CAMPAIGN FOR “CRY HAVOC”: ROBIN HOOD (‘Robin des Bois’)
Version 1.0: 4/01
This campaign with 9 scenarios was written by Hervé Tardy and published in Claymore #5 in1994. It was translated by Bob Gingell in February 2001. The campaign uses the boxed games “Cry Havoc”, “Siege”, “Croisades” (or “Outremer”), and “Dragon Noir Volume 1”, plus the two “Siege Extension Sets” (The Templars Castle and Fortified Medieval Town) and some additional maps (‘The Island’ from “Vikings”, and ‘The Forest’ supplementary map). 

The scenarios are separate but linked into an overall story. Only two of the scenarios (Scenario 4 and Scenario 9) are affected by the result of a previous scenario.

CONTENTS
Scenario 1: Greetings Sheriff!
Scenario 2: The Provost’s Surprise
Scenario 3: We must find Brother Irwin!
Scenario 4: King Richard’s Messenger
Scenario 5: Fight or Die
Scenario 6: The End of the Outlaws
Scenario 7: The Executioner of Nottingham
Scenario 8: The Last Chance Convoy
Scenario 9: The Final Assault
Annex: Supplementary Rules used in the campaign
Part A: Rules from the ‘Montjoie Extension’ written by Hervé Tardy
Visibility at night, Trees, Low walls, Flat roofs, Carts, Cutting hamstrings 
	Part B: Other supplementary rules
Barricading doors, Siege towers, Rationing, Capturing characters.

NOTES: 

1.	Special Rule 2 from Scenario 1 (Laberne’s skill at archery) should be used in all the scenarios. It should be assumed that all bowmen have unlimited ammunition.

2.	Players wishing to use “Dark Blades” instead of “Dragon Noir Volume 1” should note that ‘Santiago’ is Peterson, ‘Paul’ is Leigh and ‘Gustav’ is MacKandy. Paul, Dill, Evans, Gustav, and Matt are armoured. The following additional terrain markers (or photocopies of terrain elements from the maps) will also be required; some of these markers are available in the “Dark Blades Expansion Set”: 4 houses (1x 7-hex, 1x 5-hex, 2x 4-hex), 6 trees (2x 7-hex, 4x 3-hex), 2 bridges (1x 2-hex small, 1x 3-hex medium).

3.	Players may use “Outremer” instead of “Croisades”, but should note that these scenarios would normally be played with the rules on defensive fire used in “Croisades” and all the later French games in the “Cry Havoc” series: the second opportunity for missile-fire interrupts the opposing player’s movement phase instead of taking place within the shooter’s own turn. The rules for rationing from “Croisades” have been included in the supplementary rules.

4.	Scenario 4 is affected by the result of Scenario 3, and Scenario 9 is affected by the result of Scenario 8. Both of these scenarios can be played individually, but players will need to determine (by proportion or by die-roll) which of the characters from the previous scenario were killed and which were wounded. 

SCENARIO 1: GREETINGS SHERIFF! (Bienvenue, Sheriff!)

This scenario uses “Cry Havoc”, “Siege” and “Dragon Noir”, plus ‘The Forest’ map.

1.	Background: Sir Gilbert, youngest son of an obscure family from Poitou, had found refuge with Prince John in England. The similarity of their conditions and their lust for vice caused these two friends to make common cause. Eagerly hoping for a fiefdom which he could rule as he liked, Gilbert proposed that he should take control of the county of Nottingham, the previous Sheriff having unhappily been brought down by a band of outlaws led by a certain Laberne, apparently an archer without equal. Unwilling to refuse him, Prince John bestowed the rights on him and, giving him an escort, urged him to leave without delay.

Having passed the mill and the river, he is now on his own lands. Only Sherwood Forest to cross and the new Sheriff can take possession of the good town of Nottingham…

2.	Map layout:		10 The Forest 12 | 5 The Watermill 7

3.	The sides (CH = Cry Havoc, S = Siege, DN = Dragon Noir)
Sir Gilbert’s Norman escort (all CH) – 2 Knights: Sir Gilbert, Sir Clugney; 
2 Mounted sergeants: Sir Roger, Sir Jacques; 2 Foot sergeants: A’Wood, Arnim; 
2 Billmen: Jean, Robin; 3 Spearmen: Ben, Wat, Perkin.

Laberne’s outlaws – 7 Rebels on foot (DN): Laberne, Jon, Barney, Santiago, Simon, Davrich, Rix; 
3 Archers [with longbow] (S): Aylwin, Gwyn, Myrlin; 8 Peasants (CH): Wulf, Salter, Radult, Gam, Giles, Smith, Baker, Gobin.

4.	Starting positions: Sir Gilbert’s troop enters through Side 7 of the Watermill map. The Outlaws are all on foot, hidden in or behind the trees. The Outlaw player notes each character’s starting position on a sheet of paper. These locations remain secret until their first intervention. Sir Gilbert’s troops take first turn.

5.	Special rules
(1)	The supplementary rules for climbing trees are used.
(2)	Laberne is the best archer in the kingdom. He benefits from a permanent bonus of –3 to his die roll when shooting. In addition, he is not subject to the normal movement restrictions for longbows. [This means that he uses the frequency of fire rules for shortbows.]
(3)	Laberne knows that the death of Sir Gilbert would bring down terrible reprisals onto the common people. As a consequence he has forbidden his men to kill him, and ordered them to capture him instead.

6.	Victory conditions: Sir Gilbert’s escort must leave ‘The Forest’ map through Side 9 to win. 
•	Each foot soldier leaving the forest through that map-edge gains 1 victory point 
•	Each rider leaving the forest through that map-edge gains 2 victory points
•	Sir Gilbert leaving the forest through that map-edge gains 4 victory points

A character leaving the game board by one of the 3 open edges of ‘The Watermill’ map loses an equivalent number of points. Sir Gilbert’s escort wins if they obtain 10 victory points.

The capture of Sir Gilbert gives immediate victory to the Outlaws; in that event move on to Scenario 5. The capture of Laberne gives immediate victory to the Normans; in that event move on to Scenario 6.

SCENARIO 2: THE PROVOST’S SURPRISE (La surprise du prêvot)

This scenario uses “Cry Havoc” and “Dragon Noir”.

1.	Background: After Sir Gilbert’s arrival, a flood of taxes and customs duties descended on the common people of Nottingham. His tax collectors were everywhere, putting pressure on the population and squeezing them to their last chicken. The most rapacious of these tax collectors was called Leopold. Laberne learned that this detestable man was at present in the village of Bournewick. He left immediately with his little band, deciding to teach him a lesson. But what the outlaw did not know was that Sir Gilbert was using Leopold as bait to capture him…

2.	Map layout: 		3 The Village 1 | 7 The Watermill 5

Place 4 houses [terrain pieces from “Dragon Noir”] on ‘The Watermill’ map between the river and the lower part of Side 7, leaving at least one hex between each house.

3.	The sides (CH = Cry Havoc, DN = Dragon Noir)
Sir Gilbert’s soldiers (all CH) – 2 Knights: Sir Gilbert, Sir Clugney; 4 Mounted sergeants: Thomas, Peter, Alain, Piers; 5 Spearmen: Bertin, Odo, Perkin, Hal, Crispin; 5 Billmen: Jean, Robin, Tybalt, Rees, Guy.

Leopold’s escort (all CH) – 4 Halberdiers: Hubert, Geoffrey, Wynken, Ben; Others: Leopold; Equipment: 1 cart, 1 ox.

Laberne’s outlaws – 6 Rebels [mounted or on foot] (DN): Laberne, Jon, Barney, Santiago, Simon, Davrich; 9 Peasants (CH): Wulf, Salter, Radult, Gam, Giles, Smith, Cedric, Carpenter, Farmer.

4.	Starting positions: Leopold and his guards are placed in the courtyard of Building 4: Leopold in front of the doorway, 2 guards behind him on each side, and the other 2 either side of the entry from the courtyard into the street [presumably in hexes L7, K7+M7, K8+M8]. The cart is in the street covering those hexes marked ‘The Street’ [= O9+P10], with the ox harnessed to it facing south [= N10]. The peasants are divided up between the different houses of the village. 

Laberne and his men enter through Side 4 of ‘The Village’ map and take first turn.

Sir Gilbert’s men appear on Turn 3 in the following manner: 
•	For each of the 10 foot-soldiers roll 1D6 and the number indicates the house from which the character emerges (a roll of 6 represents the watermill). [Note: none are in the ‘extra’ houses.]
•	The cavalry appear on Side 4 of ‘The Village’ map if the die roll is even and on Side 6 if the die roll is odd. 

5.	Special rules
(1)	The supplementary rules for low walls and for riding on carts will apply.
(2)	If Leopold is captured it is not possible to attack an Outlaw adjacent to him (since he is Sir Gilbert’s devoted servant his life is precious and the men-at-arms will avoid attacking his guards for fear that they might kill him).
(3)	From the beginning of this conflict the villagers will fight on the side of Laberne’s men. 

6.	Victory conditions: Laberne’s outlaws must escape over the river and leave the game board through Side 5 of ‘The Watermill’ map. Each outlaw that succeeds in escaping in this way gains 2 victory points. The capture of Leopold is worth 3 victory points. The capture of the cart and its exit through Side 5 is worth 5 victory points. The Outlaws need 15 points to win.

SCENARIO 3: WE MUST FIND BROTHER IRWIN! (Il faut trouver Frère Erwan!)

This scenario uses “Cry Havoc”, “Siege”, “Croisades”, “Dragon Noir” and ‘The Island’ maps from “Vikings”.

1.	Background: Rumours spreading through Nottingham tell of a messenger from King Richard who will soon arrive in England to organise resistance to Prince John and prepare for the King’s return. Nobody knows where the messenger will land, except for a Cistercian monk who has just returned to the Abbey of Wearmouth near the mouth of the River Humber. Hearing this news, Laberne and his men decide to leave straight away for Wearmouth to protect the monk, Brother Irwin, from the inevitable pressure to tell where the messenger will land that would be placed on him by Prince John’s law officers.

2.	Map layout:		4 The Watchtower 2 | 4 The Abbey 2

3.	The sides (CH = Cry Havoc, S = Siege, CR = Croisades, DN = Dragon Noir)
Prince John’s law officers – 1 Knight (S): Sir Wulfric; 3 Mounted sergeants (CH): Thomas, Peter, William; 2 Foot sergeants (S): Morgen, Pugh; 8 Halberdiers: Watkin, Wynken, Tom, Otto, Frederick, Ben, Geoffrey, Naymes.

Laberne’s outlaws – 12 Mounted rebels (DN): Laberne, Jon, Barney, Santiago, Simon, Davrich, Rix, Paul, Dill, Evans, Gustav, Matt.

The Residents of the Abbey – 5 Monks: Zacharie (on foot) (DN), Ernest, Claude, Geoffrey, Engeram (CR); 5 Peasants (S): Gawain, Morris, Dylan, Jasper, Ivor; 2 Shortbowmen (CH): Chretien, Fletcher; Equipment: 2 screens to represent doors (S).

4.	Starting positions: The residents of the Abbey are set up anywhere on the 2 central halves of the maps. Prince John’s officers enter on Turn 1 through the right-hand half of Side 3 of ‘The Abbey’ map. Each game-turn the Abbey Residents roll 1D10. Laberne and his men enter the game on a result of 1, 2 or 3. They enter through the left-hand half of Side 3 of ‘The Watchtower’ map.

5.	Special rules
(1)	To capture a monk, use the rules from “Cry Havoc”. [See the supplementary rules for clarification of how the capture rules should be applied in this and other scenarios.]
(2)	A monk is treated as being under the protection of Laberne’s men when he succeeds in taking refuge in the watchtower and 2 outlaws defend the entrance.
(3)	Brother Irwin can be identified – to do this roll 1D10 each game-turn for every monk captured or under the protection of Laberne’s men. The first to roll a ‘0’ is Brother Irwin (captured monks are tested first).
(4)	Characters can barricade themselves inside the abbey [see the supplementary rules].

6.	Victory conditions: The objective for both sides is to succeed in identifying and saving (or capturing as the case may be) Brother Irwin. If Brother Irwin is still not identified when every monk has been captured, protected or killed, roll 1D10 for each monk and the monk with the highest die roll is Brother Irwin.

Laberne wins if he succeeds in exiting Brother Irwin through the left map-edge of ‘The watchtower’ map. Prince John’s officers win if they succeed in exiting Brother Irwin through the right map-edge of ‘The Abbey’ map. If Brother Irwin is dead, no one wins.

Note: The result of this scenario has a direct effect on the next scenario.

SCENARIO 4: KING RICHARD’S MESSENGER (L’envoyé du Roi Richard)

This scenario uses “Cry Havoc”, “Siege”, “Croisades”, “Dragon Noir”, ‘The Island’ maps from “Vikings”, and ‘The Forest’ supplementary map. It could be played by up to 6 players (1 player per group, 3 groups per side).

1.	Background: It was at dawn that King Richard’s messenger disembarked in a little creek not far from a ruined church. The messenger was none other than Sir Roger, the Templar Seneschal of London, who had been captured at the same time as Richard but who, thanks to the fortune amassed by the Templars, had managed to pay his ransom. It had been arranged that Brother Irwin would wait for him on the riverbank and lead him to a place of safety. 

2.	Map layout: 	4 Watchtower\Cape 2 | 4      The Abbey     2
			       3 overlaying 5		3 / 12
			8   The Crossroads   6 | 11     The Forest     9

First place the 3 maps for ‘The Abbey’, ‘The Forest’ and ‘The Crossroads’ as shown. Then place ‘The Watchtower’ on top of ‘The Crossroads’ so as to half cover sides 6 and 8. [The number ‘2’ will be adjacent to the bottom half-hex of ‘The Abbey’ map.] Place ‘The Cape 2’ on top of ‘The Watchtower’ adjoining the whole of side 4 of ‘The Abbey’. Place a 3-hex tree terrain marker to hide the join of levels on map-edge 3 [the slope by the beach on ‘The Watchtower’ map].

3.	The sides (CH = Cry Havoc, S = Siege, CR = Croisades, DN = Dragon Noir)
Reinforcements sent by Prince John – 2 Knights (S): Sir Lacy, Sir Clarence; 3 Mounted sergeants (S): Mortimer, Fitzwaren, Hughs; 3 Halberdiers (S): Bors, Evans, Fursa.

The Coastal Guards – 3 Billmen (S): Shawn, Cliff, Godric; 2 Foot sergeants: Martin (CH), Llewellyn (S); 3 Armoured shortbowmen (CR): Renier, Nicholas, Ansel.

The messenger’s escort – 4 Templars on foot (CR): Roger, Balian, Dreux, Gerard; 2 Armoured crossbowmen (CR): Jordan, George.

The King’s supporters – 4 knights (CH): Sir Richard, Sir Gaston, Sir Roland, Sir Conrad; 2 Mounted sergeants (CR): Sgt Baldwin, Sgt Guy; Equipment: 2 spare horses (CR).

Plus the survivors of Scenario 3 (S/CH, DN). [Brother Irwin could be added to Laberne’s group if they saved him.] Extra material: 6 rubble markers (S).

4.	Starting positions 
The Coastal Guard is set up along the coast, at least 3 hexes from the slope.

1)	If during the previous scenario Prince John’s officers of the law discovered Brother Irwin, those that survived are also set up on the land. The reinforcements sent by Prince John will appear on Turn 3 through Side 9 of ‘The Forest’ map. The survivors of Laberne’s group and the King’s supporters will enter through Side 7 of ‘The Crossroads’ map; their entry is possible at any time from Turn 3 onwards if the player rolls 1, 2 or 3 on 1D10.

2)	If during the previous scenario Laberne’s outlaws discovered Brother Irwin, those that survived are set up on ‘The Forest’ map. The King’s supporters arrive on Turn 3 through Side 7 of ‘The Crossroads’ map. The survivors of Sir Wulfric’s group and the reinforcements sent by Prince John will enter through Side 9 of ‘The Forest’ map; their entry is possible at any time from Turn 3 onwards if the player rolls 1, 2 or 3 on 1D10.

3)	[If Brother Irwin died before being identified in Scenario 3, it is suggested that both groups of reinforcements will arrive on Turn 3 and that both groups of survivors will arrive from Turn 3 onwards once each rolls 1, 2 or 3 on 1D10. Each will enter through their appropriate map-edge as identified above.] 

Sir Roger appears with his escort on a beach hex determined by a die-roll on 1D10:
•	1-3: Enter on the beach of ‘The Abbey’ map.
•	4-6: Enter on the beach of ‘The Cape’ map.
•	7-10: Enter on the beach of ‘The Watchtower’ map.

5.	Special rules
(1)	The church is ruined. Place 6 rubble markers at random on the walls.
(2)	A character in armour cannot enter any sea hex [i.e. the usual rule that they can enter shallow water does not apply; the (optional?) additional implication of this is that all mounted characters also cannot enter any sea hexes].

6.	Victory conditions: The orders of Prince John are very strict: they must rid him of this troublemaker! The traitor Prince’s troops will therefore win if Sir Roger dies.

The outlaws and the King’s supporters win if they manage to get Sir Roger to flee through Side 9 of ‘The Forest’ map.

[Suggestion: If this scenario is played on its own, choose a result from Scenario 3 to apply to this scenario and then roll 1D10 for each character. On 1-3 the character is dead, on 4-6 he is wounded, and on 7-10 he survived unharmed. A similar approach could be adopted for Scenario 9.]

SCENARIO 5: FIGHT OR DIE (Combattre ou mourir)

This scenario uses “Cry Havoc”, “Siege”, “Croisades”, and “Dragon Noir” plus ‘The Watchtower’ map from “Vikings”.

1.	Background: The information brought by Sir Roger rekindled hope in all those that no longer supported the tyrannical government of Prince John. A plot was centred around Sir Gaston, Earl of Gloucester, aimed at checking the traitor prince. A secret meeting of the main leaders of the plot was arranged for today not far from Norwich, on the coast of East Anglia. However, a traitor has unfortunately revealed all to Prince John, who has sent a large mounted force to that location to arrest his brother’s supporters. Laberne, who was put in charge of security for the meeting, had just enough time to warn them of the imminent arrival of the Prince’s men. The defence was organised feverishly. Cornered with their backs to the sea, the plotters knew that there was no alternative other than to vanquish the foe or to die on the scaffold.

2.	Map layout: 		1 The Watchtower 3 | 3 The Arena | 5 The Crossroads 7 

‘The Crossroads’ map must cover side 1 of ‘The Arena’ map up to The Cells [= 6 full hexes]; a width of 10 hexes of this central part of the game board must remain visible. Place one 7-hex tree to cover the skull and lifting barrier. [This will also block all except a 1-hex-wide corridor between the arena and the hillock.] Place one 3-hex tree to cover the junction of slope on side 4 of ‘The Arena’ – this tree must be adjacent to the 3-hex tree on ‘The Crossroads’ map.

3.	The sides (CH = Cry Havoc, S = Siege, CR = Croisades, DN = Dragon Noir)
The troops sent by Prince John – 6 Knights: Sir Lacy, Sir Clarence, Sir Wulfric (S); Sir Clugney (CH); Sir Raymond, Sir Walter (CR). 15 Mounted sergeants: Mortimer, Fitzwaren, Hughs (S); Alain, Roger, William, Peter, Jaques, Thomas, Piers, John, James, Gunter (CH); Baldwin, Guy (CR).

The King’s supporters – 4 Templars (CR): Roger, Balian, Dreux, Gerard; 4 Knights: Sir Richard, Sir Gaston, Sir Roland, Sir Conrad.

The Outlaws – 7 Rebels (DN): Laberne, Jon, Barney, Simon, Santiago, Rix, Davrich; 4 Longbowmen (S): Aylwin, Myrlin, Gwyn, Mathew; 4 Peasants (CH): Gobin, Cedric, Carpenter, Baker.

4.	Starting positions: The peasants are set up near the houses. The oppression of Prince John weighs as heavily on them as on the barons, and they have spontaneously decided to join the side of the supporters of good King Richard. Laberne’s rebels are placed on side 2 of ‘The Arena’ between the slope and the hillock. The bowmen are set up on top of the slope of the arena or on the hillock. The Templars and knights are set up between the slope of the arena and the beach.

Prince John’s cavalry take first turn and enter through Side 7 of ‘The Crossroads’.

5.	Special rule: The peasants must use the supplementary rules for cutting hamstrings.

6.	Victory conditions: For each knight or Templar killed or taken prisoner, the player representing Prince John’s troops gains 2 Victory Points (VPs). The capture or death of Sir Gaston is worth 4 VPs, and that of Laberne 2 VPs. They need 14 VPs to win [out of a maximum of 20]. 

Each rider killed is worth 1 VP to King Richard’s supporters. They need 14 VPs to win [out of a maximum of 21].

SCENARIO 6: THE END OF THE OUTLAWS (La fin des outlaws)

This scenario uses “Cry Havoc”, “Siege”, and “Dragon Noir”, plus ‘The Watering Hole’ map from “Croisades” and ‘The Forest’ supplementary map.

1.	Background: Sir Gilbert had at last learned the location of Laberne's hideout in Sherwood Forest. He determined to lose no time and to take command of a small army, determined to finish with the outlaws, whose popularity had continued to grow. 

The road leading to Laberne's camp passed a water mill. What he did not know was that this mill had been chosen by one of Laberne's lieutenants, Jon, to murmur sweet nothings with the daughter of a respectable citizen of Nottingham.

2.	Map layout: 		7 The Watermill 5 | 12 The Forest 10 | 3 The Watering Hole 1

Add the following to ‘The Watering Hole’ map:
•	3x 3-hex trees and 2x 7-hex trees alternating along Side 3 and starting 3 hexes from the upper map-edge. Each tree is spaced 2 hexes from the next. 
•	1x 5-hex house between the pool and the hill.
•	1x 4-hex house between the pool and Side 1 in rows P and Q.
•	1x 4-hex house between the pool and the words ‘The Watering Hole’.
•	1x 3-hex tree on top of the words `Side 2'.

3.	The sides (CH = Cry Havoc, S = Siege, DN = Dragon Noir)
Sir Gilbert's troops - 3 Knights (CH): Sir Gilbert, Sir Clarence, Sir Clugney; 
3 Mounted sergeants (CH): John, James, Alain; 8 Halberdiers (CH): Naymes, Geoffrey, Ben, Frederick, Otto, Tom, Wynken, Watkin; 2 Armoured crossbowmen (CH): Denys, Giles.

The outlaws - 7 Rebels (DN): Laberne, Jon, Rix, Davrich, Simon, Santiago, Barney; 
4 Spearmen (S): Hayden, Arnold, Bryn, Stori; 4 Longbowmen (S): Matthew, Gwyn, Myrlin, Idris; 
4 Peasants (S): David, Harry, Jasper, Roger; 1 Woman (CH): Audrey.

4.	Starting positions: Jon and Audrey are placed in the mill. Hayden, who is keeping watch, is placed in the doorway. Sir Gilbert's troops will enter through Side 7 of ‘The Watermill’ map.

The Outlaw archers are placed as lookouts in the trees on ‘The Forest’ map. The other outlaws are set up on ‘The Watering Hole’ map. The rebels are on foot, their horses being gathered together at the edge of the pool, at the Side 1 end of the pool. 

Sir Gilbert takes first turn.

5.	Special rules
(1)	The outlaws on `The Watering Hole' map cannot move until the alarm has been sounded. They are considered to be alerted when any friendly character from one of the two other maps, who has had a line of sight to the enemy troops, enters a hex adjacent to Laberne [or when Laberne can see the enemy himself].
(2)	The advanced rules on trees and hamstring-cutting can be used in this scenario. [The palm trees cannot be climbed in this scenario.]
(3)	[Audrey has a movement allowance of 8.]

6.	Victory conditions: For each outlaw killed or captured, Sir Gilbert gains 1 Victory Point (VP). The death or capture of Laberne is worth 5 VPs. Sir Gilbert needs 15 VPs to win.

The death or capture of one of Sir Gilbert's mounted escort is worth 3 VPs. The death or capture of Sir Gilbert is worth 5 VPs. The escape of each outlaw through Side 1 of ‘The Watering Hole’ map is worth 1 VP. Laberne needs 25 VPs to win.

The capture of one of Laberne's men is counted for Victory points when the captured character crosses the river. The capture of one of the mounted escort is counted for Victory Points when the captured person is taken off ‘The Watering Hole’ map through Side 1.

SCENARIO 7: THE EXECUTIONER OF NOTTINGHAM (Le bourreau de Nottingham)

This scenario uses “Cry Havoc”, “Siege”, “Dragon Noir” and “Siege Extension Set #2: The Fortified Medieval Town”.

1.	Background: Laberne has been captured. After a speedy trial he has been condemned to death. In order to impress the mob, Sir Gilbert decided that the execution shall be in public and will take place in the central square of Nottingham on the following Tuesday, at the hour after Vespers. Laberne’s friends are determined to risk all to rescue him from this evil fate. 

2.	Map layout: 		The Fortified Medieval Town (4-map set)

•	Place a 2-hex bridge on top of the water trough: this is the gibbet. Place a ladder against the gibbet on the northern side.
•	Place a 3-hex bridge along the face of the house to the right facing the gibbet: this is the podium. Place a ladder against the podium behind it in the corner made by the house.
•	Prepare a cart pulled by an ox.

3.	The sides (CH = Cry Havoc, S = Siege, DN = Dragon Noir)
The Nottingham garrison – 3 Knights: Sir Gilbert (CH); Sir Lacy, Sir Wulfric (S). 4 Mounted sergeants (CH): Thomas, Piers, Gunter, James. 4 Foot sergeants: A’Wood, Martin, Arnim (CH); Llewellyn (S). 7 Halberdiers (CH): Naymes, Geoffrey, Ben, Frederick, Watkin, Tom, Otto. 4 Armoured crossbowmen (CH): Jacopa, Francisco, Nicholas, Denys. 6 Spearmen (CH): Mark, Ben, Wat, Perkin, Crispin, Odo. Equipment (S): 1 cart, 1 draft ox; 2 ladders.

The outlaws – 7 Rebels (DN): Laberne, Jon, Rix, Davrich, Simon, Santiago, Barney. 
7 Longbowmen (S): Matthew, Gwyn, Myrlin, Idris, Owen, Dylan, Aylwin. 11 Peasants (CH): Cedric; Wulf, Smith, Giles, Gam, Radult, Salter, Baker, Gobin, Farmer, Carpenter. 

4.	Starting positions: The 3 Norman knights are on foot on the podium. Their horses are in the stables. Sergeant A’Wood takes on the role of the executioner; he is on the gibbet. Place 4 halberdiers at each corner of the gibbet and one in front of the ladder leading to the podium. Place 1 sergeant and 2 spearmen at each of the 3 town gates. Place the 4 crossbowmen on the citadel ramparts. The 4 mounted sergeants and 2 other halberdiers [one leads the ox] form the guard for the condemned man, surrounding the cart; the cart and its guard leave the citadel by the drawbridge.

The peasants forming the audience for the execution are massed in the square with the gibbet. The cordon of guards prevents them from being adjacent to the gibbet itself. The outlaws have succeeded in secretly entering the town. They are hidden in the houses around the square. Their horses, as well as that belonging to Laberne, are hidden from sight in the alleys of the north of the town, guarded by Barney. Laberne is in the cart. The Normans move first.

5.	Special rules
(1)	The advanced rules on flat roofs and carts apply in this scenario. [Assume that the cart can be either driven or led, although it starts off being led.]
(2)	Cedric is an outlaw who is disguised as a peasant. His role is to rally the public to Laberne’s cause, to aid his supporters in the rescue. During the first turn, at the beginning of the movement phase, roll 1D10 for each peasant adjacent to Cedric. He will ally himself if the result is 6-10. Repeat the test each time for each peasant next to an allied character. If the character tested is beside 2 allied peasants, add +1 to the die roll; if 3 allied peasants add +2, and so on. These tests stop once the outlaws start the fighting. A character that attempts an alliance cannot move during that turn. All unallied peasants are treated as enemies.
(3)	Until it arrives, the cart must move forward each turn towards the gibbet. The guards must make Laberne get down from the cart, hoist him onto the gibbet, and execute him. To carry out the execution a soldier must remain on a gibbet hex next to Laberne for one whole turn without moving or fighting. 

6.	Victory conditions: The Normans win if Laberne is executed. The outlaws win if they manage to get Laberne to escape safe and sound. Any other result is a draw…

 

SCENARIO 8: THE LAST CHANCE CONVOY (Le convoy de la dernière chance)

This scenario uses “Cry Havoc”, “Siege”, and “Dragon Noir”, plus ‘The Olive Grove’ map from “Croisades”.

1.	Background: Prince John has decided to wipe out Richard’s supporters. Having learned that Richard’s most important loyal barons have joined together at Brentwood Castle, he has mobilised his troops to besiege the place. 

The blockade of Brentwood has lasted for two months already, and the defenders can do no more. Coming to help them, Laberne is in charge of bringing a convoy of supplies across enemy lines at night.

2.	Map layout: 		3 The Olive Grove 1 | B The Camp D | 5 The Watermill 7

Place three fire markers (from “Siege”) in the camp.

3.	The sides (CH = Cry Havoc, S = Siege, DN = Dragon Noir)
Prince John’s troops – 4 Knights: Sir Clarence, Sir Lacy, Sir Wulfric (S); Sir Clugney (CH). 5 Mounted sergeants (CH): Thomas, Piers, Gunter, James, Jaques. 3 Foot sergeants (CH): A’Wood, Martin, Arnim. 4 Unarmoured crossbowmen (CH): Gaston, Forester, Bertrand, Roland. 

The outlaws - 7 Mounted rebels (DN): Laberne, Jon, Rix, Davrich, Simon, Santiago, Barney; 7 Longbowmen (S): Matthew, Gwyn, Myrlin, Idris, Owen, Dylan, Aylwin; Equipment: 6 mules (CH).

4.	Starting positions: Prince John’s troops are placed in the camp. 10 soldiers keep watch in the trenches; the others are asleep (Turn the counters over to “Stunned” and place them in the tents or beside the fires.). The outlaws enter through Side 6 of ‘The Olive Grove’ map, taking the first turn.

5.	Special rules
(1)	The mules have a movement allowance of 10 hexes per turn.
(2)	The action takes place at night. Apply the advanced rules on visibility.
(3)	The night is totally still. As a consequence, the least noise made by Laberne’s troops will be enough to give the alarm. Each time that a character moves, roll 1D10: a result of ‘0’ indicates that he has snapped a twig and a watchman has heard. Roll the die twice for mounted characters (for both rider and his horse). Add +1 to the die-roll for mules, as they are not familiar with commando tactics.
(4)	Sleeping characters cannot wake up until 1 turn after the alarm has been sounded. A watchman alerts the camp once an outlaw or a mule is visible or makes a noise.

6.	Victory conditions: The Outlaws must exit as many mules as possible through Side 7 of ‘The Watermill’ map. If 5 or 6 mules exit, the Outlaws win. If 3 or 4 mules exit, it is a draw. If only 1 or 2 mules exit, it is a victory for Prince John.

[Note that the result of this scenario affects the next scenario. In addition to the impact of the supplies on the garrison, survivors of this scenario will take part in the next scenario (although in the case of the Outlaws only if they succeed in exiting through Side 7 of ‘The Watermill’).]

SCENARIO 9: THE FINAL ASSAULT (L’assaut final)

This scenario uses “Cry Havoc”, “Siege”, “Croisades”, “Dragon Noir”, and the “Siege Extension Set #1: The Templars Castle”.

1.	Background: The day after Laberne’s sally, Prince John moves to attack. All his hopes rest on a siege tower that he had had built during the previous week. Behind the ramparts, the defenders look on with dread as its huge bulk advances inexorably. This time they must vanquish the foe or die; their reserves of food are insufficient to continue the siege any longer. 

2.	Map layout:		C1  Templars  A1 | 6   The Crossroads    8
				C2     Castle    A2 | 2 The Watering Hole 4

3.	The sides (CH = Cry Havoc, S = Siege, CR = Croisades, DN = Dragon Noir)
Prince John’s troops – The survivors of the previous scenario plus: -
1 Knight (CH): Sir Gilbert; 5 Mounted sergeants (CH): Peter, Alain, William, John, Roger; 3 Halberdiers (CH): Ben, Geoffrey, Naymes; 4 Shortbowmen (CH): Fletcher, Chretien, Bowyer, Mathias; 3 Spearmen (CH): Wat, Ben, Mark; 5 Billmen (CH): Guy, Rees, Robin, Jean, Tybalt.

Richard’s supporters – The surviving Outlaws that succeeded in crossing the enemy lines, plus: -
8 Templars (CR): Roger, Raoul, Dreux, Balian, Mathew, Gerard, Amalric, Michael. 5 Knights: Sir Walter (CR); Sir Conrad, Sir Gaston, Sir Richard, Sir Roland (CH). 4 Armoured crossbowmen (CR): Gille, Henry, Aubrey, Arnold. Equipment (S): 4 barrels of oil.

4.	Starting positions: Prince John’s troops are placed on ‘The Crossroads’ and ‘The Watering Hole’ maps. The siege tower is placed in the upper right hand corner of ‘The Crossroads’, facing in the direction of the large rounded rampart.

The surviving Outlaws and Richard’s supporters are distributed around the fortress. No section of rampart can contain more than 5 characters. The barrels of oil must be placed on 4 different ramparts.

Prince John’s troops make the first move.

5.	Special rules
(1)	The advanced rules on siege towers apply in this scenario.
(2)	The level of rationing of Richard’s supporters depends on the number of mules that successfully crossed enemy lines: 5 or 6 mules – no rationing; 3 or 4 mules – half rations; 0, 1 or 2 mules: quarter rations. The effects of rationing are those described in Rule 2.65 of “Croisades”. The Outlaws taking part in the defence are not subject to the effects of rationing.
(3)	The survivors of the previous scenario that were wounded have not had enough time to recover from their wounds. They will consequently fight at their ‘wounded’ strength.

6.	Victory conditions: The conflict is without mercy.
For each knight killed, Prince John gains 2 Victory Points (VPs). Sir Gaston is the leader of the loyalists, so his death is worth 5 VPs. Laberne’s death is worth 3 VPs. Prince John’s troops win once they reach 25 VPs.

The loyalists will gain 1 VP for each soldier killed. They gain 2 VPs for each knight or mounted sergeant killed. Sir Gilbert leads the assault, so his death is worth 4 VPs. The loyalists win once they reach 30 VPs.

SUPPLEMENTARY RULES

PART A: 	Rules from the MONTJOIE Extension for ‘Cry Havoc’, ‘Siege’, ‘Croisades’ and ‘Vikings’ (written by Hervé Tardy and also published in Claymore #5)

This collection of additional rules for the games in the Cry Havoc series enables an enrichment of the tactical possibilities of the game. I hope that you will gain as much pleasure in using them as I have had in thinking them up. Thanks to Errol Flynn and Jean Marais for invaluable contributions. [A set of markers should be made to accompany these rules: it was suggested there should be 8 small markers (15mm x 15mm) for each of “Up the tree”, “On the roof”, and “Hamstring”.]

1)	THE WEATHER: EFFECT OF NIGHT
The influence of meteorology on fighting should not be overlooked. Many sorties from besieged strongholds have succeeded in foggy weather due to the poor visibility; many battles have been lost because of limitations on movement caused by rain; etc.… [The full set of rules on weather can be found in the ‘Cry Havoc Supplement’; this extract is limited to those relating to night.]

Tactical factors for night:

Weather	Visibility	Movement	Missile-fire	Combat	
Night	3	No effect	No effect 	0	

[Note: suggestions and clarifications from other scenarios: Missile fire is only possible against targets that are visible, i.e. within the visibility range or adjacent to a window, open door, lantern or fire. Movement can be halved in pitch darkness (not relevant to this campaign). Optionally a penalty of +1 may be added for shooting at targets that are visible but cannot be seen clearly (e.g. targets 2 hexes away from a fire). Visibility restrictions for night do not apply within buildings.]

2)	TREES
“Cry Havoc” does not allow a character to make use of the branches of trees, which limits tactical possibilities. The rules below add an essential spice to Robin Hood type scenarios by allowing characters to climb into trees and to jump down from them, either directly onto the ground, or onto a horse, or even better onto an enemy. Outlaws, to your bows… 

Climbing into a tree: 
An unarmoured character [or elf] may climb into a large tree (covering 7 hexes on a map) [or a palm tree]. The character must pass through the central hex of the tree, representing the trunk, in order to climb up. Place a marker “Up the tree” onto the character to show his position at the top of the tree.

The level of elevation for a character up a tree is Level 1. As a result, he cannot fight a character on an adjacent ground hex (but see the exception for jumping onto an enemy).

The cost to climb a tree is 6 Movement Points. [The first tree hex climbed must be the trunk hex. Climbing down is not mentioned. Proposed that climbing down the trunk hex is possible at the same cost as for jumping (4 MPs), but without the risk of injury consequent on jumping.] The cost to pass from one tree hex at level 1 to another is 4 MPs. As a consequence of the difference in levels it is possible that one tree hex may contain two characters at the same time: one up the tree (at level 1), the other below him (at level 0). 
[Note that on ‘The Village’ and ‘The Forest’ maps there are locations where two large trees are adjacent. An option is to allow movement from one large tree to another; players may agree that such movement should have a risk of falling (e.g. fall and wounded if roll 5-6 on 1D6).]

A sequence of diagrams is provided to illustrate:
1.	Moving to the trunk from outside the tree costs 2 MPs for each tree hex entered, i.e. 4 MPs to enter first the outer hex and then the trunk.
2.	Climbing up the trunk costs 6 MPs and an “Up the tree” marker is then placed on him.
3.	Moving from one hex to another up the tree costs 4 MPs.

Tactical factors

Hex type	Movement cost	Cover type	Combat effect	
Tree (level 1)	4	Light	-   [Elves: +]	

Shooting from up a tree: A bowman, slinger or knife-thrower can shoot from up a tree. Crossbowmen and javelinmen cannot shoot. A shooter from up a tree adds +1 to his die roll.

Jumping from a tree [or from a higher to lower level]: 
Note: This rule can be used for any jump between two hexes where there is a difference of 1 in level of elevation (e.g. walls, roofs, etc.…). 

Any unarmoured character can attempt to jump from a tree hex into an adjacent hex (or the same hex) which is at the next lower level of elevation. The jump is made during the movement phase and costs 4 MPs. If the movement allowance has not been used up, the character can continue to move by using the remaining MPs. If his landing hex is next to an enemy, his movement phase ends. [The cost of jumping from trees is high (+2 MPs) due to the mix of climbing down, avoiding branches and jumping.  The cost should be lower (i.e. +0 MPs as in “Dragon Noir”) for other jumps, although they could require additional hex-side movement costs, such as for climbing over a parapet (= +2).]

Result of a jump: The character risks being injured by the jump [unless climbing down the tree trunk]. To determine if he lands well, roll 1D6. Result of 1-5: the jump is successful; result of 6: the character is wounded. [Note that this is significantly less risky than the automatic wound of the “Dark Blades Expansion Set” and the jump table in “Dragon Noir” (both of which apply to jumps onto stone surfaces), and has no variation depending on weight of equipment (i.e. defence strength) as proposed in the rules from Le Journal du Stratège #31.]

The same rule can be applied to an unarmoured character jumping onto his horse. To determine if he lands well, roll 1D10. Result of 1-6: the jump is successful. The rider can continue to move on horseback by multiplying his remaining MPs by two. Result of 7-8: the character misses the horse but is unharmed. Result of 9: the character misses the horse and is stunned. Result of 10: the character misses the horse and is wounded. 

The rule on defensive fire can be used against a character jumping from a tree, but not if the shooter or a character from his side is adjacent to or below the tree hex from which the jump is made. 

Jumping onto an enemy
A character in a tree can jump onto an adversary in a hex on the next lower level of elevation which is either adjacent to or below him. The procedure for jumping is the same as that explained above. The character ends his movement phase on top of the chosen adversary. He cannot move any further, even if he has unused Movement Points.

A character that attacks by jumping multiplies his attack strength by 8. It is easier to unbalance an armoured character taken by surprise (because of his weight), or a mounted character (by unseating him). So if a character is mounted and unarmoured, or if the character is on foot in armour, subtract -1 from the die roll; and if the character is mounted and armoured, subtract -2 from the die roll.

Once a player decides to make an attack by jumping onto an enemy, no other form of attack can be substituted. Even if the attacker is wounded while making the jump, the factor taken into account for the calculation is still that of the beginning of the action (chronologically the attack takes place before he hits the ground).

After the attack, the attacker is placed on a hex adjacent to that of the defender. The rules on advance and retreat after combat are applied normally. 

3)	LOW WALLS
The outside walls of the courtyards of the houses on ‘The Village’ and ‘Fortified Medieval Town’ maps can be treated as low walls of about a metre in height, sufficient to stop chickens and pigs but not soldiers. The layout of these maps is substantially changed. The tactical factors are modified as follows [and are effectively the same as for the parapets described below]:

Terrain	Move cost	Type of cover	Effect on combat	
Low wall	 3 [= +2]	 Medium	 + [= defender only]	

[Although stated to cost 3 MPs, since the low wall affects hex-sides not hexes it is really +2; this is important on ‘The Village’ map where a wall is adjacent to a tree. The end hex of the water-trough in the ‘Fortified Medieval Town’ should also be a low wall. The outer walls of the keep stairways in ‘The Templars Castle’ and The Town may also be treated like low walls, rising with the stairs. Low walls are very similar to the parapets of a flat roof, differing only in that horses can jump them.]

A rider can jump over a low wall, but he cannot finish the move straddling the wall. [To give a small risk of failure and injury, use the “Dragon Noir” rule for jumping over a crevasse or trench.] 

[Christian Delabos in Claymore #7 proposes ruined walls, which are a cross between rubble and a low wall, costing +1 MP (like ‘demolished walls’) but impassable to horses. A wooden equivalent of the low wall, the low fence, would cost +1 MPs, give light cover and have no effect on combat.]

4)	FLAT ROOFS
Houses in Palestine did not have pitched roofs but most had a flat roof that allowed access to the sun. They had small parapets to prevent falling and were accessed by ladders from inside the house. Eight small “On the roof” markers should be made to indicate the location of the character.

Terrain	Move cost	Type of cover	Effect on combat	
Flat roof	 1 [parapet +2]	 Medium [due to parapet]	 +	

A character on a flat roof is at level of elevation 1. Cover is medium for missile-fire from the outside of the house or from a lower level. There is no cover if the shooter is on a higher level.

Movement
To move from a hex inside the house to a flat roof hex, a ladder is necessary. An “On the roof” marker is placed on top of the character to show his position.

Example: To move from inside the house up onto the	______house______
flat roof (from A to 4), the character (A) must spend: 	|_____|_____|__A__|__
(1): 1 MP to cross one hex inside the house; 			      |__3__|_2_|__1__|__
(2): 3 MPs for the ladder (); 				           |__4__|_____|_____|
(3-4): 2 MPs for the two flat roof hexes; total 6 MPs.  

The cost to clamber over the parapet is 2 MPs (e.g. to or from an exterior ladder, or for jumping down). A flat roof covers the whole of a house – interior walls are ignored for roof movement [but the roof of the two houses butting onto one-another in The Town should have a parapet between the two houses].  [The smaller houses should have exterior ladders or stairways if possible.]

5)	CARTS
These rules allow carts to be treated not just as a means of transporting goods, but instead as a means of travel and defence. [Note that “Croisades” and “Samouraï” allow foot characters to move through a cart hex but not to stay on that hex, and a line of fire across a cart gives medium cover.]

Stationary cart
								_________________
•	Movement: The extra cost in Movement Points to climb onto	            |__+2_|__+2_|__+1_|__
or descend from a cart is calculated as shown in the diagram: 	     |__+1_|__CART___|_ __|
[Optionally characters may climb onto a cart that is not designed 	|__+2_|__+2_|__+1_|
to be ridden, at +2 MPs all round as there is no step to assist access.]
Note: It is not possible to climb onto or descend from a cart through the hex in front, whether or not the draft animal is harnessed. Movement from one cart hex to another costs 2 MPs.
•	Shooting from the cart: Characters shooting from a stationary cart have no restrictions. Other characters on foot next to the cart will not block the line of fire.

Moving cart

A cart is treated as moving if it moved forwards using all or part of the movement allowance of the draft animal during the movement phase. 2 characters can ride the cart. The character in front holds the reins and drives it. [Note: the rear of the animal must be in the hex directly in front of the cart.]
•	Movement: It is not possible to climb up or descend from a cart while it is moving. A character in the cart at the beginning of the movement phase can move within the cart, from one hex to the other, at a cost of 3 MPs.
•	Shooting from the cart: Missile fire is still possible, but +1 must be added to the die roll to take account of the instability of the cart.

Tactical factors

Terrain	Foot move cost	Cover type	Combat effect	
Top of stationary cart
Top of moving cart
Move past cart at ground level	2 (+1 / +2 to climb up)
3
4 (cannot stop)	 Medium
 Medium
 Medium (behind cart)	 +
 0
 X	

6)	CUTTING HAMSTRINGS
This method of combat was an essential part of every medieval battle. The role of such men was to discreetly approach knights in combat and, with a carefully targeted knife-stroke, to cut the hamstring tendons of the poor horse so that it collapsed, thus rendering its rider much more vulnerable. Due to the cowardliness and dishonour of such an act, only peasants [and Goblins from “Dragon Noir” / “Dark Blades”] are able to make this type of attack. [Some scenarios use this rule to give an extra bonus to fanatical peasants.]

Movement: At the beginning of his movement phase, the peasant must be outside the field of view of the target rider (the arc to the front and from the side hexes. See the example below). The player then declares his intention to attempt to hamstring the horse. If that act succeeds, the peasant will not be able to carry out any other action during the combat phase. 

All of his movement must be made outside of the field of view of the rider. If this is not the case, the attempt fails. The character must end his move on one of the three hexes adjacent to the rear of the rider.
			    					_________________________
Example 1: Rider C faces three enemies (A2, A3 and	__|_____|__X__|__*__|_A2__|__
A4). A1 is a peasant who will try to hamstring the horse.	|_____|__X__|__C___>__|_A3__|
The starred hexes (and the hexes of A2, A3 and A4)		__|_____|__X__|__A4_|__*__|__
show C’s field of view. The hexes marked “X” are		|_____|_____|__*__|__*__|__*__|
those from which the attack can be mounted.			__|__A1_|__*__|__*__|__*__|___

Resolving the attack: At the beginning of his combat phase, the hamstring-cutter rolls 1D6 and consults the Challenges table. A failure indicates that the rider (or his horse) has discovered him and that he has been wounded by a sword blow (or kick…). The attempt will end there.

If he passes this last test, the attempt is resolved as an attack at 7:1 odds against an unarmoured mounted character; results D, E and F will cause the death of the horse. The defence strength of the horse is 1.
			    					___________________________
Example 2: Movement phase: A1				__|_____|_____|__*__|_A2__|___
moves to the hex marked “X” without 			|_____|__X__|__C___>__|_A3__|
crossing a starred hex. He is now 				__|___|_____|__A4_|__*__|___
ready to make his hamstring attempt.				|_____|___|__*__|__*__|__*__|
			__|__A1_|__*__|__*__|__*__|___
In the event of a successful attack, the rider is affected by his fall according to the results shown in the table. The hamstring-cutter can advance after combat normally. If he fails to obtain D, E or F, the results shown are not applied to the rider.
			    					___________________________
Example 3: Combat phase: A1 succeeds with a 4 on the	__|_____|___|__B__|_A2__|___
Challenge table. He has not been seen and can therefore	|_____|_A1|__C___>__|_A3__|
launch his attack. His attack odds are 7. The die result of	__|_____|_____|__A4_|__*__|___
4 gives result E. The horse collapses and the knight falls	|_____|_____|__*__|__*__|__*__|
wounded (B). A1 advances after combat (). A2, who 	__|_____|__*__|__*__|__*__|___
has not yet fought, can now attack the wounded knight B.

It is possible to use more than one hamstring-cutter against the one rider in a turn, but only one of them can make the attack. On the other hand, all other adjacent enemies can attack the rider in normal combat during that same turn.

PART B: OTHER SUPPLEMENTARY RULES

These rules are taken from sources not written by Hervé Tardy, the author of both the ‘Robin Hood’ campaign and the ‘Montjoie Extension’ supplementary rules. Three of the rules are taken from official sources, and one of them has additions and clarifications by the translator. These sources are the boxed games “Cry Havoc”, “Croisades” and “Siege Extension Set No 1: The Templars Castle” (which has a set of supplementary rules that are common to both the Extension Sets). The fourth rule was published in a French magazine in about 1986.

1)	BARRICADING DOORWAYS (by Xavier Jacus in Le Journal du Stratège #31)
There are no “official” rules on barricading doorways. These optional rules are fairly straightforward, so are proposed for this scenario. Alternative ideas from other authors can be found in the ‘Cry Havoc Supplement’. Use screen counters from “Siege” to represent closed doors.

To barricade (which would include bolting) a door, the character must be standing on the threshold of the door [i.e. in the doorway hex] at the beginning of his movement phase, and use up the whole of his movement phase to close the door; he cannot attack during his combat phase. If he is attacked during the enemy player’s combat phase, the combat is resolved normally before determining whether the assailants have succeeded in preventing the door from being closed or not (all negative results for the character closing the door will show that he has failed in his attempt, all other results will indicate that the door is shut and SHUT TIGHT).  

Any closed door can be broken down by at least two characters with a total of 10 points of attack strength. They will each lose one movement phase (on the threshold without moving) searching for a thick oak beam (there are usually some available nearby…), and then they must roll an even number on the die [or alternatively 4+ on 1D6] in the succeeding combat phases (only one attempt per turn). [These 50% odds could be modified by the toughness of the door: a keep door or main gate could deduct –2 from the die roll, a specially reinforced ordinary door could deduct –1.]

2)	SIEGE TOWERS (additional rules from the “Siege Extension Sets”)
These rules are additional to those supplied in the boxed game “Siege”.

The height of the towers: Siege towers allow all heights corresponding to 1, 2 or 3 levels of elevation to be reached.

Cover: Characters on the top of the siege tower benefit from medium cover when anyone shoots at them from levels 1 or 2. When the shooter is on level 3 or above, they only receive light cover.

Angles of fire: A siege tower always tops the rampart that it attacks by one level. Consequently it is possible to shoot from the top of a siege tower into the fortification so long as the restrictions on shooting are satisfied (see above). The defenders only benefit from cover if they are immediately behind a battlement or in a covered area of the town or castle.

Movement of siege towers and battering rams: Siege towers and battering rams can, where needed, pivot on their centre by one hex to the right or left. This manoeuvre takes one full game-turn. They can also move backwards. As a result, towers and rams can on occasion reach the inside of the castle or town so long as their movement is over flat terrain, drawbridge or filled moat. 

3)	RATIONING (Rule 2.65 from “Croisades”)
These rules are supplied for those players that are using “Outremer” rather than “Croisades”.
 
Effects of short rations while besieged

Supply level	Effect on movement	Effect on combat	Effect on morale	
Half rations	-1	(-) attack	-1	
Quarter rations	-2	(-) attack and defence 	-2	

Note: Column shift effects on combat do not apply to missile-fire or boiling oil. 

4)	CAPTURING CHARACTERS (clarification of application of rule from “Cry Havoc”)
All scenarios except 4, 8 and 9 involve the capturing of characters as an objective or as an integral part of the action. The rules in “Cry Havoc” refer only to the capture of knights, so this section makes suggestions as to how those rules may be applied to the capture of other characters.

The original optional advanced rules from “Cry Havoc”: 
1.	Only a knight may surrender; all other characters receive no quarter.
2.	A knight will only surrender to another knight.
3.	The defender may surrender if the attacker(s) have combat odds of 8:1 or more and the defender has no friendly character adjacent to him.
4.	Surrender will only occur if 1-4 is rolled on 1D10.
5.	A mounted character must dismount once he has surrendered.
6.	A “Ransom” counter is stacked under the knight’s counter to show seizure of his weapons. [Unwounded strengths are 8 in attack and 6 unarmoured in defence, half these if wounded.]
7.	Even if he escapes or is freed, a knight still retains the Rule 6 (ransom counter) strengths. 
8.	Capture is only maintained by an adjacent escort: 1 knight/sergeant, or 2 soldiers/bowmen.
9.	A captured character is moved by the capturing player so long as the escort is maintained.
10.	A captured character can add his own strength to an attack on his escort.
11.	A captured character that escapes cannot surrender a second time.

The role-playing rules from “Croisades” add to rule 3 above to prevent the defender appealing for mercy unless he is wounded or completely surrounded, and replace rule 4 with a free choice of the defending player. In “Outremer” rules 2 and 4 are amended: all types of characters will surrender automatically if they rout and then pass next to an enemy. Ignore these additions for this campaign.

Changes needed for capturing characters in this campaign
1.	Ignore Rules 1, 2 and 11; Rules 3, 4, 5, 9 and 10 apply as written. 
2.	Rule 6 applies to knights and Templars. This rule can also be used for any other armoured foot, using the original attack or defence strength if that is lower than the ransom strength. Unarmoured characters have their attack strength reduced to 2 if unwounded, 1 if wounded.
3.	Rule 7 applies to all armoured characters but unarmoured foot can return to normal strength.
4.	Rule 8 applies as written to knights, Templars and Laberne. It should also be applied to other characters, but it is suggested that for ‘ordinary characters’, including sergeants, only one character of any type is needed as an escort to maintain the capture.
5.	Captured bowmen, including Laberne, will have their bow taken from them. If a bowman escapes, he cannot shoot again until he obtains a bow from another bowman (dead or alive).
6.	Clarification: As a captured enemy character is treated like a friendly character for movement purposes, any friendly character can move through that character’s hex.

RDG: CHAVOC campaign Robin Hood, version 1.0, April 2001