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FLUFF

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

Spear P/W 1pt


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 2pts

Sword W 4pts

Greataxe W
Always strikes last, breaks shields, Armour Piercing; may not be equipped with a shield

Profile Range ROF AP Special Rules


Sling 8” 6 -
Bow 18”/24” 3/1 6 Volley; Fire Arrows
Javelin 12” 1 - Armour-Piercing; Single Use
Throwing Axe 6” 1 6 Keep your head down, Single Use

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

Berserk: d6 attacks when Berserk; always attacks first

Zealous

Steadfast

Flyting

Legendary

Stubborn

Banner

Christian/Pagan
EQUIPMENT
Class rules
Some weapons are available only to Peasants

Some weapons are available only to Warriors

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)

Banners; Religious and Sorcerous items

Thoughts and Prayers


ARMY LIST
Lord 95pts
Profile A/D W F I B M
Lord 4 4 4 5 2 9
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 Lord and 5+ Retinue
Special Rules: Character (Lord); Hirðmen; Pursuit (if mounted)
Equipment: Seax; Spear; Shield; Helmet (a Lord 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

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

Hero 50pts + Equipment


Profile A/D W F I B M
Hero 5 5 4 4 2 8
Horse 3 3 3 3 1 5
Unit Size: Independant Character
Special Rules: Pursuit (if mounted)
Equipment: (a Hero may take any Weapons, Armour, and Spiritual equipment allowed to their faith)
Options: You may upgrade a Hero to carry a Banner of the Army for +10pts (a bannerman must select
a banner from the Equipment list)
You may upgrade a Hero with a Spear for1pt; or an Axe for +2pts; or a Sword for +4ptsl
You may upgrade a Hero with Shield for +2pts
You may upgrade a Hero with Javelins for +1pt/Javelin up to a maximum of 2
You may upgrade a Hero with a Helmet for 3pts; or Mail for +6pts
You may upgrade the whole unit with Horses for +12pts

Poet 35pts + Equipment


Profile A/D W F I B M
Poet 3 3 3 3 1 7
Horse 3 3 3 3 1 5
Unit Size: Independant Character
Special Rules: Flyting; Steadfast
Equipment: (a Poet may take any Weapons, Armour, and Spiritual equipment allowed to their faith)
Options: You may upgrade a Hero to carry a Banner of the Army for +10pts (a bannerman must select
a banner from the Equipment list)
You may upgrade a Poet with a Spear for1pt; or an Axe for +2pts; or a Sword for +4ptsl
You may upgrade a Poet with Shield for +2pts
You may upgrade a Poet with Javelins for +1pt/Javelin up to a maximum of 2
You may upgrade a Poet with a Helmet for 3pts; or Mail for +6pts
You may upgrade a Poet with a Horse for +12pts

Priest 30pts + Equipment


Profile A/D W F I B M
Priest 2 2 3 5 1 10
Horse 3 3 3 3 1 5
Unit Size: Independant Character
Special Rules: Blessed; Zealous; Prayer
Equipment: (a Priest may take any Spiritual equipment allowed to their faith)
Options: You may upgrade a Priest with a Helmet for 3pts; or Mail for +6pts
You may upgrade a Priest with a Horse for +12pts

Militia Levy 4 pts/model


Profile A/D W F I B M
Carl 3 3 3 3 1 6
Veteran 3 3 3 3 2 6
Thegn/Hersir 4 4 3 3 2 7
Unit Size: 10+ (Including Veteran)
Special Rules: Peasants
Equipment: Seax
Options: You may upgrade the Veteran to a Thegn/Hersir for +15pts (a Thegn/Hersir may take any
equipment allowed to Warriors)
You may upgrade one Carl with a Signal Horn for +10pts
You may upgrade the whole unit with Spears for +1pt/model or axes for +2pts/model
You may upgrade the whole unit with Shields for +2pts/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 with Helmets for +3pts/model

Archers Levy 4pts/model


Profile A/D W F I B M
Carl 3 3 3 3 1 6
Huntsman 3 4 3 3 1 6
Unit Size: 10+
Special Rules: Peasants; Skirmishers, Scouts
Equipment: Seax; Sling
Options: You may upgrade one Carl to a Huntsman for +10pts (a Huntsman take any equipment
allowed to Peasants)
You may upgrade one Carl with a Signal Horn for +10pts
You may upgrade the whole unit with Javelins for 1pt/Javelin up to a maximum of 4/model or
Bows for 3pts/model

Warrior Levy 10pts/model


Profile A/D W F I B M
Warrior 3 4 3 3 1 7
Thegn/Hersir 4 4 3 3 2 7
Unit Size: 10+
Special Rules: Hirðmen
Equipment: Seax; Spear; Shield
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 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 with Helmets for 3pts/model or Mail for 6pts/model

Horsemen Levy 22pts/model


Profile A/D W F I B M
Warrior 3 4 3 3 1 7
Thegn/Hersir 4 4 3 3 2 7
Horse 3 3 3 3 1 5
Unit Size: 5+
Special Rules: Hirðmen; Scout; Pursuit
Equipment: Seax; Spear; Shield
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 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 with Helmets for 3pts/model or Mail for 6pts/model

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

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