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Siege Combat and Engines

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

Large-scale conflicts often involve assaulting or defending fortified positions like castles, city walls, or gatehouses, as well as naval battles featuring large vessels. Overcoming these durable defenses typically requires specialized siege engines – powerful machines designed to breach walls, sink ships, destroy battlements, or deliver troops over defenses. These engines operate on a different scale than personal weapons.

Operating Siege Engines

Unlike standard weapons, siege engines require coordinated effort and specialized knowledge:

Targeting with Siege Engines

Damage vs. Structures and Vessels

Targets like fortifications and ship hulls possess immense resilience. They use two statistics:

Fortifications and large vessels have very high Integrity values, necessitating siege engine damage.
Example Integrity Values: A Thick Stone Wall might have Soak 8, SI 1000+ (per 10-foot section). A Reinforced Castle Gate: Soak 8, SI 500+. A Large Warship (e.g., Galley): Soak 5, HI 240-400+. A Large Merchant Ship (e.g., Cog): Soak 5, HI 160-250+.

Damage Thresholds for Structures/Vessels:

Damage vs. Creatures from Siege Engines

Being hit by siege weapon ammunition is often instantly lethal.

Siege Engine Statistics

Here are statistics for common pre-gunpowder siege engines. Hull Integrity (HI) and Soak for engines represent their own durability.

Ballista (Heavy Crossbow Analogue)
Crew: 3. Actions: Load (1 Declared Action), Aim (1 Declared Action, Engineering Check), Fire (1 Declared Action, Engineering Check). Range: Long+ (e.g., 150-600 ft). Damage: 8d10 Piercing. Area: Single Target. Structure: HI 50, Soak 5 (Wood). Notes: Accurate direct fire. Good against large creatures, gates, enemy engines, or specific structural points.

Mangonel (Catapult / Onager)
Crew: 4. Actions: Load (2 Declared Actions), Aim (1 Declared Action, Engineering Check), Fire (1 Declared Action, Engineering Check). Range: Long (e.g., 100-400 ft). Damage: 10d10 Bludgeoning. Area: 10ft Radius Impact. Structure: HI 75, Soak 5 (Wood/Iron). Notes: Fires heavy stones/projectiles in an arc. Good against structures and troop formations. Prone to inaccuracy (GM determines scatter on miss).

Trebuchet (Counterweight Catapult)
Crew: 5+. Actions: Load (Requires multiple crew over several minutes), Aim (1 Declared Action, Engineering Check), Fire (1 Declared Action, Engineering Check). Range: Extreme (e.g., 300-1000+ ft). Damage: 20d10 Bludgeoning. Area: 15-20ft Radius Impact. Structure: HI 100, Soak 5 (Heavy Wood/Iron). Notes: Massive structure, slow to operate. Devastating against fortifications but highly inaccurate (GM determines scatter). Requires stable ground.

Battering Ram (Medium, Covered)
Crew: 6+ (pushing/swinging). Move: 10 ft/rd (pushed by crew). Action: Ram (1 Declared Action, requires coordinated crew effort – potentially group Athletics check). Range: Melee. Damage: 10d10 Bludgeoning (vs. Structures, ignores Material Soak up to 5). Area: Single Point (Gate/Wall section). Structure: HI 150, Soak 5 (Wood/Hide Cover). Notes: Provides cover for operators. Only effective against gates, doors, or weaker wall sections.

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File Created: 05/06/2025
Last Modified: 05/06/2025