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Castles, Cogs &

Chevauches
1hree Rule Sets Covering Sieges, Aavies and
Campaigns in Skirmish-Level Combat
Designed Ior use with Knights & Knaves and adaptable to other skirmish-level rules
Historic Enterprises Co., 1996, 2004

This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License.
To view a copy oI this license, visit http://creativecommons.org/licenses/by-nc-sa/2.0/
or send a letter to Creative Commons, 559 Nathan Abbott Way, StanIord, CaliIornia 94305, USA.
Table of Contents

Introduction 1
Cogs 2
Chevauchee 4
Setting up a campaign 4
The turn 6
Special events 8
Resource allocation 10
Activities/attitudes 12
Setting up skirmishes 14
Castle 18
Commencing the siege 19
Conducting the siege 20
Concluding the siege 30
Miscellaneous rules 31
Knights & Knaves rules modiIications 32
Special thanks to our dedicated playtesters Donna Betz, Mike Betz, Bruce Eggleston, Jon Lundberg, Glen
McKee, Gary Peters & Paul Piluso. They enabled us to make a playable game out oI just an idea.
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Introduction
Castles, Cogs & Chevauchees is actuallv three sets of rules. It adds naval, siege and campaign elements to the skir-
mish rules Knights & Knaves. Although manv of the mechanics of the rules are optimi:ed for K&K, most of the svstems
can be readilv adapted to other skirmish rules, including vour house rules.
Speaking of house rules, neither Castles, Cogs & Chevauchees nor Knights & Knaves is designed to cover everv pos-
sible situation. Battles, particularlv at this scale, are full of unexpected and unusual situations. What we tried to do is to
create a paradigm in which to conduct skirmishes and to provider the most common occurrences. Theres alwavs room for
differing opinions. So, feel free to modifv, add to, subtract wherever vou feel appropriate.
We welcome vour comments. You can reach us at infohisentco.com.

Phil Johnston
Les Benoodt
Historic Enterprises
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Cogs
Rules for Shipboard Combat
INTRODUCTION
These rules provide the basics for setting up skirmishes involving naval vessels. These could be landings or ship-to-
ship duels. Naval combat of the period mirrored, to some extent, fighting on land. Weapons, individual involvement in
combat, etc., were similar. Because of that, except where noted, use K&K rules or vour Own skirmish rules.


RULES
How Boats Move
Prior to the scenario start, roll 1D10 re-rolling 9 or 10. The number shown on the die equates to the wind
drren:ion. Use 8 principle directions, N, NW, W, SW, etc. For wind strength roil 1D10, with the Iollowing re-
sults: 1-3 light, 4-6 medium, 7-9 heavy, 0 dead calm.
Lateen sails may move within 45 degrees oI the wind. Square sales are limited to 90 degrees. Boats not
rowed or under sail will driIt downwind 1/2 oI 1 boat-length per wind strength (e.g. 1.5 boat-lengths in a heavy
breeze).
Command range is 5 inches. II tiller man is within command range, the boat may be moved and turned as
desired. II tiller man is out oI command range, the boat continues on last course. II tiller man is disabled, the
boat moves randomly until someone can be ordered to take that post. Other uncontrolled Iigures act as in K&K
Movement rates: Rowed 1 boat length per turn. Sail 1 boat length per wind velocity, halved iI sailing
within 90 degrees oI the wind.

How to Grapple
II both players want to grapple and Iight, grappling is automatic. Otherwise, grapples are thrown weapons
(3 inches maximum - wet rope and a grapple hook are heavy). II a hit is scored against the ship, (no cover modi-
Iiers) then the grapple is secure. Lines may be cut by any Iigure ordered to do so in one turn unless they are in
melee. II in melee, the Iigure may still attempt to cut the grapple, swinging at the line, while the opposing Iigure
gets a Iree shot. Also treat an attempt to cut the grapple line as a Iree shot, rolling 15 or higher. Any successIul
hit with an edged weapon on a line severs it.

How to Conduct Ship-Board Combat
Shooting skills are always halved on boats to reIlect a ship's rolling and pitching. All cover modiIiers apply.
Castles are treated as battlements iI they are the same height or higher on the target ship. Treat as chest-high
walls iI they are lower. Other Iigures must be evaluated Ior cover as common sense dictates. Figures behind a
gunwale will receive beneIit oI a waist-high wall unless standing in the middle oI the deck unprotected. Figures
in small boats are an exception and get no cover beneIit.
Archers and other missile troops may attempt to start Iires. They must Iire at the enemy`s boat -not troops -
and they must hit normally using an up 4 modiIier Ior target size. II hit, roll 2D10. A 2-15 indicates an ineIIec-
tive result. A 1&20 means a Iire starts and does 1D10 in damage per turn, adding 1D10 Ior each turn in which
the Iire burns. Figures not in melee may attempt to put out the Iire. Each rolls 1D10 and the combined rolls
must be higher than the last Iire damage rolled to be successIul. Five turns oI a single Iire indicate the blaze is
out oI control. The occupants will abandon ship, iI possible, surrender; iI abandoning ship is not possible, or
die.
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Falling and Cowering
Figures wounded in combat while in the rigging or adjacent to gunwales must check Ior Iailing overboard.
Likewise check Iigures moving Irom one boat to another. Roll normally. II a Iigure Ialls and the die result is
odd, he lands in the sea; iI even, he lands in the boat in which he began movement. Figures in armor (rated as 5
or higher) that Iall overboard are drowned. Figures not in armor will drown 60 oI the time. Mediterranean
troops and Vikings Iair better; 50 can swim.
Figures suIIering morale Iailures will cower in Iurthest comer oI the boat Irom the enemy until rallied. II
cornered they will attempt to surrender. II surrender is not an option (no prisoners taken) they will deIend them-
selves but not move to attack.
Long spears and pole arms Iight as normal (higher weapon Iactor) as long as they win. Once a Iigure so
equipped loses a round oI melee, the weapon will be used to pary or dropped in Iavor oI a shorter weapon (most
usual occurrence). II the enemy is not on board your ship yet, then there is no eIIect, and they are treated as iI in
the 2nd rank but may Iight any opposing Iigure. All Iigures suIIer the -1 restricted terrain modiIier, so disregard
it unless one Iigure is in a doorway, hatch, on stairs, ladder, etc.

Miscellaneous Rules
Landing, beaching, mooring at a pier is treated as a linear obstacle Ior movement. One turn to get there, one
to get oII, move next turn. Falling in shallow water, (scenario deIined) only results in drowning iI the Iigure is
stunned and not dragged toward shore the next turn.
No horses are allowed on boats.
Engines may be used as per Castles rules. Only small and medium engines are allowed on large ships, and
only small engines are allowed on medium ships. Small ships and boats may not carry engines. OI course, any
size engine may Iire at ships Irom the shore. Ships have the Iollowing armor/stamina values:

Boat Armor Stamina
Small Ship 8 24
Medium Ship 14 42
Large Ship 20 60
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Chevauche
Rules for a Skirmish Campaign

INTRO DUCTION
Stripped to its essentials, Chevauchee is a game of economics used to generate skirmishes and sieges. The
campaign rules are designed for two plavers or multiple plavers. Multiple plavers might be several equal no-
bles or two higher aristocrats and lesser nobles. Or, a club might have two campaign plavers and others to fight resulting
skirmishes.
Chevauchee reflects the economics, societal structure, values and moravs of Medieval communities. In manv histori-
cal instances, these models were contravened, but were working on a model of more ordinarv circumstances. Feel free to
make amendments based on vour favorite exceptions and special cases.

Player Notes
Manpower will drv up relativelv quicklv, and with it, revenues. Be careful of calling out the locals too frequentlv.
That was the nature of Medieval societv, intenselv quarreling principalities could depopulate and bankrupt each other
with surprising ease.
All sites represent rather more modest examples of the tvpe. Were not talking about London or Paris or Conwav
Castle or Castle Coucv. Feel free to expand the scope of the rules, boosting values for larger sites that vou create.
Plavers should stronglv protect towns, not so much because of their tax value to vou as for their sack value to vour
enemies. Otherwise, vour opponent will quicklv gain an insurmountable lead in economic assets.
One rule that should not be tampered with. begin campaigns in the spring. (whv do vou think thev named March af-
ter the god of war?)



SCALES
As with K&K, the Iigure scale is 1 Iigure 1 person, animal, building, etc.
II using 15mm Iigures, halve tabletop distances.
For the campaign system, time is measured in days, weeks and quarters oI a year. Movements are handled
on a daily rate, as are skirmishes, pillaging and the like. Activities and resources used are determined weekly,
while resources are only gathered quarterly.
Much oI the movement takes place on maps, either our maps or ones you create. The map scale is printed
on each map. A Iorce with dismounted troops has a daily movement rate oI 10 miles, letting them cover 60
miles in a week (including the Sabbath Day rest).


HOW TO SET UP A CAMPAIGN
1. Select the number oI sides you want to represent Each side may want to add sub-players, lesser nobles who
hold IieIs under the great lords or chieIs. Parcel out to these players a number oI sites. An alternative would
be to have two players conduct the campaign and have other players join to lead retinues in skirmishes or
sieges. This may be a popular alternative Ior clubs, which usually Iind it hard to sustain multi-player cam-
paigns.
2. Select the general type oI campaign - oII-board raiding, mobile or static. In an oII-board raiding campaign
the oII-board side attempts to plunder or capture the sites on the map, which are controlled by another side
or sides, as in the Viking raids oI the Dark Ages. A mobile campaign,
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like the Crusades or a Chevauchee Irom the 100 Years War, involves one or more sides moving through
territory occupied by another side or sides. A static campaign is one in which all sides own territory on the
map. You can mix these types. For example, two Ieuding Saxon principalities could be periodically raided
by Vikings. The type oI campaign really determines how the assets are handled Ior diIIerent sides and how
the maps are used by each side.
3. Select one or both oI the maps provided, or create one oI your own. A number oI scratch maps may also be
provided Ior noting movement by each side.
4. Number and type oI sites determine wealth oI region. Lots Ior France, Italy, little Ior Scotland, Palestine.
The values given here are averages based on resources oI England and Central Europe.
5. Roll Ior the Iirst quarter's acquisition and begin.

Resources
Each site on the map (castle, village, religious center, town, manor, and the surrounding environs) will have
a classiIication that comprises Iour attributes oI the site - tax income, sack value, levy value and manpower
quality. Tax income reIers to the amount oI money (livres, shillings, etc.) that community typically generates
and is determined by a die roll each quarter.
Sack value is the cash value oI goods that can be plundered Irom a site. The levy value is the number oI
men that the site can muster Ior the lord. The manpower quality reIers to the typical Iighting value oI that levy.
The actual troop qualities are generated prior to the skirmish and are organized per the appendices in K&K.
The classes are:
Town A 200 crowns sack, 60 men, quality table I
Village A 75 crowns sack, 30 men, quality table I
Town B 200 crowns sack, 60 men, quality table II
Village B 75 crowns sack, 30 men, quality table II
Religious no tax (except with papal permission), 100 crowns sack, 15 men, quality table II
Manor no tax, 100 crowns sack, 15 men, quality table I
Castle no tax, 300 crowns sack, 30 men, quality table I
Values are assigned to each site on the map. In general, there should be twice as many villages as towns
and at least halI oI each should be oI type B.



HOW TO DETERMINE VICTORY
There are three ways - create your own speciIic victory conditions (such as the Crusaders marching Irom
one end oI the map to the other without losing more than halI their Iorce), or measure territory lost or gained
(good Ior mobile or static campaigns) or measure money (good Ior any type except possibly Crusader-like cam-
paigns where the Iight was partly over something other than money).
In the territory approach, count the number oI sites each side controls at the start. The winner is
the side which loses the Iewest or gains the highest number oI additional sites measured as a
percentage. (In cases where one side begins oII map, the conditions should be amended based on the
relative strength oI the two sides.)
In the money approach, simply count up who has the most crowns at the end. There's no deduction Ior hu-
man losses since by common Medieval standards they were believed to be the most easily replaced commodity
involved. (Exception: iI a players personal miniature representative is killed, he loses no matter what. You can't
take it with you.)
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THE TURN
The Quarter Phase (occurs once every 13 turns)
1. Resource acquisition - Each player rolls Ior resource acquisition. Each player collects the rents Irom his
IieIdoms, subtracting any crowns lost through tax raiding in the immediately preceding week and any de-
ductions Ior sacked sites or augmentations Ior church
revenues. (This is only available in situations where the kingdom is being invaded by pagans or where you
are invading a pagan kingdom.)
2. Special events - Each player with domains rolls Ior special events, determining iI plague or Iamine or pesti-
lence strikes, etc. The players themselves will strike with the sword.

The Weekly Turn
1. Resource allocation - Each player decides what troops he will muster, what mercenaries he will hire, how
much he owes Ior household troops (what additional household troops he will raise), how much he owes
Ior upkeep on his estate, etc.
2. Determining activities/attitudes - Each player makes a note oI any raids, sieges (by type oI siege), patrols,
deIense precautions or invasions he will initiate or continue this week. These orders must include the Iorces
to be used (i. 15 men Irom the levy oI Oxtyed and Sir Bertram's lance), the mission/objective (plunder
East Bearwikk) and the route (passing through Hardscrabble and crossing the Firth at Fourth Bridge). Each
player may also draw the movements oI his Iorces on a scratch map noting the position oI each Iorce on
each oI the 6 days oI movement. (Pagans may also move on Sundays.) II a player does none oI these activi-
ties, he is considered passive. II all sides are passive, go to the next weekly turn (or quarter phase iI that is
the next appropriate phase).
3. Movement/combat - Both sides reveal their activities to the umpire (iI one is used) or to each other. Players
note where conIlicting actions arise (any raid, invasion or siege or movement that brings two Iorces within
5 miles oI each other). Raids, sieges, invasions, etc., are set up as skirmishes. Roll Ior surprise, troop type,
etc., aIter generating terrain. Moving in proximity to another Iorce requires a roll on the encounter table.
4. Setting up skirmishes - First generate terrain using the terrain generator, always Iilling in known geographic
Ieatures/structures Iirst. Then determine surprise and troop type (iI needed). Victory conditions should be
determined by the mission/objectives oI the Iorces involved. Otherwise, consider the winner to be the side
with the lowest percentage losses. Set on the Iigures and Iight.
5. AItermath oI battle - Determine actual casualties and loot. Determine iI a Iollow-up pursuit skirmish is
called Ior. Knights must be ransomed. Money goes to the player and his added to the treasury only iI his
actual Iigure captured the knight.
6. Keeping the books - Subtract any killed Irom the sites, household troops, mercenary Iorces, etc., aIIected.
Determine revenues lost to sack or to loss oI tenants. Mark the turn and begin again.



RESOURCE ACQUISITION
Introduction
Each site on your map must have a classiIication: Town A, Town B, Village A, Village B, Religious,
Manor or Castle. These classiIications determine what potential revenue the lord controlling these sites is enti-
tled to. From this potential, deductions Ior sacked sites, loss oI tenants, plague, captured taxes, etc., must be
made. The remainder is the revenue the lord may use to Iund his activities and line his pockets.
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The Classifications
Each site on the map (castle, village, religious center, etc., and the surrounding environs) will have a classi-
Iication that comprises Iour attributes oI the site - tax income, sack value, levy value and manpower quality.
Tax income reIers to the amount oI money (livres, shillings, etc.) that community typically generates and is
shown on the tax chart. Sack value is the cash value oI goods that can be plundered Irom a site. The levy value
is the number oI men that the site can muster Ior the lord. The manpower quality reIers to the typical Iighting value
oI that levy. The actual troop qualities oI a Iorce are generated prior to the skirmish.
The classes are:
Town A 200 crowns sack, 60 men, quality table I (may be levied only Iour times per year |15 Iigs each| Ior
Iree 6 weeks service not inducing selI deIense, otherwise must pay).
village A 75 crowns sack, 30 men, quality table I (may be levied only twice per year |15 Iigs each| Ior Iree
6 weeks service not inducing selI deIense, otherwise must pay).
Town B 200 crowns sack, 60 men, quality table II (may be levied only Iour times per year |15 Iigs each| Ior Iree 6
weeks service not inducing selI-deIense, otherwise must pay).
village B 75 crowns sack, 30 men, quality table II (may be levied only twice per year |15 Iigs each| Ior Iree 6
weeks service not inducing selI deIense, otherwise must pay).
Religious no tax (except with papal permission), 100 crowns sack, 15 men, quality table II.
Manor no tax, 100 crowns sack, 15 men, quality table I.
Castle no tax, 300 crowns sack, 30 men, quality table L
Players may vary these values according to any agreed upon convention. These are only to use as an average. Adjustment
is particularly encouraged in particularly rich or poor regions.
Optional rule. fir everv 6 or fewer (must be at least 6, i.e. 1 fir 6,2 fir 7, none fir 5) towns, designate one a large
town with the following values. Town (Large) 500 crowns sack, 190 men, qualitv table I, roll as for a town and multiple
result bv three fir taxes.
You must levy in groups oI 15 Iigures iI possible, plus one knight. Each 15 Iigures or less counts against the
maximum Iree levy per year Ior that site.

How to Acquire Revenue
Die Roll Results
Site Class 5 or less 6 - 9 10 -12 13 - 16 17+
Town 18 36 54 72 90
Village 9 18 27 36 45
Religious 48 66 84 102 120

1. Find the Site Class on the table above.
2. Roll 2D10 Ior each site you control but that has not been sacked within the last 2 quarters, was not raided Ior the tax
convoy last turn and which still has at least 1 tenant. Exclude religious sites, unless the current campaign involves
pagans (i.e. Vikings or Saracens). In this case the Pope is con-sidered to have given special dispensation Ior the col-
lection oI revenues Irom Church property.
Optional Rule. A plaver mav require a religious site to pav tax revenue. However, each quarter he does so he must
roll 1D10. On a 7-10 all other revenues he is entitled to are reduced bv half round down, and all morale grades ofanv
troops mustered (excluding mercenaries) are reduced bv one third, rounded down. This reflects the effrct of Church sanc-
tions fir this kind of high-handed behavior.
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3. ModiIy the die roll as Iollows:
-4 last quarter was winter quarter
-2 last quarter was spring quarter
4 last quarter was autumn quarter
-6 iI plague or pestilence occurred in last quarter
-4 iI site has one halI or less oI its original tenants
-6 iI the site has less than one quarter its original tenants
-2 per 15 Iigures levied iI site had levy called out in the last quarter
4. Find the results on the table. This represents the quarter's revenue Ior that site. The lord may add that to his accounts.
(This may be recorded on the endosed Resource Table Ior each individual site, whlle the total income is recorded on
the Revenue/Expense Table. Feel Iree to make copies oI these ledgers.)

Special Case
When one or more sides control oII-map territory, decide whether the oII-map resources Ior each side are rich, average or
poor. (Examples might be rich Ior a Crusader Iorce, average Ior the Vikings or poor Ior Scots/Irish raiders.)
Each side then rolls 3D10 Ior each 4 villages or 2 towns on the campaign map. ModiIy as Iollows:
-5 iI oII-map resource region is poor 5 iI oII-board resource region is rich
Multiply the result by 10. That is your war chest Ior the campaign year. Anything else must be looted or captured by con-
quest and converted to your use.
Recommended option. each plaver beginning off-map must raise the entire force for his campaign vear at
the beginning of the campaign. No subsequent additions mav be made. (Exceptions. a plaver mav trv to hire mercenaries
locallv but must pav double their cost. Spend the monev and roll 2D10. A 2-5 means vou spent the monev, but the merce-
naries take the monev and desert)



SPECIAL EVENTS
Introduction
Once every quarter, each player with taxable property on the map must roll Ior special events in his domain.
These events reIlect a portion oI the uncertainty and hazards oI Medieval society.

How to Determine Special Events
Each player must roll 2D10, reading as a percentage and reIer to the Iollowing table. The eIIects oI each
special event are listed. Always round up Ior lost revenue, etc
01-40 No eIIect.
40-45 Famine: double all costs Ior Ieeding (not paying) troops and halve all tax revenue Ior the next quarter.
46-50 Pestilence: reduce all tax revenue Ior the coming quarter by 1/4 and ignore any bonuses Ior the autumn (Ior siege
supply and revenue); also double attrition oI any besieging Iorce in the region.
51-55 Pope calls Ior Crusade: (pay $20 to Iinance - reIlects the cost oI troops you send).
56-60 Crusaders return: (raise the morale, Iighting and shooting skill oI household retainers 1 level above
normal - reIlects replacement oI less experienced men with ex-Crusaders) also pay $10 in wages in ar-
rears (may only happen once per year).
61-70 Plague: (Ior each 15 Iigures levied, 5 show up) double attrition oI both besieging and besieged Iorces (option: 3
consecutive quarters oI plague and the game ends - everyone is dead).
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71-75 Violent storms: roll 1Dl0 each week on a 7-10 cut all
movement by halI. II a player rolls 10 twice during
that quarter, reduce revenues Ior the coming quarter by
1/3.
76-80 Sighting oI the Virgin (raise the morale, Iighting and
shooting skill oI any Iorces raised this turn by 1 point
(reIlects belieI that God is supporting you).
81-90 Neighbor allies with your enemy (the opposing player
may raise 2 lances (15 Iigs each) Iree oI charge in the
Iirst week oI the next quarter. The Iorce will be com-
posed as a mercenary Iorce (no peasants) but need not
be paid. Losses to this Iorce may not be replaced. It
will remain available Ior the entire quarter, unless de-
stroyed earlier.
91-95 Peasant revolt (no peasants or soldiers will muster,
though other troop classes will muster). In addition,
each town and village in your terri-tory is in revolt To
subdue them, you must raise a Iorce oI knights, squires
and men at arms, also may include mercenaries, the
sheriIIs posse and household troops, to retake each lo-
cation, Iighting a skirmish Ior each site. The locals will
muster against you, roll as Ior local deIense with maxi-
mum Iighting and shooting skills oI 6 and maximum
morale oI 7. These peasants will be controlled by any
enemy player. Set up skirmish normally, inducing sur-
prise. Any walled towns must be besieged or stormed.
Until retaken, no peasants or soldiers will muster and
taxes are cut by 2/3. Every other player must roll 3D10
each week during the quarter. On a roll oI 22-30, the
revolt spreads to their territory and the same rules are
enIorced. Once a revolt is quelled, the player need not
roll again Ior revolt Irom the spread oI revolt Irom its
original source.
96-100 Pope calls Ior the Peace oI God. Ignore iI Iighting inIi-
dels or peasant revolts (or iI you are an inIidel). Other-
wise, only mercenaries may be raised (except in local
deIense and Ior garrisons and patrols). Any troops
(other than those just mentioned) who are in the Iield
will disband. Exception: troops engaged in a siege
will remain in place but may not Iight (inducing
bombardment).
9

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RESOURCE ALLOCATION
Introduction
Now that you have all that money, you`ll want to spend at least some oI it. During this phase each player
allocates Iunds to a variety oI causes. Some are required and routine; others are at the player's discretion. But
remember, resource allocation occurs every week, while resource acquisition occurs only once every 13 weeks.
Maintain castle 2
Maintain manor 1
Hire/retain household mercenaries (no peasants, quality I) 1 per 10 Iigs (20 max)
Hire/retain other mercenaries (no peasants, quality I) 1 per 5 Iigs (no limit)
Feed, pay civil troops* (sheriII & posse, Ior patrol, quality I) 1 per 10 Iigs (50 max)
Feed levy 1 per 30 Iigs
Feed vassal knights 1 per 5 Iigs
Pay levy (only iI beyond six weeks service) 1 per 10 Iigs
Pay vassal knights (only iI beyond six weeks service) 1 per 2 Iigs
Hire/retain engineers & artillerists 5 per 6 Iigs**
Build stronghold/manor 10 per week (20 wks)
Build castle 10 per week (100 wks)
Activities and Their Cost
*May be all mounted as one MaA plus light cavalry, including mounted archers, etc
**Recommended optional rule for campaigns where each side has at least 4 towns and 8 villages. make the
cost of a group of 6 engineers equal to their skill rating.

Notes
Construction oI a manor house or castle may be interrupted by the enemy. li the enemy attacks the site prior
to its completion and remains in control oI the site Ior 2 consecutive weeks, the site is destroyed. Otherwise, no
damage occurs, but the work is halted and may only resume when the player regains control oI the site.
Another option. allow a plaver who captures a manor house or castle under construction to complete the work flir
himself Of course, the other plaver mav attempt to retake the place.
Vikings count as household mercenaries (no limit on number raised). Crusaders and Mongols count as lev-
ies/vassal knights (must only be Ied).
Remember, Iigures Irom a site who are levied and die in service are deducted Irom the available pool Ior
that community. (In multi-year scenarios, any taxable site replenishes 10 percent oI its base manpower value
every January. This may not exceed the original manpower base; it may only be used to replace losses.)
Levies and vassal knights only serve Ior 6 weeks. AIter that, they go home unless paid. Optional rule. do
not pav to feed vassal knights and levv. Instead, when raised, pav $6 per five knights or
less and $6 per 30 levv figures or less to reflect the feeding costs for 6 weeks.
Another optional rule. Household troops need not be rolled for on either qualitv table. Thev mav be assumed to be
the highest possible rating fir their tvpe. Composition of these troops must follow the retinue lists in K&K.
Levies and vassal knights, when raised, appear where they were raised and may then be mustered by mov-
ing them during the normal movement phase to a muster point (say Ior a major oIIensive).
Mercenaries are hired at any town or at castle. Household retainers are always hired at the castle.
Civil troops may be raised at any town, village, castle oI manor house.
All troops will be organized according to the lists Iound in the appendix to K&K
11
How to Determine Troop Quality
To determine troop quality (normally only done immediately prior to a skirmish), roll 2D10 twice Ior non-
missile-armed troops, (once Ior morale and once Ior Iighting skill) and 3 times Ior missile-armed troops
(morale, Iighting and shooting) Ior each group oI 5 Iigures on the Iollowing tables. Note that there are diIIerent
values Ior diIIerent Iigure types. II more than one number appears, assign 2 Iigures the higher value and 3 Iig-
ures the lower value.
Use a retinue list in K&K Ior the composition oI these retinues. Exceptions: mercenary and household
Iorces never include peasants. Consider them as soldiers. One soldier or squire Iigure in each group oI 5 (quality
table I) or 1 in 10 (quality table II) may be designated a sergeant or valet, respectively, and have each oI their
values raised by one level.
Die roll 2-6 7-11 12-16 17-20
Lord 7 8 9 10
Knights 6 7,8 8,9 9,10
Men at Arms 5,6 7 7,8 8
Squiers 6 6,7 7 7,8
Soldiers 5 6 7 7,8
Peasants 3 4,5 5 6
Quality I
Die roll 2-6 7-11 12-16 17-20
Lord 6 7 7 8
Knights 5 6 7 8
Men at Arms 4 5 6 7
Squiers 4 5 6 7
Soldiers 3 4 5 6
Peasants 2 3 4 5
Quality II
12
DETERMINING ACTIVITIES/ATTITUDES
Each week, players may undertake a number oI activities. These are central to the game and generate the
skirmish scenarios that players really want to get to anyway.
Each player writes down any raids, sieges (by type oI siege), patrols, deIense precautions, tax collection
raids or invasions he will initiate or continue this week. These orders must include the Iorces to be used (i.e. 10
men Irom the levy oI OxIyrd and Sir Bertram's lance), the mission/objective (plunder East Bearwikk) and the
route (passing through Hardscrabble and crossing the Firth at Fourth Bridge). Each player may also draw the
movements oI his Iorces on a scratch map noting the position oI each Iorce on each oI the 6 days oI movement
(Pagans may also move on Sundays.) II a player does none oI these activities, he is considered passive. II all
sides are passive, skip to the next weekly turn (or quarter phase iI that is the next appropriate phase).

Raid
Raids may only be undertaken against unwalled places, usually villages and towns designated as unwalled.
Which map Ieatures are unwalled must be agreed upon beIore the campaign begins.
Regular Raid
Players must identiIy the Iorce to be used, its destination, its route going out and back and its objective
(loot, burn, take prisoners, etc.).
Tax collection interception
This is a special kind oI raid. It involves laying an ambush Ior the quarterly tax collection Irom a par-
ticular site. It may only be made on the turn prior to the quarterly resource acquisition phase. Players must
identity the Iorce to be used and the site whose taxes they want. The player then rolls Ior surprise. II a total
surprise is achieved, set up the scenario as an ambush. A tax collection convoy is considered to comprise
not more than 10 Iigures (1 mounted MaA, 2 sergeants and 7 appropriate Ioot Iigures). Any other result is
considered a raid without eIIect. Do not set up a scenario.

Siege (see Castle rules)

Conquest
A player may conquer an enemy's site (town, village, etc.) by maintaining continual occupation oI the site
Ior 26 weeks. This means a constant garrison oI at least 10 Iigures. (II the number Ialls below this, due to losses
in battle, the player must at the resource allocation phase oI the next turn reinIorce the garrison. II the required
garrison is not maintained, the player does not lose control oI the site, but must discard any previous weeks oI
occupation as not counting toward the 26 week requirement. AIter 26 weeks oI continuous occupation, the op-
posing player must turn over any data on the site (available manpower, etc.) and the new owner may begin col-
lecting taxes, unless oI course, he just sacked the place.

Garrisons
From troops he has levied or hired, a player may garrison any resource site or terrain Ieature he wishes (i.e.
crossroads, bridges, even open terrain, as long as its garrison point is indicated). This represents those who are
designated to deIend the place Iull-time. In addition, oIten these Iorces will be augmented by local deIense
Iorces immediately prior to an attack, iI the site has manpower. These garrisons may build works. Consider as a
wooden palisaded IortiIied camp.
A garrison's quality should be determined as with any other troop type. Exception: household retainers will
have minimum skills oI 6, ignore any other lower result.
13
Site Supplv Maximums
Each site (village, town, etc., except castles) has a maximum supply capacity. This applies to troops sta-
tioned as garrisons in these places or who are involved in a baIIle at these sites. It does not apply to local de-
Iense Iorces mustered when the site is attacked or to troops just passing through.
II the total number oI Iigures, as deIined above, exceeds the manpower value oI the site, then all Ieeding
costs Ior all the troops at the site (excluding local deIense musters) are tripled. This calculation excludes engi-
neers and is made Ior each side separately. Thus a village with a manpower value oI 30 may have a garrison oI
up to 30 Iigures and, at the same time be attacked by up to 30 Iigures without any modiIication to Ieeding costs.
But iI one side has 31, that side only must pay triple costs Ior all its Iigures in garrison or in battle at the site.
(Note that this means that garrisons oI non-resource sites, except castles and manor houses, always must pay
this penalty. A castle may be garrisoned by up to 30 Iigures without penalty, and any number oI Iigures may
attack a castle without penalty. A manor house, considering it is a smallish structure, may not have a garrison oI
more than 5 Iigures. This is also its supply maximum. Figures in excess oI this may be deployed outside the
manor house. II the manor house is attacked, these Iigures may automatically retreat without losses.)

Patrols
A player may raise a Iorce to patrol the environs around a village, town, castle or manor house. One Iorce
may cover as many sites as are within 3 day's movement. However, each site must be within 1 day's ride oI an-
other site patrolled by the same group. Note the patrol area oI each Iorce. These Iorces are used to try to prevent
surprise and ambush and to support local deIense Iorces.
When a patrolled site is attacked, roll 2D10 to see iI the patrol is in the area, using the number oI sites pa-
trolled by that group as the percentage chance oI its being present (thus a patrol covering 4 sites has a 25
chance oI being in the right place at the right time). II the patrol is on station, modiIy the surprise roll by -4. The
patrol may also set up at the owning players discretion. II the patrol is not on station, the owning player may roll
Ior its arrival aIter every 10 turns in the skirmish scenario, using the percentage dice but reducing the needed
roll by 10, i.e. a roll oI 1-25 becomes 1-15. Option. anv fires caused during the skirmish, increase the percentage
chance of arrival bv 20.

Movement
For map movement, an all dismounted Iorce has a daily movement rate oI 10 miles, letting them cover 60
miles in a week (including the Sabbath Day rest). An all mounted Iorce may double this, moving 20 miles per
day.
The only modiIiers to map movement are:
Winter (except in desert areas) 1/2 movement and roll 1Dl0 Ior each moving Iorce (not including patrols) on
a 1-3, one quarter oI the Iorce dies Irom exposure
Summer (desert only) as winter elsewhere
Mountains 1/4 movement while crossing
Moving not along roads 3/4 movement
As indicated bv special events
In order Ior this to work, players must be very detailed in describing the routes oI their Iorces. Using
scratch maps is highly recommended. Players may then easily note where moving Iorces encounter one another.

Encounters
II two Iorces, not intending to attack one another move within 5 miles oI one another, roll 1D10. On a 6-10,
they run into each other. Set up the scenario normally, without rolling Ior surprise, and determine entry points
by a roll oI the die.
14
SETTING UP SKIRMISHES
General
The site in dispute should be centered on the table. The terrain generator and deployment requirements are
set Ior a 4 x 6 table, iI yours is diIIerent, please adjust the deployment requirements accordingly.
A village or religious site is approximately 12-18 inches square. A town is 15-24 inches square. A manor
house is a single structure plus not more than 2 out-buildings. A castle is 1 castle plus a halI-dozen outlying
buildings. A large town is 24 inches by 48 inches. (Players may alter these dimensions upon mutual agreement,
we just need to set some guidelines.)

How to Generate Terrain for a Skirmish
1. Divide playing area into 1' squares or hexes depending on the terrain system you use.
2. Place any mandatory terrain items, i.e. the besieged castle, the town being sacked, the road intersection be-
ing deIended.
3. Determine basic terrain type, i.e. Plains, Hilly-Wooded, Foothills, Mountainous, Desert.
4. Roll 2D10, reading as a percentage, once Ior each space not occupied by a mandatory terrain item. Read the
appropriate table and place the stipulated terrain item somewhere in the center area oI that space.
5. Arrange and connect items to make geological sense. Swamps will be connected and drained with rivulets
or streams. Consecutive hills will Iorm ridge lines, trees will tend to clump next to water and always to-
gether. Avoid having water Ilow up hill. Buildings tend to have walls or Iences near by and a cluster oI
buildings will have some sort oI a path or road leading to and away Irom it to the nearest board edge.
Die Roll Feature
1-3 Steep Hill
4-5 Hill with copse
6 Hill with woods
7-8 Marsh
9-14 Building
15-34 Field
35-37 Trees
Plains
38-39 Copse
40 Woods
41-100 Clear

Die Roll Feature
1-3 Hill
4-5 Hill with trees
6 Hill with copse
7-9 Hill with woods
10-15 Marsh
16-21 Building
22-35 Field
Hilly-Wooded
36-40 Trees
41-44 Copse
45-50 Woods
51-100 Clear
Die Roll Feature
1-12 Hill
13-15 Hill with trees
16-18 Hill with copse
19-21 Hill with woods
22-24 Marsh
25-28 Building
29-38 Field
Foot Hills
39-48 Trees
49-58 Copse
59-70 Woods
71-100 Clear
Die Roll Feature
1-20 Hill
21-40 Steep Hill
41-42 Hill with trees
43-45 Hill with copse
46-55 Hill with woods
56-58 Stream
59-64 Building/Wall/Fence
Mountainous
65-67 Field
68-70 Trees
71-73 Copse
74-85 Woods
86-100 Clear
15
Desert
Die Roll Feature
1-3 Hill
4-13 Steep Hill
14-17 Stream/Dry river bed
18 Building
19-25 Trees
26-100 Desert
Note. trees mean 3-5 tree models, copse means 6-8 tree models, and
woods means 10-16 models.
Surprise
In most scenarios, surprise will Iigure prominently. The attacker rolls 2D10 on the Iollowing table, modiIying the roll as shown
Less than 2 2-6 7-10 11-14 15-18 19-20
DeIender ambush Forewarned No surprise Mild surprise Surprise Total surprise
Patrol in area (see patrol rules) -4
Attackers are Vikings or other proIessional raiding Iorces 2
Attackers are all mounted 2
Attackers are proIessional raiders and mounted (like Mongols) 4
First turn in which attack occurs aIter Peace oI God or beginning oI the year 2
ModiIers
Defender ambush. the attacker must indicate his entry point and the deIender may set up an ambush any-
where on the table but not within 12 inches oI the table edge. The attacker moves on his objective as though all
members oI his retinue have standing orders (as long as no enemy is visible). When Ior whatever reason, an en-
emy is visible (this does not include unarmed civilians) the attacker's Iorce is handled normally.
Forewarned. the deIender may assemble all available Iorces and deploy anywhere more than 12 inches Irom
the table edge.
No surprise. the deIender may set up one-halI his available Iorces anywhere more than 12 inches Irom the
table edge, the remainder are scattered about any buildings or cover and are given standing orders to assemble
at any designated point.
Mild surprise. the deIender may set up one quarter oI his available Iorces anywhere on the table, and the
remainder may be given initial standing orders to assemble. (See Standing Orders rules in Knights & Knaves.)
Surprise. the deIenders Iorces are scattered about the objective area. On turn 1, they all automatically acti-
vate a standing order to assemble at one or more points.
Total surprise. as surprise except each Iigure must roll to activate the standing order to assemble (as provided
Ior in K&K) this is the town bell ringing. If the attacker's mission was to intercept an enemy Iorce (such as attack-
ing a tax collection retinue or a supply or reinIorcement column headed Ior a siege), set up ambush anywhere on
the table but not within 12 inches oI the table edge. The deIender moves on his objective (one end oI the board
to the other, usually) as though all members oI his ret-inue have standing orders (as long as no enemy is visi-
ble). When Ior whatever reason, an enemy is vis-ible (this does not include unarmed civilians) the deIender's
Iorce is handled normally. In all cases, the local lord (or equivalent) may move Ireely and may exercise com-
mand control over anyone within command range. Any Iigure which survives its initial round oI melee is con-
sidered to have automatically activated standing orders Ior itselI and any other Iigure within 12 inches (6 inches
iI the others are in buildings). This reIlects someone having time to raise the alarm.
16
Setting Forces
The attacker brings whatever Iorces he has designated. The deIender will use any garrison, possibly a pa-
trolling Iorce (see patrol rules), and the locally mustered deIense Iorces. To determine how many oI these there
are, roll 2D10 on the Iollowing table. The result is the percentage oI local troops that may participate. Their de-
ployment will be determined by the surprise rules.
2-5 6-9 10-12 13-16 17-10 20
20 35 45 50 60 70
Use the appropriate retinue list to comprise the Iorces involved and the appropriate quality table Ior Iighting skill,
shooting skill and morale. Remember to use table quality I Ior mercenaries and household troops.
Unless obvious Irom the scenario (such as an attack on a town or an ambush) all sides enter the table simultaneously.
Dice to see who enters where.

Victory
Usually, the result is obvious. II not, the side which Iailed to achieve its objective loses and must retreat iI that
1
s not
appropriate, then the side in which the lord oI the involved retinue (or overall leader iI more than one retinue is pre-
sent) is disabled or captured loses and must retreat II this doesn't resolve it, then whichever side retires beyond eIIective
missile range (assuming they were once in eIIective missile range and then moved out oI missile range) loses and must
leave. iI all else Ialls, the side with the highest percentage losses loses and must retreat.

The Pursuit Table
The player wishing to pursue must roll lower than his Iigure's Iighting skill on 1D10. Subtract any stamina that Iigure
has lost Irom his Iighting skill. Other modiIiers to the Iighting skill include:
-1 For every 3 Iigures in the retinue which are disabled.
-6 II the number oI mounted Iigures in the retreating Iorce exceeds the number oI mounted Iigures in the pursuing Iorce.
1 For each mounted Iigure in the pursuing Iorce in excess oI the number oI mounted Iigures in the retreating Iorce.
-1 For each archer in the retreating Iorce in excess oI the number oI archers in the pursuing Iorce.
-3 II the skirmish took place in Iorested or mountainous terrain.
4 II the enemy lord was disabled or captured.
In no case will there be any pursuit iI the pursuing Iorce's lord was disabled or captured.
II a pursuit is indicated, the pursuing player has 2 options. He may set up a new skirmish, using
the same terrain as the original scenario (except Ior Iights in towns or villages which are set up in the surround-
ing terrain). In this case the retreating player deploys his Iigures in the middle oI the table Iacing the direction oI
the pursuing player. The retreating player may not order his Iorces to retreat Ior a minimum oI 5 turns, or until
at least 1 oI his Iigures is disabled, whichever occurs Iirst.
In the second option, the pursuit is abstracted. The pursuing player calculates the sum oI the Iighting skills
oI all his Iigures with halI or more remaining stamina. In the case oI archers use their shooting skill instead oI
Iighting skill. Double the Iighting skills oI mounted Iigures Ior this purpose. Divide this sum by the number oI
retreating Iigures. Round this to the next highest 10 number (such as 14 goes to 20, 51 goes to 60). This is
the percentage oI the retreating Iorce which is lost. Round all Iractions up.
17

These losses may be considered killed or captured at the pursuing player's discretion. Losses must be taken
in proportion to the diIIerent Iigure types in the retreating Iorce. The retreating lord is always excluded unless
all other Iigures in the Iorce are lost and additional losses are required.
The Aftermath of Battle
Captured knights, lords and squires must be ransomed (using the armor value). other prisoners may be
slain. Be sure to roll Ior wounded Iigures as provided Ior in K&K The winner takes possession oI the site (iI one
is present) and may loot it. (Each Ioot Iigure may carry $5 in loot, each horse or mounted man may carry $10.
Each village has 5 wagons which may be used to carry loot; each town has 10 wagons, and a large town has 30.
Each wagon must have a driver.) Anything not taken may be destroyed to deny tax revenue to your enemy. The
player may keep 2/3 oI the loot; the remainder goes to the troops. II mercenaries are employed, in any quantity,
the split is 50/50.
Be sure to deduct losses oI people Irom their home sites and the sacked status oI towns and villages.
II the lord, knight or other leader oI a levy retinue is killed or captured, the levy disbands Iollowing the bat-
tle.



KEEPING THE BOOKS
Included in C3 are 2 tables: the Resource Table and Income/Expense Table. The Resource Table is used to
keep track oI the available resources Ior each site in a player's domains. Write the name oI the site in the leIt
column, the available manpower in the second column (deducting losses Irom battle), applicable resource acqui-
sition modiIiers in the third column and manpower in use in the Iourth column (allowing easy tracking oI the
origin oI various lances).
The Income/Expense Table is used to record income, activities and expenditures each turn. The Iirst entry
would be recording acquired resources; the next several lines would record activities and expenditures over the
next 13 weeks.
18
Castle
Rules for Sieges

INTRODUCTION
A siege is a rather involved aIIair, but one that usually leads to a lot oI interesting skirmish opportunities.
Basically, a player has three siege options: he may attempt to blockade and starve out the place. He may attempt
to use mines and missile engines to destroy the enemy's will and ability to resist Or he may attempt to storm the
place. A siege might consist oI two or even three options used at diIIerent times. For example, a Iorce might
attempt to bombard, then storm a castle but, being repulsed, settle in Ior a blockade. Or several weeks oI bombard-
ment and mining might be Iollowed by an assault.
Note: the rules will reIer to besieged structures as castles, but the rules also apply to IortiIied towns, manor
houses or any other IortiIied structure.
Recommended restrictions: no trebuchets beIore 1150, no heavy weapons oI any type beIore stone IortiIi-
cation becomes prevalent (1050-1200 depending on region); no heavy trebuchets until 1250. No cannon beIore
1380.
Designer note on ranges. to fit a siege on the table top, ranges have been artificiallv reduced. Those wishing abso-
lute historicitv (and who have unlimited plaving space) mav multiplv the effective ranges of siege weapons and blockade,
bombardment and assault ranges bv 5 times. Thus, damage from a siege weapon wont be halved until the distance ex-
ceeds 100 inches. But note, most besieging forces deploved their engines well within the maximum effective range, usu-
allv 100-200 vards, or 50-100 inches, to assure maximum impact and to completelv encircle the foe with the mini-
mum number of troops. (A force maintaining a distance of 400 vards from the castle would have to cover more than
1.5 miles to surround the place, more than 3.5 times the amount of ground a force deploving 100 vards would have to
cover.)
We've only provided a template Ior sieges here. Each castle is unique, and so were the methods employed
to attack and deIend them. For example, some castles are built on rock outcroppings, so mining was ineIIective,
but sapping was not (Chateau Galliard was taken through sapping) some had interior water sources and others
did not, Iorcing the besiegers to periodically sortie to draw water Irom an outside well. The list goes on. We en-
courage you to create unique characteristics Ior your castle setting (on rock, on marsh, wet ditch, dry ditch, inte-
rior water, exterior water, varied deIense values, etc.). This will not only make the scenarios more historical but
also make players improvise and adapt, rather than using the same combination oI tactics siege aIter siege.
General note: in these rules, most common things take 1 turn. This includes climbing a ladder or tower, opening a
gate, dosing a gate, blocking a ram, clearing the blockage. Be sure to mark orders as normal, using movement chits
and declaring each Iigures or units action. II you Ieel something should take longer, make a house rule.


HOW TO CONDUCT A SIEGE
The siege consists oI three phases: commencing the siege, conducting the siege and concluding the siege.
Players determine their siege activities in conducting the siege on a weekly basis. Obviously, they must
Iirst raise a Iorce and move to the target. Then, each week, they select one oI the three options.
19
COMMENCING THE SIEGE
1. IdentiIy Iorce to be used, target and route. Raising and moving the besieging Iorce to the target always
takes 1 Iull week, or more, but no Iractions. (It's simpler bookkeeping.)
2. The deIending player must determine whether to meet his opponent in the Iield. II so, set up scenario nor-
mally. See setting up skirmishes. II not, the player retreats into the IortiIications.
3. II the player wants to attempt a surprise assault, roll 2D10 on the Iollowing table. II successIul, set up sce-
nario normally. II not, proceed to step 4. The assaulting player decides how many troops to commit to the
attack and whether he wants to bribe members oI the garrison. He then rolls 2D10, modiIies the roll and
Iinds the results. The results show the percentage loss oI the attacker. Any result oI less than 17 indicates an
unsuccessIul attempt Always take the losses though.

Surprise Assault
Die Roll 7 or less 8-12 15-16 17-20
Attacker losses 10:1 5:1 2:1 Success
ModiIiers
2 iI the attacker spends $5 on bribes
4 iI the attacker spends $10 on bribes (pick this or the preceding, not both)
-5 iI the garrison commander has a Iighting skill oI 10
5 iI the garrison commander has a Iighting skill oI 7 or less

Result
The deIender rolls1Dl0 and halves the result, rounding up. This is the number oI Iigures he loses in the as-
sault. The attacker multiplies that number as indicated and removes that number oI Iigures. At least 1 loss
Irom the attacking Iorce must be a knight or equivalent, iI possible. (He led the attack.) II the result is a
modiIied 17 or higher, the attacker may set up not more than 20 Iig-ures within 5 inches oI the gate or en-
trance (within, without or both). The remainder oI the Iorce committed to the attack may be placed in the
nearest cover outside the castle or, 20 inches, whichever is closer. The deIender may set up not more than
20 Iigures (iI he has that many) within visibility oI the enemy. OI these, not more than halI may be in com-
mand range. The remainder must be scattered about as randomly as possible.

4. II a surprise assault is not attempted or is not successIul, the besieging player secretly rolls 3D10 and the
besieged player secretly roll 2D10 to see how many weeks oI supplies are available to Ieed their Iorces.
Thus a roll oI 12 is 12 weeks oI supply. II the besieger runs out oI supply, he must raise the siege and go
home unless he opts to extend the siege by transporting supplies. Jo do this, the besieger simply quadruples
the cost oI Ieeding/paying his Iorce. (A more complicated method is to allow the besieger to also raise a
Iorce Irom a controlled town, village or castle each week and move that to the siege site bringing supplies.
This allows other players to attempt to block this Iorce, creating more skirmish opportunities.) II the de-
Iender runs out oI supply, he must surrender. (while it might seem the attacker should have a greater advan-
tage in this, it was not always so. Castles were normally stocked Ior just such situations. Also, the country-
side would be quickly stripped bare by the besieger whose primitive logistical support prevented a more
systematic and broader-reaching acquisition oI supplies. Similarly, large Iorce required more supplies but
also had more people Ioraging, and towns which might have large stockpiles also had many mouths to
Ieed.)

This completes the commencement or the Iirst week's activities in this siege.
20
WEEKLY SIEGE TURN - CONDUCTING THE SIEGE
The besieger must determine what type oI activities he will undertake Ior the week~ These are:
Blockade,Bombardment or Assault.
II more than one player is present in the besieging Iorce, they must all agree, settling disputes by die roll (or
by combat between their two Iigures).
The besieged must determine iI he wishes to sortie. The besieged may also build siege engines inside the
castle iI he raised engineers there during the turn in which the siege began. (He must continue to pay them iI he
wants their services to continue, but he must have hired them beIore the siege began.) Thus, it usually makes
sense to routinely hire engineers at your major castles iI an attack is possible.
Remember that as part oI this determination, each player should assign Iorces to all appropriate activities
(manning siege engines, building works, digging mines, patrolling the countryside, assaulting, etc.) Each Iigure
may only be used Ior one activity each week.

Build points and engineers
Each Iorce, besieged and besieger, may build siege works, engines, saps, mines, countermines, etc., during
a siege. To determine how much and what kind oI work they can undertake, count the total number oI Iigures oI
any type in the Iorce and divide by 17, rounding Iractions down. This is the number oI Class B build points
available. These points may be used to build siege works (wooden palisades, earthen banks, Iill ditches, etc.)
Alone they may not build engines, saps or mines. That requires engineers. Each 17 Iigures oI any type must
have an additional three engineers to qualiIy to build engines, saps or mines. That group is considered a Class A
build point. Thus a Iorce that includes 6 engineers and 68 other types would have 2 Class A build points and 2
Class B build points.

Blockade
The besieger here is trying to starve out the garrison. All troops are assumed to be more than 20 inches
Irom the IortiIications. They may (should) build deIensive works. II more than 1 lance is present, distribute the
lances as evenly as possible around the perimeter, with priority given to gates and other methods oI entrance. ~Ihe idea
is to keep the enemy in and supplies and reinIorcement out.)
The attacker may undertake no bombardment or assault oI the castle during a week that he has chosen blockade. The
deIender may sortie, but does not roll on the sortie/escalade surprise table. Instead, the result is assumed to be no surprise.
Set up Iigures as indicated Ior no surprise on the sortie/escalade surprise table.
At the end oI the week, the deIender rolls on the attrition table and applies the results, removing the number oI Iig-
ures calculated Irom the percentage shown on the table. The attacker doubles the number oI Iigures the deIender lost and
removes that number oI Iigures Irom his Iorce. Players may remove any Iigures oI their choice. (The lords could obvi-
ously give special treatment to anyone they wished and make the worthless rabble do the dirty/dangerous work.)

Bombardment
Here's where you get to use trebuchets and other neat stuII. Bombardment is considered to involve any activity be-
tween 12 and 20 inches Ior attrition and deployment purposes.
A besieger may build siege works, but not within 12 inches oI the castle. Since the eIIective range oI most siege en-
gines is 20 inches, works will probably end up in the 12-20 inch distance. Works may be built by Class A or Class B build
points. These works will be considered earth and wood and are considered battlements Ior cover purposes. The be-
sieged may also build works, either inside the Iort or outside. These oIten take the Iorm oI a palisade to cover a
breached wall aIter the repulse oI a storming party.
21
Both besieged and besieger may built engines, iI they have engineers, that is Class A build points, and money. (For
this purpose, a besieged Iorce may roll 1D10, the result is the amount oI money (also considered the necessary construc-
tion materials) the garrison commander can requisition Irom the garrison.) They may be emplaced by the besieger any-
where outside 12 inches. The besieged may set them up anywhere he can. Heavy engines may not be moved once em-
placed. A medium engine may be moved by 1 Class A or Class B build point as 1 week's activity Ior that point Light en-
gines may be moved Ireely, carried/pushed/pulled at walking speed, by 6 Iigures unless otherwise noted.

Costs
Works cost nothing. For everything else, costs are take Irom the Iollowing table. This is a one-time cost, not maintenance. Unused
build point Iractions are lost. II an item cannot be completed in 1 week (insuIIicient build points) it may be carried over,
but without additional money cost
Type Build points (class) Cost to construct Armor Value Stamina
4 oI works .25 (A or B) 0 36 108
Light artillery (not cannon) .25 (A) $2 9 27
Medium artillery (not cannon) .50 (A) $3 18 54
Heavy artillery (not cannon) 1.00 (A) $4 36 108
Light ladder (carried by 2 Iigures,
supports 2 Iigures 1 abreast)
.25 (A or B) 0 6 18
Medium ladder (carried by 4, sup-
ports up to 4, 1 abreast)
.50 (A or B) 0 9 27
Heavy wheeled ladder (pushed by 6,
supports up to 8, 2 abreast)
1.00 (A) $2 12 36
Small tower (4 tall, carries 6 Iigures,
moved by 12 people or 4 animals)
2.00 (A) $3 15 45
Medium tower (6 tall, carries 9,
moved by 20 people or 6 animals)
3.00 (A) $4 24 72
Large tower (10 or more inches
high, carries 12, moved by 36 people
or 10 animals)
4.00 (A) $6 36 108
Light ram (portable by 4 Iigures) .25 (A or B) 0 6 18
Medium ram (portable by 8 Iigures) .50 (A or B) $1 12 36
Heavy wheeled and covered ram
(pushed and operated by 12 Iigures)
1.00 (A) $3 20 60
Mantlet (portable by 4 Iigures, gives
cover to 4 Iigures)
.25 (A or B) 0 15 45
All mobile engines move at 4 inches per turn. This is halved in soIt ground or in Iilled in moats.
22
2
Sows are considered as a small tower. Cannon, aIter 1380, may be emplaced. They cost halI as much as an
equivalent trebuchet and Iire twice as oIten in a skirmish (round up both)
1
but do the same damage as an equiva-
lent trebuchet. However; they are not a high-trajectory weapon and so cannot be used against the interior oI a castle.
They also may not be used Ior biological warIare or to hurl combustibles. On a roll oI 1-3 on each die thrown,
they explode, disabling the crew.
When an engine receives 1/2 its stamina in damage it may not Iire. It may be repaired Ior no cost, but re-
quires a week and a normal built point commitment. When an engine's stamina drops to 0 it must be completely
rebuilt, with normal costs and build point requirements.

Using These Really Cool Weapons
Castle defense values
Prior to the campaign or as part oI the scenario set up, assign armor and stamina values to each Ieature oI
the castle: each curtain wall section oI 6 inches or less, each tower, gate, gatehouse, each wall oI the keep, etc.
The Iollowing are some averages:
Feature Armor Rating Stamina
Light wood door 9 27
Medium (reinIorced door) 18 54
Gate/heavy door/wood palisade 36 108
Stone wall 54 162
Stone tower 72 216
Keep wall 90 270
As in K&K, the damage inIlicted by a weapon must exceed the armor value, with any excess being deducted Irom
the stamina. When stamina reaches 0, the structure collapses.

Bombardment & its Effects
To Iire, a weapon must be crewed. Each crew must include at least 2 engineer/ artillerists. The crew allocation is
shown on the weekly bombardment chart.
At the beginning oI a week in which the besieger opts Ior bombardment, each side in the siege selects a target Ior
each weapon and assigns a crew to man it These targets will usually be selected prior to constructing siege engines, since
it's hard-to-impossible to move them.
Each side rolls the appropriate number oI dice Ior each Iiring weapon, modiIies the roll and adds the dice together,
multiplying the result by 3. The result is the damage to the target Ior that week. Then subtract the structure's armor rating
Irom this total to determine damage. Calculate each weapon's Iire separately, always subtracting the structure's armor
value.
II the total damage is more than double the stamina oI the besieger's target, the besieger may also launch an assault
during that week. (This reIlects an early collapse oI the structure.)

Fire
Instead oI Iiring ballistic projectiles (stones), a player may choose combustible missiles. These may be Iired by trebu-
chets against towers, keep and interior targets or by other engines against wood buildings and gates. To hit, the player
rolls 2D10, iI the result is 17-20, the target has been set on Iire. On a 2-3, the Iiring engine is destroyed and halI its crew
disabled. The deIender now rolls 2D10, adding 2 iI the structure is a stone tower or 4 iI it is a stone keep. On a result oI 2-
7, the structure collapses immediately (but no bonus assault is permitted Ior that week). On a 8-13, the structures remain-
ing stamina is reduced by one-halI. On a 15-20, the structures remaining stamina is reduced by one-third.
23
Weapon Crew needed to operate # dice to roll
Light ballista 4 3
Medium ballista 5 4
Heavy ballista 6 5
Light catapult/mangonel 5 6
Medium catapult/mangonel 6 7
Heavy catapult/mangonel 7 8
Light trebuchet 8 10
Medium trebuchet 9 11
Heavy trebuchet 10 12
Weekly Bombardment Table
Weapon restrictions: Ballistas cannot be used against stone structures. Trebuchets may not be used against
gates (trajectory problems).

Use of siege engines in an assault or sortie
During an assault or sortie, artillery may also be used. The crew oI the piece is considered 1 unit. Addi-
tional Iigures may be assigned to the unit but give no added beneIiL Reloading takes a number oI turns equal to
the number oI dice thrown Ior damage.
Use the Iiring skill oI the master gunner, as paid Ior or using an average oI 7. Most normal modiIiers are
not appropriate Ior mangonels or trebuchets, since the K&K chart Iocuses on anti-personnel Iire. For a ballista,
these do apply, except Ior the modiIiers Ior any kind oI shield. Also, all targets are considered to be moving be-
cause oI the relatively low velocity oI the large projectiles. Any ballista which hits a Iigure in a unit oI two or
more ranks, automatically skewers any Iigures in Iront or behind the target Iigure. Any hit is Iatal. II the Iirer
misses, calculate the Iire against the 2 nearest Iigures as provided Ior in K&K, but extend the alternate hit zone
to 4 inches.
For Iiring against structures, use only modiIiers Ior obstructed view (might include smoke in a siege), the
master gunner's skill and range. Include one new modiIier Ior the ballistic instability oI the missile -5 to the
right. II the missile hits its target, roll the number oI dice shown on the bombardment table, cutting this in halI
(rounded down) Ior Iiring over 20 inches Ior a heavy weapon, 16 inches Ior a medium weapon or 12 inches Ior
a light weapon.
II someone is on the structure when its hit, roll 1Dl0 and on a 1-2 he's hit and killed (not disabled). II more
than one Iigure is present, roll Ior 1 Iigure and iI he is not hit, roll Ior a second. II that Iigure is not hit, roll Ior
the third, and so on.
II Iiring combustibles, roll to hit. Then roll 1Dl0 and on a 7-10, the Iire ignites. Doing 1Dl0 in structural
damage (with an extra 1Dl0 in damage each turn the Iire continues). Thus a Iire that's been burning Ior 3 turns,
does 3D10 in damage. It takes 4 Iigures to put out 1 die's worth oI Iire, so a Iire in which 4D10 in damage is
being assessed requires 16 Iigures to put out.
24
Attacking Siege Engines
A garrison may sortie to try and destroy a troublesome engine. Set up the scenario normally, rolling Ior sur-
prise. For every Iigure in contact with the enemy engine (and not simultaneously in melee) roll 1D10, that is the
amount oI damage inIlicted on the machine. (Any Iigure may try instead to set the engine alight by rolling
1D10. On a 8-10, the engine is on Iire and will suIIer 3D10s worth oI damage every subsequent turn. At least 4
Iigures must be assigned to extinguish the blaze, and iI a Iire burns Ior more than 4 turns, the Iire cannot be ex-
tinguished.

Attrition
At the end oI the week, the deIender rolls 2D10 on the attrition table and applies the results, rounding to the
nearest whole number and removing the number oI Iigures calculated Irom the percentage shown on the table.
The attacker multiplies the number oI Iigures the deIender lost by 4 and removes that number oI Iigures Irom
his Iorce. Players may remove any Iigures oI their choice.
Type oI siege 2-7 8-12 13-16 17-19 20
Blockade 0 3 6 9 12
Bombardment 3 7 10 13 16
Assault 1 8 15 20 25
Assault
Assault is the third type oI activity and reIlects any activity or deployment within 12 inches oI the castle,
not just escalades. Sapping, mining, moving siege towers within 12 inches, ramming, etc. all are assault activi-
ties. Even bombardment by engines or construction oI works within 12 inches is considered an assault activity,
due to the proximity to the deIenses and the resulting higher attrition. Note that mining is a special assault activ-
ity. A player choosing mining may declare his week's activity as bombardment (unless some other assault activ-
ity is undertaken that week). This is so that the deIender remains unaware that the besieger is attempting to
mine. Also, attrition Ior mining (iI that is the only assault activity) is still calculated as Ior bombardment.

Conflicting Events
Sometimes players in a siege will choose conIlicting events in a siege. II one side selects assault (except
mining), and the other bombardment, the side selecting assault may choose to launch the attack beIore or aIter
bombardment is resolved. II the besieger chooses assault (except mining) and the besieged chooses sortie, each
player rolls a die with the high die player choosing to go Iirst or last AIter the Iirst player launches his assault,
the second player has the option to cancel his attack. However, he may not choose a new activity Ior that week.


Saps, Mines And Filling Ditches
Like most things in the Middle Ages, there is a proIusion oI names Ior digging activities and the devices
used in those activities. For our purposes, we're calling any digging that is not subterranean sapping and any
that is subterranean mining. So picking away at the base oI a castle wall in the open or in a trench is considered
sapping. Doing it underground is considered mining.
Each week the besieging Iorce who indicates an assault activity can attempt to sap any portion oI a IortiIication
(except a gate). He has three options: trenching toward the wall, sapping in the open or using an engine Ior
cover. To trench or use an engine, 1 Class A build point must be assigned Ior this
25
type oI assault each week. To sap in the open, 1
Class A and 1 Class B build point must be as-
signed.
Trenching. roll 2D10 as Ior mining to de-
termine how many inches oI trenches have been
dug during the week. Measure Irom the siege
works closest to the target. II a player wishes to
begin a trench in advance oI his works, in the
open, assess attrition as Ior open sapping. The
week aIter the wall has been reached, the be-
sieger rolls 1D10, adding the Iiring skill oI his
best engineer/artillerist and subtracting -2 iI a
plague special event is currently active or iI the
besieger tried biological warIare and is suIIering
Irom higher attrition as a result. II the total ex-
ceeds 13, the sappers have succeeded in sap-
ping the wall. This may be attempted during
more than one week. To determine the extent oI
damage, roll 5D10 and subtract the result Irom
the wall's or tower's stamina rating. When the
stamina rating reaches 0, the wall or tower is
breached.
Sapping in the open. the besieger simply
avoids the delays associated with trenching and
goes right Ior the wall. The besieger rolls 1D10,
adding the Iiring skill oI his best engineer/ artil-
lerist and subtracting -2 iI a plague special event
is currently active or iI the besieger tried bio-
logical warIare and is suIIering Irom higher at-
trition as a result and -2 Ior open trenching
(people get hurt doing this, so its hard to keep
up a good pace). II the total exceeds 13, the sap-
pers have sapped the wall.
To determine the extent oI damage, roll
5D10 and subtract the result Irom the wall's or
tower's stamina rating. When the stamina rating
reaches 0, the wall or tower is breached. During
the week's attrition roll, the besieging player
must lose an additional 15 Iigures, above normal
attrition, iI he conducted sapping in the open.
(Alternate. ignore the added attrition and
but allow the besieged to attempt to sortie. Set
up the scenario normallv, rolling for surprise. A
the end of the scenario, the besieger mav roll
lD10 for each figure in the original sapping
partv who was not killed or did not run awav in
the first 10 turns. This is the amount of damage
inflicted on the wall bv the sappers.)
26
Using an engine. The besieger must Iirst build a siege engine (a tower,

testudo, cat or something that provides
lateral and vertical cover. Assign the appropriate build points and money Ior this. (This building is not consid-
ered an assault, so the player need not declare an assault until the engine is completed.) when the engine is com-
pleted, declare an assault and move the engine adjacent to the tar-geted section. The deIender may automatically
move the engine to the wall, but the besieged player assesses damage to the engine prior to determining any
sapping results. II the engine survives, the besieger rolls 1D10, adding the Iiring skill oI his best engineer/
artillerist and subtracting -2 iI a plague special event is currently active or iI the besieger tried biological war-
Iare and is suIIering Irom higher attrition as a result. II the total exceeds 13, the sappers have succeeded in sap-
ping the wall. To determine the extent oI damage, roll 5D10 and subtract the result Irom the wall's or tower's
stamina rating. when the stamina rating reaches 0, the wall or tower is breached.
Notes. sapping and mining damage mav never be repaired during a siege. However a plaver mav attempt
to build a palisade to support his original castle wall. This is treated as a separate wall, and mav onlv be at-
tacked when the original wall is breached. (This represents the efforts of the defenders to plug breaches with
temporarv fortifications to keep an attacker from exploiting a breach.) Onlv one support wall mav be built for
each breach. Once it is breached, no additional support walls mav be constructed at that point
Mafor note. when anv structure is breached, the defender mav build a palisade to plug the breach after ei-
ther he successfullv repels an assault or if the besieger fails to assault as soon as possible after the breach oc-
curs. Normallv this is the following week, but in the case where the damage assessed exceeds twice the walls
stamina rating, it is the week in which the breach occurs.

Mining
A player who wishes to mine need not declare an assault until the week in which he attempts to actually
damage or enter the IortiIication. The mining player must begin his mine behind some cover more than 13
inches Irom the castle, like a building or siege works. One Class A build point must be assigned to mine.
Each week the mining player rolls 2D10 and consults the Iollowing table:
2-5 6-9 10-13 14-17 18-20
The passage is impass-
able or Ilooded and must
be abandoned
The mine advances 4
inches
The mine advances 7
inches
The mine advances 10
inches
The mine advances 12
inches
When the mining player reaches the walls, the Iollowing week he may attempt to Iire the mine and bring
down the wall, or he may try to Iorce an entrance into the castle. In the Iormer, the besieger rolls 7D10 and sub-
tracts the result Irom the wall's or tower's stamina rating. II the stamina rating reaches 0, the wall or tower is
breached.
II he elects to Iorce passage, set up a scenario using the anti-mine sortie restrictions on weapons, armor and
rate oI entrance. The attacker automatically achieves total surprise.

Mine Countermeasures
A besieged player may attempt to detect mines. Each week, he has one or more guesses about whether a
mine is present. Total the number oI mine-able Ieatures in the castle (each curtain wall, tower and keep wall that
is accessible Irom the exterior). The besieger rolls 2D10 and consults the Iollowing table:
2-8 9-15 15-20
10 25 33
27
That is the percentage oI Ieatures he can guess about, rounding up. (In other words, say a castle has 2 exte-
rior keep walls, 6 towers and 8 walls Ior a total oI 16. He rolls a 13, so he has a number oI guesses equal to 25
oI the total number oI mine-able Ieatures, in this case 4.) The deIending player then points to individual mine-
able Ieatures and asks whether that Ieature is being mined. II the mining player has targeted that Ieature and has
a mine within 8 inches, he must announce its presence.

Blocking Mines
When a mine has been detected, the besieged player may attempt to block the mine. II the castle has an in-
ternal water source, he may automatically Ilood the mine. Otherwise he must countermine and sortie. During
the week Iollowing the mine's detection, the besieged player may declare a sortie against the mine. The besieg-
ing player still rolls on the mine table to determine the additional distance mined. The deIender is automatically
assumed to have countermined, and the players set up a scenario using the anti-mine sortie provisions which
Iollow.

Anti-Mine Sortie.
The scenario is set up at the business end oI the besieger mine. The mine shaIt is assumed to be wide
enough Ior 2 Iigures abreast to use 1-handed weapons; no 2-handed weapons are allowed. No Iigures in the ac-
tion may have an armor rating oI more than 8 Ior the purposes oI this scenario. The 4 Iigures closest to the be-
sieged Iorces entry point may only have kniIes and "other" weapons and may not have an armor rating oI more
than 5. (These are the workers.) All the besieger's Iigures are consid-ered out oI command range until the third
turn aIter the scenario begins. Then command is deter-mined normally.
Only 1 besieged player's Iigure may enter the mine per turn, Ior the Iirst 3 turns. AIter that, 2 Iig-ures may
enter per turn. The turn in which a besieged player's Iigure enters the mine he may only parry. The besieger may
call Ior reinIorcements. Consider 1 lance oI the besieging Iorce to have rein-Iorcing standing orders. The order
reads, hang around outside the mine until you hear us call Ior help, then enter and attack the enemy.
On the second turn oI the scenario, the besieging play may attempt to activate reinIorcements. Remember,
reinIorcements must move the distance between the mine entrance and the actual Iighting. Entering the mine
Irom its normal entrance or the countermine entrance is movement up a steep slope.
II the countermining party can push the mining party back at least 4 inches and keep them there 10 turns,
then the mine is considered destroyed and must be abandoned. (The counter miners have damaged the supports
and, upon retreating, collapsed the mine.)
28
Ditches And Moats
II a castle has a ditch or dry moat which the besieger wishes to Iill, the deIender may attempt to thwart this.
Both players rolls 1D10. II the besieger rolls higher, he has Iilled the ditch, iI not the attempt to Iill the ditch
Iails. However, the besieged player automatically doubles his attrition. II the besieged player chooses not to try
and stop the ditch Iilling, he does not roll, does not double his attrition and the besieger automatically Iills the
ditch. (This also applies to a besieger who want to build a special ramp Ior his assault engines.)
In the case oI a wet moat, the besieger may attempt to drain the moat. Each week he rolls 1D10, adding 1
Ior each week has attempted to dram the moat. On a roll oI 13, he drains the moat. oI course he must now Iill
the dry moat iI he wishes to push his engines across.

Placing Dominating Assault Engines
No engines (including a ram and mouse) may cross an unIilled ditch or moat. Neither can they be pushed
up steep slopes (you guys Iigure out what to consider steep).

Close-Range Bombardment
Close-range bombardment is conducted as normal weekly bombardment but increases the number oI dice
thrown Ior damage by one-halI, rounding up. This also applies to deIensive Iire against these engines.
(Remember that heavy engines may not be moved, and so must be built within 12 inches to gain this beneIit and
building them within 12 inches is considered an assault activity, as is moving medium weapons into close-range
bombardment.)

Ram, Mouse, Etc.
Rams are operated by the number oI Iigures required to move them. The crew is considered 1 unit even iI
there are Iewer than 5 Iigures. Additional Iigures may be assigned to the unit but give no added beneIit. A
mouse is considered a medium ram. In a weekly turn, damage by a ram or mouse (a thing that picks or drills the
walls) is assessed by rolling 3D10 Ior a light ram, 4D10 Ior a medium ram or mouse and 5D10 Ior a heavy ram.
Multiply the result by 3; this is the damage assessed against the targeted section oI the structure. Remember to
subtract the structures armor rating.
In a skirmish, rams move at 4 inches per turn and do the same amount oI damage as given above, except
without the multiplier. This damage takes place during the melee phase.

Countermeasures
A deIender may attempt to neutralize a ram, mouse or tower/belIry. Prior to rolling Ior damage by the ma-
chine, the deIender rolls 2D10. On a 13-17, the engine does no damage this week. On a 18-20, the oIIending
engine is destroyed. Losses will be assessed through attrition.
In a skirmish, countermeasures require deIenders to commit at least the same number oI Iigures to counter-
measures as the attacker must use to move and operate his machine. Extra Iigures may be added but give no bo-
nus. When the machine reaches the walls, but beIore any damage is assessed, the besieged player rolls 2D10.
On a 15-18, the machine is neutralized and no damage may be inIlicted on the structure until the countermea-
sure is cleared. A roll oI 19-20 means the machine is destroyed and every crew member is assessed 2D10 in
damage, subtracting armor.
The besieging player may attempt to clear the countermeasure by committing halI the number oI Iigures
required to move and operating has machine (these need not be the crew, they could be any Iigures standing
around). He rolls 2D10 and on a 16-20, the countermeasure is cleared. This circle oI Irustration can continue
indeIinitely.
29
Sorties And Escalades
When a besieging player chooses assault he may attempt to storm the castle. This may be through a breach
or by escalading the walls using ladders or belIries or using a ram to break open a gate, or whatever else. A be-
sieged player who elects to sortie, sorties. For a besieger storm, set up Iigures not closer than the nearest deploy-
ment area oI the previous turn (usually this is the siege works). A sortie must begin within the castle but with
the gate or postern open. Set up the scenario normally, assigning Iorces, etc., and rolling Ior surprise on the sor-
tie/surprise assault table.

Mobile Bridges And Ladders
Ladders are carried as indicated on the build chart. Light and medium ladders may be pushed over by de-
Ienders, this takes place aIter movement but beIore melee. It takes 1 turn to climb a ladder. The deIender wish-
ing to push over a ladder must have 2 Iigures touching the ladder Ior a light ladder or 3 Ior a medium ladder.
Roll 1D10, on a 6-10, the ladder is pushed over. Any Iigures marked Ior movement up the ladder this turn Iall
and roll on the Iall table Ior damage.
Heavy ladders are wheeled aIIairs and may not be pushed over. However, deIenders may Iire siege engines
against the ladder as it approaches and may drop rocks or combustibles on it when it is adjacent to the wall. A
medium stone may be dropped on an attacker by 1 Iigure. Roll to hit as a thrown weapon using halI the Iigure's
Iighting skill as his shooting skill, assessing 2D10 in damage iI it hits. A large stone requires 2 Iigures to liIt and
drop. Roll as a thrown weapon using halI 1 Iigure's Iighting skill as his shooting skill, assessing 4D10 in dam-
age iI it hits. It takes 2 turns to reload a medium stone and 4 to reload a large stone.
Combustibles take 1 Iigure to use. Roll to hit as with a thrown weapon. II hit, roll 2D10 Ior damage, ignor-
ing armor. Any Iigures marked to move up the ladder or who are within 1 inch oI the ladder roll 1Dl0 Ior dam-
age, ignoring armor. The burning ladder may be extinguished by 3 Iigures and a roll on 3D10 oI greater than the
ladders current damage. II the ladder burns 3 consecutive turns it is destroyed and any Iigures on it are killed
(not disabled). It takes 4 turns to reload combustibles.
A mobile bridge is a heavy ladder, Ior movement, cost, damage and capacity to carry Iigures.

Sortie/Escalade Surprise Table
Either side may attempt surprise attack skirmishes. The attacker rolls on the surprise table.
7 or less 8-11 12-16 17
No surprise Mile surprise Surprise Total Surprise
ModiIiers
Night 4

Remember command range is 3 inches at night or in burning castles.

Results
No surprise: deIender sets up anywhere in deployment area (12"-20" Ior bombardment zone, 12" Ior assault
zone deployment); 100 oI deIenders may set up on works/walls.
Mild surprise: 50 oI deIending Iorce sets up in command anywhere in zone, rest are at least 12" Irom lord and
not in units; 30 may be deployed on the works/walls.
Surprise: 30 oI deIending Iorce are deployed in command range, others as mild surprise; 20 may be deployed on the
works/walls.
Total surprise: no Iigures are in command range, no units may be deployed (they may be Iormed during the scenario);
10 may be deployed on the works/walls.
30
Any Iigures on walls/works may be given standing orders to deIend. These are considered to have been is-
sued prior to the scenario.
Any Iigure which survives its initial round oI melee is considered to have automatically activated standing
orders Ior itselI and any other Iigure within 12 inches (6 inches iI the others are in buildings) This reIlects some-
one having time to raise the alarm.



CONCLUDING A SIEGE
Surrender
II the player's actual Iigure is not present during a siege, roll on the surrender table at each oI the Iollowing
points: upon the enemy's arrival, at the end oI the Iirst week in which the castle comes under bombardment
Irom a medium or heavy weapon, at the end oI a week in which a breach is made, iI the castle's garrison retreats
into the keep and any keep wall Ialls below halI value, and when the keep is breached. Roll 1D10. II the result
is higher than the garrison commanders morale, he surrenders. ModiIiers to this roll are 3 Ior the roll when the
enemy arrives, 2 Ior the roll when the castle comes under Iire, -2 Ior the roll when the keep wall is at halI-
value, -3 iI the commander (the castellan) has been disabled, -2 iI the garrison includes unpaid troops.
(Optional rule. a besieging plaver mav attempt to bribe the castellan, each $10 spent adds 1 to the die roll.
A roll of 1 or 2 alwavs means no surrender. In addition, if the castellan surrenders and a bribe is involved, the
besieged plaver mav roll 1D10 and on a 7-10, he executes the castellan and keeps the monev fi)r his own treas-
urv.)
II the player Iigure is actually present, he may negotiate with the besieger, Ior whatever terms he can get He
may oIIer up to one-halI oI the towns or city's sack value in payment. Treat the place as sacked Ior tax purposes.
II a Iorce surrenders, (unless the surrender is made when the keep is breached) the garrison must be allowed
to go Iree, at least those oI lord, knight, man-at-arms or squire class. Roll Ior disabled Iigures as aIter combat.
The besieging player gains $2 Ior each knight and $1 Ior every squire or man-at-arms. The soldiers and peasants
are worthless and may be killed. II the surrender occurs when the keep is breached, no honors oI war are man-
datory. You don't have to kill the garrison, but you may iI you like. You still collect the money.

Successful Storm
AIter a successIul storm, the winning player may kill any non-knight. The knights are ransomed. Again,
only iI the player/Iigure actually captured a knight does he collect the ransom Ior himselI (use the armor value
as cash equivalent). Otherwise it goes to whomever captured the knights, Count Bob oI Blois or whomever.
The winner may garrison the place and undertake repairs. II any breaches were made then these repairs cost
2D10 in money and take 2 weeks to complete. II no breaches were made, the repairs cost 1Dl0 and are com-
pleted in 1 week.

Successful Defense
II the besieging Iorce leaves, the besieged player may immediately reinIorce the garrison and is consider to
have resupplied it as well. He may undertake repairs. II any breaches were made then these repairs cost 2D10 in
money and take 2 weeks to complete. II no breaches were made, the repairs cost 1Dl0 and are completed in 1
week.
31
MISCELLANEOUS RULES
Archer Stakes, Caltrops, Pits, Etc.
When a horse tries to pass archer stakes, the stakes Iirst get a Iree shot at the horse. Consider the stakes
have a Iighting skill oI 10, but subtract Irom this the Iighting skill oI the rider, (halve his skill iI the horse is gal-
loping). Roll 1D10, add the stakes modiIied skill and iI the result is 15 or higher, the stake wins. Determine
damage by rolling 1Dl0 iI the horse walked, 2D10 iI the horse trotted or cantered and 3D10 iI the horse gal-
loped. Treat as a linear obstacle Ior movement.
In an area sown with caltrops or pits, roil 1Dl0 Ior each horse attempting to move through. On a roll oI 6-
10, roll on the horse panic chart. For every turn spent in this kind oI area, subtract 4 Irom the die roll on the
horse panic chart

Biological Warfare
In any week a besieging player may attempt biological warIare against a castle. He rolls 2D10 with the Iol-
lowing results: 2-16 no eIIect; 17-18 cut remaining supplies in the castle in halI (spoiled stores); 19-20 dou-
ble the deIender's attrition results throughout the remainder oI the siege. II doubles are rolled, the besieger's at-
trition is doubled throughout the remainder oI the siege.

Stones
A medium stone may be dropped on an attacker by 1 Iigure. Roll to hit as a thrown weapon using halI the
Iigure's Iighting skill as his shooting skill, assessing 2D10 in damage iI it hits. A large stone requires 2 Iigures
to liIt and drop. Roll as a thrown weapon using halI one Iigure's Iighting skill as his shooting skill, assessing
4D10 in damage iI it hits. It takes 2 turns to reload a medium stone and 4 to reload a large stone.

Sand, oil, Water Etc.
Pouring noxious stuII requires 2 Iigures. Roll to hit as with a thrown weapon. Whether the target is hit or
not, roll Ior each Iigure within 2 inches oI the target. Ignore armor, and inIlict 2D10 in damage to each Iigure,
rolling individually Ior each Iigure. It takes 7 turns to reload noxious stuII.

Crow
This is a medium engine, Ior building purposes. It is operated by a crew oI 4. Any time an enemy Iigure is
within reach oI the crow (use actual model size or 4 inches), roll 1D10, on a 7-10, the crow captures the Iigure.
It then takes 1 turn to do something with the prisoner (drop him to his death, bring him inside the castle, etc.)
The crow may then make another attempt. (It must wait one turn aIter snatching someone beIore trying again.)
Optional shooting modification if arrows seem too deadlv for vour taste or vou dont have lots of extra fig-
ures to feed into the meat grinder consider all fire bv individuals as fire against moving targets, provided the
target is doing something This applies to figures operating machines, even if the figure does not actuallv move.
32
KAICH1S & KAAJES RULES CHANGES
Automatic Kills
Any Iigure who is disabled by inIlicting 3 times his original stamina or higher on the die roll in which he is
disabled, is assumed to be dead. Do not roll Ior recovery at the end oI the scenario,

Night Attacks
Command range Ior night skirmishes is 3 inches. Command range in a burning castle, village, etc., is also 3
inches.
Turn Event Income Expense Total




































Income/Expense Table
Site Available Manpower Cumulative Die Roll Modifier Active Manpower










Site Available Manpower Cumulative Die Roll Modifier Active Manpower










Site Available Manpower Cumulative Die Roll Modifier Active Manpower










Resource Table

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