Elf Knyghte, Pyke and Sworde 035
Elf Knyghte, Pyke and Sworde 035


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Table of Contents
INTRODUCTION 6
THE SETTING AND THE GAME 9
FUNDAMENTALS 11
RATING YOUR TROOPS 16
THE STARTER SCENARIO 21
THE GAME TURN 24
ACTIONS 27
MOVEMENT 29
MELEE COMBAT 33
Missile Attacks 36
INJURIES 39
Bravery 40
Power Sources 43
The Skirmish Creator 48
Special Scenarios 57
Armies and Peoples 58
Cavalry Mounts 69
Followers 71
Monsters 74
The Points System 83
The Weather 87
Victory Points 88
Game Mastering 92
Pre-Battle Preparation 97
Survival 98



























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Experience 100
Campaign Reinforcements 102
Advantages and Drawbacks 104
Personal Rewards 106
Campaign Time and Space 108
Magic items 112
Clari cations and oddities 119
Designer Notes 121
Version History 123
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Book of
Introductions


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INTRODUCTION
Welcome to Knyghte, Pyke and Sworde, a game of medieval and fantasy war band ghting.
Within these pages you will nd everything you need to play fun miniatures games with swords,
shields and all of that good stu .
The aim of the rules is a dramatic and playable game that o ers just a tiny bit more skirmish
detail than some of the competition, but without being too bogged down in minutia. I hope you
enjoy the game.
Guilty parties
All rules, design and writing by Ivan Sorensen with help provided by Corum Sorensen.
Cover by the phenomenal Jason.
A special thank you to the keen eyed folks on the Discord, the playtesters as well as players
and reviewers.
If you have questions, suggestions or spotted a mistake, please do not hesitate to be in touch
at nordicweaselgames@icloud.com
The purpose of the second edition is to make the fantasy rules available to people and to avoid
having to ip back and forth between two books.
By combining the new rules into a single book I think the game is far more accessible,
especially since the fantasy aspects were threatening to be as big as the main rulebook itself.
Games can be written for a number of reasons. Sometimes you want to explore a period or
history, sometimes you feel challenged to do something. Often my games have started with a
single clever dice-mechanic or sub-system.
In this case, it was simply that none of the medieval skirmish games on the market quite t
what I wanted: While there are many stellar rules systems, I wanted something that was easy to
play, had a strong sense of story and could scale down to only a handful of gures very easily,
while also allowing “war band” sized play with several units on each side.

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Miniatures scale
You should be able to play the rules with any miniatures you already own, provided they are
based individually. Typically gures of 15mm and larger are best suited for this, as you will want
to be able to tell gures apart fairly readily.
That being said, in recent years both 6mm and 10mm skirmishing has been catching on, so if
you prefer putting the “mini” in miniature, go for it.
In smaller scales, you may want to mark the base of leader gures in some way so they don’t
get mixed up with the regular grunts.
A very fun option in smaller scales is to put multiple gures on each base. The rules work the
same way with one base being treated the same as one soldier in the normal game, but you
get more of a “battle” look to the game. A Group of 6 gures in a larger scale instead becomes
12, 18 or even 24 gures.
In 6mm scale, this allows you to play a pretty epic looking battle, without complicating the
game rules or needing to paint up hundreds of gures.
A typical game
A typical battle is envisioned as armies of 2-4 individual gures and 3-4 groups of 6 gures
each (so 20-30 gures on each side). The rules can scale up and down a fair bit however.
For a quick lunch-break game, pick 2 individual gures and 2 groups of 3 gures each.
The rules scale up ne, but a big battle with 50-60 gures each will begin to take a lot of time
as every gure has to be moved and positioned every turn.
Worlds of fantasy
The fantasy units, spells and all of those things are provided without heavily implying a
particular game setting. You should be able to use them with whatever game world you are
interested in. It seems many fantasy gamers are interested more in a chance to use their
gures than speci c adherence to setting and the rules are written with this in mind.
For a given game world, you may of course nd that certain things can be left out to t better.
The game is very playable as a “normal” medieval game. Simply pick human forces and have a
go at it. Of course all manner of opportunities open up such as having a patrol of Frankish
soldiers dealing with a monster lair. Have fun and do what makes you happy.
Inspirations
Finding decent books that discuss medieval warfare is not always easy.
Sure, you can nd loads of books that discuss this or that battle or campaign, what soldiers
looked like and so forth.
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However we don’t know an awful lot about how actual man-to-man ghting might have looked
like since it was self-evident to the scribes writing down the history of this or that campaign.
Fighting manuals survive but it’s not always known how much their styles resembled how a
couple of hired swords might ght in the eld. In recent years, a cadre of internet nerds have
begun producing content dealing with medieval weaponry and the employment of same. I nd
Schola Gladiatoria on Youtube to be quite valuable for explaining concepts in a visual way.
If you want to get a grounding in medieval equipment, Osprey have plenty of books with nice
colour drawings, covering everything from troop types to individual battles and entire con icts.
There are also tons of re-enactment groups around, that spend plenty of time tracking down
descriptions of authentic equipment and ghting techniques and guring out how it all might
have worked.
I found Martin Dougherty’s “The medieval warrior” very helpful in terms of visualising much of
the period.
Additional inspiration was provided by period treaties by Humfrey Barwick, the memoirs of
Messire Blaize de Montluc and of course the inspiration provided by Sir Thomas Malory,
Geo rey of Monmouth and Chretien de Troyes.
For fantasy there is a massive array of stu out there. My inspirations as a youth was a mixture
of Tolkien, David Eddings and the Lone Wolf and Fighting Fantasy gamebook universes. Later
in uences include the likes of Tad Williams, Tamora Pierce, Mercedes Lackey and Glen Cook.
If you want some sword-and-mud action while you are painting miniatures, I recommend:
“Kingdom of Heaven” (make sure to get the extended edition), “Outlaw King” , “Thirteenth
Warrior” “Excalibur” and of course the “Lord of the Rings” trilogy (extended editions, no breaks,
all three lms in a single day you coward) as well as TV shows such as “The Last Kingdom”,
“The Witcher” and “Vikings”. For the anime inclined, you might enjoy “Berserk”, “Record of
Lodoss War” or “Record of Grancrest war”.
Note that for the purpose of gaming, it doesn’t have to be all that historically accurate!
This wouldn’t be a Nordic Weasel game without a musical playlist. My recommendations are:
Knyghte, Pyke and Sworde originated as a set of medieval wargaming rules, expanded to cover
fantastical topics as well.
The term “medieval” is of course di cult to pin down as it can mean di erent things depending
on the region of the world. In the end, I had to focus on areas I felt I had some reasonable
knowledge of which means the game assumes Europe from roughly the year 500 to 1500. I
don’t have the research materials to do justice to for example medieval China or Japan, though
I have seen several games played using feudal Japanese troops and they worked ne.
The same goes for “Ancient” era troops such as Romans, Greeks and all the rest. It’ll probably
work just ne but I can’t promise anything as I simply don’t have the education and information
needed. Give it a shot though!
The fantasy aspects are not based on a speci c, written setting. Rather, it provides a number
of pretty recognisable archetypes that should be easy to nd suitable miniatures for. It leans
towards traditional fantasy in the style of Lord of the Rings because that is still the primary style
available in miniature.
The choice of peoples, spells, monsters and so on of course produces a sort of implied setting
on its own and you are welcome to adopt that as your game world if you like.
The game is rmly intended as a skirmish game: Each gure represents exactly one combatant
in our battle. That means that we are of course playing out some fairly small actions: The
typical battle is likely to be a forward patrol, a raid, an important o cer and their retinue or an
ambush force.
Warfare at this level is muddy, bloody and personal. Big battles might be about this or that hill
or bridge. Skirmish gaming is about Captain Philip exacting revenge on the soldiers serving
one of the robber barons in the border regions.
The historical middle ages were full of this sort of low-level con ict and it makes for excellent
gaming material. Of course if you prefer to take a big picture view, there is no reason your
skirmish could not be the spear tip of the main army, the important anking action of a major
battle or something similar. In the end, what matters is that you get a good story and a good
game out of it.
Our objective with these rules is a game that is fun to play, while capturing the avour of iron-
age, medieval and gritty fantasy combat. This means that as the player you will tend to have far
more control over your combatants than is likely realistic. This is partially justi ed by the game
taking place on such a low level that shouting across the battle eld remains viable.

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As literature of the time period in question absolutely assumes the presence and importance of
great leaders, superior to their comrades in courage and skill of arms, we’ve added that aspect
to the game, without making it a slaughter-fest for the hapless grunts.
Re-enactors and weapons enthusiasts may nd that ranged attacks have been downplayed
some, compared to other game systems. This both accounts for the relatively limited amount
of ammunition that would be carried into a skirmish, as well as the fact that battle eld archery
tends to rely on huge amounts of arrows red. A ranged attack on our gaming table however
may only represent a couple of individual arrows.
Fantastical monsters make an appearance as well, but are scaled to the environment. Thus
while you can encounter a range of monsters, they are generally towards the smaller end of the
scale.
The ground scale given in the game is selected for the purpose of looking decent with most
miniatures and playing well on a fairly modest table. Matching an exact table scale was not a
priority and in any event, period texts often lack exact distances for anything.
The enjoyment of a game goes up tremendously if you take the game seriously.
This does not mean being dour-faced and self-important, but treating your armies with a bit of
respect: Don’t set up your gures in a blob all facing in random directions and push them
across the table as half of them fall over or get stuck in the terrain.
When you move your gures position them properly facing towards their enemies, when two
gures engage in combat turn them to face each other, make sure that archers are looking in
the direction they are shooting and so forth.
A tiny bit of e ort can go a long way to making the game just look and feel better for everyone
involved.
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FUNDAMENTALS
Before we begin, we need to establish a few basic facts of life in the game:
Figure scale
Figure size
Some game rules refer to the height of a gure. This should taken as an average value based
on a typical standing gure of its type and is meant to be roughly eye-balled.
We do not mean to imply that a crouching gure can only climb shorter obstacles or any other
shenanigans like that.
Figures usually operate in Groups of typically 3 or 6 warriors armed and trained in a similar
way.
In the sort of low-intensity ghting we are dealing with, a band of warriors probably would have
a variety of weapons, but for game purposes each Group is the same type.
From a miniatures perspective, most gures in the Group should carry the “right” weapons, but
don’t be afraid to mix in the odd alternate gures, just to make the unit look more interesting.
One member of each Group will be a Leader. They act as a focal point to organise the unit
around and receive a small bonus in hand to hand combat.
Some players may enjoy selecting and painting a particularly cool gure to act as the Leader,
but anything will do as long as you can tell them apart. Picking a gure that has a raised arm or
who is pointing is always a safe bet.
Some gures operate on their own. We call these Individuals. There are several types of
Individual gures.
Time
Time in combat is not as evenly distributed as we tend to assume. It is likely that armed
confrontations involved a lot of standing around, skulking about and trying to intimidate the
other side, broken up by bursts of hyper-violent terror.
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Game size
For a typical game a player will have 2-3 Individual gures and 2-4 Groups each consisting of
3-6 gures.
This is a good standard size that gives a fun game and does not require too much time to
assemble and paint gures for.
The rules will work just ne for smaller games and many people have enjoyed games with one
or two Individuals and a couple of 3 gure Groups.
On the other hand, you may prefer larger games with lots of troops to give you a full evening of
action.
Your gaming space should be big enough that both sides can be set up comfortably, without
being closer than 18” from each other. While you may play on a bigger space if you like, the
game will tend to drag if you have to spend too much time moving up before there is any
action.
All dice are simple six sided dice (D6). Each player should have a couple and I recommend
using di erent colours for each player.
Having a separate set of dice to track Power Source pools for character is handy. Make sure
these are either smaller or in a distinct shape or colour, so you don’t roll them on accident.
Alternatively you can use beads, tokens or plastic “gems”.
All measurements are given in inches as most war gamers are used to using them.
Europeans and other people not given to imperial tomfoolery can multiply all distances by 2.5
to get centimetres. If you prefer simpler math, multiply by 2 or 3 (depending on whether you
might prefer a slightly smaller or slightly bigger table).
You will need a few tokens, markers or similar to track various status e ects.
Terminology
We use the terms gure, miniature and character interchangeably to mean one individual model
on the table top.
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When the rules refer to a gure making a decision or rolling for something, we obviously mean
that the player will be making the decision or rolling the dice. Though if your gaming room has
an actual Saxon hanging out with their sword and shield, by all means let them roll the dice!
If the rules say you “may” do something, you can generally choose not to. If the rules say you
“must” or “will” do something, you are required to do so.
Absolute timing
The rules use a principle called Absolute Timing. This is a set of guiding principles to help
resolve complex or unusual situations when they occur.
1: Actions are always declared and then resolved before the next action or function is declared.
Unless the rules speci cally require it, you never “queue up” a number of actions before
resolving them.
2: When an action takes e ect, resolve all e ects and outcomes of it before the next game
action is started.
3: Miniatures on the table are always considered to occupy the exact position the model is in.
There is no “pass through re” or similar concepts and gures are never abstracted to occupy
a general space.
If you are uncertain how to handle an odd situation, simply try to work through the actions one
at a time, keeping the above principles in mind. That will usually give you a workable answer.
If this all sounds very abstract and strange, don’t worry. It is really more of a tool to help you
gure things out.
Figures cannot move or shoot through each other. This means missile troops should take some
care in their deployment to ensure open lines of sight.
When placing a gure at the corner of a building, edge of a boulder or similar, the player should
clarify if they are meant to be visible (but in cover) so they can shoot and be shot at. If not,
position the gure so it is clearly not at the corner itself.
With gures in more enthusiastic poses, it can be di cult for two gures to actually be in base
contact with each other (representing hand to hand combat). If so, move as close as is
possible and indicate verbally to the other player that you are in contact.
Pre-measuring
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Players should agree on whether pre-measuring is permitted. The default is yes, but you may
disallow it if both players agree.
If playing without pre-measuring, players must declare shots and moves based on their visual
estimation. If a shot is revealed to be out of range, it misses automatically. A move that fails to
reach its intended destination results in the gure moving as far as they can and halting there.
The typical procedure is to say something like “this unit will move up to that wall” or “the
cavalry will move directly forward as fast as they can”.
Rules content
In these rules you will nd everything you need to play a game, as well as a ton of additional
features such as campaign play, ways to track the progress of your forces, a points system and
more.
You certainly do not need all of this extra stu to play the game. However, if you want to
experience what a miniatures game can really be, I encourage you to give it a look.
You may be surprised how much fun it can be to have your games connect together and form
a story of sorts.
Action
When a unit is selected to act in the game, they may take one action from a list which is then performed
by each gure in the unit.
Encounter
When two opposing gures are in contact with each other, we say they have Encountered each other.
This means they will ght using the melee rules. When the two gures are no longer in contact with each
other, the Encounter has ended.
Exhaustion
Certain actions and events will cause a Unit to become Exhausted. This means they operate at a penalty
until after their next Action. Attacking enemy troops that are Exhausted will usually be to your advantage.
Knocked out
When a gure is removed from the game as a casualty, we say they are Knocked Out. They may be
wounded, dying or even slain outright. In a campaign game, we’ll determine their fate afterwards.
Phase
Each game turn is divided into Phases which are played through in order.
Victory point
When playing an Objective battle, each player will attempt to earn Victory Points as a measure of their
glory, prowess and how well they have done what they set out to do that day. The most Victory Points
wins the battle.
Wounded
A gure that has taken a modest injury but is still capable of ghting is said to be Wounded. We usually
track this with a small marker.
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Dice rolling
We use standard dice terminology: The standard die is a six sided die (D6)
Modi ers may apply to a roll. This is expressed with a + or - and is applied to the nal result.
Multiple modi ers can all apply.
When the rules refer to a “natural’ die roll, it means the number rolled on the die before any
modi cations are applied to it.
Example:
Rolling 1D6+1 and the die shows a 5 is a final result of 6 but not a natural 6.
When the game allows a die to be “re rolled” or “rolled again” the original result is ignored.
Once the new roll is made, it counts regardless of whether it is better or worse.
Even if a rule would permit otherwise, a re rolled die cannot be re rolled against due to another
rule.
If a rule allows rolling twice, the player may roll two times and pick which result they would
prefer using.
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In most cases every gure in a Group will have the same pro le.
Note that monsters have a slightly di erent pro le, which is explained in their chapter.
SPEED
This is how many tabletop inches the gure normally moves.
A typical warrior moves 5”.
FIGHTING SKILL
This is the number added to dice rolls in hand to hand combat and when shooting or
throwing missiles. Note that some troops may add their bonus to only one type of combat.
A typical warrior has a score of +0.
BRAVERY
When seeing if a warrior has lost heart and tries to ee, you are trying to roll equal or less than
this number. A trained warrior that is not overly enthusiastic might have a score of 2.
ARMOUR
This is what attackers will have to roll above to in ict wounds in combat.
A warrior wearing a padded coat or helmet has ARMOUR 2.
Foot or mounted?
All troops and individual gures must be classi ed as either foot troops or mounted troops.
Troop classes
A bewildering array of weapons were in use throughout the period we are gaming in, so rather
than try to gure out the exact di erences between a human long sword and an orc scimitar,
we look at organising warriors into broad classes, based on how their armaments would inform
their ability to ght on the table.
Light
Shield
Troops with large shields and the training to advance using them for cover.
When struck by shooting attacks, roll 1D6 for each hit. On a 5 or 6 the attack is de ected with
no e ect.
This applies to attacks from Skirmisher and Missile units, Monster ranged attacks and bow
shots from Individual gures. It does NOT apply against magical attacks and shots from Fire
units.
Missile
Polearm
Soldiers with long spears, pikes and the bewildering array of “sharp, pointy bit on pole” that
would delight writers of books and role playing games.
In melee combat, opposing troops cannot get a Situational Advantage due to higher ground or
being mounted troops. Other sources apply as normal.
Skirmisher
Troops armed with slings, thrown projectiles like javelins or light bows and with knives or other
simple weapons if the ghting gets personal.
Skirmishers can take the Shoot action and have a range of 9”.
Unlike other ranged units, Skirmishers can move up to half their SPEED score before shooting.
Shock troops
Assault troops armed and out tted for shock e ect, by charging into opposing troops and
scattering them.
If the unit is not Exhausted when taking an Engage Action, each gure that enters melee
combat may roll 2D6 and pick the highest die before adding their Combat Skill.
Levy
Levy units are either equipped to a poor standard or lack the training to take advantage of
better weaponry.
Levy units receive no special bene ts or drawbacks.
Fire
Troops armed with rearms such as muskets and calivers. Could also be used for experimental
magical weapons.
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The unit can perform the Shoot action and has a range of 18”. The Fighting Skill of Fire units
always counts as +0 when shooting. They use their normal value in hand to hand combat.
Attacks from Fire units ignore the saving throw granted to Shield units. If the target has an
Armour rating above 2, count it as a 2.
Great Weapons
Troops armed with heavy two-handed weapons, capable of in icting substantial damage.
When a gure with a Great Weapon rolls to penetrate enemy armour in combat, you may re-roll
a single die that rolled a 1.
Fanatics
Manic troops that throw themselves at the enemy with no regard for their own safety or survival.
Fanatics take Bravery tests as normal, but treat a “Retreat” result as “Nothing Happens”.
Group Leaders
Each Group has a gure acting as the Leader. This is usually the most experienced and battle
hardened member. In hand to hand combat, Leaders win if the score is tied and the opponent
is not also a Leader.
It is a good idea to use a distinct gure to represent the Leader so you can easily identify them
on the table.
If a Leader becomes a casualty, nominate one of the remaining gures to act as the Leader but
they do not receive the combat bonus,
When setting up at the start of a battle, every gure in a Group must initially set up within 6” of
the Group Leader.
During the game, Groups can split up if desired, but BRAVERY tests are more risky for gures
not within 6” of their Leader.
Individual classes
All Individual gures are classi ed as one of either a Fighter, Captain, Scout, Scholar or
Herald. Each class has its own special abilities and bene ts. In addition they may have Power
Sources that grant them further abilities. Each Individual class lists what Power Sources are
available to a gure belong to that class.
Individual gures always move on their own, they do not form part of a Group.
Fighter
An Individual primarily concerned with combat. They have greater ghting ability than regular
troops and can often take on several opponents.
In hand to hand combat, Fighters roll 2D6 and pick the highest die. If either die rolls a 6, they
score a Critical Hit. Fighters do not receive any additional bonus when shooting.
Captain
An Individual capable of inspiring those around them to greater e orts.
Captains always have the Leadership Power Source.
Scout
An Individual that can move and operate alone on the table top and receive an increased
weapons range with archery.
If you wish, you can roll on the table below, though you can also invent your own.
Roll Skills
1 Oratory and charm
2 Crafting and building
3 Searching and observing
4 Sneaking about
5 Lock picking and trap disarming
6 Wilderness craft and survival
Scholar
A wise and learned individual who is more at home with their books and scrolls than here on a
muddy battle eld.
They receive a +1 bonus to non combat tasks involving knowledge, languages and research.
Herald
Often a musician or banner bearer but may also be a bard, tale-teller. seer or even a particularly
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When a Group has taken a Bravery test, if a gure in the Group is within 6” of a Herald, you
may re-roll one of the two dice rolled.
This scenario can be played through to learn the rules of the game. It is presented in three
levels, allowing you to learn more of the game each time you play.
They also increase in size with each level, allowing you to build an army as you go. The rst
level requires only 7 gures per side.
For these starter battles, each side is given the same troops allowing you to learn the unit types
and tactics in a perfectly balanced environment. All troops are humans. You can use whatever
miniatures you like, even if they don’t speci cally match the historical period.
The table
Place a few large terrain features around the centre of the table, such as a hill, ruined building,
patches of forest and so forth, then place assorted scatter terrain (rocks, single trees etc.)
around the rest of the table.
Set up
Players take it in turns to set up a Unit with a random die roll deciding who starts.
An empty ground must be observed between the two forces. How far the forces must be apart
is indicated below.
Victory conditions
Fight the battle for 5 game Turns. It will often be the case that both sides got battered pretty
badly, but if you wish to determine a winner, simply count the number of surviving gures on
each side. If you have 2+ gures more than your enemy does, you did win after all.
1 Captain 6” +1 3 Leadership 3
1 Scout 6” +1 3
Campaign variation
If you wish, you might carry over your troops from one battle to the next with the help of the
campaign game rules.
Each battle is fought with the troops listed for that Level, though you may swap out Units for an
equal or smaller Unit from a prior battle.
After all 3 Levels, ght a climatic battle with all the troops you have acquired so far.


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Book of
Conducting a
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The game is played in a series of Turns, during which both players will be able to move and
make attacks with all of their units.
1: Time Phase
2: Action Phase
3: Victory Phase
Time Phase
During this step the passage of time is noted down if it is important to the scenario.
During this step, any events that are scheduled to happen will take place.
This is skipped in many games, but if a scenario involves reinforcements showing up, they will
be placed during this step.
Any new arrivals are placed within 3” of an arrival point designated by the scenario. Typically
this is either a point on the table edge or a building, but skirmishers might arrive from a forest
or swamp.
Arriving troops can take any action they like upon arriving. Deploying into place does not count
as movement.
If you are running a scenario where one side will receive reinforcements
unexpectedly, you should brief each player secretly.
You may even have a scenario where the side being reinforced is unaware
that more troops are coming.
During the Time Phase of the Turn before the reinforcements arrive, inform
both players that they hear approaching troops from the North / South / East
/ West (based on the table edge) or from a particular terrain feature.


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Note that in some scenarios, neither player will know who is showing up until
the troops are actually there.
If the scenario is played to a time limit and you have just reached or exceeded the time limit,
carry out the nal Action Phase and then conclude the game in the Victory Phase.
Action Phase
To determine who acts rst roll 1D6 for each player. The highest roll acts rst, then play
alternates counter-clockwise around the table. On a draw, the player that went last in the prior
Turn goes rst this time.
Note that you may NOT opt to move second if you have the better roll. Plans are often
frustrated by impetuous hotheads and glory-hounds who insist the attack must be pressed
now!
In the event one player has fewer Units on the table, they will usually nish before the other
players are done. This is ne, the remaining players continue activating any remaining units
until every unit has had a chance to act.
Example:
The Norman player has 3 Groups on the table: One of Missile troops, one of Light
infantry and one of Shock cavalry. The English player has 3 Groups as well, all
Shield infantry.
The Norman player wins the die roll and must move first. They opt to move the Light
infantry. The English player selects and moves one of their units.
The Norman player now moves a second Unit, opting for the Missile troops in the hopes
of softening up an enemy Group before the cavalry can get stuck in.
The English player moves their second Unit.
Finally the Normans move in the cavalry which succeeds in routing and removing the
final English Unit from the game.
As the Unit was removed from play before it could act, it does not receive a chance
to do so.

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The Scout character type gives you a way to just move a single, fairly
unimportant gure when it is your Turn, thus delaying committing your main
troops to a decision.
If you have a Scout and the opponent does not, use their activation carefully
so you can see where the enemy cavalry might be headed for example.
Victory Phase
If you’ve written a scenario, this may mean doing something in particular (reach the road, steal
the gold, ring the church bell). It may be due to either side being demoralised and retreating or
the players may simply agree to end the battle.
If playing a campaign game, players may want to preserve their troops for future battles rather
than su er heavy losses in an inconclusive engagement.
Even if you are simply playing an all-day battle with no set conditions, typically a point will be
reached where either (or both) sides are too battered to mount a meaningful attack or defence.
Either player may o er a draw at this point. If the other player agrees, the battle ends as troops
withdraw from the eld. If a draw cannot be agreed upon, a player may concede defeat. This
also ends the battle but may have consequences in a campaign battle. A defeat must be
accepted by the other side.

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ACTIONS
Action basics
When a Unit has been activated, it may carry out one Action.
When a Group performs an Action each member will perform the Action one at a time. The
player can choose the order as they go.
A gure can opt to not perform the activity (for example they may not be able to see a target to
shoot at or may not need to move) but cannot perform a di erent Action instead.
Move
A standard move that cannot result in combat.
This does not cause Exhaustion.
Engage
A move that is intended to result in hand to hand ghting.
This will Exhaust a Group after it has resolved both movement and ghting.
Shoot
Hold your ground and make missile attacks, if so armed.
This does not cause Exhaustion.
Run
A fast move to get in position.
This will Exhaust a Group after it has resolved its movement.
Exhaustion
If a unit is Exhausted from taking an Action, the e ect applies once the last gure has
completed the Action and play has transferred to the other player.
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Recovery
If a Group was Exhausted when it began an Action, it normally recovers at the end of that
Action.
If the Action was to Engage, it will remain Exhausted.

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MOVEMENT
Figures can move when they are taking a Move, Engage or Run Action.
Skirmishers and Scouts may move on a Shoot Action as well, at half their normal SPEED.
To move a gure, you will need to know its SPEED score, which is given in tabletop inches.
In the event a gure has a SPEED of 0, it would be unable to move.
Movement fundamentals
Figures in a Group always move one after the other. Never try to somehow move gures
simultaneously. Each gure completes its movement before the next gure begins theirs.
Figures can always choose to move less than they are permitted and do not all have to move
the same distance. In a Group, some gures might move the full allowance, others may move a
little and some may remain in position.
Figures can move through members of their own Group but cannot move through other gures
at any time.
When playing with gures mounted on small bases, it is easiest to simply not allow bases to
ever overlap. If some gures are on particularly large bases, this may not be practical.
All gures that reach contact will ght once all movement permitted by the Engage Action
have been nished.
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If taken by a Group, the unit is marked with an Exhaustion token after all actions and ensuing
combats are concluded.
Note that it is possible to take an Engage Action that does not result in any combat (if no
moving gure ended up contacting an enemy). The Group still becomes Exhausted in this
case.
Each gure may move up to one and a half times their normal SPEED.
For example a gure with SPEED 5 would move 7.5” when Running.
Running gures cannot move within 1” of any enemy gures.
When a Group Runs, the Unit is marked with an Exhaustion token after they have concluded
all of their movement. Running gures are not required to move a certain distance but are
marked with Exhaustion even if they only move at their normal rate.
Don’t forget
Light Units do not become Exhausted from taking a Run action.
Terrain
A character with the Expertise power source may spend 1 point of Expertise to ignore all
terrain penalties as they move. This does not allow crossing terrain that is impassable however.
Di cult ground
When placing terrain on your table, take a moment to discuss if any forest, rubble or swamp
features are either sparse enough to not inhibit movement or so treacherous they cannot be
entered at all.
Obstacles
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Crossing an obstacle such as a fence or low wall costs costs double the height of the obstacle
in available movement. For example crossing a 1” tall hedgerow would use up 2” of available
movement.
A gure cannot cross if it has insu cient movement left. Unless agreed upon or dictated by a
scenario, obstacles taller than a standing gure of the correct species cannot be crossed, even
with su cient movement allowance.
Barricades
Obstacles built speci cally to hinder movement, such as sharpened wooden stakes or caltrops
require 1D3” of movement to cross for an infantry gure (2D6” for cavalry). Roll upon reaching
contact with the obstacle.
Insu cient remaining movement means the gure can’t nd a path through this time and must
end their action immediately though they are free to act normally in a future turn. Failed rolls
are not cumulative. You must roll low enough that the gure has enough movement.
Bad going
A terrain feature might be Bad Going, making movement dangerous during battle. This should
be designated before the game begins.
You may decide to designate any feature as Bad Going, but as a general rule of thumb the
following should be considered:
Watery terrain features such as rivers. Also applies to very deep swamps.
Rubble-choked ruins.
Particularly steep hills when moving up (all troops) or down (mounted troops).
Any forest in the dark.
Any gure wishing to move into, within or through Bad Going must roll 1D6 immediately upon
entering or beginning a move within the feature:
On a 1, the gure su ers a Mishap.
The nature of the Mishap depends on the gure type as indicated in the table:
Cavalry
Cavalry cannot usually enter terrain features. If you agree to allow cavalry in a particular terrain
feature, all movement distances are doubled. If the ground is di cult, costs are tripled instead.
Any cavalry gure may opt to dismount. It takes a full move to dismount and the gure cannot
be remounted later in the battle. In campaign games, mounts are automatically replaced so you
do not have to track who has dismounted. Groups usually dismount at the same time but this
is not required.
When moving, a cavalry gure may push a single friendly infantry gure out of the way.
Simply move the infantry gure to either side, moving them the shortest possible distance.
Attempting to push more than a single gure in one move results in the rider being dismounted.
If a rider is forcefully dismounted due to combat or a Mishap when moving in Bad Going, 1D6
is rolled on the table below to determine the fate of the rider.
Once dismounted, the mount is lost and the gure must ght on foot for the rest of the game.
Dismounted gures can form a separate Group if the player wants, though you are not required
to do so.
Roll Result
1-4 Rider is okay.
5 Rider is Wounded.
6 Rider is Knocked Out and removed from play.

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MELEE COMBAT
Basics
After completing all movement from an Engage Action if any opposing gures are in base
contact with each other, they will ght each other.
Each man to man match-up is termed an Encounter. All Encounters are opposed rolls where
either combatant might win. There are no safe battles!
Each Encounter is resolved one at a time. The player that controls the active unit selects one
Encounter. The players resolve the outcomes, then the controlling player selects the next
Encounter and so forth until all have been resolved.
Each player rolls 1D6 and adds the FIGHTING SKILL of the warrior to the roll.
If a member of a Shock unit took the Engage Action and moved into combat, they roll 2D6 and
pick the highest of the dice.
Fighters roll 2D6 and pick the highest of the dice.
The highest modi ed roll wins the ght and will strike their opponent as explained in the next
section. If the losing gure survives, it is then moved 1” directly away from the winner.
Finally the winner may now choose to Follow Up: They move into the exact position previously
occupied by the loser (even if this involves climbing over a fence or other obstacle).
If combat is a draw
If the two combatants have the same nal result and one is a Leader, they win the combat.
Otherwise check if either is Exhausted:
Exhausted Outcome
Neither Each strikes a Glancing Blow and is pushed back 1”.
One is The Exhausted gure loses and is struck, then pushed back 1”.
Both are Both are pushed back 1” with no strikes.
If both combatants are pushed back from a draw, neither may Follow Up.


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Situational Advantage
A gure has a Situational Advantage if they meet one of the following conditions:
Outnumbered
Polearm units negate Situational Advantage from higher ground or being mounted, but not
from walls or from being outnumbered.
Outnumbering
When moving to Engage you may nd that multiple attackers are in contact with a single
defender or that a moving attacker nds themselves contacting multiple opponents.
The active player chooses who ghts rst when the Encounter is selected to be resolved and
assuming the outnumbered gure is not pushed back or defeated, they must then ght each
opponent in turn. You receive Situational Advantage if you are ghting and there is another
friendly gure in contact with the opponent.
For example if a gure contacts 2 enemies, they would pick who to ght rst. Resolve this
combat one on one (with Situational Advantage for the outnumbering side). If the attacker wins,
they would then ght the remaining opponent (without Situational Advantage as the attacker is
now no longer outnumbered).
Fighters will always refuse to ght when they outnumber the enemy, unless facing a Monster.
The outnumbering player must back o either the Fighter or the non Fighter allies in this case.
Critical Blows
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If a gure wins a melee exchange and rolled a natural 6 on any of their combat dice, they have
struck a Critical Blow: They may roll an additional die when determining the e ects of the
blow.
When ghting a mounted opponent, the player in icting a Critical Blow may instead choose to
knock the opponent o their mount. No blow is struck but the fallen rider is now dismounted
and must roll for damage from the dismount.
When a gure is struck in combat, the striking player rolls 2D6 and compares each die to the
ARMOUR of the target, trying to roll over their rating on each individual die.
In the event a gure has no protection of any kind, they count as an ARMOUR of 1. Most
troops on the table will have at least a 2.
Roll Result
Two+ dice roll over The gure is Knocked Out.
One die rolls over The gure is Wounded.
Neither die rolls over No damage is sustained.
Injuries are described in their own section of the rules. For now mark Wounded gures and
remove Knocked Out gures from the table.
Don’t forget
Great weapon units may re-roll a single 1 when trying to overcome ARMOR.
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Missile Attacks
Basics
Skirmishers and Scout Individuals may move up to half their SPEED before shooting. Move
each gure before resolving the shots. Missile and Fire units as well as any other Individual
must remain in place. Turn the gures to face in the direction of the intended shot. Members of
a Group can turn to shoot at di erent targets.
Each shooter must target the closest enemy in the direction they are facing. Targets in cover or
concealment can be ignored in favour of the closest target in the open, even if it is further
away. If in doubt, the eld of re is 90 degrees to the front of the gure.
All gures block line of sight. If a shooter is on a hill or rooftop, they can shoot over friendly
infantry (but not cavalry or monsters) provided the target is not within 2” of the friendly troops.
Range
The range of an attack depends on the unit type and is given in the table below. If a target is
out of range, it cannot be shot at.
Shooter Range
Missile 18”
Skirmisher 9”
Fire 18”
Individual w/ Bow 18”
Scout w/ Bow 24”
If multiple shooters are targeting the same unit, you can roll the dice at once, though if you
have any confusing situations feel free to roll them one at a time.
Rolling to hit
If the roll equals or exceeds the target number below, the shot is a hit.
A gure is in concealment if they are partially obscured by any terrain feature, such as a rock or
fence or are within an area terrain feature such as bushes, ruins or forest.
If the modi ed roll does not roll equal or above the target number, the shot misses with no
e ect.
Usually shots are resolved one at a time, but if multiple shooters are targeting the same unit,
you can speed up play by rolling them at one time. For example if you have 4 shooters and the
target unit has 2 gures in the open, roll 2 shots at the same time.
Shooting at cavalry
When targeting cavalry gures, a miss by 1 point will strike the mount, causing the target to be
Dismounted. If the mounts are armoured, roll 1D6 with a 1-3 dismounting the target and a 4-6
having no e ect.
A line of sight can pass through up to 2” of woodlands, bushes or similar plant features.
Any shot that passes through woodlands or has either rer or target within woodlands is
counted as being Concealed.
To shoot into or out of a building, either the shooter or target must be by a window or doorway
and they will count as being Concealed if shot at.
Hail shooting
Missile troops were often capable of very rapid shooting, but for brief periods of time.
This rule only apply to Missile units, never to Skirmishers, Fire units or Individual gures.
If the Group is not Exhausted, every natural 6 on the hit dice allows another shot to be taken at
the same target Group, Individual or Monster. If any of the additional rolls also score a natural 6
you get additional shots as well.
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Assigning hits
If a Group is hit by multiple shots in a single Action, distribute the hits throughout the Group as
evenly as possible. Figures in the back can be struck even if members of the same Group
would have blocked line of sight, but gures that are behind terrain that would completely
block sight from any gure in the attacking unit cannot be struck.
Each shot will strike the nearest gure in the Group that was not already hit during this Unit
Action. Once all gures have taken a hit, start again at the closest.
The e ects of hits are then resolved by rolling against Armour using the same mechanic as for
melee combat.
Don’t forget
Shield troops may roll 1D6 for every hit taken from Skirmisher and Missile units.
A 5-6 de ects the hit. Fire units ignore shields.
Don’t forget
If struck by Fire units, any ARMOUR above a 2 is counted as a 2.
Limited ammunition
Troops carry fairly limited ammunition, especially when on a patrol or as part of a raid.
Each Group carries 3 Volleys worth of ammunition and expends 1 any time a Shoot Action is
taken AND more than 1 gure makes an attack.
Note that if only a single gure in a Group shoots during an activation, a Volley is NOT
expended and a Group may shoot with a single gure even if it is out of ammunition.
Use a marker, die or record sheet to track expenditures. Troops cannot be resupplied during a
game, unless it is part of a special scenario rule.
Sniping
As a Group does not expend ammunition if only one gure shoots, it follows
that you can do so to snipe at the opposition all day long.
Most battles are played to a turn limit, so this is mainly of value in a
prolonged engagement.
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INJURIES
Basics
When gures su er blows in the game, the result will be that they are either unharmed,
Wounded or Knocked Out.
This chapter explains how this works for most gures including all infantry and cavalry.
Creatures use this system if they do not have the Monster Point characteristic. If they do, they
use the rules in the Monster chapter.
Wounded
Place a token next to the gure to indicate that it is Wounded. Wounded gures are a ected as
follows:
* When ghting in hand to hand combat, apply a -1 penalty to the die roll.
* Shooting is una ected.
* When taking a Run action or when Retreating, the gure cannot move faster than the
standard SPEED value.
Wounded gures remain this way for the rest of the battle unless a rule states otherwise.
If a gure is Wounded while already Wounded, it is Knocked Out.
Knocked Out
Leader casualties
If the Leader of a Group is Knocked Out, at the end of the current unit activation, the owner of
the now Leaderless Group selects any surviving gure to be the new Leader.
This is only used for the purposes of Bravery tests, the replacement Leader does not receive
the normal bene t in hand to hand combat.
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Bravery
The battle eld is a frightening and chaotic place and most skirmishes are resolved when one
side, or the other, has ed the eld.
At the same time, trained soldiers expect to sustain hardships in battle. It is an unexpectedly
high level of losses that will cause a unit to potentially panic.
BRAVERY
All troops are rated to determine their level of morale and willingness to ght on.
Bravery Examples
2 Trained but hesitant troops. Typical grunts.
3 Veterans or encouraged troops.
4 Courageous noble. Fighting for the cause.
5 Epitome of knighthood.
The Group has more than 1 gure Wounded or Knocked Out during the current game turn.
Confused melee
It is possible for both sides to be required to test Bravery after an activation, if for example
each side had 2 casualties in the melee.
It is even possible for both Groups to Rout in this case!
Roll 2D6 on the table below, comparing each die to see if it rolls over the BRAVERY score of
the troops being tested.

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Routed
Routed gures cannot return to the battle and are treated as Knocked Out for purposes such
as determining Victory Points or other victory conditions.
If you are playing a campaign game, such troops return to you after the battle has ended.
Retreat
Any Group members more than 6” from the Group Leader Rout.
The remaining Group immediately must move at double the normal SPEED towards their own
table edge, even if any gures are Wounded. If the Group has enemies behind its current
position, it will instead try to retreat towards the closest neutral table.
In the event the unit is completely surrounded, it remains in place and removes one gure of
the commanders choice instead.
Move the Leader rst and then move the rest of the Group, ending within 6” of the Leader if
possible.
Any gures that reach the table edge are removed from play.
Assuming the Group has gures remaining after the retreat move, they may act normally on its
next activation.
Mark them as Exhausted.
Don’t forget
Fanatic Units treat a Retreat as Nothing Happens.
Power Sources
The world is brimming with power for those who know how to tap into it, whether it is the
mystical energies of the world or their own innate talent and willpower.
Divinity
Expertise
Leadership
Luck
Might
Sorcery
Only characters can use power sources and unless stated otherwise a character can have only
one Power Source (Small Folk are a notable exception to this).
In a campaign game the pool is established the rst time a particular character is deployed for
battle. It can be increased during campaign games.
Power Sources cannot be transferred between characters.
Divinity
Characters with the Divinity power source may use it in three ways as indicated below.
Each use costs 1 point of Divinity.
Bless warriors
Select a Group with at least one member within 6” and line of sight.


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Any member of the Group may use up a token to re-roll a combat roll.
After making a Bravery test, the Group may spend tokens to re-roll one or both dice (1 token
per die). Decide how many dice to re-roll before rolling again.
This power can be invoked once during the Divine characters activation. Tokens can be spent
at any point.
Invoke a miracle
The character or an ally within 6”. An attempted non combat action roll succeeds on an
unmodi ed D6 roll of 2+.
This may be invoked during a di erent Units activation, as long as the Divine character is within
6”. The point must be spent before the action is attempted this turn.
Expertise
Expertise accounts for characters that are extremely crafty, widely talented or able to think their
way out of almost any situation. It is a common power source for rogues, scoundrels and
treasure hunters.
The character may pay 1 Expertise after making a non combat die roll.
Roll another D6. You can either add the score to the rst roll or you can count both dice
individually depending on what is better for the test you are taking.
Expertise can also be spent to move through terrain. Pay 1 point and select up to one ally
within 3”. The Expert and the selected character can negate all terrain penalties for their next
activation.
This can be used to cross terrain that is normally impassable during battle but not dangerous,
such as scaling a castle wall or crossing a river but cannot cross terrain that is completely
impassable (such as a solid rock wall) or dangerous (such as a stream of lava).
Leadership
At the skirmish level, leadership is about pushing the warriors in the war band to do their
utmost. Large scale planning and coordination is di cult to achieve in the chaos of a frantic
close quarters battle.
When a Captain takes their Action, they may also spend 1 point of Leadership.

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Select a target gure within 8”. Only Scouts and gures from Groups can be a ected.
Other character types such as Fighters and other Captains cannot be a ected.
* Immediately move up to their full SPEED. If an Encounter occurs, ght with a +1 bonus to the
combat roll.
* Immediately shoot with a +1 hit bonus if so armed (without using up ammunition and even if
otherwise out of ammunition).
Figures ignore Exhaustion for the purpose of this bonus activity and do not cause their Group
to become Exhausted afterwards.
Timing
Leadership Actions can be taken before or after the Captain performs their own Action for the
Turn.
Luck
You could say that Luck is the primordial power source. When all else fails, the person least
likely to stand in the past of an arrow could be the most blessed of all.
If the character would become a casualty spend any number of Luck points and then roll that
number of dice. If every die rolled comes up a 1 the character is indeed a casualty. Otherwise
they avoid their fate. The character may be moved up to one move in any direction.
Might
Might governs characters with powerful reserves of physical strength, determination or unique
ghting styles. It is a common resource for both brave knights and erce barbarian heroes.
After making any combat roll, the character may spend 1 point of Might. Roll another D6 and
add it to the rst die. Might is usable both when shooting and ghting in melee.
Sorcery
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Book of
Organising
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Basics
This section is used to set up a random battle suitably for a pick up game. It is meant to
generate a plausible scenario that ts the scale and nature of battle we’re playing out.
The creator should work for both larger and smaller games, though note that in an extremely
small game (for example with only 3-4 gures each) victory is usually just determined by
whoever has someone left standing.
Even then, the objectives can be used to create a bit of story and make the battle feel like it is
part of a larger world.
The story
These tables can be used to esh out the background of what is happening.
They do not a ect the rules in any way, though they may inspire you to begin a campaign.
The third table should be rolled on for both players.
2 Feuding
Families, noble or city rivalries has boiled over into open ghting.
3 Raiding
A targeted attack to seize or destroy resources.
4 Nobles war
A power struggle between rival noble families.
5 Armies marching
Just a small part of a massive war between armies of thousands.
6 Scorching the ground
As the enemy is advancing, all must be destroyed.
Setting up terrain
Many players prefer to set up the terrain cooperatively to make an interesting table or have one
player set up and then roll randomly to see who starts where.
A Game Master or neutral party can create a gaming table as well, especially if you are playing
a particular scenario.
If you want a bit more of an orderly approach use the following method:


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Find the size of your gaming table, then simply roll to see how many features you should place.
Players take turns placing an item on the table, trying to keep items at least 6” apart, beginning
with the player hosting the game (pick at random if playing at the club or store).
When everything has been placed, each player may move ONE feature to a new location.
Once all features are placed and adjusted, the players then take turns placing scatter items
anywhere you like. Scatter can be placed near or even on a feature (such as placing a tree on
top of a hill) and near other scatter.
A Feature should be substantial size, such as a lake, stone circle, farm building or hill.
Scatter should be small items about big enough for one gure to take cover, such as a single
tree or rock.
If there are 4+ features, a player may “use up” a feature to add an element to an already placed
feature, such as putting a fence adjacent to a farm building or placing a circle of standing
stones on top of a hill.
Some seating arrangements do not permit the use of a particular edge, if so modify this
process to suit your circumstances.
Saga battles are simple, straight-forward a airs. Pick the one you like the best from the options
below (or randomly) and get to playing. If you play a lot you might want to play each in turn.
Objective battles have random objectives and unusual deployment methods. Proceed to the
Objective and Arrival sections below.


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SAGA battles
Sometimes you just want to get stuck in. If so, pick one of these four battles.
Pitched battle
Line up the forces 18” apart and slug it out for 5 Turns.
No special objectives apply and all forces are deployed normally.
The most Victory Points at the end wins.
A clash of kings
Line up 18” apart with all of your forces.
Each player is trying to kill the opposing Captain with the highest pool of Leadership points.
Whoever kills the opposing Captain wins. There is no Turn limit.
Mocking an opposing Captain that hides in the corner should be viewed as perfectly in-
character!
Each player rolls 1D6 and looks on the table below to determine their goal in the battle. You
may choose to do this in secret if you prefer.
Roll Objective
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Once both players have selected their objectives they are revealed to the other player.
How victory points are calculated is discussed in the next chapter of the rules. If you prefer a
more open-ended experience, you can eye-ball how well each side did and just decide from
there.
It’s entirely possible both sides may feel they “won” and that is absolutely ne. Low level
warfare is a messy business!
One of your soldiers reports a considerable stash of valuables being hidden in the area.
Draw a line along the centre of the table, equally far from each players table edge. Place 3
markers along the line within or on terrain features if possible. You place the rst marker, then
your opponent places the remaining two.
When a member of your army moves to contact a marker roll 1D6. On a 4+, you’ve found the
loot and the remaining markers can be removed. If you have removed two markers already, the
nal marker is of course the loot.
It’s imperative that you secure a vital location on the battle eld.
Mark the exact centre of the battle eld. You have to Secure that spot.
Secretly select and write down an enemy Individual. They must be Knocked Out.
Demoralise the enemy and send them eeing for their homes.
An important person is accompanying the opposing force. Capture them for ransom.
The opposing force receives one additional gure. They are an Individual gure with no troop
class. If attacked in melee, they ght at -1.
They do not activate separately. Instead, they are attached to an existing Individual of your
opponents choosing.
Each time that Individual moves, the target is simply repositioned within 1”.
If the Individual is slain, the target remains in place doing nothing until another friendly
Individual ends a move within 3”. At that point, they are immediately placed within 1” of the
Individual and will now follow them around.
Securing something
To Secure something, you must have more gures within 6” than the enemy does when the
battle ends. Count infantry as 1 gure and mounted cavalry or Individuals (regardless of mount)
count as 2 gures. Monsters count as 1 gure per Monster Point remaining.
Roll once on the table below to see how the forces arrive on the table.
A single roll is made for both sides.
If you want a more chaotic game, roll separately for each player. Note that this will often
produce a chaotic and unbalanced battle!
Roll Arrival
1 Forward patrol
2 Reinforcements
3 Scattered arrival
4 Vanguard force
5 Closing in

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6 All forward
Forward patrol
Each player begins with one Group of their choice and one Scout (if they have any).
One additional Group and one Individual arrives in Turn 2. You may choose which to arrive.
All remaining forces arrive in Turn 3.
Reinforcements
The force is strung out on the march, with troops rushing to the front as they arrive.
Each player divides their Groups as evenly as possible into three waves. Then assign any
Individuals as evenly as possible to the three waves. Any odd elements can be assigned
wherever you like, but all three waves must have at least one gure in them if possible.
You begin the game with wave A, wave B arrives in Turn 1, wave C arrives in Turn 2.
Scattered arrival
With the force scattered all over the area, it’s all you can do to herd them towards the battle
eld as they are found again.
Each Turn, receive one Group and one Individual of choice until all have arrived.
Vanguard force
Forward elements were sent up to try and get a grip on the situation, while the rest is being
rushed forward.
Divide your force into two waves, with as close to similar numbers of gures in each. Choose
which of the two waves is A and which is B.
Closing in
An out anking attempt is turning into a major brawl as men arrive from every direction.
Divide your force into two waves, with as close to similar numbers of gures in each.
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Wave A begins on the table. Randomly select a neutral table edge. Wave B arrives there in Turn
2. The enemy wave B will arrive from the opposite neutral edge
All forward
Deploy troops
When setting up the initial forces, mark o 18” of neutral ground in the middle of the table.
Place two small markers to indicate the edge of the neutral ground on each side.
The two forces set up any initial troops behind these markers, anywhere they would like.
Players alternate setting up a Unit at a time, determining randomly who begins.
If reinforcements are expected (Objective battle only), place two markers anywhere along your
own table edge.
When they arrive, reinforcements may be placed within 3” of either marker.
You may choose which marker to use when they show up, you do not have to select in
advance.
Individual gures arriving as reinforcements can arrive anywhere along the indicated table
edge, re ecting their greater initiative and tendency to travel alone.
Reinforcing Skirmishers can opt to be placed in any forest or swamp feature within your initial
deployment area.
If playing with the Closing In arrival method, the markers are placed along the neutral table
edge instead.
Determine game length
For Saga battles, Pitched Battle lasts 5 Turns and Fight for the Hill lasts 6 Turns.
To the last one standing and Clash of Kings lasts until they are done. Bring a drink.
For Objective battles, the game length depends on the Arrival method.
We give more time to battles where some troops arrive late.
Arrival Length
All forward 4
Closing in 6
Reinforcements 6

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Vanguard force 7
Scattered arrival 7
Forward patrol 7
Once everything has been established, it is time for the players to make sure they are on the
same page regarding any house rules, scenario tweaks and other changes they would like to
play with.
If you want a shorter or longer game, agree at this point. A handy house rule is that when the
nal Turn has ended each player writes down on a piece of paper if they want to continue or
end the game.
If both want to continue you play one nal Turn.
If one player wants to continue and the other does not, roll 1D6. On a 1-3 the game ends. On a
4-6 one nal turn is played.
If both said to end the game it ends immediately.
Regardless of the choices made only a single additional Turn can be added.
If you have unusual or weird terrain features, take a minute to discuss them so you both know
how they will work on the table.
It never hurts to show o your army at this point either, so your opponent knows what type of
troops each gure represents.
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Special Scenarios
This section includes scenarios that require certain rules or troop types to be in e ect, or which
place a greater than usual demand on your terrain collection.
Before the table edges are established, place 6 Sages Stones around the table. These can be
any trinket you have and which looks good, like a crystal, a standing stone, pentagram, skull
etc.
Assign the players randomly to two opposing table edges and take turns setting up one unit at
a time. There should be 18” of neutral ground between the two sides.
To win the game, you must carry out a ritual at as many Sage Stones as possible. To do the
ritual, any infantry gure must begin their activation in contact with the stone. They perform the
ritual instead of performing any movement or combat.
The ritual earns 1 Victory Point. If performed by a gure with the Divinity Power Source, they
also receive 1D6 points of Divinity. This can take them above their starting total.


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This section provides the rules for various fantastical (and not so fantastical) creatures and
people which can be used to populate your armies and gaming tables.
There are no speci c restrictions on what troop types will get along. This is left up to the
players to decide for themselves. After all maybe in your world the elves and goblins are
actually just ne with each other and there is no issue elding an army of both types.
We also do not limit what troop classes a particular people can use. If you want goblin
musketeers and dwarf cavalry, that is all up to you. The availability of miniatures will of course
be a moderating factor but that can also be seen as encouragement to do some clever
modelling and kit bashing.
If you are playing in a speci c fantasy setting (or a world you have created yourself) you will of
course have to adjust the rules and creatures to suit your setting. In most cases this can be
done with a few tweaks or even just by renaming the odd unit.
Often a world can be established by picking only a number of available troop types to use,
giving a more cohesive feel. Imagine what a world populated entirely by dwarves and various
orc types might feel like, compared to a world that is all elves and fey folk. Do not be afraid to
experiment and see what you can come up with. This might even be a fun way to pick a new
army to paint.
Historical note
Most human armies throughout history will use the Royal Humans entry in this section,
however feel free to examine the available options to see if there is one that is a better t.
Pro les
Each entry has a total of 7 pro les which are detailed in the points system chapter. The Ranker,
Armoured, Veteran and Elite pro les are used for Groups of gures, while the Individual,
Champion and Hero pro les are used for characters.
Points costs are always for a single gure. Multiply by the desired number to nd the cost for a
unit.
Note that Fire troops always have a Combat Skill of +0, regardless of the pro le selected.
Royal Humans
Humans tend to form great states and build empires hoping to stand the test of time. As they
usually put great emphasis on which family are the rightful rulers (and will happily go to war over
the issue) they are often referred to as “Royal” humans by the other peoples of the world.
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Ranker 5” +0 2 2 5
Armoured 5” +0 2 3 7
Veteran 5” +1 3 3 10
Elite 5” +1 4 3 11
Individual 6” +1 - 3 13
Champion 6” +1 - 4 16
Hero 6” +2 - 4 20
Power sources:
Royal Human characters that have the Leadership or Might power sources add +1 to their
initial pool.
Traits:
Royal Humans do not have any distinct traits.
City Folk
More urbanised humans tend to be great pursuers of industry and technology, seeking to win
their place in the world through their superior minds (or so they would explain it).
Ranker 5” +0 2 2 5
Armored 5” +0 2 3 7
Veteran 5” +1 3 3 10
Elite 5” +1 4 3 11
Individual 6” +1 - 3 13
Champion 6” +1 - 4 16
Hero 6” +2 - 4 20
Power sources:
City folk characters that select the Expertise power source add +1 to their initial pool.
Traits:
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Fire units begin the game with 1 extra Volley of ammunition (for a typical total of 4).
Storming party
Each Unit of Skirmishers may select to carry either normal ranged weapons or pistols. You can
choose di erently for each Skirmisher unit in the army.
Pistols shoot with the same e ects as Fire troops but are limited to a range of 6”.
Note that units with pistols are not Fire troops and begin with only 3 Volleys, not 4 as indicated
above.
Barbarians
Wild people living in desolate and di cult climates, the Barbarians are erce, brave and quite
belligerent, often viewing ghting as a way to pay homage to their gods. They make strong but
unpredictable allies.
Ranker 5” +0 2 2 6
Armored 5” +0 2 3 8
Veteran 5” +1 3 2 10
Elite 5” +1 3 3 11
Individual 6” +1 - 3 14
Champion 6” +2 - 3 14
Hero 6” +2 - 4 16
Power Sources:
Barbarian characters with the Might power source add +1 to the starting pool.
Traits:
Contempt
Barbarians do not count casualties in ict by ranged or magical attacks for the purposes of
Bravery tests.
Poor archers
Barbarian Missile units do not bene t from the Hail Shooting rule.
Dwarfs
Stubborn, proud and devoted to the pursuit of crafts, the Dwarfs have long memories.
While they can be di cult to get along with, they also value loyalty and true friendship and once
they are committed to a battle, they will ght it to the end.

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Ranker 4” +0 3 3 9
Armored 4” +0 3 4 11
Veteran 4” +1 4 3 12
Elite 4” +1 4 4 14
Individual 4” +1 - 3 13
Champion 4” +1 - 4 15
Hero 4” +2 - 4 18
Power sources:
Dwarf characters choosing the Might power source add +1 to their initial pool.
Traits:
Stubborn physique
Dwarves do not su er a melee penalty when Wounded.
Stoic
Dwarf infantry do not become Exhausted when they take a Run action. All other sources of
Exhaustion apply normally.
Martial Elves
The oldest of the children of the world, some say the Elves were created by the Earth Goddess
to defend her lands from depredation.
The more martial of her children tend to be quite proactive in carrying out that defence.
Ranker 5” +0 3 2 8
Armoured 5” +0 3 3 10
Veteran 6” +1 3 3 13
Elite 5” +1 4 3 13
Individual 6” +1 - 3 13
Champion 6” +2 - 3 18
Hero 6” +2 - 4 20
Power sources:


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Traits:
Superb eyesight
When making ranged attacks, Elf units may reroll 1’s on the initial hit dice. If the roll remains a
1, the attack is indeed a miss.
Dark Elves
The Dark Elves are as cruel as their cousins are fair and noble. They are no less re ned and
proud however, even as their revel in their malice and lust for power. Their gods are best left
unspoken of.
Ranker 5” +0 3 2 9
Armoured 5” +0 3 3 11
Veteran 6” +1 3 3 13
Elite 5” +1 4 3 14
Individual 6” +1 - 3 14
Champion 6” +2 - 3 18
Hero 6” +2 - 4 20
Power Sources:
Dark Elves with the Sorcery Power Source add +1 to the starting value.
Traits:
Superb eyesight
When making ranged attacks, Elf units may reroll 1’s on the initial hit dice. If the roll remains a
1, the attack is indeed a miss.
Malice unbound
Whenever a missile or melee by a Dark Elf attack Wounds an opponent roll 1D6 immediately. If
the roll is a 5-6 they are Knocked Out instead.
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Living in hidden communities, the Small Folk busy themselves with farming, shing and the
telling of tales. While often disinterested in the world around them, they will ght bravely to
protect their homes and have been known to produce the occasional unexpected hero of slight
stature but great courage.
Ranker 4” 0 3 2 5
Armored 4” 0 3 3 7
Veteran 4” 1 4 2 8
Elite 6” 1 4 3 12
Individual 5” 1 - 3 13
Champion 6” 1 - 3 14
Hero 6” 1 - 4 16
Power sources:
See “Lucky and plucky” below.
Traits:
Rock throwing
All Small Folk units can throw rocks to a range of 6”, counting as a normal missile attack with
no ammunition limit. Units with actual missile attacks can choose to throw rocks or use their
normal ranged weapons each time they activate.
Skirmishers can move and throw rocks, all other units must remain in place to do so (as they
have to search for good throwing rocks).
Small of stature
Small Folk cannot in ict critical hits in hand to hand combat.
Horde orcs
Decrepit and cruel, the Orc was created in ancient times by a lord of great greed and malice.
Burning with hatred of the world of light which seems to mock them by its very beauty, they
surge forth in great armies to exact revenge on the vile deeds done to their kind.
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Armoured 4” +0 2 3 5
Veteran 5” +1 2 2 6
Elite 5” +1 3 3 9
Individual 6” +1 - 2 13
Champion 6” +1 - 3 15
Hero 6” +2 - 3 20
Power sources:
No bonuses.
Traits:
Oversized:
Unit sizes for Horde Orcs are 4 and 8 instead of the customary 3 and 6 gures.
Brute Orcs
Towering over their lesser cousins, Brute Orcs are hulking beasts bristling with muscle. This
does not necessarily translate to greater discipline on the battle eld but it does make them a
force to be reckoned with as they can easily carry heavy armour and weapons.
Ranker 4” +0 2 2 5
Armoured 4” +0 2 3 6
Veteran 4” +1 3 2 8
Elite 5” +1 3 3 10
Individual 5” +1 - 3 14
Champion 5” +2 - 3 17
Hero 5” +2 - 3 21
Power Sources:


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Brute Orcs with the Might Power Source add +1 to the starting value.
Hero Brute Orcs add +2 instead.
All Group Leaders begin with Might 1.
Brute Orcs with the Expertise Power Source subtract 1 from the starting value. This can result
in a starting value of 0.
Traits:
Careless of the weak
A Brute Orc Group that fails a Morale test may choose to eliminate a Wounded gure to
automatically pass the test.
Heavy plates
Fire weapons do not reduce the Armour of Brute Orcs gures.
Hobgoblins
Rumoured to be the result of magical experiments, Hobgoblins are cousins of the orcs but more
disciplined and less inclined to squabbling. That their cruelty is tempered by a crude sense of
honour is little consolation in battle.
Ranker 5” +0 3 2 7
Armoured 5” +0 3 3 9
Veteran 5” +1 3 3 11
Elite 5” +2 3 3 15
Individual 6” +1 - 3 13
Champion 6” +1 - 4 16
Hero 6” +2 - 4 20
Power Sources:
Hobgoblin Individuals possessing the Leadership Power Source increase the starting value by
+1.
Hobgoblin Champions and Heroes receive Leadership 1 automatically in addition to any other
Power Source. If they select Leadership, increase the starting value by 1 instead.
Traits:
Disciplined ranks
If a Hobgoblin Group has every gure within 1” of each other (such as forming a chain or other
formation) they may reroll a single melee combat die during their activation.
Individuals do not bene t from this rule.


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Ratters
Skittering, crawling and scurrying, the humanoid Ratters could be confused for Beast Folk,
though they will maintain furiously to any who will listen why this is a complete
misunderstanding. They prefer to lurk underground but occasionally take to the surface to
accomplish some goal or objective.
Ranker 6” +0 2 2 4
Armoured 5” +0 2 3 6
Veteran 6” +1 2 2 7
Elite 7” +1 3 2 8
Individual 7” +1 - 2 13
Champion 7” +1 - 3 15
Hero 7” +2 - 3 20
Power sources:
No bonuses.
Traits:
Oversized:
Unit sizes for Ratters are 4 and 8 instead of the customary 3 and 6 gures.
Scatter:
Ratters test for Bravery if any activation resulted in them taking casualties.
Instead of the normal results, remove one gure for each die that scores above their Bravery
score. The gures closest to the Ratters table edge should be removed rst.
Undead
Whether the result of a curse or malign magic, the sight of an army of the dead is unnerving to
behold as they march, voiceless, towards their opposition.
Note: Some games separate out di erent types of minor undead such as skeletons and
zombies. These rules assume that those are cosmetic di erences, so use whichever
models you prefer.

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Ranker 4” +0 - 2 5
Armoured 4” +0 - 3 7
Veteran 4” +1 - 2 10
Elite 4” +1 - 3 11
Individual 4” +1 - 3 12
Champion 4” +1 - 4 15
Hero 4” +2 - 4 18
Power Sources:
Undead cannot have the Expertise, Divinity and Leadership Power Sources. Any event or item
that would grant them is ignored.
Traits:
Untiring advance:
Undead cannot Run. They do not become Exhausted under any circumstances.
They cannot gain additional shots due to Hail Shooting.
No fears:
Undead have no Bravery score. They ignore all Bravery tests as well as any magical or
supernaturally induced fear. As they have no minds, they also cannot be hypnotised, mind
controlled, charmed or otherwise manipulated.
Gnolls
Devout
Forest beasts

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Lizardfolk
Gnomes
Wood elves
Bird folk
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Cavalry Mounts
In addition to the typical horses, a number of beasts can be ridden in fantastical worlds.
In many cases, the di erence is purely cosmetic. Giant raptor-lizards may look fantastical but in
the game rules, they can simply be treated as any other mounted gure.
Mount movement
Each type has a Speed listed, which replaces the normal movement Speed of the Unit in
question. This is increased by +1 when ridden by an Individual gure instead of a Group.
In keeping with the spirit of the game rules, few requirements or limitations has been made on
which Peoples can ride which animals. This will be limited by the world your battles take place
within, as well as the available miniatures. If you paint up a unit of Dwarf cavalry riding skeletal
lizards, I certainly would not want to tell you it cannot exist.
All mounts adjust the height of obstacles they can jump over based on the actual height of the
miniature used (or the height of an average gure if you have miniatures that are rearing up or
similar).
Mobility: Do not roll for Mishaps when moving on steep hills or in rocky terrain.
Can jump obstacles up to their stomach in height.
When shooting at a unit on Skeletal Mounts, only a natural 6 to hit has any e ect. Skeletal
Mounts cannot be dismounted.
Followers
Followers are companions to an Individual character, referred to as the Master in the rules.
If the Master is mounted, the Follower must likewise be mounted unless speci cally listed
otherwise.
The Follower functions as an Individual for most game purposes, but must obey the following
rules:
Followers must try to remain within 6” of the Master. If they nd themselves further away, they
must move back within 6” or as close as possible if they are unable to do so.
The Skill section lists any non combat tasks where the Follower is considered to be skilled and
should receive a +1 bonus. Interpret this as needed for any custom scenarios.
If the Master is Knocked Out, the Follower is removed from play automatically unless the
description states otherwise.
Master and Follower always activate at the same time. The player selects which gure acts rst
and then carry out all of their activities before the second gure acts.
Note that a Master and Follower are NOT a Group and do not follow any rules that are speci c
to Groups (such as ammunition limits, Bravery tests or Exhaustion)
In campaign games, Followers cannot gain in experience or progress in any way.
They never bene t from any troop type rules and cannot make ranged attacks unless clearly
stated.
Familiar
Only Magicians may have a Familiar.
A Magician with a Familiar will begin the game with 2 additional Magic Points.
Familiars cannot perform non combat tasks, unless they are speci cally relating to magic. For
example a Familiar could roll to search for a magical reagent needed for a scenario but could
not attempt to pick a lock or build a camp re.
Familiars always have the same Speed as their Master and cannot be mounted.
Familiars do not belong to any People.
Guide
The Guide gures always ignores penalties for Bad Going. This bene t also applies to the
Master if the Master begins their move within 6” of the Guide
The Guide always carries a bow.

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Assistant
Assistants are always trained in a particular task such as building things. If within 6” of their
Master they provide a +1 bonus when the Master attempts a skill test in the relevant area.
Messenger
Only Individuals with the Charisma power source may have a Messenger.
Add +1 to the initial Charisma pool.
Messengers can operate up to 9” from the Master. When the Master spends Charisma points,
they may be within 8” of either the Master or the Messenger.
Minion
Any character with a Power Source may have a Minion. You may have a Minion as well as one
additional Follower (who can themselves be a Minion).
Add +1 to the initial Power Source.
Minions are usually a loyal but rather uncreative lot. They cannot attempt any non combat skill.
Protector
The Protector does not su er a melee penalty while Wounded.
Scribe
Only Magicians may have a Scribe Follower.
When setting up for the battle, the Magician receives 1 additional spell.
This entry can also be used for other critters that are su ciently dog like such as a big lizard,
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Monsters
This chapter o ers rules for all manner of creatures that can be found in a fantasy world.
While fantasy literature, gaming and television can o er a near-in nite array of beasts, the
criteria applied here was to pick creatures likely to be found near a battle eld.
Likewise, given the scale of games being played (skirmish actions) the selection o ers
creatures such a group could reasonably defeat.
The biggest of dragons tend to require entire armies to defeat and are thus not suitable for the
game.
The monsters are meant to be broad types. Hence many missing monsters can be elded
using one of the existing pro les, but renamed appropriately.
Players should note that while these creatures can be used in a conventional battle, they are
often better suited to special scenarios.
Exhaustion
Monsters are Individual gures and as such are not subject to the rules for Exhaustion.
Movement
Monsters can move normally when taking the Move Action.
Monster will additionally have a Movement Category.
Slow The creature cannot Run. It moves at normal pace when Engaging or Moving.
Lunge The creature cannot Run.
When taking the Engage action, the creature may move its normal movement,
then lunge forward half a move in a straight line. This extra move is only taken if
it would bring the creature into contact.
Fast The creature may take the Run action normally.
Fly When taking a Run Action, the creature may leap to land within 18”. Any human
sized gures are pushed out of the way and the creature cannot take any other
actions in the same activation.
When a gure with Monster Points is struck a normal roll is made against Armor.
Each die that rolls above the Armor value causes 1 Monster Point to be lost.

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The Monster ghts at full combat ability until the nal Monster Point is lost, at which point it is
slain.
Monster using Monster Points do not become Wounded in the manner of the normal rules.
Monsters without Monster Points take damage exactly like any other gure.
Bravery
Great beasts of fantasy literature tend to ght dramatically to the death, though they may be
temporarily driven o .
Any time a creature loses 2 or more Wound Points during a single Unit activation, a Bravery
test is required for the creature:
Roll 2D6, comparing each die to the Bravery score of the creature.
For each die that scores above Bravery, the creature retreats a full move (equal to Speed)
towards the owning players table edge, pushing aside anyone in the way.
Once the creature has nished the retreat, it returns to normal behavior.
If this move drives the creature over a table edge, it has ed and will not return during the
battle (though it will no doubt plot its revenge).
Creatures do not take Bravery tests due to other gures being Knocked Out (as they care little
for the lives of such puny creatures), though they may be subject to tests forced by magic or
any scenario e ects or special rules.
Size
All Monsters are given a Size.
Human Size creatures move and ght similar to a normal gure.
Large Size creatures roll 2D6 and pick the highest die in melee combat and always receive a
Situational Advantage on account of their size and reach.
Note that cavalry or other large creatures would also receive a Situational Advantage against
them in return.
Any target struck by a large creature but not Knocked Out will be pushed back 2” directly away
from the creature. If they collide with something, they halt at that point.
Large creatures may be engaged in melee by up to 4 Human Size opponents. This is resolved
similar to normal melee with multiple opponents. See the example box for details.
Note that when rolling for close combat, if both combat dice rolled by a monster score the
same value, it has unleashed a urry of blows and may in ict two hits instead of one. These
may be against the same or two di erent opponents who lost the ght.
Shooting at Large creatures receives a +1 bonus to hit, unless at least half the gure is covered
or obscured by terrain.
When moving, Large creatures may push aside friendly Human Size gures.
Large creatures cannot take the Run action, unless it is listed in their pro le.
Any combatant that rolls above the monster in icts a hit, while the monster may in ict a hit on
any one opponent it rolled above.
If a Leader is involved in the ght, a separately coloured die can be used to set them apart.
Example:
A gri on rolls 1D6+1D6 scoring a 1 and a 3. It picks the best die and adds its Fighting Skill of
+2 for a total of 5.
The soldiers it is ghting roll a 1, 2 and 6.
The soldier rolling a 6 in icts a hit, while the gri on can choose to strike either of the two losing
soldiers
Critical Strikes
All creatures have a Critical value listed after their Fighting Skill.
This is the unmodi ed die roll required to in ict a Critical Hit in melee combat.
Large creatures achieve this if either of their dice score the required number or better.
No additional bene ts are gained if both dice roll the same.
If the creature in icts two hits in combat and the die score is within the Critical Hit range, both
hits are Critical.
Critical Hits are only earned if the creature wins the combat against at least one opponent.
Alignment
We have made no decisions about what creatures are good, evil or otherwise. This is up to you.
Bear
Bears can often be trained for warfare, at least enough to herd them in the general direction of
the enemy. Some bears are cunning and wise and may opt to follow those they nd deserving.
Bear hug
If ghting a single opponent, the bear in icts 3 hits when rolling doubles on the melee dice and
winning.
Drake
Smaller than the true dragons, drakes are cunning, greedy and surprisingly cowardly. They will
often barter out their services to those who can meet their demands, but will think nothing of
abandoning an army if their life is threatened.
Fire
Instead of moving, the drake may spew ame. Draw a straight line 8” long and 1” wide from
the front of the base.
Any gure touched by the line is hit. Monsters take 2 hits and block the line.
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Resolve all hits as normal weapon attacks. Any unit that takes casualties from Drake breath
must test for Bravery.
Drake scales
Any Human Sized gure winning a round of melee combat may roll 1D6. On a 6, a weak spot in
the scales have been struck and Armor is counted as a 2 for this hit only.
Giant Spider
The children of a primordial hunger said to have swallowed the light itself, these hunters lurk in
caves and deep forests across the world.
Venom
Any character Wounded by the Spider is Knocked Out instead.
The venom does not a ect any creature with Monster Points.
Gri n
Proud winged, lion-eagle-beasts of the mountains with a taste for horse- esh though they will
certainly vary their diet with whatever is available.
Golem
A statue of wood, clay or even stone, imbued with magic to animate it and allow it to carry out a
sorcerers bidding. Golems are also sometimes created to act as agents of a god or other
powerful entity.
Construct
The Golem is una ected by any type of poison disease or re including those of magical origin.
It does not take Bravery tests for any reason.
No strike on a Golem can cause it to lose more than 1 MP per hit.
Gorgon
A beautiful human woman with a head covered in snakes. If you meet their gaze, you are turned
to stone.

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Petrifying gaze
Whenever the Gorgon activates roll 1D6 for every living non-creature gure within 3”. On a 1,
they are turned to stone forever. Heroes may roll 1D6, averting their gaze on a 4+ and avoiding
the fate.
Harpy
Screeching hybrids of humanoid and beast, these winged pests are semi-intelligent and often
hurl projectiles at the targets of their ire.
Hurl spears
When landing after a Flying move, Harpies may make a ranged attack as if they were a
Skirmisher.
Lindorm
Resembling a great snake, the Lindorm is a fearsome beast with a poison-tipped barb at the
end of its body. It often grows attached to a person, guarding them ercely (and often against
their will).
Stinger
At the end of the Lindorms activation, if an enemy is within 3” the Lindorm may make a ranged
attack as if it was armed with a bow. This attack must target the closest enemy. If the target is
Wounded, they are instead Knocked Out from venom.
Manticore
A chaotic hybrid of beasts that seems to change with each sighting, the Manticore most often
resembles a lion with a human head. Its tail can ing spikes with the force of a crossbow bolt.
Tail spikes
If the Manticore does not move, it may instead Shoot 3 shots equal to bow shots. It does not
add its Fighting Skill to the Hit rolls.
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A raging monstrosity born of mysterious origins, this bull-headed creature is strong enough to
rend esh with its bare hands.
Berserk
If the Minotaur Knocks Out an opponent in melee combat, after all push backs have taken
place, the Minotaur automatically moves 2” towards the nearest visible opponent and will
engage in a new melee if possible. This can happen once per Unit activation.
Mummy
With the right rituals, a powerful spirit can be made to inhabit a properly prepared corpse. The
deceased must have been a person of great power and will, as a remnant of their malice is used
to draw in the spirit.
The Curse
When a Mummy loses MP, put a marker next to the gure in icting the blow.
The next time they are struck by a non-Critical Hit, it will be treated as a Critical Hit, then the
marker is removed.
Ogre
Every village has a story of a beast like this: The Ogre, the Giant, the Rese, the Jätte.
They are ill-tempered, brutish caricatures of humanoid forms.
Hurl opponent
If an Ogre wins a melee against members of a Group (not an Individual) it may pick up one
opponent from the same unit and within 1” and hurl them 1D6” directly away.
Mounted gures are dismounted if this happens and must roll for fall damage. A thrown gure
cannot move on their next action.
Royal Stag
A majestic animal king, ruling over the forests from the deep dark where only shadows and
faeries go.
Shade
It is said that when a great injustice happens, the dead linger even as the bodies decay. Such
spirits are inevitably driven mad by their lust for revenge.
Incorporeal
Shades can move through any terrain feature or obstacle (but not other models unless they are
also Shades). Shades cannot be harmed except by magical means or with re.
Tiger
A erce predator. Stories speak of an island kingdom where great sorcerer-lords command war
tigers in battle.
Stalking
If the Tiger Engages a target that has no friends within 3”, its blows are automatically
considered to be Critical hits.
Troll
An abhorrent creature, Trolls tend to lurk in caves and under bridges where they seek to devour
the unwary. Some breeds turn to stone in sunlight but others do not, possibly the result of
sorcerous meddling.
Troll stench
Due to the incredible stench, gures within 4” of a Troll cannot use or bene t from Charisma
points. This e ect is considered a form of poison for the purpose of immunities.
Unicorn
These legendary beings are elusive and aloof. While they will aid those who serve a noble
cause, they will absolutely refuse to be ridden except by a maiden of pure heart.
Aura
All friendly gures within 8” are una ected by poison of any sort, including poisons of a
magical nature.
During a Move Action, the Unicorn may touch a single friendly gure within 1” of its movement
path and cure them of a Wound.
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Vampire
The prince of the damned, the Vampire was once a noble who committed horrible crimes in the
eyes of their God. Now they rule the night while slaking their thirst for blood.
Hypnotic gaze
When the Vampire ends a Move or moves to Engage, it may attempt to hypnotize one non-
creature gure within 3” of its nal position.
Roll 1D6 and attempt to score above the Bravery of the target. If the roll succeeds, the target is
dazed and cannot take any actions for the rest of the turn. Their Fighting Skill is treated as +0 if
attacked.
The e ect wears o at the end of the current turn.
Walking Tree
The oldest woods in the world are inhabited by living Trees. Some are old and thoughtful,
others are vengeful and aggressive in their defence of the ancient woodlands.
Warg
Particularly great and erce wolves, often bred by orcs for use in warfare. Packs of these prowl
the wilderness fearing neither steel nor re.
Pack hunters
Wargs receive Situational Advantage if another Warg is within 3”.
Werewolf
The subject of curses, Werewolves are ferocious beasts unleashed. It’s said their rage is all the
worse because the nature of the beast is angered by the presence of the mortal soul in its body.
Rapid healing
At the end of each game turn roll 1D6 per MP lost. On a 6, the injury heals and the MP is
recovered.
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If the Werewolf is reduced to 0 MP, the roll is made one nal time at the end of that game turn.
If any MP are recovered, it revives.
Due to this rule, Werewolves can be reduced to negative MP by a su ciently powerful attack,
but once “slain” it cannot be attacked again until it revives.
If the Werewolf fails to revive to at least 1 MP at the end of the turn, it is truly slain.
Wight
In ages past great kings were given gifts of surpassing might and beauty, but in time those gifts
corrupted them, turning them to the deathless minions of the darkness itself.
Servant of darkness
Any gure that wishes to Engage the Wight in melee combat must roll 1D6 and score equal or
below their Bravery score. If they are successful, they may Engage normally.
A failure leaves the gure standing in place, frozen in fear. The gure cannot attempt a di erent
action. If a Group attacks a Wight, each gure must test individually.
This e ect strikes even other creatures but does not apply to magical or missile attacks.
Basics
This section allows you to calculate the value of a given force.
This can be used to allow players to set a predetermined army size for a pick up game, as well
as a starting point when building a scenario.
As always, points systems are a guideline at best. If you nd that a particular unit is too cheap
or too strong, send me an email at nordicweaselgames@icloud.com
Feedback will be used to help adjust the rules over time.
Deciphering medieval armies from books can be a challenge, but adopting your miniatures
collection should be a lot easier.
As our troop types are driven by broad tactical roles, simply looking at the miniatures is
generally enough. Guys with big shields are obviously Shield troops, a guy with a long pointy
bit on a stick is a Polearm and so forth.
In some cases, you will have to make some judgement calls. Are the guys with big shields AND
pointy bits on sticks Shield or Polearm troops?
Of course you can simply pick what the battle plan needs, though tactical deployment may
instruct your choice as well. Were these troops intended to march up the battle eld to assault
the enemy men at arms or were they meant to ght cavalry?
You can use poses to di erentiate as well. Skirmishers look better if you select gures that are
crouching, running, marching etc. while Missile troops work best with gures that are aiming
and shooting. Shock troops should be at a run or otherwise looking as impetuous as possible
and so forth.
For each unit type a standard pro le is given, along with options to modify it by paying more
points.
Note that some combinations are not possible using this system (such as ARMOUR 5 Light
infantry). This does not mean they cannot occur at all, only that you would need a special
scenario to account for them.
Army building


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We have opted not to include strict army lists dictating what units this or that historical army
must or cannot include, for a few reasons:
Secondly, consider that we are dealing with raids, patrols and hand-picked groups:
A “viking” army doesn’t have any heavy cavalry as a military unit but if you are asking whether
a crafty Norwegian lord could have found 3 guys in mail coats and stuck them on horses (and
kept them from falling o ), the answer is probably yes.
This doesn’t mean that you should not try to make armies that feel like they t in their world.
The viking army probably should not be all archers and heavy cavalry, but don’t feel like you
have to be constrained strictly to one troop type either.
The restrictions below are assumed to be in e ect when building an army for a pick-up game.
Players should agree on any adjustments to these rules in advance, such as special
permissions or restrictions.
Of course when creating scenarios or building a speci c type of force based on historical
research, you should put the needs of the scenario rst. The restrictions simply serve to make
“blind” pick up games ow a bit more smoothly.
* No single troop type may make up more than half the Groups in the army, rounded up.
* You may not have more Individuals than you have Groups (except you may have take 2
Individuals even if you only have a single Group)
The table below lists the base pro le for each type of Group, as well as the basic points cost.
For Groups separate costs are listed. The rst value is for a Group of 6, the second value is for
a Group of 3.
This allows you to pick a unit of basic troops quickly and at a glance.
Fantasy peoples
In a fantasy game, you will have to decide whether you want to allow armies of multiple
peoples or not. The typical options are to mandate that armies must be all the same peoples,
allow two peoples to be selected or let each player decide for themselves.
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Groups of a speci c people only allow selecting Individuals of the same people. For example a
Martial Elf Group would not allow selecting a human Individual.
The starting pro le for an Infantry or Cavalry Group is either the Ranker, Armoured, Veteran or
Elite pro les from the Fantasy Peoples chapter.
When you have selected the basic pro le, select the Troop Class but note that some Troop
Classes cannot be selected for certain pro les.
Ranker
This pro le is used for most regular troops regardless of their occupation. If you are unsure
what to pick, pick a Ranker.
Armoured
These troops wear heavier armour into battle.
Veteran
Battle hardened troops who have seen prolonged ghting and know their way around a
battle eld.
Prohibited: Levy.
Elite
The royal guard, chosen knights and similar state of the art troops.
Prohibited: Levy.
Multiply the cost per gure with the number of gures in the unit.
Group sizes cannot be smaller than 3 gures or larger than 6 gures (except Horde Orcs who
cannot be smaller than 4 or larger than 8).
One gure in every group is a Leader. This has no points cost. You may forego a Leader.
Reduce the points cost of the Group by 3 points.
Individuals
All Scouts begin with a bow (or similar). Any other Individual may be given a bow for +2 points.
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The Weather
If desired, before the battle you may roll to determine what the weather is like.
Roll 2D6 and consult the table below. The e ects lasts for the duration of the battle.
If your battle takes place in a known period of the year, apply a +/- 1 as appropriate.
Roll Result
2-7 Clear skies
8 Windy
9-10 Light rain
11 Downpour
12 Snow storm
Clear skies
No e ects.
Windy
Strong winds reduce the range of Skirmishers to 8” and Missile troops to 14”.
Light rain
Fire troops must roll a natural 6 to hit.
Downpour
Fire troops cannot shoot.
Missile troops cannot shoot beyond 12” and must roll a natural 6 to hit.
Skirmisher shooting is una ected
Any unit moving up a hill side becomes Exhausted.
Snow storm
All units reduce their SPEED by 1”. Any Unit moving up a hill side becomes Exhausted.
No shooting is possible above 6” range.
If the battle takes place in an arid environment or during summer months, treat as a dust storm
instead. This limits shooting and exhausts troops moving up hills, but does not reduce SPEED.
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Victory Points
Victory Points provide a simple, straight-forward way to determine the victorious and the
defeated. Each side simply tallies up the enemy losses according to the table below.
Whoever has the higher total wins the game.
Note that a specially made scenario may bene t from using an alternative method of
determination, such as “sudden death” (the game is won when a speci c thing happens) or a
Game Master may evaluate how each side has fared.
In some scenarios, it is even possible for both sides to have succeeded (or failed!) at the same
time.
When playing campaign games, a player must balance the allure of victory with the need to
preserve their forces for future battles.
Players should agree on whether they wish to keep a running tally of Victory Points each game
Turn or if they wish to count it up after the fact.
If you wish to deter excessive attention being paid to whether risking 2 more gures is worth it,
assign each player a bonus of 1D6 Victory Points, determined after all other points have been
tallied up.
If a Game Master is present, they may even assign this bonus secretly in advance.
Some players will object to such a scheme, but history is replete with unlikely victories and lost
chances. It can also make a close-fought battle more nail-biting.
Victory Points are awarded for every gure that was Wounded, Knocked Out, Routed or
which Retreated o the table.
Example:
A Group worth 24 points would award 24 Victory Points if the entire Group had been
Wounded, Knocked Out, Routed or Retreated from the field.


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If 2 of the 6 figures were worth points and the rest were okay, 2/6th of the points
total would be awarded. In this case 8 Victory Points would be earned.
Individual gures that are Knocked Out award their full points value in Victory Points.
Captains award 1 additional Victory Point for every point of Leadership they began the game
with (including any temporary modi cations up or down).
Heralds award 1D6 bonus Victory Points if they are knocked out in hand to hand combat. No
bonus points are earned if they are knocked out in any other fashion. The roll is not made until
the battle is over and points are tallied.
A Wounded Individual awards one third of their points value, rounded up.
Uneven battles
Take the di erence in points values and award the weaker side by bonus Victory Points equal
to half the di erence in points.
Example:
If a 200 and a 240 point army do battle, the 200 point army would get 20 Victory
Points extra.
Objectives
Objectives award points based on the size of the game you are playing.
If the two armies are not of equal size, use the value of the OPPOSING force to calculate your
Victory Points from Objectives.
Example:
If we are playing a 100 point army against 300 points, the smaller army will be
awarded Victory Points based on a 300 point battle since any objectives they do
achieve were obviously done at great peril.
Meanwhile, the 300 point army receives Victory Points based on a 100 point battle,
since sweeping a few stragglers off the objective surely can’t be that impressive.

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Game Mastering
While the rules can be played as a pick up game, many groups enjoy the presence of a Game
Master (GM). This section covers a few tools that can be helpful to running special scenarios.
Scenario design
When preparing a scenario, the GM should always reality check the victory conditions to make
sure they are actually achievable. If a scenario requires a force to move to a location, cross the
table or move and retrieve something, make sure they will have enough time to do so.
A special scenario bene ts from a couple unique rules to add avour but be careful that you
don’t overload a scenario with exceptions however.
In most cases, you can get an interesting result by giving each side one new rule that is
applicable to them (such as a unit or character with a special advantage or penalty) and
including one or two scenario speci c rules that apply to the game as a whole.
Try to avoid scenario rules that will increase frustration such as extremely slow movement rates
or far too random factors. The former will make the scenario irritating to play, while excessive
randomness will often make players feel that their tactics won’t matter.
A great responsibility
It must be stressed that as the GM you have the ability to make or break a
scenario for the participants. Try to do a dry-run of the scenario before
trying it “for real”.
If a player wants to accomplish something unexpected, the system below can be used for
anything from knocking down a barricaded door to understanding a coded map pointing to the
treasure.
A gure can attempt a task at the end of a Move Action or when directed to through a
Leadership point.
Most tasks can be attempted multiple times.
If this is not the case, the scenario rules should state (or the GM must decide) what happens
on a failed attempt.
Di culty Rating
Challenging 5+
Di cult 6+
Grueling 7+
Roll 1D6: Add +1 if motivated by a Leadership point. If the roll is equal or above the Di culty
rating, the Task succeeds.
Characters with Expertise may roll the die and after seeing the result decide to spend a point of
Expertise. Roll again and add the score to your roll.
Special skills
Scouts are always skilled in a particular area of expertise while Scholars are skilled in any test
relating to research, lore and book learning.
Roll 1D6. An expenditure of a Leadership point can add +2 to the roll. Expertise allows rolling
again and adding the two scores together.
If the intended interaction is extremely simple, language skills can be replaced with waving of
hands. This causes a -1 die roll modi er.
If the people in the area are naturally inclined to be hostile, a -1 die roll modi er also applies.
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To talk someone into something possibly dangerous, they must initially be Cooperative. A
second attempt is then made with another Cooperative result resulting in them agreeing. Be
reasonable here.
Sneaking around
Position Modi er
Open +1
In terrain +0
Behind terrain -1
Note that spotting can happen without line of sight, indicating the sneaking party made a
racket.
Stealth scenarios usually take place at night. If it is daylight, add +1 to all spotting distances.
Attacking or shooting at a sentry receives a +1 bonus to hit, but failure to Knock Out a sentry
with an attack raises the alarm.
Smaller games
If you want to play a lunch-time battle, limit army sizes to 2 Individuals and 2 Groups of 3
gures each. At these tiny sizes, you can typically ignore most victory conditions and just bash
each other silly.
As each player only needs 8 gures to play, this is also a fantastic way to get started.
Later, the group can “graduate” to full-sized units over time.
To nd a hidden item is generally a Non Combat Task with a +1 bonus per person in the search
party. Expertise can be used normally.
Hidden items should generally be placed within a terrain feature with the Di culty set based on
the size of the feature. A 6+ can be used as standard up to house-sized features.
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Setting things on re
Inevitably if the table has anything that could burn, someone will want it to burn.
A small wooden building or similar will require 2 Move Actions to gather fuel and a Challenging
Task roll to get it going. Add more Actions depending on the size of the building. A typical farm
house is 4 Actions to get enough fuel.
The Actions can be contributed by multiple characters.
Once the re has started, roll 1D6 every Time Phase and track the score, adding each roll to
the running total. Subtract 1 from each roll in wet weather.
Once the score is 6 or more, the re has turned into a con agration and all gures in the
structure are immediately moved to the nearest exit and marked as Exhausted.
Expertise can be spent as normal.
Once a re has turned into a con agration, it cannot be put out during the game.
If the re con agration is burning in an area that would be at risk for spreading, it will spread
1D3-1” per game turn.
Building things
If a player wishes to building something, assign the number of Construction points required.
The table below o ers suggestions.
Construction Examples
4 Set a snare or simple trap
5 Barricading a door
6 Hide treasure
8 Rope bridge across river
10 Construct a simple raft
15 Barricading a street
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Each Action spent building roll 2D6 and pick the lower of the dice. This is the number of
Construction points accumulated.
Each additional assistant adds +1 to the total. A character with a suitable area of training also
adds +1 if supervising.
If a character with Expertise is supervising, after you roll the dice you may spend 1 Expertise
to choose the higher die instead.
Once the required number of Construction points has been achieved, the project is nished.
The GM or scenario writer must determine if and what materials are needed. Generally, a single
house will furnish 2D6 construction points of material, while a township will have 4D6 points
readily available.
A forest will supply any amount required.
If wood is available nearby, as a simple rule increase the number of Construction points
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Pre-Battle Preparation
Basics
As the two forces are approaching each other, the commander has a chance to make
preparations for the battle ahead. Whether it is a stirring speech or preparing your personal
battle gear, a little attention to detail can change a battle.
In scenarios, the Game Master must determine if a roll is allowed or may allow players to
choose between deploying more aggressive or giving up the initiative but rolling.
Allowing a player to use this table after a prior victory can be used as a reward.
Roll Preparation
1 Encouraging speech
Select a Group and increase their BRAVERY by +1 for the duration of the battle.
2 Seek vengeance
Your opponent selects a Captain or Fighter in their force that wronged your
family. Your Captain receives +1 to melee combat against this gure.
3 Don harness
An Individual or Leader receives +1 ARMOR (to a maximum of 4).
4 Display of personal courage
An Individual may gain or increase Leadership by +2 for this battle only.
5 Scout ahead
After both sides have set up, select one Unit on the table and move them up to
6” in any direction.
6 Careful planning
If any troops would arrive as reinforcements, select one Unit that arrives 1 Turn
sooner than normal.


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Survival
Whether you are playing a campaign game or simply like to build a story around your troops,
you may wish to determine the fate of those who served you in battle.
An Individual that is hovering on deaths door or resting cannot take part in any battle but can
move with the army otherwise. They cannot travel on their own.
If you don’t want to track time by days, a 1D6 day recovery prevents the warrior from ghting in
your next battle, while a 2D6 day recovery prevents two battles.
Characters requiring only 1 day of recovery are not delayed when using this option
Routed troops
Troops that Routed or who left the battle by moving o a table-edge will return to the player
normally the following day.
In a map or story driven campaign, if you are in enemy territory (as opposed to neutral or home
turf) roll 1D6 for each such gure. On a 1 they fail to return and are removed from the army
roster.
Leader replacements
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If a Group Leader is killed, select any existing gure that steps up into the role. The new Leader
receives all bene ts of the role but will not have any upgrades or advancements the prior
Leader had obtained.
Cavalry
Mounted gures are assumed to have a chance to replace mounts between battles.
If the force is currently in enemy territory, horse replacements are not possible until you return
home and dismounted gures must become infantry. In this case you may dismount the whole
Unit or form a new Unit with only the dismounted troops.

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Experience
Basic concepts
Your troops are (generally) well trained professionals already, however a campaign game is
more satisfying with some chance of progression.
As such, we allow progression for our leadership gures to show growth and development over
a hard-fought campaign.
After every battle, consult this section for any surviving troops.
Note that all promotions are not factored into points values. They are a reward for hard ghting.
For example if the power source is a 3, you gain a +1 if either of the dice roll a 4, 5 or 6. If the
power source is 6 or higher, you gain a +1 if either of the dice roll a 6.
Characters with multiple Power Sources may roll to improve either one at the players
discretion.
Groups
Select one Group in your army that did particularly well and roll 1D6 on the table below.
In case of promotions, the size of the Group is reduced by 1 as the promoted gure becomes
an Individual. Select any suitable gure in the Group to be the new Leader.
Roll E ect

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1-3 None
4 Veteran Leader
5 Captain
6 Fighter
Veteran Leader
If the unit does not currently have a Leader, any one gure is upgraded to become the Leader. If it has a
Leader give the Leader gure 1 point of either Leadership, Luck or Might (your choice).
Captain
Fighter
The Leader is promoted to a Fighter. An existing gure in the Group becomes a Leader.

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Campaign Reinforcements
When playing a campaign, allow each side a roll on this table after every 2-3 battles.
If you use a campaign map, you could instead (or in addition) award reinforcement rolls for
capturing particular features on the map or holding them for a speci c length of time.
This table can also be used to add reinforcements to a scenario.
Roll Result
1-2 Replacements
3 Infantry
4 Minor character
5 Cavalry or levy
6 Individual
Infantry
Add one Group with 6 infantry gures of choice to your force. If you opt to take a Levy Group,
you may also replace 1 lost gure in any existing Group of your choice.
Cavalry
Add one Group with 3 cavalry gures of choice to your force or add a 6 gure infantry Levy
Group.
Minor character
Replacements
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Add any individual to your force. Captains begin with 1D6 Leadership, other individuals do not
begin with any power sources.
Reinforcements should reasonably match the sort of troops you are generally using in the
campaign though attracting the odd colourful mercenary unit can be a lot of fun (as well as an
excuse to paint something new).
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Earning an Advantage
To use the tables in campaign play, a victory in battle grants the player an Advantage roll they
may employ in any one future battle.
The roll is not made in advance. The player must declare the use when the armies are being set
up and then roll.
Multiple Advantages could be accumulated but only one can be used in each battle.
In a campaign, they are owned by the player, not by a speci c army. As such victory in one
battle could bolster a ght somewhere else on the map.
Earning a Disadvantage
An army that loses a battle must roll on the Drawback table in its next battle.
Except for result 6 “Delayed” the a ected Unit is selected by the owning player.
General notes
A Game Master may assign additional Advantage or Drawback rolls for achieving scenario
objectives or to o -set a superior or inferior force.
If a speci c result cannot be applied (such as rolling Drunk for a patrol force with no Individuals
in it) it is simply ignored.
(Clearly the reason no Individuals are present is the hired Scout is sleeping o last nights epic
bender)
Advantages
Roll Advantage
1 Supplied
One Missile or Skirmish unit begins the game with +1 Volleys of ammunition.
2 Out ank
One Group plus a single Scout character may set up at the centre of either neutral table edge.
3 Scouting

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One Group or Scout may be moved 8” after both sides have deployed.
4 Surprise
Select one opposing Group or Individual that cannot act in the rst game Turn.
5 Deployment
The opposing army must deploy all of its initial forces rst.
6 Divine favor
One Group does not have to test BRAVERY during this battle.
Drawbacks
Roll Drawback
1 Overworked cavalry
Select one Group of cavalry and reduce their SPEED by 2” for the duration of the battle. They
are still considered cavalry for all other purposes.
2 Lack supplies
One Missile, Fire or Skirmish unit begins the game with 1 less Volleys of ammunition.
3 Drunk
Select one Individual deployed initially.
They are drunk and cannot act for the rst 2 Turns of the game.
4 Fatalist
Select a Captain who loses 1 point of Leadership for this battle only.
5 Rivalry
Select two Individuals. They may not move within 6” of each other for the duration of the game.
6 Delayed
Enemy selects one Unit deployed at the start and moves them 8” backwards towards their
table edge. If this would put them o the table, position them 1” from the edge.


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Personal Rewards
Reward Basics
Campaign play may dictate that a character has earned a particular reward.
Maybe they slew many opponents single-handedly, defeated an enemy champion or won the
day in the last moment. The criteria is decided by the players and Game Master.
It may be an improvised reward for a spectacular battle eld success or a planned reward after
capturing a speci c point on the map.
If you want to make it random, select an Individual gure in your army, establish how heroic
their deed was and roll 2D6 on the table below.
Once per campaign each Status reward may be called upon to get a roll on the campaign
reinforcement table.
Campaign games can be a lot of fun, but often raise questions about how long things take,
especially when played on a map.
Players may opt to just wing it. Even with a map, you can just point to where your armies are
going to be ghting, without worrying too much about the details.
After all, a campaign is simply a series of battles that are linked together.
They might be separated by days, weeks or even months or be fought by completely unrelated
forces.
If you would like a bit more structure, this chapter answers common questions you will run into.
They are meant to help guide a fairly free-form campaign.
These guidelines work well when having multiple separate forces moving around a map.
Movement orders should be written down and carried out simultaneously.
Forces can be broken up and combined as needed.
Players should establish a maximum army size (in terms of men) for the campaign. Any army
that would bring more than this number must have excess gures sit out the battle.
40 gures is a reasonable maximum.
Example:
If the agreed maximum is 40 and my army would bring 43 figures, I’ll have to select
any 3 figures to sit out the battle. I can pick these from any Individuals or Groups
I like.
The map
Rather than worry about exact march rates, divide the map in a number of reasonably sized
areas. Many hex maps for role playing games work great for this.
You can use whatever scale you like. A decent sized city should occupy a single area/space/
hex on the map.
As armies move 1 map space per day typically, consider how much marching around you
would like to have between battles.
Movement
A force consisting entirely of Individuals, Skirmishers and cavalry gures moves at 2 map
spaces per day.
A single Individual on horseback moves at 3 map spaces per day.
Forced marching
Armies with a campaign movement speed of 1 may conducted a Forced March. This increases
their speed from 1 to 2 but the army becomes Fatigued.
Armies with a higher movement rate cannot Forced March.
Unfriendly terrain
Mountains, forests, swamps and other unpleasant terrain reduce cavalry to the infantry rate.
All armies trying to move out of such a feature must roll 1D6. Failure to roll the required score
means the army is stuck for the day. If an army tries to move the same direction on the
following campaign turn, they do not have to roll again. If they change their mind and want to
move somewhere else, they must roll again and could be stuck again.
Fantasy notes
Orcs, goblins and lizard people do not roll to move through swamps.
Elves of all kinds do not roll for forests.
Dwarves do not roll for mountains.
These bene ts apply if more than 50% of the army is of the noted type.
Forward elements
If two opposing armies end up adjacent to each other, each player rolls 1D6.
If either die is a 6, a battle breaks out regardless of the intentions of either player.
Randomly select which of the two hexes the battle takes place in.
Fantasy notes
If either army has any orcs in them, they will engage on a roll of 5-6 instead of the usual 6.
Battle

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If an army is ordered to move into a map space that an opposing army was ordered to move
out of, the moving army may try to avoid battle by rolling a 5-6 on 1D6.
If two armies are ordered to move into each others spaces, a battle always breaks out.
If an army is standing in place this campaign turn and is attacked, it may roll for pre-battle
preparations.
After a battle, the side that had the least Victory Points must move away 2 map spaces while
the victorious army occupies the location of the battle.
In the event that an army completely vacates the battle eld (every gure Knocked Out,
Routed or voluntarily moved o the eld) the remaining side occupies the battle eld even if
they lost on points.
Regrouping
After a battle, an army needs 1 day to regroup before they move or ght or they will become
Fatigued.
Fatigue
If an army has become Fatigued, it must spend 2 consecutive days without moving or ghting
to rest before the status is removed.
Until a force has rested, it begins every battle with every Group Exhausted and all characters
reduce their Power Source pools by 1.
An army that ghts while Fatigued must add 1 day to all healing times for wounds and injuries
sustained in the battle.

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Book of
Sorcery and
Treasure


Page 112 of 123
Magic items
Basics
The worlds of sagas are full of enchanted items, from weapons and armor to rings and boots.
The story of a magical item can vary tremendously. Some are granted to a speci c hero by the
gods, others are forged by great smiths or sorcerers and yet others are simply found lying in a
dank cave.
Some fall into the hands great heroes, others end up in the grasp of the most unsuspecting
burglar. The battle eld commander is advised to make the most of the situation.
Each player rolls 1D100 once per item and consults the Magic Item table.
If only 1 item is granted, each player may roll twice and pick the item they prefer.
Assigning items
Each player must randomly select an Individual gure to receive each item.
Where possible, items must be spread as evenly as possible. If more items than Individuals are
available, assign one item to each Individual rst, then randomly determine who gets to
“double up”.
A character can only use one item of a given type (weapons, boots etc.) at a time.
If a character has two items of the same type (say two magical weapons) they will have one
item Readied when deploying/arriving on the table.
Each time the gure is activated, the Ready item can be swapped.
Before assigning players to the table edges, each player nominates one terrain feature as a
possible Hoard location.
Then each item is assigned to a Hoard location at random.
A gure in contact with a Hoard and not ghting, shooting or casting spells must make a
Challenging (5+) Non Combat Task to nd the item. Once found, it is equipped by the nding
gure and can be used in the battle going forward.
going down the list until you have taken every item at least once, by which point the list resets
and you can start back over.
Jealous
Magical items have great power and often have a will of their own. They cannot be traded,
handed o or otherwise change hands in battle.
If an Individual Knocks Out an opponent who has a magic item, they may make a Challenging
(5+) Non Combat Task roll to acquire the item.
If failed, the item is lost for the rest of the battle.
Combat bonus
All weapons are given a numeric bonus (+1, +2 etc.) which is added to Combat Skill when
using the weapon in melee combat. If the bonus is listed as Ranged it applies when shooting
instead.
Magic Items
Roll Item
1-3 Black Blade
4-7 Sword of Kings
8-12 Axe of Biting
13-17 Wizards Sword
18-20 Hammer of the Hunter
21-23 Dancing Blade
24-26 Silver Sword
27-29 Once and Future Sword
30-33 Sword of Magic Resistance
34-37 Sword of Blue Light
38-40 Drake Slayer
41-43 One-Eyed Spear
44-47 Slayer of Prophets
48-51 Bow of the Huntress
52-54 Black Arrows
55-58 Sta of Blue Crystal
59-63 Old Wizards Sta
64-67 Mirror shield
68-74 Mithril coat
75-77 Winged Boots
78-80 Boots of the Long Walk
81-85 Concealing Cloak
86-89 Gauntlets of Mountain Power
90-95 Warriors Belt
96-98 Horn of the Watcher
99-100 Ominous Gold Ring
Traitor sword: If an unmodi ed 1 is rolled in combat, the sword strikes the closest friend within
3”. If no friend is within this range, the sword strikes the wearer instead.
Sword of Kings
+2 Melee Weapon
Two-handed: Bearer cannot get bene ts of the Shield troop type or use a magical shield while
carrying this weapon.
Regal aura: If wielded by a gure with the Charisma Power Source, gain 3 additional points of
Charisma during the battle.
If wielded by a gure without Charisma, the rst time the gure Knocks Out an opponent in
melee combat, gain 3 Charisma.
Charisma granted by the sword lasts only for the current battle and is not part of the gures
permanent pro le. It cannot be saved up.
Axe of Biting
+1 Melee Weapon
Bite and slay: When striking a Monster, any blow that penetrates Armour will in ict +1 MP of
damage.
Penetrate armor: If a target struck by the axe has 4 or more Armour, count it as 1 point lower.
+1 Melee Weapon
Warning: Once per battle, when an enemy that started more than 8” from the wielder moves to
within 8” of the wielder they may cry alert.
Select any 2 allies within 8” that may immediately perform a bonus action.
This will interrupt the movement of the enemy Group and does not a ect the normal ability of
the activated gures to act normally this turn.
Monsters cannot be selected.
Hunt the prey: When shooting at Monsters, the target is never considered to be in any form of
cover or concealment.
Book of
Appendices


Page 119 of 123
Miniatures games are played with a bewildering array of miniatures, on countless tables and
types of terrain. As such, it is inevitable that some odd situations can occur.
Likewise, in the interest of keeping the rules fairly brief and easy to reference, it is not possible
for every possible scenario to be discussed explicitly in the text.
This section o ers some clari cations and detailed explanations to grey areas.
Situational advantages
All sources of Situational Advance are equal and grant the same bonus: +1 to the roll.
There are no bene ts to having multiple sources (such as cavalry on higher ground).
In some situations, such as when a unit is defending a wall or fence, doing so may put the
winner into contact with another enemy gure. If so, resolve that encounter immediately.
Multiple encounters
The outnumbered character in an encounter can only in ict a single hit.
If an outnumbered combatant has a draw against one enemy and wins against the second,
they could choose to in ict either of those two hits (glancing for a draw or regular for a win) and
the other is discarded.
Figures on a hill or similar raised ground may shoot over gures below them, provided they are
at least half a gure height higher up.
Remember that a shooter must target either the closest visible or the closest target in the open.
You cannot typically shoot across one enemy unit to target another behind them.
Bravery tests due to a fallen Captain are taken as long as any member of the Group is within
8”.
Honours of War
When two Units make contact but before any melee encounters are resolved, either player may
request the Honours of War. If they are requested and the other player grants them, the Unit of
the requesting player is removed from play.
In a campaign game, they will return to their owner after 1D6 days.
Conceding battle
A player may opt to concede a battle at the beginning of any game turn. In a campaign game,
it is assumed all remaining forces retreat from the battle eld safely at that point.
Conceding results in a loss, regardless of Victory Point totals. Conceding before turn 4 forfeits
all chances of earning Experience.
As written, a Status reward can be used once per campaign to get an additional campaign
reinforcement roll.
All Status is regained at the end of the campaign.
In a more story-driven campaign, Status may also be usable to persuade locals or receive
favours from Game Master controlled characters.


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Designer Notes
With these rules, I was setting out to build something that I couldn’t quite nd in the market. There’s been an uptick
in medieval-era miniatures rules in the past few years, with many great games. What I wasn’t quite nding was a
game that scaled down well.
I liked the idea of a “big skirmish” with 30 or so troops on each side, but I also wanted to be able to scale down and
play an RPG style scenario with just a few gures each.
More importantly, I wanted the game to be speci cally one to one scale, meaning each gure always represents a
single combatant. In other words, our 30 miniatures are not standing in for an army, like we did in Scum of the Earth.
Instead, everything is exactly as you see it. When 3 gures move up to that hedgerow, it is 3 individual Normans
moving through the eld.
This sort of intimate scale also tends to make players naturally begin to assign identities to their troops, which of
course makes campaign play feel like an obvious next step.
From a design perspective, being strictly one to one also adds a clarity of purpose to the game design, what things
it ought to include and which things can be left out.
We don’t need to worry about siege warfare, but instead we probably need rules for ransacking a building or
searching for a buried treasure. These sorts of “extras” don’t see use on the majority of gaming tables, but there’s a
certain type of player who really loves that kind of thing and providing them what they need is only good game
design.
The mechanics are mostly fairly conventional. I wanted this to be a straight-up miniatures game aimed for two
players (though it’s easy enough that solo’ing it shouldn’t be terribly di cult)
As such, it’s a straight-up alternating Turn sequence: A mechanic that is almost feeling a little retro now, in an age of
dice and card driven Turn sequences.
The inclusion of the Scout class allows the player to play for time by only moving one fairly insigni cant gure,
instead of committing one of your main units.
Using an opposed roll for hand to hand ghting does slow the game down a little compared to ranged combat, but
since Groups only have 6 gures at full strength and it’s not that common for everyone to make it into melee, it tends
not to be a problem.
Having both players roll makes it more exciting and tends to produce more of a back and forth feel between two
units ghting each other.
Morale went through a few di erent takes before I found one I liked.
It seemed to be that when morale “fails” a gang of burly saxons might retreat a bit to regain their bearings, but if
morale fails completely, they are basically going to be gone.
This gave us the two morale results. However, morale also felt very random.
The obvious answer was that we should assume a bunch of dark age malcontents are prepared to get hurt in battle.
As such, you can lose a guy each Turn and they’ll hang in there grimly. If the casualties stack up faster, then a
morale check is required and they might leg it.
There’s a lot of extra content in there. I tried my best to make sure each part can be used on its own, though in my
mind the ideal game is one that makes use of most of the features.
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Campaign play is really where many miniatures games come to life. There’s a habit among some gamers to look
down on skirmish games because we aren’t resolving entire battles, but the story of your captain that held o 3
Hungarians single-handedly is as riveting, and important, as any number of Hattins and Stamford Bridges in my
opinion.
You can of course pile on any number of random tables, but I wanted to keep everything manageable and to keep
the focus on the battle eld action.
All of the extra stu , tracking casualties and getting experience and earning a battle eld advantage all come back
to the table top battle, instead of being a separate game in its own right.
If things like the map movement rules are more open-ended than you might like, you can blame this as well: I
wanted to avoid the game being distracted by co-existing with a bunch of equally important features. This isn’t a
game of strategic viking movement.
It’s a game about playing with miniatures, which occasionally can use a map as well.
I hope the distinction makes sense.
If you feel inspired by these rules, if you have questions, if you want to show o your armies or if you just want to
say hi, don’t hesitate to be in touch.
Version History
035
Injuries redone. Change to outnumbered in hand to hand combat.
034
Shooting redone. Various corrections.
033
Hand to hand combat updated and multiple opponents rewritten a bit. I am going to redo the
examples last so you may see them disappear from sections I have worked through.
032
A ton of clari cations, clean up and so forth.
031
Actions cleaned up and clari ed a bit.

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