VIKINGS SUPPLEMENT
Version 2.1: 12/03
This supplement by Bob Gingell contains translations of additional rules for “Vikings” from French magazines, in particular those specifically designed for “Vikings” in Claymore #10. It also contains a number of extra scenarios using “Vikings”. As a clarification, a section has been added with details of differences between “Vikings” (published in 1990) and the French game “Croisades” (published in 1987), and between “Vikings” and the English game “Viking Raiders” (also of 1987). 

Contents											  Page no.
1.	“Drakkar extension” additional rules, from Claymore #10					  2
The knarr ship, javelins, divers, grappling hooks to climb walls, refusing combat.
2.	Additional rules, from Claymore #6, Claymore #5, “Croisades”, etc.			  5
Throwing axes, angons, throwing stones by hand, weather, shooting from behind friendly characters, terrain clarifications.
3.	Rules introduced in “Vikings” 								  9
Comparison with “Croisades”, comparison with “Viking Raiders”
4.	Sea scenarios											23
4.1	Leaving for Iceland (Depart pour l’Islande), from Claymore #10
4.2	The End of an Outlaw (La fin d’un Utlagi), from Claymore #11
5.	Coastal raid scenarios										25
5.1	Norman Sicily (Sicilia-Normanni), from Claymore #3
5.2	Largs, from Claymore #13/14
6.	Land-based scenarios										27
6.1	The Isle of Tablut (L’ile du Tablut), from Claymore #2
6.2	Blood and Gold (L’or et le sang), from Claymore #2 
6.3	Fredegonde’s Fury (La colère de Frédégonde), from Claymore #7
6.4	Heavy Fog on the Coast (Nuages bas sur les côtes), from Claymore #9

Other translated scenarios using material from “Vikings”
Sea scenarios:
Tranchemer 1203 (Claymore #7): Siege Tactical Scenarios
The Captain’s Head 1281 (Claymore #7): Mongol Army Extension
Land scenarios:
	Crann Ull (Le Journal du Stratège #55/56): Dragon Noir Supplement
The First Battle of the Fords of Isen (Claymore #6): Dragon Noir Supplement
	The Alliance (Claymore #1): Town Scenarios
Dublin 1172 (Claymore #13/14): Town Scenarios	
Irish and Scottish scenarios: 
There are a total of 8 different scenarios using “Vikings” in the Irish and Scottish extension.
Crusades scenarios:
The Battle of Manzikert 1071 (Vae Victis #7): Byzantine Army extension
The Blachernae Palace 1203 (Claymore #11): Town Scenarios 
	The Revolt of Nicosia 1192 (Claymore #12): Town Scenarios 
Las Navas de Tolosa 1212 (Claymore #9): Spanish Reconquista extension

Note: Counters from “Vikings” plus the rules on two-handed axes represent the elite Varangian Guard in the Byzantine Army Extension. Unarmoured “Vikings” counters can also be used to represent Byzantine and Armenian spearmen and archers, Russian and Georgian auxiliaries in Mongol service, and Spanish bidets (javelinmen) of the Reconquista period.

Campaign scenario:
Viking Raid 744 (Claymore #6) [5 linked scenarios]	

1.	“DRAKKAR” – EXTENSION RULES FOR “VIKINGS”

The following rules by Hervé Tardy were published in Claymore #10 in 1996. Two sections (1.4 and 1.5 below) had already appeared in the same author’s “Montjoie” extension for “Cry Havoc”, “Siege” and “Croisades” which had been published in Claymore #5.

1.1	The Knarr
The knarr is a viking ship used mainly for navigating across the high seas and for transporting goods. For this reason the hull sides are much higher than those of a drakkar, and it contains a hold. Built to withstand storms, the knarr is much stronger than vessels of similar size.

The knarr is represented by a galiot (Anglo-Saxon ship), with the 4 hexes in the middle of the ship constituting the open hold. The 12 upper deck hexes are situated higher above the waterline than those of a drakkar or galiot.

Combined table of vessel characteristics

CHARACTERISTICS OF THE VESSELS (including the vessels supplied with “Vikings”)	
	Viking Drakkar	Saxon Galiot	Knarr	Rowboat	
Max no. of rowers	14	10	  8	  2	
Max speed forwards	  8	  5	  4	  2	
Max speed backwards	  8	  2	  2	  2	
Actual speed: equal to	Pairs of rowers  (1)	Pairs of rowers	Pairs of rowers	Rowers	
Acceleration and deceleration: conditions required	
+1  (2)	Min 1 pair rowers	Min 1 pair rowers	Min 1 pair rowers	Min 1 rower	
+2 or -2	Min 3 pairs rowers	Min 3 pairs rowers	Min 3 pairs rowers	2 rowers	
+3 or -3	Min 6 pairs rowers	  -	  -	  -	
Effect of different types of movement on the vessel’s speed	
Straight line	None	None	None	None	
Lateral movement	Speed –1	None	None	None	
Turn; max no of turns	Speed -2; 1	Speed -1; 2	Speed -1; 2 	None; any	
Hull points: Number of damage points that the vessel can take before sinking	
	19	11	19	  1	
Effect of damage on speed and acceleration	
Speed	-1 per 3 points of damage suffered	
Acceleration	-1 per 6 points of damage suffered	

NOTES
(1)	A drakkar can achieve a speed of 8 with 7 pairs of rowers.
(2)	The speed of a vessel without rowers will automatically decrease by 1 point per phase.

Influence on combat: As a consequence of the height of the upper deck, all characters on a knarr ready to board benefit from a doubly advantageous position (++) when attacking or defending. Other characters rowing or steering are (0) in defence and (-) in attack. Characters in the hold are subject to the same rules as for those on the deck.

[Suggestion for additional movement costs relating to the hold: There are no rules for movement included, yet the hold is lower than the deck (hence the difficulty with missile-fire – see below). It is probable that it is more difficult to move into and out of the hold than to move from one deck hex to another, so it is proposed that crossing from the hold to the deck or vice versa should cost +1 MP.]

MODIFICATIONS TO MISSILE-FIRE	
Position of archer	Position of target	Task of target	Cover	
In the hold of a knarr	Anywhere		Impossible	
On the upper deck of a knarr	On another vessel	Ready to board	None	
		Rowing/Steering	Light	
On another vessel / on land	On the upper deck of a knarr, or on a drakkar, galley or boat	Ready to board	Light	
		Rowing/Steering	Medium	
Anywhere	In the hold of a knarr	Ready to board	Impossible at short range	

COMPARATIVE DIAGRAM OF LAYOUT OF VESSELS [added by Bob Gingell]	
Rowing boat	Galiot or Knarr	Drakkar (Dragon Ship)	
    |        |        |   	    |   R  |   R  |   R  |   R  |   R  |      	     |   R  |   R  |   R  |   R  |   R  |   R  |   R  |	
|   R  |   R  |  B > |      	|  S   |  H   |  H   |  M  |  H   |  B > |    	|  S   |  C   |  C   |  C   |  M  |  C   |  C   |  B > |	
    |        |        |    	    |   R  |   R  |   R  |   R  |   R  |          	     |   R  |   R  |   R  |   R  |   R  |   R  |   R  |	
R = Hull side hex, crew position for rowing, grappling, boarding or bailing; S = Stern hex for steering; H or C = Central ship hex, used as hold on the knarr (H), for boarding, carrying horses or stores, or bailing; M = Mast hex, the central ship hex used as the axis for turning; B = Bow hex for grappling or boarding (on rowboat can also be used for rowing).	

1.2	JAVELINMEN
The following characters are treated as javelin throwers: 
Ceorls – Aelfric, Aelmaer, Weohstan, Eardwulf, Aethelberht; Huscarls – Kola, Osmed; 
Bondi – Domar, Glum, Yngve, Torleik; Berserkers – Hake, Bjorn.

The results of missile-fire are identical to those of archers (with shortbows). 

Modifications to die roll for thrown javelins	
Range; modifier	Short; +0 to die roll	Medium; +1 to die roll	Long; +2 to die roll	
Distance (1)	1-5 	6-12	13-25	

NOTE: These ranges are the revised ranges proposed by Christian Delabos in Claymore #6 for javelins in “Vikings” and “Dragon Noir” (see section 2.2 below). The ranges originally proposed in the Drakkar extension seem to be in error as they were the same as those for javelinmen in “Croisades”, ignoring the fact that “Vikings” had shortened all missile ranges.

1.3	DIVERS
Tactical role: Their objective was to dive under the waterline of an enemy ship to create a hole in the hull. Divers are selected from the unarmoured characters and must be designated as such at the beginning of the gam. Divers do not need to test for drowning [as they are all good swimmers].

Diving: This action consists of passing from level 0 (on the surface) to level –1 (underwater). Diving or surfacing costs 4 movement points. Place a ‘-1’ marker on the character to show he is underwater. A character underwater is invisible. He cannot be shot at. It is not possible to travel more than 3 hexes underwater without surfacing.

Attempt to make a hole in the hull: This action takes place like a collision with a speed factor of 1. There is no effect on characters on the vessel. The attempt is made during the naval movement phase during vessel movement.

1.4	GRAPPLING HOOKS TO CLIMB WALLS
Grapnel thrower: An unarmoured character with a grappling hook (grapnel) can try to climb a wall where its height is of 1 or 2 levels of elevation. [Use the hook and rope markers from “Vikings”.] 

The attempted throw is made during the movement phase. The character must be next to the target wall. He cannot move or fight during this phase. The success of the die roll is determined by the result of 1D10, which varies according to the height of the wall:
-	Elevation level 1: A result of 1-2 fails;
-	Elevation level 2: A result of 1-4 fails.
The movement cost is 8 MPs per level of elevation going up, and 4 MPs coming down. [Note that it also costs 4 MPs to cross from scaling ladder to battlement, so should cost the same from a rope.]

[NOTES: Use the coiled rope marker only when it is being carried. When successfully thrown, place the hook marker like a ladder next to the wall on the same hex as the thrower. Place the rope marker below the hook if the rope covers 2 levels. As climbing costs are based on numbers of levels of elevation, ropes must be treated differently from ladders. The character may be at one of three levels - on the ground, or on the rope at either level +1 or level +2. Place the character beneath the marker(s) if on the ground, on top of the marker(s) if on the rope at the top of the wall, and between the hook and rope markers if half-way up a 2-level wall. A rope may be pulled up from above and the hook re-used, using the same rules as for a ladder. See below for a rule on cutting the rope.]

Effect on combat: If combat occurs with an adjacent enemy, the die roll result is shifted two columns to the right. A result of “E” [wounded] or “D” [stunned] is death; a result of “C” [retreat] has no effect. 
If the result of a combat is a retreat onto a hex outside the walls where there is a grappling hook attached, the retreat is possible after rolling the die to check if the character succeeds in grabbing the rope. The character must not be in armour. The attempt fails on a result of 1-3 if he is in full health, on 1-6 if he is wounded. A failure results in the character falling to his death.

[Cutting the rope: An earlier version of this rule, by F. Ragin-Hari, is given in Claymore #1 for a scenario using “Vikings” and “Siege”. It provides that defenders may cut the grappled ropes like toppling a ladder but using the odds for success from “Vikings”: a character on the wall hooked by a grappling hook rolls 1D10 and succeeds in cutting the rope on 1-3. This rule can usefully be added to those above. Other differences from the set of rules above are that the earlier rules make no distinction between elevations, 1-4 is a fail (i.e. as for a 2-level throw), climbing costs 4 MPs (half the cost given above), and in combat the character climbing the rope is at (-) against (+) for the character on the wall (which has exactly the same effect as above).]

[Raising or lowering a character by rope: Ropes cannot normally be used by armoured or slow-moving unarmoured characters, but this proposed extra rule provides for any character to be pulled up or lowered down a wall or other barrier. Healthy characters can hold onto the rope but others must be tied onto it (which takes one turn), then it takes a full turn to raise or lower that character. The total attack strength of the character(s) doing the lifting or lowering must be equal to or higher than the unwounded defence strength of the character being moved, but two characters adjacent to the top of a rope can combine their strengths. Horses cannot be moved in this way.]

5)	REFUSING COMBAT
A character with a higher movement allowance to that of his assailant (or assailants), can decide to use his superior mobility to avoid the combat. A rider will retreat 2 hexes, a foot character 1 hex. The retreat can only be made through unoccupied hexes. A friendly character cannot be moved out of the way to allow the retreat, and a character retreating into hexes adjacent to an enemy is subject to the results of rolling on the Challenges (Infiltration) Table. 

2.	ADDITIONAL RULES

2.1	THROWING AXES
Rules by Christian Delabos published in the extension ‘Missile weapons and battlefield specialists’ (Armes de jet et hommes de trait) from Claymore #6, 1994.

Contrary to what people may think, the Merovingian Franks were not the only ones to use these weapons. In the 13th century, the northern Slavs, the Prussians and the Lithuanians still made much use of throwing axes. The throwing axe reaches its target after one, two or three rotations; each rotation increases the strength of the impact. This factor forces us to modify the missile-fire system for “Cry Havoc”. When deciding to shoot, a character carrying a throwing axe must first roll a 10-sided die and apply the “to hit” modifiers below, then if he hits roll again for effect. 

Throwing axe	Short range	Medium range	Long range	
Distance	1-2 hexes	3-4 hexes	5-6 hexes	
To hit modifier (D10)	 0	 +1	 +2	
Effect modifier (D6)	 0	 -1	 -2	

Shooting against mounted and foot characters (1D10)	
	Cover for mounted targets	Cover for foot targets	
Die roll	None	Light	Medium	None	Light	Medium	Heavy	
    1
    2
    3
    4
    5
    6
    7
    8+	  Hit
  Hit
  Hit
  Hit
  Hit
  Hit
    -
    -	  Hit
  Hit
  Hit
  Hit
  Hit
    -
    -
    -	  Hit
  Hit
  Hit
  Hit
    -
    -
    -
    -	  Hit
  Hit
  Hit
  Hit
  Hit
  Hit
  Hit
    -	  Hit
  Hit
  Hit
  Hit
  Hit
  Hit
    -
    -	  Hit
  Hit
  Hit
  Hit
  Hit
    -
    -
    -	  Hit
  Hit
    -
    -
    -
    -
    -
    -	
If the character aimed at is hit, the shooter rolls a 6-sided die and applies the “effect” modifiers above. Then the following tables are consulted, adding +1 to the die roll for an armoured target.	

Shooting against mounted and foot characters (1D6)	
Die roll	Mounted result		Foot result	
  1
  2
  3
  4-5
  6-7	   F
   E
   D
   C
   A		   C
   C
   C
   B
   A	

Explanation of results:
A:	Offensive fire – rider retreats 4 hexes, foot retreats 2 hexes
	Defensive fire – movement allowance reduced by 4 hexes (mounted), 2 hexes (foot)
B:	Foot wounded, can only advance half of remaining MPs in defensive fire; no mounted result 
C:	Foot killed; Horse unharmed, rider wounded (offensive fire) or rider wounded and also retreats 4 hexes (defensive fire)
D:	Offensive and defensive fire: Horse killed, rider wounded and dismounted; 
defensive fire – wounded heavy cavalry can continue to advance 1 hex, light cavalry 2 hexes
E:	Horse unharmed, rider killed and dismounted
F:	Horse killed, rider killed and dismounted
Each thrower carries only one throwing axe, but nothing stops him from picking up axes from throwers killed before they made their throw. [“Vikings” characters shown carrying hand-axes and so best used for this rule are:- Ceorls: Eadric, Ordheh; Bondi: Balder, Hagbard, Runolv, Vagn.] 
 
Frequency of fire and movement: Offensive or defensive fire – no limitation on movement.
Purchase cost / Points Value: 3x Attack Strength

Alternative rule for franciscas by Julien Caporal from Graal #12
Translator’s note: The rules given do not specify which results table to use for the francisca, so it is suggested that, to reflect the damage when it hits, the francisca should use the longbow results table. The ranges given below were for use with the ranges of “Croisades”, so the reduced ranges in brackets are proposed for use with “Vikings”. The Points Value under this rule would be 2x ATT.

Die Roll Modification for francisca due to range	
Range 	Short 	Medium 	Long 	
Distance in hexes	1-3 [1-2]	4-6 [3-5]	7-14 [6-12]	

2.2	ANGONS (BARBED JAVELINS)
Rules by Christian Delabos published in the extension ‘Missile weapons and battlefield specialists’ (Armes de jet et hommes de trait) from Claymore #6, 1994.

These weapons were specifically used by the Merovingian Franks, but nothing stops you from using them in other scenarios. The angon is a javelin with a barbed head; its two barbs hook into a shield and make it impossible to use. In game terms, javelinmen will carry 3 javelins and 1 angon. The angon is used exactly like a javelin and is subject to the same restrictions and modifications to throwing (see “Croisades”).

The modifications to throwing are not the same between “Croisades” on the one part and “Dragon Noir” and “Vikings” on the other part, so the table below is proposed for the use of javelins in the boxed games “Vikings” and “Dragon Noir”. [Angons are more appropriate for use in the period covered by the game “Vikings” than in the period covered by “Croisades”. The ranges given for javelins in “Croisades” (i.e. 1-7 / 8-15 / 16-30) should not apply if angons are being used. The reduced ranges below should apply to both angons and javelins in “Vikings” and “Dragon Noir”.]

Modifications to die roll for throwing angons [+ javelins] in “Vikings” and “Dragon Noir”	
Distance	1-5 hexes	6-12 hexes	13-25 hexes	
Modification	Normal	+1	+2	

Frequency of fire and movement: Offensive fire only, no movement restriction.
Before throwing an angon, the player must specify the nature of the target – either the character or his shield. If the shield is chosen as the target, the following table is used:

Shooting against mounted and foot characters
	
Die roll	Cover type (mounted)	Cover type (foot)	
	None	Light	Medium	None	Light 	Medium	
  1
  2
  3
  4
  5+	Hit
Hit
Hit
-
-	Hit
Hit
-
-
-	Hit
-
-
-
-	Hit
Hit
Hit
Hit
-	Hit
Hit
Hit
-
-	Hit
Hit
-
-
-	

If the shield is hit, the defence strength of the character carrying it is divided by two until he gets rid of the angon. Removing an angon from a shield takes one complete turn without moving or fighting.  For ease of play, players should determine that shields are only carried by characters whose counters show them carrying a shield.  If the target chosen is the shield and not its bearer, the die roll is not modified for “target in armour”. 

Purchase cost / Points value (which includes all 4 javelins): 2 x Attack + ½ x Defence.

2.3	THROWING STONES BY HAND
Frequency of fire and effectiveness are the same as for slings. For effectiveness this means using the longbow table, which is the shortbow table with –1 off the die-roll. Modifications due to range:

Range	Short	Medium	Long		Frequency of fire	Limits on movement	
Modification to die roll	0	+2	+3		Offensive only
	No limit	
Distance	1-2 hexes	3 hexes	4 hexes		Offensive + defensive	Movement impossible	

2.4	THE WEATHER
Rules by Hervé Tardy, published as part of the ‘Montjoie Extension’ in Claymore #5.

The influence of meteorology on fighting should not be overlooked. Many sorties from besieged strongholds have succeeded in foggy weather due to the poor visibility; many battles have been lost because of limitations on movement caused by rain; etc…

The tactical factors below provide a few simple rules to simulate the majority of weather conditions encountered in Europe or the Holy Land (snow included, at least in the mountain ranges of Lebanon and Syria).

Weather	Visibility	Movement	Missile-fire (1)	Combat	
Night (2)	3	No effect (2)	No effect (3)	0	
Fog	5	No effect	No effect	0	
Rain	No limit	¾ move (4)	+1	-	
Snow	No limit	½ move (4)	No effect	-	
Storm	10	½ move (4)	+2	-	

Notes: 
(1)	[Missile fire is only possible against targets that are visible.] 
(2)	[There are a number of different night rules. The main additional rule to be drawn from other sources is that movement should be halved in pitch darkness.] 
(3)	[Some of the alternative night rules add a penalty for shooting at targets that are visible but cannot be seen clearly (e.g. those that are 2 hexes away from a fire).]
(4)	The fractions concerning movement show that the number of movement points must be reduced to this figure (round down if necessary). Obviously these restrictions do not apply in covered buildings. Example: An unarmoured rider (15 MPs) moving in rain cannot advance more than 15 x ¾ = 11.25 which rounds down to 11 MPs.

2.5	SHOOTING FROM BEHIND A LINE OF FRIENDLY CHARACTERS
This rule appeared in the boxed game “Croisades”, in section 1.42. It is used in scenario 6.4 below.

Some combat formations allow archers, crossbowmen and javelinmen to shoot through a line of friendly characters if standing just behind them. The line must consist of at least 3 identically armed soldiers of the same nationality. Each missile-man can only fire straight to the front between two characters in the front line. The line of fire of each shooter extends forward in a straight line from the dividing line between the two occupied hexes alternating between 1 and 2 hexes in width. Any enemy less than 3 hexes from the front line cannot be targeted by these shots. Apart from the characters forming the line in front of the shooters, all the restrictions on shooting apply normally.

2.6	TERRAIN CLARIFICATIONS: ‘The Abbey’ and ‘The Coast’
‘The Coast’ map is in the boxed game “Viking Raiders”, so like ‘The Coast 2’ it is a supplementary map for “Vikings”. Terrain unique to ‘The Coast’ is not covered in the “Vikings” rules booklet.
-	Altars: The altars in the abbey on ‘The Abbey’ map should have an effect distinct from the adjacent building interior hexes. Neither “Vikings” nor “Dragon Noir” give rules for the altars and tables that appear on the maps in those games. Lutz Pietschker proposed Play By Mail rules for tables, and these can be adapted, ignoring his suggestions on chairs in adjacent hexes. As flat whole hex terrain at a higher elevation (level 0.5) the entry cost is +1. Tables are (+) in combat to give an advantage over adjacent building interior hexes at (0). A line of fire crossing a table gives medium cover, but a character in a table hex has no cover.
-	Shingle: Shingle appears only on ‘The Coast’ map. It is open terrain with a movement cost of 2, but using the “Vikings” rules for slopes as a model, it is reasonable to expect that such terrain would be difficult for horses and cost more; so the cost for horses may optionally be raised to 4.
-	Shingle shallows: Adapting ‘The Coast’ map to the rules in “Vikings”, the line of sea hexes adjacent to the shingle beach should be treated as shallow water and the water rules from “Viking Raiders” applied only to those hexes. However, under “Vikings” rules, sea only gives light cover. To ease access to ships, it is suggested that horses may be led through shingle shallows. All other sea hexes on that map then use the same rules as for sea in “Vikings”.
-	Rock: “Vikings” can use the rock rules from “Viking Raiders” (see the summary table below). No movement is allowed from sea to rock and only involuntary movement from rock to sea, except that if the rocks in column Y form a jetty, characters may jump off it as from a boat. 
-	Bushy Scrub and Marshy Scrub: The scrub hexes on ‘The Coast’ map from “Viking Raiders” are depicted as clumps of marsh grass, whereas the scrub hexes on ‘The Abbey’ and ‘The Watchtower’ from “Vikings” are depicted as clusters of small bushes. However, the Terrain Chart for “Viking Raiders” pictures scrub as bushes rather than grass, a fault also found in most other games where the grass design appears. The later game “Dark Blades” shows the grass design on the maps ‘The Arena’ and ‘The Watermill’, but its Terrain Chart calls this terrain ‘Marsh’. This ‘Marsh’ is similar to Scrub, but it has a different movement cost: it still costs 2 MPs for foot characters but it now costs 4 MPs for mounted characters. The French game “Dragon Noir” uses the same maps as “Dark Blades”, but it calls the grassy hexes ‘Scrub’ because the game introduces a separate, much clearer, reed design for ‘Marsh’ hexes on ‘The Haunted Swamp’ map. However, “Dragon Noir” applies the same higher movement costs for both its ‘Scrub’ and ‘Marsh’ as “Dark Blades” uses for its ‘Marsh’. To rationalise this, it is proposed that all hexes with the marsh grass design should be ‘Marshy scrub’ and use the “Dark Blades” / “Dragon Noir” terrain costs (i.e. 4 MPs for horses): this would apply not only to ‘The Coast’ but also to ‘The Watering Hole’ from “Outremer” and “Croisades”. 

Terrain type	Movement cost	Cover	Combat	
Altar	2; [Horses: Impassable]	None; Medium behind	+	
Shingle	2; [Recommended - Horses: 4]	None	0	
Shingle shallows	3; Horses: Impassable [unless led]	Light	-	
Rock	3; Horses and from Sea: Impassable 	Medium	-	
Marshy scrub	2; Horses: 4	Light	-	

3.	RULES INTRODUCED IN “VIKINGS”

3.1	DIFFERENCES BETWEEN “VIKINGS” AND “CROISADES”
The game “Croisades”, published in 1987, made a number of changes to the rules of the earlier games of the “Cry Havoc” series (“Cry Havoc”, “Siège” and “Samouraï”), in which the French rules had been virtually identical to the rules of the original English versions. “Vikings” then added a number of further rules to those in “Croisades”, and made a few alterations. 

Due to the earlier era involved, there are no cavalry charges and so only four phases in each Player Turn. As a result of the different maps, there are different terrain types and all the relevant rules for those terrain types. In particular there are rules for buildings (walls, doorways, windows and arrow-slits) that were not required for “Croisades”. These rules should be applied to the game “Croisades”, and just as the rules from “Croisades” were retrospectively applied to “Cry Havoc” and “Siege” so the relevant rules from “Vikings” should also be applied to those games. For the most part the standard rules of “Vikings” are the same as those in “Dragon Noir”.

Rule 1.31: The character counters: “Vikings” introduces a new set of Movement Allowances for older characters (described as ‘vieillards’, old men). Ralph the unarmoured peasant is given a Movement Allowance of 6 in full health and 3 when wounded, instead of the standard allowances of 8 and 4, while the three oldest peasants (Harold, Dunstan and Walter) are given allowances of 4/2. Surprisingly, the Movement Allowance for women is reduced to 4/2 in “Vikings” instead of the 8/4 of “Croisades”, although Hilda is given an allowance of 8/4 in Scenario 6. As an option, women could be given the same allowances as men, with younger women on 8/4 and older women, plus wealthy ladies in clothes that restrict movement, on slower movement allowances. As a comparison, in “Dragon Noir 1” both the male and the female prisoners are on 6/3 due to their weakened state of health, and in “Dragon Noir 2” the young princess Sarah is on 6/3 (possibly due to her fine clothes).  

Rule 2.32: Resolution of missile-fire: As there are only shortbows in “Vikings” the rules are simpler. However, they have been simplified further by allowing archers to move and fight freely even if they have used both offensive and defensive fire. In “Croisades” archers had their movement reduced by half if they wished to engage in defensive fire in the next player’s turn. “Dragon Noir” also applies the simplification principle from “Vikings” to crossbows and longbows, shortening their ranges and simplifying the frequency of fire and movement rules for them.

Rule 2.33: Defensive Fire: The rules have been simplified by removing the need for a character to move a specified distance before defensive fire can be used against him again, and it is no longer necessary to identify all missile-men that will be firing at the beginning of the Phase. In addition rules 1.34 on missile-fire markers and 1.35 on ammunition limitation are not included.

Rule 2.4: Restrictions on shooting and cover: 
Scrub: Light cover only applies if the target is in the scrub hex. There is no mention of cover when a shot passes through a scrub hex: this looks like a deliberate simplification of the missile-fire rules. 
Water: A target in water does not lose his light cover if shot at from the water’s edge. This simplification is maintained in “Dragon Noir”, so it applies to rivers and pools as well as the sea.
Characters: Bowmen can now shoot over characters at medium or long range whatever cover is enjoyed by the target and even if the target is adjacent to a friendly character.

Rules 2.52 and 2.53: Removing bodies and carrying stunned characters: These actions are not possible if an enemy is nearby and able to attack.

Rule 2.54: Infiltration: The ten-sided die is used instead of a six-sided die, and it is clarified that a mounted character only tests for the front hex of the counter. Enemies behind windows are ignored.

Rule 2.56: Mounting and dismounting from a horse: The earlier games in the series, and “Viking Raiders”, allow mounting and dismounting at a cost of 1 full turn without shooting, moving or combat, to or from one of the two hexes either side of the middle of the horse. A wounded character takes 2 turns. The new rule allows speedier mounting and dismounting, and permits movement before and afterwards. The movement cost to mount or dismount is 2 MPs for unarmoured characters, 3 MPs for armoured characters. Remaining foot MPs after mounting are doubled; mounted MPs after dismounting are halved for unwounded characters, divided by 4 for wounded characters (rounding down). You can now mount from and dismount into any hex adjacent to the horse. [It is suggested that voluntary mounting and dismounting should be limited to the 6 hexes on either side of the horse and should not include the 2 hexes that are directly in front and behind it. Involuntary dismounting due to missile-fire and combat would still apply to all 8 hexes.] 

Rule 2.57: Riderless horses: Mounted characters can now seize a horse by the bridle without having to roll a die to test for a successful grab. In addition, no character can seize the bridle if an enemy character is next to the horse. The scenarios also apply the same rules to leading pigs and goats.

Rule 2.6: Stacking of counters: Small animals (pigs and goats) are added, which can share a hex with a character. As a result the rules do not specify that a character and an animal cannot share the same hex. The full rules for these animals are explained in the scenarios: A goat or pig can be led like a horse by foot characters, but no maximum movement is specified (so assume 8 like mules); defence value is 1. Characters in the same hex as a pig or goat are disadvantaged (-) in combat.

Rule 2.72: Combat against more than one character: “Vikings” does not mention the rule in “Croisades” that a stunned character is automatically killed if completely surrounded by enemies at the time of the enemy combat phase.

Rule 3: Special troop types: “Vikings” adds special rules to deal with the particular characteristics of certain troop types of the Viking era. Rule 3.1 deals with Berserkers, Rule 3.2 deals with the Huscarls and their shieldwall defence, and Rule 3.3 deals with the two-handed axe. Special rule 3.4 deals with horses without riders and is identical to Rule 1.8 in “Croisades”.

Rule 4: Boats: “Vikings” adds boats and the sea to the rules of the earlier games, which were only concerned with pools and rivers. The sea is divided into shallow water (which has similar rules to the supplementary rules for fords across rivers) and deep water (with rules like those for ponds and rivers in the earlier games). Special rules are added for swimming in deep water (see below). 

Rule 4.66: Grappling hooks: Grappling hooks can be carried at a cost of 2 Movement Points. Scenario rules also give the same cost for carrying treasure, and this reinforces the principle that carrying any heavy or bulky item in any game of the series will cost 2 MPs. 

Rule 4.85: Swimmers in deep water: A drowning test is introduced. 1D10 is rolled each turn before movement and on 1-2 the character drowns, 3+ and the character makes a swimming move. Wounded characters add +1 to the die. Armoured characters will drown automatically on falling into deep water or rivers; wounded characters with less than 4 movement points will also drown in deep water. However, those characters identified as good swimmers (e.g. the peasants in “Vikings” Scenario 3), do not need to make this roll.

Rule 5.1: Optional rule “Errare humanum est”: This adds an optional rule for archers, which also appears as an option in “Dragon Noir”. When an archer misses, a die is rolled to see if the arrow lands in an adjacent hex and hits someone there.

Table 8.1: Shooting die-roll modifiers: Ranges for the shortbows are reduced by one third.

Table 8.5: Types of terrain: 
Slopes: Slope movement costs are doubled for horses. This rule should be used for all the games in the “Cry Havoc” series. The later game “Dragon Noir” also applies this double movement cost rule to scrub, and to the new terrain type of ‘marsh’. The rule could therefore be applied as an option in “Vikings” both to scrub and to the shingle beach on ‘The Coast’ map from “Viking Raiders”.
Shallow water: The sea hexes adjacent to beach hexes are shallow water and can be entered by all mounted and foot characters, both armoured and unarmoured, at a cost of 2 MPs. Armoured characters drown automatically in deep water while unarmoured characters swim. One scenario provides for a causeway to be revealed by the tide: this lasts 10 turns followed by a turn as shallow water before reverting to deep water again.
Windows and doorways: Rules for houses were not needed in “Croisades”, but this rule should be used in that game in place of that from “Cry Havoc” and “Siege”. Windows cost +3 to cross and combat through a window from either side gives (+) in defence, (-) in attack. Combat through a doorway from either side gives (+) in defence but does not alter the normal terrain cost for attack.

3.2	DIFFERENCES BETWEEN “VIKINGS” AND “VIKING RAIDERS”
There were relatively few differences between the rules for all the games of the “Cry Havoc” series published in England by Standard Games, and those for the earlier games re-published in France. “Viking Raiders”, published in 1987, added ships and the sea, and reduced missile-fire ranges, but in other respects its rules are very close to those from the earlier English games (“Cry Havoc”, “Siege”, “Samurai Blades” and “Outremer”). A summary of the differences between “Vikings” and “Viking Raiders” is effectively comparing “Vikings” with all the early general rules as well as with the specific rules of “Viking Raiders”. Rules from “Vikings” that vary from those in “Croisades” are not normally repeated in this section where they are also variations from “Viking Raiders”.

The major differences are to be found in the way that the two games treat boats and the sea, in new terrain, in changes resulting from the addition of rules for armour, and in missile-fire (including the introduction of Defensive Fire and some changes on results tables and frequency of fire).

Rule 1.1: The contents of the game: “Viking Raiders” has only one Sea map and one land map – ‘The Coast’. “Vikings” has 2 large and 2 small land maps, 2 sea maps, and also six 3-hex rowboats. The game markers in “Viking Raiders” are the same size as character counters (20mm square): 8 Treasure markers and 46 Movement Flow markers (4-6 of each, ranging from 8 to –2). “Vikings” has a sheet of 250 special markers of a smaller size (½ inch square), still with 8 Treasure markers but with more Speed markers (153, with 6-13 of each, ranging from 8 to –8), markers for Grappling Hooks, Axes and Buckets, and 7 blank markers.

Rule 1.31: The character counters: The most significant update to character counters in “Vikings” is the changes in Movement Allowances to take account of the rules for armour in the newer games of the series from “Croisades” onwards. Mounted characters move at speed 12 if armoured and 15 if unarmoured (like Ragnar), compared to only 8 for all cavalry in “Viking Raiders”. Unarmoured foot (Berserkers, Bondi, Bowmen, Ceorls and younger Peasants) move at 8 healthy, 4 wounded, while in “Viking Raiders” they all move at 6 healthy, 3 wounded. Armoured foot have the same Movement Allowances in both games, as do Ralph (6/3), and the three other old peasants (4/2). Women are given Movement Allowances of 4/2 in both games. With the exception of Agatha, described as a “mysterious old woman” in “Viking Raiders” Scenario 5, the same allowances as men would seem more appropriate for the women. Slow movement might be justified in “Viking Raiders” where the role of the women is frequently that of targets for capture, but that does not apply in “Vikings”.

Rule 2.2: Structure of the game turn: “Vikings” has two Naval Movement Phases per Game Turn, one before each individual Player Turn. Both sides move their boats simultaneously, in both of those Phases. In “Viking Raiders” there is only one Naval Movement Phase for each player, which takes place immediately before each player’s own character movement. “Vikings” replaces the players’ second missile-fire phase with Defensive Fire during the enemy player’s movement phase. “Viking Raiders” also requires that all ship-board combats be resolved before all land combats. 

Rule 2.3: Shooting with the bow
In “Viking Raiders” a shortbowman can only fire once per Game Turn if he was engaged in combat during the previous combat phase or if he moved more than half his Movement Allowance. In “Vikings” a bowman can fire twice per Game Turn even if he was engaged in combat in the preceding phase, and even if he moved his full Movement Allowance. In both games no firing is possible while adjacent to an enemy. 

For simplicity, in “Vikings” +1 is added to the die roll when shooting at all targets in armour, whether mounted or on foot, and the Missile Results Tables in “Viking Raiders” have the same effect despite the fact that they make no direct reference to ‘armour’. Berserkers in “Vikings” are unarmoured, whereas in “Viking Raiders” they are classed as ‘Elite infantry’, which has the effect of treating them as if they are wearing armour. 

Missile men in both games are armed with shortbows, although “Viking Raiders” provides rules for longbows and crossbows to enable the game to be played with others in the “Cry Havoc” series. There is a distinct difference from the French games in that the frequency of fire rules in “Viking Raiders” are the same for longbows as for shortbows, the difference between the two being that longbows are more powerful. “Dragon Noir” uses the same shortbow ranges and rules as “Vikings”, so its rules for longbows and crossbows should be used if “Vikings” is to be played with other games in the series. In “Dragon Noir” longbows can only fire twice if the bowman does not move.

Rule 2.33: Defensive Fire: Defensive missile fire is possible during enemy movement if the bowman can see the target at any time during that movement. It cannot be used against targets that intend to move until they start moving, but can be used against targets that do not move at all. The bowman interrupts the move and the target pauses until the shot has been resolved. 

Rule 2.4: Restrictions on shooting and cover
Doorways, windows and building interiors: “Vikings” has the usual rule of the Eurogames editions that doorways are part of the building interior and the doorway extends across the exterior hex-sides. In “Viking Raiders”, as in the other English games, doorways are a terrain type that fills the whole hex. This results in a different approach to shooting through doorways. In “Vikings” shots can be fired from any exterior hex through an open doorway at characters anywhere inside the building, so long as there is an unobstructed Line of Fire. In “Viking Raiders” targets inside a house can only be shot at from the doorway hex itself. Both games also allow shots from outside through a window if the shooter is just outside the window. “Viking Raiders” also clarifies that bowmen firing from one window or doorway hex cannot fire through a different window or doorway hex in the same building. 

Both games give targets inside a building no cover if shot at from another interior hex, so long as there is an unobstructed Line of Fire. However, they differ over the cover given to targets inside a building shot at from outside: doors and windows give medium cover to the relevant hex, but in “Vikings” medium cover extends to everyone in the building, while in “Viking Raiders” targets further inside the building get no cover when shot at from just outside a window.

Levels of elevation: Gaps in the slopes represent gentle changes in elevation that are equivalent to flat terrain. The rules on Levels of Elevation can be applied from the Siege Expansion Sets (“The Templars’Castle” and “The Fortified Medieval Town”) and “Dragon Noir 2”: the sea and beaches are at Level –1, ordinary land hexes and rocks are at level 0, and only the Look-out Post on ‘The Coast’ map is at Level +1. The special rules on shooting from the Look-out Post in “Viking Raiders” are effectively identical in practice to the Line of Fire rules from the Siege Extensions.

Rule 2.51: Restrictions on movement: 
(1) In “Viking Raiders” no character can pass through a hex containing a live enemy character, but in “Vikings” a character is also able to move through a hex containing a stunned enemy character. 
(2) Horses are allowed to enter doorways in “Viking Raiders” but not in “Vikings”.
(3) The two games differ significantly on rules for water – see below for details.
(4) In “Viking Raiders” a character cannot move through a window if a live enemy is in the hex on the other side, but “Vikings” permits this if the enemy is stunned. “Viking Raiders” draws attention to the fact that the movement cost of windows will be too high for (some) wounded characters. 
(5) Entering a hex containing three dead bodies (or equivalent) doubles the movement cost of the hex in “Viking Raiders” but only adds +1 to the cost in “Vikings”.
(6) In “Viking Raiders” the ‘Rock’ terrain type has a special rule to allow wounded characters with a movement allowance of 2 MPs to move into one adjacent rock hex if helped by a character with at least 3 MPs who remains adjacent throughout the move. Deliberate movement from rock to sea or from sea to rock is normally prohibited, but a character that retreats due to missile-fire or combat may fall from a rock hex into an adjacent sea hex in which case he is automatically wounded.

Water
In “Viking Raiders” sea hexes cost 3 MPs for all foot and horses cannot enter. “Vikings” divides water into shallow water (adjacent to a beach) costing 2 MPs for all, and deep water costing 4 MPs but horses and armoured foot cannot enter. Water is disadvantageous terrain in combat for both, but in “Viking Raiders” sea hexes give medium cover whereas in “Vikings” they give only light cover. 

“Viking Raiders” provides a series of special rules for “sea characters” who move, fall or retreat into water, or whose ship sinks. Many of these could also apply in “Vikings”.
•	Stunned characters revive and become wounded. 
•	Falling into an occupied sea hex causes one of the characters to drown, at the player’s choice if friendly, by die roll (50% chance each) if enemy. 
•	Swimming costs 3 MPs, but a character with less than 3 MPs can still move 1 hex. This rule could be added to “Vikings” (where swimming costs 4 MPs) as an alternative to the official rule that characters with insufficient MPs (i.e. wounded women and old peasants) always drown.
•	Swimmers suffer a wound for every 20 turns that they stay in the water. By comparison, in “Vikings” swimmers normally have to take a ‘drowning test’ every turn (2/10 chance of drowning, 3/10 if wounded), while armoured characters will automatically drown.
•	Swimmers will automatically drown if hit by a ship.
•	Retreats from land into the sea can only be for one hex: a retreat calling for 2 hexes into the sea results in a wound instead; horses and riders also are wounded if required to retreat into the sea. 
•	Characters in the sea cannot retreat so are wounded if required to retreat.
•	Characters in the sea cannot advance after combat. 
•	Characters in the sea cannot shoot nor can combat take place with characters on rocks. 
•	Characters moving out of the sea cannot shoot in the second missile phase and are still treated as being in disadvantageous terrain during the subsequent combat phase.

“Viking Raiders” has a special combat results table for those combats where both characters are in the sea plus those combats where one character is in the sea and the other on land (except rocks). 

Sea Combat Results Table

Die	1-4	1-3	1-2	1-1	2-1	3-1	4-1	5-1	6-1+	
1
2
3
4
5
6
7
8
9
10	B
B
B
B
B
A
A
A
-
-	C
B
B
B
B
A
A
-
-
-	C
C
B
B
B
A
-
-
-
-	C
C
B
B
-
-
-
-
-
-	D
C
C
B
B
-
-
-
-
-	D
C
C
C
C
B
B
-
-
-	D
D
C
C
C
C
B
-
-
-	D
D
D
C
C
C
C
-
-
-	D
D
D
D
C
C
C
C
-
-	

-:	No effect
A:	Attacker killed (drowned) if in sea, wounded if on land
B:	Attacker wounded if in sea, retreats 1 hex if on land
C:	Defender wounded if in sea, retreats 1 hex if on land
D:	Defender killed (drowned) if in sea, wounded if on land.

Rule 2.57: Riderless horses: In “Viking Raiders” a horse can only be led by a character on foot, and only from one of the three hexes to the front of the horse. This action is not possible if an enemy is in one of those three frontal hexes. In “Vikings” the horse can be led from any adjacent hex, by a character on foot or mounted, and this is prevented by an enemy in any hex adjacent to the horse.

Rule 2.72: Combat against more than one character: “Viking Raiders” has special rules to reduce the effect of attacks by mounted characters, on the basis that horses were used more for mobility than for warfare in this era. There is no multiple attack bonus for mounted characters, and attacks by mounted against foot shift one column to the left on the Combat Results Table. 

Rule 2.74: Combat through doorways and windows: As stated for Rule 2.4, “Vikings” treats doorways as being hex-side terrain; they also give (+) in defence from either side. “Viking Raiders” treats doorways as being whole-hex terrain; they have no effect on combat. Windows are changed from (+) in defence and (0) in attack in “Viking Raiders” to (+) in defence and (-) in attack. “Viking Raiders” sensibly treats building interior hexes as (0), whereas “Vikings” treats them as (+). In both cases this means that combat within a building is on an equal basis from the terrain, but it makes more sense to adopt the “Viking Raiders” approach when dealing with altars (on ‘The Abbey’), and ruined walls or rubble on other maps.

Rule 2.75: Advance after combat: In “Vikings” successful combatants may advance up to 2 hexes on foot or 3 hexes if mounted, whether the enemy retreated, was stunned or was killed; passing through a hex adjacent to another enemy character that was not involved in combat that turn prompts a die roll under the Challenges Rule. In “Viking Raiders” they may advance up to half their movement allowance (except on a boat or if adjacent to another enemy, in which case the advance on foot is a maximum of 1 hex), but not if the enemy was only stunned. 

Rule 3.1: Berserkers: In “Viking Raiders” berserk rage affects all berserker characters but only if an individual rage roll is successful (on a die-roll of 8-10) and only if they are on foot, whereas in “Vikings” it only only affects berserker characters adjacent to an enemy but affects all of them and applies whether they are on foot or mounted. In “Viking Raiders” the berserk rage lasts for 3 Game Turns, it gives additions to strength in both attack (+7) and defence (+2) and immunity to the first ‘Wounded’ result; the enraged berserker must charge at and attack the nearest enemy. By comparison, in “Vikings” the berserk rage lasts 1 Player Turn and does not affect combat strength (although the two-handed axe rule may be used); all berserkers must attack if adjacent to an enemy, and if they win they must advance after combat if this would bring them adjacent to an enemy, the rage continuing for further combat rounds so long as the individual rage roll is successful (on 4-10). 

In “Vikings” the berserker calms down at the end of the third Game Turn but has a 1 in 10 chance of attacking the nearest friendly character instead of the nearest enemy character in the third Game Turn; he will roll again for rage in the next (fourth) Game Turn. In “Viking Raiders” the berserker calms down if he loses a combat, is not adjacent to an enemy, or fails the rage roll; he will go berserk again in the next Game Turn.

Rule 3.2: Huscarl shieldwall: This rule allows 3 or more trained infantry with large shields to stand in a line and overlap their shields. This creates heavy cover against missile fire and advantageous terrain in combat. The benefit only applies to the front and prevents them from moving or attacking.

Rule 3.3: The two-handed axe: This rule can be used by any character shown with an axe, limited in “Vikings” to Earls, Huscarls, Jarls, Hirdmen and Berserkers. Characters must be on foot and in full health, and can choose to use the axe with one or both hands. A marker is placed on the character for the full turn that he uses the axe with both hands. During this turn he doubles his attack strength but is an extra (-) in defence both for combat and missile-fire as he is unable to use his shield. 

Rule 3.4: Horses and their riders
“Vikings” introduces a rule that when a character is dismounted by combat or missile-fire and all the surrounding hexes are occupied, the relevant character counter can displace a friendly character in an adjacent hex. The friendly character is shifted one hex to make room for the dismounted rider. However, if entirely surrounded by any characters in “Viking Raiders”, a dismounted rider is killed.

Attacks against a horse without a rider result in the death of the horse in “Vikings” on C, D, E or F in missile-fire, and E, F, G or H in combat, but in “Viking Raiders” death results from B or D in missile-fire and E, G or I in combat. In addition, “Viking Raiders” applies the ‘Defender retreats’ result to riderless horses. See the Game Aid tables for comparison.

Rule 4: Boats
Both games include three 22-hex Viking ships, called ‘drakkars’ (dragon-ships) in “Vikings”, and three 16-hex Anglo-Saxon ships, called ‘galiots’ (galleys) in “Vikings”. In addition “Vikings” adds six small 3-hex rowboats. The ships in “Vikings” all have an arrow on the bow hex, a black circle for the mast just forward of the centre of the ship, and a letter “G” (for ‘gouvernail’, the French for ‘helm’) on the stern hex. The ships in “Viking Raiders” have a small ‘F’ (for front) on the bow hex, and no other markings. All the boats have a blue background in “Vikings”, but a beige background in “Viking Raiders”; the beige background is more functional, showing clearly that all the hexes count as part of the boat even if most of the hexagon looks as if it is sea. 

Ship movement: Ships in “Viking Raiders” move half as often as in “Vikings”, moving only within their respective Player Turn immediately before land movement for that player. 

In “Vikings” ships turn around the axis of their mast hex, but in “Viking Raiders” ships turn by pivoting around the bow or stern hex. In “Viking Raiders” all ships can only reverse at speed 2, but in “Vikings” the drakkar is effectively double-ended and can reverse at full speed. Saxon ships in “Viking Raiders” have a maximum forward move of 6, compared to 5 in “Vikings”. In “Vikings” ships can only make a sideways move into the front hex diagonally forward to left or right, but in “Viking Raiders” a sideways move can also be into the front hex diagonally backwards or into the hexrow two rows away at right angles. However, ships are generally less manoeuvrable in “Viking Raiders”, with only one sideways move or turn allowed per Naval Phase at a cost of approximately half the ship’s full movement allowance.

Crew: In “Vikings” the crew are given specific tasks, but in “Viking Raiders” all crew are the same.

Rowboats: Six 3-hex small rowboats are added in “Vikings”. 1 oarsman in a rowboat hex gives a speed and acceleration/deceleration of 1; 2 oarsmen give speed and acceleration/deceleration of 2. Oarsmen can be placed on any of the three rowboat hexes; a steersman is not required. Rowboats sink automatically if hit by a ship, the ship losing 1 off its speed as a result of the collision.

Rule 4.44: Landing a ship: A ship in “Vikings” stops on the first hex of a sandy beach if speed is no greater than 3 but on the second beach hex if its speed is greater than 3; if it hits a slope hex then it rolls the die on the Collisions Table. A ship in “Viking Raiders” stops on the first hex of a shingle beach whatever its speed, but rolls on the Collisions Table if its speed is greater than 3 (or if it hits rocks). These rules are compatible with each other and both may be applied in both games.

Rule 4.45: Launching a ship: It takes 4 adjacent characters to launch a ship in “Vikings”, but in “Viking Raiders” 5 are needed for a Saxon ship and 6 for a Viking ship. 

Rule 4.5: Collisions: In both games the damage caused depends on the speed and direction of the two ships, modified by a die roll, with 0-6 damage points inflicted on the hull and a number of crew casualties. The ‘Speed Factor’ in “Vikings” is double the ‘Impact Speed’ in “Viking Raiders”, but “Viking Raiders” has a number of additional modifiers to the die roll. Bow collisions are at –2, stern hits at –1, side hits +1, deliberate rams against the side at +2 with an extra die roll, collisions with rocks at +3 (plus 4 extra damage points), high speed collisions with beach when landing at -1. 

	Impact speed     Results show hull damage points / crew casualties	
Die roll (D10)	1	2-4	5-8	9-13	14+	
1	0	0	0	1D	1D / 1f	
2	0	0	0	1D	2D / 1f	
3	0	0	1D	1D / 1f	2D / 2f	
4	0	0	1D	2D / 1f	2D / 2f	
5	0	1D	1D / 1f	2D / 2f	3D / 1w	
6	0	1D	2D / 1f	2D / 2f	3D / 1w	
7	0	1D / 1f	2D / 2f	2D / 1w	3D / 1f 1w	
8	1D	1D / 1f	2D / 2f	3D / 1w	4D / 1k	
9	1D	2D / 2f	3D / 1w	3D / 1f 1w	4D / 2f 1w	
10	2D / 1f	2D / 2f	3D / 1f 1w	4D / 1k	5D / 1w 1k	
11	2D / 1f	3D / 1w	3D / 1k	4D / 2f 1w	5D / 1f 1w 1k	
12	3D / 2f	3D / 1f 1w	4D / 1f 1k	5D / 1f 1w 1k	6D / 1w 2k	
Abbreviations: D = hull damage; f = falls off side of ship; w = wounded; k = killed	

In “Viking Raiders” crew may fall off the sides of a ship due to the collision and none are stunned; casualties are inflicted in order fall /wounded /killed according to their closeness to the impact, but no record need be kept of the boat hex that was hit. In “Vikings” crew casualties are generally greater and will include stunned; although characters in the impact hexes on both ships are affected, the rules do not require other casualties to be taken from among those closest to the impact. Boat hexes with 1 Damage Point cannot be used for rowing or steering, and with 2 or more Damage Points a leak occurs (which is why bailers are needed). [The “Viking Raiders” rule on proximity could be used in “Vikings” instead of giving a free choice to the player affected. Equally, characters that would have been stunned could instead fall off the ship onto adjacent sea or land.]

Rule 4.6: Grappling: In “Vikings” a grappling hook is thrown to pull a ship alongside; the ships continue to move, and the other ship can only move away if the rope is cut. In “Viking Raiders” ships are treated as being grappled, and speed reduced to 0, if at least 2 hexes are alongside one another and one or more enemy characters are on board one of the ships; the ship can only move away if no enemy characters are on board. 

Rule 4.7: Damage Points: In “Viking Raiders” the Viking ship has 30 hull damage points and the Anglo-Saxon ship 26, in contrast to 20 and 12 in “Vikings”. Ships have 5 grades of effectiveness: full strength, handicapped, severely handicapped, crippled, and sunk. These grades are determined either from hull damage or from the net number of effective crew after deducting the number of enemy characters on board. ‘Sunk’ ships on land are crippled and cannot move into the sea.

		Viking ship	Anglo-Saxon ship	
State of ship	Effect	Hull damage	Net crew	Hull damage	Net crew 	
Full strength		  0-11 (12)	6+	  0-9   (10)	5+	
Handicapped	½ speed	12-19 (8)	2-5	10-16 (7)	2-4	
Severely handicapped	No turns	20-25 (6)	1	17-21 (5)	1	
Crippled	No moves	26-29 (4)	0	22-25 (4)	0	
Sunk		30+	-	26+	-	

Damaging the hull: In “Viking Raiders” characters can damage a ship, either individually or as a group of adjacent characters, causing ½ point of hull damage for each 4 points of Attack Strength. Attackers must be adjacent to a ship hex (either on land or on a stationary ship alongside) and with no enemy adjacent to them, and the attack takes a complete Player Turn without moving, shooting or combat. [This rule was adapted by Pierre Berclaz to provide for breaking down building doors.]

Rule 4.8: Movement: Movement within boats costs 2 in “Vikings”, 1 in “Viking Raiders”. Movement from land to ship or from ship to ship costs 3 in “Viking Raiders”, but has variable costs in “Vikings” depending on the type of terrain moved from. Characters cannot enter or leave a ship through the bow and stern hexes in “Viking Raiders”.
•	In “Viking Raiders” climbing aboard a ship costs 4 MPs from the sea, or full movement allowance if the character has less than 4 MPs but has the aid of a friendly crewman on board who does not move and who is adjacent to the hex the swimmer is trying to enter.
•	In “Vikings”, climbing onto a vessel has different costs than for “Viking Raiders” (see the table below), but the rule on crewmen aiding the climber is the same. “Vikings” does however specify that the helper must be unwounded and that there cannot be an enemy adjacent to either character or to the hex the climber is trying to enter.

Comparison of rules for embarking onto and disembarking from a boat 

Game	“Vikings”	“Vikings”	“Viking Raiders”	
Movement within the same	Rowboat: 2	Ship: 2	Ship: 1	
Embarkation from	Into a rowboat	Into a ship	Into a ship	
  An adjacent vessel
  Land 
  Landing place on rocks
  Shallow water
  Deep water	+0 (= total 2)
+0 (= total 2)
+0 (= total 2)
+1 (= total 3)
+2 (= total 4)	+0 (= total 2)
+1 (= total 3)
+1 (= total 3)
+2 (=  total 4)
+4 (=  total 6)	+2 (= total 3)
+2 (= total 3)
+3 (= total 4)
Not applicable
+3 (= total 4)	
Disembarkation to	From a rowboat	From a ship	From a ship	
  Land
  Landing place on rocks
  Sea or river	+0 (= total 1 / 2)
+0 (= total 3)
+0 (= total 2-5)	+1 (= total 2 / 3)
+1 (= total 4) 
+0 (= total 2-5)	+1* (= total 3)
+1* (= total 4)
+0* (= total 3)	

* Disembarking from a vessel in “Viking Raiders” always costs 3 MPs, whatever the type of terrain, except when the scenario allows access onto rocks. The extra move cost shown relates to normal disembarkation in that game, which is to shingle beach hexes and sea hexes on ‘The Coast’ map. 

If the scenario has a wooden jetty, represented by adding a wooden bridge terrain piece to the map, the same penalties should apply as for a landing place on rocks. “Viking Raiders” prohibits combat between characters on the rocks and those on board ship, even when the rocks form a landing place.

Rule 4.81: Character tasks: Each crew member in “Vikings” is allocated to a specific task: rowing, steering, boarding, grappling or bailing; the specific task affects cover from missile-fire and combat advantage, plus actions undertaken and the speed of the ship. In “Viking Raiders” all crew receive light cover and are in advantageous terrain for both attack and defence, which is true only of boarders in “Vikings”. Crew from “Vikings” that are not boarders are only (0) in attack and (-) in defence, but oarsmen and steersmen benefit from medium cover. Crew can only move and fight in normal player turns, not during naval movement. In “Viking Raiders” combat is compulsory if enemies are adjacent on a boat. In “Viking Raiders” ship sides are always (+) in combat with land, but in “Vikings” a boat only offers (+) in defence and is (0) in attack. “Viking Raiders” rules that no combat is possible between characters on land and a character on a beached ship’s bow or stern hex.

Ship speed and acceleration/deceleration in “Viking Raiders” is determined by how many more crew than enemies are on board, whereas in “Vikings” these are determined by the number of pairs of oarsmen that are rowing the ship. In “Vikings”, if there is no steersman in the stern hex, the ship only moves in a straight line and cannot increase its speed. Grapplers can throw a grappling hook onto another ship or boat up to 5 hexes away and reel in the rope; boarders are the only crew that can shoot missiles or cut grappling ropes. A pair of bailers will reduce by 1 the loss of flotation points caused by holes from collisions. Any character in the appropriate side hex can aid swimmers to climb up or can attempt to repair a hole. 

Rule 4.83(2): Horses on ships: “Viking Raiders” states clearly what is only implied in “Vikings”, that a horse cannot be mounted while on board a ship. It also states that the ship cannot be launched until all horses are actually in the middle ship hexes. While at sea a horse may retreat, or be led, forwards or backwards along the centre hexes, but if it is forced to retreat out of those centre hexes it is killed instead. Horses on board will drown if the ship is sunk.

Rule 4.86: Combat - Combat between characters in vessels and characters in the sea: In both games no character in deep water can attack a character on board a ship. In “Viking Raiders” this means that no such attacks can take place at all, since all sea hexes are treated as being deep water. However, both games allow characters in a ship side hex to attack swimmers in the water. In “Vikings” any character can mount such an attack, with the attacker at (+) and the swimmer at (-). In “Viking Raiders” the Spearman special rule limits this attack to characters with attack strength of 7+, irrespective of what type of weapon they may be armed with. The attacker will succeed in spearing an adjacent enemy in the sea by rolling at least 3 higher than the enemy’s defence strength; a die roll of 10 is always successful (even against defence strengths of 8+).

“Vikings” additionally allows attacks against all types of boat from shallow water, and against rowboats only from deep water; in each case the boat is (+) and the character in water is (-). 

Lutz Pietschker modifies the ‘spearman special rule’ in his PBM rules for the Cry Havoc series of games, restricting it to characters carrying spears but of any strength and from any type of land hex as well as from ship side hexes. Spearmen can attack a character in water up to 2 hexes away. This rule could be used in “Vikings” as well, but should only apply to attacks from ships and rocks since beaches (not just in “Vikings”) are gently shelving into shallow water so should give no extra reach.

Rule 5: Optional rules: There are four optional rules in “Viking Raiders” (limited ammunition, challenges, shooting at enemy groups, and ramming), and a number of other additional rules that are specific to particular scenarios. The optional rule for challenges is dealt with under Rule 2.54 on ‘infiltration of enemy lines’.
-	Limited ammunition: This rule is introduced to rectify an imbalance whereby bowmen with unlimited ammunition have “a power which is out of all proportion to the strength of other characters”. Players roll 3D10 for each bowman to determine the number of arrows carried. As a variation to this rule (from one scenario), bowmen defending in the castle may have double the normal ammunition allowance. Characters in adjacent hexes can transfer arrows or crossbow bolts between each other so long as no enemy is adjacent to either. Ammunition can be taken from friendly or enemy dead characters, when either in the same hex or in an adjacent hex. The process of transfer takes one full turn without movement, shooting or combat. 

-	Shooting into a crowded ship: This rule allows arrows to be shot “at random” into a ship, targeting a group of 4 or 6 adjacent characters instead of one individual character. The group target cannot include a horse, and the rule only applies if the ship is afloat. If the group consists of 4 characters, a line of sight is only needed to one of those characters; if the group consists of 6 characters, a line of sight is needed to at least two of those characters. The shooter deducts -1 from the die roll for a group of 4, and -2 for a group of 6; in each case which character is hit is determined by a die roll with each character in the group having an equal chance of being hit. 

-	Ramming: Deliberate ramming is additional to the rules for accidental collisions. Only forward movement of the bow into a hex adjacent to an enemy ship’s side counts as a ram; the ramming ship must have moved at least 1 hex forwards and have further movement points remaining. The ramming impact speed is calculated by adding the unused movement points to the collision impact speed. Both ships come to a halt, and the dice are rolled twice for each ship: once for the collision (using normal rules) and once for the ram (using the ramming rules).

Rule 5.5: Special rules from the scenarios 

(1) Treasure: In “Viking Raiders” carrying treasure costs 1 Movement Point (compared to 2 MPs in “Vikings”); only one treasure may be carried at a time. Transfer of treasure from one character to another is achieved by dropping the treasure and moving away while another character moves into that hex and picks it up. Treasure is also dropped if a ‘Retreat’ result occurs in shooting or combat. Searching for buried treasure in a hex takes one complete enemy player turn without combat. 

(3) Goats and pigs: Counters are supplied but there are no rules for these in “Viking Raiders”.

Special rules from “Viking Raiders”
Poison: Two of the women benefit from a poison attack in two of the scenarios. This works by causing the death of any character that stuns, wounds or kills Agatha (poisoned fingernails) or Brigida (poisoned dagger). It seems appropriate to add to this the poisoned weapons rule from “Dragon Noir”, under which all results of ‘wounded’ caused by such characters become ‘killed’.

Characters that cannot be shot dead: Key characters may be wounded but not killed by bowfire. Results that would kill are treated as ‘wounded’, and wounded characters cannot then be shot at again. This rule applies to all the Anglo-Saxon women (who are the targets for capture by the Vikings) in one scenario, to Agatha (who knows where the gold is hidden) in a second scenario, and to the two Viking women (one of whom must reach the scenario objective) in another scenario.

Capture of women: “Viking Raiders” has a rule for the capture of Anglo-Saxon women that applies in two scenarios. Capture is optional following a combat result of ‘Retreat’, ‘Stunned’, ‘Wounded’ or ‘Killed’ in either attack or defence; the Viking moves onto the woman’s hex and carries her with a reduction in movement to “a maximum of 4 Movement Points” and minus 3 off both attack and defence values. The movement penalty is based on a normal full-health movement rate of 6 MPs, so is less clumsily and more clearly expressed if changed to read “-2 MPs”. A captured woman may add her attack and defence values to any friendly characters in combat against her captor, and can escape if the captor loses.

Demoralisation: If leading characters are killed, their troops will be demoralised. In one scenario loss of all earls, thanes and huscarls causes the Anglo-Saxons to lose –3 off Attack Strength and –2 off Defence Strength. In a second scenario the Vikings suffer a penalty of –2 off both Attack and Defence Strength if their two commanders are both killed, although this rule does not apply to berserkers or to allied contingents. These penalties are higher than those imposed by loss of morale in “Outremer” and “Croisades”, justified by the demoralised troops not being required to retreat.

Fire: The special rules for one scenario, involving the siege of a castle, amend the Fire Table in the boxed game “Siege”. These rules are stated to apply “for this period” (i.e. 8th-11th centuries). The chance of a fire starting is reduced by 1 (to 9-10 on the die-roll), as is the chance of it spreading (to 8-10), while the chance of dousing a fire is increased by 1 (to 1-4). [This rule amendment is better justified on the basis that the wood is wet; it is recommended that it is limited to this one scenario.]

Tables
Ranges for shortbows in “Vikings” are generally shorter than those in “Viking Raiders”: 10/25/50 for short/medium/long compared to 15/35/45. The missile results table is identical for foot characters in the two games, but a wider range of missile results is possible against riders in “Vikings” than in “Viking Raiders”.

Comparison of Missile Results Tables for shortbow against mounted targets

Die roll	Vikings	Viking Raiders	
Unarmoured	Armoured/Elite 	None	Light	Medium	None	Light	Medium	
1		D	C	B	(C)	(B)	(B)	
2    
3    
4    
5
6+	1
2
3
4
5+	C
B
A
-
-	B
A
-
-
-	A
-
-
-
-	B
B
A
-
-	B
A
-
-
-	A
-
-
-
-	

-:   No effect
A:  Rider retreats 4 hexes (defensive fire in “Vikings” rider deducts 4 from next move) 
B:  Horse unharmed [killed in “Viking Raiders”], rider stunned and dismounted 
C:  Horse unharmed, rider wounded (plus defensive fire rider deducts 4 from next move) 
[In “Viking Raiders” the rider is also dismounted.]
D:  Horse killed, rider wounded and dismounted.

Table 8.5: Types of terrain
Trees and Scrub: “Viking Raiders”, uniquely, specifies that trees and scrub are advantageous terrain. This is probably a misprint and they should be treated as disadvantageous terrain, as is the case in “Vikings” and all the other games in the series (both French and English versions). See also the rule amendments proposed for the ‘marshy scrub’ on ‘The Coast’ map in section 2.6 above. 

Doorways: (0) in “Viking Raiders” but (+) for defence in “Vikings”.

Windows: Movement through windows costs +3 in “Vikings”, whereas it is stated to cost 4 MPs in “Viking Raiders” and other games. The “Vikings” rule makes it even clearer that windows are hex-side terrain, and clarifies the situation where a window opens on to types of terrain other than flat terrain. In both games windows are (+) in defence but in “Vikings” they are also (-) in attack.

Arrow slit: “Viking Raiders” specifies that characters in the narrow arrow-slit hexes benefit from advantageous terrain (+) in combat against an enemy inside the Look-out Post. This has the effect of giving a special bonus against enemies disadvantaged on the spiral stairs (-), since all the other interior hexes are also arrow-slit hexes and are therefore equivalent terrain.

Building interior: “Viking Raiders” specifies that normal building interiors are neutral terrain (0), whereas in “Vikings” and the other French games all building interiors are advantageous terrain (+). As there are special rules for doorways and windows, the terrain inside a building will not normally interact with other types of terrain. The main situations in which this is likely are when walls have been knocked down by siege engines so that access is across rubble (-), and when a stairway, also disadvantageous terrain (-), leads directly into a building without going through a doorway. In neither case is it reasonable for both defence and attack to have a double advantage equivalent to that of defending behind a window: a single advantage equivalent to defending a doorway is more appropriate. As a result, the “Viking Raiders” formulation of neutral terrain (0) is to be preferred. This also simplifies the rules for the altars in the abbey, which are not mentioned on the terrain chart, but which should give an advantage over the adjacent building interior hexes due to their extra height: they can now be classed as a simple (+) in combat.

Sand and Shingle beaches: Sand beaches appear on the four “Island” maps with “Vikings” and the “Coast 2” supplementary map: they are treated in all respects like flat terrain. Shingle is found only on “The Coast” map with “Viking Raiders”: it has a higher movement cost than sand (2 MPs) but like sand it offers no cover and (0) terrain advantage. Optionally the later rules on higher movement rates for horses in difficult terrain could be applied to shingle: this would raise the cost for horses from 2 to 4 MPs. Alternatively, players may agree in some scenarios to prohibit horses from being ridden across shingle and to require them to be led.

Rock: Found only on “The Coast” map, this costs 3 for foot and is impassable to movement to or from the sea and to horses. It offers medium cover, can be shot over, but is disadvantageous terrain in combat. It gives an alternative to beaches as an edge to the sea. A wounded character with less than 3 MPs can move into one adjacent rock hex per turn if helped by a friendly character with at least 3 MPs who stays adjacent for the move. Falling into the sea due to retreat from a rock hex automatically wounds the character. In some scenarios rock hexes bordering the sea other than those on the headland itself are treated as being accessible from ships; the line of rocks on the right could be treated as a jetty. In “Vikings” the grappling hooks could be used to moor boats to the jetty. 

Slopes: Slopes cost 2 movement points, but in “Vikings” they also cost 4 points for riders. A similar additional movement cost is also used for “steep slopes” in “Dragon Noir”. Since “Vikings” and “Dragon Noir” are the last games to be published, they may be regarded as representing the final thoughts on this type of terrain and these costs applied to all the earlier games of the series. 

Water: In “Viking Raiders” all the water is deep and so it is inaccessible to horses. However, no distinction is drawn between armoured and unarmoured characters: all can swim. In addition, it gives medium rather than light cover against missile-fire. A special combat table is used to resolve hand-to-hand fighting between characters swimming in water.

Table of comparison of Terrain Effects

	VIKINGS	VIKING RAIDERS	
Hex type	Move 	Cover	Combat	Move 	Cover	Combat	
Flat ground	1	None	0	1	None	0	
Sand beach	1	None	0				
Shingle				2 (1)	None	0	
Rock				3; H, Sea: X	Medium	-	
Slope	2; H: 4	Medium/N	-	2	Medium	-	
Scrub	2	Light	-	2 (1)	Light	+ (2)	
Tree	2; H: X	Light	-	2; H: X	Light	+ (2)	
Wall (3)				X	Infinite	X	
Doorway	1: H: X	Medium/N	+ (4)	1	Medium	0	
House interior	1: H: X	Medium/N	+ (4)	1; H: X	None	0	
Window	+3; H: X	Medium/N	+ \ -	4; H: X	Medium	+ \ 0	
Arrow slit	1; Exterior: X	Heavy/N	X to cross	1; H, Exterior: X	Heavy	X / +	
Stairs				2; H: X	None	-	
Exterior corner				1	Medium	0	
Ship/Rowboat	2	Lt/Med/ N	+/0 \ +/-	1; Beach, Sea: 3	Light	+	
Deep water	4; H, A: X	Light	-	3; H, Rock: X 	Medium	-	
Shallows (5)	2	Light	-				

Abbreviations
H: Horses; A: Armoured. N = None
X: Impassable for movement, combat not possible through arrow-slit or across wall.
Combat advantages separated by a backward slash distinguish the differences between attacker \ defender. A forward slash distinguishes different advantages or cover due to location or crew task.

Notes
(1) Recommended that shingle and marshy scrub (and optionally slopes) cost 4 MPs for horses.
(2) Believed to be a misprint for (-).
(3) The “Vikings” terrain chart has no entry for walls; the rules are identical to “Viking Raiders”.
(4) Doorways are (+) in defence from either side; it is recommended that house interiors be (0).
(5) Shallows are those water hexes that are adjacent to a sandy beach; the rules for “Viking Raiders” specify that all water hexes adjacent to a shingle beach are deep water (although this may optionally be modified if ‘shingle shallows’ are introduced).

See also the detailed rules for shooting and combat through windows and combat involving boats.

4.1	LEAVING FOR ICELAND (Depart pour l’Islande)

Scenario by Hervé Tardy for “Vikings”, published in Claymore #10.

1.	Background: Svein, a wealthy clan chief, has armed two knaars to carry himself to Iceland with his family. His leaving is a little hasty, he has held out against those who demanded an accounting, in a miserable dispute over division of spoils which saw him opposed to Eirik, another jarl with whom he had organised an expedition to England. The two ships are moving under oars due to a contrary wind. Soon they will reach the open ocean and can raise their sails. Suddenly a drakkar appeared on the horizon and seemed to be making straight for them. The figure on the prow in the shape of a dragon left them in no doubt: it was Eirik come to reclaim his due. 

2.	Map layout:   ‘The Sea’ | ‘The Sea’ | 4 ‘The Cape 2’ 2   Player B

The maps are set out with narrow sides of ‘The Sea’ maps adjacent. 

[Players without a copy of the map ‘The Cape 2’ can create a simple version of this map by treating all bar the top 4 hexes of the right-hand map-edge as being land. Side A will then start 4 hexes further to the left.] 
The ‘Cape 2’ map is a narrow strip map only 6 hexes wide: it is all sea for the top 4 rows of hexes, then has 4 hexes of sea on the left side (side 4) and 2 hexes of beach on the right side (side 2). The beach gradually broadens, first to 3 hexes and ultimately to 4 hexes at the bottom, but that is largely irrelevant to this scenario.

3.	The sides
Side A – Vessels: 2 knarrs, 2 boats, 2 grappling hooks. Jarl: Svein.
Hirdmen: Tormod, Skule, Agnar, Torstein, Ingemar, Ivar. Berserkers: Torgrim, Ulv, Bjorn. Bondis: Balder, Runolv, Grim, Askjel, Torodd, Glum, Gyrd, Yngve, Vagn. Archers: Gunnar, Hauk, Reidar. Women: Astrid, Brigida. Animals and treasures: 2 goats, 2 pigs, 4 treasures.

Side B – Vessels: 1 drakkar, 4 grappling hooks. Jarl: Eirik.
Hirdmen: Hulvid, Hermek, Magnar, Gunnstein, klemet, Tjodolv, Tryggve. Berserkers: Alrek, Torkjel, Brynjolf, Blotolf. Bondis: Hagbard, Torleik, Hermod, Domar, Otto, Stig. Archers: Gandalv, Torfinn.

4.	Starting positions and beginning the action: The two knarrs are placed on the last sea map, three hexes from the map-edge of The Cape map. The boats are attached to each knarr. The drakkar enters through side 2 of The Cape map. Side A plays first. Each player can freely choose the speed of his ships.

5.	Special rules 
-	The boats do not restrict the speed of the ships if there is no-one aboard. The boats are attached and can be detached on a die-roll of 1-4 on 1D10.
-	Apply the special rules included in this issue [i.e. the ‘Drakkar Extension’].

6.	Victory conditions: Side A wins if they succeed in leaving the map through the left-hand side of the maps with at least 2 treasures and 2 animals.

4.2	THE END OF AN OUTLAW (La fin d’un Utlagi)

Scenario by Fabrice Renier for “Vikings”, published in Claymore #11.

Background: At a time soon after 980 AD, the narrow strait that separated Copenhagen from Scania, the Öresund, was the scene of a battle described in great detail in ‘Njal’s Saga’. Atli, a bold ‘Utlagi’ (an escapee from justice) had set up an ambush in the strait at the head of a fleet of eight ships, attempting to seize easy prey. But it was Hrut, an Icelander in the service of the Norwegian King Harald Greybeard who appeared. He had under his command the royal fleet in battle order, and the combat started, initially at a distance but then with boarding.  

1.	Map layout: 	Hrut  The Sea   The Sea   Atli  

The maps are joined at the long sides.

2.	The Sides
Hrut’s royal fleet – 2 drakkars with 2 grappling hooks per ship; Hrut: Eirik (on foot). 
Jarl: Svein (on foot); Hirdmen: Tor (on foot), Ivar, Agnar, Magnar, Torberg, Skofte, Ingemar, Tryggve, Klemet, Tormod; Berserkers: Ragnar, Alrek, Torgrim, Hildebrand, Olav, Ulv, Ragnvold, Dag, Bjorn; Archers: Gunnar, Gandalv, Torfinn, Yngrar, Hvsing, Reidar; Bondi: All 15.

Atli’s outlaw fleet – 1 drakkar with 2 grappling hooks, 3 boats; Atli: Sigurd (on foot). 
Hirdmen: Torstein, Gunnstein, Heinrek, Skule, Torgils, Hallstein, Hulvid, Tjodolv; Berserkers: Gaute, Hake, Torkjel, Blotolf; Archers: Aelle, Aldred, Osric, Cenwulf, Aelfgar, Wulfroth; Peasants: Hugh, Eadred, Orlac, Ralph, Eanulf, Aelfere, Wilfrid.

3.	Starting positions and beginning the action: Hrut’s royal fleet enters first through the side shown on the map. Then Atli’s fleet enters through the opposite side. 

[Although no special rules are mentioned for this scenario, the rules of the ‘Drakkar extension’ (section 1 above) could be applied to this scenario just as they are applied to scenario 5.1.]

4.	Victory conditions: Each fleet must capture or sink the opposing ships. In addition, Hrut’s fleet wins if Atli is killed.

5.	Epilogue: Let ‘Njal’s Saga’ describe the end of the battle: “Atli leapt aboard Hrut’s ship, forcing his way with great sweeps of his sword. Ozur parried against him, hitting him with a sword-blow, but fell back, pierced by a javelin thrown by another combatant. It was then Hrut’s turn to attack Atli. Atli responded immediately with a great cutting blow that split Hrut’s shield in two. But at the same instant, Atli was hit on the hand by a stone and dropped his sword. Hrut caught hold of him, cut him in the thigh and then delivered the killing blow.”

6.	Bibliography: Frederick Durand - ‘Les vikings et le mer’ (The Vikings and the Sea), Editions Errance, Paris 1996.
5.1	NORMAN SICILY (Sicilia-Normanni)

A scenario by Fabrice Renier for 2 or 3 players, using “Croisades” and “Vikings” and published in Claymore #3.

Background: XIIth century Sicily: The Normans are masters of the whole island. Depending on the population living there before they arrived, the Norman rulers were to found a multi-ethnic civilisation where Byzantine, Muslim Arab and Latin influences merged together. On the borders of this shining kingdom loomed a terrible threat: the raids of Tunisian pirates…

Map layout: 	3 Watchtower 1   The Sea
		3  The Abbey  1   The Sea

The sides
The Sicilians, Group A – Vessel: 1 galley with 2 grappling hooks. Earl (on foot): Ceolmund. Turcopoles (on foot): Arnulf, Mosul, Reuben. Spearmen (Ceorls + Syrians): Aelfric, Ordheh; Abdul, Ali, Baysan, Husseyin. Archers: Hvsing, Yngrar. 

The Sicilians, Group B – Peasants: Adrian, Aelfere, Cerdic, Eadred, Eadwig, Hugh, Orlac, Wilfrid; Old peasants: Ralph, Walter; Women: Agatha, Astrid, Hilda, Judith. Archer: Wulfroth. Priest: Engeram (from Croisades). Animals and treasures: 2 goats, 2 treasures.

The Sicilians, Group C – Heavy cavalry (Earl + Huscarl): Sigurd (Jarl), Edmund. 
Turcopole (mounted): Kamal. Crossbowman: Abdur (Muslim). Archer: Lodin. 
Thanes: Alfred, Athelferth, Coelwulf, Eadulf, Osgar, Sigulf.

The Tunisians – Vessels: 1 drakkar and 2 galleys, with 2 grappling hooks per vessel.
Berbers (on foot): Al-Ashraf, Ismail, Kitbuqa, Mehmet, Rukn, Thatoul + 3 horses.
Infantrymen: Ahmed, Anwar, Gashan, Hashmi, Ibrahim, Jamil, Magid, Mehmet, Mohsen, Yassaffa; Ageel, Farhad, Mohammed, Shammin. Negro spearmen: Abdoul, Essem, Said, Shazir, Taqi, Yousef. Mamluks (on foot): Baha, Fa’iz, Rashid, Taki, Vezelay, Yaghi. 
Archers: Osewl, Jellal, Mustapha, Sadik. Slingers: Jalil, Mustaq.

Starting positions and beginning the action: The Sicilians are placed first: Group A at sea, and Group B in the buildings of the village. In addition 2 goats are placed in the village and 2 treasures in the church. The Tunisians then enter onto ‘The Sea’ maps. Group C of the Sicilians enters through the land edges of ‘The Watchtower’ and ‘The Abbey’ on the 10th turn after the first Tunisians have disembarked. 
[Assume that the reinforcements arrive on Turn 10 or immediately following the disembarkation of the Tunisians if they land after Turn 10. This prevents an easy Tunisian win by killing each group in turn.]    

Special rule: The negro spearmen cannot use javelins.

Victory conditions
-	For the Tunisian player: He must carry off the women, steal the animals and of course seize the treasures of the church.
-	For the Norman player: He must stop these abominable pirates at all costs from accomplishing their dirty work…

5.2	LARGS 1st October 1263
Scenario by Fabrice Renier for “Vikings” and “Cry Havoc” plus ‘The Coast’ map from “Viking Raiders”, published in Claymore #13/14. The scenario is dedicated to Michel Brat (56).

Background: After a Scottish raid on the island of Skye, belonging at that time to the Kingdom of Norway, a huge Norwegian fleet under the command of King Haakon IV sailed to Scotland to inflict reprisals. The anchored fleet in the estuary of the Clyde suffered from a storm in the night that damaged five ships. Following this, according to the “Saga of Haakon Haakonsson”, a local Scottish army arrived on the next day, facing 8-9000 Norwegians including King Haakon himself with his personal guard. As the Scots approached, the King’s guard persuaded him to return to the fleet for reinforcements…

1.	Map layout: 	Scots   2 The Coast 4 3 Watchtower 1	 North

2.	The sides
The Norwegians, Group A – King Haakon IV: Eirik (on foot); Royal Guard: Tor (mounted), Skule, Hallstein, Klemet, Tjodolv, Ivar, Tormod, Agnar, Torstein, Magnar.
The Norwegians, Group B – Vessels: 2 drakkars; Knights: Sir Gaston, Sir Roland, Sir John; Archers: Gunnar, Torfinn, Hvsing, Hauk; Billmen: Robin, Rees, Guy, Jean; Hebridean Mercenaries (Huscarls): Aelfwine, Edward, Ceolred, Wulfgar, Hygeberht, Aethelred; Bondi: Grim, Yngve, Runolv, Askjel, Otto, Torleik, Hagbard, Vagn, Domar; Peasants: All 11 from “Cry Havoc”.

The Scots – Knights: Sir Richard, Sir Clugney, Sir Peter, Sir Roger, Sir Piers, Sir Thomas, Sir William; Archers: Aylward, Bowyer, Fletcher, Mathias, Engerrand, Chretien; Berserkers: Torgrim, Olav, Ulv, Ragnvold, Dag, Torkjel; Ceorls: Godwine, Oswald, Aelfric, Eadric; Peasants: All 14 from “Vikings”.

3.	Starting positions and beginning the action: The Norwegian player places the 2 drakkars drawn up on the largest beach of ‘The Watchtower’ map, then Group B on the same beach. Group A then enters through side 2 [of ‘The Coast’] and heads towards the beach where the ships are. On the 2nd turn the Scottish infantry enters through the same map-edge as the Norwegian Group A, and then on the 3rd turn the Scottish knights enter, again through that same map-edge.

4.	Special rules
-	The Scottish berserkers do not make involuntary attacks.
-	Once King Haakon arrives on a beach hex, the characters in Group B can start re-embarking onto the drakkars.
-	[The Norwegian hirdmen and huscarls use the normal two-handed axe rules if so armed, and the huscarls (as Islemen from the Irish and Scottish Armies extension) can also use the rules for shieldwalls. As stone-throwing is mentioned in reports of the battle, Scottish ceorls may optionally use the stone-throwing rules from the Irish and Scottish Armies extension.]

5.	Victory conditions: No quarter! The Scots want to repel the Norwegian threat. If the Scottish player succeeds in killing King Haakon IV, the Norwegians will cede the battle. The Norwegian player, with his back to the sea, must fight to the end!

6.	Epilogue: After the beginnings of panic in Haakon’s army, the Norwegians succeeded all the same in rejoining the beach. Reinforced by the troops on the beach, they rallied. After a very tough battle, the Scots retreated in the evening allowing the Norwegians to re-embark. The Norwegian fleet sailed to the Orkneys where Haakon died two months later. In 1266, Norway surrendered control of the Isle of Man and the Western Islands to Scotland in return for the sum of 4,000 silver marks and an annual tribute of 100 silver marks.
6.1	THE ISLE OF TABLUT (L’île du Tablut)

Scenario by Fabrice Renier for 2 or 3 players using “Vikings”, published in Claymore #2. 

Background: A very old Viking legend tells of an isle where a treasure is hidden. Access to it is easy, but it is guarded by players of Tablut; anyone who succeeds in vanquishing them at their game will be granted a treasure in exchange… Three enemy Viking clans decide to go there…

Map layout:  The Island		    A 
				       	4 Watchtower 2 4 Cape #1 2
				        B	2 The Abbey   4 2 Cape #2 4
					      C
[Players that do not have the two small Cape maps can simply treat that end of the island as consisting of a further row of slope followed by two rows of sandy beach and then the sea.]

The sides (15 each, all on foot; use Clan 1 and Clan 2 for a two-player game)
Clan 1 – Jarl: Eirik; Hirdmen: Agnar, Gunnstein, Hallstein, Hulvid, Ingemar; Berserkers: Blotolf, Dag, Thorgrim; Bowmen: Hvsing, Torfinn; Bondi: Askjel, Domar, Grim, Runolv.
Clan 2 – Jarl: Sigurd; Hirdmen: Heinrek, Ivar, Klemet, Magnar, Skofte; Berserkers: Brynjolf, Hildebrand, Olav; Bowmen: Gandalv, Lodin; Bondi: Balder, Glum, Gyrd, Vagn.
Clan 3 – Jarl: Svein; Hirdmen: Skule, Tjodolv, Torberg, Torstein, Tryggve; Berserkers: Ragnvold, Torgrim, Ulv; Bowmen: Hauk, Reidar; Bondi: Hagbard, Hermod, Stig, Torleik.

The islanders (neutral) – 6 guardians; 12 Treasure markers, of which 11 are blank; 6 rowboats. 

Starting positions and beginning the action: The player of the clan that rolled highest chooses his starting position, then the second player and finally the third player. Only one clan can be placed on one of the three starting areas. Re-roll the die to determine who should take the first turn.

[The starting positions consist of two rows of hexes: 7 beach and 8 shallow sea. ‘A’ in the North runs from the map fold to below the tower (L11-F12), ‘B’ in the West runs from below the tower to the bend in the coast (A14-Y13), ‘C’ in the South runs along the straight stretch of coast (V11-P8). Shallows adjacent to slope hexes are treated as beach for this purpose.]

Special rules: 
(1)	In the each of the houses of the village and in the church can be found either a woman or an old man [i.e. primarily characters with strengths of 2 in both attack and defence] representing the players of Tablut. In each building (except the Tower) are placed two face-down treasure markers; of these 12 markers, only 1 is the Treasure. When a man enters a building he must play Tablut against the guardian (one of the other players will take the part of the guardian) [see note below]. If he wins he may turn over one of the two markers; if he loses he takes no further action. If the guardian is killed accidentally, the face-down treasure markers in the building will immediately disappear.

[Note: Tablut (or Hnefatafl) is a Viking game of capture with unequal sides, played on a 9x9 squared board. The rule set given in Claymore (rules do vary from source to source) have a ‘Muscovite’ side of 16 soldiers that starts in 4 groups of 4 from the edges and a ‘Swedish’ side of a King and 8 guards that starts in a ‘+’ formation in the middle. Players move one piece per turn any distance in a straight line (horizontally or vertically but not diagonally); moves are blocked by other pieces; capture is by 2 pieces either side of a soldier or guard, or by 4 pieces surrounding the King; the Swedes win if the King reaches an edge square other than the Muscovite starting squares, the Muscovites win if the soldiers capture the King.]

[Players may decide, in the interests of a quicker game, to roll dice (1D6 is suggested) instead of playing Tablut. In such a case the higher roll will win but the guardians will win any ties.]

(2)	The Jarl Sigurd can use a two-handed axe. Use the rules from “Vikings” for axes and berserkers.

(3) Two clans cannot make an alliance against a third.

Victory conditions: When one of the clans discovers the treasure, the guardian causes 6 boats (each capable of holding 3 characters) to appear on the beach at the location where the player discovering the treasure started from. To win, a player must succeed in disembarking in the boats and leave the beach. Of course the other clans have the right (and the duty) to try to stop this and to seize the treasure and leave on the boats themselves.

6.2	GOLD AND BLOOD (L'or et le sang)

Scenario for “Vikings” and “Croisades” for 2 players by Fabrice Renier, published in Claymore #2. 
Translation by Terry Ford, with clarifications and amendment to phrasing by Bob Gingell.

Background: In years 920-930, a group of Varangian merchants (Vikings of the East), accompanied by a small escort, returns to Russia with trade goods and bargains from Baghdad. However, their road will cross that of a group of nomads controlled by Seljuq (the founder of the tribe of Turkish Seljuks). Will they succeed in escaping these terrible plunderers? 

Map layout
			 Seljuks
           7
6 The Crossroads  8
           5	           4
3 The Open Field 1
           2	
 Varangians

  Varangians	
           3
2 The Water Hole 4
           1	           5
8 The Crossroads 6
           7		
  
The sides
The Turks: Seljuk cavalry: Baha, Faiz, Reuben, Taki, Vezelay; Horse archers: Ayub, Fakr, Qutuz, Rashid, Usamah; Seljuk infantry: Ageel, Fahrad, Shamin, Mohammad; Slinger: Jalil.

The Varangians: 6 mules; Jarls (mounted): Eirik, Svein; Hirdmen: Agnar, Hallstein, Ivar, Klemet, Skule, Torberg; Berserkers: Bjorn, Blotolf, Dag, Torgrim, Ulv; Bowmen: Gandalv, Lodin, Yngrar;
Bondi: Askjel, Domar, Glum, Grim, Hermod, Otto, Runolv, Vagn.

Starting positions: The scenario begins with the Seljuks entering side #7 of The Crossroads map, then the Varangians enter through either side #1 of The Open Field map and/or side #6 of the second Crossroads map. 

Special Rules: None.

Victory Conditions: To win the Varangian player must exit by the side #2 of The Oasis map with the majority of the mules. The goal of the Seljuk player is to stop the Varangian player and to capture a majority of the living mules. 

6.3	FREDEGONDE’S FURY (La colère de Frédégonde)

Scenario by Christian Delabos for “Vikings” or “Viking Raiders” plus ‘The Village’ map from “Cry Havoc”, published in Claymore #7.

1.	Background: Neustria in the VIth century – fleeing the fury of Queen Fredegonde, the Frankish leader Berulf (Bérulf) must cross into Austrasia. Unable to encumber himself with his treasure, Berulf buried it in the ruins of a Gallo-Roman villa. Several months later, the exile sent his loyal henchman Wulfric to recover the treasure. But Fredegonde had been warned by a disloyal traitor and ordered Count Coelmund to go there himself.

2.	Map layout:  The Village

3.	The sides (axemen, javelinmen and warriors are ceorls and bondi)

Coelmund’s men – Heavy cavalry: Coelmund (Earl); Axemen with franciscas: Ordheh, Eadric; Javelinmen: Aethelberht, Aelmaer, Weohstan; Warriors: Godwine, Gyrd, Otto; Archer: Alfred.

Wulfric’s men – Heavy cavalry: Wulfric (Thane); Axemen with franciscas: Balder, Runolv, Vagn; Javelinmen: Aelfric, Eardwulf; Warriors: Aelfweard, Askjel, Oswald; Archer: Wulfroth; Peasant: Ralph.

4.	Starting positions and beginning the action: Each side places 5 markers in the houses to represent ruined walls. [The implication is that all walls adjacent to the marked hexes are treated as ruined.] The treasure is placed in the middle of the village on the hex marked “Street”. Coelmund and his men enter the map first through side 2. Wulfric and his men then enter through side 4.

5.	Special rules
-	The advanced rules on throwing axes and angons will apply here [to the axemen and the javelinmen]. [The francisca was a type of throwing-axe used by the Merovingian Franks.]
-	The treasure is buried quite deep. To dig it up, 3 men on foot must spend 3 turns without moving or fighting (1 man would be enough but it would take him 9 turns without doing anything else; 2 men would have to give up 5 turns to complete the task).
-	Crossing the ruined walls costs 2 Movement Points (and is impossible for horses). Shooting across ruins is affected by medium cover. All attacks across a ruined wall give the defender advantageous terrain (+).

6.	Victory conditions: Victory goes to the side that carries the treasure off the map through the side that they entered. 

Note: There are three other scenarios involving Franks and including rules for the use of both franciscas and javelins. These were published in Graal magazine: all are concerned with the conflicts between Arabs and Franks in the 8th century. Translations of all these can be found in the ‘Cry Havoc One Map Scenarios’ file. 

6.4	HEAVY FOG ON THE COASTS

Scenario by Carl Pincemin for “Vikings, published in Claymore #9.

1.	Background: A small band of Vikings on a scouting expedition have been spotted on the coast. Earl Coelmund has called up all able-bodied men to repel the invaders. Despite absolutely dreadful weather, the Anglo-Saxons succeed in establishing contact with the enemy. 

2.	Map layout: The Coast No. 2

3.	The sides
The Anglo-Saxons – Earl (mounted): Edwin; Thane (mounted): Wulfric; Huscarls: Edmund (mounted), Aethelred, Edward, Osmed, Tostig; Ceorls: Aelfweard, Godwine, Weohstan; Peasants: Adrian, Wilfrid; Archers: Aldred, Wulfroth.

The Vikings – Jarl (mounted): Eirik; Hirdmen: Tor (mounted), Agnar, Hallstein, Ivar, Skule; Berserkers: Ragnar (mounted), Hildebrand, Ulv; Archers: Gandalv, Gunnar, Hvsing.

4.	Starting positions and beginning the action: The Anglo-Saxon player enters the map through map-edge 3. The Viking player starts the game by entering his characters through map-edge 1.

5.	Special rules
-	It is recommended that the rules on weather from Claymore #5 are used. The weather is rain or storm.
-	The Anglo-Saxon archers can shoot from behind the huscarls (see the rules from “Croisades” [section 2.5 above]).

6.	Victory conditions: The player that eliminates 8 enemy characters is the winner.

Version 1.0 July 2000; version 1.1 added new information and clarification on the Viking game of “Tablut”; version 1.2 March 2001 added a list of other scenarios and some minor clarifications and corrections. Version 2.0 September 2002, completed after the revised rules translation for “Vikings”, adds comparisons with other games of the “Cry Havoc” series and makes some minor amendments. Version 2.1 amended sections 2.1 and 2.2 and added a note on further scenarios involving Frankish warriors to 6.3.

RDG: VIKINGS Supplement, version 2.1 December 2003