43AD - Warband
43AD - Warband
1
43AD
2
43AD
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43AD
CONTENTS
INTRODUCTION 4
I ESTABLISHING THE CAMPAIGN
Clans 7
Honour 9
Tribe Against Tribe 12
War With Rome 13
II CREATING TRIBAL HEROES
Attributes 19
Clan Type 20
Skills 20
Events 21
Magic 22
Allies & Enemies 23
Background Details 24
Wealth & Equipment 26
IV DUN CARANTOS
Clan Carantos 38
Clan Orgetoros 42
Roman Invasion 44
V RULES OF WAR
Big Battles 47
Surviving the Big Battle 50
The Skirmish 54
VI HISTORY
Tough Resistance in the West (47-60) 58
The Iceni Revolt (60-61) 60
Fighting Northwards (70-100) 63
The Walls (122-150) 66
The North Fights Back! (180-211) 68
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43AD
INTRODUCTION
At that insult Leir gave the command. The carnyxes blew, and the two armies fell upon each other.
Then there was hacking and smiting; heads were broken and limbs hewn off, there was neighing and
trampling of horses, and the bitter cries of men meeting violent death.
The Roman invasion of Britain as described in 43AD is of course only one-half of the story. It is quite
possible to play the game from the perspective of the tribes using all of the resources found in the
main rulebook. What is needed is a revised character creation system enabling players to build tribal
heroes. This book provides that.
Information of tribal life is not duplicated from 43AD, instead other resources are included here. You
will find a detailed history of the Roman invasion, allowing the Game Master to select a particular
campaign or era in which to set the struggle of the tribal resistance.
Also included is a mass battle system. With a few rolls of the dice the great battles of history, or of
your own games, battles involving tens of thousands of warriors and legionaries, can be resolved
easily. If the heroes are involved then the rules tell us what happened to them, too.
Of course there is advice on setting up a tribal game and how best to pit the heroes against the
Romans in an ongoing struggle. As an illustration, but also as a useful game resource, a sample
location is provided which details a tribal dun, its major NPCs and the tribal territories around it. Of
course there are Romans not too far away ... there is honour to be won!
All of this was intended for the main rulebook but had to be cut in order to keep 43AD to a
manageable size.
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43AD
I ESTABLISHING
THE CAMPAIGN
Much as he might tell of a bygone hunting that had been good, the old warrior told how he and his sword-brethren had
hunted down the last remnants of the Ninth Legion, closing round them as a wolf pack closes around its prey. The old
man told it without a shadow of pity, without a shadow of understanding for the agony of his quarry; but with a fierce
admiration that lit his face and sounded in every word.
CLANS
The building block of British society is the clan, a related group of families sharing farmland, bloodlines,
loyalties, obligations and workload. They help one another building round-houses or working on one another’s
fields or during feuds or family problems. Imagine the clan as a small modern business, with the clan chief the
hereditary CEO. Everyone pulls together because in a world without law courts, the only folk out there to help
you are your kinsmen. The druids step in for certain high profile wrangles, but otherwise, your clan will
protect you.
Some clans are poor and of common stock, others are noble-born. They are analogous to simple villages, strung
out across half a square mile of good agricultural land, living as independant families in their own
roundhouses, yet committed to a group survival. While a single family might number 5 or 6 individuals in a
single rath, together, the clan might number 4-6 families, 4-6 raths in the local area that make up the clan as a
whole. Head of the clan is the clan chief, the leading family, and it’s this family which look out for the clan’s
interests, protect it, avenge it and require goods and services from it. Picture the clan chief as the village
headman living in the biggest and most well-appointed rath with a ditch and bank enclosure to indicate his
status. A clan share the same honour value. In a clan of nobles, all the families are nobles, all related.
Client Obligations
Amongst the mass of poorer clans (those of honour 1) everyone farms, even the clan chief. These poorer clans
need a patron and they will make themselves the clients of a noble clan in the district (of honour 3+). In this
way they can secure some protection and a way to gain the necessary tools and materials needed for life (such
as iron tools, cloth and salt). Richer clans still farm their lands but it is men and women recruited from the
client clans who do much of the work for them on a permanent basis. These are unfree farmers (Honour 0),
perhaps without land to farm, who work as tenants on the noble’s land and live close to his rath in their own
roundhouse. These servants come from the surrounding lower status clans, owing almost feudal obligation to
the high status clan. All noble clans are surrounded by the lesser clans of farming commoners.
The warrior heroes of a noble clan can call on more than labour from its clients, they can summon all adult
males together as a warband of spearmen, since every freeman keeps a shield and spear in his roundhouse,
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43AD
ready for battle. Most families can supply two armed adult males ready for war, it is the heroes who will lead
them.
This feudal obligation also extends to the minor noble clans, each of which requires favours and gifts from
much more powerful clans further up the chain. An honour 3 clan might owe fealty to a nearby honour 5 clan,
and that clan might owe alleigance to the king’s uncle (honour 7). It helps those lower down to be able to call
on big friends in times of crises, famines or blood feuds, but it also helps those higher up the chain to have lots
of sword-wielding warriors and their retinues of loyal spearman to follow them in battle! How are these bonds
maintained? Traditionally, children of nobles are fostered at a patron’s rath or dun until aged seven, at which
time they have learnt about the feast, about manly pursuits and can return as boys of good standing to their
father. Of course a bond is struck up, and of course the little boy acts as a hostage while at the patron’s dun.
But the links upwards are forged. The diagram below depicts how a typical clan might be organised.
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Building a Clan
1) Decide on a clan’s honour, or roll 1d6.
2) A clan is made up of 1d3+3 families. A typical family is mother, father, teenage son (an ‘adult’), teenage girl and a
child.
3) A clan owns slaves equal to 1d6-1d6 (minimum 0). Decide which family owns the slave(s).
4) A clan employs 1d6+Honour servants; men and women without land from the surrounding client clans.
5) See the Honour Table for the number of poor, farming client clans.
6) Clans of honour 4-7 will also have client clans that are crafters, supplying skills and needed goods. For every
point of honour over 3, roll 1d2 for the number of crafter clans at the dun.
7) Clans of honour 4-7 will also have client clans that are of noble status. 1d2 clans at honour-1, 1d3+1 clans at
honour-2. The lesser clans of honour 3, at the bottom of the rung, can obviously have no client noble clans.
Clan Status
Honour Title Client Settlement Honour Price Typical Herd
Clans # (in cattle) (mature cows)
0 Slave/Unfree - rath 0 -
Servant (tenant/slave)
1 Free Farmer - rath 1 30
2 Craftsman @ - rath or dun 2 30
3 Lesser Hero 9 defended rath 3 90
4 Minor Hero 2 defended rath 4 120
5 Major Hero 15 small dun 5 150
6 Great Hero 18 small dun 6 180
7 Royal Family 21 large dun 7 250
8 King 24 large dun 8 300
9 High King 27 large dun 9 300+
# All noble clans are surrounded by lesser clans of common folk (Honour ratings 1 or 2). The PC’s clan acts as a patron to these
farming clans, and they supply servants in peace, spearmen in war and a little surplus to the clan chief.
@ Craftsmen may live in raths, and split the clan so that some families produce pottery, wagons, iron tools, etc. while others farm.
Many craftsmen live within duns, since their products are required by nobles, they are employer and customer. The clan will farm
land outside the dun from a local rath, but some members of this crafter clan will live within the dun and ply their trade.
TRIBES
The complex web of obligations and support between clans of different social levels makes up a tribe, it is a
big, messy web of links and loyalties. Tribes may be relatively small, such as those beyond Hadrian’s Wall, or
they can be extremely large (such as the Catuvellauni, which had swallowed up many smaller surrounding
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43AD
tribes by 43 AD). Tribes are led by chieftains, also known as ri or kings. Hence we can also call a tribe a
‘kingdom’. There is no difference between the two in 43AD. For the GM, the main difference between a large
tribe and a small one is simply the number of lesser clans tied into obligations. A big tribe can call on many
more chariots, many more warriors and spearmen than a small tribe.
A tribe does have its own identity, it will hold onto a defined territory and may have a name which displays
something of its nature. The tribal chief may mint money if in the far south so that his warriors can engage in
trade the modern, Roman way, since you can only get so far gift-giving with foreigners who do not understand
the obligations. A southern tribe that mints money also attracts Roman traders to his big settlements, thus
ensuring a regular supply of exotic high status goods the chief can use in his gift-giving.
Let’s look at how a tribe is organised, purely to get some idea of how big the numbers are and where people
come from. The number of clans and their status, was chosen by the GM to fit the tribe.
Warbands
The warband is a host of kinsmen. It might simply be the host of two allied clans that wish to raid a stubborn
neighbour; but the warband might also be a great host, the entire armed might of a tribe brought out by the
king. A war leader, who-ever he is, can only call upon clans that are his clients. Only the king himself can call
upon them all via his web of clients.
Calculating a rough number of troops in any warband is fairly straight-forward. Look at the Anatomy of a Clan
diagram, which indicates roughly how many able bodied men are in a clan, perhaps 12, though it depends
exactly on how many families a clan has. Assuming 12 warriors per clan for every clan of honour 3+, it is easy
to look at the Regni and total up the warriors that tribe has in total.
Assuming the impossible, that the king can get every single man from his tribe into his warband, the chief will
be followed by around 10,000 spearmen. Chariots may be afforded by honour 5+ warriors, providing a chariot
arm of 228 chariots, each with a warrior. The lesser hero clans provide foot-soldiers, British swordsmen ready
to fight for glory, the Regni have 624 of these. Realistically, assume that of all farmers available for the host,
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43AD
only one-half will (the most able) be called. Heroes are more desperate to fight however, assume anything
from 50% to 90% of nobles attend a host.
HONOUR
Honour is the true currency of the tribal system. The heroes thrive on honour, live by it, always seek to defend
it and enhance it. Nothing else really matters to the tribal heroes. The Irish term for honour is enech, meaning
‘face’, and it is useful to remember that the hero is obsessed with 'saving face', looking the part, being thought
of by his community as a brave warrior, a man of his word, a man who does not fail, never gives up or never
gives in.
In Warband the hero begins the game as a youth from a very minor noble clan with an honour score of 3 (and
the collected starting glory of 15). His male relatives all begin the game with the same Honour rating; it is the
clan’s current ‘reputation’. The PC is one of hundreds of 'would-be' heroes waiting to attain glory and the
respect of their peers. Druids have honour, at the same level as the clan heroes, while freemen begin the game
with honour of 1 or 2. Slaves and servants have no honour at all. Every tribal hero covets honour as much as
characters from other roleplaying games covet wealth. It places the hero on the ladder of social influence. In a
world where it is almost impossible to purchase what you want, where you display your wealth and influence
through what you give away and are given, honour is everything.
While most nobles live on their raths or in their duns, herding their cattle, competing for prestige with their
neighbours etc, the player characters are heroes. They are the young men who leave their clans to seek a
patron, to join a warband, a permanent bodyguard of glory-seeking noble warriors who live with their patron.
Much like the knights of the Round Table, they do his bidding, defend his honour, fight his battles and get
into all sorts of mischief. They don’t settle down with their kinfolk at home, they live it up in their patron’s
dun, feasting, boasting and competing for glory. Their increase in honour is tracked on the table below:
Honour Table
Honour Title Req. Glory Gifts from Chief 1 Character Bonus 2
0 Slave/Unfree Servant - - -
1 Free Farmer - - -
2 Craftsman - - -
3 Lesser Hero 15 ¼ Cow Character Creation
4 Minor Hero 15 ½ Cow +1 skill, +1 spell
5 Major Hero 15 1 Cow +1 skill, +1 spell
6 Great Hero 15 2 Cow +1 skill, +1 spell
7 Warleader 15 3 Cow +1 skill, +1 spell
8 Leader of Hosts 15 4 Cow +1 skill, +1 spell
9 Champion 15 5 Cow +1 skill, +1 spell
10 Peerless Champion 15 6 Cow +1 skill, +1 spell
NOTES
1 Each time a player character hero performs a quest, mission or other task for his patron noble, the noble awards him a gift equal to
the figure stated here. In other words, successful missions for the chief garner this physical reward.
2 Why gain Honour? Each increase in Honour is rewarded with an immediate skill gain and spell gain.
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Gaining Glory
To increase Honour, the character must gain glory out in the world. Glory is hard won, but easily lost. Gains in
glory are applied immediately, even if there are no witnesses to the action that resulted in the glory gain.
Glory may be gained after each adventure, successful or not. To gain an increase in Honour the character
needs an accumulated total of 15 glory. Each increase in Honour after that requires another 15 points of
accumulated glory. Each individual glory award may be high enough for a gift from the PCs’ patron chief,
presented at a feast for all to see. These are the closest thing to a ‘wage’ for work done the heroes will get.
Losing Honour
As already noted, gaining glory is hard, and losing it is all too easy. Failing to uphold the customs of barbarian
Britain, will see the hero lose Honour and slide back down the social scale. If certain key points on the Honour
Table are passed, then spells are lost and his status is reduced. Skills are forgotten, at the gods’ command.
Everything runs in reverse. A wily GM will try to ensure that one or two player characters in each game face
situations which may lose them glory. Combining the loss with a dilemma is certainly very Celtic. Of the
following losses in glory, many can be reversed. For example, a relative can be avenged, a stolen item found,
etc. Glory is immediately restored. Avenging a kinsman sees both glory restored as well as a +3 glory award.
Taken Prisoner -2
Break One's Word -4
Kin-Slayer, killing one of your own clan -8
Lose to Inferior (any competitive act) -2
Refuse a Contest (fair or not) -2
Refuse Hospitality to a Traveller -2
Kinsman of the Clan is Mistreated -1 Taking Heads!
British warriors loved to take the heads
Kinsman of the Clan is Murdered -2
in battle of foes who put up a worthy
Wife Unfaithful -4
fight! Use these as sacrifices to restore
Item of Value is Stolen -2 FATE (see ‘chapter IX Religion’ in the
Accused of Cowardice -4 43AD book. A warrior can only dedicate
Break an Oath Made to Lugus -5 the head of someone he has killed
Cannot Reciprocate a Gift -2 himself, in an honourable fight.
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43AD
Gaining New Skills & Spells
The hero gains glory and his honour increases. He is taught new skills and spells
Hero Skills
by the warriors and druids of the tribe.
Mounted Combat
Evade
Spells: The player should select another spell from the list provided in chapter II
Read Tracks
Creating Tribal Heroes. If desired he may select Protection again, increasing its
Killing Blow
value to 2, 3 or 4. Protection cannot be increased beyond 4. Note that to work, the
Silent Movement
spell requires that the hero expose tattooed areas of his body. For level 1 it is his
Hard to Kill
face, for level 2 his chest. For level 3 his chest and arms, and for level 4 his arms,
War Cry
chest and legs!
Hiding
Find Direction
Skills: The player may return to chapter II to select a skill from the Skill Table, or
Far Throw
he can select one of the following ‘advanced skills’, only available to heroes who
Evaluate
have made increases in honour. Both these skill lists ae provided to the right. One
skill gain per increase in honour.
Advanced Skills
Double Strike
Using Honour
Shield Smash
So, honour provides a way in which men and their clans can be rated against one
Two Attacks
another. But does it have any in-game effects? Since honour amongst the tribes of
Killing Shot
Britain is in effect the scaffolding which holds it all together, the attribute is used
Mountain Travel
in many social interactions between characters. The most common situations
Work Horse
during an adventure will be when a PC wants to identify an NPC or when he or
she tries to influence another character’s decision.
Recognition: The PCs are out hunting boar and come across a young hero who has two prisoners tied
to the trunk of a tree. He declares himself to be Rigomagos, of the clan Venovellanous, a distant clan, two days
travel from the forest. The GM can ask one of the players to roll for recognition. Roll 2d6 for a 12+ result, add
in the stranger’s honour. In this case his honour is 3, the player rolls 9+3 = 12. The GM tells the players that
the Venovellanous clan have a reputation for slave-raiding far afield, even amongst their own tribe, which is
forbidden. Now what are the PCs going to do? If the GM is stuck for a ‘hook’ simply roll once on the Events
Table in chapter II or once on the Allies & Enemies table. Something will spring to mind!
Influence: What’s the point in being one of the top noblemen in the Island of the Mighty if no-one
listens to you? Consequently, honour should be used by characters to get their own way, and to gain favours
from other nobles. For example, the PCs are on the trail of a monster on the move which appears every full
moon. They are convinced it will appear tonight near the dun of a great hero (honour 6). They want freedom
to act from the noble, and they want to be believed. His folk are dutiful and worship regularly, “there are no
monsters here”. The player must roll 6+ to gain a favour from the nobleman, adding his own honour, but
subtracting the honour of the noble.
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43AD
TRIBE AGAINST TRIBE
Although this game is called 43AD and uses as its focus the struggle between British tribes and the Romans, it
can also be used to create a purely tribal-orientated game. Perhaps the GM intends to introduce the Roman
menace later, perhaps the tribe around which the story revolves is beyond the reach of Rome, perhaps the
players just want to focus on the Britons.
Rome is too distant to affect events in this campaign, either in time or place. The campaign might be set in 60
BC or it might be set in the far north of Britain. Either way, this game is all about heroes, clans, druids, the
mysteries of the supernatural and the constant competition between tribes. There's plenty here to occupy a
group of PCs. With a fully fleshed-out tribe to act as a base of operations, they can attempt to move up the
social hierarchy, gaining honour, getting married, giving gifts to the chief and so on. Life will not be boring.
There are always rival heroes, rival clans and rival tribes, to say nothing of the horrors of the night. Trying to
save face, gain honour and produce enough surplus with which to trade is a challenge in itself. The adventure
seeds suggested later on in the chapter provide ideas for the GM running a game like this. Such games work
well when given time for plans and plots to develop. Random events, encounters and dramatic incidents can
be separated by a season, or even an entire year. A single evening's play might span four or five years of a
hero's life.
A purely tribe-focussed campaign can let PCs follow their own agendas, get a firm grip on the game and play
stories about their own concerns; alternatively it can be used to challenge player-characters with a new and
unexpected scenario every season. Either work, but both work better when combined with a single over-
arching theme. This on-going story may or may not involve the PCs, but it gives the world a sense of motion
and reality. Suitable themes might be a rift developing within the tribe between two strong leaders, the
growing insanity and recklessness of the chief, the worsening climate - brought on by who knows what, or the
growing power of a rival and utterly blood-thirsty tribe.
The tribal feud can act as a campaign thread working in the background, and as the player-characters grow in
honour and status, so their part in the feud will inevitably grow. Look not to gang wars or to battles between
armies for inspiration, but think more in terms of 20th century Mafia rivalries.
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43AD
great hero, a champion who outstrips the reputation, status and skill of Hrothgar the chief of the Geats. Yet
Beowulf fights for Hrothgar and is given great gifts when he is victorious.
The champion does not have the burden of governing the tribe, and yet he receives all of the benefits of
wealth and status. Heroes can justifiably and lawfully challenge the champion when their honour equals his.
They do not have to do this, indeed depending on the hero's combat ability, it might be suicidal. A challenge is
simple - during a feast the player hero challenges the champion's right to take the 'heroes' portion of the meat.
No champion worth the title will refuse the challenge. The duel may be fought immediately, or in the
morning. It is never fought in the chief's round-house.
Duels may be fought outside the hall, outside the dun, or at a holy site within the territory of the tribe. Fights
are to the death, or to submission. Anyone who submits must leave the dun forever and can never return. His
clan will probably take him back, however, and his honour will drop by 1. He is a champion (or would-be
champion) no longer.
The chief may be allied with a tribe currently under attack, and face a loss of honour if he doesn't intervene.
Perhaps his son is being fostered there, or his daughters are married to heroes of the besieged tribe. With such
crises of conscience, might a player character make a bid for the chieftainship? Or will he try to set up a
willing puppet as head of the tribe? What if the chief decides on one course of action, but an allied chief
decides on another?
If the Roman legions continue their advance, let the heroes face them with favourable odds. There is nothing
like a successful ambush to improve a defender's morale! The legions send out scouting and foraging parties
while on the march - easy prey for an ambush. However, low-level skirmishes will just be a preliminary to the
big battle that is coming. The Roman forces will target the major hill-forts. Sieges are pressure cookers, with
plenty of preparation and waiting around. When the Roman attacks begin then the heroes will have
something to do, repelling raids on the defences, making sallies at night to cause chaos and fear in the Roman
camp and so on. Stresses within the hill-fort may create a split - there will be those who wish to sue for peace,
those who want to die fighting. Sieges will generally succeed, the Roman legions do not find British hill-forts
too hard to crack. Yet a siege can be won by the defenders if the Romans are made to abandon it. This
sometimes occurs when news reaches the Roman commander of a large British force nearby, or of a Roman
defeat and a crisis which requires the legions' immediate presence.
Open war with Rome can be played out as a military-style campaign, but it will only work if individual
scenarios are diverse and interesting. A huge siege or full-scale battle every session is both unrealistic and
monotonous. So what role will the player-characters play in these scenarios? In war, the capable lead the
incapable; whatever level the player heroes are at, they should be able to lead a small force of lesser heroes or
commoners. This enables even starting heroes to lead small raiding parties into war. Use the skirmish rules
that come later in the game with the activities and objectives suggested below:
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43AD
Scouting. Observe an approaching legion on the march.
Prisoner snatch. Catch a legionary (higher the rank the better) for interrogation and sacrifice to the
gods.
Ambush. Ambush scouts and foragers (who are looting raths and searching for food) that have been
dispatched by the Roman force.
Look for survivors. Investigate a previously besieged dun and adjacent valley.
Diplomacy. Travel to another tribe for aid. The tribes will probably pull together and make a stand at
some important hill-fort within the kingdom, so help will often be sought from neighbouring tribes.
Convince a recalcitrant chief to abandon his hill-fort and bring his people to the kingdom's capital.
Take a lightly defended Roman post/fortlet/watchtower by force as a defiant gesture.
Confront a force of Britons who have treacherously allied themselves with the invaders.
Kidnap. Force a tribe allied with Rome to switch sides by kidnapping that chief's son and heir.
Resistance!
Often, the aftermath of all-out war is resistance to occupation. Armies have been decimated, brave heroes
slaughtered or driven into the slave markets. Rome has conquered, it has erected fortified camps and begun
building roads. Those who survived the battles cannot return home - they must fight the invader from the
shadows. A campaign of guerrilla warfare perfectly suits the independent and small-scale nature of most
roleplaying groups. The heroes are on their own, hiding in the wilderness, they must struggle to survive
against hunger just as much as the legions. But they are free and can formulate their own plans for resistance,
and revenge!
Every resistance campaign requires a base, some wilderness location that the PCs can call home. It might be a
cave, a forest or impenetrable marshland. It must be secure from enemy discovery, yet it needs to be in close
proximity to the enemy. Heroes need a Roman camp or fort to attack from time to time, don't they? Think of
this in terms of Robin Hood, safely ensconced in Sherwood Forest with his outlaws, but never far from
Nottingham Castle and his nemesis, the Sheriff. A guerrilla band would do well to site itself close to a well-
used route, giving it the ability to strike at troops on the march, couriers, military transports and so on.
It is not only the Romans that the guerrillas must stay close to, they must also maintain links with the local
tribes-people. Fellow tribesmen, now under the yoke of Roman rule, will be needed to supply food, weapons,
information and equipment to the rebels. They cannot survive in the wilderness long without these essentials.
Some guerrillas, such as the French Resistance, enjoyed enormously popular support and a measure of
protection. But other groups found themselves alienated from the people that they claimed to be fighting on
behalf of. A chief may have voluntarily made peace with the Roman invaders in the hope of accruing
economic and political benefits. A gang of recalcitrant rebels in the nearby marshes would not be popular with
this chief! In such a situation the player-character heroes may find that there is a price on their heads and that
their fellow kinsmen are colluding with the Roman authorities.
Life in resistance is not easy, but it makes both a challenging and enjoyable campaign for a group of player-
characters. A base must be created and maintained, secure links with locals must be established, food and
supplies gathered. Of course on top of this the guerrillas must mount successful raids against the Roman war
machine. There are countless variations on the theme of military resistance, guerrilla war and freedom
fighting. Look to Robin Hood, Star Wars (the Original Trilogy), resistance movements in Nazi Occupied
Europe, the tactics and achievements of the Viet Cong in 1960s Vietnam, or any fiction that focuses on the
efforts of a brave few to wage a secret war against a huge military machine.
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43AD
The adventure seeds that follow should offer some inspiration. Since the resistance campaign dominates the
Romano-British timeline - and can be played right through the period, these seeds are presented as a random-
roll table that can be used many times. Either roll, or select an adventure seed that appeals:
Adventure Seeds
2d10 Adventure Seed
2 Survival situation; roll again for reason
3 Meet informant
4 Repel attack
5 Carry a message
6 Detect a spy
7 Spy on the Enemy
8 Deliver a cargo/person
9 Scout out a potential base
10 Investigate a crime
12 Sabotage an enemy scheme
13 Recruit an ally
14 Rescue a captured comrade/potential recruit
15 Capture an enemy officer
16 Seek shelter from a threat; roll again for a reason
17 Pursue enemy thieves/kidnappers
18 Infiltrate enemy stronghold
19 Steal an enemy object
20 Capture/Destroy an enemy outpost
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43AD
Complications (optional)
1d10 Complications
1 Double the plot; roll for two, mix them together
2 Must work with an NPC to get the job done
3 Victims are villains, and the villains are victims
4 PCs find crucial allies who help if the PCs perform a job for them
5 No weaponry is on hand
6-7 Others have tried already and failed
8 There are innocents nearby - do not harm or implicate them
9-10 A rival group is pursuing the same goal
Outcome
1d10 Outcome
1-3 Everything goes wrong. Why?
4-7 A few problems liven up the story.
8-10 Everything goes right first time. Why? What else could be in store? Why was it so
easy?
A game of guerrilla heroes is the type of campaign that is easily grasped by players, is quick to set up, and very
easy to maintain. The player heroes can, and should, be responsible for establishing their secret hideout, in fact
the first session of the campaign can be devoted to the defeat of the tribe on the battlefield, and the flight of
the player-character survivors into the wilderness.
The GM will need to fully develop the foe. A Roman camp or fort is located nearby, and it dominates the local
people mercilessly. Who makes up the garrison? Where have the troops been before? Do they have any
distinctive emblems, customs, or tactics? What do they do to captured rebels, and is there any chance to rescue
them? Most important of all, who is the garrison commander? This man will most likely become the
archetypal nemesis to the PC's merry band. Surviving to thwart the actions of the heroes time after time, he
must remain fairly aloof and thus difficult to kill! He needs a colourful collection of NPCs with which he can
threaten, attack, bait and trick the PCs. It is this stable of NPCs that the GM must invest his time in, make
them memorable, vicious and unrelenting.
A second set of NPCs also requires some thought - this is the local community. Forcibly removed from any
defended hill-fort (if they did indeed live in such a settlement), the local clans now live in a new, undefended
dun. Here, the Romans can gather taxes in the form of grain and cattle without fear of an armed revolt. These
natives, held under the iron grip of the local garrison, will prove to be the heroes’ greatest allies. Who is in
charge? Who amongst them are related to the player-characters? Use the clans developed by each PC. Let
these form the community that supports the resistance. By being bound to it, the heroes have more to fight for
- more to die for, and their aid (freely, though, dangerously given) is better explained.
The dun may be an open settlement, or perhaps (if in the south) an oppida or commercial centre. It is the focus
of the players' tribe; outlying raths and farmsteads may also provide some assistance. Roman presence within
the dun will be frequent and unpleasant, lending a brutal justification to the players' guerrilla attacks.
17
43AD
18
43AD
II CREATING
TRIBAL
HEROES
"Wearing a brooch in the front rank, bearing weapons in battle,
a mighty man in the fight before his death day,
a champion in the charge in the van of his armies:
there fell five times fifty before his blades,"
Aneurin, Y Gododdin
There are eight main steps to character creation, but each step is very simple and quick to resolve.
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43AD
STEP I Attributes
STEP II Clan Type
STEP III Skills
STEP IV Events
STEP V Magic
STEP VI Allies & Enemies
STEP VII Background Details
STEP VIII Wealth and Equipment
Step I - Attributes
To create a character for the world of 43AD, players need to determine the value of various attributes that
describe him, his abilities, strengths and weaknesses. The primary attributes are MIGHT, FATE, HITS, CRAFT,
LEARNING and HONOUR. There are also two other attributes which will be dealt with later on in the
chapter on fighting battles - COMBAT and ARMOUR.
MIGHT
A measure of strength, physical prowess, and fighting ability. Typically between 2 and 6.
FATE
Luck and the will of the Gods. Fate is also a measure of the adventurer’s inner power and is used for all manner
of tasks, from spotting an ambush to holding your breath to sneaking past a guard. Typically between 2 and 6.
HITS
The adventurer’s toughness, endurance and bodily health. At 0 HITS he is dying. Typically between 12 and 22.
CRAFT
A measure of the adventurer’s ability to perform basic manual tasks, to repair or construct items and work as a
craftsman. Initial score is 1.
LEARNING
A measure of informal education and social skills such as persuasion and leadership. Initial score is 1.
HONOUR
A measure of social status within the tribe. While a poor farmer has Honour 1 and a tribal chief has Honour 7,
a starting tribal character will begin the game with Honour 3.
Determine Attributes
In a game where players prefer a random generation, then they must roll 1d for MIGHT and FATE (always re-
rolling a ‘1’ result). HITS should be generated by rolling 2d+10. In a game where players prefer allocation of
attributes, then allow the a pool of 12 creation points between MIGHT, FATE and HITS. The player should
keep in mind that 2 is the lowest score possible for MIGHT and FATE and that 6 the highest. For this system
he can set HITS at any number between 1 and 6. Finally, when his allocations are completed, the player must
multiply his HITS allocation by 2 and then add 10. This new figure is his character’s final HITS score.
LEARNING and CRAFT begin at 1, but may change during later character creation.
20
43AD
Step II – Clan Type
The player character is a British warrior, a member of a lesser-known noble clan that is affluent and
honourable. He and his kinsmen owe fealty to the chief of the tribe. All men-folk of this clan have pledged to
serve the chief as warrior heroes and when there are not enough men in the clan, sometimes women may step
up to take their place. The clan has wealth, farmlands and resources, and lives within a collection of well-
maintained roundhouses, surrounded by a fortified enclosure. The clan may have many British farmers in the
surrounding area working for it. Use this table to determine what type of clan the hero was born into.
2D6 Skill
2 Mounted Combat
3 Evade
4 Read Tracks
5 Killing Blow
6 Silent Movement
7 Hard to Kill
8 War Cry
9 Hiding
10 Find Direction
11 Far Throw
12 Evaluate
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43AD
Step IV – Events
The player should roll for three random events that took place during the character’s more recent years. Use
1D100. Apply any benefits or penalties immediately. It might be possible to use the three events to create a
narrative, ading depth to the character’s past, or even to reword them, but retaining the general feel and result
of the event.
1D100 Event
01-03 You once became lost on a winter expedition (+2 HITS).
04-06 Traders from Gaul arrived, you gained 3 cows worth of goods.
07-09 You killed several members of a rival tribe in battle (gain an enemy).
10-12 You wounded a friend by accident.
13-15 You almost drown while crossing a river (+1 on any river crossing attempt)
16-18 The chief offers you a sword, but another hero claims it was his, stolen from him
and wants it back. Who do you dishonour?
19-21 Hidden Ones* steal your baby nephew, and despite your efforts, you are not able
to find him.
22-24 The clan fails to provide enough sacrifices for the local god, and all the cows in
the clan fall ill, many die (-½ cow).
25-27 You fight tooth and nail in a bloody inter-tribal battle, you lose a good friend and
vow to see the tribal champion that killed him dead by your own hand! (gain +1
MIGHT and an enemy)
28-30 You find an entance into a hollow hill, and the Hidden Ones* entertain you (+1
LEARNING)
31-33 Your aunt is dragged to her watery death by a local water goddess, she did not
give them an adequate offering.
34-36 You are captured by an enemy tribe and are put in chains and marched south to
be sold in a slave gang, but escape and get back home (+2 HITS)
37-39 Injured badly during a fight with another tribe (-2 HITS permanently)
40-42 You do well on a night-time cattle raid, gain ½ cow.
43-44 You capture prisoners in battle and sell them as slaves, your share is 3 cows.
45-46 You build your own roundhouse with help from the community (+1 CRAFT).
47-48 You begin a dangerous affair with a girl from a rival clan. Keep it secret!
49-50 Find a mysterious artefact in the forest.
51-52 Forced to betray your own father and his clan, but this is a secret you keep.
53-54 Injured during a hunt (-1 HIT permanently).
55-56 Win all the glory during a hunt (+1 FATE).
57-58 You save the life of a powerful clan chief (gain an ally).
59-61 The god bestows his blessings on you (+1 LEARNING)
62-64 You fight bravely in a tribal war for your chief and are recognised for it (gain 2
cows)
65-67 Insults a veteran warrior who threatens to exact a terrible revenge (gain an
enemy).
68-70 You rescue a stranger from a rival clan (gain an ally).
71-73 You are forced to surrender to a foe and are ransomed back (shameful!) -1 FATE.
74-76 Marry a girl from a neighbouring clan (gain an ally).
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43AD
77-79 Wife dies in childbirth, you are bringing your son/daughter up alone (+1 CRAFT)
80-82 You receive a steady stream of insults from a wealthy and powerful clan intent
on forcing you to break the peace between your two clans.
83-85 Upon initiation into the clan your father hands you a wonderful sword as an
heirloom.
86-88 During your initiation the tribal god spoke to you through an animal familiar.
Seeing a member of this species is lucky and will restore your FATE score.
89-91 You are left behind on a cattle raid and captured by a rival tribe, but you escaped
before you were to be sacrificed to the tribe’s god (+1 FATE).
92-94 Your uncle shows you how to rehaft your spear and repair your sword hilt (+1
CRAFT)
95-97 Chief favours you over your brother, causing emnity and jealousy (gain an
enemy).
98-00 A druid teaches you the full history of the clan, and tells you that you will play a
crucial part in its future (+1 LEARNING).
* Hidden Ones are supernatural beings far removed from the Living Land.
Step V – Magic
Organisation, discipline and equipment may differentiate the tribal warrior from his Roman counter-part, but
what really sets him apart is his use of tribal magic. Warriors who have been initiated into the tribe are taught
a number of magical effects. Every hero is taught two spells, Protection (level 1) and one other of his choice.
Protection is a vital defensive spell triggered through the use of spiral symbols, tattooed onto the naked skin.
The second spell choice can be Protection-2 if desired.
A warrior can cast any of these spells instantaneously. Each casting costs the player character 1 HIT which is
recovered as normal (see the chapter on Combat in 43AD). Either select, or roll on the following table for the
character's two spells.
Spell List
Bearskin: This provides an armoured skin for the warrior worth 6 dice of 2D6 Spell
2,3 Green Man’s Grip
protection. Duration: 3 turns.
4 Epona’s Gallop
5 Faithful Hound
Epona’s Gallop: The warrior can move quickly, and gains an extra attack 6 Bearskin
each turn. Duration: 3 turns. 7 Hammer of Sucellos
8 Salmon Leap
Frenzy – The warrior enters a violent frenzy and his MIGHT is raised by 9 Winged Spear
10 Wild Boar Charge
+1 for 3 combat rounds. The spell must be cast during the fight, not before.
11,12 Frenzy
Casting Frenzy has a draw back, the warrior will suffer 2 HITS at the spell’s
end. Extra HITS spent to cast the spell will prolong it, at a rate of 1 HIT = 1 extra combat round.
Faithful Hound: Casting this spell at the moment a wound is suffered will negate the wound without it taking
effect. Duration: Instant.
Green Man’s Grip: Brambles, roots and weeds hinder the warrior’s foe, bringing him to the ground. He must
fight from the ground for three turns. Duration: 3 turns.
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43AD
Hammer of Sucellos: This is a shield smash spell. Once cast the warrior will be able to destroy his opponent’s
shield, whether he hits his foe or not. Duration: instant.
Salmon Leap: In a graceful feat of acrobatics, the warrior is able get a great advantage over his foe. It must be
cast when he has advantage points saved up (see the Combat chapter of 43AD for more details), and this spell
adds +3 to the advantage point score. Duration: instant.
Wild Boar Charge: In a powerful rush toward the enemy, the warrior gains a +2 to hit for one turn only.
Duration: one turn.
Winged Spear : A thrown javelin will return to the caster as soon as it has struck. The javelin will continue
doing this until the spell runs out. Duration: four turns.
Roll once on 2d6 on the table for an ally, and again for an enemy. The result indicates an NPC's occupation or
role. If rolling for an enemy then roll another 2d6 to determine the origins of the animosity. Enemies will
usually hail from other clans. These NPCs are active in the character's life and are part of his concerns as the
game opens. It may be possible to create a narrative that involves a number of these NPCs, as well as any
incidents which may arise from a roll on the Event Table (see Step IV, above).
24
43AD
Step VII - Background Details
There are a host of lesser details that can be created for a player character, details that really bring that
character to ‘life’ in the imaginations of the players. Players needn’t write reams of background history - a
short paragraph should suffice, outlining the events in the character’s life and the changes that affected him.
Appearance
The appearance often becomes a visual description of the hero’s past life or personality. Players should do their
characters a favour and give a brief written description of their character for all to read. Note, however, that
long-sleeved tunics with trousers are universal amongst Britons, though they may favour going topless (if
male!) in hot weather, or when in combat. To personalise a hero, think of a trademark ‘look’. A a scar, a
distinctive top-knot, tall, short, blue eyes, crooked teeth, a cackling laugh, a whisperer, cracks his knuckles,
wears rings, has a broken nose, stubble, a short pointy beard and so on and so on. Just one or two ‘quirks’ will
keep an image of that character fresh inside of everyone’s head ...
Names
Native Tribal names are of the Brythonic dialect of the Celtic language. These names continued in use with the
rural population and many townsfolk who did not fully adopt Roman culture. Certainly, anyone who became a
Roman citizen (or joined the army) took up a full Roman name to display their new allegiance. There are three
ways to create British names. First, use the list of names provided. Second, create your own name using root
words. Third, and best used ‘on-the-fly’ use Celtic Irish names, often easy to remember and conjuring up the
period well.
List of Names: Note that many of the following names are made up separate units that can easily be swapped
about to create a new name. All names in these lists are the male version. To create a female name, take one
given in the list and change the ending 'os' or 'o' with 'a'; Alarcos becomes Alarca.
25
43AD
Create Your Name: Many British names were composite, made up of a root with a prefix or suffix. Some roots
could be put together to create a name. Male and female had different suffixes (-os is masculine and used in the
lists below; change this to an -a for feminine). Use the tables below to create your own tribal British name.
Prefixes Suffixes
Agr- (prefix): slaughter -acos -iskos
Ario- (prefix): noble -alis -issos
Prastu- (prefix) magic -anos -osus
Ro- (prefix): great -gnos -una
So- (prefix): good, very -inos -tamos
Soli- (prefix): sight
De- (prefix): god
Ux- (prefix): over, above
Vid- (prefix): see
Vor-, Ver- (prefix): over, great
Wealth
The British tribes tend not to use coinage (although coins were minted by some of the sophisticated southern
tribes in the 1st century AD). Instead a system of barter was used to trade for much needed items, while gift-
giving from a clan chief or tribal chief provided items of luxury and status. When player-characters are trading
goods, they can compare prices using the iron-bar or cow, but can then trade fairly using that yardstick. They
don't actually need to barter three cows from their clan for a chariot and two ponies. Anything can be used, as
long as the recipient wants what you have to trade, and even then he might know someone else who he could
trade it to next. A full list of comparative prices are found in the 43AD main rulebook. As a rough guide, a
spear or shield costs 1 cow, a hooded cloak costs 2 cows and a sword and scabbard costs 3 cows. Something
smaller, such as a small iron knife or bronze bracelet costs ½ cow.
Initial Equipment
Carrying Equipment
How much can a warrior carry? Players have a tendency to overload their characters, picking up equipment,
loot, new weapons and so on without thought. The rule should be 'carry what's valuable, ditch the rest'. As a
rule of thumb assume that a character can comfortably carry MIGHT + 8 items, this is his Load Capacity. An
item is an object that can held in one hand (like a dagger, quiver, helmet or a sword). Larger objects, often
two-handed objects (such as spears, shields and bows) count as two items. Some items (pouches, hats etc.) are
either too small, or counted as being worn. Armour is as heavy as its Armour Value. Being encumbered (ie.
going over your MIGHT + 8 maximum) results in half speed and - 1 on all physical actions. No one may
encumber themselves beyond MIGHT + 14 items.
27
43AD
An honour 7 warleader would begin the game (as a PC or more probably NPC) with 12 Cows worth of
personal wealth. He will also gain 4 more skills and 4 more spells. He may take some of those spells as extra
levels of Protection (up to a maximum of Protection 4)
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43AD
29
43AD
30
43AD
Oh Druids, now that the war is over you return to your barbaric rites and sinister ways.
You alone know the ways of the gods and powers of heaven, or perhaps you don't know at all.
You who dwell in dark and remote forest groves, you say that the dead do not seek the silent ream of Erebus
or the pale kingdom of Pluto, but that the same spirit lives again in another world and death, if your songs are
true, is but the middle of a long life.
Lucan, Civil War
Although druids were described in 43AD the main rulebook, and spells listed there, the need still exists for a
method of druid creation. Those rules are presented here, perhaps as a rogue player character, more likely as
an NPC.
There are eight main steps to character creation, but each step is very simple and quick to resolve.
STEP I Attributes
STEP II Origins
STEP III Skills
STEP IV Events
STEP V Magic
STEP VI Allies & Enemies
STEP VII Background Details
STEP VIII Wealth and Equipment
Step I - Attributes
To create a druid, the GM needs to determine the value of various attributes that describe him, his abilities,
strengths and weaknesses. The primary attributes are MIGHT, FATE, HITS, CRAFT, LEARNING and
HONOUR. There are also two other attributes which will be dealt with later on in the chapter on fighting
battles - COMBAT and ARMOUR.
MIGHT
A measure of strength, physical prowess, and fighting ability. Druid MIGHT is 1.
FATE
Luck and the will of the Gods. Fate is also a measure of the adventurer’s inner power and is used for all manner
of tasks, from spotting an ambush to holding your breath to sneaking past a guard. Typically between 2 and 6.
HITS
The adventurer’s toughness, endurance and bodily health. At 0 HITS he is dying. Typically between 8 and 13.
31
43AD
CRAFT
A measure of the druid’s ability to perform basic manual tasks. Initial score is 1.
LEARNING
A measure of wisdom and social skills such as persuasion and leadership. Typically between 2-6.
HONOUR
A measure of social status within the tribe. A starting druid character will begin the game with Honour 3,
since he is recruited as a youth from an honourable clan.
Determine Attributes
In a game where players prefer a random generation, then they must roll 1d for LEARNING and FATE (always
re-rolling a ‘1’ result). HITS should be generated by rolling 2d+10. In a game where players prefer allocation
of attributes, then allow the a pool of 12 creation points between LEARNING, FATE and HITS. The player
should keep in mind that 2 is the lowest score possible for LEARNING and FATE and that 6 the highest. For
this system he can set HITS at any number between 1 and 6. Finally, when his allocations are completed, the
player must add +7 to his HITS. This new figure is his character’s final HITS score. MIGHT and CRAFT begin
at 1.
Step II – Origins
The player character is typically from a lesser-known noble clan that is affluent and honourable, but there may
be some unusual circumstances surrounding the druid’s recruitment into the order.
2D6 Skill
2 Detect Lies
3 Evade
4 Read Tracks
5 Evaluate
6 Silent Movement
7 Healing Herbs
8 +1 CRAFT
9 Hiding
10 Find Direction
11 Seek Audience
12 Work Horse
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43AD
Step IV – Events
The player should roll for three random events that took place during the character’s more recent years. Use
1D100. Apply any benefits or penalties immediately. It might be possible to use the three events to create a
narrative, ading depth to the character’s past, or even to reword them, but retaining the general feel and result
of the event.
1D100 Event
01-03 You once became lost on a winter expedition (+2 HITS).
04-07 Traders from Gaul arrived, you gained 3 cows worth of goods.
08-12 You have helped build holy shrines and nemetons for a local tribe (+1 CRAFT)
13-15 You almost drown while crossing a river (+1 on any river crossing attempt)
16-18 You fail to settle a clan feud resulting in many deaths.
19-21 Hidden Ones* steal your baby nephew, and despite your efforts, you are not able
to find him.
22-26 A member of your family is missing, you believe the Hidden Ones* have taken
them.
27-30 You find an entance into a hollow hill, and the Hidden Ones* entertain you (+1
LEARNING)
31-35 Your aunt is dragged to her watery death by a local water goddess, she did not
give them an adequate offering.
36-42 Success in resolving a long running feud results in a reward from both parties (+1
honour, +2 cows worth of trade goods)
43-44 You have spent several years in Hibernia (Ireland), learning from the druids
there (+1 LEARNING)
45-46 Your druid master was harsh and beat you during training (-1 HITS)
47-48 You begin a dangerous affair with a girl from a rival clan. Keep it secret!
49-50 Find a mysterious artefact in the forest.
51-52 Forced to betray your own father and his clan, but this is a secret you keep.
53-54 One of your judgements was in error and a veteran warrior has vowed
vengeance.
55-56 A curse on a clan sends your partner mad and sends you screaming.
57-58 You save the life of a powerful clan chief (gain an ally).
59-61 The god bestows his blessings on you (+1 LEARNING)
62-64 While defending a rath against dark creatures, you lost a friend (+1 MIGHT).
65-67 You are forced by the design of the gods to sacrifice a kinsmen to them in order
to bring back the good weather and the fertility of the crops.
68-70 You rescue a stranger from a rival clan about to be sacrificed (gain an ally).
71-73 You make a judgement against a prince of the tribe – this increases your
reputation+1 honour.
74-76 Your initiation was brutal, but taught you about self-discipline and willpower (+2
HITS).
77-79 Pressure from a royal family forced you to travel far away and begin a new life
80-88 You fought for your life against hideous supernatural monsters - and survived (+1
MIGHT).
33
43AD
89-92 A rival druid has tried to turn the local druid sect against you.
93-96 During your initiation the tribal god spoke to you through an animal familiar.
Seeing a member of this species is lucky and will restore your FATE score.
97-00 A druid teaches you the full history of the clan, and tells you that you will play a
crucial part in its future (+1 LEARNING).
* Hidden Ones are supernatural beings far removed from the Living Land.
Step V – Magic
A druid receives Protection-1 and 2 other spells (select or roll randomly)
– A druid can bless people, groups, raths, even tribes. The favour of the gods is
bestowed upon the recipient, and something that could go wrong – goes right. Blessing one
person costs 1 HIT, blessing a family costs 3 HITS, blessing a clan costs 9 HITS and blessing a
tribe costs 27 HITS. Druids can team up to share the burden, and the HITS cost. Typical
blessings include a good harvest, a cow or wife having an easy birth, a hunting trip, battle,
loo , .W P , .
2d6, that counts as a single reroll.
Counterspell - A spell of protection against spirits, demons, ghosts and the magical powers of
monsters, witches or black druids. When attacked by a spirit, magical force or spell this power
gives the user (only) a +2 bonus on his FATE score (for defensive purposes only). A Counterspell
power lasts for 10 minutes.
34
43AD
Dancing Harp – Music and song is powerful, druids learn early on how to play the harp and
tell stories of legends, kings, battles and monsters. Dancing Harp is a spell of group magic, the
song influencing the emotions of any or all of the listeners should the FATE roll of the most
distinguished listener be unsuccessful. The druid may target a specific person or group of people,
by a careful wording of his song. How does the druid want to influence his audience? His
intended effect determines the cost of the spell in HITS. To be liked and trusted costs 1 HIT. To
temper an emotion, turning hatred into anger, or friendship into love, costs 2 HITS. To summon
, 3 , y
, ! sts 4 HITS. The emotions are not
magical and do not wear off suddenly.
Eye of Balor – Druids can curse their enemies, as well as members of the tribes who have
broken the laws. The druid vents his fury at the victim, closing one eye, standing on one leg and
pointing with one hand, and the curse takes effect if the leader of that group fails a FATE test. It
is the opposite of a blessing. A druid can curse people, groups, raths, even tribes. The disfavour
of the gods is bestowed upon the recipient, and something that could go wrong – does go wrong.
Cursing one person costs 1 HIT, cursing a legionary squad costs 3 HITS, cursing a century costs 9
HITS and cursing a legion costs 27 HITS. Druids can team up to share the burden, and the HITS
cost. Typical curses include a bad harvest, a cow or wife having a miscarriage, a disastrous
, , , .W P ,
Master decrees that any doubles rolls on a 2d6 roll (double 4, double 6 etc.) made by the player
become catastrophic fumbles with terrible repercussions. The curse ends after the first fumble,
unless the druid invested extra HITS in the spell, every extra HIT extends the spell to one more
fumble...
Frenzy – This spell can be cast on a friendly warrior, or on an enemy. If cast on a friend, the
target enters a violent frenzy and his MIGHT is raised by +1 for 3 combat rounds. The spell must
be cast on a warrior who has already begun to fight. To raise MIGHT by +2, the druid must
spend 3 HITS, to raise MIGHT by +3 he must spend 6 HITS. Casting Frenzy on a foe causes that
foe to become confused. If he fails a FATE roll he will consider his own comrades to be the
enemy! Extra HITS spent to cast the spell will prolong it, at a rate of 1 HIT = 1 extra combat
round.
Glamour – Using this spell the druid can alter the appearance of one person (or himself). He
y , .
off in twelve hours unless another HIT is used to maintain the spell. Note that this is an illusion,
the druid looks and sounds convincing, but his mannerisms and behaviours may give him away,
depending on circumstance.
35
43AD
Healing Spirit – The druid calls upon a healing spirit which will, if placated with a FATE point
from the injured person, restore 6 points . y
maximum of their initial value by this method, and the spirit may only visit him once per day
(maximum).
Oracle - This spell requires the use of specially marked knucklebones. These are shaken like
dice and cast onto the ground for a reading. They are used to decide between two or more
, .
power cannot be used to resolve complex problems, only obvious choices (which path to take,
which inn to stay at, which boat to hire, etc.). In this way bad choices can hopefully be
eliminated.
Protective Magic – A common protective spell, used by druids and warriors. It requires tattoos
(which by their very nature are permanent). There are four levels of this spell, costing 1, 2, 3 or
4 HITS respectively. Each provides a level of magical armour value, AV 1, 2, 3 or 4, with the effect
lasting for ten minutes once invoked. This is the only spell that druids teach to the warriors for
their own protection. It involves revealing, or having exposed, y tattooed spirals
in order to gain the effect. Protection cannot be increased beyond 4. Note that to work, the spell
requires that the character expose tattooed areas of his body. For level 1 it is his face, for level 2
his chest. For level 3 his chest and arms, and for level 4 his arms, chest and legs! Armour can be
worn if possessed.
Shapeshifting – The druid can change himself into a proud and powerful wild animal, perhaps
an otter, a crow, a bear or a mouse. He retains his intelligence, memory and personality, but his
clothing and equipment magically vanish until the druid returns to normal. The transformation
(either way) will require 10 minutes and last for up to 3 hours.. A transformed animal cannot
speak human languages or use human tools.
Roll once on 2d6 on the table for an ally, and again for an enemy. The result indicates an NPC's occupation or
role. If rolling for an enemy then roll another 2d6 to determine the origins of the animosity. Enemies will
usually hail from other clans. These NPCs are active in the character's life and are part of his concerns as the
36
43AD
game opens. It may be possible to create a narrative that involves a number of these NPCs, as well as any
incidents which may arise from a roll on the Event Table (see Step IV, above).
Initial Equipment
Flint & Tinder Staff +0
Pouch Dagger +1
Cloak and Brooch 1 Cow worth of Trade Goods
Silver Torc
37
43AD
38
43AD
IV DUN CARANTOS
The region around the Somerset Levels, in the west of England, makes an idea setting for a 43AD game. Here,
three different tribes meet, their borders acting as both barriers, trade routes and places of inter-tribal tension.
With three tribes so close together, there is plenty of opportunity for raids, feuds and full-scale warfare.
This chapter provides details of a regional dun, the home of a major hero of the South Dobunni, a nobleman
who can act as a patron for the player characters. They will form part of his warband and receive gifts from
him as they carry out quests, investigations, raids and other favours.
Geography
The Somerset Levels sit at the crossroads of the three tribal regions, this is a low-lying area of reed-swamps
flooded for most of the year. Standing water, lakes, and water-logged marsh make travel and settlement
difficult. At its centre stand two lake villages, standing high on artificially raised mounds (Dun Dubris is
Glastonbury). West the land rises quickly to become first the Quantock Hills and then the bleak, heather-clad
wilderness of Exmoor. This is the land of the Dumnonii. South-east of the Somerset Levels are the lands of the
warlike Durotriges and two of their greatest hill-forts, Ham Hill (‘Dun Uxellos’) and Cadbury Castle (‘Dun
Cador’), guard the approaches to their territories and the rest of southern Britain. The great Aedu Forest
dominates the Durotrigian lands in this area.
North of the Somerset Levels, along the line of the River Brue (‘River Briu’), the Dobunni tribe thrive. The
Dobunni hold the lands to the east of the mighty river Severn (‘River Sabrina’) and for centuries have been
divided into the North and South Dobunni. Sometimes coming together, often living apart, the South Dobunni
currently have their own king. The river Avon (‘River Abona’), running through modern Bath and Bristol, is
the border between north and south Dobunni. The PCs are of the South Dobunni tribe.
Historical Note
As with Danum in the 43AD main rulebook, almost everything in this chapter is based on archaeology,
allowing the GM to look up the locations, find photographs and carry out additional research as desired. Dun
Carantos is Maesbury Castle, Dun Orgetoros is Small Down Camp and Dun Comus is Bathampton on the River
Avon.
CLAN CARANTOS
Carantos is a major hero of the South Dobunni, a man of honour 5 living in a large and impressive dun with his
servants and his warband, of which the player characters are part. Carantos is their patron, it is from him that
they receive gifts, treasure, board and lodgings. It is from him they receive requests to defend his clan, to right
wrongs and search out ill-doers in the surrounding countryside. In roleplaying terms, he is their “boss!”
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43AD
Carantos leads the clan Carantos amidst the limestone Mened Hills. It is a powerful and wealthy clan of
warriors owning land and having many client clans of famers in the surrounding area. Carantos knows King
Comus, chief of the South Dobunni personally, and is a client of his. THe clan Carantos is haunted by spirits of
his ancestors and these spirits need appeasing. On storming nights, when the wind howls, folk can hear the
spirits of murdered women screaming on the night air. These screams are actually harpies, and anyone out
during a storm in the area may find himself face to face with them. The harpies are far more dangerous at the
festival of Samhain.
Leucos, Carantos’ son, is a warrior of honour 6, more than that of his father and the clan as a whole. He has
hunted and killed heroes from the neighbouring clan of Orgetoros and now a state of war, a feud, exists
between the two clans. No-one knows what drives Leucos’ passion, but his father is at his wits end trying to
rein him in. There is a rumour that it is connected to Leucos’ mysterious visit to the Hidden Ones inside one of
their Hollow Hills.
Clan Carantos
Clan Honour: 5
Families: 4
Slaves: 0
Servants: 6
Craft Clans (Honour 2): 3 [Potter, Blacksmith, Wheelwright]
Client Clans (Honour 1): 15
Client Clans (Honour 3): this number equals the number of PCs
Client Clans (Honour 4): 2
The player characters are ‘honour 3’ clients of Carantos, they come from client clans owing fealty, and serve as
members of his warband, living at his dun, eating at his feasts, accompanying him on hunts, raids or visits to
other chiefs.
OLD CARANTOS
MIGHT3 FATE 6 CRAFT 1 LEARNING 2 HITS 12 COMBAT/AV 6/3*
Clan Chief Clan Type: Haunted HONOUR: 5
Appearance: Hunched figure, dark-haired and moody Wealth: 30 Cows
Background: Once badly wounded. The gods once spoke to him at his initiation, and because of this, Carantos had
special instruction from the druids. He resents the glory and impudence of his own son, Leucos, trusting more to his
champion, Cunobelin. This causes friction.
Allies/Enemies: Ally is an honourable hero, Cunobelin (honour 6), who acts as his champion. Enemy is Voricos a great
hunter from the rival clan, Orgetoros.
Skills: Work Horse, Hard to Kill, Warcry, Killing Blow
Spells: Protection-2, Epona’s Gallop, Faithful Hound
Kit Choice: Sword+2, Flat Shield+1, Helmet, Spear+2, Gold Torc, Dagger+1
*includes use of Protection magic
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43AD
LEUCOS
MIGHT2 FATE3 CRAFT 1 LEARNING2 HITS 14 COMBAT/AV 5/3*
Chief’s Son Clan Type: Haunted HONOUR: 6
Appearance: Tall and lanky, Leucos is a wily hunter of men Wealth: 8 Cows
Background: He has begun a feud with neighbouring Clan Orgetoros, he once almost drowned in the Isca, and he is
reputed to have been entertained by the Hidden Ones inside a hollow hill. He has become reckless and refuses to listen
to his father, who does not want a feud with clan Orgetoros. Leucos seems to have a death wish.
Allies/Enemies: Ally is Fer, a doubtful hero, but a great friend of Leucos, he is disliked by the chief. His enemy is
Orgetoros, because Leucos massacred three of his warriors in an ambush. It began the feud.
Skills: War Cry, Hiding, Read Tracks, Double Strike, Silent Movement
Spells: Protection-3, Wild Boar Charge, Green Man’s Grip
Kit Choice: Sword+2, 4 Javelins+2, Dagger+1, Flat Shield+1
BRICTOS
MIGHT 6 FATE 3 CRAFT 1 LEARNING 1 HITS 18 COMBAT /AV
9/2*
Warrior Clan Type: Subjugated HONOUR: 5
Appearance: Looming frame, dark hair and blue green eyes, shabby Wealth: Cows 4
Background: A dark cloud follows this warrior, badly in battle but shuns the company of others in times of
peace. An outsider from his clan but loyal to his new chief and guards his honour as much as his own.
Skills: Killing Blow, Find Direction, Two Attacks, Far Throw
Spells: Protection-2, Faithful Hound, Bearskin
Kit Choice: Spear+2, Knife , Sword+2, Flat Shield+1, Cape
MAGLOS
MIGHT 3 FATE 2 CRAFT 1 LEARNING 1 HITS 13 COMBAT/AV 6/2*
Warrior Clan Type: Impoverished HONOUR: 3
Appearance: Dark bearded , sullen looking with limp in his late 30’s. Wealth: Cows 1
Background: He once crossed a druid and his life has never been the same since.
Skills: Evade, Silent Movement
Spells: . Protection-2
Kit Choice: Javelin+2 , Small Round Shield+1 , Hand Axe+1
41
43AD
RIANORIGOS
MIGHT 4 FATE 3 CRAFT 1 LEARNING 1 HITS 19 COMBAT/AV 7/2*
Warrior Clan Type: Warlike HONOUR: 3
Appearance: Stocky redhead with scar on his forehead Wealth: Cows 1
Background: All he wants is to die with glory in battle to be honoured and remembers by the clan. But he keeps
living despite his actions. Never one to tell to head the line. As run in with a number of other tribal warriors
outside of battle.
Skills: War Cry, Hard to Kill
Spells: Protection-1, Frenzy
Kit Choice: Sword & Scabbard+2 , Flat Shield+1, Helmet
ESCOS
MIGHT 2 FATE 1 CRAFT 1 LEARNING 1 HITS 11 COMBAT/AV 4/1*
Warrior Clan Type: Haunted HONOUR: 3
Appearance: Short, dark haired with a child’s face. Wealth: Cows 1
Background: Prefers the woods to the battlefield but his aim is too good to be allowed to avoid the Glory of battle.
Skills: Evade, Read Tracks
Spells: . Protection-1, Green Man’s Grip
Kit Choice: Bow , Quiver & 12 Arrows, 2x Javelins, Spear+2
LITUGENOS
MIGHT 3 FATE 2 CRAFT 1 LEARNING 1 HITS 14 COMBAT/AV
6/1*
Warrior Clan Type: Cursed HONOUR: 3
Appearance: Fair haired , athletic youth , long limbed, constant smile Wealth: Cows 1
Background: Always one to lead and has eyes for a chieftain’s daughter, any chieftain’s daughter and wants to
marry into power. This has got him into trouble before.
Skills: Hiding, Find Direction
Spells: Wild Boar Charge, Protection-1
Kit Choice: Spear+2 , Knife , Small Shield+1
VINDEX
MIGHT 4 FATE 5 CRAFT 1 LEARNING 1 HITS 15 COMBAT/AV 7/2*
Warrior Clan Type: Secretive HONOUR: 3
Appearance: Tall , Grey haired , lean with a hungry look , hunters eyes Wealth: Cows 1
Background: He says little but when he does all listen. Little is known of his life before he joined the group. Some
think that there is something Fay about him as if he has been in the presence of the Old Ones.
Skills: Read Tracks, Killing Blow
Spells: .Bearskin , Protection-1
Kit Choice: Spear+2 , Knife , Cape, Sword+2, Flat Shield+1, Helmet
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43AD
CLAN ORGETOROS
Orgetoros is in his late 40s, his wife died in child-birth and the HIdden Ones stole the baby. This is clan
Orgetoros’ secret. His wife returned from the dead as a ‘flower maiden’, she does not age, she remains 16 years
old and has remained so for the past ten years. She is a gift of the Hidden Ones.
There is a single lage Hollow Hill (bronze age burial mound) at the entrance to Dun Orgetoros, and strangely
there are twelve smaller Hollow Hills running in a line across the middle of the dun. This is a special site, an
ancient site and must be protected. The Hidden Ones demand the fierce loyalty of the clan, even though few
ever see them.
Currently a feud rages between clan Orgetoros and clan Carantos, due to the wild and vainglorious actions of
Carantos’ son, Leucos who hunts heroes for his own sport. Leucos seems determined to build up his reputation
(and honour) at this clan’s expense. He must be stopped.
Clan Orgetoros
Clan Honour: 5
Families: 6
Slaves: 0
Servants: 9
Craft Clans (Honour 2): 3 [Potter, Blacksmith, Wheelwright]
Client Clans (Honour 1): 15
Client Clans (Honour 3): 4
Client Clans (Honour 4): 1
43
43AD
44
43AD
ROMAN INVASION
Should the GM wish to set the game at the time of the Roman invasion, then the map (above) and the
following guidelines should help.
43-45 AD
It was the Second Legion, led by the legatus Vespasian, which was tasked with the conquest of the tribes along
the south coast of Britain in 43 and 45 AD. There was plenty of blood spilt as hillforts were attacked and taken.
In 45 AD the Second came up against the warlike Durotriges who fought tooth and nail, their hillforts were
some of the largest and most formidable defensive fortifications Britannia had to offer. The entire legion was
put to work at each fort, artillery set up, camps built, raids and offensives executed, until a great push of men
could be carried out, taking the fort by storm some weeks or months later. South of Aedu Forest, the big
battles took place; first Hod Hill was taken in a violent struggle along with several lesser forts. These captured,
Vespasian took on the grandfather of hillforts, the stunningly huge Maiden Castle. The legion, probably with
huge casualties, succeeded in entering and sacking that hillfort, almost bringing the tribe to its knees.
46 AD
Now Vespasian had to neutralize the threat of the last remaining hillforts in the northern Durotriges sector.
He marched on Dun Uxellos (Ham Hill) and Dun Cador (Cadbury Castle) – both on the map above. The
Romans have entered our world.... Throughout 46 AD his legion threw themselves at the defenses, perhaps
simultaneously, who knows? Did the chiefs co-operate? Or were they rivals, gloating at the other’s bad luck?
45
43AD
At any rate, hasty treaties and a quick round of gift-giving may have bound the South Dobunni up with the
Durotriges survivors ... the player characters might be involved with these sieges, perhaps as relief forces
coming to harass the Roman besiegers and their supply lines. Eventually, both duns fell under the Roman
hobnail. A Roman camp was established ontop of Dun Uxellos and another at a river crossing (Fort Lindinis).
The fightng was over.
47 AD
Early in the year, detachments were sent west to parley with the Dumnonii and secure their compliance with
a peace treaty. Others marched north (harassed and attacked by angry local clans) to secure the estuary of the
River Parret (River Uxella). This was a target for Vespasian, now supplies could be marched to the headwaters
of the Uxellos then shipped down its course to the Sabrina estuary were, further north, the Twentieth were
beginning their attacks on the North Dobunni. Vespasian considered the sector ‘secure’.
A new governor arrived in Britain late in the year, Ostorius Scapula replaced Aulus Plautius and become
Britannia’s second Roman governor. Immediately insurrection broke out everywhere. He marched with the
legions to quell the Deceangli, to northern Britain to fight the Brigantes and east to fight the Iceni. The
western border received little attention. Yet the Roman garrisons found themselves surrounded by a hostile
tribe that began a low-level campaign of harrassment and obstruction. Patrols went missing, supply trains were
attacked, new recruits marching to the forts were massacred. Nothing to great to attrack Ostorius Scapula’s
attention, to be sure. The Second Legion established another frontier camp at Fort Axabrigus to protect this
vulnerable area from the Dumnonii. The new legate sent warnings to Scapula, all were unheeded.
48 AD
The Roman detachments try to master the region, a permanent route is established to the new Fort Iscalus, on
the Sabrina estuary, with watch-towers and regular patrols. The Uxellos is now a Roman river. Meanwhile,
Roman troops seem to be searching for somthing, north of Fort Lindinis, but what? Skirmishes with local clans
are now an everyday occurrence, but the frontier holds. The PCs will surely get involved in these raids and
strikes!
49 AD
Another route, a Roman road striking north, is begun this year. It will cross the marshes of Glandomiros,
heading for the holy shrine of Aquae Sulis, here the road will connect the Second Legion with the Twentieth,
further up the River Sabrina (Severn), off the map. This will go straight through the Mened Hills (Mendips)
and straight past Maesbury hillfort. The tribes of the South
Adventure Seed
Dobunni try to stop the legionnary detachments pushing
north with fierce resistance. The PCs are defending their Local Glastonbury legends tell of visits to
homes now! Somerset by Joseph of Arimathea and the
young Jesus. What an earth this has to do
50 AD with the legion in this sector is any
body’s guess... but when Jesus’ body was
The PCs can get involved in big battles this year. Dun Comus
removed from the tomb (circa 30 AD),
falls in a pincer movement, the survivors (including King
did Joseph bring it back here? Tradition
Comus) retreat to the duns of the Mendips. Now the
may hint at such, but who knows, and if
detchments of the Second legion enter the hills and begin
he did, what about the Shroud and the
fighting the remnants of Comus’ warbands, and of course the
Spear of Destiny? And let’s not foreget
PCs and the other clients of chief Carantos get involved. Of
centurion Longinus from the main
course, the duns must fall, and the survivors, includsing the
rulebook...
player characters should they make it, retreat south.
46
43AD
51 AD
A few brave warbands hide out in the marshes around Dun Dubris (Glastonbury) and Dun Glandomiros. From
here they are safe in the marshes, swamps and waterways, living on the raised islands hidden from Roman
view, striking at Roman units outside the marsh. Like Robin inside Sherwood, the PCs are safe here. The
marshes of Glandomiros. From here a glorious campaign of native resistance can begin that may last several
years!
60 AD
After this time roads are built on the routes forged by the legions, and a permanent fort is established at
Lindinis to guard the trade route and form a focus of settlement for the populations displaced from the duns
around-about. Fort Uxellus and Fort Axabrigus, both temporary camps, are abandoned.
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43AD
V RULES OF WAR
In that instant there came a warning yelp of trumpets and a swelling thunder of hooves and wheels, as round
the curve of the hill towards them , out of the cover of the woodshore, swept a curved column of chariots.
Rosemary Sutcliff, The Eagle of the Ninth
Warfare defines 43AD. The Roman province of Britannia was created out of the blood of iron-age Britons -
empire-building, after all, is a messy business. The focus of a roleplaying game, however, is a single role, a
player-character that acts as a vehicle for the player, a vehicle which becomes his eyes and ears. When large
scale warfare looms, the player characters will be inextricably drawn into the ensuing conflicts. They will fight
hand-to-hand and face the terrifying reality of ancient warfare on the battlefield at first hand. Players can
never truly experience the thrill, tension and excitement of ancient war, and it is the GM's job to give that
experience to them. This immediacy is always the GM's primary focus when war breaks out. Players might
take an interest in the strategy, they may even be dictating the strategy! Yet the characters must feel the bitter
taste of battle. This is no war game.
Yet these battles will take place within the setting, and the GM must have some method of determining the
outcome. This section gives the GM a number of ways in which he can determine which side is victorious,
which is defeated, and what the player-characters experience.
This chapter describes two ways of looking at large-scale combat, at two different scales. The Skirmish lets the
PCs fight in battles that run to 200 warriors a-side, with their actions determining the fight's outcome; Big
Battles provide a simple rules mechanic that gives GMs the winner and loser, along with the casualty rate of
battles that can involve tens of thousands of soldiers. Players will want to know how they fared in these epic
meat-grinders, and the section entitled Surviving Big Battles meets that need. It explains the big battlefield
experience purely from a roleplaying point of view. Once the GM has determined the outcome, and flow of
events, he can run the PCs through the rules in Surviving Big Battles to find out what happened to them.
BIG BATTLES
Opposed die rolls are made between two large armies facing one another on the battlefield. The winner is
decided on the 'best of three'. Casualty figures can be determined after the victor is identified. This simple
system works well when the numbers of participants numbers in the thousands, but can could still be used for
battles involving as few as 200 fighters on each side. For smaller conflicts, the GM is advised to use The
Skirmish rules, instead.
Let us imagine a great battle, fought between a column of invading Roman troops, and a force of Britons,
hastily assembled from three kingdoms. The Roman legion, with 800 auxiliary cavalry in support is deploying
into a broad valley; the 3,000 tribal warriors, with 18 pairs of chariots and 600 cavalry in support, are ready to
48
43AD
face the invaders, and have the River Deva on one side of them, and woodland on the other. The Britons have
hidden fierce warriors in those woods.
These variables only apply if they represent a significant portion of the military force. Twenty untrained levy
in a force of a thousand naked fanatics will have no impact (just make up numbers and hopefully push up that
ratio). If the variable is significant (not even predominant) it counts. Just add them up and apply them to the
Combat Score.
The tribal resistance is outnumbered almost 2:1, and is facing tough well trained close-order troops. Yet the
Britons have chariots! And a well placed ambush! Things may yet go their way …
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43AD
Resolving the Battle
A single six-sided die is needed to resolve the battle, and this military contest is broken down into three
rounds. In each round the forces roll one die and add their Combat Modifier. The highest score wins the
round, and after three rounds the force with the most wins is victorious. Of course, battles may drag on. If
there is a draw, then stalemate ensues - there is a lull on the battlefield before renewed fighting. Discount that
round.
The furious first charge of the tribal warriors inflicts terrible damage on the Roman frontline! One to the
Britons!
The charge over, the legionaries begin their deadly, relentless butcher work. The chariots do not seem to have
made a serious impact on the fight.
The British ambush is discovered by the Roman cavalry and annihilated! The horsemen pursue the warriors
and sweep into the British flank. It crumbles and the tribes flee! A terrible defeat for the British kingdoms!
We have tried to 'interpret' these results using the information we have about the forces involved and the
landscape they are fighting in. The GM is encouraged to do likewise, bring these bare dice rolls to life … ! Of
course, the forces are not destroyed. A portion of those fighting are killed, but most flee for their lives, perhaps
to regroup days or weeks later in some safe place. Who survives - who dies?
Casualties
The winning side loses 5% of its entire force each time it loses a round.
The losing side loses 20% of its entire force each time it loses a round.
In the Battle of Deva Valley, the Romans were victorious and lost one round, therefore they lose only 5% of
their total force = 290 men. In contrast, the Britons were repulsed and hewn down in droves as they fled. They
lost 40% of their warriors = 1,440 men. The startling difference between casualty figures on the winning and
losing sides is typical for battles in the ancient world. Several hours of pushing, charging, hacking and
thrusting on the front ranks, followed by lulls and repeated pushing matches, produced fewer casualties than
modern Hollywood movies would suggest. But when the balance tipped and one side felt itself being pushed
back, the entire force felt a shiver of fear and panic. People began to run, no-one covered their comrades, and
the enemy swept after them mercilessly; the cavalry sent many fleeing soldiers to undug graves.
50
43AD
Objectives of the Battle
The default big battle scenarios are:
B) The Settlement. An army attacking an unfortified settlement. A large number of levy will be involved, and
there will be many civilians killed in the ensuing fight. Settlements count as rough ground.
C) The Raid. A raid on an unfortified settlement. The raiders must be cavalry, or fast-moving light infantry
and must number 300 - 1,500 troops. Because this is a raid, both sides lose 5% of their force each time they
lose a round. Should the raiders win, they achieve their objectives and flee. Should they lose, the defenders
repulse them and force them to scatter, disorganised, across the countryside.
D) The March. Harassing an army (of at least 2,000 men) on the march. Harassing troops must be cavalry, or
appropriately light-armed and fast-moving infantry (e.g. skirmishers/slingers in woods or hills). It essentially
follows the same rules as The Raid, being a raid on unready soldiers.
E) The Siege. Attack on a walled or fortified settlement. The defenders get an automatic +2 terrain advantage.
Fighting a siege outside the walls counts as flat ground. The aim is to get inside the walls, at which time the
besieging army has effectively won the battle and taken the town or hill-fort.
The casualty figures for a siege are different from those of a typical battle. The besieger loses 5% of his force for
each round he loses, whether or not he wins the battle. He cannot lose any more men than that. The besieged,
if defeated, will lose 20% of their military force for each round they lose, of the survivors 10% will be able to
slip away unnoticed (or fight their way out), while the rest will be enslaved, along with the civil population.
The GM must judge the length of a siege based on the fortifications, forces involved, supplies and access to
water.
The GM can guide the PCs through the following checklist of events:
51
43AD
gain honour. Give each PC hero the option to either stay in the ranks, or taunt the enemy (with a shield or
without one). Those that step out to taunt must defend themselves against the inevitable hostile missile fire.
The GM rolls to attack each of these brave heroes with a 2d dice roll. Any result of 10+ indicates a hit! Allow a
modifier of -1 if the hero was carrying a flat shield, but no modifier had he left his shield in the ranks. The GM
decides whether the missile was an arrow or sling, For those returning to the ranks alive (even if dragged by
comrades) 1 point of honour is gained, 2 points if the hero had been shieldless!
3. Random Event
Roll for a Random Event just prior to the clash of the front lines and the throwing of the pila (if one of the
forces is legionary). GMs should adjudicate these events as they would any normal roleplaying situation.
2d10 Event
2 March uphill
3 Cavalry charge
4 Cavalry flank attack
5 Pit-traps
6 Rainstorm
7 Contested ground
8 Javelin volley hits
9 Friendlies flee through unit
10 Arrow/sling volley hits
11 Flanked by infantry
12 Flanked by cavalry
13 High winds
14 Ambush in the flank!
15 Unit commander killed
16 Battlefield obstacle, rocks etc.
17 Thick mud
18 Javelin volley hits
19 Enemy infantry hit the rear
20 Artillery volley or carynx fanfare
52
43AD
6. Random Event
Roll for a Random Event.
7. Second Rush
After a lull, or a drawing back of the frontlines, the armies meet once again. There is no bonus available this
time for the British heroes who first taunted the enemy. Each player-character must fight a member of the
opposing army, continue until all are resolved, then move onto stage 8.
8. Random Event
Roll for a Random Event.
9. Third Rush
The third rush represents the final 'struggle' for the battlefield. The GM already knows which side is going to
win, and this will affect the outcome of stage 9. Each player-character must fight a member of the opposing
army. If the PCs are on the winning side the enemy force flees en masse once their one-on-one fights have
been resolved! The battle is won! Go to 11. If the PCs are on the losing side, then their own force begins to flee
and the opposing force advances. The player characters must flee once all of their combats have been resolved.
Should they stay, they must fight another 'rush', this time each PC battles two opponents. This continues,
with PCs fighting pairs of combatants, until the player-characters flee or until they die. Go to 10.
10. Escape
The battle has degenerated, and now hundreds or thousands of warriors are chasing the PCs and their friends
across the battlefield in an effort to kill them. The GM roleplays their flight into the nearest cover (a wood,
valley, marsh, town, etc) and subsequent events. Enemy soldiers catching anyone even vaguely suspected of
being involved in the battle will be summarily executed. Large, confident and heavily armed groups of
victorious soldiers will be combing the countryside around the battle-site for days searching for survivors.
11. Pursuit
The battle has been won and the enemy are in flight. The player-characters' unit might be ordered to pursue,
searching as a group for stragglers, die-hards and so on. All those found must be killed or (if not wounded)
captured and sold at Roman slave markets or sacrificed to the British gods. This search and kill duty will last
for several days. Alternatively, the unit remains close to the battlefield on some other assignment, or it is
ordered off on urgent business related to the changing military environment. In stage 11, anything that the
player-characters spot lying around, they can take - swords, bracelets, boots, bags, helmets, heads of men they
have slain (if the PCs are British heroes!), shields, spearheads etc. Battlefield booty is the general's gift to his
men for sticking out the fight to the end! Of course, it cannot be stated strongly enough, that no-one steals
objects from the dead or wounded of their own force - unless they are prepared to face immediate execution
when discovered.
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43AD
What can the players expect to find?
*Note that tribal warriors will not wear Roman segmentata or helmets
Much nicer items can often be found. For this phase of the battle, each player-character can make up to three
FATE rolls. Each success should merit a roll on the following table.
THE SKIRMISH
Large scale, pitched battles involving thousands, or tens of thousands, of combatants on each side were very
rare. For legionaries and British warriors alike, warfare consisted of small-scale engagements, twenty-men
here, sixty men, there. Units stumbled into one another, raids were countered by the closest available force,
patrols were isolated by roving warbands. In 43AD we call these small-scale battles 'skirmishes'. Notably they
do not feature massed ranks, line upon line soldiers awaiting their turn to march forward. Skirmish warfare is
a messier business without such strict formation-keeping. What order there is, is open-order, men spread-out,
perhaps moving in small groups that can support one another.
54
The skirmish rules generally follow the character-versus-character combat system described in the main 43AD
book. The GM will need to know what the general composition of each force is, and have values, skills and
weapon types for each of the major troop types. Keeping things simple is always recommended. Create a
'sample warrior' for the enemy force. This character will act as the default opponent for the PCs during the
skirmish. The GM must also know exactly how many warriors are on each side.
When the battle begins, the GM should keep the action flowing, describing the bigger picture, the ebb and
flow of the battle, as well as the hand-to-hand struggles of the PCs. They, of course, should have complete
freedom from the moment the orders are given. Their lives are now their own.
If the enemy outnumbers the PCs force, then they may have quite a tough time of it. Alternatively, if the
opposing side is dwarfed by the character's own force, then the fighting may be less intense. Follow these
guidelines.
PC Unit Outnumbered: Some of the player characters will have to fight multiple opponents from time
to time. Not every PC will do so, and those that do will not do so in every fight.
PC Unit Well Matched: The PCs will generally fight one-on-one, or in equally matched groups.
PC Unit Outnumbers the Enemy: The PCs find that, although, they are often fighting one-on-one, or
in evenly matched groups, in some fights they are able to gang-up on opponents. The PCs won't always
be fighting two-on-one, but from time-to-time such chances do occur.
55
43AD
Resolving the Skirmish - Who Wins?
The successes and failures of the player-characters during the skirmish will determine its general outcome.
The manpower of each force will drop according to wounds inflicted and received. When its manpower drops
to certain levels, the force may flee the battlefield. The incentive is on the players to fight well, fight bravely,
and take as many of the enemy down as possible.
These are the manpower losses that the players need to track as their characters fight from round to round:
Note that the table is weighted against the PCs. This isn't to penalise them and force a defeat at every skirmish.
Instead it recognises the plain fact that the PCs will die far less often than members of the opposing army. It is
a given that they will be fighting less experienced and less skilled fighters, and that for every PC who is
wounded, several enemy warriors will probably be killed.
Morale Checks: A skirmishing unit does not have to kill every last man in the opposing force. At some point,
losses will be so great that the losing force just crumbles and its soldiers either flee or surrender. Morale checks
will identify when this point is. A morale check is always made when the manpower of a unit drops by one-
quarter of its original strength.
When the troop levels of a unit drop to one-half, a morale check is made, and is continued to be made every
round that the unit suffers further losses.
At one-quarter of its original strength, the unit is forced to make morale checks at a much reduced level.
Morale Table
Current Unit Strength Morale Roll on 2d6
Three-quarters (75%) 6+
One-half (50%) 8+
One-quarter (25%) 10+
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Roll 6+ when a force is reduced to three-quarters (75%) of its original strength. A success indicates that the
force continues to fight valiantly on. A failure means that the entire unit disintegrates and routs. Only make
this morale check once, when manpower drops to three-quarters or below. This simulates the shock of losing
the first few men in combat.
Roll 8+ when a force is reduced to one-half (50%) of its original strength. As above, a success indicates that the
force continues to fight on. A failure means that the unit routs. Losing this many men is serious, begin rolling
for morale on 8+ every round that the unit loses men.
Roll 10+ when a force is reduced to one-quarter (25%) of its original strength. As above, a success indicates
that the force continues to fight, while a failure means that the unit routs. Continue to check for morale on
10+ every round that the unit loses men.
Routing troops have had enough and flee the battle, without order, in small groups or individually, They will
put up a defence if cornered, but will prefer to surrender rather than fight. Most throw away their shields to
hasten their flight. The skirmish is over.
Example: Fifty Roman auxiliaries (including the PCs) are guarding a convoy of wagons on its way to a frontier
fort. They are attacked by fifty warriors of the local tribe. The casualty steps for both sides are 75% (38 men),
50% (25 men) and 25% (12 men). In the fight that ensues, the five player-characters try their best to inflict
casualties (rounds where no-one was hurt have been edited out):
The auxiliaries, after losing 16 men in the fight, force the tribal warriors back; they flee into the woods leaving
many dead behind them. Out of the five Roman player-characters, two are wounded and need medical
attention. The GM rules that 6 of the 23 fleeing Britons are captured, they will be sold as slaves and the profit
returned to the men who captured them!
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VI HISTORY
TOUGH RESISTANCE IN THE WEST
(47 - 60)
"The army then marched against the Silures, a naturally fierce people and now full of confidence in the might
of Caratacus, who by many an indecisive and many a successful battle had raised himself far above all the
other generals of the Britons. Inferior in military strength, but deriving an advantage from the deceptiveness of
the country, he at once shifted the war by a stratagem into the territory of the Ordovices, where, joined by all
who dreaded peace with us, he resolved on a final struggle."
Tacitus, Annals
It was 47 AD. Aulus Plautius, conqueror of the British Kingdoms had succeeded in meeting the objectives
assigned to him. With four legions he had defeated and subjugated all of the prosperous lowland Kingdoms of
the island. A frontier was established from the Severn estuary to the Wash on the east coast, and south of this
frontier the new Roman province of Britannia was established, with its capital at Camulodunum. A road
system was rapidly constructed to link up the scattered forts along this line - the 'Fosse Way'. Beyond this
imaginary line were client Kingdoms, at peace with the Roman army.
In the spring of 47, Aulus Plautius returned to Rome in triumph, and Ostorius Scapula arrived to consolidate
the conquest and administer the fledgling province. Immediately he arrived, the Tribes began to turn against
the Roman occupation, perhaps trusting that this new general would not mobilise the legions with winter
approaching. Tribes in the free west attacked the client kingdoms that were acting as a buffer zone along the
Fosse Way. Scapula marched troops out to counter these raids, only to find that the western Iceni Tribes were
in revolt. Again, Ostorius Scapula pushed the Roman legions hard to quell this revolt, fighting a pitched battle
at Stonea Camp in the Fenland marshes.
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Battle of Caersws
Scapula needed an entire legion to take on Caratacus.
Desperate for troops, in 49 AD he arranged for old-timers Roman Force
of the Twentieth legion, based at Camulodunum, to (Combat Score +3 , Total Strength 10,000)
establish a veterans' colony there. Armed, hardened by Ratio (2:1) +2
war, loyal to Rome, these settlers effectively garrisoned 5,000 Legionaries on rough ground -
the Catuvellauni, freeing up the Twentieth legion for a 3,000 Auxiliary infantry on rough ground (+1)
2,000 Cavalry (+1)
campaign in south Cambria. The arrival of the Twentieth
Roman General, Ostorius Scapula is Tactician-5
legion in the western sector forced Caratacus to switch the
war from the Silures to the land of the Ordovices. Here Tribal Resistance
the Kingdom was defended by vast natural ramparts - the (Combat Score +3 , Total Strength: 5000)
towering mountains of Snowdonia. Ratio (2:1) -
4,000 Tribal warband (+1, first round only)
Two years hard fighting in an unforgiving terrain of crags, 1,000 Levy soldiers
mountains and haunted forest eventually ended at 300 Cavalry
Caersws, a rocky fortress protected by a curve of the River Terrain Advantage (Defended by the river) +1
Severn. Caratacus led the wild Ordovices down the rock- Terrain Advantage (Fortified rocky slope) +1
strewn slope against the Twentieth legion whose men
were struggling to ford the river. Using the testudo formation, they withstood tremendous missile fire to
advance upon the defenders. His brother surrendered, his wife and daughter were captured. Caratacus fled east
to the Brigantes, some of whom had been in revolt only three years ago. It was 51 AD.
For five years, the new Roman governor, Aulus Didius Gallus sent the legions out to battle the Silures until
victory was at last achieved. It was during Gallus' time in office that Queen Cartimandua's husband, the
champion Venutius, struck out with his own warband to begin terrorising the legions. He had been sickened
by his wife's treatment of Caratacus, and now took for himself the mantle of 'champion of the Tribes'. The
legions marched in to protect Cartimandua and Brigantia from her husband's aggression. For the rest of the
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decade, and commanded by two successive governors, the Romans chased Venutius fruitlessly across the
Pennine mountains - this war leader had learnt a great deal from Caratacus.
"The Britons took no prisoners, sold no captives as slaves, and went in for none of the usual trading of war.
They wasted no time in getting down to the bloody business of hanging, burning and crucifying. It was as if
they feared that retribution might catch up with them while their vengeance was only half-complete."
Tacitus, Annals
A new governor had hold of the reins of power in 60 AD. Suetonius Paullinus was a tough and experienced
general who led more campaigns against the rebels; in 60 AD he was preparing to assault the island of
Anglesey (Mona). This island had become a sanctuary for Druids, the priesthood was hated, feared and reviled
by the Roman officers. Their blood-soaked practices could not be tolerated, their supernatural powers baffling
and awe-inspiring. All Druids encountered by the army
Campaign Suggestion
were executed, and while most fled into the wilderness, a On the besieged island of Mona (Angelsey), a group
good many made their way to the Holy Isle - Mona - of warriors and young, daring druids are sent across
Anglesey. From here these wise men and spiritual leaders the water at night. Their objective is Saham Toney,
had been orchestrating and encouraging resistance the dun of the Iceni. These character must carry a
against the Romans. magical item to Queen Boudica which acts as a sign,
catalyst and powerful weapon, spurring her to
The legion launched a fierce attack across the straits, revolt. Hopefully this will divert Paullinus' legions
whilst wailing women flung curses at them, Druids and end the siege. If not, then Boudica, with the
magic item in hand, will sweep all Roman forces
screamed invective and heroes bellowed war-cries. The
before her!
soldiers were daunted and afraid, but pushed on and
massacred every Druid and every rebel. The PCs must escape from Mona and get to the
Queen without detection. They must then guard the
Far away, in the Kingdom of Iceni, rebellion had broken treasure and ensure that it is not used for evil (such
out once again. The king, Prasutagus had died and left his as massacring civillians). When this does happen,
people in the hands of his two daughters and Rome. Yet how will the PCs then get the item back off of
the staff of the imperial procurator (Catus Decianus) had Boudica?
been mercilessly plundering this kingless Kingdom, to the
protests of the Iceni royalty. When the late king's widow,
Campaign Suggestion
Boudica, was flogged, and her daughters raped, she The PCs are Roman auxiliaries garrisoning a fort
instigated a revolt that spread quickly. Chiefs across the near Saham Toney at the centre of Iceni territory.
Iceni territory had grievances, and they had alliances The revolt begins and their fort is the first to be
with other Tribes who joined the cause. The Trinovantes, attacked. The PCs must escape, cross Iceni territory
to the south, quickly followed Boudica - they had been to warn the veterans at Colchester that the horde is
cruelly treated by the retired soldiers of Camulodunum, coming their way. Will they stay to help the
Britannia's provincial capital. The hard-bitten veterans at defenders? Or flee to London to meet up with
Camulodunum treated the locals with impunity, stole Paullinus? If in London, they may be ordered north
to meet up with the legions heading toward London
land, and used freemen like slaves.
from Mona.
Boudica marched south with the Iceni warriors behind her, over-running Roman positions and killing all
soldiers they encountered. The revolt was on a massive scale, and as they entered Trinovantian territory it just
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got bigger. The Trinovantes rose up in support, the angry column of warriors and freemen headed directly for
the hated provincial capital at Camulodunum.
In late spring the town was attacked. Petillius Cerialis, commander of the Ninth legion, made a rapid march
south with 1,500 men to the town's defence. The force was ambushed by Boudican rebels and massacred,
leaving Cerialis to flee north with his cavalry back to their fort at Longthorpe. Here they quickly modified the
fort to be defensible by a much smaller force - and waited. Meanwhile Camulodunum burned, its Roman
inhabitants massacred, only a small band of veterans and soldiers held out, in the basement of the temple,
where they held out for two days. The financial secretary, the emperor's own administrative official, fled to
Gaul. The town was destroyed and its people had been eradicated. Boudica now turned her eye to the new
town of Londinium - a purely Roman creation that was a central part in the Roman economic machine.
Londinium had been established exactly a decade ago by craftsmen and merchants that needed to place
themselves in the right position to serve both the needs of the Roman army, and the needs of the newly
pacified Tribes of the south. It was sited at the lowest bridging point on the Tamesis, and by 60 AD was a
thriving Roman community and commercial centre. It had paved streets laid out on a grid, tiled houses, piped
water and probably a modest basilica (town hall). Native roundhouses clung to the edges of the town.
The governor, Suetonius Paullinus, hastened to London with his cavalry, learned of the fate of Camulodunum,
then turned around. Boudica was too close, the men with him were too few, he retreated north to join his
army which was slowly making its way south from Anglesey. Those Londoners who could leave did so,
creating a column of refugees heading north along the Roman road. The vast rebel horde arrived soon after,
killing everything that moved, torching buildings, looting property. Boudica was going to utterly eradicate
every last trace of Roman occupation, Roman culture, and Roman existence, from the Island of the Mighty.
Still Plautius and his legions had not arrived. The tribal army moved north, Boudica leading them north along
the road that led into the Midlands, directly through another heavily populated settlement. Britain's third
largest - Verulamium. This Roman town had originally been a Tribal oppida (a lowland trading dun) before
the invasion, but by the 50s was developing so rapidly into a Roman town that the emperor Nero had
designated it a municipium, a self-governing town second only in status to a colonia. Like Camulodunum
(Colchester) and Londinium, the vast majority of the town was built in timber, not masonry. Many native
Catuvellauni lived in Verulamium, just as they had at the previous settlements, and when Boudica led her
warband into the town, they massacred everyone, Roman or Briton, soldier or civilian. Farmsteads belonging
to local Catuvellauni freemen surrounding Verulamium were also looted and burnt down. Tribal hatreds were
just as raw and fierce as those between Briton and Roman. The Trinovantes despised the Catuvellauni.
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What was left for Boudica to burn? What else could her huge army of ferocious heroes kill that wasn't already
dead? Where else could they go?
Boudica? Perhaps she committed suicide, or died later, perhaps she fled in ignominy, never to be heard of
again. No-one knows…
There was one notable casualty, at the Second legion head-quarters, in Exeter. The commander there, Poenius
Postumus had received word of the uprising from Paullinus, but had deemed the threat not significant enough
to call out the Second legion. Upon hearing of the enormity of the action, he took his own life - preserving his
honour. Of course, Suetonius Paullinus' glory was assured!
Campaign Suggestions
The Battle of Watling Street is finished and British He commanded a young tribune called Titus (the
blood is flowing down the hill in rivers. The druids general Vespasian's son) to oversee the complete
give you horses and tell you to ride north deep into destruction of the Iceni and Trinovantian homelands.
Caledonia, to the Holy Isle. You are to escort the Legionaries spent the winter burning crops and
fallen Queen, Boudica, spirits broken, energy sapped, farmsteads, driving people out of their homes, and
useless and speechless. Take her across Britain, past killing livestock. Such was the ferocity of this
the legions, over harsh wilderness, into hostile and retribution that Julius Alpinus Classicianus, the new
treacherous kingdoms to the island. imperial procurator (finance secretary) complained to
the emperor! Destructive reprisals on such a scale were
Why is she destined for this holy place? What do the
not good for the imperial treasury. In fact, Classicianus
druids want with her? What awaits her on the isle?
may have been a Celt by ancestry, he had certainly
married into a wealthy Gaulish family. It appears he
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may have fought the Briton's cause, and
appalled by the destruction Titus was
wreaking in the south-east, urged the
tribes to hold out until Paullinus was
replaced by a less harsh governor. His
report to the emperor Nero resulted in an
imperial freedman, Polyclitus being
dispatched to the province to investigate
the matter! His delicate task was
successful, Paullinus would be hailed a
hero, his career would be assured, and by
the end of 61 AD, Paullinus, the great war
hero, had been replaced on a pretext. The
following governor was mild and
appropriately 'inactive'! Classicianus may
have been part of the imperial machine,
but he can take the credit for establishing
peace amongst the southern Tribes which
lasted throughout the Roman occupation.
FIGHTING NORTHWARDS
(70 - 100)
"Battles against Rome have been lost and won before, but hope was never abandoned, since we were always
here in reserve. We, the choicest flower of Britain's manhood, were hidden away in her most secret places.
Out of sight of subject shores, we kept even our eyes free from the defilement of tyranny. We, the most distant
dwellers upon earth, the last of the free, have been shielded till today by our very remoteness and by the
obscurity in which it has shrouded our name. Now, the farthest bounds of Britain lie open to our enemies; and
what men know nothing about, they always assume to be a valuable prize...."
Tacitus, Agricola
The rest of the decade was spent in reconstruction and rebuilding, with new settlements and expansion of
Roman culture throughout the peaceful province. It was thought best that the imperial treasury itself should
pay for the rebuilding of the towns (rather than forcing the reluctant British noblemen to do so). The treasury
also funded the construction of the splendid new temple complex at Aqua Sulis (modern Bath). By the end of
the 60s, many Britons had adopted Roman culture, and many were now living within towns and small vici
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settlements outside the forts. Those noblemen whose fathers had abandoned the duns after the invasion, were
now living in Roman-style villas (although modest in size, and mainly timber in construction) and adopting
the affluent new way of life. Prosperity brought peace.
In the north of Britain, the civil war of 69 did spark rebellion. Queen Cartimandua, estranged from her
husband Venutius, had taken up with his armour-bearer, Vellocatus. A furious Venutius began a series of
attacks on Brigantian territory with his guerrilla army. The governor was forced to send auxiliary
reinforcements to bolster the client queen, but they only managed to rescue the queen. Venutius took control
of the Brigantes. Now a hostile king held Brigantia, which had been a friendly client kingdom preventing the
belligerent tribes of the far north from striking against the Roman province. Now, nothing could stop a
massive build-up of tribes eager to crush the Roman presence, all led by Venutius, who wished to out-do the
hero Caratacus!
In the end, Agricola was able to force a battle with 30,000 desperate Caledonians at Mons Graupius (site
unknown, perhaps near Inverness). The auxiliaries did much of the fighting, effectively wiping out Caledonia's
fighting heroes. Britain belonged to Rome. Before he returned with most of his troops, he dispatched a fleet to
sail around the north of Britain to establish that it really was an island.
There were four legions in Britain, and all were needed now that Caledonia had been vanquished.
Unfortunately for the emperor, crushing attacks on Roman territory in the distant province of Dacia required
urgent military reinforcements. The Second Adiutrix was sent to Dacia, whilst the Twentieth marched south
to Chester to garrison the Second's fortress. The Highlands could no longer be garrisoned and the construction
of a great fortress at Pinnata Castra (Inchtuthil) to hold an entire legion, had to be abandoned (88). Slowly,
over the next few years, forts were destroyed and units moved south to a more defensible frontier.
The province had still been conquered, and at Richborough, where the invasion had landed in 43 AD (now the
town of Rutupiae), a huge triumphal arch was erected. Rutupiae was the main port of Britannia, and all visitors
would have to walk through the impressive archway. Three legions now policed the province: the Second
Augusta based at Caerleon, the Twentieth Valeria Victrix based at Deva (Chester) and the Ninth Hispana based
at Eboracum (York).
The emperor Trajan (98-117) needed more troops, the northern frontier was pulled back south to the Tyne-
Solway frontier, which he reinforced with small forts and watch-towers. A road (the 'Stanegate') connected
these forts and ran from coast to coast. Building work was accelerated and the three legionary fortresses were
rebuilt in stone. As long as the Caledonian tribes did not push south en masse, this frontier should have held.
THE WALLS
(122 - 150)
“Just when you think you are at the world's end, you see smoke rising from East to West as far as the eye can
turn, and then under it, also as far as the eye can stretch, houses, temples, shops and theatres, barracks and
granaries, trickling along like dice behind....one, long, low, rising and falling, and hiding and showing line of
towers... that is the wall.”
Rudyard Kipling Puck of Pook's Hill
In 122 the new emperor Hadrian came to Britain to assess the state of the province's defences. Continued
trouble from elements within the Brigantes, the Selgovae and the Novantae made this whole frontier zone a
dangerous and volatile area. It was a rugged land, home to rugged tribes, and the Roman comforts of baths,
wine, roads and villas were of no use. These folk could not be pacified with prosperity. Hadrian realised that
the only way to ensure the safety of the new province was to declare the north of Britain a permanent military
zone. In the decades that followed the invasion, forts in the south had been closed down, and prosperous
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towns built on their foundations, they were no longer needed. Here in the north, the legions would be on
permanent alert.
Campaign Suggestion
Hadrian had brought with him a new legion, the Sixth Based on Rosemary Sutcliff 's famous book The
Victrix, to replace the Ninth, which vanished from the Eagle of the Ninth, the PCs are Romans and
records and was probably redeployed to the east (although, native allies searching for some trace of the
see the Campaign Suggestion). The governor, a favourite of Ninth legion (lost fifteen years earlier in 117
Hadrian's, called Platorius Nepos, was tasked to use the while fighting Caledonians). Now a legionary
legions to build the Wall, a vast stone fortification cutting officer has heard that the Ninth's eagle
standard has survived and is held as a totem by
across the island of Britain from the mouth of the River Tyne
some savage tribe. It must be prevented from
to the Solway Firth. This was a stupendous task - the Wall
being used as a weapon against Rome by
was to be 80 miles long, 15 feet high and included in its rebellious tribes. The PCs must sneak into
construction were mile-castles, turrets, a deep ditch (vallum) Caledonia, find out the truth and if the standard
both in front and behind, a series of garrison forts attached to exists - rescue it!
the Wall, and a military road linking them all together.
The Wall and its components formed a military zone that threatened the Caledonian Kingdoms northwards, as
well as the unruly Brigantes to the south. It severed links between them, prevented unauthorised tribal
movement, and provided the Roman army with a secure linear fortification that could strike either north or
south, and had fast and efficient communications along its line.
The legionaries, skilled in building techniques, marched north in shifts to build the Wall and its forts.
Auxiliary units then moved in to garrison the forts and patrol the Wall zone. Many of the mile-castles
(actually small fortlets built into the south-side of the Wall) had gates that opened northwards, allowing troops
through on raids or scouting missions, or to search for weapons or wanted criminals; they were fortified
customs posts.
When Hadrian was succeeded by emperor Antoninus Pius (138) the defence policy in Britain was drastically
altered. Troops were sent into southern Caledonia to pacify the tribes (142). A year later Pius had the mile-
castle gates removed and parts of the southern vallum filled in to give easy access to the Wall, he also built a
new Wall of his own. This wall (named the Antonine Wall) had a high turf rampart with a strong wooden
palisade, and crossed from the Firth of Forth to the Firth of Clyde, deep in Caledonian territory. Imperial one-
upmanship was at work here. This incredible fortification was 37 miles long and built on stone foundations,
with a ditch in front and a military road connecting garrison forts, behind. It was completed around 142 AD,
and as with Hadrian's Wall, the legions built it, while auxiliary cohorts provided it with a garrison.
Where were these auxiliary units from? They had been redeployed from Brigantia, and this unruly territory
saw another chance to revolt in the 150s. Julius Verus, governor at the time, crushed the rebels with troops
drawn from the Antonine Wall, which had to be abandoned. But by 160 AD it had garrisons in place once
again.
In 161 there was a new emperor in Rome, the studious Marcus Aurelius. The Caledonians tested this new
emperor with open conflict, but Marcus sent the governor Calpurnius Agricola to Britain in order to prevent a
full-scale war. He fought the Caledonian tribes, then pulled back to Hadrian's Wall, leaving the Antonine Wall
to fall into ruins. From 162 AD, Hadrian's Wall became the northern frontier, a military zone that could strike
north, and that could even supply and support forts established beyond the Wall deep in southern Caledonia.
A description of the northern Walls can be found in chapter IIII.
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THE NORTH FIGHTS BACK!
(180 - 211)
When Commodus, Marcus Aurelius' son and heir, took the purple, the war-like tribes of Caledonia attacked en
masse. The Wall was breached, and forts sacked, and the governor (unnamed) may have been killed. Ulpius
Marcellus, a stern disciplinarian, was given the governorship of Britain (184), and he engaged in fierce reprisals
with zeal. He marched the legions deep into Caledonia to exact revenge in a brutal two-year campaign. All the
outpost forts beyond Hadrian's Wall had been lost, and were now abandoned for good.
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When Commodus was assassinated (192), the same
Pertinax (then prefect of Rome) was declared Campaign Suggestion
emperor to the fury and indignation of the British Commodus is gladiator-mad, he loves the arena.
legions. Pertinax was quickly dispatched by a When he hears of the uprisings in Britain he
commands that the army allow gladiators, recruited
dissatisfied Praetorian Guard, and the wealthy
from British arenas, to fight in the front line! The PCs
senator, Didius Julianus, purchased the empire for
are gladiators, and they may or may not be keen for
himself. The mutinous troops in Britain proclaimed this new role Commodus has assigned them to. Their
their own emperor, the current governor, Clodius new military commander might give them elite
Albinus, whilst the Danubian legions proclaimed commando jobs to do, while his men might just give
Septimus Severus as their emperor. Such political them lots of grief - they don't need gladiators! This is
manoeuvring would have dramatic consequences for a man's war!
the people of Britain. The two became uneasy 'co-
emperors' until 197, when Severus had all his armies in place to tackle the upstart Albinus. The British
governor (and contender for absolute power) stripped Britain of its troops, and crossed them to Gaul to gather
more units to his cause before facing Severus at the Battle of Lugdunum (modern Lyons). Legionaries fought
legionaries in a terrific and bloody battle. Severus was victorious and eliminated Albinus and many of his
British troops.
Perhaps the crisis was not yet over, however. Perhaps revolt, rebellion, raids and banditry were still prevalent
in the north of Britain and across the frontier. Severus was on his way to Britain.
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In 208, aged 63, he arrived in person, only the third Roman emperor to have visited the province while in
office. He brought with him the entire imperial court and its entourage, along with his two conniving sons
(Caracalla and Geta), and his mysterious wife, Julia Domna (the 'empress'). Severus was a great general, and
launched an expedition across the Wall Campaign Suggestion
to Aberdeen and the Moray Firth, in an How about a guerrilla or Robin Hood-style campaign, where the
attempt to wipe out the Caledonians player-characters are fighting the emperor of Rome himself? Located in
for good. This was ethnic cleansing - secret hideouts in forests and moorlands north of York, they can
Roman style. Treaties were made with become a thorn in the side of emperor Severus, his bickering sons and
the Tribes, in particular one their mysterious mother. Fudge the historical facts to create a
Caledonian fighter named wonderful tableaux of NPC enemies based in an imperial palace inside
the town of Eboracum. Uncompromising soldier-emperor Severus,
Argentocoxos A year later the emperor
loved by his troops, is ill, carried along in a litter. His wife is erudite,
marched against the Maetae (a huge
learned and practices magic. Geta and Caracalla are jealous rivals, and
confederation of tribes), but wasn't able Caracalla is a sadist who is trying to see his father dead. Geta may have
to bring them to battle. He and his son his mother's magic to help him. The player-characters step into the
Caracalla countered withering guerrilla world of this madly dysfunctional family - a soap opera from hell. This
attacks with scorched earth, and were campaign can only succeed!
happy enough with that. Governor
Scapula had threatened to wipe out every single Silures, all those years ago - but Severus and his son were
mean enough and tough enough to carry out such a threat. So completely did they annihilate Caledonian
crops, cattle, houses and families, that nothing more is heard from this region until three generations had
passed (c.300 AD). Even then, a new culture had arisen over the bones of the starved and mutilated
Caledonians: the Picts, up until then a people living in the remote north-east, now had the northern lands to
themselves.
Severus retired to Eboracum, where a large palace had been built to accommodate the imperial family and
attendant court. He died there in February, 211 AD. His sons immediately pulled troops out of Scotland and
prepared to return to Rome, Britain held no appeal for them. They were lovers of intrigue and luxury, and vied
for dominance. Caracalla, the eldest son, was so impatient for the throne, that he is said to have ridden up
behind his father and would have struck him dead, had not an eagle-eyed officer shouted a warning in the
nick of time. While still in Eboracum, the two young men purged Severus' court of anyone they deemed
disloyal. Many were executed in the weeks following the old man's death. Back in Rome, the two brothers
could not share power, and soon enough Caracalla had his younger brother murdered.
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With the death of Septimus Severus this history comes to an end. Why? In the third century (and in the
decades prior to it), the Roman military undergoes a rapid transformation in equipment, look and fighting style
that puts it at odds with the descriptions in this book. Secondly, in 212 AD, Caracalla made all free peoples of
the empire citizens, changing the social landscape, and blurring the distinction between legionary and
auxiliary. Thirdly, in 216, the province was divided into Britannia Superior (the south) and Britannia Inferior
(the north) changing the nature of the administration detailed in later chapters. Finally, the era of constant
border warfare comes to a halt after centuries of bloodshed following the landings at Richborough in 43 AD;
the third century is a time of relative calm and stability in Britain (unlike the rest of the empire!).
The optio swayed, head drooping, sword arm hanging limply by his side. All around them stretched the
twisted bodies of Romans and Britons. The bloodstained river lapped gently along the shore, its surface broken
by the glistening hummocks of corpses.
Simon Scarrow, The Eagle’s Conquest
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43AD
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43AD
LIST OF LEGIONS
Legions
Campaign Date
1D6 Post-Invasion 1D6 70AD + 1D6 122 AD+
1,2 II Augusta (Exeter) 1 II Augusta (Caerleon) 1,2 II Augusta (Caerleon)
3,4 XIV Gemina 2,3 II Adiutrix (Deva) 3,4 XX Valeria (Deva)
(Wroxeter)
5,6 XX Valeria 4 XX Valeria (Wroxter) 5,6 IV Victrix (Eboracum)
(Kingsholm, Glos.) 5,6 IX Hispania
(Eboracum)
LIST OF AUXILIA
Auxiliary Units
2D6 Type of Auxiliary Unit
2-6 Infantry (Cohors Peditata)
7-8 Mixed Cohort (Cohors Equitata)
9-12 Cavalry Wing (Ala)
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43AD
Auxiliary Mixed Cohorts (Cohors Equitata)
2D6 Name Origin Dates
2 Ninth Cohort of Batavians Germania Vindolanda (100)
Inferior
3 Second Cohort of Thracians Thrace Mumrills (150), Moresby (200)
4 Second Cohort of Asturians Hispania Llano (43), Great Chesters (150)
5 Second Cohort of Tungrians Belgica Castlesteads (180)
6 First Cohort of Thracians Thrace Wroxter (43), Bowes (200)
7 First Cohort of Batavians Germania Carvoran (71), Castlesteads (122)
Inferior
8 First Nervian Cohort of Germans Germania Netherby (120)
Inferior
9 First Aelian Cohort of Hispanics Hispania Maryport (122)
10 Fourth Cohort of Gauls Gaul Templeborough (43), Risingham
(150), Vindolanda (200)
11 Fourth Cohort of Lingones Gaul Wallsend (200)
12 Second Cohort of Gauls Gaul Old Penrith (160)
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