War Engine Attack and Defense Values


Range

Attack


Defense
Weapon
M/S/M/L
THAC0
Value
ROF
Crew
Value
Bombardment Engines






Ballista, Light
—/11/22/33
12

1/8
1
4
Ballista, Medium
1/11/22/33
14
1d3
1/12
2
8
Ballista, Heavy
2/12/24/36
17
1d4+2
1/16
4
12
Bombard
18/—/—/40*
17
1d6
1/15
3
20
Bombard, Great
36/—/—/80*
19
3d12
1/18
5
30
Cannon, Light
—/15/45/90
12
1d6
1/15
3
20
Cannon, Medium
—/20/60/120
14
2d12
1/18
4
25
Cannon, Heavy
—/30/90/180
17
3d12
1/30
6
30
Catapult, Light
15/—/—/32*
14
1d2
1/8
1
10
Catapult, Medium
15/—/—/32*
15
1d3+1
1/12
3
12
Catapult, Heavy
18/—/—/36*
16
2d4
1/16
5
15
Trebuchet
24/—/—/48*
17
4d4
1/16
8
20
Vehicles






Chariot, Light
—/—/—/—




8
Chariot, Medium
—/—/—/—




10
Chariot, Heavy
—/—/—/—




12
Howdah
—/—/—/—




8-12
Wagon
—/—/—/—




8-24
Wagon, War
—/—/—/—




10-30
Misc. War Machines






Bore
—/0/—/—

1d41
1

12
Cauldron
—/0/—/—


1/202
2
12
Gallery Shed
—/—/—/—




20
Greek Fire Projector
—/0/—/—

††
1/16
2
8
Mantlet/Abatis
—/—/—/—




12
Ram Catcher
—/0/—/—

1d23

2

Ram, Simple
—/0/—/—

1d21
1

6
Ram, Suspended
—/0/—/—

1d41
1

12
Siege Tower
—/—/—/—




24
Other






Door, Common
—/—/—/—




8
Door, Reinforced
—/—/—/—




16
Gate/Portcullis
—/—/—/—




32-64
Ladder
—/—/—/—




4
Wall, Brick
—/—/—/—




25
Wall, Thick Wood
—/—/—/—




15
Wall, Light Wood
—/—/—/—




10
Rock, Small
—/0/—/—

0/0/1
1
1

Rock, Medium
—/0/—/—

0/1/1d2
1
1

Rock, Large
—/0/—/—

1/1d2/1d4
1
1

* Indicates that the usual –5 modifier for long range shots does not apply.

† The material loaded into a caldron determines damage. Boiling water inflicts no damage on structures. Boiling and flaming oil inflicts 1d4 points of damage to wooden structures on each of the two rounds it burns; if the structure catches fire during the first round, the extra damage is added during the second round. Molten lead inflicts 1d4+1 points of damage to wooden structures each round it sears.

†† Greek fire inflicts 2d4 points of damage to wooden structures each round it burns. If the structure catches fire during the first round, the extra damage is added during the second round.

‡ Simple rams require a crew of at least one Man-sized creature per 5' of length; the maximum crew is two Man-sized creatures per 5' of length. Suspended rams and bores require a crew of at least two Man-sized creatures per 10' of length; the maximum crew is four Man-sized creatures per 10' of length.

1 Per two Man-sized crew members. Bores add +1 to each die of damage if the target is stone. A simple ram crewed by a single Man-sized creature inflicts 1 point of damage.

2 This is the time required to reposition and reload the cauldron. Time required to heat the contents is not included.

3 Per two Man-sized crew members. There must be at least two crew operating the ram catcher for every 10' of ram or no damage is inflicted. If the ram is protected by a gallery shed, there must be at least four crew members per 10' of ram.

4 Indirect fire engines usually cannot target portals, as the missiles tend to strike the wall containing the portal instead.

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