Post by Raithe Nightwalker on Nov 8, 2014 22:41:05 GMT
Siege Equipment:
In addition to the normal arms and armor possessed by a Unit, Units can be equipped with a variety of specialized equipment useful in sieges. These items generally cost Wealth; waging war is expensive, and the machinery needed to assault a castle can be costly. Some siege equipment is independent of a unit and ACTS as a unit itself.
Unit-Equipped Siege Equipment
Ram: Attached to a Unit
Cost: 1 Wealth (battering); 2 Wealth (covered)
A battering ram is a basic weapon used to smash through doors or gates. There are two main types of ram: the basic battering ram, and the covered ram. A simple ram is made from a felled tree, stripped of limbs, and capped with a steel or iron head (sometimes fashioned into a fantastic shape). The ram is hefted by a small team who can move it quickly into an attack position Any non-cavalry, non-warship Unit may be equipped with a Battering Ram.
A covered ram is a larger variant of the simple battering ram, wherein the ram is installed into a wheeled frame. The frame is covered by a canopy that provides protection for the crew, shielding them from arrows, boiling oil, and so forth. The frame takes time to move into position, but once in front of its target, the ram is pulled back on a swinging harness by a team of men (or horses) and pulleys. The swinging harness lets the ram crash into its target with much greater force.
To equip a large ram, you must have two non-cavalry, non-archer, non-warship Units. The ram must be rolled into position (move 10 yards), at which point the units use ropes and horses to pull the ram back and release to allow the speed and weight of the device to punch through doors. A large battering ram has Athletics 8 for the purposes of bursting doors and gates, and 20 Health and an 8 Armor Rating. Units manning the ram gain a +5 bonus to their Defense. Once the ram is reduced to 0 Health, it is destroyed.
Boiling Oil: Upgrade a Fortification or a Siege Engine
Cost: 1/4 Wealth per use
Flung from a catapult or dropped from the walls, use of boiling oil and boiling water is vicious, scalding enemy troops or catching them on fire to spread it among their ranks. Boiling oil deals 10 damage ignoring AR. If a unit hit by boiling oil is hit by a fire attack in the same round, the flames deal 1 point of additional damage each round for 1d6 battle rounds. Units routed by this attack risk spreading the fire to other units they pass. Each time they pass or move through a unit gives a 1 in 6 chance that the fire spreads, dealing 1 damage to the other unit.
Mantlets: Attached to a Unit
Cost: 1 Wealth per unit armed
Mantlets offer units protection against Marksmanship attacks. Consisting of a reinforced and heavy wooden shield attached to a wheeled frame, units can approach their enemies without fear of bolts and arrows. A unit protected by a mantlet reduces their Movement by –10 yards but gains a +5 bonus to Defense against Marksmanship attacks.
Scaling Ladders, Ropes, and Grapppples: Attached to a Unit
Cost: 1/2 Wealth per unit armed
Scaling ladders and grapples are used to scale enemy walls. Ladders often feature a hooked end to secure it to the battlements and make it more difficult to dislodge the ladders. A unit can carry ladders to a fortification, but while so equipped, the unit cannot make attacks. Once in place, all climbing units gain +1D on Athletics tests. A defending unit can be ordered to clear the ladders. Each order negates one unit’s worth of scaling ladders and grapples, though units that perform this order take a –5 penalty to Defense against Marksmanship attacks.
Siege Tower: Attached to a Unit
Cost: 2 Wealth per unit armed
A siege tower is a simple fortified wooden tower on wheels, designed to transport troops to an enemy fortification while protecting those soldiers from missiles and other attacks. A siege tower moves 10 yards per round and is drawn by horses or pushed by men. The tower grants the unit inside a +5 bonus to their Defense. If the siege tower reaches the walls of a castle or similar stronghold, the unit does not need to roll Athletics tests to climb the walls. A siege tower has AR 8 and 20 Health. Should the tower be reduced to 0 Health, it and the unit it contains are destroyed.
Projectile Siege Equipment
Catapults: Stationary in Combat
Cost: 2 Wealth
A Catapult is a siege engine with a long arm on a frame that is cranked downward and then released, to launch large rocks or jars filled burning pitch at or over enemy fortifications or soldiers. A "unit" of Catapults represents a battery of three that all must fire at the same target, if firing on fortifications, but may fire on different units if they are used on an open battlefield. Each Catapult in the battery has a Health of 20 and an Armor Rating of 5. Their Range is 300 yards, their base Damage is 4, and they roll 7d on Athletics tests. Catapults may be upgraded from throwing stones to throwing Boiling Oil. In this case, the Armor Rating is of the target is ignored, and the Catapults' base damage is increased by two. If this is followed up by an attack of fire, then the targets additionally suffer 4 Damage on impact, and 6 Damage the following Round. When Catapults are used against fortifications, apply Breaking rules; Boiling Oil is ineffective against Fortifications.
Trebuchet: Stationary in Combat
Cost: 4 Wealth
A Trebuchet is a much larger engine than the catapult, and is capable of throwing much heavier stones over much greater distances since they use a falling counterweight rather than a releasing spring to move the throwing arm. They are, being larger, much more expensive and more unwieldy, and must be assembled in-place from its various parts and thus are slightly more vulnerable. A Trebuchet has a Health of 40 and an Armor Rating of 4. Their range is 500 yards, their base Damage is 7, and they roll 12d on Athletics tests. A Trebuchet may be upgraded from throwing stones to throwing Boiling Oil. In this case, the Armor Rating is of the target is ignored, and the Trebuchet's base damage is increased by two. If this is followed up by an attack of fire, then the targets additionally suffer 4 Damage on impact, and 6 Damage the following Round. When a Trebuchet are used against fortifications, apply Breaking rules; Boiling Oil is ineffective against Fortifications.
Scorpions: Movable in Combat
Cost: 1 Wealth
A Scorpion is a siege engine similar to a giant crossbow, which uses a tensed cord of sinew to propel a ten-foot steel arrow at its target, which can also be set alight in battle and used against enemies who have been attacked with Boiling Oil to set them on fire. A "unit" of Scorpions represents a battery of three engines that all must fire at the same target. They are unique among siege engines in that they can be turned against a specific target on the battlefield, though they roll at -1d in that situation. Each Scorpion in the battery has a Health of 10, and an Armor Rating of 1. Their Range is 400 yards, and their base Damage is 5. Scorpions may not be used against Fortifications.
Spitfire: Movable in Combat
Cost: 2 Wealth
A Spitfire is an odd device, somewhat similar in design to a Scorpion, yet it is shaped to throw a jar instead of a bolt. Spitfires are unique among siege engines in that they come pre-equipped with Boiling Oil, and you do not to pay for each usage as you would when equipping Catapults or defending soldiers. A Spitfire has a Health of 20, an Armor Rating of 2. Their range is 200 yards, and Boiling oil deals 10 damage ignoring AR. If this is followed up by an attack of fire, then the targets additionally suffer 4 Damage on impact, and 6 Damage the following Round, so Spitfires are best in conjunction with Scorpions firing flaming bolts. Spitfires may not be used against Fortifications.
In addition to the normal arms and armor possessed by a Unit, Units can be equipped with a variety of specialized equipment useful in sieges. These items generally cost Wealth; waging war is expensive, and the machinery needed to assault a castle can be costly. Some siege equipment is independent of a unit and ACTS as a unit itself.
Unit-Equipped Siege Equipment
Ram: Attached to a Unit
Cost: 1 Wealth (battering); 2 Wealth (covered)
A battering ram is a basic weapon used to smash through doors or gates. There are two main types of ram: the basic battering ram, and the covered ram. A simple ram is made from a felled tree, stripped of limbs, and capped with a steel or iron head (sometimes fashioned into a fantastic shape). The ram is hefted by a small team who can move it quickly into an attack position Any non-cavalry, non-warship Unit may be equipped with a Battering Ram.
A covered ram is a larger variant of the simple battering ram, wherein the ram is installed into a wheeled frame. The frame is covered by a canopy that provides protection for the crew, shielding them from arrows, boiling oil, and so forth. The frame takes time to move into position, but once in front of its target, the ram is pulled back on a swinging harness by a team of men (or horses) and pulleys. The swinging harness lets the ram crash into its target with much greater force.
To equip a large ram, you must have two non-cavalry, non-archer, non-warship Units. The ram must be rolled into position (move 10 yards), at which point the units use ropes and horses to pull the ram back and release to allow the speed and weight of the device to punch through doors. A large battering ram has Athletics 8 for the purposes of bursting doors and gates, and 20 Health and an 8 Armor Rating. Units manning the ram gain a +5 bonus to their Defense. Once the ram is reduced to 0 Health, it is destroyed.
Boiling Oil: Upgrade a Fortification or a Siege Engine
Cost: 1/4 Wealth per use
Flung from a catapult or dropped from the walls, use of boiling oil and boiling water is vicious, scalding enemy troops or catching them on fire to spread it among their ranks. Boiling oil deals 10 damage ignoring AR. If a unit hit by boiling oil is hit by a fire attack in the same round, the flames deal 1 point of additional damage each round for 1d6 battle rounds. Units routed by this attack risk spreading the fire to other units they pass. Each time they pass or move through a unit gives a 1 in 6 chance that the fire spreads, dealing 1 damage to the other unit.
Mantlets: Attached to a Unit
Cost: 1 Wealth per unit armed
Mantlets offer units protection against Marksmanship attacks. Consisting of a reinforced and heavy wooden shield attached to a wheeled frame, units can approach their enemies without fear of bolts and arrows. A unit protected by a mantlet reduces their Movement by –10 yards but gains a +5 bonus to Defense against Marksmanship attacks.
Scaling Ladders, Ropes, and Grapppples: Attached to a Unit
Cost: 1/2 Wealth per unit armed
Scaling ladders and grapples are used to scale enemy walls. Ladders often feature a hooked end to secure it to the battlements and make it more difficult to dislodge the ladders. A unit can carry ladders to a fortification, but while so equipped, the unit cannot make attacks. Once in place, all climbing units gain +1D on Athletics tests. A defending unit can be ordered to clear the ladders. Each order negates one unit’s worth of scaling ladders and grapples, though units that perform this order take a –5 penalty to Defense against Marksmanship attacks.
Siege Tower: Attached to a Unit
Cost: 2 Wealth per unit armed
A siege tower is a simple fortified wooden tower on wheels, designed to transport troops to an enemy fortification while protecting those soldiers from missiles and other attacks. A siege tower moves 10 yards per round and is drawn by horses or pushed by men. The tower grants the unit inside a +5 bonus to their Defense. If the siege tower reaches the walls of a castle or similar stronghold, the unit does not need to roll Athletics tests to climb the walls. A siege tower has AR 8 and 20 Health. Should the tower be reduced to 0 Health, it and the unit it contains are destroyed.
Projectile Siege Equipment
Catapults: Stationary in Combat
Cost: 2 Wealth
A Catapult is a siege engine with a long arm on a frame that is cranked downward and then released, to launch large rocks or jars filled burning pitch at or over enemy fortifications or soldiers. A "unit" of Catapults represents a battery of three that all must fire at the same target, if firing on fortifications, but may fire on different units if they are used on an open battlefield. Each Catapult in the battery has a Health of 20 and an Armor Rating of 5. Their Range is 300 yards, their base Damage is 4, and they roll 7d on Athletics tests. Catapults may be upgraded from throwing stones to throwing Boiling Oil. In this case, the Armor Rating is of the target is ignored, and the Catapults' base damage is increased by two. If this is followed up by an attack of fire, then the targets additionally suffer 4 Damage on impact, and 6 Damage the following Round. When Catapults are used against fortifications, apply Breaking rules; Boiling Oil is ineffective against Fortifications.
Trebuchet: Stationary in Combat
Cost: 4 Wealth
A Trebuchet is a much larger engine than the catapult, and is capable of throwing much heavier stones over much greater distances since they use a falling counterweight rather than a releasing spring to move the throwing arm. They are, being larger, much more expensive and more unwieldy, and must be assembled in-place from its various parts and thus are slightly more vulnerable. A Trebuchet has a Health of 40 and an Armor Rating of 4. Their range is 500 yards, their base Damage is 7, and they roll 12d on Athletics tests. A Trebuchet may be upgraded from throwing stones to throwing Boiling Oil. In this case, the Armor Rating is of the target is ignored, and the Trebuchet's base damage is increased by two. If this is followed up by an attack of fire, then the targets additionally suffer 4 Damage on impact, and 6 Damage the following Round. When a Trebuchet are used against fortifications, apply Breaking rules; Boiling Oil is ineffective against Fortifications.
Scorpions: Movable in Combat
Cost: 1 Wealth
A Scorpion is a siege engine similar to a giant crossbow, which uses a tensed cord of sinew to propel a ten-foot steel arrow at its target, which can also be set alight in battle and used against enemies who have been attacked with Boiling Oil to set them on fire. A "unit" of Scorpions represents a battery of three engines that all must fire at the same target. They are unique among siege engines in that they can be turned against a specific target on the battlefield, though they roll at -1d in that situation. Each Scorpion in the battery has a Health of 10, and an Armor Rating of 1. Their Range is 400 yards, and their base Damage is 5. Scorpions may not be used against Fortifications.
Spitfire: Movable in Combat
Cost: 2 Wealth
A Spitfire is an odd device, somewhat similar in design to a Scorpion, yet it is shaped to throw a jar instead of a bolt. Spitfires are unique among siege engines in that they come pre-equipped with Boiling Oil, and you do not to pay for each usage as you would when equipping Catapults or defending soldiers. A Spitfire has a Health of 20, an Armor Rating of 2. Their range is 200 yards, and Boiling oil deals 10 damage ignoring AR. If this is followed up by an attack of fire, then the targets additionally suffer 4 Damage on impact, and 6 Damage the following Round, so Spitfires are best in conjunction with Scorpions firing flaming bolts. Spitfires may not be used against Fortifications.