Siege Weapons

As discussed in here a castle is built with defense in mind. Not everyone will have the exact same castle, nor will everyone have the same equipment for attacking a castle. The odds of having the tools necessary to overthrow a keep are left to chance.

Everyone is given three siege weapons to start; the battering ram, the ballista and the mangonel. The power of these weapons is determined below:

The Battering Ram: 1d10 The Ballista: 1d10 The Mangonel: 1d10

In order to gain a Trebuchet or Siege Tower, one must roll 1d10 for each weapon. A roll of 8 or higher gains the weapon. These rolls are conducted on the first day of the siege, and must be validated by a moderator.

The Trebuchet: 1d10 The Siege Tower: 1d10

Using Your Weapons
A moderator must be present before a siege can be launched. On the first day of the siege, the attacker will roll for his/her special weapons. Special weapons (that require a roll of 8 or higher) must be built on the first day of an attack. If the attacker fails to build (successful roll) his special weapons before his initial attack, he will have no other opportunity.

Once the moderator has turned on the log and established the HP of the defending castle, the attacker will have an opportunity to launch his attack. If the castle is not defeated by the end of the daily assault, it may counterattack.