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SUFFER - 8th edition siege

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Shadowwolf:
Hi and welcome to this new edition of SUFFER (Shadowwolf's Unofficial, Fluffy, for Fun use Experimental Rules)

This time all notes, books and references to warhammer siege has been mended and adjusted for the 8th edition! Enjoy!
In addition to these rules will be added scenarios and comprehensible diagrams, so I would be very glad if you point out anything in the rules which could be better explained in a picture! I can't see that enymore, as I have stared myself blind on these pages.


Warhammer 8th edition siege

The Castle
Castles of the warhammer world are as varied as the people who populate it. But be they the solid brick fortifications of man, the gleaming citadels of the high elves or the unspeakable fortresses of the dark gods, certain elements can always be picked out and generalized.
The anatomy of a castle is divided into walls, towers and gate. All of them are considered large targets.

Walls
Brick, brass, wrought iron or polished ivory, walls are the main body of a castle. In a game of warhammer, a wall will for rules purposes be a section roughly 12” long, 4-5” tall and with at least 2” wide ramparts. This is very important, as two rows of infantry must be able to fit the rampart.

Each 12” section of wall is a seperate target and will usually hold one or two units. Very long walls can be split into several sections.

As with buildings, only infantry, monstrous infantry, war beasts, monstrous beasts and swarms may enter the ramparts. Cavalry and monsters are better used in the courtyard or in a sallying action.

Any troops on the rampart will benefit from hard cover as detailed in the 8th edition rulebook. Note that the ramparts give no protection from fire coming from within the courtyard.

Troops on a wall assume a special formation with no flanks, rear or front. They are deployed and must remain in a formation of a single file and are considered to have 360 degrees of arc of sight. Note that they still need to be able to draw line of sight to their targets when firing or charging.
Troops moving off the walls will immideately reform into a normal unit upon leaving the ramparts and troops moving onto the ramparts will immideately assume this formation.

It is a good idea to keep defending troops 1” from the wall so that any assaulting models may be placed in the gap between defender and wall, on the rampart.

Towers
Tall, sturdy fortifications, towers can easily be held against an outnumbering foe. Their commanding view over the battlefield make them excellent vantage points for war machines, spell casters or missile troops.

You can place as many models models as can fit on top of a tower, the rest are considered to take cover inside and it's better to write down how many they are or place the models beside the table.

A tower is considered a two-storey building which is unassailable from outside the castle. Unengaged troops on the adjacent ramparts or in the courtyard may attempt to assault the tower as described in the 8th edition rulebook on p. 127.
Additionally, a castle tower is made for defensive purposes, to give maximum effect to defensive missile fire. As such, 10 models per floor may fire missile weapons from a tower.

A single war machine may be placed on top of the tower but may not leave it. They're assumed to be stationary.

Gates
The gate is the weakest link in any castle. This is where the attackers will concentrate their efforts of breaking through and naturally the place most heavily defended. Most gates are easier to break down than the surrounding castle walls, and such gates are often flanked by massive towers covered in arrow slits and murder holes.

The defenders can open and close the gate at any point in their movement phase if there are at least 2 unengaged models in contact with the wall holding the gate. Naturally, the gates won't close if there are models in the way. (friend or foe!)

A unit may move through an open (or destroyed!) gate during it's movement phase without any reduction to it's movement. They do not need to change their formation to fit through but are considered to pour through and form up on the other side. They can even stop halfway through. Simply place the front of the unit outside the gate and the rest on the inside. Combat resolution bonuses for ranks are unaffected by this squeeze, but naturally, only models actually able to reach may fight in additional ranks. So if the gate is 4 models wide, a unit  in combat in the open gatehouse would strike with 8 models.

Courtyard
Inside the castle walls there may be buildings, stores, barracks, training grounds and the like.
This area is refferred to as the courtyard. In the courtyard all normal rules for warhammer fantasy battles apply. Any troops able to enter the ramparts or towers may do so freely, (this will be explained shortly) provided these are not held by the enemy.

Movement on the walls
Defending a wall or a tower is very different from fighting in a tight formation on an open field.
Generals and warriors through time have adapted to siege warfare and so behave differently upon the solid walls of their fortresses.

All units able to enter a rampart adopt a special formation, much like that of the 7th edition skirmisher. They adopt a formation of a single rank along the length of the wall, 1” from the battlements. This is to allow room for assaulting models, but more of that later.
The battlement formation may move up to twice the slowest model in the unit's movement along the wall.  Troops can freely move from a castle tower or wall section to an adjacent wall section or castle tower if they have enough movement.
In addition, friendly units may swap places on the same wall if no model moves more than twice his movement.

Movement onto the ramparts or a tower from the courtyard
A unit may move onto the ramparts or into a tower if it can reach the feature with a normal move (i.e. not a march move. They aren't that quick redeploying)
Models in the unit are placed anywhere along the rampart or in the top of the tower that the player wishes. If there are more models than avaliable space on the rampart, the rest of the models are left in the courtyard, in base contact with the wall, and must move onto the wall as soon as there is sufficient room. They are still considered a single unit for all purposes.

No monstrous infantry or monstrous beasts unable to fly may enter a tower, though they may move onto the ramparts of a wall. Cavalry cannot enter neither, for obvious reasons!

Shadowwolf:
Movement from the walls and towers into the courtyard
Unengaged units may move into the courtyard in the same way that a unit exits a building.

Movement outside the castle and in the courtyard
Movement outside or inside the walls are done exactly as normal. Note that units inside or on the walls do not prevent enemy units outside the walls from marching and vice versa.

Assaulting the walls
Few combats are as bloody as those fought for supremacy on the castle ramparts and walls. Boiling oil and rocks greet any attacker that would dare raise a ladder against the enemy fortification to try his luck against the hardened warriors waiting on top of it.
Nonetheless, it has to be done if the castle shall be yours by nightfall. 

Charges
Any unit may declare a charge against a castle as if it were and enemy model. If they can reach a wall section and are equipped with grappling hooks, ladders, a siege tower or some other means for scaling the defences they may assault the defences in the close combat phase. Otherwise they can make close combat attacks against the castle  itself, as explained later.
Towers are too tall to assault.

Charge reactions
Troops defending a castle wall will not stand idly by as the enemy scales their defences. A defending unit can declare charge reactions if their wall is charged by an enemy unit. A unit with missile weapons may always choose to stand and shoot, no matter how close the enmy is. Units equipped with rocks or boiling oil may use it as long as the charging enemy does not have a siege tower. They can still use conventional missile weapons against a charge from a siege tower. The defenders may also choose to Man the walls! as a charge reaction.

Means of assault
Generally speaking, troops may assault walls with grappling hooks, ladders or siege towers. Towers are too tall to assault with these.

Ladders
Upon contact with a wall, a unit equipped with ladders may erect these to assault the wall. One model per ladder may be moved onto the ramparts at the start of any close combat phase, directly above the ladder it climbed or as close as possible should the space be occupied. This can be any model from the unit able to climb a ladder. This allows powerful characters or creatures part of the unit to attempt to take the ramparts where an ordinary trooper might fail.
If the rampart onto which the models moved is occupied by enemy models, these are now considered to be in close combat.
The defenders are well entrenced behind the battlements and the attackers therefore strike at initietive 1. In addition, the assaulting unit will need natural 6s to hit the defenders! These penalties apply each round until the assaulting unit breaks or Siezes the ramparts.

Grappling hooks
Grappling hooks are in essence one-man ladders. They work exactly the same when assaulting a wall and can be thrown by all models in a unit in contact with the wall at the start of a close combat phase. The model scaling the wall is then placed directly above the point where it was on the ground or, if there is insufficient room, as close as possible to the point. The defenders may claim the same bonuses as when attacked by a unit with ladders and the same penalties apply to the assaulting unit.

Siege towers
Once a siege tower makes contact with the walls, any troops inside the siege tower may assault the ramparts. Up to two models or a single monstrous infantry model may move onto the ramparts from the tower at the start of each close combat phase. This allows the best fighters to try to take the ramparts from the enemy defenders.

The siege tower negates all benefits the defenders normally enjoy, so models strike without penalties to  initiative and use their weapon skill to hit as normal.

Flight
A unit able to fly may assault both towers and walls. Towers are assaulted exactly as if they were assaulted from the courtyard, as described later. Simply place the flying unit in contact with the tower. It is assumed that it is at the top of the tower, throwing down the defenders and doing their best to cause maximum mayhem.
When assaulting walls, fliers follow the same rules as an assaulting unit with a siege tower. As the unit does not need to climb, the ramparts won't protect the defenders. However, all models in a flying unit may be placed on the wall as if they were using grappling hooks.

Man the walls!
Models defending the walls against an assault may make a special Man the Walls! charge reaction. Any unit declaring Man the Walls! may move up to half their move towards the enemy after any assaulting models have been placed. This move must maximize the models fighting from both sides.  In addition, the defending unit may use any rocks or boiling oil against the assaulting unit (though not against units with siege towers).

Siezing the ramparts
When the attacker finally pushes the defenders from their fortifications and establishes a beachhead, the fighting turns grim for the defenders.
The assaulting unit is deemed to have siezed the ramparts as soon as the attacking side wins a round of combat on that wall. The attacker may now move as many models from his assaulting units onto the wall as he wishes and suffer no penalties to hit or to initiative.

Undefended ramparts
If a wall has no defenders at all, any unit equipped with ladders, grappling hooks or siege towers may sieze the ramparts automatically. Simply move the whole assaulting unit onto the rampart.

Break tests on assaulting the ramparts
No combat resolution bonuses other than those caused by wounds apply. Simply add up the number of wounds scored and determine the winner. Musicians do not tilt a draw.

All units at least partly on a wall, in a tower or in the gatehouse (defending or attacking through the gate) are considered steadfast. They know there is nowhere to run or are too determined to give up easily. This also applies for attackers assaulting the ramparts with grappling hooks, ladders or siege towers.

Pursuit
Assaulting troops with grappling hooks, ladders or siege towerswho are broken in close combat must withdraw from the walls. This might prove extremely fatal as the defenders push them off the walls, set fire to the siege tower or cut the ropes the attackers are clinging onto. Assaulting units which fail a break test are moved 1” away from the castle wall. They take any siege equipment in their possesion with them. It is supposed that the defending unit pushes the ladders away, severs all the ropes and cuts off the drawbridge to the siege tower.  The assaulting unit can charge in for a new attempt at the walls in their next movement phase.

The models in the assaulting unit still on the ramparts might not always make it back, though. The fleeing unit rolls 2D6, comparing to the pursuing defenders' 2D6 as well. If the defender wins or draws the roll, all models on the rampart are slain and only those left on the ground outside the castle are left alive. If the assaultees get away they take a Dangerous terrain test and are afterwards placed with their unit back on the ground if they survive.
Note that the defenders don't move at all, even if they catch their enemies.

For all other fighting on the ramparts, roll the flee and pursuit distances as normal. If the pursuers catch the fleeing unit, simply remove it. If the fleeing unit beats the pursuers score, they may flee into the courtyard. Do not move the pursuers. They consolidate their gains on the walls and prepare to continue the battle. If there is nowhere for the broken unit to flee, they are destroyed.

Fighting in the courtyard or outside the castle
When troops are fighting each other on ground level, all normal rules apply.

Charging from the courtyard onto a tower or rampart
Troops in the courtyard may assault towers in the same way as buildings and charge walls in the same way you would a defended obstacle.
When assaulting a wall from the inside, the troops on the wall are considered to hold staircases and defendable positions and so get the same benefits as a unit defending a wall. See page 123 in the 8th edition rulebook for reference. Any unit wholly within the courtyard may claim normal bonuses for combat resolution.
Towers may be assaulted from the ramparts of adjacent wall sections or from the courtyard. This is worked out in the same manner as assaulting a building.  If the defenders flee, they flee into the courtyard.

Charging from towers or ramparts into the courtyard
Differently to normal buildings, castle towers and walls are military fortifications and therefore designed to allow the defenders the greatest advantage that can be offered. Units occupying towers or ramparts may charge any enemy unit they can see in the courtyard.
The charge is carried out as normal. Measure the distance from the base of the wall or tower and move the charging unit. The chargers may assume any formation they wish, as long as it fits in the courtyard.

Charging from a tower or wall onto another wall
It might happen that the defending force needs to sally out from towers or reinforce sections of their walls as the battle proceeds. In these cases, the defenders will charge out of towers and from other wall sections into the enemy formation from the side.
The charging unit lines up in the battlement formation. Their rolled charge distance is how far the foremost model can move along the battlement to maximise the models fighting on the wall.

Attacking a castle
Not all castles of the warhammer world are made from stone and mortar. The Wood elves of Athel loren grow their castles from living trees, using branches for battlements and leaves for cover. The arrogant fortresses of the Dark Gods are made up of brass, mucous, crystal or living flesh. Men of the Badlands erect hastily constructed border forts from sharpened poles and whatever natural features there is to be taken advantage of. Dwarfs hew their strongholds from the very rock of the mountains themselves. No matter how a fortress may look, the following rules apply:

Shooting at the towers, walls and gates of the castle
Each tower, wall and gate are separate targets for any enemy attacks. Note that each gateway is situated in a section of wall and both are separate targets.

All hits against towers, gates and walls are resolved using the Damage charts below.


To find out what damage an attack caused, add the strength of the attack to the number of hits or the number of wounds caused by the attack.

For example: An Empire Great Cannon hits a wall. To see how much damage it does, add it's strength of 10 to the number of hits or wounds the attack causes. In this case, 10+D6 will cause the most damage and so is used.

Multi-barrel weapons, such as the Helblaster, count each barrel as a single shot.

If a castle is hit by a stone thrower or similar, the castle is hit by the hight strength attack if the central hole lies over the wall. In this case any models on the wall touched by the template are also hit.
If the central hole lies outside the castle's footprint, the castle is hit by the low strength attack if the template touches it and no troops on top of the castle can be harmed, even if touched by the template (they are too high up and the rock splinters on ground level).

Each model in a unit armed with missile weapons firing at the castle count as separate attacks.

Shooting at the gates
All normal rules apply to the wall section containing the gate.  If the wall is destroyed, the gateway is also demolished.
Only weapons with relatively flat trajectories, such as cannons, can fire at the gate. Randomise hits between the gate and the wall. Roll a D6 for each shot. On 1-4 the shot strikes the wall and on 5-6 it hits the gate.

Cannons
A cannonball is fired over a fairly flat trajectory when compared to stone throwers and mortars. Because of this, cannonballs will , strangely enough, tend to smash into large obstacles like castles instead of sailing over them.
To represent this, cannons (including organ guns, but not earthshaker cannons or mortars)  will always automatically hit castle walls and towers. You must still roll the artillery die to see if a misfire occurred, though.

Cannons may also pack extra gunpowder to give it a little more effect when breaking down castle walls. This gives the cannon +1 to rolls on the Damage charts, but there is a risk involved. Stuffing a cannon full with gunpowder is dangerous buisness and the firer must therefore roll the artillery die twice to see if a misfire has occurred.

Attacking the castle in close combat
Ordinary troops stand little chance to knock down a castle in close combat. Not even a mighty king of Bretonnia and his bravest knights stand a chance if they attack a castle wall on foot, with a sword.
However, the warhammer world is full of brutally powerful monsters and individuals who's brutal strength is enough to tear the solid rock of a castle apart. Greater Daemons, Dragons and Giants, for example, are so big and powerful that they pose a threat to even a well built castle.

Models with the Thunderstomp ability may use it against a castle. Roll the D6 and add the creature's strength to the number of hits scored and consult the Damage chart.

Chariots may not attack castles as they would be smashed to smithereens should they try. They can, however, stop by the castle and let their rider strike a single blow against the castle. Add upp the number of wounds and the strength of the attack and consult the Damage chart as normal.

All other models may make a single attack while in base contact with the castle. The attack hits automatically. Consult the damage charts for each attack.

Magic
Castles cannot be damaged by spells. Their sheer size and earthing ability protect them against magic and most walls are also protected by defensive spells, prayers and blessings. Target the troops on top of it instead.

The wall of the castle also acts as a magic barrier, stopping any casters from casting over it. In effect, a Vampire cannot summon a unit of skeletons in the courtyard or inside a tower if he is outside the castle. He can still summon them directly onto the walls, though, and casters on the wall can target troops outside the castle.   

Psychology
Attacking and defending units on walls or in towers may re-roll failed psychology tests. They are too determined or desperate to care!

Oddball stuff
Things can always get complicated. For example, a Night goblin player micht argue that his spider riders should be able to scale the walls as they can climb any vertical surface. In this case, the best resolution is to give the unit free grappling hooks. The same should be done with Giant Spiders and Ogre Kingdom Yethees.

Other castles
Of course, players are free to improvise. An Ogre Kingdoms fortress must have wider ramparts to accomodate the larger creatures and a Tzeentch castle might rearrange itself during battle. An Imperial bastion might hold gun emplacements on the walls or entire sections with row upon row of cannons. As long as both players agree and it is kept fairly simple, you should have no problems devicing your own rules for special circumstances.

Shadowwolf:
Siege Equipment
Storming the walls without the proper equipment will quickly prove fatal against a well ensconed defender. Your troops will die in drove as they try to tear down the castle walls with their swords and shields under a constant hail of junk from the battlements above.
Attacking and defending armies may spend any percentage of their points cost on siege equipment, but no unit may have more than one log ram, battering ram or siege tower.

Equipment of the besieged force
The defenders will take any measure to deter the attackers from thaking their stronghold. Any advantage that can be gained will be used against the oppnent.

Castle upgrades
Some castles of the warhammer world have special appearances or do not behave in the way a human fortress would. Castle upgrades affect all towers, all walls and the gate.

Camouflage      
150 pts
Until enemy models are within 20" of the castle, they cannot see and may not target the castle or any troops upon it's ramparts or towers.
This kind of camouflage can only be achieved by the mighty magics of the Tomb Priests, casung the fortress to shimmer and disappear like a mirage among the sands, or by the fey of Athel Loren, who construct their fortresses from the living forest itself.
May only be chosen by Wood elves and Tomb Kings

Fearsome Appearance
60pts
Many warhammer races take measures to make their fortresses as repulsive and loathsome for others to gaze upon as possible. Dark elves display their flayed victims on the walls, horrific stone gargoyles crest the walls of Sylvania, blood runs down the dreaded brass fortresses dedicated to Khorne, all to discourage the attackers. Or, of course, to appease the dreadful masters of the castle. 
In order to declare a charge against walls, towers or gates (and troops on them!) an attacking unit must pass a leadership test or the charge fails automatically.
May only be chosen by Chaos Deamons, Warriors of Chaos, Beastmen, Vampire Counts and Dark elves.

Imbued with magical powers
50pts
The fortress has been built on a magical nexus or through a particulary strong ley line, or maybe even constructed out of magical material.
In the magic phase, the fortress adds 1 Power die (Dark elves and Daemons) or 1 Dispel die (High elves and Lizardmen).
May only be chosen by Lizardmen, High elves, Dark elves or Chaos armies with a Tzeentch general.

All wooden fortifications
Free Downgrade!
A stronghold made of wood is not as sturdy as one made of stone. It may, however, be erected much faster, allowing the defender more time to rally his forces.
Add +1 to all rolls made on the Damage charts for attacks against the wooden castle. Flaming attacks gain +3 as wood is extremely vulnerable to fire!
In addition, the defender may add 15% to the size of his force due to the conservation of resources.

Castle section upgrades
A castle section upgrade affects the wall, tower or gate it was bought for and it should be noted in the army list before deployment where which upgrade is. You do not have to show your opponent where a trap, squig pit or poison gas trap is located until they are triggered.

Ironclad
100pts per tower, wall or gate
It is possible, and sometimes even neccesary, to reinforce the brutal toughness of the walls, towers and gates of a castle with metal. This can prove nigh inpenetrable for an attacker without at least a battery of cannons.
Attacks against ironclad castle features have a -1 penalty on the Damage chart.
May only be chosen by Dwarfs, Chaos Dwarfs and Chaos armies with a Khorne general.

Impressive Heraldy
50pts, 0-1
Huge family crests, royal standards, altars, trophies and ancient hierlooms. All can be used to bolster the morale of the defenders against their numerous attackers.
All models in a section with Imoressive Heraldy add +1 to their Ld and may re-roll a single failed break test during the game. Note that only one of these may be deployed.

Hoarding
35pts per wall or tower
Large wooden roofs or enclosed timber structures protect the defending troops from the hail of enemy missile fire. All troops on a section with hoarding are at an additional -1 to hit ith missile weapons. Hoarding is destroyed if the Rampart Destroyed result is rolled on the Damage chart for the section.

Reinforced steel gates
30pts per gate
The gate has been reinforced and barred by the defenders. Huge iron crossbars and extra plates of metal has been added to ensure that the attackers stay outside the castle walls.
Attacks against the gate suffer a -1 penalty on the Damage chart.

Spikes and blades
30pts per wall
The wall is festooned with spikes and blades, making scaling it a rather difficult task.
Any model assaulting the wall with grappling hooks need to pass an initiative test or suffer a S3 hit.

Traps
25pts per trap
0-2 traps per wall section
The sinister defenders have cunningly concealed deadly mechanisms. These can be pitfalls, hidden dart firing mechanisms, spring loaded large blades, tarpits or even crude bombs.
Any unit completing a charge against a wall or gate with the traps upgrade suffer D6 S3 hits per trap in the section, in addition to other stand and shoot actions such as boiling oil. Traps are one use only.
For an extra 10 points per trap, Skaven and Lizardmen poisoned (treat as S4).
May only be chosen by Lizardmen, Skaven and Beasts of Chaos.

Squig pits
40pts per trap
0-2 traps per wall section
The walls and the killing grounds in front of them are nesting grounds for squigs and other foul creatures. Any unit completing a charge against a wall or gate with the squig pits upgrade suffer D6 S5 hits per squig pit in the section, in addition to other stand and shoot actions such as boiling oil. Squig pits are one use only.
May only be chosen by Orcs & Goblins

Poisoned gas trap
75pts per tower or wall
Poison gas traps are amongst the most vile kinds of warfare to be encountered in the warhammer world. On a given commando, the defenders will open vents and let sickly green or yellow fumes envelop the attackers. Should the attackers breathe the gases, they will start choking uncontrollably, bleeding from ears, eyes and nose while drowning in their own blood.
On the defenders command, which can be any time he wishes, the poison gas trap is sprung. Any model within 2" of the wall (on the outside, of course!) must pass a toughness test or suffer a wound with no armour saves allowed.
Poison gas traps are one use only.
May only be chosen by Skaven and Chaos armies with a Nurgle general.

Swivel gun
15pts per gun
Swivel guns are large, stationary guns, filled with rusty nails, broken glass and whatever else the defenders can gather up.
When fired, place the flame template with the narrow end touching the muzzle of the swivel gun. All models touched by the template suffer a S3 hit with a -2 armour save modifier. They may be fired in the defender's shooting phase or in addition to other stand and shoot actions such as boiling oil. Swivel guns are immobile, Quick to fire and are one use only.

Defenders' equipment
The defenders equip themselves as best they can to repel the attackers. Baskets of rocks, axes for cutting ropes, poles to push away ladders and cualdrons of boiling oil greet any attacker daring enough to assault the defenders.

Boiling oil
25pts per cualdron
One of the most efficient ways to deter persistent attackers from scaling the wall is to drop nasty unpleasant things on them. One of the nastiest things to drop on an enemy is boiling oil. It's hot, sticky, smelly, soaks through armour and casuses excrutiating wounds. If this doesn't deter the attackers, it can also be set aflame.

You may buy a single cualdron of boiling oil per infantry unit in your army. It is assumed to last the entire battle and should be represended with a suitable model. The cualdron may be moved at the movement speed of the unit and is considered move-or-shoot and quick to fire. If a unit with a cualdron flees for any reason, the cualdron is lost.

Using boiling oil
Two models may use the cualdron in a shooting phase or as a stand and shoot reaction against troops assaulting the wall with ladders or grappling hooks instead of using their own missile weapons (if any).

To use boiling oil, take the 3" round template and place directly below the cualdron model. Any model touched by the template is hit automatically and suffer a S5 hit with no armour save possible.
Note that units with a Battering ram have a special 4+ save against boiling oil.
The following natinesses follow the rules for Boiling oil with their exceptions noted.

Boiling blood
30pts per cualdron
Dark elves have a particulary nasty way of repelling attackers. Using slaves and prisoners as donors, the Nagarothi fill their cualdrons with boiling blood mixed with corrosive poisons.
Troops that suffer casualties from boiling blood must take an immideate panic test.
May be chosen by Dark elves

Molten metal
30pts per cualdron
Dwarfs and Chaos Dwarfs use molten bronze, hot lead and other heavy metals instead of oil, as these ores are common in the mountains, whereas oil is hard to come by.
Hits from molten metal is resolved at S6.

Alchemical fire
30pts per qualdron
High elves have mastered the art of alchemy and perfected a formula for the unquenchable weapon Deathfire, or Ielthan in the Elven tounge.
Alchemical fire cause D3 wounds and is a flaming attack.

Rocks
1pt per model in the unit
A very straightforward method of defense is the classic rock. Even the most dim.witted zombie can be taught to drop a rock from the walls of a castle onto the enemy. Rocks may be thrown singly or tipped from baskets with similar effect.
Rocks are a missile weapon which can be fired instead of normal shooting attacks by a unit. They have a range of 3" are S4 and considered Quick to fire. In addition, they can only be used against models below or assaulting the walls.

Equipment of the besieging

RAMS
Log Rams
10pts
The simplest form of ram, a log ram can be nothing more than a tree trunk with a few handle bars. Cheap, easy to make and useful it is the perfect tool for the budget general.

At least four infantry models are required to carry a log ram. Monstrous infantry count as two models and these are the only kinds of units able to carry a log ram. A unit carrying a log ram may move as normal.
A log ram can be used agains a tower, wall or gate in close combat and deliver an automatic hit each close combat phase. The strength of the attack is equal to the number of models carrying the log ram, to a maximum of strength 8, and cause D6 wounds. Again, monstrous infantry count as two models each.
Position the log ram in the center of the front rank of the unit carrying it, or as centrally as you can. Models fight as normal in close combat.
The ram is abandoned should the unit be forced to flee for any reason. The unit can also choose to abandon the ram at any time. Simply place the ram beside or where the unit was before fleeing. Another unit can pick up the ram by moving into contact with it.
A unit which fails a Stupidity test will also drop any log ram it carries.

Battering rams
50pts
A larger, suspended ram on wheels, this is the ideal gate breaking machine. Complete with a roof for protection against the defenders' attacks, troops with a battering ram can march straight up to the gates withouh too much trouble.

All rules for Log rams also apply to Battering rams, with the following additions and exceptions.

At least six models are required to push a battering ram due to it's weight and any unit pushing it suffer a -1 penalty to their movement.
Missile fire hitting a unit with a battering ram is randomized between the ram and the unit. on a 1-2 the shot hits the ram, on a 3-6 it hits the unit. The battering ram has T7 and 5 wounds.

Ladders
Large: 10pts per ladder
Small: 5pts per ladder
Ladders are used by all warhammer races. They are useful for stealing apples, little paintjobs and scaling castle walls. Scaling ladders are equipped with hooks on the top and spikes at the bottom to wedge it firmly in place. They come in two sizes, large and small. Small can be used by infantry and large by monstrous infantry. No other units can use ladders. Skirmishers may not carry ladders.

Four models are required to carry a small ladder at normal speed. Two monstrous infantry can carry a large ladder at full speed. If there are less than four infantry models or two monstrous infantry models per ladder in a unit, it will move at half speed.

All ladders are abandoned should the unit be forced to flee for any reason. The unit can also choose to abandon ladders at any time. Simply place the ladder beside or where the unit was before fleeing. Another unit can pick up a ladders by moving into contact with it.
A unit which fails a Stupidity test will also drop any ladders it carries.

Grappling hooks
1pt per model in the unit
Grappling hooks are ropes with a hook in one end. Often a steel chord is woven into the rope to prevent it from being cut while the attacker is climbing up.

Any unit of skirmishers may be equipped with grappling hooks. See the scaling the walls section for further information.

Mantlets
1pt per model in the unit
Mantlets are in effect a large wooden barrier, about the height of a man, on wheels. Often equipped with arrow slits, they are excellent for missile troops wanting to get close to the castle through the hail of enemy fire.
Only infantry armed with missile weapons may use mantlets.
Units with mantlets may not charge, march or move-and-fire.  However, they may deploy 2D6" closer to the castle than the rest of the besieging army. Roll for each unit at the start of the battle.
Troops do not voluntarily abandon mantlets (wisely putting their safety above other things) but if forced to flee, the mantlets are discarded.

Troops behing mantlets are at an additional -2 to hit with missile weapons.

Siege Towers
100pts per tower
Maximum of 1 tower per 1000pts of attackers
Siege towers are by far the most efficient way of scaling a castle wall. The siege tower itself gives the troops pushing it shelter from the enemy missile fire and saves them from the dangerous prospect of scaling the walls with ladders.
Siege towers are extremely common throghout the warhammer world and come in many shapes and sizes. Most are made from wood, but the Undead construct grisly behemoths of bone and carcas, the Orcs and Goblins make their siege towers to resemble their brutish gods and the elves of Athel Loren bring huge living trees bristling with warriors to assault the enemy. Whatever they look like, the following rules apply to siege towers.

Any infantry unit of at least ten models or monstrous infantry unit of at least four models may be equipped with one siege tower.
Up to eight (4 monstrous) models may be placed inside the the tower, ready to assault the walls. The others are arranged around and behind the tower pushing it. The models inside the tower may fire their missile weapons and do not count as having moved if the siege tower does but they do not contribute to the number of models pushing the tower.

Pushing a siege tower is an ardrous task and is impossible to do in steady ranks. Place models pushing the tower in a rough square beside and behind the tower to show their efforts. Note that a unit with a siege tower in their midst can never claim any bonuses for ranks in close combat.

Before the battle starts, the siege tower and it's unit may move 2D6 inches towards the castle. This represents how easy it is to advance under a hail of arrows with the huge tower between you and the enemy. The tower then moves at the same speed as the unit pushing it. Note that the unit may not march but can still muster the power for a charge against the walls. The tower cannot turn or wheel. It moves straight forward.

Should the pushing unit suffer a lot of casualties it may happen that there are too few models left to push the tower. The pushing unit deducts 1" (2" for monstrous inf.) from it's move value for each model less than 10 (4 for monstrous inf.) models pushing in the unit.

For example: Eight men are pushing a siege tower. They have a movement value of 4 and are 2 men fewer than ten. They push the siege tower 4"-(1"x2)=2" sraight forward.
In the same manner, 2 Ogres are pushing another tower. They have a movement value of 6 and are 2 models short of 4. They push the tower 6"-(2"x2)=2"

Models in close combat with the siege tower may attack it if they wish. Attacks hit automatically.

Because the siege tower is so much larger than the unit pushing it, it is considered a large target. A unit armed with missile weapons may pick out the tower as a separate target and recive a +1 modifier to hit it. However, randomize the hits as follows: 1-2 hits the pushing unit, 3-6 hits the tower. The tower has a toughness of 8 and 6 wounds.
The unit pushing the tower can be targeted as normal, but may be in hard cover due to the siege tower's prescence.
Templates are assumed to hit any models touched by them. Do not randomize hits from templates and warmachines.

If the tower is destroyed, any troops inside suffer a S5 hit. Any survivors reform at the siege tower's last position after the siege tower is removed.

A siege tower is abandoned should the unit pushing it be forced to flee for any reason. The unit can also choose to abandon it in the movement phase. Simply move the unit away from the tower and leave it there. Another unit can take up the task of pushing it by moving into contact with it.
A unit which fails a Stupidity test will not move at all if they have a siege tower. Troops pushing a siege tower may not pursue, even if forced to do so by frenzy or other special rules.

A siege tower charges th normal M+2D6, but double any penalties due to loss of pushers. This represents the impetous of the pushing troops once they near the castle walls.
During the turn you get a siege tower into contact with  the castle, you may attack the ramparts. Up to two models per turn (one monstrous) may move onto the rampart at the start of any close combat phase. Note that if there were no troops aboard the tower when it made contact, you must spend one turn moving models up the ladders and ramparts of the tower before assaulting the walls.



This is the end, for now. Later there will be a few siege scenarios, but I guess you get the picture. Twice as many attackers attack defenders ensconed in various fortifications.

Shadowwolf

Shadowwolf:
A few additions, to ensure the survivability of the oncoming besiegers' equipment. Or cost-effectiviness.


Siege tower upgrades
Many warhammer races do not use the standard all wooden construction so often seen in the lands of men.
The Lizardmen of Lustria train gigantic thunder lizards to carry troops towards the walls. The worshipers of Chaos imbue their brass and metal behemoths with the essence of daemons to make them unstoppably float towards the enemy castles.

Cheap-40 pts
The tower is constructed from junk, old planks and rusty nails. The perfect mean of assault for expendable troops such as slaves, peasants or gnoblars.
The tower is flammable, has 4 wounds and the does not count towards the maximum number of siege towers an assaulting army can bring. It can not be further upgraded.
May only be chosen by units of:  Goblins, Night goblins, Gnoblars, Hobgoblins, Any Skaven unit, Men-at-arms, Free company or Zombies

Sturdy
20 pts
This siege engine was built by veterans of many campaigns or by cunning engineers. Made to last.
The Siege tower has 8 wounds.

Armoured
20 pts
The siege tower is clad in thick metal plates, covered in enemy shields or has a thick carpace to protect it's vital parts from small arms fire.
The siege tower has a 3+ armour save.
May be chosen by: Chaos Dwarves, Chaos warriors with a Khorne or Undivided general, Chaos daemons with a Khorne or Undivided general, Dwarves or Empire.
Wood elves and Lizardmen may pick it only in combination with the Living Construction upgrade.

Living construction
30 pts per tower
The tower may be a living tree of Athel Loren, driven by the magic of their spellsingers. Or it might be a huge construction of bone, powered by the incantations of the Lich Priests. Regardless of what the tower might look like, it is not powered by the unit pushing it. A living tower will never slow down or stop as a matter of casualties caused on the unit with it. It moves by itself.
It is still hit automatically in close combat but may use the Thunderstomp attack at a strength of 8. It may attack a wall, tower, gate or unit it is in contact with, even when it's troops are assaulting a wall or fighting another unit.
May only be chosen by: Chaos Daemons, Chaos Warriors,Chaos Dwarves,  Lizardmen, Tomb Kings or Wood elves

thorpyUK:
I have to say, this really is excellent & although this thread is ancient, I'm definitely going to use these rules at some point!

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