From 6b7540401c16911730a63ca2288403ea862442de Mon Sep 17 00:00:00 2001 From: Mark Wooding Date: Mon, 14 May 2007 18:05:40 +0100 Subject: [PATCH] various changes --- Makefile | 6 +- equip.tex | 4 +- treasure.tex | 1 + warmachine.tex | 444 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 4 files changed, 450 insertions(+), 5 deletions(-) create mode 100644 warmachine.tex diff --git a/Makefile b/Makefile index 823eec0..355cf45 100644 --- a/Makefile +++ b/Makefile @@ -1,8 +1,8 @@ DOCS = \ rules \ - abilities combat encounters equip misc movement \ - mystic orders planes saves spells thief treasure \ - undead wandering weapons + abilities combat encounters equip misc monsters movement \ + mystic orders planes rules saves spells thief treasure \ + undead wandering warmachine weapons LATEX = latex METAPOST = mpost diff --git a/equip.tex b/equip.tex index 653bd7c..671504e 100644 --- a/equip.tex +++ b/equip.tex @@ -80,9 +80,9 @@ Quiver & For arrows or quarrels; encumbrance is empty/full & 1& & 5/10 \\ \hlx{+} Rations, iron & Preserved food for one person - for one week & 15& & 70 \\ \hlx{+} + for one week; lasts eight weeks & 15& & 70 \\ \hlx{+} Rations, standard & Unpreserved food for one person - for one week & 5& & 200 \\ \hlx{+} + for one week; lasts one week & 5& & 200 \\ \hlx{+} Rope & 50$'$ length & 1& & 50 \\ \hlx{+} Sack, small & Capacity: 200\,cn & 1& & 1\s c \\ \hlx{+} Sack, large & Capacity: 600\,cn & 2& & 5\s c \\ \hlx{+} diff --git a/treasure.tex b/treasure.tex index 9da7ae8..1c36569 100644 --- a/treasure.tex +++ b/treasure.tex @@ -4,6 +4,7 @@ \def\nil{\multicolumn{2}{c}{---}} \def\lnil{\multicolumn{2}{l}{---}} +\makeatletter \renewenvironment{description}{% \basedescript{% \let\makelabel\textit% diff --git a/warmachine.tex b/warmachine.tex new file mode 100644 index 0000000..b3211f5 --- /dev/null +++ b/warmachine.tex @@ -0,0 +1,444 @@ +\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: -- 2.11.0