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interested in is the effect it has on the Warband, troops managed to drag him off the battlefield
The lowest roll is taken away from the highest to and the shaman's herbs or the priest's prayers
give a result of between 0 and 5. did the rest.
0 favourable winds or Roman roads, fair skies On a '1' however the Warlord must roll on the
and plenty of food combine to make it the perfect injury table below:
journey. Not only do they get there in fantastic
time the player gets to choose the scenario Roll 2d6:
which means they can 'Raze the Base'. 2 The Warlord
1-3 the journey though harsh, was met with dies of his wounds.
stout hearts. The warband does not suffer any His heir takes his
adverse effects. In fact the player can choose place (roll on the
(before the roll) whether to add or subtract one Heir table).
from the scenario roll. 3* - The Warlord is
4 bad weather, lack of supplies and illness captured by the
conspired to have an adverse effect on the enemy. The next
Warband. The opposing player can choose campaign game the
(before the roll) whether to add or subtract one Warband plays
from the scenario roll. against the same
5 the omens were bad, the journey was player must be won
hideous. A number of the Warband have been or else the Warlord
waylaid. The opposition chooses the scenario is humiliated and
and one unit of the aggressors force (decided at then killed. If they win the Warlord is back in
random after the force has been put into units) charge. Until this happens his heir takes control
will not arrive on the table until the end of the of the Warband (roll on the Heir table).
second move when they appear anywhere on 4* Warlord loses a hand. May not use a two
the players long edge. handed weapon and their armour is always at -1
from now on.
After the battle herbs and sacrifices 5 The Warlord loses an eye, they lose an
Units Any figure who was injured (removed attack die.
from the table) during the course of the game 6-8 The Warlord sustains a serious leg injury.
must roll a d6 after the game. On a roll of a 1 From now on they can only move a SHORT.
their injuries are severe enough to need them to 9 The Warlord suffers multiple non chronic
spend some time getting back to fighting fitness. injuries. For the next game only they move a
They must miss the next game and can not be SHORT and do not have their 'resistance'. In
included in the Warband number (force pool) for other words they can be taken out with one hit.
the following game. This may cause deployment 10 - The Warlord fractures his ribs, in the
problems for the Warlord, if there is not enough following game they only have 4 attack dice.
of a certain troop type to form a unit of at least 4 11- The Warlord sustained multiple injuries and
(say if you have only 3 Hearthguard in the for the next game only they sustain twice the
Warband number). In these cases the figures amount of fatigue as normal.
can be used in a lower class of troops' unit. This 12 The Warlord dies of his wounds but from
does not have any benefit other than helping now on the Warband have a blood feud against
with numbers however. the opposing player. When they play that player
the Warband will gain one free activation per
If a unit is destroyed and has a Warrior Arm Ring turn for a unit of their choice. This activation will
(see later) then that Arm Ring is lost forever. not cause fatigue.
Warlord If one's Warlord has been injured * if the Warlord suffers the same result again
(removed from the table) the player must roll a they are deemed to be dead.
d6. On anything but a one the Warlord's loyal
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Renown is gained for securing any objectives Renown Location on Saga journey
outlined in the scenario and for loot and plunder 0-5 Who are you boy?
that will be gathered during the game. 6-10 Mmmm I know that name from
somewhere.
Warbands continue to gain and lose Renown 11-15 I knew him when he was a little
throughout the campaign. This will have an 16-20 Arggghhh (insert name) is
effect on what units they will be able to entice coming...
into their service when they come to add to their 21-25 Gets a mention in one verse.
Warband number. It also effects what kind of 26-30 Opening Saga story (not
base they have, their standing in the known everyone is listening yet).
world etc. 31-35 Let me tell you about...(main
Story event).
Warlords start with 1 Renown. 36+ Thor...quick get someone to write
this one down!
Action Renown adjustment
Scenario Major Victory +5 Who are you boy?
Scenario Minor Victory +3 Your name is not known even by the people in
Drawn Scenario +1 the next village. Only way you will feature in a
Enemy unit wiped out +1 Saga is if the Hero eats you before going to save
Beat higher Renown Warband +2 the world... Get winning!
Played higher Renown Warband +1
Scenario specific action -/+ x Mmmmm I know that name from somewhere.
Taking the opposing Warlord out +1 People know the name, somewhat, but not the
Losing Warlord -1 face. You have a long way to go. You may add
Warlord dying -1 an extra Arm Ring to your pool.
Entire Warband wiped out -10
I knew him when he was
At the end of any scenario there will be loot to Now you even have a few hangers on wanting to
gather by the victorious Warband. This is name drop. You get another Arm Ring to add to
translated into Renown points in the following your pool. Also add 1 to the 'who starts the
manner: scenario' roll.
Major Victory Roll 3d6 and add the two highest
dice, divide the result by two, rounding up. Arggghhh (insert name) is coming...
Minor Victory Roll 2d6 and divide the total by Your name now goes before you and people flee
two, rounding down. in fear, or quiver with anticipation depending on
Draw Roll 1d6 divide by two, rounding up. if you are likely to help them or kill them. Add
another Arm Ring. Add two to the 'who starts'
This is the extra Renown that is gained by the roll. Warband number (pool) is now 7points but
loot gathered. the extra point must be a Levy unit.
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OR you can give the Skalds the ending they Raze the Base is a scenario that can be used in
really want. In order to do this you must go into very special circumstances.
the next game and die a glorious death! If this is
achieved you will start your next Warband as Parl gone wrong...
descendants of the Great Man and your new So the Warlords meet to discuss terms for a
Warband starts with 11 Renown! However if you treaty. Pity one of them decided to make a
fail the Skalds will forget your name and you reference to the others Mother with also included
start a new warband from scratch AND the a dog in it. The Warbands are all in sight of each
Saga is never written down. other...It doesn't take long for the Warlords to
storm off, gather the troops and then get stuck
How long the campaign runs for is up to the in.
organisers. If running over a day or two then
alter the amount of the Renown needed Layout
accordingly. If the group is playing an ongoing The game is played on a 48 x 36 table. The
campaign then the amount of total Renown can scenery is arranged according to the rules
be kept a track off. In this case I suggest that described in the core book. Meetings would
either the fact the Saga is written down is worth often take place at a river crossing, on a hill etc.
an extra 5 Renown OR the campaign is played
until a player has 2 or 3 Sagas written about Length of Game
them in which case call them a LEGEND and go At the end of the sixth turn the player who
and play Smallworlds! activated second rolls a 2d6. If the total is equal
to or less than the current turn number the game
Scenarios stops. It is deemed that the two sides came to
Once the players know whom they are to play their senses and withdraw (while obviously
against they may 'Parle'. At this point they agree adding some choice parting comments). If the
not to fight and the aggressor is basically action continues another roll is made at the end
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next to the base, from then on the unit may only some choice parting comments). If the action
move a short as some of them are deemed to be continues another roll is made at the end of the
guiding the livestock. 7th turn and so on.
Agressors with a positive score of over 10 have At the end of every player's turn they roll a d6
a Major Victory, 4-9 is a Minor Victory. 0-3 is a per unit +1 still off the table. On a score of a 5/6
draw and any negative score is a Major Victory a unit is placed at random on one of 3 table
for the Defenders. edges (the Warlords long edge and either 2
short edges) roll a d6 to determine which one.
Sacred Ground This may well result in opposing Units being very
Not content with looting and plundering your close to each other.
Warband come across an opportunity too great
to miss wreck a special place close to the Victory Conditions
heart of the opposing Warlord. This could be A Warband is forced to withdraw if their Warlord
seen as destroying a Saint's shrine or pulling is taken out. Otherwise at the end of the game
down a heathen place of power etc. the points are determined as in the core rule
Scenario as per the core book but lasts 5 turns books.
at which point roll to see if the game continues
on 2d6. Rolling equal or under turn number ends River Crossing
the game. Repeat at the end of each turn. This is the Battle at the Ford scenario out of the
Warbands with a points difference of 8 or less core rule book.
are deemed to have drawn. 8-15 points is a
Minor Victory while 16+ points is a Major Victory. Escort
This is the baggage scenario from the core rule
Escalation... book.
As your Warband were scouting for the objective
the opposing Warlord has heard that you were in
the area. They in turn had sent out some
Raze the Base
This scenario can only be played if the
reception parties to find you and raise the alarm.
Aggressor is allowed to choose it.
Layout
Layout
The game is played on a 48 x 36 table. The
The game is played on a 48 x 36 table. There
scenery is arranged according to the rules
must be 5 buildings (at least one large) spread
described in the core book except no one can
around the table. Players take it in turn to place
place any buildings.
one. Along the Aggresors table edge there must
be no buidling within a Medium. Payers must
Length of Game
endevour to spread the buildings out, ideally a
At the end of the sixth turn the player who acted
short between any building at least.
second rolls a 2d6. If the total is equal to or less
than the current turn number the game stops. It
Length of Game
is deemed that the two sides came to their
The game lasts until the aggressor's Warlord is
senses and withdraw (while obviously adding
taken out or all the buidlings are on fire.
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