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age of blood wargaming in the Viking age

age of blood wargaming in the Viking age


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Initiative phase

Written by Tom Hinshelwood

Thanks to Neil Fawcett Alain Padfield Steven Roads John Platt Paul Heywood Ian Murphy Paul Matthews

Produced by

www.wargamesjournal.com
Copyright Tom Hinshelwood 2005

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Foreward

Working on Age of Blood has been a long journey but one far from arduous. The first set of
rules was released on Wargames Journal almost two years ago now and this new edition has been something that Ive wanted to complete for some time. What started as a simple revision of the original rules quickly grew into a major overhaul as I tried to add every conceivable thing I could think of to make the game more fun to play, in both the battle and campaign rules.

One of the reasons for originally writing the game was because I wanted to play skirmish games in
which heroes can be truly heroic and battles can be fast and unpredictable affairs - where you can never really know what might happen next. Being able to customise heroes and watch them progress and develop satisfyingly was something Ive worked very hard to get right. Not only in allowing heroes to gain injuries, improve characteristics and gain special abilities, but also in a way that does not make them invincible. Even the hardest hero possible in these rules can still be defeated, and not just by similarly tough heroes. Even unarmoured peasants can be dangerous if there are enough of them.

The campaign system in these rules is somewhat of a resource management game in itself. Different commodities (loot) can be acquired (stolen) and then traded (fenced) in different locations around Europe for varying amounts of profit. One of the keys to a successful warband is shrewd trading. Knowing what to sell where to sell it can be the difference in scraping by and making a fortune. Not everyone will want to try their hand at the campaign elements of the game and thats fine - the rules can still be played as a typical skirmish wargame, either a purely historical or quasi-fantasy one. The game, though very detailed, is simple in its mechanics and easy to pick up, but with its many
layers of depth one thats difficult to master at least thats the intent. Tom Hinshelwood, July 2005 email: tom@rebelpublishing.net

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contents
Introduction
The campaign What you need Game mechanics Types of Model Characteristics The turn Actions

6
6 6 7 7 8 9 9

hand-to-hand
Hand to Hand Actions Attack Duel Defensive Fighting Multiple Attack Swap Weapon Shieldwall Charges Prone No Actions Left Flank Attacks Critical Hits Free Attacks Fumbles Supporting Two Hands

21
21 21 22 22 22 22 23 23 23 23 24 24 24 24 24 25

Initiative
Fate Order of play Bravery Retreating

10
10 10 10 11

Movement
Movement Actions Line of Sight Reach Turning Move Run Shieldwall Flee Charge Hide Terrain Climbing Falling Jumping Swimming Withdrawing

12
12 12 12 13 13 13 13 14 14 14 15 15 16 16 16 17

Steeds

26

terrifying foes 27 7 Injury


Wounded Injuries War wounds

28
28 28 29

Weapons
Knife Sword Spear Maul Axe Broad axe Bow

31
31 31 31 31 32 32 32

Ranged
Ranged Actions Ranged Categories Cover Shoot Throw Aim Melee Combat

18
18 18 18 19 19 19 20

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Age of blood
Armour
Shield Leather Jerkin Chain Hauberk Helmet Limb Guards

33
33 33 33 33 33

Trading
Loot Trading list

57 7
57 58

Special characters
Sorcerer Skald Duelist Shield maiden Godi Ulfhednar

59
59 60 60 61 62 62

The warband
Hersir Birthrights Renown Champions Berserkers Huscarls Carls Nationality Equipment Ships Sample Warbands Name Generator

34
34 34 36 36 37 38 38 38 39 40 41 42

Sorcery
Spell List

63
64

Scenarios
Destinations The Raid The Battle The Quest

65
65 67 70 72

Pre battle
Scenarios Getting there The Viking world Storms

43
43 43 44 46

bestiary
Monster Traits Warriors Heroes Horses Canines Bears Trolls Giants Dragon Draugr Maahiset Werewolves

73
73 74 75 76 77 77 78 79 79 80 80 80

Post battle Renown Experience Traits


Physical Combat Wits Reputation Sailing Supernatural

47 7 48 49 50
51 52 53 54 55 56

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introduction
Age of Blood is a skirmish-level battle game
in which players take control of bands of Vikings and lead them on bloody adventures in search of loot and glory. These rules contain all the information you will need to know in order to play either one off games or complete campaigns.

In

a campaign you can purchase better weapons and armour for your warriors and hire special characters to accompany you. The heroes of your raiding party gather experience every time they fight which enables them to improve their abilities and gain new traits (special talents).

The game is designed for use with 25mm or


28mm miniatures, though any individual based model from 15mm to 40mm can be used. Play is possible with any scale but distances and measurements would need to be proportionately reworked. of Bloods focus is on the fantastical aspects of Viking history and as such is more concerned with the legends and heroic sagas then trying to depict a realist view of the era. These rules are loosely set in the 9th Century, though the supernatural is prevalent in many aspects of the game including fate, magic and monsters.

With

enough skill and luck you can take your warband from its humble beginnings and transform it into a legendary fighting brotherhood whose very name inspires terror.

Age

What you need Youll


need the typical wargaming paraphernalia to play this game including tape measures, counters, dice, terrain and models. The most important requirement is having enough models for your both warband and its enemies.

If desired though the supernatural elements to


the rules can easily be ignored so that the game can be played as a purely historical wargame.

The campaign Incorporated


into the game is a campaign system whereby the abilities and wealth of a raiding party can rise and fall depending on its successes and failures on the battlefield. A warband will typically begin with around 20 Vikings (enough to crew a small ship), but over the course of a campaign this amount can rise and fall. Potentially a warband could have upwards of 100 models.

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Age of blood
Game mechanics All
tests made in Age of Blood are attempted by rolling ten-sided dice (D10s). No other dice is used. To attempt a task a characteristic test for the warrior is made by rolling a D10 and adding the appropriate characteristic to the result.

For example: In an attempt to pursue Fafnir, an enemy warrior tries to jump the stream as well. Unfortunately a 1 is roll, and with only Agility 1, the total of 2 is nowhere near the 10 required. Not only does the warrior fail to jump the stream but he also wounds himself in the process, falling on the sharp rocks. Types of model A
raiding party is made up of two distinct types of combatants, warriors and heroes. Warrior is the universal term for all standard troops in the game and will make up the bulk of a party of Vikings.

For

example: The mighty champion Fafnir is attempting to slay Halfdan, a hated foe. To try and hack his enemy down Fafnir rolls a D10 and adds his Strength 5 to the roll of 8, resulting in a total of 13.

To determine whether the task attempted is


successful the enemy player also makes a roll. This system is known as making an opposed roll. Whoever gets the highest number wins the opposed roll and succeeds in the attempted task or in stopping it.

Heroes, however, are the great fighters of the


raiding party, capable of performing incredible deeds worthy of song. Heroes are far more potent then warriors and unique special rules are assigned to them which are unavailable to normal warriors.

For example: Halfdan makes a Fortitude test to


oppose Fafnirs Strength test. Halfdan rolls 11 in total and so Fafnir wins the opposed roll and kills Halfdan.

During

At other times the player does not make an


opposed roll but rolls against a static difficulty number to determine whether the task is successful.

battles heroes amass experience depending on how well they perform. When enough experience has been gained the hero increases an honour level, or just level. This then allows them to improve their characteristics and hence their potency in battle.

For example: After killing Halfdan, Fafnir must


leap across a fast flowing stream to engage more enemies. To jump across he must get 10 or higher by rolling a D10 and adding his Agility.

Heroes begin at honour 1 and can potentially


rise as high as level 5. A Viking who achieves such a feat is truly a hero of legendary proportions and all enemies would do well to avoid him at all costs.

For most tests made it is possible to either get


a spectacularly bad failure, known as a fumble, or an amazingly good success, known as a critical success or just critical for short. To achieve a fumble the test attempt must fail and a 1 must be rolled on the dice. For a critical, the test must be passed as well as a 10 rolled on the dice.

When the term warrior or model is used in


this rulebook it refers to all types of combatants, whether they are warriors or heroes. If a rule only applies to a hero it will be explicitly stated.

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introduction
Characteristics The
fighting abilities of both warriors and heroes are defined by seven characteristic scores, each representing different aspects of the warriors capabilities on the battlefield. In each case the higher the characteristics value, the more potent the warrior is at that particular aspect of battle. Some characteristics can be affected by what weapons and armour a warrior uses, as should after a / in the profile

Bravery

is a measure of how courageous a warrior is. It determines how easily he will cower from combat when the tide of the battle turns against him. Bravery is also a models defence against the fear induced by the supernatural.

Deftness

is a models ability to use ranged weapons, whether they are bows or thrown weapons. Vikings favour melee combat and typically do not often have high Deftness scores.

Fafnir

Fortitude

represents the hardiness and endurance of the model. The higher the warriors Fortitude the more difficult he will be to kill. A Viking who wears armour receives bonuses to his Fortitude.

Prowess is a measure of the models fighting


ability with melee weapons and is used whenever a model fights in hand-to-hand combat. For most warriors and heroes this is perhaps the most important characteristic.

Strength represents the models muscularity,


power and physical stature. The higher a models strength the easier it is for him to injure and kill his enemies. Most weaponry gives a bonus to a warriors Strength.

Valour

Agi Bra Def For Pro Str


3/2 5 2 5/9 6 5/7

Val
4

is a measure of a models heroic nature, fate and just pure luck. Only heroes have this characteristic, and uniquely it is never used as the modifier to a test or action. A heros Valour score is the number of times he is able to re-roll a D10 during the course of a battle in order to get a higher number.

Unless otherwise stated Valour can be used


to re-roll any D10 roll at any point during the battle, so long as it is for the heros own use. A hero cannot use Valour to affect another warriors test, only his own. No single roll can have more than one point of Valour used on it, though Valour can be used to re-roll a dice that has already been re-rolled due to some other special circumstance.

represents how swift on his feet a model is, how quick his reactions are and his overall nimbleness. His Agility determines is ability to run, jump and climb and also helps him avoid being hit by missile weapons. Models wearing heavy armour suffer penalties to their Agility.

Agility

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Age of blood
Characteristic Examples
0 1 2 3 4 5 6 7 8 9+ Feeble Weak Typical Able Superior Gifted Exceptional Heroic Legendary Supernatural a childs Prowess a huscarls Defntess a mans Agility a champions Strength a berserkers Bravery a Varangians Fortitude a Jomsvikings Prowess Erik the Reds Bravery Beowulfs Strength a trolls Fortitude

Taking certain actions means that a model is


not allowed to perform another action either before or afterwards. Such actions are known as special actions.

For

example: Fafnir is allowed to take two actions during the turn. He could take one move action in the Movement phase followed by a throw action in the Ranged phase or any other of the many combinations. Alternatively he could take a special action, such as the run action in the Movement phase.

The Turn In Age of Blood each game is played through a number of turns, with each turn sub-divided into four phases, Initiative, Movement, Ranged and Hand-to-Hand. In each phase both sides are allowed to perform actions for all of their models before moving on to the next phase. Actions In a battle all the various things a warrior can
do are broken down into individual tasks, known as actions. In each phase warriors perform specific actions related to that phase, moving in the movement phase, fighting in the combat phase etc.

During

the course of a turn no model may make more then two actions. These two actions can both be taken in the same phase or in different phases, but the same action cannot be taken twice.

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initiative
This
is the first phase of the turn, during which several distinct things take place, such as establishing the order of play between players and making Bravery tests.

D10 Roll
1-4 5-7 8-9 10

Fate Cards
0 1 2 3

Fate At
the start of each Initiative phase both players draw cards from the Fate Deck. Fate cards are special bonuses and hindrances that may be given to models on both forces during the turn. Each card equates to a different fate and can be played whenever the player chooses, as long as the requirements for the cards use are met.

Fate cards are designed to be printed onto commercial labels, 46.6 mm x 53.5 mm in size. 18 of these labels fit onto a sheet of A4 paper

Order of play To
determine who has the initiative for the turn both players make opposed rolls using the Bravery of their sides commander, known as the hersar (plural: hersir).

The Fate Deck must be shuffled thoroughly


each time before cards are drawn and is comprised of 34 individual fates and 2 dummy cards. The fate cards are arranged so that they can be printed directly onto labels, which can then be stuck to normal playing cards. Alternatively a normal pack of cards can be used with different cards representing different fates. The former option makes the fate cards faster and more fun to use.

Whoever

gets the highest result has the initiative for the rest of the turn. If the results are tied, re-roll until a winner is decided. A hersar may spend a point of Valour to re-roll the result of the Bravery test as normal.

If a hersar has been removed from play, either


because he is dead or wounded, then the highest honour level hero makes the opposed roll, but his opponent receives a +1 Bravery bonus to account for the heros inexperience in command.

Fate cards must be played in the subsequent


phases of the turn they are drawn. If they arent played or cannot be played during the turn they are returned to the Fate Deck unused.

Having

The only limitation on using fate cards is that


no more then one card may be used on a single model in a single phase by one player. Both players can play a different fate on the same model in the same phase however Once the effects of a fate card have been established the card is returned to the deck.

the initiative means that the player may select whether his force or his opponents takes actions first in following phases. Once it has been decided who goes first this cannot be changed at a later point in the turn.

Bravery During
the Initiative phase it may be necessary for certain models to make Bravery tests. The circumstances for having to make a Bravery test vary but for the majority of these tests the there is a static difficulty of 6.

To

determine how many cards are drawn, each player rolls a D10 and refers to the following table.

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Age of blood
A model who fails to get this number is forced to take the flee action in the Movement phase. Equalling the difficulty means the model is shaken, and all tests and opposed rolls made for that turn are subject to a +1 penalty. If the Bravery test is a success then the model may act as normal. Below are listed a number of conditions that
force a model to make a Bravery test, but these conditions only become necessary when the raiding party has had 25% of its models removed as casualties. Up until this point the below conditions can be ignored.

To make things easier on the battlefield its


fine to make one Bravery test for multiple warriors. This can only be done with models that have the same Bravery and who are of the same type. Its up to the player whether or not to make individual Bravery tests, but one test for a group of models is recommended to save time. No more than 5 models may be tested with one roll.

retreating Once
50% of party has been removed as casualties then a Bravery test must be made for the entire raiding party each turn. This is made using the hersars Bravery.

Once a quarter of the force have been lost the


warbands courage starts to waver and any model that meets any of the below conditions must test for Bravery in the subsequent Initiative phase, but they do not have to test again in subsequent Initiative phases for the same condition.

If

Out-Numbered
Models that have more enemies around them then friendly models have to test. If a model has two or more enemies within 6, but no friendly models it needs to make a Bravery test.

the test is failed the force retreats and the battle is over. If the hersar is already fleeing or removed from play then the rest of the warband will automatically withdraw. Depending on the scenario the difficulty for this type of Bravery test may vary.

Hero Death
If a warrior (but not a hero) is within 6 of a friendly hero when he is killed they must make a Bravery test at having witnessed one of their champions cut down.

Leaderless
Should the raiding partys hersar be slain all models must test for Bravery. Similarly, this is the case if the hersar flees.

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movement
In
this phase models on both sides are allowed to take movement related actions. Below are listed a number of actions that a model may select during this phase according to the rules described under the action headings.

Movement Actions
Move Run Shieldwall Charge Hide Flee

Being able to draw a line of sight to an otherwise concealed models weapon, base, helmet or similar periphery does not count as a true line of sight and for all purposes that model is considered to be unseen. A warrior must be able to see at least 25% of the model to have a line of sight. For example: A hut is in between Fafnir and his
foe, a Saxon huscarl. Because Fafnir cannot see at least 25% of the model he cannot move into base contact with him, even though he has enough movement to do so. Fafnir moves around the building but has to stop 2 away from his enemy and can go no closer. Now that he has a line of sight Fafnir will be able to engage his enemy next turn.

Line of Sight A model can see any other model that it has
an unobstructed line of sight to. That is, if a theoretical line can be drawn from the warrior in question to his foe then he can see him automatically. It is said that the warrior has a line of sight.

reach A
warrior cannot move through space occupied by another model, whether friendly or foe.. In addition, models that move too close to their enemies subject themselves to possible attacks, especially if they try to move past them.

If the warrior does not have a line of sight to


an enemy he cannot move into base contact with him or attack him with ranged weapons. A warrior can move no closer than 2 to a model that he did not have a line of sight to at the start of the turn.

All

warriors have a reach distance, up to which they threatened their enemies, for most normal weapons this is 2 inches, but for small weapons this is just 1 inch and for longer weapons like spears this is 3. This reach extends all the way around the model so they threaten any enemy that comes within their weapons reach.

Enemy

warriors can move into this threatened area to base contact as long as they have a weapon of equal reach themselves, but they cannot move through it (ie into it and then out) without exposing themselves. A warrior who moves through an enemys reach is subject to a free attack. No line of sight

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Age of blood
For
example: Fafnirs target, a Saxon thegn, stands behind a loose line of fyrdmen. If Fafnir wants to attack the thegn he must charge between the fyrdmen and in doing so he will be subject to two free attacks, one for each warrior he moves past.

move Taking this action allows a model to move 6


inches across even terrain. This basic distance can be modified by the type of terrain the model is moving over as described previously.

Run (special) Run is a special action, so if a model takes it, If the warrior starts within an enemys reach
he is allowed to move out of the reach without suffering a free attack. Models who are already in base contact with enemy models cannot threaten other warriors, so their reach is ignored. it can take no other action during the turn. A model who runs moves 6 inches just like with a move action but also gets to add his Agility to this amount for the total distance he is allowed to move.

Shieldwall The shieldwall was the dominant battle tactic

turning
model is allowed to turn on its own axis freely during the movement phase it doesnt cost an action or any part of an action to do so, unless explicitly stated elsewhere.

of the period and consisted of a line of men each with their shields overlapping to create a wall of shields to fight over. Though primarily a defensive formation, the tactic was so effective in attack as well as defensive that it was hardly ever not used when circumstance allowed it.

To form a shieldwall the models must move


into base contact with each other first to form a straight line.

A shieldwall can be formed with as little as


two models, but the disadvantages will outweigh the advantages with only a few warriors as a shieldwall with exposed flanks is very vulnerable. See the Hand-to-Hand section for details of the shieldwall action in combat.

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movement
Flee This action is not selected but is forced upon
a model who has failed a Bravery test in the Initiative phase. The model is now doing his best to avoid the fighting. He moves as per the run action, but must take the most direct path away from the enemy and move the maximum distance he can.

Hide (special) A
model who takes this action tries to conceal himself from the enemy, maybe for an ambush or perhaps just to save his skin. The model can only hide if he at least partially obscured (25% or more) from his enemies. hidden model cannot be charged or targeted in anyway because the enemy does not have a line of sight and therefore can move no closer than 2 from the hiding model. If an enemy model does come to 2 away then the hiding warrior has been spotted and is no longer hidden. The enemy model, though, cannot continue its move or take any other actions this turn as normal.

A model who is fleeing is unable to take any


other action in this phase or subsequent phases. However, if he is attacked in the Hand-to-Hand phase he may make the opposed Prowess test, but his opponent receives +2 to his Prowess score. Additionally, if the fleeing model wins the opposed roll he may not roll to wound.

The Charge A charging model smashes into his opponent


as fast as he can, using pure aggression and momentum to gain an advantage. The charge allows the model to move further than is normally possible. A model cannot charge if he has either run or charged on the previous turn, due to the exertion required.

hiding model, however, can be moved up to 3 away from its original hiding position, representing the fact that the enemy could not see what he was doing. The new position, however, and the warriors route to it must provide at least 25% cover to keep him hidden from the enemy model who moved up to him. A model can be moved to a new position a number of times equal to his Agility each turn.

The warrior moves just like if hed used the


run special action, that is 6 plus his Agility. To charge an enemy the warrior must charge in more or less a straight line. He is allowed to go over difficult terrain and move around obstacles, but he must be able to charge in a straight line for the last 4 to his enemy. If not he cannot take this action.

For example: Surrounding by enemies, Fafnir hides in a copse of trees. An enemy model is moved to 2 from where Fafnir is positioned, which would normally cause him to be spotted. But Fafnir is able to move 3 further into the trees away from the enemy because his route and his new position will keep him obscured. He stays hidden. If the warrior is spotted then enemies within
6 of the model that spotted him also count as having spotted the hiding warrior too. These models can act normally against him as though he wasnt hidden.

Similarly a warrior cannot charge an enemy if


he is less than 4 away. In addition, because of the exertion a charge causes a warrior cannot take this action if he took it the turn before. See the Hand to Hand section for details of the benefits of charging.

For example: Another warrior hunting Fafnir


now moves to 2 away of Fafnirs new hiding place, and Fafnir again moves 3 away. However, now Fafnir is visible to enemy leader and all enemies within 6 of the leader.

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Age of blood
terrain The
distance a model is able to move, regardless of the action, is subject to what type of terrain they are moving across. Models may move their full moves over terrain that is level and passable. This includes paths, fields, grasslands etc.

climbing Trees,
walls, cliffs, buildings are all terrain objects that warriors may wish to climb during a battle. Such features cannot be traversed in the same way as other types of terrain as the model must use his hands as well as his feet. A warrior cannot climb as quickly as he can run so climbing an obstacle is always a slow process and can also be a dangerous one.

Moving

over other types of terrain will impede a models movement to a greater or lesser degree depending on how difficult that terrain is classed as. Refer to the table below for examples of terrain and what level of difficulty that terrain is classed as and the effect that terrain has on the distance moved through it.

Only

terrain with adequate hand holds and foot holds can be climbed, sheer surfaces are impassable unless they are no more than 2 in height, in which case its assumed the warrior can jump up and hoist himself over.

Normal
(x 1)

Grassland, path, field, plain

When

Uneven
(x )

Light slope

woodland,

moderate

Rough
(x )

climbing the model has to traverse the total height of the terrain feature at a normal rate, or 1 for a full move action. In addition to this the warrior must first make a successful Strength test to be able to climb in the first place. Below are listed example obstacles and their relevant difficulties.

Dense woodland, shallow water, rocky ground, ruins, deep snow Steep slope, deep water, bog

Obstacle
Tree Cliff, evergreen tree Wooden palisade, wall

Difficulty
6 8 10

Difficult
(x )

For

example: During the Movement phase Fafnir passes through a copse of trees and over a stream. He is using a move action and so moves 6 over normal terrain. The copse classes as normal terrain so he moves through it at full speed, or 1 for every 1 of his movement rate. The stream, however, is rough terrain so he moves through it at for each 1 of movement. The stream is 2 wide so it costs Fafnir 4 to cross it.

For

example: Fafnir needs to climb a cliff in order to reach an enemys hall. The cliff is 6 in height, which will take Fafnir a total of 4 whole turns to climb. Each movement phase Fafnir must make a Strength test at difficulty 8 to make any progress.

If the warrior achieves a success he may climb


the full distance allowed and continue with his move if he has any remaining. A critical success means that he climbs at pace instead of the normal 1/4 pace.

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movement
If a model cannot reach the top of the obstacle,
or a point where he no longer has to climb, then the model has to hang on, mid climb, until next turn when he can continue. A warrior cannot fight whilst climbing and if hit in any way he falls

warrior that fails to make the jump then falls. If appropriate the distance he managed to jump before falling can be worked out (in ) by dividing the total Agility result by two.

The

If

a warrior fails to meet the difficulty when climbing then he either cannot find a grip and wastes the action or if he is in mid-climb he has to remain where he is and cannot continue. If this happens a second time the model falls. A model who fumbles, falls instantly.

jumping rules above assume that the warrior in question has at least a 1 run up before he attempts the jump. If he is forced to make a standing jump, that is he cannot at least make a 1 run up, then the difficulty of the jump doubles (4 for each of the gap).

Falling A fall of 1 is not dangerous for a warrior, it


may hurt but its not life threatening, but a model that that falls more than a couple of inches is in real trouble. For each 1 that a model falls after the first he takes a cumulative Strength 1 hit against his base Fortitude, that is without any bonuses for armour. If a warrior is falling into deep water then he takes a cumulative Strength 1 hit for every 2 fallen.

jumping A warrior is able to jump as part of a move


or run action. For a model to make a jump first measure the distance of the gap, for every (round fractions down) that the model has to jump it equates to a cumulative 2 difficulty Agility test to pass.

The

distance jumped counts towards the warriors movement allowance, and if the gap is further than whats left of the models remaining movement then he cannot make the jump.

For example: Whilst fighting on top of the cliff


Fafnir is pushed back over the edge and falls into the sea below. The drop is 6 in height which would equate to a Strength 5 hit (5 after the first), but because Fafnir is landing in the sea this is actually a Strength 3 hit instead.

For example: Whilst sailing across the North Sea


Fafnirs longship is attacked by a group of Danish pirates. When the enemy ship pulls up alongside Fafnirs ship, Fafnir leaps across to engage his foes. The gap is measured to be 1 , rounded to 1 , and so becomes an Agility test with a difficulty of 6.

swimming Water that is too deep to wade across can be


swam if warriors are so willing. A model who elects to swim moves at pace as though he were moving across difficult terrain, but like climbing and jumping the warrior is not automatically successful and he must make a Strength test. The difficulty of the test is dependant on what kind of water he is trying to swim. Refer to the table below.

Should the warrior achieves a success then he


makes the jump and can continue moving if he has any movement allowance remaining. If he achieves a critical success then the distance jumped is halved for the purposes of working out any remaining moved.

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Water
Still/calm Rough/fast flowing Very rough/very fast flowing

Difficulty
6 8 10

Therefore its necessary to time your models


withdraw else it will be pointless as the enemy model will just be able to charge back into base contact if you went first. In addition the enemy model may make a free attack against the withdrawing warrior. Free attacks are described in the Hand-to-Hand section.

For example: Having survived the fall from the


cliff top Fafnir must swim to shore. Unfortunately the sea at the bottom of the cliff is very rough and requires a Strength test at difficulty 10 to pass.

If a warrior achieves a partial success then he


can only manage pace whilst swimming, whereas with a complete success he makes pace. A model who fails is unable to make any progress and loses the rest of his actions this turn. If on their subsequent action, they are unable to achieve at least a partial success then they take a Strength 4 hit against their base Fortitude each turn as they start to drown.

Warriors are able to carry a single weapon


whilst swimming without penalty as they are assumed to scabbard it or strap it across their backs. For each additional weapon or shield they carry the difficulty is increased by 1. This is increased by 2 for wearing light armour or 4 for a chain hauberk. Before a warrior attempts to swim he can opt to discard weapons and armour automatically but does not get them back unless he later returns to the exact point where he left them.

Withdrawing If a warrior is in base contact with an enemy


model he is allowed to withdraw from his enemy by taking a normal move action. If he does so he cannot then take another action after he has withdrawn.

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ranged
In
this phase models armed with missile weapons may use them to attack their enemies. Models armed with bows use the shoot action, while models armed with spears or throwing axes use the throw action. A model who is in base contact with an enemy model cannot select actions in this phase.

cover To
accurately attack an enemy model the attacked must have a clear line of sight from the front of the model. If this is blocked by other models or scenery then the targets opposed roll is subject to a modifier. If the target is more then 25% obscured he counts as being partially obscured with more then 50% being heavily obscured. A model who is 75% or more obscured cannot be attacked.

Ranged Actions
Shoot Throw Aim

Obscured Range categories Regardless


of the action used all ranged attacks are affected by distance the further away the target, the more difficult they are to it. Measure the range between the models and compare the number to the range categories of the weapon used (close, medium, long and extreme) found in the Arms and Armour section. The attackers Deftness and the targets Agility roll is then subject to possible modifiers. Partially Heavily

Agility
+2 +4

Range
Close Medium Long Extreme

Agility
+2 +4

Deftness
+2 Partially obscured

example: A Saxon bowman fires at Fafnir, who is 19 away. This distance is medium range for a bow as it is over 12 but less then 24. When the opposed roll is made Fafnir receives a +2 bonus to his Agility test.

For

Weapon
Axe Spear Bow

Cls
2 3 6

Med Lon
4 6 12 6 12 24

Ext
8 18 36

Heavily Obscured

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Age of blood
If
the target model does not have a line of sight to the attacker then the target does not add his Agility to the opposed roll as he is not aware of the attack.

Throw This action is performed exactly like the shoot


action except it used by models armed with thrown weapons. Unless he is armed with multiple throwing weapons a warrior may only perform one throw action per battle.

Shoot For
a bow-armed model to hit another he must make a successful Deftness test against the targets Agility roll. This number is subject to any modifier from the range or cover. If the attacking model wins the opposed roll the target warrior has been hit and might be killed. Refer to the Injury section for details.

Aim A
model who takes this action carefully prepares his arrow before firing or his axe before throwing. By taking this action the warriors gives himself a +1 bonus when making the Deftness test in his subsequent shoot or throw action.

If

a model is charged from the front it can release a snap shot at its enemy, assuming it has an action left to do so. The enemy receives +1 Agility to the opposed roll.

Melee combat Employing ranged attacks against enemies in


close combat is a dangerous affair and is usually avoided at all costs. However, reckless or desperate warriors are allowed to do so, but not without risk to friendly warriors fighting.

When firing or throwing a ranged weapon


at an enemy in base contact with a friendly model there is a 50/50 chance of hitting either. Roll a D10, on a 1-5 the friendly model is targeted, on a roll of 6-10 the target is the intended one. Then roll to hit as normal with all appropriate modifiers.

If there is more than 1 friendly model in base


contact then no attack is possible because the odds are just too great of striking a friendly. Any warrior attempting such a thing is regarded as insane or a traitor and can be punished by the whole warband.

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19

ranged
Should
a friendly model be struck by his companion then a dangerous incident (for the whole warband) could erupt. Roll a D10 and consult the reaction table to determine what happens.

D10 Reaction
1-2 Not in my warband. The warrior is regarded as too reckless and dangerous to be in the warband and is set upon by his companions at the first available opportunity. If any warriors are able, they target the model with ranged weapons in the current phase until he is dead. If he is alive at the start of the next turn he is charged by any available warriors (up to 4) within 6 who fight him until he, or all of them are dead. If the perpetrator isnt attacked or somehow survives, Well settle this later. comes into play. Hes mine. The model struck by his companions idiocy makes it his mission to take revenge. As soon as he is not in base contact with an enemy he has to do everything he can to kill the warrior who attacked him. He has to take the most direct path to his victim at all speed and will continue to do so until he is dead. The intended victim will fight back, but wont use ranged weapons in fear of retribution from his other companions. If the warrior struck was killed then no event takes place. Well settle this later. Any vengeance takes place after the battle and does not affect the overall makeup of the warband. If either the guilty model or the victim is a hero then a duel between them must be fought out. If the hero is removed from play he is automatically killed and must be deleted from the roster as normal. Who did that? Nobody notices who perpetrated the attack and so no vengeance is sought. The guilty party breathes a sigh of relief.

A hersar who strikes one of his own warband


will be looked upon with scorn and disrespect. Though no one in the warband takes any immediate actions some warriors will be so disgusted with their lords behaviour that they simply leave. The hersar loses 1 Renown to represent this and if he accidentally killed one of his own men then he loses 2 Renown.

3-4

5-7 7

8-10

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Hand to hand
In this phase models that are in base contact
with one another are able to take actions from the below lists. Unlike the Movement and Ranged phases in the Hand-to-Hand phase models are considered to be acting at the same time. Therefore each fight is handled individually with both sides models taking actions simultaneously, instead of each side taking their actions separately. In each of these separate fights whoever has been going first this turn selects his actions first. The opposing player then selects his, if applicable.

Warriors
2 3 4+

Prowess Bonus
+1 +2 +3

The

singular model is allowed to roll to wound any of the enemies whom he beat in the opposed roll and similarly any enemy who beat him in the opposed roll is also allowed to try and wound him.

Hand to Hand Actions


Attack Swap Wpn Multiple Attack Duel Defensive Fighting Dodge

For example: Fafnir has been attacked by three Saxon swordsmen. He makes a single Prowess roll, scoring 8 (D10 roll of 3 plus Prowess 5), and his opponents roll 6, 8 and 11 respectively. Fafnir has beaten just one Saxon and must roll to wound him. The Saxon who scored 11 can also roll to wound Fafnir. Its
only possible for a maximum of four models to attack a single enemy. If more models are in base contact then it is necessary to decide which four fight. Any others do not. However, up to six models may all attack a mounted warior.

Attack To
decide who wins between fighting models each player makes an opposed Prowess test for their respective models. Whoever scores the highest number wins the fight and is allowed to roll to wound (see Injury section). If the scores are tied both combatants fail to get the edge of their opponent and neither may roll to wound.

Warriors

always respond to the most immediate threat posed to them, so if there is an enemy in base contact they must fight them. The exception is if that enemy is himself in base contact with another friendly model.

For example: Fafnir has moved into base contact


with an enemy huscarl in the Movement phase and attacks him in the Hand to Hand phase. Fafnir has Prowess 7 and his enemy, Prowess 3. They make opposed rolls, Fafnir gets 11 in total and the huscarl 8 so that Fafnir wins and can now roll to wound his opponent.

If a model wins an opposed Prowess roll by 2


or more then the winning player may knock back his enemy 1 backwards in a 90-degree arc. The model must always be pushed back where there is room if possible. In a situation where multiple warriors are fighting a single model, then the single warrior can only push his opponents back if he beats all of them in the opposed roll. If he is beaten just once, then it is he who is pushed back.

If a model is in base contact with more then


one enemy model he makes his Prowess test as normal and the opposing player makes a Prowess test for each of the enemy models in base contact. The side who out-numbers the single warrior receives a Prowess bonus for each model as shown on the table below.

For

example. Fafnir would normally be able to push back the Saxon who he beat in the prior example, but because Fafnir himself was also beaten by another enemy, Fafnir is pushed back instead due to weight of numbers.

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Hand to hand
Duel Honour
and glory are very important to Vikings, and no greater glory is there then that gained from defeating a worthy opponent in single combat. Only heroes may select this action and against enemy heroes in base contact. It is up to the opposing player whether their hero accepts the challenge.

Multiple Attack
(special)

A hero who multiple attack uses his superior


skills to attack several enemies in the phase instead of just one. Only heroes are allowed to take this action as only they possess the necessary skill. As this is a special action, the hero can only take this if he has taken no other actions in prior phases.

If the challenge is accepted no other models,


on either side, may intervene in any way, until one hero or the other has been removed from play. Once the duel has been agreed neither hero may withdraw from it and will continue to fight every turn until one hero has fallen. If the battle ends before this happens, continue fighting out the duel in isolation until a winner has been decided.

Instead of making just one opposed Prowess


test as would happen with the attack action, the hero makes one separate test for each opponent in base contact. For each opposed roll he wins he is able to roll to wound that enemy model.

For

A hero who wins a duel receives 4 additional


experience from defeating his foe. A hero who declines a duel loses 2 experiences points. If the same hero challenges him again the model does not incur the penalty again.

example: Fafnir is locked in combat with three enemy Saxons. He makes an opposed roll against each of the Saxons in the hope of slaying all three. Fafnir manages to win all three opposed rolls and so can roll to wound each of his enemies.

swap weapon Defensive Fighting A model who fights in this manner is using
every ounce of his skills and abilities to defend himself, staying alive being his only concern. Perhaps he is out-numbered and awaits the arrival of friends to aid him, or maybe he is just trying to hold on until nightfall when he can slip away.

Many warriors go into battle with more than


one weapon, sometimes many weapons. At the start of the Hand to Hand phase a warrior can be wielding any of the weapons in his possession as decided by the player. However, unless the model finds himself without any enemies in base contact, he can only swap weapons again by taking this action.

To swap a weapon the warrior must make an


opposed Agility test against his enemys Prowess. If unsuccessful the warrior must continue to use his original weapon but a partial success or higher means the warrior has successfully changed to another weapon in his equipment list.

In either case the model receives a +2 bonus to


his Prowess, but if he wins any opposed

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Age of blood

Shieldwall A warrior
in a shieldwall is incredibly well protected as he has not only the benefit of his own shield but also that of the warrior on his right. Warriors in a shieldwall double their shields effectiveness, so rather than having +2 Fortitude on account of their large shields, they would have +4. The downside is, is that their attacking effectiveness is reduced and so their attackers receive a +1 Prowess bonus against them.

charges A warrior who charges an enemy gains a significant advantage over his foe. The charging warrior receives a +1 Prowess bonus to the opposed attack roll and also a +1 Strength bonus to his roll to injure should he win the initial roll. prone For several reasons its possible for a warrior
to be on the ground, either from having fallen, tripped or by being knocked over. Such warriors are referred to as prone and any attacks made against them are at a +2 Prowess modifier.

In addition, the warrior at the very right hand


flank of the shieldwall does not receive the Fortitude bonus, and in fact suffers a penalty because his shield is being employed to partially shield the model on his right and not himself. Therefore the effectiveness of the shield is halved, from +2 to +1 Fortitude. Historically only the very best warriors occupy the right flank of a shieldwall for this very reason.

No actions left A warrior who has no actions left but who is


in base contact with an enemy model can defend himself in this phase but cannot attack back. If attacked, opposed rolls are made as normal except that if the warrior without any actions wins the opposed roll he cannot then roll for any injuries.

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Hand to hand
Flank attacks Each
model has a front and rear and two flanks, left and right. As mentioned earlier its only possible for four models to attack a single enemy at one time. There just isnt room for more to attack, even though there might be the physical room to place those models in base contact.

For example: In an effort to slay a Saxon warlord


Fafnir makes a heroic charge through a gap in the enemy shieldwall. Doing so means he moves through the reaches of two enemy warriors, who both then get free attacks against Fafnir. Two opposed rolls are made, one for each Saxon. In the first roll, Fafnir scores 12 in total and his enemy 9. Fafnir wins but cannot then roll to wound. In the second opposed roll Fafnir only scores 4 in total and his enemy 7. The warrior can now roll to injure Fafnir.

A warrior at an enemys flank receives a +1


Prowess bonus when making an opposed roll. Attacks at the enemys rear receive a +2 bonus.

fumbles If
a warrior fumbles in combat, that is if a natural 1 is rolled which also loses the opposed roll, then he is in severe trouble. He blunders so badly that he leaves himself incredibly exposed. Any enemy who participated in the opposed roll gains +1 Strength when rolling to injure.

Critical hits When


a natural 10 occurs, as part of the opposed Prowess roll in combat, it is referred to as a critical hit. A critical hit is an attack that lands in the perfect spot or is especially powerful, and is likely to have a devastating effect on the enemy who receives it.

supporting A model armed with a long weapon, such as


spear, can use its length to aid friendly models in combat. If the spear armed model is not in base contact with an enemy warrior, he can support a friendly model who is in base contact.

A critical hit only occurs if both a 10 is rolled


and also the warrior in question wins the opposed roll. Otherwise, spectacular as the attack may be, it fails to hit the mark.

warrior who scores a critical hit doubles his Strength bonus (including that of his weapon) on the subsequent roll to wound.

Warriors

free attacks During


the course of a battle it is possible that a warrior receives a free attack against an enemy model, most likely for that enemy passing through the warriors reach. A normal opposed roll is made for the free attack, but only the warrior awarded the free attack is able to roll to wound if he wins.

who are supported this way receive +1 Prowess in opposed rolls thanks to the benefit of their companions spear.

For example: Fafmir is in a fight with an enemy


Warlord. An ally is armed with a spear and is behind Fafnir. Because the model is in base contact he can aid Fafnir in the fight, giving him a +1 Prowess bonus.

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Age of blood
Two hands The
broad axe is the most common two handed weapon found in Viking warbands, though other two handed weapons are used by other cultures. Two handed weapons, by there very nature, require two hands to wield and so a shield cannot be used at the same time.

Most

weapons can be used in two hands, even if two hands are not required. If a warrior uses a weapon in two hands he can employ more power to his blow. As such the warrior receives +1 Strength when rolling to wound. This bonus applies to two handed as well as one handed weapons.

For example: Fafnir has Strength 5 and uses a


sword, giving him Strength 7 in combat. If he uses his sword in two has he has Strength 8 instead when rolling to injure.

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steeds
Vikings always preferred to fight in on foot,
especially in shieldwalls, but did use horses for transport. In battle warriors mounted on horses receive several bonus and hindrances. Horses and their abilities are described in the Bestiary chapter.

Because a mounted model is higher up than


his opponents (assuming that they are not also mounted), the warrior has his reach increased by 1.

Movement In
this phase a mounted warrior takes advantage of a horses speed, using its attributes when taking Movement actions. Mounted warriors cannot use the shieldwall or hide actions. When taking the move action mounted warriors are able to move up to 8 instead of the normal 6. When taking the run special action, models on horses add their steeds Agility to the 8, not their own. As horses are such fast sprinters, they add double their Agility.

mounted warrior cannot climb or swim, though when jumping he uses his mounts Agility (doubled) when making the test.

ranged A mounted model is easier to hit than one on


foot and so any Ranged attacks against him are made with a +1 Deftness bonus. However, this bonus is lost if the rider was using the run or charge action.

If a mounted warrior attempts to use a missile


weapon from the back of his steed he confers a +1 Agility bonus to his target for each 1 of movement taken in the Movement phase.

For

example: Fafnir, mounted on a warhorse, moves 8 when taking a move action. When taking a run special action he adds double the warhorses Agility 5, moving 18 in total.

Hand-to-hand The
horse of the Dark Ages were not the battle winning destriers of the medieval world, but could still be deadly on the charge. A model taking the charge action doubles the charge bonuses, gaining +2 Prowess and +2 Strength. Up to 6 models can attack one mounted on a horse.

Though

fast over open ground, horses struggle with uneven terrain. Horses count uneven terrain as rough, and rough terrain as difficult. They cannot negotiate difficult terrain.

Warriors can get on and off steeds as part of


normal movement, but doing so requires an Agility test at difficulty 4. Failure means that it either takes them the rest of the phase to scramble into the saddle, or upon dismounting they fall and can take no further move.

Models in base contact are able to attack the


horse instead of the rider, using the horses Prowess and Fortitude. If the horse is wounded the rider must make an opposed Agility test with the horse or be dismounted, taking a Strength 1 hit if failed. A horse that is killed automatically dismounts its rider. A rider who has been dismounted counts as being prone until his next Movement phase.

success means that the model mounts or dismounts, costing 1 of movement to do so. If the warrior gets a critical success it costs no movement. A fumble means that the warrior hurts himself in the process, potentially seriously, taking a Strength 1 hit.

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terror
Should
a warrior wish to move into base contact with a Terror causing foe that warrior must succeed in an opposed roll as outlined above. A draw means that the warrior can engage the foe, but is shaken, and a fail means that the model will take the flee action if the terrifying foe comes within 6 of him.

Models who have failed their Bravery tests


against terrifying enemies can recover their nerve if they succeed in the opposed roll next turn. If so they are then shaken for the rest of the battle with regards to the Terror inducing model. A model that passes the first Bravery test is then immune to the Terror for the rest of the battle.

Terrifying foes Some


enemies can bring fear to even the stoutest of hearts, whether a snarling warhound, frenzied berserker or horrific troll. Such models have whats known as Terror, which is a value typically between 4 and 10. The higher that number is, the more terrifying the foe.

Terror is used in two main instances, when a


terrifying foe is a attacking another model or when a model wishes to attack the creature causing Terror. When a model causing Terror moves into base contact with a warrior, that warrior must make an opposed Bravery test against the models Terror.

If the warrior loses he immediately takes the


flee action when its his sides go this turn. If the warrior has already used his actions then he does not move but suffers the other affects of fleeing. A draw means the warrior is shaken with regards to the Terror inducing model and a successful opposed roll means the warrior has controlled his fear and suffers no ill effects.

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injury
Any
model that has hit an opponent in the Ranged phase, or won an opposed Prowess test in the Hand-to-Hand phase is able to roll to wound the enemy model. To do this the both models make an opposed roll, the attacker using his Strength against his opponents Fortitude, both of which are subject to any appropriate modifiers, such as those from weapons and armour.

Heroes

may spend a point of Valour to reduce this status to simply being wounded instead.

If the battle being played is a one off it can be


assumed that any warrior removed from play has been killed. In a campaign it is necessary to determine the exact state of the model removed from play. This test is only necessary for your heroes, as will become apparent later on.

For example: Fafnir, having been struck by the


Saxon warrior must make a Fortitude test against the Saxons Strength test. The Saxon has Strength 2 and is using a sword (+2 Strength) so rolls a D10 +4 in total. Fafnir, with Fortitude 4 in a chain hauberk (+2 Fortitude) and using a shield (+2 Fortitude) rolls a D10 +8 in total. Fafnir rolls 13 in total and the Saxon 10. The Saxon fails to injure Fafnir, who charges on to fight the warlord.

At the end

of the battle roll a D10 for each hero and consult the below table to find out their fate. Heroes are able to spend a point of Valour to re-roll the result so long as they have at least 1 point left over from the battle.

D10 Injury
1-5

wounded If the opposed roll is equalled (partial success)


the enemy has been wounded, suffering a severe, but not fatal injury. He is not removed from play but he is considered wounded for the rest of the battle.

Killed The hero is either killed instantly or


dies at a later date. If he fought bravely then the Valkaries take his soul to Valhalla, if not the forever chill of Nilfheim awaits. He should be immediately deleted from the warbands roster along with his weapons and equipment, which go with him on his journey to the afterlife.

A wounded model suffers a -1 penalty to all


of his characteristics. A model can be wounded multiple times, and with each wound he suffers an additional -1 penalty to all characteristics. If any of the models characteristics are reduced to -1 he is removed from play.

6-8

Injured The
hero survives but has been sorely wounded and will take some time to heal. He must miss the next battle and cannot trade. Roll another D10 and refer to the War Wounds table for any lasting effects.

Removed from play

If

the attacker wins the Strength test with a complete success the enemy model has suffered a serious, possibly fatal injury and is unable to continue the battle. He is removed as a casualty or alternatively the model should be lain down to show his state of injury.

9-10

Recovered The hero makes a full recovery from


his wounds. He may participate in the next battle as normal.

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Age of blood
D10 War Wounds 1-3 Physical The heros wound
8-10

Painless

If no one had told him not to the hero


would have fought on with his guts hanging out he hadnt felt a thing. From now on he cares nothing about getting injured: +1 Bravery.

never fully heals and he suffers from it until the end of his days. Roll a further D10 to find out where the wound is located and its permanent effect. Leg Torso Arm Hand Head -1 Agility -1 Fortitude -1 Strength -1 Prowess -1 Deftness

1-2 3-4 5-6 7-8 9-10

Left for dead The heros companions

leave his unconscious body on the battlefield believing him to be slain. Roll a D10 for the fate of the hero and a further D10 on the War Wounds table, counting another 5 as No Effect. 1-5

Psychological The body heals but the mind

Captured

is not quite the same again. Roll a further D10 to determine what happens to the hero. 1-2

His

Shaken

So

traumatised by his ordeal the heros courage takes a severe knock: -1 Bravery. 3-5

Mild Insanity

He

occasionally freaks out his companions with his wacky behaviour. This has no adverse effect on the battlefield but if this befalls a hersar, he loses 1 Renown. A hero with mild insanity can never become a hersar. 6-7 7

enemies find him and take him as their captive. Word reaches the warband about his fate and as the next scenario a rescue can be attempted. Alternatively a ransom can be paid dependant on the heros level. Roll a D10 for each level and multiply the total by 10 (20 for the hersar) to determine how many silver pieces his ransom is. His equipment is kept by his captors. If the warband does not or will not rescue him or doesnt pay the ransom immediately then there will not be another chance. Whatever fate the hero suffers it is bound to be unpleasant. 6-8

Crawls Back

Amazingly,

Enraged

The

real problem with being half dead was the fact that the hero couldnt carry on fighting. He wont let that happen again. From now on the hero ignores the effects of the first time he is wounded each battle.

despite his horrific injuries, the hero manages to crawl back to the ship before it sets off, much to the surprise of his companions. When hes recovered he throws a few swift punches at those who left him behind. No lasting effect.

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injury
The Long Journey Waking up hours after
1-2

Cursed

the battles end the hero drags himself to shelter where he slowly recovers enough to travel. Eventually, by begging, stealing, lying and killing he makes the long trip back to his homeland where he rejoins with his warband. For his epic journey he receives 3 experience points. Hersir also receive +1 Renown.

The wound

Scarred Once the wound is healed the hero is


left with severe scarring. If a hersar is scarred his scars can either serve to inspire awe or disgust in those who view them. Roll a further D10 to find out the nature of the scarring. 1-5

was so horrific that the heros funeral pyre had already been built by the time he suspiciously recovered. Though no one says it to his face it is believed that he must have been saved by evil spirits and this stigma can never be shaken off. The hero may never become the warbands hersar and his companions never benefit from his heroic status. Neither do they suffer from the effects of Hero Death if he is removed from play (because theyre secretly glad). Hersir lose 1 Renown. 3-8

Amazing Recovery

Whereas

Horrific Scars
With such disgusting scars marking him, the hersar finds it difficult to recruit new men. He ignores his next Renown increase.

most men are lucky to heal to their old strength, the hero actually recovers to a healthier state than he was before he was injured. With this new lease of life the hero gains a new trait, rolled for as normal. 9

Immortality

No

6-10

Inspiring Scars
The hersars scars show him as a prince of battle who leads from the front. He is therefore a good lord to serve. He gains 1 Renown.

7-9 No Effect After several

one has ever heard of so much blood flowing from a man who didnt die. The only explanation to rationalise this is that the hero is nothing less than immortal, at least in battle. The hero gains the title the Deathless and Terror 3 to all enemy models (but not monsters) because who wants to fight a man who cant be killed? 10

weeks of rest the wound heals and the hero suffers no other long term effects.

Blessed

if the arrow hadnt ricocheted off the


heros cloak pin it would have gone straight through his heart Whatever unlikely incident happened to save the heros life it was so lucky that he must have been saved by none less than Odin himself. The hero receives +1 Valour.

10

Special Something perculiar has befallen the


hero Roll a further D10 to find out what.

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weapons
are listed weapons of the 8th to 11th Century, some of which are available to Vikings and others to their enemies.

Below

+3 Strength

Special: A model armed with a maul is only capable


of a limited amounts of attacks and few defensive manoeuvres. In an opposed roll, if the test is a draw, the model armed with the maul loses.

knife The knife is a tool more than it is a weapon,


but it still can be used as one if nothing else can be found. +0 Strength

sword To carry a sword was a mark of status due to


their extremely high cost. Most warriors simply could not afford a sword, and those who carried them were considered both wealthy and dangerous men. The sword is the all round weapon of choice, able to cut and thrust from a variety of different angles +2 Strength

Special: Because
it is such a short weapon enemy warriors receive a +1 Prowess bonus in opposed rolls against a model armed with a knife. In addition, the knife wielder only has a reach of and cannot be used in two hands.

sax The sax is a short sword anywhere between


1 and 2 in length. Carried mainly as a secondary weapon by wealthy warriors in case their primary weapon is lost. +1 Strength

spear A
spear was the most common weapon of the era thanks to its low cost. Between 7 and 10 in length the spears main advantage was being able to attack an enemy from a distance. However, if the enemy was to get past the spears point the wielder became vulnerable. Any warrior who could not afford a sword, which was most, took a spear to battle instead and many who could afford a sword took spears as well. +1 Strength

Special: Because
it is shorter than a full sword the wielder has only a 1 reach and cannot use the sax in two hands.

Maul The spear Mauls


are crude weapons used by large creatures such as Trolls. Often little more than tree branches, mauls are nevertheless dangerous because of their great weight.

Special:
offers several specific bonuses to its wielder. The first is that it can be used to support another model in base contact, as described in the Hand to Hand section. Though not its primary use the spear can be employed as a thrown weapon.

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weapons
due to its reach the wielder gains +1 Prowess
in the first opposed roll with an enemy representing the spears superior reach. After the first opposed roll the bonus is lost. If both warriors are fighting with spears then they cancel each other out and no bonuses are applied.

Special: Because
the arrows of the era had such difficulty penetrating armour the target receives additional Fortitude bonuses depending on how well armoured he is. Warriors using shields gain +1 Fortitude and those in chain hauberks receive +1 Fortitude as well.

Lastly, when used from horseback in a charge


the spear can be used to particularly good effect. Instead of using the riders Strength when rolling to injure, the Strength of the horse is used instead. Also, this is the case if a model armed with a spear is charged by a mounted warrior.

Due to the fact that fired arrows often cant


be recovered, a warrior armed with a bow requires 1 sp extra upkeep. Also, a warrior cannot employ the use of a shield if he uses a bow.

axe An
axe could be a highly lethal weapon, capable of inflicting horrific damage to a warriors enemies. The Viking axe was a wellbalanced one handed weapon made specifically for battle with a short 6 cutting edge. Though powerful, they could be clumsy in combat. +2 Strength

Broad axe With a cutting edge between 9 and 18 and


a haft 60 in length the broad axe was a devastating weapon. Used in both hands the broad axe could deliver a blow of such force that even mail armour offered little protection against it. But being unwieldy because of its size and without the protection of a shield, a warrior armed with a broad axe suffered in defence. +3 Strength

Special: A warrior armed with an axe is restricted in


the range of parries and attacks he can perform. A warrior using an axe fumbles on a roll of 1 or 2, instead of the normal 1.

Special: As
a two handed weapon a warrior armed with a broad axe cannot use a shield at the same time. In addition, because of the broad axes limited attacks and awkwardness the warriors fumbles on a roll of 1 or 2.

bow Bows of the era were typically 60 to 80 in


height with arrows around 30 in length and were hunting bows with around 80lb draw weight. Though capable of killing with a single arrow, the broad head arrows of the era were ineffective against armoured warriors. +1 Strength

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armour
Below is a list of the available armour types
and their Fortitude bonuses as well as any special rules that might apply. Most warriors of the era went to battle with little or no armour, but nearly every fighting man made use of a shield. The best protection a warrior could have consisted of a chain hauberk and helmet, both of which were so expensive that they were beyond the means of most men.

chain hauberk mail


was the best armour available to Vikings of the time and was a T-shaped garment that hung down to mid-thigh. Typically a chain hauberk could have as many as 30,000 individual rings and took weeks to make. Only the very wealthiest warriors could afford such a level of protection. +2 Fortitude

shield The shield was carried by almost all warriors


and offered a great degree of protection. Viking shields were round and up to 36 in diameter. Made of wood, they were sometimes rimmed with leather to help protect the edges from splitting. +2 Fortitude

Special: A
chain hauberks weight means that a warrior so armoured cannot move as fast as normal. As such the warrior loses 1 Agility.

helmet A
helmet was either a solid piece of iron hammered into shape or several pieces riveted together. Like a chain hauberk only wealthy warriors could afford them. +1 Fortitude

Leather Jerkin For most common warriors this was the most
sophisticated armour they could afford. It consisted of a padded woollen undershirt covered with toughened leather. Though unlikely to stop a sword blow, a leather jerkin was still a much needed level of protection. +1 Fortitude

limb guards Even


a Viking in a chain hauberk and wearing a helmet still had his forearms, hands, lower legs and feet unprotected, and as such the wealthiest of fighters wore limb guards. These were generally made of splint of iron, steel or bone strapped along the exposed forearms and shins. +1 Fortitude

helmet A
helmet was either a solid piece of iron hammered into shape or several pieces riveted together. Like a chain hauberk only wealthy warriors could afford them. +1 Fortitude

Special: Only models with Agility 3 or more can wear


limb guards due to the extra weight in combat.

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The warband
Before
you can begin a campaign of terror and pillage across Europe you first need to create your warband. In this chapter are the rules for creating a Viking raiding party for use in a campaign. For one-off battles or custom games these rules can be modified to better allow for the creation of appropriate forces.

hersir Cost na sp Upkeep 8 sp The most important member of the warband


is the hersar. He is a respected landed man or maybe simply a charismatic Viking who others will trust and follow. All warbands receive one hersar for free and cannot have more. All beginning hersir have a single Birthright from the below table.

For a standard campaign each player receives


1,000 silver pennies (sp) with which to recruit and equip his raiding party. It is assumed that the leader of the warband (the hersar) is a minor Scandinavian nobleman with his own hall and retainers (huscarl). All warriors are considered to have a knife as backup weapon.

D10 Birthright
1

When the hersar

Godsborn
If a Viking god descends from Aesgard to visit the realm of men he may take to the affections of a mortal A child born of such a union is truly blessed from his godly heritage. The hersar receives +1 to his Valour characteristic.

goes raiding he takes his huscarl with him as well as any heroes in his hall. Friends and neighbours, though not part of the hall, may also accompany him on such voyages for a share of the plunder. These are known as carls freemen in Viking society.

The main aim of raiding is to gather wealth


for those participating but a successful hersar will find his fame spreading and with it more and more warriors will seek to accompany him. The more successful the raiding party is the more warriors and special characters the player will have access to.

2-3

Wealthy
The hersars chests are unusually full of silver and as such he begins the campaign with 1,100 sp.

4-5

Renowned
The hersars name is more widely known than is common. He begins the campaign with 11 Renown.

Aside

from carls, the other members of the warband have both a cost and an upkeep. The first is the initial amount out of the starting 1,000 sp that must be spent to have them in the warband. Upkeep is a fee that must be paid after each and every scenario in order to maintain the services of the particular warrior.

6-7 7

Experienced
This hersars experience of war is more than most. He receives 5 experience.

At the end of this rulebook is a roster sheet


on which you can record all the appropriate information about your warband.

8-9

Talented
Few are possessing of as much natural skill as this hersar. He gains 1 additional random trait.

10

Choose
Select one of the above for the hersar, excluding Godsborn.

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Age of blood
Hersir also have Renown, which perhaps the
most important attribute they possess. It is a measure of the hersars achievements and how widespread his fame is. The more Renown he has the more warriors and heroes he can recruit. Also, certain scenarios are only available once hersir reach certain Renown scores.

If at any point the hersar is killed the highest


level champion becomes the hersar and takes on whatever Renown his predecessor had gained.

Hersir begin as level 1 heroes and receive 1


random trait. Every time they advance a level their Upkeep rises by 1 sp.

All

hersar begin the campaign with 10 Renown, allowing them to recruit a maximum of 2 heroes and 20 huscarls and allows him to take up to 10 carls with him on a single voyage.

Agi Bra Def For Pro Str


2 4 1 3 4 3

Val
1

As the hersar wins battles and gains personal


experience his Renown will increase accordingly. However, certain events, such as losing battles, means that the hersars Renown decreases, and with it his heroes and huscarl will begin to leave his service in seek of a new lord.

Over

time its possible for the warband to grow to immense size and power, becoming a small army in itself. But the largest warbands consumes a huge amount of resources and therefore require continual success at high risk targets to maintain their size.

hersir

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The warband
Renown
1-2 3-4 5-6 7-8 9-11 12-13 14-15 16-17 18-19 20-21 22-23 24-25 26-27 28-29 30-31 32-33 34-35 36-37 38-39 40-41 42-43 44-45 46-47 48-49 50+

Champions
0 1 1 2 2 3 3 4 4 5 5 6 6 6 7 7 7 7 8 8 8 9 9 9 10

Berserkers
0 1 1 2 2 3 4 5 6 7 8 9 9 10 10 11 11 12 12 13 13 14 14 15 15

Huscarls
12 14 16 18 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100

Carls
5 5 5 10 10 10 15 15 15 20 20 20 25 25 25 30 30 30 35 35 35 40 40 40 45

champions Cost 80 sp Upkeep 6 sp raiding


parties begin the campaign being able to recruit a maximum of two champions, though over time they can acquire more. Champions are the greatest Vikings who reside at the hersars hall, though any Berserkers arent likely to agree.

Champions

begin as level 1 heroes and receive 1 random trait. Every time they advance a level their Upkeep rises by 1 sp.

Agi Bra Def For Pro Str


2 4 1 3 4 3

Val
1

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Age of blood

champions berserkers Cost 60 sp Upkeep 8 sp the battlefields of Viking legend


are full of accounts of half-mad warriors who shun armour and go into an insatiable killing frenzy in combat. Before battle berserkers would consume intoxicants, such as Bog Myrtle, to fuel their battle frenzy. When not in battle berserkers spend their time doing their best to drain the hersars hall of mead.

Wounding: Famed for being able to shrug


off all but the most severe injury, Berserkers ignore the effects of being wounded, even if they are wounded multiple times. They can be removed from play as normal.

Terror:

Because in battle they resemble creatures that are barely human they rightly inspire fear in their foes. Berserkers have Terror 2 against enemy warriors (not heroes or monsters).

Agi Bra Def For Pro Str


3 4 0 4 3 4

Val
0

beginning raiding party may include a maximum of three berserkers, but as the hersar increases in Renown the maximum amount of berserkers also rises.

Berserk:

Berserkers fight in an almost unnatural frenzy that few can resist. They are allowed to take the multiple attack special action.

Equipment:

Berserkers often enter battle stripped to the waist, wearing bearskins or sometimes even completely nude. They are never allowed to use any armour other than a shield and are not allowed to use bows but can throw axes or spears.

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The warband
huscarls Cost 20 sp Upkeep 2 sp Huscarls
are those warriors who have a permanent residence at the hersars hall. They serve him with unquestionable loyalty and are highly proficient fighters, more capable then most other warriors of the time.

Agi Bra Def For Pro Str


2 2 1 2 2 2

Val
0

Carls participating in a battle bring their own


weapons and armour. Roll a D10 to determine what weapons and armour each group of carls is equipped with.

D10
1 2-6 7-8 9 10

Carl Equipment
Sax and shield Spear and shield Axe and shield Sax and bow Sword and shield

Agi Bra Def For Pro Str


2 3 1 3 3 3

Val
0

nationality A Viking warband can either be Norse (from Norway), Danish (from Denmark) or Svear (From Sweden). Each of these three tribes have different advantages over the others, as shown below. Norse Natural Sailors
The Norse were the best seafarers of all the Viking peoples and as such when making Navigation rolls, a Norse warband adds +1 to the result.

carls Cost 25 sp Carls are freemen in Viking society, who are


not permanent residents of a hersars hall but are neighbouring farmers or personal friends.

As

they are not permanent retainers to the hersar they do not have an Upkeep cost like huscarls and are not recruited. Instead hersir may pay to employ 5 of them for the duration of a single battle. Historically locals would have participated in raids for a share of the treasure, but a one off cost is easier to implement.

Bondir
A Norse hersir is never short of neighbours who want to take part in a voyage. All carls cost 20 sp to hire instead of 25 sp.

Expert Carpenters
Ships made by the Norse are truly magnificent, outclassing those of other Vikings. Norse Ships can carry 10% more Crew and Cargo.

Trait Speciality: Sailing

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Age of blood

Danes Warrior Race


The Danes were the most prolific fighters of the Vikings and even Danish farmers and craftspeople are adept in battle. Danish Carls have Bravery 3.

equipment Your
raiding party wont be much use if it goes into battle unarmed and so you must purchase both weapons and armour for each model. Both of which must be paid for from the starting 1,000 sp.

Trait Speciality: Combat Svear Traders


Svear merchants were well versed in buying and selling and were the most skilled of Viking traders. When rolling for the value of loot, Svear warbands add +1 to the result.

As your warband progresses and its wealth


increases you will be able to buy replacement or additional weapons and pieces of armour for your models. Though not essential, its recommended that you make sure your hersar and champions are the best armed and armoured.

Bog Myrtle
In Sweden Bog Myrtle is more commonly found than in other parts of Scandinavia and as such berserkers are more common. Svear berserkers cost 50 sp and have an upkeep of 6 sp.

Weapon
Knife Sax Sword Spear Axe Broad Axe Bow

Cost
free 2 sp 10 sp 1 sp 2 sp 5 sp 4 sp

Trait Speciality: Wits

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The warband
Armour
Shield Leather Jerkin Chain Hauberk Helmet Limb Guards

Cost
2 sp 10 sp 50 sp 15 sp 20 sp

There

are two types of Viking ship, the drakkar and the knarr. The drakkar is the famous longship, made for war. It is a narrow, fast boat and can carry large numbers of warriors. The knar is a wider, slower boat built for trading, and so can carry far more cargo than a comparably sized drakkar, but has less room for crew.

For

your raiding party, select either a light drakkar or a small knar as its ship.

Ship
Light Drakkar Drakkar Mighty Drakkar Small Knarr Knarr Large Knarr

Cost
500sp 1,000sp 2,000sp 300sp 600sp 1,200sp

Crew
30 60 120 15 30 60

Cargo
30 60 120 75 150 300

A ship can only carry a maximum number of


warriors as shown under the crew heading. A ship that doesnt have at least half this number is considered under-manned and as such journeys will be more costly. If there is less than a quarter of this number there arent enough crew to man the ship and it cannot sail.

Ships Without
a ship the warband wouldnt get very far. Each raiding party begins with a single ship as its vessel. This might be recently built by the hersar specifically to begin his raiding career, or it could be inherited or loaned to him.

As

the warband grows it will become necessary to purchase another ship, either as a replacement for the original, which can be sold for half its normal cost, or as an extra vessel. Warbands are allowed as many ships as can be afforded.

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Age of blood
Sample Warbands Below
are listed two pre-made raiding parties designed with the above rules. The first is a good sized warband that includes 23 warriors with a range of capabilities and armaments. The second consists of just 12 models, but all are extremely well armoured.

Both have some of

the starting 1,000 sp left over, which could have been easily spent, but having some silver left provides a useful cushion if things dont go particularly well at the start of the campaign.

Hersar Sword, axe, shield, chain hauberk and helmet Champion Sword, shield, chain hauberk and helmet

74 sp

Hersar Sword, axe, shield, chain hauberk and helmet Champion Sword, spear, shield, chain hauberk and helmet

74 sp

157 sp

158 sp

Champion 151 sp Spear, axe, shield, chain hauberk and helmet 2x Berserkers Broad axe, axe and shield 5x Huscarls Axe, shield and leather jerkin. 6x Huscarls Spear, sax, shield and leather jerkin 2x Huscarls Sax and bow 5x Carls 136 sp

Champion 161 sp Sword, broad axe, shield, chain hauberkand helmet Berserker Axe, sax and shield Berserker Sword and shield 2x Huscarls Sword, shield, chain hauberk and helmet 3x Huscarls Spear, shield, leather jerkin and helmet 2x Huscarls Axe, shield, leather jerkin and helmet 65 sp

170 sp

72 sp

210 sp

194 sp

52 sp

144 sp

25 sp 98 sp

Total Cost Upkeep

975 sp 62 sp

Total Cost Upkeep

966 sp 50 sp

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The warband
Name generator To
enable you to name your warbands heroes, below is a list of one hundred Viking names. You can either pick names from the list or roll them randomly. The table uses a D100, so two dice are rolled, the first representing the 10s the second the units. If you dont like the name you roll, re-roll until you do.

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

Adils Agder Agne Alrik Angantyr Anund Arngrim Askold Aun Birger Bjarni Bjorn Bui Canute Dag Dir Domarr Edda Egil Eilifr Eirik Eorund Erik Estrid Ethelred

26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

Eyfura Fafnir Frodi Gard Gardar Gautar Gauti Gautrek Glammad Gizur Gorm Granmar Guthrith Guthrum Gylfi Haakon Haddings Halfdan Hagbard Hake Haki Harald Havad Helgi Heidrek

51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75

Hemming Heoroweard Hervarard Hjalmar Hjorvard Hlod Hogni Hrani Hothbrodd Hrothgar Hugleik Hvitserk Hysing Ingaild Ingjald Ingvar Ivar Jakob Jorund Khoriv Kjotve Krakiv Kyi Leif Magnus

76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 00

Olaf Oleg Olof Onund Osten Orvar Ottar Ragnar Ragnvald Randver Rollo Rorek Rurik Schek Sigar Siggeir Signy Sigurd Snorri Stakard Svafrlamir Svend Thrand Vikar Wulfgar

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Pre=battle
scenarios The Getting There Once
it has been determined where the scenario is taking place the warband must first reach there safely. The opposite map shows the world according to Viking knowledge, with scenarios possible at any named location.

first thing that needs to be done is to decide which scenario will be played and where it will take place. There are four types of scenario that can be chosen: Raids, Battles, Quests, and Epic Voyages.

Raids

are the typical Viking hit and run affairs to grab loot. Battles are just that, pitched battles where the objective is the destruction of the warbands enemies. Quests are usually hero only affairs and represent more personal adventures, often involving the supernatural. Epic Voyages are a series of linked scenarios that represent a long and epic journey of discovery.

Warbands

can only travel to the locations shown, and do complete the journey they must be able to find their way and be able to afford the costs of the journey. In the accompanying table each location has a navigation number (ie 3+) that must be met in order for the warband to reach it.

Should

The

destination for the scenario can be anywhere in the known world, as shown on the map. Once the destination and type of scenario has been decided the specific of the scenario, such as the enemies, rewards and special rules can be established. See the Scenarios chapter for more details.

the navigation roll be unsuccessful the ship becomes lost for a time, delayed by rapids, fog or any number of things. Keep rolling again until the navigation roll is successful, but for each failed roll the cost of the journey will increase.

The

Its

recommended for the warbands first outing that a Raid takes place against a poorly defended target in the British Isles. Unless anything goes drastically wrong the warband is likely to prevail and return home with enough experience and loot to have made the venture worthwhile.

cost shown in the table represents the supplies needed for each man making the journey. So, for a warband of 20 men, the cost of journeying to England will be 20 sp. This represents food and water as well as covering general wear to the ship.

If the navigation roll is unsuccessful the cost


of the supplies increases by 1 sp per man for each roll required after the first.

Some

scenarios require pre-requisites before they can be selected, the more potentially rewarding the scenario is, the more difficult the pre-requisites are to obtain.

For

For example: Fafnirs warband plans to take an


Epic Voyage to Vinland, but before they can go Fafnir must have Renown 20, a drakkar or knarr and must have previously been to Greenland. Because Fafnirs raiding party meets these prerequesites the Epic Voyage to Vinland can be selected. .

example: Fafnirs is travelling to Vinland, which requires an 8+ navigation roll in order to reach. Unfortunately the first roll fails, and it takes another two navigation rolls in order to succeed. Normally Vinland costs 9 sp per man for supplies, but because of the two failed rolls the total cost is 11 sp per man.

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Pre-battle

The Viking world

Location
Vinland Greenland Iceland Scotland Ireland England Norway Sweden Denmark Gotland

Navigation Cost
8+ 7+ 6+ 4+ 4+ 3+ 2+ 2+ 2+ 2+ 9 sp 6 sp 4 sp 1 sp 2 sp 1 sp 1 sp 1 sp 1 sp 1 sp

Location
Lapland Finland Karelia Gardikie Vendland Saxland Frisland Franker Riket Spanland

Navigation Cost
4+ 3+ 3+ 4+ 2+ 2+ 2+ 3+ 4+ 3 sp 1 sp 1 sp 1 sp 1 sp 1 sp 1 sp 2 sp 3 sp

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Age of blood
Each
food unit that the warband has in its possession can be used as one unit of supplies if necessary. Dogs and horses can also be used should it be necessary, with dogs counting as two units of supplies each and horses five units.

A raiding partys very first voyage does not


have to be paid for. It is assumed the hersar and any backers have amassed the supplies needed for the journey. The only condition though, is that the destination can cost no more than 1sp in supplies per man. A hersar might want to travel further and pay for the rest himself, but as this is the first time out his men would be unwilling to make an unnecessarily dangerous trip.

However, if the cost of the journey increases


at all, either from getting lost or as a result of a storm, then the money must come from the warbands kitty as normal. Therefore its worth not spending every last silver penny when creating the warband, just in case the ship runs into problems.

If the warband cannot afford to pay the cost


then the men on board begin to starve and fall ill. For every five units of supplies (original cost) that cannot be paid for, two warrior start the next battle automatically removed from play. For every ten units of supplies that cannot be paid for, a hero also begins removed from play.

A ship must also be properly crewed in order


to journey safely and efficiently. A ship that is undermanned will take longer to reach its destination and the cost of supplies is therefore increased. A ship that is considered under-manned adds 1 sp to the cost of supplies per man.

When

When

rolling for injury after the battle, count injured as full recovery. The player can chose which models are removed from play but must select 1 huscarl or berserker for every 2 carls.

making a navigation roll, if a 10 is rolled then the route becomes well known to the warband and any future navigation roll along the same route gets a +1 bonus. This bonus can be taken multiple times. Make a note of any such bonuses.

For example: Fafnirs kitty is 40 sp short of the total cost of the voyage. This equates to 13 units of supplies, so 1 hero, 1 huscarl and 3 carls are unable to fight in the next battle.

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Pre-battle
Storms As well as hunger and thirst sea travel is not
without even greater dangers. For every natural 1 rolled on the navigation roll the ship is subjected to a storm as well as suffering from being lost. Roll a D10 and consult the storm chart for the effect of the storm. The cost increases of the storm represent things such as sail and mast damage, supplies being lost, men swept overboard etc.

Ship
Mighty Drakkar Drakkar Light Drakkar Huge Knarr Knarr Small Knarr

Storm Modifier
+1 0 -1 +1 +1 0

D10 Storm Effect 1-2 Catastrophic


The ship is badly mauled by the storm and suffers severe damage. The Vikings on board are also badly effected, with a high number of deaths likely. The cost of the supplies needed to complete the journey increases by 3 sp.

3-4 Severe
The warband suffers a terrible storm that causes large amounts of damage to the ship and crew. The cost of the journeys supplies increases by 2 sp.

5-6 Rough
The storm that afflicts the ship causes some damage but the crew are lucky it was not worse. The supplies cost increases by 1 sp per man

7-9 Mild
Though not pleasant to sit through the storm causes only minor damage and does not affect the cost of the voyage.

10

Beneficial
The storm blows the ship towards its destination, negating the 1 sp increase in supplies cost caused from getting lost.

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Post battle
After a battle a number of things need to be
resolved, each of which is broken down into stages and worked out in a specific order.

experience All
heroes gain experience from each scenario they participate in. The amount of experience gained is dependant on how they performed in the fight, the more enemies they defeated the more experience they will gain. Once enough experience has been collected heroes advance in level, gaining new traits and improving their abilities.

Post Battle Sequence Injuries Renown Experience Loot Trading Recruitment Injuries The first of these is fate of all injured heroes
needs to be determined. How to do this is described in the Injury section. Heroes who have been killed are removed from the raiding party along with all their equipment. Viking burials always included the deceaseds personal effects.

loot Next,
any loot gained should be rolled for and noted, as described in the scenario played. The upkeep cost of the raiding party (including the dead heroes funerals are expensive) needs to be immediately deducted.

If there is not enough silver in the warbands


hoard to pay the upkeep cost then all the silver that is there is deleted and the hersar loses 1 Renown.

Huscarls and carls that have been killed dont


affect the overall makeup of the warband. This is described further in the Renown section of this chapter.

trading After
the loot has been determined the warband is able to trade it for silver at a number of different locations. The more loot that has been collected, the more potential silver that can be earned, though certain types of loot are more profitable to trade at certain locations.

renown Depending
no the success or failure of the scenario and his personal achievements within it, the Renown of the hersar can rise or fall. Gaining Renown allows for more champions, berserkers and huscarls to join the warband and more carls and special characters to be hired. If Renown drops its possible that members of the warband will leave.

recruitment tfhe last thing that needs to be worked out


after a battle is what new warriors and heroes are recruited. This is done in exactly the same way as when the warband is created.

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renown
Each
scenario lists possible circumstances that cause hersir to gain or lose renown, but there are universal incidents that apply to all scenarios. These are listed below.

Might:

Fall men wish to serve under a powerful lord. The hersar gains 1 Renown for each level increased.

Battle Shy: A hersar who doesnt fight isnt


respected and loses 1 Renown for each duel that is turned down.

Skill: Warriors respect a man of courage and


honour. For defeating an enemy commander in a duel the hersar gains 1 Renown.

Cowardice: Watching their lord run from a battle is never a pleasant sight. A hersar loses 1 Renown if he either flees from the board, or is already fleeing when the warband withdraws. Generous Upkeep: A generous hersar is an
attractive lord to prospective warriors and heroes. If the total upkeep of the warband is increased by 50% the hersar receives 1 Renown. As soon as the generous upkeep stops, however, the Renown is lost. A hersar who can afford to lavish large quantities of wealth on his followers is, to most, the perfect lord to serve. If the total upkeep of the warband is increased by 100% the hersar receives 2 Renown. As soon as the extravagant upkeep stops, however, the Renown is lost.

Exploration: A hersar who leads his men to


far away places gains the respect and acclaim he deserves. The first time that a hersar journeys to any of the below locations he receives a Renown bonus.

Destination
Iceland Greenland Vinland

Renown Bonus
+1 +2 +4

Extravagant Upkeep:

For

Foolhardy: Warriors who feel their lord cares


little about whether they live or die are likely to leave. For each battle where the warband suffers 50% or more models removed from play the hersar loses 1 Renown. If the warband suffers 75% or more casualties the hersar loses 2 Renown.

Example: Fafnirs warband returns from Vinland loaded with loot but having lost several battles to the vicious skraelings. As a result Fafnirs Renown is reduced by 2. However, in order to prevent valuable men leaving his service he pays extravagant upkeep to increase his Renown by 2, bringing it back to normal. This takes a large chunk out of the warbands wealth, Fafnir only intends to pay it to keep men leaving until he has restored his lost Renown.

As

Renown increases new members must still be paid for as with the starting warriors, and equipped accordingly. When Renown decreases and members are lost they are gone for good. Having lost respect for the partys hersar they go to seek their fortunes elsewhere, taking their equipment with them.

Its up to the player which members are lost


and as such the lowest level heroes and poorest equipped huscarls are usually the first to go. Those that have profited the most are the ones who will stay the longest if things go badly.

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experience
the
heroes of the raiding party amass experience during a battle which, when they have gained enough, will allow them to increase alevel. As all heroes start off at level 1 there next level will be level 2.

Each time a hero goes up an honour level he


is awarded 4 points that are used to improve his characteristics.

Its up to the player how the points are spent


but no characteristic can be increased more than once each level. Also, each time a characteristic is increased the amount of points needed to increase it again next level also increases.

Like with Renown, experience awards differ


between scenarios but there are universal awards that heroes can receive. These are listed below.

Survived:

Any battle will teach the hero something, even if they ended up being carried away from it. A surviving hero receives 1 experience

Heroes

are allowed to increase any characteristic except Valour and no characteristic can be increased more than 3 times. The below table lists the various points needed to increase a heros characteristics.

Killer:

For each enemy killed the hero receives experience related to how powerful that opponent had been. The exact experience an opponent is worth is shown in the Bestiary chapter.

Increase
First Second Third

Points Cost
1 2 4

Duelist: For each duel against an enemy hero


that is successful, the winning hero receives 1 times the normal experience reward.

For

Assassin:

If the hero defeats the enemy leader in hand to hand combat he receives 4 experience.

example: When Fafnir had just achieved honour level 2 he had 4 points to spend increasing his characteristics. He increased his Agility, Fortitude, Prowess and Strength all by 1. When he rose to level 3 he had another 4 points to spend. He increased his Prowess a second time for 2 points and with his remaining 2 points increased his Bravery and Deftness for the first time. Upon reaching honour level 4 Fafnir again had 4 points to spend. Fafnir spent those points increasing his Strength and Fortitude for the second time.

The below table lists the experience required


to achieve the various honour levels. Each time a hero gains a level his Valour is automatically increased by 1 and they receive a random trait.

Level
2 3 4 5

Experience
15 30 60 120

Points
4 4 4 4

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Experience
traits are special abilities that heroes gain as
they advance in levels. Upon reaching a new level the hero gains 1 random trait. Traits are special abilities, talents and skills that benefit a hero either on or off the battlefield. Some traits are more potent or useful than others and as such are assigned randomly.

Each time a hero goes up a level roll a D10 on


the trait table to see what trait type is available. Unless a hero receives a trait from some other source the maximum number of traits a hero can have is four one at levels 2, 3, 4, and 5.

D10 Roll
1 2 3 4 5 6-8 9 10

Trait Type
Physical Reputation Combat Wits Sailing Speciality Choose any non supernatural Supernatural

Once the trait type has been determined roll a


further D10 on the appropriate table to determine what trait the hero gains. If the trait rolled is unwanted then it can be re-rolled for the cost of 50 sp. Traits can be re-rolled any number of times, but each time the cost doubles (50 sp, 100 sp, 200 sp etc).

There

are six types of trait available to Vikings Physical, Reputation, Combat, Wits, Sailing and Supernatural. In addition, each of the three Viking nations, Norway, Denmark and Sweden has its own speciality traits, Norse, Dane and Svear respectively.

If the hero already has the trait that is rolled, it can be re-rolled without cost. The result of a re-roll stands, if it is less desirable the player cannot go back to the original roll.

Country
Norway Denmark Sweden

Speciality Traits
Sailing Combat Wits

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50

Age of blood
D10 physical Traits 1 Huge Stature
Having matured to an immense size, this hero dwarfs his peers with his massive build. The hero gains +1 Strength but loses 1 Agility.

Keen Eye
Few have this heros hand eye coordination. If the hero takes the aim action in the Ranged phase he gains +2 Deftness instead of the normal +1.

Swift
The hero is amazingly fast on his feet, even able to out run some four legged creatures. When taking the run special action the hero doubles his Agility.

Fat
The heros love of food is legendary and his huge appetite has given him a truly monstrous girth. The hero loses 1 Agility but gains +1 Fortitude.

Frightening Appearance
A combination of bizarre clothes, tattoos, grisly trinkets and a wild stare make the hero a truly unnerving opponent. He gains Terror 1 against warriors (not heroes or monsters).

Ambidextrous
Few men even know they are blessed with this gift but this hero has developed his to such an extent that he can fight with a one handed weapon in his off hand as well as his main hand. This allows him to make a free attack against an enemy in base contact. It has to be the same enemy the initial attack action was targeted at, and that enemy gains a Prowess bonus in the opposed roll depending on what off hand weapon is being used.

Beauty
Broken hearts are left by the dozen in this heros wake and his legendary success with the opposite sex is an inspiration to all. A hersar with this trait gains +1 Renown.

Weapon
Knife Sax Axe Sword

Prowess Bonus
+0 +1 +2 +3

Lightning Reflexes
This hero is incredibly fast in combat, dodging out of harms way when others would be killed. If wounded or removed from play he can make an opposed Agility test against his opponents Prowess. If he wins, he dodged the attack and negates its affects. He can only do this once per battle.

Resilient
The hero is so tough that even the most vicious of wounds tends to heal. When rolling on the Injury table the hero adds +1 to the result.

10

Choose
Select any of the above traits for the hero.

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Experience
D10 Combat Traits 1 Frenzy Few men can handle fighting multiple opponents, but this hero thrives on it. When in base contact with more than one enemy, the enemy models do not receive Prowess bonuses for outnumbering the hero. Precision
Through hard work and natural skill the hero rarely, if ever makes a mistake in combat. If the hero fumbles, his enemy does not gain +1 Strength when rolling to injure.

Axeman
Whether through practiced skill or natural affinity this hero excels when using an axe, whether one or two handed. When using an axe the hero only fumbles on a 1.

Armour Proficiency
The hero is so used to the extra weight of wearing heavy armour that he can move just as well with it as without. The hero does not lose 1 Agility for wearing a chain hauberk.

Expert Fighter
With a combination of skill and audacity this hero can gain an advantage in combat when there is usually is none. When a draw occurs in an opposed hand-to-hand roll the hero wins instead. However, any other special rule regarding draws takes precedence over this trait.

Devious
This hero has a long list of dirty tricks he uses in battle to gain an edge over his enemies. By making an opposed Agility test against his opponents Bravery the hero gains a free attack. If the enemy model wins he makes the free attack instead.

Opportunist
This hero is always quick to take advantage of a foes mistakes, often to lethal effect. If an opponent fumbles in combat, the hero adds +2 Strength to the roll to injure instead of +1.

Fast Draw
The hero is highly practiced in changing weapons in the heat of combat. He can swap between his weapons for free when in combat without having to take the action.

10

Choose
Select any of the above traits for the hero.

shield Mastery Special training has given this hero an ability with a shield that few can equal. When in shieldwall opponents do not receive +1 Prowess against him.

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Age of blood
D10 Wits Traits 1 Merchant
The hero always get the best available bargains. When working out the value of loot in trading, the hero can use his skills to re-roll the result, taking the highest price.

Healer
This hero is skilled in the healing arts and can use his talent to help his wounded companions. If the hero has not been removed from play himself, he can help a single other hero by rerolling the result of the Injury roll, taking the preferred result.

skald
The hero is an accomplished story teller, poem and singer. On the battlefield he can use his skills to inspire his companions. Any hero or warrior within 6 of the hero receives +1 Bravery.

Blacksmith
As well as a fighter the hero is a proficient blacksmith. Instead of trading the hero can create 1D10x3 sp in weapons.

8 3 Gambler
The hero is a master of gambling, in all its form. If the hero gambles as part of the post battle sequence, he can reroll the dice and take the best result.

Hunter
This heros time spent stalking prey through the wilderness has given him an uncanny ability to avoid detection. When taking the hide action the hero can be moved to a new hiding position even if the route to it does not keep him in cover. In addition, hide only counts as a normal action, not a special action, but the hero can only take the move action before hiding or the throw or shoot action after hiding.

Armourer
This hero specialises in making armour. If the hero does nothing else as part of the post battle sequence he can create 1D10x3 sp worth of armour. The amount rolled can then be spent on armour as desired or can be put towards a piece if it cannot be created outright. The hero can then continue making the armour during other trading sessions until complete.

Animal Companion
Pet dogs are not uncommon but this heros wardog displays an unusual level of loyalty and intelligence. The hero receives a warhound for free which has +1 Agility, Bravery and Strength. The warhound is considered to be another member of the raiding party and requires 1 sp upkeep.

Searcher
Able to find exactly where a settlement keeps its treasure, this hero always finds the hidden silver. When rolling for what loot is found in a Raid, re-roll the dice for a single loot type, keeping the best result.

10

Choose
Select any of the above traits for the hero.

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Experience
D10 Reputation Traits 1 Charismatic
Charming and personable, this hero is extremely well liked by his allies and a natural leader. The range of hero death for the hero is increased to 9 as is the leadership range of a hersar.

Glib
Not typically a Viking speciality, but this heros quick tongue is highly adept at throwing choice insults to his enemies. Enemy heroes cannot refuse to duel as he mercilessly taunts them into fighting him.

6 2 proud
The hero suffers no insult and relishes in challenges. The hero can never refuse a duel and when duelling receives 1 free point of Valour to be used only for the duration of the duel.

Iron Willed
This hero knows that fear profits no man whether natural or supernatural. The hero is immune to Terror in all its forms.

lucky
Few men ever willingly play dice with this hero. A hero with this trait can add +1 to any dice roll, once during a battle.

generous
This hero is known for his generous and charitable nature. A hersar with this trait must always take the generous upkeep option when possible. He also receives +1 Renown in addition to that given by the aforementioned generous upkeep.

Selfless
The hero only ever takes what he needs and never squanders what he receives. His upkeep is 3 sp, 4sp for a hersar (half the usual amount). Hersir also receive +1 Renown.

Blood Thirsty
The heros delight in killing borders on the unnatural and makes his companions uncomfortable. A hersar loses 1 Renown but any future leadership challenges can be re-rolled as the would-be usurper has doubts about taking on such a lunatic.

Scout
This hero is a master of observing without being observed. When raiding the hero can spy on the settlement to find out its strength before the warband commits itself. In a Raid, once the defenders have been rolled for, the numbers can be re-rolled, abiding by the second result.

q
54

10

Choose
Select any of the above traits for the hero.

age of blood wargaming in the Viking age

Age of blood
D10 Sailing Traits 1 Shipmaster *
The hero is unequalled in his captaincy of the longship, with the uncanny ability to read the skies and seas behaviour as if they were written down. With this knowledge the hero always makes sure the journey is as efficient as possible. When working out the cost of the voyage, the cost of supplies is reduced by sp per man.

Fisherman
This hero is a skilled fisherman whos regular large catches of fish are always welcome. If he does nothing else in the post battle sequence he can take his fishing boat out. He catches fish equalling 3 units of food.

Sea Legs
The hero has learnt to stay standing in all but the most violent storms and he can but this skill to use on land just as easily. He receives +1 Agility, but only if he doesnt wear a chain hauberk.

Navigator *
With a keen memory and analytical mind this hero is a master navigator of the seas. When making navigation tests add +1 to the result.

Quartermaster
This hero knows just how to make use of every inch of the ship. The ship can either carry 10% more crew or 10% more cargo, but not both, depending on whats required.

Storm Caller * Storms are the bane of all sea travel and even a sturdy ship can be undone by natures power. This hero, however, has an affinity with storms and can predict their sway. When a storm occurs on a sea voyage you can re-roll the severity of the storm, but must abide by the second result. Ship Builder
The hero is an accomplished ship builder whos skills have peaked to high acclaim. Instead of buying a ship this hero can make one, utilising his own skills and his companions muscles. If the hero misses a voyage to oversee the ship building, the cost of the ship is 10% less than it would be normally. * Only 1 hero with this skill can affect a single voyage.

Affable
The hero is able to mingle with other societies and cultures with relative ease, allowing him to locate people that others might not. The hero adds +2 to the D10 roll for recruiting special characters.

Thrifty
This heros knowledge of how to handle supplies in an emergency is unequalled. Ignore the additional supplies cost of the first failed navigation roll.

10

Choose
Select any of the above traits for the hero.

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Experience
D10 Supernatural Traits 1 Sorcery
This hero embraces his innate talent and learns minor magic. The hero knows a single spell chosen from the sorcery list, which he can cast once per battle by spending a point of Valour. This trait can be taken multiple times. A hersar loses 1 Renown.

Dwarf Ancestry
The heros toughness can only be explained by dwarven lineage: +1 Fortitude.

Berserk
The hero embraces the cult of the berserker and develops the abilities of that kind. The hero gains the berserker special rules regarding armour, wounding and terror.

Second Sight
Blessed with a limited ability to see the future a hero with this gift is both respected and feared. Once per battle the hero can make use of his premonitions and add +2 to any dice roll in order to get a better result

Elf Heritage
As the hero matures he inherits the grace of the elves. He receives +1 Agility.

Chosen
The Viking gods sometimes grant favour to a particular hero. Roll a D10 to find out which god has chosen the hero. From now on once per battle, the hero may draw that gods specific fate card. The card is selected before the rest of the fate cards are drawn and can only be used by the hero. Because the hero has been chosen by a specific god he cannot accept favour from certain other gods without angering the god who chose him. Therefore, if the hero uses any of the other god specific fate cards noted he loses this trait.

Protected
The Norns have given this hero protection from death in order that he might achieve some later greatness. On the Injury table the hero is only killed on a roll of 1-3, count 4-8 as injured.

Troll Blood
The blood of the troll-kind flows through the heroes veins. He gains +1 Strength.

Gifted
This heros legendary his list of heroic feats and accomplishments knows no bounds. The hero receives +1 Valour.

D10
1-2 3-4 5-6 7-8 9-10

God
Hel Sif Tyr Thor Odin

10

Choose
Select any of the above traits for the hero.

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56

trading
the Vikings not only raided the length and
breadth of Europe but also traded far and wide across the continent and sometimes even further. After a battle the player can decided where the raiding party goes to trade. Only one location can be visited in between scenarios and the cost and difficulty of the journey must be worked out as normal.

Different types of loot are more valuable than


others and this value can vary from country to country depending on rarity, demand and ability to pay. For example, there is little demand for slaves in England, but at Hedeby in Denmark there is a flourishing slave market.

Certain trading areas allow better prices to be


fetched for specific items, enable the warband to recruit special characters and also give the raiding party the opportunity to purchase exotic items.

Each

type of loot is measured in generic units, which roughly equate to the weight of a single man. So, 1 unit of valuables is about the same weight as 1 unit of livestock, slaves or miscellaneous goods. 10 units of food, for example, might be a cow or a ton of grain.

Each

hero (including the hersar) in the warband is able to do a single task during this period. Typically he can gamble his silver in the hope of earning more. If the hero gambles roll a D10, on an even number he wins that number of silver pennies. On an odd number he loses that amount.

The amount of

loot a warband can trade is dependant on how much they can physically bring back from their voyages. This will depend on the result of the scenario and the cargo capacity of the ship the warband is using. The warband cannot bring back more loot than the ship can carry.

Weapons, armour and miscellaneous items


can all be purchased at this point, though it is not necessary to determine which heroes buy what.

Each type of loot has three prices that it can


be sold for, low, medium and high price, as shown on the below table.

Unwanted

armour and weaponry can be sold off when trading, but because the items are used and battle worn they can only be sold for half their original cost.

Loot
Food Slaves Misc. Goods Valuables

Value per Unit Low Med. High


2 10 4 20 3 15 6 30 4 20 8 40

loot Loot is the reason why Vikings went raiding


and in this game comes in four types, food, slaves, miscellaneous goods and valuables. Exacter differentiations as these categories cover all the various items that might be looted.

The warband does not have to trade all of its


loot, it can keep as much or as little as desired to be traded at a later date. However, whatever loot is held back in this way still counts towards the cargo capacity of the warbands ship.

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trading
When
the warband is trading, refer to the Trading table and roll a D10 for each type of loot, to see whether it is selling for a low, medium or high price. So, in Lapland, slaves are sold at a low price if a 1+ is rolled, at a medium price if 3+ is rolled and a high price is 9+ is rolled.

Once the roll has been made the result has to


be abided by the loot has to be sold for that price and cannot be kept. Though, before the roll takes place a proportion can be traded, though only one trade can be made for each loot type.

Location Vinland Greenland Iceland Norway Sweden Denmark Gotland Lapland Finland Karelia Scotland Ireland England Franker Riket Frisland Saxland Vendland Gardarikie Spanland

Food L/m/D
6/-/5/7/9 4/6/8 2/4/10 2/4/10 2/4/10 1/2/9 1/2/9 2/4/2/4/2/4/9 2/4/9 1/4/3/5/10 2/4/1/3/2/4/3/5/10 1/3/9

Slaves L/m/D
-/-/5/9/4/8/2/4/10 2/4/10 2/4/10 -/1/9 1/3/9 2/4/10 1/2/9 1/6/7/10/1/6/-/1/9 2/4/10 3/5/10 2/4/10 4/6/10 2/4/9

Misc. Goods
L/m/D 7/-/6/10/5/9/2/4/10 2/4/10 2/4/10 -/1/9 2/5/10 2/4/2/4/1/2/10 2/4/9 1/2/10 2/4/10 2/4/3/5/10 2/4/3/5/10 1/3/9

Valuables
L/m/D 10/-/7/-/6/10/2/4/10 2/4/10 2/4/10 1/2/10 2/5/10 2/4/10 1/2/10 1/2/9 2/4/10 1/2/9 2/4/9 2/4/10 3/5/10 2/4/10 1/3/9 2/4/10

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Special characters
Special characters A
hero can seek out a special character as part of the post battle sequence as long as he does nothing else. Each special character has a list of the locations that the warband has to be trading at in order to recruit them. There is also the number required on a D10 for the hero to find them and convince them to accompany the warband.

Special characters are just like normal heroes


in regard to levels and experience, only they sometimes start off at higher levels than champions and hersir. As they amass experience they will increase in level normally, gaining characteristic increases and acquiring new traits. If a speciality trait is rolled, re-roll the result.

With each level increase the cost of a special


character rises by 50%. So, a level 4 sorcerer would cost 75 sp to recruit, at level 5 the sorcerer would cost 100 sp. To recruit a particular special character at another time the difficulty is increased by 1, representing the problems locating the character.

Recruiting

special characters is similar to recruiting carls, in that a one off cost is paid for the characters accompaniment on a single voyage. Special characters are heroes who offer unique abilities not usually available to a warband.

sorcerer Level 3 Value 20 Cost 50 sp Renown 21


Lapland (8+), Finland (7+), Karelia (6+)

Certain characters may be particularly useful


in certain scenarios or might be taken to bolster a warbands strength if no proper champions can be recruited. Not all special characters can be hired all of the time and some can only be hired from certain locations. Special characters are always paid for before the scenario takes place.

Sorcerers are powerful and feared men and


women who have mastered the dark arts. Using arcane rituals they can cast spells to aid a warbands fortunes in battle or hinder its enemies.

For example: Fafnirs warband is almost ready to


go on the epic voyage to Vinland, but before they set off Fafnir wants to hire a sorcerer. As such Fafnir takes his warband to Karelia, where after the scenario he tries to recruit a sorcerer, requiring a roll of 6+.

Sorcery:

By

their very nature special characters are rare and as such a warband can only ever include one of each type. In addition a warband can only have a maximum number of special characters equal to the number of heroes it is allowed, as based on the hersars Renown.

Weak and vulnerable in combat, a sorcerers true strength lies in his magic. By spending Valour the sorcerer can cast spells from the sorcery list. Roll a D10 to determine how many spells the sorcerer knows and then select them as normal from the Sorcery chapter.

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Special characters
Skald:
A hersar who has a skald accompanying him on his adventures will see his fame spreading fast. If a skald accompanies a warband doing a Quest or Battle scenario then the hersar receives an extra 1 Renown for a successful outcome.

Agi Bra Def For Pro Str


2 4 1 3/6 3 3/5

Val
1

Equipment Traits

Sword, shield jerkin. Skald

and

leather

D10 Roll
1 2-8 9-10

Sorcery Spells
2 3 4

terror: Sorcerers cause Terror 3. Agi Bra Def For Pro Str
2 5 1 Sax. Sorcery (x3). 1 1 1

Val
3

Equipment: Traits skald

Level 1 Value 11 Cost 16 sp Renown 8


Norway (3+), Sweden (3+), Denmark (3+)

Duelist Level 2 Value 19 Cost 21 sp Renown 11


Norway (4+), Sweden (5+), Denmark (3+)

The

skald is the bard of the Viking world. They are the poem writers, story tellers, and historians of the era who entertain bands of warriors and record their deeds in song.

Duelists are disreputable warriors who make


their living by picking duels with wealthy men over the slightest wrong. They then, by killing the man, claim their wealth and property else a high proportion of it. Such men are highly unpopular and tend not to reach old age.

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60

Age of blood
If the duelist gains too much of a reputation
he will accompany a warband to earn his silver until it is once again safe to return to his hated trade.

Shield maiden Level 3 Value 32 Cost 48 sp Renown 19


Norway (7+), Denmark (8+), Sweden (9+)

Shield Maidens are ferocious warrior women


who have cast aside the bonds of female tradition to and die live by the sword. Such women are deadly combatants

Maiden: Most male warriors find it disconcerting to fight a member of the opposite sex and as such Shield Maidens are considered to have Terror 2 against all models except monsters and other Shield Maidens. Those that fail their Bravery tests are only ever shaken they do not flee. Agi Bra Def For Pro Str
4 5 1 2/6 5 2/4 shield

Val
3 and

Equipment Despised: A hersar who is willing to recruit a


duelist puts his reputation at risk by his association with such a dishonourable man. Roll a D10 after each battle in which a duelist has participated. On a roll of 1 the hersar loses 1 Renown.

Sword, spear, chain hauberk.

Traits

Expert Fighter, Armour Proficiency and Shield Master.

Agi Bra Def For Pro Str


3 4 1 4/9 5 4/6

Val
2

Equipment Traits

Sword, shield, helmet and leather jerkin. Glib and Opportunist.

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61

Special characters
godi Level 2 Value 26 Cost 39 sp Renown 19
Norway (5+), Denmark (7+), Sweden (6+)

Vikings did not have a particularly organised


religion, with each individuals faith typically a personal affair. However, Godi were respected men who led sacrifices and rituals at certain key dates.

Bravery: Warriors who are accompanied by a


Godi spend far greater time considering the afterlife than they would normally. Grim tales of Nilfheim and fabulous descriptions of Valhalla inspire them on the battlefield to almost faultless courage. All models within 12 of the Godi receive +1 Bravery.

terror: Godi cause Terror 1. Agi Bra Def For Pro Str
2 6 1 3 3 3/7

Ulfhednar Val
2

Level 2 Value 35 Cost 53 sp Renown 21


Norway (8+), Denmark (7+), Sweden (9+)

Equipment Traits

Broad axe and leather jerkin Second Sight and Iron Willed.

These are a crazed breed of berserkers whos


ties with Odin and lust for battle are even more fierce than that of their more numerous brethren.

Berserker:

The Ulfednar obeys all of the special rules of the berserker: berserk, equipment, wounding and terror.

Agi Bra Def For Pro Str


4 5 0 5/7 5 5/7

Val
2

Equipment Traits

Broad axe, sword and shield Resilient and frenzy.

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62

sorcery
Certain models in Age of Blood are able to cast magic spells either during a battle or in the pre or post battle phases. In this game sorcery is relatively low key and involves curses, charms, rituals and incantations. Even powerful magic users are incapable of such things as hurling balls of fire across the battlefield. Casting spells The
circumstances by which sorcery spells can be used are described under the individual spell headings. To cast a spell the model must spend Valour, typically 1 point of Valour though the most powerful spells require 2 points of Valour to cast. Once the spell has been cast it cannot be used again in the same battle, whether spell succeeded or not.

combating spells Heroes


are not as vulnerable to sorcery as normal warriors and their Valour offers them some, albeit it limited, protection. When a hero is targeted by a spell he can spend a point of Valour to have a chance at countering the spell. The hero makes an opposed Bravery test with the sorcerer. If the hero wins the spell is countered and has to effect. Re-roll any ties.

Unless otherwise stated

it requires a model to use an action to cast a spell, and no spell can be cast if the sorcerer is in base contact with an enemy model. Spells are cast in the shooting phase

Its

possible that a model may know more sorcery spells than it has Valour to cast, in which case it cannot cast all of the spells and the player must decided which spells are used and which are not.

selecting spells Unless


otherwise stated all models capable of sorcery roll for spells from the sorcery spell list. The number of spells a model can have is determined by how powerful at sorcerer that model is. Before each battle roll to determine the spells that the sorcerer will be able to cast, re-rolling any duplicates.

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63

sorcery
D10 Spell 1 Writhing This spell causes the target model to
be afflicted with all the pain and distress of being wounded, yet no mark appears on his body. Select a model within 12 of the sorcerer, for the rest of the battle the enemy counts as being wounded.

Dread The
sorcerer summons dark clouds that block out the sun, plunging the battlefield into a morale sapping gloom. All Bravery tests made by enemy models increase by +1 difficulty.

Sickness Without warning a horrible nausea


afflicts a group of enemy warriors making them retch uncontrollably. Pick a single enemy model within 12, all enemies within 2 of that model can only take a single action each turn for the rest of the battle until they pass a Bravery test in subsequent Initiative phases. Models who have already taken actions can take no more this turn.

Madness The model is afflicted with a terrible


uncontrollable madness which belies thought and reason. A single enemy model within 12 (who isnt in base contact with an enemy) can do nothing else this turn and must take the flee action in the next Movement phase.

Possession An enemys spirit is stolen from him


and his body becomes the pawn of the sorcerer. An enemy model within 6 now becomes under the sorcerers control for the rest of the battle. A successful Bravery test in subsequent Initiative phases will allow the possessed model to negate the spell.

Agony An awful pain wracks the warriors


body in a thousand places, so horrendous is the agony that it can be fatal. A single enemy model within 12 takes a Strength 2 hit against their base Fortitude.

Healing Using
bizarre incantations the sorcerer is able to repair a friendly warrior as a blacksmith would a broken sword. If the sorcerer moves into base contact with a model removed from play he can restore him to just being wounded so they can then act as normal next turn.

terrifying Aura The


spell caster is surrounded by evil spirits that cause the weak of will to quake in fear. The model gains Terror 3.

10

Choose Select any of the above spells.

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64

Scenarios
In
this chapter a selection of different scenarios are described. These represent the various kinds of adventures that a Viking raiding party might embark on.

Picts/Scots (Scotland) Thanes Horsemen Noble warriors are mounted


on horses on a roll of 5+.

The standard scenario for the warband is The


Raid, which is the typical Viking activity of attacking a settlement and taking all its valuables before a proper resistance can be formed. Its strongly recommended that this is the first scenario.

Fighters

are mounted on horses on a roll of 6+ and are equipped with spears and shields.

Before the scenario can be played, however,


the destination of the voyage must first be determined.

Armour Fanatics

Fighters do not
jerkins.

wear leather

Any noble warrior who isnt


mounted is a fanatic on a roll of 9+.

Destinations Nobles The Vikings


were excellent sailors, possibly the best of the era. As such there are a host of possible destinations where a warband can set off to, each of which provides its own unique rewards and enemies.

Heroes

are mounted on a horse on a roll of 4+

Irish (Ireland) Armour Noble


warriors and fighters do not have leather jerkins. Minor heroes have leather jerkins, not chain hauberks.

Apply

the following special rules to enemy forces in Raids, Battles and Quests if a Viking raiding party chooses to adventure in one of these locations.

Fianna

Noble

Anglo-Saxons (England) Bowmen Militia


exchange their normal equipment for bows on a roll of 5+.

fighters are mounted on horses on a roll of 7+. warriors who are not mounted are replaced with warhounds on a roll of 5+

Warhounds Noble

Huscarls

Noble warriors are equipped


with chain hauberks on a roll of 6+.

Nobles

Heroes

are mounted horses on a roll of 5+.

on

age of blood wargaming in the Viking age


65

scenarios
Franks (Franker Riket/Frisland) Nobles Heroes
are mounted on warhorses on a roll of 2+ and have limb guards.

Skraelings (Vinland) Armour Weapons All


Skraelings do not wear any armour.

Milites Armoured

Noble warriors are mounted


on a warhorses on a roll of 3+.

Skraeling militia and fighters


use native weapons (counting as a sax) only.

Noble

warriors wear chain hauberks and have limb guards on a 4+

Fanatics Heroes Bowmen

Noble

warriors are fanatics armed with axes.

Chainmail

Chain

All heroes are equipped with


axes.

limb guards do not require Agility 3. are mounted horses on a roll of 5+. on

Light Cavalry Fighters Poor Infantry Fighters

Any

Skraeling is equipped with a bow on a roll of 6+.

Shamans

Minor and lesser heroes are


replaced with sorcerers on a roll of 7+.

who are not mounted do not have leather jerkins. Militia do not have shields.

Bowmen

Fighters

who are not mounted exchange light armour and shield for bow on a roll of 6+.

Moors (Spanland) Armour


wear leather jerkins. Heroes wear leather jerkins instead of chain hauberks.

Fighters do not

Saami (Lapland, Finland, Karelia) Sorcerers Minor and lesser heroes are
replaced with sorcerers on a roll of 7+.

Jinettes

Fighters are Jinettes on a roll


of 5+, equipped with bow and sword and mounted on horses.

Cavalry Bowmen

Noble warriors are mounted


on warhorses on a roll of 5+

Armour Bowmen

Fighters do not
jerkins.

wear leather

Fighters who are not Jinettes


exchange their shields bows on a roll of 7+. for

Militia

replace their spears and shields with bows on a roll of 8+.

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The raid
This
is the quintessential Viking adventure. The raiding party sets off to foreign lands to strike quickly, grab as much loot as possible and escape before adequate resistance can be formed.

Village
This is a small, self sufficient settlement that is a prime target for a raiding party looking for loot. The resistance will be numerous but without many true warriors.

settlements The player controlling the Viking must first


decide what kind of settlement is being targeted. The larger the settlement the more resistance the warband will encounter, but the more loot they will be able to gather.

Resistance
1-4 Peasants Militia Fighters Noble Warriors Minor Heroes 6 9 4 1 0

D10
5-8 8 12 6 2 1 9-10 12 18 8 4 2

Hamlet
A single isolated community with a handful of families of farmers and craftspeople. There will be little, if any, real resistance, mainly untrained labourers, with the farmer and his sons as capable warriors.

Loot
1-2 Food Slaves Miscellaneous Valuables 30 2 6 1

D10
3-8 40 4 8 3 9-10 50 6 10 5

Resistance
1-4 Peasants Militia Fighters Noble Warriors 4 6 1 0

D10
5-8 6 8 3 1 9-10 8 12 5 3

Small Town
This is a substantial settlement that offers large rewards if it can be raided successfully. Resistance will be strong, with a large number of both untrained and trained warriors, including several heroes.

Resistance
1-4 Peasants Militia Fighters Noble Warriors Minor Heroes Lesser Heroes 8 12 8 2 1 0

D10
5-8 12 16 12 4 2 1 9-10 16 20 16 8 4 2

Loot
1-2 Food Slaves Miscellaneous Valuables 47 156 90 318 178 606 15 1 4 0 354 1215

D10
3-8 20 3 6 1 9-10 30 5 8 2

Loot
1-2 Food Slaves Miscellaneous Valuables 60 4 12 4

D10
3-8 80 6 16 6 9-10 100 8 20 8

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The raid

The spoils of war

Town
This is the largest target a single warband can realistically hope to raid. Here the potential rewards are vast and enough to make any hersar wealthy. But the danger is great. A town not only has a huge numbers of capable warriors and heroes defending it.

The Battlefield The exact nature of the battlefield is left up to


the discretion of the players, but the scenery should be as close to representing the location as possible. With the larger settlements this is going to be difficult, but buildings can be placed along one edge or in one corner of the board, representing the start of the settlement.

Resistance
1-4 Peasants Militia Fighters Noble Warriors Minor Heroes Lesser Heroes Greater Heroes 12 16 12 4 2 1 0

D10
5-8 16 20 16 8 4 3 1 9-10 20 24 24 16 6 5 2

The

defenders should be able to use the terrain to their advantage, offering them cover and places they can defend. Raids on hamlets and villages should be played ideally on a 4x4 board, with raids on villages and small towns on 6x4 and 8x4 respectively.

Setup Loot
1-2 Food Slaves Miscellaneous Valuables 160 6 16 8

D10
3-8 200 9 20 12 9-10 240 12 24 16

The

defenders place models on the board first, and all should start within the borders of the settlement in question. The raiding party is then deployed and should do so along the opposite table edge from the settlement.

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Age of blood
Victory conditions To
be able to take off with the settlements loot, the Viking attackers must force the defenders to retreat or wipe them out. The former is more likely and much easier to achieve, and is decided by the normal Bravery rules as described in the Initiative chapter. Likewise, if the Vikings are forced to withdraw they have lost and receive no loot.

Special rules Defending:


The defenders are fighting for their homes and loved ones and as a result their courage and resolve is strengthened. All defending models receive +1 Bravery.

Initiative:

if

things are going badly the Viking hersar may call a voluntary withdraw at the start of the Initiative phase, resulting in a loss.

Because a Viking raid is a frighteningly fast attack with little or no warning, the defenders are unprepared and reactive. Therefore the hersar of the raiding party receives +1 Bravery when making Initiative tests.

Renown The raiding partys hersar receives 1 Renown


for a victory, and loses 1 for a loss.

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The battle
Vikings
did not always fight by raiding, when there was no other option they would form a shieldwall and battle it out in the open. In this scenario the warband is fighting a pitched battle against another force, possibly another warband, tribe or battle group.

The enemy In
this scenario the raiding partys enemies are determined randomly but their exact numbers depend on how powerful the Viking raiding party is. Work out the warband rating for your Vikings and roll on the below table to see what the rating of the enemy force is compared to the raiding party.

Possible reasons for the Battle are endless and


could be as simple as a raid gone wrong and the warband forced to fight an organised resistance, or it could be part of some larger conquest. The exact intricacies of the battle are left for the players to decide, but it is not necessary to have justification for the fight.

D10 Roll
1 2-3 4-7 8-9 10

Enemy Strength
Powerful (150%) Strong (125%) Even (100%) Weak (75%) Pitiful (50%)

Its even possible for each player to use their


own raiding party in this scenario, perhaps to settle a blood feud, or to fight over territory, or just for honour. If such a fight is taking place the likelihood of casualties is very high on both sides.

Enemy troops are then selected according to The Battlefield Pitched


battles are fought where there is room to accommodate both forces, fields being the typical location. Both players should agree on what type of terrain they want to include and then set up the battlefield appropriately. the following ratios. The total warband rating (the sum of the models experience values) cannot be more than the pre-determined amount.

Troop Ratios
25% on peasants and militia 50% on fighters and noble warriors 25% on heroes

Whichever

side is least powerful, in terms of numbers or experience, counts as the defender and the terrain should be biased to all that side to exploit.

Setup The larger of the two sides sets up first his


raiding party first as the attacker and afterwards the more inexperienced side is then allowed to set up.

The

size of the board should be representative of the size of the forces involved. Smaller conflicts should be fought on a 4x4 area, with the larger battles on a 6x4 table.

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Age of blood

loot The victorious army is able to loot the dead


for anything valuable. The raiding party receives silver pennies equal to the enemys rating dividing by 2.

Renown The raiding partys hersar Enemy Strength


Powerful Strong Even Weak Pitiful receives Renown depending on the strength of the enemy force.

Renown
+5 +4 +3 +2 +1

Ending the battle The

scenario is played until one of the following conditions are met. If one side has half its number killed or routing then the opposing side is declared victorious. Alternatively either side may declare a retreat at the start of the turn, ending the battle that way.

experience All
raiding partys heroes receive 2 experience for surviving this scenario, instead of the normal 1.

Otherwise

a specific victory condition, or conditions, can be decided by the players, upon the completion of which the game ends.

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The quest
In this scenario a raiding partys heroes set off
into the wilderness on a heroic venture. This could be as adventurous as travelling to a distant land to defend an old kings hall against seemingly monstrous foes, beating them off, sneaking into their lair to slay their queen before the final showdown in the rain. Or, it could just be hiking off into the hills to kill a few trolls.

Ending the battle The game is played until one of the following
conditions are met. If the enemies are killed or forced to retreat the raiding party is victorious. Because the warband consists only of heroes they will fight to the death if necessary, only using the normal Bravery rules. If they dont manage to defeat their foes, either from all being killed or routing, they lose.

To get the most out of this scenario its worth


spending time trying to set a worthwhile goal. Plunder your favourite books and films for ideas the more cinematic the better.

Alternatively the raiding party may retreat if


the battle is not going their way. This is left up to the discretion of the player.

The Battlefield loot The requirements of the battlefield will vary


wildly depending on the nature of the scenario. A simple scenario might require no more of a battlefield as a place to fight some monsters. The battlefield need not be especially large and could even be set in an underground area representing the monsters lair itself. Though the latter is likely to increase the dangers to the raiding party.

Monsters

have loot depending on how powerful they are, with the most dangerous monsters having the most treasure. Divide the experience value of the monsters involved by 5 and then multiply the result by however many units are rolled on the below table.

Setup The

Loot

D10 Roll (Units)

Miscellaneous 1-5 (5) 6-8 (10) 9-10 (20) Valuables 1-2 (3) 1-8 (5) 9-10 (7)

enemies of the heroes set up first, followed by the heroes themselves. The raiding party can only consist of heroes, that is the hersar, champions and any special characters.

Renown The raiding partys hersar

The enemy Fnor


the enemies the heroes face use the strength table in the Battle scenario to determine the relative power of those the heroes must face.

receives Renown depending on the might of the monsters fought. Divide the total monster experience by 50 (rounded up) to work out the Renown bonus the hersar receives. Hersir do no lose Renown for being defeated in this scenario.

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bestiary
In this chapter are listed statistic for a range of
enemies that raiding parties might encounter, including both humans, animals and supernatural enemies.

terror This is described in the Bravery section of the


Initiative Phase chapter. Creatures that cause Terror ignore the Terror of other creatures that have a lower difficulty than their own. They are affected by ones with a higher Terror as normal.

The

statistics for humans are not nation specific, but given under generic types. In this way national characteristic can then be added without the need of long lists of similar troops for each nation.

Four Legged Creatures with four legs are naturally able to


move much faster than two legged animals. Therefore, when taking the move action they are able to move a greater number of inches than the 6 than humans can move. Typically, creatures with this trait move 7, 8 or 9 with the move action.

Monsters Traits Large Due to their size, large creatures have a reach
of 3. In addition, warriors who are not armed with a spear will suffer a free attack when they move into base contact because of the creatures reach.

Natural Weaponry Creatures that have sharp claws or fangs or


both are more dangerous in combat than creatures without and receive a bonus to their Strength when rolling to injure. Typically creatures that have claws or fangs receive +1 Strength and those that have both receive +2 Strength.

The

stature of a large creature also means that they move faster 8 when taking the move action. Their size also makes them easier to hit with ranged weapons, so any Deftness test against them is made with a +2 bonus.

Those

Huge These

creatures dwarf even large monsters and as such have more extreme bonuses and penalties related to their stature. Huge creatures have a reach of 4 and even warriors armed with spears will suffer a free attack when they move into base contact.

particularly adept at using their natural weapons can use the multiple attack special action. A monster cannot receive both the benefits of natural weaponry and that or using an actual weapon at the same time.

Huge

creatures can move faster than men, but their size makes them clumsy and so they move at 8 like large creatures. When targeted by ranged attacks any Deftness tests against them are made with a +4 bonus.

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bestiary
Peasant Exp. Value 1 These
statistics represent people who have no combat training. Examples include craftspeople, farmers and slaves.

Noble warrior Exp. Value 5 These


are skilled or experienced warriors who are practiced in the arts of war and a match for Viking huscarls. Examples include Saxon huscarls, veteran soldiers and noblemen.

Agl Bra Def For Pro Str


1 1 1 1 1 1

Val
0

Agl Bra Def For Pro Str


2 3 2 3 3 3

Val
0

Equipment: Improvised weapons (count as


sax).

Militia Exp. Value 3 Militia


are for individuals who have some familiarity with weapons and combat, but who are not professional fighters. Examples include tough farmers, hunters, guardsmen and fyrdmen.

Equipment: Sword, spear, leather jerkin, helmet and shield. fanatic Exp. Value 10 Fanatics
are other cultures equivalents to Berserkers and share the same identifying features such as not wearing armour and crazed battle lust. Examples Ghazi warriors and Pictish and Celtish naked fanatics.

Agl Bra Def For Pro Str


2 2 2 2 2 2

Val
0

Agl Bra Def For Pro Str


3 4 0 4 3 4

Val
0

Equipment: Spear or axe and shield. fighter Exp. Value 4 These


individuals are capable and trained warriors who may not be as potent as Viking huscarls, but who are still dangerous. Examples include retainers, mercenaries, pirates and professional soldiers.

Equipment: Axe and shield or broad axe. Berserk: Fanatics can take the multiple attack
special action.

Wounding:

Fanatics ignore the effects of being wounded,

Terror: Fanatics have Terror 1 against enemy


warriors (not heroes or monsters).

Agl Bra Def For Pro Str


2 3 2 2 3 2

Val
0

Equipment: Spear or axe, leather jerkin and


shield.

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Age of blood
Minor hero Exp. Value 12 Minor Heroes are highly trained and skilled
combatants who few can match in battle. Examples include thegns, hirdmen, Varangian Guard and petty warlords.

Agi Bra Def For Pro Str


2 5 2 5 5 5

Val
3

Equipment: Sword, spear and axe or sword


and broad axe, chain hauberk, helmet, limb guards and shield.

Traits: Roll 3 random traits. mighty hero Exp. Value 61 Mighty Heroes are truly deadly individuals
of immense skill. They are frighteningly efficient in the art of killing and can singlehandedly take on large amounts of enemies and triumph. Examples include kings champions, great warlords and powerful adventurers.

Agi Bra Def For Pro Str


2 4 2 3 4 3

Val
1

Equipment: Sword, spear and axe or sword


and broad axe, chain hauberk, helmet and shield.

Traits: Roll 1 random trait. lesser hero Exp. Value 26 Lesser


Heroes are individuals who are very experienced and possessing of high natural talent. Examples include captains, warlords and famed mercenaries.

Agi Bra Def For Pro Str


3 6 2 5 6 5

Val
4

Equipment: Sword, spear and axe or sword


and broad axe, chain hauberk, helmet, limb guards and shield.

Agi Bra Def For Pro Str


2 5 2 4 5 4

Val
2

Traits: Roll 4 random traits.

Equipment: Sword, spear and axe or sword


and broad axe, chain hauberk, helmet, and shield.

Traits: Roll 2 random traits. great hero Exp. Value 42 Great


Heroes are few and far between as individuals with the luck, skill and raw ability to survive are very rare. Example includes powerful warlords and great adventurers.

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bestiary
legendary hero Exp. Value 82 Legendary
Heroes represent the pinnacle of human abilities. They possess unrivalled skill and natural talent and few ever reach such heights of greatness. They are the bane of all other warriors and their effectiveness in battle cannot be underestimated. Examples include Beowulf, Erik the Red and Harald Hardrada.

Agi Bra Def For Pro Str


2 7 1 1 1 1

Val
5

Equipment: Sax. Traits: Sorcery (x5). horses Four Legged:


Horses are able to move 8 when taking the move action.

Agi Bra Def For Pro Str


3 6 2 5 7 5

Val
5

Equipment: Sword, spear and axe or sword


and broad axe, chain hauberk, helmet, limb guards and shield.

Large: Horses are large sized. Swift: This is the same as the trait of the same
name.

Traits Roll 5 random traits. pony wizard Exp. Value 82 Wizards


are sorcerers of terrible power, those who have mastered the black arts. They typically hold powerful positions due to their skills and are both feared and respected on and off the battlefield. Examples Karelian kings, elder shamans and Moorish Viziers.

Exp. Value 2 The most common type of steed in the Dark


Ages was the pony, able to carry a man but useless in battle.

Agi Bra Def For Pro Str


3 0 0 5 1 4

Val
0

Sorcery:

Weak and vulnerable in combat, a wizards true strength lies in his magic. By spending Valour the sorcerer can cast spells from the sorcery list. Roll a D10 to determine how many spells the sorcerer knows and then select them as normal from the Sorcery chapter.

horse Exp. Value 3 Horses were so expensive only wealthy men


could afford them, faster than ponies yet not trained for battle.

D10 Roll
1 2-8 9-10

Sorcery Spells
4 5 6

Agi Bra Def For Pro Str


4 0 0 6 2 5

Val
0

terror: Wizards cause Terror 5.

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Age of blood
warhorse Exp. Value 4 Warhorses
are the largest and most powerful of their kind, trained to be able to handle the stress of battle.

dog Exp. Value 3 Many


people kept dogs. These statistics present a medium sized breed without special training.

Agi Bra Def For Pro Str


5 1 0 7 3 6

Val
0

Agi Bra Def For Pro Str


5 0 0 2 3 2

Val
0

canines In Norse mythology there are numerous types


of giants, the most powerful of these, the Joten, are stronger enough to be a threat to the Viking gods themselves.

Terror: Dogs cause Terror 1 against warriors


only.

warhound Exp. Value 5 Warhounds are big, ferocious and bred for
killing.

Natural Weaponry: Four Legged:

Canines receive +1 Strength when rolling to wound. Canines are able to move 7 when taking the move action.

Agi Bra Def For Pro Str


5 2 0 3 4 3

Val
0

Terror:

Warhound cause Terror 3 against warriors only.

wolf Exp. Value 3 Wolves were a common sight in the Viking


ages and could be found across the breadth of Europe.

bears Bears are the most dangerous creatures most


Vikings encounter and can easily defeat even skilled warriors.

Agi Bra Def For Pro Str


6 . 0 0 2 2 2

Val
0

Natural Weaponry:

Terror:

Wolves cause Terror 2 against warriors only.

Bears receive +2 Strength when rolling to wound and are allowed to take the multiple attack special action.

Four Legged:

Bears are able to move 8 when taking the move action.

Large: Bears are large sized.

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bestiary
Terror: Bears cause Terror 6. Swift: This is the same as the trait of the same
name.

Troll warrior Exp. Value 14 Troll


Warriors are the most common trolls and are dangerous, but clumsy foes.

bear Exp. Value 12 Bears inhabit all woodland regions and are a
dangerous hazard to unwary travellers.

Agi Bra Def For Pro Str


2 1 0 9 3 7

Val
0

Equipment: Maul. Troll chief Exp. Value 22 Troll


Chiefs are the biggest and most dangerous of their kind and rule small groups of around 6 other Trolls.

Agi Bra Def For Pro Str


4 2 0 6 4 5

Val
0

Great bear Exp. Value 20 Great


Bears are the largest and most dangerous of their kind who often have a taste for human flesh.

Agi Bra Def For Pro Str


2 2 0 10 4 8

Val
1

Agi Bra Def For Pro Str


3 2 0 7 5 6

Val
0

Equipment: Maul. Troll Shaman Exp. Value 27 Troll Shamans are the most cunning of trolls
who are skilled in the black arts.

Trolls Trolls
are hulking creatures similar to humans in appearance only far bigger and uglier. They are rightly feared for their great strength and murderous temperament.

Agi Bra Def For Pro Str


2 3 0 9 3 7

Val
2

Large: Trolls are large sized. Terror: Trolls cause Terror 3.

Equipment: Maul. Spells: Troll Shamans have 2 spells from the


Sorcery list, rolled for randomly.

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Age of blood
Giants In Norse mythology there are numerous types
of giants, the most powerful of these, the Joten, are stronger enough to be a threat to the Viking gods themselves.

Dragon Exp. Value 141 The most awe-inspiring and powerful of all
the monsters heroes might face is the fire breathing dragon. The great drakes of Norse mythology do not have wings but this does not detract from their lethality. So deadly are dragons that only the mightiest group of heroes could hope to slay such a beast.

Huge: Giants are huge sized. Terror: Giants cause Terror 4 mountain giant Exp. Value 26 Mountain
Giants are the least of the giant kind, but they are still immensely strong and powerful foes who are to be feared by all.

Agi Bra Def For Pro Str


5 4 3 20 6 9

Val
3

Equipment: None Huge: Dragons are huge sized. Natural Weaponry: Claws, teeth and tail
dragons have many lethal weapons at their disposal which they can use against their foes. These give the Dragon +2 Strength in combat and when faced with multiple enemies, those enemies receive no bonuses for out numbering.

Agi Bra Def For Pro Str


1 2 1 12 4 10

Val
0

Equipment: Huge maul (as maul with +1 Str) and Rocks (as thrown axes). frost giant Exp. Value 45 Frost
Giants live in the coldest parts of the Viking world and are the bane of those who adventure on icy tundras and glaciers. Far from the borders of the mortal world there is a huge stone walled city where hundreds of Frost Giants live like Vikings.

Fiery Breath: A dragon may use this in the Ranged phase, but doing so counts as a special action and so they may take no other action in the turn. Roll to hit as per a shoot action. Any enemy model within 2 of the target model can also be rolled to hit. Use the dragons Strength 9 when rolling to wound. Fiery Breath has 24 range and no range categories. Terror: Dragons cause Terror 6.

Agi Bra Def For Pro Str


0 4 1 14 5 12

Val
1

Equipment: Huge maul (as maul with +1 Str) and rocks.

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bestiary
Draugr Exp. Value 3 Sometimes
the dead do not rest easy. The Draugr are hellish undead creatures that resemble the deceased only with swollen, misshapen features.

Natural Weaponry:

Werewolves receive +2 Strength when rolling to wound and are allowed to take the multiple attack special action.

werewolf Exp. Value 16 These


make up the bulk of the Werewolf population and, despite their size, are exceptionally fast and agile.

Agi Bra Def For Pro Str


0 0 0 8 1 5

Val
0

Equipment: None
Draugr ignore the effects of being wounded and are immune to Bravery tests.

Undead:

Agi Bra Def For Pro Str


6 1 0 8 4 6

Val
0

Terror: Draugr cause Terror 2. Maahiset Exp. Value 2 These


are short, stocky, bearded folk who live under the earth. They are suspicious of other races and can be aggressive and dangerous.

Equipment: None. Elder werewolf Exp. Value 31 Elder Werewolves are the alpha males of the
pack, those that have risen to the position by being the fiercest and strongest of their breed.

Agi Bra Def For Pro Str


7 2 0 9 5 7

Val
1

Agi Bra Def For Pro Str


1 2 1 6 2 3

Val
0

Equipment: None.

Equipment: Axe and light armour. werewolves Werewolves are massively strongly, utterly
evil and thoroughly deadly. They are demonic 7 tall wolf-men who delight in slaughter and carnage.

Large: Werewolves are large sized. Terror: Werewolves cause Terror 3.

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