\documentclass{tables}
\usepackage{mathenv}
\usepackage{mdwlist}

\begin{document}

\begin{multicols}{2}[\sect{War machine}]
\raggedright

\subsect{Battle force rating $B'$}

\begin{tabular}[C]{Mrl}
\tabpause{\smallskip\textit{Leadership factor}}
    & Leader $L$ \\
  + & Leader $\delta I + \delta W + \delta H$ \\
  + & 2 for each 1\% of force at name level (9HD) \\
\tabpause{\smallskip\textit{Leadership factor}}
  + & $3 \times \textrm{average officer level}$ \\
    & \qquad (must have one officer for each 40 troops) \\
  + & $2 \times \textrm{average troop level}$ \\
  + & 1 per victory in last 10 years (max 10) \\
  - & 1 per rout in last 10 years (max 10) \\
\tabpause{\smallskip\textit{Training factor}}
  + & weeks trained in past year (max 20) \\
  + & weeks trained with leader (max 20) \\
  + & months on duty in past year \\
\tabpause{\smallskip\textit{Equipment factor}}
  + & 5, 10, 15 for average/good/excellent weapons \\
  + & 5 if second weapon of same quality \\
  + & 5 if average AC is 5 or better \\
\tabpause{\smallskip\textit{Special troop factor}}
  + & 15 if all elves or dwarves \emph{or} \\
  + & 2 for each 1\% of force with 2 asterisks \\
\end{tabular}

\subsect{Troop class}

\begin{tabular}[C]{\shade cl|cl} \hlx*{hv}
  \th{BFR} & \th{Class}       & \th{BFR} & \th{Class}       \\ \hlx{vhv}
  \00--20  & Untrained        &  71--80  & Average          \\ \hlx{+}
   21--35  & Poor             &\081--100 & Good             \\ \hlx{+}
   36--55  & Below average    & 101--125 & Excellent        \\ \hlx{+}
   56--70  & Fair             &   126+   & Elite            \\ \hlx*{vh}
\end{tabular}

\subsect{Battle rating $B$}

Battle rating $B = B' + n \lceil B'/10 \rceil$, where $n$ is the number of
matching statements.

\begin{itemize*}
\item 20\% of force is mounted.
\item 50\% of force is mounted.
\item 20\% can fire missiles.
\item 20\% can fire missiles to $100'$.
\item 1\% has magical abilities.
\item 20\% has magical abilities.
\item 100\% has magical abilities.
\item 5\% can cast spells.
\item 30\% can cast spells.
\item 1\% can fly.
\item 20\% can fly.
\item Average movement is 100.
\end{itemize*}

\subsect{Divide forces}

Split forces (preserving BR); highest BRs choose opponent first.

\subsect{Combat results $C = B + \mathit{adjustments} + \d{1d\%}$}

\begin{enumerate}
\item \emph{Troop ratio.}  Let $R = n/n'$.  Add largest adjustment for larger
  force (if $R \ge 20$ then adjustment is $100 + 10\lceil R/10 \rceil$):
  \begin{tabular}[C]{\shade cl|cl|cl|cl} \hlx*{hv}
    \th{Adj} & \th{Ratio} & \th{Adj} & \th{Ratio} &
    \th{Adj} & \th{Ratio} & \th{Adj} & \th{Ratio} \\ \hlx{vhv}
     \015 & \01.5  & \060 & \04    & \090 & \07 &  120 & 20     \\ \hlx{+}
     \030 & \02    & \070 & \05    &  100 & 10  &  130 & 30     \\ \hlx{+}
     \045 & \03    & \080 & \06    &  110 & 15  &  140 & 40     \\ \hlx*{vh}
  \end{tabular}

\newenvironment{bonuses}{%
  \list{$\bullet$}{\itemsep0pt\parsep0pt\parskip0pt}%
}{%
  \endlist%
}
\def\bonus#1#2{\item #1\unskip:\penalty10000\hfill$#2$}

\item \emph{Morale.} All that apply:
  \begin{bonuses}
  \bonus{In dominion of liege}{+10}
  \bonus{Beaten opponent before}{+10}
  \bonus{Two or more troop class advantage}{+10}
  \bonus{Attacking enemy on the march}{+30}
  \bonus{Accompanying force routed}{-10}
  \end{bonuses}

\item \emph{Environment.} All that apply:
  \begin{bonuses}
  \bonus{Extremely favourable}{+25}
  \bonus{Extremely unfavourable}{-25}
  \bonus{Entire force has infravision in night battle}{+20}
  \end{bonuses}

\item \emph{Terrain.} All that apply:
  \begin{bonuses}
  \bonus{Higher altitude}{+20}
  \bonus{Halflings in fields or woods}{+20}
  \bonus{Elves in woods}{+10}
  \bonus{Dwarves in hills or mountains}{+20}
  \bonus{Mounted in mountains, woods, stronghold}{-20}
  \bonus{Force in mire (marsh, mud, etc.)}{-20}
  \bonus{Force on shifting ground (snow, sand, etc.)}{-10}
  \end{bonuses}

  Defenders only (half if 5\% attackers can fly; ignore if all attackers
  fly):
  \begin{bonuses}
  \bonus{Defending in place*}{+10}
  \bonus{Defending narrow defile, pass or bridge}{+50}
  \bonus{Attackers must cross deep water}{+40}
  \bonus{Defending in mountains, hills, rough terrain, or behind wall*}{+20}
  \bonus{In stronghold*}{+50}
  \end{bonuses}
  \leavevmode\rlap*\quad Ignore if using \emph{Siege Machine}.

\item \emph{Immunities.} Only one:
  \begin{bonuses}
  \bonus{Entire force immune to enemy}{+150}
  \bonus{1\% of force immune to enemy}{+50}
  \bonus{Entire force immune to 80\% of enemy}{+50}
  \end{bonuses}

\item \emph{Fatigue.} Only one:
  \begin{bonuses}
  \bonus{Moderately fatigued}{-10}
  \bonus{Seriously fatigued}{-30}
  \end{bonuses}

\item \emph{Information.} Only one:
  \begin{bonuses}
  \bonus{Detailed plan, traitor or spy}{+50}
  \bonus{Good reconnaissance}{+20}
  \bonus{Some reconnaissance}{+10}
  \bonus{Misinformation}{-25}
  \end{bonuses}

\item \emph{Surprise.} Only one:
  \begin{bonuses}
  \bonus{Surprise attack from ambush}{+40}
  \bonus{Surprise attack on encampment}{+20}
  \end{bonuses}

\item \emph{Leader loss.} All that apply:
  \begin{bonuses}
  \bonus{If leader `removed'}{+30}
  \bonus{If officer `removed'}{+10}
  \end{bonuses}

\item \emph{PC heroics.} All that apply:
  \begin{bonuses}
  \bonus{PC leader accomplishes heroic task}{+20}
  \bonus{Name-level non-leader PC accomplishes heroic task}{+10}
  \bonus{PC leader fails heroic task}{-20}
  \bonus{Name-level non-leader PC fails heroic task}{-10}
  \end{bonuses}
\end{enumerate}

\subsect{Other notes}
\begin{itemize}
\item PCs and major NPCs can be scattered but never killed in War Machine
  battles.
\item On losing side, all combat spells and two-thirds of offensive/defensive
  item charges used by PCs and major NPCs; on winning side, all but one
  combat spell, and one-third of item charges used.
\item XP for leading force: as number of opponents (win) or one-third (loss).
\item A \emph{staff of healing} immediately cures up to 500 wounded.
\item \emph{Casualties:} Half killed, half wounded.
\item \emph{Fatigue:} Seriously fatigued force becomes moderately fatigued
  after 1d4 days; moderately fatigued force recovers after 1d4 days.
\item \emph{Siege} (simple rules): Defender multiplies troop size by 4 for
  troop ratio; ignores retreat/rout; half casualties.  Attacker attacks
  normally, or \emph{besiege}: BR$^+$5 for each week; defender loses 10\% of
  numbers per week after exhausting food.
\end{itemize}

\subsect{Movement}
\begin{itemize}
\item \emph{Rate:} Let $V$ be the movement rate of slowest member of force.
  50 or fewer troops move at $V$; 51--100 move at $2V/3$; 101 or more move at
  $V/2$.  Cannot move if seriously fatigued.
\item \emph{Food:} Foraging at $2V'/3$ gives 2 in 6 chance of finding food,
  or $V'/3$ gives 4 in 6.  Two days without food causes moderate fatigue;
  three days causes serious fatigue; fatigue negated by day's food.
\item \emph{Forced march:} Move at $3V'/2$ if successful; see table -- `F' is
  successful forced march, `M' is moderate fatigue (serious if already
  fatigued), `S' is serious fatigue.
\item If one side uses `withdraw' and other does \emph{not} use `attack+',
  withdrawing side may move one terrain unit after combat; withdrawing forces
  cannot occupy field or pursue.
\end{itemize}

\end{multicols}

\subsect{Tables}
\begin{set}
\begin{tabular}{\shade c*3{r@{/}l}} \hlx*{hv}
  \tt{Combat results (winner/loser)} \\
  \th{CR diff} &
  \multicolumn{2}{c}{\th{Casualties (\%)}} &
  \multicolumn{2}{c}{\th{Fatigue}} &
  \multicolumn{2}{c}{\th{Location}}     \\ \hlx{vhv}
     1--8   & \kern 1.5pc
                0&10  &  N&N  &  F&R    \\ \hlx{+}
   \09--15  &   0&20  &  N&N  &  F&R    \\ \hlx{+}
    16--24  &  10&20  &  N&M  &  F&R    \\ \hlx{+}
    25--30  &  10&30  &  N&M  &  F&R1   \\ \hlx{+}
    31--38  &  20&40  &  M&S  &  R&R    \\ \hlx{+}
    39--50  &   0&30  &  N&S  &  F&R2   \\ \hlx{+}
    51--63  &  20&50  &  M&S  & F1&R3   \\ \hlx{+}
    64--80  &  30&60  &  M&S  & F1&R3   \\ \hlx{+}
    81--90  &  10&50  &  N&S  & F3&R2   \\ \hlx{+}
  \091--100 &   0&30  &  N&---& F3&rout \\ \hlx{+}
   101--120 &  20&70  &  N&---& F3&rout \\ \hlx{+}
   121--150 &  10&70  &  N&---& F3&rout \\ \hlx{+}
     151+   &  10&100 &  N&---& F5&---  \\ \hlx*{vh}
\end{tabular}
\rowgap
\begin{tabular}{\shade l*6{c}} \hlx*{hv}
  \tt{Forced march results (1d6)} \\
  \th{Troop class} &\th{1}&\th{2}&\th{3}&\th{4}&\th{5}&\th{6} \\ \hlx{vhv}
  Untrained        &   F  & F, M & F, S &   M  &   M  &   M   \\ \hlx{+}
  Poor             &   F  & F, M & F, S & ---  &   M  &   M   \\ \hlx{+}
  Below average    &   F  & F, M & F, M & F, S &   M  &   M   \\ \hlx{+}
  Fair             &   F  & F, M & F, M & F, M & ---  &   M   \\ \hlx{+}
  Average          &   F  &   F  & F, M & F, M & ---  &   M   \\ \hlx{+}
  Good             &   F  &   F  & F, M & F, M & ---  & ---   \\ \hlx{+}
  Excellent        &   F  &   F  &   F  &   F  & F, M & ---   \\ \hlx{+}
  Elite            &   F  &   F  &   F  &   F  & F, M & F, M  \\ \hlx*{vh}
\end{tabular}
\line
\def\c#1#2{C$^#1$#2\%}
\def\b#1#2{BR$^#1$#2}
\def\ne{\multicolumn{2}{c}{no effect}}
\def\nc{\multicolumn{2}{c}{no combat}}
\begin{tabular}{\shade r*6{r@{/}l}} \hlx*{hv}
  \tt{Effect of tactics (A/B)} \\
  $\downarrow \textbf{B}$/$\textbf{A} \rightarrow$
  & \multicolumn{2}{c}{\th{Attack+}}
  & \multicolumn{2}{c}{\th{Attack}}
  & \multicolumn{2}{c}{\th{Envelop}}
  & \multicolumn{2}{c}{\th{Trap}}
  & \multicolumn{2}{c}{\th{Hold}}
  & \multicolumn{2}{c}{\th{Withdraw}}
  \\ \hlx{vhv}
  \th{Attack+} &
   \c+{20} & \c+{20} & \b-{20} & \c+{20} & \c+{10} & \b+{10} &
   \b+{20} & \c+{20} & \b-{25} & \c+{20} & \c+{30} & \b+{20} \\ \hlx{+}
  \th{Attack} &
   \c+{20} & \b-{20} & \c+{10} & \c+{10} & \b-{10} & \c+{10} &
   \b+{10} & \c+{10} & \c-{10} & ---     & \c+{20} & \b+{10} \\ \hlx{+}
  \th{Envelop} &
   \b+{10} & \c+{10} & \c+{10} & \b-{10} &       \ne         &
   \b-{20} & \c-{10} & \c+{20} & \b+{20} & \c-{10} & \b+{10} \\ \hlx{+}
  \th{Trap} &
   \c+{20} & \b+{20} & \c+{10} & \b+{10} & \c-{10} & \b-{20} &
          \ne        & \c-{10} & \b-{20} & \c-{10} & \c-{10} \\ \hlx{+}
  \th{Hold} &
   \c+{20} & \b-{25} &     --- & \c-{10} & \b+{20} & \c+{20} &
   \b-{20} & \c-{10} &        \nc        &        \nc        \\ \hlx{+}
  \th{Withdraw} &
   \b+{20} & \c+{30} & \b+{10} & \c+{20} & \b+{10} & \c-{10} &
   \c-{10} & \c-{10} &        \nc        &        \nc        \\ \hlx*{vh}
\end{tabular}
\end{set}

\sect{Siege machine}

\begin{multicols}{2}
\raggedright

\subsect{Attacker options}
\begin{itemize*}
\item \emph{Depart:} Leave battle; no combat.
\item \emph{Bombard:} Siege artillery (and ballista) fire only.
\item \emph{Harass:} Some siege equipment, artillery and missile fire.
\item \emph{Assault:} Full-scale attack, $+5\%$ to BR; defender casualties
  decreased by 5\%.
\end{itemize*}

\subsect{Defender options}
\begin{itemize*}
\item \emph{Depart:} If avenue of escape available; if 10\% of defenders
  remain, noticed after 1 turn of assault, 1d4 hours after dawn if harassing,
  unnoticed if bombarding.
\item \emph{Assault:} Full-scale attack, $+10\%$ to BR (for surprise, without
  fortification bonuses), choose time of attack, use standard \emph{War
  Machine} with tactics.
\end{itemize*}

\subsect{Preparation}
\begin{enumerate}
\item Compute weekly payroll, food, water, supplies and ammunition costs;
  note money, rations and ammunition on hand.
\item Compute BR for each side's forces.
\item Defender lists fortifications and visible siege engines; attacker lists
  visible siege engines; exchange lists.  Dimensions may be inaccurate by
  $5'$.  Invisible and concealed equipment need not be revealed.
\item Defender computes adjustments for all fortifications and siege
  equipment depending on attacker tactics:
  \begin{itemize*}
  \item \emph{Bombard:} Artillery bonus and half ballista bonus.
  \item \emph{Harass:} Double artillery bonus, full ballista bonus.
  \item \emph{Assault:} No artillery bonus, double ballista bonus.
  \end{itemize*}
\item Attacker computes adjustments for tactics:
  \begin{itemize*}
  \item \emph{Bombard:} Artillery bonus and half ballista bonus.
  \item \emph{Harass:} Ballista, timber fort and mantlet bonuses, and
    artillery if used.
  \item \emph{Assault:} All equipment bonuses, double ballista bonus, and
    artillery bonus if used.
  \end{itemize*}
\end{enumerate}

\subsect{Application}
\begin{enumerate}
\item Deduct costs for week.  Ruler under siege cannot receive dominion
  income.
\item Compute BR modifications; fatigue lasts one week.
\item Choose tactics and apply results.
  \begin{itemize}
  \item \emph{Bombard:} Let $A$ be the BR bonus for artillery and ballistas.
    Defender casualties are $A/10 \times \d{1d10}$ hit dice; attacker
    casualties are $A'/10 \times \d{2d10}$ HD.
  \item \emph{Harass:} As for \emph{War Machine}, except: casualties are 1/10
    of listed (1/20 for defenders), no location changes; artillery casualties
    computed as for bombarding, split 4/1.
  \item \emph{Assault:} As for \emph{War Machine}, except: casualties are
    half of listed (quarter for defenders), rout or extermination indicates
    defenders driven from fortification, or attackers to bombarding range;
    artillery casualties computed as for bombarding, split 3/2.
  \end{itemize}
\item Compute damage to fortifications; let $d$ be damage roll for
  all attacker siege devices used: damage is $d - \d{1d\%}$, applied to 75\%
  of walls, and then 20\% of:
  \begin{itemize*}
  \item gatehouses, gates, and drawbridges;
  \item normal buildings;
  \item towers;
  \item barbicans;
  \item keeps;
  \item walls and above list again.
  \end{itemize*}
  Concentrated fire: use at most 300 troops and 4 siege engines per $100'$ of
  fortifications; defender gains full BR from fortification and towers within
  $200'$, and one-quarter BR for other fortification.
\end{enumerate}

\subsect{Other notes}
\begin{itemize}
\item \emph{Food:} Rations available at half adventurer prices.  Moderate
  fatigue after one week of malnutrition, serious fatigue after two, loss of
  50\% BR after three; lose 2 points of morale per week; unfed troops desert
  after 1d3 days.  Mounts require double human rations.
\item \emph{Reclaiming ammunition:} All ballista ammunition is ruined by
  firing.  Defender reclaims one quarter of artillery ammunition fired by
  attacker.  Destroying stone buildings yields BR-value as weeks of
  ammunition.  Attacker reclaims three-quarters of ammunition used if
  bombarding, one-half if harassing or one-quarter if assaulting.
\item \emph{Ammunition conversion:} 6 units of light-catapult $=$ 5 units of
  heavy-catapult $=$ 4 units of trebuchet ammunition.
\item \emph{Field construction:} Equipment construction supervised by siege
  engineer (and artillerist, if applicable): a siege engineer can oversee
  four constructions at a time; an artillerist can oversee two.  Materials
  costs are 1/10 of listed equipment cost.  If $n$ men are within $d$ miles
  of wood source, wood for $5 \times \lfloor n/10 \rfloor \times \lceil d/5
  \rceil$~hp can be collected per day; one (untrained, supervised) man can
  construct $\tfrac{1}{2}$\,hp of equipment per day, max 9 men per item.
\end{itemize}

\end{multicols}

\subsect{Tables}
\begin{set}
\begin{tabular}{\shade crr|crr|crr} \hlx*{hs}
  \tt{\emph{Create food}, per spell and per day} \\
  \th{Level} & \th{/s} & \th{/d} &
  \th{Level} & \th{/s} & \th{/d} &
  \th{Level} & \th{/s} & \th{/d} \\ \hlx{vhv}
  10 &  36 &   36 & 19 & 360 & 1440 & 28 & 684 & 4788 \\ \hlx{+}
  11 &  72 &  144 & 20 & 396 & 1584 & 29 & 720 & 5040 \\ \hlx{+}
  12 & 108 &  216 & 21 & 432 & 2160 & 30 & 756 & 5292 \\ \hlx{+}
  13 & 144 &  288 & 22 & 468 & 2340 & 31 & 792 & 6336 \\ \hlx{+}
  14 & 180 &  540 & 23 & 504 & 2520 & 32 & 828 & 6624 \\ \hlx{+}
  15 & 216 &  648 & 24 & 540 & 2700 & 33 & 864 & 6912 \\ \hlx{+}
  16 & 252 & 1008 & 25 & 576 & 2880 & 34 & 900 & 7200 \\ \hlx{+}
  17 & 288 & 1152 & 26 & 612 & 3672 & 35 & 936 & 8424 \\ \hlx{+}
  18 & 324 & 1296 & 27 & 648 & 3888 & 36 & 972 & 8748 \\ \hlx*{vh}
\end{tabular}
\line
\begin{tabular}{\shade lr@{\kern 1pc}|lr@{\kern 1pc}} \hlx*{hs}
  \tt{Siege equipment/fortifications} \\
  \th{Equipment}         & \th{BR} &
  \th{Fortification} & \th{BR} \\ \hlx{vhv}
  Ballista          &     2   &
  Barbican          &    14    \\ \hlx{+}
  Catapult, light   &     4   &
  Battlement ($100'$) &   1    \\ \hlx{+}
  Catapult, heavy   &     8   &
  Building, wood    &     2    \\ \hlx{+}
  Trebuchet         &    12   &
  Building, stone   &     6    \\ \hlx{+}
  Bore              &     4   &
  Gatehouse         &    11    \\ \hlx{+}
  Ram, battering    &     4   &
  Keep, square      &    50    \\ \hlx{+}
  Belfry            &    10\s m &
  Moat, unfilled    &    16    \\ \hlx{+}
  Gallery shed      & ($\textrm{bore/ram} \times 2$) &
  Moat, filled      &    32    \\ \hlx{+}
  Hoist             &     4\s{m, b} &
  Tower, bastion    &     6    \\ \hlx{+}
  Ladder            &     2\s{m, b} &
  Tower, round (wide) &   7    \\ \hlx{+}
  Mantlet           & 2(A), 3(H)\s c &
  Tower, round (narrow) & 5    \\ \hlx{+}
  Timber fort       & 4(A), 6(H)\s c &
  Breach ($10'$)    &     1   \\ \hlx*{vh+v[2]}
  \multicolumn{4}{l}{\itshape\small
    \vbox{
      \hbox{\rlap{\s b}\quad $+2$ for bore or ram}
      \hbox{\rlap{\s c}\quad requires 1 per 100 men}
      \hbox{\rlap{\s m}\quad requires 1 per 1000 men}}}
\end{tabular}
\end{set}

\end{document}

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