Attrition

This represents actual death or incapacitation due to starvation. Each time attrition is scheduled to occur, the defender must roll 1d4 for each figure in the total garrison. The result of each roll is taken individually; the rolls are not summed. Using the Combat Results Table, compute the total number of hits that these rolls have caused. Now the defender must distribute these hits as he or she sees fit against the garrison. Note that Armor Ratings have no effect on attrition. Giving the defender a choice as to where to apply these hits represents a defending general’s ability to allot what little food is available to the most important troops.

Larger creatures (size L and greater) need proportionately more food than smaller ones. When calculating hits from attrition, use 1d6 for each figure of size L or larger creatures, rather than 1d4.

Goblinoid and giant-class creatures-but only those of size M or smaller-suffer less of an effect from attrition. This is because the nasty stuff that starving soldiers grub up during a siege isn’t too far out of line from their regular diet. These troops roll for attrition using 1d4, but the total number of hits from these rolls is decreased by 25% (round fractions up). Thus, the attrition dice rolled for goblinoid troops and the resulting hits are kept separate from those rolled for other troops in the garrison. The total number of hits (after the 25% reduction) is still summed, however, and the defending commander can decide how best to allocate those hits. This partial amelioration of attrition effects can be extended to other troop types, at the DM’s option.

Figures representing individuals of size M or even size L never suffer attrition (“one person can always find enough to eat”). Figures representing creatures of sizes greater than L (dragons, for example) are a different case, however. Since these huge creatures will generally be handled through AD&D rules anyway, attrition is handled through saving throws and hit points. Each time the garrison is scheduled to undergo attrition, each huge creature must save versus staves with a -5 penalty or lose a number of hit points equal to 25% of its hit point total when at full strength.

Undead and elemental creatures are not affected by hunger, and so are immune to attrition.

The following chart outlines when each of the above effects takes place. Consider “day 1” to be the first day that the garrison is totally out of supplies.

On Day 45, any units still in good order automatically become shaken, and shaken units can no longer be rallied. Attrition continues to occur every seven days (on Days 49, 56, 63, 70, etc.) until the garrison surrenders or is totally eliminated.

In terms of game mechanics, assume that morale effects and attrition occur at sundown on the day in question.

Day Effect
1 Decrease morale by 1
6 Automatic morale check (no option for retreat)
7 Attrition occurs
11 Decrease morale by 1
14 Attrition occurs; automatic morale check
21 Decrease morale by 1; attrition occurs
22 Automatic morale check
28 Attrition occurs
30 Automatic morale check
31 Decrease morale by 1
35 Attrition occurs
38 Automatic morale check
41 Decrease morale by 1
42 Attrition occurs

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