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Great Hall Burning - Adventure During The Viking Age (2017)
Great Hall Burning - Adventure During The Viking Age (2017)
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
Casualty Removal .............................................................. 17 Irish ............................................................................... 22
Leader Casualties from Melee ....................................... 17 Campaign Map & “0” Morale ........................................... 22
Will to Fight Test............................................................... 17 The Grand Campaign............................................................. 23
Continuous Melee .............................................................. 17 How Big a Campaign ........................................................ 23
Breaking Off Melee ........................................................... 17 Non-Player Nations ........................................................... 23
Leaving the Field ................................................................... 18 Time Passage ..................................................................... 23
After The Battle ..................................................................... 18 Spring Campaign Season .................................................. 23
Non-Casualty Recovery..................................................... 18 Non-Spring Campaign Seasons ......................................... 24
Buildings ................................................................................ 18 Winter Campaign Season .................................................. 24
Types of Buildings ............................................................ 18 Going to War ..................................................................... 24
Entering and Exiting Buildings ......................................... 18 Who Fights Whom ............................................................ 24
Occupying Buildings ......................................................... 18 Simultaneous Wars............................................................ 25
Combat in & Around Buildings ......................................... 19 National Morale ................................................................ 25
Moving Between Levels .................................................... 19 Success and Failure ....................................................... 25
Attacking With Fire ........................................................... 19 King Death Check ............................................................. 25
Terrain.................................................................................... 19 PEFs....................................................................................... 25
Generating Terrain ................................................................. 19 PEF Rep ............................................................................ 25
Defining Terrain ................................................................ 20 PEF Movement.................................................................. 25
Size ................................................................................ 20 Resolving PEFs ................................................................. 26
Clear .............................................................................. 20 What Happens Now? ......................................................... 26
Hill ................................................................................ 20 Who Are They? ................................................................. 26
Woods ........................................................................... 20 Loading PEFs .................................................................... 26
Playing the Game ................................................................... 20 Enemy Movement.................................................................. 27
Your Role ............................................................................... 20 Battles .................................................................................... 27
Campaigns ............................................................................. 21 First Battle ......................................................................... 27
Time In the Campaign ....................................................... 21 Next Battle ........................................................................ 27
Army Motivators ............................................................... 21 Scout ...................................................................................... 28
Conquest........................................................................ 21 Objective ....................................................................... 28
Loot ............................................................................... 21 Forces ............................................................................ 28
Campaign Morale .............................................................. 21 Terrain........................................................................... 28
Ending the Campaign ........................................................ 21 Deployment ................................................................... 28
Who’s Fighting? ................................................................ 22 Special Instructions ....................................................... 28
Who’s Attacking? .............................................................. 22 Raid: Attack ........................................................................... 28
Attacker in the Campaign .............................................. 22 Objective ....................................................................... 28
Campaign Objectives ......................................................... 22 Forces ............................................................................ 28
Vikings, Danes, Norse, etc. ........................................... 22 Terrain........................................................................... 28
Anglo-Saxons ................................................................ 22 Deployment ................................................................... 28
Scots .............................................................................. 22 Special Instructions ....................................................... 28
© 2017 ED TEIXEIRA – TWO HOUR WARGAMES 5/17/2017
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
Burning Down the Buildings ............................................. 29 How Many of Them? .................................................... 34
Looters Loot ...................................................................... 29 Carousing ............................................................................... 34
Raid: Defend .......................................................................... 29 Objective ....................................................................... 34
Objective ....................................................................... 29 Forces ............................................................................ 34
Forces ............................................................................ 29 Terrain........................................................................... 34
Terrain ........................................................................... 29 Deployment ................................................................... 34
Deployment ................................................................... 29 Special Instructions ....................................................... 34
Special Instructions ....................................................... 29 Contact Carousing ............................................................. 34
Surprise .............................................................................. 29 Interaction .............................................................................. 35
Stand Up Fight ....................................................................... 30 Special d6 Rule ................................................................. 35
Objective ....................................................................... 30 Sweet Talk......................................................................... 35
Forces ............................................................................ 30 Meeting Them Again ........................................................ 35
Terrain ........................................................................... 30 Captain .............................................................................. 36
Deployment ................................................................... 30 Civilians ............................................................................ 36
Special Instructions ....................................................... 30 Jarl ..................................................................................... 37
Reinforcements ...................................................................... 30 King ................................................................................... 37
When Reinforcements Arrive ............................................ 30 Merchant ........................................................................... 38
Limited Reinforcements .................................................... 30 Warrior .............................................................................. 38
What Are They? ................................................................ 30 Gamble .................................................................................. 39
Where Reinforcements Arrive ........................................... 31 Player remains in the game. Continue gambling. .......... 39
Afterwards ............................................................................. 31 Ending the Game ............................................................... 39
Replacing Leaders ............................................................. 31 Companionship ...................................................................... 39
Increasing Rep ................................................................... 31 Confrontation ......................................................................... 40
Decreasing Rep .................................................................. 31 Objective ........................................................................... 40
RPG Lite ................................................................................ 32 Forces ................................................................................ 40
Stars and Grunts ................................................................ 32 Deployment ....................................................................... 40
Optional Increase and Decrease Rep ............................. 32 Special Instructions ........................................................... 40
Why Use Stars? ............................................................. 32 Confrontation Turn Sequence ........................................... 40
Star Advantages ................................................................. 32 Fist Fight ....................................................................... 40
Star Power ..................................................................... 32 The Hall Burning ................................................................... 41
Recruiting Your Group ...................................................... 33 Objective ....................................................................... 41
Skoro ................................................................................. 33 Forces ............................................................................ 41
The Four Areas .................................................................. 33 Terrain........................................................................... 41
The Docks ..................................................................... 33 Deployment ................................................................... 41
Great Hall ...................................................................... 33 Special Instructions ....................................................... 41
Homes ........................................................................... 33 Darkness ............................................................................ 41
The Market .................................................................... 33 Sentries .............................................................................. 42
NPC’s by Area ................................................................... 33 Sentries Reaction .......................................................... 42
© 2017 ED TEIXEIRA – TWO HOUR WARGAMES 5/17/2017
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
Sound the Alarm ................................................................ 42 Leader Casualties from Shooting .................................. 51
The Great Hall ................................................................... 42 Melee ..................................................................................... 52
Occupants ...................................................................... 42 Last Man Standing ............................................................ 52
Turn Sequence ................................................................... 43 Heroic Combat .................................................................. 52
Optional Rules ....................................................................... 43 Casualty Removal ............................................................. 52
Leader Attributes ............................................................... 43 Leader Casualties from Melee ...................................... 52
Random Events .................................................................. 44 Naval Will to Fight ............................................................ 52
Starvation........................................................................... 44 Continuous Melee ............................................................. 53
Recovering From Starvation ......................................... 44 Breaking Off Melee ........................................................... 53
Desertion ........................................................................... 44 Leaving the Fight ................................................................... 53
Replacements ..................................................................... 45 After The Battle ..................................................................... 53
Outbreak ............................................................................ 45 “Old School Gaming” ............................................................ 54
Summons ........................................................................... 45 Movement ......................................................................... 54
Arranged Wedding ............................................................ 46 Normal Movement ........................................................ 54
Benefits ......................................................................... 46 Fast Move ..................................................................... 54
Wrong Doing ..................................................................... 46 Shooting ............................................................................ 54
The Trial........................................................................ 46 Handy Walk Through ............................................................ 54
Escape ........................................................................... 47 Prepare for Battle .............................................................. 54
Negotiate a Truce .............................................................. 47 Battle ................................................................................. 54
Breaking the Truce ........................................................ 47 After the Battle .................................................................. 55
Prisoners and Ransom ....................................................... 47 Final Thoughts ....................................................................... 55
Ransom.......................................................................... 48 Character Journal .............................................................. 56
Longships ............................................................................... 48 Anglo Saxons – Conquest ............................................. 56
Sea Battle ........................................................................... 48 Irish – Loot ................................................................... 56
Raid ................................................................................... 48 Scots – Loot .................................................................. 56
Defining the Ships ............................................................. 48 Vikings, Danes, Norse, etc.– Conquest ......................... 56
Manning the Ship .............................................................. 48
Onboard Leader ............................................................. 49
Laying Out the Ships ......................................................... 49
Turn Sequence ................................................................... 49
Movement .......................................................................... 50
Maneuver ........................................................................... 50
SPECIAL THANKS TO:
Locked Up ......................................................................... 50
Ken Hafer, Bob Minadeo and Ron "Baddawg" Strickland: For
Shooting ................................................................................. 51 insisting that, “It's not just a gang warfare game."
Paul Kime for another great cover.
When Units Can Shoot ...................................................... 51
Kurt Hsu for editing and taking the game to the next level.
Multiple Shooters .............................................................. 51 The THW Folks on the Group and Forum: For the constant
support.
How to Shoot ..................................................................... 51
And Lil…
Casualty Removal .............................................................. 51
© 2017 ED TEIXEIRA – TWO HOUR WARGAMES 5/17/2017
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
PASSING DICE
INTRODUCTION To pass dice roll a number of d6 and compare each die score
individually to the Target Number. The Target Number can be
Great Hall Burning allows you to adventure during the Viking Reputation (page 7) or something entirely different.
Age, the period from the late 8th century to the mid-11th If the score is equal or lower than the Target Number
century. If you succeed in battle and in your raids, you can the d6 has been passed.
raise your Social Standing and gather more men. As your If the score is higher than the Target Number the d6
Fame grows you rise in rank until someday, you are King. Or has not been passed.
you could be… You can pass 2, 1, or 0d6 when the dice are rolled in
The journey is long, with many twists and turns, but if you this manner.
keep your eye on the prize, it is attainable. But before you can Isn't passing 0d6 like failing 2d6? No, because we are
be King, you’ll have to start at the bottom. Not the very counting the number of passed dice.
bottom, but close to it.
Example - The Melee Table (page 15) is used by rolling1d6
for each figure in the unit, versus its Rep. The Huscarl unit of
WORD OF ADVICE 6 figures has a Rep of 5. I roll 6d6 and score a 1, 2, 3, 5, 5,
Be sure to read the rules one section at a time and read the and 6. The Huscarl unit has passed 5d6 as all the d6 except
stop boxes at the end of each section. If you have a question for the 6 are equal or lower than their Rep of 5.
about the rules just keep reading as the answer will be coming
along shortly. COUNTING SUCCESSES
But if you can’t find the answer just check out the Two Hour Another way to use d6 is to roll them and count successes.
Wargames Forum linked below for answers to questions and
A score of 1, 2, or 3 is a success.
free downloads.
A score of 4, 5, or 6 is a failure.
http://site.twohourwargames.com/forum/index.php
Example: An Archer unit of 4 figures wants to shoot. I roll
You can expect an answer within 24 hours. 4d6, 1d6 per figure, and score a 1, 4, 5 and 6 for 1 success.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
HOW MANY D6 TABLES
How many d6 do you roll? This is found by looking in the
Wherever possible all the tables that you will usually use
upper left corner of each table. There will be a number that
during the game have been grouped together in the back of the
tells you how many d6 to roll. When a word appears that
book. When reading a section it is recommended that you
means 1d6 for each point of whatever word. When # appears,
review the table in question.
this means roll 1d6 for each figure shooting or in melee.
Example - I establish Line of Sight (page 14) to a PEF (page WHY SO MANY?
25). I must immediately resolve it. I look on the PEF Your Great Hall Burning games can be as simple or as
Resolution Table (page 26) and see a 2 in the upper left hand detailed as you like. For those that want a quick pickup game,
corner. I roll 2d6 versus the Rep of the PEF. just use the basic tables. If you want a realistic campaign then
use the additional tables that are provided. Great Hall Burning
FIGURES AND TERRAIN is like a toolbox. You may not need all the tools but they are
there when you do!
You can play the game with any figures and terrain in any
scale you desire. Or you can choose to play with counters on a
map. Heck, you can even play with paper and pen! GAME BASICS
BASING FIGURES In Great Hall Burning each player controls one or more units.
The easiest way to base figures for Great Hall Burning is one Units range in size from four to twelve figures. They can
figure on a round or square base. Whatever size bases you represent any actual number of combatants allowing Great
decide to use be sure to use them consistently. Hall Burning to be used to recreate a variety of battles
Figures previously mounted for other rule systems will also Regardless of how many figures are in a unit they all share
work. some common traits that define how they behave during the
You can even mount multiple figures on one base if you like. game.
Just make it work.
DEFINING FACINGS
DEFINING FIGURES
There are two facings; front and rear.
Four things define each figure in a unit:
The front facing is defined as the edge that the unit or
What Type is it?
figure is facing, extending out to 180 degrees.
What is its Reputation?
The rear facing is defined as the edge opposite the
What is it Class?
front facing. This includes the flank of a unit.
What is its Armor Class?
You can only shoot from the front facing.
You can only roll dice in melee through your front As you discover things about your personal figure/Star write it
facing. If you are hit to the rear, you cannot roll any down on your Character Journal (page 56).
dice until the following round of melee, when your
figures are allowed to turn to face.
The following illustration helps to define the front and rear
facings.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
REPUTATION ARMOR CLASS (AC)
Reputation (Rep) represents a combination of experience, There are two Armor Classes:
morale, and motivation and is an expression of a figure’s
overall fighting quality. Below are brief descriptions of the AC 2 – Lightly armored or unarmored.
Reputation levels used in the game. AC 4 – Heavily armored.
REP 5 – These are warriors of long and successful Take a look at your figure and be sure to class it as one of the
service. two Armor Classes. Remember that we are dealing with large
bodies of combatants and not individuals. For simplicity we
REP 4 – These are reliable warriors of some have lumped shields into the AC of the figure.
experience, the bulk of most forces. Some Civilians
are Rep 4.
REP 3 – These are green or poor quality troops with
STOP!
little motivation or desire for combat. Most Civilians We play Great Hall Burning with six-sided dice, called d6.
are Rep 3.
To pass dice you roll against a Target Number, usually
Your personal figure, a Star (page 32), has a Rep of 5.
Reputation. Equal or less and you pass.
A result of 1, 2, or 3 is a success.
CLASS
When a number appears in a parenthesis, like this (1), if you
Class determines the battlefield purpose of the figure. There
score the number on a d6 roll, the event has happened.
are two Classes:
When rolling1/2d6; roll 1d6 (1 or 2) = 1, (3 or 4) = 2, and a
Melee.
score of (5 or 6) = 3.
Missile.
How many dice you need to roll can be found in the upper-left
MELEE hand corner of each table.
The purposes of Melee Class figures are to close with, engage, We define each figure by:
and destroy the enemy by means of maneuver and close
Type – The type of figure it is. Think of it as their Profession.
combat. They are armed with lethal crushing, cutting, or
thrusting weapons. Reputation – A number from 3 to 5 reflecting the quality of
the figure.
MISSILE Class – There are two Classes; Melee and Missile. What’s the
The purpose of Missile Class figures are to damage and difference?
confuse the enemy by the use of weapons that kill from a
Armor Class – Light armor (AC 2) and heavy armor (AC 4).
distance, such as bows, javelins, slings, darts, etc. They may
be armed with melee weapons such as swords or axes, but
view close combat only as a secondary activity and not to be
actively pursued.
MIXED UNITS
It is possible to mix up a Melee unit with up to half Missile
figures. Here’ show we do it:
There must be at more Melee figures than Missile
figures in the unit.
Missile unit can only fire from the front rank and do
not count in Melee if they are in a second rank.
Missile figures only count half their number in Melee
(page 15).
Missile Class figures roll 1d6 per each full two
figures.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
Figures may not leave a unit unless they become casualties or
DEFINING UNITS to join a different unit between Battles.
Example – Rolf, Rep 5, starts with a Rep 4 Freeman unit
We use the term unit to describe a group of soldiers or warriors that rolled randomly from the Vikings Army List (page 56).
fight together. This could also be called a warband.
Just like we define figures, we also define units in the same BODIES - GROUPING UNITS
ways – what are its Type, Rep, Class and Armor Class.
The smallest Body is one unit.
If desired, players may group units together into larger bodies.
TYPE This is done by putting the units in base to base contact. Here's
There are over a dozen troop Types used in Great Hall how we do it:
Burning with each Army having three or more.
Units grouped together will activate together.
Units grouped together still Shoot, Melee, and React
UNIT REP separately.
The Reps of each unit is listed on the appropriate Army List Bodies can be formed when desired and broken up
(page 56). You can choose to lead any unit from your Army when desired.
List. Example - I decide to form 2 units into 1 body. I do the same
with 2 other units. When I activate I move 1 body into contact
WANT MORE DETAIL? with the other body, forming a body of 4 units. Next turn I
If you want more detail you can choose to allow individual detach 1unit from the body and send it to the left. The other 3
figures in a unit to have different Reps. Here’s how we do it: units in the body stay together and I move them forward.
See Number of Figures on page 12 to see how this is done. Only Melee units can use the Shield Wall.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
The unit must be in Mob formation. A failed Scout Battle (page 28) loses you one
All figures in the formation count their AC one Fame Point.
higher than normal when fired on. This bonus also A failed Raid: Attack (page 28) loses you one
applies in the first round of a melee. Fame Point plus one additional Fame Point for
Units in a Shield Wall cannot attempt a Fast Move. each unit under your command that routed.
Units must be active to form or unform the Shield A failed Raid: Defend (page 29) loses you two
Wall. They must do so before moving and cannot Fame Points plus one additional Fame Point for
form and unform in the same turn. each unit under your command that routed.
A failed Stand Up Fight (page 30) loses you
The better you do, the more Fame points you gain. Here’s how The next month Rolf is involved in a Stand Up Fight, but fails.
we do it: In addition he has 1 of his units rout – losing 4 Fame Points
If you are successful during a Battle (page 27) you bringing his Lifetime Fame back down to zero.
gain Fame Points.
A successful Scout Battle (page 27) is worth one BENEFIT OF FAME POINTS
Fame Point.
A successful Raid: Attack (page 28) gains you You start with zero Fame Points. When you gain Fame Points
one Fame Point. You also get one Fame Point for you have a chance to command more units and raise your
each unit you defeat or building you burned Social Standing (page 10). Here’s how we do it:
down, two Fame Points if you Looted it first. You start with a Social Standing of 3 and in
A successful Raid: Defend (page 29) gains you command of one unit.
two Fame Points plus one additional Fame Point When you reach 20 Lifetime Fame you have a Social
for each unit you defeat. Standing of 4 and can command up to two units.
A successful Stand Up Fight (page 30) gains you When you reach 30 Lifetime Fame you have a Social
three Fame Points plus one additional Fame Standing of 5 and can command up to three units.
Point for each unit you defeat. When you reach 40 Lifetime Fame you have a Social
A successful Interaction (page 35) gains you a Standing of 6 and can command up to four units.
number of Fame Points specified on the When you reach 50 Lifetime Fame you have a Social
Interaction Tables (page 35). Standing of 7 and can command up to five units.
When you reach 60 Lifetime Fame you have a Social
LOSING FAME AND FORTUNE Standing of 8 and can command up to six units.
When you reach 70 Lifetime Fame you have a Social
Just as your Fame can go up when you are successful, it can Standing of 9 and can command up to seven units.
go down if you fail. Here’s how we do it:
Unfortunately, as your Lifetime Fame is reduced, reduce the
If you fail to achieve your objective during a Battle number of units you can command and your Social Standing
(page 27) you lose Fame Points. as well.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
SOCIAL STANDING UNIT LEADER
Your Lifetime Fame will define your Social Standing. The Each unit will have a Leader of the same Reputation except
higher your Lifetime Fame, the higher your Social Standing. for your personal unit, which could have a lower Rep than
Social Standing comes into play when Interacting (page 35) your own.
with Grunts – Non-Player Characters (page 33). Here are the
If your Rep goes down at any time, you can only command a
Social Standings by Profession, and their basic ratings:
unit with a Rep equal or lower than yours.
King (page 37) – Social Standing 10. This is the ruler
of the Town. He can command up to ten units. Example – Rolf starts as a Rep 5 and gets command of a Rep 5
Huscarl unit, Later, his Rep is reduced to 4. The King does not
Jarl (page 37) – Social Standing 7. These are the
like this so Rolf if assigned a Freeman unit instead.
equivalent of Nobles. This is the minimum Social
Standing to be an Overall Commander (page 10). Much later he rises to Rep 5 again and is given a Huscarl unit
Captain (page 36) – Social Standing 5. The Captain as a reward. In addition, he is allowed to keep the Freeman
and owner of a longship. unit as he has Lifetime Fame Points of 23.
Merchant (page 38) – Social Standing 4. The
economic backbone of the Town.
Warrior (page 38) – Social Standing 3. These are the
COMMANDER
fighters. Warriors are found on the appropriate Army These are Leaders with Social Standing between 4 and 8 in
List (page 56). Command of multiple units. When this rank is reached the
Civilians (page 36) – Social Standing 2. The Commander is an unattached figure that can join any unit
everyday occupants of the Town. under his command at any time during the battle.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
When fighting a Battle (page 27) with more units Decide which Army List you want to use.
than you can normally command or Reinforcements Determine how many units you will be generated
arrive, roll 1/2d6 and add the result to the number of based upon the Social Standing (page 10) of each
units that are not under your command. Leader.
If the total is higher than your Social Standing, Roll 1d6 for each unit, reading the result as rolled.
the Leader has a higher Social Standing than Go down the left-hand column to the appropriate row
you. His Social Standing is one point higher for then across to see the stats for the unit.
each point higher the total was. Do this once for each unit.
If the total is equal to your Social Standing or
less then you are the Overall Commander We are firm believers in use the figures that you already have
regardless of the total number of units. so if you want to fudge the unit types to match your figures,
please do!
Example – Rolf has a Social Standing of 5. I roll for
Reinforcements and two additional units have arrived. I roll ANGLO SAXONS – CONQUEST
1/d6 and score a 2 for a total of 4. Rolf is the Overall
Commander.
# TYPE CLASS REP AC
Later in the Battle, two more units arrive as Reinforcements 1 Archers Missile 4 2
for a total of 4. I roll 1/2d6 and score a 3 for a total of 7. The 2 Hirdsmen Melee 5 4
new Leader, Olaf, has a Social Standing 2 points higher than 3 Weak Fyrd Melee 3 2
Rolf – 7. 4 Quality Fyrd Melee 4 2
5 Quality Fyrd Melee 4 2
6 Quality Fyrd Melee 4 2
ATTACHING TO A UNIT
As we mentioned earlier, a Commander and the Overall IRISH – LOOT
Commander is an unattached figure. During the battle a # TYPE CLASS REP AC
Commander can choose to move into contact with one or more
units. When a Commander or the Overall Commander is 1 Diberga (1) Melee 5 2
attached, the unit will count a 3d6 bonus when rolling in 2 Diberga (1) Melee 5 2
melee. 3 Warriors Melee 3 2
4 Warriors Melee 4 2
5 Warriors Melee 4 2
6 Javelins Missile 4 2
(1) The Diberga are subject to Berserker Rage. The first time they
enter a round of melee roll 2d6. If doubles are scored they roll an
additional 3d6 for melee.
SCOTS – LOOT
Example – In this picture we see the Commander attached to # TYPE CLASS REP AC
two units. Both will roll an additional 3d6 when in melee. 1 Archers Missile 3 2
2 Light Cavalry Missile 4 2
3 Thanes Melee 5 4
ARMY LISTS 4 Spearmen Melee 3 2
5 Spearmen Melee 4 2
6 Spearmen Melee 4 2
In Great Hall Burning we have four different armies that can
be played. They are:
VIKINGS, DANES, NORSE, ETC. – CONQUEST
Anglo-Saxons.
# TYPE CLASS REP AC
Irish.
(1)
Scots. 1 Huscarls Melee 5 4
Vikings, Danes, Norse, etc. 2 Freemen (1) Melee 4 4
3 Archers Missile 4 2
4 Freemen (1) Melee 3 2
USING THE ARMY LISTS 5 Freemen (1) Melee 4 2
Here’s how to use the Army Lists. 6 Freemen (1) Melee 4 2
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
(1) The Huscarls and Freemen are subject to Berserker Rage. The
first time they enter a round of melee roll 2d6. If doubles are scored
they roll an additional 3d6 for melee.
TURN SEQUENCE
NUMBER OF FIGURES Now let’s go over the rules as you will use them during the game,
starting with the Turn Sequence.
Usually there will be eight figures in a Melee Class unit and
four figures in a Missile Class Unit. For a little variety we use Great Hall Burning is played in turns, with one phase of
the following procedure: activation per side. Although battles can last an unlimited
number of turns, each turn follows a strict sequence.
Choose two 1/2d6 of different colors.
Nominate one as a positive 1/2d6 and the other as a Before the game begins, each side chooses a d6 of
negative 1/2d6. different colors.
Roll both at the same time for each Melee unit.
Example - I choose a Blue d6 and Jim Bob Joe chooses a
Subtract the lower score from the higher score. This
Yellow d6.
will give you up to two more or less figures for the
unit. At the start of each turn both dice are rolled. This is
Roll both at the same time for each Missile unit. If called rolling for Activation.
the positive 1/2d6 is higher, add one figure to the If the die scores are the same (doubles) re-roll them.
unit. If the negative 1/2d6 is higher, subtract one If the die scores are not doubles, read each die
figure from the unit. This will give you up one more individually. If you scored a total of “7” you might
or less figure for the unit. have generated Reinforcements (page 30).
Whether you did or didn’t generate Reinforcements,
Example – I choose to play the Scots at a Social Standing of 3 the higher score determines which side will activate
– I have one unit. I roll 1d6 and score a 3. Looking on the its groups first.
Scots Army List I will have a Thanes unit – Rep 5 AC 4 Melee. Example - The two dice are rolled and a Blue 5 and a Yellow
I now roll two off colored 1/2d6. I score a positive 3 and a 4 are rolled. I scored higher so I can activate my bodies first.
negative 2. I will have 9 figures in the unit.
Only bodies (page 8) with a Leader whose Rep is
equal to or higher than their Activation die score can
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
Now that you know the turn sequence we will explain the If interpenetrating, move the Missile unit through the
rules in the order that they will occur during the game turn. unit being interpenetrated.
This may be different than traditional rules, but is much more If being interpenetrated, move the unit moving
effective. through the Missile unit.
Let’s start with Movement. Units being interpenetrated cannot move on the same
turn they are being interpenetrated, but they can shoot
before or after the interpenetration occurs.
MOVEMENT
The table will be divided into nine equal sections, three rows
ACTION
of three (page 19). There are two types of movement:
When an enemy force enters an occupied table section (page
Normal Movement. 19) or a PEF is resolved as an enemy force in an occupied
Fast Movement. section we go to the Action Table to see what happens next.
Here’s how we do it:
NORMAL MOVEMENT Consult the Action Table.
Normal movement is from one table to an adjacent section; Roll 1d6 to see who has the Advantage.
even diagonally, but never through an enemy occupied table Score a 1 or 2 the moving side has the
section. If occupied you must move to engage them – take the Advantage.
Action Test. Units can end their movement facing any Score a 3, 4, 5, or 6 and the stationary side does.
direction they desire. The Leader of each unit involved rolls 2d6 versus its
Rep.
Determine how many d6 are passed by each Leader.
FAST MOVEMENT Go down the left-hand column to the appropriate row
Foot units may attempt to move faster than normal. Here's and across to see which unit becomes Active.
how we do it:
Consult the Fast Movement Table.
2 ACTION
Roll 2d6 versus the Rep of the Leader of the unit (Taken versus Leader Rep)
attempting the Fast Move. Score of “6” is always a failure.
Determine how many d6 are passed.
Go down the left-hand column to the appropriate row 1 or 2 moving side gains Advantage 3, 4, 5, or 6 stationary side does.
for the number of d6 passed and carry out the result. #D6 RESULT
Fast Moving units must end their movement facing PASSED
the same way they were at the start of the move.
More d6 The side that passed more d6 can act:
2 FAST MOVE Charge – Melee Class will charge.
Shoot – Missile Class will shoot.
(Taken versus Rep of the Leader) Same Side with the Advantage counts as passing more
#D6 RESULT number d6.
PASSED of d6
2 All can move up to two sections, but count their Example – A Rep 5 Huscarl unit moves into a section occupied
Rep as 1 point lower until next Active (page 12). by a 4 figure Anglo-Saxon Archer unit.
1 AC 2 can move up to two sections, but count their
Rep as 1 point lower until next Active (page 12). I roll 1d6 to see who has the Advantage. I score a 4 – the
AC 4 can move only one section. Archers, as the stationary side, have the Advantage.
0 All can move only one section. The Huscarl Leader now rolls 2d6 versus its Rep of 5 and
passes 2d6. The Archer Leader rolls 2d6 versus his Rep of 4
INTERPENETRATION and passes 2d6 – the same number of d6. Looking on the
Action Table under the “same number of d6” row, I see that
Interpenetration is when a unit moves through or is moved the side with the Advantage (the Archers) will act first. They
through by another unit. Here’s how we do it: open fire.
Only AC 2 Missile units can interpenetrate or be
interpenetrated.
© 2017 ED TEIXEIRA – TWO HOUR WARGAMES 5/17/2017
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
ACTIVE INCLEMENT WEATHER
When a side is active, each figure can do one of following Sometimes there could be Inclement Weather (fog, heavy rain,
things: etc.). Here’s how we do it:
Charge – Melee Class will charge. Move the unit You do not have to use Inclement Weather, but if you
into contact with the target unit. choose to, roll 1d6 before the start of the Battle. If a
Shoot – Missile Class will shoot “1” is scored, there is Inclement Weather.
LOS in Inclement Weather is reduced to the section
Each turn starts by rolling Activation Dice. The higher side WHEN UNITS CAN SHOOT
activates first and only units with a Leader with a Rep equal or
Units can fire when Active, being Charged and if directed by
higher than their d6 score can act.
the Shooting Table (page 14). This means it could fire
What happens if you roll a “7” for Activation? multiple times per turn!
Movement is by table sections, one for normal and two if you
have a successful Fast Move Test. How is that done? MULTIPLE SHOOTERS
AC 2 Missile units can move through and be moved through All shooters must be declared at the same target before any
other units. What is it called? Those being moved through shooting occurs. You cannot shoot at a unit; see the results,
cannot move on that turn, but they can shoot. then shoot at them with another unit.
When units come into Line of Sight, the Action Table is used.
Roll 1d6 – 1 or 2 and the moving side has the Advantage. HOW TO SHOOT
Score a 3, 4, 5 or 6 and the stationary side has the Advantage.
Shooting is very simple. Here’s how we do it:
Winning on the Action Table allows you to act first – Melee
First establish a LOS from the firing unit to the target
guys charge and Missile guys shoot.
unit that is in range.
Consult the Shooting Table.
Each qualifying figure rolls 1d6 reading the result as
SHOOTING
rolled.
Go down the left-hand column for each score and
across to see the result.
This section explains how Missile Class figures shoot.
# SHOOTING
LINE OF SIGHT (Read the result as rolled)
To shoot something you must see it. Here’s how we do it: If in Cover count every 2nd casualty as no effect.
A clear line from the firing figure to the target is # RESULT
called a Line of Sight or LOS.
A clear Line of Sight extends the length of the table 1 Target goes Out of the Fight.
and is only blocked by terrain, buildings, and figures Unit takes the Will to Fight.
between the shooter and target. 2 AC 2 Target goes Out of the Fight.
A figure can shoot from its front 180 degree facing Unit takes the Will to Fight.
into the table section it occupies or out to an adjacent AC 4 Target no effect.
one, even diagonally. 3 to 6 Miss.
A figure with javelins (page 56) can only shoot into If unit suffered a casualty, take the Will to Fight
the section it occupies. Test.
LOS at nighttime is reduced to firing into the section Afterwards, Missile Class targets that have not
it occupies. actively fired or returned fire in this Action
LOS in woods is reduced to the section the shooter phase, can now return fire.
occupies.
Example – A unit of 8 Viking Huscarls, AC 4, charge a unit of
4 Anglo-Saxon Archers. The Anglo-Saxons roll 4d6, one for
each figure. They score a 1, 3, 5, and 6 inflicting one casualty;
the score of 1.The Huscarl unit now takes the Will to Fight .
© 2017 ED TEIXEIRA – TWO HOUR WARGAMES 5/17/2017
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
After the Heroic Combat is concluded or if doubles
CASUALTY REMOVAL were not rolled, it’s time for the units to melee:
Casualties are removed in the following way: Each Melee figure rolls 1d6 versus Rep of the
unit.
Casualties from shooting are removed from figures in
in the front rank. Any gap created is filled in by any Each full two Missile figures roll 1d6 versus Rep
figures in the rear rank. of the unit.
Add any applicable d6 for the unit Commander.
Count +3d6 if the unit has Berserker Rage.
LEADER CASUALTIES FROM SHOOTING
Go down the left-hand column to the appropriate row
Each time a unit takes one or more shooting casualties there is for each d6 and carry out the results.
a chance that a Leader with the unit is a casualty. Here's how
we do it:
# MELEE
Roll 1d6. (Taken versus Rep of unit)
If a 6 is scored the Leader is a casualty.
If there is more than one Leader with unit, one being Missile Class figures roll 1d6 per each full two figures.
attached, roll to see which Leader is hit. Units attached to a Commander roll additional d6:
If no Leaders remain with the unit, the unit is now
Rep 4 +1d6 Rep 5 +2d6 Rep 6 +3d6
considered to be Leaderless and will be affected
when taking the Will to Fight (page 17). Unit in Berserker Rage will roll an additional 3d6.
Your personal figure can use Star Power (page 32).
#D6 RESULT
PASSED
STOP! 1
0
Hit. Go to Melee Damage Table.
No effect.
Only Missile units can shoot. You have to have a clear Line of
Sight to the target to shoot. Can’t see it, you can’t shoot at it. DETERMINE DAMAGE
Range is out to one adjacent table section. After a hit is scored damage could be taken by the target unit.
You roll 1d6 for each figure shooting. Review the Shooting Here’s how we do it:
Table. Roll 1d6 for each casualty. If a “6” is rolled, you got a Consult the Melee Damage Table.
Leader in or attached to a unit. Roll each d6 passed reading the result as rolled.
Go down the left-hand column for each score and
across to see if damage occurs.
After casualties are calculated, subtract the smaller
MELEE
number from the higher number.
The unit scoring fewer casualties removes additional
Whenever opposing units come into contact with each other, figures equal to the difference, but not to exceed 2
as directed by the Action Table, they must fight in hand-to- figures. This means the absolute maximum casualties
hand combat which is also called melee. Melee is a two-step on a unit would be 3 figures per unit faced – the 1
process, rolling to hit and then rolling to score damage. auto and 2 additional.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
Example – A unit of now 7 Viking Huscarls contact a 4 figure Example – Otto, the Rep 3 Anglo-Saxon Leader and Rolf have
Anglo-Saxon Archers unit. scored doubles before their units enter melee. Rep 3 Otto
comes after Rep 5 Rolf.
Each unit removes 1 figure.
Otto rolls 2d6 and scores a 2 and 5, passing 1d6. Rolf comes
The Anglo-Saxons roll 2d6, one for each two Missile figures,
back with a 2 and 5, passing 2d6. Looking on the Heroic
versus their Rep of 4 and score a 1 and 3, passing 2d6. Note
Combat Table we see that Rolf must roll 1d6 versus Otto’s AC
that if there were only 3 Archers, only 1d6 would be rolled.
of 4. He scores a 2, lower than Otto’s AC. Otto now has a Rep
I now roll the 2d6 that were passed versus the Huscarls AC of of 2.
4. I score a 5 and 2 inflicting 1 Out of the Fight casualty.
Another round of fighting takes place and Rolf passes 1d6
The Huscarls roll 7d7; even though not all of them are in more than Otto. He rolls 1d6 and scores a 2, not higher than
contact, versus their Rep of 5 and score a 1, 2, 3, 3, 6, 6 and 6, the Otto’s AC so Otto drops down to Rep 1.
passing 4d6.
Another round of fighting occurs and Otto (Rep 1) rolls snake
I now roll 4d6 versus the Archers AC of 2 and score a 3, 3, 4 eyes! Rolf passes 1d6 so Otto has won. He rolls 1d6 versus
and 4 inflicting 4 Out of the Fights casualties. The Archers Rolf’s AC of 4 and scores a 4 equal, but not higher. Rolf is
remove 2 additional figures – the maximum difference in Out now a Rep 4.
of the Fight casualties scored; 4 Archers versus 1 Huscarl.
Another round of fighting takes place and Rolf passes 2d6 and
The Huscarls and Archers now take the Will to Fight Test kills Otto. The fight is over and Rolfe’s Rep returns to 5 and
(page 16) as the initial figure loss remains. the melee now begins with Rolf being involved.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
CASUALTY REMOVAL 2 WILL TO FIGHT TEST
Casualties are removed in the following way: (Taken versus Rep of unit)
Casualties from melee are removed from figures in CIRCUMSTANCE MODIFIER
contact. Any gap created is filled in by any figures in
the rear ranks and not already in contact. INSPIRATIONAL – If the unit Leader has the +1d6
Inspirational Attribute.
LEADER CASUALTIES FROM MELEE LEADER – If the unit Leader is Out of the Fight -1d6
or Obviously Dead
Each time a unit takes one or more casualties in melee there is
a chance that a Leader with the unit is a casualty. Here's how
# D6 RESULT
we do it:
PASSED
Roll 1d6 for each unit that suffered casualties.
2 If less than ½ of the original number of figures
If a 6 is scored the Leader is a casualty. or less are left in the unit:
The unit is now considered to be Leaderless and will Lose one figure and Fall Back into the table
be affected when taking the Will to Fight. section directly away from the enemy.
Your personal figure can use Star Power (page 32). Otherwise:
Carry On.
WILL TO FIGHT TEST 1 If less than ½ of the original number of figures
If the opposing units are still in melee after casualties are or less are left in the unit:
removed each unit will take the Will to Fight. Here’s how we Lose two figures and Fall Back into the
do it: table section directly away from the enemy.
Otherwise:
Consult the Will to Fight Table.
Lose one figure and Carry On.
Each unit starts with 2d6. 0 Rout off the table. Remove all remaining figures.
Modify the number of d6 rolled by any applicable
Circumstance.
Roll the modified number of d6 versus the Rep of the Example – The Huscarls and Archers must take the Will to
unit. Fight. The Huscarls roll 3d6 (They still have a Leader with the
Determine how many d6 are passed. unit) versus their Rep of 5 and score a 2, 4 and 6, passing 2d6.
Go down the left-hand column to the appropriate row They Carry On.
then across to see the result. This could result in one, The Archers roll 2d6 versus their Rep of 4 and score a 3and 4,
two or all of the remaining figures in the unit being passing 1d6. They lose two figures and are eliminated.
removed from the table.
CONTINUOUS MELEE
After casualties are removed and the In Melee Reaction Tests
are taken, if the sides are still in contact, the melee will
continue whenever either side activates.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
NON-CASUALTY RECOVERY
LEAVING THE FIELD Figures that left the table from a Will to Fight Test or
voluntarily left the field are not casualties. These
If a player desires he can voluntarily leave the field. Here's automatically return for the next month.
how we do it:
For simplicity, keep your casualties and non-casualties
The player declares that he has had enough. separate.
His units must now exit the table from the edge that
they entered, but always away from any enemy
troops. STOP!
Once the player has declared he has had enough he
Review how melee is carried out. Fight a melee with four Rep
may not charge, but can be charged. He cannot
5 AC4 figures versus six Rep 4 AC 2 figures. Casualties are
initiate ranged combat, but can be fired on.
removed
When the last unit has left the table the battle is over.
Fight a Heroic Combat. How did you get there? If you want
to, you can use Heroic Combat as your normal combat. Using
it works great with single unit games.
AFTER THE BATTLE Casualties are removed from those in base to base contact with
the enemy. After they are removed, move the rear figures to
After the battle each unit that took casualties and each fill in the gaps. Review how Leader casualties are taken.
wounded Leader must take the After the Battle Recovery Test.
This is important if you are playing a Campaign (page 21) After melee is fought, all units involved take the Will to Fight.
where losses from one battle can carry over to the next. Note Do this for the two units you fought a melee with. If opposing
that if you are playing solo you need not check for your units pass their Will to Fights, the melee resumes when either
enemy. Here's how we do it: unit activates next.
You cannot voluntarily break off a melee.
Consult the After the Battle Recovery Table.
Roll 1d6 versus the AC of each wounded Leader, How do you leave the field?
then for each casualty taken by the unit.
After the melee you fought is over, have each casualty and
Determine how many d6 each figure or wounded
wounded Leader take the After the Battle Recovery Test.
Leader passed.
Go down the left-hand column to the appropriate row
and across to see the results. BUILDINGS
1 AFTER THE BATTLE RECOVERY
In this section we cover buildings and how they affect play in
(Taken vs. AC) Great Hall Burning.
# D6 RESULT
PASSED TYPES OF BUILDINGS
1 Leader or casualty returns at normal Rep. Buildings may come in a variety of sizes and shapes, from
0 Leader of casualty dies. thatched huts to stone buildings, but we’ve made the rules
very simple.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
COMBAT IN & AROUND BUILDINGS
Groups occupy buildings in the following ways:
TERRAIN
Occupants count as facing every direction. There are two ways to set up terrain in Great Hall Burning.
Figures in buildings count as being in Cover when
shot at. One side lays out the terrain as it wants, and the other
side decides which end of the table it will occupy or
enter from.
MOVING BETWEEN LEVELS The other way is to use the following Terrain
Units can move up or down levels as desired in the same turn. Generation system.
Either will work fine and remember it's your game!
ATTACKING WITH FIRE
Buildings may be attacked by fire. Here's how we do it: GENERATING TERRAIN
Consult the Starting a Fire Table.
Each unit in contact with the building rolls 2d6 Here's how we do it:
versus its Rep.
Determine how many d6 are passed and go down the Divide the table into nine roughly equal sections.
left-hand column to the appropriate row and across to See the following illustration that shows the
see the result. corresponding number for each section of terrain. In
this case the board is square but you may be using a
Immediately carry out the result.
rectangle. It doesn’t matter just be sure to divide the
Once lit, fires cannot be extinguished.
table into nine equal sections.
# D6 RESULT
PASSED
2 Fire started.
Building must be evacuated in 1d6 turns.
1 Fire starts to smolder and will light on next turn.
Once lit, building must be evacuated in 1d6 turns.
0 Can’t get a spark, try again when next active.
Next roll for terrain using the Terrain Generator
(1) The same procedure can be used to set ships on fire.
Table.
Start from section number 1 and work your way to
section number 9.
Roll 1d6 and go down the left-hand column to the
appropriate row.
Go across to see the type of terrain for the section.
When finished, keep section 5 as is. Group like
terrain together into adjacent sections to form larger
areas of the same terrain type.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
1 TERRAIN GENERATOR
STOP!
(Read the result as rolled)
Review the rules for buildings, especially how they are
# TERRAIN TYPE attacked with fire.
1 Hill. The table you play on is divided into nine sections – 3 x 3. We
2 Clear. recommend using a 3’ x 3’ foot table, but you can play on a
3 Clear. larger one if desired.
4 Clear.
Review how Hills and Woods differ from each other.
5 Clear.
6 Woods.
WOODS
Densely wooded area that affects both movement and
visibility in the following ways:
Units inside woods cannot shoot.
Foot units moving inside woods will do so at normal
speed and cannot Fast Move.
Figures at the edge of the woods can see, be seen,
shoot and be shot at from outside the wood. Those
over one inch from the edge of the woods cannot see
or be seen from outside.
Figures in Woods count as being in Cover when shot
at.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
Start with 2d6.
CAMPAIGNS Modify the number of d6 if any Circumstance
applies.
Roll the modified number of d6 versus the current
Campaigns can be as simple or as detailed as you want. The Campaign Morale of the army.
choice is up to you. Feel free to use as little or as much of the Determine how many d6 are passed and go down the
following rules for your battles and campaigns. left-hand column to the appropriate row.
In this part you will learn how to link your Battles together Go across and immediately carry out the result.
into a continuous Campaign where the result of one Battle
affects the course of the next. 2 CAMPAIGN MORALE
(Taken versus Campaign Morale)
TIME IN THE CAMPAIGN
CIRCUMSTANCE MODIFIER
To play the campaign game, pick a year in which you wish to
start playing. I use 800 AD, but you can get away with any Conquest Motivator and succeeded in last +1d6
year from 800 AD to 1066 AD. Battle.
For simplicity's sake we track time in the Campaign by the # D6 RESULT
month. Players can have one Battle (page 27) or Encounter per PASSED
month.
2 or more If you were successful in your last Battle, your
Play as many years as you like as there can be multiple Morale increases by 1 point, but cannot exceed
Campaigns during each year. your starting Campaign Morale.
If you failed in your last Battle, your Morale
ARMY MOTIVATORS remains the same.
1 If you were successful in your last Battle, your
All the armies have one of two characteristics called Army Morale remains the same.
Motivators. These Army Motivators can modify their If you failed in your last Battle, your Morale
Campaign Morale (page 21). The two Army Motivators are as drops by 1 point.
follows: If you reach “0”, you have lost the Campaign!
0 If you were successful in your last Battle, your
CONQUEST Morale drops by 1 point.
The sole rationale for war is conquest of territory and victory If you reach “0”, you have lost the Campaign!
at any cost. This is reflected by a +1d6 bonus when rolling on If you failed in your last Battle, your Morale
the Campaign Morale Table if they succeed in their Battle. drops by 2 points.
Vikings and Anglo-Saxons are Conquest Motivated and start If you reach “0”, you have lost the Campaign!
with a Campaign Morale of 4.
LOOT
ENDING THE CAMPAIGN
The Campaign is over when the defender has either lost its
War for profit, this army values the acquiring of loot over
country (page 21) or the attacker has been beaten back.
military victory. To reflect this they do not have any d6
modifier when rolling on the Campaign Morale Table. The If the enemy's Campaign Morale is reduced to zero, you have
Irish and Scots are Loot Motivated and start with a Campaign won and they have sued for peace.
Morale of 3.
You are considered to be a Hero. In your next
Campaign, your starting Campaign Morale is
CAMPAIGN MORALE increased by 1.
Each army will have a Campaign Morale, either 3 or 4: If your Campaign Morale is reduced to zero, you have lost the
Campaign and your side sues for peace.
Vikings and Anglo-Saxons start with a Campaign
Morale of 4. You are regarded lightly by the King and your
The Irish and Scots start with a Campaign Morale of followers. In your next Campaign, your starting
3. Campaign Morale is reduced by 1.
After every Battle both sides will take the Campaign Morale
Test, separately. Here’s how we do it:
Consult the Campaign Morale Table.
© 2017 ED TEIXEIRA – TWO HOUR WARGAMES 5/17/2017
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
WHO’S FIGHTING? CAMPAIGN OBJECTIVES
You can choose any of the four armies to fight each other. There are four different Army Lists and some will have more
You could play a Campaign to unify Ireland or have the than one independent country aligned with it. They are:
Northumbrian Vikings attack the Anglo-Saxon Kingdom. It’s
your choice! VIKINGS – The Vikings control the countries of
Danish Mercia and Kingdom of Guthrum.
THE ANGLO-SAXONS – There are four Anglo-Saxon
WHO’S ATTACKING? Kingdoms. They are Wales, Northumbria, English
The Campaign is based on one country attacking another Mercia, and Wessex.
country. This will determine how many, if any, SCOTS – There is one Scottish Kingdom.
Reinforcements (page 30) each side could get during the Irish – There are five High Kingdoms of Ireland –
Battle. Rather than fighting a map based campaign, we Connaught, Munster, Ulster, Leinster and Meath.
concentrate on the Campaign Morale of each Army. So who
is attacking? Here’s how we do it: VIKINGS, DANES, NORSE, ETC.
Decide which armies will be opposing each other. The primary objective is to conquer land and establish a
Each side now rolls 1d6 and adds their score to their kingdom under your laws - Danelaw. Secondary objective is
Campaign Morale (page 21). to increase the size of this new kingdom.
The side with the higher total is the attacking army.
Re-roll all ties. ANGLO-SAXONS
The primary objective is to keep their territory. Secondary
Example - I am playing Vikings versus the Irish. I roll 1d6 for objective is to increase the size of their Kingdom.
the Vikings and score a 3. This is added to their Campaign
Morale of 4 for a total of 7.
SCOTS
The Irish now roll 1d6 and score a 6. Added to their The primary objective is to keep their territory. Secondary
Campaign Morale of 3, the total is 9. As this is higher than the objective is to loot opposing countries.
7, the Irish will be the attacker.
IRISH
ATTACKER IN THE CAMPAIGN The primary objective is to unify the Five High Kingdoms.
Note that the role of attacker in the Campaign does not change Secondary objective is to keep all non-Irish forces out of
until the Campaign is over. This means that if the attacker is Ireland.
defending against a Raid (page 28) it is still considered the
attacker.
CAMPAIGN MAP & “0” MORALE
Each area is one country and movement is from one area to
any area attached to it. The Battles are fought in the area, and
the losers do not move out of the area. Note that armies in
England cannot invade Ireland without ships. Each ship can
carry twelve figures. See Interaction with a Captain (page 36).
When the defending country has its Campaign Morale reduced
to “0”, the country has been conquered. The conquered
country is now absorbed. If attacked in the future treat it as if
it has its own Campaign Morale, but use the Army List of the
conquering country.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
Example – The Vikings of Danish Mercia attack Northumbria.
The Vikings and Northumbrians will fight in Northumbria.
After a hard fought Campaign the Northumbria Campaign
THE GRAND CAMPAIGN
Morale is reduced to “0” and they are conquered.
Once you have an idea how the Campaign mechanics work
Next year, the Kingdom of the Scots attacks the Vikings in you can try the Grand Campaign. We’ve added a way to play
Northumbria, who now have a Campaign Morale of 4 – just as all the countries in the book with politics involved that does all
if it was an independent country. The Scots win and the the work for you.
Vikings must leave. The Campaign Morale of Northumbria is
now 3 and is part of the Scottish Kingdom, using the Scots
Army List. HOW BIG A CAMPAIGN
The first question that needs to be answered is "how big of a
campaign do you want to play?"
This can be as small as one player versus one player or as
large as using the complete map with players taking the role of
one or more countries.
What happens when you choose to have more Nations
involved than players? This is where the Grand Campaign
comes in.
FYI – You can use these Grand Campaign rules for any of our
other games with a little tweaking.
NON-PLAYER NATIONS
Nations (countries) that are chosen by players are called
Player Nations.
Nations not chosen by players can still be played and are
called Non-Player Nations.
Non-Player Nations will behave as a Player Nation in all
ways. They go to war, make peace, fight battles, and have a
National Morale replacing their Campaign Morale. This is all
done through the game mechanics.
STOP! When they are called upon to fight a battle, players decide
who will command their army. Remember that commanding
one of these NPC armies is a great way to beat up on other
Campaigns link your games together to form a continuous players.
Story. We track Time in the Campaign by months. You can
have one Battle or Encounter in Town per month. If playing the game solo, the Non-Player Nations can be
played as outlined.
Army Motivators; Conquest is used for Vikings and Anglo-
Saxons, Loot for Irish and Scots.
Campaign Morale determines if a side continues to fight. How
TIME PASSAGE
does the Campaign end? How can your Campaign Morale The Campaign is played in yearly turns. Each Campaign year
increase? Can your Campaign Morale ever exceed your consists of six Campaign Seasons; Spring, Early Summer,
starting Campaign Morale? Yes, but only if you’re a Hero. Summer, Late Summer, Fall and Winter. Each Campaign Year
starts in the Spring and ends in the Winter.
How do you determine which side is the attacker in the
Campaign. There are twelve countries using four Army Lists.
Countries that use the same Army List are not friends! Check SPRING CAMPAIGN SEASON
out the Campaign Map to see where each country is located. Use this Campaign Turn Sequence at the start of each Spring.
Each Nation recruits its army for the upcoming year
by rolling 1d6 on the appropriate Army List (page
56), as many times as desired. This is up to you to
23
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
decide how large of a game you want. I recommend a
dozen units. 2 GOING TO WAR
Nations that are not currently at war will now roll to (Taken versus the National Morale)
determine if they are Going to War (page 23).
A result of "6" is always a failure
Nations Going to War will now determine which
Nation is invaded (page 23).
Attackers invade. CIRCUMSTANCE MODIFIER
Battles are fought in the country of the defender. Conquest – If the Army has the Conquest Army +1
National Morale is checked. Motivator in the Spring, Early Summer,
Summer or Late Summer.
NON-SPRING CAMPAIGN SEASONS Loot – If the Army has the Loot Army +2
Motivator in the Fall.
Use this Campaign Turn Sequence at the start of each non-
Spring Campaign Season except for Winter. # D6 RESULT
Nations that are not currently at war will now roll to PASSED
determine if they are Going to War (page 23). 2 The Nation is going to war. Go to the Who
Nations Going to War will now determine which Fights Whom section (page 24).
Nation is being invaded (page 23). 1 If the Nation has the Conquest Army Motivator
Attackers invade. it will go to war.
Battles are fought in the country of the defender. If it does not, the Nation is not going to war
National Morale is checked. 0 The Nation is not going to war
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
SIMULTANEOUS WARS SUCCESS AND FAILURE
If you succeeded and failed in Battle on the same turn, you
There can be a time when Nations will be at war with more
count as if you have failed.
than one Nation. Here’s how we do it:
The Nation will fight a Battle against all enemy
Nations, fighting as the defender in their Nation
KING DEATH CHECK
before fighting as the attacker in the opponents During the Winter Campaign Season all Nations must check to
Nation. see if the King has died. If the King dies, any wars where the
Nation is the attacker are ended. Here's how we do it.
NATIONAL MORALE The King rolls 2d6 and adds the result together.
If the result is a 10 or 11, the King has died.
All Nations have a National Morale. This is the same number
as it’s Campaign Morale (page 21), which it replaces.
National Morale is checked at the end of every Campaign
Season that the Nation is at war. Here's how we do it: PEFS
Consult the National Will to Fight Table
Start with the current National Morale of the Nation. PEF stands for Possible Enemy Force. This is what allows
Modify the National Morale by any applicable THW games to be played solo and same side. We use PEFs to
Circumstance. limit the pre-battle intelligence the player has. By using PEFs
Roll 2d6 versus the modified National Morale and we create an uncertainty as to size of the enemy force, if any,
determine how mnayd6 are passed. and its composition. PEFs are used in every game. Here’s how
Go down the left-hand column to the appropriate row we do it:
then across to see the results. Unless specified differently, after the table has been
set, forces generated, and the player side placed on
2 NATIONAL WILL TO FIGHT the table, it's time to generate the PEFs.
Roll 1d6. The score indicates which numbered table
(Taken versus the National Morale)
section (page 19) will contain a PEF.
CIRCUMSTANCE MODIFIER Place a marker of any type in this section to represent
the PEF.
Battle Won – Each Battle won this Campaign +1 If a terrain feature can block the LOS from your force
Season. to the PEF be sure to place the PEF in a manner that
Battle Lost – Each Battle lost this Campaign -1 does so.
Season. If no such feature is present place the PEF in the
center of that section.
# D6 RESULT Repeat this process until you have three PEFs. It is
PASSED possible to have more than one PEF in the same
2 If you were successful in your last Battle, your section.
Morale increases by 1 point, but cannot exceed
your starting National Morale. PEF REP
If you failed in your last Battle, your Morale
remains the same. Just as figures have Reputations so do PEFs. Each PEF has a
1 If you were successful in your last Battle, your Rep of 4.
Morale remains the same.
If you failed in your last Battle, your Morale PEF MOVEMENT
drops by 1 point. If you reach “0”, you have lost
the Campaign! PEFs move just like they were enemy units. Here's how we do
0 If you were successful in your last Battle, your it:
Morale drops by 1 point. If you reach “0”, you When the PEFs side is Active (page 14) start with the
have lost the Campaign! PEF closest to any player body.
If you failed in your last Battle, your Morale Consult the PEF Movement Table.
drops by 2 points. If you reach “0”, you have lost Roll 2d6 versus its Rep of 4 and determine how many
the Campaign! d6 are passed.
Go down the left-hand column to the appropriate row
and across to see how the PEF will move.
© 2017 ED TEIXEIRA – TWO HOUR WARGAMES 5/17/2017
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
PEFs do not suffer any terrain movement penalties
and will always try to gain a LOS (page 14) to the
WHAT HAPPENS NOW?
enemy, staying stay in Cover when possible. If the PEF is resolved as an enemy unit, deploy it on the table
in the section and centered on the PEF marker with all figures
having a LOS to one or more of your groups. Melee units will
2 PEF MOVEMENT be in a Mob while Missile units will be in Line.
(Taken versus PEF Rep of 4)
Example – Rolf moves his unit to the edge of the woods giving
# D6 RESULT it an LOS to a PEF. This triggers a PEF Resolution. I roll
PASSED 2d6 versus the PEF Rep of 4 and score a 3 and 4, passing 2d6.
2 PEF moves one section towards player. Looking on the PEF Resolution Table it says I have run into
1 PEF does not move. the enemy and must roll 1d6. I score a 5 and see that I have
0 PEF moves one section away from player. met a group that has one more unit than I have on the table.
If encountering the edge of the table, PEF moves
Left (1–3) or Right (4–5). Rolf has a second unit on the table, in the section behind him.
This means he has run into 3 units.
26
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
1 Melee Class – Move directly to charge the Your first Battle will be Scout (page 28).
closest player group.
NEXT BATTLE
Missile Class – If in range will fire.
If out of range, will move into range. What happens after your first Battle? Here's how we do it:
0 Melee Class – Halt in place. After each Battle take the Campaign Morale Test
(page 21). If you are still in the Campaign, consult
Missile Class – If in range will fire. the Next Battle Table to see what your next Battle
If out of range, will Halt in place. will be.
Start in the left-hand column that is labeled Last
Battle.
STOP! Go down to the row for the type of Battle you just
completed.
PEFs stand for Possible Enemy Force. They have a Rep of 4 Go across to the appropriate column depending upon
and move from table section to table section like bodies. Start whether you succeeded or failed.
with the PEF closest to the enemy and go to the farthest. How This tells you the Next Battle you will have.
are they resolved?
Review how the figures are placed after the PEF is resolved X NEXT BATTLE
and how they will move.
LAST BATTLE SUCCESS FAILURE
SCOUT Raid: Attack Raid: Defend
RAID: ATTACK Stand Up Fight Scout
RAID: DEFEND Scout Stand Up Fight
STAND UP FIGHT Raid: Attack Raid: Defend
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
Example – The Vikings won their first Battle; Scout. After both Play continues normally until the player has
sides take the Campaign Morale Test and remain in the accomplished his objective, been destroyed, or leaves
Campaign, I look on the Next Battle Table and go down the the table.
left-hand column to the Scout row. Going across I see their
next Battle is a Raid: Attack.
The Vikings lost the next Battle. After the Campaign Morale
RAID: ATTACK
Test is taken and both sides continue to fight I check the Next
Battle Table. The Vikings next Battle is Scout. Raids were commonplace in this time period. In this Battle you
are the raiding side.
OBJECTIVE
SCOUT Your objective is to loot or burn down all of the
structures on the table.
This will be your first Battle. Scouting the territory is very Once you have accomplished this you must exit the
important before Raiding or having a Stand Up Fight. table from the edge that you entered.
OBJECTIVE FORCES
Your objective is to scout the table. You will raid with one or more of your units, but not
To be successful you must resolve all PEFs and spend more than three.
one turn in the center of section 1, 2 and 3. Once you Decide who will be your opponent (page 56). Do not
have accomplished this you must report back by worry about gathering their force as all enemy forces,
exiting the table from the edge that you entered. if any, are determined by resolving PEFs.
FORCES TERRAIN
You will scout with one or more of your units, but The table is divided into nine sections and terrain
not more than three. generated normally (page 19).
Decide who will be your opponent (page 56). Do not Place 1/2d6 structures in section 2 as the objective
worry about gathering their force as all enemy forces, that must be raided.
if any, are determined by resolving PEFs.
DEPLOYMENT
TERRAIN PEFs are generated and deployed as outlined in the
The table is divided into nine sections and terrain PEF section (page 25).
generated normally (page 19). Your force will enter from the table edge bordering
sections 7, 8, and 9.
DEPLOYMENT
PEFs are generated and deployed as outlined in the SPECIAL INSTRUCTIONS
PEF section (page 25). Only the defending side can receive Reinforcements
Your force will enter from the table edge bordering (page 30) even if it doesn't have any units or PEFs on
sections 7, 8, and 9. the table.
The Battle can take place during the day or night –
SPECIAL INSTRUCTIONS your choice.
There is a chance (1) of Inclement Weather (page
Neither side can receive Reinforcements (page 30).
14).
The Battle takes place during the day.
Move your force onto section 7, 8, 9 or any
There is a chance (1) of Inclement Weather (page combination of those sections if you choose to split
14). your force.
Move your force onto section 7, 8, 9 or any Once you have entered the table it's time to generate
combination of those sections if you choose to split and place the PEFs (page 25).
your force.
Resolve PEFs as needed (page 26).
Once you have entered the table it's time to generate
Play continues normally until the player has
and place the PEFs (page 25).
accomplished his objective, been destroyed, or leaves
Resolve PEFs as needed (page26). the table.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
BURNING DOWN THE BUILDINGS SPECIAL INSTRUCTIONS
Only you can receive Reinforcements (page 30), but
Use the Attacking with Fire rules (page 19) to see how it is
only if you have units still on the table.
done.
The Battle takes place during the day (1 – 5) or night
(6).
LOOTERS LOOT There is a chance (1) of Inclement Weather (page
Conquest Motivated forces will not loot the buildings before 14).
burning them down. Loot Motivated forces will. Here’s how Place the buildings in section 2 and roll 1/2d6 for
we do it: each of your units. This is the section where the unit
must be placed. Place them in the center of the
When a unit enters a structure, roll 1/2d6. This is the section facing (1 – 3) towards section 7, 8, and 9 or
number of turns it will take to loot the building. This away (4 – 6) from them.
is done prior to burning it down! Once you have placed your units, the PEFs will enter
the table. Roll 1/2d6 for each PEF as there is a
Example – The Scots are on a Raid: Attack Battle. The first
chance it will enter through section 7 (1 – 2), 8 (3 –
unit enters a building. I roll 1/2d6 and score a 2. The Scots
4), or 9 (5 – 6)
will take 2 turns to loot the building. On the 3 rd turn they can
Resolve PEFs as needed (page 26).
try to burn it down.
Play continues normally until the player has
accomplished his objective, been destroyed, or leaves
the table.
RAID: DEFEND
SURPRISE
Raids were commonplace in this time period. In this Battle you The raiders will have gained surprise on you to one degree or
are the defending side. the other. Here’s how we do it:
When each PEF enters the table, roll 1/2d6. This is
OBJECTIVE the number of times it will roll on the PEF Movement
Your objective is to prevent the enemy from looting Table before the Battle begins!
or burning your buildings. PEFs cannot be resolved until they have finished
The Battle is over when you have chased off or moving the allotted number of turns. This could place
destroyed all enemy forces and PEFs on the table. them within charge reach before being resolved.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
TERRAIN 2 REINFORCEMENTS
The table is divided into nine sections and terrain (Taken versus current Campaign Morale)
generated normally (page 19).
# D6 RESULT
DEPLOYMENT PASSED
2 Reinforcements arrive!
The defender is allowed to choose which end of the Attacker receives two units, but cannot
table has sections 1, 2, and 3. The defender/PEFs will receive additional reinforcements for the
set up in these sections. remainder of the Battle.
After the defender has set up, the attacker will enter Defender receives two units, but will count
the table into sections 7, 8, or 9 as desired. future pass 2d6 results on this table as pass
PEFs are generated and deployed as outlined in the 1d6.
Special Instructions. 1 Reinforcements arrive!
Attacker receives one unit, but cannot receive
SPECIAL INSTRUCTIONS additional reinforcements for the remainder
Both sides could receive Reinforcements (page 30). of the Battle.
The Battle takes place during the day. Defender receives one unit, but cannot
There is a chance (1) of Inclement Weather (page receive additional reinforcements for the
14). remainder of the Battle.
Place the defending force in sections 1, 2, or 3 or any 0 No Reinforcements arrive!
combination of those sections if you choose to split
your force or rolled at random if playing solo. LIMITED REINFORCEMENTS
Generate and have the attacker enter through sections
7, 8, or 9 or any combination at random. It is possible that forces will no longer be eligible for
Play continues normally until the player has reinforcements during the Battle.
accomplished his objective, been destroyed, or leaves
the table. WHAT ARE THEY?
Reinforcements are determined by rolling on the appropriate
Army List (page 56). Generate the number of figures normally
(page 12).
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
WHERE REINFORCEMENTS ARRIVE
When reinforcements are called for we must determine where
AFTERWARDS
they will arrive. Here's how we do it;
After the Battle is over its time to see what happens to your
Consult the Reinforcement Entry Table. casualties. Start with the After the Battle Recovery Test (page
Roll 1d6. 18) then continue with the following rules.
Read the result as rolled.
Go down the left-hand column to the appropriate row
and across to see where the units are placed. REPLACING LEADERS
Place the Reinforcements in the appropriate section. Leaders lost during the Battle will be replaced automatically
They could activate on the turn they arrived. for the unit.
INCREASING REP
1 REINFORCEMENT ENTRY During the Campaign there is a chance that a unit can see its
(Read the result as rolled) Rep increase after a Battle. Here's how we do it:
DECREASING REP
Just like a unit can have its Rep increase, it can also decrease.
Here's how we do it:
The unit routed or left the table.
The unit was reduced to below half strength during
the Battle.
If either of the two conditions is met the unit has a chance to
see its Reputation reduced. Here's how we do it:
Roll 1d6 versus the Rep of the unit.
If the score is a "1" the unit reduces its Rep by one
level. This can be due to fatigue, demoralization, or
any other combination of factors. Any other score
and the Rep remains the same.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
32
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
You can have up to 2+1/2d6 Interactions (page 35) at the
RECRUITING YOUR GROUP Great Hall area or less if desired.
When you are having an Encounter you cannot take your
whole unit with you. As you will be playing a smaller game HOMES
you will have a limited number of figures. Here’s how we do
These are the residences of the people of the Town. You can
it:
meet a variety of people in this area.
Roll 1/2d6 and subtract the score from your Rep.
You can have up to 3+1/2d6 Interactions (page 35) at the
This is the number of figures you can use on the
Homes area or less if desired.
Encounter that month, including your own!
They will be from any unit you command; your
choice. THE MARKET
Merchants and shopkeepers sell their wares at the Market.
Their Rep will be determined in the following way: This is the most active area of the Town with the chance to
Roll 1d6 versus your Rep for each figure. have the most Interactions.
Pass 1d6 and their Rep is one lower than yours, You can have up to 5+1/2d6 Interactions (page 35) at the
but never lower than Rep 3. Market area or less if desired.
Pass 0d6 and their Rep is two points lower than
yours, but never lower than Rep 3.
NPC’S BY AREA
SKORO Each area has the possibility of interacting with Grunts – Non-
Player Characters or NPCs. Which ones will you meet? Here’s
Skoro is the Viking Town in Danish Mercia where your RPG how we do it:
Lite adventures will take place. If you want to you can also
use it for another Viking Town, ruled by a different King or Consult the NPCs Location Table.
even tweak it for the other countries. Use the Rep of your Roll 2d6, read each result as rolled, and add them
figures from the Army List to guide your Type conversion. It’s together.
your game so play it like you want! Go down the left-hand column to the appropriate row
for the total then across to the appropriate area you
Skoro has four areas for you to visit. Here’s how we do it: are in. This tells you who you have met; one of the
Each month, instead of a Battle, you can choose to Professions:
visit one or more areas of Skoro, but never twice in King.
the same month. Jarl.
There is no map, so just decide where and in what Captain.
order you visit the Town. Warrior.
Merchant.
Civilian.
THE FOUR AREAS
Skoro is divided into the following four areas: 2 NPCS LOCATION
Docks. (Adding the results together)
Great Hall.
Homes. # DOCKS HOMES GREAT MARKET
The Market. HALL
2 King Merchant King King
THE DOCKS 3 Merchant Warrior Merchant Warrior
The Docks are where the longships are kept. This is the best 4 Jarl Merchant Civilian Captain
place to find Captains with available ships to get you to 5 Jarl Civilian Jarl Jarl
Ireland. 6 Warrior Civilian Warrior Merchant
7 Captain Civilian King Civilian
You can have up to 1+1/2d6 Interactions (page 35) at the
8 Warrior Civilian Warrior Merchant
Docks area or less if desired.
9 Civilian Jarl Civilian Civilian
10 Warrior Warrior Warrior Warrior
GREAT HALL 11 King Captain King King
This area is where the King and most of the Jarls live. Court is 12 Warrior Warrior Warrior Warrior
held there and the workings of the Town go through this area.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
HOW MANY OF THEM?
Once you know whom you met you need to find out who they CAROUSING
are. Here’s how we do it:
Consult the How Many of Them – NPCs Table. In this Encounter you’re in Skoro or another Town and it’s a
Roll 1d6 and read the result as rolled. great chance to relax, blow off some steam, gamble, find
Go down the left-hand column to the appropriate row companionship and interact with people.
then across to see how many NPCs you have met.
When meeting a Jarl or King you may meet them and OBJECTIVE
their bodyguards. Substitute that number of NPCs for Your objective is to Interact, find Companionship,
any generated on the table if needed. and/or Gamble.
RPG Lite – use it if you want to personalize your Story. CONTACT CAROUSING
How is a Star different than a Grunt? Star Power, what is it We use three Contacts in the Carousing Encounter. After you
and how is it used? If you want a more personal game, use the have resolved a Contact and any combat or actions required by
rules for unit Rep Increasing and Decreasing (page 32) for the Contact are finished, resolve the next Contact. After
your Star. resolving all three Contacts the Encounter is over.
To recruit your figures to aid your Star on an Encounter, roll You will run into one Contact on the Street before
1/2d6 and subtract it from his Rep. This includes you! If you entering the building.
are a Rep 5 Star and roll a 1/2d6 result of 2, how many Grunts You will run into two Contacts inside the building.
can you take with you? Two; why not three? Use the NPCs Location (page 33) and the How Many
Skoro is the Viking Town you can have one Encounter per of Them – NPCs Table (page 35) when contact is
month, replacing a Battle. made.
There are four areas in Skoro that can be visited. Use the
NPCs Location Table to see who you have met. Review how
to use the How Many of Them – NPCs Table.
34
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
MEETING THEM AGAIN
INTERACTION This is a very important rule so remember it!
When you have interacted with an NPC, there is a chance that
A big part of Great Hall Burning is how you interact with
you could meet it again. To enhance your story, we
Non-Player Characters – Characters run by the game
recommend that you keep track of NPCs you meet, but only if
mechanics. This process is used when you meet one or more
they count as Friends or Enemies. Be sure to note Friends and
NPCs. Will they be friendly? Will they be aggressive? What
Enemies on your Character Journal (page 56). Here’s how we
can they offer you that will help you gain Fame Points?
do it:
Interaction helps to build your Story and can take you to
adventures you never dreamed of. Here’s how we do it: You must be in an area (page 33) in a Town you have
been in before.
Consult the NPC Interaction Table for the Class of
the NPC. When you run into a NPC that is the same nationality
and Profession as a Friend or Enemy NPC you have
The Leaders of both groups roll 2d6 versus its Rep.
interacted with in the past, roll 1d6.
This could be you or the Leader of your group if you
are not the Leader. For example – you are with the On a score of “1” you have run into that NPC again.
King. If you have met more than one of those NPCs, roll
Determine how many d6 were passed – a score equal 1d6 for each, and the higher result is the NPC you
or lower than Rep. have met. Re-roll any ties.
Go down the left-hand column. If you met the King before, you’ll meet him again –
no need to roll any d6!
Go across to see what happens.
Immediately carry out the result. Example – Rolf is back on the Docks. He rolls for Interaction
and scores a Captain. Looking on his Character Journal he
SPECIAL D6 RULE sees that he has met a Captain before at the Docks who is now
an Enemy. I roll 1d6 and score a 1. This is the same Captain
You’ll find that many of the Interactions will contain a and it’s time to Interact counting him as an Enemy.
number in parenthesis. When this occurs, it means if you score
that number on a 1d6 roll, that event has happened.
SWEET TALK
Maybe you’ve met that one important NPC and you want to
turn on the charm to get them to agree with you. We call it
“sweet talking”. Here’s how we do it:
When interacting with a NPC you can choose to roll
additional d6 over the normal 2d6.
Each d6 added costs you one Fame Point.
Players can choose to add as many d6 as desired.
Example – Rolf (Rep 5) is in need of a new recruit. He has met
a Rep 4 Warrior and will interact with him. He decides to add
2d6 to the normal 2d6 he would roll. Rolf rolls 4d6 and scores
a 1, 2, 3, and 6 – passing 3d6. The Warrior scores a 3 and 4 –
passing 2d6. Rolf has passed more d6 than the Warrior and
can recruit him; but he has loss 2 Fame Points.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
CAPTAIN CIVILIANS
The Captains have access to longships and without a longship Citizens are the majority of the people that inhabit the Town.
you cannot travel between Ireland and England. Captains may They are the shopkeepers, tradesmen, workers, and everyday
offer the use of their longship at the cost of losing 2 Fame people. Interacting with them can be boring, but at least it is
Points per ship. This allows you to use the ship until the safe...most of the time.
Campaign is over.
Citizens can be either male (1 – 3) or female (4 – 6).
Example – Rolf, a Rep 5 AC 4 Melee Warrior, is in need of a
longship. He interacts with a Captain, one he had seen before 1 NPC CITIZEN GENERATOR
and had a positive interaction with. Interacting again he
(Read the result as rolled)
scores a positive result. I roll 1d6 and score a 2; the Captain
has offered Rolf a longship, but Rolf loses 2 Fame Points. Rolf # CLASS REP AC SOCIAL
goes to Ireland and has a Raid Encounter (page 28).
1 Melee 3 2 2
1 NPC CAPTAIN GENERATOR 2
3
Melee
Melee
3
3
2
2
2
2
(Read the result as rolled) 4 Melee 3 2 2
5 Melee 4 2 2
# CLASS REP AC SOCIAL
6 Melee 4 2 2
1 Melee 3 2 5
2 Melee 4 2 5
3 Melee 4 2 5
2 NPC INTERACTION – CITIZEN
4 Melee 4 4 5 (Taken versus Rep)
5 Melee 5 2 5 Always fail on a “6”
6 Melee 5 4 5
#D6 RESULT
2 NPC INTERACTION – CAPTAIN
PASSED
Passed Acknowledges you, but nothing else.
(Taken versus Rep)
more If reach this result on a 2nd or subsequent time
Always fail on a “6” d6 will count as a Friend in future Interactions. Gain 1
Fame Point.
#D6 RESULT Once a month there is a chance (1) he can introduce
PASSED you to a Merchant.
Passed NPC has Higher Social Standing = Gain 1 Fame Passed NPC acknowledges you, but nothing else.
more Point for each point of Rep higher than you. same If it is an Enemy NPC, count as passed less d6.
d6 Will offer to recruit you for a Raid using his Passed Resents you, but nothing else.
longship. (1) less d6 If reach this result on a 2nd or subsequent time
NPC has Social Standing equal or lower = Gain 1 will count as an Enemy in future Interactions.
Fame Point. Lower Rep can be Recruited to Once a month there is a chance (1) that he and
provide as many ships as you want. 1/2d6 of his Friends will have a Confrontation
If reach this result on a 2nd or subsequent time (page 40).
will count as a Friend in future Interactions.
Once a month there is a chance (1 – 3) he can be
Recruited to provide as many ships as you want.
Passed NPC acknowledges you, but nothing else.
same If it is an Enemy NPC, count as passed less d6.
Passed Captain: NPC makes snarky comments. Lose 1
less d6 Fame Point.
If reach this result on a 2nd or subsequent time
will count as an Enemy in future Interactions.
(1) This is a one-off Raid in Ireland and outside of a Campaign.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
JARL KING
The Jarls are the equivalent of Nobles. They make up the The King (Rep 6 AC 4 Melee – Social Standing 10) is the
King’s personal bodyguard as well as having troops under ruler of the country. In war the King commands the troops
their command. while in peacetime the makes sure things run smoothly.
The King will always be accompanied by his personal
1 NPC JARL GENERATOR bodyguard of 1+1/2d6 Huscarls from the Viking Army List
(Read the result as rolled) (page 56).
# CLASS REP AC SOCIAL In addition, there is a chance of a Merchant (1) and/or a Jarl
(1) accompanying him.
1 Melee 3 4 7
2 Melee 4 4 7 2 NPC INTERACTION – KING
3 Melee 4 4 7
4 Melee 5 4 7 (Taken versus Rep)
5 Melee 5 4 7 Always fail on a “6”
6 Melee 5 4 7
#D6 RESULT
PASSED
2 NPC INTERACTION – JARL
Passed The first time meeting the King will acknowledge
(Taken versus Rep) more you, but nothing else.
Always fail on a “6”
d6 The second time meeting the King will
acknowledge you, but nothing else.
#D6 RESULT If reach this result on a 3rd or subsequent time –
PASSED Gain 1 Fame Point for each point of Rep higher
than you.
Passed The first time meeting the Jarl he will Will offer you a chance to accompany a Jarl on a
more acknowledge you, but nothing else. Raid. (1) If the Raid is successful he will count you
d6 If reach this result on a 2nd time or subsequent as a Friend.
time - Gain 1 Fame Point. If you ever Rout from a battle he will count you as
Will offer you a chance to accompany him on a an Enemy.
Raid. If the Raid (1) is successful he will count you Passed NPC acknowledges you, but nothing else.
as a Friend. same If it is an Enemy NPC, count as passed less d6.
If you ever Rout from a battle he will count you as If it is a Friend NPC, count as passed more d6.
an Enemy.
Passed King makes dismissive comments. Lose 1 Fame
Passed NPC acknowledges you, but nothing else. less d6 Point for the difference in Social Standing.
same If it is an Enemy NPC, count as passed less d6. If reach this result on the 2nd or subsequent time
If it is a Friend NPC, count as passed more d6. will send his personal bodyguard and 1/2d6 of his
Passed The Jarl makes dismissive comments. Lose 2 Fame Huscarls to have a Confrontation (page 40) with
less d6 Points. you.
If reach this result on a 2nd time or subsequent If reach this result on a 3rd time will count as an
time will send 1+1/2d6 Freemen to have a Enemy in future Interactions.
Confrontation (page 40) with you. Once a month, when you are in Skoro, there is a
If reach this result on a 3rd time will count as an chance (1 – 3) that he will send his personal
Enemy in future Interactions. bodyguard and 1/2d6 of his Friends to have a
Once a month, when you are in Skoro, there is a Confrontation (page 40).
chance (1 – 3) that he and 1/2d6 Freemen will have (1) This is a one-off Raid in an adjacent country and outside of a
a Confrontation (page 40) with you. Campaign.
(1) This is a one-off Raid in an adjacent country and outside of a
Campaign.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
MERCHANT WARRIOR
We’re not talking about shopkeepers. Merchants are the Warriors are the Characters that Defend (page 29) the Town,
economic backbone of the country and often have the King’s go on Raids (page 28), fight in Stand Up Fights (page 30), and
ear. There is a chance (1 -2) that a Merchant will be Scout (page 28) areas. Use the appropriate Army List (page
accompanied by a Warrior (page 38) bodyguard. Just 56) for the country you play or run into. Warriors have a
remember that they are obsessed with accumulating wealth. Social Standing of 4.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
Second time rolling on the Gamble Table, the Soldier passes
GAMBLE 1d6 so drops to Rep 3, the Elf passes 0d6 so quits and loses 5
Fame Points and the Barbarian passes 1d6 so drops to Rep 2.
The pot just increased by 6 Fame Points for a total of 8.
You can gain and lose Fame by Gambling. Here’s how you do
it: Third time rolling on the Gamble Table, the Soldier passes
0d6 so quits and the Barbarian passes 0d6 so also quits. They
There will be 2+1/2d6 Characters available to add 5 Fame Points to the pot for a total of 13 Fame Points.
gamble, including players. Add NPCs randomly Each now collects 6 Fame Points and the odd one is lost.
when needed from the NPCs – Location Table (page
33). Consult the Gambling Table (page 39).
Each player rolls 2d6 versus its Rep, determining
how many d6 each passes. COMPANIONSHIP
Each player now goes down the left-hand column to
the appropriate row based on the number of d6
Everyone needs someone to talk to now and they or maybe
passed.
just the social contact. That’s where Companionship comes in.
Go across to see the results. Here’s how we do it:
Immediately carry out the results.
Roll 1/2d6 and subtract the result from your Rep.
2 GAMBLING This is the number of NPCs that are available for
Companionship.
(Taken versus Rep) Generate the Rep of perspective Companions by
A result of “6” is automatically a failure. rolling 1/2d6 and adding it to 2 – generating a Rep
from 3 to 5.
#D6 RESULT If you decide to continue, use the Companion
PASSED Interaction Table.
2 Player remains in the game. Continue gambling. Both the Character and the Companion roll 2d6
1 Player continues to game, counting a -1 to versus their Rep.
current Rep. Continue gambling. Determine how many d6 were passed and go down
0 Player loses and quits game. Lose Fame Points the left-hand column to the appropriate row based on
equal to the number of Rep points lost. how many d6 the Character passed.
Go across to see what happens.
Immediately carry out the result.
ENDING THE GAME
Each Character continues to gamble until it passes 0d6 or is 2 COMPANION INTERACTION
the last Character left in the game. Stars can choose to quit at
(Taken versus Rep)
any time. Characters gain or lose Fame Points according to
how well they played. Here’s how we do it: #D6 RESULT
When a Character drops one or more points in Rep PASSED
that many Fame Points goes into the pot. So if two Passed If your Rep is equal or greater than her Rep,
players lose 1 point of Rep each, the pot has 2 Fame more d6 gain 1 Fame Point.
Points. If your Rep is less than hers, lose 1 Fame Point
If the Character passes 0d6, it loses Fame Points per difference in Rep.
equal to the number of Rep points lost. Will count as a Friend in future interactions.
If the Character is the last player in the game, (all the Passed Exchange pleasantries, but that’s it. Lose 1
others have passed 0d6), it collects the pot. same Fame Point.
If more than one Character passes 0d6 at the same Passed Offers to “take you upstairs to be alone”.
time, ending the game, split the pot evenly, with any less d6 Count as passed more d6.
odd Fame Points being lost.
After you leave there is a chance (1 – 3) that
Example – A Barbarian (Rep 4), an Elf (Rep 5) and a Soldier she picked your pocket. Lose 1/2d6 Fame
(Rep 4) are gambling. The first time rolling on the Gamble Points if she does.
Table the Soldier passes 2d6 so remains at Rep 4. The Elf If she picks your pocket, count her as an
passes 1d6 so drops to Rep 4, and the Barbarian passes 1d6 Enemy in future interactions.
so drops to Rep 3. The pot has 2 Fame Points in it.
39
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
FIST FIGHT
CONFRONTATION When Characters come into contact, it’s time for a Fist Fight.
Here’s now we do it:
In this Encounter, the player and the opposition have met each Consult the Fist Fight Table.
other and not on the best of terms. The opposition has you Each Character rolls 2d6 versus its Rep.
cornered and intends to do you physical harm or you could be Determine how many d6 each figure passed.
causing the Confrontation, in that case, just flip the script. Go down the left-hand column to the appropriate
Physical harm will be non-lethal. row.
Immediately carry out the results. This could result in
OBJECTIVE the loser going Out of the Fight or losing 1 point of
Rep. It is possible that both could lose 1 point of Rep.
To be successful you must escape unharmed if you Unless a Character suffers a result of Out of the
are being confronted or cause harm if doing the Fight, it will continue to fight.
confronting.
Any Rep lost during a Fist Fight stays until all fights
are resolved and only one side is left standing. After
FORCES that, all Rep returns to normal.
Roll 1/2d6 and subtract the score from your Rep.
This is the number of figures you can use during the
2 FIST FIGHT
Confrontation, including your own! (Taken versus current Rep)
The NPCs will be generated normally (page 33).
#D6 RESULTS
PASSED
DEPLOYMENT Pass 2d6 Opponent goes Out of the Fight.
Place the figures on a small piece of the table. Don’t more
worry about movement distances as you will Pass 1d6 Winner rolls 1d6 versus the current Rep of the
automatically contact your opponent. more loser.
If score is higher than the loser’s Rep, loser
goes Out of the Fight.
SPECIAL INSTRUCTIONS If score is equal or less than the loser’s Rep,
Follow the Confrontation Turn Sequence until the fight another round with loser counting a -1
fight is finished. to current Rep. If reach “0”, go Out of the
Play continues until the player has accomplished his Fight.
objective, been incapacitated, or leaves the City Pass same Fight another round with both counting a -1 to
Tiles. current Rep. If reach “0”, go Out of the Fight.
40
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
Your force will enter from the table edge bordering
STOP! sections 7, 8, and 9.
Interaction is used when you meet NPCs in Skoro. When a SPECIAL INSTRUCTIONS
number appears in parenthesis on an Interaction Table, what
does it mean? Neither side can receive Reinforcements.
The Raid takes place during the night (page 41).
Sweet talking (do you remember what it is?) is used when There is no chance of Inclement Weather.
interacting with an important NPC. You lose 1 Fame Point for Move your force onto section 7, 8, or 9, or any
each d6 you use doing it. combination of those sections if you choose to split
Practice using the Interaction Tables. We suggest taking your your force.
Rep 5 Star through all of the Interaction Tables before playing Once you have entered the table it's time to generate
a game. How can you meet NPCs again? and place the PEFs (page 25).
Resolve PEFs as needed (page 26).
Review how a Confrontation works. Play continues normally until the player has
Fist Fighting is similar to the Heroic Combat Table, but accomplished his objective, been destroyed, or leaves
without the lethality the table.
DARKNESS
THE HALL BURNING The Raid on the Great Hall is carried out at night. This will
affect the visibility (LOS) each figure has during the Battle.
But not all nights are created equal. Here’s how we do it:
We recommend using the Heroic Combat (page 16) and optional Rep
generating rules (page 8) when playing the Hall Burning scenario. Consult the Moon Phase Table.
A hall burning was a common tactic when Viking Warlords When Activation Dice are rolled for the 1st time, use
wanted to put an end to a rival. A raiding party would slip in the results rolled, versus the Rep of 4.
during the night, set fire to the rival’s hall, and kill those that Determine how many d6 are passed.
attempted to leave the hall. The rules that follow can be used Go down the left-hand column to the appropriate
in any scenario where sentries are involved or visibility is a row, and across to see how light it is.
factor. Roll for visibility at the start of the Raid or every turn
as directed by the Moon Phase Table.
For a change of pace, flip the script with you being the target.
2 MOON PHASE
OBJECTIVE
(Taken versus Rep of 4)
Your objective is to Kill the opposing Warlord and
burn down his Great Hall. # D6
Once you have accomplished this, you must exit the PASSED RESULT
table from the edge that you entered.
2 Moonless! Visibility limited to the section each
figure is occupying for the remainder of the game.
FORCES 1 Cloudy! Visibility limited to the section each
You will raid with up to twelve figures from the figure is occupying. Consult this table again when
Viking Army List (page 56). Activation is rolled for, using the Activation Dice
Your opponent will come from the Viking Army List result as the roll versus the Rep of 4.
(page 56). Don’t worry about pulling them out as 0 Full Moon! Visibility extends out to adjacent
they will be generated when needed. sections for the remainder of the game.
TERRAIN Example – Rolf has entered the table and PEFs have been
The table is divided into nine sections and terrain placed. I roll for the 1st turn of Activation and score a Blue 5
generated normally (page 19). and Yellow 3. Passing 1d6 versus the PEF Rep of 4 I see I
Place the Great Hall in section 2. must re-take the test next time Activation Dice are rolled.
DEPLOYMENT
PEFs are generated and deployed as outlined in the
PEF section (page 25).
© 2017 ED TEIXEIRA – TWO HOUR WARGAMES 5/17/2017
41
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
SENTRIES SOUND THE ALARM
Three PEFs will be generated normally and placed in sections If a sentry “sounds the alarm”, the following will happen:
1 – 6. These represent the sentries that have been posted by the
opposing Warlord, but behave differently than normal PEFs. After the alarm is sounded, three PEFs will exit the
Here’s how we do it: Great Hall when the Warlord’s side is next active.
PEFs that exit will roll on the PEF Movement Table
Consult the Sentry Movement Table. (page 25) normally.
Sentries also have a Rep of 4. These PEFs will be resolved as 1/2d6 figures rolled
Every time the sentries Activate, roll 2d6 versus its from the appropriate Army List.
Rep. Start with the one closest to the attackers, and Resolved Sentries will always move towards the
move towards the ones farthest away from the enemy and charge when possible.
attackers.
Determine the number of d6 passed.
Go down the left-hand column to the appropriate
THE GREAT HALL
row, then across to see what will happen. Resolve The Great Hall is a large structure. When the hall has been
any Sentry Reaction and combat with the sentry engulfed in flames, all figures inside will abandon the hall.
before moving on the next one. Review the Attacking with Fire rules (page 19) to see how it is
done.
2 SENTRY MOVEMENT
(Taken versus Rep of 4)
OCCUPANTS
Once the Great Hall is set on fire the occupants will exit the
# D6 structure. Here’s how we do it:
PASSED RESULT
Starting on the first turn after the fire has been
2 Sentry moves one table section towards the started; use the PEF Movement Table (page 25) to
nearest enemy. see if they exit. If they do not exit they are lost.
1 Sentry remains in place. The Great Hall will have three PEFs inside.
0 Sentry moves one table section away from Each PEF exiting from the hall will automatically be
player. resolved as 1/2d6 figures.
If encountering the edge of the table, PEF moves The first Huscarl to exit the Great Hall will be the
Left (1–3) or Right (4–5). opposing Warlord. If he has not been found before
the last PEF is resolved, he will be in the last PEF.
SENTRIES REACTION
When a sentry moves within Line of Sight of an opposing
figure he will react. Here’s how we do it:
Consult the Sentry Reaction Table.
Roll 2d6 versus the Rep of the sentry.
Determine how many d6 are passed.
Go down the left-hand column to the appropriate
row, then across to see how he reacts.
2 SENTRY REACTION
(Taken versus Rep of 4)
# D6
PASSED RESULT
2 Sentry shouts an alarm and charges the enemy.
1 Sentry sees the enemy and runs towards the
Great Hall, shouting an alarm.
0 Sentry is startled, and does not shout an alarm.
Once the sentry reacts, it’s time to roll their stats from the
Viking Army List – or load them up ahead of time.
42
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
TURN SEQUENCE
Here’s the Turn Sequence for the Hall Burning which is
OPTIONAL RULES
slightly different than the one used in the Battles.
Want a little more detail or RPG elements to your Great Hall
1 – Set up the terrain placing the Great Hall is section 2. Burning games? Give some or all of these a try.
2 – Enter the table into section 7, 8, or 9 or any combination of
the three sections. LEADER ATTRIBUTES
3 – Place the sentries (PEFs) normally. To give your Leaders more character we use Leader
4 – Roll for Activation and consult the Moon Phase Table Attributes. You can choose to use this only with your Star or
using the 2d6 results. You may be required to consult the table all of your Leaders if you want. Even opposing Leaders as
again when rolling for Activation. well as they appear. Here’s how we do it:
5 – Move the sentries when they activate starting with the one Consult the Leader Attribute Table.
closest to your figures. Resolve any Sentry Reaction and Roll 1d6 and read the result as rolled.
combat with the sentry before moving to the next sentry. Go down the left-hand column to the appropriate row
then across to see the results.
6 – Once the alarm is sounded PEFs will begin to exit the
This is the Attribute for that Leader.
Great Hall one at a time, when the Warlord’s side Activates.
Each PEF will roll on the PEF Movement Table (page 25)
normally when it exits the hall. 1 LEADER ATTRIBUTE
6 – Each PEF exiting from the hall is automatically resolved (Read the result as rolled)
as 1/2d6 figures. # ATTRIBUTE
7 – The 1st Huscarl to exit the hall is the rival Warlord. If the
1 BRAWLER – The Leader roll 3d6 instead of 2d6 when in
Warlord has not exited before the hall is set on fire, he will be
Heroic Combat, counting the best two results.
with the last of the three PEFs to leave the hall.
2 INITIATIVE – Any unit with this Leader counts a 1 point
8 – Continue the fight until the hall is burned down and the increase in its chances of having the Advantage.
rival Warlord Obviously Dead or knocked Out of the Fight 3 RAGE – The Leader and its unit will always move one
and captured (Obviously Dead). section forward immediately after an enemy unit it was
fighting has routed.
4 INSPIRATIONAL – Before any Stand Up Fight the Leader
gives an inspirational speech allowing all units under his
command to roll 3d6 instead of 2d6 when taking the
Will to Fight Test, counting the best two results.
5 GREEDY – Any unit with the Leader will always attempt
to Loot all buildings within LOS regardless of the Battle.
6 TAUNTER – This Leader will yell insults at the Leader of
an enemy unit when in or entering the same section of
the table. Roll 1d6 versus the Rep of the opposing
Leader. Pass 0d6 and the opposing unit will charge,
counting as moving on the Action Table.
43
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
RANDOM EVENTS RECOVERING FROM STARVATION
At the end of each month there is a chance that the Army has
At the beginning of each Campaign Month there is a chance of
successfully foraged for food or supplies have been sent by the
a Random Event occurring. Note that some events may not
King. Here’s how we do it:
apply – if not, just ignore. Here’s how we do it:
Consult the Supplies Table.
Consult the Random Events Table.
Each unit that has had its Rep reduced by a result on
Roll 2d6 and add the results together.
the Starvation Table rolls 2d6 versus the current
If any doubles are rolled, go down the left-hand Campaign Morale.
column to the appropriate row then across to see the
Go down the left-hand column to the appropriate row
Random Event that has occurred.
and across to see how the unit is affected.
If no doubles are rolled no event has occurred.
Immediately carry out the results.
2 RANDOM EVENTS
2 SUPPLIES
(Taken versus the current Campaign Morale)
(Adding the results together)
# D6 RESULT
DOUBLES EVENT
PASSED
1 TRUCE– A Truce is declared and all fighting
2 Food! The starving unit recovers to its normal
stops.
Rep.
2 BAND OF BROTHERS – The unit under your
1 Something’s better than nothing! The starving
command with the lowest Rep, had its rep
unit recovers one point of Rep.
increased by 1 point.
0 No help in sight! The Rep remains as it currently
3 STARVATION– Units under you command may be
is.
running out of food.
4 REPLACEMENTS – Replacements have arrived.
5 OUTBREAK – Disease has broken out amongst DESERTION
your units.
When things go badly, it’s possible that men will desert their
6 SUMMONS– The King has summoned you. unit. The Desertion Test is taken due to Starving and after
each Battle that is lost. Here’s how we do it:
STARVATION Consult the Desertion Table.
Food is scarce and starvation could be setting in. Here’s how Each unit rolls 2d6 versus the current Rep of the unit.
we do it: Go down the left-hand column to the appropriate row
and across to see the effects on the unit.
Consult the Starvation Table.
Each unit rolls 2d6 versus the current Campaign
Morale.
2 DESERTION
Go down the left-hand column to the appropriate row (Taken versus the Rep of the unit)
and across to see the effects on the unit.
# D6 RESULT
2 STARVATION PASSED
44
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
REPLACEMENTS 2 OUTBREAK
(Taken versus the Rep of the unit)
The King has sent Replacements. Here’s how we do it:
# D6 RESULT
Consult the Replacements Table. PASSED
Roll 1d6 versus the Rep of the unit Leader.
Roll 1d6 versus the current Campaign Morale. 2 Unit not affected enough to degrade its
Determine how many d6 were passed between both effectiveness.
rolls. 1 Unit has been weakened and loses one figure.
Go down the left-hand column to the appropriate row Count as a casualty for possible Recovery at the
and across to see the results. end of the Month.
0 Unit is devastated and loses two figures. Count as
2 REPLACEMENTS
casualties for possible Recovery at the end of the
Month.
(Taken vs. the Rep of the unit Leader and Campaign Morale)
# D6 RESULT SUMMONS
PASSED The King has summoned you from the Army. Good or bad;
2 Attacker unit that is over 1/2 strength will you have to report to the King. Here’s how we do it:
receive one replacement figure. Consult the Summons Table.
Defending unit that is over 1/2 strength will Roll 2d6 versus your Rep.
receive two replacement figures.
Go down the left-hand column to the appropriate row
All units at or below 1/2 strength will receive
and across to see the result.
replacements to bring the unit back up to
If a result does not apply to you, re-roll until you get
maximum strength.
one that does.
1 All units that are over 1/2 strength will not
receive any replacements.
All units at or below 1/2 strength will receive 1 SUMMONS
one replacement figure. (Read the result as rolled)
0 All units that are over 1/2 strength will not
receive any replacements. # ATTRIBUTE
All units at or below 1/2 strength will not be 1 REVIEW – The King reviews your last Battle:
available for any Battles next month. Available
If it was a success, gain 2 Lifetime Fame Points.
the following month and at maximum strength.
If it was a failure, lose 2 Lifetime Fame Points.
2 ARRANGED WEDDING – The King arranges for you to
OUTBREAK marry one of his sisters. It will be in your best interest to
accept.
There is an outbreak of a disabling disease in your Army that
3 ESCORT – Escort the King’s Wife (1), Sister (2 – 3),
could reduce the size and effectiveness of your force. Here’s
Mother (4), Mother in Law (5) or Youngest Son (6) to
how we do it:
the next Town. Play a Raid Battle with the Buildings
Consult the Outbreak Table. being the next Town and the PEFs enemies using your
Each unit rolls 2d6 versus the current Rep of the unit. Army List or the Army List of your current enemy, if
Go down the left-hand column to the appropriate row you are at war.
and across to see the effects on the unit. 4 CAPTURE THE ENEMY COMMANDER – The King wants
you to capture the enemy Overall Commander. This can
be done by knocking him Out of the Fight during Heroic
Combat or routing the unit he is with. See the Prisoners
and Ransom section to see how this can be done.
5 WRONG DOING – You have been accused of Wrong
Doing.
6 NEGOTIATE A TRUCE – If you are currently at war, the
King requires you to negotiate a Truce.
45
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
ARRANGED WEDDING 1 WRONG DOING
For some reason the King wants you to marry one of his (Read the result as rolled)
sisters. Here’s how we do it:
# ATTRIBUTE
Consult the Wedding Bells Table.
Roll 1/2d6 and read the result as rolled. 1 MINOR CHARGES.
Go down the left-hand column to the appropriate row 2 MINOR CHARGES.
and across tot the 1st column. This will tell you what 3 MINOR CHARGES.
“quality” the sister has. 4 MAJOR CHARGES.
Repeat the procedure three more times, once for each 5 MAJOR CHARGES.
column. 6 TREASON!
Be sure to add all four 1/2d6 results together as you’ll
need them in the next section – Benefits. THE TRIAL
You have been charged and now the King is holding court.
1/2 WEDDING BELLS Here’s how we do it:
(Read the result as rolled) Consult the Trial Table.
# BODY TYPE AGE LOOKS PERSONALITY Roll 2d6 versus your Rep.
Go down the left-hand column and across to see the
1 Voluptuous Young Stunning Charming results.
2 Average Middle Age Passable Talkative
3 Obese Older Ugly Dominating 2 NEGOTIATIONS
(Taken versus Rep)
BENEFITS
Once you have determined what kind of wife you have, it’s Score of “6” is always a failure.
time to see what the benefits the marriage has given you. # D6 RESULT
Here’s how we do it: PASSED
Consult the Benefits Table. 2 Innocent! You are found innocent of all charges.
Go down the left-hand column to the appropriate row 1 After much Deliberation…
for the total of the four 1/2d6 results you rolled when Minor Charges – You are released, but lose 1
generating your wife’s “qualities”. Lifetime Fame Points.
Go across to see the Benefits you have earned. Major Charges – You are released, but lose 5
Lifetime Fame Points.
# BENEFITS Treason – You are released, but must leave
(The four 1/2d6 total) the Kingdom.
0 Guilty as Charged!
TOTAL BENEFITS Minor Charges – You are found guilty and
lose 3 Lifetime Fame Points.
4 to 6 One lucky fellow! Gain 5 Lifetime Fame Points
and immunity from Wrong Doing. Major Charges – You are found guilty and
lose 10 Lifetime Fame Points and can never
7 to 9 Not bad! Gain 2 Lifetime Fame Points.
rise above Social Standing of 5.
10 to 12 Poor fellow! Lose 5 Lifetime Fame Points.
Treason – Roll 1d6:
o Pass 1d6 and the King orders you to
WRONG DOING be banished.
o Pass 0d6 and King orders your
You have been accused of “wrong doing”. Here’s how we do
execution.
it:
Consult the Wrong Doing Table.
Roll 1d6 and read the result as rolled.
Go down the left-hand column to the appropriate row
then across to see the charge.
Go to the Trail and see the outcome of the charges.
46
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
ESCAPE 2 TRUCE
If the King orders your execution you can try to escape.
Here’s how we do it: (Taken versus Campaign Morale)
47
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
RANSOM
At the end of the Campaign Month you can ransom the LONGSHIPS
prisoners. Here’s how we do it:
Consult the Prisoner Ransom Table. In this section we cover naval rules for the period. We’ve
Roll 2d6 versus your Rep, 3d6 if the prisoner is a made them quick and easy to compliment your games, not
Leader, counting the best 2d6. slow them down. Use them or not, the game plays great with
Go down the left-hand column to the appropriate row or without them.
then across to see the results.
SEA BATTLE
2 RANSOM
For a change of pace, whenever a Stand Up Fight is called for,
(Taken versus Rep of Leader) roll 1d6. If a 1 is rolled, it’s a sea battle! Just use the rules
found in this section.
# D6 RESULT
PASSED
2 Success. Gain 1 Lifetime Fame Point, 2 Lifetime
RAID
Fame Points if a Leader, 5 if an Overall Having a Raid? Roll 1d6 and if a 1 or 2 is rolled, it’s a Raid
Commander. using your ship. Here’s how we do it:
1 Haggling. The family of the prisoner haggles with Set up the table as you would for a Raid: Attack
you. Re-roll the test counting a result of pass 1d6 (page 28).
as passing 0d6.
Table sections 7, 8 and 9 will have water in them.
0 No Deal. No deal is made. Go to the Fate of the
Place your ships touching the table edge of the
Captured Table.
sections you enter. This defines the area that is water.
Anything past the ships is land.
2 FATE OF THE CAPTURED
It takes one turn for a unit to exit or enter a ship.
Ships provide cover for those inside.
(Taken versus Rep of the prisoner) Defenders will roll 3d6 on the Reinforcements Table
(page 30), counting the best 2d6.
# D6 RESULT
Ships can also be set on fire. (page 19).
PASSED
Reverse the script and have a Raid:Defend (page 29).
2 Escape. Prisoner escapes during the night.
1 Joins Up. Feeling betrayed the prisoner joins your
ranks. Assign him to one of your units.
DEFINING THE SHIPS
0 Your Choice. You can choose to: Ships are defined by three things, listed across the top of each
Let the prisoner go and gain ½ a Lifetime Ship Card. Going from left to right:
Fame Point.
CLASS – A number from 1 to 3 with the higher the
Execute the prisoner – lose 1 Lifetime Fame
number, the larger the ship – small, medium and
Point and if you are captured, you will be
large Longship.
executed.
MANEUVER – A number reflecting how fast and
Keep him as your personal slave.
maneuverable the ship is. The higher the number the
more maneuverable it is.
CAPACITY – The third number is the number of
figures the ship can carry. Note that mounted figures
count as two figures against the capacity.
SHIP ID – This is a three digit identifying number.
48
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
ONBOARD LEADER
There is only one Leader per ship. This is the Leader with the
highest AC. If tied, then it is the Leader with the higher Rep,
rolling off any ties.
Example – In this picture the Huscarls have moved to the front Example – In the above picture the Defender has set up all
of the ship as Combat is occurring. three of their ships. The Attacker matched him, ship for ship.
The last two ships were placed wherever the Attacker desired.
As casualties are taken replace them with the correct
counter.
TURN SEQUENCE
Now let’s go over the rules as you will use them during the game,
starting with the Turn Sequence.
Great Hall Burning naval battles are played in turns. Here’s
how we do it:
The battle starts with the Attacker ships being active
Example – In this picture we see that the Freeman have moved and moving as many of its ships into contact with the
up to fight as the Huscarls have taken casualties. Movement Defender ships as desired, even tip to tip. This
up and back on the ship can take place any time before rolling defines which ships will be fighting which ships.
on the Shooting or Combat Table. A maximum of two ships can target one ship.
All enemy ships must be targeted before any can be
targeted a second time.
FYI – If using figures place them behind the ships in the order
that they will be on the table and be sure to track them as the
ships move.
49
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
3 MANEUVER
(Taken versus the ship’s Maneuver)
# D6 PASSED RESULTS
2 more than RAMMED! Locked Up with Advantage! Ships
opponent make contact and are “Locked Up.” Go to the
Locked Up Table with the winner gaining the
Example – The Attacker moves his ships into contact with the advantage. Other opponents are inactive this
Defender ships, even tip to tip. After all three Defender ships phase of action.
were targeted, the Attacker can choose which ships to target 1 more than LOCKED UP! Go to Locked Up Table. Other
twice – the maximum a ship can be targeted. opponent opponents are inactive this phase of action.
Same as FAILED TO LOCK UP! Ship cannot get into
All contact, shooting and combat is resolved by ship opponent. range and has finished its turn.
from right to left.
All ships in contact now go the Maneuver Table
(page 50). LOCKED UP
From there the ships go to the Shooting (page 51) or When directed by the Maneuver Table, the ships become
Naval Combat Table (page 52). locked up and combat can occur. Here’s how we do it:
After all shooting and combat has been completed, Consult the Locked Up Table.
each side takes the Naval Will to Fight Test. All ships start with 4d6.
After the Naval Will to Fight Test has been resolved, Modify the number of d6 by any applicable
the Defender becomes active and follows the same Circumstance.
procedure as the Attacker did, starting with moving
Roll the number of modified d6 looking for successes
any ships that are not Locked Up.
– a score of 1, 2, or 3.
Activation is alternated until only one side remains.
Determine how many successes each ship has rolled.
Now that you know the turn sequence we will explain the Go down the left-hand column to the appropriate row
rules in the order that they will occur during the game turn. and across to see the results. When locked up with
This may be different than traditional rules, but is much more more than one ship, a maximum of two, this could
effective. result in ships scoring different results. Ships will
carry out both results.
MOVEMENT 4 LOCKED UP
Movement is abstracted; it’s more about which ship is fighting
which ship. Ships that are not locked up can move to fight any (Looking for Successes – score of 1, 2, or 3)
ship, regardless of how far away the target ship is. CIRCUMSTANCE MODIFIER
ADVANTAGE – If won on the Maneuver Table. Up to
MANEUVER Winner gains 1d6 plus 1d6 for each point of Ship +3d6
After the Attacker has placed his ships the battle begins. Class higher than opponent.
Here’s how we do it:
# SUCCESSES RESULT
Consult the Maneuver Table.
Going from the active side’s right to left, each ship rolls More than FIRE AND MELEE! Go to Naval Shooting
3d6 versus their Maneuver. opponent. Table if have Archers, then to Naval Combat
Determine how many d6 are passed. Table.
Go down the left-hand column to the appropriate row If do not; go directly to Naval Combat Table.
and across to see the result. Same as FIRE!
Immediately carry out each result. opponent Both sides simultaneously fire – go to the
Naval Shooting Table. No charging allowed.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
HOW TO SHOOT
Shooting is very simple. Here’s how we do it:
Consult the Naval Shooting Table.
Each Missile Class figure can fire.
Roll 1d6 versus the number of figures firing, looking
to score a result equal or lower than the number of
figures firing.
Go down the left-hand column and across to see the
result.
© 2017 ED TEIXEIRA – TWO HOUR WARGAMES 5/17/2017
51
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
LAST MAN STANDING
MELEE When in melee with the “last man standing” in the unit, do not
remove one figure at the start of the melee. He can only be
Melee is carried out normally with the following changes: killed in actual combat!
The Naval Combat Table is used instead of the Melee When the LMS rule is in play the opposing units do not
Table. automatically remove a figure as done normally when the
Only one unit onboard a ship can be in melee at a melee starts.
time, the one closest to the opposing ship.
We recommend going to Heroic Combat for the Last Man
Casualties come from that unit.
Standing!
Each unit in melee loses one figure at the start of the
melee.
Casualties from damage are then calculated. HEROIC COMBAT
Casualties from the difference in damage, max of 2 Heroic Combat is not used in naval battles unless you choose
Units remain on their respective ships. to use the Last Man Standing rule (page 16).
The Non-Player unit in melee will always be the one
with the highest Rep. If tied it’s the one with the
higher AC. If still tied, roll randomly. CASUALTY REMOVAL
Players can decide which unit to have in melee and Casualties are removed in the following way:
can switch them off when active.
Casualties from melee are removed from figures in
# NAVAL COMBAT contact. Any gap created is filled in by any figures in
the rear ranks and not already in contact.
(Taken versus Rep of unit)
Missile Class figures roll 1d6 per each full two figures. LEADER CASUALTIES FROM MELEE
Units attached to a Commander roll additional d6: Each time a unit takes one or more casualties in melee there is
a chance that a Leader onboard the ship is a casualty. Here's
Rep 4 +1d6 Rep 5 +2d6 Rep 6 +3d6 how we do it:
Unit in Berserker Rage will roll an additional 3d6.
Roll 1d6.
CIRCUMSTANCE MODIFIER If a 6 is scored the Leader is a casualty.
The unit is now considered to be Leaderless and does
NUMBERS – Only one unit per ship may fight in Special not receive the +1d6 bonus on the Naval Will to
melee. Fight test.
Your personal figure can use Star Power.
#D6 RESULT
PASSED
NAVAL WILL TO FIGHT
1 Hit. Go to Melee Damage Table.
0 No effect. If the opposing ships are still in melee after casualties are
removed each ship will take the Naval Will to Fight test.
Here’s how we do it:
# MELEE DAMAGE
Consult the Naval Will to Fight Table (page 52).
(Rolled vs. AC of Target) Each ship starts with 2d6.
Maximum difference in casualties is 2 Count a +1d6 bonus if the Leader is not Out of the
Fight or Obviously Dead.
SCORE RESULT Roll the modified number of d6 versus the unit with
Higher than Target AC. Out of the Fight. the highest Rep on the ship.
AC or lower. No effect. Determine how many d6 are passed.
Go down the left-hand column to the appropriate row
then across to see the result. This could result in one,
two or all of the remaining figures onboard giving up
the fight.
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
2 NAVAL WILL TO FIGHT TEST
LEAVING THE FIGHT
(Taken versus the unit with the highest Rep)
CIRCUMSTANCE MODIFIER Anytime a ship is active it can declare that it is leaving the
fight. Here's how we do it:
INSPIRATIONAL – If the unit Leader has the +1d6
Inspirational Attribute. Ships that are not Locked Up (page 50) automatically
LEADER – If the unit Leader is Out of the Fight -1d6 may leave and are removed from the table.
or Obviously Dead Those that are locked up must roll to Break Off as
outlined on the Naval Will to Fight Table.
# D6 RESULT
PASSED
2+ If Melee Class figures outnumbered by 2 to 1 or
AFTER THE BATTLE
more opposing Melee Class figures:
Lose one figure and unit falls back behind Ships are valuable and never deliberately sunk. Those that did
another Melee Class unit. If no 2nd unit, lose not Break Off on the Naval Will to Fight Test successfully are
one additional figure. recovered or captured by the winning side. The units on
Otherwise: captured ships become Prisoners (page 47). Okay, so if you
Carry On. want to, you can use the Starting a Fire rules and burn the
ships once you have captured it!
1 If Melee Class figures outnumbered by 2 to 1 or
more opposing Melee Class figures:
Lose two figures and unit falls back behind STOP!
another Melee Class unit. If no 2nd unit, lose
one additional figure. Shooting is resolved by rolling 1d6 versus the number of
Otherwise: Archers firing from the ship. All firing at the same ship is
Lose one figure and Carry On. declared at the same time and resolved by ship. If firing at two
ships, roll normally, applying the casualty on the desired ship.
0 Break Off:
All ships locked up roll 1d6 and add to the ship’s Melee is fought with one unit involved from each ship.
Maneuver: Review how to determine which unit will be in melee.
If Breaking Off ship scores higher total, Casualties come from the unit in melee, including any
ship escapes – remove from the table. additional ones lost in the Naval Will to Fight Test.
If Breaking Off ship scores an equal or
Fight one melee with a 6 figure Rep 4 AC 2 Freeman versus a
lower total, ship surrenders. Cannot move
4 figure Rep 5 AC 4 Huscarl unit. After the melee take the
or fight the rest of the battle. Ship is
Naval Will to Fight Test.
recovered by whichever side wins the battle.
Remaining figures are captured and held for How can a ship Leave the Fight?
Ransom, (page 47).
There is a chance (1) that the rammed ship
will sink – remove from the table and
occupants lost.
CONTINUOUS MELEE
Melee will continue when each side activates until one ship or
the other Breaks Off.
53
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
#D6 RESULT
PASSED BATTLE
2 All can move up to 16”, but counting their Rep Roll for Activation, page 12.
as 1 point lower until next Active (page 14). A roll of "7" on Activations rolls = reinforcements, page
1 All can move up to 12”, counting their Rep as 30. If no reinforcements this Battle, ignore this result.
normal. Move your units, page 13. Move PEFs, page 25.
0 All can move up to 8”
Resolve PEFs when in LOS, page 26.
Roll on Action Table when opposing units meet in same
SHOOTING section, page 13.
If you choose to use the movement rule listed then you must Use NP Force Movement Table for enemy units, page 27.
use the missile ranges below. Determine Shooting Combat, page 14.
WEAPON TYPE RANGE Check for leader Casualties from shooting, page 14.
Bow. 24 Remove casualties & possible Leader casualty, page 15.
Crossbow. 24 Check for Leaders in Heroic Combat before Melee,
Javelin. 6 page 16.
Melee Combat- Each unit takes 1 automatic casualty, page
15. Note Last Man Standing rule, page 16.
Determine Melee Damage, page 15.
Subtract smaller result from higher result for additional
casualties, maximum of 2, page 15.
Remove casualties. Check if Leaders (both sides) are
casualties from Melee combat, page 16.
Check Will to Fight after melee for both sides, page 17
Check Pursue & Capture Table if a unit routs, page, 47.
(Optional)
54
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
AFTER THE BATTLE
Determine Fame Points and Social Standing, page 9.
Determine if units increase or decrease Rep, page 31.
Lost Leaders are replaced automatically, page 31.
Check casualty recovery and recover non-casualties, page
18.
Check for possible Random Event, page 44. (Optional)
Both sides determine Campaign Morale, page 21.
Check Seasonal Events if playing Grand Campaign, page
23.
Check National Morale if playing Grand Campaign at the
end of each season, page 25.
FINAL THOUGHTS
That’s it folks. Great Hall Burning has something for
everyone from small skirmishes to bigger battles with a little
RPG thrown in. Playing individual battles is great, but Great
Hall Burning is made for Campaigns. You’ll see that the rules
for a Campaign are easy and do just enough to keep you
moving along. Play it as a one-off game, play it as a
Campaign, how you chose to do it is up to you…just play the
game!
Ed Teixeira
55
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
CHARACTER JOURNAL
NAME STAR OR GRUNT TYPE REPUTATION CLASS ARMOR CLASS
ARMY LISTS
56
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
2 FAST MOVE # MELEE
(Taken versus Rep of the Leader) (Taken versus Rep of unit)
#D6 RESULT Missile Class figures roll 1d6 per each full two figures.
PASSED Units attached to a Commander roll additional d6:
2 All can move up to two sections, but count their Rep 4 +1d6 Rep 5 +2d6 Rep 6 +3d6
Rep as 1 point lower until next Active (page 13).
Unit in Berserker Rage will roll an additional 3d6.
1 AC 2 can move up to two sections, but count their
Rep as 1 point lower until next Active (page 13). #D6 RESULT
AC 4 can move only one section. PASSED
0 All can move only one section.
1 Hit. Go to Melee Damage Table.
0 No effect.
2 ACTION
(Taken versus Leader Rep) # MELEE DAMAGE
Score of “6” is always a failure. (Rolled vs. AC of Target)
1 or 2 moving side gains Advantage 3, 4, 5, or 6 stationary side does. Maximum difference in casualties is 2
Same
Shoot – Missile Class will shoot.
Side with the Advantage counts as passing more
2 HEROIC COMBAT
number d6. (Taken versus current Rep of Leader)
of d6
#D6 RESULTS
PASSED
Pass 2d6 Opponent is Obviously Dead.
more
# SHOOTING Pass 1d6 Winner rolls 1d6 versus the AC of the loser.
more If score is higher than the loser’s AC, loser
(Read the result as rolled)
goes Out of the Fight.
If in Cover count every 2nd casualty as no effect. If score is equal or less than the loser’s AC,
fight another round with loser counting a -1
# RESULT to current Rep. If reach “0”, go Out of the
1 Target goes Out of the Fight. Fight.
Unit takes the Will to Fight. Pass same Fight another round with both counting a -1 to
2 AC 2 Target goes Out of the Fight. current Rep. If reach “0”, go Out of the Fight.
Unit takes the Will to Fight.
AC 4 Target no effect.
3 to 6 Miss.
If unit suffered a casualty, take the Will to Fight
FAST MOVE
Test.
Afterwards, Missile Class targets that have not
actively fired or returned fire in this Action
ACTION
phase, can now return fire.
SHOOTING
MELEE
© 2017 ED TEIXEIRA – TWO HOUR WARGAMES 5/17/2017
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
2 WILL TO FIGHT TEST 2 CAMPAIGN MORALE
(Taken versus Rep of unit) (Taken versus Campaign Morale)
# D6
PASSED
RESULT RECOVERY
1
0
Leader or casualty returns at normal Rep.
Leader of casualty dies. STARTING A FIRE
2 STARTING A FIRE
(Taken vs. Rep of the unit)
CAMPAIGN MORALE
# D6
PASSED
RESULT
PEF MOVEMENT
2 Fire started.
Building must be evacuated in 1d6 turns.
2 PEF MOVEMENT
1 Fire starts to smolder and will light on next turn. (Taken versus PEF Rep of 4)
Once lit, building must be evacuated in 1d6 turns.
0 Can’t get a spark, try again when next active. # D6 RESULT
PASSED
2 PEF moves one section towards player.
1 PEF does not move.
0 PEF moves one section away from player.
If encountering the edge of the table, PEF moves
Left (1–3) or Right (4–5).
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GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
2 PEF RESOLUTION 2 REINFORCEMENTS
(Taken versus PEF Rep of 4) (Taken versus current Campaign Morale)
# D6 RESULT # D6 RESULT
PASSED PASSED
2 Contact! You have run into enemy units. 2 Reinforcements arrive!
Roll 1d6: Attacker receives two units, but cannot
1 = Two less than your unit total. receive additional reinforcements for the
2 = One less than your unit total. remainder of the Battle.
3 = Same number as your unit total. Defender receives two units, but will count
4 = Same number as your unit total. future pass 2d6 results on this table as pass
5 = One more than your unit total. 1d6.
6 = Two more than your unit total. 1 Reinforcements arrive!
Can never run into less than one enemy unit. Attacker receives one unit, but cannot receive
Go to the appropriate List (page 56) for the additional reinforcements for the remainder
enemy. of the Battle.
1 Something’s out there! Resolve future PEFs with Defender receives one unit, but cannot
3d6 instead of 2d6, counting the two lowest receive additional reinforcements for the
scores. remainder of the Battle.
If this is the last PEF and no enemy have been 0 No Reinforcements arrive!
contacted count as if passed 2d6.
If enemy have been previously contacted during
count as if passed 0d6. 1 REINFORCEMENT ENTRY
0 False alarm! Just a case of nerves.
(Read the result as rolled)
If this is the last PEF and no enemy have been
previously contacted count as if passed 2d6. # RESULT
1 Place in section 4.
NP MOVEMENT 4
friendly forces.
Place in the center section of their table edge, behind the
friendly forces.
1 NON-PLAYER FORCE MOVEMENT 5 Place in the left-hand section of their table edge, behind
the friendly forces.
(Taken versus Rep of unit) 6 Place in section 6.
CIRCUMSTANCE RESULT
Outnumber enemy by 2:1 or greater. +1d6 REINFORCEMENTS
# D6 RESULT
PASSED
1 Melee Class – Move directly to charge the
closest player group.
59
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
2 NPCS LOCATION 1 NPC CAPTAIN GENERATOR
(Adding the results together) (Read the result as rolled)
HOW MANY?
NPC CAPTAIN
60
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
Citizens can be either male (1 – 3) or female (4 – 6).
1 NPC JARL GENERATOR
1 NPC CITIZEN GENERATOR (Read the result as rolled)
(Read the result as rolled) # CLASS REP AC SOCIAL
# CLASS REP AC SOCIAL 1 Melee 3 4 7
2 Melee 4 4 7
1 Melee 3 2 2
3 Melee 4 4 7
2 Melee 3 2 2
4 Melee 5 4 7
3 Melee 3 2 2
5 Melee 5 4 7
4 Melee 3 2 2
6 Melee 5 4 7
5 Melee 4 2 2
6 Melee 4 2 2
2 NPC INTERACTION – JARL
2 NPC INTERACTION – CITIZEN (Taken versus Rep)
(Taken versus Rep) Always fail on a “6”
Always fail on a “6” #D6 RESULT
PASSED
#D6 RESULT
PASSED Passed The first time meeting the Jarl he will
more acknowledge you, but nothing else.
Passed Acknowledges you, but nothing else.
d6 If reach this result on a 2nd time or subsequent
more If reach this result on a 2nd or subsequent time
time - Gain 1 Fame Point.
d6 will count as a Friend in future Interactions. Gain 1
Will offer you a chance to accompany him on a
Fame Point.
Raid. If the Raid (1) is successful he will count you
Once a month there is a chance (1) he can introduce
as a Friend.
you to a Merchant.
If you ever Rout from a battle he will count you as
Passed NPC acknowledges you, but nothing else. an Enemy.
same If it is an Enemy NPC, count as passed less d6.
Passed NPC acknowledges you, but nothing else.
Passed Resents you, but nothing else. same If it is an Enemy NPC, count as passed less d6.
less d6 If reach this result on a 2nd or subsequent time If it is a Friend NPC, count as passed more d6.
will count as an Enemy in future Interactions.
Passed The Jarl makes dismissive comments. Lose 2 Fame
Once a month there is a chance (1) that he and
less d6 Points.
1/2d6 of his Friends will have a Confrontation
If reach this result on a 2nd time or subsequent
(page 40).
time will send 1+1/2d6 Freemen to have a
Confrontation (page 40) with you.
If reach this result on a 3rd time will count as an
Enemy in future Interactions.
NPC CITIZEN Once a month, when you are in Skoro, there is a
chance (1 – 3) that he and 1/2d6 Freemen will have
a Confrontation (page 40) with you.
(1) This is a one-off Raid in an adjacent country and outside of a
Campaign.
NPC JARL
61
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
The King (Rep 6 AC 4 Melee – Social Standing 10)
1 NPC MERCHANT GENERATOR
2 NPC INTERACTION – KING (Read the result as rolled)
62
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
2 NPC INTERACTION – WARRIOR 2 MOON PHASE
(Taken versus Rep) (Taken versus Rep of 4)
Always fail on a “6” # D6
#D6 RESULT PASSED RESULT
PASSED 2 Moonless! Visibility limited to the section each
Passed NPC has Higher Social Standing = Gain 1 Fame figure is occupying for the remainder of the game.
more Point for each point of Rep higher than you. 1 Cloudy! Visibility limited to the section each
d6 Will offer to recruit you to lead one of his units. figure is occupying. Consult this table again when
NPC has Social Standing equal or lower = Gain 1 Activation is rolled for, using the Activation Dice
Fame Point. Lower Reps can be Recruited. result as the roll versus the Rep of 4.
If reach this result on a 2nd or subsequent time 0 Full Moon! Visibility extends out to adjacent
will count as a Friend in future Interactions. sections for the remainder of the game.
Passed NPC acknowledges you, but nothing else.
same If it is an Enemy NPC, count as passed less d6. 2 SENTRY MOVEMENT
If it is a Friend NPC, count as passed more d6.
Passed NPC makes snarky comments. Lose 1 Fame Point. (Taken versus Rep of 4)
less d6 There is a chance (1 – 3) that he and 1/2d6 of his
# D6
Friends will have a Confrontation (page 40) with
PASSED RESULT
you.
If reach this result on a 2nd or subsequent time 2 Sentry moves one table section towards the
will count as an Enemy in future Interactions. nearest enemy.
1 Sentry remains in place.
0 Sentry moves one table section away from
2 FIST FIGHT player.
If encountering the edge of the table, PEF moves
(Taken versus current Rep) Left (1–3) or Right (4–5).
#D6 RESULTS
PASSED
Pass 2d6 Opponent goes Out of the Fight.
2 SENTRY REACTION
more (Taken versus Rep of 4)
Pass 1d6 Winner rolls 1d6 versus the current Rep of the
# D6
more loser.
PASSED RESULT
If score is higher than the loser’s Rep, loser
goes Out of the Fight. 2 Sentry shouts an alarm and charges the enemy.
If score is equal or less than the loser’s Rep, 1 Sentry sees the enemy and runs towards the
fight another round with loser counting a -1 Great Hall, shouting an alarm.
to current Rep. If reach “0”, go Out of the 0 Sentry is startled, and does not shout an alarm.
Fight.
Pass same Fight another round with both counting a -1 to
current Rep. If reach “0”, go Out of the Fight.
MOON PHASE
NPC WARRIOR SENTRY MOVEMENT
FIST FIGHT SENTRY REACTION
63
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
3 MANEUVER 1 NAVAL SHOOTING
(Taken versus the ship’s Maneuver) (Taken versus number of figures firing)
CIRCUMSTANCE MODIFIER
ADVANTAGE – If won on the Maneuver Table. Up to
Winner gains 1d6 plus 1d6 for each point of Ship +3d6
Class higher than opponent.
# SUCCESSES RESULT
More than FIRE AND MELEE! Go to Naval Shooting
opponent. Table if have Archers, then to Naval Combat
Table.
If do not; go directly to Naval Combat Table.
Same as FIRE!
opponent Both sides simultaneously fire – go to the
Naval Shooting Table. No charging allowed.
MANEUVER
LOCKED UP
NAVAL SHOOTING
64
GREAT HALL BURNING – THE GAME OF VIKING CONQUEST
# NAVAL COMBAT 2 NAVAL WILL TO FIGHT TEST
(Taken versus Rep of unit) (Taken versus the unit with the highest Rep)
Missile Class figures roll 1d6 per each full two figures. CIRCUMSTANCE MODIFIER
Units attached to a Commander roll additional d6: INSPIRATIONAL – If the unit Leader has the +1d6
Rep 4 +1d6 Rep 5 +2d6 Rep 6 +3d6 Inspirational Attribute.
LEADER – If the unit Leader is Out of the Fight -1d6
Unit in Berserker Rage will roll an additional 3d6.
or Obviously Dead
CIRCUMSTANCE MODIFIER
# D6 RESULT
NUMBERS – Only one unit per ship may fight in Special PASSED
melee.
2+ If Melee Class figures outnumbered by 2 to 1 or
#D6 RESULT more opposing Melee Class figures:
PASSED Lose one figure and unit falls back behind
another Melee Class unit. If no 2nd unit, lose
1 Hit. Go to Melee Damage Table. one additional figure.
0 No effect. Otherwise:
Carry On.
# MELEE DAMAGE 1 If Melee Class figures outnumbered by 2 to 1 or
(Rolled vs. AC of Target) more opposing Melee Class figures:
Lose two figures and unit falls back behind
Maximum difference in casualties is 2 another Melee Class unit. If no 2nd unit, lose
one additional figure.
Otherwise:
# MELEE Lose one figure and Carry On.
0 Break Off:
(Taken versus Rep of unit) All ships locked up roll 1d6 and add to the ship’s
Missile Class figures roll 1d6 per each full two figures. Maneuver:
If Breaking Off ship scores higher total,
Units attached to a Commander roll additional d6:
ship escapes – remove from the table.
Rep 4 +1d6 Rep 5 +2d6 Rep 6 +3d6 If Breaking Off ship scores an equal or
Unit in Berserker Rage will roll an additional 3d6. lower total, ship surrenders. Cannot move
or fight the rest of the battle. Ship is
recovered by whichever side wins the battle.
Remaining figures are captured and held for
Ransom, page 47.
There is a chance (1) that the rammed ship
NAVAL COMBAT will sink – remove from the table and
occupants lost.
MELEE DAMAGE
NAVAL WILL TO
FIGHT
65
1 2 3 1 2 3 7
4 5 6 4 5 6 8
1 2 3 7 1 2 3 7
4 5 6 8 4 5 6 8
1 2 3 7 1 2 3 7
4 5 6 8 4 5 6 8
1 2 3 1 2 3 7
4 5 6 4 5 6 8
1 2 3 7 1 2 3 7
4 5 6 8 4 5 6 8
1 2 3 7 1 2 3 7
4 5 6 8 4 5 6 8
1/3/8 1/3/8 1/3/8
001 002 003