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Kingdoms
Anglo-Saxons
Danes
Norse
Welsh
Irish
Scots
HOW TO PLAY
Turn = 20 seconds
Formations
There are three formations possible in the game Lose Formation and Close Formation and Wedge
Formation, a unit must start any battle in any of these formations. Units may change formation during the
movement phase, if a unit changes formation it may not move that turn.
Loose Formation
Units do not suffer any penalty for moving through difficult terrain
Close Formation
Any infantry unit equipped with shields gains a 6+ invulnerable saving roll against missile attacks when in
close formation.
Wedge Formation
Movement Rules
Infantry in Close Formation or Wedge Formation can march up to 4” in the movement phase
Infantry in Loose Formation can march up to 6” in the movement phase
Infantry may only run in Loose Formation and may run up to 8” in the movement phase
If a unit runs during the movement phase they may not charge in the combat phase.
Melee Weapons
Seax P/W Free
Sword W 4pts
Greataxe W
Always strikes last, breaks shields, Armour Piercing; may not be equipped with a shield
Armour
Shield P/W
Helmet P/W
6+ Armour save; 6+ Invulnerable save against missiles (Except Javelins)
Mail W
5+ Armour Save; 6+ Invulnerable save against missiles (Except Javelins)
Profile A/D W F I B M
A/D = Attack/ Defence: and represents the ability of the individual model to land an attack on an
enemy and defend them selves against an enemy attack.
The attacker works this out using the chart below.
A
D 1 2 3 4 5 6
1 4+ 5+ 5+ 5+ 5+ 5+
2 4+ 4+ 5+ 5+ 5+ 5+
3 3+ 4+ 4+ 5+ 5+ 5+
4 3+ 3+ 4+ 4+ 5+ 5+
5 2+ 3+ 3+ 4+ 4+ 5+
6 2+ 2+ 3+ 3+ 4+ 4+
W = Weapon-craft: this represents the skill with which the individual model can use their weapon and
land their blow.
On the roll of a D6 and must be equal to or under the number shown in order to
pass.
F = Fortitude: this represents the physical resistance of the individual model to injury and hardship.
Roll 2D6 and discard the lowest result.
I = Initiative: this represents reaction time in combat, and works out who attacks first.
B = Blows: this indicates the number of times an individual model may strike at their opponent.
M= Morale: this indicates the will of the individual model to stand and fight.
Any time a morale test is required roll 2D6 and if the total is lower than the morale
value of the models the unit will break.
Unknown decisions
Breaking a deadlock
SPECIAL RULES
Army Rules
Fate d20 based
Unit Rules
Peasants
Hirðmen
Pursuit
Scouts
Skirmishers
Character Rules
Cunning +1A
Tenatious +1D
Fierce +1B
Willful +1M
Tough +1F
Diligent +1W
Intuitive +1I
Zealous
Steadfast
Flyting
Legendary
Stubborn
Banner
Christian/Pagan
EQUIPMENT
Class rules
Some weapons are available only to Peasants
Melee Weapons
Seax P/W
Spear P/W
Due to the reach of spears, units armed with spears always strike first in any charge involving an enemy
equipped with a different melee weapon.
Due to the weapon’s reach, each subsequent round of combat after a charge the first two ranks of any spear
armed unit can fight.
Any cavalry unit wishing to charge an infantry unit, in close formation, armed with spears in the front must
first pass a morale test based on the morale value of the horses.
Axe P/W
Sword W
Greataxe W
Always strikes last, breaks shields, Armour Piercing; may not be equipped with a shield
Ranged Weapons
Sling P
Bow P
Volley, fire arrows
Javelin P/W
Volley, Single Use; Armour Piercing
Throwing Axe W
Armour
Shield P/W
Helmet P/W
6+ Armour save; 6+ Invulnerable save against missiles (Except Javelins)
Mail W
5+ Armour Save; 6+ Invulnerable save against missiles (Except Javelins)
Noble 70pts
Profile A/D W F I B M
Noble 4 4 4 5 2 8
Warrior 3 4 3 3 1 7
Thegn/Hersir 4 4 3 3 2 7
Hero 5 5 4 4 2 8
Poet 3 3 3 3 1 7
Priest 2 2 3 5 1 10
Horse 3 3 3 3 1 5
Unit Size: 1 Noble and 5+ retinue
Special Rules: Character (Noble); Hirðmen; Pursuit (if mounted)
Equipment: Seax; Spear; Shield; Helmet (a Noble may take any equipment allowed to Warriors)
Options: You may upgrade one Warrior to a Thegn/Hersir for +15pts (a Thegn/Hersir may take any
equipment allowed to Warriors)
You may upgrade one Warrior with a Signal Horn for +10pts
You may upgrade one Warrior with a Banner for +10pts (a bannerman must select a banner
from the Equipment list)
You may upgrade one Warrior to a Hero for + 50pts (a Hero may take any equipment from
the equipment list)
You may upgrade one Warrior to a Poet for +35pts (a Poet may take any equipment from
the equipment list)
You may upgrade one Warrior to a Priest for +25pts ( a Priest may take any equipment from
the equipment list)
You may upgrade the whole unit’s Spears to Axes for +2pt/model or Swords for +4pts/model
You may upgrade the whole unit with Javelins for +1pt/Javelin up to a maximum of 2/model
You may upgrade the whole unit’s Helmets to Mail for +3pts/model
You may upgrade the whole unit with Horses for +12pts/model
You may add more Warriors to your unit at a cost of +13pts each
Elite units
Monks
Ulfhednar
Longbowmen
Mercenaries
Profile A/D W F I B M
Lord 4 4 4 5 2 9
Noble 4 4 4 5 2 8
Hero 5 5 4 4 2 8
Poet 3 3 3 3 1 7
Priest 2 2 3 5 1 10
Warrior 3 4 3 3 1 7
Thegn/Hersir 4 4 3 3 2 7
Veteran 3 3 3 3 2 6
Huntsman 3 4 3 3 1 6
Carl 3 3 3 3 1 6
Horse 3 3 3 3 1 5
Raid
Skirmish
Battle