Attacking Their Castle

Successfully attacking a castle depends on whether the castle and its inhabitants can withstand a siege. Understanding Siege warfare is critical; the concentric castles are designed with this in mind and include defense features such as the Moat, Portcullis, Barbican, Gatehouse, Crenellations and Drawbridge. The Medieval siege engines have to break down all of these defenses if the attack on the castle is to be successful. The alternative is to starve the inhabitants of the castles and force surrender.

Siege Weapons
The Battering Ram is used to literally 'batter' down, pound, punch, shake and drill into the walls of the castle. This weapon is available to every Lord, and has a basic rating of 1d10.

The Ballista is similar to a Giant Crossbow and works by using tension when launching missiles. This weapon is available to every Lord, and has a basic rating of 1d10.

The Mangonel launchs missiles from a bowl-shaped bucket at the end of the one giant arm of the Mangonel. This weapon is available to every Lord, and has a basic rating of 1d10.

The Trebuchet siege engine consists of a lever and a sling and is capable of hurling stones weighing 200 pounds. This is a special weapon that is built at the site of the siege. A Lord must roll an 8 or higher to gain this weapon, using a (1d10).

The Siege Tower is designed to protect attackers and their ladders whilst attacking a weak area of the castle wall. This is a special weapon that is built at the site of the siege. A Lord must roll an 8 or higher to gain this weapon, using a (1d10).

Planning & Executing a Siege
A Lord must plan his siege accordingly. He will need a (X) number of military units, and an (X) number of food units in his storage. Once a Lord marches, there is a chance that the castle will realize rally an army to meet the Lord on the field.

Arriving at the castle, a Lord may attempt to build special weapons (only once per siege).

Counterattack
During a siege, a defender will have the opportunity to counterattack against the incessant bombardment of the siege weapons with it's own battery of mangonels and catapults lurking behind it's walls. A defender will roll 1d10 for each siege weapon that it has (3). Enemy siege weapons have 20 HP and cannot be repaired in combat. Once they are destroyed, they will no longer be available to use during the siege.

WARNING: Weapons broken during a siege cannot be used to attack or defend until the proper repairs have been purchased from the store! This means even if am attacking Lord returns to his castle, he will need to purchase the repair if he plans on using the weapon to defend his manor.