Viking Dark Ages

Skirmish Rules

by Darryl R. Smith


I. Sequence of Play

A deck of cards should be prepared so that each player or faction has a card to represent it.

A. Draw a card.
B. Player/faction whose card is drawn fires eligible figures with bow, missile, or thrown weapon.
C. Player/faction rolls for movement for each figure, proceeds to move that figure, rolling for any others, and conducts charges, rolling charge morale per figure engaged in melee.
D. Player/faction may attempt to rail routing figures.
E. Repeat steps A thru D unit all cards are drawn. Reshuffle, and start again.

II. Movement

All movement is done in inches. Roll a d6 and consult the table below.
Type d6 thrown,
Foot 1
Mounted 2

Modifiers:
times 2 if moving on road
times 1/2 if moving in rough

III. Morale

Morale checks are to made when attacking (charging into melee), defending (receiving a melee), and when a players leader is killed. Defending figures who are behind a barrier need not check morale.

Morale Ratings
Leader/Chief 9
Beserker/Champion 8
Veteran 7
Warrior 6
Young Warrior 5
Serf/Pcasant 4

Modifiers:
minus 2 angered figure (no more than once per game per figure)
minus 1 in cover, behind a wall or barrier
plus 1 first wound
plus 1 if more than 6" away from leader/chief
plus 2 if more than one wound
plus 2 if leader dead
plus 2 if foot figure being charged by mounted figure in open terrain

Results of failure:
die roll is one more than morale rating

    attacking - no movement
    defending - move away one d6 facing the enemy

die roil to two more than morale rating. run away 2d6 facing away from enemy
die roll is three or more than morale rating rout away 3d6 facing away from enemy

Retired troops (non--rattng) arc automatically rallied at the beginning of the next turn (not next card).
Routed may be rallied by a leader or chief in contact with them. Roll a d6 for each contacted figure and consult the following table:

    Roll Results
    4,5,6: Success! Rallied and may move at the beginning of the next turn.
    2,3: No luck! May try again next turn
    1: Failure Leader/Chef is angered and kills panicked figure with a blow to the head!

IV. Missile Fire

Bows may fire once per game turn if moving (not using Bows movement), and twice if stationary. Use a marker to designate which figure has fired during this turn. Bows may fire defensively during another players movement at owning player's option, this never calculated as being at close range. Figures armed with javelins, throwing axes, hammers, etc., may use these as missiles once per game, unless in a situation where more such weapons arc available.

Roll a die for each firing figurce. Number shown or higher hits. A '0' result counts as a ten. When firing at a mounted figure and a hit is achieved roll a d6. A 1, 2, or 3 results in the horse being hit, a 4, 5, or 6 results in the man being hit.

WeaponClose (0-6")Medium (6.1-12")Long (12.1-18")
Bow678
Thrown57-

V. Melee

Melee occurs when one or more figures move into bust-to-base contact with an enemy figure. The attacker attempts to destroy any figure in contact, at his option as long as all figures in contact are accounted for. You cannot gang up on one figure and ignore any others in contact with your own. Roll a die. Number shoum or higher hits.

WeaponMailLeatherNone
2-handed654
Spear876
Sword/Mace985
Lance654

Modifiers:
plus 1 if charging
plus 1 to attacker if defender has no shield
plus 2 if attacking from the rear
minus 1 if figure has one wound
minus 2 if figure has two wounds
minus 2 if non-lance cavalry vs spear-armed foot
minus 2 if defender is uphill in a house, a behind wide or barricades

If a modified die roll die or better, then defender takes two hits. Warrior now strikes back.

VI. Strength

Each figure has a certain number of hits it can take before being removed from the game.

Leader/Chief/Beserker 5 hits
Figure wearing mail armor 4 hits
Figure wearing leather armor 3 hits
Figure wearing no armor a hits horse 2 hits


Back to The Herald 3 Table of Contents
Back to The Herald List of Issues
Back to MagWeb Master Magazine List
© Copyright 1995 by HMGS-GL.
This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com