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SIEGE

Skirmish Rules for Siege


Warfare in Ancient and
Medieval Times

By Richard Stevens
Tabletop Games 1992
SIEGE
The rules are broadly based upon the skinnish rules 'Sword and Pistol' and 'Sword mid Shield', M> anyone
familiar wilh these rules will find similarities in the fannat of 'SIEGE', However. 'Siege' is for battleHeld
siege games and /101 just skinnishes, and although each figure can act independently. !hey resprt5CJI1 a unit of
right men rather than rej:lrcKt.ting O:JC ir.dividual soldier.

'SIEGE' is ~igned IQ be a fast-moving game, r.c:e<ling relatively few figures (say fifteen 10 (ony per side).
for aMaults on fortificalions of va.rioU$ kirods.
These rules are also easily adaptable for longer sieges, and therefore, campaign situations. The vase period
coveted by tne rules gives enormous scope for variety, from Assyrians and Romans 10 Crusaders (or
Normans) and the Hundctd Years War.

Many thanks are dUl:: to Chris Robinson and the NOltingham Vikings for their nssistance, suggestions,
patience and dice rolling.

RICHARD STEVENS

@ Copyright Richard Stevens and Tabletop Games' October 1992.


Contents
Page Number Page Number
Ba5C Sizes 1 CHARGES 36
ScaI<o I Sboocing Figum being Charged 37
Selting up the Game I
Terrain 2 Demoralistaion 38
STAl"o'DARDISATION WEATHER J'
POINTS VALUES 4 GENERAL NOTES ..,
Definition of Troop Types S
Nol.C5 on &juipment 6· APPENDlClES
Orders 7 Acquisition and Spoiling 41
GAME SEQUENCE 7 Night 41
Moats .2
MQVE.PrtENT 7
Turrullg 8 Inuoduclory Scenario Not 43
Introductory Scenario No2
Action Moves
Effeeu uf Twain
Thrown Riders
9
9
10 ORDER SHEET
"
48
CollisiOlU 10
Mixed Co!fuions 11
SHOOTING U
LoOOing 12
Fields of Fire 13
Basic Hit ChaDCC 14
Caltrops 15
Artillery firing at Personel LS
Unintended Hits 15
ArtiUery firing at Artillery 17
DAMAGE TO STRUCTURES J8
Brc;aches 18
Dropping Rocks 19
Hacking Holes 19
Bane:ing Rams 20
Gunpowder Charges 21
Engine Wredi.ng 22
FIRES 21
Naptha Pots Z.s
Fires in Woods 25
Extinguishing Fires 26
STORMING FORTlflCATIONS 27
Siege Ladders 28
Siege Towers 29
Ditches &nd Trenches 29
HAND to HA.~'D CO~tBAT 31
Figl:ting in Buildings and Towers 33
Fighting in Woods 34
FaUing a."Wl EVading 34
Riderles.s Animals 35
Movement in Buildings 36
·BASESIZES
The following"hase sizes ~ rccomelldcil for use widl ihese rules.

Troop T~E4uipmcnl Frontall:c Demh


llilanlI)'. . .km "lcm
Cavalry/Pack Ho"rselMulc .'km
·I . 2cm
CamelryfPac\r:: Ca"me! 1.75cm 2.25cm
E1coh3nls km km
2-Horse Chariot km 4cm
4·Horse Chariot 6cm 4cm
'Small Ballista· 2.5cm· 2.5cm
L1rll.C Ballista <km 4cm NOle:-
Small Catapult <km 4cm Artillery sizes includes the
l....'trge Catlpul! 'em 'cm space for the crew.
Trebuchct 6cm 6cm
Qombard km ]cm
Siege Tower ·5cm 6cm
TunJelBatlering Ram <km 6cm
Wagon (I - Ox) '2cm 4cm
Wagon Q - Ox) ]em <km
Wagon ( -Ox) ]cm 6cm
Pair of Oxen ]cm 'cm
Crow km km

SCALES AND GAMING EQUIPMENT REQUIRED


AU ranges etc. are for 15mm !>COlIc figures and are given in centimetres. For 25mm figures just double all
dimensions. One figure repn;senLS eight men.
For playing the following is nOedtd:- t Tap l~ure, a pair of percentage dice,"a 010 dice. notepaper", pens.
order sheets and turning circles.
Percentage Dice Throws
Where percentage d'!a;.ces are given"in,die rUl~. the play~r m~ throw the stated figure or LOWER in order
for a res~l[ ~occur, it. a 65% ch'ance includes scores ofOt 1065 on tile percenuge dice.

SETIING UP THE GAME


11 is reoommended lhat the seelUrio is set up by mUlual consenl. If players wanl to be argumentative killjoys
thc.n an umpire should desigl\:lte the fortifications, lernin and relative points values for each side. Points
totals are difficulllO determine, as lhe strength of the fortress obviously greatly effects this. However. the
besiegers should have something like two 10 lhree times tile poims total of the bcsiegC{j. Perhaps an umpire is
again Decessary for deciding this.
Obviously it is also necessary to decide at the oulset whether it is going 10 be a 'campaign' or a 'battlefield'
siege, since if the attackers cannot muster an effective a~sault without protracll:d preparations there is not
much point in attempting a 'batUefieJd' siege. Therefore, fonifications should not be loo strong. Another
mcthod of limiting a situation and consequently making il more playable, is 10 declare one or more sides of
rn~ FortreM impregnabk to cOnvemional ass.ault·(eg. one or more sides of the (onress is buiil on a shear dim
thlLS forcing a concentIation onto onc or more sides of the Fonress which means that less figures are r.eed:OO
for this. Yet another ploy is to have ditches'already panly filled. Irenehcs already dug. siege engines and
artillery already partly or wholly in place. This .saves a great deal of lime for a 'b:mlerlCld' siege.
TERRAIN
,Terrain needs to be ck:cid~'d by agreement O! ~y an umpin:," ~inc; random dctcTll)ination could totally upset.
the defensive capabilities of the fonification. The playing.area nee9S \O~be quile large; abQut 1.5 metres by'l
metre. although it is po~ibJc to get away with coru.iderabl)' less.
Historically, il was quile common practice for a gamson l~ sUrrenderor be gmnted free passage once a.
breach was made. So another .....ay of limiting a game Is.19 cnd it oocc one of the following occure:-
:a)Two breaches have been made. .
b) A vital tower has bl:cn taken.
c) 11Je 311ackcrs could be .'WIid la have failed once they lose 50%·of their force.

Basically there arc numerous such options. bUI make ~r~ y,0u decide on them before the game starys and that
both sides agree.

STANDARDISATION
The range and variety of fortifications in this long period 'of time was vast. Nearly every fortress or castle.
was unique in alleast some aspects, particularly rcgarding the use of the terrain on which it was built. While
this provides the wargamcr with enormous 5l:Ope, it also pre"sents certain problems. so a degree of
StandardiSiltion is necessary in order not 10 overburden thc5C rules with detail.

All palOlpcts on battlements COUIll as lcm (ie: I figure) wide.


All stairways count as Icm wide.
Gates a~ !cm, 2cm, 3cm or 4em wide.
Dilches arc I, 2 or 3cm wide, with a standard tern deplh.
Siege towers are I or 2 S10rcys high.
Curtain walls are.! or 2 storeys hjgh.
Towers arc 2 o~ 3 storeys high.

and all non-wooden materials);


All building materia.ls refem:d to are stone (including slale tiles, eanhen
Wood or Thatch (includes 'o\'allle and mud).
Battlements are reached by ladders and/or stairs.
. Towers have either steps/stairs or ladders, wilh one opening or doorway per slorey.
Towers ruive I doorway (Icm wide) leading 10 battlements or curtain walls on each side. .
Only one figure may occupy a loophole at anyone time. Loopholes are limited to one per 5cm of tower walls
on each storey, or one per side, whichever is the greater. Loopholes are limited 10 one per IOcm of 2-storey
curtain walls. and arc situated at a height of 1 storey.

"' om
"
".
All wall s. towers, gales a nd b ·Id·mgs ha ra.ded strengt hs, these are as fol1ows:-
omts
GRADE I GRADE 2 GRADE 3

Gate 50 60
. Wall
Tower
60
90
90
130
'"
130
200
Buildinl> 20 30 40

wOOden walLs and towers will never be more man grade I.


Thatch buildings will never be more man grade I.
Wooden buildings llCvcr more Ih'lI1 grade 2.
'nlC height of structures has no bearing on theIr strength grade.
Siege artillery may not be operated wilhout minimum CtelA' levels a:KI these: are given.in m~n ind.figures·iri
followinl. table:-
"" Small BaJlisr.a
Men
2
Fi ures
I
Large BaJlista 6 I
Small Catapull 4 I
Large Catapult 12 2
Trebuehet 18 3
Bombard 5 I

Large catapults and Trebuchets may not be used from lowers and walls, and are therefore. not used by the
besieged. There are no maximum crew leyels.
Towers jut oul between 2 ana 4cm ;rom the curtain walls of fortifICations. This- give.s;"ddending missile.ai"med
lroops the advantage thallhey can shoot at auacJcers close 10 thc.cllrain walls wittoOUI 'exposing' themselves
ie. they stay in hard cover and do not have to lean Over the walls 10 Shool al targets wilhin 2cm of !,he
adjacent curtaIn walls (See diagram which·is half full size)"

Plan View of Tower


OEFENDERS Flgurc 8 mUBllctlCl ~, to t1hoClltll
figutc C. bUlllgutc A la mote IhllR
CU"llln Will! Curtllln WIlIl 8 Zcm ttom figure C. ao mllV 'IIhoClt
without Iconlng over.

ATTACKERS
POINTS VALUES,
•1GURE POINTS YALUfS
,.

i
Troop Type

~:~ul~ ~;~~ 'M


Leu:I or TllIiniDtlExperieOCE
Novice

~
Average Ver:er.an. Expen

: ~ ~ .. .~
A
.,J ,

Havy lnranuy 4 6 8 10 , I
'~".N~J _ -:" '~~j
E1tlil Heavy Icb.ntry 6 8 10 12
Ullrol Heavy Inrant~ 8 10 12 14 .

- ...
Light uvalry 7 9 I1 14 Exlra to upgradr: a· figure
Medium cavalry~: .. ~ 8· . 10' 12: 15 . . ~ 10 MARKSMAN - I poim
Hcavy Cavalry 12 14 16 19 ~
~., Eura Heavy Cavalry'!!' :IT 14 16: .' ····U: .. 21 . r_." ChariO! ar.d flephanl crews
Ultr.i Hl2vy: .Cavalry ..;.1 .",;' 16 n' 7:'.IS.I: '0' 20· - . 23 ;A .. count infamry poinlS .... a.IlolQ.

lIght umelry' • .,6 ' 8:'-'''' ~ ." 10 .. 13 t ~ -. ,,;,,:'


Medium Camelry .7 9 "Il" 14
HeavY CilTnclrv '. 11 lJ \5 18

:~~i POIN~_ V;o~~ts' Wca nT Points rw;;;:',,::'p·,::,,'o";~"·y::::pe:--r"P::::Oi::::""'"


Sling .! .. 1_ : ~word ".' ~ ., I 2 Spear "l
t! .. ~ 2
Staff Sling
Bow
Longbow
I2 .2 ..

3
2-HandedSwordlAxe
ifaiberd._~.,';;'"~
. I.HandCd AKelMace
3 .. ··' 'longSpeal'
3_...
I
Pike . •
L.1nce ,,, J", 2-
,--
3
Li&htlH~vy Crossbow ~-
Javelin
Pilum
.

I I
Dagger
Whip
Improvised Wc.aoon
0
0
I Shield
ussoO" .;:': ...1 I!..
......... 2
I

EQVTPMEI'\iT POL~TS VALUIS'


ui men! Points I Eouioment Points
. 1 Urnt of ~ing water J
.. 'ng pi.lchloi ~4..
. I Unit OfbU':fU
1 Bombard '.
SmaU~lista.\......~ _20~
30

1 Naplha Pot . 5I' Urge Ballis13. J 35


1 Unit of Rcc~: '~2 t ~ SmiiJl Cataf'U!I-~ 30· J
. I Unit of Wafer .. 2 J Large Catapull\: ( ~ 4() - ±-:-ro:- _-....~
.1 UnitorGreekFire~'- .6}.,. Trebuc.hel/:·\l;; '50~ :f':\.:~..;.1
~~
,~
.# f.
(,.""'·4 ,. 22~'
lo
M.antle.. ~ ~ ,,.JQ. ~
.~ ~_. Turtle '. ~ ~ ....... 2°1
1 # \

-.l1-!
Pavise "'\ ~ \1 \.' .. '1 StorcYSiege~ower: 25)" -I· . -
. CaltrQP''' IqD.sqU~-e: I' . :2 Slorey Siege_::-ower. . 40.,.. _ .~~
·L3ddcr Fender . \.l 2. ~om6il\td Siege Tower af'ld.::'=o .,
Siege Laddcr···.... 4 '.' Banering RamlBc!re L'50~ .=-:. ~:'-""
Horse Annour.·...'_ t 6 Baltering Ram/Bore 35 I - /
Half Horse Armour' .to. J' . HilIld Battering Ram: . ..":; IO.~: ~_'~.~~~
.2-HorscChariot(+HorscS) 25.' Mob~leRamp , ' " ~ 20'·, .
4-lIorscChariot.(+Ho~):40 ..', Crow . "'~" 10-
Pad:: Camel ~3 " Boat •., :.~.•.•~.... 8
Pac;k Horse' ;':;- '2~ Raft#~" t"'~'" 12
Pack Mule " " I Gunpowder Charge,; 15
" Drafi Ani~1 ~_~. ",,>. I 'l ... Elephant ( Inc:M.aboat) lS :-
Spare Camelry Camel :5 ·Picks elC ;or I figure· -I' .:...,.."
~~:::~. «:.g:~.n)' "~.'~~ . I UnilofBaleslSaclcing ':1 ' :~. ;.
-0 _- •••• ~ • .,;r - ,,':'~"'~ ~~
4-Ox Wilgon (+OJ..en) .: ;:·12'" .~. . ~
, - • "('~ "" '\...~.:..~

4.
DEFINITIONS OF TROOP TYPES
Light Troops
These have no annour except possibly a helmet.
Medium Troops
These have non-metal armour.
Ht'avy Troops
These have metal body armour.
Extra Heavy Troops
These have metal body armour covering lhe whole body except maybe the hands, feel and face.
Ultra Heavy Troops
These are a particular type which represents the plate and mail combination armour of some mcdievallroops
between 1200 and 1300 AD.
Horse Annour
This is metal and covers the whole horse.
Half Horse Aml0ur
This is either metal armour covering the head. neck and shoulders or non-metal armour covering the whole
horse.

Novice, Average, Veteran and Expert categories represent the range of troop qualities, from the dreadful
(Novice) 10 lhe excellent (Expert).
Novices are useful 'arrow fodder' though. and are good for 'dilly' jobs like diIGh-filling, digging and engine
pushing_ Experts should be scarce within a foue, as should Marksmen.

NOTES ON WEAPONS
1) Two-Handed axes and swords include Rhomphia.
2) Lances include Kontos and Sarissa.
3) Rhomphias may also be used onc-handed. like a sword.
4) Halberds can be used as either a two-handed axe or a long spear.
5) Pilum ineiudes all other heavy throwing weapons, all of which may only be used once per figure per
game 6) Javelins and Pilum count as spears in melee.
7) Javelins includes darts. but these cannot be used in melee.
8) Chariot crews may be from one to six. depending upon nationality.
9) Elcpham crews may be from one to four including the Mahout.
10) Improv,ised weapons are sucb things as agriculturallools, clubs and lotches elC.
l I) All uoops may have daggers in addition [0 dlcir primary weapons.
NOTES ON EQUIPMENT
More details o~ siege engines and equipment will be given later in these rules.
1) Boiling wa1cr, pitch/oil, naptha, rocks, cold water, Greek Fire, nets and gunpowder charges. may be'
used once only per unit, they are 'single shOt' items, and pointS must be paid accordingly if more.than
one unit of the same item is wanted:
2) Cold water is.necessary for extinguishing fires.
3) Pitch or oil would rarely be used againsl personnel as it was e;\pcnsive. It should therefore,be reservea
. for use againSt m,aclliaes such as Bane'ring Rams.
4) . Hooks were uSed to try and disruPt Bauering Rams.
5) .. Bales and sacking. were used 10 try and deaden the blows of-Banering Rams.
6) Siege B9re:- a very strong, pointed mcul pole for use against the masonry in walls, whereas most
RAMS. tended to hive blunt, rounded heads:'

1 .1
..7) . Ladder._ Fe~der:- simply a forked pole about the same length as a long spear.

·j.8) Bombards illClucle all early mortars or howitzer-type canoon.


:.~) Trcbuchets are the largest of siege engines; they and catapults have unlimited StJpplies of rocks and
boulders, ie. their ammunition does not have to be paid for. If they opt to shoot Naplha POts. then.these·
mUSI be paid for at 5 points per pot.
10) A. Ratterir8 Ram or Bore is suspended from a mobile covered frame, as apposed to a simple carried
hand Battering Ram. ... .
11)' Siege Towers include cover and a ramp for storming waIls. The.various storeys are reached by
covered ladders.
12) A Turtle is a mobile covered frame used 10 protecl men inside as.!hey approached the walls.
13) A Mobile Ramp is for bridging ditches and moats.
.(4) Mandets arc defensive protection for siege equipmenl (not necessary for those engines thal are already
covered). In some ways !hey are like gianl Pav.ises.
15) A Crow is a hooked device for demolishing banIements and walls.

~.
ORDERS
Orders must be wrinen (0( each figure before the scan of each game turn. They mu!>! be specific: and cover
ALL actions to be carried out by the figure. Shooting targets mlUl be nominated .and melee oppooents must
be identified.
Although ea~h figure represents eight actual men. for order purposes they act as one and oper.alle similar 10 a
single figure in a skirmish game.
Abbreviations, arrows and symbols may be used when writing orders alld it is recommended lhal an order
sl\eet be U5ed (sec example in the appendix).
Up 10 ten figures may be ordered to fonn a unil however. $0 onc order is wrillen for the whole unit. To do
this figures simply have to place themselves adjaccnI 10 each other. but they can brcl off at the start of any
game turn.

GAME SEQUENCE
I) Write orders.
2) Compulsory movement.
3) Voluntary movement.
4) Artillery shooting.
S) Hand miuile shooting.
6) Anti-structural activity.
7) Melee.
S} Assessment of fll'e5.
9) Removal of 'dead' figures from the playing area.

MOVEMENT
A 11 movement distances are l!iven in centimetres.
Troop Type Walk JoglTrot CanterlRun Sprint/Gallop!
Chm>.e
INFANTRY
Ligbllnfantry
Medium Infantry
3
2.' ,,
6 9
8
11
10

,,
Heavy Infantry 2.5 6 9

••
&lr.I Heavy Inf. 2 8
Ultra Heavy Int. 2 6
CAVALRY
light/Medium Cavalry 6 20
Hcavy Cavalry
•• 8" 15 ~
Ught/Medium Camelry 8 15 2'
ExtralUltra Heavy Cavalry 3 6 12 20
Heavy Camelry 3 6 12 20
2-Ho~ Chariot
4-Horse Chariot

4
8
6
15
13
2'
20
OTIfERS
Wagons 3
Pad: Animals 4 6
Elephants
Ox-drawn Engines
3
2.5
6 10 -
Manual Engi~ 2
Small B2llista 2.'
NOTFS
I) No more lban) sprint or 5 gallop mo\~' rmy be made in su<:ccuion.
2) Ho~ ~ur reduces the mo\'c rate by :!cm, half horse armour by Icm.
) Infantry climb/descend w.irs by onc 510rey per movc, Iwden by ;l h;J.lf of a. Slort:y per m(wc.
4) Infantry can adjust &.cir mo....ement rate by 2 categorks per mo\'c, ca.valry and cametry by only I.
Elephants and dwiots take t""ro movC5 10 adjust 1 category which mCOlns that tile previous speed will be
maintaiDCd for the move in which !he Oldt:r is wriltcn and .....iII not cha~c until the folluwing move).
S) Six Oxen are r.eeded to low a siege tov.:er. Four are needed for bauering ram5!bofes, turtles, trebuchets
and large l;lllapults. Two are needed for Olh.er engir.es.
6) Eight figures arc no:ded 10 push a siege lower. Six arc neec!ed for b<lllering ramslbores. tunics,
Trcbuchc1s and large catapults. Four are needed for other engines/machines and One. is ncedaJ for
carrying small Ballislas.

TURNING
Trooo T".. I Turnimr: more than:- I Movernenl Reduction
[NFAl'Il'TRY
All I~ degrees .OIl wall: or jog I <I 1/4 move

I
. 90 dC9"teeS OIl the run a In move
CAVALRY

Ligh'
Medium"'" : , :90 <kg"", "at can((r
45 degrees walk " <ro< I . In m""
Use 8" lumil\& cirdc
Hcavy. Exln 90 degrees ill .....a1k or lrOl a 1/2 mo....c
& Ulua Heav 45 de1.teeS al canler Use 10- turnirJl: circle
C.... 1ry
All 190 degrees al wall: or lrot 1 a 314 mo....e
4,5 degrt:CS at canter Use 10" turning circle
hariots
2-Horse 14S degrees at any movementt Use la" turninH circle
4-Horse except gallop Use \2" turning circle
£le hauls
All 4S degrees al an)' rale Use g" luming circle

NOT£S
I) f'oio more than 22.S degltt:5 of !urn is allowed for infantry sprinting or cavalry/camelry galloping.
2) Chariots and EJeph3nts canr.ot lurn whilst gallopir.gJcanlering._
ACTION MOVES
The following actions take ONE FULL turn la carry Ollt.
I) Mounlldismounl from horse or chario!.
2) Stand up from prone position.
3) Take out or put away an article/weapon.
4) Pick up an article from the floor.
5) Place a ladder against a wall.
6) Swap .....eapons.
7) Ascend/descend one side of 2. ditch/lrench or stream bank.
8) Elephant breaking down 3cm of fencing/palisade CIC.
9) Repositioning a small Ballisla.
10) Prepare roclc, nets. waler, boiling watN and pitch/oil for pouring or dropping.
11) Infantry crossing waist-high walls and similar linear obstacles.
12) Filling in I square centimetre of ditch.
13) Boarding/disembarking a raft.
14) Dropping mmp from a siege tower or over a ditch.
IS) Placing gunpowder charge.
16) Forming a Roman Tortoise.
17) HamessinglunhartleS$ing animals.
18) lowering protective material from walls.

TIlt: following actions take rn'D FULL turns 10 carry OUI.


1) Mount/dismount from camel.
2) Tying up a prisoner.
3) Infantryman bre;tking down lcm (]f fencing.
4) Breaking down a door or climbing through II window.
5) Boarding/disembarking a boat.
6) Horse/Camel standing up from prone.
7) Remove pilum embedded in a shield.
S) Elephant breaking down 3cm of waist-high Slone wall.
9) Raising ramp of siege lower or mobile ramp.
10) Repositioning artillery «(:xcepl sinall ballista).

The (ollowing actions take THREE FULL turns to carry OUI.


I) E1epham standing from prone.
2) Mount/dismount elepbam.
3) Six infanlry 10 right/pick up a chariot (takes four figures 4 tums. 8 figures 2 turns).

EFFECTS OF ROUGH TERRAIN


Troo T
Terrain Tvoe Infant caval Camel Chariots Eleohan15
Wooo, I J72rale l/L rale IlL rale Impassable mpassitblc
Scrub 112 rate 3/4 ratc 1I2 ralc 1I4 rate 112 rale
Broken Ground 1/2 rale 1/2 nue 1/4 rate 1/4 rate 1/4 rate
Stocp Slopes 1/2 rate 1/4 nte 1/4 rate Impassable Impassable
Marsh/Bog 1/2 rate 1/4 nle 1/4 rale Impassable Impassable
Soft sand 1/2 nte l/4 rate 3/4 rale 1/4 rate 1/4 rale
Fordable Waler 1/2 rale 1/2 rale 1/2 rale l/ll rale 1/2 rale

Effects are cumulative ego Sleep Broken Slopes (ie.scree) reduce infanlry to 1/4 rate.
No sprim. canler or gallop rales are permitted in TOugh terrain.
NOTES
1) Light cavalry can jump waist-high obstacles at any movement rate except walk or gallop, but there is a
25% chance of falling off. Otherwise, all linear obstacles are impassable to mounted troops.
2) Wagons, Engines and Anillcry may nOl move over any rough terrain except scrub where it is reduced to
112 rate and soft sand where it is. l/4 rale, P<lCk animals move at 1/4 rnte oYer any rough terrain except
scrub wllere it is at 3/4 rate..

THROWN RIDERS
If cavalry or camelry ente!" rough terrain at canlt;r rate ~n there is a 35 % chance of falling from the mount;
at gallop rate this is increased to 65 %. For chariots and elephanlS the respective ChaIlCeS are 30% and 60%.
If the rider iSlhrown then dice again, adding or subtracting the following factor and consulllJJe 'effOClS'
table:-

CONTOURS
For the representation of hills the contour sySlem is recommended. 1bis allows for easy determination of
relevant lIeighlS and visibility_ n.e difference between steep and gentle slopes should be dicta~ by me
number or closeness of the contours !bough, and should be marked ~lely. For the purpose of visibility,
one contour should "'luale with onc storey structures, two ComO\lrs for two-storeys elC. However, few
fonificatiol1S did not command at least same height over most of the surrounding terTain.

COLLISIONS
Sometimes, two or more figures may accidentally collide. If this happens, a dice throw must be made and the
r~uJt adjusted as follows:-

Expen -10
Veteran -5
Per armour grade higher than opponent -5
Per move grade higher than opponent -5
Colliding with opponent:u 90 degrees -5
Per move grade lower than opponent +5
Pcr annour grade lower than opponem +5
Novice +1O
If coming from downhill of opponent +5

Use the result for the 1i:Jllowing:-


Infantry -v- Infantry
Each figun:: has it 50% cbance of falling_ If a figure falls it receives 1 hit and drops its weapons. 1be figure
must spend the next game turn getting up and another retrieving weapon<; or drawing new ones. During this
period the figure is defenceless.
Cavalry -v- CavalJ'}' or Camelry -v- camelry
Each has a 40% chance of falling. lfthe figure rall~ the rider will test for damage as if thrown when entering
rough terrain. In addition the mount itself has a:\O% chance of recciving 3 hits. a 20% chance of2 and a
10% chance of I due to the fall.

10
Chariot -v-Chariot
2-Horse against 2-Horse, and 4-Horse against 4-Horse collisions have a 10 % chance of causing a fall, subject
only to the 'movement' and '90 degree' adjustments. Tf a faH occurs the riders must lest for damage as for
rough terrain. The horses must also teSt:- 40 % chance of 4 hits, 30 % chance of 3 hits, 20 % chance of 2 hits
and 10% chance of 1 hi\. There is also 3 20% chancc of the Chariol being damaged and immobilised. Even if
no fall occurs ~h horse has a 10% chance of receiving I hit and there is a 1O%.chancc: of the cllariot being
immobilised.
Elepllant -v- EIepbSDt
Each has a 10% chance offalling. If they do then the riders must lest for damage and the elephant has a 50%
chance of receiving 5 hits, 40% chance of'; hits etc. down 10 a 10% chance of I hit. If Ihey do not fall then
there is still a 30% chance of 3 rnts, a 20$ chance of2 hits and a 10% chaIlCe of I hil. Elephants colliding
only count the 'movement' and '90 degra:' adjustments.

MIXED COLLISIONS
The following are the basic chances of falling or being knocked over for mixed troop type collisions.
Chance of Infantry falling Chance of Cavalry faUlug
Infantry -v- Cavalry 90 % Cavalry -v· Infantry 10 %
Infantry -Y- Camelry 95 % Cavalry -v- Camelry 45 %
Infantry -y- Chariots 99% Cavalry -v- Chariots 70%
Infantry -v- Elephams 99% Cavalry ·v- E1ephanlS 95%
Chance of Camelry falling Chance of Cbariot ovenurniog
Camelry -v- Infantry 10 % Chariot -v_ Infantry 1$
Camelry -"'- cavalry 35 % Chariot -v· cavalry 5%
Camelry -v- Chariots 65 % ChariOl -v~ camelry 8%
Camelry -v- Elephants 90$ ChariOt -v· Elephants 25%
Chance of Chariot overturning Chance of Elephant railing
Chariot -v- Chariot Elephant -v- tnfanUy 0%
2·Horse -v- 4-Horse 20% Elephant -v- Cavalry 1%
4·Horse -v- 2-Horse 10% Elephant -v- Camelry 2%
EJephant -v- ChariolS 5%

All the above are subject to the same adjuslmenlS as Infantry-v-InfanUy except the following:-
I) Elephants and CtlariolSdo IlOl CQum 'armour grades'.
2) Elephants do not count mor.l.1e1ability grades or 'coming from downhiU'.
3) Elephants colliding with Chariots have a 20% chance of recei\ing 2 hits and 10% chance of I hit even if
they do not fall.
4) 2-Horse Chariots colliding with 4-Horse Chariots (and vice versa) or ElephanlS have the same chance of
damage as in 2-Horse -v- 2 Horse Chariol collisions, even if fIO fall occurs.
5) Infantry knocked down by cavalry or camelry receive 2 hits. If knocked down by chariots or elephants
they receive 3 hits.

If both figures collide at walk rate it counts as an ordinary contact and not a collision.
NOTES
1) Collisions are purely accidental Players cannot claim their figure is colliding. rather than contacting in I
the normal way, in order 10 gain an advantage.
2) Even if figures do not fall they still rose 114 of their movemenl allowance for that turn.
]) If ~'o opposing figures are about to collide. they can, by mutual consent. agree 10 count it as a mo\'C into
contact insread, and therefore they may fight a melcc.
4) Mounted figures colliding with stationary objects (eg. walls or engines eIC) musT tesf as if entering rough
teml.i.n al gallop rate, whatever their actual movement rate.
5) Infanay colliding (In pampelS or stain: etc;- If the figure falls it abo has a 20% chance of falling off the
parapet, and will receive damage accordingly.

11
SHOOTING
RANGES
Th e ~0 11 owmg ranges are In centImetre
'go 'go
Weapon Short u,"g Weapon S"M Lo,.
Javelin ,, 12 Small Bal1ista 35 Ba
Pilum 7 Large Ballista 50 101)
Sling 15 30 Small Catapult 50 101)
Staff Sling 17 35 largeClltapul1 60 ltO
fool Bow 22 45 Trebuchet 75 "5
Longbow 24 Ba
Mounted Bow
Heavy Crossbow
18 "
35
60
Bombard
Greek Fire
50
2

Light Crossbow "


24 48
Mounted Crossbow
Mourned Javelin
22
5
50
10

LOAD[NG
All weapons take onc turn to load c;\"ccpl"- r---------,
Pilum or Javelin ~ No penalty Light Crossbow - :1 turns
Staff Slings • 2 turns Small Catapult - 5 turns
Heavy Crossbow - 3 turns Small Balli1la - 4 turns

Bombard - 4 turns Large Ballista - 6tums


Trebuchel - 8 [urns Large Catapult • 6 turns

Greek Fire is a 'onc shot' weapon and does not need loatlin~.

Infantry may only load while stationary or at the walk rate.


Mounted troops, other thao mounted crossbowmen, may load whilst moving at any rale except the gallop.
Mounted crossbowmcn may only load whilst stationary, walking or trolling.

AIMING
This takes one ful1lurn, during which the targel must be visible and within range.

1) Infantry may only aim when stationary or moving at walk rale.


2) Mounted crossbowmen may aim whilst stationary, walking or ltOtting; all other mounted troops may aim
whilst moving al any rate e.-.cept gallop.
Number of Aimin& Turns
I) Troops aiming for 2 rurns at the same target deduct S from their Basic Hit ChalICe.
2) Troops aiming for 3 rurns at the same targel deduct 10 from their Basic Hit Chance.
3) Troops with ja~'cLins and pilum do nOI need to aim and do nOI suffer any disadvantage for not doing so.
4) Artillery only ntni 10 aim against personnel targets. When aiming, anillcry (except small BaJlistas) does
so at a particular point, not an actual figure although, of course, this may include a figure that is pre.scnt
at that stipulated poini).

[2
SHOOTING
Mounted troops can shoot whilst moving at any rate except mounted crossbowmcn who cannot shoot if
moving at more than trot rate.
Infantry with javelins or pilum may shoot whilst moving at any rate eltcep! sprint.
All artillery must be stationary when shooting.
All other missile w~pons can only be fired whilst moving at walk rate or stationary.

Troops with pilum or javelins may shoot AND draw another weapon in the same game turn, but they cannot
strike back jf a melee ensues in the same game turn. If this occun, and assuming they survive, they can of
course continue hand to hand combat next turn.

Overbead Filing
No troops may fire over intervening troops unless the target is visible, ie. they are uphill of them, Of they are
shooting at/from walls or they are mounted troops shooting over infantry or elephant crew shooting over
other troop types.
Shooting .'rom/at FortificatiolL'>
Only bows and crossbows may shoot from loopholes.
All hand missile weapons shooting at targets in fortifications count those targets as behind hard cover,
regardless of whether the fortifications are of wood or stone.

FIELDS OF FIRE
Mounted bowmen may shoot through an arc of 360 degrees.
All other hand held miS5ite troops must face the target and can
shoot through an arc of 90 degrees except troops shooting
from loopholes whose field of fire is only 45 degrees.
Artillery has a field of fire of 45 degrees, but if the target is
fortifications at over 22.5 degrees then their effect is halved
if a hit is scored (sc:c diagram opposite).
Figures firing from walls at rargets within 2cm of those waUs
must lean over to do SO, thus 'exposing' themselves
(ie. if fired at they will count soft and not hard cover).
Stingers and Javelinmen count unshieldcd whilst leaning
over while Staff Slingers cannot fire from walls at targets
within 2cm of the walls base.

HAND MISSILE FIRE


To see if a hit has been obtained, proceed as follows:-
1) Determine the Basic Hit Chance from the following table.
2) Adjust this number by any Chance Facton that may apply.
3) Throw the percentage dice and a hit is achieved if the score is the same or higher than the target number
arrived at in 2) above.
NOTE
If a hit is obtained on a mounted figure, there is a strong chance that it will be upon the animal rather than the
rider. The chances of this are as follows:-

Horses 60%
Camels 70%
Oxen/Chariot Horses 80%
FJephants 90 %

13
BASIC HIT CHANCE (DHCl FOR HAND MISSILE FIRE
TROOP TYPE
Weapon LI MI Hr EHI UH' LC MC HC EHC UHC L.Carn M.Cam H.Carn EL CH.Horse
Foot Jav
Mounted Jav
20 J5 40
J5 40
" "
' '0
'0. 55 20
25 JO J5 35 to l5 20
" 20 25

" JO J5
JO
, "
J5
40
25
:, I~ to
l5 20
20
25
J
Pilurn
Sling
SLaffSling
"
50 60 '0 80
'" 40 '0 6'
'0 55 60 60 J5 40 45 "
25
"
80
"" JO J5
'0
40 to
J5 10
H.Crmsbow "
JOJ5 40 4l
" 25 JO J5 40 "" " "
50
20
JO
JO 5 12
MutCJQ»OOw 35 40 45 '0 50 JO 35
,, " 25 JO 10

" '" "


'0 35
2530 J5 40 20 20 J5 40 15 :!~
Loogbow
Foot Bow
4045 '0
"
3540 4l 50 55 30 J5 40 45
60 J5 40 45
50 2'
JO
'0
30
J5
J5
B
10
12
MId. Bow
Greek Fire "
2S 2S JO JO 30 20 20 20
Mtd. Crossbow also ,"clues Light Crossbows.
50

"
55
25 20 20
40
20 10
17
20

NOTES
I) If a hil is scored on Chariot hor5e$ then dice 10 sre which horse is lhe l1n1ucky ol1e.
2) ChariO( and Eltphant crewmen count iI.5 infantry behind soft cover, Elephanl Mahouts however. count as
cavalry types_
31 TheTe is a 25'1. c.ha.'lCC thaI Greek Fire fails 10 ignilel~uin. If lhis 0CCllfl anol1Jer anerr.pllo shOO! can be
~ nexl game tum.
4) Note lhat if shielded figures an: shO( at from their unshie!ded sides ther! they ..... ill 001 COllnl as s..'1icldc:d.
The same applie5 if t!'.cy art eng.aged in an activity thal ntga1es the use of t.'1e shield.
5) Troops canrot shOO! at wgets engaged in a melee. with the eAception of chariot arM:! elephaIll crews who
can ~tOOt al opposing figures that are anacldng their own animal{s).
6) If a pilum misses its larger tJlere is a 25 % chance that it sticks in the targt"s shield (Ilssuming he has onc).
This effectively renders Ule figure concerned shicldJess until the pilum i9 removed.

Add or Subtmet tbe I<'ollowlng from the Basic Hit Chnnce:-


-10 Marksman shooting. -S Veteran shooling.
-\0 Expert shooting. -5 Resting crossbow.
-10 Aiming for 3 turns. -5 Roman Pilum (NOT all havy throwi~ ..... eaporu).
-S Aimir.g for 2 tUIT..lo.

+25 Target in loophole.


+20 TilIid III ha:d cover.
+20 Shooting unail1lod.
T 15 Long range.
+IS Cavlllry shooting whilst within IOcm of an elephant.
+]5 Cavalry shooting whilst within 5crn of a cllmel.
+ 10 Novice shooting.
+ 10 Shooting al cavalry wiUl horse armour - only +5 if at short ranee with heavy crosshow or Jonghow.
+ \0 Target shielded - only +5 if al silo" range with heavy crossbow or longbow.
+ 10 TarEet ~hind soft cover' only +S if at shon Dnge wilh heavy crossbow or longbow.
+5 Shooting at cavalry with t-.alf hOf$C armour· 110( heavy crossbow Of long bow shooting at sIlon r.mge.
+5 Moumod javelin or bow shoOting whilst carltcring or galloping.
+S Infanl1y shooting with ja\'elin or pilum whilst rurmir.g.
+5 Each tilt ro;:ervcd by the ~tlooting ligure.
+5 Each movemelU grade of l.1."8et h.igher th.an a \Io'a.llc
+5 Shooting al figures. OIl a higher level!.han the shooter.

All the above faclOr!> are cumulalive. In addition, shootiog can be affectoo by weather conditions (see later).

14
POSSIBLE UNINTENDED JUTS BY HAND MISSILES (Including Small Balllstas)
This is an OPfIONAL RUL-E, and caten for the possibility of hluing the wrong targe!.
This rule only applies if there are any figures ....ithin a 2cm raditU of the wget .....hen shooting at long range,
and within Icm of the wget when shooting al short !'al.gc. If u~ng Ihis rule. dice for a possible unin1endcd
hit before normal shooting. The dunce of xctdenlally shooting at a figuR other than the W'gec is 2S'Io (30~
for chariot borses near the Wiet. 35'1 for an elcpham).
If this occun, lhen folio-' the :'lOnr.31 procedure for shooting althe 'r.ew' target. bUl lite sbootir.g figure now
couna unaimro.
(f there is more [haD one f.tgure within the unintended hit radius of the original target, dice to .sce which is the
new target.

CALTROPS
Any figure passing over a lcm square area of caltrops must dice:· a score of 2S to 50 and I hit is inflicted;
over 50 and 2 hits are inflicted. Animals rnctive damage as follaws:·

Horses &. Oxen Over 2S c I hit Over SO = 2 hits Over 75 :: 3 hits


Cl.mcls Over 10 = I hil Q\-ef 2S - 2 hits Over SO "'" 3 hiLS Over 7S - 4 hits
E!cphants ()I,cr 10 = I hit Over 15 - 2 hilli Ovcr 2S - 3 hits Over 50 .,. • hilli Ovcr 75 .. 5 hits

STAKES IN DITCHES (HA HA)


Infantry musltcst for each 1CD'l square of the$e:- Ova 50 = I hil Over 75 ~ 2 hits.
TIesc are imPMsable 10 mounted troops.

ARTILLERY SHOOTING AT PERSONNEL


Siege artillery have 10 be dealt with sepcrately when Ihey effect figures rather than slrucNres. This is due to
their size, accuracy and their role in siege warfare.
Artillery Shooting at Battlements aDd Loopholes
The followinll. cover aDDJies 10 artillerv:-
FJRJNG WEAPON
SffiillI BaUista
Cover Type or Small Catapult T"""'hel Oll,,"
[Wood ....<m<n~
~ood '-"''''
[WoodIThalcb Buildmg
""'"
Sof'
No~
N"'"
None
Nor..:
NODe
None
None
tone BilUJements i Son No"" Soft
lone Loophoks
lOne Buildinms
"",
son
""U
No",
Itud
Soft
Ba5lC Hll Chanct :tgainsl. ~rsonncl
Large Ballista SS Small BalIJ.sca. 50
Small Catapult 60 Trebuchet 7;
Large Catapult 65 Bombard 70

Add or subuact the follow from the Basic Hit Chance:·


·20 Shooting at E1ephanl + 10 Hard Cover -+ 5 Each mo\'cment r,ue of target aoo\'c walk.
·IS Shooting at ChariOC!l"Wagons + 10 Long range
·10 Shooting at Cavalry/Camelry + 10 Unaimod
·5 Aiming for 2 lums +5 Soft CO\ocr
NOTES
I) Figures shooting from windows of siege tngines coum as in a \llood loophole.
2) Artillery crews count as in soft cover.

15
DAMAGE IF A fiT IS ACHIEVED
H u loophole is hit it is dC~ln)ycd (~~ccpt by small BaIHsta)
If a hit is obtained on battlements then Trcbuchet and Large CnL.1pulls remove lhe cover for a 2cm section,
others (cxccJ>I small balli~laS) remo~c a Icm scelion.

POSSIBLE IJNINTEr.llED JUTS: .... ,g< BalI~""


If we adjusted wgel number IS no: obuincd. the missile doc.s not wmply digppeu.
Dice again 10 <!clcnninc if Il cninlcmionally hiu soxnething else of \-:LIue:-

DlCESCORE lnilial T3JJ:cl Ef(<<:t


01-10 lmo Ground Tcst :tgain, iiany troops are in the line of lire within 4ern of the initial
UlrgCI (it'. 2cm either side from a dir«1 line between the firing weapon
IIl1d initial Iarg~l).
f !!-S5 Illlo Wllll }CSI for d~e to wall (s~.o later Sl.o,ct!Oll),
56·QO

When testing again for lroops (friendly or enemy) in the line of lirt'. using the s.1me degree of dcvi:llion as
into ground' above. Tcst for the OCUC!>f figure to the initial target first, the. nUl second e'.c. up lOa lotal of
IhrCC'. If all are lIli~ !hen the minite u considered uscless ~r.1:I you ha~·e was.:ed your time.
Anillery shooting from fortifioriocu simply dice feJ:' unintended hilS on figures in the Line of fire .....ithin-km
ofth:target.
Buildings in the line of fire ha...e ;\ &sic Hil Chance of 35 (no adjU~Ilr.CllI$ applic3ble), for damage see latCf
section.

POSSIBLE UNINTENDED lilTS: Catapults, Bombards and Trebuchets


These were notoriously inlll'curall:. If the !Urge! is not hilthc followiJlg lcm mUSI b~ made 10 delertl'linc
ex.actly what happens to the missile.
First throw a DIO and consult U10 following diagram to determine the direction the missile goes.

I I 2.J
,
T = Initial wg~ point
5 I~~~
/ "-
6

,
I 8,' 10

Second, Ihe exlem 10 which ;\ missilt.' misses needs 10 be decided, this varic~ according to the type of WCClpon
firing:-
Small Catapult - Hnlvr.lhe score on ID6 lhrow (round up).
Large CatapulrJllombnrd - 106 score.
Trebuchet . D6 score + half a D6 score (rounaecl up).
The rcwlling $..'"CIre indicates the distaoce in centimetres lhat the mi~ilc misses by.

Having estabJis.'1ec the: pClll'll where the missile lar.ds. any figcre within lem lsmall C2L;!.ptolt), 2cm (I:lrge
c:uapul:) or 3c:m (Trebuc..'ll~t) of thal point is li:lble IQ be hil. If more lh:I:l ono: is ifwolvoo!he figure ra,rol
lhe ac:lu.:U impac: PO::ll is l~cd fint. It:ollgh in .."Le case of the Trtbuc:hel more Ih3.n ODe may be hi:
simu!t.ar.eously.
If no figures arc involved, the mi~~ile will eir.ber simply thud imo the ground or do damage to fortifications or
buildings (see later section), whichever is appropriale.

16
ARTILLERY SHOOTING AT ARTILLERY
The Basi<' Hit C hJlnc~5 arc:-
Tanct Weaooon
Firing Weapon SmaJl BallistalSmall Catapult Large BaIliSlalTrcbuchel
or Bomhard or Larl!c Cataoult
Lugc BalIista 30
"30
Small catapult
Large Caupuh
Trebuchet
"
40
SO
35
45
IBombard 45 40

Adju5tmcnts:- +5 Soft Cover +5 Target has Mantlel +5 Unaimed fire


+ La
Hard CoveT + 10 Long Rangel! a hit is obtained dice again:-

Effoct
Engine slightly damaged' • 4 turns TC'luiroo 10 repair.
ngine severely damaged - 10 turns required to repair.
Engine deSlrOyed.

AdjU51lTlenlS:-
If shooting wilh a large catapult zdd 10 IQ the dice score.
If shOOling with a Tte:butttel: u1d 15 to the dice score.

Of course. if the largel is missed its crew will be first in line to lc:~ for unintentional hits,
No!C: mal sntaU Ballistas do not inflict strucruraJ damage.

fiTS
To achciyc a hil on a firing figure in hand to band comuat or by shooting, the Ba5ic Target Number or higher
must be ohwnod on "throw of lilt percentage dice. The Ilasic Target Number is the Basic Hit Chance after
any relevanl adjustments.
If the score faits short of the adjusted Basic Target Number then no hits are inflicted. Each figure (man or
animal) reptC5oC.n1S eight men or animals and therefore or;cc eight hits have bee{I recorded against the fi~ure it
is remove.:! from play. The only o:ception to this is an elephant. whic.'l represents only one re,] elephant. blll
il takes 32 hits 10 kill il on account of its size and sU'cnglh.

As hits amount against iI figure it will reduce its effectiveness for shooting and melee, but no other
disadvantages occur.
Onc hit is inflicte.:! on lhe: target iflhc adjusted &Isic Targel Number (or up 10 S higher) is score.:!. If this
score is more than S higher then consult the following rable:-

A dice score of()() wi1J ilutomatically mean that the full 8 hits is achieved regardlrs5 of the adjusted Basic
Target Number.
If IwO opposing figures boIh inniet hits of any amount in the same lum lhen all the hiu (aunt 0:1 each figufe.

17
DAMAGE TO SfRUCfURES
This St:Ction deals \Vim damage LO S1I\IClOres and machine5 innieted by artillery.
AI1i.Uery apinst .-ottlfIcatiWl'i
sas"~ H' Cha nee:-
"
Weaoon Fin Short Ran e lo ,
large BalltSQ
Small Catapult l~ '"
25
Large catapult IS 30
Trc:buchet
Ilom"""
20
25 ""
No adjustments are made 10 these numbers.

Note lhal every time a BombanI fires (i~ve of its IMiCI) there is a 101,1 chance that it will blow up.
All figures within 1.5cm radius must test for damage:-
Throw 101O, igoore scores of 9 or 0 and any other result indicates the number of hits received. If the
firing weapon hits its target then 11 further dice throw must be made 10 determine the damage points
caused:-
Di ore Dama e Points Caused
Small Catapult Throw !D10 and halve the score (rounding up).
Large .BaIlistalBombard Throw 1010 and the score equals the damage.
Large Catapult Throw 1010 + 1010 llalved (rounding up)
Treboch<l Throw 2010 and add the scores logether.

BREACHES
Once surticienl poiots have been aecumulatod against a section of walVgaleilower. a breach wiU occur. 1lIc
siu of the breach is variable lhou&h:-
Throw lOlO:-

Dice Soore Size of Breach


I or 2 A 2cm wide b[f2C:h
30r4 A 3cm wide breach
5 or 6 A 4cm wide breach
70r8 A 5cm wide: breach
90rO A 6cm wide breach

If the breach OCQIrs against a gate Ihen the entire


gate is demolished regardless of its width.
Any figures oolhe battlements above a breach
must test as if falling off a siege ladder.
The resultant rubble from a breach will still
prollioe defenders with hard cover, and
constitute an obstacle which will take attacking
troOPs I FULL turn to cross (impassable to
mounted troops),

For possible unintended hiu, if the missile misses the


fortirlCalion area. see earlier sections on
'Unilllaldal Hits' on peoonneJ targClS and
use the same procedure,

18
Artillery against Siege Engines
Ba' Cha nceto H't
1:-
'" Target Type
Firing Weapon ~S1e8C I 2-Storey Sll~ge Battenng Ram/Bore.
Tower T~" Turtle or Mobile Ramn
Small catapult
Large Ballista
30
25
25

'" "
30
_bM' " 30 40

Adjusuncnts:- + 10 Long Range +5 Unaimed

STRENGlH OF SIEGE ENGINES On points)


E ine Stre th Points
I-Storey Siege Tower ~5
2-Storey Siege Tower 30
Battering Ram/Bore or Turtle 20
Moble Ramp 15

If a hit is acbieved dice again for damage (see 'AniUery against Fortifications).
If the target is missed (hen dice again for unintended hits on troops in line of fire, if applicable.
If the liege engine is destroyed then the occupants/crew must itS! for damage as if they had fallen from a wall
or ladder 2-sl.Oreys high (see lalCl' section).

Artilluy against Buildings


The strengths of buildings are given in the 'Standardisation' section of the rules. The: procedure for hitting (or
misling) is the same as for 'Artillery against Fortifications' except that the Basic Hit Chance is a basic 35
with the only adjustments being + 10 for long range fire and +S for unaimed fire. Figures inside demolished
buildings take damage as for the previous' Artillery against Siege Engines' section.

DROPPING ROCKS
Onto Covered Siege Eogines
One figure can drop rocks on Ba"ering Rams 01" TurtlC$ etc. that are within Icm of the walls. This l3.k.es 1
turn to prepare and I turn to execute. during which the figures wiu oounl as unsbielded and in soft rover
only, since they must lean over the battlements 10 do so.
The Basic Hit Chance is 20 and there are 00 adjuSlmems.

If a hit is achieved then the damage inflicted, in points, is decided by the score of totO halved. and rounding
up any odd numbers.
If the machine is completely destroyed then the crewmen willllike damage as for the previous section
'Artillery against Siege -Engines'.

HACKING HOLES
Figures armed with axes or picks etc. caD attempt to hack their way through fortiflcatiolU, but because: this
wouJd be very hard work, it tal.:es alleast 2 figures acting in uni50n to have any real effect ..
Two figure! can hack at a wall once per turn or one figure every 2 turns. Throw 1DIO:-

19
Dire S<ore Da~ Points Caused
lor2 1
3105 2
6108 3
9ocO 4

Eventually it is possible: to hack right through, rendering a breach 4cm wide. However, on stonc
furtific:a1ions. once a certain amount of points has been achieved il is possible to insert props. This total varies
aoconiing 10 the stn:ngth of the fortifications:-

Grade I Wall = 30 points Grade 2 Wall or Grade I Tower "" 4S points


Grade. 3 Wall or Grade 2 Tower = 65 points Grade 3 Tower = 100 points

It then takes 4 turns 10 insert the props. These must then be ignited - this is the same as for trying 10 burn
wooden walls (see later section on 'Fire').
Once ignited <if successful), the: props willbum through in 4 turns at the end of which there is a 75 % chance
of 4cm of curtain wall or 3cm of tower collapsing. The defenders' chance of extinguishing the fire is only 5 %
since the props are covered by the wall above (see later section on 'Extinguishing Fires').
If hacking right through, once the target is reached, there is a 50 % chance of the hackers being killed by the
collapsing rubble.

BATI'ERING RAMS
These may have a crew of up to 4 figures and each strike by the ram takes 2 tums - ie. I to draw back the
ram and 1 to strike. Covered rams provide hard cover for the crew but only soft cover for the figures pushing
the machine into position.
Crews and pushers do nothing else whilst occunied ie. thev count as unarmed and unshielded.
The damage inflicted is as follows:- umber of F""Tl's on Ram Damal!e Points Caused
I ThescoreoflDIO
2 The score of 2DIO's
3 The score of 3DIO's
4 The score of 4DIO's

Damage points are halved (rounding up) when battering against walls rather than gates.

The defenders may lower protective material from the walls in order to deaden the Ram's blows and this will
halve the effect against a gate and quarter the effect against walls. There is a 50% chance of the defenders
bei1Jg able 10 plaa: the protc:etive material which takes I figure 1 wm to prepare and then 1 tum to attempt to
place it, during this time the figure counts as unshielded and in soft cover only.
Hand BatteriDg Rams
These are very much like the full size battering rams but, of course, the crew have no cover and they may
only strike the wall ooce every three turns.

BORES
These operate in all ways euctly like Battering Rams except that they are used against walls and not gates,
and tbeir potential damage effect is twice that of a Ram. Lowering protective material has the same effect as
that OD a Ram.

ELEPHANTS BA1TERING CA TF.S


These may batter Glade I galeS only, and may do so ooce per 2 turns. The damage inflicted is equal to the
~of2D10·s..
1be dcphant: IDO\ICS at walk rate only, so it actually pushes rather than gatters the gate, otherwise jf. may get a
-.
20
GUNPOWDER CHARGES
11 takes I figure to carry a gunpowd~r charge and at a walk rate only.
II tAkes I FULL turn la place the charge and another FULL turo tn ignite the fuse. The Basic Hit Number is
SO in fine weather. SS if there is a light wind. 6S if a strong wind nr wet weather a.nd 75 if it is wet and
wirwjy. If unsocc:essful the flrSl time then one more attempt rn.;ly be made. Figures COIInt as stationary and
unarmed during this time.
If successful, tIie attacking figures mll5l put allcast 4cm of distance between themselves and the charge before
it blows up, olhCN"ise they disintigra.lc along with the chatEc,
11Ie fuse burns for 2 turns, so me defenders have 2 chances to extinguish the fuse. 11le basic Hit Chance for
this is 50. 1£ they fail to extingUish the fuse lhen the gunpowder still might nOI explode (tempennent1l SlUO):-
a percen~ dice $Core or 25 or mort is roquin:d for detonation 10 occur.
If detonatioo occun then dice again 10 delenninc the dama&e causo::l:-

If the damage points scored is equal 10 or greater than the strength of the fortillcation then a breach occurs-
Dice again for the size (sce 'Breaches' .section) and dice for damage to any figures above the breach,
Gunpowder charges pla~ against Siege Engines and Artillery pieces will completely destroy them if it
explodes. Damage 10 troops within a 4cm radius of the charge is a Basic Hit Chance of 15 wilh no
adjuslJ1ICllts.
Cavities
If engineen have dug a cavity out of the stone fortification (see 'H.acking Holes' section) then the chances of
defenders extinguishing the fuse is reduced 10 a Basic Hil Chance of 5. and the damage caused if the charge
explodes is doubled.

CROWS
Crows need a miaimum ~w of 2 figures, and llavt 10 be placed within km of the wall (maximum height is
2 storeys). There is a 50 $ chance of attaching the hooks and if a defender is present with a fender then this
chance is only 40$. If attaclJed there is a chintZ of 1010 halved of damage being inflicted. This may be
done once every 2 rurns.

21
ENGINE WRECKING
Appropriately armed figures may wreck siege engines, during which time U1CY may not do any other activllty
alld they will count shicldlcss and slIIlionary.
Two (tgum IT\lIY do \DIO (halved) of damage pet' turn and !.his is duubled if there arc: four figures involved.

Nu"' be CTurns 10 des! roy I h e Pi


" ...
A8ai~1 artillery illakcs!he following mIOUnl of FULL tums;-

Number of Figuru (:wolvcd


WeaponTypc. I Figul'C 2 Figures )Fjg~ 4 Figures

Small Ballisla 2 I I 1

~t
6 4 3 2
5 5 4 2
L"Ir"c Cala;"'ut 10
-----;r-~
8 5
Trcbuchet 12 9 3
Bombard 4 3 2 I

FIRE
Wilhout doubt fire was one of the most ream;! and effective: melhoch of destrOying fonificatio[l$.
INCENDIAlUES FllOM ARTILLERY
~cluding Naplha Pou.. inc:cooiary rnateri31 talces an extra ~m to lOil~.
The B.uic Hil Number (or hiltjr.g gates acd wooden fonifucloIions is the same as for normal shooting. Agai~
stone fortifications inc.endi:uics have no effect at all. If the target is mined !hen unintended hilS on personnel
will score thc same damage as for normal shooting.
The chance for accidenlally hilling buildings is :llso the same for normal shooting, butll1Csc will have no
effect unless hitting a wooden or lhalcncd roof.
Thu Basic Hit Chance of a fill: suuting once a hit is achieved is as follows:-

Target Type Ba.sic Hit CI\ance

GaleS and Wooden WaUs 75


Siege Engines 70
Wooden Roof 60
Thatched Roof 30
PaJisades etc.

Adju5tmcms:-
"
+5 If light wind -5 Large Catapult
+10 If slrong wind -10 Twuchet
+15 rE wet weather or dampened - (5 Naplha Pot

Once a fire has sUlrted on a roof iI will be t:ngulfed after J lums and spreads la !.he lap floor which will
become an inft:rnQ after a further 6 turns. Thereafter the fire spreads to the bottom floor (if single Slorey
building the top floor is lhc only one dut coul11S) ar.d consumes it after anodler 11Ums. OccupanlS mllSl
vacate !he buidling within 4 turns to esape Ul1SC1thcd but if they remain longer than this then each figure
ru:e.iVe5 2 hilS in the 5lh lurn and will be inciner.lIled if It.£)' remain IO:'lgc:.

Incendiaries from Trdlochets and Large Carapults wiU crash right thmugh a th:Itched roof .lnd engulf Ihe
relevant storeytnoor and Ihe roof ilSClrwilhin 4 turns.

Single slorey buildings continue buming {or another ID turns, 2 slOrcy buildings continue for 15 turns.

21
tire Spreading
Fires on wooden walls and gates spread sideways lcm per turn, from the starting point, and a quarter storey
upwards. If it is windy then the fire spreads at 2cm according to the wind direction. If it is wet weather then
halve these rates.
Fires on Palisades and fences behave the same as on wooden walls but spread at twice the rate.
(sce the following section for damage caused).

STARTING FIRES BY HAND ON WOODEN WALLS AND GATES


This takes one figure 4 turns to prepare or 2 figures 2 turns, Next the figure(s) can try to light the fire.
During this time they count as unshielded and stationary.
The Basic Hit Number to light a fire is:-

Weather Condition Basic Hit Chance


I r~ne weatner ou
Light Wmd 65
Strong Wind 75
Wet or wood dampened 85
Wet and windy 90

The above chance is reduced by 10 if two figures are involved.


If they fail then they may try again in thc following turn only. A tunle or Mantlet imay be used for cover
whilst attempting to start the fire (This negates wet weather but not dampening). This cover must be removed
the turn following ignition otherwise it to will catch light and be engulfed within 4 tums, killing the
occupanls.
Once a fire is started it spreads sideways al lcm per turn (depending on the weather and dampening) and
quarter storey upwards per turn. Any troops on battlements when a fire reaches the top will be killed.
After 8 turns of fire, gates will collapse, after 10 turns a section of wall 6cm wide will collapse and after 12
turns 1 4cm section of tower will collapse. After the collapse the fire will continue to bum for another 2 turns
and cannol be crossed until after it has died out.

STARTING FIRES BY HAND ON BUILDINGS


InteriOl~
It takes 2 turns to start a fire (figure being defenceless). If interrupted the figure must start all over again. At
the end of the second turn throw the percentage dice and a score of over 50 and a fire is started. If the figure
fails it can try again next turn, and continue doing so until either it succeeds or is interrupted (ie. attacked).
Once a fire starts it will engulf the ground floor after 4 turns, the first floor after 3 further turns and a second
floor after a further 2 turns. The building is totally destroyed after 12 turns.
t'igures In Burning Buildings
Anyone in a burning building must leave (unless the fire is extinguished) within 3 turns of the fire starting in
order to eseape damage. A figure leaving a bUrning building on the 4th turn suffers 2 hits and is killed if it
stays longer than this.
Figures on the first floor can jump out of windows, but risk damage as for falling from ladders (one storey
up) and must spend the next move picking tbemselves up and will be defenceless.
Figures on the second floor risk damage as for falling from ladders 2 storeys high.
Exteriors
This takes 3 turns to repare. The Basic Hit Number is:-
Weather Condition Ba£ic Hit Number
Fine Weather 60
Light Wind 65
Strong Wind 75
Rain or Snow 85
Stron~ wind with Rain or Snow 95

23
Once started, the fire engulfs the ground floor after 5 turns, the first floor after a funher 4 turns and the
second floor after a further 2 lurns. If it 1S or has been raining or snowing then the respective number of turns
are 6, 4 and 3. The buildina: is completely destroyed after 14 turns (16 in wet weather).
OCCupants must vacate the building wilhln 4 turns or suffer damage as above.
Figures cannot jump out of windows from the side on which the fire was started.

FIRE ARROWS AND FIRE BOLTS FROM SMALL BALLISTAS


These take an extnl turn to load, and ignite fires on buildings on a throw of 75 in fine weather, 80 in light
wind, 90 in strong winds or 98 if it has' been/is raining or snowing. It is not IXlssible if the weather is both
wet and windy.
Fires start from the roof downwards and takl: an ~tra turn per storey to spread.

Hits on figures automatically cause one extra hit of damage.


Hits on elephants make them panic automatically.

All normal Basic Hit Numbers and adjustments apply when shooting at figures.

IGNITING SIEGE ENGINES


Artillery
For artillery, the Basic Hit Chance is the same as for nonna! shooting to hit. If the siege engine is hit then the
Basic Hit Chance is 70 but subject to the following adjustments:-

+15 Wet weather or pre-dampened -15 Naptha Pots


+ 10 Strong Wind.
+.5 Light Winds

Siege Towers
For siege lOwers dice to see which storey is hit. Each storey will be demolished by fire after 6 tums and
occupants must exit within 3 turns to escape unhurt. If they exite on the 4th turn they suffer 2 hits and if they
remain any longer they are killed.
Battering Rams and Bores
These are consumed by fire after 5 turns and any operators must vacate the engine after 2 turns (unhun) or on
. the 3rd turn and suffer 2 hits. If they remain longer then they are killed.
Turtles and Mobile Ramps
These are engulfed after 4 turns and figures suffer 2 hits on the 5th turn and are killed on the 6th.

FIRE ARROWS AND BOLTS FROM BOWS AND CROSSBOWS·


The Basic Hit Chance for these is 20 wilt. no adjustments. The Basic Hit Chance to ignite is 80 and is subject
to the following adjustrnents:-

+ 15 Wet weather or Pre-dampened -5 Each arrow/bolt that hits the siege engine.
engine.
+ 10 Strong Winds
+5 Light Winds

Once a fire is started it behaves the same as that when started by artillery.

24
STARTING F1RES BY HAND
I1 takes 1 figure 2 HJLL turns or 2 figures 1 FULL turn to prepare the fire. The chances of them then
lighting it is the same as for that on the exterior of buildings.
Once started, the fire behaves the same as above.
For igniting artillery pieces use the same procedure as for siege engines, counting Trc:buchets as a 1 storey
siege tower, large catapults as battering rams and others as Turtles. However, add 5 to the Basic Hit Chance
to ignite. In the case of Bombards it is the frame or carriage rather than the barrel which is set alight.

GREEKF1RE
This will start fires as follows:- BuildinwEngine Type Basic Hit Chance
Wooden walls/towers/gates
Buildings
Siege Engines
"
35
40
Palisades 25
Artillerv 35
Once started it spreads as for other fires, meludmg any vanables.

NAYfHA POTS AND BURNING PITCH


One figure may drop or throw a Naptha Pot at siege engines that are within 2em of the fortifications. The
Basic Hit Chance is 20 and for igniting the target it is 40 and if ignited the fire spreads as usual.
A figure throwing a pot counts unshielded and in soft cover only.

Burning pitch behaves exactly the same except that its range is only lcm and it also takes 1 turn to prepare.
Against personnel the Basic Hit Chance is 35 for Naptha and 30 for pitch and both are subject to the
following adjustments:-
-10 Target is an elephant +5 Each move grade of the target above walk.
-10 Target is a chariot +5 Target is shielded
+5 Target behind cover

Bunting pitch can hit 2 figures at once if they are within Jcm of each other.
Damage is J hit per 3 points thrown over the Basic Hit Chance. 2 cm

F1RES IN WOODS ThirdTl,lrn


To start a fire is the same as for building exteriors.
Once started a 2cm cirele of fire will appear
on the playing area (use chalk). This then
spreads in all directions (see diagram opposite)
at a rate of 2cm per turn jf the weather is calm
and dry.
<cm
A section of fire will burn out after 8 turns so it will expire from the first section outwards. In light wind
the fire spreads at 4 cm per turn along a 2cm wide front from its source and in the direction of the wind
(sce following diagram).

Wind Direction

-I I
3rt1TI,lm

4cn'
2nd Turn

'cm
ICDJ:"'
I

2S
If the wind alters direction then so will the spread of the fire accordingly.
In strong winds the fire spreads at 6cm per move.
If it is or has been raining or snowing then these rates are halved.

To extinguish a 4<:m x 4<:m square section of fire takes a FULL turn for those figures concemed, during
which they are defenceless. To ut out the fire consult the foJlowin table:-
Number of FI ures Firefi htin
I 2 3 4
Dice Score to put out 65 55 45 35

For each full turn that the fire has been burning, the score needed is increased by 10.
If it is/has been raining or snowing then the score needed is reduced by 25.
SCRUBFIRES
These are the same as for woOOs, except that it is 10% easier to ignite or extinguish scrub fires.

DAMAGE TO FIGURES
Each full rum a figure is in a burning area, it receives 4 hits and is defenceles.o; the following tum. F.1ch
partial turn in a burning area means 2 hits are received (and defenceless next tum).
Horses receive 5 hits and 3 hits respectively and they also have a 35 % chance of throwing their riders, who
then test for damage as if enetering rough terrain at gallop speed.
Camels suffer 6 and 4 hits respectively and also may throw their riders.
Elephants suffer 8 and 6 hits respectively and always panic.
Chariots and Wagons are basically charcoal after 3 HJLL turns in a burning area.

EXTINGUISHING FIRES
IN BUILDINGS
Trying to put out a fire takes a full turn, during which the figure(s) concemed arc defenceless.
To put out the fire I figure needs to throw SS or over, 2 figures need 45 or over, 3 figures need 35 or over
and 4 figures need 25 or over.
For each full turn that the fire has been burning, the score needed to extinguish it is increased by 10.

FROM BATTLEMENTS
Figures on battlements can try to put out rIteS directly below. For this they need units of cold water. IL takes
1 figure 1 turn to prepare the water and another turn to try and pour it over the buminJl: area. During this time
they count as in soft cover onJy and shieldless.
The Basic Hit Chance to extinguish a 2cm wide section of fire is 40 with the follOWing adjusunents:-
- 10 If wet weather or previously dampened area.
+ 10 Each turn that the fire has been burning.
+ 10 If the fire was started by Greek Fire or Naptha.

ON SIEGE ENGINES AND ARTILLERY


Once a fire starts on a siege engine or artillery piece, the occupants/crew only get one chance (talcing 1 FULL
tum) to extinguish it during which they can undertake no other actions. The Basic Hit Chance is as follows:-
On Siege Engines 60
On Artillery 50

Subject to the following adjustments:-


- 5 Each figure involved +5 Each turn the fire has been burning
-10 Wet weather OT pre-dampened + 10Fire started by Greek Fire, Naptha or burning pitch.
-10 Bombard on fire

26
STORMING FORTIFICATIONS
This section coven various siege activities nol covued by fire and anti,slrUCluraI. ~tJlods. and leading up 10
hand 10 hand combat.

HOOKING BATIERING RAM HEADS


Figures on battlements can attempt to ensnare and disrupt a battering ~m blollo' by using long hooked del/m.
Any figure attempting to do this can only attempt it once every 2 tums. He will coont unshieldcd and in soft
cover only when making the ~~ attempt.

1be Basic Hit Chance to disrupf !he ram's blow for I turn is 50.
The Basic Hit Chance 10 ensnare lhe ram bead and immobilise il for thal turn and the following 2 turns is 75.
Adjustments:-
-10 2 figures operating hooks +25 Ram is covered/has mantle!
+ 10 Ram crewed by 4 battering figures
+5 Ram crewed by 3 battering figures

PAVlSES
Each pallisc provides hard cover for I figure when in place. It takes I f1lLL IUfn 10 place a pal/ise, and
figures carrying them may do so al walk rate only.
When in place, a line of pavises acts like a palisade for movement, fire and demolition purposes.

MURDER HOLES
1bcse OUlCrop from battlemerJs. and mean that figUJ'e!, can drop rocks. pour cold or boiling water, drop
naptha pots and shoot all lorms 01 bows wilhoul eJ:posing themselves. ie. they are invisible to attackers.
How~r, lheir I1I1gcs are limited 10 targets thal are will1in km of the wall (this ean still be a big adv3:11age (
to bowmen lhotlgh).

NETS
It takes a figure 2 FUll turns to drop· nets onto figures below them and within km of the walls. VIo'hile doing
SO they art unshielded and in :10ft cover only.The nets coum iU 3cm long so it is possible to entangle up 10 3
figu~ (ie.one either side of the target figure).
The Basic Hil Chance 10 enlangle is SO.
If figures are entangled they take 3 turns 10 get free during wbich time lItey COUI1l unshielded. Sl.atiOIl.ar}' and
.""'""'-
Figures on siege I.adden: will also take damage lor falling.

DROPPING ROCKS ONTO UNCOVERED AITACKERS


The preparation for this is the same as againH siege engines. Rocb can only be carried along parapets al ,,'..alk
nut and may only be dropped onto figures within lcm of the walls.
The Basic Hit Chance againsl a figure is 50 and the only adjustment is +5 for each movement rate of the
target above walk.

Damage is I hit per 3 points scored over the Basic Hit Chance and in addition targets that arc on ladders also
take damage for falling.

27
BOILING WATER
Prtpatation is the same as for burning pitch (wc: 'Aoti·SlJ\lClnrar section).
It may be pouml on auaeters who are ....jlJlin Icm of lhe walls and me Basic tlit CItance against a figure is 3S
with the following adjuSlments:-

+S For each movement rate of the target above ""-alk.


+:5 If target is shielded.

Any Ol1ler figures within Icm of the Wiet figure will also be Itil and suffer the ~ damage which is the
ame as for nonnaI shooting.
Targets ooladdeJ'5 suffer lbc same effects as for 'Dropping rocks' previous.

OPENING UNLOCKED GATES


GaleS lake the fvllowine times In OPen deocnding on their width and the number of figures eng2ged.
Width {I Gate Number of Fl ures Number {I Turns
I'm I
2cm to 4cm 1 3
2 or 3 2
4 1

DROPPING MOBILE RAMPS OVER DITCHES


This takes 1 Io1JLL turn. There is a 10% chance of the anempl f3.iling and if this happens the ramp must be
raised again by 4 figures laking 2 t1JLL turns. A further attempt my \hell be tried. Thecarria&e on which
me ramp is carried must be removed before figUres may cross lilt ramp and this lakes I RJLL turn.

SIEGE LADDERS
These require 1 figure 10 carry (at a maximum rate of Jog), and enxling against a wall takes l FULL turn. If
a I3ddet is ~ away it lakes 1 tVLL turn to pick it up and allOlher 10 crttt it again, There is hOIlo'eve!. a
10" chance that the ladder may be smashed ......hen it falls.
Climbin,g Ladders
Figures climb or descend ladders 3.t the rate of half
a storey per turn. For a 2 storey ladder il is po»ible
10 haw; up IQ four figures on lhe ladder al anyone lime.
WhilSI climbing, figwes counl as shieldless.
The Basic Hit Chance for lhe defenders to push a
ladder away is as follows:-
I Figure without fenders 80
2 Figures without fenders 60
I Figure with fender 60
2 Figures with fenders 40
Adjusunents:-
+ 10 Figure is supporting the ladder at the base.
... 5 Every 2 figures acruaJly climbing the ladder.

I I
3 3 6
3 4 8

28
Once the figure is at the top of the ladder it takes 1 FULL turn to climb over onto the battlement5/parapel. If
defenders are present then the ladder climber must fight his way over in hand to hand combat. For hand to
hand purposes the attacker couots ullshicldcd and below the defender(s). III addition, defenders may have up
to I figure either side of the attacker, so up to 3 stikes in any onc tUTO may be made at the climber, who can
only reply once (the advantages of conCentrating ladder assaults therefore become obvious). The defenders
also count as in cover for metee purposes,

SIEGE TOWERS
These are also climbed at a rate of In storey per turn but 2 figures may dn so at anyone time. Each slorev
platform can hold up to 5 figures and also has 1 window which provides hard cover for I missile-armed
figure firing through it.
The top storey of a siege tower has a ramp 2cm x 2cm in size and this takes 1 fULL turn to drop onto the
opposing battlements/parapet.
Crossing tbe Ramp
Figures may cross this ramp at up 10 jog rate since they will be stationary whilst waiting for ttlel ramp 10 drop.
Only 2 figures may cross;n line abreast e.1ch turn and it will take HALF a turn for a figure 10 jump from the
ramp onto the parapet if unopposed. Jf opposed then a melee will ensue during which the attackers count as
above the defenders.
For each round of melee there is a 15 % chance that an attacker falls from Ihe ramp, and a 10% chance that a
defender falls backwards fmm me par.lpct. These chances are increased by oS % if there is/has been wet
weatber, and by a further 5% if a figure takes 4 QC I1lQre hits from anyone blow during Ihe melee.
The hand to hand combat is resolved before testing for falling. If a figure falls then test for damage as if
falling from a ladder at the 'Oiler 1.1/2 Storey' height.

Defenders may have up to one extra figure on each side of the attackers who are on the ramp (so they could
have up 10 4 attacking the 2 on the ramp). Defenders do not count as if in cover when attacked from a ramp.

DITCHES AND TRENCHES


For the sake of simplicity, ditchc5 can be understood as defensive eanhworks, and trenches as offensive
earthworks. For nearly all intents and purposes they have Ihe same effects except that trenches arc usually
narrower than ditches, though hilving the same standardised depth (tern or 1/4 storey), and trcnches provide
hard cOller for shooting purposes for .the besiegers.
Ditch sides lake 1 FULL lurn 10 ascend or descend, and can only be tT3Iverst:d al up to jog rate because
figures descending into them will counl as stationary when Ihey have'
reached the bottom.
Ditches with stakes in them reduce movement to a walk and there is a chance Ihat figures will take damage
(see earlier section on crossing stakes).
Moats are simply water-tilled ditches and are impassable unless bridged or filled in.
Mounted troops and siege engines cannot cross ditches unless bridged or filled in.

29
DITCH FILLING
Two figures, on fool only, can carry enough material (at walk rate only) to fill a lcm :t tcm section of ditch
and this will take l FULL turn to emplace. This can only be done for the lcm section immediately in front of
the figures (see diagrams below).

Due to the uneven surface of a filled ditch, foot figures may move at up to a maximum of jog mte, but
mounted figures at walk rate only.
Siege engines (and elephants), due to their excessive weight, need treble the malerialto fill the same section
as for foot or mounted figures.
Mobile ramps negate the need for !his time consuming wk, although, of course, the carriage must be
removed in order 10 let troops cross the ramp aner lowering.
Nonna1 siege ladders are assumed to be only sufficient for walls without ditches so if the attackers wish to use
ladders that reach from the bottom of the ditch to the tOP of the walls then these will cost an extra 2 points
each.
See appendix for Moat filling.

ROMAN TORTOISES
Roman Legionar1c.s may fonn units of 4 or more figures, in square or column, and advance as a 'Tortoise'
using their combined shields to gain extra protection, This takes 1 FULL turn to form, they may only use
their swords and move at walk rate only.
All figures will count as shielded and in soft cover to missile Fire, except from the right-hand side which
COllnts soft cover oniy

30
HAND-to-HAND COMBAT
WHEN FIG ORES ARE IN MELEE
Figures are deemed to be in melee when they are
withinl/2cm of any enemy figures. Only one attempt
to hit may be made per turn, although figures arc 001
compelled 10 try to do so.
In turns following contact, figures can cilhcr opt 10
continue (if still alive) or try to evade. A melee
continues for as long as anyone is till capable of doing so.
The bulk of the hand to hand combat in these rules will
be on fortifications, but it is also necessary 10 include
'nnnual' batUefield fighting in case the garrison launches
a raid, or a relieving force arrives on the scene, not IQ
mention Storming Breaches and street fighting elc.

BASIC CHANCE TO liT IN MELEE


NOTES:-
1) In each initial roond of melee that a lance is u5fd, there is a 20 % chance of it breaking, dice after the
combat.
2) If 2 opposing figures both score hits in the same melee round, all the hits COOn! on both figures.
3) Infantry against cavalry or cameJry:- there is a 30% chance of hitting the mount instead of the rider.
4) Elephant and chariot crews count as infantry behind soft cover when in melee (although for shooting
they count as mounted). Elephant crews can in fact only fight hand to hand against other elephant
crews. Chariot crews can only fight hand to hand when engaged to the sides or rear of the vehicle.
When fighting infantry they count as above the opponent.
5) When fighting chariot horses dice to sec which horse is hit.
6) Javelins can be used in melee but darts cannot.
7) Troops may also use their heads, knees, fists, elbows, feet and teeth in an emergcllCY - ie. when
unarmed. However. they are not superheroes SO the Basic Hit Chance against all infantry is 98 and
against cavalry/camclry is 99.
8) Shields used as weapoos cannot be used defensively in the same game wm.
9) Pike armed c1cphanl crews <:all fight hand 10 hand with opposing figures of any Iype, but only other
elephant crews am fight back (they can, of course, also be shot Oil).
lO) Prone troops can be trampled on by mounted figures. This is done by using the Basic Hit Chance table
as if in melee, but la is deducted from the basic chance.
No adjustments will be counted except that HI and Em figures being trampled add 5 and UHt figures
add 10 to their Basic Hit Chance.
All cavalry, camelry and chariot horses count as for chariot horses in melee. If the chariot itself rides
over a figure then it counts as an additional chariot horse. but 10 more is deducted from its Basic Hit
C""'=.
Elephants count the same as if in melee.
All trampling requires a specific order, otherwise il counls a.'i a collision.
Any attempltO trample reduces the remaining move allowance of the mounted figure by half.
11) Troops with 2·handed axes and shields count as shiekled in me first melee round hut unshieldcd in
subseqUWI rounds of the same melee.

31
The proceedure is the same as for shooting, but use the following tables and adjustments:-

Weapon Fipure Tv~ beinp Attacked


Type Camels e ffhariot
, T
LI MI HI EHl UHl LC MC HC EHe liRC Lt Med Hvv Ele Horse

Dagger,Shicld 80 85 90 95 98 85 90 95 99 99 80 85 90 85 15
Imnrovised 15 80 85 90 95 80 85 90 95 98 15 80 85 80 10
65
I-Handed Axe 45 50 60
-, -
40 45
65

60
10 50

65 45
"
50 60
10

65
15

10
45 50

40 45
" "
50 50
50

45
Sword
iSpear/Javelin 40 45 "" 65 10 35 40
35
50 60 65
60
30 35
25f30 35
40 40
35
40
30
Long Spear
Ifu
2-Hafided
50
60 65 10
25 30 35
" 65 10
15
40
15
80
45
30
25
25
30
30
45
35
35
"
45
40
50
45
20 25
2U 25
30
30
30
30
25
20
Weapon
MOUNTED
Dagger/Shield 10 15 80 90 95 80 85 90 95 99 15 80 85 90 10
or Whip
,\,,,,'M,,,, 40 45 60 65 45 60 65 10 40 45 50 60 45
word 35 40 50
pear/Javelin 30 35 45
" " 50
6040
50
45
40 " "
50
60 65
60
35 40
25 30
45
35 "
50
40
35
"SO 30
35
L.n<e 35 50 20 25 30 30
THERS
tEiephant
25 30 40

40 40 35 I 30
45

30 30 25
45

20
" IS IS IS IS I
45

50 50 45 40 45 80 50
Per Chariot
Horse
40
" 50 45 45 45 45 45

ADJUSTMENTS TO BASIC HIT CHANCE

+20 Chariot horses in the second and subsequent melee rounds.


+ 20 Pikes in restricted areas (see Note 5).
+ 18* Infantry NOT armed with pike, long spear or 2-handed weapon against Horse Armour.
+ 12* Infantry armed with long spear against Horse Armour.
+ 10 Long spears in a restricted area (see note 5).
+ 10 Opponent tx:hind cover.
+ 10 Opponent shielded (+5 if using 2-handed weapon)
+ 10 Cavalry within 8cm of elephants or 4cm of camels. This does not include Indian horses near elephants
or Arab/Palwyran horses near camels.
+8'" Mounted troops against Horse Armour.
+6* Infantry armed with pike or 2-handed weapon against Horse Armour.
+5 First round against pikes.
+5 Each hit received previously.
+5 Each morale/ability grade lower than opponent.
+5 Each movement rate lower than opponent.
+5 Mounted troops against elephants.
+5 Cavalry/Camels against pike-armed infantry.
+5 Sandstorm (see
weather rules).
+3 First round against long spear-armed infantry.

.' 32
-15 Mounted troops against infanlr)',
-15 Seco:ld and subsequent rounds against pike-armed infantry,
-10 Above opponent QC moving into melee from higher ground in the same. game !Urn.
·5 L.anc:er moving inlO melee at canler or gallop,
-5 Eacll mor.a1e1ability grade higher man opponent..
-5 Charged or coonter-dwged inlO melee (first round only),
·2 Opponc:nt has no belmer.,

NOTES·
1) • indicates that tile Dumber is balved if the Horse Armour is only Half Armour_
2) E1ephanu have no adjustmeDts except the foJlowir:g:- +5 each 5 hi~ received and +5 if opponent is
behind cover,
3) Chariot horses have no adjustments except the fOllowing:-
+5 eath 3 hits receivod
+5 each moraJe/abiJity grade of 'he crew lower than their Oppt>llCnlS.
+5 against pike-armed infantry.
+5 opponent behind cover.
-5 each movement rate higher than opponent.
-S chargedlcounter-charged into melee.
4) If troops with shields are attacked on their unshielded Soide then they do not counl as shielded.
S) Restricted areas for pikes and long spears are; Platforms, Parape15 and open-air staircases, unless they
are being used from battlements against ladder climbers, However, the figure muM Jean over the
batlk:men15 in order 10 use i15 pike in this instance). Pikrs cannot be used by ladder climbers nor can
they use 2·hanl!ed weapons.
see also 'Fighting in Buildings' and 'Fighting in Wooded AJeas',
6) A dice score of '00' always hits and kills outright, regardless of any adjusted hit chance.

LASSOOS
These have a range of km arv:I can entangle a figure on a throw of 60, subject to the nonnal shooting
adjustments. If successful, infanlT)' an: il'lC.'lpacitatai for 31u015. III addition. mounted lroops are unseated and
must te5t for damage as if thrown wf)en.entering rough terrain.
A figUf!: that. is 1aSSl:Xled can also be dragged along by moumed troops. In C2d1lUm of dragging the figure
has a 3S'5 dwJce ofbrtaking fRlC, but if he dces not then he rettives 3 hits per turn if the Iassooer is
galloping, 2 hiu if canle.ring or I bit if ttOtling.

FIGHTING IN BUILDINGS AND TOWERS


This is the yme as outside buildings or lOWen:, with the following differences:·

I) Maximum movement rate is jog.


2) Pikes cannot be used.
3) Missile troops cannot shoot,
4) Mounted troops cannot enter,
5) All Basic Hit Chances are increased by 5.
6) Long spears add 20 10 their Basic Hit Chaoce.
7) 2·handed weapons add IS to their Basic Hit Chance,
8) Short spears add 5 to their Basic Hit Chance.

SETJlNG SPEAR TO RECEIVE OPPONENT


Stationary infl/ltlywilh long spears, or pikes may be ordered to 'Set Spear'. If this is dox then the '+S for C'ach
move rate lower than opponent' adjustment does nol apply,

JJ
FIGHTING IN WOODED AREAS
This is the ~me a! ordinary fighting, with the follcwillg diffetence$:-

I) Pikes cannot be u.sod more th2n lcm into the wood, and even withill km the Basic Hit Chance is
increased by 20.
2) 2-handc:d weapons and lo~ spears add 1510 their Basic Hjt Chance.
3) Shon spears add 5 to their Basic Hit Chance.
4) All troops count as in soft cover. .
5) Mounted troops cannot fight in wOods.
6) Missile ranges are reduced to 3cm.

DROPPING WEAPONS IN MELEE


If a figure drops its weapon during a melee, it must spend an extra turn either retrieving i\ or taking DuI a
new one. During this time the figurt: cannot defend himself, bUl can try to evade. TIle same applies to
swapping ...."e2pD11S In a melee.
Jr, however. a weapon is dropped while in melee on ladders. battlements, stairways or ramps etc. then there
is a 35~ chance tIW it is lost completely in which case the figure mw! take out a new one or be unarmed.

FATIGUE DURING MELEE (Optional)


figures that have been engaged in melee for 3 consecuti..,e turns sran 10 tire. Each extra turn in melee, abo\'c
the initial 3, adds 5 lO the EWic Hit Clunce.. Ulua Heavy ITOOJI$ slatt this adjUSOilcm after ol'Jy '2 consecutive
turns.
Each turn spent free from melee reduces the accumulated fatigue adjustments by 5.

PIKEMEN and LONG SPEARS FlGIITING IN A GROUP


If 2 or more pikmen are within lem of each ower, they gain certain melee advantages 5 is added to an
enemy's Basic Hit Chance for each pikeman not engaged in the melee. This does not affect elephants though,
and chariot horses only Ildd 3.
Troops with long spears have a similar effect, bUI only "3 is added (chariot horses only 2).

RIDERS UNSEATED DURL"IG A MELEE


There is a 10% chance pe%" turn that a cavalry or cameIry figure will be unseated from his mount during a
melee. If 4 or more hits ate inflicted on him, in one blow, then the chan~ is increased to 35 1\.
If unseated, the rider must test for damage a.s if thrown and rnU51 also pick himself up the following turn,
during which he is defenceless.

FOOT FlGURES FALLING DURING A MELEE


In each melee mund there is a 5% chance that a figure may be pushed over or trip up. If il does then there is
a 10% chance of receiving 1 hit, and the figure must spend the next turn standing up and defeoceless.
(f this happens when fighting on a stairway or parapet then there is a 35 % chance of falling off and receiving
damage as for falling off ladders.

EVADING DURING MELEE


Troops ill melee can, in the following turn, try to dodge or evade their opponents blow. If they try to do so,
they cannol strike back but tbciroppooenl still has a chance 10 hit them thovgh. 15 is added 10 the normal
Basic H.it Chance and alllhe U5IIa.I adjuSlmcms apply.

34
TROOPS MOVING FASf
Mounted uuops trotting, cantering or galloping and infantry sprintina that make contact with an opponent
while moving at these rates. have a chance. if they have not made their full movemcJ\l. allowance. of
coruacting one enemy figure during the movement and then continuing on for the rest of their movement.. If
!.hey subseq~t1y come in/a COlltaet with another opponent lhen die normal TCWictioll$ of one hit attempt per
turn per fig~ nill appties. wirn the exception or chariot bor~s or clephants. Therefore a strike may be made
at the finll conlac!£d opponent only.

RIDERLESS ANIMALS (Optional)


Riderless mounts do not simply disappear: they still feature in the game and can even be caught and
remounted. Riderless elephants behave as if in panic (see 'Elephant Panic' section later).
Dice throws must be made 10 delennine the behaviour of these riderless animals. First. eStablish the
movement rate by throwing lDlO and consulting the following table:·

If the animal becomes riderless whilst moving at a different speed rate then it vdll adjust its spet.d
acc:ordingly.

Now dice again every OlJler turn 10 see if its speed alters. and also a further dice throw is made 10 determine
iu direction or change iD diroct.ion, llIe result of lhis second dice throw is delcmlined as in the 'Ele:phanl
Panic' SCClion later.
Animals leaving the playing area without r1<Iel'l are lost.

Figures can recapture animals by contacting it while it is stationary or just Walking. A dice score of 50 or
more is needed to grab its reins.
If a riderless animal contacts figures when at a canter or gallop the it will count as having collided with them.

35
FIGURES LEAVING THE PLAYING AREA
Now and then a figure might accidentally lea~ the playing area because of movement difficuJties or
misca!C\Jlalion. If this happens the figure must remain off the area (or I turn ar,d may re-enter w.e are.l the
turn after, at any point ....ithin 8cm of its exit point. The re-entry point mU!>1 be indicated in the players orders
and any movement changes must be within the f10nnal ~trieuons for changing speed.

MOVEMENT INTO BUILDINGS


Only figures on foot can enlrr a building and thIS must be dooe through either a door or window (the latter
taking 2 turns) both of which mUit be undefended.
It takes I figure 2 turns la breakdown a" closed door (2 figures taking I turn).
An eJephanllakcs half a turn to break down a door but may DOl entet the buidling dl:e to its size.
Only I figure can cnlcr/cxil a doorway or window 31 anyone time. although. if moveIJlCOI permits. more
than one figure may pass Ihrough a doorway in 3 single turn (ie. it has to be done iD single file).
MOVEMJ>NT IN BUILDINGS
The maximum movemeat rate in buildings is jog.
Any figure defending a doorway or window in melee counts as in soft cover, and defenders on a stairway
count as above th~ir opponent. figures may climb a stairway at the rate of 1 Slorey per turn.

CHARGES
A figure can only be classed as charging when it attempts to engage a particular and specified (in its orders)
enemy figure in melee. When a player declares a charge for a certain figure. he may increase its speed by one
extra category per turn. The charging figure must make contact with its enemy within 2 turns of the charge
roue being reat:hcd. If thc tuget is 001 contacted within these: 1 cbarge turns then the figure must reduce its
speed by one category per turn unlil walk rale is reacbel:l_ The figure cantlOl then start another charge for a
minimum of I lum. Figura in cover cannot be chargee.
A charging figure mUSl be moving at lcast at canter/run rate when it contacts its target in order to cause a
panic test and gain melee advantages.

COUNrJ>R-£HARGES
A figure being charged can launch a counter-<:harge only if it survives the following Panic Test. Foot figures
cannot counter-charge mounted figutes. ExpertS never panic!
PANICTES'r
+ 30 Charged by elephant ••
+ 20 Charged by 4-Horsc Chariot"·
+ 15 Charged by 2-Horse ChariOt"
+20 Novice
+ 10 Infanlry charged by cavalry or camelry.
+ 10 Charged by morc heavily annollred troops. .... No! applicable if similar troop
+ 10 Charged whilst stationary or at walk rate. types are involved.
+ 10 Charged by more than one figure.
+5 Charged whilst moving at trot/jog rale.
+5 Charged from behind.
+5 Charged by EHC or UHC"'·

·10 Veteran.
-10 Armed wilh pike.
-5 Shidllt:tl.
·5 Armed with long sp:ar_
-5 UHI or UHC Iype.
-5 Pikernen in a group.
·5 Each friendly figure within 5cm.

36
If a figure panics then another teSt mUSI be made:- throw the percentage dice and'
consult the following table.

Figure Grade Dice SCore Result

Novice 1-15 Figure 'freezes' and may 001 move or fight for I turn.
Avenge 1-10 If armed with a shield the figure still counts as shielded.
Veteran 1-5
Novice 16-50 Figure turns and flees at maximum speed for 3 turns.
A~-erage 11-45 Infantry drop their weapons. cavaJry/camelry relain theirs.
Veteran 6-35
Novice 51-60 Figure turns and flees al maximum speed for 2 turns_
Average 46-55 AlIlToops rewn lheir weapons.

~~" ... ---1-4'~~~"",~5'---+F"';''-'''''''haI=~''o'''''''''mC:Cai~·statiOnary


and may fight back. but
Average 56-00 adds 10 to his Basic Hit O.ance (this represents nervous
Veteran 46-00 miscalculation.

SHOOTING FlGURES BEING CHARGED


If a figure is trying to shoot in the same turn as it is being charged then it may panic (unless its an expert).
Consult the following table fOl the percentage chancc of panicking.

Being C~arged Fipures Grade


By Novice Average Veleran

Infantry 20 10 5
Cavalry or Camelry 35 20 10
Clw'iot or Elephant 65 30 20

In all instanee:s add 5% if being char~ed by more than one enemy figun:.

If canie occurs then dice uain and consult the foUowinl! table:-
Figure vradc DkeSrore ""u1t

Novice \-30 h-um and nee al maximum speed for 2 turns. All figures
retain their weapons.
31"'" Figure can shoot but adds 15 to his Basic Hit Chance.
Average 1-15 um and flee for 2 turns and retain weapons.
16-00 May shOO( but adds 15 to his Basic Hit Chance.
Veteran 18 um and flee for 1 turn and retain weapons.
9-00 May shoot but adds 10 to his Basic Hit Chancc.

NOTE:- This test only applies 10 troops intending and capable of shooting in the same turn at the figure
charging them. Any previous panic te~ is ignored. If the figure cannot shoot then the normal panic test must
be taken.

37
ELEPHANF PANIC
An elephant receiving at least 2 hits from any single blow or missile then there is a 25 %chance that it panics.
If it receives 5 or more such hits there is a 50% chance and 10 or more hits and there is a 75 % chance of
panic. An elephant within 5cm of a fire automatically panics.
If panic occurs then 2 further dice throws must be made. The first throw is ID to and the score is halved
(rounding up) and the result establishes the number of turns the elephant panics for.
The second throw, also 1DIO, gives the direction in which the animal will move and it does so at maximum
rnte. This second dice score is used ootbe following diagram:-

1
2

*
7 3 Ignore scores of 9 or 0
and throw again.
6 4

Dice Score
1-3
4-7
Elephant changes directJ.on 1 pomt clockwise.
No direction change.
I
8-0 Elephant changes direction 1 JXIint anti..dockwisc.

Elephants trample anything in their path - friend or otherwise. The mahout can try to drive a stake through its
skull if it is about to stomp on frendly troops.
There is a 75 %chance of doing this, and if successful the elephant is killed and the crew must test for
damage as if thrown when entering rough terrain.
Elephants that panic when not moving at full rate will build up speed as if charging, ie. 1 category per turn
until ll1al(imum rate is reached. ~. '.'... 'C"._
~--"\~
DEMORALISATION DUE TO BREACHES
If a breach occurs, all figures except expens, must test for
demoralisation if they are within IOcm of the breach.
The test is the same as for panic when being charged,
however, if panic occurs then throw the percentage
dice again and consul! the following table:-

Dice Score Result


70-00 Figure 'freezes' and may do nothing for
2tums. . ._ _
30-69 Figure flees at maximum JXlssible rate,
directly away from the breach and
preferably towards cover if such
available.WeaTJOIlS are retained.
1-29 Figure flees as above but drops any
hand held weaTlClns.
AdJuslments:-
-IQ Novice, + 10 Veteran.
-20 Second breach to occur +5 Armoured.
-5 Each fire in progress +5 Each friendly fig. in 5cm and in sight.
and in sight. +5 Mounted.

38
WEATHER (Optional)
At the start of most games the weather is considcnx110 be fine. ie. it has no influence oYer the operations of
the figures. Weather rules are optional. so forget them if you are not used to the main rules.
Players can opt {or one of two weather seasons (Summer or Winter) and one of three wealhcr U)ne.<;
(Marilimle. Continental or Mediterranean). Maritime is effoctive for siege situated along !he Atlantic
seaboard. Mediterranean includes any WJd bordering the Mediterranean and Black Seas. plU5 Mesopotamia
and Arabia. Continental includes most of the rest of Europe nonh of the Alps and west of the Urals.
excluding those areas near the Atlantic or Nonh Sea.

Procedure
Before each turn starts thmw lDl0 and ifa 0 is scored then the weather condition changes. If it does so then
throw the percentage dice and consult the following tables:-
WINTER
Dice Score Maritime Continental Mediterranean
1-10 Snow ;:)now Km,
11-20 Rai, Snow Rai,
21-35 Rai' Rai' Lilhl Winds
36-50 Rain Light Winds Light Winds
5.-ffi Light Winds light Winds Light Winds
61-75 Light Witxls StTOng Winds Stron.lt Winds
76·85 Strong Will(\s Strong Willds Fine
85-90 Strong Winds Fine Fine
9'-00 Fine Fine Fine
SUMMER
~~Score Maritime Continental Mediterranean
HO Rain Rai' Rai'
11-15 Rain Li2ht Winds Rain
16-20 Rai' Ught Winds Light Winds
21-30 Li2ht Winds I..:ight Winds Lil!ht Winds
31-40 Light Winds Suong Winds Strong Winds
41-55 Strong Winds Strong Winds Fine
56-<0 Suong Witxls Fine Fine
6'-00 Fine Fine Fine

Rain or Snow can be combined wilh windy weather if lbe weather changes accordingly. A further change. 10
fine weather. will negate both previous sta~s though.
Weather also has an effect on shooting in the form of futher adjustments, these are given in the following
table·
Weather Weapon Type
Pilum Javelin TorSion Arti le Sltn s Others
Rain, Snow and Strong Winds 5 10 10 10 15
Rain, Snow and Lil!ht Winds 0 5 5 5 10
Strong Wind only 0 5 0 0 10
Light Willd only 0 0 0 0 5
Rain or Snow only 0 0 5 0 5
• Does not 1l1Cluoe J rebuchet or Bomoaras.

All me above adjustments ~ added to me Basic Hit Chance for lhe appropriate weapon.
TrdJuchet are not affected by any weather conditions.
Bombards are only affected by rain or snow in which case there is a 20 % chance of it not firing.

39
WIND DIREcnON
To determine lhe wind direction throw 1010
'·'2

*
at tt.e sl3.n of (he game or whenever wind
~ thrown on the Wcalhtt Conditions tables.
7 3
Using the score consult the diagram opposite.
If a SI or 0 is 5CO"ed then ignore the result
and throw the; dice again. 6 4
5
The diagram gives the dira:tion ill which thE wind is blowing until it is changed. Afm the direction has been
decided then throwlDlO again at the start of every IDb.sequent turn.
If a I is scored then dice aJ!:ain <Uld consult the followi~ tab!e;-
Dice SCore Result
I 10 4 Wind direction moves one point clockwise.
5 107 Direction moves 2 poillts clockwise.
g or 9 Direction moves 3 points clockwise.
o Direction moves 4 "ooin:s clockwise.

SANDSTORMS
Sandstorms occur when soft sand terrain features are involved, and strollS winds happen. Sandstorms affecl
all figures within a soft sand area, and alllhose downwind of the area and within Bern of it. This affects both
their shooting and melee capabilities. 5 is added to the Basic Hit Ctlance of all affected figures.

BLIZZARDS
These occur when soow and strong winds are combined. This affetls all figures on the playing area and a 5 is
added 10 ALL shooting and mclc:c: Basic Hit Chances.

GENERAL NOTES
CooceotratioD
One of the mMt important considerations that mu$/. be taken into account when assaulting fortifications is 10
concentrate your effort. An isolated siege ladder has very little chance of establising a bridgehead. Likewise.
one luse catapult or even Trrllucllet will take age,,; to punch a hole in a curtain wall, ler alone a tower.
Having said coocentr.a.Iion is vita.!. ho.....ever. (\()f$ nor mean that a feint or a decoy is without value.
Cor.centr2tir.g purely on one point also allows !he garrison to do the same.
tictpcn"er
Fi~er is also vital in siege warfare, 50 when choosing your forces, by ~I means have a strong assault
force, bLU do nor ~Iecl 10 give then sufficient covering fire, otherwise they may not even reach the walls.
CO~'er
Defenders, or even attackers behind cover, may find. it useful to crouch behind the parapets of fortifications
until they need 10 shoot, aim or fight. This makes them invisible [0 the enemy and iI only takes half a turn to
stand up.
Garrison Sorties
In general. sanies were only made by the garrison to 'take-out' specific targets sueh as a siege engine or
artillery battery. usually under the cover of darkness. This activity is more likely for a 'campaign' siege, so
defenders should ~ sure they have some horsemen available.
Equally, attacl.:ers may want to switch the focus of their attack. quickly, SO they will need mounteu uoops too.
Do not forgellhat mounted troopS can also figlll on foot. and if it is a 'campaign' siege they can always eat
me horses if they get too bungry (I am noc so sure about camels and dephants lbough!).
Anad:en should ROl be pul orrby heavy casualties, lioce most fOllirJC3bons w~ not Clken by stonn.
Normally. siege warfare was characterised by its 5I.owDCSS, and the fact !h;u the odds were usually stacked in
favour of the defenders.

40
APPENDICES
1. ACQUISITION AND SPOTTING
These rules deal with hidden movement and deployment. They should preferably be used when an umpire is
"resent.
Terrain Ran e in mm's
Typ' 0-60 61 - 125 126 - 250 251 - 500 500+

Ore,
Scrub, Broken Ground and
A
A
A
2 ,A 2
6
5
9
A Acquisition is
=
automatic
Wood Frint>cs
Immediately behind a 2 , 6 7 ID
NA - No acquisition
possible.
Hill Crest (2.5cml
Wood, Inside Building or 2 5 7 9 NA
Behind a Wall I
Wood Fnnges are 2.5cm Into a wocx1ed area, any further IS mto full wood.

Procedure
Measure the range from the spotting figure to the target; this distance is then cross-referenced with the targets
terrain type on the above table, this gives the Basic Acquisition Number required to see the target figure.
Once this number is found then consult the table below and apply any adjustments. The result is the number
that is needed (on 1010\ for ac"uisition to take "'lace.
A 'ustments Due To Movement A 'ustments Due to Weather
Move Rate Observer amt Weather Tvnf'
W,"k -I Rai' +2
Trot/Jog +1 -2 Soow +3
Canter/Run +2 -3 Blizzard +5
Gallop/Sprint +3 -5 Sandstonn +6

Other Adjustments
Target is prone, No Movement +5
I
Adjustments DU:~O Night-Time I
Target is mounted -2
Target is an Elephant -5
Target is a Chariot
Target is a firing at obselVer
-,-2
Observer is a Marksman -1

2. NIGHT - TIME
Visibility is reduced to a maximum of 12cm al night and the following adjustments will apply-

Melee - Basic Hit Chance = +5


Shooting' Basic Hit Chance "'" +20
Panic - Basic Chance NOT to panic +5
Demoralisation Due to Breaches - Adjustment = -5 from the dice score.

All movement rates are halved and all actions take twice as long.
If a figure is within 5cm of a fire or has a torch, then the Basic Hit Chance for being shot at is only + to, and
movement is only reduced by a quarter.

41
3. MOATS
Moats are impassable but can be bridged or filled in. The procedure for this is the same as for Ditch Filling
and lowering Ramps, except that it requires twice the volume of material to fill the same area in a moat.
Pontoon Bridges
Rafts and boats may also be strapped together to form a pontoon. One raft or boat can he pushed/pulled
across land by 2 figures at a rate of 2em per turn. To strap together Takes 2 figures 2 FULL turns. Boats are
Icm x 2em in size and cost 8 points each and rafts are 2em x 2em in size and cost 12 points each.
It take 2 turns 10 push poles into the bed o(the moat 10 secure the pontoon in place.
cavalry and camelry can cross rafts pontoons at walk rate, but cannot cross boat pontoons. Infantry cross raft
pontoons al up to jog rate but only walk rate across boat pontoons. Siege engines are too heavy for either type
of pontoon.
Boats:mdRafts
Boats can hold 2 figures and rafts up to 4 figures and can be propelled in water at up to 4cm per turn.
Missile figures on rafts may shoot as nonna! but if shooting from a boat will add S to their Basic Hit Chance.
tire
Rafts and boats are susceptible to fire:- The chances of hitting and igniting them are the same as for Fire
Arrows/Bolts, Naptha Pots and Pitch against siege engines except that they are 5 % easier 10 ignite. Boats and
rafts are destroyed after 3 turns of rue and the fire spreads on pontoons at 2cm per turn.
Crews on boats and rafts have only one chance to extinguish a fire and follow the same pnxedure as for
trying to extinguish fires on siege engines. If they fail 10 put the fire out then lhey have a choice:- Bum or
Drown. There is of course, more than one chance to extinguish fires on pontoons, but it stili only takes 3
lurns of fire to destroy a section (le. one boat or raft) of pontoon.
Mobile ramps may also be destroyed by fire in this way.
Rod"
Boats, rafts and pontoons can also be destroyed by rocks dropped from fortifications if they are within Icm of
them. Any crews or figures on them take damage as per nonnal (see 'Dropping Rocks onto Uncovered
Attackers'). The chances of hitting and destroying boats, rafts pontoons and ramps are the same as for
'Dropping Rocks onto Siege Engines'. The strength points are 5 points for boats, 10 points for rafts and 15
points for mobile ramps. The slrength of pontoon sections depends on whether it consists of boats or rafts.
Any crews on destroyed boats or rafts will drown (swimming was not an ancient or medieval strong point,
expecially in armour).

Any player ambitious enough to try and re-enact the storming of Constantinople in 1242 by the Crusaders-
largely done by sea borne assault - will have to devise their own extensions to these rules, since to do so here
would complicate the rules too much.
Such attacks were very rare and very difficult and were only tried by madmen like the Crusaders.

Mining operations have also been omited from these rules to avoid complexity.

42
INTRODUCTORY SCENARIO No I

Besiegers:- Earty ,4.cbaemenid Per..ia~ c. 490 BC.

Name G..", T,..•• Weapons Poinls

SaJcae Cavalry LC Bow aDd AlIc


Immortal
Iranian Regular I
Average
Expon
Veteran
HI
HI
Bow, Spear, S....ord and Shield
Bow. Spear. Sword and Shield
"
18
16
Iranian Regular 2 Velcran HI Bow. Spear. Sword and Shield 16
Iranian
Iranian
RegUlar 3
Regular 4
Average
Average
HI
MT
Bow, Spear. Sword and Shield
Bow, Spear. Sword and Shield "12
Jranian Regular 5 Average MT Bow. Spear and Shield iO
Iranian Regular 6 Average MI Bow. Sword and Shield iO
Iranian Regular 7
Assyrian 1
Novice
Average
MI
HI
Bow, Spear and Shield
Spear. Sword and Shield

12
Assyrian 2 Novitt MI Spear, Dagger and Shield 7
&ctrian 1 Average LI Bow and Sword 7
Dactrian 2 Novice LI Bow and Spear 5
Indian I
Indian 2
Average
Novice
LI
LI
Bow and 2-handed Sword
Javelins and Shield

5
Phrygian I A~ .... U Javelins and Shield 7
Phrygian 2 Novice LI Javelins 3
Iranian Slcirmi~er I Average LI Sling, Dagger and Shield 7
Iranian Skirmisher 2 Average LI Sling a.nd Dagger 5
Phoenician I Average LI Javelins and Shield 7
Phoenician 2 Novice LT Javelins 3
10 J: Slaves Novice LI U~ 10
Equipment
Small Catapult I x Aven.gc Crew LI DOlgf,crs 34
Large. Cal.apult
Large Ballista
2 x Average C.rew
2 x Average Crew
LI
LI
Daggers
Da~gCJ'S
4'
'3
Siege Tower I-Storey High 25
Battering Ram 3>
Hand Held Battering Ram TO
6 x Siege Ladders 24
6 x Oxen 6
TOTAL 428 points
Defenders. Earty Greeks
Na... Grade T,.. Weapons Points

Hoplite I Expert HI Long Spear, Sword and Shield 16


Hoplite 2 Veteran
Hoplite 3 Average
HI
HI
Long Spear. Sowrd and Shield
Long Spear, Sword and Shield "12
Hoplite 4 Average HI Long Spear, Sword and Sh)eld 12
Hoplite:5 A"""". MI Long Spear. Dagger and Shield 9
Hoplitc6 Novice MI Long Spear and Shield 1
Crwn I Average LT Bow and Sword 7
Cretan 2 (Marksman)
Cretan 3
Average
A\'erage
LT
U
Bow and Sword
Bow and Dagger

,6
Cretan 4 Novice LT Bow and Dagger

43
Rhodian I Avernge LJ Sling, Sword and Shield
Rhodian 2 Average U Sling, Sword and Shield
Psiloi I Average U Sta!f Sling and S.....ord
Psiloi 2 Average LI Light Crossbow and Sword
Psiloi 3 Average U Javelins, Sword and Shield
Psiloi 4 Avcragc U Javelins and Shield
Slave Novice U U""""'"
Equipmenl
Small Ballista J x Average Crew LJ Daggers 24
Small Catapult I x Averagc Cre"", LI Daggers 34
6 x Rocks 12
I x Unit of boiling water 3
2 ... Ladder Fenders 4
TOTAL Zl9 points

THI! ~,(}RTIFlCATIONS

BESIEGERS

Gate

GUa<df]
House
(2x4cm)

DEFENDERS

Not..
I) The gale is 2cm wide.
2) The gate lower juts oul 1cm either side of the curtain walls.
3) The other 2 lowers jut out 2cm either side of the curtain walls.
4) All walls, towers and the gate are Grade 2 ~rength.
5) All fortifications, and the guardhouse, are stone.
6) Curtain walls arc I·storey Illgb and lowers are 2-storey high.
7) The shaded areas represent the (arbitrary) ~ge of the playing area.
8) There is no ditch and all terrain is fcallueles.s
9) To save time the attackers should set up anywhere up to 20cm from the fortifications, and all artillery
should be loaded and aimed, and all other missile weapons should be loaded only.
10) Dt:fendets thal are not immediately visible, should DOl be plactd on the playing area at first.

44
INTRODUCTORY SCENARIO No 2
Besiegers :- Crusadtn c 1175 AD

N~' G..", Typo W""POOS Pfiints

UHT Ha1~rd and swore 19


Knight I
~h[:2
E>"""
Average UHl Sword and Shield \4
Man-at-Arms I Veteran EHI 2-Handed Sword and Dagger \4
Man-at-Anns :2 V""" EHI Sword and Shield I'
Man-at-Arms 3 A..nge EHI Halberd aoo Dagger 12
Man-al-Anns 4 Avenge EHT Long Spear, Dagger and Shield 13
Man-ai-Arms 5 Average HI Long Spear. Sword and Shield 12
Man-al-Anns 6 A~"('nlge HT Spear and Shield 10
Man-ai-Arms 7 Avtrage ID 2·Handed Axe and Dagger 10
Man-al-Arms 8 Average ID Pike, Sword and Shield 12
Spc.uman 1 Average HI Long Spear and Shield 10
Spearman :2 Average MI Long Spear and Shield 8
Spearman 3 Novice LI Long Spear and Shield 5
Crossbowman 1 Average HI Heavy Crossbow and Sword !O
Crossbowman :2 Average MI Heavy Crossbow and Sword 8
Crossbowman 3 Average MJ Heavy Crossbow and Sword 8
Crossbowman 4 Average LI Light Crossbow and Dagger 6
Crossbowman 5
Cros.sbowman 6
Novice
Nov)ce
LI
Lt
Light Crossbow and Dagger
Light CrOS5bow and Dagger
••
Routier 1 Average MJ Spear and Shield 8
RouLier 2 Average Lt Javelins and Shield 7
Roulier3 Avcra&e Lt Bow and Sword 7
Routier 4 Novice U Sling and Dagger 3
Routier 5 Novice Lt 5""", 3
1O;It Strfs NO"iicc: i.I u""'"'" 10

Equipment
Sm.all Ballisra
Small Catapull
Large BaJlisu
Bom"""
Trebuchel
Siege Tower
Bauering Ram
6 ASiege Ladders
I ;It Average Crew
I JI. AYtttge Crew
I ;It Average Crew
1 x Average Crew
3 II Avcrage Crew
I-Storey High
LI

-
U o.gg,~

LI Daggers
U o.ggeo,
U 0",,=
2.
34
39
34
62
25
J5
24
4 x Pavises

TOTAL 512 points

4S
Defenders· ByuntiDes

Grade Type Wea""",

Dismld Kal,1phr.ltwi v"".... EHI Bow. Sword and Shield 16


Varangian Expert EHI 2-Handed Axe and Sword 17
Skutatoi 1 Average HI Long Spear, Oans, Sword and Sh.ieldl4
Skutatoi 2 AventEe HI Sword and Shield 10
Skulatoi 3 Average Ml Long Spear, Sword and Shield 10
PclWI V"".... Ml Long Spear, Darts. Swocd and Shield 14
Psiloi I V"".... MJ eo Sword and Shield 12
Psiloi 2 (Martsman) Average LI Bo and Sword 8
P.siloi 3 Novke LI Bow and Sword 5
Psiloi 4 Average U Sling, Sword and Shield !!
Psiloi 5 Average LI Heavy Crossbow, Sword and Shield 9
P:siIoi6 Novice U Light Croubow and Sword 5
P$iloi 7 Average LI Staff Sling and Sword 7
Psiloi 8 Average Lt Javelins and Shield 7
Militial Novice LI Dagger 2
Militia 2 Novice LI Dagger 2

Equipmenl
Per.stNlllel &Dista III Average Crew U Sword 25
Small Catapult I x Average Crew U Sword 35
1 x UnilofGreckl":re 6
2 x Naplha Pots 10
611. Rocks 12
I x Unil of Boiling Water 3
2 x Ladder Fenders 4
TOTAL 241 points

46
TIlE FORTIFlCATIONS
.-_,...__ 15cm -~-r-""

25cm
[I]

rn SEA

Notes
1) Both gates are 2ero wide.
2) All towers (including the gatehouse towers) are 6cm x 6cm.
3) All towers except tower' A' jut out 2.5cm either side of the curtain walls. Tower' A' juts out 4crn
outside and lcm inside the curtain walls.
4) Towers and walls and buildings marked '5' are stone.
S) Stone buildings are 2em x 4cm.
6) Buildings marked 'T' are thatched and measure 2cm x 3cm.
7) Buildings marked 'W' are wood and measure 3cm x 3cm.
8) All buildings are grade t.
9) All walls are Grade 2.
lD) All towers are Grade 3.
11) Both Gates are Grade 3.
12) Sea Areas are impassable. Other terrain is featureless. There is no ditch.
13) Curtain walls are I storey high, towers are 2 storeys high.
14) Attackers should set up anywhere up to 30Cm from the fortifications.
15) All artillery can be loaded and aimed if desired and all other missile weapons can also start loaded.
16) 'Invisible' defenders should not be placed on the playing area. Use the'
'Acquisition Rules' in the appendix.
17) Stairs are situated in each tower, with doors at each level (ground. first and second storey).

47
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