(version 5)

Saxons and Vikings Wargame Rules

by Douglas Harrold and Allan Tidmarsh

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(version 5)

Movement/Action

Firing

Crawl

2”

Ranges: Weapon

Walk

4”

Bow

6”

12”

18”

Run

6”

Sling

4”

8”

12”

Skimishers/Scouts

8”

Javelin

4”

Animals

Direction Dice + 1D6”

On Horseback

10"

Roll 1D6 to get see if hit: Range

Action

Basic Movement

Movement varies by a random factor (allowing for natural terrain variations). The following modifies the basic movement rate, throw 1D6 for each group or single figure:

Short

Medium

Long

'to hit'

Short

4,5,6

Medium

5,6

Long

6

Modifiers: Behind cover: -1 on dice throw.

1,2 minus 2" 3,4 as basic movement 5,6 plus 2"

When hit roll 1D6 for 'Saving' throw: 'to hit'

Then apply penalties for each action: -2" if moving in the dark -2” to fire -2” to get up or lie down -2” to cross an obstacle or get on/off a ship. -2” moving up steep hill -2” if carrying loot

---oxo--Sighting Rules for Sentries

If crossing an obstacle, throw 1D6, if roll a one then the figure has 'fallen'.

Roll 1D6, if get a 'hit' as 'bow range firing' then sentry sights the enemy.

Miscellaneous: To put up a scaling ladder – 1 move To ascend ladder/over top – 1 move, if opposed need to win fight to continue

---oxo--'Fire' Arrows (and putting out a fire)

Unarmoured

6

Shield

5,6

Full Mail

4,5,6

Roll 1D6, if get a 'hit' as 'bow range firing' then roll a further 1D6 – fire is started if 5,6.

---oxo--To put out a fire requires 2 men till fire is out, throw 1D6, with moves since start of fire to put out fire 1st move – 4,5,6 2nd move – 5,6 3rd move – 6 If still alight after 3 moves then it burns uncontrollably. ---oxo--2 of 4

(version 5)

Melee

Morale

1 against 1 : throw 1D6, highest wins and scores a hit. 2 against 1: 1.5 D6 v 1D6 3 against 1: 2D6 v 1D6

Throw 1D6, result is as follow:

1,2

Run away

Modifiers:

3,4

Hold ground

5,6

Attack

On Horseback Hero/Warlord Prone (fallen over)

+1 +1 -1

1D6 roll

When to take morale: 1. 50% casualties (group) 2. Dodgy situation

Result: Loser throws 1D6 to save as per firing 'Saving' throw table (save = hit) If loser survives then he falls back 2"

---oxo---

If man on horseback hit, then throw 1D6 1,2,3 Man is hit; 4,5,6 Horse is hit If horse hit man then continues fighting on foot, throw 1D6 – 1,2 man falls, otherwise upright. For large melees 10+ figures, throw groups of 5 dice (or as many as you like) per side. Line up each side's dice group in rank order, for eample Side A

Side B

6

5

A wins

5

4

A wins

4

3

A wins

2

3

B wins

1

1

Drawn

Action

Viking Beserkers A viking goes berserk if on a 12 after rolling 2D6. In melee a beserker gets +1, the saving hit throw is 3,4,5,6.

---oxo---

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(version 5)

Night Fighting

Casualties in a Campaign

'Orders' Each player will write his intentions as if they were instructions to his troops. Sentry routes and positions to be recorded.

At the end of a skirmish/battle, each sides determines the fate of the 'fallen'.

Movement in moonlight - 6inches; in cloud/dark - 4 inches.

Throw 1D6 per casaulty 5,6 – Dead 3,4 – wounded 1,2 – OK

Each time a sentry moves he will dice, on a throw of 1 he thinks he spots something and will not move, but stop and look around in a circle.

Every week (or agreed point) in the campaign, check the status of those who are wounded, (same as per above)

The first move will be made in the dark, each move after that a dice will be thrown, on a 1 the moon comes out from behind a cloud for that move.

This allows for wounded to recover or die from their wounds.

Visibility Flame is always visible in line of site. Monnlight 12 inches Dark 6 inches Spotting When troops are within visible range and angle, an attempt is made to spot them. Each sides throws a 1D6, if 'spotter' throws highest score then they are seen oetherwise they are not. Factors: for each inch less than maximum moves add 1 to the dice score of the 'movers'. ---oxo---

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---oxo---

sax-vik-rules-v5.pdf

In melee a beserker gets +1, the saving hit. throw is 3,4,5,6. ---oxo---. 3 of 4. Page 3 of 4. sax-vik-rules-v5.pdf. sax-vik-rules-v5.pdf. Open. Extract. Open with.

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