.gitignore: Also ignore Metapost output.
[dnd] / warmachine.tex
CommitLineData
6b754040
MW
1\documentclass{tables}
2\usepackage{mathenv}
3\usepackage{mdwlist}
4
5\begin{document}
6
7\begin{multicols}{2}[\sect{War machine}]
8\raggedright
9
10\subsect{Battle force rating $B'$}
11
12\begin{tabular}[C]{Mrl}
13\tabpause{\smallskip\textit{Leadership factor}}
14 & Leader $L$ \\
15 + & Leader $\delta I + \delta W + \delta H$ \\
16 + & 2 for each 1\% of force at name level (9HD) \\
17\tabpause{\smallskip\textit{Leadership factor}}
18 + & $3 \times \textrm{average officer level}$ \\
19 & \qquad (must have one officer for each 40 troops) \\
20 + & $2 \times \textrm{average troop level}$ \\
21 + & 1 per victory in last 10 years (max 10) \\
22 - & 1 per rout in last 10 years (max 10) \\
23\tabpause{\smallskip\textit{Training factor}}
24 + & weeks trained in past year (max 20) \\
25 + & weeks trained with leader (max 20) \\
26 + & months on duty in past year \\
27\tabpause{\smallskip\textit{Equipment factor}}
28 + & 5, 10, 15 for average/good/excellent weapons \\
29 + & 5 if second weapon of same quality \\
30 + & 5 if average AC is 5 or better \\
31\tabpause{\smallskip\textit{Special troop factor}}
32 + & 15 if all elves or dwarves \emph{or} \\
33 + & 2 for each 1\% of force with 2 asterisks \\
34\end{tabular}
35
36\subsect{Troop class}
37
38\begin{tabular}[C]{\shade cl|cl} \hlx*{hv}
39 \th{BFR} & \th{Class} & \th{BFR} & \th{Class} \\ \hlx{vhv}
40 \00--20 & Untrained & 71--80 & Average \\ \hlx{+}
41 21--35 & Poor &\081--100 & Good \\ \hlx{+}
42 36--55 & Below average & 101--125 & Excellent \\ \hlx{+}
43 56--70 & Fair & 126+ & Elite \\ \hlx*{vh}
44\end{tabular}
45
46\subsect{Battle rating $B$}
47
48Battle rating $B = B' + n \lceil B'/10 \rceil$, where $n$ is the number of
49matching statements.
50
51\begin{itemize*}
52\item 20\% of force is mounted.
53\item 50\% of force is mounted.
54\item 20\% can fire missiles.
55\item 20\% can fire missiles to $100'$.
56\item 1\% has magical abilities.
57\item 20\% has magical abilities.
58\item 100\% has magical abilities.
59\item 5\% can cast spells.
60\item 30\% can cast spells.
61\item 1\% can fly.
62\item 20\% can fly.
63\item Average movement is 100.
64\end{itemize*}
65
66\subsect{Divide forces}
67
68Split forces (preserving BR); highest BRs choose opponent first.
69
70\subsect{Combat results $C = B + \mathit{adjustments} + \d{1d\%}$}
71
72\begin{enumerate}
73\item \emph{Troop ratio.} Let $R = n/n'$. Add largest adjustment for larger
74 force (if $R \ge 20$ then adjustment is $100 + 10\lceil R/10 \rceil$):
75 \begin{tabular}[C]{\shade cl|cl|cl|cl} \hlx*{hv}
76 \th{Adj} & \th{Ratio} & \th{Adj} & \th{Ratio} &
77 \th{Adj} & \th{Ratio} & \th{Adj} & \th{Ratio} \\ \hlx{vhv}
78 \015 & \01.5 & \060 & \04 & \090 & \07 & 120 & 20 \\ \hlx{+}
79 \030 & \02 & \070 & \05 & 100 & 10 & 130 & 30 \\ \hlx{+}
80 \045 & \03 & \080 & \06 & 110 & 15 & 140 & 40 \\ \hlx*{vh}
81 \end{tabular}
82
83\newenvironment{bonuses}{%
84 \list{$\bullet$}{\itemsep0pt\parsep0pt\parskip0pt}%
85}{%
86 \endlist%
87}
88\def\bonus#1#2{\item #1\unskip:\penalty10000\hfill$#2$}
89
90\item \emph{Morale.} All that apply:
91 \begin{bonuses}
92 \bonus{In dominion of liege}{+10}
93 \bonus{Beaten opponent before}{+10}
94 \bonus{Two or more troop class advantage}{+10}
95 \bonus{Attacking enemy on the march}{+30}
96 \bonus{Accompanying force routed}{-10}
97 \end{bonuses}
98
99\item \emph{Environment.} All that apply:
100 \begin{bonuses}
101 \bonus{Extremely favourable}{+25}
102 \bonus{Extremely unfavourable}{-25}
103 \bonus{Entire force has infravision in night battle}{+20}
104 \end{bonuses}
105
106\item \emph{Terrain.} All that apply:
107 \begin{bonuses}
108 \bonus{Higher altitude}{+20}
109 \bonus{Halflings in fields or woods}{+20}
110 \bonus{Elves in woods}{+10}
111 \bonus{Dwarves in hills or mountains}{+20}
112 \bonus{Mounted in mountains, woods, stronghold}{-20}
113 \bonus{Force in mire (marsh, mud, etc.)}{-20}
114 \bonus{Force on shifting ground (snow, sand, etc.)}{-10}
115 \end{bonuses}
116
117 Defenders only (half if 5\% attackers can fly; ignore if all attackers
118 fly):
119 \begin{bonuses}
120 \bonus{Defending in place*}{+10}
121 \bonus{Defending narrow defile, pass or bridge}{+50}
122 \bonus{Attackers must cross deep water}{+40}
123 \bonus{Defending in mountains, hills, rough terrain, or behind wall*}{+20}
124 \bonus{In stronghold*}{+50}
125 \end{bonuses}
126 \leavevmode\rlap*\quad Ignore if using \emph{Siege Machine}.
127
128\item \emph{Immunities.} Only one:
129 \begin{bonuses}
130 \bonus{Entire force immune to enemy}{+150}
131 \bonus{1\% of force immune to enemy}{+50}
132 \bonus{Entire force immune to 80\% of enemy}{+50}
133 \end{bonuses}
134
135\item \emph{Fatigue.} Only one:
136 \begin{bonuses}
137 \bonus{Moderately fatigued}{-10}
138 \bonus{Seriously fatigued}{-30}
139 \end{bonuses}
140
141\item \emph{Information.} Only one:
142 \begin{bonuses}
143 \bonus{Detailed plan, traitor or spy}{+50}
144 \bonus{Good reconnaissance}{+20}
145 \bonus{Some reconnaissance}{+10}
146 \bonus{Misinformation}{-25}
147 \end{bonuses}
148
149\item \emph{Surprise.} Only one:
150 \begin{bonuses}
151 \bonus{Surprise attack from ambush}{+40}
152 \bonus{Surprise attack on encampment}{+20}
153 \end{bonuses}
154
155\item \emph{Leader loss.} All that apply:
156 \begin{bonuses}
157 \bonus{If leader `removed'}{+30}
158 \bonus{If officer `removed'}{+10}
159 \end{bonuses}
160
161\item \emph{PC heroics.} All that apply:
162 \begin{bonuses}
163 \bonus{PC leader accomplishes heroic task}{+20}
164 \bonus{Name-level non-leader PC accomplishes heroic task}{+10}
165 \bonus{PC leader fails heroic task}{-20}
166 \bonus{Name-level non-leader PC fails heroic task}{-10}
167 \end{bonuses}
168\end{enumerate}
169
170\subsect{Other notes}
171\begin{itemize}
172\item PCs and major NPCs can be scattered but never killed in War Machine
173 battles.
174\item On losing side, all combat spells and two-thirds of offensive/defensive
175 item charges used by PCs and major NPCs; on winning side, all but one
176 combat spell, and one-third of item charges used.
177\item XP for leading force: as number of opponents (win) or one-third (loss).
178\item A \emph{staff of healing} immediately cures up to 500 wounded.
179\item \emph{Casualties:} Half killed, half wounded.
180\item \emph{Fatigue:} Seriously fatigued force becomes moderately fatigued
181 after 1d4 days; moderately fatigued force recovers after 1d4 days.
182\item \emph{Siege} (simple rules): Defender multiplies troop size by 4 for
183 troop ratio; ignores retreat/rout; half casualties. Attacker attacks
184 normally, or \emph{besiege}: BR$^+$5 for each week; defender loses 10\% of
185 numbers per week after exhausting food.
186\end{itemize}
187
188\subsect{Movement}
189\begin{itemize}
190\item \emph{Rate:} Let $V$ be the movement rate of slowest member of force.
191 50 or fewer troops move at $V$; 51--100 move at $2V/3$; 101 or more move at
192 $V/2$. Cannot move if seriously fatigued.
193\item \emph{Food:} Foraging at $2V'/3$ gives 2 in 6 chance of finding food,
194 or $V'/3$ gives 4 in 6. Two days without food causes moderate fatigue;
195 three days causes serious fatigue; fatigue negated by day's food.
196\item \emph{Forced march:} Move at $3V'/2$ if successful; see table -- `F' is
197 successful forced march, `M' is moderate fatigue (serious if already
198 fatigued), `S' is serious fatigue.
199\item If one side uses `withdraw' and other does \emph{not} use `attack+',
200 withdrawing side may move one terrain unit after combat; withdrawing forces
201 cannot occupy field or pursue.
202\end{itemize}
203
204\end{multicols}
205
206\subsect{Tables}
207\begin{set}
208\begin{tabular}{\shade c*3{r@{/}l}} \hlx*{hv}
209 \tt{Combat results (winner/loser)} \\
210 \th{CR diff} &
211 \multicolumn{2}{c}{\th{Casualties (\%)}} &
212 \multicolumn{2}{c}{\th{Fatigue}} &
213 \multicolumn{2}{c}{\th{Location}} \\ \hlx{vhv}
214 1--8 & \kern 1.5pc
215 0&10 & N&N & F&R \\ \hlx{+}
216 \09--15 & 0&20 & N&N & F&R \\ \hlx{+}
217 16--24 & 10&20 & N&M & F&R \\ \hlx{+}
218 25--30 & 10&30 & N&M & F&R1 \\ \hlx{+}
219 31--38 & 20&40 & M&S & R&R \\ \hlx{+}
220 39--50 & 0&30 & N&S & F&R2 \\ \hlx{+}
221 51--63 & 20&50 & M&S & F1&R3 \\ \hlx{+}
222 64--80 & 30&60 & M&S & F1&R3 \\ \hlx{+}
223 81--90 & 10&50 & N&S & F3&R2 \\ \hlx{+}
224 \091--100 & 0&30 & N&---& F3&rout \\ \hlx{+}
225 101--120 & 20&70 & N&---& F3&rout \\ \hlx{+}
226 121--150 & 10&70 & N&---& F3&rout \\ \hlx{+}
227 151+ & 10&100 & N&---& F5&--- \\ \hlx*{vh}
228\end{tabular}
229\rowgap
230\begin{tabular}{\shade l*6{c}} \hlx*{hv}
231 \tt{Forced march results (1d6)} \\
232 \th{Troop class} &\th{1}&\th{2}&\th{3}&\th{4}&\th{5}&\th{6} \\ \hlx{vhv}
233 Untrained & F & F, M & F, S & M & M & M \\ \hlx{+}
234 Poor & F & F, M & F, S & --- & M & M \\ \hlx{+}
235 Below average & F & F, M & F, M & F, S & M & M \\ \hlx{+}
236 Fair & F & F, M & F, M & F, M & --- & M \\ \hlx{+}
237 Average & F & F & F, M & F, M & --- & M \\ \hlx{+}
238 Good & F & F & F, M & F, M & --- & --- \\ \hlx{+}
239 Excellent & F & F & F & F & F, M & --- \\ \hlx{+}
240 Elite & F & F & F & F & F, M & F, M \\ \hlx*{vh}
241\end{tabular}
242\line
243\def\c#1#2{C$^#1$#2\%}
244\def\b#1#2{BR$^#1$#2}
245\def\ne{\multicolumn{2}{c}{no effect}}
246\def\nc{\multicolumn{2}{c}{no combat}}
247\begin{tabular}{\shade r*6{r@{/}l}} \hlx*{hv}
248 \tt{Effect of tactics (A/B)} \\
249 $\downarrow \textbf{B}$/$\textbf{A} \rightarrow$
250 & \multicolumn{2}{c}{\th{Attack+}}
251 & \multicolumn{2}{c}{\th{Attack}}
252 & \multicolumn{2}{c}{\th{Envelop}}
253 & \multicolumn{2}{c}{\th{Trap}}
254 & \multicolumn{2}{c}{\th{Hold}}
255 & \multicolumn{2}{c}{\th{Withdraw}}
256 \\ \hlx{vhv}
257 \th{Attack+} &
258 \c+{20} & \c+{20} & \b-{20} & \c+{20} & \c+{10} & \b+{10} &
259 \b+{20} & \c+{20} & \b-{25} & \c+{20} & \c+{30} & \b+{20} \\ \hlx{+}
260 \th{Attack} &
261 \c+{20} & \b-{20} & \c+{10} & \c+{10} & \b-{10} & \c+{10} &
262 \b+{10} & \c+{10} & \c-{10} & --- & \c+{20} & \b+{10} \\ \hlx{+}
263 \th{Envelop} &
264 \b+{10} & \c+{10} & \c+{10} & \b-{10} & \ne &
265 \b-{20} & \c-{10} & \c+{20} & \b+{20} & \c-{10} & \b+{10} \\ \hlx{+}
266 \th{Trap} &
267 \c+{20} & \b+{20} & \c+{10} & \b+{10} & \c-{10} & \b-{20} &
268 \ne & \c-{10} & \b-{20} & \c-{10} & \c-{10} \\ \hlx{+}
269 \th{Hold} &
270 \c+{20} & \b-{25} & --- & \c-{10} & \b+{20} & \c+{20} &
271 \b-{20} & \c-{10} & \nc & \nc \\ \hlx{+}
272 \th{Withdraw} &
273 \b+{20} & \c+{30} & \b+{10} & \c+{20} & \b+{10} & \c-{10} &
274 \c-{10} & \c-{10} & \nc & \nc \\ \hlx*{vh}
275\end{tabular}
276\end{set}
277
278\sect{Siege machine}
279
280\begin{multicols}{2}
281\raggedright
282
283\subsect{Attacker options}
284\begin{itemize*}
285\item \emph{Depart:} Leave battle; no combat.
286\item \emph{Bombard:} Siege artillery (and ballista) fire only.
287\item \emph{Harass:} Some siege equipment, artillery and missile fire.
288\item \emph{Assault:} Full-scale attack, $+5\%$ to BR; defender casualties
289 decreased by 5\%.
290\end{itemize*}
291
292\subsect{Defender options}
293\begin{itemize*}
294\item \emph{Depart:} If avenue of escape available; if 10\% of defenders
295 remain, noticed after 1 turn of assault, 1d4 hours after dawn if harassing,
296 unnoticed if bombarding.
297\item \emph{Assault:} Full-scale attack, $+10\%$ to BR (for surprise, without
298 fortification bonuses), choose time of attack, use standard \emph{War
299 Machine} with tactics.
300\end{itemize*}
301
302\subsect{Preparation}
303\begin{enumerate}
304\item Compute weekly payroll, food, water, supplies and ammunition costs;
305 note money, rations and ammunition on hand.
306\item Compute BR for each side's forces.
307\item Defender lists fortifications and visible siege engines; attacker lists
308 visible siege engines; exchange lists. Dimensions may be inaccurate by
309 $5'$. Invisible and concealed equipment need not be revealed.
310\item Defender computes adjustments for all fortifications and siege
311 equipment depending on attacker tactics:
312 \begin{itemize*}
313 \item \emph{Bombard:} Artillery bonus and half ballista bonus.
314 \item \emph{Harass:} Double artillery bonus, full ballista bonus.
315 \item \emph{Assault:} No artillery bonus, double ballista bonus.
316 \end{itemize*}
317\item Attacker computes adjustments for tactics:
318 \begin{itemize*}
319 \item \emph{Bombard:} Artillery bonus and half ballista bonus.
320 \item \emph{Harass:} Ballista, timber fort and mantlet bonuses, and
321 artillery if used.
322 \item \emph{Assault:} All equipment bonuses, double ballista bonus, and
323 artillery bonus if used.
324 \end{itemize*}
325\end{enumerate}
326
327\subsect{Application}
328\begin{enumerate}
329\item Deduct costs for week. Ruler under siege cannot receive dominion
330 income.
331\item Compute BR modifications; fatigue lasts one week.
332\item Choose tactics and apply results.
333 \begin{itemize}
334 \item \emph{Bombard:} Let $A$ be the BR bonus for artillery and ballistas.
335 Defender casualties are $A/10 \times \d{1d10}$ hit dice; attacker
336 casualties are $A'/10 \times \d{2d10}$ HD.
337 \item \emph{Harass:} As for \emph{War Machine}, except: casualties are 1/10
338 of listed (1/20 for defenders), no location changes; artillery casualties
339 computed as for bombarding, split 4/1.
340 \item \emph{Assault:} As for \emph{War Machine}, except: casualties are
341 half of listed (quarter for defenders), rout or extermination indicates
342 defenders driven from fortification, or attackers to bombarding range;
343 artillery casualties computed as for bombarding, split 3/2.
344 \end{itemize}
345\item Compute damage to fortifications; let $d$ be damage roll for
346 all attacker siege devices used: damage is $d - \d{1d\%}$, applied to 75\%
347 of walls, and then 20\% of:
348 \begin{itemize*}
349 \item gatehouses, gates, and drawbridges;
350 \item normal buildings;
351 \item towers;
352 \item barbicans;
353 \item keeps;
354 \item walls and above list again.
355 \end{itemize*}
356 Concentrated fire: use at most 300 troops and 4 siege engines per $100'$ of
357 fortifications; defender gains full BR from fortification and towers within
358 $200'$, and one-quarter BR for other fortification.
359\end{enumerate}
360
361\subsect{Other notes}
362\begin{itemize}
363\item \emph{Food:} Rations available at half adventurer prices. Moderate
364 fatigue after one week of malnutrition, serious fatigue after two, loss of
365 50\% BR after three; lose 2 points of morale per week; unfed troops desert
366 after 1d3 days. Mounts require double human rations.
367\item \emph{Reclaiming ammunition:} All ballista ammunition is ruined by
368 firing. Defender reclaims one quarter of artillery ammunition fired by
369 attacker. Destroying stone buildings yields BR-value as weeks of
370 ammunition. Attacker reclaims three-quarters of ammunition used if
371 bombarding, one-half if harassing or one-quarter if assaulting.
372\item \emph{Ammunition conversion:} 6 units of light-catapult $=$ 5 units of
373 heavy-catapult $=$ 4 units of trebuchet ammunition.
374\item \emph{Field construction:} Equipment construction supervised by siege
375 engineer (and artillerist, if applicable): a siege engineer can oversee
376 four constructions at a time; an artillerist can oversee two. Materials
377 costs are 1/10 of listed equipment cost. If $n$ men are within $d$ miles
378 of wood source, wood for $5 \times \lfloor n/10 \rfloor \times \lceil d/5
379 \rceil$~hp can be collected per day; one (untrained, supervised) man can
380 construct $\tfrac{1}{2}$\,hp of equipment per day, max 9 men per item.
381\end{itemize}
382
383\end{multicols}
384
385\subsect{Tables}
386\begin{set}
387\begin{tabular}{\shade crr|crr|crr} \hlx*{hs}
388 \tt{\emph{Create food}, per spell and per day} \\
389 \th{Level} & \th{/s} & \th{/d} &
390 \th{Level} & \th{/s} & \th{/d} &
391 \th{Level} & \th{/s} & \th{/d} \\ \hlx{vhv}
392 10 & 36 & 36 & 19 & 360 & 1440 & 28 & 684 & 4788 \\ \hlx{+}
393 11 & 72 & 144 & 20 & 396 & 1584 & 29 & 720 & 5040 \\ \hlx{+}
394 12 & 108 & 216 & 21 & 432 & 2160 & 30 & 756 & 5292 \\ \hlx{+}
395 13 & 144 & 288 & 22 & 468 & 2340 & 31 & 792 & 6336 \\ \hlx{+}
396 14 & 180 & 540 & 23 & 504 & 2520 & 32 & 828 & 6624 \\ \hlx{+}
397 15 & 216 & 648 & 24 & 540 & 2700 & 33 & 864 & 6912 \\ \hlx{+}
398 16 & 252 & 1008 & 25 & 576 & 2880 & 34 & 900 & 7200 \\ \hlx{+}
399 17 & 288 & 1152 & 26 & 612 & 3672 & 35 & 936 & 8424 \\ \hlx{+}
400 18 & 324 & 1296 & 27 & 648 & 3888 & 36 & 972 & 8748 \\ \hlx*{vh}
401\end{tabular}
402\line
403\begin{tabular}{\shade lr@{\kern 1pc}|lr@{\kern 1pc}} \hlx*{hs}
404 \tt{Siege equipment/fortifications} \\
405 \th{Equipment} & \th{BR} &
406 \th{Fortification} & \th{BR} \\ \hlx{vhv}
407 Ballista & 2 &
408 Barbican & 14 \\ \hlx{+}
409 Catapult, light & 4 &
410 Battlement ($100'$) & 1 \\ \hlx{+}
411 Catapult, heavy & 8 &
412 Building, wood & 2 \\ \hlx{+}
413 Trebuchet & 12 &
414 Building, stone & 6 \\ \hlx{+}
415 Bore & 4 &
416 Gatehouse & 11 \\ \hlx{+}
417 Ram, battering & 4 &
418 Keep, square & 50 \\ \hlx{+}
419 Belfry & 10\s m &
420 Moat, unfilled & 16 \\ \hlx{+}
421 Gallery shed & ($\textrm{bore/ram} \times 2$) &
422 Moat, filled & 32 \\ \hlx{+}
423 Hoist & 4\s{m, b} &
424 Tower, bastion & 6 \\ \hlx{+}
425 Ladder & 2\s{m, b} &
426 Tower, round (wide) & 7 \\ \hlx{+}
427 Mantlet & 2(A), 3(H)\s c &
428 Tower, round (narrow) & 5 \\ \hlx{+}
429 Timber fort & 4(A), 6(H)\s c &
430 Breach ($10'$) & 1 \\ \hlx*{vh+v[2]}
431 \multicolumn{4}{l}{\itshape\small
432 \vbox{
433 \hbox{\rlap{\s b}\quad $+2$ for bore or ram}
434 \hbox{\rlap{\s c}\quad requires 1 per 100 men}
435 \hbox{\rlap{\s m}\quad requires 1 per 1000 men}}}
436\end{tabular}
437\end{set}
438
439\end{document}
440
441%%% Local Variables:
442%%% mode: latex
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