# Structures

*The Heavy Armory, Siege Engines, Great Guns, and Vehicle Weapons for Exodus NDS. Source: https://exodusnds.com/sourcebooks/heavy-armory/structures*

A wall is a target with Armor and Hull Points, like a vehicle that does not move.

## Attacking a Structure

The attack is **Easy** at any range from which the gunner can see it. Damage is the weapon's Hull damage plus Successes, less the structure's Armor and the weapon's Pierce. Personal weapons use Chapter 4.

A long wall is attacked one **section** at a time. A section is about as wide as a gate: room for two people abreast once it is down.

| The section has suffered | State | Effect |
|:--|:--|:--|
| Less than half its Hull Points | **Intact** | None |
| Half or more | **Cracked** | Its Armor is 1 lower. People behind it lose one step of cover |
| All of them | **Breached** | A gap two people can pass abreast. The rubble is difficult ground |

These are the three steps of the Breach Ladder in *The Ranged Armory*. A table that does not want to count Hull Points may use that book's ladder as written: each step is half the section's Hull.

A structure does not suffer Critical Hits. Spend Boons equal to the weapon's Crit to deal 2 extra Hull Damage.

## The Structures

| Structure | Armor | Hull | Notes |
|:--|:-:|:-:|:--|
| **Interior door** | 0 | 1 | A kick opens it: Average Athletics |
| **Iron-bound door** | 1 | 2 | A Petard or Breaching Charge opens it with no check |
| **Wooden palisade, one section** | 1 | 6 | Burns |
| **Castle gate** | 2 | 6 | With a portcullis behind it: Armor 3, Hull 4 more |
| **Timber or wattle house** | 0 | 6 | Burns |
| **Brick or stone house** | 2 | 10 | Gives heavy cover |
| **Earth rampart or sandbag wall, one section** | 3 | 12 | Blast is halved against it. It can be dug through, not knocked down |
| **Stone curtain wall, one section** | 4 | 20 | Vulnerable to guns: see below |
| **Stone tower or keep** | 5 | 30 | Vulnerable to guns: see below |
| **Bastion of an artillery fort, one face** | 5 | 40 | Low, thick, and earth-backed. Not vulnerable to guns |
| **Timber-and-earth bunker** | 3 | 10 | Indirect fire that hits ignores 1 Armor |
| **Concrete pillbox** | 6 | 16 | A hit through the firing slit ignores its Armor: add 3 Bane Dice |
| **Reinforced concrete fortress, one block** | 8 | 40 | Only Heavy and Capital weapons mark it |
| **Bridge, wooden** | 1 | 10 | Burns. Breached means impassable |
| **Bridge, stone or steel** | 4 | 24 | A demolition charge set on a pier counts double |

**Vulnerable to guns.** Tall medieval masonry was built to stop stones and ladders. Against gunpowder weapons of Standard mount or larger, a stone curtain wall, tower, or keep has 2 less Armor. This is why castles were replaced by low bastioned forts.

**Burns.** Wooden structures suffer Burn as wooden ships do: see Chapter 3.

## Demolition

A charge placed against a structure uses the rules of its own book: an Average Craft check and the maneuvers in its Prepare rating, with no attack check. Its Hull damage comes from its **Siege** rating, by the table in Chapter 4.

**Doors and gates.** A Petard or a Breaching Charge opens the door or gate it is fixed to, as its entry says, with no arithmetic.

**Charges set together** add their Hull damage.

**A mine.** Sappers dig under a wall, prop the gallery, fill it with brush or powder, and fire it. Digging takes a day for each point of the wall's Armor, and an opposed Perception check each day against the defenders, who may dig a countermine. A fired mine deals 20 Hull Damage to the section above it and ignores its Armor.

## Escalade, Towers, and Ladders

A wall that is not breached is climbed.

| Method | Check | Notes |
|:--|:--|:--|
| Ladder | Average Athletics | One climber a round on each ladder. Defenders at the top add 2 Bane Dice |
| Siege tower | None once it reaches the wall | Its bridge puts four attackers a round onto the wall walk |
| Grapnel and rope | Hard Athletics | Silent. One climber a round |

A siege tower and a ram shed are vehicles in Chapter 13. They burn.

## A Siege in an Evening

<img class="framed" src="https://exodusnds.com/assets/sourcebook/heavy_armory/heavy-armory-escalade.jpg" alt="A Siege in an Evening" loading="lazy">

A siege takes weeks. A session should not.

**Play the siege as three or four scenes.** Each scene is one day or one week, at the GM's choice. In each, the besiegers' engines make **one attack for each engine** against the wall, and the defenders make one attack for each of theirs against an engine, a tower, or the camp. Then play one scene of the characters' own: a sortie, a night climb, a countermine, a parley.

When a section is Breached, play the assault.
