| 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 | |
| 48 | Battle rating $B = B' + n \lceil B'/10 \rceil$, where $n$ is the number of |
| 49 | matching 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 | |
| 68 | Split 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 |
| 443 | %%% TeX-master: t |
| 444 | %%% End: |