isTiOfa section/level as such; it Is JUSt one part of the gateway section/level marked Gl on the casue map, The GM must record damage taken by the castle's gate separately from that taken by the gateway section/level.

A castle gate generally has a Tougbness of'S, 'and 6 defence points. You may wish to vary this slightly for stronger and weaker gates, bUl these values an: standard for a typical Border Fortress,

Breaking Down Gates

Obviously, it is impossible to move through a castle gate that Is closed. As will be seen in the chapter on Magic, this even applies to Ethereal creatures and others which are normally able to move through material objects .. The gate must be opened or broken down before any creature canenter the castle through thegateway Opening gates has been covered in the chapter on Movement in tbe Castle (p 17), so we sha II concentrate on breaking it down here.

Althollgh most human-sized creatures are unable to damage a castle gate, larger creatures may be able to batter it apart with their bare fists) Small creatures will have to resort to battering ramo, as described later;

A glue may be attacked by any model on ground level which is 10 base-to-base contact with the gateway section/level (Gl on the castle map). Models do not have to be in contact with the door itself, only the section/level containing the door.

Tower to courtyard Tower to rampart Courtyard to wall

6 6 4

The following special modifiers (and no others) apply when breaking down gates.

Equipped with doublehanded axe or halberd;

Equipped with double-

handed mace/club or single handed axe:

Equipped with any other weapon:

A door may be attacked by any troops. The following special modifiers apply when breaking down doors.

Equipped with double-

handed axe or halberd: + 2 Strength

Equipped with double-

handed mace/club or single handed axe,

+1 Strength

+ 1 Strength

Doors are always hit automatically, so there is no need to fall 'to bit'.

A door may be struck by 2 models at once (but no more than 2), regardless of its size or how many models are normally permitted to pass through it.

When a door has taken damage equal to or greater than its damage point rating, it is broken down. The door should be removed from the castle model, and the castle map should be marked to indicate that the door has been broken down. A broken door may not be bolted, and offers no impediment to movement.

Breaking Down Trapdoors

Trapdoors are more flimsy [han normal doors, but are more awkward to break down. They typically have Toughness 4, 1 damage point, and 0.0 special weapon modifiers apply when breaking in a trapdoor.

basic Strengtn

-1 Strength

GateWays are hit automatically - after all; they don't try to dodge or counterattack - so there is no need to r-oIl 'to hit'.

Gates and Missile Damage

Mi6siles such as arrows, crossbow bolts, slingstones and the like cannot damage a gale. Missiles from Stone throwers and other siege engines, Oil the other hand, can damage a gate, as explained ln rhc ehaprer on Siege Macbines

Resol.ving Damage

A running total o.f damage taken by the gate is recorded by the GM until the total equals or exceeds the gate's defence points. Once 2 gate has sustained damage equal to its defence points score (6 in most cases), it is destroyed. The gate should be removed from the castle model, .and the castle map should be marked to indicate that tbe gateway has been broken down. ThJops may then move through the gateway subject to the normal resriCtions on access (see Movement in the Castle pI7). And of

• ~ssa the Jeadingexperta otuts cia siege warfare, 1 am often asked, how canna u.e maka da gates so tbala they can't be broken by the bstleringa-rams, and de bigga giants with the tree branches. I say ({) them, ey stupido, Yl"U csn'ts stoppa demlika dat. IMiItta you gottiJ dt} is maka the gates so .smaiJ .that dley can'ta be hle by the big balls and the trees and things. You mw ds gates so they only {our foots hlgb, howa a gian~going CD get his 'ead through? Smarta thinking,

7 eh? But you heara complaillts aIfa de time. The people can'mgetthroughadegates, tbeysay. ands wedonta have a siege aD de time. You can' ta helpa some people: .

MarmaJodJ, Ibid, p509

.... A

Opposite page (left):

AngUli Fieldhouse's rendition of Ore arsonists at work!

Opposite page, (right):

Knights leave the protection of their castle to attack assaulting mI.-ultry.

Opposite PJlge (below):

This lively scene shows off the modelling skills o[ Dave Andrews. who made both the siege lower and the houding. The tower is nude Irom balsa wood and dowelling with Citadel wheels. The hoarding is also made hom balsa wood. Hoardings project Irem the walls. creating a wooden gallery which hides the defenders hom 51ghl.

"'f Issa fflL/cha disputed as ro whae are cia besta weapons fora ~gde siege. You WJrra de seona throwers anna de bolt throwers, anna ana kinda cannons. Gunpowder Is a graytE in ven don . Iff'a you can getta bolcla of a few mort1J[S or bombsrds, you carma make de big holes in de waIls. But you gotta have de right ammunition. SO, e ston« thrower canna be justa as good. For ammunition, you can digga uppa de rocks an' de stIJnes. or use de big ba1ls~ or you c.an shoot dayd peoples over the wall tv make the place stink. 11Ja caJJJla even maRa de spaghetti and shoota d;Jt, Of de razor-edged pizza." . Mannalodf: ibid, p822

This past: (top):

SalJy! by Angus Fieldhouse.

Below:

A w~U 8~olled Dwarf hold under attack from Orcs - I don't think the attackers Know what they 'YC [et themselves in for!

The words block and blocking have a special meaning in the slcgc game. A single model may block access from O!1e seclion/fevel to another by standing in the doorway or above the trapdoor. 0 ,enemy models may pass through rhc doorway or trapdoor until the blocking mode! has been removed from the doorway.

If the blockingmodel is killed, the entrance Is no longer blocked. Attacking troops may move into the seerton/level normaHy in their following movement phase. In themeantime, the attacker has 'won' the entrance, and Is considered to be blccktng It himself, from the other side.

Blocklng G:atewa.ys and Breaches

Gateways and breached wall secrtons/levels C~ID only be blocked by large humanotds (see p50 ).

Conditions for Blocking

OnJy 1 model may block an entrance at a nyrlme. It must begtn its mouemen» jJba.sc in the section/level, and may nor move from it whilst blocking. A model may not move into a section/level and block irs entrance during. the same tum.

A model may only block an entrance if there are no enemy models in the samesecdcn/level. If enemy rroops enter the sectlonJlevel by another entrance. the blocking model is engaged in hsrrd-to-handcombar with them (se~ Combat in the Cast/e), and the block tsended ..

The player must declare that the entrance is being blocked at the stan of his tum, and must" Indicate to the GM. which model Is blocking. Tills is panlcularl}' inlpon.ant if troops of more than one type are present in [he sectionslevel. A 'Ulockl[Jg' counter may be placed on top of the counter representing [he hlocklng 1l10dcJ on the map.

BLOCKING

e

If a sectionllevel has more than 1 en!rnnce,.ellch may be blocked so long as there are suifich::m models present.

Ending a Block

Blocklag models are never toured. or pushed back, and a block only ends when:

1. The blocking model is killed.

0,1:'

2. The blocklng model becomes engaged in hand-to-hand combat by enemy troops entering the section/level by aaother ..... '"l1y.

or

3, The blacking model is forced to flee as 11 resul t of psychology (such asfear).

or

4. The blocking model voluntarily moves away (rom the doorway.

Fighting a Block.ing .Model

The following addltloual rules apply when a bloeking.model IS In combat:

I. OnlY-OneaHaCking.modeJ may figbt a blocking modetar any one tlrne,

2, Blocking models always strike their blows first, Irrespective of; ui'tia.tive.

3. Blocking mcdels may udd +1 mthelr 'to hit' rotls.

UnJess the blocking model is killed durlng the engagement) th entrance remams· blocked. If the attacker is kilied, [be restoi the attacking unit must make [he usual Ld test. Unless the arrackers retreat or raut, a new attacker will take the place of hts Iallen comrade and the en gagem tlnt continues. Unless the attackers retreat or fOUl, the same defending model must continue to block theemranee,

- --- --

~-

ted. rin :ker .8 it

ked

M open assault may not be the most efficient way of taking ~ castle ... but it's certainly the most satisfying!

II is a brave commander who decides to storm a castle, Many troops will be killed as they push lumbering machines towards the walls, and many more will be cast from the battlements or slaughtered as they try to hold crumbling ramparts against determined defenders,

Of course, some troops are simply ideal for this sort of tough, demanding and generally fatal. work - Goblins, for example! After all, why waste time having your Goblins build complicated and probably ineffectual machines when they can be doing what they no best - dying in droves!

Ladders may be used by the defending troops to move between. the courtyard and the ramparts, More importantly, Ladders may be used by the besiegers to assault the walls! These scaling ladders are equipped with hooks at the top and spikes at the bottom, to wedge them firmly in place.

The !\llghty Fortress set comes complete with eight plastic ladder components, four long and foul' short. The long Ladders can reach from the ground to the parapets of the rampart, and the short ladders can reach between floors in a tower or from the courtyard to the rampart. You need not be bound by the length of il plastic ladder If you don't want to be - for example, if you want all attacking force to have more than four ladders, you can make up the modelnumbers using the shorter ladders, and JUSt assume that all are to be long enough to reach the rampart parapet. The ladder model is used to Indicate that a scaling ladder is being carried by certain troops, or that it has been placed against a wall.

Carrying Ladders

A ladder may becarried, with no effect on movement rate, provided there are at least 4 models to carry it. The maximum number of models that may be actively engaged in carrying ,1 ladder is 6,

If ooly 2 (minimum) or 3 models are available, their movement is halved outside [he castle. Inside the castle and in the courtyard, roll. 106 for them at the start of their side's movement phase; on a roll of 1-3 thev may not move, and on a roll of 4-6 they rna)' move 1 section/level. .

A ladder may never be carried by a single model.

Models which are carrying a Ladder must remain in physical contact with the ladder model, as shown below.

While carrying a ladder, troops may not use shields, two-banded weapons, or rnisstle weapons.

Dropping Ladders

A group Of models carrying a ladder will always drop it if:

1. They become engaged in hand-to-hand combat;

2. They rout as a result of missile fire, magic or psychological effects;

3. They fail any characteristic check to do with psychology (e.g. fear, frenzy, stupidity);

4. They become unstable (this applies only to Undead or demonic troops);

5. They are reduced to a single model (If they haven't routed by that time!)

Certain magic spells may also cause troops to drop :L ladder - the GM should Lise his discretion when judging this.

The GM also has the right to rule that a ladder bas been dropped in other circumstances.

The model Ladder is left where it fell until arninirnum of2 models (which need not be part of the original unit) can reach it to pick it up.

A dropped or fallen ladder may be picked up in a subsequent movement phase, taking the wboJe phase. A unit may not move up to a ladder and prck.it up in the same movernenr phase.

Erecting Ladders

Up to 2 ladders may be erected against a single section of wall during the movement phase .. A ladder may be erected under tile following circumstances:

Outside the castle: As soon as the leading 2 carrying models are In base-ro-base contact with the foot of the wall.

Inside the castle: As soon as all the carrying models arc in a courtyard section (or rampart section/level) adjacent to the section/level against which the ladder is to stand. This sbould be obvious to all concerned, but the GM should use his judgement in particularly obscure cases,

The player must declare that the ladder is being erected, and the ladder is immediately assumed to be in place and may be ascended in the raising side's next movement phase.

Models already on a rampart secuon/level may lift a ladder up and drop it in the courtyard, subject to the normal rules on picking up and carrying ladders (see above). This manoeuvre takes a full turn, and is not possible if the models are engaged in hand-to-hand combat. Next turn, the models may descend the ladder as normal (see below). If the models are forced to drop the ladder, for any reason, during the turn in which they are moving it, roll ID6:

1-2: it falls back outside the Castle;

3-4: it lands on the rampart; 5-6: it Lands in the courtyard.

Casting Down Ladders

Once a ladder has been erected" any unengaged troops in the upper section/level may attempt to cast it down during their own tum, at the end of their movement phase. At least I model Is required to cast down a ladder, and models attempting to CIS! down a ladder become exposed,

Unattended ladders may be cast down automatically, Attended ladders can only be cast down on a D6 roll 0(6. A bonus of + I may be added to the roll for each additional model attempting to cast down tbe ladder. No more than 3 models can attempt to cast down a single ladder.

Note: a ladder which has models at the bottom counts as attended, Only one attempt per turn may be made against any ladder per turn,

A ladder may not be cast down if a model is engaged in handto-hand combat with a climber still on the top of the ladder.

If a ladder is successfully cast down, the ladder model. is placed at the base of the wall where it is assumed to have fallen. Any models climbing a ladder when it is cast down must make their basic saving throw or be killed, Surviving models must make the usual Ld test for losing a round of combat.

Fallen ladders may be picked up and re-erected in the next movement phase, as explained above.

Climbing Ladders

up to 4 models may climb any ladder during their movement phase. A ladder may not be erected and climbed in the same mrn. Models are moved directlv to the relevant section/level. However{ if the other end of the Ladder is blOC. ked (as described below), the first climber must engage the blocking model, and the block must be ended before the remaining troops can climb the ladder.

Blocking a Ladder

A ladder may be blocked in the same way as a doorway (see Blocking in the chapter on Gates and Doors p35).

Conditions (or blocking are l;Ienerally the sa~e as for a do?rway, but there are some special rules, according to the preClsc circumstances. Three specific cases are dealt with here; in addition, the blocker always strikes first, regardless of Initiative. The attacker may not use a shield while on the ladder, but may do so thereafter - if he lasts that long!

Case 1, Ladder on parapet

The attackers have erected a ladder agaiost the parapet of rhe rampart, or against a lowe. battlement. and are climbing up It. One defender Is blocking the ladder.

The blocker gains the following 'to bit' modifiers: + 1 If using a halberd

+ 1 Blocking

+ 1 Advantage of ground + 1 Embattled"

• This modifier can. be claimed by any troops occupying a rampart section/level and being charged by enemy who must cross the battlements in order to do so . It applies only during the first round of the engagement, and Is typically applied to defend.efli facing an assault by ladders or from a siege tower. If facing assault from Ladders, the advantage of ground modlfillr also applies.

Embattled bonos

In d1l5 example, the attacking unit of orcs (0) is charging the defending unit 0 f Humans (H) over the ba ttlemen IS, so H gains a + 1 . to hit' bonus, Sin ce a is also attacking from a Lower Level, H gains the bon us for that as well, making the total to hit bonus +2.

Case 2: Ladder on rampart from courtyard

The attacking orcs nave erected a ladder from the courtyard to the ... ampart, and are climbing up it, One Human defender blocks the ladder.

The blocker gains the following 'to hit' modifiers; + I If using a halberd

+1 Blocking

+ 1 Advantage of ground

The blocker does nor gain an embattled modifier because there is no parapet on the courtyard side in this layout.

Case 3: Attacking down into couryard via ladder

The attackertng Orcs have taken the rampart, and let 3 ladder down into the courtyard. One defender blocks the rooi of Ihe ladder.

This case is different from the others in that the blocker is at thefoot of the ladder. The blocker gains only the + 1 blocking modifier, but the lead climber must dispose of him in one turn or the ladder is automatically cast down (see above).

Note: the lead climber does not gain an advantage of ground modifier, despite being higher than the blocker - this advantage is offset by the difficulty of climbing down the ladder and fighting at the same time!

The blocking model gains these modifiers so long as it continues to block,

Holding the Block

Unless the blocker or attacker is slain, the attacker remains on the ladder, the blocker remains at the end of the ladder, and the ladder is still blocked. A further round of combat is fought in the following player's tum. The same model must continue to block the ladder until slain - it is not permitted to change blockers unless the attackers retreat or rout.

Kll.ling the Attacker

If the attacker is killed, the defender may attempt to cast down the ladder (see above). Any troops 011 the fa.lling ladder must make their basic saving throws or be k.illed. Any surviving models must take the usualld test for losing a round of combat. If the ladder is not cast down, and if the attackers neither retreat nor rout, the second model on the ladder advances t:o meet the. blocking model. The engagement continues in the following combat round.

____ - - ...... I.

Killing the Blocker

If the blocker is slain, aU attackers on me ladder Me immediately moved to the relevant secrlon/level. If the defending unit has sustained more casualties than it has inllicted, a Ld test will be required, for losing a round of combat.

Note: ifseveral ladders are being blocked, it is possible for both "[ defender and I attacker to be killed - the result in such a case is a draw and no tests are required for either side.

Broken Blocks

Once enemy models are present on a rampart, it is impossible to block further ladder assaults. Invading models may move freely up or down Ladders in accordance with normal movement rules .

... Or Not to Block?

A player does not have 10 block a Ladder if he does not wish to do so. Attacking models may be permitted to move onto the battlements and engage in hand-to-hand combat as normal. This option allows players on the receiving end of a ladder assault [0 make full use of superior numbers and/or superior troops.

Troops meeting an assault by ladder may still. claim the + I Embattled and + 1 .Advantage of Ground 'to bit' bonuses, in the first round of the engagement only.

Routs and Ladders

Troops cannot rout via ladders but they may retreat (see p25). lf there is no other means of escape, the routing troops nrc simply removed as casualties.

Casting Down Unattended Ladders

Unattended ladders are cast down automatically if the rampart is held by unengaged defenders .. 1 defender may cast down 1 ladder during the side's turn. There j~ no need to test for success.

Note: a ladder held at the bottom is not unattended, and Olav not be cast down in this way. Casting down a ladder exposes a model.

ely nas dll

eth ase

ble we nat

iSh :he his ult ps,

+1. in

5),

are

,art n I for

ill)' ses

Ca rr ying Grappling Hooks

A single model may carry a grappling book and line without movement penalty, A model carrying a hook and line may not use a shield or employ a missile weapon.

USing Grappling Hooks

A grappling hook may be thrown against any level 2 rampart if the thrower is within 2" of the base of the section. Grapples are thrown during the shooting phase, and the model's BS is used to establish whether the grapple 'hits' successfully, just as if the model were using a missile weapon against an enemy.

If the die roll is successful, the grapple fixes on the rampart above; if not, the grapple falls to the ground and may be thrown again in model's next shooting phase.

Up to 4 grapples may be attached to a single section of rampart or battlement.

Casting Down Grapples

If there are unengaged troops on the rampart, they may attempt to cast down grapples during their own turn l unengaged model may attempt to cast down 1 grapple, and no more than 1 model may attempt to cast down a single grapple at any time, Any model attempting to cast down a grapple is exposed to troops below.

Attended Grapples: Roll a D6 for each attempt; a roll of 4-6 is necessary to cast down the grapple and models armed with edged weapons gain a bonus of + 1. Only one attempt may be made against each grapple per turn.

Unattended Grapples: If a grapple is unattended - if the grappler is killed or has retired - it may be cast down automatically, and no test is necessary.

If a grapple Is successfully cast down it is useless, and cannot be thrown again.

Climbing the Line

1 model may climb the line during its side's movement phase. Unless the way to the rampart is blocked as described below, the model is placed on the rampart.

Blocking Grapples

Defending troops may block a grapple in exactly the same way as against a ladder (See Blocking a Ladder: Case 1 p45). If the attacker is sla in , the grapple is automatically destroyed.

Routs and Grapples

Routing troops cannot climb up or down grapple-lines, and if there is no other means of escape, they are removed as casualties.

A dmple tree-trunk bartering ram is called a log Tam in these rules, [0 distinguish it from the larger and more elaborate btlttering ram. A log ram requires a minimum of 4. (but 00 wore than 8) models to carry it; these should be placed either side of the ram in the same way as ladders. A simple log ram may b represented by a trip of dowelling or by other suitable ~eans, placed between the models as shown below.

Carrying Log Rams

7-8 models may move normally whUe carrying a log. ram.

-6 models may carry a log ram, but their movement is halved outside the castle. In 'de the ca tle and in the c urtyard, roll 106 for them at the Start of their side' movement phase; on a roll of 1-3 they m,ay not move! and On a roll of 4"6 theY may move 1 section/level.

Al 8 ram may never be carried by les than models, todets may not use hields when carrying a ram.

A log ram rna: not be carried up ladders or stairs and may not be taken it!&ide a castle sectlonl1evel. A ram may b moved around the courtyard.

Dropping Log Rams

A log ram may be dropped at any time. If models carrying a ram are ~ngaged in hand-to-band combat, the ram Is dropped a utornadcally, It take a full turn for models to pick up a ram once it has been dropped.

USing Log Rams

In rder ro attack a gate or wall, the Ieadtng.rnodels mu t move into base-to-base contact with It. Once tn contact, the ram automatically hits once in the !)and-to-hllnd combatpbas(#. A tam. has a Strength of 1 for every model holdlng it (Ie: mlnimum S • maximum S 8).

The amount of damage caused by a ram depends on the tr(mgtb of the creature type 11 InS it, as follow:

1 per hit D per hit D6 rut

UP ro 3 -6

7 or more

If the model' manning the ram are of various trengtbs, 'use the highest.

l0'dels

ay not llbved

ring,~ lpped a ram

move e ram. ase. A limurn

In the

Is, 'use

This ectioll im:rodlKes a selection of tricks, special weapons and allsorts of nastIneSS ,a,'V'aUa1>le to the defenders. Troubled bypelOiSten[ double-glazing salesmen? Barraged by religious or poiltfcaLenttroistsl Harrassed by charitable, instItutions? On the pages that follow you fIiay find an aaswee.,

A very effe~tive way of dlscoW'agiog unwelcome visitors is to drop things 011 them-especially if they are climbing ladders orgrappllng lines, at tile time Ideal for this purpose are rocks, luge boulders, boiling 'W;\tel', boiling oil, hot sand, ,m,olten lead, and llme,

Preparing Dropped Mlsslles

Items suitable for dropping may bedl5tril;luteQ: around thec;asde by the defending player before the game starts. These kerns are represented b,},C0UilteJ;S, which are placed when; appropriate on the c~stle map or the castle model" as the player prefers,

Each counter Is _marlcied wnh themlssllerype that its ... rep .• wsent.s and. a. number, .. Whi.C.h. represents the number of 'batches' U1 that

secdcndevel, Make sure that the numher reflecrs the actual stare of 'things· when one

or more batches ate dropped, change thccol.\ntei for one whIch eorTtctll' jndlcates the number of batches remain1ng. The. number and type of missllsavallable to the defender Is determined before the game • depending on the number of pointS the player wishes to spend on these resources (see p54),

Dropping Missiles

'\Iodeb defendh1.g a sectronzlevel containing missile counters roay dmp missiles duri.ng-rhlu ,rum, providecl.that they are not already engaged In hand-to-hllod combat, MiSsiles are not dropped in the defender's sho.oUng phase, but at the beginning of either !ide's h2nd·tO~h:u:J.d comnat phase Defenders t:mendtrlg to drop m/ssl/eJ ttl fbJJccmibat round are c:KpOsed .througholJ.t the turn, alld ~o th!?JI rlSk being killed by miJssi.le fire before they have a c/mnctl() drop:

Dropped missile attacks are worked out be/or-e ordinary handto-hand combat. Troops dropping missiles \lUy still fight nomully during the ronad, but may not block an attack. Of COUI'!I(, this does no! prevenrcrher models lnthe'seCtion/level blockingan atraek instead of drOppiilg missiles.

10 It'Pn:sentlhe effeotS of dropped mjs,~iJ'es., the d.efendlng·play-er takes the 2"'se@.-clCClliarte.mplatefrom: the back of thls.book, and places It against the base of the wall with the mid-point In the aaCl centre of the ~ectj_on.

2"

Most dropped missiles automatically .hit all models within The template area, III addlt lon, the tollcwtng models are automatically \iit, even Ii they are outstde the template area;

1. Any model climbing or anendhig a ladder placed against the section;

2. Any mcdel ascending agrnpplirlg line ~d 00. the section,

AllmodeU; lia.ole to be hil are referred to as tatget models.

Rocks

Rocks are ·defmed as stones small ,enough for one man to pick up and throw They may be thrown singly; or a whole basket of rocks may be tipped onto attackers below, 1 batch is used per turn. and Jhlt is caused oneach target model, regardless oithc number of models ;u;tu:iHy throwing or ripping rocks.

The Strengtb Qf the attack is equalto the number o,fmodel$ tipping, throwing or dropping the rocks. If two models are throWing 1'0cks-th.c Strengfh ~s 2, If thw¢ models are throwtng the Strengtb is 3. and ~o on.

Tf;J ladder ,is hit by rocks fwd all m.odelscJimbingIt an" slaln, the ladde.rls automatically cast.dousn, as covered in the previous chap~er, and destroyed on- a D6 roll of 4·6.

Boulders

Bould.ers are defined as stone$latger than rocks, They are too large and heavy for a single haman-stzedcrearure to Iifr, and 2 models are required to lift a boulder and drop it from the

¢~cr. . -

Unlike rocks, which hlt·au [,urgets within the area of the 2" sernlclrcular template, a boulder (tan o.nJy hitone ta£gCI Within the template area, nominated bythc,! droppIng player. A ta.tget may bea stnglemodel, a 'machine or .It ladder.

Since aboulder is .3 single object, it is necessary to roll to hit, using the BS of the models dropping the boulder. Where their BS scores are (U(ferent, use the bi,gher ofthe rwo.If'theboulder misses its intended target, roll a D6 and consult the numbers on the template 19 dlacover where Ihe boulder lands, Any model which is wholly or partly In the area is hit, Where two or more models are partly in (he same area, the GM must Judge whlch one is hit.

A boulder hits whh Stf'el~gH) 7; ca.u,sing, ID31l'1mmds with np

saving throw, -

If a 'ladder Is hit, it fs automatically cast doum and destroyed. All models climbing or attending the l-adder must make their basic saving throw or be killed.

1f1l mllchlne is hit, each memberof the crew must m.ake their bask saving throw or take 1 Wbund.

Ume

tfme is a powdery substance whtch lrrltates the skin, chokes and blinds, Two,hunmn,saed models.are requlr:ed to pour a batch of Ume. All models withio.the area of the 1" ser;nl-c_jecul.a-r remp.ll'lte are hit automatically; snffenlng a Stnmgt.h 1: attack, wIth no savmg throw.

Mode1s1lre unlikcly to be killed by llil):e,.but may be inca.pacimted - any models reduced to 0 Wbun.ds asa t:C:suL~ of d(Opped lime are removed as if slain, but may return to the ranks on the foUowin_g day-(see the chapter on trategfc Time later In tile book),

Any models Wt by lim.e but oat removed are subject to a -3 'to, hit; merliner for borh hand~to-hand and mlllsiJe combat, 1'l1j$ penalty will be lifted on the ,followIng day (see Strategic Time, p59),

~~ -- ~ ~---- -

Braziers and Hot Missiles

A single brazier may be placed on any rampart or battlement section/level, together with batches of oil, water, sand or lead as desired. A brazier occupies the same amount of space as ,1 man, and counts towards the occupation hmrt.of tlresection/level accordingly.

A brazier must be attended by one model at all times. A model attending a brazier JIL1Y do nothing else. If hand-to-hand combat breaks Out in the section/level, the attendant .!PUSt abandon the brazier and take part in the fighting; the brazier is now unattended.

If unattended at the beginning of the defending side's turn, the brazier is assumed to have gone out, and is useless until relit. A brazier may only be relit if it is attended by one model for three whole turns; it takes a further three whole turns for a relit brazier to get back to 'working temperature'. A brazier may not be used until it has reached 'working temperature"; that is, until six whole turns after an attending model began to re-light it,

Awareness of Brazters

Attackers wJlJ always be aware of a lit brazier because of the continuous smoke it emits. Brazier counters or models must therefore be placed on the rampart, so that the attacking player can see them. An unlit brazier may be removed if no attacking model has a line of sight to it, or if the defending player wishes to move it.

Dropping Hot Coals

A brazier may be used to drop hot coals on attackers ratherthan for preparing other types of hot missile. The brazier needs to be lit, but does nor need to be at 'working temperature'.

Two models are necessary to tip the brazier over the parapet, and the coals strike attackers in the same way as rocks (see above). However, the bot coals cause a Strength 4 hit. In addition, tile coals will automatically ignite creatures, ladders and machines which have previously been struck by boiling oil (see below), \1IlOoden structures such as siege machines and ladders are ignited on a 06 roll of 6 if they have not been doused in oil. See the chapter on Fire later in the book for details on how fire affects siege machines (P84) Ladders which are set alight are automatically cast down and destroyed.

Once hot coals have been dropped, the brazier is extinguished, It takes three whole turns to refiU it with fuel, after which it may be relit as described above.

Preparing Hot Missiles

When the game begins, every brazier is assumed to have oue batch of one hot rnisslle type 'on the boil'. This maybe indicated by placing [he appropriate supply counter on top of the brazier,

The various available substances are: sand, water, oil and lead.

Once a batch bas been used, a fresh batch may be prepared (tom the beginning of the side's following turn, Only one batch per brazier may be prepared at a time. Lead takes 6 whole turns 10 prepare.and all other hot missile types take 3 whole turns TO prepare.

Pouring Hot Missiles

2 man-sized models ace required to pour a batch of any hOI missile. All models within the area of the 2" semi-circular template are automatically hit. Effects are as follows:

Sand: Hot sand penetrates the chinks of armour and works itS way into clothing, burning and irriratlng the skin beneath, All models hit by hot sand suffer a Strength 3 hit with no saving throw for armour. As with lime, hot sand does not kill models by reducing them to 0 wounds, but merely incapacitates them,

tent .e:<ld as a evel

?<;teL Ibac 'the: (OW

·the ellt. .for rellt ,not Ultji. It it ..

'the oust ay,er king sheel>

than is to

lpeEI . v,e).

Ltllo: unes' ...

0W)., ~itcd , tIie

fict's

are

hed, ch Jt

<;Itt:e :med' jet.

eadt

fP-llL;

Lper s.ta IlS IP

fot.9IUi·cjayofsirategk time. Any models wounded but not killed ~uffer a ,1 'to hit' modifier in both band-to-hand and missile combal for the rest of thar turn onl y;

W(ltt.r, .. BoiHng water is like hot sand, but far, far worse. It 5G1Jds' unprotected flesh, soaks through armour andclothing and hurts like madl All modelshlt by-boiling water suffer a Sirength 3 hit wiih no Saving throw for armour, Unlike hotsand, this-Is real dam~g!i, and any model reduced to 0 lVound$ by boiling water J!i kill<;'d, Models wblchare wounded but not killed suffer a -2 'tQ hit' modifier for the rest of that tum, Wates is subject to Sflltl$b tl'll! - see bel ow,

Oil, J,!oJlln,g oil is even less fun than warer, Not o11l.y is it very bot, it's 1I1Sq sticky, smetlyand seaclngly painful, AU models hit QY bQ)HI1!l oil suffer a Sttengtb <I hit with no saving throw for 'iltmQur, An)' models Which are hit but not killed suffer a -3 'to hit; moCllfier for the rest ofth;tt turn only, Tney also become Jil mnaQ,le, Oil is subject to. splasbin.g - see below.

lead~ ~~olte:li lead is verrY h01', but cools down extremely quickly. S'l'tlie dmbt gets to the bottom of the wall, it is virtually solid -notqnueas dangerous as boiling lead, but-a good tblngto avoid nonellldess. AlL models in the template area are hit. Models climbing I.;idders or ascending grappling lines suffer a Strengtb 6 hit wllh no armour save. Other models su tfer a S~rengtb 3 hit ~lh a l)!ilrmal armour save, Troops surviving a lead hit suffer 11 ,3 'to hit' modifier in that combat round only.

plashing

As s!alctr"bove, oil and water poured from a rampart or baltL~Ill.ent will hit ever}' mode I Within the area of the 2" semidrcu.lliJ remplate. Additionally, roll I D6" on.a fQII of 6, the hot Ilqlli(hJ,ilei~be:s D411 from the edge of the template. Roll a oG ~n,d .COnsult the zones marked on the inner rtngof the template roderemnnethe dlrecticn.in which it splashesplacing the splash tOlUpl.a!;ti agabisr the semi-circular template at rhe.appropriare pl~c.t:, Then roll lD4 to determine the distance of the splash in inchQS, A1l models it, the Splash zone take one automatic Strength Hit, "Jth a n-orl"l};tl armour save,

In this e.~mple, iI·~plash has occurred. A U6 is rolled for dln!Cllbnl . cOMg 4. 'The splash template is placed against th~ .,' ZOIl!: of the semt-olrcular template, linda D4is rolled for dblllloce. cllrlng6 . .Every model withfn the first '2 rings on the splash lCl11pl~le tiHres:m automatic Sfrengtb 2 hit, with a normal umour save,

,.~,-

.----- ----

The Edge of the Template

Braziers may be moved while tit, but a D6 should be rolled for each brazter at the end of a movement phase in which jt has been moved. On a mil of 6, something unfortunate happens; roll the D6 again:

Most dropped missiles affect every model within the area of the 2" semi-circular template. 'When models are only partly within the area of the -tenlplate or only panty within a splash zone, there are various ways of deciding who is hit and who

is not: '

1-3 The brazier goes out.

4-6 The models carrying the brazier drop it.

Each model takes lD3 Strength 4 bits, The brazier goes out.

1. Give each model partly in the area a 50% chance (1-3 011 a D6) of avoiding the missile effect.

If a barrel. boulder or brazier is being transported up or down a stairway, no other models may use the stairway during that movement phase, Ladders may nor be used to move braziers; when barrels or boulders are moved via ladders, roll a D6_ OD a roll of 6 the ladder breaks - it Is cast aoum and destroyed, and the barrel or boulder and its attendant models are left in the lower section/level.

2. Give each model partly In the area + 1 to any saving throw, or a normal saving throw if one is not allowed within the template area,

3. Allow the GM to decide such cases.

The choice of methods is left up to the GM to decide.

Moving Missiles around the Castle

Missiles are distributed around the castle at the beginning of the game, as the defending player desires. They may be moved during the game if the defending player wishes.

Missiles are assumed to be kept in containers of some sort, such as barrels, cauldrons or baskets. Eacb barrel may contain up to 5 batches of a single type of missile. 2 models may carry a barrel or other container at normal rate.

Boulders and braziers are an exception to this rule - they are only ever moved singly.

led for It has lpew;

L The

clown ~:mt

izrers:

16. On ;tIyed. left in

Above:

BelolV:

NOI i pie:asarTl sight towake up to! Rampa.gmg hordes of Goblins nd Orcs descend upon the walls of a fortress. Heavy support is well to The front, together with some rather fetching banners ind shield designs.

Here the scattered defeeders prepare 10 meet the (irst wave of attackers carrying log-rams.

Bottom:

B(tivw;

Assai.Jllby ladder. This tactic really requires concerted ·effort to payoff -". a. singh:: ladder can easay be blocked or pushed 3\vay as Ihis attacker is about to find 0111,

Defending the (lag. a splendid battle seeneoy Angus Fieldhouse.

The rulesgivenso f:.tr assume Utat all models represent humansized humanords - that is to 5cay, hurnanoldcrearures "Linder H)' tall, Jike GobU11.s, Elves, Dwarfs, Orcs and so 00. This does D0t mean that large hu~noids like Ogres and Giants have no place in the siege game, and this chapter, provides certain. special rules wbicb are used when dealing with larg_t humanoids,

ObvIously, large humanoids mke up more space than human· sized creatures, 51) large humanalds are cou-nted as 2 or more models for purposes of movement and occupation limits. The following chart summarises the types and shows the;irsl1..e rarlos:

C~ture Ogre lI!llnotaur 1l'og!octyte -noll 'freeman Giant

S'izerntio 2

2

2

2

4/8

Notes:

Treernen have tWO values. They have a value of 4 when occupying o~ rnovlag between courtyard sections or along ramparts or bautements. Wlien movlng through oi:.he:r sectionlIevel$; doors or gates, they have a value of 8. ThiS reflectsthe (act that 'lreemen are vet)' inflexlble,and find it difficult to move th~ougl1 doers or enclosed spaces,

. No value is given fo I Giants, because their size can '\'lt1l}' a great deal A Giant will count as a number of models equal to itsS score, which ranges from 6-8.

Large humanoidscan tower above battlemenrsand ramparts, so theyao: onLy canaeilledunder tbe following clr¢Ilmstlnces:

1. If they are within "J.n.enclosed se:ctioniIevel such as a tower

leYel (Tl be T2). .

2. If they are witbtn the courtyard, large humanoids are concealed from troops outside the castle,antl vtce-versa.

La.rge humanoids on ramparts and battlements are dlways exposed,

Large hllrilalloidscannm block a doot"WtI.Y; alr:,hollgh they can db so physically, the space in a doorway is too confined for them to fight effeclively.

A large humanoid may block .agareway section/level (GI) or a breached wall (see p3S).. However, in this special type of blocking action, she creature .ma.}' be faced bya number Q"f human-sized enemy equivalent to its size rarto, Eor example, a Trell could be faced by tw(l BumallS.

Large Creatures nlay block a ladder or grappiing line like' any other model.

A large creature is more I~ely to be bit by JlliBs.jle fire than u hurnan-slzed creature in the same section/level. Distribute hits rarrdomlyas normal, burcount thecreamre :15 equlvalent to ItS size rauo, So :I. 'limll, for example, is twice as likely to be hi! because it counts as 2 models ..

A karge hUlnapold COUnt~ as the number of men equivalem to Its srze ratio when carrying ladders, Jog-rams and other equtpmeac, and when dI0pping. missiles from ramparts or

bartlements. -

Because some large bumanoids are very tall, it is possible for them (0 stand on the ground Iatroru ofa wan an.dwieLd a weapon against troops defending rampares, ThiscOunLS as an engagemem (see Combat in the Castl'e, p 23 ), evcn thougb the attacker remains Outside the castle. The follOwing rules apply:

1 Large humanoids must have II size QUO of3 OJ more to make split-level attacks against level 2. A slze ratio of 6 or more ill required to make splIt level attacks against level 3. SpUt.;revt! attacks are not possible agalnst level 4' or higher, It .Is !lOt pO.5slble to make a spUHeveI attack. agllin5!abaIUemRJlt section since' defenders could easJly stand back QUI of the

smnt's teach.

To inItiate the engagement, tbe large humanoid must charge lilt!> base contactagamst the Wall section.

During .lhe engagement tile defenders may claim the t L 'to bit' for being embattled. They may not claim the~l

'to hit' for at:lTlantage oJ ground. .

2

3

4

The number of large humanoidspcrmitted to eUter.3 splb· level engagl!mep[ ag:alnst iI secUonneve!. is limIted by the base size of the models and the length of the section. A creaturem.usl be in at leas! partial bas6-'t.o-wall contarr In ordd to fight. Wbere two adIa.cem spltt-Ievel-engagemeats n~ taking place, and a large humanoid is in base contact with both secdons, thc OM must dedde which one I! may attack,

A large humanoid nul' ON)' make one snack per tOuod!n a split-level engagement, 'regardless of its A score.

A I;ug.e humanoid may nor initill.tea split-level engagement if a normal engagement is in progress Ln the sectionJlevel, except when theeaistlagengagernenr is concerned onlr with blocking ladders, grapples, etc. Artacks from a largt" humanoid may nor be directed agatnsr an engaged blockl~ model.

Human-sized troops on the same side as the.large humanold may not enter a section/level in wblch ~ spllr.!evfl engagemeut is I.llking place. Human-slzed IrOOPS 00 dlC opposing side may enter and join in, subject to the IlOl1Il2l movement and access rules. Any model tn the' scctlonilev~1 during fheband·to-band combat phase may be struckI!)' the large humanoid ..

_Alarge humanoid remaining in base-to-'i'l"lclJ contact belo., an empty rampart s~ctlonf[evellPay inithue hand-to-hand combaragatnstaeymodels moving into the rampart secdon It does nor have to charge; the engagemenr begjns as soon as tile rampart Js occupied.

Bither side may 'retire' from a split-level engagemenr, /!1ft if the' previous combat round was lost.

5

6

-;

8

II

an a hits :0 irs e hit

otto ither ts or

tie for eapon ement tacker

i rnake nore is it-level is not

lement of the

'charge

the +1 the +1

A large humanoid with a size ratio of 4 01" more may move from lbeground level onto a level 2 rampart or battlement by climbing. A climbing model must begin its movement phase within 2" o(tbe wall, and is moved straight onto the rampart. If the rampart iseccupied by enemy troops, the Iarge.humanoidmay be blocked JUSt as it it was using a ladder or grappling rope. A single large humanoid may be blocked by the number of human-sized creatures equal to its size ratio, and may only attack the blocking models.

1\ climbing large humanoid may make only a single arrack regardless of its A score, and may not use a shield.

A large humanoid with a size ratio of 6 or more (l,e. only a Giant) may attempt to climb onto a level 3 structure. The model may move up the outside of the castle to jevel 2 during a single movement phase, and may then move lip onto level 3 in the following movement phase. Meanwhile, the Giant may be shot at or struck from the windows of any level 2 section it passes. Ihenormalllrnlts for firing from windows apply to firing and combat blows. So, 4 models may shoot Ot' strike blows. They may not do both, and all must either strike or shoot. All hits are automatic, and the Giant may not attack while climbing.

A Gian; slain when climbing will fall back to the ground. Place 2 faUen Giant template in the centre of the base part of the section, with the feet towards the wall. Roll ID6 to see how man)' inches the template is moved to the left and another to see how many inches it moves to the right. Then roll 1D6 and halve the store - move the template this many inches dlrecrly away from the wall, Any models underneath the template are hit, according to the normal fallen giant rules in the main Warhammer Fantasy Battle rulebook.

A crearure with a high enough Strength score may attack the S(:c[ionllevei itself. large creatures may also attack gates and try;to smash them down. A Strength of 7 is necessary to attack SCcrIOf)l1evels, and a Strengt/} of 5 is necessary to attack the gate. The creature must be in, base contact with the wall, tower or

~e, and all hits are automatic. Each attack that causes damage trduees the relevant defence points total by 1.

Human-sized centauroids, such as Chaos Centaurs and Zoats, lit nOt normally counted as large humanoids, but some special rule' are necessary for dealing with them in the confined space of 3 castle, They are counted as large humanoids for the folJowing mlts in tills section:

Movement and Occupation: Both races count-as 2 models. Blocking Gateways: Human-sized centaurolds may block gateways as large humanoids. They may face up to 2 models.

Carrying, Human-sized centauroids count as 2 models when carrying log-rams, ladders and other equipment, but do not CQun(;J,'i 2 models when dropping missiles or when moving lit bmlelli.

This r~8e

Loll lOP' A '~Imb lins ChI'" h",de lodby , Ci,,~ Clump;". """ .bly supported by .n 08" Wtou~ TI.: [igore, .I!(! l'Ory !inc b.nAct '''' fren' Bryon Ansell'. krg< Cb." ... my.

left: A "ock>do .DO ,,,np II as been used to ,"p", .. nt the ""ekef', liou. Th. <mOC!co <I""bd. i. b,J.. • Dole rhe embrasure III, , WIIlon.

a,l"" Idl: Tit ... bol d<.moos1ru •• bow p~ movement ''')'11 ca II be u •• d to move I"h.oLc unil •• 1 QI'lU.. hea bud; II io1nod it' In a.8'f mall", 10 • emovc tho IUy.

Bd"., righl: This ..... ult ''''''« 1,. •• dropping 81118""Y do.>ign,d 10 .11011' medels to mo\~ di •• cdr onlo 1M 1101 p,.rts. Wh.. nlO.1ng I.",.."d. ,h. S'OB"'r is ,,;,ed' 10 pro'<~1 beh.ring IrOOP' !rom mow !.irc.

801l0m: This intpr ••• ive ""y of Old Wo.ld .... ""m,. from the colleenon "r D ••• And, ..... You tlO see "".Y excell •• I id.d Ior banner d es i8" .mongsl this 101.

Oppo.site paBe:

Three shots 1'0.01 the playt •• , of ,h, D.f •• ce 01 C,," LUlIl", (pp53.55).

Top 1.(1: Grim.mi.\< D.nglej,\\' {, On: W.rrior. ~.yio8' ""';'1 "II on the Q..-.rl flron hold.

Top righl: 0" g.lccr>,h... usc I..dd." 10 lind In .It,,,,,';''' •• tr~ .. e,

'iloiloIII' The <cc"';o in fuU swill .• C'DorUs ;\....u b .... odrew. make 1." m'nute ,dj1l!lmCnIS und" the "&1' cy. of Rick Pricsllt •

d by • Ch~os ~<c..,tI~ ,. Tho '" J\n;.U'. blS'

r:4 10 !tIlT""" I l> b.ls, . note

,.

I~W. p lyooQOd ~~o{c ~oit' .1 ~ ""tiC! 10

oppiog g.nSW'Y ~ui.y ,; are 1 he sw'y is rn'cd to 1~1Ii file.

IVOIidm cemes

i:I C1I1. see flUlly fI'&~ fbi. jo •.

~.niooo pl)"i'lg • Shold.

;n 1o find 111.

,",ral.. &..cll 6 "od .. Ib.c .. g1c

SI.) fa!, WC',jC look.cel arthe Intarnaldeslgn of the castle, and bow [TOOp' are moved from section to section and from level to level. We',,!:- eXllmlned hand-m-hanc! combar, 2.!ldtaken a Look al mnults llstng ladders, grapples ;lndrams,. as well as dropping VlIriOUS unpleasant things on people's heads, And we've seen how l:l.rge humanoids affe,ci tbe g;!mc.

Lnter on. we'll esamme other aspects of siege warfare, such as ntlltlng, supplies and stege machines. We'll also be looking at uuier designs of castle, and how the Citll;dclCastJe Set can be modifjed 10 make a wide range of fortresses.

Bm hefcee we go any further; let's flghrour first SJflgC game. Thl~ will help you fltmlliatise yourself with the rules 50 far and the speciallenns associated wllh them. Thls.is a Simple game In siege terms, but all siege games are, relatively complex

compared 1.0 \f.b,'ba,mmer field 'battles, .

The forces for a Siege are selected using the standard points value system; and the Wal'harnmer A.t:mle book will alsocome In h.aody, There are II few new items available to both sides, and [here is also the castle itself. The points values of special Items (such as mms, ladde.r:s, brnZ:iers, and so on) are given belaw.

The Castle

The pcinrs value of a castle is taken Into account simply by haJv!ng the number of potnts available to' the defender, For example, 500 poinrs of defenders will be faced by 1000 points of auaekers. The mare defenders there are, me more points a castle Is worth. ARc! all, a castle defended bya single man ts hardly defensible, while one occupied by three or four hundred troops IIlar be prncticaJly tlnassaUable!

Special Equipment

The following items may be purchased by a player prior to the game. They are paid for from the points allocated to rank and file troops in the relevant army list.

Item Brazier Log ram Ladder

Grapple and line Water (per batch) Oil (per batch) Lime (per batch) Sand (per batch) Rocks (per batch) Boulders (each) Lead (per batch)

The Defender

Points 25 10 10

5

2

5

4

4

2

3

5

The defending player selects his troops according to the War-hammer Annies book, at in another mutually agreed way. The defender is permitred half the points value of the attacking forces. In our example we will allow the defender 500 points and the attacker 1000 points.

The defender may spend any paints from his Rank and File allotment on special equipment from the table above, The defending player takes [be relevant supply counters.

Remaining points are spent on troops in the usual way. 'Iroops are organised into units, with a limit of 12 models per unit. The player takes two sets of unit counters - one for his own castle map, and one for the GM's castle map (the Master Map) - allotting each unit an individual record number.

The defending player secretly places one set of counters on the castle map, including any supply counters such as braziers, batches of dropped missiles, and so on. The GM then prepares the Master Map from the player'S map. It is not strictly necessary for tbe GM to use supply counters, although he may do so if be wishes.

The Attacker

The attacker then selects his forces from War-hammer Armies, or according CO some other method, jf all players have previously agreed to this.

Any special equipment must be purchased from the rank and file points allotment, with reference to the table above. Don't worry about not having enough siege machines - many ofthese can be built during tactical time (see p 80 ). The attacker must place specific items, such as log rams, with specific units before the game begins.

The attacking player then organises his forces into four dtvisions. Each division corresponds to one point of the compass - N, S, E and W - and also to one edge of the tabletop. One table edge must be nominated as the north edge. For the sake of convenience, we have adopted the convention of always having the castle's gates oriented north -south, bur feel free to amend tills in your OW11 games. Each division may contain between none and all of the besieging forces. The forces allocated to each

division must be listed under the appropriate heading: N, S, E or W. The attacker places no models on the table until the first turn of the game.

From turn I, the attacker may bring any unit or units of troops onto the table. The player does not have to bring all or any units onto the table in the first turn if be does nor wish to do so.

Units may be brought onto the table at the beginning of any turn. A unit may only enter at the table edge corresponding to its division: a unit from the north division may only enter the table from the north table edge, and so 011. Unirs tntendlng to enter the table during the turn should be underlined on the player's list of units and crossed off when they are placed on the table. Models may be placed anywhere along the table edge, with the rear rank lying directly along the edge Of the table. Note that [hey must follow the standard rules on formations and unit coherency.

Bringing a unit onto the table uses its full movement allowance, and a unit may not enter the table and move in the same turn. The unit is considered to have moved from an off-table positioo on to the table, and counts as having moved for purposes of missile fire.

The game may be played for a set number of turns or a set Length of time. For a set number of turns, you might allow 5 turns in total or 1 turn for every 200 points of attackers, whichever is greater. Obv iously, if you have an entire weekend to fight a game you may wish to fight to the bitter end ... it's up to you!

Victory may be calculated by adding up the points value of the troops remaining on each side, not counting routed troops. Tben calculate points as follows

t. Sole Oecnpatioo

Double the value of troops in captured/held section/levels - those in which there are no enemy troops, Courtyard sections may be captured/held in the same way as other section/levels

2. Claimed Section/levels

Gain 10 points for each empty section/level connected to a captured/held section/level - these are said to be claimed;

It is nor possible for both sides to claim the same section/level. If both sides are ln a position to do so, the side with more captured/held section/levels adjacent to tile claimed one, wins it. If both sides have the same number of adjacent captured/held section/levels, that which has the greater number of troops in these secuon/levels wins the claimed section/level. Large humanoids count as equivalent to their size ratio.

Courtyard sections may be claimed in the same way as other section/levels.

3. Collapse

'The attacker gains 25 points for each collapsed section/level.

~,N, 5, "E 1 the first

of troops any units o do so,

'any rnrn. lng to its : the table g to enter e player's tbe table. ,with the Note that and unit

Ilowance, arne turn. e posirion irposes of

, set length 5 turns in iichever is ghta garne ) you!

alue of the. oops. Then

rvels - those ctions roay I/levcls

aected to a claimed.

ction/level . with more done, wins otured/held )f troops in evel. Large

-ay as other

!ctionllevel.

in a dlstant, steep-sided and forbidding valley in the Worlds Edge Mountains stands a decayed and neglected property. Abandoned and almost forgotten, this unwelcoming pile of stones is visited bv no-one save the mountain birds and the occasional. misdirected (and consequently rather miffed) Imperial messenger.

It was not always so. Once; this stony edifice was one of many border fortresses, the very backbone of a defence system that separated tbe Dwarven realm of old from the untamed forests of the west.

Once, the battlements of the fortress of Caraz-Lurnbar echoed to the angry chatter of steel, and the sudden scream of iron upon iron, The Dwarven Realm was crumbling, and carrion of all kinds crowded in to squabble over the crumbs. One such crumbpicking crowd was the horde of Bogrot Stuntybane: a rag-tag 3rmy of Orcs and Goblins supported by the Giant Grimsrnirk Danglqaw of Dogs Bottom Down.

Dumwin Stoutbellv and his stalwart Dwarven garrison stood before the hordes of Gobllnkind and were inundated in a final, heroic -and fatal- battle. The overwhelming numbers of Bogrot

tunrybane's green-Skinned fiends captured Caraz-Lumbar, as they bad a dozen other Dwarfholds that summer.

Today, the final battle of Caraz-Lurnbar is remembered in the Lay Of Lipstrangie. This beautiful and haunting ballad traces the actions of one Quango Lipstrangle, the Halflrng cook who, according to legend, stemmed the Ore attack on the west wall by heroically pouring a cauldron of boiling oxtail soup onto the $caling teams below. A memorial to the defenders now stands upon the spot where Durnwin Stoutbelly fell to the Giant Grimsmirk Danglejaw, The moment is touchingly.recalled in the Lay:

'Nayt Hold! Go back!' thus spake the Duiarf, Through at! tbe smoke and fire,

'Avaunt.' Arrointt Go horne! NaIf oJP

Depart or face my ire!'

Tnen Danglejaw surveyed the breach And dragged bis body through,

ESJlied the Dwarf and judged his reacb Then bit the fool in two.

Recreating The Battle

WhO would dare to try to recreate the events of that far-off summer's day? Certainly, we cannot be sure of the forces involved, for the garrison was wiped Out completely and the Orclsh counting system runs 'one, tWO, some, lots, er .. .' Nor can wereally know what happened before the gate of Caraz-Lumbar -the layo/Ltpslrangle was not composed until several decades later and, in the absence of eye-wi mess accounts, must remain ;\ dubious source at best. Nonetheless, the legend forms the basis for a fine siege game between Gobllnoids and Dwarfs.

.arsz-Lumbar is represented by the standard Border Fortress layout. The Orcs, naturally enough, ate the attackers, and the Dwarfs are the defenders. The approximate forces involved are Biven below, and command sheets are given at the back of the book. The GM may substitute any unit for other troops of an equa.l potnts value If desired.

The Dwarven Defenders

(500 points)

DumwinStoutbeUy-Chieftain(l.evelIODwadHero) Hand weapon, heavy armour, 102 points crossbow and shield.

Quango Lipstrangle - High 'Iablcr (Level 10 HaUling Hero)

Rand weapon and short bow. 40 points

Imperial Dwarfs - (5 Dwarven + 2 shock elite)

Hand wearon, heavy armour and shield. 140 points

Dwarf Warriors (8)

Hand weapon and light armour. 80 points

Dwarveo Death-hailers (8 Dwarveo Crossbows)

Hand weapon and crossbow. 88 potnrs

1 Brazier 15 points

5 Batches of water" 5 Batches of rocks

10 points 15 poinrs 10 points

Total points value: 500 points • One batch is actually oxtail ,oup, but is treated as boiling water for the purposes of the rules,

5 Batches of stones

The Dwarf player must distribute h is forces on the castle map before the game begins. The Dwarf warrior types operate in units. The character models may be attached to a unit or may act independently.

The Goblinoid Attackers

(1000 points)

Bogrot Stuntybane - Level 20 Ore Hero

Hand weapon, heavy armour and shield. 132 points

Gdmsmirk Dangle;aw - Giant 250 poinrs 3 Rippers - (Level 10 Ore Heroes)

Hand weapon, heavy armour and shleld. 207 points

Der Lam: - (20 Ore Warriors)

Hand weapons, Ught armour and shield 170 points

Arrer Ladz - (10 Ore Archers)

Hand weapon and bow. 75 points

Gobboes - (30 Goblins)

Hand weapon and shield. 90 points

Gobbo Warriors - (10 Goblin Warriors)

Hand weapon, shield and light armour. 40 points

Stikkas - (22 Goblin Archers)

Hand weapon and short bow. 66 points

10 Scaling ladders 100 points

20 Grapples

'100 points 20 points Total polnrs value: 1000 points

2 tog rams

The Orc player must arrange his troops into units of the same troop types. Units need not be the same size, and need not comprise all tbe troops of a particular type; for example, the 22 Goblin Archers might be in one unit of 22, two units of 11, two of 7 and one of 6, one of 4, one of 7 and one of 11, or any other combination, Character models may be attached to unhs as-champions and leaders, or may operate as individuals.

Once the player has arranged his forces into suitable units, the units are spread among the N, S, E and W divisions, as described earlier. tog rams, grapples and ladders must be placed with specific models before the game begins.

And then, the battle is ready to start!

We have already seen how the attacking side is divided into four forces, corresponding to the four [able edges and the four polnts of the compass. This simple system, as used in the Defence oj Caraa-Lumbar; is an ideal way of representing a straightforward assault. It is, however, unsatisfactory for representing larger or more involved sieges. It does not, (or example, allow the besieger to move troops arou nd the outside of the castle, or to build and use long-range siege weapons.

In order to overcome these Limitations, we shall use another map, This is called the strategic map. The strategic map is used to control the movement and activities of besiegers around the cas de.

The strategic map shows a schernaric plan view ofthe area around the castle. The attacking player is given a strategic map before the game begins; you will Find a blank strategic map at [he back of the book. During the game, [he player uses the map to record the positions and movement of his troops. Like the defender's castle map, the attacker's strategic map should be concealed from the enemy at all times.

Quadrants and Zones

The strategic map shows the area around the castle. Although castle designs can vary, the same strategic map can be used for almost all siege games. The map is divided Into four quadrants - N, S, E and W - corresponding to the four edges of the gaming table,

Each of the four quadrants is divided into three zones. From the table edge to me centre, these are Remote, Encamped and Ready. Zones play an important role in moving besieging forces around me castle and into combat, as will be seen .

just as tbe defending forces are represented by unit counters on [he castle maps, [he attacking forces are represented by unit counters on the strategic map. Character models and siege engines may be represented by individual counters. Counters representing character models and equiprneru associated witb a unit should be placed underneath the unit counter. The entire unit, including characters and equipment, then moves as if It were a single counter. Units comprising several types of counter move at the pace of [he slowest.

Movlng Between Quadrants

Deployment

A unit may ill ve from an Encamp d zone to an adjacent Encamped zone.

t the tart 0 the game, the attacker rake' unit ounters to represent his forces, and deploys them on the strateglc.map, Thi ' upercedes deployment on paper; as used for 11;6 Defence of C{/raz·Lumb(~,· in the Jas~ chapter:

E:ach unlr mu t be deployed in the Encamped zone

orresponding to it division. These four zones represent areas behind we attacker' own line ( ff tb . table), comprising his tents, baggage, and so forth.

Ollceme :ullIckerJIa deployed, the GM Informs the d.efending plnyer if be is aware of any troop conccntradons engines, etc. [ust as the besieger can sometime be aware f defenders In the

a tie, the defenders may be aware of troops or machines around the castle, This is explained fully In the section on page 58 , entitled Irate8ic Awareness.

d inro four four points befe1lce Of )hdon am 'g larg r or ie besleger I build and

A unit may not normally move from a.Remote zone to an adjacent Remote zone, However, this Is Ilowcd under orne pecial cir umstances, as discussed later (P60).

A unit may neve,' move between two adjacent Ready zones.

other map. I u ed to round the

Strategic Movement Limitations

Mobilising tro ps on the strategic map r qulr precise organisation and timing: troops must break camp, orders have to be Issued and posH.1o.lls verlfled. We repre ent [.his by restricting we number of unlts [he attacking player may move during a turn to ID6. The player bas a free choice of which units to mo e, and may m e fewer unl th. n allowed if desired.

Once the defender has been made :l'WlU'e of troops or machine a~ appropriate, he may deploy hi troops on his castle map.

tea around lII.p before Il the back , to record lefender's ~aled from

No unit may be moved rome than once per turn,

Character Models

Character models associated with units are moved with their parcn unit, as a singl move.

rne attacker lakes on rum on the trat grc map for every lUITl on the rahletop. The attacker makes trateglc moves before tabletop moves, placing any unit 00 the edge of til tabl as 111 'y move from the Ready zon onto the tabletop.

Although e used for Iluzdrants e gamlng

Indlvidnal non-assoclared characters do 110t count.as units, and may move once per tum. They do riot counttoward the number of units moved, and moving 3 character counter does n [reduce the number of units rhar may be moved.

Moving Between Zones

A unit may move between two adjacent zones of the same IIUlIilruu during a rom. - from Rem te [0 ncamped Or Encamped to Ready, for example. Moving a 11 nit from the Encamped to the Rady zone represents the uutr breaking camp, forming ranks, and advancing upon the castle. Moving to [he Remote zone represents a unit foraging for supplles or palrolling the urrounding coulll11 ide ( ee page 6 .

A unit may mo e fr m thc Ready zon of a quadrant t the com::sponding table edge. A unit moving off a tableedge is placed hi the corresponding Ready zone.

A character model may be dlssassoclared from a unit jf the player wishes. The player de lares Ills intention 10 tbe GM. Tile mode! is d1 assocrated from the beglnnlng of the player's next turn - its counter is moved separately and placed epacat >Iy on the

trategic map.

Note' When,,,,crwe u the-word 'unit' when talkfug about the .tr:uegic map, a ' odated characters and equipmeatare assumed 10 be in .luded. Each unit of troop is moved with it as octsted characters and equipment, as if it were a single coumer,

be beyond the range of normal mlssne fire from the castle, SOlD engines of war may fire upon or from the Rcady zone, as described later (see p6 )

1115_ 'rom nped and trig force

counrers

[db)' unlt nd siege

Counter:; ted with he entice as if II

As explained in the chapter on Using the Castle Map, besiegers on the tabletop can see exposed defenders, and may be aware of concealed defenders. Besiegers on the strategic map cannot be aware of defenders in the castle.

Defenders, however, may be aware of besieging troops on the strategic map - it is possible to see SODle way from the castle's ramparts and rowers. Look-outs among the defenders are able toobserve much of the surrounding area, including the siege Jines and the besieger's camp. The besiegers will, of course, try to keep troop movements and activities as secret as possible. They may go so far as to lightphantom camp-fires for troops that aren't really there, or open up false mine-beads without starting any real tunnelling.

It is up to the GM to adjudicate the awareness rules, informing the defending player of activity in the various zones, as appropriate. The following guidelines should be borne in mind:

The Remote Zone

Defending troops are never aware of acrviry in the Remote ZOne.

The Encamped Zone

Defending troops can discern only "ague derails concerning Encamped zones.

L They are aware of the presence of siege machines In the Encamped zone, but nor their number or type.

2. They are aware of earthworks (see p80) in the Encamped zone; but not their number.

3. They are aware of the movement of machinery between zones; the GM should indicate which zones the machines are being moved between, but should not reveal their number or type.

4. They are aware if an Encamped zone is weakly occupied - that is, jf jt contains only One or two units, not counting nonassociated character models. They are not aware of unit sizes or types.

5. They are aware if an Encamped zone is densely occupiedthat is, if it contains 10 or more units, not counting nonassociated character models. They are not aware of the precise number of units, their sizes or types.

6. They are not aware of the presence of non-associated character models in an Encamped zone.

The Ready Zone

Ready zones are closer to the castle than Encamped zones, but still not close enough to allow the defenders to identify troops very easily. The following rules apply,

I. Defenders are aware of any unit occupying a Ready zone, and are able to estimate its numbers to the nearest 10, and to tell if it is on foot or mounted. They can tell nothing else about tbe unit.

2. Defenders are aware of any large (over 10 foot-tall) creatures ill a Ready zone, and can tell whether or not they are humanoid; that is all.

3. Defenders are aware of earthworks in a Readv zone, and are

able to count them. .

4. Defenders areaware of individual construction projects in a Ready zone which are not shielded by earthworks. They are not able to tell what is being constructed.

5. Defenders are aware of war machines ill a Ready zone; the can count them, but cannot determine their type or crew size.

Special Movement and Awareness Rules

Camp followers

Every besieging army has its train of camp followers. These comprise a motley assortment of individuals such as spouses, children, beggars, and sutlers (unofficial provisioners, tolerated by the authorities so long as they aren't roo blatant and don't keep the troops supplied with too much alcohol). The attacking player may include these ragged individuals as a single unit on his side, at no points cost. Camp followers do not fight and may not enter the table, but can be moved from zone to zone in order to confuse the enemy

Foragers

Any unit may be scm to forage in the Remote zones of the map. Foraging is discussed in detail later (see page 60) .

es, but troops

, zone, O,and ug else

eatures .eyare

mdare

[ects in s. They

De; the ewsize.

These louses, lerated I don't acking mit on ad may !lorder

re map.

" .~ . • j I ~ .

Historical sieges were often long drawn-out affairs, lasting many months. This comparatively slow pace of action gave the besiegers plenty of time to dig mines, construct siege engines and even build their own fortifications. These activities arc part and parcel of siege warfare, and our game would be incomplete without them.

!n the normal. course of a wargame, each turn represents only 11 short period of time, typically a few minutes. Obviously this time scale is far too short to aUow us to recreate mining, construction and other labcrious.activitles, Therefore, in order Ito accommodate these vital aspects of the siege, we sball introduce the concept of strategic time.

The attacking player may declare a change from norma) to strategic time whenever there are no attacking models on the table - assuming, of course, that the attacking force has not been utterly annihilated! Strategic time may not be declared if there are any attacking models on the table,and similarly, no attacking models may be moved onto the table during strategic time.

Once strategic time has been declared, each. turn represents a whole day of activity. It is assumed that the current day ends with no further events, and strategic time is counted from the beglnning of the following day.

Strategic time involves no combat, although siege engines may continue to fire (see p64), but they cannot move and fire during the sarae day. The main purpose of strategic time is to allow the besieger to construct engines, dig tunnels and forage for supplies. These operations are described in detail later. ,.

When counters move in srrateglc time, troops are assumed to be doJijg far more than simply moving. Their movement also subsumes breaking camp, recamplng, maintaining equipment, eating and going about other daily routines. 'Iroops therefore move relatively slowly in strategic time compared to normal game tiJIle.

NO!1e.of the besieging forces may move onto the tabletop whilst strategic time Is in operation.

Tn practi<!e, the besieger uses strategic time as a respite to organise, regroup and prepare for an assault. For example, the besleger might spend 5 days digging mines and pounding the castle walls before unleashing his troops onto the tabletop in a direct assault.

Strategic time may be ended whenever the attacking player wi,shes. He slmply declares a move to normal game time, and the game reverts to normal time on the same day. The attacker

must declare a return to normal game time before moving troops onto the tabletop.

During a day, a unit may be moved up to 3 times. A non-associated character may move anywhere on the strategic map, except for the table space. An engine may be moved once, provided that it has not fired that day (see P57).

The normal inter-zone movement rules apply every time a unit moves. So, units may move from zone to zone within the same quadrant, or between adjacent Encamped zones of different quadrants.

All foraging units (see p60) move as normal, but must end each day's movement in an Encamped zone. If a foraging unit is not within an Encamped zone after its third move, it is automatically moved into the adjacent Encamped zone.

Once strategic time has been declared, the defending player may rearrange troops within the fortress In any manner he chooses.

All mining operations are conducted ill strategic time. They are fully described in the chapter on Construction (p 78 ).

AsIll£l1tionedabove, strategic rime Is reckoned in days; strategic movement (movement during strategic time) is reckoned accordingly.

Note: tbat thls is not the same as movement on the strategic m2p during normal game time.

FornglngiBa vital means of gatherlngsupplles, and Isnecessary both 16 keep troops.in tbe field and [0 construct siege machines. Attacking units may be sent to fo.rag,e the surrounding countryslde to gather supplies. Th Is may involve commandeertng livestock, foodstuffs, wagons and so on from local farmers, and poss.lbly even peessmg the farmers themselves taro service as labourers.

For the purposes of the game, these things are all known as supplies, and the quandry of supplies is expressed in supply points. Sll,pply points are used to build war machines and feed troops (see SlJppHe.y pp7 5 and 80).

Foraging ts a time-consuming businesS,:md unlts may OW)' forage effectively jn strategic time. Any unit may forage, but nonassecfated 'chara.cters and, machines may not.

In order ro forage,a U.ll.JI is moved into a Remote zone on the strategiC map, and the player .declares his intention to forage. Once in :J. Remote zone .. the unitcounter is not moved in the usual way. Instead, the player rolls a D6 for each following: strateglcmove:

1·2 Move clockwise into adjacent Remote zone

3·4 Moveatlti-clockw!se into adjacent Remotezone

5·6 Remain in same Remote zoneor move to Bncamped zQne and end foraging (Player's choice):

Note that all foragil).81101ts, mmte.nd each day's movement in an Encamped zone, If a fo.rnging unit is not within an encamped ZOne at the end ()(it~ third move.jr Is immediately moved into tile Encanlped zone of t,b.e same quadrant.

Every fornging unit in a Remote zone at the end of amove .duting strategic tJme tnar· gather supplies. The player notes that me unit is gathering supplies, but does nothing else umil the unit Steps foragiqg and returns to an Encamped zone. Ar this pomr, the player rolls (D6 for every strategtc move spent foraging Ina Remote WI:lC, the score indicates the number 0,1 suppJypom.t _

gathered by the foraging unit. . '

For example:

Move' 1 _ a unit moves I.nto the Rem.ote zone or the north quadram. The pbye-r announce that it is ~oJ"ll.g!ng.

Move 2 - theanlt moveslnro the Remote zone of the east quadran! (D6 roll Of 2).

M.orl(~ 3 • the unit lU()VeS into the Remote zone of the sourh -quadrant (06 roll of f). Since thiS i:s the end ofthe day, th'e unit must return to the sooth Encamped zone.

Since the unit has Spent 3 moves foraging (although move 3 technicallr ended in-an Encamped zone, it still counts toward tile total), the player rolls 3D6. A SCOt-c of 13 indicates that It has garnered 'l3 supply points.

A playercont:rollfug fO.flIgil)g uIlI .. 1S ITlllY send Out a recau. signal at tb,e beginning of any move dudllgsrrnt<:gic LIme. AU tomging unirs roUSI .remaln sl:..1ti(:)nal'}' for [hat move, and the move does not count towards theaccumuladon 0.( supply potnts, As their nexr move" 'all fora.ging units move into the nearest Encamped zone.

Units may be out foraging when strategic time ends, elrher because tile anacker declares a return to' normal time, or because Unites) are moved from a Ready zone onto tile tabletop.

If Ihis happens, the units areasserned to. be foraging, but mll)' not move Ot gather supplles until tile ne-xt pcriodor strateglc rime, when they are irmnedfately moved Inro the adjacent Encamped zone (to mark [he end of the da.y), and supplypoirus are calculated.

The only exception i5. Ji the player soundsa recall. A recall. mal' be-made during eerrnal tabletop time. The sigml,1 is made at the beginning of a turn, and ali footgiqg units remain static during their next movement phase, Jllo\T:ing int !'he nearest Encamped zone inthe following movement phase. At this time" supply points are calculated as no !I11a.i , and the unit may then move as normal,

.. i..

quadrant

he south \ the unir

I move 3 toward es that it

~llsign:.tl foraging ove doe M their [camped

I, either because )P,

but may m':lteglc djacenr y points

:aJ1 may [e at the iduring camped

ujJply n move

F~ced by the sheer stone defences of tbe Border Fortress, any lrucnding besieger would be wlse to Invest in a few siege mach lnes, These engine' are an trnporrant and ccnspfcuons pa rt oCtile siege game. There arc many different machines availabl': rom, lege towers and lone throwers LO name but three - and cad) Is designed to do a different job, orne launch huge mtsstles agHinst the fortress, others attack the fortress.dlrcctly; still others enable attacker to enter the fortr 55. We shall discuss each type in detail la~ on.

Fir I, though, there are orne general rules which apply to all siege machin .s,

Nxturally enough, machines canna! operate wlrhout a crew. The actual number of crearur making up a crew varres from rna hlne to IT1:I hlne, as we'll see. large hurnanoid size-ratios npplv when crewlng siege machines; for example, an Ogre counts ~ two human-sized CI"W members.

Ell closed machines are ~'lltnl,l.y dad with wooden sheets, heavy leather skins, and other materials to ward off enemy missiles. M~chines without this 'armour' are open. Open machines tlll offer a degr e of protection to their "fCW, but not 0 much a 1113 hines which nave beeu properly enclosed.

AU those machines described a missile tnrouers and engines of assault later in this chapter arc considered to be open, 'l'hose described as screens are considered to be enclosed.

Any machine mar be enclosed m the cost of an extra 25 points. Missile throwers are designed to operate from a distance, and so do nor really need to be protected in this way.

The following penalties and restrlccrous apply to dropped missile and normal missile fire agalnst stege machine and their crews:

Firing at ID;l.chine: + 1 'to hit' for large target, bur mlnirnum Strength of 7 required [0 damage.

Firing at crew of open machloc;· 'to bit',

Firing at crew of enclosed machine, -2 'to hir',

Bould t: : are Il'englb and rna damage machine.

Rocks, lime and hot missile : do not damage machines, but affect crews of open machines normally, rews of enclosed rnachlnes have a D6 savlng throw of 4-6 [0 avoid the effeets, regardless of armourworn,

Bot coals or oil plu hot coals, may Set a machine alight . see the chapter on Fire (P84) ,

Every time a machine sustains any missile bit with a Strength of 7 or more, roll a D6. On a roll of 6, the machine is destroyed. Destroyed machines are not actually riven to matchwood, but me damaged severely enough to puc them Out of action.

When a machine is destroyed, roll a D6 for each crew member.' On a roll of6, a crew member takes I lWnmdas timbers collapse, mechanical bits fly in all directions, and heavy things fall on top of them. Remove casualties as appropriate.

A destroyed machine sttll protects surviving crew members as normal (see below).

In addition to the War Engines allowed to each army in Warhammer Armies, and for the purposes of siege games only, each player may spend up to one third of the total points cost of the army on Siege Machines. Crew costs should be deducted from tbe ranle andflleallowance. Goblinoid, Undead, Chaotic and Dark Elf armies however, may allocate no more than one third of the points spent on siege machines, to the purchase of gunpowder weapons. Points costs can be found on pp66,70, and 74 .

Machine crews count as behind soft cover in hand-to-hand combat. The ir close-combat opponents therefore suffer a -1 'to hit' penalty.

Any creature with Strength 7 or more which is in base contact with a machine may attack the machine itself. This is resolved as a normal attack, even if the creature in question (e.g, a Giant) normally uses special arrack forms. The attacker may only make one attack, regardless of its A score; while attacking the machine, it may not attack other opponents. rf a machine is hit, roll for possible destruction as above.

It Is fairly inevitable that crew members will be killed in the game. In such an event, the player may substitute. the casualties with other models from his forces. These models must move to the machine normally, bot may split off from their unit in order to do so. They do not gam any protection from the machine "Until they are in base contact with it.

Engines ofassault may be crewed by any troops, so that killed crew members may be replaced from any unit. Specialised crew are nat required, sioce crew members need only shove, pull or lend theirweight in a fairly straightforward manner.

Missile Throwers are specialised pieces of equipment, and their crews may only be substituted with the crew members of other missile throwers. It pays for the players to purchase addltional crew members at the beginning of the game.

• r

h a Stnmg th is destroved. :hwood, but F action,

ew member, krs collapse" lings JaJJ 011

members as

nd-to-hand uffer a -I 'LO

rase room 1 I is resolved c.g. a GIant) { on! y make ne rnachln hit, roll for

n the game, ralneswlrh ove to the ;it in order ie machine

that killed Iisedcrcw )ve, pull or er.

t, and their 'rsor other additional

h army ill p.mesonly, ~ojOl co t bdeducted d, Chacdc ~ than one urchase of I pp66,70,

Many ofthe Engfrles a/War described In Warbammer Fan13Sy Battle may be u ed to batter the castle - tone throwers and cannon, for example. Others are [00 small to ill cr the ca tic ftself, bur can be used to pick off exposed models from the battlements.

Tabletop and Zone Ranges

There is little polnt ln parking your stone-thrower 12" in from

f a castle. Large engines have very long ranges, which means they call stay off the table altogether - and out of range of most of the defenders' missile. The attacking player may bring any engine n to the tabletop if he wishes, but does n t neces arily have to do so for them to be effective,

follows:

A weapon may oaly fire upon the nearest castle side> a a tone thrower in the north quadrant may only fire on the north ide of the castle.

[f your table is so Large there is more than 48'1 betwe n the castle wall and table edge.then a weapon must have a rang equival or to this distance in order to f:ire from the Ready zone. Firing from the Encamped zone is a normal.

Concealment and Awareness

Firing a siege engine from a postdon en the strategic map does not expose the weapon or its crew in any way. However, [he defenders will be aware of the flrtng of a cannon or other gunpowder siege weapon. They will see the smoke aod hear the bang, but will not be aware of the weap n's size r any oth t: details,

The normal concealment and awareness niles apply to mis Ile throwers n th tabletop,

Firiug Procedure

TIle firing procedure is exactly as described In the main Warhammer Fantasy battle rules. Weapons lions from otJcable poshlons do so at their assumed maxlmnm range.

The firer nominates which sectlon/level is the target, and if the shot misses, it has 00 other effect at all. If the target is sectioollevel Gl, a successful hit will strike the gate itself on a D6 roll of 1-3, and the surrounding stonework on a roll of 4·6.

As stated above, shots fired from or Into the strategic map may never cross from one quadrant to another.

Ammunition

Arnmuniti n lor non-gunpowder weapons is represented by ammunition counters. These counters represent stocks of stone , bolts and other ammunition for siege engines, as well as vlt21 supplies used to maintain the engine rbemseslves. Each counter is marked 100, lO,S or 'I, so that players can assemble a stack of t11 desired size.

~ ~

Ammunition for gunpowder weapons Is represented separately Cannon balls and powder are collectively represented by gunpowder counters. Ea.ch counter 1 marked 100, 10, 5 or 1, so that players can assembl a tack of the desired size.

GUN POWDER

~1

The defender doe not need to use arnmunlrlon counters, and may simply make II note of th amount of arnm u union availabl romac1iincs operating from within the ca tle, A ammunitt 11 is used, the note is amended accordingly.

Ammunition Costs

Ammunition and gunpowder is bought prior to the battle from the points value allocated to rank-and-file troops, in rhe same way as brazlers and dropped mtsstles, Ammunition co ts 5 points per a.w.munition polat, and gunpowder co t 10 P lnrs per gu npowdcr point.

POSitio.ning Ammunition

A rurnunition and gunpowd [ ounters are placed on the straregi map by the attacking play er when the game begins, ounrers mustbe positioned in the Encamped zones.f rmlng up to four separate ammunition dumps - one In each quadrant. A dump may be used by any siege engines in tile same. quadrant, lncluding those on the tabletop.

Moving Ammunition

Th . attacker may move ammunition from dump to dump ill

rrategic time. It may not be mov d at an). other lime or to anywhere else. One unit may move 1 point of ammunition per unlt member per traregic move eo the Encamped zone of an adjacent quadrant.

Thus, a unit of 10 troops ill the north quad mot may move 10 points of arnmunltion or gunpowder (or any combinarion of the twoprovided that no more than 10 point in total are moved) to the Encamped zone of either the case or west quadrant io a strategic move.

Th defender will never have any need to move ammunirlon or gunpowder - the castle's amrnunition dump, whicb he.records on paper, can feed all machines in the castle freely.

Ammunition Expenditure

Every tim a weap n fires, [he ammunition dump in the ·ame quadrant Js reduced by 1 ammunltlon point or 1 gunpowder point, as appropriate.

When fi.d.og in strategic time, the expendlrure of ammunition is re.latively low. Thi is because the rate of fire Is low and snot are more carefully aimed than in the heat Of battle. Therefore, only 1 point of ammunition Is expended for every vollc}'.Firing in trareglc time is explained below.

When an ammunition dump runs out, machines in the same quadrant tnay not fire until the dump Is replenlshedfrom anoth r dump - e Moving Ammunition above.

Strategic Fire

As mentioned under Strategic Time, (page 59) siege engines may continue to fire on the castle during strategic rtme. Firing in srraregtc time u es a dlfferent procedure [0 the matn Warhammcr Fantasy Battle rules.

Bate Of Fire

A.s noted above, a stone or bolt thrower, cannon or mortar may not shoot and move during the same day.

In strategic time, all fire is reckoned In volleys. A volley is presumed to comprise 5 shots against the same section/level. Bach volley may be directed against a separate ection/l vel.

A tationary mlssile-throwing engine may fire 12 voUeys per day, sublect to ehe following modifiers:

-1 for every crewman required to man it. For example, 3 lO-mal). mortar may fire 2 volleys pel' day, whll > a 3-man bolt thrower-may fire 9 volleys per day.

-1 foreach missing crewman, Forexample, a W-mall mortar with 9 crew (1 crewman missing) can fire 1 volley per day, while on with 8 crew (2 crewmen missing) cannot fire at all. Obviously, a machine with no crewmen remaining may never fire.

'To H!t'Pf'ocedure

The normal' to hit 'lrocedure becomes unwieldy when dealing with votleys.Instea , roll a D6 for each volley. The score indicates the number of shot which hit the se ti a/level at wbich the volley was :Ilmed. Structural damage is calculated normally for each shot [bat bit.

On a roll of 6. no structural damage is caused. but any models occupying the section/level are hit. If the section/level Is unoccupied, no damage is caused.

When occupying troops are hit, models roll a D6 to determine how many are hit. If the die roll is higher than the number of models in the secrlon/level, all are hit. U a 6 I rolled, a haracter model (and no others) is hit; Jf no haracter model j pre em. re-roll,

Hlts on occupying troops are randornlsed as In the chapter on Missile Fire, (P28). As usual, large humanoids count as more than one model for purpo e of hit raudomtsanon,

Counterfire

Missile throwers may be positioned on the castle in order to [jrc on the attacking for es. They may be placed on battlements and n double rampart ,bUt n t 00 single rampart . which are not wide- enough to hold [hem.

Fire from the ca t.Ie against. target on the attacker' strategic map is gene.rally referred [0 as counterfire. Firing on :untckmg models on the tabletop is handled normally - the term counter/ire applies only to dct: mding machines firing into the attacker' Ready zone.

The following restrictions apply to counterflre:

I. Weapons wi!.ha range of 8" or more rna)' flre into the attacker's Ready zone.

2. It i n t po Ible for engines inside the de to fire into

me attacker' neamp d zone- engines of offic1empower to do this are far toO large to operare from inside a ca tie. Despife this, there are no restrictions 011 the actual crewsire of weapon used by the garrison.

Weapons may only fire Into the quadrant of the sll1lLegic map corresponding to the side of the castle in whicb they are placed - thus, a weapon pointing north may onl)' flre Inro the north quadrant of the strategtc map,

Hit Determination

The defender may choose to direct ounterflre against either troops 01' machines in a Ready zone. bviously, if there 3j'C no machine In me appropriate Ready zone, aU cnunterflrc musl b directed again t troops.

Counterflre against troops: RoJl a D6 for each shot: on a roll

f 6, the hot has Wt a unit: of troops. Determine randomly which of the units in the zone has been bit, :IJ1d roll :t 06 [0 determtne how many memb rs of the unit have been hit. On a roU of 6, a character model assoctated with the unit has been hlr, but all other models are unharmed, II there is no haracrer model ansched to the unit, reroll all rolls of 6. Once hits have been determined, damage is worked out normally.

ounted'lre against rna hines: R II a 06 (, reach shot: 00 a roll of ,tbe hot has bit a machine. ore that the + 1 la'8t ta'''8et modlfler; does not apply. If there Is more than one machine In the zone, determine randomly whJch one Is hit. The cffecu of the hit are described uoder Destroyinglacbines (P62)_

trateglc Counterflre

trategi. ounrerfire is handled in exactly the ame way 2S trategic flre (see, bove), Volleys may be aimed at units or euglae In the same way as normal nrc. Roll a 06 for each volley - scorts or 1 to 5 indicate the Dumber of shors which 11it. A core 0(6 lndlcate a miss. Wilere there is more than one unit or mJchinr in the sam zone, rhe GM determines randomly which one 15 hit. Damage is determined In exactly [he same way as norm31

ou terflre ee. b ve .

~r any-models etten/level is

I to determine he number of td, a character !el is present,

ne chapter on ouat :1" more lon,

n order 10 fire ttlements and vhich are nor

;er's sersregic all artacktng In counserftr« he attacker'

fire into the

Ie (0 flee into flctent power ISide a castle. actual crew-

the strategic n which th p;ty only fire ).

gainst (lithe,' 'there are no nerflre mu [

hot: naroJ1 ~omlywbich to determine f' a roll of 6, [n hit, but all acter rood J fS have been

acn shot: on lIe + 1 large one machine r The effect!> Ines (P62).

arne way a rsor engtn . )lley - seoret.

score of 6 or machine hich one

IY as normal

MORTAR

CANNON

BOLT THROWER

The fOllOWing chart summarises the profJ1es o.fsicg~ weapons suitable for use in the sieg.e game, DetaHs of templates are included for tabletop usc. Templates are not used for strategic fire. Small engines are included, although those with '3 range of less t!lan 48" may OW)' be used 00- the tabletop. For the fulltabletoprrues . ee Warhammer fantasy Battlepl05.

Bolt Range Strength Save Mod. Wounds PolDt!
, Tw.owe.r per hIt
3 man 48" 5 -2 D4 15
4. man 64" 6 -3 04+1 20
5 man 80" 7 -4 204 25
6 man 96" 8 -5 2D +1 30
Stone R.3nge 1Cmplate S1;t'(:ll,gtb SaveM.6d_ Wounds Points
Thrower MinIMax perH:It
3 man 12"/48" I" radius 5 -2 D 15
4 man 14"/64" I" mdlus 6 -3 04+1 20
5 man 16"/80" l~'lIradiu 7 -4 1.0 25
6 man 18"1961' I y," radlus B -5 204+1 30
7 man 20"/112" 2" radius 9 -0 306 35
8 man 22"/L28" 2" radius 10 -7 t06 40
9 man 24"/'144" 2/f radius 10 -8 4D6 45
10 man 24"/1 1/ 2" radius 10 -9 406 50
Cannon Raage Strengtb~ Save Mod. Wounds PolDts
to 12" remote per hit
3 man 48" 7 3 -3 D 30
4 man 60" 8 4 -4 El4+-! 40
5 man 72" 9 5 -5 204 50
6 man 84" 10 6 -6 ID4+1 60
7 man. 96" 10 7 -7 3D6 70
8 man 108" to 8; -8 '.. 4D6 80
9 man 120" 10 9 -9 5D6 90
10 man 132" 10 10 -10 6D6 100 Mortal' Range Template strength Save Mod. Wounds' Point!;'
M1nIMax per bit
2 man 16"/36" .1" radius 6 -2 04 10
12"/36" I" xadh.ls 7 -2 .04 15
16"148" 1 !f.!. II radios 8 -3 D4401 2.0
20"160" 2" radtus 9 -4 204 25
24"/72'1 2" radius 10 -5 204+1 30 • Cannon Strength is reduced by 1 for every 12" range. Cannon firing from off the cable do so with the Strel1glJJ shown In the Remote column of the table.

)LI I)WER.

re included nge of Jess

ts

.rs

The t ne walls and sturdy gale of a casue present a major obstaole to the anackcrs. The more cunning races have developed means of overcoming these obstacles - or more precisely, of smaslung them. to blt$! Thee are rams, picks, drills, and many otlu:r devices, but any siege mnchlne which actacks walls and g~te directly is called an engine of assault,

General Rules

The dlfferem engines of as null are covered lndi viduatly below, 111c [ Ilowing general rules a ply to all f hem, unle san Individual descrlpuon stares otherwise,

Construction

All'ngines of 11. sauk are bullt around a wheeled fume, 0 that the crew can move the engin by pu hing from i~Jde. The poIlU. Vlllucsgive:n as ume tharthe engtne-is open. In facr it is senslbte either to enclose Ole engine (at the cost of all extra 2 points) or to combine It with a SC1'lUJn, as descrlbed later <P71).

Crew

wIth mi ile throwers. the size f an engIne i expressed in terms of it crew, The minimum size is a . -crew' weapon. A smtecl under Substltuting Creuis (P62) , a specialist crew is nor required. Large humanoids count as a number of crew equal to their sizcr'.t.:lio ('ee PSO),

Mb~lng crew members llliIy be made up by any friendly models wnhln 2 /I oJ the engtne at the beginning of [he rurn. An engine may not have (1)01 crew than its crew-size" and mlly not function on Ie . than half crew -for example, a 6· rew machlne cops working if Its crew is reduced to 2 models r less.

Movement

A fully-crewed engine of assault can move up to 3" In the m()vement phase. lithe engine docs not have a full crew, it moves I" less for ever)' mlsslng crewrnember, An engine witl13 or me re crew ml Ing cannot move.

Engtnes may be pushed clirectly forwards. or may turn With a turning radius of three times their speed. ee the rules on chariot movement in the malu Wa:duunme.r Fantasy Battle rulcbook (pp118- ).

Engines of assault are difficult to tum while tbey are moving. A stationary engine may be pushed round by 22 \11. degrees In tb movemeatphas , olong a Il has afull re ,A 22 Yl degree angle an be e timated by the M by eli vidles It right angle IntO tWO degree egments, and dJ Idtng again. You don', ne d to measure the angle precisely (;l.lthol,l.gb, of curse, you can do if you wantl) - a rough visual estimate is pccfectly sa:tis!a tory.

" ,

" ,

Attacking

An engine of assault may attack a waU or gate if tile model begins th auacker's turn ill physical nmcr with 1 hetarget. - it may not move and artacktn the same (Urn. All engtnes attack 011 e. during rhe band-eo-hand combat phase,

'larger' must be I " 1 1 secucn/levcts (Wi, Gl or TI). A ram may choose to attack the gate II elf rather than tile. gateway sec[ionllevel.

There is no need to roll . to hlt '. bur a roll '10 wound' (based on tit • englne's Strength and th eirget section/level's Toughness) is necessary to cause damage. "he damage k'Vcls for each type and lze of engine are given In tbe table. II pO.

This page:

"There tssa tlothing lik~1 aa siege for d(l true' spirit of wa'rl When 1 sit t'mlathe camp, watching the engtnesashootl.ng de great: big rock$(l,tthe wa.lls,anil smasl>ing de place up. itta uiarmsa my heart. You Carilla keppa your batils alta all th.at noisy cauairy boomboo.m .st.uffGtve mea !Jallista anaplenlJl oj distance,and I show you howa a real mana Jl:ghtsl"

Top RighI: A siege lower uruea.shes armed attackers onto Inc enemy's ramp~ns:

Righi: II tUl-awJy diorama - note miners und.ermining!:. Below: KerRH·BOOMI Tho. furless DW.lrt Engkoors GuWl inaction. by D."e Gillallha. '

Bottom!"';!I: Flame Cl.MOn • hr.WG DWion Guildsdwms. Bottorn Right: Impcri.lc.1.DDon.«.rS prcplle. d"".stninll "olley.

This Page

Top !eft: Archers shejter behind mantlets:

Top righl: A laddc~ assault;

Centre left: Attack! • by Angus Fieldhouse.

Centre Right: A log-ram in action Igainlft a 8~tc:

Bottom ldt: Goblin Organ Gun Bortom righl: Chms Dwuj Petard (mortar).

The battering ram is a larger version of the simple log-ram, wnh the ram suspended on a wheeled frame so that it can be swung ag;llnst its target. The bead of the ram is usually covered in iron or bronze, of ten worked lnto the hape of a beast' head Or some other comic or vulgar motlf.

A ram attacks with a trengtb of 2 plu the number of crew models, up co a maximum of 10. A 6-crew machine, for example, bas a St1'{mgth of 8 when fully rewed. lf crew casualties are nor repla ed, the trengtb of the weapon 1:; reduced accordlngly: -I for each missing crew member.

Pick

I>Jcks are imilar (0 rams, but less massive, with an end like a

III et or plck.Frequently they are mounted on aswinging beam ratherthan lung onrope ,giving themth appearance of:! large pi k-axe hung on a frame by irs handle.

Where ram rely on pure smashing power. picks 'chlp :1W:1Y' at wall. 100 cuing t ue little b lrule, This mean thaI a small pick can attack a wall which a ram of the same size would nor be able to harm,

A pick has a trengtb of plu the number f Crew m del operating Ir, up to 3 maxim urn of 10, A 6-cccw pick. for example, has u StrengtlJ of 9 when fu LI y crewed - compare this wi rb the

04 JO

o I

2D 20

206 25

o 30

3D6

'06 0

example of the 6-crew' ram above. If crew ca ualtie are not replaced, the trengtb of [be weapon i redu ed accordingly: -1 for 'llch missing cr w member.

Mouse

The mouse is a variant of the pick. named after the way it 'nibbles' at the castle wall, It i :J IllllU bal~criJlg ramwlth a sharp pointed end, which is used to chip at the wall and 100 en the stones.

mouse ha a trength of 3 plus the number of crew models operating it, up to a maximum of 10. A 6-crew 010ll e, for example, has a SttYmglh of 9 wh en fully crewed.Jf crew casualties are DOt repla d, til' trengtb of the weapon is reduced accordingly -I for each mi sing crew member.

Drill

The drill is just that - avery big drill] Like other engines ofassault, it is mounted in a mobile wooden frame so that II can be pushed against the wall. Once in place rhe giant drill, which resembles II huge crew. is turned by the crew operating II mechanism of some kind; this may be anything trorn a rope wound round [he drrll shaft to II CRPSt:lt1 linked to the drill by cogs and/or chains. A mill i us~d in a similar wa to a pick and or mou e, but Is more effective.

The Strengtt: ora drill Is equivalent to twice tb . number of crew operating it, up to a rna umum flO. A -crew drill, for ezample, ha a trength of 10. If crew casualrlc are not replaced, I!le Strengtf) of the weapon is reduced accordingly -2 for each missing crew member.

Type/ ize trengtb trength

fully crewed lOSS per casualty

Batt ring
Ram
" crew 6 -1
5 crew -1
6 crew 8 -1
7 crew 9 -1
PICK 8 crew 10 -1
9 cr w LO -1
10 crew 10 -1
Pick
crew 7 -I
5 crew 8 ·1
6 crew 9 -1
7 crew 10 -1
S cre\ 10 -1
9c.rew 10 -1
10 CI'l'W 10 -1
MOUSE Moo e
7 -1
8 -1
9 -1
crew 10 -1

S cres 10 -1
9 crew 10 -1
10 crew 10 -1
DRRL DrUl
4crcw 8 -2
5 crew 10 -2
6 crev 10 -2
:"!crcw 10 -2
Screw 10 -2
9 cr w 10 -2
10 crew 10 -2
ot including Crew. Damage Points Cost'

1 10

l 15

1 20

1 25

2 30

3 35

o

1 10

1 15

1 20

j 25

2 30

s o

'I 12

1 2 3

ialtles are not j accordingly.

:er the way it n with a sharp nd loosen the

crew models '" mouse, for rew casualties n is reduced

nes of assault, an be pushed ch resembles rechanisrn of nd rouad the od/or chains. neuse, but is

mber of crew for example, eplaced, the

·2 for each

tcs for each

e Points Cost"

ThiS third class of siege weapon is not a weapon as such, since it does not attack a fortification. The purpose of a screen is to allow troops 1:0 approach tbe castle under cover, protecting them from the defenders' missile fire. Examples include mantlets, sows and siege towers.

All forms of screen are considered to be enclosed, and their points value reflects this. As you will see, this means that screens provide a cheaper source of cover than enclosed missile throwers and engines of assault.

General Rules

The different types of screen are covered individually below. The following general rules apply [0 all screens, unless au individual description states otherwise.

Crews

The 'crew' of a screen is the troops sheltering within or behind it. Like other siege machines, screens are given crew sizes, which define the number oftroops which they Illay sbelter- as usual, large humanoids COUn! as more than one model.

Any friendly models within 2" of the screen may move into or behind it at the beginning of the turn, provided that there is room for them. A screen may not have more crew than its crew-size.

Moving Screens

A screen with a full crewmay be moved up to 3" in the movement phase. If the screen does not have a full crew it moves }II less for every missing crew member. A screen with 3 or more crew

missing, or with no crew, cannot move.

Screens may be pushed directly forwards, or may turn with a turning radius of tbree times their speed. See rhe rules on chariot movement in the rnainWarhamm.er Fantasy Battle rulebook (pp1l8·9).

Like engines of assault, screens are difficult to turn while they are moving. A stationary screen may be pushed round by 22 y, degrees in the movement phase so long as it has a full crew.

Screened Machines

A screen may be combined with any other machine type already described. _A machine mal' nor be combined with a screen that has a smaller crew - for 'example, a 6-crew ram may not be combined with a screen which has a crew size of Less than 6. When discussing a screened machine, the machine to which the screen is fitted is called the secondary machine. Cannon and mortars with a crew of more than 4 cannot be incorporated into a screen.

Crew: The crew of the screened machine is equal to the crew of the screen· this will be the minimum number required to move the machine at full speed, but may be more than the number required to use the secondary machine. In this case, surplus models may not be used to 'overman' the secondary machine, but they may be used to replace casualties among the crew of the secondary machine. Where specialist crews are required, all crew members of the screened machine are assumed to be specialists. The secondary machine becomes part of the screen's structure, and its crew benefits from its cover.

Movement: The screened machine moves in the same wav as

a normal screen of the appropriate size and type. .

Points Cost: A screened machine costs as many points as the machine and the screen combined. For example, ;1 6-crew battering • am (20 points) with a 6·crew sow (15 points) costs 35 points.

10
i5
20
25
30
35 J
40
10
15
20
25
30
35
40
10
15
20
25
30
35
40
12
17
24
30
35
40
45 In this titanic battle. the Mighty Fortress has been used to represent part of the city Wan running right across the table. The besieger's ca m plies berund. wooden pallisades on the right of the picture, Note the use of mantlets to prote c t the ad vancing archers and the counter attack by mounted dde?ders in rhecentre.

Bdow tight:

This siege tower was scratch built by David Andrews from balsa, dowelling and modelling putty - only the wheels are metal castings.

Below I~ft:

Sku If-crus her Ore war machine.

:,.,

Mandets

A mantler is a large wooden hoarding mounted upon a mobile frame. Manrlers generally have two wheels, and are relatively small. Wooden shutters in the rnantlet allow troops to fire from behind it as normal, Some mzndets are designed to pivot around a horizontal pole, allowing a cannon or other concealed machine to fire from behind them.

Sows

A sow is 3 sturdv wooden frame enclosed by planking ... valls and a roof - in effect, a shed on wheels' The crew can push the sow forward from inside, and can fi're missile weapons through small shutters or from behind skin flaps.

50"''8 are commonly combined with other engines. especially with picks, rams and screws.

Siege Tower

.Siege towers are.used to assault walls and towers. A Siege tower has height levels equivalent to building levels, general I y two or three. The top level is equivalent in height to ararnpart (if level two) or a battlement (if level three).

Secondary Machines

When a siege tower is combined with another machine, the secondary machine may only be Incorporated into the bottom . part of {he rower.

However, a 3-cr~ bolt thrower may be mounted on the roof of the siege tower, and in this case only., it does not count as a secondary machine. It must, however, be paid for at the normal points cost.

Roofs and Drawbrfdges

A wooden drawbridge on a siege towerar an appropriate level will allow attackers to move directly onto a rampart or battlement. A drawbridge 00 the top level of a siege tower takes the place of a roof, which could otherwise be used for mounting missile-armed troops or or 3-crew bolt thrower.

The following rules apply to drawbridges;

1.

A 2-1evel tower may have a drawbridge on Ievel 2, instead of a roof A 3-level"tower may have either a drawbridge at level 2, and a roof on level 3, or a drawbridge at level 3 (Which can be used to attack castle rowers) and no roof.

A drawbridge on level 2 of a siege tower only permits access to level 2 rampart or battlement section/levels (H2 or B2). A drawbridge on Level 3 of a siege tower only permits acess to level 3 rampart or battlement section/levels (R3 Of B3).

A drawbrtdge counts as a single connecting line on the castle map, allowing 4 models to move between the tower and the rampart in a movement phase.

2.

3.

4.

Provided that "it is in base contact with the castle wail, a Siege tower may let down its drawbridge at the start of the move.nenr phase, allowing troops to move onto the rampart or battlement in the movment phase.

5. A drawbridge may only be blocked bya large humanoid; it is treated in the same way as a gateway (see Blocking, p38) .

MANTlfJ

sow

-:

S.IEGE TOWER

Movement and Occupation

Each level of a siege tower may hold up to . troops of either side, Just Uke a rampart section/level. The bottom level (level 1) may hold any additional troops required to man any secondary machine there. However, the total rmrnber ofmcdels in the rower mlly notexceed its crew total, :IS given on the tllble below,

The ladders connecdng dIe levels ofa siege tower permit access in the same way as stairs in the castle - lip to troops may move up or dowoeacn ladder in a single movement phase, fLtak~s a rum for 4 troops to move between levels of tile tower; in CXlIctl)' the same way as troops moving up or down ~1 castle tower. There is only one ladder connecungeach prurof levels ina siege tower

This table surnmarlses the important game statistics for each type of screen,

SlzelType

Points Cosl

ManUet 2 crew 3 crew 4 crew 5 CreW 6 crew

2 3 4 5 6

Sow

crew 5 crew 6 crew 7 crew 8cr~ 9 crew 10 crew 11 crew 12 crew

5 6 7 8 9 10 11 12

Siege Tower, 2·1c:vel,. n.o drawbridge.

4 crew 4 15

Screw 5 17

6 crew 6 20

7 crew 7 22

8 crew 8 25

Siege Tower,. 2-1evel, drawbrldg.e at leve 2.

4 crew 4. 20

5 crew 5 22

6 Cf1:W 6 25

7 crew 7 27

8 crew 8 30

Siege Tower, ,·Ievel, no drawbridge

8 crew 8 25

9 crew 9 27

10 crew 10 30

11 crew- 11 32

12 crew 12 35

Siege Tower, 3-JevcJ,. drJiwbrldg.e at level 2 or 3.

8, crew ·8 311

9 crew 9 32

10 crew 10 35

Il crew 11 37

U crew 12 40

• Plus crew cost

5 7 10 12 15

10 12 15 17 20 22 25 27 30

either (level mdary 'tower low.

access 'move t takes :xactly There tower.

each

IS t

}.

Supplies are an important part of the siege game, for both sides. The rules in this chapter allow the attacker to accumulate supplies for his war-effort. We shall also consider the position of the defending forces, unable to accumulate supplies and relying [orally upon the castle's stockpiles.

Supplies represent foodstuffs and raw materials. Without supplies, a besieging force will be unable to feed its troops or build Siege machines. Supplies are measured in supply points. Supply puinrs are bought before the game and may also be gathered during {he siege by foraging (see p60).

Initial Supplies

At the start of me game, the besieger may 'buy' supplies using points from his army list rank-and-file allotment. Initial purchases of supplies COSt I point for 2 supply points.

Using Supplies

Supplies are needed to feed and equip troops. The attacking player must keep a record of his side's current supply points total, deducting points at the end of each day to represent supplies used up during that day, In normal game time, a day can end when a playing session ends; in strategic time, each straregtc turn. is a day.

Jupply points are expended as follows:

Troops: 1 supply point is expended each day for a unit up to 20 models strong, Units between 21 and 40 models strong lise 2 supply points per day, while units between 41 and 60mode1s strong use 3 supply points per day, and so on.

Characters. associated characters are Included in the COSl of their units, Up to 20 non-associated characters may be maintained by 1 supply point per day, Between 21 and 40 non-associated Character models may be supplied by 2 supply points per day, and so on.

Foragers: do not need supplies; they live off the land as tbey go about collecting supplies.

Halfllngs: although small, Halflings have tremendous appetites, and use twice as many supply points as human-sized troops of other races (but see Construction, p77).

Large Humanofds. use their size ratio (see Large.Humanoids, page 50) to multiply their maintenance costs. For example, 20 Humans can be maintained for 1 supply point per day, but 20 Ogres will require 2.

Construction: the supply point cost for the construction of siege engines, mines and so on varies according to the type and size of construction (see p77).

Insufficient Supplies

If the attacker has insufficient supplies to feed his forces, he'rnust make a Ld lest for each unit. Any unit which fails the test is reduced by 06 models owing to desertion - these models must be removed from playas if they had been killed.

Halflings are more sensitive [(J lack of food than other races, and lose 2D6 deserters on each failed test.

Trolls do not desert; instead they eat members of the nearest unit. Arandomly-selected unit from the same zone of the strategic map loses 06 troops, in addition to any deserters.

Orcs and Goblins are also prone to cannibalism if deprived of supplies, Orc and Goblin units therefore lose 206 troops on each failed test, representing a combination of desertion and eating their weaker comrades - a practice which translates literally from the Goblinoid tongue as 'runt noshing".

Character models never desert as a result of lack of supplies.

Castles are built to endure !ongsieges, and a properly provisioned garrison can last out for months or even years. Not all fortresses are properly supplied, however- a complacent or incompetent commander may let stocks run low, or supplies may be depleted by a poor harvest. In such a case, lack of supplies can turn an impregnable fortress into an open door for attacking forces.

Initial Supplies

The attacker must buy supplies before the game, and may forage to maintain supplies. The defender, however, uses a different system.

Before the game begins, the defender rolls 2D6 and multiplies the result by 10, giving a number between 20 and 120. This Is the number of days' supplies available to the garrison, and is noted by the GM and the defending player. 1t is never revealed to the attacking player.

Trolls: are exceptional' among large humanoids, in that they only cost as much to maintain as an equivalent human-sized unit. This is because they will eat anything - even things which are

not normally regarded as food by other races. Recording Supplies

Siege Machines, only missile throwers use supplies; other siege machines do not have permanently-attached crews, but are assigned crews from ordinary units as necessary. A missile thrower crew of any size can be.maintained at a cost of I supply point per day,

At the end of every day of siege (ie, at the end of every playing session of normal game time, and at the end of every turn of strategic time) , the defending player and me GM reduce me amount of supplies available to the defender by 1 point- if any dispute arises, the GM's total is taken as being correct.

Insufficient Supplies

Once the defender's supplies have run out. the siege is effectively over. The defending player Loses models from each unit as follows:

t"ii~·ii!.~l~""·'~"";.·,1t"",''''';!.~'''''~~.~e"':,,'~"";:;"':.'~"".~"".'i\""·\+""':'\''''';~''''';ir~""iiij~""'i":"" •• "":''''''':;i''''!;:.''''~!'"'l~'''';'!""';~""':'!"';:.!j:"":i\~Mi':

up to 20 D6 per day

21·40 2D6 per day

41-60 3D6 per day

... and so on.

This represents the effects of starvation and sickness on the garrison. Certain races will react differentl y to supplies running out:

Halflings are more sensitive than other races to Iackofsuppltes, and will Jose twice the indicated number of models.

Orcs and Goblins also lose twice the indicated number 0f models, partly through starvation and disease bur mostly through eating each other,

Trolls cannot be killed as a result of starvation, Each day, they will eat D6 members of a randomly-selected unit. If the die roll shows that the Trolls eat more troops than the unit has left, we unit is wiped out but the 1h>11s do not take troops from any oilier unit. If all other defending troops are wiped out. the Trolls will make a start on the internal furnishings, doors and suchlike, bUI will break off to defend the castle, seeing the attackers as a fresh source of food.

.\i'L~O,tili,i"tityq~iti#i~ssa m~jfh(j invcri~ed on~Q.ffa ' 'the: fdocjjl6sUte¢hriique'sused i'tm;t Siegew~rfara ,BaGk

·· •. ·.··.·~~%~1!r!;fi~;~~~~i~t:~1t~~i~0~~~~~~

.: lowri;*,'hel),idHlthe: iji,-,i1i$eda worldoaly makes pedPle

.d(allm~t\VeU.,I teUahilri\.tlie tro~ble IS .·;ltcaqUlIne

ji,"Y4i~j!f!E

,., ,and>cb.riie.upm a nicalitrlerestaurant' whkhaaio't 100

:\lirli~~;!~rtI1~~lW~

. S(#qethmgg() a 1i~t1ewrd~aWithadcdlCect,l(miibJt, , .•. ' an'. ~een.(iup missin.g tbe town a bit, sO'.! m,akade

1m

1)0(",

~

.

BI n, Ja :re m cd eft

SO WJ en as~ cal hal ga wJ CHJ

ffcctlVely b unit as

IS OJJ the lrunning

supplies, I.

unber of ~tllrough

day, they tedle roll Slefl, the II1lY other "rollswill hllke but as a fresh

~Qff:l &:tcJt ", kong led! ,their eOJ)l~ ,

,Bul, a de veena IJ111).13,: '. lnOIe, .

L!I de'

~~nd uload ,11OW ,leur

r ttme ~dey <.I ;otlng kbh, walls , l't 100:"

ma1G1 hlnka ~i, so.. ~mde rardsa

I~ bIt, ~;l'd . w;JUs tlgged ddaT.I my iL'l:, lhde' Ialodi, pa, he

9'~et

1248

BeSIeging a castle is a long process, The besieger will require not only [he patience 0000, but also sufficient marerlals and labour for the task. A large chunk of [he attacking army's resources will be needed for buUding siege machines, digging mlnes, and erecting earthworks. All of these proce es are covered by the term construction and. are discus ed ill thi chapter.

Gnomes are only average when it comes to butld.Jng. things, but have a natural aptitude for tunnelling and burrowing. They count as twice their actual number wben mining or erecting earthworks (see p78).

Skaven are, if any thing, more u ed ro underground work chan surface operations, and when mioing only, they count as three

Urnes their actual number. '

orne siege macntnerv I transp rred to the sile of th i 'ge along with the attacking army itself. Cannon, mortars and om englnes of war are made of prefabricated parts that can be assembled when they arrive at their destination. But th . attacker tao never bring all the machinery he needs withhlm, 0 he wlU have to build a large part of what he wants using materials ga!heredirom the local area. Once the siege begins, the auacker wJ11 also want to build earthworks to protect his own encampment and engines, and to dig mines.

All construction take place in trategic lime. It take at least a day to bulld'ometll!ng, and rna r large lege machines will requlre several days' work.

Construction may be undertaken by any humanoid models wirh all tnt score of 5 or more. lIodcls engaged in construction rna de) nothing else that day Uoop may not, therefore, move into a zone of the strategic map and begin construction during the same day.

Supplies

Troops engaged in can truction must be fed as norrnal, and will use their full quota of supplies. if troops cannot be fed, the cannot work.

In addltion to the workers' food supply, it is necessary [() provide extra supplies repre enung tool J raw materials and transport. l.~rge projects require more supplles ill I as they require more men (P75).

Non-Human Workers

orne spe 1;1.1 rules apply to • MOllS races:

Large Humanoid can be esp cially useful ill construction work because of their rear strength . therefore, they use their

tze ratios (see Large Humanoids, p;O) when involved i:n the construcdou of machines and ·llrthworks. However, their size puts them tit a disadvantage in enclosed ~paces, and they-may nor be used for mining, Trolls arc a special case· ee below.

Trolls are absolutely useless for construction. work. Even when they can be dissuaded from eating the tools and raw materials, 1hey have great difficulty in understanding what they are supposed to be doing. Trolls rna nor be used for construetlon work of aoy descriptlon,

Dwarfs have a natural talent for onsrrucdon work of aJ1 kindl , 2nd count as double: their a rual number..

High Elves disdain menial work of any kind. Ifcher are forced 10 011 their bands with manual labour, they count a" only half thelr actual number.

HalQings willwork hard, but the exercise inevitably stimulates theJr already considerable appetites. HaLfllngs engaged on eonstruetion work wtLl consume three times as many supplie a a Human (rathee than rwice 3.S many 3 normal).

Spec.ia.l Troop TYPes

In addition to the racial modlfiers described above, there are various special troop types which have partlcnlae relevance to

thls aspect of the slege game; -

Sappel."S are defined as a troop type in the main Warh:ammer Ean.t.as:y Battle roles (P99),and really COme tnro their own In, rhe sieg.e game, Sappers count as twice theIt acruat number when co[)Stl1lctingeanhworks. or mining. This is cumulative witb any racial adJustmen.ts, so, for example, Dwarf sappers countas fou~ cimes their actual number. .

Tunnel FIghters aft: specIally-trained in underground combat, Dwarfs use tunnel fighters ex:teruively, bur they are not unknown among other races. They 00110,( as double their number when mining,c;umulativc with .raciaiiltodlfiers In the Same way as sappc1'S - so a Dwarf tunnel figlner iSlhe equivalent of" Humans. They count as .. 2 shock eliteswhen fighting underground, ;and + 1 shockelltes under other ctrcumstances. llli.tes are.explJiined on page 97 of the main Watbammer Fanta.'1Y Battle rulebook,.ll:!onel fighters cost the S21I!.e as 41 shock elites, plus 3ny:additlonal points costs fer-equipment; Ug4t armour; hand weapon and shield are typical. Any Dwarf army whicn includes' + 1 shock Rlites' may deslgtlate any such units as Tho_llel Figbters,.

Dwarf Engia.een; ace much sought-afterby other.races, and may be used with any army of~NeutJ;ll1 or Good alignment . (except Elves). Dwarf Engineers ccunt as aoubte thejf number (ie, the equivalent of 4 Humans) in the construction of machines and earrhworks, Dwarf Engh:leel;S have the.same proflle as Dw:uf Wauiors, but cost 16 _poirits·each. Units of Engineers may be bought for Dwarf armies wlth the. same restrterlens as those for Dwarf WarriOrs.

Histo-dcally, the lermearthwork is used to describe jl!sc about anything made of earth, and can COlier a multitude of eensuucetons ofvaryio,s~, complexity and purpose. For the pu!poses of thIs 8me, we use theterm in a more preclse vt.ry:. An earthwork is assumed [0 be a series of earthen banks of sufficient slze to hide buildIng er (itin.lngacdvitY. A single earthwork providese:;ri.ough shelter tp S:jnk one mJnc or to bulld one machine . Mnntlets are a speclal case, as explained later.

PlaCin,g Earthwol".ks

Earthworks can be constructed in any Bn cam ped or Ready zone. It is safer to undertake buildl.ng~or.k In an Encamped zone as theae.fen.ders w:11l be less llkelyw shoot at the builders with their siege machines. However, mines may Qnly be begun.In a lWady·wne.

The presence of an earthwork Is indicated 01) the strategic map by wriUng E in the app.rop.rla~e ZoIlC. As more earthworksare constructed, simply mark iI1 another E. Couneers maybe used if you wish to malte them, bur since earthworksare immobile, counters are not std.ct:ly necessary.

Any number ·of earthworks call be constracted in 3. given zone.

Earthworks and. Awareness

Eaitlrworks are very hard to hide;, rui·. you mightexpect, al).d tlle dc!Jending forces will be ahletowatciJlheiran(lckeJ'S bulldlng earthworks, as explained in rile secrlon on Sh;at~gic Awareness on page 57. The relevant rules are :}$ follows:

In Encamped:umes, we defenders will be aware that earthworks are present, but not how many.

In Ready zones the defenders will be able to ~ellel(actly how many eanhworks are present.

Onceearthwoiks have been constructed, the artaekers are abt to do sneaky; secred ve things behind [Item I There arethre basi"

options: .

1. The attacker ma.y open. up a mine unseen by we enemy (see Mtnfng below).

2. The attacker may construct siege machines unseen by the eaerny (see BuJld,'ng Machines, p80). The defender IS not a.W4re of machines bullt in. thlsWil.y either until tb.ey flre or until theyare moved.

3. The attacker may alsobuJ.I.d an earthwork and simply do nothing behind it, This confuses ,the enemy, who w'1II natutally suspect that sometbJlI,g is go.ing on .. _

AllQ as m Is re

leo min rhro

A.tt~ ... mns

use

Re· Ml mell - yo~ boo s

Constructing an Earthwork

Brecnng lip. eanhwork requrres at least 10 Human models (or their equivalent) rospend all entire day .in thezone, The buflders must begin and-end the day In the zom;:md may do nothing except work on theearthwork. The foUowlngaddidonai rules rtpply;

L UnitS of less than 10 models cannot C1'eCt an earthwork.

The presence of more than 10 models does nor make the workIasrer, However, if erecting earthworks In the Ready zone it is a good idea [0 havemorethan 10 models p.resenl. in case the 'builders take casualtiesfromrhe defenders' missile-throwing engines,

2. It Is nor posstble to construct more than 1 earthwork In a zone during the same d:)y.

3. Theattaeker must spend 10 supply points on each eartbwo.rk, In addition tothe.supplies reqUired to maintaln meworkers .. This represents marertals, roots and transport used during die construction.

4. AssWnlngtha[ ar least 10 survlving workersaee in [fie zone at' the end of rhe day, the earthwork tscomplere: The player siloQld m_ru:rk his strategic map as appropdate, If thereare less than 10 models in the zone at the end of the day, the attacker has rwo choices-elther move more WOtkeI~Hothe zone onthe following o,IY and Start agaln from scratch on tile day after that, or .simply gtve up.

Shooting at Earthworks

Troops building~anhwor.ks 10 the Ready zone maybe shot at from the castleas normal, assuming the ddendt;tS haVe weapons with s·ufficient range - see Counter/ire (P64).

Once earthworks are complete, it is nor possible to nrc al machines or. workers behind them.

AI' (~

pm

eac

3

The purpose of mining is Llte.raLly to undeeminethe fuundatioru: of -acastJe .

.Miners Stan digg__ing some distance from the castle walls, using picks 3ndshov·ttls to'dlg an undergroUlldCuDn.CiI tu1iVru:ds their target, As thc:y advance, they prop up the mine using wooden supports.

Once tae mine reaches a position tinder tb,e waIls,the mine.rs d:lg-a La. ege r gallery, witll more. wooden suppOrts and filled wfrh straw, wood and orhercombusdble marertal. This is set on fire as the rainers Withdraw, andas the fire takes hold the props bum away, brfngll'lg down the mint and -l1QpefuUy ~ thecnStie wall above. Altematlvdy, ofcourse, more <U.riog anackerscan use mines actuaUylO get troops within the castle. walls,

5

6

Beginning a Mine

,

.

The atlacldng pla,yersecretJy in_forms the GM chat he is digging a mine from behind an e:u:dlwork. This can. be.m.1rked on tile strategic map by placln,g one of tbe mlnehead counters from t~ebackofthel;look over the position oL the earthwork. Each counter Is marked with an identifying (lumber.

kers are able Ire thre basic

1 the enemy

s unseen by . defender is :r until they

j simply do y, who will

models (or fhe builders do nothing tiona] rules

earthwork. x make [he 1 the Ready els prese nt, defenders'

rthwork in

:5 on each to maintain d transport

in the zone The player [f there are be day, the rkers to the scratch on

be shot at e weapons

to fire at

undanons

alls, using 'ards their g wooden

be miners illedwith set 00 fire ropsburn astle wall :Ii can use

s the GM ehind an

z strateglc 'counters osition of entifying

AU mines must start from a Ready zone. A zone may contain as many rnineheads as the player wishes, buta separate earthwork is required for each.

Ten Human models (01' their equivalent) are required to dig the mine tunnel. Thcy may do nothing else, and must work throughout the entire day.

Collapse

The attacking player may choose to collapse a tunnel at: any time after Ir has reached its target (le, at any lime after it has reached a tunnel score of 20 or more). 'Ienrnodels are required to collapse a tunnel; they may do nothing else all day. It is not necessary to expend supply points to collapse a mine; [he combustibles are reckoned in with the supply point cost for building the tunnel. The miners themselves, of course, need provisioning as usual, and supply points must be expended as normal to maintain them.

If a mine has been dug accurately, it will end up underneath a wall or tower section of the attacking player's chotce on the side of the castle corresponding to the quadrant from which the mine began. However, it is not possible to be absolutely certain whether a mine has been dug accurately until it collapses and the intended part of the castle either collapses or fails to do so.

When the player wishes to collapse the mine, he chooses a target section and rolls 106:

1-3 .Mine on target. 'larger wall/tower section undermined. 4 Mine short. Target wall/tower section partially undermined.

5 Left deviation. Section immediately to left of target section is undermined, If there is no section to the left, the mine has no effect.

6 Right deviation. Section immediately to right of target sectlon.is undermined. Ifthere is no section to the right, the mine has no effect.

At the cnd of each day's mining, an additional 10 supply points must be expended to cover the materials, tools and transport used. If the player is unable to expend these extra points, the mine makes no progress that day.

Recording Progress

At the end of the first full day's work, the GM begins to record the.mine's progress. This is done using the Mining Record Sheet - you will find a blank Mining Record Sheet at the back of this book. Each mine is identified by the quadrant from which it starts and tbe number on the mine counter.

AI' the end of each day's mining, the attacker rolls a 06 for progre5s. The GM notes the score and keeps a running total for each mine. The daily 1'011 is called the progress roll and the total score is called the tunnel score.

As soon as a tunnel score reaches 20 or more, the mine has reached its intended position. The final score may be anywhere between 20 and 24 and does not-affect the accuracy of the tunnelling in any way.

Accidents

Mining is a hazardous business, and accidents are fairly common. This is represented by an accident roll, which is made whenever the day's progress roll is a 6. 00 not add the 6 to the tunnel score, but roll the die again:

Total collapse: all miners are killed and the mine and rninehead are now useless.

2 206 point collapse: roJJ 206. This is the number of miners killed, and the tunnel score is reduced by the same amount, to a minumum of O. The tunnel may be continued the following day assuming fresh miners can be recruited from the zone. Otherwise the tunnel may be continued when miners become available.

3 D6 point collapse: as above, but roU lD6 instead of 206. 4 Localised collapse: ID6 miners are killed but the tunnel remains fully open. The tunnel score does not change. The tunnel maybe continued the following <by assuming fresh miners can be recruited from the zone. Otherwise the tunnel may be continued wben miners become available.

5 Hard going: the mine encounters a band of unusually solid rock. The tunnel score docs not change today, but the miners may attempt to dig around or below the obstruction on the following day - roll ID6 for this: on a roll of 4 + the mine may continue normally the foHowing day, otherwise it is still stuck against the obstruction and must be abandoned.

6 Flood: the mine encounters an underground spring or stream, floodtng the tunnel and making further mining impossible. Roll LD6: on a roll of a 4 +, lD6 miners drown, otherwise all escape unharmed. The mine may not be used again.

Certain races have a better chance of surviving a collapse or flood than others. This is reflected by giving them a saving throw, Roll for each miner who should be killed in the accident - on a successful roll, they survive.

Undermine: an undermined section automatically loses any remaining defence pointsfrom the bottom level (WI, Tl or G 1), and takes lD6 points of critical damage. The GM should create a critical box for the lowest section/level, add + 106 points of damage, and roll on the Critical Damage Cbarl (P32).

Partial undermine, apartially undermined section takes 206 defence points of damage in its ground level (WI. TI or GI).

If the mining player simply wishes to use [he mine to get troops inside the walls, he may do so. But defenders can block the exit in the same way as a trap door, and in any event, only 2 attackers may move out per tUDIc

't is not possible tobuild cannon or mortars during a siege, but the attackers may anempt to construct any other type of machine, The required workers, time, and 5upplypoims required to build a machine are lndleared by it crew stze, as follows:

2 J

Missile throwers Engines of assault .screens En.clostng an open machine

For example, 3 ()..crew srone thrower will require the pendhure or 18 worker/day and 18 uppJy points.

Construction Limits

Machines can be constructed in either the Encamped or Ready zones of the strategic.map. Any number of machines-may be constructed In a zone at 1Illy one time.

The Ready Zone: The defended wlll be aware ea 1'1 Item' of of construct jon work undertaken in 1I ready zone, and wjJJ be aware of the presence lind number of completed siege machines (unless hidden belnd earthworks - see below). They will not, however, be ;able to tcll what Jdn.e or she of machines have been built in an,circumstances. .

The Encamped .Zone: 'I'he defenders will be aware that

onstru lion work I bein,g undertaken in. an Encamp 'd zone, but will not be able to discern any funtber details. They annot know wila_( son of work is being undertaken or how much.

Earthworks: A single Item of con rrucuon may be undertaken behind tbe shelter of an earthwork. Th defenders wtll nor be aware of the nature of the:: activity, regardless Of Which zone it. is in. A single earthwork may conceal onl one building project,xcept thai up LO 5 mamlers may be concealed behind a. Ingle earthwork.

Worker/Days and Supplies

A worker/day is simply me workaccomplished by I Human m del in 1 day: A machine which require> worker/day can b compl 'ted by 1 worker in 6 clay,s or by 6 workers in ] day. AU consrrucrton takes at least I day, and no more than 10 workers milY wnrk 0.0 II

Ingle machine at once. The player h uld .keep a record of-all work In progress.

At the end of each day, the player must expend supply points equivalent to the w rkerlda. expend d that day. This is in aMition. to the n nnaJ amount of upply P lots required to maintain the workers for the day. If ins\lffIcient supplies tl re ;tvallable at the end of the day, no work Is done that day,

Completing Machines

Once machlnes h3VC beencompleted, thelt posttions should be recorded on the attacker's strategic map, ustng tl,e·MtUl){7~e counters from th • back of [,he book. uplicat countersare provided for the

M's strmeglc map. -S.ach counter has a number; whioh Is used as n rcie(encc when the attacktng player records the type anzrsize Of th ' machine separately on paper.

o long as ma.chIne· remain behind earthworks, they will be Invisible to the defenders and they and their crew may not be fired @n;chey ean fire on the ca He frern behind the earthwork if they LUIv.e uffidem range ( ee Tabletop and Zonil Ranges, p 6). However,

It! not possible 10 bulld fretlh equipment behind an earthwork, untilalready completed machines are moved out:

Counterrntnlng is an excepdon lO the usual construcrtoo rul , because It Is undertaken by the defending forces rarher than [he attackers.

When defending II'OO~ become aware of the presence of earthworks In the Ready zone, the defending player may start a. couruermlne on the fOJlOwing day. A counrermin is a mine started inside the

ourryard, and is dug so d ep beneath the surface [hat it cannot cause a w.ill to collapse.

The intention oraceumermtae is to Intercept the mine Irself. This t not as difficult a lllllJl.y sound. Th noise f runnelllng carrie quite well through ttl grou~d, atlowlng th two sets of miners [0 form a rough estimate of each other's location.

Once a couatermlne breaks Into a mln an und rground fight may en ue, A:!ten:utively, the countermlners may atte.n:\pl to flood, poi on or set fire to the mine it). order to destroy it,

Starting a Countermine

It is not necessary for the defenders to erect an earthwork before tbey Start to dlg - the attacker Is UJ1aW'dJ:C of the ceunrermln because of [he cover of tbewalls.

~ counrermlne mu t bedlr cted again 1 the north, south, east or west quadrant.and the defending player must Inform the OM which -dlrecttcn (he counrermine Is (0 take.

The counrermining forces must dig-for I day, committihg 10 HUJIL11\S (or their equivalent) and an addlIiotmJ 1 day's worth of the defender's supplies. Once the day is over, the countermlne is considered to be operational, and the defenders need do no more. "Ibn Ruman models or [belt equivalent mu t remain In the operau nal countermtne at all times; bur. no further supplles arc expended beyond the normal cost of uPJ?orting these troops. Any further digging required t tntercepr eh enern runn I happ 11 au tomatlcally, at)d is not recorded.

The defendlng player-may withdraw rnen from (he coumermtne al an time, I ':wlng it unmann cd.Tt m not beu; d until 11 become manned again.

Interception

A[ [he end of every d.II)', following the artacker' wn progres rolls, the defending player ma,y attempt an Inter eptlon With ca h operatlonal counrermlne, The player chooses a number between 15 lind 19. II the number correspond to th tunnel core of an attacking mine in that quadrant, the eeumermtoe ha nrercept d th~c IJ1Onel. If ther are two or more mines wlth the same runnel score, the countermlne 11,1$ Intercepted only one - (he GM may determin this randomly.

l\.umel Fighting, Wben an tnterception occurs, SIIll[ gtc time is ended and a battle I.s fought in the tunnel. This rakes place exacily lik any orher fight In a secuonrlevel and flo r plans rna 'be helpful h ere, The ounrerminers are assumed [0 be charglngro a lower level and so benefit from the +1 advantage ofgr01l11d 'to hlt' modiflar.

The underground fight 'ontinue.$ until one ide I. cured or de troyed, All.mod I routed in a lIUlJlel are : umed t be kill d Once t\:te fight is over, the los '£5' mine or counrerrmne 15 destroved.

The specialist troop called 'lunnel Fighters (see :pectal1roop 1j'pes - p 8 are partleularly adepr at fighting in mine and countermin .

Flooding: T'he defenders may flood a,ny enemy tunnel [hey intercept, rather than risking it tunnel fight, 0' ent de[ mders will d vert a, water cours , such a a well or moat. astler or more resourceful types may choose (0 .uril1sc the contents ofthecastlc'l cesspit. In either case, the I'll lilt is determined in secret by the GM and ommunicated 10 the auackin player. Roll ill :

Total fallun::, [he water SO*5 through the couruermlne and doesn'r [each rh min The countermln collapses and may not bused :lgain, but th min' is unaffected.

'2 Partial collapse, the Wllter rushes through rhemlne c()~ps!ng D6 tunnel potnts, The mine ,$ not destroyed and may be conunued n '1 day.

3 Severe collapse, the water r ushes lnro the tunnel partially flooding It.and making further mining Imposslbl . Themil1u"rs escape with thetrltv '5,

-6 Toed collapse, the .flood of water sweeps the tunnel killing

2D6 of the miners and prevent! I1g any further use of the mlne,

Recording Mines

The GM..mUSt ensuee uiar each rnlnels recorded accurately, Whc!) a mine is de~tcoyed this rnu 't be lndlcated on the mining record

heet and any corr spondlng counter must b di carded. An abandon 'd mine i u eless, and if the: minehead w-as bettered by 311 earthwork, no further actlvlty rnay take placebehrnd 1M! earthwork.

that it cannot

Line itself. This nelllng carries ts of miners to

nmd fight may ) flood, polson

.hwork before rmine because

south, east or theGMwhich

ng 10 Humans the defender's considered to e. Ten Ruman . operational tee expended . Any further lei happens

umtermlne ar til it becomes

• regress rolls, n with each iber between I score of an s intercepted same tunnel the GM may

regie time is ilace exact! y ~y be helpfu I a lower level lit'modifier.

s routed or 10 be killed. is destroyed .

Iroop 7ypes untermtnes.

unnel thev fenders will ier or more ; the castle's t by the GM

ermine and es and may

ecoUapsing nd may be

el partially The miners

mel killing f rhe nunc.

tely; When ing record arded, An seltered bv :hind tha't

In some respects, the life of a medieval warlord in ow: own world was quite soft. For one thing, he didn't have to worry about rampaging dragons, wyverns, or other flying beasties attacking his castle from the air! We, on the other hand, are nor so fortunate. Aerial combat is pari' and parcel of fantasy wargarnes, and an important element in the siege game.

In a castle, this effect is quite significant, since in most cases a flying creature will have to come close to a. wall in order to attack defenders on the ground.

Even the height of a parapet offers some protection from aerial attack, although Less than a high wall.

To allow for this, the following rules apply;

No flying creature may engage a ground tar-gel in hand-tohand combat if the target is within 4" of a castle wall or rower.

2 No Hying creature may cross a wall, descend to attack height, and attack during the same turn.

3 A flying creature may attack troops 00 a pamper, but suffers a -J 'to hit' penalty owing LO the cover afforded by the parapet, This penalty applies even if the flying creature is not actually attacking across the parapet.

4 Any flying creature attacking troops on ,1 parapet may collide with the parapet and be destroyed. If the player rolls a 1 on the combat 'to bit' dice, the attack not only falls to hit, but the creature collides fatally With the parapet and is automatically slain. It falls to the ground as described on p125 of the main Warhammer Fantasy Battle rulebook, along with any rider.

5 Any creature flying into a wall at attack height is slain and must be removed from play .

lntelltgent flying creatures, or other flying creatures with intelligent riders, may be used for aerial reconnaissance. The aracking player automatically becomes aware of troops and other activity on the ramparts and battlements and in the courtyard, if such a creature flies over the castle,

Flying creatures use the different beigbt teuets described on p122 of the main Warhammer Fantasy Battle rulebook. The following table summarises tile way in which height Jevels equate to building levels:

1 2-5 6-10 II-IS L6-20

Attack +10 +20 +30 +40

For example, the highest level of the Border Fortress is level 3. To fly over level 3, a creature must rise to at least beight level + 10. To clear building level 6, a{lying creature must rise to at least heigh,,· level + 20, and so on.

\'{':tlIS and buildings offer troops a degree of shelter from aerial arrack. If, for example, you arc crouching close to the foot of a wall twenty or thirty feet tall, [here is no way a flying creature could comfortably attack you, since it couldn't get close enough to you without smashlng its wings on the wall.

It's all very well laying stone upon stone until you're sure that not even the most determined Dragon could force an entrance into your country retreat, but what about magic? What is (0 stop your opponent teleporting assassins into your very bedchamber! \l'ho can guard against spells of destruction that can tumble your walls and ruin your interior decorating?

The answer is simple! Wilh one of our special multi-coverage magical insurance policies you can cover yourself against acts of any demonic or supernatural origin, as well as the workings of magic in general. What sensible householder could fail to take advantage of this wonderful offer?

Because magic is a part of everyday life in a fantasy setting, all castles have a certain amount of built-in magical protection. Indeed, it would be foolish to build a fortress without taking out this simple insurance. This makes it difficult to cast spells across the boundaries of the castle, and gives a castle structure a measure of protection against destructive magic.

By the same principle, this protection extends to the exclusion of supernatural creatures from the boundaries of the castle.

This form of magical protection is invested into the foundations of the castle and is very hard to break down, alrhough - as we shall see later - it is not impossible.

The castle wall outlines the magical boundary around the castle. Troops inside the castle are automatically wirhln the boundary, and troops outside the castle are automatically outside it. Troops scaling a wall are crossing the barrier as they fight with defenders at the top, and will not have crossed it until they have fought their way on to the rampart. Attacking troops who wish to charge

into hand-to-hand combat with defenders in a gateway or :1 breach must cross the boundary in order to do so.

The boundary extends through all gates, forming a complete defence.

Spells

When a spell caster on one side of the boundary casts a spell which is to take effect On the other, an additional test must be made. Any spell targeted against the castle itself is also subject to this test. Roll ID6,

Nothing happens, The caster deducts double the magic points normally required for the spell.

2 Nothing happens. The caster deduces the magic polnts normally required for the spell.

3 Nothing happens this turn, The GM should roll on this chart in the following magic phase, and apply tbe results then.

4 The spell works, but the caster must spend three times rhe magic points normally required. If the caster has insufficient points to achieve this, the spell does not work and the caster's magic poim total is reduced to zero.

S The spell works but the caster must spend twice the magic points normally required. If the caster has insufficient points to achieve this, the spell does not work and the caster's magic point total is reduced to zero.

6 The spell works as normal,

Those spells which are classed as magic missiles in the matn Warhammer Fantasy Battle rulebook, such as Lightning Bolt: and Fire Balls (and, for the purposes of thls rule only, Wind Blast spells) follow the normal rules govern.ing missiles and line of sight (see Missile Fire, p28). They cannot be targetted through walls, but may be rargerted through breaches or a1 troops bebind a parapet, However, a test must be made as normal when the spell's effects cross the magical boundary.

Spells may wall attack of the mag spell can ~

Superna The terms:

Demonic Essentially, subject to have gatnes ofCbaos).;

Supernatur they artem be made fo indiv iduall

Blaste rnadet If the ~ creanu throw.

2 RepuI made~ If the tl creatm throw,

Barre.

4 Creati comba bits UPI is no Q

Create Any sut damag!

6 Cream Crearures w test again in move acrosi

It Is necesss any attack a~ assaults by I a magical be

Troops pus~ affected as 1:] have to test a

Wizards Awlzard whc boundary no which he cr~ pell-Iike abi

currently cas a the bounel

Aerial Cr<j

I or ~I

lplete

spell sr be IbJect

nagrc

ioints

,chan then,

limes ~r has, work ,'0,

magic points ister's

matn [Bolts 'fVind [dime rough ehlnd to the

Spells may, of course, be rargetted agafnsl a mHl if desired, A Il!lI1l attacked dlrecrly by magic still benefits from the protection of the magiettl boundary, and the test must be made before rile spell can affecr the wall,

Supern.a turalCreatures

The term supernatural creatures includes all Undead, Ether'Cal, Demonic and Elernental troops, crearuresand characrers. EssenUaUy,. supernatural creatures are all ere .. tures wblch. are Slj/:!jru;t to i"stabillty. Creatures and followers of Chf105 who hal'egnined tbeDlmf!l'Is(omtl bmabiUty mutation (see Realm Ofeha!)" are affect.ed by the magical boundary in the same "Way,

Supem.arurnl creatures must roU on the fOllo'Wing esble whenever riley attempt to cross the magical boundary, One [est should be made fora whole unit, but character models may be tested iadividually ali' appeoprlate, Roll 1D6:

Blasted. The creatures may not pass, If\he test is being made for a unlt, 2D6 creaturesare automatically destroyed, If the test is being made for.a character model or individual creature, thecreature loses 2D6 Wotmds, with no saving throw,

2 RepuJ,se,d. Tbecrearures may nOtp'JSS, If tl1e test Is being madefor a unit, lu6 creatures are a utomaeieally destroyed, If the um Is belng made-for a character model or individual creamre, thecreature loses ID61Wntrtds, with DO saving I'I1l'Ow.

3 Bar-red. Thecrestures may not pass, but are unharmed; 4 Creatures may pass but may not fight ill hand-so-hand combat durlng the nun in which they pass. Any successful hits upon them this turn automatically cause damage - there is no need to make atbrow to uiourui,

S Creatures may pass, bur lose I A POilltfofth)s turn only, An)' successful hiffiupon thelI!lhls turn autOrruitically cause damage. there is no need to make a throw to wo.imd,

6, Creaturesmay pass, btl! Jose 1 A..poinrfof this turn only, Creatures which fail to cross the boundary on the first test may [est agatn itlthene.xt movement phase. It.is not possible to reserve move across the boundary,

It is necessary to cross a magtcal boundary in order to make lUi}' attack against creatures on the other side of it - when making assaults by ladders, for example. It is also neccessary to cross a magical boundary in order to enter a preach or a gateway.

Troops pushed-back fr'Om a breach, galcWlt}' or wall are not affected as they!!cc pushed back through the boundary, but will bave to test agaiost if they wish to re-cross In a subsequent tum.

Wiz,ards

Awb:nrd who is, not ll' supernanrral creature may cross the maglcaJ boundary notu;ially, but may notcast spells during the turn in whicb he crosses the boundary, This includes using spell or spell-like abilities from magical items, III addition, any spell currennycast upon the wiz.'U'd will 'be Immediately dispelled as the boundary is crossed,

Aerial Creatures

Aerial creatures arc noratfected by the magical boundary, An airborne magician may cast spells Into a casd without ta.ltillg a resr,

Fire is a deadly enemy of the property-owner; Fortunately, you are en {bIe and have built your CR tie frorn stone, Th ca tie W:LUs lite therefore nor flammable and cannot be affected by fire.

The normal fire rules apply as described in the malo Warhammer Fantasy Battlc·nLlebook. Although the castle walls are invulnerable I fire, me rower tmerlors zse flammable and may b er alight.

As the fire rule work in the standard fashion, we shall not relterate [hem here, except co define peelflc ca es unique to the Siege game.

Machines

All machines arejlarnmabJe, including cannon andmorrars. Fire is actually the biggest danger faced by a machin as It lumbers towards the enemy's wills. Although II. may be immune 10 most I1J Issile attacks, fire can easily turn days of hard work j nto a pile of moulderlng ash.

If ,I machine is bit by a flaming weapon of any kind roll ID6. 11 the score Is 6, theflre has taken hold. A suitable marker should be pla ed next to the machine - a pie of otton wool pulledout to repr seat rook will do very well.

At the Start of every turn [hereafter, (cga.rdLess of whicb side's turn It is, rhe GM must roll 1D6 for aU burning machines,

The fire goes OUl.

The fire snllbums, 110 oth r The machine is destroyed.

.Enclosed machlncs are more fire-resistant than open ones. Their cladding is as umed to indudewct bides, mats of soaked straw, or some other suitable material to prevent them catching fire.

.0 sensible commander would let his engines ao.ywbere near the enemy Without at LeaSI a good soaking in water nest.

AS well as using the econd column of the table given above, an enclosed machine al 0 ignores the first fire bit of every rurn unle s the missile has a Streflgtb of at least 7. 0, for example, if an enclo ed machine ls hit )' a ingl flaming arro lhe 1111 is Ignored. If it is hit by rwo flaming arrows, this counts as only one hit, three counts as two, and so forth.

When a machine is destroyed by fire, its crew will be killed In the same way as if it had been de troyed by ordinary mls IJc fire (see Dest1'oyil1g Machines, p62).

Preparing Fire Weapons

Defenders on :{ .rampar section which conealns a Lrazier may fire flaming mlsstles if they are armed with suitable missile wea pons. A spear, Javelin or other hand-hurled missile IllAy be 'fired', as may an arrow or em bow boll, but ton's an" llnjl· shots may om.

Any tone or b It throwing en inc rna· fire flaming. rnmuninon if it is provided with a brazier.

Hot sand and boLU I1g liquids, although hot, arc not flamIng and cannot set a target on fire, However, when balling oil is poured onto an already burning machine, you should roll L06 lmmedlately, n 11 roll of 4 or more, th machine lmmedlarely bu int flames and j desrro ed in a rna t spectacular manner

Extinguishing Fires

Fires in buildings may be extinguished using any of the methods outlined In (he malnrulebook (WFB, p137 .

[0 addltlon, supplies of sand or water may be used deliberalel)' to extinguish tire, hould the def ode w' h. and r water [illIY be 'thrown' into an adja nt cdon/lev -I in t ad of down upon attackers. Needle to ay, neither need [0 be prepared on a brazier for this purpose. Each batch of sand or warer poured 00. a burning buildi'lg section/leue! will reduce the amount of burnlng damage sustained in the followlng turn (ill ) by ~ poinl Three batches will automadcally exdngulsh a fire. Lf the amours of damage taken by a burning e ilon/level ts reduced 10 71:1T1 or less In one turn as a result of and or water being poured on it, (be fire is extinguished.

SimUarly, each batch of sand Or water thrown onto a burnlflB mac,btllf! wUI reduce rhe burning damage roll by -J in lilt following turn.

,Ie given above. lit ().f every rnrn 0, for example, II arrow the hit i counts ru; only

v UI be killed in rdlaary missile

I a brazier mal' litable rntssile missile may be mesand ling"

!g arnmunltlon

pt flaming-and ~ otl is poured uM roll lD6 ~ lmmedlarely icular manner,

If the merhods

d dellbemrely 'and or water ilead of down ) be prepared water poured he amounrof )3),by I P010L UtheamOunt ~llced to zero being poured

~~oa bumlng by -1 In the

So fur, we hsveconcecnared on the Border Eort1'eSS castle layout .. The rules int hts book can, of course, be applied equaUy well to castles of any size and layour, and in the section 011 c:tstle layouts on pages 7"B we saw a few alternative layouts. The map below includesall the features)'Ou will need for tnostalternative

layouts and features ate reproduced in the pull-out secuon (pp129-132). Simply photoeopy (permisstcn to do so is granted for personal lise onlyjand eLI[ out the components you need, and put them together ill the arrangement you want.

The Castle Map fun a Fastress is Inevltably more complex than that fQr the BonIer Porrress although exactly the same prtnctples apply.

The rower level, T1. nUo,,"'S imerior access to me rwo ad ):1 eernsln glc. castle waU s, and jntothe double castle w:Lii5.

Movcruem tloougjl. the g;l1.ew"y seeuon level "'CI.rh exactly as pcr the Border ,Fortress' although the' map of the (Ower ObSCLIr<:S the external exit,

Note hew the d·oullll!r:ullparu and supponrlng walls are shown,

...

The Castle Map

YOLI will find it necessary to change some of the level layouts if YOll want to place rowers in line with walls, or if you want to use the special high towers or double ramp an sections. This is really a matter of common sense! You can see how we have allowed for these minor variations in the castle maps shown above. Of course, there is nothing to Stop you adapting these maps in any way you wish.

The Castle Model

The basic castle components are easy to couvert into special pieces. The high-density expanded polystyrene used in the Citadel Castle can be cut with a polystyrene cutter (available from specialist DIY and hobby stores). If you are careful, a sawedged knife, such as a bread knife, can also be used, although this can be messy I

Polystyrene can also be glued, although you must be sure to cboose an appropriate adhesive. A lot of glues will melt polystyrene, but pastes or PVA woodwork glue are generally safe. 'lo make sure, test a little bit on an unexposed part of your castle first.

For added strength, components may be pinned together before gluing. Cocktail sticks are ideal for this. Glue half the length of the stick Into one of the components to be joined. Apply glue to the surfaces to be joined, and to the rest of the stick, then push the second component into place.

Doubling Walls

By placing two walls back-to-back you can create a double wall. The wide rampart created in this way may be occupied by up to 8 models, in the same way as a tower section/level.

Because of its extra width, the rampart level of a double wall section may connect to an adjacent rampart section by a triple connecting line 0.0 the castle map, up to 12 models may pass between adjacent sections during one movement phase. This rule is OOt mandatory . a double walJ may still connect by a double, Of even a single line tf the GM thinks it appropriate .. However, generally speaking a triple line is most suitable.

The wide rampart of a double wall is indicated on the castle map by using the code RR Instead Of the normal R.

Doorways leading to stairways in the double wall may be CUI into the new inside wall using the polystyrene cutter. Alternatively, a model door may be carefully glued in place. A trapdoor may be placed at the top of the stairway as normal

the rampart level of a double waU is protected by battlement. on the inside as well as the outside of the castle. This affects awareness and targeting rules. Troops in the courtyard are, in effect, treated in the same way as troops outside the castle.

Making a Wall Corner

At some time, you might not want to put a tower at every corner. Wall corners are a simple conversion. Take the wall sections to be joined, and cut the edges to a 45 degree angle. Ensure that they will fit together as desired, then glue them together, using cocktail sticks to strengthen the Joint as explained above. .

Tower:

Aroweri below. 1 three. TI orherwi presume

BATTLE

TOWER

TOWER

TOWER This is d

Tower OIl in-line,

Tower on rampart, 1:

A,o enrranc [be -addltk

~ ~ ..... .

1 may be cut rene Cll tter, .d in place. A y as normal .

. battlements

This affects ·tyam are, in , the castle.

':Very comer. II sections to . Ensure that gether, using ed above,

Towers on Walls

A tower may be placed directly on top of a double wall, as shown below. This creates a tower with four levels rather than the usual three. The bottom level (Tt) is presumed to occupy what would otherwise be the wall (WI), and the second Ievel (T2) is presumed to occupy what would otherwise be the rampart (R2).

Doorways between the tower section 2 (T2) and rampart level (R2) are provided by aligning the tower model appropriately. This arrangement wilJ leave doorways suspended at level 3 (T3), with no adjoining ramparts, These holes can be either ignored, treated as representing windows, or covered over with card.

BATTLEMENTS B4

A Gatebouse

This conversionrequlres two towers and two gateway segments. Cut each gateway segment into three equal lengths, with the gate in tbe centre of one. Glue the two gateway sections backto-back to make a double wall with a gateway going right through, as shown below. Discard the uncut piece of wall.

TOWER LEVEL T3

TOWER LEVEL T2

LEVEL T1

This is drawn on the castle map ,15 shown below.

Assemble the two towers as normal, and glue them either side of the gate section. Add the plastic gate to the outside, and the Gatehouse is now completed, with a double rampart over the ga.teway itself.

1bwer on double rampart, in-line.

T3

Tower on double rampart,corner tower.

An entrance into the tower may be provided at ground level by the addition of a door to the bottom of the wall.

Building High,

By cutting the battlements from the top of a tower :10£1 gluing another [ower on [OP, you .can create towers of any height-you wish. Doorways left hanging in mid ale can be covered over wjth card or left as representing large windows,

85

TOWER LEVEL

TOWER LEVEL 1'2

TOWER LEVEL Tl

This can be represented on the castle map in a similar way as the four level tower shown on p87.

Over the Top

Once-you 'vegor the bangor the rnles and the castle map, nothing can stop you designing castles as Iarge.and complex as you want! One way of extending the walls is shown below - this creates a rampart on top of.another rampart level!

RAMPAJ:tT l.EVEL R4

WALL LEVEL W3

RAMPART LEVEL R2

WALL L'EVEL WI

RAMPART LEVEL R4

WALL LEVEL W3

RAMPART LEVEL H2

WALL LEVEL WI

A dty wall of epic proportions can be made by piling wall segments on top of each other.

Multi~section Towers

The largest buildlng we have consideredso far has only a single section. Even the high towers described above have only onesection, although they have four or more levels and a corresponding humber of.section/levels,

It is fairly easy to convert the components in the Ci tadel Castle set to. make larger towers. A double-width tower can be made' by taking rwo 'standard' towers, trimming the parapet offone side, and joining them together. You may need to make a new roof til cover any gaps, but this can be done very simply with a piece ofplasti-eard, which ts readily obtainable from betret model shops.

ThiS tower bas two sections, and is represented on the castle map as shown below.

There is a double connecting line between each section, aUowina up to 8 models to. move between the section/levels per turn You can reduce rhis to a single connecting line if you like. representing an internal wall or other partition between the L"'~ sections. This is up to you.

A two-section tower may have more than the normal 3 levels - if you like, you can add further levels, as we've already seen.

And there's no reason to. stop at two sections. You can m~l(i towers of an}' size by fastenlngbasictower models together. ThCSt larger - and often raller - towers, may be rhought of as 'ket'ps' - the strongest and most important part of a medieval CilSll,~ Such buildings may even be left as free-stancUog in the centr.l of the courtyard, forinstance.

A Hal Altem~ built G; tI~fensl realism people _pwbap . Ji:is his

l'heQlan has -s.i.x 51 included - tb,ere is 1 ~ettll ~c 50 meTl ~ec_ondlc

tis only a single have only one levels and a

A HaIl

A1tema.tivdy, by keeping the towers low and by adding a scratchbuiltc:l.rd mot you can make a 'hall', Halls arenor as readily defe.nsiblear towers, but they add an element of Interest and realism to your easrte, Every castle has to havea place where people live .. This might be rust a keep. but larger castles wouJd probably have a hall as well. This is where thecastle's owner has his private a,partlllents, and where heentertalas his guests.

difflcult and single eonnecdng lines are used. Thls is JUSt one version of a hall, and youwiU probably be able to invent many more shapes and layouts.

Citadel Casrte r can be made

rapet off one "- make a new y simply with Ie from beuer

The plan across snows a hall made from six normal rowers. It has sIx sections and two levels .. The third 'roof' level is not included because the hall has a pitched roof of thatoh or slates • there is no battlement level, and the roofcannor be occupied. Level t represents a: slagle large space divided only by pllLar:s., so the Tl sectton/levels are aU connected with triple fines. The second level is divided into rooms, so moving around is more

t

A Postern Gate

La!ger castles may have more than one sar~y. Some may have ,smallgmeways, called _postems.These are Uttle more than narrow doors leading dl.reccfy from the courtyard to the outside. You can make a postern by cutting through a wall segment and attaching a doorto the outer wall.

?n tile .castle map, the postern is shown by a single connecting line g~1f!g from the. courtyard to tue outstde, nUke a gateway, tile thickness of the wall does not count as a section.

In, allowing s per urrn, II you Like, !entiletwo

lal31evels eady seen.

can make Iher. These as 'keeps' val castle. lhecemre

These are justa fcwofthe possibilities for converting tb.eMighty Fortress se~ . ~er-e art: mmly more, and uie only real Ilmit is you r own Imagm;ttlOn!

Happy modelling.!

----

_ ...

The siege game uses a number of specialised terms, as you will have seen from the rules. This glossary presents short definitions of them for easy reference.

Attacker: applies to the side, playeos and any model besieging the castle; also known as the besieger.

Ammunition Counters: used to record expenditure of ammunition for siege engines (see Missile Throwers, p63).

Awareness: models are said to be aware of other models if they are in a position to 'know they are there'. See the chapters on Using the Castle Map (P14), Introducing The Strategic Map (p56), Construction (p77), and Flying Creatures (PSI),

.Batch: applies to a fixed amount of water, sand, lime, oil, rocks or any other dropped missile (see Defending the Walls, p45).

Battlement: applies to the top section/teuet of a tower, represented on (he castle map by the letter B and the level number.

Besieged: see Defender; below, Besieger: see Attacker; above, Blocking: the action of a single model preventing another model ascending a ladder or grappling line, or moving through a doorway. See the chapters on Gates and Doors (p35), Assaulting the Ramparts (P39), and large Humanoids in the Game, (P50).

CapturedlJleld Section/Level: a section/ level occupied only by troops from one side at the end of the game, counting towards that side's victory points.

Castle Map: a map showing the internal arrangement of the castle, divided Into section/levels.

Claimed section/level: an empty section/Ieuel claimed towards uictory points by one side. See Victory In the chapter on Starting the Game (P53).

Cohesion: models belonging to the same unit do not have to remain in base-to-base contact as in the normal Warhammer Fantasy Battle rules, but must obey the cohesion rules given under Mouement in tbe Castle, p20, Further cohesion rules may be found under Split Units, p23.

Concealment: any model not visible to the enemy, and therefore not eligible as a missile target, is said to be concealed.

Connecting line: a symbol used on the castle map to Indicate posslble access between section/teueis (see Maps, page 10),

Courtyard: an open area within the castle walls,

Counterfire: fire from defending missile throwers against attacking troops and construction projects on the strategic map (see Counter fire, p64).

Countermining: mining undertaken by the defender with the intention of intercepting an attacking mine, See the chapter on Construction, page 77.

Critical Damage: damage taken by a section/level in excess of its defence points. See the chapter on Structural Damage, page 31.

, e

.Day: in normal game time, a day is one playing session or a period of normal time between two periods of strategic time. In strategic time, it is one strategic turn.

Defence Points: the amount of structural damage a single section/level may sustain before it becomes liable to collapse. Usually 10 poinrsin the case of the castle. See the chapter on Structural Damage, page 31.

Defender: the side, playerls and any model under siege - also known as the besieged.

Disengaging move: a compulsory move made by routing troops, immediately after hand-to-hand combat and before retreats. See Retreating, Retiring and Routing on p25,

Dropped missiles: anything dropped from a rampart or battlement onto an attacker below, including boiling liquids, stones, rocks, etc. Represented on the castle map by a dropped missile counter. Each usc is described as a batch.

Embattled: protected by a parapet (qv, below). ·Il:oopsatuc.king embattled troops have a -1 'to hit' modifier.

Engagement: a hand-to-hand combat In a section/level. See Engagements in Combat in the Castle, page 23.

Engine of Assault: a class of siege machine, used to assaul t rhecasrle directly, Includes battering ram, pick, drill and moose. See Engines of Assault, p67.

Exposed: any model visible to the enemy and liable to be seen, shot at, etc, is said to be exposed.

Gateway: the section/level occupied by a castle gate. Represented on rhe castle map by the letter G followed bv the level number

(almost always 1), .

Gunpowder Counters: used to record expenditure of ammunition for cannon and mortars (see Missile Tbrotoers, p63).

Log Ram: a small tree-trunk ram used mainly to assault doors and gales, as distinct from the heavier battering ram,

Magical Boundary: the protective magical boundary surrounding every castle. See the chapter on Magic, page 82.

Mines: tunnels dug towards the castle walls with the intention of undermining them and weakening the foundations. See the chapter on Construction, page 77.

Missile Thrower: a class of siege machine, includes bolt thrower, stone thrower, cannon and mortar.

Parapets the crenellation on a rampart or battlement, to provide cover for defending troops.

Progress Roll: a D6 roll to establish how far a mine progresses each day, See the chapter on Construction, page 77.

Quadrant: one quarter of tbe strategic map, corresponding to one side of the castle: north, south, east or west.

Rampart: the top section/leuel of a wall, represented on the castle mqpby the Letter R and the level number.

Retire: a voluntary move away from an engagement, made during the movement phase. 'Iroops may not normally retire if they lost the previous combat round. See Retreating, Retiring and Routing, p25.

Retreat: a compulsory move made after losing a round of hand-to-hand combat. See Retreating, Retiring and Routing, 11'25.

Rout: a SL."Ite of uncontrolled panic.Routing troops are subject to special rules. Sec Retreating, Retiring and Routing, page 25.

Screen: a class of siege machine used to protect troops from enemy missile fire, including manner, sow and siege tower. It may be combined with other classes of siege machlne.

secondary Collapse: the collapse of a section/level due to the collapse of an adjacent section/level, rather than because of direct structural damage.

Sectionllevel: the standard unit for movement and occupation in the castle, defined as one level of one building section.

Siege Machine: also known as siege engine. Comprises three categories: missile throwers, engines of assault and. screens.

Sixe Ratio: large humanoid creatures count as 2 or more human-sized models for purposes of.movement, occupatton, missfle fire, construction, etc. See the chapter on Large Humanoids In tbe Game, page 50.

Split-level engagement: an engagement between a taU creature 011 the ground and troops at a higher level, such as a rampart. See the chapter on Large Humanoids in tbe Game, page 50.

Strategic Map::t mllp used by the attacker, showing the off-table area around the castle See the chapter on Introducing the Strategic Map, page 56.

Strnctural Damage: damage sustained by the castle itself, measured in defence poihls.

Supernatural Creatures, Undead, Ethereal, Demonic and Elemental creatures, See the chapter on Magic, page 82.

Supplies: stocks of food and other vital resources used to feed troops and consrruet engines, mines etc. See (he chapter on Supplies,page 75.

Tertiary Collapse: the collapse of, a section/level owing to the secondary collapse of an adjacent section/level, rather than because of dtrect structural damage, See the chapter on Structural Damage, page 3L

Tunnel score: the accumulated score from progress rolls made when digging a mine, When the tunnel score reaches 20, the mine is in position. See Mining in. the chapter on Constru,ction, p78.

Victory Points: 3 measure of bo'll successful a player or side has beep, calculated at the end of the game.

Zone: an area of the strategic map. The map is divided into three zones: ready, encamped and remote as one moves aWl)' from the castle. See the chapter on Introducing the Strategic Map, page 56.

From an '''(IIIUml retire if md, See r, p2').

de after ibar, See I. p25.

Routing les, See page 25.

pse ofa le of an because

used to inC fire, tower. It IcfSiege

lnlr for e castle, section.

IS stege : mtssite IScrc,t>n$.

f.S count ~cls for t, missile lpter on

~age SO.

:geme.a.t ndand ~~mpart. I1s in the

uacker, e casrje, trrltegic

:,!!E(~ ~

This part those asp siege whi Tbefollo playing, as ofWarb:3 :l1I'2ckiogl itandard 1 on forue

But first, aspects of 10 be mo millenniu.

The For The stand~ sronellke metal slag,

Some adw with dlffC1l p 1I2 .

CORee Expos Note (!}at and encrg]. these ru]

communi~ on rhe ir correcuv p235).

Wcapons.~ 1llt2ntu L1. a gr:aviry pl~ own rightj occupanoi of I COUIlJ

Combafi Combats ~

~~I~:1

Large H TIlt: touo Ogryns, Z Entities. C Dinosaurs,

Drcadnoul

model

The bulk of-the siege rules are to be found in the Warhammer Fantasy Battle section of this book(pp 4-90), and most of them.can be applied to Warhammer 40,000 without modification.

Of course, there are many elements of Warhammer 40,000 which do not appear in Warhammer Fanrasy Battle - mines, for instance, .and weapons of such awesome destructive power that they can melt or blast Hlcaight through a wall of stone.

This pact of War hammer Siege deals with those aspects of a Warhammer 40,000 siege which need individual explanations. The followingsections cover setting up and playing, a selection of scenario ideas, the use of Warhammer 40,000 equipment in attacking and defending a fortress, the Standard Template Construct and its effect on fortress design, and mote.

But first, here are a few notes on those aspects of the main Siege rules which need to be modified for battle'S in the 41St millennium.

The Fortress

The standard fortress is made of stone or a sronelike material, such as cement, coral, metal slag, and so on. Its profile is as follows:

Some advanced constructions and materials, with different characteristics, are covered on p uz -

Concealment,

Exposure and Awareness

Note that equipment such as bio-seanners and energy scanners wiJJ have an effect on these rules. Also, fHers whtch can communicate with ground forces can pass on their awareness, and can permit corrective aiming of indirect fire (WH40K, p235).

Movement and Occupation Weapons on mobile mounts, such as the 'Iarantula and the Eldar D-Cannon 00 its antigravity platform, count as a model in their own right for purposes of movement and occupation. Thus, the 'IlIrantula and its crew of 1 counts as 2 models.

Combat in the Fortress

Combats in rower (T) section/levels follow the normal rules for area weapons within buildings (WH40K, p36).

Large Humanoids

The following races count as 2 models:

Ogryns, Zoars, Ambulls, the larger Warp Entities, Cthellean Cudbears, and medium Dinosaurs.

Dreadnoughts and large Dinosaurs count as 4 models.

Supplies

In conventional Sieges, supplies are ignored; it is assumed that they are readily available to both sides.

Magic

In Warhammer 40,000, psionics take the place of magic. The magical barrier will affect psionics in the same way as magic, but its use in Warhammer 40,000 sieges should be considered optional, and subject to the agreement of both players.

Walls of stone and walls of iron Fall d011'r1 all the same

The)' may delay but don't pre! 'em The bail of death and pain

. assault battle-hymn, Whitcscars Chapter

THE SIEGE RULES

A siege, JUSt like any other tabletop battle, requires some kind of background, to give the commanders their objectives and to explain the circumstances in which the battle is taking place. For a one-off game, this need only be the immediate objectives and recenr history of each side. You may like to detail this background further. perhaps [Q the extent of creating a series of battles or a campaign, where past results have a direct effect on play. A number of example scenarios are presented on p 94 , but of course you are free to amend or discard these ideas and to come up with your own.

The stellar realms of Warhammel' 40,000 are VASt, and their millions of star-systems include countless worlds where, for one reason or another, ,a traditional fortress of stone or more advanced materials may be found. Not that its use is restricted to feral and mediaeval worlds; a version was incorporated into the Standard Template Construct system, and the universality of its functional design means that many alien races employ the same or similar structures.

This section ofWarhammer Siege outlines the role and use of the fortress in the worlds of Warhammer 40,000. Of course, with over a million worlds under the direction of the Emperor, the potential number of siege battles is vast, and even the most dedicated gamer will have an inexhaustible supply of siege actions to fight on the tabletop.

Siege actions add a new range of challenges and considerations to those of the field battle, ami can provide great tests of skill and Inventiveness for the players, whether attacking or defending the fortress. The objectlve might be simple, but the path to victory is always paved with the bones of friend and foe alike.

Types of Siege

There are no rules for choosing a scenario; you might base it round the figures thar you have available, Or you might start with an tdea for a force or a situation, and then collect the models necessary to fight it.

Despite the limitless variation which can be found in the Warhammer 40,000 universe, it is possible to divide siege actions into three categories, depending on the amount of technology available to either side.

Conventional sieges are fought between forces which consist entirely of conventional Warhammer 40,000 troops - Space Marines, Orks, Impe r ial Army, El dar, Tyrantds, and so on - equipped with their usual range of high-technology weapons.

Primitive sieges are fought between forces with a predominantly fetal or mediaeval Level of technology and equipment; they are most like those described in the Warhammer Fantasy Battle section of this volume. One or both sides may have access to a limited amount of conventional troops and lor equipment,

Mixed sieges take place between a conventional force and a primitive force - for example, a few squads of Marines against the army ofa warlord on a mediaeval world.

The.following chart summarises these types of siege and associated forces:

Primitive P+C .P+C
or P+C P
or P P+C
Mixed P C
or C P
Conventional C C P = primitive forces

C = conventional forces

Most players will probably prefer to start with conventional sieges, expanding into primitfve and mixed actions as they get the hang of things. They are a little more effort, but can be most enjoyable and rewarding.

In conventional sieges, or mtxea sieges where the attacker has conventional forces, it is worth noting that tile attacking side must have some reason for assaulting the fortress, rather than simply destroying it with support weapons from space or from remote installations. These reasons need to be built into the scenario outline, and you will find some examples of this in the sample scenarios see p94.

EXAMP'LESCE.NARIOS

PRIMITIVE SIEGES

1. A 6tH frqa:! the PaIn

During, [t!e'Dar.l! Age of Thchnology, tbe world of MaTlan was a flourishing colony based on a Stonaa.rt/ nmplate CQnstr.u:ct system. Now, it [s a degenerare mediaeval-

world, and much of the old technology has been lost

Agents of rue Adeprus Mecbanieus have uncovered what they believe to be the site of the pla.oel'sSTC system-Ix.neam a srone castle now occupied by;1 local warlord and his followers, The agents have promised aid !O a local bandh group ill order to s,tir a rebellion, and are leading them In an assault on the castle. Their Objective IS to take the casrleso that they caaIcvesugare dle !!uPIKlsed site of the STC system. '

The agents arc armed with conceajed jObeI'o weapons, Illl.Ilucinogen grenades, and personal field defences. One: is a psyker.

4. A:Ii:.e the Tax

Judge RhInestone or the Adeptus Asearres has been assigned to aid the puppet-ruler of the mediaeval planet Banjax against a peasant revolt. 10e peasants are ups-el that:l new CI..X has been levied on klogflsz, a local spiril brewed from vegetable roots. The ,!'alace Guard has access to a.nc:le.nr ceremonial weapons (basiC and. close-combat types, perhaps nothing more advanced than antique pis ee Is), and through t!l to ring by the Juc!g_e are now able to u~e them., ,

2_ You're Fired

Dal'l:sma Ret,. slave-ruterof the m.edlaeY.il world o.fSlud, Is paid by the Imperium for the supply oJ rare mel3.1s mined on hlsworld. Recentl)" however, he has daredro try to dictate a set orprtce rtses, and the Imperium 11:I.S decided to overthrow him and replace blm with a mo.n:: co-operattve puppet ruler.

Agerus have provoked a rebelllon on Slud, and asquad of Space Marines has been

, asslgned to sappontherebcls. However.the ; .Marines must Slay Incogruro, lest the natives learn too much of the ImperIum too soon. Acco.roJngly, tlley may only use mediaeval.type armourand equipment.

3, A Fugitive from Justice

A renegade member of the.A.deptus 'Ierra has fled from Impeflal jUiiuce, taking refuge Oil a mediaeval world where his advanced equipment has enabled him 10 butld II. small empire. He cannot escape Imperial justice fo revet,though. The lmperi urn has dlSpatcbed a spectcal.force coiUistlng of an Inqulskcr, an Assasslo and th.tee members or the .A.deptus Arbites, Havihg recruited a force of likely-looking local rebels, rhe special squad has cornered the renegade in a small castle together with lus private bodyguard of natjve troops.

5, Friends and Nei.gbboun

An Imperial S'COUI ship has crashed on a , prlnlltlvi: pima and its crew - a squad from the Imperial army • has been befriended by alocal wardor tdbe. The tribe lives in an ancient fortress, and are In constant' rear of an 38g.l'esslveneighbouliog people" possibly even Orks or GretchlnS. When the aggressors areack, the spiil;cec11l:!t crew lends its weight and superior technology [0 the battle.

6. Auto da Fe

InquiSitor Hamish Muntin hasbeen Cl.ptl.lred by the fanadcal foUowers. of a renegade priest on tile mediaeval wodd of Kvalgron, and nnwawalts executfnn for 'witchcraft'. Members onlis staff· equivalent to a squad of the Imperial army, or perhaps a squad of Space Ma:r!no; - lead a force of dis·s,ident natives againsr the prtesrhood's foruess to , free the lnqutsttor. He might escape by his own efforts during (he game (perflaps ona

, suitable die roll), recovee his, equipmenrand start to flght his wily out from the insIde.

7. Ve.ngeanc;:e 18 MlOe

The Ork Warlord I."bggrodd Gmrlpper Is Out for revenge, Hisgre::ll rival, Odzog Nocksnappei, hasseoten three of his wives and spIrited them away to his fortress. Haggrudd has a small amount of' technological weapons, sufficien! to equip 'On.e squad of.ellle w:uriors, andleads a force of Orks against Odwg's strenghold.

8. Pu'tgethe Unclean

Oa,rnnM1rVil, the commander of a fortress 00 the media.eY:i..1 world of Hortjlll IV,. is a Vampire· a fact not known to his human soldiery. In an attemptto topple the evJJ ailen, Imperial -assassins have enc;oul':l:g,ed a popular revolt. Whil5t rhe local troops assault the fortreSs wltll Jaddea;· :wdgrapples, the assasstns attemp t Io.telI.ch l!"l'e VlImpite • who may have SOme Zombies under hls -coatrol- and slay him.

9. A Good Tbne to. Leave

The dtyofSanhpon on the mediacval won.:! of Yarg:m is artacked by a besieging hon, equipped with pnrnluve gunpowder cannon and other simple war machines as wdll! dinosaurs from the surrounding .rOrtm Unknown to etrher side, InquIslmr Ryl. \'"in I der Ploop i5:U work in lh;eci.ly. He dedckl to leave as the bame hots up, and sneaks OUi til ro ugh a pos tern Sale, he Pic B to rea eh lh~ safet")' of the forest. Unfortul1luely, he b spotted; the defenders conclude that hernul! be a .spy, and a mounted force sets out ~flCll him.

4.0rk

A ton has b Wotlc.1 lnve1it thehd ofptf man :umy not ~

II. N~ cast!

tunm thai. ,

MIXED SIEGES

l.Por Your Own Good I

The E_mperor's Throe tells all! It Is used bl ordinary people 10 guide their ,cvcrydl.1 :1(;IIOn5,' and by the Ad e p. t 1.1 S, Te tt:n,. (Q condul1l I.b e affairs of sta te, T be c~ rose, I !1terwovcn wid~ 'the Emperor's great powets, proVide the I Adeptus with limitless insight and wisdom I

Only days ago, die cards rev,ealed a g.rt;31 danger on the medlaevalpfanet ofHambro I Cuth, where an ancient doomsday device h~! suddenly become llc;!ivec The planer ofwUl be destroyed unless Imperial agents can de fuse the devfce.H oweven th e a rt!fa.cr now lies under ·~remot.e castle inhabited b) Hambro Cuehans.

ihe n an him non aIe me' wi info IlIklj

S.lnce the race has latent psychic powers, and must be protecred from advanced rechnctogyat all COSts, stmple ce-eperatlon Is not possible, A crack unltof Maiin.es has therefore' been dispatched to assault the casrleand defuse rne device. The)' must .Klil all wttnesses and remove 31"1)' signs ill 1.i1elr presence before [hey leave.

Ap bel Co 1m! alii m; p12 F9 lliIJ Jfll

2. A Blow for Preedom I

A Genes real er leadsa hugo foece of medi:l!:'l'IiJ troops In an asS.31l1t on all Imperial Army outposton the remote world of Farson, in an attempt to wrest power from the Imperium: 10e Imperial troops an: vastly ournumbered, but a Marine ship is due to arrfvear any moment, and will then be able teleport a fo!'C'C of Marmesat arsndom polnl

on the tabletop. .

3. Namel'ess Horrors

In theequatorial Jungles of Nashes World. a coven has taken corurct o.f an anclesu temple, and Is summoning all manner of warp-enthtes, warpcreamres and other psychic monsters. Tbecoven members have onlya few plstols with which to protect themselves, but Illey are o.l1Iy o:poc.tlng to have to d.ea:l with ,the .10'Cl.1 primkives, Now, however, rhe planet's governor, Imperial Commander Gu1froot ·Gym-gam, has loeflled the forrrt'ss·::md.is abon I [0 telepo re an assault force of his personal guard into the arc:a.

8. Hopping Mad

A plorto spreadChaos 1n the.Impcrtum has been discovered, the rjngleader is a Commander on a mediaeval world. An Imperial force I~. dispatched to capture hlJn alive, but first I'hey must storm a. castle manned by ilI-eqll:J,lppo:d but numerousplanetary nalIve-s loyal to the Commander. liar tfl-undersrond genetic reasons, the natives are :tIl.able to' move as it weartng it jmnppack.

EXAMPLE SCENARIOS

laeY.11 world eglng host, 'dercmnon i as well as pg forests. Wr'Ry! V\1n fie decides sneaks out "reach the ' Irely, he is ar hemust

OUI aiter

I used by tVeryd3.y Conduct erwoven ovide Lilt wisdom.

I a great Hambro mcehas , r of wll) mrs can liI.ettlow lted by

lcrs.and vancen lemtion lnes has lult the lUstlt!ll of the.lt

:dlia=..l I Al'lUY gon, in m the mil}'

due to !leab]e hpolm

W-orld, , nctenr her of other shave rorecr I1g 10

,Now, pedal >cated ISsaUit ~.

-4. OtkoId ,Attack

On the planet EOQk a smaij Marin~ fo(tross is under attack from a huge f0l:ce oJ primitive , Orks:w.d Gretehin. The Orks have succeeded in burrowtng under the fort, and are .ready !O pall up inside and surprise the garrison.

,. The Natives An: Revolting

The narlves of Lhe fer3.1 wodd of Xorthun have risen in revolt. Owing (0 fl peculiarity of their culture this event happens once Cl'ery 210 yeatS, bur it has caught the present admtnlstradcn -by $uprise. FO.r the past few months lhe narlves have: been constructing COl de but effeci veengin es-of -war; El:w.ecn-y Commander Queeg and his ccnrtagenr of Imperial Al'lUy soldiers must fight for their JIVes.

10. Civil Commotl.on

On fl. hive world, anti-technology fanatics armed with mediaeval-level Weaponry (notlHn,g more advanced. than antique ptsrols) assault a temple of the Adeptus Arbites. The judges must hold out unttl (clnforcements can be rusbedtn trcm another sector, most of the av'ai .. lable weaponry in the temple is aimed at crowd ' centeotrsrher Ih:ln 6utrl,ght warfare - far example, hallucinogen grenades; Stumm, and webbers.

6. Nothln' Buta Houseparty

A fOtt belongmg loa long-dead alfen culture bas been discovered on Banta! the 'futme! World. A force of Marines has been sent 1:0 investigate, unaware tll;lt the fortress is now the horne of aUlge Wldergroond communlty ofprlmlUve nocturnal Humans. To make matters worse, deserters from the cB:uarat aony garrison. nave camped in the fortress, nOt reallslng .thatthe primitives live under II. Night falls: the Marines approach !he c:lst1e, the primitives beg!llto leavethejr tunnels, and the deserters suddenly reallse ' tlmt the.y have been discovered.

6 •. A Rough Time at the Sector .HOll.811:

Hive-Sector Fortress Nlnc is respons.lI;Ile for Isw and onlet In:l part (If the turbulent ntve world ofLukdtin. When .Il.nslave.rs l2l!::e over the neighbouehood - including the Adeptus Arbltes fromFortress Eight - thejudges.from Hive-Sector Nine Clod themselvesbesjeged. FOrtunately, an lmperlal .lnqUisltor and hls pemooaI en1out:lge happen to be suyin_g, in the furtressat the tlme,and I.end theirweight to the conflIct.

7. Jailbreak

Princess PeutridPopadam, despotic ruler of the medtaeval world of Nan kebab, has caught an undercover Inquisitor and tmprisoned • hIm in her castle. Thelmper!um would normally leave him to his ft!te - InquIsitors are responstble jor rhelr own lives and mediaeval worlds are nOI USIlali)' interfered wIth - but rbts Jnqulsi!orilas vital information relatlng to a 1'101 by ps:ykers to alte ove r N:mkebab. A Co rce of M:u:ines is sent \0 assault me forrress and rescue the.captive, Psychic sympathlsers among the defenders :tIC derermLned to p,teVem this ;l;t all costs.

CONVENTIONAL smGES

1. Anybody Ho.m.e?

A team of techalcJaru;. from the Adeprus Mechanict.I'S, wlrhian Impertal A.rmy bodyguard, has been sent to j,nvestigau: reports of an unusual fort on a desolate planer. However, previously unknown Inhabhanrs have d1sabled thelrsbtpandare at tl eking the fon, Retre~,t is lmpossible, and the soldiers must protect the TcChnUlians unrll a. rescue shIp uri.ves.

7. Out' of the Weather

Forces of Elda:r and Orks clash over possession ofa lonely asteroid Fortress. The fortress Isoccupted by a family of jokaem ..

, wao do not-take .ldnd.lytotbe .iDtruslo[l. 10 make matters worse, an asteroid storm has wrecked the Eldar and Ork spacecraft. Whicheverslde t:ae.sthe iO.nress will beable to shelter (tOm theravagJng. stoems whlch threaren, ali exposed UTe-forms.

9. n-e~sure Huot

.An Imperial team constsung of Eagtnsecrs of the Adeptus Mechanlctls has discovered a subterranean vault beneath an abandoned fortress on a medlae",a1 world, The vault , COntains, reltcsor an snctcnt clvi'liullon. ' technological secrets of an unknown and lmportanr .Iund. The ream 15 hauli.ll.gtne.sc art!facrs to the surface when thecastle is attacked by primitives. The team. musr defend usetras best it can with the pistols and c!ase·comD:u weapons av:illable to it. As .soon as the artifacts are brought to the surface, the team can teleport away.

, 2. A Place to Die

Crash-landing On a. planet and pursued by Orks, a force of Marines lakes Shelter in a. tong-lese .fort. The planet Is at the edge of Imperial control; and the Marines know no help ls tordrcomlng. they can only rely on th.elr own efforts,

3. BI.ood:and Sand

.A scouting force of Space Marines riding. land-speeders and bikesls~[orlng a barren desert planet. They come across arriysrerioOus castle occupied bya Vampire and his enrourage of Zombies.

4_ I Saw It :First

An ancient fortress, complete with long-lost technology. bas been locared more 'or less sim.uitaneously by bcrhaliens and the Imperium - or by two different allen races, One side has 8,0{ there f1rst.wd the other must lluackqulcldl' before tile aliens discover how ro operate the defenslve weaponry

, 8. TbJs _Is Not A DrUl

A contingent of Marines Is undergoing adv.wced weapon i:raJnl:l)g on. the wlldemess

, planet lfilctOt m. Bychancc, they locale a hrdden fonress in the hands oOfantl-lmperlil! " forces. They must Immediately anack to

" prevent the enemy forces from escaping In

. a walling spacecraft.

s. The B.an.k Job

The fortress storehouse on the asteroid ! Upmed IXcQnt:lii:as tile a.ccumuhted wealth ofahuodred ye:u-s a/asteroid rninlng. When it j_sau:acked by Orks, the Civilian mmen; muse attempt to~defend il until local Marin,es can be brought in. The miners hlye few

. weapons, burare well provisioned With 13scutters, phase-fleld generators and other mining pat::lphen-all:a.

9. 000 Not Feed The 'A.nLmals

An AdeptusMechanlcus fortress .outpOSt Is engaged in some serlous research work involving dangerous animals such as AmbuUs, GfOl!' or Cacach-:an Devils. The sesuen nasa. S!1laJlc~w oOf technicians :and a ga.trl~on from the Imperial Army. The station. (5 attacked by Blda.r Ptrates,

I' lccidemall.y tt:1.easln,g the dangerous animals.

The Eldar must attempt II) deS-troy fhe station whilst lvoidlI\gtlle anen:!lonsof me t.Milged beasts. The Imperial forces must t'r}, to survive the deadly attentions oOf both.

10. Intermd DlsscmsloD

A garrlsonot hUII1a.n trooOPSCQf\sls-ts of .~ rnixrure of Squats, ordInary human troops and Dreadneughts, Relations·between Squats

, and humans is not good.T·he Dreadnoughr ptlors have been surgically lmplanred Into their Dreadnoughrs and so care llrtle for rhese petry rIvalries,

When the squars return from manoeuvres to find the gales barred apl.nst them, tlley immedJately launch an aHack agatnsr tbe rebelllous troops, The humsn commander , jnfOmls th.e Dreadnought leader that the ' squats are attacking - bivldng his for-ces to Join against the Squats.

f

S, 3Ii~licaUy. you wiD almost terl3in1y die when assa 811il18 il well-me inniaed fortress IV it b a ~mp<tOQt romnundct. YOIl must strive '0 mike your denh useful.

. Iniruos m>l!Y'1. Penal Legion

Suicide Bomb Squads.

SETTING UP A SIEGE BATTLE

A siege game is set up in much the same way as a normal field battle. The following list may help to' clarify matters:

The Fortress

'When allotting points to spend, [he value of the fortress must be taken into account. Therefore, the defender has haifthe number of points available to the attacker to spend on troops and equipment - the other half has been spent on the fortress itself

Primitive Forces

Because of the differences between the Warhammer Fantasy Battle and WaJ"ham,mer 40,000 games, WFB points values ofprirnirive forces must be adjusted.

When choosing a primitive force, add 25 % to the points you have available; so, for example, 1000 WH 40K points will buy you 1250 points' worth of WFB troops.

Mixed Forces

The follow ing tables show suggested points allocations for conventional and primitive forces in mixed armies between 1,000 and 2,000 points; it can easily be extended co cater for smaller or larger armies. Note that the points adjustment for primitive forces has already been done - the figures in the P columns are expressed in Warhammer Fantasy Battle points. To determine the proportion of conventional to primitive forces, simply roll a D6 and cross index the result to the column corresponding to the points total available for both sides. This should, of course, be decided by mutual agreement before troops are picked.

li25 1000 875 750 625 500

1O{) 200 300 400 500 600

'The fortress should be placed more or les! in the middle of the table or playing area, at least 18' 'from the nearest edge.

Other scenery can be placed in the same M)' as for a field battle. The scenario will dictate scenery to some extent - for example, a battk on a barren asteroid will require considerably less scenery than one set in a jungle or hivt world!

FOur methods of placiug scenery art discussed on p 9 of the WH40K rulebnok Of these, two C'lO be used in siege games method 1, where the GM sets up all scenen, and method 3, where the players divide [ht available scenery between themselves and place them as they wish - anywhere on the table, since no player can be said 1"0 control either half.

Pros and Cons

Scenery can have as much of an effect on I siege game as it does on a conventional field battle, but it can work in slighrly differem ways. Here are a few pointS which players might like to bear In mind when placing scenery:

'The defender is almost always firing from an elevated posltlon, which can affect some kinds of cover.

I

Dense scenery can provide the attacker with cover, but can also slow down the advance of .his forces, leading to bigher casualtle before the fortress is even reached, and can break up massed attacks.

King'L theypemeant [ mystcri,

"The fo fortress carlogr'l the anci

"Our 51 Imchioe steeds 0 stones. l need I g< Master .

·'No. B( doomed prayer:' 1 to puy.

Above I battered In a sm. of emerg a dusry, I turning I.

'iheDi Master ,

'i.he c, guides u

"Fire anr our duty

"Death 3 I:Jf the D

1. Choose encounter type (primitive,

mixed, conventional)

2. Choose forces

3. Place scenery

4. Place forces

5. Let battle commence!

The type of encounter you choose will inevitably influence the choice of forces. Of course, you can take the first two stages in any order you like - either choose the type of encounter to fit your forces or choose your forces to fit the type of encounter.

The example scenarios are divided into conventional, mixed and primitive types, involving con uentio rial or primitive forces or a mixture of the two.

Conventional forces are standard Warhammer 40,000 troops, and can be chosen from the army lists in Chapter Approved, or by any other method acceptable to both sides.

Primitive forces normally only have access to mediaeval-level technology, and may be represented by Citadel's extensive ranges of mediaeval and fantasy miniatures. Forces may be chosen from the army lists in Warhammer Armies, or from any other ann)' lists published for w.u:hammer Fantasy Battle. Humans may be taken from the army lists for The Empire or Bretonnia, while others may be taken from the appropriate racial list.

Mixed forces can be chosen from botb sources, on a unit-by-unit basis.For example, you might want [0 field a force of Marines supported by mediaeval. men-at-arms, Eldar with Elves or Dark Elves, Squats with Dwarfs, or Orks and Gretch ins with fantasy Goblinoids.

The siege game uses the normal points value system to balance the forces on either side, bur the following modifications are necessary:

1 2 3 4 5 6

Clear areas aUow the defenders to rain fire down on the attackers as they approach, but they also allow the'artackers to approach [1131 much faster.

1685 1500 13IO 1125 940 750

150 300 450 600 750 900

1 2 3 4 5 6

200 400 600 800 1000 1200

2250 2000 1750 1500 1250 1000

1 2 3 4 5 6

Special Equipment

Obviously, forces involved in a siege battle will want access to specialised weapons and equipment. Pages 118-120 give you the necessary additions to the army lists, to adapt them for siege battles.

All the defending forces start the game inside the castle. The defending player places models where appropriate, and u el the castle map (as described on pp l-l- 15) 10 record the positions and movement of hidden forces.

The attacking forces are split into fOil! divisions as des.ibed on pp54 ~LDd 57, N()(~ that a division need not contain any forte! at all.

One edge of the table or playing area I! chosen as north, and the attacker places h~ forces on the [able, no more than 12"frorn the appropriate edge - the north d1visiQ~ enters on the north edge, the east divlsion on the east edge, and so on.

And then, the game is ready to begin! Decidi who goes first, and the first player takeshli turn in the normal way

)reol' Jess ying area" ~e.

'same way ~ill ructatc :lei abatt;le ru;Jderably :leol:1bi:.V'e

;nery are rulebook. ge f!amf!s:

Ilscenew: ili.vld'e the selves and ere 0~D l~\e ,(0 (:oot(01

~ff!lct on II iienal field r different i;ili players ~npJaclng

ring 'from EfeCl; some

ackes with e advaaee reasiiaLtie ~ ti, and can

o min fire: roach, but fM"ach tflat

Ki~g Iaacred of Luortc w.tched his councillors.s' t~cY pe~tec! over the little lines and squiggles that mean! nothing to him. but which contained the '~<ries of what he knew TO be wtiti'ng,

'1h:c forces of the sorcerer arc g.thering in the old r(J~ress of Alhad.if, lll'IDn!:' GeJclam.r, the King's (Jrto.gt.pher gestured over the crumpled surface of IDe ancient map,

"Ouisples report that the enemy have conjured. ![J,I6hines that vomit forth gleat gobbets of flame. studs, il_f iron whose ro,is of anger break tile veIl" st,ou~:s, bealT limbed gl.nt~ of metal with no bees", need 1 go on, m'lord?" asked the stem-faced Boulin, ~ast~r 'of the King's Armies,

"Np. Bouhn:- sighed the Kiog, '" sec thar Weare doomed., The only thing th~ t can save us now is pt'lyct la~cri:d cased himself to his knees and bCSaJI IOP(I)',

~bol'c the palace of King Tancred of Luorte, a blttered spacecraft edges slowly into a high orbit, In ! il1lal1 du t1 cred lioId, lit only by the pile glow of ~mclBency beacons, fOil! Space Marines sitaround Idll~I)','obsjd.i .. n fable. They peer in unison over Tile i~mtng '~ror • the T.,ot of the Emperor,

ibe Damned and the World:· read the first, "The MfSic'rof Manlcind Ius work for us her.;' '

'1~ Gasllc and Chaos" [e,d the second, "Our Lord ~id~i' us against evil:'

'Y'ue1lld rhe Executioner:' read tbe third, "We have II'JI duty:'

'Ddlh_il1d the Emperor" read the last. "The legion iJltb~ Damned shall accomplish the Imperial will"

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I

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