TEXT:  
  
   
  
  Credits ����������������������������������������������������������������������������������������������������������������������������
  Authors: Jason Nelson
  Artist: Ivan Dixon, Jason Juta, Tim Kings-Lynne, James Krause 
  Design and Layout: Dain Nielsen
  Legendary Games Team Members: Alex Augunas, Clinton J. Boomer, Robert Brookes, Benjamin Bruck, Paris Crenshaw, 
  Matthew Goodall, Jim Groves, Amanda Hamon Kunz, Thurston Hillman, Tim Hitchcock, Victoria Jaczko, Jenny 
  Jarzabski, N. Jolly, Jonathan H. Keith, Michael Kortes, Jeff Lee, Nicolas Logue, Will McCardell, Julian Neale, Jason 
  Nelson, Jen Page, Richard Pett, Tom Phillips, Alistair Rigg, David N. Ross, Amber Scott, Mark Seifter, Tork Shaw, Mike 
  Shel, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, Mike Welham, Linda Zayas-Palmer, and Clark Peterson
  Editing and Development: Mie Kimmel
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  .
  Ultimate War (5E) © 2016, Legendary 
  Games; Author Jason Nelson, adapted 
  by Mike Kimmel.
  ISBN-13: 978-1539919476 
  ISBN-10: 1539919471
  First printing December 2016.
  Printed in USA. 
  Legendary Games
  3734 SW 99th St.
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
   
  
  LEGAL �������������������������������������������������������������������������������������������������������������������������
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product designated as Open Game Content is the 
  statblocks and spell descriptions unique to this product as well as the rules content (creature stat blocks and names of skills, etc., taken from the SRD) as defined 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Ultimate War (5E) © 2016, Legendary Games; Author Jason Nelson, adapted by 
  Mike Kimmel. 
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, 
  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and 
  Steve Townshend, based  on original material by E. Gary Gygax and Dave 
  Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Kingdoms (5E) © 2016, Legendary Games; Author Jason Nelson.  
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder Roleplaying Game Ultimate Campaign  © 2013, Paizo Publishing, 
  LLC; Lead Designer: Jason Bulmahn; Designers: Stephen Radney-MacFarland 
  and Sean K Reynolds; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
  Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan 
  Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-
  MacFarland, Patrick Renie, Sean K 
  Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Steven 
  Townshend.
  Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, 
  LLC; Lead Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, 
  Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, 
  and Russ Taylor.
  Ultimate Battle © 2013, Legendary Games; Author Jason Nelson.  
  Ultimate Battle (5E) © 2016, Legendary Games; Author Jason Nelson, adapted 
  by Mike Kimmel. 
  Ultimate Rulership © 2013, Legendary Games; Author Jason Nelson.  
  Ultimate Rulership (5E) © 2016, Legendary Games; Author Jason Nelson, 
  adapted by Mike Kimmel.  
  Ultimate War © 2014, Legendary Games; Author Jason Nelson. 
   
  
  2
  Table of Contents
  Command Boons ������������������������������������������������������������������������������������4
  Combined Arms �������������������������������������������������������������������������������������5
  War in the Sky ������������������������������������������������������������������������������������� 10
  Aerial Units ������������������������������������������������������������������������������������ 10
  Aircraft Tables ������������������������������������������������������������������������������� 11
  Aerial Combat ��������������������������������������������������������������������������������� 14
  Fighting Units on the Ground �������������������������������������������������� 16
  War at Sea ���������������������������������������������������������������������������������������������� 19
  Naval Units �������������������������������������������������������������������������������������� 21
  Ship Tables ��������������������������������������������������������������������������������������� 23
  Naval Combat ���������������������������������������������������������������������������������� 24
  Siege Warfare �������������������������������������������������������������������������������������� 29
  Siege Weapons ��������������������������������������������������������������������������������� 29
  Ranged Siege Weapons ������������������������������������������������������������������ 30
  Close Assault Siege Weapons ������������������������������������������������������ 32
  Siege Tactics ������������������������������������������������������������������������������������ 33
  Magical Siege Weapons ����������������������������������������������������������������� 36
  Table Index ������������������������������������������������������������������������������������������� 40
   
  
  3
  What You Will Find Inside 
  Ultimate War (5E)
  U
  LTIMATE WAR (5E) TAKES MASS COMBAT FAR BEYOND THE BATTLEFIELD! THIS INCREDIBLE 
  accessory for 5th Edition campaigns builds on the basic kingdom-building and warfare rules 
  in Kingdoms (5E) and expanded in Ultimate Rulership (5E) and Ultimate Battle (5E), providing a 
  richly immersive but still abstract integrated system for taking your traditional land battles into the 
  skies above, across the seas beyond, and under the waves into the ocean depths without having to 
  change systems. You’ll find dozens of new vehicles, from traditional naval vessels like galleys and 
  longships to ironclads and submersibles, alongside fantastic aerial vehicles from flying carpets 
  and drogue wings to war rockets and solar sailers, with an array of specialized tactics and rules 
  for dogfighting, ramming, strafing runs, flak, and more! We also bring you a ton of great material 
  for siege warfare, including magical siege weapons and siege tactics from blockade to escalade! You’ll 
  also get exciting new command boons like cornucopia, surgical strike, and falling dusk, and a 
  elegant new system of modular unit construction and interaction, allowing you to design combined 
  arms units capable of a little bit of everything. Whether you’re using the base rules in Kingdoms or 
  the advanced kingdom and warfare options in Ultimate Rulership or Ultimate 
  Battle, your heroes can stake their claim to power in the campaign world, 
  daring anyone to stand against the forces they command! Grab this fantastic 5E 
  supplement today and Make Your Game Legendary!
  If you want innovative new rules created by the people who bring you the 
  rules and know them like no other third-party publisher, this is the place. The 
  Legendary Games tradition is to combine rich story and background, innovative 
  layout, beautiful aesthetics, and excellence in design that is second to none. 
  This product is the latest in that tradition, and we hope you enjoy using it as 
  much as we enjoyed making it. Game on! 
  - Jason Nelson
   
  
  4
  ULTIMATE WAR
  T
  HIS PRODUCT PROVIDES ALTERNATE RULES FOR USE 
  with the standard mass combat rules from Kingdoms 
  (5E) and Ultimate Battle (5E) and also offers the 
  unique Combined Arms modular army-building system 
  that can be substituted in place of the basic rules. 
  The rules for constructing armies are described here, 
  and throughout Ultimate War rules are presented in 
  parallel wherever special rules apply differently for the 
  Combined Arms rules versus the standard army rules 
  and kingdom-building rules presented in Kingdoms 
  (5E), Ultimate Battle (5E), and Ultimate Rulership 
  (5E). Any rules reference in this product to the basic 
  rules for mass combat and armies refers to the rules 
  presented in Kingdoms (5E). Rules in Ultimate Battle 
  are noted with the superscriptUB and those in Ultimate 
  Rulership with the superscriptUR.
  Melee Value, Ranged Value, and 
  Casualties
  The basic mass combat rules use only a single factor to 
  account for an army’s offensive capabilities, Offense 
  Modifier (OM). The more detailed Combined Arms rules in 
  this product subdivide this characteristic into two scores: 
  Melee Value (MV) to represent close combat in melee and 
  Ranged Value (RV) to represent missile and magical attacks 
  that allow an army to attack at range. The rules in this 
  product are presented for both these modular rules and the 
  simpler published army rules. If a rule states a modifier that 
  applies only to MV or RV, you can instead apply that bonus 
  to the OM of an army using the basic rules. If the MV and 
  RV values are different, use the higher of the two values.
  Similarly, the published rules use hit points to track the 
  relative health of an army, while the modular unit rules 
  contained in this product use the term Casualties, which can 
  individually and separately damage the smaller divisions or 
  subunits within a larger unit or army, gradually decreasing 
  its fighting efficiency. If you are using the standard published 
  rules, any reference in this product to Casualties deals an 
  equivalent number of hit points of damage to a standard 
  army unless specifically stated otherwise.
  Leadership Bonus
  A commander’s base LB is equal to +1 for every 5 hit dice. A 
  commander’s LB is increased by 1 for each of the following: 
  Intelligence modifier +3 or greater, Charisma modifier +3 or 
  greater, Wisdom modifier +3 or greater, or an appropriate 
  background (at the GM’s discretion). Ability modifiers that 
  are magically enhanced provide this increase only if that 
  bonus is permanent, such as through a magical item (but 
  not a temporary spell).
  A commander’s Leadership Bonus for specialized forms 
  of warfare, such as naval combat or siege warfare, may be 
  modified by appropriate backgrounds, skill proficiencies, 
  or other modifiers, as described in the relevant sections 
  below.
  Command Boons
  The following command boons are in addition to those 
  introduced in the basic mass combat rules and in Ultimate 
  Battle and may be selected by any unit or army whose 
  commander qualifies for the boon. 
  Battlefield Illumination: Once per day, an army with 
  this ability can increase the light level on the battlefield by 
  one category for all armies on the field (see VisibilityUB). 
  Alternatively, that army can increase lighting levels by 
  two categories, though the modifiers for this enhanced 
  light level apply only to that army and any army engaged 
  with it, and to ranged attacks made against that army and 
  any army engaged with it. An enemy army with Magical 
  Advantage can forgo attacking in order to eliminate 
  this increased light by making an opposed Morale 
  check against the army that created the illumination. 
  Requirement: The character granting this boon must be 
  capable of casting daylight at least 5 times per day, or the 
  army must be equipped with fireworks.
  Consecrate or Desecrate Battlefield: An army with 
  this ability gains +2 to morale checks and a +2 bonus on 
  DV against armies comprised of celestials, elementals, 
  fey, fiends, and undead. An army gains no benefit from 
  this ability during any Battle Phase in which it uses 
  the Aggressive Attack or All-Out Attack strategyUB. 
  Requirement: The character granting this boon must be 
  capable of casting hallow, and the commander must have 
  time to cast the spell in preparation for battle (24 hours).
  Cornucopia: An army with this boon has a magical means 
  of supplying itself with food and drink and banishing 
  fatigue, reducing its dependence on a heavy supply train 
  and giving it great strength at resisting sieges. The unit can 
  attempt a Morale check to avoid becoming fatigued after 
  using a forced marchUB and it never becomes fatigued if it 
  is inside a settlement or fortification that is blockaded, as 
  described in the Siege Warfare section. An army with this 
  boon treats its ACR as 2 higher for the purpose of healing 
  after combatUB. Requirement: The character granting this 
  boon must be capable of casting create food and water at 
  least 5 times per day.
  Divine Blessing: An army with this boon can add a +1 
  bonus to any die roll once per Battle Phase. It may apply this 
  bonus after the result of the roll is known. Alternatively, 
  once per battle it may choose to reroll any one die roll it 
  makes; if it uses this ability, it forfeits the benefits of this 
  boon for the remainder of the battle and for 1d4 days 
  thereafter. Requirement: The character granting this boon 
  must be capable of casting 4th-level divine spells. 
  Falling Dusk: Once per day, an army with this ability can 
  decrease the light level on the battlefield by one category for 
  all armies on the field (see VisibilityUB). Alternatively, that 
  army can decrease lighting levels by two categories, though 
  the modifiers for this decreased light level apply only to that 
  army and any army engaged with it, and to ranged attacks 
   
  
  5
  made against that army and any army engaged with it. An 
  enemy army with Magical Advantage can forgo attacking 
  in order to eliminate this decreased light by making an 
  opposed Morale check against the army that created the 
  darkness. Requirement: The character granting this boon 
  must be capable of casting darkness at least 5 times per day.
  Magical Barrage: A commander or army with the 
  Destroy Undead ability can use this boon against armies 
  comprised of undead. This ability otherwise functions as 
  described in Ultimate Battle.
  Skywardens: An army with this command boon gains 
  +1 RV, +2 DV, and +2 to all Scouting checks (see Camouflage 
  and ScoutingUB) made against aerial armies. Requirement: 
  The character granting this boon must have proficiency in 
  Wisdom (Perception), or the Observant feat, or a passive 
  perception of 15 or higher. 
  Smoke Screen: Once per day, an army with this boon can 
  cover the entire battlefield with light smoke (see VisibilityUB) 
  that lasts until the end of the current Battle Phase. 
  Alternatively, that army can cover itself with heavy smoke 
  (making an area heavily obscured), though the modifiers 
  for this heavy smoke apply only to that army and any army 
  engaged with it, and to ranged attacks made against that 
  army and any army engaged with it. Requirement: The 
  character granting this boon must be capable of casting fog 
  cloud, obscuring mist, or a similar effect at least 5 times per 
  day, or the army must be equipped with fireworks.
  Surgical Strike: An army with this boon gains +2 MV 
  but takes a -2 penalty on damage. In addition, if using the 
  Combined Arms rules, if this unit’s MV exceeds the DV of 
  the target unit by 5 or more, the attacking unit may choose 
  how to allocate the damage it deals among the defending 
  unit’s divisions. Requirement: The character granting this 
  boon must have at least one fighting style ability.
  War Chant: An army with this boon unleashes a constant 
  stream of whoops, yells, pounding drums, bashing shields, 
  and rhythmic battle music that heartens them in the face of 
  danger and intimidates their opponents. The army gains a 
  +1 bonus on its own Morale checks during battle, and any 
  army engaged with this army takes a -1 penalty on Morale 
  checks for as long as it remains engaged and for 1 Battle 
  Phase after it disengages. In addition, during any Battle 
  Phase in which the army damages another army in melee, 
  the target army takes a -1 penalty to its MV and RV during 
  the next Battle Phase against the army with this boon. 
  Requirement: The character granting this boon must 
  have the bardic inspiration class ability or proficiency in 
  Charisma (Intimidation).
  Combined Arms
  This section provides an alternative method for army 
  construction to what is presented in the basic rules. Those 
  rules are simple and straightforward when it comes to 
  constructing armies; you create them as part of your 
  kingdom turn, and each army is an undifferentiated block 
  of soldiers with one common hit point pool, all equipped 
  alike, and able to fight to the last hit point with no reduction 
  in fighting efficiency until total annihilation when its hit 
  points are spent. Simplicity is a virtue in game design, but 
  it is not without a certain cost in verisimilitude. These rules 
  allow for great granularity, which may not be to everyone’s 
  taste, but they are presented here for those who wish a 
  more detailed system of unit construction.
  Why Use Combined Arms?
  Mass combat is a quirky beast in the context of role-playing 
  games. On the one hand, it makes perfect sense to include, 
  as small-scale adventures against the backdrop of a larger 
  war are absolute staples of fantasy fiction and media. On 
  the other hand, players who enjoy sitting around a table 
  and role-playing their heroes as they delve dungeons 
  and solve mysteries and travel the farthest reaches of the 
  world and beyond may have little interest in the kind of 
  bookkeeping and minutiae that traditionally go along with 
  dealing with armies on the battlefield. On top of that, you 
  have to deal with intersecting yet incommensurable levels 
  of abstraction in what an individual hero can do versus 
  what an army can do, and simply applying one to the other 
  is going to leave one or the other hopelessly outgunned 
  with the mathematics are not designed their way. The 
  history of mass combat and role-playing games is littered 
  with systems from grossly abstract to almost ludicrously 
  complex, and that’s not necessarily a bad thing. Gamers are 
  varied in their interest in and tolerance for rules granularity, 
  and having rulesets that cater to both ends of the spectrum 
  is not a bug; it’s a feature. 
  That answers the philosophical question of why this 
  system exists when there is already a perfectly serviceable 
  system available in the basic rules and already expanded 
  in a great many ways in Ultimate Battle from Legendary 
  Games. However, here are some specific reasons you might 
  want to use this system instead. 
  Units with Discrete Parts: In a battle where groups of 
  soldiers aggregate in unique places and spaces. In real life, 
  units include infantry, cavalry, artillery, scouts, technical 
  support, and on down the list. The Combined Arms system 
  lets you create units that mirror what you see in modern 
  military organizations, wherein a single army (or unit of an 
  army) contains a variety of units, each working together. 
  A More Elegant System for Casualties: In any battle, 
  there will be casualties, but one of the tricky parts of 
  having single masses of hit points, whether for armies or 
  individual player characters, is that it doesn’t allow you 
  to represent in-combat attrition very well. That’s fine for 
  personal combat on the scale that usually happens in 
  a 5th Edition game, as you want your heroes to keep up 
  their combat effectiveness as long as possible, but it feels 
  less appropriate for a mass combat system where armies 
  naturally begin to break down as the soldiers making 
  up a unit are killed, wounded, or routed from the field. 
  Allowing separate allocation of damage to individual sub-
  units allows you to model that kind of gradual decrement 
  to a unit’s effectiveness and also gives you a different level 
  of tactical flexibility in resolving combat, depending on 
   
  
  6
  who gets to allocate the damage from a Battle Phase, the 
  attacker or the defender. At the same time, using modular 
  units makes it easier to replenish or replace different parts 
  of a unit in between battles.
  Armies, Units, and Divisions
  Whereas the base unit for mass combat in the published 
  rules is the army, these rules instead focus more on the 
  individual units that make up that army. Much as in naval 
  terms a fleet is made up of several squadrons, and each 
  of those squadrons is made up of several ships, so too an 
  army is made up of several units, while each unit is usually 
  made up of several divisions (though sometimes a unit can 
  comprise only a single division; this is called a solo unit). 
  The divisions within a unit comprise its strength, and 
  as those divisions are whittled away in strength so 
  too is the base unit in its combat effectiveness. The 
  most common names for units of various sizes are 
  listed on Table 3: Army SizeUB. The number of 
  soldiers in a unit in these rules is the same as 
  the number of soldiers in an army using the 
  basic rules.
  Navies and Air Forces: While the 
  term “army” is used throughout, 
  the same rules can be used 
  interchangeably with waterborne 
  units 
  (forming 
  navies) 
  and 
  airborne units (forming air forces). 
  For air forces and navies, the term 
  squadron can be used in place of unit, 
  but all of the same rules apply.
  Creating a Unit: This process is similar 
  to the creation of an army as described 
  in the basic rules, using the rules 
  described in Recruiting an ArmyUB to 
  gather your soldiers. Once you have 
  enough recruits for the army you 
  wish to create (or once you 
  issue an Improvement 
  Edict to create an army, 
  if using the basic rules), 
  you can create an army 
  using the following steps. 
  You can use the enclosed 
  Army Sheet to record your 
  unit’s statistics. 
  Step 1: Assign leader: Each unit 
  requires a commander. The army’s record 
  sheet should indicate the commander’s name, 
  Charisma modifier, and Leadership Bonus (LB), as well 
  as what command boon(s) that commander possesses. 
  A typical NPC army has 2-4 significant NPC characters 
  (see CommandersUB) as leaders; the remainder of its 
  commanders are ordinary officers that provide no 
  command boons. A PC commander gains a +2 bonus to the 
  MV, RV, and DV of his unit, as well as on Morale checks. 
  A significant NPC character grants a +1 bonus to these unit 
  statistics. 
  Step 2: Divisions: A full-strength unit comprises 5 
  divisions of equal size. However, not all commanders 
  are capable of handling the leadership demands of a full 
  unit; hence, the maximum number of divisions in a unit is 
  limited to 3 + the commander’s Charisma modifier, up to a 
  maximum of 5. A unit that is lacking one or more divisions 
  at the beginning of a battle takes a -1 penalty to MV, RV, DV, 
  and Morale checks per missing division. 
  Each division has 1/5 the number of soldiers as the unit as a 
  whole (see Table 3: Army SizeUB). In most respects, a division 
  has similar combat statistics to a unit two sizes smaller. 
  Step 3: Army Challenge 
  Rating (ACR): A unit’s Army 
  Challenge Rating (ACR) is 
  determined by the base CR of 
  the creatures comprising the unit, 
  modified by the size of the unit 
  listed on Table 3: Army SizeUB.
  Step 4: Casualties: Casualties 
  reflect how many points of 
  damage a unit can take before 
  being defeated. The term is 
  used here to reflect the fact 
  that all “army hit points” 
  lost in battle do not 
  represent actual deaths, 
  but rather soldiers being 
  taken out of action in any 
  of a number of ways, but 
  the term is equivalent to 
  and interchangeable with 
  hit points in all respects. 
  Each division within a 
  unit can take Casualties equal 
  to its ACR before it is defeated; 
  hence, a full-strength unit has 
  total hit points equal to its ACR 
  times 5. If a division is at 0 hit 
  points, when its unit leaves 
  the 
  battlefield, 
  whether 
  victorious or in retreat, 
  that division can be healed 
  using the basic rules. If, 
  however, the division takes 
  additional damage when it 
  is already at 0 hit points, 
  it is destroyed rather than 
  merely being defeated. A 
  destroyed division cannot be 
  healed and must be replaced with 
  reinforcements (see Recruiting an ArmyUB). 
  Step 5: Melee Value (MV): A unit’s combat prowess in 
  melee is reflected in its MV. Units have a base MV equal 
  to their ACR plus the LB of its commander. Units directly 
  commanded by a player character add an additional +2 bonus 
  to MV; those commanded by a significant NPC character (see 
  CommandersUB) add a +1 bonus. MV can also be modified 
   
  
  7
  by equipment, special abilities, command boons, tactics, 
  fatigue, environmental conditions, and the like.
  For each division defeated or missing from the unit’s full 
  strength, it takes a -1 penalty to its MV.
  Step 6: Ranged Value (RV): A unit’s combat prowess 
  in ranged combat is reflected in its RV. RV functions 
  identically to MV, except that units that do not possess 
  ranged weapons or other ranged attack capability, they 
  cannot make ranged attacks (denoted as “RV -”). If some 
  divisions within a unit have ranged weapons and some do 
  not, the overall unit’s RV is reduced by 2 for each division 
  that lacks ranged weapons (including divisions that are 
  missing or defeated).
  Step 7: Defense Value (DV): The defensive abilities of a 
  unit are reflected in its DV. Units have a base DV equal to 
  10 + their ACR and their commander’s LB, adjusted by any 
  applicable modifiers, such as those listed under MV.
  For each division defeated or missing from the unit’s full 
  strength, it takes a -1 penalty to its DV.
  Step 8: Morale: A unit’s Morale reflects its fighting spirit 
  and its skill and confidence on the battlefield. Morale checks 
  are often required to succeed at various battlefield tactics, 
  or to overcome special effects caused by enemy armies. A 
  brand-new unit has a Morale score equal to the kingdom’s 
  Loyalty modifier divided by 20 (rounding down, with a 
  minimum of 1 and a maximum of 10), and it can increase or 
  decrease during the course of a battle and in its aftermath, 
  increasing with victory and falling with defeat. A unit’s 
  Morale score can never exceed 10, and if it ever drops to 0 
  the unit disbands (see Bloodied, Defeated, Destroyed, and 
  Disbanded ArmiesUB). A typical NPC army’s Morale score 
  is 3. If you are using this mass combat system without the 
  kingdom-building rules, you can substitute a value equal to 
  one-half of the commander’s hit dice. 
  A unit’s Morale score modifies its Morale checks, adding 
  the Leadership Bonus of its commander and an additional 
  +2 bonus if the commander is a PC and +1 if it is a named 
  significant NPC character, plus any relevant modifiers. For 
  each division missing from the unit’s full strength, whether 
  already missing before battle or defeated during a battle, 
  the unit takes a -1 penalty to its Morale checks.
  When a division is destroyed, its unit loses 1 point of 
  Morale and takes an additional -1 penalty to Morale checks 
  for the duration of the current battle. 
  Step 9: Movement: A unit’s Movement score indicates 
  the number of 12-mile hexes it can travel per day (see 
  the “Travel Pace” section of the SRD). A typical lightly 
  armored humanoid army has a Movement score of 2. A 
  unit whose divisions have different speeds uses the speed 
  of its slowest division.
  Step 10: Scouting: A unit’s ability to notice other armies 
  is reflected in its Scouting score  (see Camouflage and 
  ScoutingUB). This bonus is equal to the Wisdom (Perception) 
  modifier of the creatures in the unit divided by 4, plus the 
  LB (scout) lf its commander.
  Step 11: Camouflage: A unit’s ability to evade notice 
  by other armies is reflected in its Camouflage score. The 
  Camouflage score (see Camouflage and ScoutingUB) of a 
  unit is equal to 10 plus the Stealth modifier of the creatures 
  comprising the unit divided by 4, adding the commander’s 
  LB (scout) bonus and applying the Camouflage modifier 
  noted in Table 3: Army SizeUB. If a unit has Mounts, it uses 
  the worse Stealth modifier of the riders or mounts. GMs can 
  apply a modifier to the Camouflage score based on the size 
  of individual units in the army: -2 per size category larger 
  than Medium, +2 per size category smaller than Medium.
  Step 12: Unit name and home base: Each unit should 
  have a name, which can be a simple functional title like 
  “7th Armored Cavalry” or florid like “Alazan’s Radiant 
  Hussars.” In addition, each unit should be assigned a home 
  base, which must be a settlement; either the settlement 
  where the soldiers comprising the army were recruited or 
  the nearest settlement if they were recruited at a Fort. If 
  a unit is destroyed, that settlement gains a permanent -1 
  Law penalty and there is a 25% chance during the next 
  kingdom turn’s Event Phase that the citizen’s of the unit’s 
  home base will cause a Building Demand event asking that 
  a Monument be erected in memory of the honored dead. If 
  a unit disbands, the settlement gains a -2 Law modifier but 
  there is no chance of a Building Demand.
  Forming an Army
  An army is simply a collection of units all fighting in 
  concert according to a common battle plan. An army can 
  be named (e.g., Northern Army, Guardians of the West) or 
  numbered (e.g., 1st Army, 2nd Army), though it may not 
  be if a kingdom has only a single army in the field. In any 
  battle, however, a single designated character must act as the 
  general of the army. This may or may not be the kingdom’s 
  General, who has overall responsibility for all military 
  activity in the kingdom, but could as easily be another PC 
  or NPC member of the kingdom’s rulership team. A good 
  general has high Charisma (and possibly Intelligence and 
  Wisdom) and many hit dice. The general of the army and 
  the unit commanders or other significant characters can 
  provide a variety of Command Boons to the forces under 
  their command, as described in the basic rules and further 
  expanded in this product. Some boons apply to an entire 
  army, but most apply only to a single unit.
  Each army is limited to a number of units equal to 3 
  plus the general’s Charisma modifier. If the general has 
  the Overwhelming Force command boon, this number 
  is increased by 1. The general oversees the combat from 
  the Command Zone and does not directly participate in 
  the battle, though she determines Strategy and Tactical 
  Initiative during the course of the battle, with individual 
  unit commanders choosing the Tactics and Command 
  Boons they will use to make the general’s strategy a success. 
  Battle Phases and Combined Arms
  Many of the subsections below contain an explanatory 
  note about how the rules might be adjusted when using the 
  Combined Arms combat system described in this product. 
   
  
  8
  If not otherwise stated, the rules operate identically for 
  units using the Combined Arms rules as they do for armies 
  using the published rules.
  Tactical Phase: The general in charge of each army makes 
  an Intelligence check; the individual unit commanders do 
  not. Winning tactical initiative provides a bonus of +1 to 
  MV and RV for all units under the general’s command. In 
  addition, since units are modular that means that combat is 
  sequential rather than simultaneous. The commander that 
  wins tactical initiative selects one unit to attack an enemy 
  unit, followed by the enemy selecting one unit to attack in 
  response. Attacks alternate from each commander until 
  all units have attacked once. Unlike the basic rules, a unit 
  that is destroyed, disabled, routed, or otherwise taken out 
  of action before it has a chance to act forfeits its attack. If 
  one side has more units than the other, when one side runs 
  out of units to attack taking turns with its opponent, any 
  leftover units from the larger army attack in succession 
  until all have attacked. 
  Ranged Phase: Any unit with ranged 
  weapons or an ability that grants it a 
  ranged attack can make a ranged attack 
  rather than a melee attack, and all 
  ranged attacks are resolved during 
  the ranged phase before proceeding 
  the melee attacks, though some 
  tactics provide exceptions to 
  this rule. A unit cannot make a 
  ranged attack if it is engaged. 
  When a unit attacks, it picks 
  an enemy unit as its target 
  and rolls 1d20, adding 
  its RV (including any 
  modifiers). If the result 
  equals or exceeds the DV 
  of the target unit the attack 
  is successful and inflicts a 
  number of Casualties equal 
  to the difference between your 
  adjusted RV check and the target 
  DV. The commander of the target 
  unit assigns these Casualties to the 
  divisions of his unit as he sees fit. 
  If your adjusted RV check fails 
  to equal or exceed the target’s 
  DV, the defending army takes 
  no damage. A natural 20 always 
  indicates a successful attack, 
  inflicting 1d6 Casualties on 
  the target army, regardless 
  of its DV (use the attack’s 
  normal damage if it exceeds 
  the result of this roll). In 
  addition, on a natural 20 
  the attacker assigns damage 
  to the defending unit and 
  its divisions as he wishes. 
  On a natural 1, the attack 
  automatically fails and the attacking unit inflicts 1d6 
  Casualties on itself and becomes fatigued. 
  Melee Phase: Resolving a melee attack between two 
  units functions much like resolving a ranged attack in the 
  Ranged phase, substituting MV for RV. However, melee 
  combat is more inherently dangerous to attacker and 
  defender alike. On a successful attack, the attacking and 
  defending armies become engaged. More than one unit 
  can be engaged with the same enemy unit at the same time. 
  If an attack fails to overcome the defender’s DV, both the 
  attacking unit and the defending unit take 1d6-3 Casualties; 
  these Casualties are not modified by any tactics, special 
  attacks, or command boons used by either side, unless they 
  explicitly state otherwise). 
  Rout Phase: The Rout phase proceeds as described in 
  Ultimate Battle, but each unit has its own separate Morale 
  score and makes its own Morale checks. 
  Healing After Battle
  A unit that remains on the field or is able to retreat from it 
  without being defeated (i.e., all of its divisions reduced 
  to 0 hit points) can rest for 1 hour in order to regain hit 
  points equal to 1/2 its ACR and automatically reduces 
  the exhausted condition to fatigued. If the unit can 
  rest for 8 additional hours without interruption, 
  it regains hit points equal to its ACR and 
  automatically removes the fatigued condition. 
  Thereafter, a unit heals hit points equal to its 
  ACR for every 24 hours of complete rest. Units 
  that are marching, guarding prisoners, or 
  performing other light-duty tasks heal half 
  the normal amount of hit points (rounding 
  down). Units that engage in a battle or that 
  take damage from a forced march do not 
  heal at all. 
  Whenever a unit heals, it can allocate the 
  hit points it regained to its divisions as it 
  chooses, including defeated divisions at 
  0 hit points, though not divisions which 
  have been destroyed by taking damage 
  when already at 0 hit points. 
  A unit that has been defeated but is able 
  to exit the battlefield regains 1 hit point 
  after 1 hour of rest. After this time, it can 
  again function as a unit, including using 
  the healing rules described above. If 
  the unit is destroyed or disbands, it 
  cannot heal. The Magical Healing 
  command boon or Healing Potions 
  resource doubles the number of 
  hit points regained by one unit 
  during the first hour of its rest 
  (or allows a defeated army 
  to regain hit points equal 
  to half its ACR after 1 
  hour of rest).
   
  
  9
  Victory and Aftermath
  The outcome for defeated combined arms units after a 
  battle is the same as for armies using the basic rules, except 
  that if a significant character or commander is captured 
  and executed but their unit still exists, the unit immediately 
  loses 1d4 points of Morale.
  Commanders
  Commanders function for combined arms units the 
  same way they function for armies as described in 
  Kingdoms and Ultimate Battle, except that each leader 
  commands a single unit on the field, which may be 
  a solo unit or a combined unit comprised of several 
  smaller divisions, up to a maximum of 3 + the leader’s 
  Charisma modifier. A unit can have a maximum of 5 
  divisions in any event. 
  Command Boons
  Command boons function for combined arms units 
  the same way they function for armies as described in 
  Kingdoms and Ultimate Battle, except as described below.
  Permanent Boons: If a unit with a permanent boon 
  loses one or more divisions and later replaces them with 
  new soldiers, the new divisions benefit from any boon that 
  the unit as a whole possesses. If the entire unit is destroyed 
  or disbanded, the permanent boon is lost. 
  Recruiting an Army
  The combined arms rules for units generally follow the 
  rules for creating and managing armies as described in 
  Kingdoms, Ultimate Battle, and Ultimate Rulership, except 
  as described below. 
  Basic rules: Creating a combined arms unit as part of 
  your Improvement Edict requires a Loyalty check, with a 
  penalty equal to the ACR of the unit you intend to create. 
  Likewise, if a unit has one or more missing divisions 
  that have been destroyed, they can be replaced with 
  an Improvement Edict. One edict restores all missing 
  divisions in one unit, with a cost equal to 1/2 the unit’s ACR 
  per missing division. Creating units otherwise functions as 
  creating armies. 
  Ultimate Rulership Rules: Using the Recruitment Edict 
  rules from Ultimate Rulership, you can achieve a more 
  granular level of recruitment and reinforcement. In most 
  cases, this functions identically to the rules described in 
  Ultimate Battle. In addition, a Recruitment Edict can be used 
  to replace destroyed divisions within a combined arms unit. 
  Terrain
  In warfare, the topography and terrain of a battle can 
  have a huge impact. The basic rules assume a fairly even 
  playing field for both armies and little in the way of 
  impeding terrain. The following rules describe how to 
  adapt a battlefield for greater variety. 
  Claiming the High Ground: Taking the high ground in 
  standard mass combat rules is discussed in Ultimate Battle. 
  If using the combined arms rules, each unit that acts can 
  attempt to claim the high ground for its own, as long as it is 
  not engaged (or is able to disengage). If one of your units is 
  vacating the high ground, you can ready one of your own 
  units to switch places with it. The unit you want to insert 
  into the high ground must use one of the following Tactics: 
  Cautious Combat, Covering Fire, Defensive Wall, Full 
  Defense, Screening Defense. 
  Squadrons and Fleet Battles
  You can use a simplified variant of the Combined Arms 
  rules to play out aerial or naval battles that are not directly 
  connected to land battles, treating each ship or aircraft as 
  a division and forming them into squadrons of 2-5 ships 
  or aircraft, and then forming multiple squadrons into a 
  combined fleet or air force. Squadrons follow the same rules 
  for units in the Combined Arms rules described above. The 
  crews, siege weapons, and other special features of each 
  squadron do not play a part in this method of resolving 
  fleet battles, as all are subsumed into the actions of the 
  ships themselves. 
  Initiative: The overall commander of each fleet or air 
  force rolls 1d20 and adds her LB or LB (naval). The winner 
  has tactical advantage for that Battle Phase and attacks 
  first. After that initial attack, each commander takes turns 
  having a squadron attack. If one side has more squadrons 
  than the other, then any excess squadrons attack after all 
  of the opponents squadrons have completed their attacks. 
  Strategy, Tactics, and Command: You can use all basic 
  rules for these elements of Combined Arms.
  Fast Wreckage: Each ship has a total number of hit 
  points equal to 1/10 its Wreck or Sunk hit point total. A ship 
  or aircraft suffers no ill effects until its hit points reach 0, 
  at which point it is considered defeated (resulting in a -1 
  penalty to its squadron’s attack rolls and damage). If the 
  ship or aircraft takes an additional point of damage while 
  already defeated, it is destroyed. 
  Simplified Combat: Rather than separate Ranged and 
  Melee Phase, all combat is combined into a single d20 roll 
  modified by the commander’s LB or LB (naval), modified 
  by Tactics, Strategy, and Command Boons, against the DV 
  of the ships in the target squadron. If the roll succeeds, the 
  target squadron takes 1d6 points of damage, plus 1 point per 
  ship in the attacking squadron. This damage is distributed 
  as the defender wishes unless the attacker rolls a natural 20, 
  in which case the attacker chooses which ships in the target 
  squadron are damaged. If a squadron is destroyed before it 
  has had a chance to attack does not get to attack.
  Routs, Victory, and Defeat: The Rout Phase is handled 
  normally for Combined Arms. Each missing ship in a 
  squadron results in a -1 penalty for the remainder of the 
  squadron. When a squadron fails its Morale check, it routs 
  normally. A quick fleet battle concludes when all units on 
  one side have routed or been destroyed. 
   
  
  10
  10
  War in the Sky
  In a fantasy campaign, war takes on an entirely new 
  dimension that breaks far away from the traditional 
  tropes of ancient and medieval Earth. The introduction 
  of magic itself lends a much more modern tactical feel 
  to mass combat in a fantasy campaign, with magic 
  substituting for command, control, artillery, and 
  unconventional weapons, but even in a low-magic 
  campaign the existence of flying foes introduces an 
  entirely different set of circumstances that the Greek 
  phalanx, the Roman legion, the Turkish janissaries, and 
  the knights of the Crusades never had to worry about. 
  Aerial Operations
  Strictly speaking, combat in the air is not terribly 
  different from combat on the ground, as it uses the same 
  concept of battlefield zones introduced in Ultimate 
  Battle from Legendary Games. However, instead the 
  Melee, Ranged, Camp, and Command Zones described 
  in that product apply a bit differently. The Command 
  Zone functions as described in Ultimate Battle, though 
  in most battles there will be no separate Command 
  Zone for aerial units, as the command structure may 
  be lodged in a headquarters on the ground (or on board 
  a ship). The Camp Zone typically features aerial units 
  that are being held in reserve away from the battlefield, 
  or trying to escape it. They may be congregating at 
  nearby open fields or aeries awaiting their turn to join 
  the battle. In terms of Melee and Ranged Zones, units 
  at different altitude levels are always considered to be 
  in the Ranged Zone with respect to units at a different 
  altitude level. Creatures must be in the same altitude 
  level to attack in the Melee Phase or to become engaged 
  with one another. 
  Altitude Levels: Aerial combat involves movement 
  in three dimensions in a way that is hard to model in 
  the same kind of spatial concepts that operate on a 
  conventional land battlefield. Flying enemies just a few 
  paces overhead are outside the effective reach of land-
  bound melee weapons, and even ranged attacks are at 
  somewhat of a disadvantage being launched against 
  the force of gravity. At the same time, creatures in the 
  air not only have mobility on their side but also have 
  a commanding vantage point over the battle, using 
  raining deadly missiles (whether launched or merely 
  dropped) from above on units below. Much like the 
  Battle Zone rules in Ultimate Battle, these altitude 
  levels are abstract and do not represent specific physical 
  distance. Instead, they provide a convenient shorthand 
  for determining the relative position of flying creatures 
  in and around a battlefield. 
  Ground Level: Many if not most flying creatures use 
  their flight to move swiftly from place to place and 
  to obtain an advantageous view of the surround, but 
  to actually engage in combat they must descend near 
  enough to ground level to make use of their natural 
  or manufactured weapon attacks. An aerial unit must 
  move at ground level in order to attack or be attacked 
  in melee. 
  Low Altitude: Units in this altitude zone are well out 
  of range of melee attacks but can attack with (and be 
  attacked by) ordinary ranged attacks. Aerial units can 
  attack at this range with dropped items with reasonable 
  accuracy.
  Medium Altitude: Units in this altitude zone fly on 
  the fringes of the battle zone, able to attack with (and 
  be attacked by) siege weapons and other effects with 
  very long range but otherwise out of reach of standard 
  ranged attacks. Aerial units at this altitude can attack 
  with dropped items but with little accuracy.
  High Altitude: Units in this altitude zone are too far 
  away to effectively attack units on the ground or be 
  attacked by them. 
  Aerial Reconnaissance: In Earth’s history, the first 
  military application of airborne units was in the form 
  of observation balloons, allowing commanders to get a 
  good look at enemy troop dispositions from high above. 
  If one side in a battle has aerial units and the other 
  does not, all armies on its side gain a +1 bonus to their 
  OM and DV and a +4 bonus on Scouting checks (see 
  Camouflage and ScoutingUB) to spot enemy armies on 
  the battlefield. At medium altitude, an aerial unit gains 
  a +2 bonus on Scouting checks to spot enemy armies 
  anywhere in the same hex, even if they are not on the 
  battlefield. At high altitude, an aerial unit gains a +1 
  bonus on Scouting checks to spot enemy armies in the 
  same hex or any adjacent hex. 
  Changing Altitude: While aerial combat is assumed 
  to be fluid and dynamic, with the ability to rapidly 
  change location at high speed, the abstract altitude 
  levels described above represent where an aerial unit is 
  spending the majority of its time during a given Battle 
  Phase. Each time a new Battle Phase begins, an aerial 
  unit can adjust its altitude by one step, or by two steps 
  with a successful Morale check. 
  Visibility: While aerial units provide spotting 
  assistance to their allies, they are no less vulnerable to 
  difficulties with visibility than are forces on the ground. 
  They take the same penalties due to poor visibility that 
  ground units take (see VisibilityUB), and they have the 
  same chance of damaging allied units when making 
  ranged attacks in conditions of reduced visibility (see 
  Fog of WarUB).
  Weather: Aerial units are more vulnerable to extremes 
  of weather than are units on the ground. As such, any 
  penalties that accrue to units due to WeatherUB are 
  increased by 1.
  Wind Effects
  Aerial units are vulnerable to strong winds, and 
  aerial units are assumed to be spending some of their 
  movement and maneuvering during the course of a 
  battle just to counteract the force of the wind. However, 
  ongoing winds have a cumulative effect on aerial units.
   
  
  1111
  Table 1: Wind Effects (Aerial)
  WIND STRENGTH
  SPEED
  DMG
  PILOTING
  Light
  -
  -
  -
  Moderate
  1 hex
  1
  -1
  Strong
  2 hexes
  1d3
  -2
  Severe
  4 hexes
  1d6
  -4
  Windstorm
  6 hexes
  2d6
  -8
  Hurricane
  12 hexes
  4d6
  -16
  Tornado
  24 hexes
  destroyed
  impossible
  Wind Strength: There are no explicit rules for wind effects 
  in the SRD, except as described in spells such as gust of wind 
  and control weather. GMs must use their discretion when 
  determining the current wind strength in an aerial battle. 
  To affect the battle, the relevant wind speed must be present 
  throughout the entire battle phase (lasting 1d6 hours), so 
  short-term changes to wind strength have little to no impact.
  Speed: Aerial units moving in the same direction as the 
  wind add this amount to their daily speed; those moving 
  against it subtract this amount from their daily speed. If 
  this reduces their speed to zero, the unit is unable to make 
  progress against the wind. If this reduces the unit’s speed 
  below zero, the unit is forced to move a number of hexes equal 
  to the difference between its own speed and the wind’s speed 
  in the direction of the wind. The unit can avoid this forced 
  movement by remaining on the ground. A smaller unit being 
  carried by a larger unit moves with the largest unit. 
  Drifting Away: An aerial unit with a speed listed as drift 
  is forced to move this number of hexes at the end of each 
  Battle Phase. 
  Tacking: An aerial unit can move against the wind with a 
  successful Morale check, adjusted by its Maneuverability. If 
  the check succeeds, the unit treats the wind strength as one 
  category less severe for the purpose of its speed, plus one 
  additional category less severe for every 5 points by which 
  the check exceeds the DC. Tacking is very tiring, however, 
  and the unit automatically becomes fatigued after spending 
  a day tacking. 
  Piloting: Aerial units take a penalty on Airworthiness and 
  Maneuverability in high winds. This affects Morale checks 
  made to maneuver and may preclude the use of certain aerial 
  tactics that require a minimum maneuverability rating.
  Damage: Operating in high winds places strain on aerial 
  units. At the end of each Battle Phase (or each day of overland 
  travel), an aerial unit must succeed on a Morale check or take 
  the listed damage. An aerial unit that takes damage from 
  high winds must make a second Morale check or become 
  fatigued (or exhausted, if already fatigued). Aircraft crews 
  add their Airworthiness modifier to this check. 
   
  
  12
  12
  Exceptions: A unit comprised of creatures closely aligned 
  with the element of air, such as djinni, treats wind effects as 
  one step less severe. A unit comprised of creatures made of 
  air, such as air elementals, treats wind effects as three steps 
  less severe. 
  In terms of aircraft, a flying carpet or war rocket treats 
  wind effects as one step less severe. A flying citadel treats 
  wind effects as three steps less severe. 
  Aerial Units
  Most aerial units in a mass combat situation are comprised 
  of creatures that have the power of flight, whether with 
  wings or through the power of their magic. Ordinary 
  soldiers mounted on griffons, pegasi, dragons, or other 
  flying creatures follow the rules for mounted combat 
  outlined in Kingdoms and in Ultimate Battle in terms of 
  unit construction. In addition to flying creatures, however, 
  fantasy battles can make use of fantastic aircraft.
  Chariots and Howdahs: Any suitable flying creature can 
  become a sort of flying vehicle by mounting a howdah on 
  its back or having a winged chariot pulled behind it. These 
  howdahs and chariots do not use the aircraft rules that 
  follow but instead follow the same rules as their land-bound 
  equivalents, as described in Ultimate Battle. If the flying 
  creatures bearing these chariots or howdahs are routed, their 
  riders or passengers must succeed at a Morale check or be 
  treated as the crew of an aircraft that has crashed. If the aerial 
  creatures of their unit are killed, the riders automatically 
  crash.
  Maneuverability: Aircraft have a defined maneuverability 
  modifier based on their type. When aerial units comprised 
  of flying creatures must make a Morale check adjusted by 
  their size and their maneuverability class, use the following 
  table to determine their modifier:
  Table 2: Maneuverability Modifiers (Aerial)
  MODIFIER
  SIZE
  MANEUVERABILITY
  +4
  Small or smaller
  Perfect
  +2
  Medium
  Good
  +1
  Large
  -
  0
  Huge
  Average
  -1
  Gargantuan
  Poor
  Modifiers apply for both size and maneuverability class 
  and stack with each other and any other modifiers.
  Constructing Aerial Units: Aerial units require a number 
  of specialized units to be present in the city where they are 
  built. These buildings are described in Kingdoms and in 
  Ultimate Rulership. Building an aircraft takes 1 month per 5 
  BP (or fraction thereof) of its cost.
  Aircraft Descriptions
  In a fantasy RPG, aircraft can be almost anything, from 
  simple lighter-than-air craft and gliders to flying carpets, 
  cloud castles, winged chariots, and even retro-punk 
  technomagical devices powered by alchemical engines or 
  solar sails.
  Airship: This vessel is similar to a smallish longship but is 
  held aloft by a massive balloon and guided by a contraption 
  of sails and rudders.
  Alchemical Dragon: The wooden body and metallic frame 
  of this craft is borne aloft by arcane alchemical engines.
  Balloon: This lighter-than-air craft is lifted by hot air 
  and alchemical reagents producing buoyant gases. Lacking 
  propulsion, the balloon carries an observation platform 
  or basket beneath it, allowing pilot and passengers an 
  advantageous view of the surround, though they are 
  vulnerable to being blown away if not securely tethered to 
  the ground (or another aircraft).
  Carrion Carrier: This grotesque necrocrafted creation 
  resembles a massive headless vulture or dragon, its tattered 
  wings allowing a clumsy sort of transport within the ragged 
  remnant of its ribcage and hollowed-out interior.
  Drogue Wing: These personal gliders are sometimes used 
  by cliff-dwelling or skyfaring races to range out into the 
  lands below to harry those who would dare oppose them.
  Floating Citadel: These aerial watchtowers float upon 
  islands in the clouds, mounted either upon floating rocks 
  enchanted to ride the skyways or on solidified clumps of 
  cloud-stuff. 
  Flying Carpet: These enchanted rugs serve in some places 
  as the floating firing platforms of skywarding sentinels and 
  special couriers. In technomagical societies, such small 
  hovering platforms might be called sky sleds or rocket sleds 
  rather than the traditional flying carpet per se.
  Glider: These aircraft ferry both goods and soldiers over 
  long distances riding on the currents of the winds.
  Solar Sailer: This technomagical conveyance of crystalline 
  panels and vanes and frames of burnished metal converts 
  the energies of the sun and stars into powerful lift to bear 
  aloft a deck suitable for soldiers as well as cargo.
  War Rocket: This brazen aerial dreadnought boasts 
  fantastic speed as well as a bristling arsenal of weaponry, 
  able to levitate in place as a floating battery or to chase down 
  those who try to flee.
  Table 3: Aircraft Construction Requirements
  AIRCRAFT
  BUILDINGS REQUIRED
  Airship
  Aerie, Caster’s Tower, Exotic Artisan
  Alchemical 
  Dragon
  Aerie, Alchemist, Caster’s Tower, Exotic Artisan
  Balloon
  Aerie, Exotic Artisan
  Carrion 
  Carrier
  Aerie, Caster’s Tower or Cathedral, Exotic 
  Artisan, Graveyard
  Drogue Wing
  Aerie, Exotic Artisan
  Floating 
  Citadel
  Aerie, 
  Alchemist, 
  Brickyard, 
  Exotic 
  Artisan, 
  Magical Academy, Military Academy, Observatory
  Flying Carpet
  Aerie, Exotic Artisan, Foreign Quarter or Magic Shop
  Glider
  Aerie, Exotic Artisan
  Solar Sailer
  Aerie, Alchemist, Exotic Artisan, Foundry, Magical 
  Academy, Observatory
  War Rocket
  Aerie, Alchemist, Caster’s Tower, Exotic Artisan, 
  Foundry, Magic Shop, Military Academy
   
  
  13
  13
  DV: The Defense Value (DV) for attacks made against 
  the aircraft itself. 
  Grounded Units: The DV of an aircraft that is not 
  flying is reduced by 4. This does not apply to units 
  flying at ground level, but only to those that have not 
  taken off or have been forced to the ground.
  Fragile: Most aircraft are relatively fragile when 
  attacked with heavy weapons, splintering and 
  shattering their structural integrity and delicate 
  mechanisms. An aircraft noted to be fragile takes 
  double damage from attacks with siege weapons, 
  including siege weapons used by other aircraft. 
  Cover: If an attacking unit chooses to attack a 
  unit carried on the target aircraft rather than the 
  aircraft itself, the unit adds the listed modifier to its 
  own DV against ranged attacks and against melee 
  attacks when the units are not engaged. If already 
  engaged with another aerial unit, this bonus no 
  longer applies. 
  Dmg: 
  When 
  this 
  amount 
  of 
  damage has been dealt to the 
  aircraft, its mobility and stability 
  are impaired. Its speed is reduced 
  by 1 and it takes a -2 penalty its 
  Airworthiness and Maneuver 
  modifiers. 
  Stall: When this amount of 
  damage has been dealt to the 
  aircraft, its flight becomes 
  erratic and unstable. Its 
  penalty on Airworthiness 
  and 
  Maneuverability 
  increases to -4, and at the 
  end of each Battle Phase (or 
  each day of overland travel) 
  its crew must succeed on a 
  Morale check or be forced to 
  land. If the aircraft is at low 
  altitude or ground level, it can 
  land without difficulty. If it is at 
  medium or high altitude, it must 
  succeed at a second Morale check or it crashes when 
  attempting to land. If a natural 1 is rolled on any 
  Morale check to stay aloft, the aircraft immediately 
  crashes. 
  Crash: When this amount of damage has been 
  dealt to the aircraft, it is destroyed and any crew 
  or passengers unable to fly on their own fall. If the 
  aircraft is at ground level, those units take 2d6 points 
  of damage and are fatigued. If the aircraft is at low 
  altitude, those units take 4d6 points of damage and 
  are exhausted. If the aircraft crashes from medium or 
  high altitude, all crew and passengers are killed. 
  Airworthiness: This modifier applies on Morale 
  checks made to stay safely aloft. 
  Maneuver: This modifier applies on Morale checks 
  made to make tactical maneuvers during battle, 
  including engaging or disengaging from opposing 
  units.  
  Table 4: Aircraft Statistics, Combat
  AIRCRAFT TYPE
  DV
  FRAGILE
  COVER
  DMG
  STALL
  CRASH
  AIRWORTHINESS
  MANEUVER 
  Airship
  15
  yes
  +2
  15
  30
  45
  +2
  -4
  Alchemical Dragon
  20
  yes
  +3
  20
  40
  60
  +2
  -2
  Balloon
  5
  yes
  -
  2
  4
  6
  -5
  -10
  Carrion Carrier
  13
  no
  +1
  5
  10
  15
  +0
  +0
  Drogue Wing
  8
  yes
  -
  0
  0
  1
  -2
  +4
  Floating Citadel
  30
  no
  +5
  50
  100
  150
  +10
  -5
  Flying Carpet
  10
  no
  -
  3
  6
  9
  +2
  +10
  Glider
  11
  yes
  +1
  4
  8
  12
  +0
  +0
  Solar Sailer
  15
  yes
  +2
  25
  50
  75
  +2
  -2
  War Rocket
  25
  no
  +4
  30
  60
  90
  +5
  +0
   
  
  14
  14
  Cost: The cost in Building Points (BP) to construct an 
  aircraft of this type. 
  Consumption: Aircraft add 1/10 their Cost (rounding up) 
  to the kingdom’s monthly Consumption, although aircraft 
  with a Cost under 5 BP have no Consumption cost. This 
  does not include Consumption paid for their crews. 
  Crew: The number of pilots, navigators, and engineers 
  needed to crew the aircraft. A typical aircraft’s crew 
  is counts as an auxiliary army and counts against the 
  kingdom’s ManpowerUR but not against its total number 
  of armies. Up to half the aircraft’s crew can serve as an 
  artillerist unit to man any siege weapons on board; other 
  artillerists must be carried as passengers.
  Pass.: The number of passengers the ship can carry. This 
  number is halved if the passengers are Large; for mounted 
  units with Large mounts, each mount and its rider counts 
  as one Large creature. 
  Cargo: The number of tons of cargo that can be carried 
  by the ship. If you are using aircraft to establish a trade 
  route with a Trade Edict (as described in the Optional 
  Kingdom Rules section of Kingdoms), each BP of food or 
  raw materials weighs 20 tons, each BP of goods weighs 10 
  tons, and each BP of luxuries weighs 1 ton. 
  Spaces: The number of spaces of siege weapon batteries 
  that can be mounted on the aircraft (see Siege Weapons). 
  No siege weapon battery can use more than half of the 
  aircraft’s available spaces (e.g., a war rocket can carry up to 
  4 total spaces of siege weapons, but can mount only Huge 
  siege weapons (requiring 2 spaces) or Large siege weapons 
  (requiring 1 space)).
  Speed: The daily speed of the aircraft in terms of 
  overland movement across 12-mile hexes.
  Drift: This aircraft has no propulsion system of its own 
  and drifts with the wind. It may be tethered to the ground 
  so that it does not fly away, though its tether can be broken 
  as a free action by any enemy army that enters the Camp 
  Zone or by any unit that devotes its attack in the Melee 
  Phase to doing so. 
  Aircraft with a drift speed cannot use tactics that 
  require rapid movement, including (but not limited to) 
  Dive Bombing, Dogfighting, Soaring Sweep, Spectacular 
  Flyover, and Strafing Run. 
  Glide: This aircraft has no propulsion system but can 
  glide for considerable distances, depending on the height 
  from which it is launched. This aircraft can glide 1 hex if 
  launched from low altitude, 2 hexes from medium altitude, 
  or 3 hexes from high altitude. This launch can be from the 
  top of a structure or terrain feature as well as from a larger 
  aircraft already aloft. 
  Climb: Not all aircraft are capable of climbing. An aircraft 
  that cannot climb may stay at its starting altitude and can 
  descend, but it cannot regain altitude once lost. 
  Hover: Some aircraft can maintain a steady position in 
  midair without needing to move. 
  Aerial Combat
  Combat in the air functions similarly to combat on the 
  ground, though a number of special rules apply. Rules 
  for elevation, weather conditions, and aerial units are 
  described above. The section that follows presents a series 
  of rules specifically relevant to aerial units in a mass battle 
  situation. 
  Aerial Tactics
  Aerial armies and units follow most of the same rules as 
  their land-bound equivalents when it comes to strategy 
  and tactics. This includes the ability to make use of most 
  of the standard tactics that are appropriate for them, 
  including Cautious Combat, False Retreat, Full Defense, 
  Sniper Support, Spellbreaker, Taunt, and Withdraw from 
  Kingdoms and Covering Fire, Furious Charge, Feint, 
  Overwhelming Onslaught, Pincer Maneuver, Pursuit, 
  Retreat, Screening Defense, Siegebreaker, Skirmishers, 
  and Strafing Skirmishers from Ultimate Battle. Aerial 
  units with the ability to hover also can use the Defensive 
  Wall, Pike Square, and Volley tactics. In addition to these 
  standard tactics, aerial units have a number of additional 
  tactical options available to them. 
  Airlift: An aerial unit can forgo making a melee attack 
  in order to transport a ground-based unit into or out of 
  the battlefield. The aerial unit must be capable of carrying 
  Table 5: Aircraft Statistics, General
  SHIP TYPE
  COST
  CREW
  PASS
  CARGO
  SPACES
  SPEED
  CLIMB
  HOVER
  Airship
  40 BP
  20
  50
  20 tons
  2
  6 hexes
  yes
  yes
  Alchemical Dragon
  50 BP
  10
  20
  5 tons
  2
  6 hexes
  yes
  no
  Balloon
  1 BP
  1
  5
  2 tons
  -
  drift
  yes
  yes
  Carrion Carrier
  10 BP
  1
  20
  2 tons
  -
  2 hexes
  yes
  no
  Drogue Wing
  1/2 BP
  1
  1
  -
  -
  glide
  no
  no
  Floating Citadel
  200 BP
  10
  200
  100 tons
  8
  2 hexes
  yes
  yes
  Flying Carpet
  15 BP
  1
  5
  1 ton
  -
  3 hexes
  yes
  yes
  Glider
  2 BP
  1
  10
  1 ton
  -
  glide
  no
  no
  Solar Sailer
  100 BP
  20
  20
  50 tons
  2
  8 hexes
  yes
  yes
  War Rocket
  150 BP
  20
  50
  20 tons
  4
  12 hexes
  yes
  no
   
  
  15
  15
   
  of Large or larger creatures can make a ranged attack in 
  the Ranged Phase with dropped bombs, though after 
  dropping their load they must withdraw to the Camp Zone 
  to replenish their supply. Aircraft can devote up to one-half 
  of their cargo payload to bombs and can make as many 
  bombing attacks as they wish (one per Ranged Phase) until 
  their ammunition is exhausted. A bombing attack can be 
  used as a bombardment, special bombardment, volley, or 
  scatter volley attack (see Siege Tactics). If used to attack an 
  enemy unit, use the following table. 
  Table 6: Bombing
  CREATURE SIZE
  TONS OF CARGO
  RV
  DAMAGE
  Large
  1
  +0
  1d4
  Huge
  5
  -1
  1d6
  Gargantuan
  10
  -2
  1d8
  This table assumes bombing is occurring at low altitude. 
  Bombing can be done from medium altitude, resulting in 
  a -4 penalty to RV but dealing double normal damage. If 
  the target unit is engaged with a friendly unit, your allied 
  unit automatically takes friendly fire damage (see Friendly 
  FireUB) from a bombing attack performed at medium 
  altitude. Requirement: flying unit of Large or larger 
  creatures, or aircraft with at least 1 ton of cargo capacity. 
  Combat Air Patrol: Your unit is always ready to meet 
  any challenge from airborne enemies, keeping your eyes 
  on the skies rather than worrying about the battle below. 
  You gain a +2 bonus on Scouting checks to spot enemy 
  flying units and a +2 DV bonus against attacks by flying 
  units. You cannot make attacks against armies on the 
  ground when using this tactic. Requirement: flying unit at 
  medium or high altitude level. 
  Cut the Rigging: Your unit attacks the target’s propulsion 
  and guidance system in an attempt to bring the aircraft 
  down or impede its movement. You take a -2 penalty on 
  your OM, MV, and RV when making this attack, and a 
  successful attack deals only half normal damage. However, 
  if the attack succeeds your target must succeed on a Morale 
  check (modified by the aircraft’s Airworthiness) or its 
  rigging is damaged. If the aircraft is already damaged, a 
  failed Morale check results in a stall. If already stalled, a 
  failed Morale check causes the aircraft to crash. See Table 
  6: Aircraft Combat Statistics for the effects of the damage, 
  stalling, or crashing. 
  Dive-Bombing: This style of bombing involves carrying 
  bombs much closer in, from a high trajectory, in order to 
  deliver greater force and accuracy though at a somewhat 
  greater risk to the dive-bomber. Dive-bombing works 
  similarly to bombing above but grants a +2 bonus to RV and 
  a +1 bonus to damage. The creature or aircraft performing 
  this tactic takes a -2 penalty to DV and on Morale checks 
  made to disengage until the beginning of the next Battle 
  Phase. Requirement: maneuverability class poor or better, 
  or Maneuver score of -2 or better for aircraft.
  Dogfighting: You have honed your skills at up-close 
  flying and combat with flying foes, both to attack and 
  passengers, whether on an aircraft or using creatures
  at least one size category larger than the creatures being
  carried, and the total number of creatures carried cannot
  exceed the passenger capacity of the aircraft or one-half
  the number of creatures in the aerial unit. An aerial unit
  can carry passengers of the same size as the creatures
  comprising the aerial unit, but the number it can carry is
  halved.
  If you attempt to airlift an allied unit into a defended
  fortification or city, the defending armies are entitled to
  make a Scouting check (see Scouting and CamouflageUB)
  to spot your army. If they do so, any defending unit that
  is not engaged can attempt to oppose your landing. You
  must resolve your attempted landing as a boarding action
  (see below), applying any bonuses for the defending unit’s
  fortifications (see Defense modifier for buildingsUR). If you
  are not spotted, you can land unopposed and the army you
  airlifted can move and attack in the melee phase. You and
  the army you transport must begin the Battle Phase in the
  Ranged Zone.
  If you are attempting to remove an allied unit from the
  battlefield, you can do so automatically if the unit is not
  engaged. If the unit is engaged, you and your allied unit
  must make Morale checks opposed by the Morale check
  of any enemy units engaged with the allied unit. If your
  Morale checks exceed all checks made by the opposing
  units, the airlift is successful and you and your allied unit
  can retreat to the Camp Zone at the end of the Battle Phase.
  If one of your checks exceeds all of the enemy’s checks but
  the other does not, the allied unit remains engaged but the
  aerial unit can retreat to the Ranged Zone. If both of your
  checks fail to beat all of the enemy unit Morale checks,
  the aerial unit ends its turn flying at Ground Level and
  the allied unit remains engaged. The aerial unit does not
  become engaged unless an enemy unit makes a successful
  melee attack against it. Requirement: aerial unit able to
  carry passengers.
  Boarding Action: Your aerial unit (including units that
  are passengers on an aircraft) attempt to board another
  aircraft. Your unit and the target unit make opposed Morale
  checks, adjusted by Maneuverability. If your unit succeeds,
  your unit (if a unit of flying creatures) or crew or passengers
  (if an aircraft) can board the opponent aircraft and make a
  melee attack during the Melee phase. The defending unit
  adds the aircraft’s Cover modifier to its DV against this
  attack, as well as on Morale checks to disengage.
  If the melee attack fails, your boarding action is repulsed
  and the crew or passengers aboard the opponent’s aircraft
  get to choose whether or not you remain engaged. They can
  choose to make a counter-attack against you in the Melee
  phase without becoming engaged with your unit. If their
  attack succeeds and they choose not to become engaged
  with you, your unit must succeed on a Morale check or take
  1d4 points of additional damage as some members of your
  unit are pushed overboard and lost during your retreat.
  Requirement: aerial unit.
  Bombing: Your strong fliers can carry heavy objects
  aloft and drop them onto armies far below. An aerial unit
   
  
  16
  16
  to escape. You gain a +2 bonus on OM (or MV) against 
  flying opponents and a +2 bonus on Morale checks made 
  to disengage against flying opponents. Requirement: 
  maneuverability class average or better for creatures, or 
  Maneuver score of 0 or better for aircraft. 
  Fly in Low: Your squadrons hug the ground and use the 
  natural contours of the land to hide your approach vector. 
  Opposing armies take a -2 penalty on Scouting checks made 
  to spot you. If you attack a unit on the ground that fails to 
  spot you, you can make a melee attack during the Melee 
  Phase without becoming engaged with that unit. If you are 
  engaged with an aerial unit at low altitude or ground level, 
  you gain a +1 bonus on Morale checks to disengage with 
  them. Even if you fail this Morale check, you move to ground 
  level and the enemy flying unit must also come down to 
  ground level or else allow you to disengage. Requirement: 
  flying unit at ground level (or low altitude, if disengaging 
  from an enemy flying unit).
  Out of the Sun: Your squadrons have trained to fly as 
  high as possible, placing the sun behind them so its glare 
  hides their approach as they plunge down into battle on 
  a careening plummet. Enemy units take a -4 penalty on 
  Scouting checks to locate your unit. If you attack a unit that 
  does not spot you, you gain a +2 bonus on OM, MV, and RV 
  against that unit. If another unit has already used this tactic 
  during the same Battle Phase, you gain only one-half the 
  normal benefit. Requirement: flying unit at high altitude.
  Soaring Sweep: Your unit is trained in making swift 
  fly-by attacks against opponents on the ground, swooping 
  across the battlefield and harrying the enemy. Your unit 
  can attack two non-mounted armies in a single Battle phase. 
  Your unit gains -4 OM and -2 DV for the remainder of the 
  Battle phase and your attacks deal only half damage, but 
  you are not considered engaged after attacking a ground-
  bound unit. Requirement: flying unit.
  Spectacular Flyover: Your unit engages in daring 
  aerobatics that distract your enemies and bring heart to 
  your allies. Any enemy armies whose ACR is lower than 
  yours take a -1 penalty to RV and on opposed Morale checks 
  against any of your allied units (though not against you). In 
  addition, you can choose one allied unit to gain a +1 bonus 
  on all Morale checks until the beginning of the next Battle 
  Phase. Requirement: flying unit with ACR of at least 5. 
  Strafing Run: Your unit knows how to fly low over the 
  battlefield and riddle other units with ranged attacks. Your 
  unit can attack two armies on the ground in a single Battle 
  phase during the Ranged Phase. Your unit gains -2 RV and 
  -2 DV for the remainder of the Battle phase and your attacks 
  deal only half damage. If a unit you attack during a strafing 
  run is engaged with a friendly unit, you automatically deal 1 
  point of friendly fire damage to that allied unit. You cannot 
  attack in the Melee phase after making a strafing run. 
  Requirement: flying unit at low altitude or ground level 
  with ranged attack capability.
  Suicide Smash: Your unit crashes its aircraft into the 
  target, using the craft itself as a weapon. This functions like 
  dive bombing, but you use your OM or MV instead of your 
  RV, and if the attack hits you deal double damage to the target 
  structure or unit. The crew and passengers of the aircraft are 
  killed on impact. Requirement: aircraft with crew. 
  Fighting Units on the Ground
  While aerial units spend a good amount of their time 
  dealing with the aerial assets of the opposing army, at some 
  point those in the sky will turn their attention onto those 
  below. Aerial armies or units can always land and engage 
  as a normal ground-bound army if they wish, or use hit and 
  run tactics such as Skirmishers and Strafing Skirmishers 
  (see TacticsUB) to attack and withdraw without becoming 
  engaged with targets at ground level, in addition to the 
  tactics described above. 
  Ranged Attacks against Aerial Units: Gravity itself 
  impedes ranged attacks against units in the air. There is no 
  penalty for attacking flying units at ground level; however, 
  ranged attacks with standard ranged weapons take a -2 
  penalty on RV against flying units at low altitude and are 
  useless against flying units at medium and high elevation. 
  This also applies to indirect fire siege weapons, such as 
  catapults, bombards, and trebuchets.  Direct-fire siege 
  weapons and equivalent long-range magical attacks take no 
  penalty when attacking units at ground level or low altitude 
  and a -2 penalty against aerial units at medium altitude, but 
  aerial units at high altitude remain beyond their reach. 
  Closed and Open Formation: On a conventional 
  battlefield, it is usually to the advantage of ground troops 
  to cluster closely together for mutual support, maximizing 
  the cover afforded by barriers and landforms and allowing 
  them to concentrate their attacks with overwhelming 
  strength. However, when aerial combat is introduced this 
  becomes a more dangerous propositions. Falling objects, 
  whether heavy single objects, scattered smaller objects, 
  explosives, or other unconventional weapons, can easily 
  circumvent ground-level barriers and devastate tightly 
  packed clusters of soldiers.
  As a result, in a world where flying foes are—if not 
  exactly common—certainly a known quantity, successful 
  commanders have developed strategies to help blunt the 
  effectiveness of aerial opponents. The simplest strategy is 
  to spread out their units, moving individual soldiers farther 
  apart and giving them room to maneuver and react to 
  danger from every direction, including from directly above. 
  Changing from open to closed formation is a choice that 
  is made at the beginning of a battle, but it can be changed 
  at the beginning of each Battle Phase thereafter, during the 
  Tactical Phase. Shifting formation between open and closed 
  is similar to changing StrategyUB and does not require 
  a Morale check if the unit maintains the same Strategy 
  it employed in the previous Battle Phase. If it attempts 
  to change its Strategy and its formation during the same 
  Tactical phase, it must succeed at a Morale check as if it had 
  tried to change its Strategy by more than one step. 
  Other Tactics for Ground Units: The following special 
  tactics are used by units on the ground as countermeasures 
  that are especially effective against flying units. 
   
  
  17
  17
   
  
  18
  18
  Camouflage Netting: Your unit covers itself with 
  artificial vegetation and covers of cloth and net that 
  screen them off from notice or easy attack by flying 
  foes. The DC to spot your unit with Scouting checks is 
  increased by 1, and you also gain a +1 DV bonus against 
  melee attacks by aerial enemies. You gain a +1 bonus on 
  Morale checks to avoid becoming engaged with an aerial 
  unit, and they take a -1 penalty on Morale checks to avoid 
  becoming engaged by you, as the same screens you use 
  can be triggered to trap flying units that venture too near. 
  You must be using the Hold Firm or Cautious Advance 
  strategy when using Camouflage Netting and cannot use 
  any tactics that require sudden or swift movement (GM’s 
  discretion). Requirement: none.
  Dig In: Your unit digs itself foxholes and slit trenches 
  that provide cover against aerial attackers as well as 
  ground-bound enemies. You gain a +2 bonus on DV 
  against ranged attacks and +1 to DV 
  against melee attacks, though you 
  take a -1 penalty on OM, RV, and MV. 
  In addition, your speed is reduced by 
  1 during any Battle Phase in which 
  you construct or use these shelters, 
  and you take a -2 penalty on Morale 
  checks made to retreat or disengage. 
  You must be using the Hold Firm 
  or 
  Cautious 
  Advance 
  strategy 
  when using Dig In and cannot use 
  any tactics that require sudden or 
  swift movement (GM’s discretion). 
  Requirement: none.
  Flak: Your unit keeps its eyes 
  focused on the skies, with ranged 
  weapons at the ready. You gain a +2 
  bonus on DV against attacks by flying 
  units. In addition, you may delay 
  your attack from the Ranged phase to 
  attack an aerial unit that attacks you 
  or an ally during the Melee phase. 
  You resolve your ranged attack before 
  their melee attack, with a +2 bonus 
  to RV if the aerial unit attacks you. If 
  your attack hits, the aerial unit must 
  succeed on a Morale check (modified 
  by its Airworthiness) or take a -1 
  penalty on OM, MV, RV, DV, Speed, 
  and Maneuverability for the remainder 
  of the battle. 
  You cannot attack in the Melee 
  phase when using this tactic unless 
  you are engaged with an enemy unit 
  (including a unit which attacked and 
  engaged you during the current Battle 
  Phase), in which case you take a -4 
  penalty on OM and MV and deal only 
  half damage on a successful attack. 
  Requirement: ranged attack capability.
  Grapnels: Your unit uses grappling hooks and ropes, 
  either hand-thrown or launched from crossbows or siege 
  weapons, to climb up into aircraft or try to bring them to 
  the ground. You take a -2 penalty on your ranged attack 
  against an aircraft flying at ground level and a -5 penalty 
  against an aircraft at low altitude. You cannot use this 
  tactic against aircraft at medium or high altitude. 
  If your ranged attack succeeds, you deal no damage but 
  can attempt use a Boarding Action or Cut the Rigging attack 
  against the vessel and its passengers and crew. Because you 
  need to climb up to the vessel during this attack, you take 
  a -5 penalty on your OM and MV as well as on opposed 
  Morale checks while using those tactics. These penalties are 
  halved if the creatures comprising your unit have a climb 
  speed. Requirement: cannot have medium or heavy armor, 
  ranged weapons (not merely ranged attack capability). 
   
  
  19
  19
  War at Sea
  Historically speaking, battles at sea were nearly as 
  important as battles on land just because of the outsized 
  importance that control of the waterways has always 
  had on commerce, communication, and transport. 
  Cities and fortifications sprang up around water both 
  to take advantage of the natural barriers they provide 
  but also to deny free passage to their rivals. Control of 
  the waters, whether on rivers, lakes, or ocean sea-lanes, 
  is a critically important element in a holistic view of 
  warfare. 
  Naval engagements are a much closer approximation 
  in a fantasy RPG to their real-world 
  equivalents, 
  with 
  the 
  primary 
  anachronisms being the decision 
  of 
  whether 
  to 
  incorporate 
  gunpowder 
  weapons 
  and 
  how to integrate magical 
  artillery alongside weapons 
  powered by tension and 
  torsion. More tellingly, 
  of course, naval combat 
  requires the integration 
  of traditional ships under 
  oar and sail and the 
  crews and soldiers that 
  inhabit their decks with 
  savage 
  sea 
  monsters 
  of every description. 
  The presence of water-
  breathing sentient races 
  and monsters also brings 
  the realities of submarine 
  warfare into play in an 
  RPG campaign in an 
  analogous way to the 
  elevation of aerial combat 
  through various elevation 
  levels. A battle at sea may 
  take place primarily at 
  the surface, but it may be 
  joined on multiple levels by 
  battles in the heavens above 
  and the deeps below. 
  Naval Operations
  Naval battles are similar in many ways 
  to ground combat, as long as all of the 
  combatants are operating in the same plane, like 
  a fleet of ships fighting another fleet of ships. Unlike 
  aerial battles, which always occur in three dimensions, 
  sea battles might have that added level of complexity, 
  but it is not always the case. 
  Sea Level: When all combatants are operating on the 
  surface of the water, active participants operate in the 
  same zones described in Ultimate Battle.
  Melee: Vessels and creatures in the melee zone are 
  considered to be engaged in active boarding actions 
  against one another, either from ramming and coming 
  aside with bridges or by swinging from yardarms 
  across onto the decks of enemy ships. Aquatic monsters 
  operating at this level are considered to be clambering 
  up the sides of a ship or reaching into it from the water 
  and directly engaging the crew.
  Ranged: Most shipboard combat occurs at this range, 
  either with standard ranged weapons in the hands of 
  their crews or with siege weapons. 
  Camp: This zone represents ships hanging back from 
  active participation in the battle. It may include transport 
  and supply ships, damaged vessels limping 
  toward safety, or simply ships being 
  held in strategic reserve. Ships 
  considered in the Camp Zone 
  may still be targeted with 
  siege weapons, and enemy 
  ships can make a concerted 
  effort to close with them and 
  prevent their escape. 
  Command: The Command 
  Zone represents the flagships 
  of the respective fleets. 
  While there is an element of 
  realism to suppose that any 
  ship in the enemy fleet might 
  be targeted at any time, 
  the same rules of dramatic 
  tension and abstraction apply 
  in a fleet engagement as they do 
  in a land battle, and the enemy 
  commanders 
  are 
  generally 
  assumed to survive to the 
  endgame of any naval battle. 
  When the Command Zone is 
  overrun, enemy commanders 
  can be engaged directly by 
  the PCs using standard 5th 
  Edition combat rules, or can 
  be captured or otherwise dealt 
  with as described in Ultimate 
  Battle.
  Depth Levels: When dealing 
  with 
  aquatic 
  creatures 
  or 
  unusual naval units, naval battles 
  can suddenly become a lot more 
  complex, as some units in a battle may 
  be operating exclusively on the surface but others 
  may not have that limitation. When a battle involves 
  one or more units that can operate underwater, 
  sea battles use a second set of zones that operate 
  similarly to the zone used in Ultimate Battle and, 
  more specifically, to the aerial combat altitude levels. 
  Like them, these depth levels are abstract and do 
  not represent specific physical distance, but rather a 
  simple shorthand for describing the relative position 
   
  
  20
  20
  of creatures in or under the water where a naval battle 
  is occurring. 
  The Surface: Most naval battles take place at 
  the surface level, for the simple reason that most 
  creatures even in a magical campaign world that 
  focuses on events on land cannot breathe or move 
  easily in the water. Swimming creatures may dive 
  underwater to escape detection or combat, but they 
  must rise to the surface level to use their own natural 
  or manufactured weapon attacks. An aquatic unit 
  must move at the surface in order to attack or be 
  attacked in melee. 
  The Shallows: Units in this depth zone are beyond 
  the reach of melee attacks, except by other creatures 
  that are also swimming in the shallows. However, 
  they can still see creatures and vessels on the 
  surface and can be seen themselves, though with 
  some difficulty. Creatures in the shallows can attack 
  with or be attacked by ranged attacks, though such 
  attacks are made at a substantial penalty. 
  The Deep: Units in this depth zone cannot 
  effectively see units on the surface or be seen by 
  them, and are too far away to effectively attack or be 
  attacked by them. 
  The Seafloor: This is a special depth zone that 
  applies whenever there is a submerged structure 
  or terrain that is relevant to the course of a battle. 
  The Seafloor can exist in the Shallows or the Deep, 
  depending on the depth of the water. A battle on the 
  Seafloor works similarly to a second Surface depth 
  level, in that creatures on the Seafloor and creatures 
  in the adjoining Shallows or Deep can engage in 
  ranged combat but cannot engage in melee unless 
  either the swimming creatures come down to the 
  Seafloor or the creatures on the Seafloor leave it and 
  swim up into the open water. 
  Changing Depth: While naval combat is assumed 
  to be fluid and dynamic, with the ability to rapidly 
  change location at and direction, the abstract depth 
  levels described above represent where a naval unit 
  is spending the majority of its time during a given 
  Battle Phase. Most conventional naval units spend all 
  of their time on the surface, but swimming creatures 
  or special vehicles able to move underwater can 
  change their depth level throughout the course of a 
  battle. Each time a new Battle Phase begins, naval 
  units capable of submerging can adjust their depth 
  by one step, or by two steps with a successful Morale 
  check. 
  Wind Effects
  While naval units are not quite as vulnerable to 
  high winds as are aerial units, they are still subject 
  to being buffeted by high winds and tossed about 
  by surging seas kicked up by stormy weather. Naval 
  units are generally assumed to be maneuvering 
  constantly throughout a battle to maintain an 
  advantageous position with respect to the wind and 
  their opponents, but ongoing strong winds can have 
  a deleterious effect on the combat effectiveness of 
  naval units. 
  Table 7: Wind Effects (Naval)
  WIND STRENGTH
  SPEED
  DMG
  PILOTING
  Light or Moderate
  -
  -
  -
  Strong
  1 hex
  1
  -1
  Severe
  2 hexes
  1d3
  -2
  Windstorm
  4 hexes
  1d6
  -4
  Hurricane
  6 hexes
  2d6
  -8
  Tornado
  12 hexes
  4d6
  -16
  Wind Strength: There are no explicit rules for 
  wind effects in the SRD, except as described in 
  spells such as gust of wind and control weather. 
  GMs must use their discretion when determining 
  the current wind strength in a battle. To affect the 
  battle, the relevant wind speed must be present 
  throughout the entire battle phase (lasting 1d6 
  hours), so short-term changes to wind strength 
  have little to no impact.
  Speed: Naval units moving in the same direction 
  as the wind add this amount to their daily speed; 
  those moving against it subtract this amount from 
  their daily speed. If this reduces their speed to 
  zero, the unit is unable to make progress against 
  the wind by sailing, though units with a row speed 
  (including vehicles powered by alchemical engines 
  rather than creatures pulling the oars) can move at 
  their row speed. 
  River Travel: Ships moving downriver move an 
  additional 2 hexes per day.
  Tacking: A naval unit can move against the wind 
  with a successful Morale check, adjusted by its 
  Maneuverability. If the check succeeds, the unit treats 
  the wind strength as one category less severe for the 
  purpose of its speed, plus one additional category less 
  severe for every 5 points by which the check exceeds 
  the DC. Tacking is very tiring, however, and the unit 
  automatically becomes fatigued after spending a day 
  tacking. 
  Piloting: 
  Naval 
  units 
  take 
  a 
  penalty 
  on 
  Seaworthiness and Maneuverability in stormy seas. 
  This affects Morale checks made to maneuver and 
  may preclude the use of certain nautical tactics that 
  require a minimum maneuverability rating.
  Damage: Operating in stormy weather places 
  strain on naval units. At the end of each Battle Phase 
  (or each day of overland travel), a naval unit must 
  succeed on a Morale check or take the listed damage. 
  An aerial unit that takes damage from high winds 
  must make a second Morale check or become fatigued 
  (or exhausted, if already fatigued). Ship crews add 
  their Seaworthiness modifier to this check. 
   
  
  21
  21
  Naval Units
  Naval units are a bit different from aircraft when it 
  comes to both kingdom-building and mass combat 
  by the simple fact that ships are such a familiar and 
  customary part of the commerce and activity of 
  any nation and its waterways. They can be a focus 
  element, or they can recede into the background, 
  similarly to the implied police forces and general 
  militia of a nation represented by its Stability checks. 
  If not wholly in the background, ships can be engaged 
  on a fairly basic level in a way that keeps the focus 
  on land battles. While armies can traverse land easily 
  enough, for crossing water or traveling upriver or 
  down they require ships to transport them. The basic 
  ship types described in the SRD provide a simple basis 
  for involving waterborne transport and combat in 
  conjunction with the mass combat rules. This product 
  therefore presents two sets of rules for ships, because 
  for some these relatively simple rules provide all the 
  integration they need or want for incorporating ships 
  with a primarily land-based mass combat simulation. 
  Chariots and Howdahs: Any suitable aquatic 
  creature can bear passengers into combat by mounting 
  a howdah on its back or having a floating chariot 
  pulled behind it. These howdahs and chariots do 
  not use the ship rules that follow but instead follow 
  the same rules as their land-bound equivalents, as 
  described in Ultimate Battle. Such conveyances are 
  dangerous, however, unless the aquatic creatures 
  are well-trained, as swimming units bearing such 
  passengers will typically dive underwater if they are 
  routed. A unit of riders unable to breathe water is 
  treated as the crew of a ship that has sunk.
  Maneuverability: Like aircraft, ships have a defined 
  maneuverability modifier based on their type. When 
  aquatic units comprised of swimming creatures must 
  make a Morale check adjusted by their size:
  Table 8: Maneuverability Modifiers (Aquatic)
  MODIFIER
  SIZE 
  +4
  Small or smaller
  +2
  Medium
  +1
  Large
  0
  Huge
  -1
  Gargantuan
  Constructing Ships: Building keelboats, longboats, 
  and longships can be done in any city with Piers. 
  Building galleys, sailing ships, and warships, however, 
  necessitates a Waterfront. Building a ship takes 1 
  month per 5 BP (or fraction thereof) of its cost if built 
  using Piers; 1 month per 10 BP (or fraction thereof) if 
  built in a Waterfront. When a ship is completed, its 
  crew is automatically recruited without the need for 
  a separate Recruitment EdictUR; this applies only to 
  the ship’s actual crew, not to artillerist units or other 
  passengers.
  Table 9: Ship Construction Requirements
  SHIP
  BUILDINGS REQUIRED
  Barge
  Piers
  Canoe
  -
  Canoe, War
  -
  Cutter
  Waterfront
  Dreadnought
  Alchemist, Foundry, Magical Academy, War 
  College, Waterfront
  Galleass
  Alchemist, Exotic Artisan, Waterfront
  Galley, Great
  Exotic Artisan, Waterfront
  Galley, Lesser
  Waterfront
  Greatship
  Exotic Artisan, Waterfront 
  Ironclad
  Alchemist, Foundry, War College, Waterfront
  Junk
  Exotic Artisan, Piers
  Keelboat
  Piers
  Longboat
  -
  Longship
  Piers
  Nautilus
  Alchemist, Foundry, Magical Academy, 
  War College, Waterfront
  Raft
  -
  Roundship
  Piers
  Rowboat
  -
  Sailing Ship, Large
  Waterfront
  Sailing Ship, Medium
  Waterfront
  Sailing Ship, Small
  Waterfront
  Skiff
  -
  Submersible, Small
  Foundry, Magical Academy, Piers
  Warship
  War College, Waterfront
  Ship Descriptions
  History offers a wealth of different ships powered by 
  oar and sail, and in a fantasy game alchemical steam 
  or more exotic means of propulsion are certainly viable 
  options for military watercraft.
  Barge: A simple flat-bottomed cargo vessel with open 
  decks and sometimes a small pilot house, sometimes 
  towed by other vehicles or by land-bound draft teams 
  and other times equipped with sails, poles, or oars. 
  Barges are sometimes outfitted as floating pleasure 
  palaces for the wealthy or as deadly firing platforms.
  Canoe: A small personal watercraft, maneuverable 
  and favored on lakes and rivers. Canoes are easily 
  portable and typically made of simple materials, such as 
  stretched hides (coracle) or hollowed-out logs (dugout).
  Canoe, War: A deep-hulled canoe, often with 
  outriggers for stability, and often with a stepped 
  (removable) mast for sailing, war canoes can move with 
  considerable speed crewed by a team of rowers who 
  usually double as warriors.
  Cutter: A narrow-hulled sailing vessel, usually with 
  either a large lateen foresail and a small square sail aft, 
   
  
  22
  22
  or a single mast with foresails rigged to a bowsprit. Also 
  called a ketch, pinnace, or sloop, these ships can manage 
  deepwater voyages but are also swift and maneuverable 
  and able to pull in close to shore. Often used as patrol 
  craft to hunt pirates, slavers, and smugglers. 
  Diving Bell: This reinforced metallic capsule has no 
  propulsion system but is lowered from a larger ship to 
  allow explorers or troops to descend underwater and 
  then raise them up again when their job is done. A 
  diving bell usually has a renewing supply of pumped 
  air as long as it remains tethered to its mother ship.
  Dreadnought: A massive alchemically powered 
  ironclad, usually driven by paddlewheels amidships or 
  astern, guided by a small crew but often bristling with 
  armament that dwarfs that of smaller vessels.
  Galleass: A large, high-sided galley with additional 
  sail and a separate gunnery deck over the heads of the 
  rowers and often mounted with castles fore and aft. 
  Sometimes a bit slower than traditional galleys, their 
  additional firepower more than made up for their lack 
  of speed.
  Galley, Great: These massive oared vessels are driven 
  by over a hundred rowers driving multiple banks of oars, 
  though their sails also allow them to take advantage of 
  the wind. Their swift ramming strikes demolish smaller 
  ships in their path while their full decks enable them to 
  carry cargo, passengers, or siege engines.
  Galley, Lesser: A smaller version of the galley with a 
  smaller complement of rowers arrayed in usually only 
  one to three banks of oars in an open hull with partial 
  decking for catwalks and storage. Swift and nimble, 
  lesser galleys make swift hit and run strikes but rarely 
  venture far from land. 
  Greatship: A large sailing vessel adapted for war, 
  also called a carrack, nao (nau), man o’war, or ship of 
  the line, a greatship has high castles fore and aft and 
  fighting tops dot its rigging to allow it to rain death 
  upon the decks of other ships. Greatships are top and 
  front-heavy, and less seaworthy than their merchant 
  cousins.
  Ironclad: Slow but indomitable, ironclads are 
  terrifying in battle as long as allied vessels can slow 
  down the enemy enough to prevent their escape. 
  Junk: This flat-bottomed sailing ship has no keel 
  but a partitioned hold with watertight compartments 
  and a broad, flat deck. Its hull and ribbed sails make it 
  seaworthy even in severe tropical storms. 
  Keelboat: These large flat-bottomed boats are 
  popular river craft and lake vessels. While they do 
  not tolerate adverse weather well, their sails expedite 
  passage upriver or against currents, while their oars 
  and poles keep them safe from sand bars and similar 
  hazards.
  Longboat: These sturdy oared craft, also called 
  launches or whaleboats, can withstand heavy surf 
  and are often carried by larger vessels to transport 
  passengers or cargo to shore and back. 
  Longship: With enough seaworthiness to venture 
  into deep ocean waters but a shallow enough draft to 
  ride up onto shore, and able to switch easily between 
  oar and sail, a longship or drakkar has impressive 
  versatility.
  Nautilus: This sleek ironclad cuts through the water 
  like a blade whether at the surface or below the waves, 
  powered by an alchemical engine and a magically 
  replenishing air supply and airlocks.
  Raft: Little more than sawn logs or planks lashed 
  together or onto a collection of barrels, rafts are easily 
  built but fragile in rough seas. In calm backwaters, they 
  are used for travel and habitation. 
  Roundship: 
  These 
  single-masted, 
  round-hulled 
  vessels float lightly in the water and are easy to drive 
  up onto a beach without harm, making these knarrs (or 
  knorrs) popular with seaborne raiders.
  Rowboat: Typically confined to shallow or calm 
  waters, these small vessels (also called pirogues or 
  dinghies) are nimble but vulnerable to high seas and 
  are driven by a pair of oars. 
  Sailing Ship, Large: These lumbering galleons, 
  outfitted with three to four decks and masts, are sturdy 
  and capacious enough for long oceanic voyages. 
  Sailing Ship, Medium: The workhorse of the sea 
  lanes and tradewinds, these two-masted ships like the 
  caravel have a square-rigged mainmast for speed and a 
  lateen mizzenmast for maneuverability. 
  Sailing Ship, Small: A single-masted ship, whether 
  square or lateen-rigged, with a rounded, sturdy hull. 
  Not particularly fast or maneuverable, their hull planks 
  are often nailed in overlapping rows (clinker built) or 
  sewn together. Some have full decks (dhows), while 
  others are built with only partial decks (cog, nef).
  Skiff: This long, flat-bottomed boat has a very shallow 
  draft and no keel or rudder. Also called a gondola, wherry, 
  or punt, a skiff is steered and propelled by one crewman 
  standing with a large oar or pole. Often used for fishing, 
  skiffs also carry cargo in shallow, calm waters like canals, 
  lakes, and marshes. 
  Submersible: A small personal underwater craft such 
  as an apparatus of the crab (see the SRD), able to move by 
  magic and keep its crew submerged for short periods of time. 
  Warship: This military vessel of advanced design is 
  equally swift whether driven by sail or sweeps. Warships 
  or dromonds are highly maneuverable and full decks shield 
  their rowers from enemy missiles. 
  Simple Ship Rules
  If ships are not going to play a major role in your kingdom-
  building or mass combat campaign, you may want to limit 
  the options for ships to the following six ship types described 
  in the SRD.
   
  
  23
  23
  Cost: The cost in Building Points (BP) to construct a ship of 
  this type. Costs listed here represent average values and do 
  not necessarily match specific ship costs on Table 10: Simple 
  Ship Table or Table 11: Ship Statistics, General. 
  Consumption: Ships add 1/10 their Cost (rounding down) 
  to the kingdom’s monthly Consumption, although ships 
  with a Cost under 5 BP have no Consumption cost. This does 
  not include Consumption paid for their crews.
  Spaces: This refers to the number of spaces of siege 
  weapons that can be carried by a ship. A battery of Large 
  siege weapons takes up 1 space, Huge weapons 2 spaces, and 
  Gargantuan weapons 4 spaces. Because these weapons must 
  be split on both sides of a ship, no more than one-half of a 
  ship’s siege batteries (minimum 1) can be used to a target the 
  same enemy unit or building.
  FP: The number of Fortification Points (FP) that must be 
  depleted before the vessel’s BP value can be directly attacked. 
  Crew: The number of sailors needed to crew the ship. 
  A typical ship’s crew counts as an auxiliary army, similar 
  to units of artillerists, and count against the kingdom’s 
  ManpowerUR but not against its total number of armies. 
  Up to half the ship’s crew can serve as an artillerist unit to 
  man any siege weapons on board; other artillerists must be 
  carried as passengers.
  Table 10: Simple Ship Table 
  SHIP TYPE
  COST
  SPACES
  FP
  CREW
  PASS�
  CARGO
  ROW
  SAIL
  SAFE WATERS
  GalleyR
  20 BP
  4
  10
  100
  200
  150
  8 hexes
  4 hexes
  Coastal
  Keelboat
  3 BP
  -
  2
  10
  50
  20
  1 hex
  2 hexes
  Rivers, Coastal
  Longship
  10 BP
  -
  4
  50
  100
  50
  3 hexes
  6 hexes
  Coastal, Deep Water
  Rowboat
  1 BP
  -
  -
  -
  -
  20
  1 hex
  -
  Rivers, Coastal
  Sailing Ship
  10 BP
  4
  6
  20
  200
  200
  -
  4 hexes
  Coastal, Deep Water
  WarshipR
  15 BP
  4
  8
  50
  100
  100
  5 hexes
  5 hexes
  Coastal, Deep Water
  R These ships mount a ram to use in making ramming attacks.
  Table 11: Ship Statistics, General
  SHIP TYPE
  COST
  SIZE
  CREW
  OARS
  PASS�
  ROW
  SAIL
  SAFE WATERS
  Barge
  2 BP
  Garg
  5
  50
  100
  1 hex
  -
  Rivers, Coastal
  Canoe
  1/50 BP
  Small
  1
  *
  1
  3 hexes
  -
  Rivers, Coastal
  Canoe, War
  1 BP
  Medium
  1
  10
  5
  4 hexes
  2 hexes
  Rivers, Coastal, Deep Water
  Cutter
  5 BP
  Large
  5
  10
  5
  1 hex
  6 hexes
  Coastal, Deep Water
  Diving Bell
  2 BP
  Medium
  10
  -
  5
  -
  -
  any, Underwater
  Dreadnought
  100 BP
  Garg
  1
  -
  40
  7 hexes
  -
  Coastal, Deep Water
  Galleass
  38 BP
  Garg
  50
  150
  100
  8 hexes
  6 hexes
  Coastal
  Galley, Great
  30 BP
  Garg
  20
  200
  200
  8 hexes
  8 hexes
  Coastal
  Galley, Lesser
  10 BP
  Huge
  5
  50
  20
  6 hexes
  3 hexes
  Coastal
  Greatship
  40 BP
  Garg
  ?
  ?
  -
  -
  4 hexes
  Coastal, Deep Water
  Ironclad
  50 BP
  Garg
  10
  50
  20
  2 hexes
  2 hexes
  Coastal
  Junk
  15 BP
  Huge
  5
  -
  5
  -
  4 hexes
  Coastal, Deep Water
  Keelboat
  3 BP
  Large
  1
  10
  50
  1 hex
  2 hexes
  Rivers, Coastal
  Longboat
  1/2 BP
  Medium
  1
  10
  -
  1 hex
  -
  Rivers, Coastal
  Longship
  12 BP
  Huge
  50
  100
  -
  6 hexes
  4 hexes
  Coastal, Deep Water
  Nautilus
  75 BP
  Large
  10
  -
  20
  8 hexes
  -
  Coastal, Deep Water, Underwater
  Raft
  1/10 BP
  Medium
  5
  *
  5
  1 hex
  -
  Coastal, Rivers
  Roundship
  6 BP
  Large
  5
  10
  10
  4 hexes
  4 hexes
  Coastal, Deep Water
  Rowboat
  1/20 BP
  Small
  1
  *
  1
  3 hexes
  -
  Coastal, Rivers
  Sailing Ship, L
  20 BP
  Garg
  20
  -
  500
  -
  4 hexes
  Coastal, Deep Water
  Sailing Ship, M
  10 BP
  Huge
  10
  -
  50
  -
  4 hexes
  Coastal, Deep Water
  Sailing Ship, S
  6 BP
  Large
  5
  -
  20
  -
  4 hexes
  Coastal
  Skiff
  1/10 BP
  Medium
  1
  *
  5
  2 hexes
  -
  Coastal, Rivers
  Submersible
  25 BP
  Small
  1
  -
  1
  2 hexes
  -
  any, Underwater
  Warship
  25 BP
  Garg
  10
  50
  200
  5 hexes
  5 hexes 
  Coastal, Deep Water
  * All crew members of these small vessels man the oars.
   
  
  24
  24
  Pass.: The number of passengers the ship can carry. This 
  number is halved if the passengers are Large; for mounted 
  units with Large mounts, each mount and its rider counts as 
  one Large creature. 
  Cargo: The number of tons of cargo that can be carried 
  by the ship. If you are using ships to establish a trade route 
  with a Trade Edict (as described in the Optional Kingdom 
  Rules section of Kingdoms), each BP of food or raw materials 
  weighs 20 tons, each BP of goods weighs 10 tons, and each 
  BP of luxuries weighs 1 ton. 
  Row/Sail: The daily speed of the ship using each mode of 
  propulsion.
  Safe Waters: The listed terrain types are generally safe 
  for travel in a ship of this type in terms of seaworthiness. 
  If a ship tries to sail in water terrain outside its safe waters, 
  the kingdom owning it must attempt a Stability check. If the 
  check fails, the ship is lost at sea. 
  Except as noted above, all notes pertaining to Table 
  11: Simple Ship Table also apply to Table 12. The ships 
  in Table 11 represent an averaged value among many 
  ship types reflected in Table 12 and do not necessarily 
  precisely replicate the statistics of ships described on 
  Table 12.
  Size: This represents the ship’s size relative to other 
  ships. These size categories are not equivalent to the 
  size categories of creatures, as many ships are larger 
  than several gargantuan creatures put together. 
  DV: The Defense Value (DV) for attacks made against 
  the ship itself. 
  Anchored Units: The DV of a ship at anchor is reduced 
  by 2.
  Docked Units: The DV of a ship that is beached or 
  docked is reduced by 4. 
  Cover: If an attacking unit chooses to attack a unit 
  carried on the target ship rather than the ship itself, 
  the unit adds the listed modifier to its own DV against 
  ranged attacks and against melee attacks when the 
  units are not engaged. If already engaged with another 
  naval unit, this bonus no longer applies. 
  Spaces: This refers to the number of spaces of siege 
  weapons that can be carried by a ship. A battery of 
  Large siege weapons takes up 1 space, Huge weapons 
  2 spaces, and Gargantuan weapons 4 spaces. Because 
  these weapons must be split on both sides of a ship, no 
  more than one-half of a ship’s siege batteries (minimum 
  Table 12: Ship Statistics, Combat
  SHIP TYPE
  DV
  COVER
  SPACES
  DMG
  WRECK
  SUNK
  SEAWORTHINESS
  MANEUVER
  Barge
  13
  -
  6
  10
  20
  30
  +0
  -10
  Canoe
  8
  -
  -
  0
  0
  1
  -2
  +4
  Canoe, War
  11
  -
  -
  4
  8
  12
  +0
  +2
  Cutter
  14
  +1
  1
  6
  12
  18
  +2
  +2
  Diving Bell
  12
  +1
  -
  3
  6
  9
  -2
  -10
  DreadnoughtR
  30
  +6
  12
  35
  70
  105
  +2
  +2
  GalleassR
  22
  +3
  6
  28
  56
  84
  +0
  -2
  Galley, GreatR
  18
  +1
  4
  20
  40
  60
  +0
  -2
  Galley, LesserR
  12
  -
  1
  10
  20
  30
  -2
  +0
  Greatship
  22
  +3
  8
  28
  56
  84
  +4
  -6
  IroncladR
  25
  +4
  6
  25
  50
  75
  -2
  -4
  Junk
  13
  +2
  4
  15
  30
  45
  +6
  +0
  Keelboat
  11
  +1
  1
  10
  20
  30
  -2
  -2
  Longboat
  10
  -
  -
  0
  1
  2
  +0
  +2
  Longship
  14
  -
  -
  10
  20
  30
  +4
  +0
  NautilusR
  25
  +4
  1
  20
  40
  60
  +4
  +2
  Raft
  5
  -
  -
  0
  1
  2
  -4
  -4
  Roundship
  12
  -
  -
  6
  12
  18
  +2
  +2
  Rowboat
  6
  -
  -
  0
  0
  1
  -4
  +4
  Sailing Ship, Large
  17
  +2
  4
  25
  50
  75
  +6
  -4
  Sailing Ship, Medium
  15
  +1
  2
  15
  30
  45
  +4
  -2
  Sailing Ship, Small
  13
  -
  1
  8
  16
  24
  +2
  -2
  Skiff
  10
  -
  -
  0
  0
  1
  -4
  +2
  SubmersibleR
  20
  +3
  -
  4
  8
  12
  +2
  +4
  WarshipR
  20
  +2
  4
  21
  42
  63
  +0
  +2
  R These ships mount a ram to use in making ramming attacks.
   
  
  25
  25
  1) can be used to a target the same enemy unit or 
  building.
  Dmg: When this amount of damage has been dealt 
  to the ship, its mobility and structural integrity are 
  impaired. Its speed is reduced by 1 and it takes a -2 
  penalty its Seaworthiness and Maneuver modifiers. 
  Wreck: When this amount of damage has been 
  dealt to the ship, it is crippled and barely able to 
  function. Its speed is reduced to 1 hex and its penalty 
  on Seaworthiness and Maneuverability increases to 
  -4, and at the end of each Battle Phase (or each day 
  of overland travel) its crew must succeed on a Morale 
  check or the ship begins to sink (see below). If the ship 
  is in a hex adjacent to land, it can limp to shore and dock 
  or beach itself before it sinks, assuming its landing is 
  not opposed. If forced into an opposed landing or if it 
  is more than one hex from land its crew can attempt a 
  second Morale check to get the ship to shore; if the check 
  is failed the ship sinks. If the ship rolls a natural 1 on 
  a Seaworthiness check while Wrecked, it immediately 
  sinks. 
  Sailing a wrecked ship is a great strain on the crew, 
  and at the end of each Battle Phase (or day of overland 
  travel) the crew must succeed on a Morale check or take 
  1 point of damage and become fatigued. 
  Sunk: When this amount of damage has been dealt 
  to the ship, it is destroyed and its crew, passengers, and 
  cargo are deposited in the water. Any units on board 
  the ship when it sinks, including its crew, artillerists, or 
  other passengers, takes 1d6 points of damage and must 
  make a Morale check; if failed, the unit takes double 
  damage and becomes fatigued. During the Melee Phase, 
  allied naval units can attempt a rescue (or allied aerial 
  units an airlift) during the Melee Phase, and if in Coastal 
  or River terrain surviving units from the sunken ship 
  can forgo making a melee attack and instead attempt a 
  Morale check to make their way to shore. A successful 
  check brings them to the shore, but if there are enemy 
  units not engaged that have not yet attacked in the 
  Melee phase, they can oppose the unit’s landing (see 
  Docking under Naval Tactics).
  If there is an allied ship anchored on the battlefield, 
  a successful Morale check allows a unit to swim to 
  that ship instead of to shore. If the ship does not have 
  sufficient passenger capacity to carry a unit swimming 
  to it in this fashion, all units aboard the ship are treated 
  as fatigued until the excess passengers are removed.
  Blood in the Water: Units floating in the water on the 
  wreckage of a ship are vulnerable to attack and have a 
  difficult time fighting back, taking a -4 penalty on DV, 
  AV, RV, and OM. 
  Shipwrecked: Units that are not rescued or able to 
  reach the shore by the end of the current Battle Phase 
  (or within 8 hours, if in overland travel), this Morale 
  check must be repeated; failure deals 1d6 points of 
  damage and results in exhaustion. This Morale check 
  must be repeated at the end of every Battle Phase or 
  every 8 hours. A unit already exhausted is destroyed on 
  a failed Morale check, regardless of its hit points. 
  Seaworthiness: This modifier applies on Morale 
  checks made to stay safely afloat or otherwise avoid 
  damage or destruction of the ship or its key components. 
  Maneuver: This modifier applies on Morale checks 
  made to make tactical maneuvers during battle, 
  including engaging or disengaging from opposing units. 
  Naval Combat
  While armies can traverse land easily enough, for 
  crossing water or traveling upriver or down they require 
  ships to transport them. A handful of standard medieval 
  ship types can be used to provide a simple basis for 
  waterborne transport and combat in conjunction with 
  the mass combat rules. Ultimate War presents two sets 
  of rules for ships, because for some these relatively 
  simple rules provide all the integration they need or 
  want for incorporating ships with a primarily land-
  based combat simulation, while others may enjoy a 
  much more robust set of options.
  Commanders and Ships: For commanders assigned 
  to the crew of a ship or to leading a unit that is fighting 
  on board a ship, use the following Leadership Bonus 
  (LB) in lieu of the commander’s normal LB. The effects 
  of Leadership Bonus are described in Ultimate Battle. 
  LB (Naval): Determine LB (naval) as described above, 
  granting a bonus for appropriate naval backgrounds or 
  proficiencies.
  Ships as Support Vehicles for Land Battles: 
  Sometimes a full-scale naval combat system is not really 
  what is needed in a particular battle scenario. Ships 
  may exist as part of the battle scenario or objective, 
  but they may not have the cause to engage in a ship-to-
  ship combat or fleet actions. Instead, they may function 
  as transportation for armies, using their passenger 
  capacity to move troops more quickly along waterways 
  than the troops themselves could move on land.
  Alternatively, ships can serve as mobile artillery 
  batteries, training their siege engines where desired. 
  These ships can serve as more than transportation 
  using the same abstract battlefield zones discussed in 
  Ultimate Battle. In general terms, ships always remain 
  in the Ranged Zone with respect to armies on land, 
  as the open water constitutes an impassable barrier 
  to land-bound armies (see TerrainUB). Ships carrying 
  soldiers armed with ranged weapons can make ranged 
  attacks every Battle phase, though they cannot engage in 
  melee unless they dock or beach themselves and debark 
  their passengers. Ships armed with siege weapons can 
  use those weapons as easily as a land-bound artillery 
  battery.
  Ships and Close Assault Siege Weapons: Ships can 
  mount rams (as noted in Table 12: Ship Statistics, 
  Combat), which they can use to make ramming attacks 
  against other ships. A ram takes up no spaces.
   
  
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  26
  A ship can also mount an assault bridge. This 
  functions as described under Siege Weapons, but it 
  also grants a +1 MV bonus when making melee attacks 
  against units on board other ships, and a +1 bonus on 
  opposed Morale checks made to prevent an enemy 
  ship or enemy unit on board a ship from disengaging, 
  retreating, or withdrawing. 
  Shipboard Units: When facing other ships or aquatic 
  armies, armies on board a ship can move into the Melee 
  zone with units on other ships or with units on the 
  surface of the water. Units on board ships follow the 
  same rules for engagement as armies do on land, though 
  shipboard armies gain a +2 bonus to Morale checks made 
  to disengage when they use the Retreat or Withdraw 
  tactic (see TacticsUB). The ship itself does not fight in 
  melee, of course; it is simply a platform upon which the 
  unit it carries can fight, though the ship’s crew can make 
  ramming attacks using the ship itself as a weapon.
  Shipboard units can also use ranged attacks, and 
  in many naval battles ranged attacks are used almost 
  exclusively until one ship has been pounded into 
  submission or sinking, after which the victor closes in 
  for a boarding action. Ranged attacks can be directed 
  at the ship itself or at units on board the ship, but there 
  is always some collateral damage in either direction. 
  That is, a successful ranged attack against a shipboard 
  unit also deals 1d3-1 (minimum 0) points of damage to 
  the ship itself. Likewise, a successful attack against the 
  ship deals 1d3-1 points of damage to one of the units on 
  board. Generally speaking, the defender chooses which 
  unit takes this damage; however, on a natural 20 the 
  attacker chooses which unit takes this damage.
  Underwater Units: Aquatic units on the surface 
  can make melee and ranged attacks against other 
  units (including ships) on the surface and vice versa. 
  In addition, the crew of a ship can make a ramming 
  attack during the Melee Phase against an aquatic 
  unit comprised of Large or larger creatures. Smaller 
  creatures cannot be effectively rammed.
  Creatures able to move underwater can attack ships 
  in the Melee Phase as long as they are in the shallows, 
  though they cannot be attacked in return during that 
   
  
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  27
  phase. Ranged attacks made between aquatic units in 
  the Shallows and units (including ships) on the surface 
  take a -4 RV penalty due to the cover and concealment 
  afforded by the water’s surface. 
  Minelaying: A ship equipped with mines can use them 
  during the Ranged Phase as indirect-fire ranged weapons 
  (+0 RV modifier) against creatures in the Shallows, or 
  even against creatures in the Deeps (-10 RV modifier). 
  Alternatively, in the Melee Phase it can forgo an attack 
  to use its mines to lay a minefield. Underwater creatures 
  gain a +5 bonus on Scouting checks (see Camouflage 
  and ScoutingUB) to notice an underwater minefield.
  Naval Tactics
  Whether they are units comprised of swimming 
  creatures or the crew and marines aboard ships, 
  naval units follow most of the same rules as their 
  land-bound equivalents, including all of the strategic 
  options available to land-bound units as well as tactics 
  like Cautious Combat, False Retreat, Full Defense, 
  Sniper Support, Spellbreaker, Taunt, and Withdraw 
  from Kingdoms and Covering Fire, Overwhelming 
  Onslaught, 
  Pincer 
  Maneuver, 
  Pursuit, 
  Retreat, 
  Screening Defense, Siegebreaker, Skirmishers, Strafing 
  Skirmishers, and Volley from Ultimate Battle In 
  addition to these standard tactics, naval units have a 
  number of additional tactical options available to them. 
  Anchoring: The ship drops its anchor to halt its motion. 
  An anchored ship gains a +2 bonus on Seaworthiness 
  checks to survive stormy conditions. If an allied ship 
  is anchored on the battlefield, units from sunken ships 
  can swim to safety on the ship with a successful Morale 
  check. If the number of passengers aboard the ship 
  exceeds its passenger capacity  Requirement: The ship 
  must be in Coastal or River terrain. 
  Beaching: The ship intentionally runs itself aground in 
  order to rapidly disgorge its crew. Like docking, beaching 
  takes place during the Melee Phase. Unlike docking, beaching 
  does not require careful maneuvering and units aboard the 
  ship take no penalty on their RV during the Ranged Phase. 
  A beached ship still must make Morale checks (adjusted by 
  its Seaworthiness) to avoid being damaged or wrecked in 
  stormy conditions, but cannot be sunk. 
  The crew of a ship that beaches itself must succeed 
  on a Morale check with a bonus equal to the ship’s 
  maneuverability modifier; if failed, the ship takes 1d6 
  points of damage from the beaching maneuver and 
  becomes damaged. It cannot be removed from the beach 
  until the battle is over, and even if returned to the water 
  its speed is reduced by 1 until all damage is repaired. If the 
  ship is damaged in this fashion, all units aboard it take a 
  -4 RV penalty for the remainder of the battle. If the ship 
  is damaged in this way, any passengers aboard (including 
  artillerist units and other units) must also succeed at Morale 
  checks or take 1 point of damage and become fatigued.
  Landing Troops: Once the ship has been beached, 
  any units aboard can clamber off its sides and attack 
  immediately in the Melee Phase. Units leaving the ship 
  take a -1 penalty on Speed and MV for the remainder of 
  the current Battle Phase. 
  Launching Back to Sea: A beached ship that is Medium 
  or smaller can be move back out into the water during 
  the Rout Phase if its crew wishes to retreat rather than 
  staying on the shore. A Large ship can be moved back into 
  the water during the Melee Phase or Rout Phase of the 
  following Battle Phase if the crew succeeds on a Morale 
  check, modified by the vessel’s Seaworthiness and its 
  Maneuverability. Larger ships require one successful 
  Morale check for each size category they are above 
  Medium, made by their own crew or by other units (naval 
  or aquatic units or land-based units) made during the 
  Melee Phase or Rout Phase of subsequent Battle Phases. 
  Boarding Action: This functions as described for 
  Aerial Tactics. 
  Cut the Rigging: This functions as described for 
  Aerial Tactics.
  Docking: The ship makes its way into a harbor with 
  Piers or a Waterfront and unloads its units at a pier to 
  carefully unload its passengers. Docking takes place 
  during the Melee Phase. Because of the need for careful 
  maneuvering when docking, any units on board the 
  ship take a -2 penalty on their RV during the Ranged 
  Phase. A docked ship still must make Morale checks 
  (adjusted by its Seaworthiness) with a +4 bonus to avoid 
  being damaged, wrecked, or sunk in stormy conditions.
  If units aboard the ship attempt to disembark, any 
  enemy army that is not engaged and that is eligible to 
  attack in the Melee Phase can oppose their landing. 
  The unit attempting to leave the ship must resolve this 
  as a boarding action (as described in Aerial Tactics). If 
  their boarding action onto the docks is repulsed, they 
  are forced back onto the ship. If the unit attempting to 
  disembark has already attacked in the Ranged Phase, it 
  takes a -4 penalty on its OM and opposed Morale check 
  when making a forced landing. Any unit that successful 
  disembarks takes -1 penalty to its Speed during the Battle 
  Phase in which is disembarks. Members of the ship’s 
  crew cannot disembark in the same round that they use 
  this tactic. Requirements: ground unit on board a ship. 
  Flak: This functions as described for Fighting Units 
  on the Ground.
  Picket Duty: Your unit is always scanning the horizon, 
  looking for vessels small and large as well as creatures 
  moving under the water. You gain a +2 bonus on Scouting 
  checks to spot enemy naval or aquatic units and a +2 DV 
  bonus against attacks by naval or aquatic units. You 
  cannot make attacks against armies on the ground or in 
  the air when using this tactic. Requirements: none.
  Ramming: Your ship intentionally crashes into 
  another vessel during the Melee Phase. An aquatic unit 
  of Huge or larger swimming creatures can also use 
  this tactic. Your unit and the target unit make opposed 
  Morale checks plus each unit’s speed (in hexes) and 
  Maneuverability modifier. If your opposed check fails, 
   
  
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  your opponent evades you and your attack deals no 
  damage. If you succeed in this opposed check, you deal 
  damage based on the size of your ship:
  Table 13: Ramming
  SHIP OR CREATURE SIZE
  MV
  DAMAGE
  Medium or smaller
  +2
  1
  Large
  +4
  1d4
  Huge
  +6
  1d6
  Gargantuan
  +8
  1d8
  Ramming an opponent also deals half as much damage 
  to the attacking ship or unit as the target ship or unit 
  would have dealt had it made a successful ramming 
  attack. In addition, any units (including both crew and 
  passengers) on the target ship must succeed at a Morale 
  check or take 1 point of damage and become fatigued 
  until the end of the current Battle Phase. 
  Mounted Rams: Some ships, those marked on Tables 
  11-13 with a superscript R, have prows reinforced to 
  provide maximum impact. Such ships deal double the 
  normal damage on a successful ram attack, while they 
  themselves take no damage when making ram attacks. 
  In addition, after a successful ramming attack against a 
  ship, the attacking unit and the crew of the target ship 
  must succeed on opposed Morale checks, modified by 
  the ship’s Seaworthiness modifier. If the attacker wins 
  the check, the target ship becomes Damaged, regardless 
  of how many hit points it has. If the ship is already 
  Damaged, it is Wrecked, while a Wrecked ship is Sunk. 
  If the defending ship is larger than the ramming ship, 
  the defending crew gains a +2 bonus per size category 
  of difference between the two. 
  Rapid Repair: During the Melee Phase, your ship 
  can rapidly improvise repairs that help it get back 
  underway. Make a Morale check with a bonus equal to 
  the Seaworthiness of your ship and divide the result by 5; 
  the result is the number of points of damage to your ship 
  that you repair. If your ship has the damaged condition 
  by an effect other than accrued damage, you remove that 
  condition if you beat the DC of your Morale check by 5 
  or more. If your ship is wrecked by an effect other than 
  accrued damage, you reduce that condition to damaged if 
  you beat the DC of your Morale check by 10 or more. You 
  cannot repair a ship that has sunk. Requirements: none.
  Rescue: During the Melee Phase, your ship can pick 
  up a unit in the water, which may be a unit from a 
  sunken ship or an aquatic unit that wishes to board the 
  ship. Picking up one unit is automatic. You can pick up 
  multiple units as long as you make a successful Morale 
  check for each unit after the first, with a cumulative 
  -2 penalty for each unit after the first. Once you fail a 
  Morale check, you cannot rescue additional units. 
  If the number of passengers your ship carries exceeds 
  its passenger limit on Table 11: Ship Statistics, General, 
  all units on the ship (including the crew) are considered 
  fatigued until the excess passengers are removed from the 
  ship. If the number of passengers is more than double the 
  passenger limit, all units aboard are treated as exhausted 
  and the ship’s crew must succeed on a Morale check 
  (modified by its Seaworthiness) at the end of each Battle 
  Phase (or each day of overland travel) or become damaged 
  (or wrecked if already damaged). Requirements: none.
  Run for the Shallows: During the Ranged Phase, your 
  ship can forgo making a ranged attack in order to move 
  into shallow waters where larger ships cannot follow 
  without running aground. Make a Morale check with a 
  bonus equal to your ship’s Maneuverability. Any ship of 
  your size or larger wishing to attack you in Melee must 
  succeed on a Morale (modified by its Maneuverability) 
  with a penalty of -2 for each size it is larger than yours. 
  If the check fails, the enemy ship fails to close to melee 
  range with you and takes 1 point of damage for each size 
  category it is larger than yours as its hull hits the rocks, 
  reefs, or seafloor beneath. Any ship that takes damage 
  in this fashion must succeed on a second Morale check 
  modified by its Seaworthiness or become damaged (or 
  wrecked if already damaged). If it fails this check by 5 or 
  more, it is also considered beached.
  Because of their construction, a barge, junk, longship, 
  roundship, or skiff is treated as one size smaller than its 
  actual size for the purpose of this tactic. 
  If you use this tactic in stormy conditions (Strong or 
  higher wind levels), the crew must attempt a Morale check 
  at the end of the Battle Phase or be driven aground by the 
  wind, beaching the ship. Requirement: Ship in Coastal or 
  River terrain. This tactic can sometimes be used in Deep 
  Water if there are shoals, reefs, or rocky islets present. 
  Shear the Oars: Your ship intentionally sideswipes 
  an oared vessel during the Melee Phase in an attempt to 
  snap off its oars on one side. An aquatic unit of Large or 
  larger swimming creatures can also use this tactic. Your 
  unit and the target unit make opposed Morale checks 
  plus each unit’s speed (in hexes) and Maneuverability 
  modifier. If your opposed check fails, your opponent 
  evades you and your attack deals no damage. If you 
  succeed in this opposed check, you deal no damage 
  but the target ship’s rowed speed is reduced by half 
  (rounding down, minimum of 0) and its Maneuverability 
  is reduced by 2 until the ship is repaired. Requirement: 
  Maneuverability modifier of -2 or better. 
  Sweeping Salvo: Your unit knows how to sail in 
  close to shore in order to launch ranged attacks against 
  enemies on the beaches, or to swiftly glide through 
  enemy fleets and formations while raining death upon 
  other vessels. Your unit can attack two enemy units in a 
  single Battle phase during the Ranged Phase. Your unit 
  gains -2 RV and -2 DV for the remainder of the Battle 
  phase and your attacks deal only half damage. If an 
  army you attack during a strafing run is engaged with a 
  friendly army, you automatically deal 1 point of friendly 
  fire damage to that allied army. You cannot attack in the 
  Melee phase after making a strafing run. Requirement: 
  flying unit at low altitude or ground level with ranged 
  attack capability.
   
  
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  29
  Bombardment attack
  gunnery emplacements in a fortification, or vehicular 
  weapons mounted on board an aircraft or naval vessel. 
  All types of siege weapons use the same rules. A “siege 
  weapon” is, generally speaking, an abstraction and does 
  not typically represent a single siege weapon but rather 
  a battery of such weapons that are crewed by a group of 
  trained artillerists, though manual tasks such as loading 
  weapons or wielding a battering ram may be undertaken 
  by assistants retained for their strength rather than their 
  special training. 
  Consumption: The ammunition, supplies, tools, and 
  draft animals involved in moving and maintaining a 
  battery of siege weapons increases Consumption by 1d2 for 
  each battery of siege weapons each time they are involved 
  in a battle. Cannons and bombards increase Consumption 
  by 1d4 per battery per battle. 
  Fragility: Siege weapons are easily damaged by other 
  siege weapons, taking double damage when the weapons 
  themselves are targeted. Siege weapons are undamaged by 
  ordinary ranged attacks, although the artillerists crewing 
  them are affected by them normally.
  Gunpowder 
  Weapons: 
  If 
  your 
  campaign 
  uses 
  gunpowder weapons, such as bombards, cannon, and 
  rocket springals, every time one of your artillerist units 
  fires such a weapon there is a 10% non-cumulative chance 
  that the backblast and fumes from these weapons produce 
  light smoke (causing the area to be lightly obscured; see 
  VisibilityUB) on the battlefield; if light smoke already exists, 
  this increases to thick smoke (heavily obscured). This 
  smoke persists until the end of the next Battle phase.
  Misfires: Bombards, cannons, firedrakes, firewyrms, 
  and rocket springals are somewhat unreliable, and if an 
  army using such siege weapons rolls a natural 1 on its army 
  or unit attack roll the weapon misfires, with the resulting 
  consequences determined by rolling 1d20. Damage from a 
  misfire is treated as one-half fire damage for the purpose of 
  resistance or immunity. 
  Table 14:  Gunpowder Siege Weapon Misfire Result
  D20 
  RESULT
  EFFECT
  1-8
  Misfire
  The weapon fails to fire and deals no damage. 
  9-14
  Backfire
  As misfire, but the artillerist unit manning the 
  weapon takes 1d3 points of damage and the 
  area around the weapon and its accompanying 
  unit (including any weapon that is engaged with 
  the  unit or protecting it using a defensive tactic 
  or boon) is filled with light smoke until the end 
  of the Battle Phase. 
  15-18
  Cracked
  The weapon itself is damaged, taking 1d6 
  points of damage. It can still be fired, but it now 
  misfires on a natural 1 or 2, with a +5 modifier to 
  future rolls to determine misfire results. 
  19-20
  Explodes
  Weapon destroyed, and the accompanying 
  artillerists are affected as a backfire, but take 
  2d4 points of damage. Other engaged armies or 
  defending armies take 1d3 points of damage
  Siege Warfare
  Inevitably in warfare, one army will have to assault a
  fortified position held by the enemy, where a lightning-fast
  attack is not possible and the attacker must settle in to break
  the defender’s city, or his will. A number of specialized
  tactics are available in siege situations, as described below.
  Sieges often make use of siege weapons, as described below,
  though there are a number of siege tactics described below
  that do not depend on the use of such weapons.
  The basic rules presuppose a collection of siege weapons
  that travels with a regular army and which may be of
  several different types. The rules here provide for more
  detailed and varied options for siege engines.
  Sieges and Commanders and Sieges: For commanders
  assigned to a unit of artillery, use the following Leadership
  Bonus (LB) in lieu of the commander’s normal LB. The
  effects of Leadership Bonus are described on page 12 of
  Ultimate Battle from Legendary Games.
  LB (Siege): Determine LB (siege) as described above,
  granting a +1 bonus for appropriate backgrounds or
  proficiencies (GM discretion).
  Standard Combat and Attack Rolls: These rules are
  designed as part of the mass combat rules and as such are
  not suitable for use with the standard combat rules in the
  SRD.
  Artillerists
  Unlike the basic rules, wherein abstract siege weapons
  are embedded within ordinary armies, each siege weapon
  described below has a crew, typically an auxiliary army.
  These artillerists must be recruited as ordinary soldiers
  and count against your kingdom’s Manpower limit and
  have Consumption like any other active or reserve army.
  However, they are like reserve armies in that they do not
  count against the number of armies your kingdom can
  maintain.
  Artillerists in Combat: Artillerist units are fairly
  vulnerable in combat situations; however, because they are
  fairly compact they are easy for other armies to defend. If an
  allied army uses the Screening Defense tactic, it can protect
  a number of artillerists equal to half its own size, even if the
  artillerists are from multiple units. If the defending army
  using this tactic takes damage from a ranged attack, choose
  one of the artillerist units it guards randomly to take the
  1d6-3 points of collateral damage; conversely, a successful
  ranged attack (including a
  against the
  siege weapons themselves rather than the artillerists)
  against any artillerist unit deals 1d6-3 points of damage to
  the army protecting it.
  Siege Weapons
  The following rules describe the use of siege weapons,
  including both ranged siege weapons like cannons and
  catapults as well as close assault weapons like battering
  rams and siege towers. This applies to siege weapons
  whether they are mobile weapons used on a battlefield,
   
  
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  Ranged Siege Weapons
  Many siege weapons are designed to attack enemy 
  fortifications, armies, and ships at a great distance. 
  Direct-fire siege weapons shoot on a relatively flat 
  trajectory and are easier to aim at moving targets 
  but have difficulty shooting over walls. Indirect-
  fire weapons fire their payloads on a high-arching 
  trajectory that makes it difficult to target moving 
  creatures (though they can drop scatter shot on 
  concentrated masses of troops) but makes it easy 
  for them to fire over high walls.
  Ballista: Rather like an enormous crossbow, a 
  ballista’s power is provided by twisted skeins of 
  animal sinew used as torsion springs which drive 
  a pair of adjustable arms. A cord connected to both 
  arms is winched back and a projectile loaded into 
  a grooved board and propelled forward by a wide 
  strap or cup of leather to release. Gate-breaker 
  ballistae are massive engines commonplace in 
  fortified defenses and often used by those attacking 
  such places by land or and on large warships. 
  Heavy ballistae, also called arcuballistae, are 
  among the most common siege engines, favored 
  for their maneuverability and ease of use and often 
  mounted atop towers. Light ballistae, often called 
  carroballistae, are mobile heavy weapons that 
  pack a good punch, often mounted on metal-plated 
  war wagons. Ballistae are direct fire weapons.
  Bombard: A bombard is a thick-walled cannon, 
  usually short in length but wide in bore. Also 
  called a mortar, a bombard is designed to launch 
  its projectiles over walls and obstructions and 
  cannot be used for direct fire attacks, though it 
  can launch both solid shot and scatter shot. 
  Cannon: Cannons are siege weapons made of 
  metal, some cast in one piece like long, narrow 
  bells, while others are built like bundles of metallic 
  staves welded together and reinforced with iron 
  bands. Cannons use gunpowder (or its magical 
  equivalent, depending on the technology level 
  and magic level of the campaign world) to fire 
  its projectiles with devastating force. A standard 
  cannon, also called a falconet, saker, or culverin, 
  can be mounted on the ground or in a wooden frame 
  for use in ships and fortifications. Those traveling 
  with armies are typically bolted to heavy wheeled 
  frames and towed by draft animals. Fiend’s mouth 
  cannon, also called culverin extraordinairy, siege 
  cannon, or true cannon, are too large to mount 
  in any but the largest of ships, and usually are 
  stationed in hardened artillery emplacements. 
  Catapult: Historically speaking, the dividing 
  line between ballista and catapult is far from clear, 
  but for the purpose of these rules a catapult is a 
  stone-throwing weapon powered by winched arms 
  run through torsion skeins, either single-armed 
  like the onager or double-armed tension-torsion 
  hybrids like the mangonel, holding their payload 
  in a sling or cup that swings up and over the top of 
  the weapon when released. Catapults are capable 
  of hurling solid shot to attack hardened targets, 
  scatter shot to pelt enemy armies with a rain of 
  death, or even exotic and unusual payloads to 
  spread fire, disease, and terror upon their enemies. 
  Small catapults, called onagers, can be used on the 
  decks of ships or in small fortifications, and are 
  highly mobile (though the primitive sling-armed 
  lithobolos is an immobile light catapult able to 
  throw only solid shot) while their larger standard 
  and heavy cousins, called mangonels, use two 
  vertical skeins with a pair of torsion bow 
   
  
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  arms harnessed to the mangonel’s throwing arm 
  for greater power.
  Firedrake: This apparatus contains a large 
  reservoir tank and a series of pumps and conduits 
  that unleashes a gout of alchemist’s fire at close 
  range. Firedrakes are direct fire weapons. 
  Fireworks: These alchemical skyrockets, smoke 
  pots, and other incendiaries do not deal direct 
  damage to enemy armies, but they can be used to 
  perform a special bombardment (incendiaries or 
  smoke; see Siege Tactics) or in conjunction with 
  the Battlefield Illumination or Smoke Screen 
  command boons. Fireworks are single-use items 
  and must be replenished in between battles. A 
  unit may be equipped with more than one set of 
  fireworks.
  Firewyrm: A firewyrm is simply a larger and 
  more powerful version of the firedrake, with 
  larger-flow conduits and pressurized relesae 
  apertures that grant it a much greater range. 
  Springal: A springal uses a torsion-cranked 
  composite paddle to strike a firing rack containing 
  multiple bolts, which rain down in an arc over a 
  burst area were they fall in a deadly hail of steel. 
  A springal cannot target specific creatures but 
  always affects an area. A rocket springal uses 
  powder-fueled rockets to launch its bolts rather 
  than a torsion paddle. Springals are indirect fire 
  weapons.
  Trebuchet: Trebuchets are siege weapons based 
  on counterweight principles. Their appearance 
  is similar to a catapult’s, with the payload to be 
  launched being placed into a sling, cup, or basket 
  at one end of a long lever. The counterweight is 
  then dropped close to the fulcrum (often with crew 
  or draft animals pulling attached ropes, especially 
  for heavy trebuchets), with the resulting leverage 
  enabling a trebuchet to hurl massive projectiles. 
  Trebuchets are too bulky to mount and move and 
  must be assembled in place on the battlefield. 
  Trebuchets are indirect fire weapons.
  Table 15: Ranged Siege Weapons
  DIRECT-FIRE WEAPONS
  COST
  SIZE
  SETUP
  CREW
  OM
  SIEGE DAMAGE
  Ballista, light
  1 BP
  Large
  Mobile
  10
  +2
  1d3
  Ballista, heavy
  2 BP
  Huge
  1
  20
  +4
  1d4
  Ballista, gate breakerL
  3 BP
  Garg.
  1
  20
  +6
  1d6
  Cannon
  12 BP
  Large
  Mobile
  10
  +6
  2d4
  Cannon, fiend’s mouthL
  18 BP
  Huge
  1
  20
  +8
  2d6
  Firedrake
  8 BP
  Huge
  Mobile
  20
  +8
  1d4F
  Firewyrm
  12 BP
  Garg.
  1
  20
  +12
  1d6F
  INDIRECT-FIRE WEAPONS
  COST
  SIZE
  SETUP
  CREW
  OM
  SIEGE DAMAGE
  Bombard, light
  12 BP
  Large
  Mobile
  10
  +0
  2d4
  Bombard, standardL
  18 BP
  Huge
  1
  20
  +0
  2d6
  Bombard, heavyL
  24 BP
  Garg.
  1
  20
  +0
  2d8
  Catapult, lightL
  1 BP
  Large
  Mobile
  10
  +0
  1d4
  Catapult, standardL
  2 BP
  Huge
  1
  20
  +0
  1d6
  Catapult, heavyL
  3 BP
  Garg.
  1
  20
  +0
  1d8
  Fireworks
  1 BP
  Large
  Mobile
  5
  -
  -
  Springal, arrow
  3 BP
  Huge
  1
  10
  +8
  -
  Springal, rocket
  12 BP
  Huge
  1
  10
  +10
  1d4F
  Trebuchet, lightL
  2 BP
  Large
  1
  10
  +0
  1d6
  Trebuchet, standardL
  4 BP
  Huge
  2
  20
  +0
  2d4
  Trebuchet, heavyL
  6 BP
  Garg.
  3
  50
  +0
  2d6
   
  F A firedrake, firewyrm, and rocket springal deal fire damage and can harm armies or wooden buildings and fortifications but 
  does no damage to stone buildings or fortifications. If a battery of firedrakes, firewyrms, or rocket springals is destroyed, it 
  has a 50% chance to explode, dealing 2d6 points of damage to the artillerist unit manning it and half this amount to any army 
  guarding the artillerists with the Screening Defense tactic. The explosion also creates light smoke (lightly obscured condition; 
  see VisibilityUB) on the battlefield, or thick smoke if light smoke is already present. 
  L These siege weapons have exceptionally long range and can be set up in the Camp zone (see Battle ZonesUB) and are outside 
  the range of ordinary ranged attacks. However, enemy siege weapons with similarly long range and enemies with the Magical 
  Barrage command boon can attack siege weapons in the Camp zone as if they were in the Ranged zone.
   
  
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  Cost: The cost in BP for a battery of four siege weapons 
  of the appropriate type. Siege weapons can be added to 
  a unit only in a settlement with an Exotic Artisan. 
  Size: The size of a siege engine determines how many 
  batteries of that kind of weapon can be placed on board 
  a ship or inside a fortification. A Large weapon takes up 
  1 space, a Huge weapon 2, and a Gargantuan weapon 4.
  Setup: Some siege weapons can be moved whole, 
  traveling with an army and ready to use, but many 
  must be disassembled and then reassembled at the 
  battlefield. A siege weapon that is Mobile can be moved 
  as an army with a Speed of 1.
  A siege weapon that is not Mobile cannot be moved 
  intact and must be disassembled, carried with the army, 
  and then reassembled at the battlefield, taking the listed 
  number of Battle phases to set up. This number can be 
  ignored if an army with siege weapons has ample time 
  to prepare and set up the battlefield before the battle 
  begins, such as an army defending a fortification or 
  waiting in ambush. If this is not the case, the army 
  must spend the listed number of Battle phases setting 
  up the siege weapon. Unless they have exceptionally 
  long range, siege weapons must be set up in the Ranged 
  zone and are subject to ranged attacks by enemy armies 
  while they are being set up. 
  Crew: The size of unit required to service and crew a 
  battery of four siege weapons. 
  OM: This bonus applies to the weapon’s OM on 
  ranged attacks and siege tactics only. 
  Siege Damage: This is the damage dealt by the 
  weapon when it targets a building, fortification, or 
  other siege weapon. This damage is applied directly to 
  the target’s BP value (or its Fortitude Points, if any).
  Close Assault Siege Weapons
  While the above siege weapons are designed to attack 
  into or over enemy defenses at range, the culmination 
  of most sieges (unless they end in surrender) is a 
  massed melee assault on the defenses. Unsurprisingly, 
  there are a variety of siege weapons specially designed 
  to expedite this process and ensure success and at 
  least partial safety for troops approaching the walls 
  and then seeking to go over, under, or through them. 
  Assault Bridge: This is a sturdy but lightweight 
  wooden framework, ranging from simple planking to 
  more elaborate versions with folding supports, iron 
  hooks, and rope railings, which is used to quickly 
  span a gap that troops are otherwise unable to 
  cross. If an Artillerist unit spends one Melee phase 
  deploying an assault bridge, a gallery, ram, or siege 
  tower unit can use it to cross a Moat. Alternatively, 
  an assault bridge can allow a melee army attacking a 
  fortification by Escalade, Infiltration, or Sapping to 
  ignore the Defense bonus provided by a Moat. 
  Escalade Ladder: These ladders may be simple 
  wooden affairs or grapples with knotted ropes 
  attached, while the largest are carefully engineered 
  and counterweighted levered mechanisms topped 
  with hooked stanchions to cling onto battlements. 
  Whatever their design, ladders are required to use 
  the Escalade siege tactic without penalty (unless the 
  attacking army has a climb speed or siege tower). 
  Gallery: This is a semi-mobile wooden frame 
  clad in hides or planks to provide cover to soldiers 
  underneath. A battering ram and its crew can shelter 
  under a gallery, providing protection while they 
  attack the walls. 
  Mantlets: These are small, movable walls that 
  can provide shelter to a small number of soldiers. 
  Mantlets require no crew, as they are wheeled about 
  by the soldiers using them for shelter. 
  Mine: A mine is a semi-portable alchemical 
  explosive device, sometimes mounted on a wagon or 
  boat, and maneuvered close to an enemy fortification 
  or ship and then detonated. A mine deals full damage 
  when used for sapping. A mine is a single-use weapon, 
  but a unit can be equipped with more than one. If 
  a unit equipped with a mine is routed or destroyed, 
  there is a 50% chance the mine explodes, as described 
  in Table 14: Gunpowder Seige Weapon Misfire Result. 
  Minefields: Mines can also be deployed defensively, 
  either buried underground or suspended underwater 
  in naval combat settings, and in such cases are 
  usually arrayed in minefields of numerous smaller 
  mines rather than a single mine. When placing a 
  hidden mine on the battlefield, make a Morale check 
  modified by the unit commander’s LB (camouflage) 
  and LB (siege). The lower result of the two serves as 
  the DC for opposed Scouting checks (see Camouflage 
  and ScoutingUB). During any Battle Phase, there is a 
  50% chance that an enemy unit determined at random 
  must make such a Scouting check or blunder into 
  the hidden minefield, causing the mines to explode 
  as described in Table 14: Gunpowder Seige Weapon 
  Misfire Result.
  Ram: These heavy tree trunks, sometimes carried 
  by strong warriors but often mounted on swinging 
  ropes or chains mounted under mobile galleries, are 
  used to make Sapping attacks against buildings. They 
  cannot attack other armies. Special: A ram can be 
  mounted on a galley and used to attack other ships 
  or aquatic units that are comprised of Huge or larger 
  creatures. 
  Siege Tower: These advanced galleries have a lower 
  compartment where the crew moves the towers and 
  an upper structure of covered ladders and shooting 
  platforms from which ranged attacks can be made. 
  An army traveling in a siege tower unit can make 
  ranged attacks, though it takes a -2 penalty to its 
  OM. It cannot make melee attacks, however, except 
  when using an Escalade siege tactic. If a siege tower is 
  destroyed, it collapses dealing 2d6 points of damage 
  to the crew and any army inside it.
   
  
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  Close assault siege weapons are used to protect 
  other siege weapons or to protect troops approaching 
  a fortification during an assault. 
  Cost: The cost in BP for a cluster of four siege 
  weapons of the appropriate type. Siege weapons can 
  be added to a unit only in a settlement with an Exotic 
  Artisan. 
  Setup: The number of Battle phases is takes to 
  erect these close assault siege weapons once a battle 
  begins, as described above. A Mobile siege weapon 
  can move with its Artillerists with a Speed of 1. 
  Crew: The crew required to move and operate the 
  siege engine; these crews represent an Artillerist 
  unit as described above. 
  Army: The number of soldiers that can shelter 
  within a close assault weapon, gaining its DV bonus. 
  Alternatively, a gallery or siege tower can hold a 
  battery of direct-fire or close assault siege weapons 
  along with their crews:
  Huge: light ballista, cannon
  Gargantuan: ballista (gate breaker or heavy), 
  cannon (fiend’s mouth), firedrake, firewyrm, ram
  OM: The OM of a battering ram applies only to 
  melee attacks against fortifications; it has no effect 
  against creatures.
  Siege: The damage dealt to a target building, 
  fortification, or siege engine’s BP (or FP) for each 
  round of successful attack, as described above.
  DV: The close assault weapon provides this DV 
  bonus to a number of soldiers equal to its capacity.
  FP: The number of Fortification Points (FP) that 
  must be depleted before the siege weapon’s BP value 
  can be directly attacked by enemy siege weapons. 
  Siege Tactics
  As noted above, the prosecution of a siege does not 
  require any specialized weapons. In fact, given that 
  defenders protecting their home know it intimately 
  and will have a Battlefield Advantage (+2 bonus to 
  OM and DV, as described in the existing mass combat 
  rules) when fighting house to house in the streets and 
  alleys inside their city, it may be the path of wisdom 
  to simply starve them out or ravage the population 
  hemmed in by your armies by unleashing fire and 
  plague. In short, you have many options for reducing 
  the strongholds of your enemies, both conventional 
  and unconventional.
  Blockade: This tactic relies on preventing people 
  or goods from passing into or out of the blockaded 
  city. Requires: 100 soldiers to blockade a city (if using 
  the Ultimate Rulership rules, 50 soldiers can blockade a 
  town, 20 soldiers a village). All armies being used 
  to blockade the city must be defeated, destroyed, 
  disbanded, or routed in order to end the blockade. If 
  the city has a water border, a blockade takes double 
  the normal amount of time to take effect, unless a 
  shipboard army or army with a swim speed aids in 
  maintaining the blockade.
  Effect: No new buildings or improvements can be 
  constructed within the blockaded settlement or the 
  hex it occupies, and every week that the blockade 
  continues, the defender’s kingdom must succeed at 
  Stability check with a penalty equal to the number 
  of weeks the blockade has continued. If failed, all 
  settlement bonuses provided by improvements in 
  that settlement are reduced by 1, to a minimum of 0. 
  In addition, the kingdom must succeed at a Loyalty 
  check with a penalty equal to the number of weeks the 
  blockade has continued or the city surrenders to the 
  blockaders. This check is made with a +1 bonus per 
  100 soldiers inside the city (not counting emergency 
  conscripts), but with a -1 penalty for each building 
  that has been significantly damaged (more than half 
  its BP value), increased to -2 for each building that 
  has been destroyed.  Each Cistern or Granary within 
  the city delays the effect of a blockade by 1 week. 
  After 1 month of blockade, armies defending the 
  settlement become fatigued and cannot remove this 
  condition without magical aid. 
  If the city remains blockaded on your next kingdom 
  turn, there is a 25% chance each kingdom turn that a 
  dangerous settlement event occurs in that settlement, 
  as described in Kingdoms and in Ultimate Rulership. 
  Table 16: Close Assault Siege Weapons
  WEAPON
  COST
  SETUP
  CREW
  ARMY
  OM
  SIEGE
  DV
  FP
  Assault bridge
  1 BP
  1
  10
  -
  -
  -
  -
  -
  Escalade ladder
  2 BP
  Mobile
  10
  -
  -
  -
  - 
  -
  Gallery, huge
  2 BP
  Mobile
  10
  20
  -
  -
  +2
  2
  Gallery, gargantuan
  4 BP
  1
  20
  50
  -
  -
  +2
  4
  Mantlets
  1 BP
  Mobile
  -
  10
  -
  -
  +1
  1
  Mine
  4 BP
  Mobile
  1
  -
  +5
  2d10
  -
  -
  Ram
  4 BP
  Mobile
  20
  -
  +5
  2d8
  -
  -
  Siege Tower, large
  3 BP
  1
  10
  20
  -
  -
  +2
  3
  Siege Tower, huge
  6 BP
  2
  20
  50
  -
  -
  +4
  6 
  Siege Tower, gargantuan
  9 BP
  3
  50
  100
  -
  -
  +4
  9 
   
  
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  This event, if it occurs, is in addition to any settlement 
  event that would normally occur.  
  Bombardment: This tactic is a besieging assault 
  directed at the physical destruction of the city’s 
  buildings. If the attacking army has an accurate map 
  of the city, such as from an (Espionage EdictUR), it can 
  target specific buildings. Lacking this information, 
  the attacker may target large 4-lot buildings or can 
  simply designate a city lot to attack without knowing 
  exactly what building is being attacked.
  Requires: A direct fire siege weapon can perform 
  a bombardment of a building in a lot at the outer 
  edge of a settlement but cannot target buildings 
  farther in. If the settlement has City Walls, it can 
  target the walls but cannot target buildings inside 
  the walls, except for Castles or Watchtowers, and 
  then only if they are in the outer edge of lots in 
  the settlement. An indirect fire siege weapon can 
  target buildings anywhere within a settlement. 
  Both direct and indirect-fire weapons can target 
  non-settlement fortifications such as Forts and 
  Watchtowers.
  Effect: During each Battle phase, the bombardment 
  deals the siege damage of the siege weapon to the 
  Build Point (BP) value of the improvement in the 
  target lot. If the building takes enough damage to 
  reduce its BP value below half, it becomes damaged 
  and ceases providing any benefits to the city or 
  kingdom, except for the building’s Defense value, 
  which is halved (rounding down) if the building is 
  damaged.
  If reduced to 0 BP, the building is destroyed. A 
  destroyed building must be rebuilt from scratch, but a 
  damaged building can be repaired in one month as part 
  of its owner’s “construct 
  a new building” Improvement Edict during their next 
  kingdom turn).
  Some buildings are hardened and durable and have 
  a set quantity of Fortification Points (FP) in addition 
  to their base BP value; until these FP are depleted, the 
  building remains intact and no damage is done to its 
  essential structure. If a battle ends and a building’s 
  FP have not been depleted, they are replenished at no 
  cost and with no action required on the owner’s next 
  kingdom turn. If the building has actual BP damage, 
  that damage must be repaired first before the FP are 
  replenished.
  Table 17: Fortifications
  BUILDING
  BUILD POINTS (BP)
  FORTIFICATION POINTS (FP)
  Aerie
  18
  5
  Barracks
  6
  10
  Caster’s Tower
  36
  10
  Castle
  60
  80
  City Walls
  2
  20
  Fort
  24
  40
  Garrison
  30
  20
  Jail
  14
  10
  Monastery
  16
  10
  Palace
  108
  20
  Watchtower
  12
  20
  The besieger’s siege weapons can attack the siege 
  weapons of the defender and vice versa. Siege weapons 
  have a base DV of 12 plus the twice the normal DV 
  bonus of the siege weapon, though siege weapons can 
  be protected by mantlets, galleries, and siege towers 
  on the battlefield, and they gain the Defense bonus of 
  any fortifications the defender has.
  Bombardment, Special: A special 
  bombardment involves using specialized 
  payloads and unconventional weapons. 
  Performing a special bombardment 
  increases the attacking kingdom’s 
  Consumption by 1 each time it is used. 
  Requires: A catapult or trebuchet 
  battery is required to use the plague 
  special bombardment. A bombard, 
  catapult, rocket springal, or trebuchet 
  can be used to deliver incendiaries or 
  smoke. 
  Incendiaries: A special bombardment 
  with incendiaries deals normal damage 
  to wooden buildings but minimum 
  damage against stone buildings. In 
  addition, at the end of each Battle 
  phase 
  the 
  defender’s 
  kingdom 
  must succeed at a Stability check 
  to prevent a fire. This check is made 
  with a +2 bonus if the building in 
  the target lot is made of stone, with an 
   
  
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  additional +2 bonus for each Cistern, Waterway, 
  or water border adjacent to the lot, and a +1 bonus 
  for each Cistern or Waterway lot anywhere else 
  in the settlement and a +1 bonus for each water 
  border (not each lot along a border; just +1 per 
  border). Armies can also be sent to help fight the 
  fire, providing a +1 bonus to the Stability check 
  for every 20 soldiers sent to battle the flames. If 
  the check succeeds, the fire is extinguished. If the 
  check fails, the fire spreads throughout the lot and 
  continues to burn and spreads into an adjacent 
  lot, spreading throughout a multi-lot building first 
  before it spreads to another building. This fire 
  produces light smoke (lightly obscured area) in the 
  target settlement, or thick smoke (heavily obscured 
  area) if light smoke is already present. 
  At the end of each Battle phase that a building 
  continues to burn, a new Stability check must be 
  made. Success extinguishes one lot. Failure allows 
  the fire to spread to another adjacent lot. If there 
  is more than one separate fire in the settlement, in 
  non-adjacent squares, checks to fight any of the fires 
  take a -2 penalty for each non-adjacent fire. Fire 
  cannot spread across City Walls or a Moat, nor can 
  it spread into a Cistern or Waterway (even if there 
  is a bridge). If a building remains on fire at the end 
  of consecutive Battle phases, it becomes damaged 
  (reduced to half its normal BP value). If it remains 
  on fire at the end of three consecutive Battle phases, 
  it is destroyed. 
  Plague: 
  Each 
  time 
  you 
  perform 
  a 
  plague 
  bombardment, choose one army at random within 
  the city. The defending kingdom must succeed at 
  a Stability check or that army becomes infected 
  (see Disease, under Healing After BattleUB). In 
  addition, each plague bombardment has a 10% (non-
  cumulative) chance to cause a Plague kingdom event 
  inside the target settlement, as described in the 
  existing kingdom rules. This event, if it occurs, is 
  in addition to any other kingdom events that may 
  occur. 
  Smoke: Each smoke bombardment creates light 
  smoke inside the settlement or fortification until the 
  end of the next Battle phase. If light smoke (a lightly 
  obscured area) already exists, it becomes thick smoke 
  (heavily obscured).
  Escalade: An escalade is an attempt by attacking 
  armies to scale the walls.
  Requires: Escalade ladder, siege tower, or an army 
  with a climb speed. 
  Effect: The attacking army chooses one army 
  within the target fortification to attack. During the 
  escalade, the attacking army takes a -4 penalty to 
  its OM and DV (reduced to -2 if the attacking army 
  has a Climb speed) and must allow the defending 
  army to make a melee attack against it first; this is 
  an exception to the standard rule that mass combat 
  is simultaneous. If the defending army’s attack 
  succeeds, the attacker must succeed at a Morale 
  check with a penalty equal to the damage it was just 
  dealt by the defending army. If this Morale check 
  fails, the attacking army is driven back and is unable 
  to attack. If the Morale check succeeds, the attacking 
  army can continue with its attack, and although the 
  attack takes a -4 penalty the defending army gains 
  only half the normal Defense bonus from whatever 
  fortification it is defending.
  If the attacking army’s attack fails, its escalade is 
  thwarted and it automatically disengages from the 
  defending army. If its attack succeeds, however, the 
  attacking and defending armies are now engaged 
  atop the fortification, and for as long as they remain 
  engaged the attacking army’s OM and DV penalties 
  are halved and it ignores the fortification’s Defense 
  bonus when resolving attacks against the defending 
  army. If the defending army is defeated or routs, 
  the attacking army can occupy the fortification 
  and gain its Defense bonus to its own DV for the 
  remainder of the battle; however, the attacking 
  army is now somewhat isolated in its breach into 
  the fortifications and it takes a -4 penalty on Morale 
  checks it makes to withdraw or retreat.
  Note that an escalade targets one particular 
  fortification, and occupying one fortification does 
  not obviate the Defense bonus of other fortifications. 
  City Walls are a special case, as once an attacking 
  army has successfully escaladed them they can 
  ignore their Defense bonus for the remainder of 
  the battle. These walls provide less advantage to an 
  army atop them fighting other armies inside the city 
  than they do against armies outside; if fighting a 
  defending army from atop a City Wall, treat this as 
  holding the high ground (see TerrainUB) rather than 
  applying the City Wall’s Defense bonus.
  Infiltration: This siege tactic also seeks to 
  circumvent the fortifications, but through guile and 
  stealth rather than naked bravado in scaling the 
  walls. In an infiltration, the attacking army tries 
  to slip inside the fortification and open a gate or 
  sally port or otherwise compromise the defenses. 
  Every defending army is entitled to a Scouting 
  check with a +2 bonus, opposed by the infiltrating 
  army’s Camouflage. If the infiltration is detected, 
  the unit noticing the infiltrators can attack them. 
  While a small force is highly effective at remaining 
  unnoticed, if it is spotted it may be easily crushed 
  by the defenders. If the defending army’s attack 
  succeeds, the infiltrating army must retreat from 
  the fortification if it survives. If the attack fails, 
  the infiltrators evade capture, assuming no other 
  defending armies do not spot them, or if they spot 
  them fail to successfully attack them. 
  If the infiltration is not detected, the infiltrators 
  are able to open up access to the fortification 
  for one allied army. That army can attack one of 
   
  
  36
  36
  the defending armies as if it had performed an 
  escalade, though without taking the -4 penalty to 
  OM and DV.
  Sapping: This tactic involves trying to dig, mine, 
  undermine, burrow, or smash through or under the 
  walls. The attacking army makes a melee attack 
  against a DV equal to 15 plus twice the building’s 
  Defense modifier (if any). A successful attack deals 
  half damage to the buildings’s BP (or FP, if any); 
  sapping deals full damage if the attack is performed 
  with a ram.
  Volley: This tactic simply refers to targeting 
  enemy armies with springals or direct-fire siege 
  weapons. This is resolved as a standard attack 
  in the Ranged phase, using the attacking unit’s 
  OM adjusted by the bonus provided by the siege 
  weapon. 
  Volley, Scatter: When indirect fire weapons (other 
  than springals) are used for volley attacks, they 
  typically are loaded with scatter shot of some type, 
  affecting all targets in an area, though with highly 
  variable accuracy. An indirect fire siege weapon 
  battery adds 2d6 to its OM when making this attack 
  against the target army, but on a successful attack the 
  damage it deals is equal to half the weapon’s Siege 
  damage rather than being determined by its OM and 
  the defender’s DV. If the target army is engaged, any 
  armies engaged with it take 1/2 the damage the target 
  army takes. This is considered friendly fire damage.   
  Magical Siege Weapons
  The following section describes several types of 
  siege weapons and ammunition. 
  Pricing: The following items are assigned a price 
  in gold pieces for characters who wish to purchase or 
  craft them with their own personal resources.. 
  For the purposes of the kingdom-building rules 
  presented in Kingdoms, Ultimate Rulership, and 
  Ultimate Battle, kingdoms may be able to acquire 
  such items at the GM’s discretion by issuing a 
  Commission EdictUR or through possible random 
  generation in the kingdom’s magic item slots. In 
  addition, if a settlement’s gold piece limit equals or 
  exceeds the price of the items in question, the GM 
  may allow these magical banners and siege weapons 
  to be purchased with kingdom resources by spending 
  the listed BP cost. This is the cost to upgrade a normal 
  battery of siege weapons to these magical properties; 
  it is not the cost to simply buy these siege weapons 
  outright. This BP cost is not considered part of the 
  item’s BP value if it is targeted by an attack (see 
  Bombardment, under Siege Tactics).
   
  
  37
  37
  Table 18: Magical Siege Weapons
  PRICE (GP)
  PRICE (BP)
  ITEM NAME
  4,000 gp
  +2 BP
  elemental siege shot
  4,000 gp
  +2 BP
  ooze siege shot
  4,000 gp
  +2 BP
  zombie siege shot
  8,000 gp
  +4 BP
  zombie apocalypse siege shot
  16,000 gp
  +8 BP
  adamant ram
  16,000 gp
  +8 BP
  blizzard ballista
  16,000 gp
  +8 BP
  thunderbolt cannon
  Ballista, Blizzard  
  price 16,000 gp
  Wondrous item, very rare
  This rime-glazed ballista launches spears of solid ice, 
  which it coalesces from the air around it. It needs 
  no ammunition and only one-half the normal crew 
  of a ballista of its size. A blizzard ballista gains a +1 
  bonus on damage rolls when making volley attacks, 
  and it also gains a +2 bonus on RV and damage 
  against armies vulnerable to cold. In addition, even 
  missed shots from a blizzard ballista leave swaths of 
  ice and slush strewn across the battlefield. An army 
  targeted with a blizzard ballista has its movement 
  reduced by 1 (minimum 1) for the remainder of the 
  current Battle Phase. 
  cannon, thunderBolt 
   
  price 16,000 gp
  Wondrous item, very rare
  This copper-bound cannon launches bolts of 
  raw electricity that strike with pounding peals 
  of thunder. A thunderbolt cannon needs no 
  ammunition and only one-half the normal crew 
  of a cannon of its size. It cannot be used as an 
  indirect-fire siege weapon. A thunderbolt cannon 
  gains a +1 bonus on damage rolls when making 
  volley attacks, and it also gains a +1 bonus on 
  RV and damage against armies equipped with 
  medium or heavy armor (see Table 4: Equipping 
  an ArmyUB). In addition, the deafening shots of a 
  thunderbolt cannon make it difficult for the target 
  of its attacks to relay or respond to orders even 
  on a missed attack, resulting in a -1 penalty on 
  Morale checks made to change Strategy, Tactics, 
  or formation or to disengage with an opposing 
  army or unit. This penalty lasts until the Tactics 
  Phase of the following Battle Phase. 
  ram, adamant 
   
  price 16,000 gp
  Wondrous item, very rare
  This devastating close assault weapon shatters 
  almost any barrier in its path. When used to 
  perform a sapping attack, an adamant ram 
  doubles its OM bonus to +10 and deals 3d8 points 
  of damage. If attacked by another siege weapon, 
  an adamant ram takes normal damage rather than 
  double damage, as it lacks the fragility of other 
  siege weapons. 
  siege shot, elemental 
   
  price 4,000 gp
  Weapon (ammunition), rare
  This enchanted stone bursts upon impact after being 
  launched by a cannon, catapult, trebuchet, or similar 
  siege weapon. After dealing damage, the stone 
  shatters and releases a Huge elemental of a type 
  designated by the creator of the elemental siege shot. 
  This elemental is treated as a temporary Hero army 
  (see Table 3: Army SizeUB) with ACR 3 that attacks for 
  one Battle Phase and then is automatically destroyed. 
  siege shot, ooze 
   
  price 4,000 gp
  Weapon (ammunition), rare
  This enchanted black stone bursts upon impact after 
  being launched by a cannon, catapult, trebuchet, 
  or similar siege weapon. After dealing damage, the 
  stone shatters and releases a black pudding. This 
  ooze is treated as a temporary Hero army (see Table 
  3: Army SizeUB) with ACR 3 that attacks for one 
  Battle Phase and then is automatically destroyed.
  siege shot, zomBie  
  price 4,000 gp
  Weapon (ammunition), rare
  This mass of corpses is lashed together and imbued 
  with dreadful necromantic power. When used to 
  perform a plague bombardment during the Ranged 
  Phase, during the Melee Phase the corpses animate as 
  20 zombies. These zombies are treated as a temporary 
  squad (see Table 3: Army SizeUB) with ACR 1 that 
  attacks for one Battle Phase and then is automatically 
  destroyed. In addition, if the zombies damage an 
  army with their melee attack, the kingdom’s Stability 
  check to resist that army contracting disease takes a 
  -2 penalty and the chance of a Plague event in the city 
  is increased to 15%.
  siege shot, zomBie apocalypse 
  price 8,000 gp
  Weapon (ammunition), very rare
  This mass of corpses is lashed together and imbued 
  with dreadful necromantic power. When used to 
  perform a plague bombardment during the Ranged 
  Phase, during the Melee Phase the corpses animate 
  as 20 zombies. These zombies are treated as a 
  temporary platoon (see Table 3: Army SizeUB) with 
  ACR 4 that attacks for one Battle Phase and then is 
  automatically destroyed. In addition, if the apocalypse 
  zombies damage an army with their melee attack, 
  the kingdom’s Stability check to resist that army 
  contracting disease takes a -4 penalty and the chance 
  of a Plague event in the city is increased to 25%.
   
  
  +
  +
  +
  +
  -
  -
  -
  -
  +
  +
  =
  LAW
  DOMAIN RECORD 
  SHEET
  GOVERNMENT
  ALIGNMENT
  POPULATION
  SIZE
  CONTROL DC
  RULING COUNCIL
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  RULeR
  RULeR
  CONsORt
  COUNCILOR
  GeNeRaL
  GRaNd dIpLOmat
  HeIR
  HIGH pRIest
  maGIsteR
  maRsHaL
  ROyaL eNfORCeR
  spymasteR
  tReasUReR
  VICeROy
  WaRdeN
  eCONOmy, LOyaLty, stabILIty
  eCONOmy, LOyaLty, stabILIty
  LOyaLty
  LOyaLty
  stabILIty
  stabILIty
  LOyaLty
  stabILIty
  eCONOmy
  eCONOmy
  LOyaLty, -1 UNRest/Upkeep
  eCONOmy
  eCONOmy
  LOyaLty
  ONGOING EVENTS
  EDICTS
  expaNsION
  HEX
  STABILITY
  LOYALTY
  ECONOMY
  BP
  HOLIdays
  bp
  ECONOMY
  LOyaLty
  taxatION
  bp ReVeNUe
  eCONOmy
  LOyaLty
  ReCRUItmeNtUR
  FAME
  defeNse
  eCONOmy
  sOCIety
  UNREST
  peNaLty ON aLL CHeCks
  TREASURY
  bp
  CONSUMPTION
  BP
  SIZE
  CITIES
  edICts
  faRms
  OtHeR
  +
  +
  -
  +
  DIPLOMACY AND TRADE
  BUILDINGS
  EDICTS
  EVENTS
  RESOURCES
  ALIGNMENT
  SKILL
  GOVERNMENT
  EDICTS
  UNREST
  VACANCIES
  OTHER
  TOTAL
  bONUses
  peNaLtIes
  TOTAL
  BASE
  LORE/10
  SOCIETY/10
  SIZE BONUS
  BUILDINGS
  EVENTS
  OTHER
  NOTES
  BASE
  CORRUPTION/10
  CRIME/10
  SIZE BONUS
  BUILDINGS
  EVENTS
  OTHER
  FAME
  INFAMY
  =
  =
  =
  =
  =
  =
  =
  =
  =
  =
  SOCIETY
  PRODUCTIVITY
  tRade ROUte destINatION
  LeNGtH
  (tRL)
  ROUte
  Modifier
  LeNGtH
  mOdIfIeR
  type
  DC
  CORRUptION
  ROUte
  mOdIfIeR
  LeNGtH
  mOdIfIeR
  pROdUCtIVIty
  =
  +
  +
  +
  -
  +
  +
  +
  +
  -
  -
  -
  -
  +
  +
  +
  +
  +
  +
  -
  -
  -
  -
  +
  +
  +
  +
  +
  +
  -
  -
  -
  -
  +
  +
  LORE
  CRIME
  CORRUPTION
  STABILITY
  LOYALTY
  ECONOMY
  +
  +
  +
  +
  -
  -
  -
  -
  +
  +
  +
  +
  +
  +
  -
  -
  -
  -
  +
  +
  +
  +
  +
  +
  -
  -
  -
  -
  +
  +
  +
  +
  +
  +
  -
  -
  -
  -
  +
  +
  +
  +
  +
  +
  -
  -
  -
  -
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  COUNtRy Name
  CapItaL CIty
  CONtROL dC
  EMBASSIES
  =
  +
  +
  +
  -
  =
  +
  +
  +
  -
  CONsUmptION
  stabILIty
  LaW
  sOCIety
  fame/INfamy
  eCONOmy
  ALLIANCES
  TREATIES
  eCONOmy
  fame
  UNfaIR
  INfamy
  baLaNCed
  eCONOmy
  fame
  UNfaIR
  INfamy
  baLaNCed
  Domain RecoRD 
  Sheet
   
  
  COMMANDING GENERAL
  COMMANDER
  CHa
  HD
  LeadeRsHIp
  Boons
  UNIt Name
  aLIGNmeNt
  sIze
  type
  aCtIVe
  ReseRVe
  CamOUfLaGeUb 
  sCOUtUb 
  HP
  ACR
  speed
  mORaLe
  CONsUmptION
  CasUaLtIes
  dIVIsION Hp - CURReNt/tOtaL
  DV
  OM
  RaNGedUb
  meLeeUb
  taCtICs
  ResOURCes
  speCIaL
  CHARISMA BONUS
  MAXIMUM ARMIES
  INITIATIVE BONUS
  COMMANDER
  CHa
  HD
  LeadeRsHIp
  Boons
  UNIt Name
  aLIGNmeNt
  sIze
  type
  aCtIVe
  ReseRVe
  CamOUfLaGeUb 
  sCOUtUb 
  HP
  ACR
  speed
  mORaLe
  CONsUmptION
  CasUaLtIes
  dIVIsION Hp - CURReNt/tOtaL
  DV
  OM
  RaNGedUb
  meLeeUb
  taCtICs
  ResOURCes
  speCIaL
  COMMANDER
  CHa
  HD
  LeadeRsHIp
  Boons
  UNIt Name
  aLIGNmeNt
  sIze
  type
  aCtIVe
  ReseRVe
  CamOUfLaGeUb 
  sCOUtUb 
  HP
  ACR
  speed
  mORaLe
  CONsUmptION
  CasUaLtIes
  dIVIsION Hp - CURReNt/tOtaL
  DV
  OM
  RaNGedUb
  meLeeUb
  taCtICs
  ResOURCes
  speCIaL
  COMMANDER
  CHa
  HD
  LeadeRsHIp
  Boons
  UNIt Name
  aLIGNmeNt
  sIze
  type
  aCtIVe
  ReseRVe
  CamOUfLaGeUb 
  sCOUtUb 
  HP
  ACR
  speed
  mORaLe
  CONsUmptION
  CasUaLtIes
  dIVIsION Hp - CURReNt/tOtaL
  DV
  OM
  RaNGedUb
  meLeeUb
  taCtICs
  ResOURCes
  speCIaL
  COMMANDER
  CHa
  HD
  LeadeRsHIp
  Boons
  UNIt Name
  aLIGNmeNt
  sIze
  type
  aCtIVe
  ReseRVe
  CamOUfLaGeUb 
  sCOUtUb 
  HP
  ACR
  speed
  mORaLe
  CONsUmptION
  CasUaLtIes
  dIVIsION Hp - CURReNt/tOtaL
  DV
  OM
  RaNGedUb
  meLeeUb
  taCtICs
  ResOURCes
  speCIaL
  COMMANDER
  CHa
  HD
  LeadeRsHIp
  Boons
  UNIt Name
  aLIGNmeNt
  sIze
  type
  aCtIVe
  ReseRVe
  CamOUfLaGeUb 
  sCOUtUb 
  HP
  ACR
  speed
  mORaLe
  CONsUmptION
  CasUaLtIes
  dIVIsION Hp - CURReNt/tOtaL
  DV
  OM
  RaNGedUb
  meLeeUb
  taCtICs
  ResOURCes
  speCIaL
  COUNtRy Name
  CapItaL CIty
  MILITARY RECORD 
  SHEET
  Military Record 
  Sheet
   
  
  40
  40
  Table Index
  Table 1: Wind Effects (Aerial) 
  11
  Table 2: Maneuverability Modifiers (Aerial) 
  12
  Table 3: Aircraft Construction Requirements 
  12
  Table 4: Aircraft Statistics, Combat 
  13
  Table 5: Aircraft Statistics, General 
  14
  Table 6: Bombing 
  15
  Table 7: Wind Effects (Naval) 
  20
  Table 8: Maneuverability Modifiers (Aquatic) 
  21
  Table 9: Ship Construction Requirements 
  21
  Table 10: Simple Ship Table 
  23
  Table 11: Ship Statistics, General 
  23
  Table 12: Ship Statistics, Combat 
  24
  Table 13: Ramming 
  28
  Table 14:  Gunpowder Siege Weapon Misfire Result 
  29
  Table 15: Ranged Siege Weapons 
  31
  Table 16: Close Assault Siege Weapons 
  33
  Table 17: Fortifications 
  34
  Table 18: Magical Siege Weapons 
  37
   
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Legendary Games/Ultimate/Ultimate War.pdf