7 \begin{multicols
}{2}[\sect{War machine
}]
10 \subsect{Battle force rating $B'$
}
12 \begin{tabular
}[C
]{Mrl
}
13 \tabpause{\smallskip\textit{Leadership factor
}}
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 \\
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
}
46 \subsect{Battle rating $B$
}
48 Battle rating $B = B' + n
\lceil B'/
10 \rceil$, where $n$ is the number of
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.
63 \item Average movement is
100.
66 \subsect{Divide forces
}
68 Split forces (preserving BR); highest BRs choose opponent first.
70 \subsect{Combat results $C = B +
\mathit{adjustments
} +
\d{1d\%
}$
}
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$):
75 \begin{tabular
}[C
]{\shade cl|cl|cl|cl
} \hlx*
{hv
}
76 \th{Adj
} &
\th{Ratio
} &
\th{Adj
} &
\th{Ratio
} &
77 \th{Adj
} &
\th{Ratio
} &
\th{Adj
} &
\th{Ratio
} \\
\hlx{vhv
}
78 \015 &
\01.5 &
\060 &
\04 &
\090 &
\07 &
120 &
20 \\
\hlx{+
}
79 \030 &
\02 &
\070 &
\05 &
100 &
10 &
130 &
30 \\
\hlx{+
}
80 \045 &
\03 &
\080 &
\06 &
110 &
15 &
140 &
40 \\
\hlx*
{vh
}
83 \newenvironment{bonuses
}{%
84 \list{$
\bullet$
}{\itemsep0pt\parsep0pt\parskip0pt}%
88 \def\bonus#1#2{\item #1\unskip:
\penalty10000\hfill$
#2$
}
90 \item \emph{Morale.
} All that apply:
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}
99 \item \emph{Environment.
} All that apply:
101 \bonus{Extremely favourable
}{+
25}
102 \bonus{Extremely unfavourable
}{-
25}
103 \bonus{Entire force has infravision in night battle
}{+
20}
106 \item \emph{Terrain.
} All that apply:
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}
117 Defenders only (half if
5\% attackers can fly; ignore if all attackers
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}
126 \leavevmode\rlap*
\quad Ignore if using
\emph{Siege Machine
}.
128 \item \emph{Immunities.
} Only one:
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}
135 \item \emph{Fatigue.
} Only one:
137 \bonus{Moderately fatigued
}{-
10}
138 \bonus{Seriously fatigued
}{-
30}
141 \item \emph{Information.
} Only one:
143 \bonus{Detailed plan, traitor or spy
}{+
50}
144 \bonus{Good reconnaissance
}{+
20}
145 \bonus{Some reconnaissance
}{+
10}
146 \bonus{Misinformation
}{-
25}
149 \item \emph{Surprise.
} Only one:
151 \bonus{Surprise attack from ambush
}{+
40}
152 \bonus{Surprise attack on encampment
}{+
20}
155 \item \emph{Leader loss.
} All that apply:
157 \bonus{If leader `removed'
}{+
30}
158 \bonus{If officer `removed'
}{+
10}
161 \item \emph{PC heroics.
} All that apply:
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}
170 \subsect{Other notes
}
172 \item PCs and major NPCs can be scattered but never killed in War Machine
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.
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.
208 \begin{tabular
}{\shade c*
3{r@
{/
}l
}} \hlx*
{hv
}
209 \tt{Combat results (winner/loser)
} \\
211 \multicolumn{2}{c
}{\th{Casualties (\%)
}} &
212 \multicolumn{2}{c
}{\th{Fatigue
}} &
213 \multicolumn{2}{c
}{\th{Location
}} \\
\hlx{vhv
}
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
}
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
}
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
}}
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{+
}
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{+
}
264 \b+
{10} &
\c+
{10} &
\c+
{10} &
\b-
{10} &
\ne &
265 \b-
{20} &
\c-
{10} &
\c+
{20} &
\b+
{20} &
\c-
{10} &
\b+
{10} \\
\hlx{+
}
267 \c+
{20} &
\b+
{20} &
\c+
{10} &
\b+
{10} &
\c-
{10} &
\b-
{20} &
268 \ne &
\c-
{10} &
\b-
{20} &
\c-
{10} &
\c-
{10} \\
\hlx{+
}
270 \c+
{20} &
\b-
{25} & --- &
\c-
{10} &
\b+
{20} &
\c+
{20} &
271 \b-
{20} &
\c-
{10} &
\nc &
\nc \\
\hlx{+
}
273 \b+
{20} &
\c+
{30} &
\b+
{10} &
\c+
{20} &
\b+
{10} &
\c-
{10} &
274 \c-
{10} &
\c-
{10} &
\nc &
\nc \\
\hlx*
{vh
}
283 \subsect{Attacker options
}
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
292 \subsect{Defender options
}
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.
302 \subsect{Preparation
}
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:
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.
317 \item Attacker computes adjustments for tactics:
319 \item \emph{Bombard:
} Artillery bonus and half ballista bonus.
320 \item \emph{Harass:
} Ballista, timber fort and mantlet bonuses, and
322 \item \emph{Assault:
} All equipment bonuses, double ballista bonus, and
323 artillery bonus if used.
327 \subsect{Application
}
329 \item Deduct costs for week. Ruler under siege cannot receive dominion
331 \item Compute BR modifications; fatigue lasts one week.
332 \item Choose tactics and apply results.
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.
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:
349 \item gatehouses, gates, and drawbridges;
350 \item normal buildings;
354 \item walls and above list again.
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.
361 \subsect{Other notes
}
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}$\,hp of equipment per day, max
9 men per item.
387 \begin{tabular
}{\shade crr|crr|crr
} \hlx*
{hs
}
388 \tt{\emph{Create food
}, per spell and per day
} \\
389 \th{Level
} &
\th{/s
} &
\th{/d
} &
390 \th{Level
} &
\th{/s
} &
\th{/d
} &
391 \th{Level
} &
\th{/s
} &
\th{/d
} \\
\hlx{vhv
}
392 10 &
36 &
36 &
19 &
360 &
1440 &
28 &
684 &
4788 \\
\hlx{+
}
393 11 &
72 &
144 &
20 &
396 &
1584 &
29 &
720 &
5040 \\
\hlx{+
}
394 12 &
108 &
216 &
21 &
432 &
2160 &
30 &
756 &
5292 \\
\hlx{+
}
395 13 &
144 &
288 &
22 &
468 &
2340 &
31 &
792 &
6336 \\
\hlx{+
}
396 14 &
180 &
540 &
23 &
504 &
2520 &
32 &
828 &
6624 \\
\hlx{+
}
397 15 &
216 &
648 &
24 &
540 &
2700 &
33 &
864 &
6912 \\
\hlx{+
}
398 16 &
252 &
1008 &
25 &
576 &
2880 &
34 &
900 &
7200 \\
\hlx{+
}
399 17 &
288 &
1152 &
26 &
612 &
3672 &
35 &
936 &
8424 \\
\hlx{+
}
400 18 &
324 &
1296 &
27 &
648 &
3888 &
36 &
972 &
8748 \\
\hlx*
{vh
}
403 \begin{tabular
}{\shade lr@
{\kern 1pc
}|lr@
{\kern 1pc
}} \hlx*
{hs
}
404 \tt{Siege equipment/fortifications
} \\
405 \th{Equipment
} &
\th{BR
} &
406 \th{Fortification
} &
\th{BR
} \\
\hlx{vhv
}
408 Barbican &
14 \\
\hlx{+
}
409 Catapult, light &
4 &
410 Battlement ($
100'$) &
1 \\
\hlx{+
}
411 Catapult, heavy &
8 &
412 Building, wood &
2 \\
\hlx{+
}
414 Building, stone &
6 \\
\hlx{+
}
416 Gatehouse &
11 \\
\hlx{+
}
418 Keep, square &
50 \\
\hlx{+
}
420 Moat, unfilled &
16 \\
\hlx{+
}
421 Gallery shed & ($
\textrm{bore/ram
} \times 2$) &
422 Moat, filled &
32 \\
\hlx{+
}
424 Tower, bastion &
6 \\
\hlx{+
}
426 Tower, round (wide) &
7 \\
\hlx{+
}
427 Mantlet &
2(A),
3(H)
\s c &
428 Tower, round (narrow) &
5 \\
\hlx{+
}
429 Timber fort &
4(A),
6(H)
\s c &
430 Breach ($
10'$) &
1 \\
\hlx*
{vh+v
[2]}
431 \multicolumn{4}{l
}{\itshape\small
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
}}}