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Sax Vik Rulesv4 PDF

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The rules outline movement rates for different actions and terrain, firing ranges and chances of hits for different weapons, melee combat resolution, and morale and night fighting rules.

Movement is based on basic rates that can be modified by terrain, actions, and carrying items. Direction and obstacles are accounted for randomly.

Firing ranges and chances of hitting depend on the weapon and whether the target has cover. Range, cover, and the dice roll needed to hit decrease as the target gets further away.

Saxons and Vikings Rules (version4)

Saxons
and
Vikings
Wargame Rules

by Douglas Harrold and Allan Tidmarsh

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Saxons and Vikings Rules (version4)

Movement/Action Firing

Action Basic Movement Ranges:


Crawl 2 Weapon Short Medium Long

Walk 4 Bow 6 12 18

Run 6 Sling 4 8 12

Skimishers/Scouts 8 Javelin 4

Animals Direction Dice + 1D6 Roll 1D6 to get see if hit:


On Horseback 10" Range 'to hit'
Short 4,5,6
Movement varies by a random factor (allowing
for natural terrain variations). The following Medium 5,6
modifies the basic movement rate, throw 1D6 Long 6
for each group or single figure:
Modifiers: Behind cover: -1 on dice throw.
1,2 minus 2"
3,4 as basic movement When hit roll 1D6 for 'Saving' throw:
5,6 plus 2"

Then apply penalties for each action: 'to hit'


-2" if moving in the dark Unarmoured 6
-2 to fire Shield 5,6
-2 to get up or lie down
-2 to cross an obstacle or get on/off a ship. Full Mail 4,5,6
-2 moving up steep hill
-2 if carrying loot ---oxo---
Melee
If crossing an obstacle, throw 1D6, if roll a one
then the figure has 'fallen'. 1 against 1 : throw 1D6, highest wins and scores
a hit.
---oxo--- 2 against 1: 1.5 D6 v 1D6
3 against 1: 2D6 v 1D6

Modifiers: On Horseback +1

Result:
Loser throws 1D6 to save as per firing 'Saving'
throw table.

If man on horseback hit, then throw 1D6


1,2,3 Man is hit; 4,5,6 Horse is hit
If horse hit man then continues fighting on foot,
throw 1D6 1,2 man falls, otherwise upright.
---oxo---

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Saxons and Vikings Rules (version4)

Morale Night Fighting

Throw 1D6, result is as follow: 'Orders'


Each player will write his intentions as if they
1D6 roll Action were instructions to his troops. Sentry routes and
positions to be recorded.
1,2 Run away
3,4 Hold ground Movement
5,6 Attack in moonlight - 6inches; in cloud/dark - 4 inches.

Each time a sentry moves he will dice, on a


When to take morale: throw of 1 he thinks he spots something and will
1. 50% casualties (group) not move, but stop and look around in a circle.
2. Dodgy situation
The first move will be made in the dark, each
move after that a dice will be thrown, on a 1 the
---oxo--- moon comes out from behind a cloud for that
move.
Viking Beserkers
Visibility
A viking goes berserk if on a 12 after rolling
2D6. In melee a bererker gets +1, the saving hit Flame is always visible in line of site.
throw is 3,4,5,6. Monnlight 12 inches
Dark 6 inches
---oxo---
Spotting
Sighting Rules for Sentries
When troops are within visible range and angle,
Roll 1D6, if get a 'hit' as 'bow range firing' then an attempt is made to spot them.
sentry sights the enemy.
Each sides throws a 1D6, if 'spotter' throws
---oxo--- highest score then they are seen oetherwise they
are not.

Factors: for each inch less than maximum moves


add 1 to the dice score of the 'movers'.

---oxo---

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