--- /dev/null
+\documentclass{tables}
+\usepackage{mathenv}
+\usepackage{mdwlist}
+
+\begin{document}
+
+\begin{multicols}{2}[\sect{War machine}]
+\raggedright
+
+\subsect{Battle force rating $B'$}
+
+\begin{tabular}[C]{Mrl}
+\tabpause{\smallskip\textit{Leadership factor}}
+ & Leader $L$ \\
+ + & Leader $\delta I + \delta W + \delta H$ \\
+ + & 2 for each 1\% of force at name level (9HD) \\
+\tabpause{\smallskip\textit{Leadership factor}}
+ + & $3 \times \textrm{average officer level}$ \\
+ & \qquad (must have one officer for each 40 troops) \\
+ + & $2 \times \textrm{average troop level}$ \\
+ + & 1 per victory in last 10 years (max 10) \\
+ - & 1 per rout in last 10 years (max 10) \\
+\tabpause{\smallskip\textit{Training factor}}
+ + & weeks trained in past year (max 20) \\
+ + & weeks trained with leader (max 20) \\
+ + & months on duty in past year \\
+\tabpause{\smallskip\textit{Equipment factor}}
+ + & 5, 10, 15 for average/good/excellent weapons \\
+ + & 5 if second weapon of same quality \\
+ + & 5 if average AC is 5 or better \\
+\tabpause{\smallskip\textit{Special troop factor}}
+ + & 15 if all elves or dwarves \emph{or} \\
+ + & 2 for each 1\% of force with 2 asterisks \\
+\end{tabular}
+
+\subsect{Troop class}
+
+\begin{tabular}[C]{\shade cl|cl} \hlx*{hv}
+ \th{BFR} & \th{Class} & \th{BFR} & \th{Class} \\ \hlx{vhv}
+ \00--20 & Untrained & 71--80 & Average \\ \hlx{+}
+ 21--35 & Poor &\081--100 & Good \\ \hlx{+}
+ 36--55 & Below average & 101--125 & Excellent \\ \hlx{+}
+ 56--70 & Fair & 126+ & Elite \\ \hlx*{vh}
+\end{tabular}
+
+\subsect{Battle rating $B$}
+
+Battle rating $B = B' + n \lceil B'/10 \rceil$, where $n$ is the number of
+matching statements.
+
+\begin{itemize*}
+\item 20\% of force is mounted.
+\item 50\% of force is mounted.
+\item 20\% can fire missiles.
+\item 20\% can fire missiles to $100'$.
+\item 1\% has magical abilities.
+\item 20\% has magical abilities.
+\item 100\% has magical abilities.
+\item 5\% can cast spells.
+\item 30\% can cast spells.
+\item 1\% can fly.
+\item 20\% can fly.
+\item Average movement is 100.
+\end{itemize*}
+
+\subsect{Divide forces}
+
+Split forces (preserving BR); highest BRs choose opponent first.
+
+\subsect{Combat results $C = B + \mathit{adjustments} + \d{1d\%}$}
+
+\begin{enumerate}
+\item \emph{Troop ratio.} Let $R = n/n'$. Add largest adjustment for larger
+ force (if $R \ge 20$ then adjustment is $100 + 10\lceil R/10 \rceil$):
+ \begin{tabular}[C]{\shade cl|cl|cl|cl} \hlx*{hv}
+ \th{Adj} & \th{Ratio} & \th{Adj} & \th{Ratio} &
+ \th{Adj} & \th{Ratio} & \th{Adj} & \th{Ratio} \\ \hlx{vhv}
+ \015 & \01.5 & \060 & \04 & \090 & \07 & 120 & 20 \\ \hlx{+}
+ \030 & \02 & \070 & \05 & 100 & 10 & 130 & 30 \\ \hlx{+}
+ \045 & \03 & \080 & \06 & 110 & 15 & 140 & 40 \\ \hlx*{vh}
+ \end{tabular}
+
+\newenvironment{bonuses}{%
+ \list{$\bullet$}{\itemsep0pt\parsep0pt\parskip0pt}%
+}{%
+ \endlist%
+}
+\def\bonus#1#2{\item #1\unskip:\penalty10000\hfill$#2$}
+
+\item \emph{Morale.} All that apply:
+ \begin{bonuses}
+ \bonus{In dominion of liege}{+10}
+ \bonus{Beaten opponent before}{+10}
+ \bonus{Two or more troop class advantage}{+10}
+ \bonus{Attacking enemy on the march}{+30}
+ \bonus{Accompanying force routed}{-10}
+ \end{bonuses}
+
+\item \emph{Environment.} All that apply:
+ \begin{bonuses}
+ \bonus{Extremely favourable}{+25}
+ \bonus{Extremely unfavourable}{-25}
+ \bonus{Entire force has infravision in night battle}{+20}
+ \end{bonuses}
+
+\item \emph{Terrain.} All that apply:
+ \begin{bonuses}
+ \bonus{Higher altitude}{+20}
+ \bonus{Halflings in fields or woods}{+20}
+ \bonus{Elves in woods}{+10}
+ \bonus{Dwarves in hills or mountains}{+20}
+ \bonus{Mounted in mountains, woods, stronghold}{-20}
+ \bonus{Force in mire (marsh, mud, etc.)}{-20}
+ \bonus{Force on shifting ground (snow, sand, etc.)}{-10}
+ \end{bonuses}
+
+ Defenders only (half if 5\% attackers can fly; ignore if all attackers
+ fly):
+ \begin{bonuses}
+ \bonus{Defending in place*}{+10}
+ \bonus{Defending narrow defile, pass or bridge}{+50}
+ \bonus{Attackers must cross deep water}{+40}
+ \bonus{Defending in mountains, hills, rough terrain, or behind wall*}{+20}
+ \bonus{In stronghold*}{+50}
+ \end{bonuses}
+ \leavevmode\rlap*\quad Ignore if using \emph{Siege Machine}.
+
+\item \emph{Immunities.} Only one:
+ \begin{bonuses}
+ \bonus{Entire force immune to enemy}{+150}
+ \bonus{1\% of force immune to enemy}{+50}
+ \bonus{Entire force immune to 80\% of enemy}{+50}
+ \end{bonuses}
+
+\item \emph{Fatigue.} Only one:
+ \begin{bonuses}
+ \bonus{Moderately fatigued}{-10}
+ \bonus{Seriously fatigued}{-30}
+ \end{bonuses}
+
+\item \emph{Information.} Only one:
+ \begin{bonuses}
+ \bonus{Detailed plan, traitor or spy}{+50}
+ \bonus{Good reconnaissance}{+20}
+ \bonus{Some reconnaissance}{+10}
+ \bonus{Misinformation}{-25}
+ \end{bonuses}
+
+\item \emph{Surprise.} Only one:
+ \begin{bonuses}
+ \bonus{Surprise attack from ambush}{+40}
+ \bonus{Surprise attack on encampment}{+20}
+ \end{bonuses}
+
+\item \emph{Leader loss.} All that apply:
+ \begin{bonuses}
+ \bonus{If leader `removed'}{+30}
+ \bonus{If officer `removed'}{+10}
+ \end{bonuses}
+
+\item \emph{PC heroics.} All that apply:
+ \begin{bonuses}
+ \bonus{PC leader accomplishes heroic task}{+20}
+ \bonus{Name-level non-leader PC accomplishes heroic task}{+10}
+ \bonus{PC leader fails heroic task}{-20}
+ \bonus{Name-level non-leader PC fails heroic task}{-10}
+ \end{bonuses}
+\end{enumerate}
+
+\subsect{Other notes}
+\begin{itemize}
+\item PCs and major NPCs can be scattered but never killed in War Machine
+ battles.
+\item On losing side, all combat spells and two-thirds of offensive/defensive
+ item charges used by PCs and major NPCs; on winning side, all but one
+ combat spell, and one-third of item charges used.
+\item XP for leading force: as number of opponents (win) or one-third (loss).
+\item A \emph{staff of healing} immediately cures up to 500 wounded.
+\item \emph{Casualties:} Half killed, half wounded.
+\item \emph{Fatigue:} Seriously fatigued force becomes moderately fatigued
+ after 1d4 days; moderately fatigued force recovers after 1d4 days.
+\item \emph{Siege} (simple rules): Defender multiplies troop size by 4 for
+ troop ratio; ignores retreat/rout; half casualties. Attacker attacks
+ normally, or \emph{besiege}: BR$^+$5 for each week; defender loses 10\% of
+ numbers per week after exhausting food.
+\end{itemize}
+
+\subsect{Movement}
+\begin{itemize}
+\item \emph{Rate:} Let $V$ be the movement rate of slowest member of force.
+ 50 or fewer troops move at $V$; 51--100 move at $2V/3$; 101 or more move at
+ $V/2$. Cannot move if seriously fatigued.
+\item \emph{Food:} Foraging at $2V'/3$ gives 2 in 6 chance of finding food,
+ or $V'/3$ gives 4 in 6. Two days without food causes moderate fatigue;
+ three days causes serious fatigue; fatigue negated by day's food.
+\item \emph{Forced march:} Move at $3V'/2$ if successful; see table -- `F' is
+ successful forced march, `M' is moderate fatigue (serious if already
+ fatigued), `S' is serious fatigue.
+\item If one side uses `withdraw' and other does \emph{not} use `attack+',
+ withdrawing side may move one terrain unit after combat; withdrawing forces
+ cannot occupy field or pursue.
+\end{itemize}
+
+\end{multicols}
+
+\subsect{Tables}
+\begin{set}
+\begin{tabular}{\shade c*3{r@{/}l}} \hlx*{hv}
+ \tt{Combat results (winner/loser)} \\
+ \th{CR diff} &
+ \multicolumn{2}{c}{\th{Casualties (\%)}} &
+ \multicolumn{2}{c}{\th{Fatigue}} &
+ \multicolumn{2}{c}{\th{Location}} \\ \hlx{vhv}
+ 1--8 & \kern 1.5pc
+ 0&10 & N&N & F&R \\ \hlx{+}
+ \09--15 & 0&20 & N&N & F&R \\ \hlx{+}
+ 16--24 & 10&20 & N&M & F&R \\ \hlx{+}
+ 25--30 & 10&30 & N&M & F&R1 \\ \hlx{+}
+ 31--38 & 20&40 & M&S & R&R \\ \hlx{+}
+ 39--50 & 0&30 & N&S & F&R2 \\ \hlx{+}
+ 51--63 & 20&50 & M&S & F1&R3 \\ \hlx{+}
+ 64--80 & 30&60 & M&S & F1&R3 \\ \hlx{+}
+ 81--90 & 10&50 & N&S & F3&R2 \\ \hlx{+}
+ \091--100 & 0&30 & N&---& F3&rout \\ \hlx{+}
+ 101--120 & 20&70 & N&---& F3&rout \\ \hlx{+}
+ 121--150 & 10&70 & N&---& F3&rout \\ \hlx{+}
+ 151+ & 10&100 & N&---& F5&--- \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade l*6{c}} \hlx*{hv}
+ \tt{Forced march results (1d6)} \\
+ \th{Troop class} &\th{1}&\th{2}&\th{3}&\th{4}&\th{5}&\th{6} \\ \hlx{vhv}
+ Untrained & F & F, M & F, S & M & M & M \\ \hlx{+}
+ Poor & F & F, M & F, S & --- & M & M \\ \hlx{+}
+ Below average & F & F, M & F, M & F, S & M & M \\ \hlx{+}
+ Fair & F & F, M & F, M & F, M & --- & M \\ \hlx{+}
+ Average & F & F & F, M & F, M & --- & M \\ \hlx{+}
+ Good & F & F & F, M & F, M & --- & --- \\ \hlx{+}
+ Excellent & F & F & F & F & F, M & --- \\ \hlx{+}
+ Elite & F & F & F & F & F, M & F, M \\ \hlx*{vh}
+\end{tabular}
+\line
+\def\c#1#2{C$^#1$#2\%}
+\def\b#1#2{BR$^#1$#2}
+\def\ne{\multicolumn{2}{c}{no effect}}
+\def\nc{\multicolumn{2}{c}{no combat}}
+\begin{tabular}{\shade r*6{r@{/}l}} \hlx*{hv}
+ \tt{Effect of tactics (A/B)} \\
+ $\downarrow \textbf{B}$/$\textbf{A} \rightarrow$
+ & \multicolumn{2}{c}{\th{Attack+}}
+ & \multicolumn{2}{c}{\th{Attack}}
+ & \multicolumn{2}{c}{\th{Envelop}}
+ & \multicolumn{2}{c}{\th{Trap}}
+ & \multicolumn{2}{c}{\th{Hold}}
+ & \multicolumn{2}{c}{\th{Withdraw}}
+ \\ \hlx{vhv}
+ \th{Attack+} &
+ \c+{20} & \c+{20} & \b-{20} & \c+{20} & \c+{10} & \b+{10} &
+ \b+{20} & \c+{20} & \b-{25} & \c+{20} & \c+{30} & \b+{20} \\ \hlx{+}
+ \th{Attack} &
+ \c+{20} & \b-{20} & \c+{10} & \c+{10} & \b-{10} & \c+{10} &
+ \b+{10} & \c+{10} & \c-{10} & --- & \c+{20} & \b+{10} \\ \hlx{+}
+ \th{Envelop} &
+ \b+{10} & \c+{10} & \c+{10} & \b-{10} & \ne &
+ \b-{20} & \c-{10} & \c+{20} & \b+{20} & \c-{10} & \b+{10} \\ \hlx{+}
+ \th{Trap} &
+ \c+{20} & \b+{20} & \c+{10} & \b+{10} & \c-{10} & \b-{20} &
+ \ne & \c-{10} & \b-{20} & \c-{10} & \c-{10} \\ \hlx{+}
+ \th{Hold} &
+ \c+{20} & \b-{25} & --- & \c-{10} & \b+{20} & \c+{20} &
+ \b-{20} & \c-{10} & \nc & \nc \\ \hlx{+}
+ \th{Withdraw} &
+ \b+{20} & \c+{30} & \b+{10} & \c+{20} & \b+{10} & \c-{10} &
+ \c-{10} & \c-{10} & \nc & \nc \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+
+\sect{Siege machine}
+
+\begin{multicols}{2}
+\raggedright
+
+\subsect{Attacker options}
+\begin{itemize*}
+\item \emph{Depart:} Leave battle; no combat.
+\item \emph{Bombard:} Siege artillery (and ballista) fire only.
+\item \emph{Harass:} Some siege equipment, artillery and missile fire.
+\item \emph{Assault:} Full-scale attack, $+5\%$ to BR; defender casualties
+ decreased by 5\%.
+\end{itemize*}
+
+\subsect{Defender options}
+\begin{itemize*}
+\item \emph{Depart:} If avenue of escape available; if 10\% of defenders
+ remain, noticed after 1 turn of assault, 1d4 hours after dawn if harassing,
+ unnoticed if bombarding.
+\item \emph{Assault:} Full-scale attack, $+10\%$ to BR (for surprise, without
+ fortification bonuses), choose time of attack, use standard \emph{War
+ Machine} with tactics.
+\end{itemize*}
+
+\subsect{Preparation}
+\begin{enumerate}
+\item Compute weekly payroll, food, water, supplies and ammunition costs;
+ note money, rations and ammunition on hand.
+\item Compute BR for each side's forces.
+\item Defender lists fortifications and visible siege engines; attacker lists
+ visible siege engines; exchange lists. Dimensions may be inaccurate by
+ $5'$. Invisible and concealed equipment need not be revealed.
+\item Defender computes adjustments for all fortifications and siege
+ equipment depending on attacker tactics:
+ \begin{itemize*}
+ \item \emph{Bombard:} Artillery bonus and half ballista bonus.
+ \item \emph{Harass:} Double artillery bonus, full ballista bonus.
+ \item \emph{Assault:} No artillery bonus, double ballista bonus.
+ \end{itemize*}
+\item Attacker computes adjustments for tactics:
+ \begin{itemize*}
+ \item \emph{Bombard:} Artillery bonus and half ballista bonus.
+ \item \emph{Harass:} Ballista, timber fort and mantlet bonuses, and
+ artillery if used.
+ \item \emph{Assault:} All equipment bonuses, double ballista bonus, and
+ artillery bonus if used.
+ \end{itemize*}
+\end{enumerate}
+
+\subsect{Application}
+\begin{enumerate}
+\item Deduct costs for week. Ruler under siege cannot receive dominion
+ income.
+\item Compute BR modifications; fatigue lasts one week.
+\item Choose tactics and apply results.
+ \begin{itemize}
+ \item \emph{Bombard:} Let $A$ be the BR bonus for artillery and ballistas.
+ Defender casualties are $A/10 \times \d{1d10}$ hit dice; attacker
+ casualties are $A'/10 \times \d{2d10}$ HD.
+ \item \emph{Harass:} As for \emph{War Machine}, except: casualties are 1/10
+ of listed (1/20 for defenders), no location changes; artillery casualties
+ computed as for bombarding, split 4/1.
+ \item \emph{Assault:} As for \emph{War Machine}, except: casualties are
+ half of listed (quarter for defenders), rout or extermination indicates
+ defenders driven from fortification, or attackers to bombarding range;
+ artillery casualties computed as for bombarding, split 3/2.
+ \end{itemize}
+\item Compute damage to fortifications; let $d$ be damage roll for
+ all attacker siege devices used: damage is $d - \d{1d\%}$, applied to 75\%
+ of walls, and then 20\% of:
+ \begin{itemize*}
+ \item gatehouses, gates, and drawbridges;
+ \item normal buildings;
+ \item towers;
+ \item barbicans;
+ \item keeps;
+ \item walls and above list again.
+ \end{itemize*}
+ Concentrated fire: use at most 300 troops and 4 siege engines per $100'$ of
+ fortifications; defender gains full BR from fortification and towers within
+ $200'$, and one-quarter BR for other fortification.
+\end{enumerate}
+
+\subsect{Other notes}
+\begin{itemize}
+\item \emph{Food:} Rations available at half adventurer prices. Moderate
+ fatigue after one week of malnutrition, serious fatigue after two, loss of
+ 50\% BR after three; lose 2 points of morale per week; unfed troops desert
+ after 1d3 days. Mounts require double human rations.
+\item \emph{Reclaiming ammunition:} All ballista ammunition is ruined by
+ firing. Defender reclaims one quarter of artillery ammunition fired by
+ attacker. Destroying stone buildings yields BR-value as weeks of
+ ammunition. Attacker reclaims three-quarters of ammunition used if
+ bombarding, one-half if harassing or one-quarter if assaulting.
+\item \emph{Ammunition conversion:} 6 units of light-catapult $=$ 5 units of
+ heavy-catapult $=$ 4 units of trebuchet ammunition.
+\item \emph{Field construction:} Equipment construction supervised by siege
+ engineer (and artillerist, if applicable): a siege engineer can oversee
+ four constructions at a time; an artillerist can oversee two. Materials
+ costs are 1/10 of listed equipment cost. If $n$ men are within $d$ miles
+ of wood source, wood for $5 \times \lfloor n/10 \rfloor \times \lceil d/5
+ \rceil$~hp can be collected per day; one (untrained, supervised) man can
+ construct $\tfrac{1}{2}$\,hp of equipment per day, max 9 men per item.
+\end{itemize}
+
+\end{multicols}
+
+\subsect{Tables}
+\begin{set}
+\begin{tabular}{\shade crr|crr|crr} \hlx*{hs}
+ \tt{\emph{Create food}, per spell and per day} \\
+ \th{Level} & \th{/s} & \th{/d} &
+ \th{Level} & \th{/s} & \th{/d} &
+ \th{Level} & \th{/s} & \th{/d} \\ \hlx{vhv}
+ 10 & 36 & 36 & 19 & 360 & 1440 & 28 & 684 & 4788 \\ \hlx{+}
+ 11 & 72 & 144 & 20 & 396 & 1584 & 29 & 720 & 5040 \\ \hlx{+}
+ 12 & 108 & 216 & 21 & 432 & 2160 & 30 & 756 & 5292 \\ \hlx{+}
+ 13 & 144 & 288 & 22 & 468 & 2340 & 31 & 792 & 6336 \\ \hlx{+}
+ 14 & 180 & 540 & 23 & 504 & 2520 & 32 & 828 & 6624 \\ \hlx{+}
+ 15 & 216 & 648 & 24 & 540 & 2700 & 33 & 864 & 6912 \\ \hlx{+}
+ 16 & 252 & 1008 & 25 & 576 & 2880 & 34 & 900 & 7200 \\ \hlx{+}
+ 17 & 288 & 1152 & 26 & 612 & 3672 & 35 & 936 & 8424 \\ \hlx{+}
+ 18 & 324 & 1296 & 27 & 648 & 3888 & 36 & 972 & 8748 \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}{\shade lr@{\kern 1pc}|lr@{\kern 1pc}} \hlx*{hs}
+ \tt{Siege equipment/fortifications} \\
+ \th{Equipment} & \th{BR} &
+ \th{Fortification} & \th{BR} \\ \hlx{vhv}
+ Ballista & 2 &
+ Barbican & 14 \\ \hlx{+}
+ Catapult, light & 4 &
+ Battlement ($100'$) & 1 \\ \hlx{+}
+ Catapult, heavy & 8 &
+ Building, wood & 2 \\ \hlx{+}
+ Trebuchet & 12 &
+ Building, stone & 6 \\ \hlx{+}
+ Bore & 4 &
+ Gatehouse & 11 \\ \hlx{+}
+ Ram, battering & 4 &
+ Keep, square & 50 \\ \hlx{+}
+ Belfry & 10\s m &
+ Moat, unfilled & 16 \\ \hlx{+}
+ Gallery shed & ($\textrm{bore/ram} \times 2$) &
+ Moat, filled & 32 \\ \hlx{+}
+ Hoist & 4\s{m, b} &
+ Tower, bastion & 6 \\ \hlx{+}
+ Ladder & 2\s{m, b} &
+ Tower, round (wide) & 7 \\ \hlx{+}
+ Mantlet & 2(A), 3(H)\s c &
+ Tower, round (narrow) & 5 \\ \hlx{+}
+ Timber fort & 4(A), 6(H)\s c &
+ Breach ($10'$) & 1 \\ \hlx*{vh+v[2]}
+ \multicolumn{4}{l}{\itshape\small
+ \vbox{
+ \hbox{\rlap{\s b}\quad $+2$ for bore or ram}
+ \hbox{\rlap{\s c}\quad requires 1 per 100 men}
+ \hbox{\rlap{\s m}\quad requires 1 per 1000 men}}}
+\end{tabular}
+\end{set}
+
+\end{document}
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End: