Professional Documents
Culture Documents
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
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.
"' 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
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)"
ATTACKERS
POINTS VALUES,
•1GURE POINTS YALUfS
,.
i
Troop Type
~
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.
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
-.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.
~.
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.
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
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
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
Greek Fire is a 'onc shot' weapon and does not need loatlin~.
AIMING
This takes one ful1lurn, during which the targel must be visible and within range.
[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.
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
"
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.
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:·
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.
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.
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
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:-
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
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).
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:-
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.
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$. If attaclJed there is a chintZ of 1010 halved of damage being inflicted. This may be
done once every 2 rurns.
21
ENGINE WRECKING
Appropriately armed figures may wreck siege engines, during which time U1CY may not do any other activllty
alld they will count shicldlcss and slIIlionary.
Two (tgum IT\lIY do \DIO (halved) of damage pet' turn and !.his is duubled if there arc: four figures involved.
Small Ballisla 2 I I 1
~t
6 4 3 2
5 5 4 2
L"Ir"c Cala;"'ut 10
-----;r-~
8 5
Trcbuchet 12 9 3
Bombard 4 3 2 I
FIRE
Wilhout doubt fire was one of the most ream;! and effective: melhoch of destrOying fonificatio[l$.
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:-
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).
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.
All normal Basic Hit Numbers and adjustments apply when shooting at figures.
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.
+ 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.
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
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.
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.
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.
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:-
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.
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.
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.
31
The proceedure is the same as for shooting, but use the following tables and adjustments:-
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
.' 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.
JJ
FIGHTING IN WOODED AREAS
This is the ~me a! ordinary fighting, with the follcwillg diffetence$:-
I) Pikes cannot be u.sod more th2n lcm into the wood, and even withill km the Basic Hit Chance is
increased by 20.
2) 2-handc:d weapons and lo~ spears add 1510 their Basic Hjt Chance.
3) Shon spears add 5 to their Basic Hit Chance.
4) All troops count as in soft cover. .
5) Mounted troops cannot fight in wOods.
6) Missile ranges are reduced to 3cm.
34
TROOPS MOVING FASf
Mounted uuops trotting, cantering or galloping and infantry sprintina that make contact with an opponent
while moving at these rates. have a chance. if they have not made their full movemcJ\l. allowance. of
coruacting one enemy figure during the movement and then continuing on for the rest of their movement.. If
!.hey subseq~t1y come in/a COlltaet with another opponent lhen die normal TCWictioll$ 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.
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.
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.
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.
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:-
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-
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
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
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
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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