Editing ScariksGPC Siege

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 +
For the wave of sieges I'm going to use the rules in Estate as a base.
  
Subtract Siege Equipment + Assault Gear from the Defense Value of the fortification. Defender SE and AG subtracts from attacker's amount though its generally less and it always costs money since they can't forage for it outside while under siege. Plus you can't use rams defensively and catapults take up space so there will be some limit on them once they come more into common usage.  
+
That means you subtract Siege Equipment + Assault Gear from the Defense Value of the fortification. Defender SE and AG subtracts from attacker's amount though its generally less and it always costs money since they can;t forage for it outside while under siege. Plus you can't use rams defensively and catapults take up space so there will be some limit on them once they come more into common usage.  
 
 
  
 
When you Assault:
 
When you Assault:
 
Every point of DV left over gives +5 to the defending commander's Siege skill.  
 
Every point of DV left over gives +5 to the defending commander's Siege skill.  
Outnumbering by 2:1 gives +5/-5, 3:1 +/-10, 4:1 +/-15, etc.  
+
Outnumbering by 2:1 gives +5/-5, 3:1 +/-7, 4:1 +/-10. 5:1 +/-12 etc.  
 
Quality of the troops folds into the outnumbering bonus. a Footman counts as 1, armored men are 2. Knights and sergeants just count as armored men in a siege. Bandits are half, commoners are a quarter and so on.
 
Quality of the troops folds into the outnumbering bonus. a Footman counts as 1, armored men are 2. Knights and sergeants just count as armored men in a siege. Bandits are half, commoners are a quarter and so on.
 
  
 
To reduce the fortress by bombardment, undermining, arson, etc:
 
To reduce the fortress by bombardment, undermining, arson, etc:
Line 20: Line 19:
 
Defender fumble creates a breach. This allows an assault using either Siege or Battle as the attackers pour through the opening.
 
Defender fumble creates a breach. This allows an assault using either Siege or Battle as the attackers pour through the opening.
  
 +
Against a wooden defense you also add fire. This brings Assault Gear back into it but only the free point for every 100 men counts. Add this to your number from above. If the defender's don't have adequate water or the weather isn;t normal then I'll add another modifier.
 +
 +
So for the current situation at the Pinnacle
 +
Attack SE: 5 (2 onagers, 3 rams)
 +
Defender SE: 0
 +
Attacker 2:1
 +
Attacker 100 men.
  
Against a wooden defense you also add fire. This brings Assault Gear back into it but only the free point for every 100 men counts. Add this to your number from above. If the defender's don't have adequate water or the weather isn't normal then I'll add another modifier.  
+
That's a 7.
 +
Outer defense of the Pinnacle is 12.  
 +
So they roll opposed Siege every 2 days with an extra roll every 7th day.
 +
4 rolls per week at 25 vs 10.
 +
Week 1: Helifer wins vs fail, Helifer wins vs fail, Helifer wins vs fail, Helifer wins with a crit vs partial. Only 4 DV loss though.
  
 +
At Llud's Hall you'd also have a 7 due to the numbers advantage vs the first bailey's DV6.
  
I'm not sure how to do casualties for this part. They should certainly be less than an assault, and even lower if you decide not to use rams.
+
I'm not sure how to do casualties for this part. They should certainly be less than an assault, and even lower if you decide not to use rams. My instinct is to use the Estate Assault rules and divide by ten.  
My instinct is to use the Estate Assault rules and divide by ten.  
 
 
Attacker win vs defender fail in Estate is A10%/D25% so 1/2.5 in this lower damage event.
 
Attacker win vs defender fail in Estate is A10%/D25% so 1/2.5 in this lower damage event.
 
Win vs partial is normally A25%/D25% but the lack of a crit line bugs me so I'll say that is the same as above for 1/2.5.
 
Win vs partial is normally A25%/D25% but the lack of a crit line bugs me so I'll say that is the same as above for 1/2.5.

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)