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Anno omini "##$ !ctober %&th' (n the north$ near )aer aun$ "* kilometres from +oferwic
It's raining -ods &he water is freeing and it's soaked my tunic. &he ground has turned to mud, and the northern winds cut like cold steel. I'm afraid, and it's not hard to notice it, but others are worse, some ha!e e!en pissed themsel!es (I'!e held out so far). "hat am I e!en doing here/ I should be at my farm, with my wife and children &he hand holding my lance is shaking, and I'm shi!ering. I'm 0ust a mouse in a time of titans. "oden, you know that I'm no warrior. &he man to my side nudges me, our lord has ordered us to ad!ance two steps and present lances. ur lord is sfrith, the son of the great king adwine of 3eira. I can see him not far from here, mo!ing between the men, dressed in mail to his heels and his steel helmet, from which falls his long and blonde hair, dirty and sweaty. 4is sword 0ingling, hanging from his belt, and an enormous shield 0utting out at his back. 4e 0okes, laughs, hits a man in the chest and asks another about his dog. &wo of his bodyguards accompany him. sfrith reaches us, looks at us with his deep blue eyes. 4e's a boy, and I a man of thirty two winters, but I feel small at his side. 567eowald6 4e greets my neighbour, who lowers his head in respect. 6&ell your wife that the child grows healthy and strong 8y father is proud of you, there isn't a better midwife in all the kingdom6 56&hank you, etheling.6 56e0oice, man &his is a great day. &onight we'll be getting drunk in the camp of our enemy6 5 he places his hand on the shoulder of 7eowald 5 6and you'll be able to return home and tell your ten small ones about how bra!e you were.6 sfrith continues his trip, and stops in front of me. 4is hand, glo!ed in hide, holds my chin, and turns my head to look me in the eyes. 56appa6 5 he pronounces my name shrilly, he hates me, I know it, he wants my wife, but the law protects me and while I li!e he can't ha!e her 5 6remember that you still owe me a cow. I'll only forgi!e you if you can kill 19 bastard welshmen today. I want you in the first line.6 56ethel...6 5 the words catch in my mouth. 4e laughs, and he walks away from me. ne of his men, a well built man with a full beard, takes me from my companions, and drags me, insensiti!e to my cries and begging, to the centre of the battlefield, where sfrith's elite hold ranks. &hey're all men of war, with serious faces, fierce and bra!e, dressed in iron, armed with sword and lance. &hey're the bra!est, those who face the worst of the battle. 8y destiny, my "yrd, is written. sfrith isn't a bad kid, but he's capricious, and noone can dissuade him when he gets an idea in his head. 4is father has spoiled him too much, nothing like his brother adfrith, the other son of the king adwine, straight and saintly like a christian priest, but merciless on the battlefield. If only I had him as my lord, he only cares about his serfs for the due ta$es, not interested by their wi!es, their children, or their cows. adfrith is a dryhten, a lord of war, in all the senses. 4e chooses and trains his warriors personally, :
e;uips them with the best weapons and conducts the riskiest operations. 4is father is proud of him, I can see it when he looks at him. nd because the great king adwine lo!es war too. 7yning adwine of 3eira is more than a man, when you stand at his side, you don't feel small, like with his son, you feel like the luckiest person in the world, e!en if it's 0ust to ser!e as a footstool for mounting his horse. adwine is tall, despite the years weighing down upon him, lean like a staff pole, and his hair has barely grayed despite being near <9. adwine is the king of =ernaccia and 3eira, the most powerful man of the ngle > ?a$on =rittania...he is =rytenwalda. In another time I knew him well, he and his sons, I was a priest of "oden and I ga!e counsel, and thanks to that I knew how to keep myself far from war. &hen, politics caused adwine to con!ert to 7hristianity, though his heart remained pagan, and I left his side. 4e ga!e me a farm in the lands of his son sfrith and made me his serf. I took a wife and I dedicated myself to ploughing and bringing children into the world. @ntil today, when they claimed me in the le!y to face the most important battle of our time. I hear the horns and the sweat begins to bead on my forehead, while the first welshmen appear between the trees on a hill. 4ere comes 7adwallon ap 7adfan, the =renin of -wynedd, the 4igh Aing of the =ritons. I had hoped that our enemies would not accept the battle that day, but I was mistaken. -wynedd commands the best men of the welsh kingdom, hundreds of spears that hate us for stealing their lands, e!en though it happened hundreds of years before they were born. If adwine is a titan, the best king that the ngles know, 7adwallon is his alter ego, a legend among his people, able to unite the welsh and dri!e them towards !ictory. ?ome say that he's a second rthur, but I don't think that anyone had caused such a great loss to our people before. 7adwallon, gods curse him, had killed more ngles than all the pre!ious kings put together. "ithout him, adwine would ha!e long since sub0ugated the lands of the north, and all these wars would ha!e been finished. =ut 7adwallon and adwine are two suns who struggle to shine, two giants for whom the world is too small, and when they die, their war will continue in the "aelcyrge. =ut the men who say that are fools. &ogether with 7adwallon comes Benda with his army, 7yning Benda with the ngles of &he 8arch, our brothers from the south who prefer to fight at the side of the welshmen, but to repay them like always we ha!e tried to steal their li!estock and their women. &hey say that Benda is a rising star, that he'll ne!er be as great as adwine or 7adwallon, but he'll sur!i!e when both stars go out. I ha!e ne!er seen Benda, but I'!e heard things. &hey say that he's a born warrior, a man without scruples who desires to be =rytenwalda abo!e all other things. I ha!e heard that he is a hard man, strong like a mule...and I ha!e heard that his mother was a =riton and that he feels more =riton than ngle. Cow he comes at the head of his people to massacre us. If only I had been born in another time, less o!ershadowed by the terror of weapons, where I could read books or sit around the hearth, listening to stories about an age of heroes, about how adwine and 7adwallon faced each other, near 7aer 3aun, in the inal =attle. =ut that's not how it is, and the horns sound out around me calling out to war. &here are some priests (adwine permits it, now that he's 7hristian) deli!ering blessings among the troops, who accept them with fer!our, prepared to try to recei!e the blessings of the old gods 0ust as <
much as the new. I ha!e been chosen to li!e in the time of the sword. ur enemies ha!e formed ranks on the hill, their helmets shine, their shields ha!e formed a wall, and they ad!ance at the sound of the horns. 3on't they doubt/ r fear/ 4ow can we defeat them/ &o our left, we hear the sound of adwine's horn, our king, and we see his standard mo!e off with the ca!alry towards the flank. !erything is being prepared. 7haos breaks out. &he officers mo!e between the men ordering the ranks, preparing the troops. ?ome of men are so afraid that they're stuck, paralysed with fear, and the officers hit them to snap them out of it. &hose who try to flee are beaten. 56"e'!e come here for !ictory or death6 5 shout the warlords 5 6If today we are defeated, tomorrow our women will lie with some filthy welshman or the bastard son of Aing Benda.6 5 the officers are the backbone of the army of Aing adwine, without them e!eryone would ha!e long since fled 5 64old tightly your shield and lance, and remember what you'!e been taught6 I ha!e the shield in front of me, crossed with that of one of the !eterans, who doesn't seem !ery pleased to ha!e me beside him. 56If you screw up, I'll kill you, you bastard6 he grunts, and with this I lose control of my bladder. ur lord, sfrith, runs to the centre of the battlefield. 4e's taken off his helmet, his blonde hair free to the wind, so that we can all recognise him, and 0oins us in the middle of the battlefield. &here, he 0oins with his most faithful men, men dressed in iron, with sword, lance and shield...true warriors. &he son of the king 0okes, perhaps hiding his own ner!ousness, and his !eterans laugh. !eryone is ready to kill, e!eryone but me, I know, and I'm terrified.
D
E=rittania deni;ue subito duabus gentibus transmarinis !ehementer sF!is, ?cottorum a circio, Bictorum ab a;uilone, multos stupet gemit;ue per annos.G 5&he Henerable =ede,
“In the meantime, three vessels, exiled from Germany, arrived in Britain. They were commanded by Horsa and Hengist, brothers, and sons of Wihtgils. Wihtgils was the son of Witta; Witta of Wecta; Wecta of Woden; Woden of rithowald; rithowald of rith!w!lf; rith!w!lf of inn; inn of Godw!lf; Godw!lf of Geat, who, as they say, was the son of a god, not of the omni"otent God and o!r #ord $es!s %hrist &who before the beginning of the world, was with the ather and the Holy '"irit, co(eternal and of the same s!bstance, and who, in com"assion to h!man nat!re, disdained not to ass!me the form of a servant), b!t the offs"ring of one of their idols, and whom, blinded by some demon, they worshi""ed according to the c!stom of the heathen. *ortigern received them as friends, and delivered !" to them the island which is in their lang!age called Thanet, and, by the Britons, +!ym. Gratian!s e-!anti!s at that time reigned in +ome. The 'axons were received by *ortigern, fo!r h!ndred and forty(seven years af ter the "assion of %hrist, and, according to the tradition of o!r ancestors, from the "eriod of their first arrival in Britain, to the first year of the reign of ing /dm!nd, five h!ndred and forty(two years; and to that in which we now write, which is the fifth of his reign, five h!ndred and forty(seven years. “ 5Cennius. 4istoria =rittonum.
lthough the 3ark ges were an e$tremely !iolent era with a great number of battles and raids, but only a few were detailed in "elcome to =rytenwalda, a ruleset which will the chronicles, such as decisi!e pitch battles or allow you to recreate battles and raids during the those in which an important person died. so called =ritish Ege of rthurG and ?a$on =rytenwalda is focused on these kinds of battles in!asion. In =rytenwalda you'll impersonate a which the modern wargamer would call a 7hieftain during the 3ark ges, commanding his EskirmishG. "hile you wont be able to re5enact men in the defence of their homelands or looting the =attle of 4astings in =rytenwalda, you'll and burning those belonging to your enemies. ha!e plenty of fun leading a band of ?cot5Irish pirates, a group of raiding ?a$ons or a unit of &here were many battles during the 3ark ges omano5=ritish pedites patrolling the frontier. (specially in the =ritish islands), but the armies used to be surprisingly small. &he laws of Aing -rab your lucky dice, gather your men, and get Ine who reigned between the th and Jth century ready for battle pro!ide a good frame of reference. group of se!en ra!aging men are regarded as thie!es, from se!en to thirty5fi!e is called a band and any any group larger than this is regarded as an army. @sually, an in!ading army arri!ed in 0ust two or three ships, and e!en kings could be seen Miniatures commanding armies no larger than three football In =rytenwalda, each model represents a single teams. person, and should be based indi!idually. You'll be able to use models of any sie, although it is recommended that you play at a scale between 1< and ++mm. f course, you can use bigger miniatures if you can manage a really large table 3epending on the manufacturer and the playersK preferences, miniatures can be based on round or s;uare bases. It does not matter how your miniatures are based when playing =rytenwalda, but it's recommended to base them all in the same way.
Tabletop &his is the place where you will fight your battles. &he field of battle can be as simple as a table co!ered by green fabric or as sophisticated as a hobby pro0ect with modular terrain. &he sie of the tabletop will !ary depending on the scale of your miniatures and the sie of your warbands. or small battles between two forces of around D99 solidus, a D9$D9cm board may be used. In bigger battles with around 1.999 or more solidus per warband a larger table will be
J
sugested# L9$L9cm or 129$199cm. &he sie of the battlefield ultimately depends on the scenario and the players' preferences.
Dice and rulers
Who is the attacker and who
In =rytenwalda, dice are used to determinate the outcome of combat as well as !arious other the defender? actions. =rytenwalda uses traditional si$ sided ?ome scenarios define who is the attacker and dice (3D). who the is the defender% you 0ust must decide the You will also need a ruler or similar measuring role of your army. In a pitched battle, each tool. =rytenwalda uses the metric system, but player should simply throw a die, with the high you are free to con!ert ranges into any other roller playing as the attacker. systems such imperial or oman. In =rytenwalda you may measure distances whene!er you want.
Tokens lthough not necessary, tokens may come in handy to remember which units ha!e already performed an action during that turn. &hey will be also useful to indicate a shieldwall formation.
Scenery If you do not want to play your battles o!er a desert wasteland, you will need scenery. You can choose among a great !ariety of elements. 7ommon features in 3ark ges =ritain would be hills, ri!ers and streams, marshes, buildings (maybe go into more detail about what types of buildings, i.e. stone, thatched5roof, etc.) and forests. ?ome of these terrain features ha!e their own rules, which will be e$plained later.
Settin the scenery
&he type and arrangement of the scenery will be preset in some scenarios. "hene!er the scenario does not tell you how to set up terrain, use the following procedure# &he battlefield may contain no less than two and up to four terrain features, which will be deployed by the defender. 3i!ide the board into four e;ual imaginary ;uadrants, and place the Other materials terrain features in any of these. or e$ample, a You will need paper and pencil to write down the general who practices guerilla warfare and ambushes may want to use all four terrain composition of your army. It is possible that, as features to which he is entitled, while an army you play more games, you'll re;uire additional resources, and probably more drinks and snacks relying on hea!y ca!alry or large blocks of infantry would prefer a clear battlefield, and only place two terrain features. I s!""ose it is best then to die boldly. I lament nce the defender has placed all the scenery, the not "ain or s!ffering in this life, b!t only that I attacking player may choose one side of the table did not s!ffer eno!gh to have earned s!ch a as his deployment one (if the table is not "erfect life. s;uare, he must choose one of the longer sides).. 5@nknown Irish poet =efore either player deploys his troops, the attacker may, if he wishes, perform one of these L
two actions# 1.?witch the positions of two pieces of terrain. &his does not allow you to relocate a terrain feature to an empty ;uadrant. 2.liminate one of the elements. &he attacker can choose one of the terrain features placed by the defender and remo!e it from the battlefield.
the agreed5upon percentage in casualties, calculated by solidus, his army is defeated. lthough this system entails more book5keeping, and re;uires that both generals keep a tally of the point !alues of their casualties, it also adds an interesting element of uncertainty into the battle. &he duration of the game in real time depends on many factors, including the sie of the armies, the scenario ob0ecti!es, and the playersK Deployin the armies knowledge of the rules (during your first battles, ?ome scenarios will determinate the deployment always keep the manual handy for consultation, areas. In all other scenarios, armies will be but as you familiarie yourself with deployed on opposing sides of the battlefield. =rytenwalda, you can play with more ease). In &he defender will deploy his troops first, any case, the duration of a normal game will be followed by the attacker. around one hour. ?ome troops ha!e a special talent that will affect the way they are deployed. &hese features are e$plained below.
&he physical characteristics of each type of troop, their training, morale, and e;uipment, are all represented by a profile. &his is an e$ample of a type of warrior in =rytenwalda we use to e$plain its characteristics. ,roo-
. ) /
0eogu1e
,
S
< 2 + : ?pearmen, ?hields +D
,ier: 7onscripts
Troop
Beinnin the battle! &he attacking player takes command of his troops and mo!es first.
How lon does a ame last? "hen playing a scenario the battle ends when a specific scenario ob0ecti!e has been reached. In pitched battles there are two ways to play the game# by turns or percentage. =efore the battle begins, choose a number of turns (usually between si$ and eight)% the game ends when both players ha!e played their last turn. lternati!ely, choose a set percentage (usually between 2
&he name of the unit. In this case it is a unit of -eoguNe, a basic type ?a$on unit. &his is a low class spearmen armed with spear and shield, but no armour.
Mo#ement &his is the distance in centimetres that this unit can mo!e across open terrain. "hen a model marches or charges this measure is doubled.
$ombat &his characteristic indicates how good the warriors are when fighting a melee. &his number is added to the combat dice roll.
Defence Indicates how well protected the warrior is, including factors such as armor, physi;ue, and 19
agility. &he higher their defence characteristic, the greater their chances of sur!i!al.
%uality &his characteristic is a measure of the professionalism and training of the warriors. Ouality is used to measure another important statistic, a warriorKs guts.
Talents &his category includes the e;uipment carried by the warriors, as well as any special skills they may ha!e.
Solidus &his is the cost of each model that makes up the unit. &he measure is estimated in ?olidus (an old oman currency). ?olidus function in the same way as EpointsG in most wargames, measuring the o!erall effecti!eness of units and armies.
Tier &he le!el of each troop type. &here are two types, conscripts and !eterans.
$haracteristics Tests ?ometimes you will be re;uired to perform Ouality or 3efence tests. &o do so, simply roll a die% if the result is e;ual to or less than the corresponding characteristic, you ha!e succeeded.
0iall was fearless, %onn was brave, Garran was strong, b!t no chief of the 1i %annairh was so bold as %onglach the White, slayer of eight( h!ndred, and devo!rer of the wiced. an, chief of the 3al iatta
7onsidering the scale of =rytenwalda, a warriorKs training, morale, and e;uipment will be the difference between success and defeat. E&alentsG are a way of measuring these differences. ,em-erance' &hese troops ha!e a strong temper and are able to hold their ground in situations where other units would fail. @nits with the &emperance talent may reroll one failed Ouality check each turn. Scouts' &hese warriors scout ahead of the main army to inspect the ground and warn their fellow troops of potential ambushes. &roops with the ?couts talent are deployed after both armies ha!e deployed all other troops, e$cept for the $plorers, and must be deployed in a piece of terrain in their half of the game board. If there is no terrain in their half of the board, they must be deployed with the rest of the army. 2erocit3' ?ome troops are especially fierce and will fight any enemy. ierce troops add P1 to the 7ombat !alue of the unit. 4rutalit3' In any society there are always indi!iduals who are likely to sol!e problems with more strength than skill. &roops with the =rutality talent reduce the Ouality of their enemies by 2 whey taking a morale check after loosing a combat. (m-etuous' If a unit with the Impetuous talent is within charge range of an enemy unit that it may legally charge, that unit must pass a Ouality check or charge against it immediately. If the
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conditions are met at any time the unit must pass the check or charge, e!en if this interrupts the normal se;uence of e!ents. Shields' nly shield5bearing units may perform the ?hieldwall order. S-earmen' ?pears are basic and !ery effecti!e weapons that allow soldiers to attack the enemy from the relati!e safety of a short distance. 8odels in the second rank may attack the enemy during a combat as they were in contact with him. Pikemen. Bikemen share the same rules as spearmen, but in addition they may not be charged by ca!alry units. Assault missiles' unite that charges or is charged by a unit with assault missiles will apply a 51 to its Ouality !alue during the first round of combat. 4ows' Including crossbows and all kind of bows. @nits with bows may shoot up to +9cm as described later. ,hrowing wea-ons' Including 0a!elins, franciscas and so on. @nits with throwing weapons may shoot up to 1
&nit Si'es @nits are di!ided into four types according to their sie# a team (+ miniatures), a group (D miniatures), a band (L miniatures) and a horde (12 miniatures). "hate!er its sie, it is considered a unit for all purposes. &he ma$imum number allowed to be allocated in the first rank will be always fi!e, regardless of the sie of the unit.
$onscripts and #eterans 3epending on their training and e$perience
troops may be conscripts or !eterans. &he conscripts form the backbone of a warband in =rytenwalda, so it should include a minimum of two groups of conscripts. ,roo- . ) / , S
7ons
< 2 + : 5 +9
,roo- . ) / , S
Het
< + : < 5 :9
Infantry 8ost of the warriors fought on foot during this period. lthough some were more skilled or better e;uipped, most fought in a !ery similar manner.
(rchers unit armed with bows considered archers, and can make ranged attacks. &hey can also fight in close combat, but suffer a 51 penalty to their 7ombat and 3efence characteristics. &hey may be either conscripts or !eterans.
$a#alry 7a!alry units are mounted troops, so they are able to mo!e more ;uickly through the battlefield. &hey are especially good when charging, so they recei!e a bonus of P1 to their 7ombat characteristic the turn they charge. &hey also get a 8o!ement !alue of 19cm.
Heroes 4eroes are elite warriors with e$ceptional skills. &hey may be included in any unit to boost its combat power. ach warband may include up to D characters, including a chieftain. 12
$hieftains ach warband is led by a chieftain, who directly represents the player on the battlefield. &he 7hieftain is the commanding officer and his orders dictate the armyKs performance. It is mandatory to include one chieftain per warband, no more, no less. The +omans have no concern for !s, so we will concern for o!rselves. Good men and good faith is all we will need. ?aint Batrick
&he troops do not mo!e through the battlefield on their own will, nor are they directed any heroes that ha!e 0oined their unit. Instead, all units will obey the orders of the army chieftain, the bra!e strategist who will en0oy the spoils of !ictory or the infamy of defeat. &he command structure of a warband is formed by the chieftain and the other heroes. =oth the chieftain and the other heroes in the army should be represented by suitably outstanding miniatures, so they may be identified amongst their troops.
)i#in orders s mentioned abo!e, an army will follow the orders of their chieftain to act effecti!ely on the =oth the chieftain and other heroes should be deployed inside a unit. &hese men represent the battlefield, otherwise they would remain in place or charge against the enemy as a directionless heroKs retinue, and they will not abandon him, crowd. thus linking his fate with his companions. You can include up to a ma$imum of two heroes &o coordinate the actions of the troops the chieftain will gi!e orders to his men during the in each unit. battle. &he chieftain may gi!e one order per turn to each of his units within his command radius of +9cm. It is !ery important to note that each unit may only recei!e a single order each turn, a group of soldiers may get ;uite confused if they recei!e contradictory orders.
*eadership and compression "hen a unit recei!es an order it will make a Ouality check to !erify that they understood it correctly (or ha!e the courage to carry the order out). If they fail the check they will continue following the order recei!ed the pre!ious turn. @nits e;uipped with missile weapons are an e$ception to this point because, in case of failure, they will fire at the nearest enemy unit at range instead of following the rules of other types of troops. If two enemy units are at the same distance, shooters may choose which unit to shoot at.
1+
$hare!
Heroes leadin units &he unit where the chieftain is deployed will automatically pass their ;uality checks when they recei!e an order. 4ero5led units may re5roll a failed ;uality check when recei!ing an order. 7hecks can only be re5 rolled once by a unit, e!en if it includes two heroes. &he second result must be accepted.
=efore gi!ing the order, !erify that the charging unit will reach its enemy. charge doubles the !alue of mo!ement as in 3arch on2, and it allows the unit to engage in melee with an enemy unit. "hen contacting in a melee, you must place as many of your models as possible in contact with the enemy, without changing the original lineup. 7a!alry units can't charge through difficult terrain.
+irst round orders
Halt! "hen gi!en this order, the unit will stop and may change its facing and lineup as desired.
t the beginning of the battle all men know what to do and the enemy is at a distance long enough to pose no immediate threat, so they will do e$actly what their chieftain e$pects of them. In the first turn all units can e$ecute orders without checking for discipline.
Shieldwall! nly shield bearing units may perform a shieldwall. &he unit recei!ing this order must stop in that turn. Blace a token to indicate that the warriors are forming a shieldwall. "arriors on shieldwall cannot march nor charge as long the formation lasts. "arriors forming a shieldwall will add P1 to their 3efence !alue when shot by missile weapons. "arriors forming a shieldwall will not recoil when loosing a combat..
Type of orders &he chieftain can gi!e se!eral types of orders. ?ome orders are specific to a particular troop type, for e$ample a unite of spearmen can not recei!e the order, E?hootG because they do not ha!e any kind of pro0ectile weapons. s we said each unit can only recei!e one order per turn, when they recei!e a new order they will forget the pre!ious one and will begin to follow the new.
+ire! nly units bearing missile weapons. unit with missile weapons will shoot the nearest enemies if they ha!e not recei!ed any further orders. "hen they recei!e ?hoot 8ay shoot at any enemy within their range and line of sight.
!ailable commands are#
+orward! &his is the most basic order. &he unit can mo!e in any direction as long they keep the same formation and no miniature mo!e more than its mo!ement !alue.
Mo#e and shoot! &hanks to this order the ca!alry unity may either shoot and then mo!e*march, or shoot and then mo!e*march.
March on! s orward2, =ut mo!ement !alue will be double and the whole mo!ement should be straight. ll units charged while e$ecuting 3arch on2 "ill suffer a 51 penalty in their 7ombat, 3efence and Ouality !alues during the first round of the melee. 7a!alry unites man not 3arch on2 &hrough difficult terrain.
Mo#e back! &his order can only be performed by ca!alry engaged in combat with infantry. 7a!alry may break off from melee and march straight back. &hey will keep marching in the same direction as long as they do not recei!e a new order.
1:
as a free order (you do not ha!e to gi!e an order for them to fight, but it counts as an order which is automatically obeyed). "hen a unit that is gi!en 7harge order contacts an enemy, it also fights immediately as an e$tra free order. fleeing unit must be stopped with a 4alt order. Co further orders may be gi!en to fleeing units. There is a grave for 3arch, a grave for Gwyth!r, a grave for Gwgawn +ed(sword; Wonder of wonders, no grave for rth!r. nglynion y =eddau (?tanas of the -ra!es)
@nits armed with missile weapons can shoot at enemy units if they recei!e the appropriate order.
*eal tarets
=rytenwalda does not use the dear old I-@- (EI go you goG) turn system. Instead of that, both players will share the same turn. =oth players roll a dice and the winner will get the initiati!e that turn. &he player with the initiati!e will choose one of his or her units% that unit will attempt to perform their order. &hen the other player will get the initiati!e and will gi!e an order to any of his or her units. Blace a token ne$t to units that ha!e already recei!ed an order this turn to remind yourself that they cannot be acti!ated again until ne$t turn. player may choose not to gi!e a new order to a unit if he or she wants the unit to continue performing the pre!ious order, or wants them to stand still. If one player fields more units that the opponent, he or she may also gi!e orders to any units left after the enemy finishes his or her last acti!ation. "hen all units ha!e recei!ed their orders, the turn is o!er and initiati!e is rolled for again. unit engaged in a melee maybe chose to fight
In order to be targeted by a unit of archers, an enemy unit must meet the following criteria# 5 =e within range of fire of the shooter. 5 =e within line of fire of the shooter. 5Cot be engaged in close combat.
,anes &he are two kinds of missile weapons in =rytenwalda# bows and throwing weapons. 5=ows (including crossbows and all kinds of bows) +9cm. 5&hrowing weapons (including 0a!elins, franciscas and so on) 1
*ine of siht &he line of sight determinates which targets can be in sight and can be chosen as a !alid ob0ecti!e. Qine of sight may be blocked by# 54igh terrain. eatures such as forests, hills and
1<
buildings count as high terrain. =oth players should agree on which pieces of terrain are EhighG before beginning the game. 5riendly troops that are
failed that unit may not mo!e during this turn if it has not been gi!en orders yet. If the unit has taken orders this turn, then it will not recei!e any orders for the ne$t turn instead. Blace a token ne$t to the unit to indicate that they may not act ne$t turn. If the shot unit includes a hero, the unit can re5 roll a failed Ouality test, but they must accept the result of the second roll. egardless of the number of heroes allocated to a unit, the test can only be re5rolled once.
*inked shootin
Shootin nce you ha!e determined your target, you may roll the dice to see if you hit and how badly they are damaged. =oth the shooter and the target must follow a simple procedure# Shooter: dd the number of miniatures in the unit "l!s the unitKs Ouality !alue "l!s 13D
Qinking shooting is an effecti!e way to turn down an enemy. &wo or more units bearing the same kind of missile weapons can choose the same target if it is a legal target for all models in both units. It is a special order and it is an e$ception to the normal order system. &o perform a linked shooting, choose one unit as the leader. &his unit will ser!e as the primary shooters% it must pass a Ouality check 0ust as if it had been gi!en a normal order. &he controlling player may then choose one or more units which will shoot as secondary units. &hese units must pass a Ouality check as well. ny secondary unit failing the check can not take part in the linked shooting action. nce the units partaking in the linked shooting ha!e been determined, use the following procedure# .ain unit dd the number of miniatures in the unit "l!s ;uality !alue "l!s 13D
,arget: dd the number of miniatures in the unit "l!s the number of heroes in the unit "l!s the unitKs Ouality !alue "l!s 13D
If the target wins nothing happens or there is a tie. If the shooter wins the target must check for 3efence. or each failed 3efence check a warrior must be remo!ed as a casualty from the target unit, indicating that he is either dead or se!erely in0ured. If one or more miniatures ha!e been remo!ed in a unit, that unit must immediately take a Ouality check% if the check is
Su--orting unit ny supporting unit, no matter how big or small, 0ust adds itKs number of miniatures to the total score.
s with a normal shooting order, if the target wins ore there is a tie nothing happens , and if the shooters win, the target must check for 3efence. If the target is doubled check twice for 3efence (if it is tripled, check three times and so on). 1D
3amage to the target unit is resol!ed in the same way as a normal shooting order.
If the target unit is outnumbered by the charging unit they ha!e to pass a Ouality check in order to ?tand ?till or ?hoot% if they fail they will lee instead.
I have been where #lacha! was slain, the son of rth!r, awesome in songs, when ravens croaed over blood. 8i a "um, =lack =ook of 7armarthen
&o engage the enemy in close ;uarters fighting, a unit must be gi!en a %harge2 order. &he unit selected to perform a charge must meet the following re;uirements. 5It must not already be engaged in close combat. 5&he target must be within its line of sight 5&he target must be within charge range (doubled mo!ement !alue). 5If the chargers are a ca!alry unit, they cannot pass through difficult terrain .
(d#antaes of charin "hen a gang of warriors charge, they close in running, shouting, and wa!ing their weapons in anger to look as intimidating as possible. &he charging unit will get P1 to their 7ombat Halue during the first round of the melee. If they lose the combat in the first round, they will get a P1 to their Ouality !alue.
,eactin to a chare unit on the recei!ing end of a charge is unlikely to stand around while the enemy closes in on them, screaming and brandishing their weapons, but they may decide to react in !arious ways.
5Stand still. &he most common reaction. &hey 0ust will brace for the impact of the charge, readying their weapons with their feet firmly entrenched. &he combat will be resol!ed normally. 52lee. "hen cowardice o!ercomes them, or they are simply wise enough to realie that they are outmatched by their opponents and doomed to lose, men will turn and turn tail and flee. 8o!e the target unit double its 8o!ement !alue directly away from the charging unit. &he charging unit will then complete the rest of their charge mo!e, mo!ing up to the ma$imum (double their mo!ement characteristic). In the e!ent that the remainder of the charging unitKs mo!ement brings them into contact with their target, the target unit will be completely destroyed and all enemy models remo!ed as casualties. If the remainder of the charging unitKs mo!ement is not enough to reach its target, the unit may choose to complete the charge mo!ement at double their normal mo!ement rate, or to restrain their impulse and complete the order using their normal mo!ement rate. If the target unit is not caught and destroyed, it will be considered fleeing as if it had been defeated in combat, and it can be regrouped with a 4alt order as usual. 5Shoot. nly units with missile weapons can perform this charge reaction. &he warriors may take one last shot before their enemies reach them in close combat. 3ue to the stress of being charged, apply a 51 modifier to their 7ombat !alue when performing this reaction. You cannot do linked shooting when performing this shooting reaction, only the unit targeted for the %harge2 order may shoot. ?ince the charging warriors are more preoccupied with reaching the target unit than with defending themsel!es, they do not need to take a Ouality test if any of their warriors fall as a result of the shooting. 5Shoot and flee. nly ca!alry units with missile weapons may shoot and flee as a charge reaction. &his combines ?hoot and lee reactions. Rust as
1
with the shoot reaction, the target unit may take a shot with a 51 modifier to their 7ombat !alue. fter the shot is resol!ed, the target unit may mo!e its 8o!ement !alue directly from the charging unit.
!alue "l!s 1 if they outnumber their opponent "l!s 13D
(ccidental $hares @nits are not allowed to mo!e into contact with the enemy without being gi!en the %harge2 order. In the e!ent that a mo!ement would lead them to contact with an enemy unit, stop them at
$hieftains and heroes in combat
&his is the most e$citing phase, the troops are finally face to face and can settle disputes man5 to5man at a !ery personal distance. &he combat in the ancient world is not as epic as the mo!ies and no!els can make us think, the fighters were more concerned about staying ali!e than killing their enemies. warrior will try to keep his body as safe as possible behind his shield% stabbing his enemy was secondary. "e can almost imagine the fighting formations approaching each other timidly, while being harangued by their officers and egged on by their compatriots behind them.
In addition to other factors, add 1 for each fighting hero in the unit. If the unit includes the chieftain, add a 132 in addition to the P1 of a normal hero% to perform this throw a dice (1 if odd, 2 if e!en) or flip a coin (call heads or tails). @nits including one or more scholarly hero may re5roll the 13D, but they must accept the outcome of the second roll.
Determinin $asualties
7heck how many miniatures are in contact with an enemy% these warriors will take part in the close combat.
&he unit that loses the combat will be pushed back by the enemy and retreat one baseKs length directly backwards pro!ided they ha!e room to do so. ach warrior in the defeated unit and half the warriors in the winning unit (rounding down) must then take a 3efence check. If the unit that wins scores double the looser must check twice for 3efence (if it's tripled check three times and so on). ach failed 3efence check means a warrior dead or se!erely in0ured, and so that number of miniatures must be remo!ed from the game.
Melee
$heckin for moral
ach side adds the number of miniatures in contact with an enemy "l!s the unit's Ouality
&he losing unit must now check to see if they are bra!e enough to keep fighting after suffering a
Determinin contacts
1J
defeat. models to the sum of the combat. If 0ust one man falls during the combat, then no 5If there are four or more miniatures from test will be necessary. If two or more men ha!e another friendly unit already in combat, throw an been killed, the unit must take a Ouality check. additional 13D when sol!ing the combat. ach hero in the unit (including the chieftain) adds P1 to the unit's Ouality characteristic when +leein from a multiple combat performing this morale check. If the Ouality nly the last unit to charge may choose to check is failed, the unit flees. &his check can be pursue if the enemy flees. re5rolled if there are one or more men in the second rank of the unit.
(ddin pressure If the defeated unit does not flee, the winner may choose to mo!e as many of his or her miniatures to contact as he or she wishes. nly models which are not already in combat can be mo!ed this way.
+leein and pursuin If the losing unit does not pass its morale check it will immediately flee double its 8o!ement !alue directly away from their opponents. &he fleeing unit will continue mo!ing in the same direction until a successful 4alt order is gi!en. &he winning unit may decide whether or not they want to pursue. !ictorious unit that wishes to stand still must pass a Ouality check to maintain control. If this test if failed, they are o!ercome with confidence and run after their fleeing enemies. If the pursuer is a ca!alry unit and the fleeing unit is infantry, the fleeing unit will be always completely slain (remo!e all the miniatures of that unit from the game). Infantry may not attempt to pursue a fleeing ca!alry unit. If both units share the same type (two infantry units or two ca!alry units), roll 13D# 15+ &he enemy is completely slain% remo!e all the miniatures of that unit from the game. :5D &he enemy escapes. 8o!e the pursuer its normal 8o!ement !alue after the fleeing unit.
&he !arious components of the landscape are represented in the game by terrain pieces, such as hills, !illages, marshes, ri!ers and so on. ?ome terrain features ha!e their own rules.
Si'e of the scenery
3ifferent pieces of scenery will ha!e different forms depending on the item represented (an "hen a second unit charges into a unit which is o!al hill or a rectangular building, for e$ample). already in close combat with another unit, it is &here are no mandatory rules regarding the sie referred to as a multiple combat. of terrain features, although as a guideline most ollow the usual steps of a single combat with should be no larger than 1<$2
Multiple combat
1L
Difficult terrain
were open terrain. 7a!alry may cross a ri!er without a ford or bridge, but cannot march or charge through it. Infantry crossing a ri!er without ford or bridge must perform a Ouality check. If failed, roll 13D# 15+ ne miniature is drowned and must be remo!ed from the game. :5D 2 miniatures are drowned and must be remo!ed from the game.
3arshes, swam"s, stee" or rocy hills, cro"s... Infantry units may not march or charge through difficult terrain elements. 7a!alry cannot mo!e through this type of terrain.
Impassable terrain B!ildings, walls, cliffs, crags, dee" laes... Co infantry or ca!alry unit may mo!e through scenery pieces classified as impassable terrain.
Infantry can't march or charge through a ri!er.
Hills 4ills are a type of scenery that play an important tactical role, so they ha!e their own special rules. "hen two or more units in combat are fighting on a hill, the unit closest to the center of the hill will add P1 to its 7ombat !alue. 8ost hills will not be perfectly circular, but you may use an imaginary point, paint a small dot, or place a token such as a small rock to mark the center of the hill.
Walls unit defending a wall will add P1 to its 7ombat and Ouality !alue during the combat. unit is only considered to be defending a wall if it did not mo!e during the pre!ious turn and the enemy unit is in contact with the defending unitKs front facing. Cote# a wall built on a hill is a !ery ad!antageous position so, yes, the bonuses for defending a wall and ha!ing an uphill ad!antage are cumulati!e. unit recei!es a P2 to 7ombat and P1 to Ouality when defending a wall with an uphill ad!antage.
,i#ers i!ers are another scenery piece with s-ecial characteristics. ri!er must be placed on the table so that it enters into a ;uadrant and lea!es by an ad0acent one (ie, can not lea!e the table by the diagonally opposite ;uadrant). &here must be at least one and no more than two crossings on e!ery ri!er. &hese passages may be either bridges or fords and they must ha!e a minimum width of +cm and a ma$imum width of Dcm, which are considered passable as if they 29
Warband *ists $hoosin your army =efore playing a battle, both players must agree how many solidus they want to spend on their armies. =oth armies must share the same amount of solidus, unless the scenario says otherwise or both players agree to field une!en armies.
,omano-British Heroes enomination
Amount Solidus
)hieftain
Bendragon
1
D9
Warrior
&eulu
95<
<9
Scholar
3ruid, bard or priest
952
<9
7hieftain and warrior heroes may mount on horses at a cost of 19?. 3oing so gi!es them the cavalry talent.
21
Warriors ,ier
,alents
Solidus
Ardu
7onscripts
?couts, &hrowing weapons
+D
Aulue
7onscripts
?pearmen, ?hields
+:
Rherel
Heterans
?pearmen, ?hields, &emperance
:D
)am-w3r
Heterans
?hields, erocity
:D
5elw3r
7onscripts
=ows, ?couts
+J
Saethw3r
Heterans
=ows
:D
.arca
Heterans
7a!alry, &hrowing weapons
<2
Sa.ons Heroes enomination )hieftain
Amount Solidus
&hegn
Warrior 3ryten, -eoguth, -esiNas or warrior cults Scholar
?cop or -aldre
22
1
D9
95<
<9
952
<9
Warriors ,ier
,alents
Solidus
0ebur
7onscripts
?hields
+2
0eogu1e
7onscripts
?pearmen, ?hields
+:
ugu1e
Heterans
?pearmen, ?hields
::
0esi1as
Heterans
?pearmen, ?hields, =rutality
:J
=ows, ?hields
+J
6angbogasc7otendas 7onscripts .earc8-re9t
Heterans
?pearmen, =ows, ?hields
<9
+red8-re9t
Heterans
7a!alry
:J
Heroes enomination
Amount Solidus
rras
)hieftain
Warrior 7uradha, iastarti or 3inuadda5claiomhnaghta Scholar
3ruid, bard or priest
1
D9
95<
<9
952
<9
Warriors )eitherne
,ier
,alents
Solidus
7onscripts
?hields, &hrowing weapons, ?couts
+J
?hield
+2
)liarthairi )laiomh 7onscripts )liarthairi Slea
Heterans
?pearmen, ?hields
::
)liathairi 0aemor
Heterans
Bikemen
::
eaisbard
Heterans
?hield, =rutality
:D
2iagania
7onscripts
=ows
+D
0uirran
Heterans
7a!alry, &hrowing weapons
<2
2+
Heroes enomination )hieftain
Amount Solidus
-ai urmahr
Warrior 7aithdaoer or &homordaoer Scholar
3ruid, witch or priest
1
D9
95<
<9
952
<9
Warriors ,ier
,alents
Solidus
im
7onscripts
&hrowing weapons, ?couts
+D
0airlorm
7onscripts
?pearmen, ?hield
+:
0aimorlom
Heterans
Bikemen
::
Aumue 4oai
Heterans
erocity, =rutality, Impetuous
:J
)hodaoer
7onscripts
?hield
+2
+lbharu
Heterans
=ows
:D
.3rchan
Heterans
7a!alry, &hrowing weapons
<2
distances accordingly if they wish, or they may simply use the gi!en ranges and distances to a!oid complications with con!erting. &he game board sie may also !ary, depending on the solidus spent during warband creation. or small battles between two forces of around D99 solidus, a D9$D9cm board is recommended. In bigger battles with around 1,999 or more solidus per warband, a larger table of L9$L9cm. or 129$199cm is recommended, depending on players' preferences and the restrictions of the playing area.
Battle lenth
Board Si'e and distances =rytenwalda was written with 1
?ome battles last until one player concedes or all models on one side are either fleeing or dead. "ith especially large warbands, howe!er, this may take too much time. In these cases both players may agree to either a time or a turn limit for the battle. ne hour or si$ turns 7ount the solidus of each killed model when the time is o!er S the player who destroyed more solidusK worth of enemies will win the battle.
$hoosin a battle =oth players may agree on which scenario to 2:
fight, or alternati!ely they may let fate decide, by rolling on the following table# 1
Bitched =attle
2 Qoot and Blunder +
=ridgehead
:
elic aiders
<
mbush
D
Aidnapping
"itched Battle Settin up
They then sent to ngeln, bidding them send more hel", and had them informed of the cowardice of the Britons and the excellence of the land. They then immediately sent hither a greater force to the hel" of the others. &he nglo5?a$on 7hronicle
Settin up oll a die to determinate who is the attacker and who is the defender. &he player who scores higher is the attacker. &he defender may place up to four terrain features on the board, but may not lea!e more than one ;uadrant !acant. &he attacker may then choose between swapping the placement of two of those elements, or remo!ing one of them from the battlefield. Cote that a ri!er counts as a single terrain feature e!en if it flows along two s;uares. In addition, the defender places one terrain feature in the centre of the battlefield% which will be the ob0ecti!e. &he ob0ecti!e may be a church, abbey, longhouse or similar structure, and does not count towards the scenery limit, nor can it be repositioned or remo!ed by the attacking player. &he defender chooses one side of the table and deploys his or her warband no further than 19cm. from that board edge. &he attacker then deploys his or her warband on the opposite side, keeping within the same 19cm. distance from the edge. ?couts and ?ur!eyors may be deployed after the main armies. In this scenario, the attackerKs ?couts and ?ur!eyors may not be placed closer than 1
oll a die to determinate who is the attacker and who is the defender. &he player who scores higher is the attacker. &he defender may place up to four terrain features on the board, but may not lea!e more than one ;uadrant !acant. &he attacker may then choose between swapping the placement of two of those elements, or remo!ing one of them from the battlefield. Cote that a ri!er counts as a single terrain feature e!en if it flows along two s;uares. &he defender chooses one side of the table and deploys his or her warband no further than 19cm. from that board edge. &he attacker then deploys his or her warband on the opposite side, keeping within the same 19cm. distance from the $onclusion edge. ?couts and ?ur!eyors may be deployed In order for the attacker to win, he must keep a after the main armies. &he attacker gi!es the first unit composed of si$ or more miniatures in order. contact with the ob0ecti!e base for at least two complete turns without close combat fighting, with a 4alt order acti!e. If he or she succeeds,, $onclusion the attackers win battle. If the attacker has a unit =attle lasts until one player concedes or all of D or more in contact with the ob0ecti!e at the models on one side are fleeing or dead. end of the game, but theyKre in combat, the battle is a draw.=attle lasts for eight turns. 2<
Settin up @se the same procedure for placing terrain as in a Bitched =attle. "hen the defender has set all the scenery the attacker must choose a hill or a wall which will ser!e as the ob0ecti!e and place it in one of the ;uarters. &he attacking warband must be deployed in the same ;uarter as the ob0ecti!e, and he or she must deploy one unit defending the ob0ecti!e (either behind the wall or at the center of the hill). &he defender deploys on the opposite ;uarter and at least 1
in!estigated, the last token will automatically be the relic. &he unit which found the relic will carry it with them until the unit is either destroyed or flees, in which case the relic token is placed on the battlefield where the unit was destroyed or began to flee. &he relic may be carried again by any unit which contacts it. &he battle lasts until one player carries the relic to his or her board edge, or one player concedes, or all models on one side are fleeing or dead.
$onclusion =attle lasts for si$ turns. If the attacker keeps one unit defending the ob0ecti!e (no matter if it is the original defender unit or not) when the si$th turn is o!er, he or she wins the battle. Beware the anger of the "atient men. Irish Bro!erb
Settin up oll a die to determinate who is the attacker and who is the defender. &he player who scores higher is the attacker, and is ambushing the =oth players roll a die% the winner recei!es two defending player. relic tokens, recei!es one. &hese tokens &he ambushed player deploys his or her army no represent the possible locations of a relic that further than 19cm. from an imaginary line which both warbands are seeking. Blayers take turns crosses the middle of the board. "hen all regular placing the tokens 19cm. or closer to an troops are deployed, ?ur!eyors and ?couts may imaginary line which crosses the middle of the be deployed, but no further than 29cm. from that board, starting with the winner of the roll5off. line. &he distance between tokens must be at least &he attacking player now places up to four 1
Settin up
2D
for a casual gamer, hardcore wargamers and old school B- players will look for a way to interconnect them, creating a story. Blaying a campaign is one way to create a saga for your chieftain and his bold followers. 3uring a campaign, your warriorsK names will be immortalied in the songs of bards but also suffer terrible misfortunes.
Desinin a campain campaign can be as simple as writing a story and playing a string of scenarios build around that story, or playing a tree or map based Settin up campaign, and fight for the con;uest of a ollow the same set5up procedure as in the #oot number of pro!inces or critical places. &he more and 5l!nder scenario. In this scenario, the players partaking in a campaign, the more fun it attackersK kidnapping target is residing inside the is, no matter which type of campaign you choose ob0ecti!e building. to play. $onclusion In the e!ent that two or more players want to "hen an attacking unit contacts the building, it play as the same faction, each player may simply will kidnap the dweller. If the kidnapping unit is choose a different kingdom to ally themsel!es with (consider two omano5=ritish players 5 one destroyed or flees, set the kidnap !ictim on the may fight for -wynedd while the other will sell battlefield. &he !ictim will remain stationary, his sword to the king of 3umnonia). In ancient but may either 0oin or be recaptured by any unit =ritain, it was not uncommon for warbands which contacts it depending on if that unit is an hailing from similar cultures and regions to be at attacker or defender. odds with one another. &he battle lasts until one player escorts the dweller to his or her board edge or one player concedes or all models on one side are fleeing or (ftermatch dead. +allen units Cote that although you may use a miniature to represent the kidnapped person, it will count as a !en if a unit is completely massacred during a token, and you must not de"loy it inside the unit battle, some of the men may ha!e only suffered in0uries or possibly e!en ran from the battlefield which carries it, e!en though it may remain on (woe the cowards). oll on the following table the board and mo!e with that unit. to see how many of them ha!e managed to sur!i!e for the ne$t battle. Hertical is the sie of Then all the co!ncillors, together with that the original unit, !ertical is a 13D roll# "ro!d tyrant *ortigern, the British ing, were so blinded, that, as a "rotection to their co!ntry, they sealed its doom by inviting in among them, the fierce and im"io!s 'axons, a race hatef!l both to God and men, to re"el the invasions of the northern nations. 3e $cidio =ritanniae, &he uin of =ritain, -ildas
lthough playing separate battles may be fine
2
;
#
"
<
%&
%
5
5
5
1
&
5
5
1
2
#
5
1
2
+
*
1
2
+
:
=
2
+
:
<
"
+
:
<
D
+allen heroes
new unit with less than three men.
7hieftainsK and heroes' destinies are linked to the unit they 0oined when the battle began% if the unit is utterly destroyed they may also fall with their brothers in arms. oll 13D and consult the following table to see what happens# 1 or 2
noble death.
+
7aptured
:
"ounded for the ne$t 2 battles
<
"ounded for the ne$t battle
D
4e is ali!e
"hen a chieftain or hero is captured, the warband which defeated them may ask for a ransom. =oth players may negotiate the amount but, if there is not a deal, the captors can keep him capti!e as long as they want, or e!en kill him.
Booty "hen the battle is o!er, the winner can pillage the fallen enemies and sell the prisoners to the nearest sla!e trader. "inner gets 299 solidus after the battle. &he defeated warband may sell the properties of the fallen companions and seek for reinforcements among the nearest towns. &he loser gets 199 solidus after battle. elic aiders and Aidnapping scenarios gi!es 199 e$tra solidus to the winning warband.
,etrie#in lost warriors You can use your solidus to recruit new heroes or warriors to replace those who ha!e fallen in battle% 0ust pay the amount indicated in your warband list. If your chieftain has passed away, you pay for a new hero% one of the e$isting heroes will be promoted to the role of chieftain of your warband.
)lory and renown s the campaign progress your chieftain, heroes, warriors, or sometimes your whole warband may ac;uire new skills which reflect their e$perience and reputation. lthough these skills may be the result of e$perience gained in battle or reputation won among nearby settlements, in game terms they are bought using ?olidus. ach one of these skills costs 2<9 solidus. You cannot buy skills for a chieftain, hero or unit that fell in the pre!ious battle.
$hieftain and heroes
ie hard' If the character rolls a 1 in the fallen heroes table you may roll again. 5ard as steel' oll again if your character rolls ,ecruitin new warriors : or < in the fallen heroes table. You can use your solidus to buy new warriors for 2ame' 3iscount a 1
2J
&nits 2avor of the gods' You may re5roll a 3efence check once per battle. Pathfinders' Infantry units only. &his unit may march through difficult terrain. Raiders' =efore beginning a battle but when all units are already deployed, the unit may make a mo!e as though they recei!ed a 8arch on order. 4old' @nit ignores their fist failed Ouality check. +lite' @nit adds P1 to their 7ombat !alue. "arband Relentless' nce per battle you may gain the initiati!e for the turn without rolling the dice. Strategist' You may re5roll when determining who is the attacker and the defender of a battle. 4attle standard' Your chieftain's command radius is increased to :
$reatin new warriors and warbands lthough this rulebook attempts to co!er the main kinds of warriors of each culture, you might want to create some new ones like elite kontos5bearing omano5=ritish ca!alry, or Bict warrior women. You may also want to create your brand new warbands of -oths or Hikings for other games backgrounds. &hese are the points used in the creation of the warbands you can en0oy in =rytenwalda. &ry to be sensible when designing new warriors or warbands% do it fun to play with and against. )onscri-ts +9 >eteran
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,em-erance 2
The twelfth battle was on Badon Hill and in it 678 men fell in one day from a single charge of rth!r9s, and no one laid them low exce"t he alone. Cennius, 4istoria =rittonum
Scouts
2
2erocit3
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4rutalit3
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(m-etuous
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Shields
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S-earmen
2
Pikemen
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Assault m'
:
,hrowing w' : 4ows
D
)avalr3
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$reatin new scenarios 8aybe you ha!e an interesting idea, or maybe si$ scenarios are too few for a large campaign all o!er =ritania. You are free to design your own battle ideas. Rust try to make it as fun as possible for both players. In fact it would be fine to gather with your friends and share yours ideas. nd, if you are especially fond of your new scenario... share it with all the =rytenwalda community
2L
4o not be disheartened by limitation. 4o what yo! can, !ntil all strength is s"ent, and yo! have done heroic things. man can only do so m!ch. If he co!ld do more, he9d be God. ?t. 7olumba
Written b3 HTctor -ondra. 0ra-hic design and miniatures -ainted b3 HTctor -ondra. Additional texts b3 lberto uente!illa 3e 3iego (Idibil) Additional rules b3 &homas -abel +nglish correction b3 &homas -abel and =lacksmith. Photogra-hies b3 ectio, Qeta!ia, =ata!i, 7ontubernium, 7omitatus and l 7lan del 7uer!o. .iniatures b3 ?plintered Qight 8iniatures, painted by HTctor -ondra ,extures: ?truckdumb, Isthar, roen ?tocks, Cinstock, iresign, =ashcorpo, "o0tar, rghus, 8oonstruck, &e$urestockbyh0s. 4r3tenwalda blog: http#**brytenwalda.blogspot.com*
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