TEXT: DUX BELLORUM
  Arthurian Wargaming Rules AD367–793
  Daniel Mersey
  OSPREY
  WARGAMES
  © Osprey Publishing • www.ospreypublishing.com
  
  DUX BELLORUM
  ARTHURIAN WARGAME RULES AD 367–793
  DANIEL MERSEY
  © Osprey Publishing • www.ospreypublishing.com
  
  CONTENTS
  WELCOME TO DUX BELLORUM 
  4
  The golden rule of gaming 
  5
  Why ‘Dux Bellorum’? 
  5
  UNDERSTANDING THE BASICS 
  6
  Things you’ll need in addition to  
  this book 
  6
  Unit types 
  6
  Unit stats 
  7
  Leaders 
  9
  Sample armies 
  10
  Basing 
  13
  Measuring and Base Widths (BW) 
  14
  PLAYING THE GAME 
  15
  Getting ready to play 
  15
  Setting out the battlefield 
  16
  Deployment and determining Aggressors and Repellers 
  18
  Groups and Units 
  18
  Turn sequence 
  18
  Allocating LPs 
  20
  Missile fire 
  22
  Movement and Bravery tests 
  24
  Close combat 
  30
  Ending the turn 
  39
  Ending the game: winning and losing 
  39
  Army Lists 
  42
  Strategies and Tactics 
  50
  SCENARIOS 
  56
  Annals Battle 
  56
  Dawn Attack 
  56
  End of Reign 
  57
  River Battle 
  58
  Village Raid 
  58
  Scenario idea: Sieges 
  58
  Scenario idea: The Bard’s Tale 
  60
  ARTWORK REFERENCES 
  61
  DUX BELLORUM QUICK REFERENCE SHEET  
  62
  DUX BELLORUM ARMY ROSTER 
  64
  © Osprey Publishing • www.ospreypublishing.com
  
  4
  WELCOME TO DUX BELLORUM
  Dux Bellorum is an Arthurian-era Dark Ages miniatures game, set in the 
  period from the mid-4th century AD to the end of the 8th century AD: a 
  time when new kingdoms were forged in the British Isles and a time when 
  battle was commonplace.
  Warfare in Britain in this period is characterised by quality of 
  leadership and individual bravery rather than a technological difference 
  in weaponry or a wealth of tactical choices chosen from well-thumbed 
  military manuals. In keeping with this, the rules emphasise the influence 
  an army’s commander has on his units, with simple manoeuvre rules and 
  chaotic, deadly close combat. It would also seem at odds with the period’s 
  flavour to produce a very technical, data-crunching game, so I’ve stuck 
  to a straightforward game that I believe represents the British Dark Ages 
  most appropriately. Dux Bellorum has been designed very much as a 
  ‘game’ rather than an attempted in-depth ‘simulation’ of military conflict, 
  although I hope that the challenges presented to the players replicate the 
  challenges faced in this historical era: inspiring the right troops at the right 
  time, balancing quality versus quantity in your army, and a sprinkling of 
  luck at the right time.
  Dux Bellorum uses bases mounted with multiple miniatures as the basic 
  playing pieces; this means that individual casualties are not removed from 
  units and the number of miniatures you own has no bearing on hosting a 
  good game, making the game flexible for players on a variety of budgets. 
  All distances are given in Base Widths, which allows the game to be used 
  within any scale of miniature based in many different ways. 
  Dux Bellorum armies are selected from Late Roman, Romano-British, 
  Welsh, Saxon, Pictish, Irish, Land Raider, and Sea Raider lists. Choosing 
  the army you wish to model can involve as much or as little research as you 
  like, and selecting which troops you wish to recruit can be a mini-game in 
  itself. Armies usually consist of between 5 and 10 units, depending on the 
  type of troops chosen and extra strategies purchased. 
  The basics of each part of the battle rules are laid out ‘In Brief’; these 
  sections outline the rules in their simplest form, with the accompanying 
  text providing more details. Scattered through the book you’ll find some 
  optional rules and playing tips; the optional rules provide a little more 
  depth but have been left out of the 
  basic game to streamline it, and the 
  playing tips offer hints to improve 
  your game play. Optional rules may 
  initially be ignored, but it’s worth 
  becoming familiar with the playing 
  tips after you’ve played the game a 
  couple of times.
  These rules have developed 
  from, but give a very different 
  game to, my original Glutter of 
  Ravens game, which was published 
  in 1998 by Outpost Wargame 
  Services; many of the mechanisms 
  in Dux Bellorum have their origin 
  in Glutter of Ravens, but this game 
  benefits from more than an extra 
  Romano-British Companions. 28mm Gripping 
  Beast and Westwind painted by Andy Hawes.
  © Osprey Publishing • www.ospreypublishing.com
  
  5
  decade of gaming experience and eliminates the (paper) record keeping 
  aspect of the original game. The army lists are 
  significantly different, based on extra years 
  of research by myself and other enthusiasts 
  and historians.
  I set myself the following ground rules as 
  I developed the game, which I hope shows the 
  design philosophy of Dux Bellorum:
  �� Design a simple non-tournament game 
  where players can concentrate on playing not 
  learning, and gaming for fun. 
  �� Keep the emphasis on ‘game’ not 
  ‘simulation’.
  �� Present optional rules without cluttering the 
  streamlined basic game.
  �� Engage players in every phase of the game: 
  give them choices to make.
  �� Present flexible army lists that reflect my own 
  and other interpretations, whilst retaining the 
  character of each army.
  �� Represent close combat as a swirling, dangerous 
  mass rather than well-co-ordinated battle lines.
  �� Differentiate between ‘offensive’ and ‘defensive’ 
  foot and allow armies to be foot or mounted, 
  allowing professional soldiers to fight as either.
  �� Convey the spirit of Dark Ages battle without 
  being too technical.
  Enjoy the game and use your army well!
  THE GOLDEN RULE OF GAMING
  If you find yourself in a situation not covered by the 
  rules or where your interpretation differs from your 
  opponent’s – it happens to most of us at some point 
  – both players should present their best interpretation 
  of the rules, and then roll a die to decide which to use .
  WHY ‘DUX BELLORUM’?
  Dux Bellorum, meaning ‘Leader of Battles’ or more 
  imposingly ‘War Duke’, was the title used to describe 
  the British hero Arthur in a manuscript that may have 
  been written around AD 830 (the earliest surviving 
  copy, however, was drafted around 
  AD 1100). This isn’t the place 
  to restart the on-going debate 
  as to whether Arthur was 
  historical or legendary, but 
  the title bestowed upon him in 
  this manuscript seems an apt 
  description for any aspiring Dark 
  Ages warlord in history, legend, 
  or game.
  © Osprey Publishing • www.ospreypublishing.com
  
  6
  UNDERSTANDING THE BASICS
  THINGS YOU’LL NEED IN ADDITION TO  
  THIS BOOK
  This book is just part of the kit you need to assemble to play Dux Bellorum. 
  In addition to this book, you’ll need:
  �� Two opposing armies of miniatures, counters, or paper armies
  �� A good handful of normal, six-sided dice
  �� A flat surface and ideally some model terrain to play on
  �� Counters or markers to track Leadership Points and Cohesion
  �� A tape measure marked in centimetres (cm) or Base Widths
  �� A friendly opponent (although the game may be played solo)
  UNIT TYPES
  All of the units that make up your army are either Mounted or Foot, and 
  are further distinguished by their battlefield function and effectiveness. 
  Your army usually consists of 32 Army Points made up from the following 
  unit types:
  ��
  Companions: There’s only one such unit per army, but Companions 
  are always present in your army. May be Mounted or Foot, with Foot 
  further divided into Warrior Companions and Shieldwall Companions. 
  This represents the warlord’s personal bodyguard and close family, the 
  cream of the army’s fighting strength and the best armed and armoured 
  troops on the battlefield, so you can expect them to fight hard and die 
  hard. Foot are tougher than Mounted, but Mounted move more swiftly 
  across the battlefield. 5 Army Points per unit.
  �� Shieldwall: Close order Foot, emphasising protection and staying 
  power above offensive and individual ability. Usually deployed by 
  armies from kingdoms with better social and economic structures,  
  you can expect Shieldwall to absorb plenty of attacks before 
  crumbling, but they’re unlikely to crush your opponent quickly.  
  3 or 5 Army Points per unit.
  �� Warriors: Loose formation clumps of fierce Foot, emphasising attack 
  and charges above defence and unified action. The typical unit within 
  heroic culture armies, Warriors are more versatile than Shieldwall but 
  have less staying power. 3 or 5 Army Points per unit.
  �� Riders: Only one type of cavalry is available to most armies: medium 
  cavalry throwing spears at close combat range from small horses, then 
  following up with swords or more spears. Cataphract Riders are 
  included for Late Roman armies (and represent Dux Bellorum’s 
  only true heavy cavalry), and Chariots as an optional rule for 
  Irish armies; these count as Riders for all purposes in the game, 
  but have different unit stats. Riders are slightly less capable in 
  combat than Warriors, have less staying power than Shieldwall, 
  but can move quickly around the battle and extract themselves 
  from combat with Foot. 3 or 5 Army Points per unit  
  (6 for Cataphracts).
  �� Bow: Formations of bow-armed Foot drawn up into 
  tighter formations than Skirmishers, giving them a little more punch 
  in both missile and close combat; by the standards of this period, 
  Romano-British Shieldwall. 15mm Khurasan 
  painted by Clibinarium.
  © Osprey Publishing • www.ospreypublishing.com
  
  7
  such formations are tactically 
  sophisticated, are available 
  only to Late Roman and 
  Romano-British armies,  
  and in limited numbers.  
  3 Army Points per unit.
  �� Skirmishers: Both Mounted 
  and Foot, and always missile 
  armed, Skirmishers are best 
  suited to harassing enemies 
  from a distance and moving 
  out of the way before they 
  can be contacted. Skirmishers 
  usually cling to the flank of 
  an army or fan out in front of it at the start of the battle, scurrying 
  away when non-skirmishing move close; they should use their missiles 
  to chip away at the enemy, and can rush in to support other units in 
  close combat. Unlike other units, Skirmishers have different stats in 
  certain situations. 1 or 2 Army Points.
  Differences between missile weapons are noted in Dux Bellorum but 
  differences between close combat weapons are not. Missile weapons are 
  either javelins or bows (the latter includes slings and crude crossbows, 
  which operate with exactly the same effect; model whichever is most 
  appropriate for your army). Javelins have a shorter range than bows, but 
  can move and shoot in the same turn; bows are not mobile if shot by Foot.
  Riders, Shieldwall and Warriors may be upgraded from Ordinary to 
  Noble units, representing the superior fighters of an army usually better 
  equipped and more skilled in close combat than everyday troops. These 
  have enhanced unit stats, but cost 5 Army Points instead of 3 Army Points. 
  Ordinary Warriors are useful on the battlefield, but you should expect your 
  Noble units to go that extra mile (or roll those extra dice). If a troop type 
  is referred to in the rules without a Noble or Ordinary prefix, all troops of 
  that type are being referred to: Noble, Ordinary, and Companions.
  One unit represents roughly 50 fighting men, less for skirmishers 
  and mounted. There is no given ground scale, and this nominal number 
  of fighting men per base is quoted simply to give an idea of the size of 
  battle being fought: if your vision of Dark Ages battles involves a cast of 
  thousands, your nominal ratio may be changed with no effect on game play. 
  UNIT STATS
  Each unit is classified using the following stats; these remain constant 
  throughout the game other than Cohesion, which is reduced when 
  casualties are taken:
  �� Move: How far the unit may move per turn, measured in base widths 
  (BW). Mounted units move the furthest, and Foot Skirmishers 
  outstrip other infantry.
  �� Bravery: Represents control, command and morale within the unit, 
  either via leadership, battle rage, or heroism. Determines if a unit may 
  move, and also influences uncommanded moves for some troop types. 
  Companions and Nobles have the highest Bravery values, due to their 
  training, leadership and battlefield experience.
  Romano-British Riders. 28mm Gripping Beast, 
  Foundry, and Westwind painted by Andy 
  Hawes.
  © Osprey Publishing • www.ospreypublishing.com
  
  8
  �� Aggression (Missiles): Number of dice rolled when striking at an 
  enemy. Missile fire is weaker, and is shown in parenthesis for units 
  equipped with them (missiles are not allowed if no number is shown). 
  Companions and Warriors have the highest Aggression scores, due 
  to their ferocious melee ability and willingness to get stuck into 
  their enemies.
  �� Protection: The ‘To Hit’ target for attackers in close combat, 
  representing shields, armour where available, and general formation. 
  Companions and Shieldwalls have the best Protection values, 
  representing their fine armour and large shields respectively. 
  Protection for all units when defending against missile fire is always 
  counted as 5, regardless of the unit’s stated value.
  �� Cohesion: The numerical strength, endurance and will-to-fight 
  within the unit combined into a single value; Companions and 
  Noble Warriors have very high Cohesion scores, reflecting not only 
  their training but also their self-belief and high morale. This stat 
  will change during the game and when reduced to zero the unit will 
  immediately rout, its playing piece removed from the board and 
  taking no further part in the game. 
  In Dux Bellorum, a unit’s fighting ability does not reduce as the Cohesion 
  of the unit drops; it will keep fighting at full strength until it is destroyed. 
  This is based on the idea that a small number of leading warriors did 
  the greatest amount of fighting; Cohesion not only represents numbers of 
  warriors but also their awareness and ability to react, so Cohesion being 
  reduced to 0 does not necessarily represent a sudden wiping out of a unit, 
  but that its will-to-fight is broken. 
  Cohesion is best shown by placing a very small die behind the unit 
  and reducing the value shown when hits are taken; I recommend using 
  contrasting colours for Noble and Ordinary units as it’s sometimes difficult 
  to tell these apart in Dark Ages armies. Markers other than dice can be 
  used to represent Cohesion; some players might wish to use casualty 
  miniatures beside their units, and numbered chits or miniature shields are 
  equally good ideas.
  Cohesion is tracked in this photo by removing 
  miniatures from the base rather than using 
  dice. Two bards monitor proceedings. 28mm 
  Gripping Beast painted by the author.
  © Osprey Publishing • www.ospreypublishing.com
  
  9
  UNIT STATS USED IN DUX BELLORUM
  The table below shows the common units available in Dux Bellorum. 
  The number of each unit available to an army is shown in the army lists 
  towards the end of the rulebook.
  Unit type
  Move
  Bravery
  Aggression (and Missiles)
  Protection
  Cohesion
  Notes 
  Army 
  Points 
  Foot Companions 
  (Warrior or Shieldwall)
  2
  10
  6
  6
  6
  Uncontrolled 3BW charge 
  for Warrior Companions
  5
  Mounted 
  Companions 
  4
  10
  5
  6
  5
  5
  Noble Riders
  4
  9
  5
  5
  5
  5
  Cataphract Riders
  3
  9
  6
  6
  4
  Extra +1 Aggression when 
  moving into contact
  6
  Ordinary Riders
  4
  7
  4
  5
  4
  3
  Noble Warriors
  2
  9
  6
  5
  6
  Uncontrolled 3BW charge
  5
  Ordinary Warriors
  2
  7
  5
  5
  5
  Uncontrolled 3BW charge
  3
  Noble Shieldwall
  2
  9
  4
  6
  4
  5
  Ordinary Shieldwall
  2
  7
  3
  6
  4
  3
  Mounted Skirmishers
  4
  8 
  (6 for Morale)
  2 
  (1 with Javelin; 2 with Bow)
  4 
  2
  2 BW range for Javelin or 
  Bow. Any direction of fire.
  2
  Foot Skirmishers
  3
  8 
  (6 for Morale)
  1 
  (2 with Bow or Javelin)
  4
  2
  2 BW range for Javelin OR 
  4 BW range if Bow.
  1
  Foot Bow
  2
  7
  2 
  (3 with Bow)
  4
  3
  4 BW range.
  3
  LEADERS
  Each army has one Leader of Battles or Dux Bellorum. Leaders (for short) 
  are joined to their Companions’ unit throughout the game and are removed 
  counting as killed if that unit routs; most players will choose to include an 
  army general or warlord miniature and standard bearer on their Leader’s 
  unit, but so long as you explain to your opponent which unit includes 
  your Leader, you can model him as much or little as you wish. Aside from 
  the higher stat lines for such units, a Leader and his Companions perform 
  in the game as does any other unit. Leaders increase the motivation and 
  abilities of their units by using Leadership Points.
  Make your leaders stand out! 28mm Gripping 
  Beast and Musketeer Miniatures.
  © Osprey Publishing • www.ospreypublishing.com
  
  10
  LEADERSHIP POINTS (LPS)
  A Leader has a set number of Leadership Points to use each turn. Use 
  coloured beads, gaming gems, or chits to signify where LPs are allocated 
  each turn.
  All Leaders of all armies start with a base value of 6 LPs to use each turn; 
  when you build your army, you can purchase extra LPs instead of spending 
  those Army Points on other units, up to a maximum LP value of 10:
  Army’s starting LPs
  Cost in Army Points
  6
  0
  7
  2
  8
  4
  9
  7
  10
  10
  Leadership Points do not only reflect the leader’s own command abilities 
  but that of the commanders of individual units and overall motivation of 
  the whole army. If you purchase extra LPs for your army, this might mean 
  that your Leader is a famous hero from the Dark Ages, such as Arthur 
  or Aelle; alternatively, you might decide those extra LPs represent the 
  unnamed yet equally heroic sub-commanders of individual units, whose 
  names have been lost to the annals for hundreds of years.
  SAMPLE ARMIES
  To give you some idea of the size and composition of Dux Bellorum 
  armies, here are three sample armies. Early, Middle and Late categories are 
  explained in the Army Lists section, and I’ve included some tactical tips 
  which I regularly fail to follow.
  EARLY SAMPLE ARMY: LATE ROMAN
  This is a nicely balanced Roman field army, possibly representing that 
  which countered the Barbarian Conspiracy of AD 367. The Leadership 
  Points are average, but with a powerful unit of Cataphracts working in 
  conjunction with the Mounted Companions and Riders, this army has a 
  good mobile strike force. The Shieldwall units will provide a solid line 
  Welsh Noble Warriors with Cohesion dice 
  and LPs; red dice denote Nobles, white dice 
  Ordinary units. 28mm Gripping Beast painted 
  by the author.
  © Osprey Publishing • www.ospreypublishing.com
  
  11
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  12
  for the other units to operate around, and should try to pin down the 
  enemy’s main battle line. The Bow and Skirmishers can inflict damage from 
  a distance, and prevent the less mobile Shieldwall from being outflanked. 
  That’s the theory, anyway (check out what really happened in AD 367 
  before getting your hopes up)!
  Leadership Points: 6
  1
  Mounted Companions plus Leader @ 5 points
  1
  Cataphract @ 6 points
  1
  Ordinary Riders @ 3 points 
  4
  Ordinary Shieldwall @ 3 points each
  1
  Bow @ 3 points
  1
  Mounted Skirmisher (Javelin) @ 2 points
  1
  Foot Skirmisher (Bow) @ 1 point
  Special rules: None.
  MIDDLE SAMPLE ARMY: WELSH
  This is a small but hard-hitting army from the late 6th century – perhaps 
  it is the northern British army of the fearsome Urien of Rheged. Although 
  comprising of only 8 units, 3 of these are top quality cavalry, 3 more 
  are versatile Warriors, and 2 are fast-moving Skirmishers (one mounted, 
  one not). This army also uses some of the strategies & tactics on offer 
  to a Welsh army: Monks, who will add an LP bonus while in play, and a 
  stampede of cattle or sheep, which can be driven into the enemy’s battle 
  line to reduce their Cohesion at a key moment. A small army will always 
  be fragile (morale would be tested after the loss of 3 non-Skirmisher units 
  in this army), but the player can use the Mounted units’ speed to keep out 
  of trouble and choose his or her combats accordingly.
  Leadership Points: 6 (+2 for Monks) 
  1
  Mounted Companions plus Leader @ 5 points
  2
  Noble Riders @ 5 points each
  3
  Ordinary Warriors @ 3 points each
  1
  Mounted Skirmisher (Javelin) @ 2 points
  1
  Foot Skirmisher (Bow) @ 1 point
  Special rules: 1 Monks @ 3 points, 1 Stampede @ 2 points
  LATE SAMPLE ARMY: SAXON
  This is the Northumbrian army of King Oswald, who defeated the Welsh 
  warlord Cadwallon in the AD 630s. Archaeological evidence shows that 
  Saxon shields grew in size around AD 600, indicating a move towards 
  Shieldwall armies rather than earlier, fluid-moving Warrior armies. 
  Oswald’s good generalship is represented by his above-average Leadership 
  Points, making his army more receptive to inspiration. Although this Saxon 
  army is well sized at 10 units, it is not an experienced fighting machine, 
  lacking Noble units; but it does benefit from the tactical flexibility provided 
  by allied Irish Warriors, who can operate alongside the Saxon Shieldwall. 
  Northumbrian terrain is suited to skirmish warfare, so this Saxon army 
  takes the maximum allowance of Foot Skirmishers. A player needs patience 
  and intelligent use of LPs to successfully field a Shieldwall army, but the 
  accompanying Warriors and Skirmishers should prevent this army from 
  being outflanked too easily. With 2 points left over after buying all of 
  the units desired, the Northumbrian player chose the Swift Deployment 
  Late Roman Shieldwall. 15mm Khurasan 
  painted by Clibinarium.
  © Osprey Publishing • www.ospreypublishing.com
  
  13
  strategy, which makes it more likely that these Saxons will start the game on 
  the attack (as an alternative, the player might have chosen to add one more 
  LP, making Oswald a truly inspired warlord with 8 Leadership Points).
  Leadership Points: 7 (costing 2 Army Points)
  1
  Shieldwall Companions plus Leader @ 5 points
  5
  Ordinary Shieldwall @ 3 points each
  2
  Ordinary Irish Warrior allies @ 3 points each
  2
  Foot Skirmisher (Javelin or Bow/Sling) @ 1 point each
  Special rules: Swift deployment @ 2 Army Points.
  BASING
  Base sizes are not hugely important in Dux Bellorum, so long as all units 
  have the same frontage (unit base widths are the measurements used in 
  the game). I recommend the following dimensions as unit base widths, as 
  they are common within Ancients wargaming, but there are no hard and 
  fast requirements:
  For 15mm and smaller
  4cm base width
  For 20mm and larger
  6cm base width
  Base depths are less important, but the following guidelines show common 
  examples: 
  Troop type
  15mm and smaller
  20mm and larger
  Mounted
  3cm base depth 
  4cm base depth
  Foot
  2cm base depth 
  3cm base depth
  Optional for Shieldwall and 
  Shieldwall Companions
  1.5cm base depth 
  2cm base depth
  The number of miniatures on each base also makes no difference to game 
  play, but the quantities shown below are commonly used:
  Troop type
  Number of 15mm or larger miniatures per base
  All Riders
  3
  All Shieldwall & Shieldwall Companions
  4
  All Warriors & Warrior Companions
  3 or 4
  Mounted Skirmishers
  2
  Foot Skirmishers
  2
  Oswald’s Saxon army modelled on 12cm bases. 
  Companions on centre left, Irish to the right, 
  and Skirmishers to the front. 28mm army 
  painted by James Morris.
  Oswald’s Saxon army modelled on 6cm bases. 
  28mm army painted by James Morris.
  © Osprey Publishing • www.ospreypublishing.com
  
  14
  If you’re using 10mm or 6mm 
  miniatures, get the right look by 
  using the following guidelines: 
  ��
   Shieldwalls have more 
  miniatures than Warriors
  ��
   Warriors have more miniatures 
  than Riders
  ��
   Riders have more 
  than Skirmishers
  Playing tip: If you’re basing a lot of 
  smaller miniatures, to distinguish 
  between Warriors and Shieldwall 
  (which could otherwise be pretty 
  impossible at 6mm), try putting the 
  majority of Warriors at the back 
  edge of the base with a few braver 
  warriors charging towards the front 
  edge; for Shieldwall, try placing the majority of miniatures in a straight line 
  towards the front edge of the base, with a number scattered around behind 
  ready to fill gaps in the line.
  PLAYING WITH OTHER BASE SIZES
  Some players have enough miniatures and table space to play using larger 
  sized unit bases with more miniatures on them or focussing on a more 
  scenic base or vignette. The smaller the scale of your miniatures, the more 
  this method of basing begins to look like a real army; if it looks good to 
  you and your opponent has units based in the same way, Dux Bellorum 
  can be scaled up or down as much as you wish. If you use larger unit bases, 
  you’ll want to increase the size of your playing area too.
  Here are some ideas to try out:
  �� Double the base depths for Foot and double the number of miniatures 
  on each base; Mounted remain based as shown earlier.
  �� Use 8cm base widths (and deeper bases) for any scale of miniature – 
  with four times the number of miniatures in 15mm or just a few more 
  for 28mm miniatures. 
  �� If your playing space and wallet size allow, try using 10cm or 12cm 
  base widths, again remembering to increase base depth. 
  �� If your miniatures are individually mounted, as is often the case 
  with 28mm miniatures, mount them on temporary movement trays 
  (commercially available or cut from thick card), or move your 
  miniatures as rough ‘clumps’ representing units occupying an area 
  equal to the base widths shown earlier. If you use the latter method, 
  be sure to be forgiving of your opponent’s – inevitably – looser 
  interpretation of where your unit’s base really starts and ends, and 
  always measure distances from one central miniature (a good use for 
  some of the lovely miniature standard bearers available).
  MEASURING AND BASE WIDTHS (BW)
  All measurements in Dux Bellorum are given in Base Widths (BW); this 
  means that your game is not restricted by draconian basing requirements. 
  4cm and 8cm base width units. 15mm Feudal 
  Castings.
  © Osprey Publishing • www.ospreypublishing.com
  
  15
  One BW equals the distance across one of your unit’s entire frontages: 
  so, for example, if your units are each formed of one base 6cm wide your 
  BW equals 6cm, and if your units are formed of two 6cm bases pushed 
  together to make a single unit your BW equals 12cm (and you’ll need more 
  table space). If maths isn’t your thing, refer to the following table of game 
  measurements for the most common unit BWs:
  Distance in BW
  Actual distance 4cm 
  frontage
  Actual distance for 
  6cm frontage
  Actual distance for 
  8cm frontage
  1
  4cm
  6cm
  8cm
  2
  8cm
  12cm
  16cm
  3
  12cm
  18cm
  24cm
  4
  16cm
  24cm
  32cm
  5
  20cm
  30cm
  40cm
  Any distance may be pre-measured by any player before making a move. 
  When measuring the distance between two units or groups, whether for 
  movement, missile fire, or any other distance, always measure the shortest 
  distance (the straight line distance between the closest points on each base). 
  When moving, be sure not to move any corner edge of a base further than 
  the maximum allowed distance.
  Movement in a miniatures game is an art, not a science: please don’t 
  get into arguments about the odd millimetre here and there, or the exact 
  angle being used. If you’re playing against an opponent to whom this is 
  important, agree before the game on what is a reasonable degree of ‘unit 
  wiggle’.
  PLAYING THE GAME
  GETTING READY TO PLAY
  To ensure that everything runs smoothly from the start, use the 
  following checklist to ensure you don’t overlook anything you or 
  your opponent needs to know before setting up.
  1. Agree on the era of game being played (Early, Middle or Late) 
  if you wish to use this rule.
  2. Choose or randomly select a scenario.
  3. Announce what army you’re commanding, agree on the points 
  value of the armies used (32 Army Points or as shown in the 
  scenario) and whether strategies & tactics may be selected.
  4. If not already decided, select your army’s units in secret.
  5. Roll to determine who will be the Aggressor (see 
  ‘Deployment’).
  6. Lay out the battlefield (see the next section).
  7. Tell your opponent about any strategies & tactics or extra 
  LPs you have purchased.
  8. Deploy both armies (see ‘Deployment’), making sure that your 
  opponent knows whether units are Warriors or Shieldwall 
  and the armament of your Skirmishers.
  9. Clarify any rules interpretations, house rules, and so on. 
  10. Start the first turn using the turn sequence. Remember it’s just 
  a game and that you’re playing to enjoy yourself!
  A
  B
  1BW 4cm
  1BW 8cm
  © Osprey Publishing • www.ospreypublishing.com
  
  16
  SETTING OUT THE BATTLEFIELD
  A battlefield can be of any size, but as a guideline, good 15mm games can 
  be had on a minimum size board of 60x60cm and 120x90cm for 28mm. 
  The number of terrain pieces to be used is determined by the scenario or 
  as shown in the army lists (usually between 1 and 3 pieces of terrain). 
  Unless otherwise outlined in a scenario, the Repeller selects the terrain and 
  places it; the Aggressor then chooses his own army’s baseline (which must 
  be one of the two longer lengths if playing on an oblong tabletop) and the 
  Repeller must choose the baseline opposite. 
  TERRAIN EFFECTS
  For some gamers, terrain building is a hobby in its own right and well worth 
  doing; for others terrain is a necessary chore needed to lend some accuracy to 
  your tabletop. Terrain can be as simple as a few books placed under a green 
  cloth to represent hills, or as inspiring as a carefully modelling landscape 
  with woods, streams, hedges, and movable bases of cows and geese which 
  have no bearing on the game but make the countryside look lived in. 
  Unless indicated by a terrain piece, the tabletop is considered to be 
  open, flat ground with no effect on the troops or battle. A terrain piece 
  may be a Wood, Hill, River, Ditch/Stream, Hedge, Wall, High Wall, Bog, 
  Village, or Outcrop. These all count as either area terrain or linear terrain, 
  and some are also high (blocking line of sight). Roads are not of tactical 
  value in Dux Bellorum, but would have been used strategically – add one 
  to your battlefield if you wish, and count it as open, flat ground, 1BW wide 
  through all area terrain.
  Area terrain pieces can be of any reasonable size, recommended as 
  approximately 5x3 BW. Rivers must run from one board edge to that 
  opposite, running across the width of the battle between the two battle 
  lines (unless determined by scenario). Linear features (Hedge, Wall, Ditch/
  Stream) must be in lengths of 5BW or less and as narrow as possible; using 
  more than one length counts as another terrain piece. High Walls may only 
  be used as part of a scenario and either run off the board or complete a 
  defensive circuit on the table; the interior is usually a village.
  A unit counts as being in area terrain if more than half of the base is 
  in that terrain; to benefit from linear terrain in combat, at least half of the 
  Late Romans slowly crossing a bog. 15mm 
  Essex Miniatures.
  © Osprey Publishing • www.ospreypublishing.com
  
  17
  base must be behind and touching that terrain. A unit counts as uphill if 
  closer to the summit of a hill than its opponent. Within a group, some units 
  may count as being in terrain and others not.
  For more information on how terrain affects movement, firing, and 
  close combat, please refer to those sections. 
  Terrain type
  Area or Linear
  Movement effect
  Visibility effect
  Combat effect
  Notes
  Bog
  Area
  Half remaining 
  movement for units 
  other than Warriors or 
  Foot Skirmishers; no 
  group move.
  None
  Penalty when attacking 
  for Shieldwall and non-
  Skirmisher Mounted. 
  Ditch/Stream
  Linear
  Stop on contact, move as 
  normal next turn.
  None
  Penalty when attacking 
  for Shieldwall and non-
  Skirmisher Mounted.
  Hedge
  Linear
  Stop on contact, move as 
  normal next turn.
  None
  Penalty when 
  attacking.
  High Wall
  Linear (high)
  Impassable
  Blocks line of sight.
  Penalty when 
  attacking, Mounted 
  unable to attack in 
  close combat or cross.
  Only used in scenario 
  games (see Scenarios 
  section for more 
  details).
  Hill
  Area (high)
  None
  Blocks line of sight.
  Penalty when attacking 
  uphill.
  Outcrop
  Area (high)
  Impassable
  Blocks line of sight.
  Impassable
  River
  Area
  Half remaining 
  movement for units 
  other than Warriors or 
  Foot Skirmishers; no 
  group move.
  None
  Penalty when attacking 
  for Shieldwall and non-
  Skirmisher Mounted.
  May also be Deep, 
  meaning it can only 
  be passed at bridges/
  fords as Area Terrain 
  (only used in scenario 
  games).
  Village
  Area (high)
  Half remaining 
  movement for units 
  other than Warriors or 
  Foot Skirmishers; no 
  group move.
  Blocks line of sight.
  Penalty when attacking 
  for Shieldwall and non-
  Skirmisher Mounted.
  Wall
  Linear
  Stop on contact, move as 
  normal next turn.
  None
  Penalty when 
  attacking.
  Wood
  Area (high)
  Half remaining 
  movement for units 
  other than Warriors or 
  Foot Skirmishers; no 
  group move.
  Blocks line of sight.
  Penalty when 
  attacking.
  Irish warband emerging from a wood. 28mm 
  Gripping Beast.
  © Osprey Publishing • www.ospreypublishing.com
  
  18
  DEPLOYMENT AND DETERMINING 
  AGGRESSORS AND REPELLERS
  A scenario might specify the Aggressor and Repeller. If not, before laying out 
  the terrain roll one die and add the Aggressor Rating of your army; compare 
  this to your opponent’s roll and Aggressor Rating total. The higher scorer is 
  the game’s Aggressor, and in the case of a draw, the player with the 
  higher Aggressor Rating is the Aggressor (re-roll if the ratings 
  are equal). In some phases of the game turn the Aggressor goes 
  first, and goes second in others, as outlined in the rules. 
  Place all of your units/groups onto the playing area in 
  the following sequence, the Aggressor completing each 
  deployment phase and then the Repeller, before both 
  moving on to the next phase:
  1. First place all non-Skirmisher Foot
  2. Then place all non-Skirmisher Mounted 
  3. Finally place all Skirmishers
  All units/groups must be placed between 3–5BW from the centre line of the 
  table, or as limited by a scenario. Once both sides have deployed, proceed 
  to the turn sequence for Turn 1.
  GROUPS AND UNITS
  Units may move and take some Bravery tests as individuals or as part of a 
  group, but all units fight and react to combat outcomes individually. Once 
  close combat begins, groups usually break up rapidly, making individual 
  units’ Bravery more important.
  A group needs to be formed of a straight line with straight frontage, 
  and be formed of the same troop type: Warriors, Shieldwall, or Riders; 
  Noble or Ordinary can be mixed in a group; Companions may group 
  with Mounted or Foot depending on which they are. A group cannot be 
  more than one base deep, and units joined onto the rear of a group act as 
  individual units or a group of their own; units to the rear cannot fight in 
  close combat. Skirmishers may never join a group.
  Friendly units automatically form a group if they move into a legal group 
  position; this means that a long line of units in close combat might form 
  a group, limiting the number of LPs you can allocate to them. Automatic 
  grouping reflects the morale boost and protection of friends in 
  close proximity; in game terms, it provides clarity on where groups 
  start and end.
  Units are more flexible but groups shift more troops in 
  unison, and may shift them more efficiently. Units within a group 
  fight individually, but for movement use the best Bravery within 
  the group.  There is no maximum number of units that may form 
  a group – an entire army could be drawn up into one group. 
  Units may enter and leave groups freely, but a broken chain of 
  units will break a group. 
  TURN SEQUENCE
  The game is divided into turns, each of which is sub-divided into 
  the phases shown below. Follow this sequence in each turn of the 
  game; both players complete each phase before moving on to the 
  next. Unless otherwise stated, the Aggressor goes first.
  A
  B
  C
  Unit  ✓
  Group of 3 units  ✓
  B and C are grouped, 
  A is not
  ✓
  ✓
  Diﬀerent troop types  ✗
  Saxon Companions looking tough. 28mm 
  Harlequin Miniatures.
  © Osprey Publishing • www.ospreypublishing.com
  
  19
  © Osprey Publishing • www.ospreypublishing.com
  
  20
  1. Alternately place LPs (Repeller goes first).
  2. Missile fire (simultaneous outcomes). Reduce unit Cohesion as required.
  3. Move units/groups, testing Bravery for each unit/group. 
  4. Close combat (simultaneous outcomes). Reduce unit Cohesion as required.
  5. Check morale and victory conditions, reduce LPs if necessary, and 
  return all unused LPs to players. 
  6. Start the next turn.
  ALLOCATING LPS
  IN BRIEF
  �� Starting with the Repeller, take it in turns to place all of your LPs with 
  units/groups.
  �� You do not need to decide how those LPs will be used at this point, 
  just which unit/groups to place them with.
  �� 1–3 LPs may be placed with a unit/group.
  �� Once LPs have been placed with a unit/group, you may not add more 
  later in this phase.
  �� LPs allocated to a group may be spent on the whole group for Bravery 
  tests, or on individual units within the group as you wish.
  You use your Leadership Points each turn to improve the chances of your 
  units to perform well – either by your Leader’s personal influence, the 
  influence of minor leaders not represented by miniatures, or by the army’s 
  overall morale and élan. As your casualties mount, your LPs decline, 
  meaning that the pressure is on you to use your LPs in the best possible 
  way to gain a tactical advantage. And you’ll usually find you never have 
  quite enough LPs to spread around your army as you’d like...
  Playing tip: If you’d like a more flexible, motivated army, instead of 
  spending all of your Army Points on units, spend some points on increasing 
  your Leader’s LPs. With a good number of LPs and an army comprising 
  mostly of Nobles, a small army can be very effective on the battlefield.
  During this phase of the game, Repeller and Aggressor take it in turns to 
  place LPs onto any unit/group in their army:
  �� LPs are placed alternately, the games’ Repeller placing first with one 
  chosen unit/group, then the Aggressor does the same, and so on until 
  all LPs have been allocated for this turn. 
  �� You can decide how to place them, but no more than 3 LPs can be 
  placed per unit/group. This reflects the difficulty in keeping large 
  groups of troops together and commanding them effectively.
  �� Place all of the LPs you’re allocating to one unit/group at once – you 
  may not boost this with more LPs later in the allocation phase. 
  �� You may not skip putting LPs down while you still have some 
  unallocated, but once you’ve used all of your LPs, your opponent may 
  place his remaining LPs as he wishes.
  �� When placing your LPs, you don’t need to state what you’re going to 
  use those LPs to do; for now, you’re just flagging that unit/group for 
  some extra leadership during this turn. 
  �� Not all units/groups need to be allocated LPs – LPs make it easier 
  for a unit/group to be successful, but units/groups can still function 
  without any.
  © Osprey Publishing • www.ospreypublishing.com
  
  21
  The rules refer to LPs used by ‘unit/groups’ throughout; 
  this is because LPs may be allocated to either individual 
  ungrouped units, or to a group as a whole. Apart from 
  during Bravery tests, LPs assigned to a group are spent 
  on individual units within the group, as and how the 
  player wishes.
  When your army loses a unit, you must surrender 1 LP 
  per lost unit at the end of the turn. When your Leader is 
  killed (which happens when his Companions are removed 
  from play), you may no longer allocate LPs in future turns, 
  so will be disadvantaged; any LPs still in play may be used 
  during this turn.
  A group may only split during the movement phase, 
  or as a result of close combat; a group cannot be split 
  during LP allocation to allow more LPs to be placed with those units. If a 
  group splits during movement, you must assign any remaining LPs between 
  the new units/groups created by the break; these may be divided in any way 
  you choose. If two groups join making a combined number of LPs more than 
  3, the excess is immediately lost, bringing the new group’s LPs down to 3.
  Playing tip: The system for placing LPs allows you to disguise your main 
  thrust of attack until the later stages of placement. If you know you’re going 
  to place a lot of LPs with one unit/group to make it surge forward or strike 
  with extra dice, hold these LPs back and place LPs elsewhere to begin with. 
  By the time you come to place LPs for your main attack, your opponent 
  may no longer have enough LPs left to counter your actions with. 
  USING ALLOCATED LPS DURING THE GAME TURN
  During the turn, LPs can be used for any of the following actions. If multiple 
  LPs have been placed on a unit/group, they do not all need to be used for 
  the same action or by the same unit within the group, and their use can be 
  spread throughout the turn. The actions LPs can be used for are as follows:
  �� Interrupt an opponent’s movement sequence to move one of your 
  own unit/groups first (see the section ‘Using LPs to interrupt your 
  opponent’s move’). This allows units/groups to out-manoeuvre their 
  opponents (even allowing well-led Foot to charge Mounted units). 
  �� Boost (or reduce, in the case of uncontrolled charges) Bravery for 
  a Bravery test (up to all 3 LP per unit/group per Bravery test). This 
  may be done for as many different Bravery tests the unit/group makes 
  during the turn, but LPs are spent on individual tests rather than 
  applying throughout the turn. Unlike other LP uses, spending them 
  on a Bravery test applies to the whole group not just an individual 
  unit within the group. Using allocated LPs in this way might allow an 
  otherwise unenthusiastic unit/group make a critical move at a crucial 
  moment of the game.
  �� Boost Aggression for close combat, but not for missile fire (up to all 
  3 LPs per unit). This can make a Shieldwall fight as well as the best 
  Warriors, or Noble Warriors or Companions angels of death – once 
  again, at the cost of your other units benefiting from your LPs.
  �� Cancel 1 hit caused during this turn per LP spent (up to all 3 LPs per 
  unit). This can make even the most feeble of unit perform like a rock, 
  albeit at the cost of your vital LPs.
  A
  E
  D
  B
  C
  AGGRESSOR
  REPELLER
  1) 
  Aggressor has 2 LP, Repeller has 4 LP
  2) 
  Repeller places 2 LP with Group E (they 
  intend to split this turn but LPs are played 
  on the group, and divided when the units 
  move apart)
  3) 
  Aggressor places 2 LPs on Unit B
  4) 
  Repeller places 1 LP on Unit D
  5) 
  Aggressor has no more LPs to place
  6) 
  Repeller places remaining LP on Unit C
  7) 
  Neither player says how they intend to use 
  LPs
  © Osprey Publishing • www.ospreypublishing.com
  
  22
  LPs used to modify dice rolls must be declared and spent before the dice are 
  rolled, with the exception of Bravery tests and cancelling out missile hits, 
  for which the LPs may be added after the initial roll. 
  When spent, LPs are returned to your hand for use again next turn; any 
  LPs left unused at the end of the turn are also returned for use in the next turn.
  OPTIONAL LP RULE: LIMITED PROTECTION
  If you want a faster game, agree with your opponent to limit the number 
  of LPs available for cancelling hits to either 2 or 1 per unit per turn. This 
  is especially decisive in games pitting two Shieldwall armies against each 
  other, where Protection levels are already high.
  OPTIONAL LP RULE: COMMAND OVER DISTANCE
  If you wish to represent the difficulty of a leader keeping control over his 
  army in the heat of battle and out of sight try this: when placing LPs with 
  a unit/group whose nearest point is further than 5 BW from any part of 
  the Leader’s base, or any distance beyond high terrain, this costs the player 
  1 extra LP.
  MISSILE FIRE
  IN BRIEF
  �� Missile troops may shoot up to their maximum range at enemies 
  within their firing arc.
  ��
  Add up all Aggression directed at each target and roll a number of dice 
  equal to this (combining the shooting of all units firing at the target). 
  �� The score needed to hit is equal to or higher than the target’s 
  Protection; for missile fire, all units have a Protection value of 5.
  �� Targets may use LPs to cancel hits inflicted during this combat, and 
  subtract any remaining hits from their Cohesion. If Cohesion is 
  reduced to 0 the unit routs and is removed from the game.
  �� Foot with Bows may not voluntarily move later in the turn if they 
  shoot in the missile phase.
  In Dux Bellorum, missile fire can be useful for softening up your enemies, 
  and chasing away their skirmishers, but rarely will you defeat an enemy 
  with missiles alone... unless you’re very canny and have the Midas touch 
  Pictish Foot Skirmishers. 28mm Gripping Beast 
  and Foundry, painted by James Morris.
  © Osprey Publishing • www.ospreypublishing.com
  
  23
  with your dice. 
  Units may not move and shoot unless Foot Skirmishers 
  with javelins, or Mounted Skirmishers with bows or javelins, 
  so only shoot with bows on foot if you’re not wanting to 
  move that unit during this turn! 
  Select a target within range (usually 2 or 4 BW) and line 
  of sight (anywhere in front of the shooting unit’s base within 
  45 degrees directly in front, except for Mounted Skirmishers 
  who see all round), complying with target priority. 
  Line of sight has the following restrictions: 
  �� Units have only 1 BW vision into or through high area 
  terrain, and high walls block line of sight unless the 
  firing unit is manning them. 
  �� A target may be shot at if all of its closest base 
  edge is visible to the shooter, even if the target is in 
  close combat.
  �� Missiles may shoot over troops if the shooter or target is 
  on a hill or defending a high wall. 
  Playing tip: Shieldwall and Companions are more vulnerable 
  to missile fire than in close combat (arrows and slingshot are 
  harder to defend against no matter how skilled in combat 
  you are or how closely you stand to your flank man). 
  However, it’s unlikely that you’ll destroy a Shieldwall army 
  by just standing off and firing at it. Use missiles to weaken 
  such opponents but be prepared to charge your own Foot in 
  to finish them off.
  MISSILE FIRE PROCEDURE
  Follow the procedure shown below to resolve all missile fire, 
  remembering that all shooting outcomes are simultaneous:
  1. Declare which of your units will shoot at which targets; 
  the target only fights back if missile armed, is in range, 
  and the shooter is their priority target.
  2. Add up the Aggression (and modifiers) for all units firing at a target 
  and roll a number of dice together equalling the combined Aggression 
  value. LPs may not be used to boost missile fire Aggression, but add or 
  subtract the following number of dice if relevant:
  +1 if the target is within 1 BW or shooting into the rear of the target (per unit firing)
  –1 if missile target/shooter is in area terrain other than Bog, or if target is behind linear terrain 
  other than River or Ditch/Stream (per unit firing). Do not count twice if both shooter and target 
  are in such terrain.
  3.  Any die rolled that equals or betters the enemy’s Protection scores a hit. 
  For missile fire, the Protection value is 5 for all units (including those 
  whose usual Protection is 6 or 4). The target may use LPs to cancel 
  out hits inflicted during this combat, up to a maximum of 3 per turn 
  (no dice rolls required); use of LPs to cancel missile fire does not need 
  to be declared until after the Aggression dice have been rolled. Any 
  outstanding hits are immediately removed from the target’s Cohesion.
  1) Unit A is Bow-armed, 
  so has a 4 BW range
  2) Unit B is a 
  Mounted Skirmisher 
  with Javelins, so has a 2 BW range
  A
  B
  45°, 4 BW range
  2 BW
  45°, 4 BW range
  ✓
  ✓
  ✓
  ✓
  ✗
  ✗
  ✗
  A
  E
  B
  C
  D
  3½ BW
  ½ BW
  1½ BW
  2 BW
  45°, 4 BW
  45°, 4 BW
  Area Terrain
  ✓
  ✗
  ✓
  ✗
  1) 
  Unit A is bow-armed
  2) 
  Unit B may be shot at because less than 
  half is in area terrain (see Terrain section)
  3) 
  Unit C may be shot at because it is less 
  than 1 BW into area terrain
  4) 
  Unit D may not be shot at because it is 
  more than 1 BW into area terrain
  5) 
  Unit E may not be shot at because it is 
  outside the firing arc
  © Osprey Publishing • www.ospreypublishing.com
  
  24
  4.  If the target is reduced to 0 Cohesion, it routs and is 
  removed from the game as a casualty (reducing the 
  player’s LPs by 1 and possibly requiring morale tests, 
  both at the end of the turn). If hits are inflicted but 
  Cohesion remains above 0, note the new Cohesion scores 
  for each unit, which applies until more hits are taken. 
  5. Missile fire does not cause the target unit to retreat.
  Bravery tests are not required to shoot missiles, and any 
  unit may only shoot once each turn.
  Playing tip: Protect vulnerable units by spending LPs to cancel out hits; this 
  represents closely formed troops locking shields to make an impenetrable 
  wall and skirmishers and other loose formations going to ground or taking 
  evasive action.
  TARGET PRIORITY
  A firing unit must target a unit that could contact it during that unit’s next 
  move (enemy units in close combat do not need to be targeted unless the 
  shooter wishes), if within range and line of sight. If more than one enemy 
  qualifies for this, the shooter must target the closest eligible unit. If more than 
  one enemy is the same distance away, the shooter may choose which to target.
  UNIT STATS RELEVANT TO MISSILE FIRE
  Unit type
  Aggression when using Missiles
  Notes 
  Mounted Skirmishers
  1 if Javelin
  2 if Bow
  2 BW range for Javelin or Bow. 
  Any direction of fire.
  Foot Skirmishers
  2 with Bow, Sling or Javelin
  2 BW range for Javelin.
  4 BW range if Bow.
  Foot Bow
  3 with Bow
  4 BW range.
  MOVEMENT AND BRAVERY TESTS
  IN BRIEF
  �� In sequence (Skirmishers, Mounted, Foot, Aggressor then Repeller for 
  each of these), players wishing to move units/groups take a Bravery 
  test and move the unit/group if successful.
  �� Groups have limited movement choices, units are more flexible.
  �� Groups must be formed of the same troop type (see earlier ‘Groups 
  and Units’ section).
  ��Terrain affects movement (see earlier ‘Terrain’ section).
  ��You may use LPs to try to interrupt an opposing unit/
  group’s action.
  ��Troop movement within 1BW of an enemy’s front 
  is restricted.
  ��Warriors must test for uncontrolled charges.
  Movement can be made by individual units or by groups 
  (see the earlier section on groups for details of how to 
  form one). As a general rule, groups are an inflexible but 
  efficient way to move large numbers of troops in one go, 
  and individual units allow greater flexibility in placing 
  troops exactly where you need them. 
  A
  D
  B
  C
  45°, 2 BW
  ✓
  ✓
  ✓
  A
  D
  E
  B
  C
  1 BW
  4 BW
  A= Foot Skirmisher
  B = Bow
  C, D, E = Shieldwall
  3 BW
  1) 
  Unit A is javelin-armed
  2) 
  Unit D is the priority target due to 
  proximity
  3) 
  If Unit D was not there, Unit C (rather than 
  Unit B) would be the priority target as it is 
  closer to Unit A
  1) 
  Unit A fires at Unit D. It has 2 Aggression 
  for its javelins, +1 for being within 1 BW. It 
  may not use its LP for missile fire
  2) 
  Unit D usually has Protection 6, but all 
  targets have Protection 5 against missiles
  3) 
  Unit A rolls 6, 6, 5 – three hits! Unit D uses 
  its 2 LPs to cancel hits, but loses 1 point of 
  Cohesion for the third hit
  4) 
  Bow-armed Unit B fires at Unit E (its 
  closest target) with Aggression 3, again 
  needing 5s. It rolls 2, 4, 5 – so Unit E loses 
  1 Cohesion
  © Osprey Publishing • www.ospreypublishing.com
  
  25
  Units/groups may never exceed their Move value or move twice in a 
  turn except as a result of close combat, and may only take a Bravery test 
  for movement once per turn. A unit may not join a group and then move 
  with that group during the same turn; however, units ending their move in 
  a legal group position will automatically group. 
  Playing tip: Try grouping units at the start of the game to ensure that your 
  battle line moves towards the enemy in good order. The group movement 
  rules mean that all or none of the units in the group will move; this 
  prevents them fragmenting into smaller or individual units through failed 
  Bravery tests. Groups will usually break up once close combat is joined, 
  but remember you can reform a group as part of most moves.
  MOVEMENT SEQUENCE AND BRAVERY TESTS
  You may attempt to motivate and move any or all of your units/groups 
  in the following order (which may also be interrupted by your opponent 
  spending LPs, as outlined later in this section):
  1. Aggressor’s Skirmishers (Mounted and Foot)
  2. Repeller’s Skirmishers (Mounted and Foot)
  3. Aggressor’s Mounted
  4. Repeller’s Mounted
  5. Aggressor’s Foot
  6. Repeller’s Foot
  Within this sequence, you may decide the order in which to move your 
  units. To move a unit or group, take a Bravery test. To pass a Bravery test, 
  you must score equal to or less than Bravery on the total of 2 dice:
  �� If the test succeeds, the unit/group may move; if not, it stays in place. 
  �� If a unit/group fails a Bravery test and has enough LPs allocated to 
  it, it may spend LPs after rolling the Bravery test to modify the result 
  to succeed.
  A group moves at the pace of the slowest unit within it, must remain in 
  constant contact with the rest of the group, uses the best Bravery present, 
  and only makes one Bravery test for the whole group.
  Playing tip: Try placing one Noble unit in a group with Ordinary troops, 
  as this will increase the chance of the entire group passing its Bravery tests.
  Picts heading south. 28mm Gripping Beast.
  © Osprey Publishing • www.ospreypublishing.com
  
  26
  BREAKING GROUPS
  If you want to split one or more units from a 
  group, Bravery is tested for each new unit/group 
  individually, immediately before those units move 
  (but after LPs have been allocated). A unit wishing 
  to break away from its group but failing its Bravery 
  test cannot move at all this turn, but the rest of the 
  group may move if it passed its own test. Group 
  LPs are split between the new units/groups as you 
  wish, abiding by the normal allocation rules. 
  If a group move results in some units of the group being blocked by 
  impassable terrain, friends, enemies or anything else preventing the group’s 
  formation to be maintained, the player must halt the entire group at that 
  point (with the exceptions shown below). During the next turn, the group 
  will need to split into individual units to move around the blocking object; 
  in such situations, groups are quite unwieldy, reflecting the lack of regular, 
  trained troops in the Dark Ages.
  There are two exceptions where a group Bravery test is taken and units 
  can split after this:
  �� A group must split to enter area terrain, but the Bravery test is 
  taken as a group at the start of the move and the group breaks into 
  individual units upon entering the area terrain; each unit tests Bravery 
  individually while starting a move in the area terrain.
  �� A group may split to contact multiple enemies (see ‘Contacting enemy 
  units’).
  MOVEMENT PROCEDURE
  Movement is kept very simple in Dux Bellorum, as Dark Ages Britain was 
  not a land of Byzantine military manuals or parade ground manoeuvre. 
  The key to legal movement is be sure not to move any corner edge of a base 
  further than the maximum allowed move, and when wheeling to ensure 
  that one front edge of the group only pivots on the spot. Movement choices 
  when a Bravery test has been passed are as follows:
  ��
  A unit/group may move any distance up to its maximum Move distance, 
  or choose not to move at all even if taking a Bravery test to decide if it 
  may move (apart from during an uncontrolled charge).
  ��
  A group moves directly forward with no drift to either side, or wheels 
  forward on one corner up to its full move or 90 degrees (whichever is 
  less). A Foot group may move directly backwards (without drift) half a 
  BW without changing facing. 
  �� An individual unit may move freely in any direction up to its 
  maximum Move.
  �� An individual unit may turn about face (180 degrees) on the spot at a 
  cost of 1BW regardless of terrain or troop type; this is more efficient 
  than other turns to the rear.
  �� Unless Warriors, Warrior Companions or Foot Skirmishers, units 
  moving inside area terrain move at half their remaining Move. All 
  groups split when entering area terrain (including Warriors) and 
  must move as individual units in that terrain; they may reform when 
  emerging from area terrain.
  B
  C
  D
  A
  1) 
  The player decides to split the group, with 
  Units A and D moving away as shown
  2) 
  The maximum of 3 LPs per group has 
  been allocated to the current, complete 
  group
  3) 
  In the Movement phase, Unit A fails its 
  Bravery test so can’t move; Units B and C 
  pass their group Bravery Text and move 
  straight ahead; Unit D passes its Bravery 
  test and moves to the right
  4) 
  The player chooses to split the group’s LPs, 
  with 2 LPs going to Units B and C, and 1 LP 
  going to Unit D (although all 3 LPs could 
  have stayed with any one group or unit)
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  27
  �� Any unit/group wishing to cross linear 
  terrain moves into contact with the feature 
  and stops. During the next turn, the unit/
  group crosses the feature and move normally. 
  Fords and bridges are crossed as area terrain 
  rather than linear features.
  �� Warriors must add 1BW to their move if this 
  will bring them into contact with an enemy 
  (representing a furious charge). See the 
  uncontrolled charge rules for more details.
  �� Units may not move and shoot unless Foot 
  Skirmishers with javelins, or Mounted 
  Skirmishers with bows or javelins.
  ��
  Foot Skirmishers may move through any 
  friends and be moved through by any friends 
  at any angle if they have enough movement 
  to do so, at no cost to the distance moved. No 
  other interpenetration is allowed.
  For more information on units moving into contact 
  with an enemy, see the close combat section.
  USING LPS TO INTERRUPT YOUR 
  OPPONENT’S MOVE
  This rule allows troops to move out of their 
  normal sequence, charging enemies before they 
  can evade or make their own charge, or to move 
  quickly to evade the enemy or charge at a different 
  target. It can only be used in close proximity to 
  enemy movements.
  You 
  may 
  choose 
  to 
  interrupt 
  your 
  opponent’s move by spending an LP allocated 
  to your interrupting unit/group, if all of the 
  following apply:
  �� Your interrupting unit/group has at least 1 LP allocated to it.
  �� Your opponent is about to roll dice for a unit/group’s Bravery test and 
  the distance between that and your interrupting unit/group would 
  allow contact to occur as a result of this movement.
  �� Your interrupting unit has not already taken a Bravery test to move 
  this turn (whether successful or not), has not fired bows if Foot, and is 
  unengaged (see the next section). 
  Your opponent may cancel this interrupting action by spending an LP of 
  his own allocated to his original unit/group. Both players may continue to 
  outbid one another until one player does not wish to or has no more LPs 
  to spend on the unit/groups involved in this exchange. If the interrupting 
  player spends more LPs than his opponent, he makes a Bravery test for the 
  interrupting unit/group and if successful moves it immediately before his 
  opponent’s unit may move (no test required if launching an uncontrolled 
  Charge); if he spends less LPs, his interrupting unit/group does not move 
  and his opponent makes the Bravery test for his original unit/group.  
  An interruption cannot be further interrupted by either player!
  ✗ NO 
   
  GROUP 
   
  DRIFT
  GROUP MOVES
  UNIT MOVES
  Any direction up to full move.
  No corner may move more
  than a full move
  A
  B
  C
  Wheel group 90° 
  or full move
  ½ BW
  Full move
  ✓
  ✓
  ✗
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  28
  When the interruption is resolved, the original 
  player concludes his own movement and the usual 
  movement sequence resumes. Both players expend 
  any LPs they bid, regardless of who eventually moves 
  first. A unit successfully interrupting an opponent’s 
  move (taking its Bravery test, whether it passes or not) 
  may not move again during the turn – a unit may only 
  make a Bravery test for movement once per turn. 
  Playing tip: Try spending LPs to evade or pre-
  emptively charge an enemy. This helps Skirmishers 
  keep out of trouble (allowing them the classic ‘evade 
  enemy’ tactic), gives other units the chance to out-
  react enemies, and makes your opponent wary of any unit/group you’ve 
  allocated LPs to, knowing that you might move out of sequence to scupper 
  their plans.
  CONTACTING AND MOVING IN PROXIMITY TO THE 
  ENEMY
  A unit/group moving or starting a move anywhere within 1BW of an 
  unengaged enemy is within the enemy unit’s zone of control. If in an 
  enemy’s zone of control, a unit may only:
  �� Move to contact by the most direct line
  �� Move out of the 1BW zone of control, directly away from that enemy
  �� Stand
  An enemy is unengaged if no opposing units are in base contact with it; 
  once an enemy unit contacts the base, the zone of control no longer applies. 
  When contacting an enemy, stop at the first point of contact, even if at an 
  angle: combat will still occur without units being fully aligned.
  OPTIONAL MOVEMENT RULE: LINE OF SIGHT 
  CHARGES
  If you find the ability to turn on the spot and contact 
  a previously unseen opponent unlikely, try the 
  following rule: if a unit can’t see a unit at the start 
  of it’s movement (use the rules for uncontrolled 
  charges to determine what a unit can see), it may 
  still turn and contact that unit but does not gain the 
  +1 die for moving into contact with an enemy, as 
  the unit’s charge has reduced impetus.
  MOVING OUT OF CLOSE COMBAT
  A unit must fight at least one round of combat, but 
  if beginning its next movement phase in contact, 
  some units are able to move out of combat if 
  passing their movement Bravery test:
  ��
  Mounted can retreat from any Foot
  ��
   Foot Skirmishers may retreat from Shieldwall 
  and Bow
  B
  C
  D
  F
  A
  E
  4 BW
  45°
  45°
  45°
  1 BW
  2 BW
  ✓
  ✓
  ✓
  ✗
  ✗
  ✗
  1) 
  Units A, B and C are Warriors and it is their 
  Movement phase
  2) 
  Units B and C must make uncontrolled 
  charges against Unit D unless they fail a 
  Bravery test each
  3) 
  Unit A does not charge Unit D as it is 
  outside of the 45° arc; Unit C does not 
  charge Unit F for the same reason, even 
  though it is closer than Unit D
  4) 
  Unit A does not charge Unit E as it is 
  beyond Unit A’s full movement. Even if Unit 
  A moves closer this turn, it cannot move 
  into contact with Unit E until next turn
  A
  B
  D
  C
  1) 
  Unit C would move first as it is Mounted, 
  but Unit A (a Foot unit) interrupts the move 
  sequence by spending an LP. This allows 
  Unit A to move first, into combat with Unit 
  C. The normal move sequence then resumes
  2) 
  Unit B declares it will move to contact 
  the enemy Unit D. Unit D spends an LP to 
  move first, but Unit B spends its own LP to 
  cancel this. They repeat the process with 
  their remaining LPs, meaning that Unit D 
  still moves first, but neither Unit B nor Unit 
  D have any LPs remaining
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  29
  Units move individually to move 
  out of contact; group moves are 
  not allowed. Remember to follow 
  the rules for moving in proximity 
  to an enemy – these rules also apply 
  when moving out of close combat.
  UNCONTROLLED 
  CHARGES
  Warriors and Warrior Companions 
  will make uncontrolled charges, 
  meaning they must move into 
  contact with enemies they can 
  see all of the closest base edge 
  of anywhere directly in front of 
  the charging unit’s base or with 
  45 degrees directly in front, if 
  they can contact them this move. 
  Eligible units must make this 
  movement unless they can fail 
  their Movement Bravery test; this Bravery test is made by individual units 
  rather than as a group, meaning that a group might split when making 
  uncontrolled charges. The following rules apply:
  �� LPs may be used to help the unit fail (counter to the usual way LPs 
  are used). 
  �� If the player is happy for his unit to charge, no Bravery test is made. 
  �� Uncontrolled charge target priority is the closest enemy unit it 
  can contact.
  Warrior units add 1BW to their maximum movement if this ends in contact 
  with an enemy; therefore uncontrolled charges have a range of 3BW. All of 
  your units making uncontrolled charges move simultaneously during their 
  usual movement sequence (so all of your Warriors will charge at the same 
  time), meaning that one unit making an uncontrolled charge at an enemy 
  does not prevent other eligible units from making uncontrolled charges at 
  the same target.
  Playing tip: Use uncontrolled charges to your advantage: move your 
  Warriors into a position where their uncontrolled charge will be triggered 
  by enemy units. If fighting against a Warrior army, try to trigger their 
  uncontrolled charges by using Skirmishers as bait, pulling the enemy 
  Warriors into the jaws of a trap.
  OPTIONAL MOVEMENT RULE: VARIABLE SUCCESS 
  AND FAILURE
  For a few extra surprises in your game, try the following:
  �� If you roll an unmodified 2 on your movement Bravery test, that 
  unit/group may make one extra move, spurred on by battle lust. This 
  second move may be used to contact an enemy if desired (Warriors 
  may only add 1BW in total if moving to contact, rather than 1BW for 
  each of the two moves).
  Saxon Warriors with Cohesion dice and LPs. 
  15mm Strategia e Tattica on 6cm bases, 
  painted by Simon Egan-Payne. 
  © Osprey Publishing • www.ospreypublishing.com
  
  30
  �� ����������������������������������������������������������������
  ���������������������������������������������������������������������
  ����������������������������������������������������������������������
  ���������������������������������
  UNIT STATS RELEVANT TO MOVEMENT AND 
  BRAVERY TESTS
  Unit type
  Move
  Bravery
  Notes 
  Foot Companions (Warrior or 
  Shieldwall)
  2
  10
  Uncontrolled 3BW charge for 
  Warrior Companions
  Mounted Companions 
  4
  10
  Noble Riders
  4
  9
  Cataphract Riders
  3
  9
  Ordinary Riders
  4
  7
  Noble Warriors
  2
  9
  Uncontrolled 3BW charge
  Ordinary Warriors
  2
  7
  Uncontrolled 3BW charge
  Noble Shieldwall
  2
  9
  Ordinary Shieldwall
  2
  7
  Mounted Skirmishers
  4
  8 
  Foot Skirmishers
  3
  8 
  Foot Bow
  2
  7
  CLOSE COMBAT
  IN BRIEF
  �� �������������������������������������������������������������������
  ��������������������������������������������������������������������
  �����������������������������������������
  �� ���������������������������������������������������������������������
  ��������������������������������������������������������������
  ��
  �������������������������������������������������������������������
  ��������������������������������������������������������������������������
  ��������������������������������������������������������������������
  ����������������������������������������������������������������������
  Romano-Britons with Cohesion dice and 
  LPs. 15mm Strategia e Tattica on 6cm bases, 
  painted by Simon Egan-Payne. 
  © Osprey Publishing • www.ospreypublishing.com
  
  31
  �� When targets have been declared, all combat is 
  resolved. The main attacking unit rolls a number 
  of dice equal to its Aggression (plus modifiers), 
  and cause a hit to the target’s Cohesion for every 
  die equalling or beating the target’s Protection.
  �� Targets may use LPs to cancel hits inflicted 
  during this combat, and subtract any remaining 
  hits from their Cohesion. If Cohesion is reduced 
  to 0 the unit immediately routs and is removed 
  from the game.
  �� All combat outcomes are simultaneous.
  �� Non-routed losers retreat from close combat.
  Carefully planned tactics can come unstuck once 
  battle lines meet: you’ll find that Warriors will charge 
  off to do their own thing when the enemy are near, carefully organised 
  groups will fragment under the pressure of combat, and some well placed 
  leadership in the shape of LPs can swing an evenly balanced melee. Bravery 
  tests are not required for fighting a close combat.
  The close combat rules aren’t intended to be a test of geometry or cunning; 
  I’ve tried to provide guidelines for the most common situations that will arise, 
  so if a situation arises not governed by the rules, the general mantra is: 
  �� Roll more rather than less dice.
  �� Allow contact between enemies rather than preventing it.
  CONTACTING ENEMY UNITS
  When making contact with any part of an enemy unit, even just minimal 
  corner contact, close combat will occur. The following rules apply:
  �� Units stop when they contact an enemy, so units fighting each other 
  are often at an angle. 
  �� If a group moves into contact from an angle rather than head on, 
  individual units may break to continue moving their full distance if 
  able to contact at least one other enemy unit by doing so; Warriors 
  must do this, other troops may choose to. This is an exception to the 
  rules for splitting groups during movement. 
  �� If a unit has been contacted by an enemy on its own flank or rear it 
  remains stationary for this turn, but may turn to face the attack in a 
  subsequent turn if not engaged on other sides. This does not require 
  a Bravery test and occurs during the unit’s 
  movement phase.
  �� Units making flank attacks must start their move 
  from a point entirely behind the target’s front 
  line; rear attacks must start behind the target. 
  Any other attack counts as a front attack even 
  if hitting the target elsewhere, and continue to 
  count as frontal attacks in subsequent turns.
  �� A unit gains extra Aggression if initiating combat 
  by moving into contact with an enemy during 
  the turn’s movement phase, due to the impetus 
  of its charge. If a unit has moved and is then 
  contacted by an enemy, it doesn’t qualify for this 
  A
  B
  C
  A
  FLANK/REAR BONUS
  ✓
  ✗
  ✗
  ✗
  1) 
  Unit A may choose to stay grouped with 
  Unit B or move forward into combat with 
  Unit C
  2) 
  If Unit A is a Warrior unit, it must move 
  into combat with Unit C
  © Osprey Publishing • www.ospreypublishing.com
  
  32
  bonus, but if it joins a combat that’s already underway (and fights as 
  the main attacker), it does gain the bonus. 
  DECLARING ATTACKS AND USING LPS
  Combat outcomes apply simultaneously, but you need to determine the 
  order in which to declare and resolve attacks and spend LPs. Use the 
  following sequence:
  1. Determine combat areas: a combat area is a continuous chain of units 
  from both sides who are in contact with an enemy. If all units/groups 
  are clumped together, they may form one continuous combat area, or if 
  contact has occurred in different areas of the battlefield, there may be 
  more than one combat area.
  2. Within each of those combat areas, the Aggressor must declare which 
  enemy units his own attacks will be directed at (declaring both the 
  main attacker and supporting units in multiple combats), and also 
  allocates to units any LPs being spent on 
  boosting that unit’s Aggression or being 
  set aside to cancel out any potential hits 
  (declaring whether the LPs are being spent 
  on attack or defence); the Repeller then 
  does the same and the combat is then 
  concluded following the procedure shown 
  in the next section.
  3. 
  Move on to the next combat area 
  COMBAT AREA 1
  COMBAT AREA 2
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  33
  and repeat step 2; the Aggressor chooses the order in which combat 
  areas are fought.
  4. Remember that all results count as simultaneous – if a unit is destroyed 
  or retreats, any attacks or support it declared will still be resolved as 
  though it were present in this turn’s combat. 
  This sequence has been included to avoid players swapping the target of 
  their attacks or use of LPs when they see what their opponent has chosen 
  to do, which could result in a never-ending circle of changing targets before 
  rolling any dice.
  CLOSE COMBAT PROCEDURE
  Once the order of resolving combat has been determined, follow the close 
  combat procedure for all battles, remembering that all combat outcomes 
  are simultaneous:
  1. Both units roll a number of dice equal to their Aggression, adding extra 
  dice as shown: 
  +2 if attacking a unit in its flank or rear
  +1 if unit moves into contact this turn (may apply to units on both sides in multiple unit combat)
  +1 additional bonus for cataphracts (and other units as noted) if moving into contact this turn 
  + LPs (up to +3)
  +1 for every supporting unit (up to +3) 
  –2 if Shieldwall, Shieldwall Companions, Riders, and Mounted Companions in close combat in 
  area terrain other than hill 
  –2 if attacking uphill or attacking linear terrain
  –2 if not a Skirmisher and attacking a target on your own flank or rear 
  2. The target number is the enemy’s Protection. 
  3. Both units count the number of dice rolled equal to or higher than their 
  Protection score. LPs set aside to cancel out hits before the dice were 
  rolled may now be used to cancel out hits inflicted during this combat 
  on a one-for-one exchange, up to a maximum of 3 per turn (no dice 
  rolls required). Any outstanding hits are immediately removed from the 
  target’s Cohesion. Any LPs set aside for hits that do not get used remain 
  unspent and are usable later in the turn if morale tests are required.
  4. If either unit is reduced to 0 Cohesion, it routs and is immediately 
  removed from the game as a casualty (reducing the player’s LPs by 1 
  and possibly requiring morale tests at the end of the turn). If hits are 
  inflicted but Cohesion remains above 0, note the new Cohesion scores 
  for each unit, which applies until more hits are taken. 
  5. For each unit, compare the number of hits taken compared to the 
  number of hits inflicted. If the number of hits is equal, both sides remain 
  in contact. If a unit takes more hits than it inflicts but does not rout, it 
  must retreat directly backwards a half BW (even if the unit is contacted 
  on its flank), but still facing to its front. If friendly units are in the way, 
  facing the same direction and not in close combat themselves, they are 
  pushed back by the retreating unit the minimum distance required for 
  the retreat to occur. If any other friends, enemy (including rear attacks), 
  or linear or impassable terrain is in the way and blocks the retreat’s 
  full distance, the retreating unit stops after retreating as far as possible, 
  deducting a further 1 Cohesion (which may lead to rout).  Foot Skirmisher 
  1
  2
  3
  A
  A
  A
  B
  B
  B
  1) Unit B passes a Bravery test and moves 
  to contact Unit A. Unit A is the game’s 
  Aggressor and has 2 LPs. Unit B is the 
  game’s Repeller and has 3 LPs. Both are 
  Ordinary Warriors
  2) Unit B stops at the point of contact, initiating 
  combat. Unit A declares 1 LP to boost 
  Aggression and 1 LP for blocking hits. Unit 
  B declares 1 LP for Aggression and 2 LPs 
  for blocking hits. Unit A rolls Aggression 
  5 + 1 LP = 2, 2, 3, 4, 4, 5. Unit B rolls 
  Aggression 5 + 1 LP + 1 for moving into 
  contact = 1, 3, 4, 5, 5, 6, 6
  3) Both units are Protection 5, so Unit A takes 
  4 hits and Unit B takes 1 hit. Unit B blocks 
  that hit with an LP, leaving 1 LP in place 
  unused. Unit A blocks 1 hit, but still takes 
  3 hits to its Cohesion of 5. Unit A must 
  move backwards ½ BW
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  34
  interpenetration rules 
  apply 
  for 
  retreats, 
  allowed them to pass 
  through or be passed 
  through by friends. A 
  unit could potentially 
  rout its opponent but 
  still have to retreat if it 
  received more hits than 
  it inflicted.
  Playing tip: Use LPs carefully in close combat. In a battle between two 
  Shieldwall armies (where most troops will have low Aggression values), 
  boosting an attack with extra LPs could be the difference between the 
  swift defeat of an opposing Shieldwall and an on-going slogging match. 
  Similarly, experiment with holding back some of the LPs allocated to 
  a unit to cancel out hits – this is something many players forget to do, 
  but it could make the difference between your Warriors breaking at first 
  contact or standing up to even the most solid of Shieldwalls. And think 
  about allocating LPs to your Companions: the extra dice used in attack 
  makes them a powerful battering ram, and holding LPs back to cancel 
  out hits can make Companions pretty invulnerable even when surrounded. 
  Once you get stuck into close combat, you’ll probably find you never have 
  enough LPs to do everything you’d like to do! 
  OPTIONAL CLOSE COMBAT RULE: FOLLOW-UPS
  To better represent the chaotic conditions of close combat in the Dark Ages, 
  try this: Following stage 5 of close combat resolution, if a Warrior or Warrior 
  Companion, or any Mounted unit has routed its opponent or forces it to 
  retreat, it must move forward half a BW if there is space for it to move into. 
  If the following-up unit’s frontage is partially blocked by another unit, it will 
  not follow-up. If it contacts any enemy or friend, it will stop on contact; no 
  fighting takes place against enemies contacted during a follow-up, but the 
  units will be in close combat for the following turn. A follow-up allows the 
  unit to cross a linear feature if the unit is already in contact with that feature.
  MULTIPLE UNITS FIGHTING
  If a unit is in contact with more than one enemy unit, it chooses which 
  to attack, but can only attack one. A unit is not limited 
  to fighting the enemy directly to it’s front; although our 
  miniatures are based on neat rectangles of card or plastic, 
  each close combat represents a swirling, confused melee, 
  and the spears, swords and shields of each of your units 
  can be directed in whichever direction you choose (this is a 
  departure from many other games, so be sure that you want 
  to expose a unit to potential casualties before committing 
  into close combat, even only as a flanking unit). However, if 
  the unit it attacks is contacting the attacker’s flank or rear, 
  the attacker usually fights at –2 Aggression, so an enemy to 
  your front is easier to fight.
  For combats involving multiple units, it’s a good idea 
  to use the ‘Declaring Attacks and Using LPs’ sequence to 
  smooth game play.
  A
  D
  B
  E
  F
  C
  A
  C
  B
  1) 
  Units A, B and C are the game’s 
  Repellers; Units D, E and F are the game’s  
  Aggressors. All units shown are in one 
  combat area
  2) 
  Aggressor declares LP use in this combat 
  area, and his main attackers/ supports: 
  Units D and E will fight Unit A with Unit D 
  as the main attacker.  Unit F can only fight 
  Unit C
  3) 
  Repeller declares LP use in this combat 
  area, and his main attackers/ supports: 
  Unit A will fight Unit D, Unit B will fight 
  Unit E, and Unit C may  only fight Unit F. 
  All are main attackers
  4) 
  All combats are resolved simultaneously. 
  Note that Unit E will retreat  backwards if 
  Unit B inflicts at least two hits, regardless 
  of hits caused on  Unit A (because Unit E is 
  a support)
  1) 
  Unit B has moved already this turn, as it is 
  a Skirmisher
  2) 
  Unit A moves into contact with Unit B, so 
  gets +1 Aggression for doing so
  3) 
  Unit C then moves into contact with Unit 
  A, so also adds +1 Aggression if it fights as 
  the main attacker
  4) 
  Unit B does not gain +1 Aggression as, 
  although it moved, it did not move into 
  contact
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  35
  © Osprey Publishing • www.ospreypublishing.com
  
  36
  If more than one of your units chooses to attack a single enemy: 
  �� You must nominate one of your units as the main attacker, and your 
  other units count as supporting. Each unit may only make one attack 
  in a turn, either as a main attacker or as a support unit. 
  �� You should usually nominate the unit with the highest Aggression as 
  his main attacker, but sometimes, other factors mean that another unit 
  is better placed to be the main attacker (such as a unit on the enemy’s 
  flank). 
  �� The main attacker in any close combat may change from turn to 
  turn – you need only nominate the main attacker for the turn you are 
  currently playing. 
  �� When you have decided which unit will be your main attacker, 
  use that unit’s Aggression value to attack with; each other 
  attacking unit adds +1 (up to a maximum of +3) and counts as a 
  supporting unit.
  Playing tip: Because of the way the close combat support rules work, 
  Skirmishers are just as effective as any other troops when supporting 
  another unit’s attack. So in addition to using your skirmishers to harry 
  the enemy with missiles, watch out for opportunities to charge them into a 
  close combat to lend weight to a more powerful unit’s attack.  
  A supporting unit:
  �� Claims no extra bonuses, only ever adding its +1 for support. 
  �� May use LPs to cancel hits directed at it but not to boost Aggression.
  �� Does not gain bonuses for moving into contact, for terrain or other 
  advantages shown on the combat procedure. 
  �� May not support another or fight as a main attacker in another 
  combat during this turn.
  �� Attacked by any enemy unit and taking at least two hits to its 
  Cohesion must retreat as explained in point 5 of the combat 
  procedure (regardless of the number of hits the supporting unit has 
  inflicted itself). If the supporting unit takes 1 hit or no hits, it does not 
  retreat. 
  Playing tip: If a unit acts as support when it could have directed its own 
  attack elsewhere, and takes damage, it’s likely to be forced to retreat. As a 
  general rule, it’s best to only support a friend if there’s not an enemy unit 
  of your own to attack.
  The defending unit may choose to attack any single opposing unit, either 
  the main unit or a supporting unit. No hits are inflicted on the other enemy 
  units and they are not affected if the target unit is forced to retreat.
  Playing tip: Remember that you do not have to fight back against the 
  opponent’s main attacker: you may target any unit in contact with you. If 
  in doubt, focus on a unit to your front: the –2 modifier for fighting a unit 
  on your flank or rear will weaken your attack.
  © Osprey Publishing • www.ospreypublishing.com
  
  37
  © Osprey Publishing • www.ospreypublishing.com
  
  38
  OPTIONAL CLOSE COMBAT RULE: FIGHTING TO THE 
  FRONT
  If you don’t relish the uncertainty of being able to hit or be hit by any unit 
  in contact, use the following priority rules:
  �� A unit must strike at one opposing unit contacting its front edge.
  �� If no opposing units are contacting your own unit’s front edge, it 
  must strike at an enemy on either flank, or at the rear if there are no 
  flank attackers.
  This gives a very different, more ordered style of close combat, which 
  makes close combat outcomes more predictable.
  UNIT STATS RELEVANT TO CLOSE COMBAT
  Unit type
  Aggression Protection
  Cohesion
  Notes 
  Foot Companions (Warrior 
  or Shieldwall)
  6
  6
  6
  Mounted Companions 
  5
  6
  5
  Noble Riders
  5
  5
  5
  Cataphract Riders
  6
  6
  4
  Extra +1 Aggression when 
  moving into contact
  Ordinary Riders
  4
  5
  4
  Noble Warriors
  6
  5
  6
  Ordinary Warriors
  5
  5
  5
  Noble Shieldwall
  4
  6
  4
  Ordinary Shieldwall
  3
  6
  4
  Mounted Skirmishers
  2 
  4 
  2
  Foot Skirmishers
  1 
  4
  2
  Foot Bow
  2
  4
  3
  © Osprey Publishing • www.ospreypublishing.com
  
  39
  ENDING THE TURN
  IN BRIEF
  �� �����������������������������
  ������������
  �� �������������������������������������
  ������������������������������
  ���������
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  �������������������������������������
  ���������������������������
  ����������������������������������������
  ������������������������
  �� ���������������������������������
  �����������������������������������������
  ��������������������������������
  ������������������������������������
  �����������������������������������������
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  ��������������
  �� ���������������������������������������������������������������������
  ����������
  �� ���������������������������������������������������������������
  ��� ����� ������ ��� ���� ������ ������ ��� ���� ��� ���� �������� ��������� ��������
  ���������������������������������������������������������������������������
  ����������������������������������������������������������������������������
  �����������������
  �� ����������������������������������������������������������������������
  ��������������������������������������
  �� ��������������������������������������������������������������������
  ����������������������������������������������������������������������
  ������������������������������
  �� ���������������������������������������������������������������������
  ���������������������������������������
  ���������������������������������������������������������
  Playing tip: Although Skirmishers don’t count towards losses for morale 
  tests, they still cost you LPs at the end of the turn they’re lost in... so 
  think twice about putting them in danger. This represents the loss of any 
  unit being seen as a tactical setback for your army – although the loss of 
  skirmish units won’t have a significant effect on your army’s morale, any 
  unit routed from the battle demonstrates your enemy’s prowess or your 
  own leader’s failure, leading to a reduction in LPs.
  ENDING THE GAME: WINNING AND LOSING
  IN BRIEF
  �� �����������������������������������������������������������������������
  ���������������
  �� �������������������������������������������������������������������
  �������������������������������������������
  Late Roman tanks! 15mm Essex Miniatures 
  Cataphracts.
  © Osprey Publishing • www.ospreypublishing.com
  
  40
  A battle will draw rapidly to a close when a scenario’s victory conditions 
  have been met, or when either army has sustained heavy casualties: 
  �� When your army has lost 50% or more of its original number of units 
  (excluding Skirmishers from both calculations), each unit/group must 
  test its morale in the end phase of that turn and every future turn. 
  ��
  When your army has lost 75% or more of its original number of units 
  (excluding Skirmishers again), the remaining units automatically rout 
  in this phase. 
  �� If your army reaches 75% casualties as a result of another morale test 
  in this phase, the army will rout as above.
  An army starting with an odd number of units rounds this number up 
  when determining 50% and 75% casualties. 
  When one or both armies rout or fulfil their victory conditions, determine 
  the game’s winner:
  �� If your opponent’s army has routed from the battle and you still have 
  units on the battlefield after passing any morale tests your army needs 
  to, you have won the game.
  �� If you have fulfilled the victory conditions of the scenario you’re 
  playing and your opponent has not, you have won the game.
  �� If both armies rout in the same turn, or a scenario with a set number 
  of turns ends with both armies still on the table, the winner is the 
  army with most Cohesion points left on the table after all units failing 
  their morale tests have been removed; if these are equal, the battle is 
  a draw, leaving the winner to be decided by heroic poetry and future 
  historians (you’ll have to make your own rules up for these!).
  TESTING MORALE
  When an army has lost 50% or more of its units (excluding Skirmishers), 
  each unit must test its morale individually. This is a Bravery test taken in 
  the end phase of all future turns of the game including this one. Any unit 
  failing this test is automatically removed as routed. 
  If a unit still has LPs on the table at the start of the end of turn phase, 
  you may use them to assist this Bravery test.
  Skirmishers, who usually have a Bravery of 8, are reduced to Bravery of 6 
  for morale tests – they’re not going to hang around when the going gets tough!
  UNIT STATS RELEVANT TO MORALE TESTS
  Unit type
  Bravery
  Foot Companions (Warrior or Shieldwall)
  10
  Mounted Companions 
  10
  Noble Riders
  9
  Cataphract Riders
  9
  Ordinary Riders
  7
  Noble Warriors
  9
  Ordinary Warriors
  7
  Noble Shieldwall
  9
  Ordinary Shieldwall
  7
  Mounted Skirmishers
  6 for Morale
  Foot Skirmishers
  6 for Morale
  Foot Bow
  7
  © Osprey Publishing • www.ospreypublishing.com
  
  41
  © Osprey Publishing • www.ospreypublishing.com
  
  42
  ARMY LISTS AND EXTRA RULES
  ARMY LISTS
  Choosing the army you wish to collect and deciding on its composition is a 
  game in its own right. You need to ensure that your army isn’t too small in 
  numbers to be swept aside by a less well-equipped yet vast horde, but also 
  include enough powerful units to give your army real punch. 
  The sample army lists near the front of the book serve as useful 
  inspiration if you’re just getting started; if you already own one or more 
  Dark Ages armies, you should find that you already have suitable miniatures 
  available and based to represent your chosen army in Dux Bellorum. 
  You may choose units adding up to the total Army Points allowed by the 
  scenario; you don’t have to spend all of your Army Points, but if you don’t 
  spend them you’re wasting precious points of military muscle.
  Unless otherwise noted in the army lists, a choice of troop type noted as 
  ‘or’ means that a mixture of units from both troop types may be selected, up 
  to an overall total of the maximum shown (so 0–2 Noble Riders or Shieldwall 
  could be 2 Noble Riders, 2 Noble Shieldwall, one of each, only one, or neither). 
  A slash indicates the player must choose one of those types only, and the few 
  instances where ‘OR’ is capitalised means the players must choose from only 
  one side of this divider. Where a choice of missile weapons is offered, choose 
  one for each unit; not all units in your army need to be given the same choice.
  Where an army is offered the choice of Warrior or Shieldwall units, 
  this often represents the difference between the armies of the smaller, 
  freshly emerging but disorganised post-Roman kingdoms (Warriors) and 
  later armies of the larger, more organised kingdoms emerging later in this 
  period (Shieldwall). Some players might also feel that one or other option 
  better represents their vision of Dark Ages warfare – the organised, solid 
  shieldwall or the wild charging mob; or perhaps the difference between 
  Christian and pagan societies.
  Remember that you may use Army Points to purchase LPs:
  Army’s starting LPs
  Cost in Army Points
  6
  0
  7
  2
  8
  4
  9
  7
  10
  10
  Playing tip: A battle between two opposing Shieldwall armies can turn into 
  quite a slugging match, and winning requires careful use of your army’s LPs. I’d 
  recommend that beginners avoid a clash between two Shieldwall-heavy armies 
  until they’ve played a few games and fathomed out the best way to use LPs. 
  EARLY, MIDDLE AND LATE ERA GAMES
  Most players want to fight against a reasonably authentic opponent, so 
  use the following army selector to find a historically matched opponent; 
  your opponent should come from the same period as your own army. I 
  recommend using this but it’s not essential for a fun, playable game. If 
  allies are selected, they must be from an army list of the same period, and 
  some strategies and tactics may only be chosen in certain eras.
  The dates are approximate cut offs rather than exact! The beauty of this 
  period is that any army can fight any other, even an army of the same culture as 
  © Osprey Publishing • www.ospreypublishing.com
  
  43
  wars between rival warlords were very common throughout these centuries. 
  Even Late Roman armies were not averse to having a pop at each other.
  Army
  Early period (before 
  AD 450)
  Middle period (AD 
  450 to AD 600)
  Late period (after 
  AD 600)
  Late Roman
  Yes 
  Romano-British
  Yes
  Yes
  Welsh Warrior
  Yes
  Yes
  Yes
  Welsh Shieldwall
  Yes
  Saxon Warrior
  Yes
  Yes
  Yes
  Saxon Shieldwall
  Yes
  Irish
  Yes
  Yes
  Yes
  Pictish Warrior
  Yes
  Yes
  Yes
  Pictish Shieldwall
  Yes
  Land Raider
  Yes
  Yes
  Yes
  Sea Raider
  Yes
  Yes
  Yes
  RECRUITING ALLIES
  Each army has a list of potential allies. You may include allies in your army, 
  abiding by the following rules:
  �� Allies may only be selected from one allied army
  �� Allies may not include allied Companions
  �� Only 0–1 Skirmish units may be recruited from allies
  �� Any selection of Noble or Ordinary units may be recruited
  �� Allied units count towards your Army Points total
  �� Allies must be selected from an army of the same era
  1. LATE ROMAN
  The Late Roman army was very different to its proud predecessors: although 
  still formidable on its day, the majority of troops were no better armed or 
  experienced than Rome’s enemies (in fact, plenty of Late Roman units were 
  formed from just such ‘barbarians’). This list best represents Comitatenses 
  (the better trained, mobile field army); if you wish to represent a Limitanei 
  army of border guards, remove the Noble Shieldwall, Noble Riders, and 
  Cataphracts, and replace them with the Levied Troops strategy.
  Aggressor Rating: 0
  Leadership Points: 6–10
  1
  Mounted Companions with Leader @ 5 points
  0–1
  Noble Riders (superior cavalry) @ 5 points
  0–1
  Cataphract @ 6 points
  0–2
  Ordinary Riders @ 3 points
  0–2
  Noble Shieldwall (superior infantry) @ 5 points each
  0–6
  Ordinary Shieldwall @ 3 points each
  0–2
  Bow @ 3 points
  0–1
  Mounted Skirmisher (Bow) @ 2 points
  0–1
  Mounted Skirmisher (Javelin) @ 2 points
  0–2
  Foot Skirmisher (Javelin or Bow) @ 1 point each
  Special rules:
  ��
  Allies: Up to 6 points of the army may come from one of the following lists: Welsh, 
  Saxon (Warriors).
  ��
  No Foot Companion option.
  ��
  2 pieces of terrain when defending.
  ��
  0–3 Strategies and tactics: Assassination, Dismount, Experienced Warlord, Hurled 
  Weapons, Imposing Horsemen, Javelins, Levied Troops, Swift Deployment, 
  Veterans.
  © Osprey Publishing • www.ospreypublishing.com
  
  44
  2. ROMANO-BRITISH
  The Romano-British are known to wargamers by several names: Arthurians, 
  Sub-Roman British, and Post-Roman British; these are the armies of the 
  British successors to Roman authority. Mostly located in the southern and 
  western lowlands of Britain, and based around a crumbling town and villa 
  society, these armies were nonetheless probably quite rich in equipment and 
  defended their Roman heritage far better than they’re often given credit 
  for: Romano-British society was still going strong in some areas well into 
  the 6th century, far longer than many Roman successors on the continent.
  Aggressor Rating: +1
  Leadership Points: 6–10
  1
  Foot/Mounted Companions with Leader @ 5 points
  0–3
  Noble Riders or Shieldwall @ 5 points each
  0–4
  Ordinary Riders @ 3 points
  0–9
  Ordinary Shieldwall @ 3 points each
  0–1
  Bow @ 3 points
  0–1
  Mounted Skirmisher (Javelin) @ 2 points each
  0–2
  Foot Skirmisher (Javelin or Bow) @ 1 point each
  Special rules: 
  ��
  Allies: Up to 6 Army Points may come from one of the following lists: Saxon, 
  Welsh, Irish; Late Roman.
  ��
  If Foot Companions are chosen they must be Shieldwall.
  ��
  2 pieces of terrain when defending.
  ��
  0–3 Strategies and tactics: Ambush, Dismount, Experienced Warlord, Hurled 
  Weapons, Imposing Horsemen, Javelins, Levied Troops, Loyal, Monks, Swift 
  Deployment, Veterans.
  3. WELSH
  This list represents those British and Welsh kingdoms continuing to live 
  in non-Roman fashion, mostly in modern Cornwall, Wales, and ‘The Men 
  of the North’ from the Scottish borders. Although perhaps considering 
  themselves Roman in culture, these tribal societies had more in common 
  with their Pictish and Irish counterparts than the imperial organisation 
  of Rome. Under the leadership of Cadwallon in the mid-7th century, the 
  Welsh of Gywnedd came close to expelling Saxon power from northern 
  England (with the help of pagan Saxon allies).
  The longbow of medieval Welsh armies was not used in this period; 
  Welsh warband. 28mm Gripping Beast, painted 
  by James Morris.
  © Osprey Publishing • www.ospreypublishing.com
  
  45
  Riders and Warriors were probably the most common units in the upland 
  areas controlled by these armies. 
  Aggressor Rating: +2
  Leadership Points: 6–10
  1
  Foot/Mounted Companions with Leader @ 5 points
  0–2
  Noble Riders or Warriors/Shieldwall @ 5 points each
  0–5
  Ordinary Riders @ 3 points
  0–9
  Ordinary Warriors/Shieldwall @ 3 points each
  0–2
  Mounted Skirmisher (Javelin) @ 2 points each
  0–4
  Foot Skirmisher (Javelin or Bow) @ 1 point each
  Special rules:
  ��
  Allies: Up to 6 Army Points may come from one of the following lists: Romano-
  British, Saxon, Irish, Pictish.
  ��
  An army must be either a Shieldwall or Warrior army – a combination is not 
  allowed. Allies are excluded from this.
  ��
  If Foot Companions are chosen, they must be Warrior or Shieldwall to match the 
  rest of the army.
  ��
  3 pieces of terrain when defending.
  ��
  0–3 Strategies and tactics: Ambush, Assassination, Champion’s Challenge, 
  Dismount, Experienced Warlord, Hurled Weapons, Imposing Horsemen, Javelins, 
  Levied Troops, Loyal, Mead, Monks, Stampede, Veterans.
  4. SAXON
  The Saxons – a kaleidoscope of northern European and Scandinavian 
  peoples including Saxons themselves, Angles, Jutes, Frisians, and others – 
  had a chequered history of both serving and warring with the Late Roman 
  empire. Initial piratical raids gave way to south and east coast settlement 
  in the 5th century, and it seems likely that groups of noble Saxon warriors 
  forged their own kingdoms and bulked their armies out with British 
  subject warriors. Over the course of the 6th and 7th centuries, lowland 
  Britain was conquered by a patchwork of small Saxon kingdoms, growing 
  in influence and power through the 8th century – only to discover the taste 
  of their own 4th and 5th century medicine from Viking raiders at the very 
  end of our period.
  Saxon cavalry are back in vogue and I believe that a good argument 
  can be made for their inclusion in an army list of this period; if you see 
  your Saxons purely as foot-sloggers, avoid using horsemen in your army. 
  Expect the unexpected – Saxon Noble Riders! 
  28mm Crusader Miniatures and Gripping Beast 
  painted by James Morris.
  © Osprey Publishing • www.ospreypublishing.com
  
  46
  Saxon Warriors may be based as Shieldwall, due to their classification 
  in some other wargames; either basing is fine, so long as your opponent 
  knows whether they’re up against Warriors or Shieldwall.
  Aggressor Rating: +3
  Leadership Points: 6–10
  1
  Foot/Mounted Companions with Leader @ 5 points
  0–2
  and 
  0–1
  OR
  0–3
  Noble Riders @ 5 points each
   
  Noble Warriors/Shieldwall @ 5 points 
  Noble Warriors/Shieldwall @ 5 points each
  0–9
  Ordinary Warriors/Shieldwall @ 3 points each
  0–2
  Foot Skirmisher (Javelin or Bow) @ 1 point each
  Special rules: 
  ��
  Allies: Up to 6 Army Points may come from one of the following lists: Welsh, Irish.
  ��
  An army must be either a Shieldwall or Warrior army – a combination is not 
  allowed. Allies are excluded from this.
  ��
  If Foot Companions are chosen, they must be Warrior or Shieldwall to match the 
  rest of the army.
  ��
  2 pieces of terrain when defending.
  ��
  0–3 Strategies and tactics: Assassination, Champion’s Challenge, Experienced 
  Warlord, Fanatics (Early and Mid), Hurled Weapons, Imposing Horsemen, Javelins, 
  Levied Troops, Loyal, Mead, Veterans, War Dogs.
  5. PICTISH
  The Picts, based in modern Scotland, fought off the Romans, the Britons, 
  the Saxons, and for a long time the Irish, and still found time to raid south 
  into the British lowlands. From time to time the Picts seem to have aligned 
  themselves with Irish or northern British/Welsh armies, and probably 
  fought between themselves as frequently as they fought outsiders. There’s 
  no solid evidence for the tattoos Picts are famed for, but that shouldn’t stop 
  you enjoying this unusual looking army full of ragged, hairy spearmen with 
  square shields and darting light horsemen.
  The low numbers of Nobles and higher number of Skirmishers reflects 
  the relative low wealth and home terrain of Pictish armies, which most 
  likely encouraged skirmishing warfare, and also allows for the Aberlemno 
  Saxon Noble Warriors. 28mm Gripping Beast, 
  Black Tree Design, and Musketeer Miniatures 
  painted by James Morris.
  © Osprey Publishing • www.ospreypublishing.com
  
  47
  Stone’s generally accepted interpretation that later Pict armies fought in 
  tighter Shieldwall formations.
  Aggressor Rating: +2
  Leadership Points: 6–10
  1
  Foot/Mounted Companions with Leader @ 5 points
  0–1
  Noble Riders or Warriors/Shieldwall @ 5 points each
  0–2
  Ordinary Riders @ 3 points
  0–9
  Ordinary Warriors/Shieldwall @ 3 points each
  0–4
  Mounted Skirmisher (Javelin) @ 2 points each
  0–4
  Foot Skirmisher (Javelin or Bow) @ 1 point each
  Special rules:
  ��
  Allies: Up to 6 Army Points may come from one of the following lists: Welsh, Irish.
  ��
  An army must be either a Shieldwall or Warrior army – a combination is not 
  allowed. Allies are excluded from this.
  ��
  If Foot Companions are chosen, they must be Warrior or Shieldwall to match the 
  rest of the army.
  ��
  3 pieces of terrain when defending.
  ��
  0–3 Strategies and tactics: Ambush, Assassination, Champion’s Challenge, 
  Dismount, Experienced Warlord, Fanatics (Early and Mid), Hurled Weapons, 
  Javelins, Levied Troops, Loyal, Mead, Stampede, Veterans, War dogs.
  6. IRISH
  Irish pirates were raiding the western British coast long before the Romans 
  left. They settled along the west coasts of modern England, Wales and 
  Scotland when Roman power declined, and fought against local armies 
  in these areas. Often portrayed a technologically backward in warfare, 
  Irish armies nevertheless proved to be formidable foes. Like the Saxons, it 
  has often been suggested that the Irish made no use of mounted warriors 
  other than to transport them to the battlefield; as with the Saxons in Dux 
  Bellorum, Irish armies are offered a mounted option but will never be able 
  to deploy as a ‘cavalry-heavy’ army. Chariots are offered as a special rule 
  (see strategies and tactics).
  The high number of Nobles in an Irish army reflects the warrior 
  elite of a culture faced with endemic warfare; Irish Nobles need not be 
  Pictish warband. 28mm Foundry and Gripping 
  Beast, painted by James Morris.
  © Osprey Publishing • www.ospreypublishing.com
  
  48
  well armoured, making up for the potential paucity of equipment with 
  experience and guile on the battlefield. Riders would be classed as Nobles 
  in other armies, but Irish horsemen were likely to be less well equipped 
  than their adversaries, lacking the necessary ‘clout’ of Noble Riders.
  Aggressor Rating: +3
  Leadership Points: 6–10
  1
  Foot/Mounted Companions with Leader @ 5 points
  0–4
  Noble Warriors @ 5 points each
  0–2
  Ordinary Riders @ 3 points
  0–9
  Ordinary Warriors @ 3 points each
  0–1
  Mounted Skirmishers (Javelin) @ 2 points
  0–5
  Foot Skirmisher (Javelin or Bow) @ 1 point each
  Special rules: 
  Allies: Up to 6 Army Points may come from one of the following lists: Welsh, Saxon, Pictish.
  ��
  If Foot Companions are chosen, they must be Warriors.
  ��
  Irish skirmishers choosing bows should be modelled with slings.
  ��
  If Chariots are selected, other Mounted cannot be.
  ��
  3 pieces of terrain when defending.
  ��
  0–3 Strategies and tactics: Ambush, Assassination, Champion’s Challenge, 
  Chariots (Early), Experienced Warlord, Javelins, Levied Troops, Loyal, Mead, 
  Monks, Stampede, Swift Deployment, War Dogs.
  7. LAND RAIDERS
  This army represents the raiding forces put together by any of the parent 
  lists with the exception of the Late Romans, who may not field a Land 
  Raider force. The composition of a land raiding army is based in part on 
  the heroic poetry of the period (especially those poems of the Welsh and 
  Irish), and also on the medieval raiding armies of the Scottish and Welsh 
  borders. Horses are often available, and the army chooses to travel and 
  fight light: no Shieldwalls here, even if the parent army is Shieldwall-based.
  Irish warband. 28mm Gripping Beast, painted 
  by James Morris.
  © Osprey Publishing • www.ospreypublishing.com
  
  49
  Raiders are well-equipped and experienced fighters, hence the higher 
  number of Noble units than in some parent armies.
  Aggressor Rating: +5
  Leadership Points: 6–10
  1
  Foot/Mounted Companions with Leader @ 5 points
  0–4 
  and
  0–2
  OR
  0–4
  and
  0–2
  Noble Riders @ 5 points each 
  Ordinary Riders @ 3 points each 
  Noble Warriors @ 5 points each 
  Ordinary Warriors @ 3 points each
  0–3
  Mounted Skirmisher (Javelin) @ 2 points each
  0–4
  Foot Skirmisher (Javelin or Bow) @ 1 point each
  Special rules: 
  ��
  No allies.
  ��
  If an army is all Mounted or all Foot, the Companions must be of the same type as 
  your Warriors/Riders choice.
  ��
  If Foot Companions are chosen they must be Warriors.
  ��
  Irish skirmishers choosing bows should be modelled with slings.
  ��
  Saxon and Irish armies may contain only 0–1 Mounted Skirmishers rather than 
  0–3; they can both choose Riders without restriction.
  ��
  1 piece of terrain when defending.
  ��
  0–3 Strategies and tactics: Ambush, Champion’s Challenge, Chariots, Dismount, 
  Experienced Warlord, Fanatics, Imposing Horsemen, Javelins, Mead, Stampede, 
  Swift Deployment, Veterans, War Dogs. These may only be chosen if available on 
  the parent list.
  8. SEA RAIDERS
  Each and every army listed in this book, with the exception of Late 
  Romans, can be the parent army for this list – a boat trip and bit of duty-
  free slave raiding was a popular vacation in this period! Saxons, Picts, 
  and Irish warriors nibbled away at Late Roman and post-Roman Britain, 
  Late era Land Raiders. 28mm Crusader 
  Miniatures Scots.
  © Osprey Publishing • www.ospreypublishing.com
  
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  and British warriors raided into Ireland (in a quaintly British way, St 
  Patrick wrote a letter of complaint to a British king about such activities). 
  In folklore, even the mighty Arthur was noted as raiding by sea. At the 
  very end of our period, a Sea Raider army can be used to represent the 
  ever-popular Viking pirates who had started to harangue kingdoms in the 
  British Isles (use Early Saxon strategies and tactics).
  This army has just got its feet wet, heading inland in search of booty 
  and banditry. As seems appropriate for the sort of chap drawn to piracy, 
  a high proportion of the army can be well armed and highly motivated 
  Noble Warriors. 
  Aggressor Rating: +5
  Leadership Points: 6–10
  1
  Foot Companions with leader @ 5 points
  0–4
  Noble Warriors @ 5 points each
  0–3
  Ordinary Warriors @ 3 points each
  0–4
  Foot Skirmisher (Javelin or Bow) @ 1 point each
  Special rules: 
  ��
  No allies.
  ��
  Foot Companions must be Warriors.
  ��
  Irish skirmishers with bows should be modelled with slings.
  ��
  1 piece of terrain when defending.
  ��
  0–3 Strategies and tactics: Ambush, Champion’s Challenge, Experienced Warlord, 
  Fanatics, Javelins, Mead, Swift Deployment, Veterans, War Dogs. These may only 
  be chosen if available on the parent list.
  STRATEGIES AND TACTICS
  When putting together your army, you might wish to buy yourself a little 
  period flavour from the options shown below. These rules are all entirely 
  optional, and should only be used if both players agree to it. You may 
  purchase a maximum of three options from the following list, and only if 
  noted under your army’s strategies and tactics options:
  AMBUSH
  The player may leave a total of 0–3 units of Skirmishers, Warriors or Riders 
  off table during the initial deployment phase. Once all other deployment 
  has occurred, the ambushing units are placed on the table in their own 
  deployment area. If both sides have ambushers, dice to see who deploys 
  all of their ambushers before their opponent. 4 Army Points (in total) to 
  deploy 0–3 Ambushers.
  ASSASSINATION
  Before set up, declare that you are making an assassination attempt. For it 
  to succeed, roll two dice and score 11 or 12.  If successful, your opponent 
  suffers –3 LP for the game but may still field a unit of Companions with a 
  (new) Leader. If rolling a total score of 5 or less, the attempted assassination 
  was so easily foiled that your enemy gains +1 LP for the game for the fame 
  they gained by slaying your assassin. This strategy cannot be chosen for 
  the ‘End of Reign’ scenario. 4 Army Points to recruit a skilled knifeman.
  CHAMPION’S CHALLENGE
  After deployment but before the first turn, your army’s champion may 
  challenge the opposing champion to a duel. If refused, the opponent suffers 
  –1LP for the game (Late Romans and Romano-Britons may ignore this 
  challenge without effect). Both sides roll one die and the higher scorer’s 
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  champion wins; the player issuing the challenge wins ties. The loser’s army 
  suffers –1 LP for the game. No units need to be moved on the tabletop to 
  represent the duel. 3 Army Points to have a warrior in your army boastful 
  enough to issue the challenge.
  CHARIOTS
  Iron Age British and Irish tribes used chariots, and there is debate regarding 
  their eventual demise in Irish armies. I am not convinced that chariots were 
  still used on the battlefield in our period, but if you wish to do so, you may 
  add them to Early Irish armies. Chariots are based, move and act as Riders 
  but must test for uncontrolled charges in the Mounted movement phase. 
  If Chariots are selected, other Mounted cannot be. Model one chariot per 
  base, but increase the depth to accommodate it. Early Irish armies may 
  include Chariot Companions (counting as Mounted Companions), and 
  may replace any or all Noble Warriors with Chariot units costing 5 Army 
  Points each.
  Unit type
  Move
  Bravery
  Aggression 
  (Missiles)
  Protection
  Cohesion
  Notes 
  Points 
  Chariots
  4
  9
  6
  5
  4
  Irish only; 
  Uncontrolled 
  4BW charge
  5
  DISMOUNT
  Rider and Mounted Companion units may dismount to fight. This happens 
  in the Movement phase; a Bravery test must be passed, and the dismount 
  takes place instead of any movement.  A group may all be commanded to 
  dismount with just one Bravery test. A unit/group may only dismount if 
  beyond all enemy units’ full move distances and also beyond enemy missile 
  fire distance. The unit dismounts as Shieldwall or Warriors to match the rest 
  of the army, and retains any Noble/Companion designation. To represent 
  a number of riders retiring from the battle to look after horses, each unit’s 
  Cohesion immediately drops by 1 point when it dismounts. A dismounted 
  unit may not remount during the battle. 3 Army Points to allow all relevant 
  Mounted units the option to dismount in the game.
  Welsh Shieldwall with a cocky champion! 
  28mm Gripping Beast.
  © Osprey Publishing • www.ospreypublishing.com
  
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  EXPERIENCED WARLORD
  The leader of the army has fought and won many battles before; he knows 
  what he’s doing and his warbands trust him. After all LPs have been laid 
  for the turn, he may reallocate 1 of these LPs to another unit in his army. 2 
  Army Points to train your warlord.
  FANATICS
  Although I am unconvinced about the historical likelihood of such units, 
  gamers might wish to use some of the wonderful ‘berserker’ miniatures 
  available. Early and Middle Saxon, Early and Middle Pictish armies and 
  Sea Raiders may add 1 Fanatic unit: this unit counts as a Skirmisher unit 
  for grouping, movement, terrain, and losses, must make uncontrolled 
  charges in the Skirmisher movement phase and may not test to avoid doing 
  so, and must have at least 1LP allocated to it in each turn of the game; LPs 
  cannot be used to block hits on Fanatics. They contact enemies with an 
  additional +1 die, and are based as Warriors. 5 Army Points to keep them 
  in hallucinogens, furs and beauty products.
  Unit type
  Move
  Bravery
  Aggression 
  (Missiles)
  Protection
  Cohesion
  Notes 
  Points 
  0–1 
  Fanatics
  3
  12
  7
  4
  3
  Uncontrolled 
  3BW charge; 
  extra +1 
  Aggression 
  when 
  moving into 
  contact; 
  Skirmishers; 
  1LP 
  minimum per 
  turn 
  5
  HURLED WEAPONS
  Using angones, javelins, and axes, Shieldwall units and Shieldwall 
  Companions add +1 die when contacted from the front firing arc and not 
  starting that turn already in contact with an enemy, but not when they 
  themselves have moved into contact. All or none relevant units must use 
  hurled weapons costing 3 Army Points for the whole army if 5 or less 
  units are equipped in this way, or costing 5 Army Points if 6 or more units 
  need equipping.
  IMPOSING HORSEMEN
  Mounted Companions and Riders in your army are mounted on 
  continental warhorses rather than native British ponies, and possess extra 
  armour or training. Yes, this is the option to take if you want to field 
  ‘King Arthur’s Knights’: historically accurate or not we all know they’re 
  fun to include. Imposing units contact enemies with an additional +1 die. 
  Mounted Skirmishers and Cataphracts cannot be Imposing. All or none 
  relevant units must be Imposing, costing 3 Army Points for the whole army 
  if 5 or less units are equipped in this way, or costing 5 Army Points if 6 or 
  more units need equipping.
  JAVELINS
  Riders, Warriors, and Warrior or Mounted Companions may use javelins; 
  these have a range of 2BW and an Aggression of 1 (but no extra bonus for 
  being within 1 BW). All or none relevant units must use javelins costing 3 
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  Army Points for the whole army if 5 or less units are equipped in this way, 
  or costing 5 Army Points if 6 or more units need equipping.
  LEVIED TROOPS
  In troubled times, a Dark Ages leader might consider calling for a mass 
  levy of non-professional warriors to appear as part of the army; this was 
  outside the norm for this era, warfare being a specialized pursuit. Levied 
  troops are classed as Ordinary Shieldwall, and between 8–16 Army Points 
  must be spent on them. An army’s Aggressor Rating drops by 2 points 
  if Levy are included in the army as Levy are happier in defence of their 
  kingdom rather than attacking across borders.
  Unit type
  Move
  Bravery
  Aggression 
  (Missiles)
  Protection
  Cohesion
  Notes 
  Points 
  4–8 Levy
  2
  6
  2
  5
  3
  2
  LOYAL
  1 Noble unit boosts its Bravery to 10 for the entire game; your warlord is 
  lucky to have an extended family of kinsmen prepared to fight by his side 
  and die with him. 3 Army Points to guarantee their loyalty!
  Pictish Leader in Chariot. 28mm Gripping 
  Beast.
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  MEAD
  Choose to indulge your army in a mighty feast before sending them into 
  battle, making them braver yet more fragile! If this option is purchased, 
  all units except for Skirmishers and Levy gain +1 Aggression for the game 
  but –1 Cohesion. Expect a quick resolution to the battle. 3 Army Points to 
  host the feast.
  MONKS (OR OTHER RELIGIOUS BRETHREN)
  The army has spiritual support, regardless of their Christian or pagan 
  beliefs. Monks are deployed on the battlefield during the Foot deployment 
  phase. While the Monks are in play, they deliver prayers and other spiritual 
  support, allowing them to add 2 LPs to any one unit/group within 5BW of 
  themselves during the usual LP placement phase (but may not exceed the 
  usual 3 LPs per unit/group). No LPs may be spent on the Monks themselves, 
  so they must rely on their own Bravery and divine dice intervention. Monks’ 
  LPs are independent of a Leaders’, so are not affected if the Leader is routed. 
  Monks are based on Shieldwall sized bases and count as Ordinary Shieldwall 
  for movement and losses, although they may not join a group; their LPs are 
  removed from play immediately if the Monks rout. 0–1 Monks at 3 Army 
  Points for religious education and upkeep of the church.
  Unit type
  Move
  Bravery
  Aggression 
  (Missiles)
  Protection
  Cohesion
  Notes 
  Points 
  0–1 Monks
  1
  6
  1
  3
  3
  May not 
  use LPs.
  3
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  STAMPEDE
  If war dogs are a debatable addition to the game, war sheep (or cattle or 
  pigs) are even more tongue in cheek although broadly relevant! There’s 
  a good account of the Welsh using this tactic at Trwstllewelyn in AD 
  1257, and the tactic feels right for the Dark Ages too. Counting as Foot 
  Skirmishers for movement and grouping, Stampedes test for uncontrolled 
  charges in the Skirmisher movement phase. A Stampede will automatically 
  be removed from the game when contacting or contacted by any enemy, 
  but reduces that unit’s Cohesion by 2 points (Skirmishers are an effective 
  sacrifice to make, if you can place them in the way). LPs cannot be used 
  to cancel damage caused by a Stampede, and a Stampede may not be shot 
  at. The loss of a Stampede does not lead to a loss of an LP. Place on Rider 
  sized bases.  0–1 at a cost of 2 Army Points for shearing, herding, and Black 
  Sabbath songs (War Pigs – forgive me that one!).
  Unit type
  Move
  Bravery
  Aggression 
  (Missiles)
  Protection
  Cohesion
  Notes 
  Points 
  0–1 
  Stampede 
  (cattle/ 
  sheep/
  pigs)
  3
  10
  -
  -
  -
  Act as Foot 
  Skirmishers; 
  uncontrolled 
  3BW charge.
  2
  SWIFT DEPLOYMENT
  By mounting the entire force on ponies for transportation, or moving 
  quickly by Roman roads or a well-placed beaching site, the army is more 
  likely to catch it’s opponent unprepared, adding +2 to its Aggressor rating 
  for the game. 2 Army Points for the upkeep of roads, ponies, or boats.
  VETERANS
  1 Noble unit gains +1 Aggression for the entire game; these are the most 
  experienced warriors in your army outside of your Companions, so use 
  them with care. 3 Army Points for training and equipment.
  WAR DOGS
  I’m still to see any convincing evidence of dogs being used in Dark 
  Ages British battles rather than just for hunting, but they are a popular 
  addition to many wargamers’ armies, so are included here in the interests 
  of popularity if not accuracy. Place on Rider sized bases, and treat them 
  as Foot Skirmishers for movement and grouping. War dogs test for 
  uncontrolled charges in the Skirmisher movement phase. 0–2 at a cost of 3 
  Army Points for training and dog food.
  Unit type
  Move
  Bravery
  Aggression 
  (Missiles)
  Protection
  Cohesion
  Notes 
  Points 
  0–2 War 
  dogs
  3
  10
  5
  4
  3
  Act as Foot 
  Skirmishers; 
  uncontrolled 
  3BW charge.
  3
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  SCENARIOS
  Scenarios in Dux Bellorum can be as simple or complex as you wish; this 
  section provides some typical Dark Ages scenarios to get you started plus 
  ideas for devising your own clashes. We have the names of many Arthurian-
  era battles but very few fixed details, meaning you can create your own 
  ‘history’ without being provably wrong!
  Read through the earlier sections ‘Getting ready to play’ and ‘Setting out 
  the battlefield’ for more on setting up a game. Battlefield layout within the 
  scenarios has been left deliberately open to allow you to set the battlefield 
  up according to the terrain you have available; the number of game turns 
  might need some adjustment depending on your table size and layout.
  Use the Annals Battle set up and guidelines for all battles unless noted 
  as different in other scenario instructions. Your goal for the game is shown 
  in the victory conditions.
  ANNALS BATTLE
  Documents such as the Anglo-Saxon Chronicle and Annales Cambriae 
  frequently mention battles by name and year but lack further details; this 
  scenario can be used for such encounters. The most famous battles of this 
  type are probably Badon (AD 516) and Camlann (AD 537), which tie into 
  Arthurian legend. The goal for both sides is to rout their enemy’s army.
  �� Determining the Aggressor and Repeller: See the earlier section 
  ‘Deployment and determining Aggressors and Repellers’.
  �� Army Points: 32 for both Aggressor and Repeller.
  �� Terrain requirements: Repeller lays terrain; no rivers, high walls or 
  villages. Maximum one feature per table quarter.
  �� Deployment: Aggressor chooses which table edge to deploy along, 
  using ‘Deployment and determining Aggressors and Repellers’ section; 
  Repeller uses the opposite one. On oblong tables, the longer edges 
  must be used.
  �� Special rules: None.
  �� Maximum number of turns: 18
  �� Victory conditions: Rout your enemy, or at the end of the final turn, 
  have more Cohesion points left on the table than your enemy.
  DAWN ATTACK
  Catching your enemy off guard by launching an assault at dawn features 
  in some Dark Ages battle accounts; examples include Catraeth (AD 
  600) which didn’t go well for the early morning British attackers, and 
  Strathcarron (AD 642) where Domnall Brecc’s sleepy head was eventually 
  pecked by ravens with his Irish army defeated by British enemies. This 
  scenario sees the Aggressor trying to overwhelm the Repeller before a 
  strong defence is organized – speed of attack may win or lose the battle.
  �� Determining the Aggressor and Repeller: The army with the most 
  Mounted units is the Aggressor; if both sides have the same number 
  of Mounted units, dice as per an Annals Battle.
  �� Army Points: 28 for the Aggressor and 32 for the Repeller. 
  �� Special rules: In Turn 1, the Repeller may use only 1 of his LPs; 
  in following turns, add an extra LP per turn until all are in play. 
  The Aggressor deploys as usual, but the Repeller begins the game 
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  encamped and must deploy all of his units before the Aggressor does: 
  the deployment zone is within the central third of the Repeller’s 
  baseline, up to 3 BW in from the baseline, and no terrain may be laid 
  out in this area. When the defending units are deployed, the Aggressor 
  may swap the location of up to two pairs of units. Each encamped 
  unit must be deployed individually rather than grouped, and suffers 
  –1 to Bravery tests in the first turn (as the troops gather their weapons 
  and armour). Ambushes may not be used.
  �� Maximum number of turns: 14
  �� Victory conditions: If the Repeller has not routed at the end of the 
  final turn, the attack is repulsed and the Repeller wins.
  END OF REIGN
  A warlord’s life could be short and brutal, often ending on the battlefield. 
  One sequence of events in the 7th century highlights this only too well: 
  AD 633 at Hatfield Chase Cadwallon and Penda slay Edwin, AD 634 at 
  Heavenfield Oswald slays Cadwallon, AD 642 at Maserfield Penda slays 
  Oswald, and finally AD 655 at Winwaed Oswiu slays Penda. Phew! The 
  aim of this scenario is to kill your opponent’s Leader, with other casualties 
  being almost irrelevant.
  �� Special rules: If your Leader is routed, your army automatically 
  routs. In this scenario, no LPs may be spent blocking hits on 
  your Companions.
  �� Victory conditions: Very simple: kill your opponent’s Leader by 
  routing his Companions unit. If one army routs before either Leader 
  has been killed, the battle is considered a draw.
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  RIVER BATTLE
  Dark Ages battles frequently took place at rivers, presumably because they 
  formed the boundaries of kingdoms and crossing points were well known 
  and could be guarded; this scenario allows you to invade or repel at your 
  kingdom’s border to your heart’s content. Examples include seven of the 
  famous (if perhaps legendary) twelve battles of Arthur. The aim of this 
  scenario is to cross the river and rout your enemy.
  �� Terrain requirements: Repeller lays terrain; must include a river 
  running between two opposite table edges and one ford roughly 
  halfway along the river’s length (this river doesn’t count towards 
  the Repeller’s terrain total). Maximum of one other terrain feature 
  per quarter.
  �� Special rules: See terrain rules for the river and ford’s effect.
  �� Victory conditions: If one side routs, it loses the game; if neither side 
  has routed by the end of the final turn, the army with the closest 
  non-Skirmish unit to the ford controls the river crossing and wins the 
  battle – even if that army has taken more casualties.
  VILLAGE RAID
  This scenario is not based on a particular battle, but represents the type of 
  encounter fought time and time again when one kingdom invades another. 
  The Aggressor must try to occupy and hold the enemy village, while the 
  Repeller tries to prevent him getting there or staying there.
  �� Determining the Aggressor and Repeller: If one army is a Raider army, 
  it will be the Aggressor. If both or neither armies are Raiders, the 
  army with the most Noble units is the Aggressor; if both sides have 
  the same number of Noble units, dice as per an Annals Battle.
  �� Terrain requirements: Repeller lays the terrain; no villages, rivers, 
  walls or high walls may be used. Once the Aggressor has chosen his 
  table edge, the Repeller must deploy a village (which doesn’t count 
  towards the Repeller’s terrain total) within 4BW of his own baseline. 
  Maximum of one other terrain feature per quarter.
  �� Maximum number of turns: 12
  �� Victory conditions: If at least one unengaged Aggressor unit is in 
  the village at the end of any turn, each Repeller unit must take an 
  additional morale test. If neither side has routed by the end of the 
  final turn, the Aggressor wins if he has at least one unengaged unit in 
  the village; the Repeller wins with any other result. 
  SCENARIO IDEA: SIEGES
  Some accounts of warlords besieged inside their forts or within a fortified 
  town have emerged from the Dark Ages, such as the Saxon siege of Pevensey 
  (AD 491). These were not sieges along medieval lines, with artillery or 
  mining – Dark Ages sieges required the attackers to either starve out the 
  defenders or go over the walls and through the gateways the hard way. 
  The Aggressor must try to storm the fort with superior numbers, while the 
  Repeller attempts to hold the fort at all costs.
  The following ideas should help you play out such a scenario:
  �� Repeller is the army with the most Shieldwall, or if Shieldwall are 
  equal, the least number of Nobles.
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  �� Repeller places High Walls in the centre of the table, with a village 
  inside and 1–2 gateways. Suggested perimeter is 16–20 BW. Repeller 
  must deploy inside the High Walls, but may move out during 
  the game.
  �� Army Points: Aggressor has 32, Repeller has 20.
  �� Aggressor may buy ladders costing 1 Army Point per unit for as many 
  Foot units as he wishes. Ladders allow High Walls to be crossed 
  as Walls.
  �� Gateways may be crossed as ditches.
  �� No ambushes!
  SCENARIO IDEA: THE BARD’S TALE
  This is one of my favourite ways to play Dux Bellorum, not least because 
  I can win by seeing my own army being wiped out; the type of battle 
  represented here can be read about in the poetry of Taliesin and Aneirin. 
  Each player’s army is accompanied by a bard whose job it is to record the 
  deeds of his army; the bard may be represented by a figure or a counter, 
  and is treated as a marker in the game rather than a unit – other units may 
  move through, shoot through, and in all ways ignore the bard (if necessary, 
  move the bard out of the way of other units). 
  At the start of each turn before LPs are allocated, attach your bard to any 
  one non-skirmish unit in your army. The bard follows that unit for the 
  whole turn, and scores points according to the actions carried out by that 
  unit. At the start of the next turn, your bard may choose to stay with the 
  same unit or move to any other non-skirmish unit in your army (with no 
  movement restrictions). If the unit the bard is attached to routs, the bard 
  will survive and may be attached to another unit in the following turn.
  Victory points are scored during each turn as follows:
  �� 1 VP for each point of Cohesion lost or caused this turn in close 
  combat by the unit the bard is attached to (must be the main attacker, 
  not in support). Missile fire does not count as it’s not heroic enough!
  �� 3 VP if attached to the routing unit that causes your whole army or 
  your opponent’s whole army to rout.
  �� 3 VP if the unit the bard is attached to, or the unit it has fought this 
  turn as the main attacker, routs this turn.
  �� 3 VP if attached to your leader when he is routed, or attached to the 
  main attacker routing your opponent’s leader.
  The player with the most victory points at the end of the battle wins, 
  regardless of whether his army routed or not. It’s not about winning the 
  battle, it’s about carrying out the most heroic deeds (but only when a bard 
  is close by!).
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  ARTWORK REFERENCES
  Page 5 
  Late Roman infantryman, by Gerry Embleton © Osprey 
  Publishing Ltd. Taken from Warrior 9: Late Roman Infantryman 
  AD 236–565.
  Page 10 
  North British cavalryman, Romano-British militiaman and 
  Welsh archer, by Angus McBride © Osprey Publishing Ltd. Taken 
  from Men-at-Arms 154: Arthur and the Anglo-Saxon Wars.
  Page 19 
  Late Roman troops, by Angus McBride © Osprey Publishing 
  Ltd. Taken from Men-at-Arms 154: Arthur and the 
  Anglo-Saxon Wars.
  Page 32 
  Germanic cavalry, by Angus McBride © Osprey Publishing Ltd. 
  Taken from Warrior 17: Germanic Warrior AD 236–568.
  Page 35 
  Late Roman cataphracts, by Christa Hook © Osprey Publishing 
  Ltd. Taken from Warrior 15: Late Roman Cavalryman AD 
  236–565.
  Page 37 
  The Death of Aethelhere at the battle of Winwaed, AD 655, by 
  Gerry Embleton © Osprey Publishing Ltd. Taken from Warrior 
  5: Anglo-Saxon Thegn AD 449–1066.
  Page 38 
  Picts facing cavalry of the Kingdom of Strathclyde, AD 744, by 
  Wayne Reynolds © Osprey Publishing Ltd. Taken from Warrior 
  50: Pictish Warrior AD 297–841. 
  Page 41 
  Saxon warriors, by Angus McBride © Osprey Publishing 
  Ltd. Taken from Men-at-Arms 154: Arthur and the 
  Anglo-Saxon Wars.
  Page 54 
  Irish sub-king and warriors, by Angus McBride © Osprey 
  Publishing Ltd. Taken from Men-at-Arms 154: Arthur and the 
  Anglo-Saxon Wars.
  Page 57 
  Pictish raiders, by Angus McBride © Osprey Publishing 
  Ltd. Taken from Men-at-Arms 154: Arthur and the 
  Anglo-Saxon Wars.
  Page 59 
  Dinas Emrys, Gwynnedd, Wales, by Peter Dennis © Osprey 
  Publishing Ltd. Taken from Fortress 80: British Forts in the Age 
  of Arthur.
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  DUX BELLORUM QUICK REFERENCE SHEET 
  TURN SEQUENCE
  �� Alternately place LPs (Repeller goes first).
  �� Missile fire (simultaneous outcomes). Reduce unit Cohesion as required.
  �� Move units/groups, testing Bravery for each unit/group.
  �� Close combat (simultaneous outcomes). Reduce unit Cohesion as required.
  �� Check morale and victory conditions, reduce LPs if necessary, and return all unused LPs to players. 
  �� Start the next turn. 
  LEADERSHIP POINTS: ALLOCATION
  �� 1–3 LPs may be placed with a unit/group.
  �� You may not add more to the same unit/group later in this phase.
  LEADERSHIP POINTS: USES
  �� May be spent on the whole group for Bravery tests, or on individual units for other uses.
  �� Interrupt an opponent’s movement sequence.
  �� Boost (or reduce, in the case of uncontrolled charges) Bravery for a Bravery test taken this turn (max 3 LP 
  per unit/group per Bravery test). 
  �� Boost Aggression for close combat, but not for missile fire (up to all 3 LPs per unit). 
  �� Cancel 1 hit caused this turn per LP spent (up to all 3 LPs per unit). 
  MISSILE FIRE
  �� Add up all Aggression directed at each target and roll a number of dice equal to this. 
  �� The score needed to hit is equal to or higher than the Protection value of 5.
  �� Targets may use LPs to cancel hits inflicted during this combat, and subtract any remaining hits from their 
  Cohesion. If Cohesion is reduced to 0 the unit routs and is removed from the game.
  �� Foot with bows may not voluntarily move later in the turn if they shoot in the missile phase.
  +1 if the target is within 1 BW or shooting into the rear of the target (per unit firing)
  –1 if missile target/shooter is in area terrain other than Bog, or if target is behind linear terrain other than River or Ditch/Stream (per unit firing). Do 
  not count twice if both shooter and target are in such terrain.
  MOVEMENT
  �� Make Bravery tests and move units/groups in sequence.
  �� Groups must be formed of the same troop type.
  �� Troop movement within 1BW of an enemy’s front is restricted.
  �� Warriors must test for uncontrolled charges.
  MOVE SEQUENCE 
  1. Aggressor’s Skirmishers (Mounted and Foot)
  2. Repeller’s Skirmishers (Mounted and Foot)
  3. Aggressor’s Mounted
  4. Repeller’s Mounted
  5. Aggressor’s Foot
  6. Repeller’s Foot
  © Osprey Publishing • www.ospreypublishing.com
  
  63
  CLOSE COMBAT
  �� Halt at the first point of contact with an enemy. Charging groups may split into individual units to make 
  further contact.
  �� LPs may be used to add extra Aggression or to cancel out hits during close combat, but must be declared 
  before any dice are rolled.
  �� If contacting more than one enemy, a unit decides which to attack. Each unit (from both armies) may make 
  one attack in a turn – as a main attacker or in support of another unit.
  �� The main attacking unit rolls a number of dice equal to its Aggression (plus modifiers), and cause a hit to the 
  target’s Cohesion for every die equalling or beating the target’s Protection.
  �� Targets may use LPs to cancel hits inflicted during this combat, and subtract any remaining hits from their 
  Cohesion. If Cohesion is reduced to 0 the unit immediately routs and is removed from the game.
  �� All combat outcomes are simultaneous.
  �� Non-routed losers retreat from close combat.
  +2 if attacking a unit in its flank or rear
  +1 if unit moves into contact this turn (may apply to units on both sides in multiple unit combat)
  +1 additional bonus for Cataphracts (and other units as noted) if moving into contact this turn
  + LPs (up to +3)
  +1 for every supporting unit (up to +3) 
  –2 if Shieldwall, Shieldwall Companions, Riders, and Mounted Companions in close combat in area terrain other than hill 
  –2 if attacking uphill or attacking linear terrain
  –2 if not a Skirmisher and attacking a target on your own flank or rear 
  ENDING THE TURN
  �� For each unit you’ve lost this turn, lose 1LP for the remainder of the game.
  �� If your army has suffered 50% or higher casualties of its original number of units (excluding Skirmishers), 
  it must take a morale test. If your army has suffered 75% or higher casualties of its original number of units 
  or suffers this from the 50% morale test, it will automatically rout, ending the game after all morale tests 
  are completed.
  �� If the game continues, collect up LPs ready to use again next turn.
  �� Start the next turn if neither army has routed from the battle.
  WINNING THE GAME
  �� If your opponent’s army has routed from the battle and you still have units on the battlefield after passing 
  any morale tests your army needs to, you have won the game.
  �� If you have fulfilled the victory conditions of the scenario you’re playing and your opponent has not, you 
  have won the game.
  �� If both armies rout in the same turn, or a scenario with a set number of turns ends with both armies still 
  on the table, the winner is the army with most Cohesion points left on the table after all units failing their 
  morale tests have been removed; if these are equal, the battle is a draw.
  © Osprey Publishing • www.ospreypublishing.com
  
  64
  DUX BELLORUM ARMY ROSTER
  ARMY: ...................................................................................................................................................................................................
  ERA:  .......................................................................................................................................................................................................
  ARMY POINTS: .................................................................................................................................................................................
  AGGRESSOR RATING: ...................................................................................................................................................................
  LEADERSHIP POINTS:  ..................................................................................................................................................................
  50% CASUALTIES FOR MORALE TEST:  ................................................................................................................................
  75% CASUALTIES FOR DEFEAT: ...............................................................................................................................................
  Unit type
  Move
  Bravery
  Aggression 
  (Missiles)
  Protection
  Cohesion
  Notes 
  Points 
  SPECIAL RULES:  ..............................................................................................................................................................................
  ..................................................................................................................................................................................................................
  ..................................................................................................................................................................................................................
  ..................................................................................................................................................................................................................
  ..................................................................................................................................................................................................................
  ..................................................................................................................................................................................................................
  ..................................................................................................................................................................................................................
  © Osprey Publishing • www.ospreypublishing.com
  
  First published in Great Britain in 2012 by Osprey Publishing, 
  Midland House, West Way, Botley, Oxford, OX2 0PH, UK 
  44–02 23rd St, Suite 219, Long Island City, NY 11101, USA  
  E-mail: info@ospreypublishing.com 
  Osprey Publishing is part of the Osprey Group
  © 2012 Daniel Mersey
  All rights reserved. Apart from any fair dealing for the purpose of private 
  study, research, criticism or review, as permitted under the Copyright, Designs 
  and Patents Act, 1988, no part of this publication may be reproduced, stored 
  in a retrieval system, or transmitted in any form or by any means, electronic, 
  electrical, chemical, mechanical, optical, photocopying, recording or otherwise, 
  without the prior written permission of the copyright owner. Enquiries should be 
  addressed to the Publishers.
  A CIP catalogue record for this book is available from the British Library
  Daniel Mersey has asserted his right under the Copyright, Designs and Patents 
  Act, 1988, to be identified as the author of this book.
  Print ISBN: 978 1 84908 680 6 
  PDF e-book ISBN: 978 1 84908 681 3 
  EPUB e-book ISBN: 978 1 78096 879 7
  Page layout by PDQ Media, Bungay, UK 
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  Originated by PDQ Media, Bungay, UK 
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  Acknowledgements
  Thanks to my international comitatus: John Acar, Simon Bell, Arjun Choong, 
  Stephen Cumming, Simon Egan-Payne, James Morris, Stuart Smith, Mark and 
  Isaac Telford, and everyone else who helped to playtest or feedback about the 
  game. Best of luck with your dice!
  Additional thanks to: Andy Callan, whose article in Practical Wargamer inspired 
  at least one kid to think about leadership in the Dark Ages, and for his comments 
  on Dux Bellorum; Phil Smith at Osprey; Steve Jones and James Morris for 
  bringing me out of Arthurian retirement; Henry at Battlegames; Andy Hawes; 
  Jon at Khurasan; Clibinarium; Andy and Darren at Gripping Beast; Wyn Rogers; 
  Nick at North Star; Dan at Wargames Illustrated.
  Author’s Note
  Photo credits: © Daniel Mersey except: 
  Pages 4, 7, © Andy Hawes 
  Pages 6, 12 © Khurasan Miniatures 
  Pages 9, 17, 25, 51, 53 © Gripping Beast/Wyn Rogers 
  Pages 18, 49 © Nick Eyre 
  Pages 13, 22, 44, 45, 46, 47, 48 © Wargames Illustrated
  A
  = Unit/group identiﬁer, placed to show the
  unit/group’s front edge
  = Foot (2 ﬁgures for skirmishers, 3 or 4 for others)
  = Mounted (2 ﬁgures for skirmishers, 3 for others)
  = Leadership Points
  
SOURCE: textdata/thevault/Osprey System/Osprey Wargaming/OWG 001 - Dux Bellorum - Arthurian Wargaming Rules AD 367-793.pdf