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Age of Blood Wargaming in the Viking Age

Age of Blood Wargaming in the Viking Age

age of blood wargaming in the age

age of blood wargaming in the Viking age 1 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

age of blood wargaming in the Viking age 2 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 I’ve 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 I’ve 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 that’s 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 that’s difficult to master – at least that’s the intent.

Tom Hinshelwood, July 2005 email: [email protected]

age of blood wargaming in the Viking age 3 contents

Introduction 6 hand-to-hand 21

The campaign 6 Hand to Hand Actions 21 What you need 6 Attack 21 Game mechanics 7 Duel 22 Types of Model 7 Defensive Fighting 22 Characteristics 8 Multiple Attack 22 The turn 9 Swap Weapon 22 Actions 9 Shieldwall 23 Charges 23 Prone 23 Initiative 10 No Actions Left 23 Flank Attacks 24 Fate 10 Critical Hits 24 Order of play 10 Free Attacks 24 Bravery 10 Fumbles 24 Retreating 11 Supporting 24 Two Hands 25

Movement 12 Steeds 26 Movement Actions 12 Line of Sight 12 Reach 12 terrifying foes 27777 Turning 13 Move 13 Run 13 Injury 28 Shieldwall 13 Flee 14 Wounded 28 Charge 14 Injuries 28 Hide 14 War wounds 29 Terrain 15 Climbing 15 Falling 16 Weapons 31 Jumping 16

Swimming 16 Knife 31 Withdrawing 17 Sword 31

Spear 31

Maul 31 Ranged 18 Axe 32 Broad axe 32 Ranged Actions 18 Bow 32 Ranged Categories 18 Cover 18 Shoot 19 Throw 19

Aim 19

Melee Combat 20

age of blood wargaming in the Viking age 4 Age of blood

Armour 33 Trading 57777

Shield 33 Loot 57 Leather Jerkin 33 Trading list 58 Chain Hauberk 33 Helmet 33 Limb Guards 33 Special characters 59

The warband 34 Sorcerer 59 60 34 Duelist 60 Birthrights 34 Shield maiden 61 Renown 36 Godi 62 Champions 36 Ulfhednar 62 Berserkers 37 Huscarls 38 Carls 38 Sorcery 63 Nationality 38

Equipment 39 Spell List 64 Ships 40

Sample Warbands 41

Name Generator 42 Scenarios 65

Pre battle 43 Destinations 65 The Raid 67

The Battle 70 Scenarios 43 The Quest 72 Getting there 43

The Viking world 44

Storms 46 bestiary 7773 7

Post battle 47777 Monster Traits 73 Warriors 74

Heroes 75

Horses 76 Renown 48 Canines 77 Bears 77 Trolls 78 Experience 49 79 79 Draugr 80 Traits 50 Maahiset 80 Werewolves 80 Physical 51 Combat 52 Wits 53 Reputation 54 Sailing 55 Supernatural 56

age of blood wargaming in the Viking age 5 introduction

Age of Blood is a skirmish-level battle game In a campaign you can purchase better in which players take control of bands of weapons and armour for your warriors and Vikings and lead them on bloody adventures hire special characters to accompany you. The in search of loot and glory. These rules contain heroes of your raiding party gather experience all the information you will need to know in every time they fight which enables them to order to play either one off games or complete improve their abilities and gain new traits campaigns. (special talents).

The game is designed for use with 25mm or With enough skill and luck you can take 28mm miniatures, though any individual your warband from its humble beginnings and based model from 15mm to 40mm can be transform it into a legendary fighting used. Play is possible with any scale but brotherhood whose very name inspires terror. distances and measurements would need to be proportionately reworked. What you need Age of Blood’s focus is on the fantastical aspects of Viking history and as such is more concerned with the legends and heroic You’ll need the typical wargaming then trying to depict a realist view of the era. These rules are loosely set in the 9 th Century, paraphernalia to play this game including tape though the supernatural is prevalent in many measures, counters, dice, terrain and models. aspects of the game including fate, magic and The most important requirement is having monsters. 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.

age of blood wargaming in the Viking age 6 Age of blood

Game mechanics 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 All tests made in Age of Blood are only does the warrior fail to jump the stream but he attempted by rolling ten-sided dice (D10’s). also wounds himself in the process, falling on the No other dice is used. To attempt a task a sharp rocks. characteristic test for the warrior is made by rolling a D10 and adding the appropriate characteristic to the result. Types of model

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 A raiding party is made up of two distinct his Strength 5 to the roll of 8, resulting in a total of types of combatants, warriors and heroes. 13. Warrior is the universal term for all standard troops in the game and will make up the bulk of a party of Vikings. To determine whether the task attempted is successful the enemy player also makes a roll. This system is known as making an opposed Heroes, however, are the great fighters of the roll. Whoever gets the highest number wins raiding party, capable of performing the opposed roll and succeeds in the incredible deeds worthy of song. Heroes are attempted task or in stopping it. far more potent then warriors and unique special rules are assigned to them which are For example: Halfdan makes a Fortitude test to unavailable to normal warriors. oppose Fafnir’s Strength test. Halfdan rolls 11 in total and so Fafnir wins the opposed roll and kills Halfdan. During battles heroes amass experience depending on how well they perform. When enough experience has been gained the hero At other times the player does not make an increases an honour level, or just level. This opposed roll but rolls against a static difficulty then allows them to improve their number to determine whether the task is characteristics and hence their potency in successful. battle.

For example: After killing Halfdan, Fafnir must Heroes begin at honour 1 and can potentially leap across a fast flowing stream to engage more rise as high as level 5. A Viking who achieves enemies. To jump across he must get 10 or higher such a feat is truly a hero of legendary by rolling a D10 and adding his Agility. 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 When the term warrior or model is used in fumble, or an amazingly good success, known this rulebook it refers to all types of as a critical success or just critical for short. To combatants, whether they are warriors or achieve a fumble the test attempt must fail and heroes. If a rule only applies to a hero it will be a 1 must be rolled on the dice. For a critical, explicitly stated. the test must be passed as well as a 10 rolled on the dice.

age of blood wargaming in the Viking age 7 introduction

Characteristics BBBravery 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 model’s The fighting abilities of both warriors and defence against the fear induced by the heroes are defined by seven characteristic supernatural. scores, each representing different aspects of

the warrior’s capabilities on the battlefield. In each case the higher the characteristic’s value, DDDeftness is a model’s ability to use ranged the more potent the warrior is at that weapons, whether they are bows or thrown particular aspect of battle. Some characteristics weapons. Vikings favour melee combat and can be affected by what weapons and armour typically do not often have high Deftness a warrior uses, as should after a “/” in the scores. profile FFFortitude represents the hardiness and Fafnir endurance of the model. The higher the warrior’s Fortitude the more difficult he will be to kill. A Viking who wears armour receives bonuses to his Fortitude.

PPProwess is a measure of the model’s 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.

SSStrength represents the model’s muscularity, power and physical stature. The higher a model’s strength the easier it is for him to injure and kill his enemies. Most weaponry gives a bonus to a warrior’s Strength.

VVValour is a measure of a model’s 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 hero’s Valour score is the number of times he is able to re-roll a D10 during the course of Agi Bra Def For Pro Str Val a battle in order to get a higher number.

3/2 5 2 5/9 6 5/7 4 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 hero’s own use. A AAAgility represents how swift on his feet a hero cannot use Valour to affect another model is, how quick his reactions are and his warrior’s test, only his own. No single roll can overall nimbleness. His Agility determines is have more than one point of Valour used on it, ability to run, jump and climb and also helps though Valour can be used to re-roll a dice him avoid being hit by missile weapons. that has already been re-rolled due to some Models wearing heavy armour suffer penalties other special circumstance. to their Agility.

age of blood wargaming in the Viking age 8 Age of blood

Characteristic Examples Taking certain actions means that a model is not allowed to perform another action either 0 Feeble a child’s Prowess before or afterwards. Such actions are known 1 Weak a huscarl’s Defntess as special actions. 2 Typical a man’s Agility Able 3 a champion’s Strength For example: Fafnir is allowed to take two 4 Superior a berserker’s Bravery actions during the turn. He could take one move Gifted 5 a Varangian’s Fortitude action in the Movement phase followed by a throw 6 Exceptional a Jomsviking’s Prowess action in the Ranged phase or any other of the 7 Heroic Erik the Red’s Bravery many combinations. Alternatively he could take a 8 Legendary Beowulf’s Strength special action, such as the run action in the 9+ Supernatural a troll’s Fortitude Movement phase.

The Turn

In AAAge of BBBlood 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.

DDDuring 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.

age of blood wargaming in the Viking age 9 initiative

This is the first phase of the turn, during D10 Roll Fate Cards which several distinct things take place, such as establishing the order of play between 1-4 0 players and making Bravery tests. 5-7 1 8-9 2 10 3 Fate 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 At the start of each Initiative phase both players draw cards from the Fate Deck. Fate cards are special bonuses and hindrances that Order of play 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 To determine who has the initiative for the card’s use are met. 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 Whoever gets the highest result has the cards. The fate cards are arranged so that they initiative for the rest of the turn. If the results can be printed directly onto labels, which can are tied, re-roll until a winner is decided. A then be stuck to normal playing cards. hersar may spend a point of Valour to re-roll Alternatively a normal pack of cards can be the result of the Bravery test as normal. used with different cards representing different fates. The former option makes the If a hersar has been removed from play, either fate cards faster and more fun to use. because he is dead or wounded, then the highest honour level hero makes the opposed Fate cards must be played in the subsequent roll, but his opponent receives a +1 Bravery phases of the turn they are drawn. If they bonus to account for the hero’s inexperience in aren’t played or cannot be played during the command. turn they are returned to the Fate Deck unused. Having the initiative means that the player may select whether his force or his opponents takes actions first in following phases. Once it The only limitation on using fate cards is that has been decided who goes first this cannot be no more then one card may be used on a changed at a later point in the turn. 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 Bravery the effects of a fate card have been established the card is returned to the deck.

During the Initiative phase it may be To determine how many cards are drawn, necessary for certain models to make Bravery each player rolls a D10 and refers to the tests. The circumstances for having to make a following table. Bravery test vary but for the majority of these

tests the there is a static difficulty of 6.

age of blood wargaming in the Viking age 10 Age of blood

A model who fails to get this number is TTTo make things easier on the battlefield it’s forced to take the flee action in the Movement fine to make one Bravery test for multiple phase. Equalling the difficulty means the warriors. This can only be done with models model is shaken, and all tests and opposed that have the same Bravery and who are of the rolls made for that turn are subject to a +1 same type. It’s up to the player whether or not penalty. If the Bravery test is a success then the to make individual Bravery tests, but one test model may act as normal. for a group of models is recommended to save time. No more than 5 models may be tested Below are listed a number of conditions that with one roll. force a model to make a Bravery test, but these conditions only become necessary when the raiding party has had 25% of its models retreating removed as casualties. Up until this point the below conditions can be ignored.

Once 50% of party has been removed as Once a quarter of the force have been lost the casualties then a Bravery test must be made warband’s courage starts to waver and any for the entire raiding party each turn. This is model that meets any of the below conditions made using the hersar’s Bravery. must test for Bravery in the subsequent Initiative phase, but they do not have to test If the test is failed the force retreats and the again in subsequent Initiative phases for the battle is over. If the hersar is already fleeing or same condition. removed from play then the rest of the warband will automatically withdraw. Out-Numbered Depending on the scenario the difficulty for Models that have more enemies around them this type of Bravery test may vary. 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.

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 party’s hersar be slain all models must test for Bravery. Similarly, this is the case if the hersar flees.

age of blood wargaming in the Viking age 11 movement

In this phase models on both sides are Being able to draw a line of sight to an allowed to take movement related actions. otherwise concealed model’s weapon, base, Below are listed a number of actions that a helmet or similar periphery does not count as model may select during this phase according a true line of sight and for all purposes that to the rules described under the action model is considered to be unseen. A warrior headings. must be able to see at least 25% of the model to have a line of sight. Movement Actions For example: A hut is in between Fafnir and his Move Charge foe, a Saxon huscarl. Because Fafnir cannot see at Run Hide least 25% of the model he cannot move into base Shieldwall Flee 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 Line of Sight sight Fafnir will be able to engage his enemy next turn.

A model can see any other model that it has an unobstructed line of sight to. That is, if a reach 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 A warrior cannot move through space line of sight. occupied by another model, whether friendly or foe.. In addition, models that move too If the warrior does not have a line of sight to close to their enemies subject themselves to an enemy he cannot move into base contact possible attacks, especially if they try to move with him or attack him with ranged weapons. past them. A warrior can move no closer than 2” to a model that he did not have a line of sight to at All warriors have a reach distance, up to the start of the turn. 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 weapon’s 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 enemy’s reach is subject to a free attack. No line of sight

age of blood wargaming in the Viking age 12 Age of blood

For example: Fafnir’s target, a Saxon thegn, stands behind a loose line of fyrdmen. If Fafnir move 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 aking this action allows a model to move 6 past. T 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, it can take no other action during the turn. A

model who runs moves 6 inches just like with If the warrior starts within an enemy’s reach a move action but also gets to add his Agility he is allowed to move out of the reach without to this amount for the total distance he is suffering a free attack. Models who are allowed to move. already in base contact with enemy models cannot threaten other warriors, so their reach is ignored. Shieldwall

turning

The shieldwall was the dominant battle tactic of the period and consisted of a line of men A model is allowed to turn on its own axis each with their shields overlapping to create a freely during the movement phase – it doesn’t wall of shields to fight over. Though primarily cost an action or any part of an action to do so, a defensive formation, the tactic was so unless explicitly stated elsewhere. 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 f warriors as a shieldwall with exposed flanks is very vulnerable. See the Hand-to-Hand section for details of the shieldwall action in combat.

age of blood wargaming in the Viking age 13 movement

Flee Hide (special)

This action is not selected but is forced upon A model who takes this action tries to a model who has failed a Bravery test in the conceal himself from the enemy, maybe for an Initiative phase. The model is now doing his ambush or perhaps just to save his skin. The best to avoid the fighting. He moves as per the model can only hide if he at least partially run action, but must take the most direct path obscured (25% or more) from his enemies. away from the enemy and move the maximum distance he can. hidden model cannot be charged or A targeted in anyway because the enemy does A model who is fleeing is unable to take any not have a line of sight and therefore can move other action in this phase or subsequent no closer than 2” from the hiding model. If an phases. However, if he is attacked in the enemy model does come to 2” away then the Hand-to-Hand phase he may make the hiding warrior has been spotted and is no opposed Prowess test, but his opponent longer hidden. The enemy model, though, receives +2 to his Prowess score. Additionally, cannot continue its move or take any other if the fleeing model wins the opposed roll he actions this turn as normal. may not roll to wound.

he hiding model, however, can be moved T up to 3” away from its original hiding position, representing the fact that the enemy Charge could not see what he was doing. The new position, however, and the warrior’s route to it must provide at least 25% cover to keep him A charging model smashes into his opponent hidden from the enemy model who moved up as fast as he can, using pure aggression and to him. A model can be moved to a new momentum to gain an advantage. The charge position a number of times equal to his Agility allows the model to move further than is each turn. normally possible. A model cannot charge if he has either run or charged on the previous For example : Surrounding by enemies, Fafnir turn, due to the exertion required. hides in a copse of trees. An enemy model is moved to 2” from where Fafnir is positioned, which would The warrior moves just like if he’d used the normally cause him to be spotted. But Fafnir is able run special action, that is 6” plus his Agility. to move 3” further into the trees away from the enemy because his route and his new position will To charge an enemy the warrior must charge keep him obscured. He stays hidden. 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 If the warrior is spotted then enemies within straight line for the last 4” to his enemy. If not 6” of the model that spotted him also count as he cannot take this action. having spotted the hiding warrior too. These models can act normally against him as Similarly a warrior cannot charge an enemy if though he wasn’t hidden. he is less than 4” away. In addition, because of the exertion a charge causes a warrior cannot For example: Another warrior hunting Fafnir take this action if he took it the turn before. See now moves to 2” away of Fafnir’s new hiding the Hand to Hand section for details of the place, and Fafnir again moves 3” away. benefits of charging. However, now Fafnir is visible to enemy leader and all enemies within 6” of the leader.

age of blood wargaming in the Viking age 14 Age of blood terrain climbing

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 Trees, walls, cliffs, buildings are all terrain move their full moves over terrain that is level objects that warriors may wish to climb during and passable. This includes paths, fields, a battle. Such features cannot be traversed in grasslands etc. 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 Moving over other types of terrain will so climbing an obstacle is always a slow impede a model’s movement to a greater or process and can also be a dangerous one. lesser degree depending on how “difficult” that terrain is classed as. Refer to the table below for examples of terrain and what level Only terrain with adequate hand holds and of difficulty that terrain is classed as and the foot holds can be climbed, sheer surfaces are effect that terrain has on the distance moved impassable unless they are no more than 2” in through it. height, in which case it’s assumed the warrior can jump up and hoist himself over.

Normal Grassland, path, field, plain When climbing the model has to traverse (x 1”) the total height of the terrain feature at a ¼ normal rate, or 1½” for a full move action. In addition to this the warrior must first make a Uneven Light woodland, moderate successful Strength test to be able to climb in (x ¾”) slope the first place. Below are listed example obstacles and their relevant difficulties. Rough Dense woodland, shallow (x ½”) water, rocky ground, ruins, Obstacle Difficulty deep snow Tree 6 Difficult Steep slope, deep water, bog Cliff, evergreen tree 8 (x ¼”) Wooden palisade, wall 10

For example: During the Movement phase For example: Fafnir needs to climb a cliff in Fafnir passes through a copse of trees and over a order to reach an enemy’s hall. The cliff is 6” in stream. He is using a move action and so moves 6” height, which will take Fafnir a total of 4 whole over normal terrain. The copse classes as normal turns to climb. Each movement phase Fafnir must terrain so he moves through it at full speed, or 1” make a Strength test at difficulty 8 to make any for every 1” of his movement rate. The stream, progress. however, is rough terrain so he moves through it at ½“ for each 1” of movement. The stream is 2” wide If the warrior achieves a success he may climb so it costs Fafnir 4” to cross it. the full distance allowed and continue with his

move if he has any remaining. A critical

success means that he climbs at ½” pace

instead of the normal 1/4” pace.

age of blood wargaming in the Viking age 15 movement

If a model cannot reach the top of the obstacle, A warrior that fails to make the jump then or a point where he no longer has to climb, falls. If appropriate the distance he managed then the model has to hang on, mid climb, to jump before falling can be worked out (in until next turn when he can continue. A ½”) by dividing the total Agility result by two. warrior cannot fight whilst climbing and if hit in any way he falls The jumping rules above assume that the

warrior in question has at least a 1” run up If a warrior fails to meet the difficulty when before he attempts the jump. If he is forced to climbing then he either cannot find a grip and make a standing jump, that is he cannot at wastes the action or if he is in mid-climb he least make a 1” run up, then the difficulty of has to remain where he is and cannot the jump doubles (4 for each ½” of the gap). continue. If this happens a second time the model falls. A model who fumbles, falls instantly. Falling

jumping A fall of 1” is not dangerous for a warrior, it may hurt but it’s not life threatening, but a model that that falls more than a couple of A warrior is able to jump as part of a move inches is in real trouble. For each 1” that a or run action. For a model to make a jump first model falls after the first he takes a cumulative measure the distance of the gap, for every ½” Strength 1 hit against his base Fortitude, that is (round fractions down) that the model has to without any bonuses for armour. If a warrior jump it equates to a cumulative 2 difficulty is falling into deep water then he takes a Agility test to pass. cumulative Strength 1 hit for every 2” fallen.

The distance jumped counts towards the For example: Whilst fighting on top of the cliff warrior’s movement allowance, and if the gap Fafnir is pushed back over the edge and falls into is further than what’s left of the model’s the sea below. The drop is 6” in height which remaining movement then he cannot make the would equate to a Strength 5 hit (5” after the first), jump. but because Fafnir is landing in the sea this is actually a Strength 3 hit instead. For example: Whilst sailing across the North Sea

Fafnir’s longship is attacked by a group of Danish pirates. When the enemy ship pulls up alongside swimming Fafnir’s ship, Fafnir leaps across to engage his foes. The gap is measured to be 1 ¾”, rounded to 1 ½”, and so becomes an Agility test with a difficulty of 6. Water that is too deep to wade across can be swam if warriors are so willing. A model who elects to swim moves at ½ pace as though he hould the warrior achieves a success then he S were moving across difficult terrain, but like makes the jump and can continue moving if he climbing and jumping the warrior is not has any movement allowance remaining. If he automatically successful and he must make a achieves a critical success then the distance Strength test. The difficulty of the test is jumped is halved for the purposes of working dependant on what kind of water he is trying out any remaining moved. to swim. Refer to the table below.

age of blood wargaming in the Viking age 16 Age of blood

Water Difficulty Therefore its necessary to time your models withdraw else it will be pointless as the enemy Still/calm 6 model will just be able to charge back into Rough/fast flowing 8 base contact if you went first. In addition the Very rough/very fast flowing 10 enemy model may make a free attack against the withdrawing warrior. Free attacks are For example: Having survived the fall from the described in the Hand-to-Hand section. 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 ¼ pace whilst swimming, whereas with a complete success he makes ½ 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.

age of blood wargaming in the Viking age 17 ranged

In this phase models armed with missile cover weapons may use them to attack their enemies. Models armed with bows use the shoot action, while models armed with spears To accurately attack an enemy model the or throwing axes use the throw action. A attacked must have a clear line of sight from model who is in base contact with an enemy the front of the model. If this is blocked by model cannot select actions in this phase. other models or scenery then the target’s

opposed roll is subject to a modifier. If the Ranged Actions target is more then 25% obscured he counts as being partially obscured with more then 50% Shoot Aim being heavily obscured. A model who is 75% Throw or more obscured cannot be attacked.

Obscured Agility

Range categories Partially +2 Heavily +4

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 attacker’s Deftness and the target’s Agility roll is then subject to possible modifiers.

Range Agility Deftness

Close - +2 Partially obscured Medium - - Long +2 - Extreme +4 -

For 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.

Weapon Cls Med Lon Ext

Axe 2” 4” 6” 8” Spear 3” 6” 12” 18” Bow 6” 12” 24” 36” Heavily Obscured

age of blood wargaming in the Viking age 18 Age of blood

If the target model does not have a line of sight to the attacker then the target does not Throw add his Agility to the opposed roll as he is not aware of the attack. This action is performed exactly like the shoot

action except it used by models armed with

thrown weapons. Unless he is armed with Shoot multiple throwing weapons a warrior may only perform one throw action per battle. For a bow-armed model to hit another he must make a successful Deftness test against the target’s Agility roll. This number is subject to any modifier from the range or cover. If the Aim attacking model wins the opposed roll the target warrior has been hit and might be A model who takes this action carefully killed. Refer to the Injury section for details. prepares his arrow before firing or his axe

before throwing. By taking this action the If a model is charged from the front it can warriors gives himself a +1 bonus when release a snap shot at its enemy, assuming it making the Deftness test in his subsequent has an action left to do so. The enemy receives shoot or throw action. +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.

age of blood wargaming in the Viking age 19 ranged

Should a friendly model be struck by his D10 Reaction companion then a dangerous incident (for the whole warband) could erupt. Roll a D10 and 1-2 “Not in my warband.” consult the reaction table to determine what The warrior is regarded as too reckless happens. and dangerous to be in the warband and is set upon by his companions at A hersar who strikes one of his own warband the first available opportunity. If any warriors are able, they target the will be looked upon with scorn and disrespect. model with ranged weapons in the Though no one in the warband takes any immediate actions some warriors will be so current phase until he is dead. If he is alive at the start of the next turn he is disgusted with their lord’s behaviour that they charged by any available warriors (up simply leave. The hersar loses 1 Renown to to 4) within 6” who fight him until he, represent this and if he accidentally killed one of his own men then he loses 2 Renown. or all of them are dead. If the perpetrator isn’t attacked or somehow

survives, “We’ll settle this later.” comes

into play.

3-4 “He’s mine.” The model struck by his companion’s 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 won’t use ranged weapons in fear of retribution from his other companions. If the warrior struck was killed then no event takes place.

5-7777 “We’ll 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.

8-10 “Who did that?” Nobody notices who perpetrated the attack and so no vengeance is sought. The guilty party breathes a sigh of relief.

age of blood wargaming in the Viking age 20 Hand to hand

In this phase models that are in base contact Warriors Prowess Bonus with one another are able to take actions from the below lists. Unlike the Movement and 2 +1 Ranged phases in the Hand-to-Hand phase 3 +2 models are considered to be acting at the same 4+ +3 time. Therefore each fight is handled individually with both side’s models taking The singular model is allowed to roll to actions simultaneously, instead of each side wound any of the enemies whom he beat in taking their actions separately. In each of these the opposed roll and similarly any enemy who separate fights whoever has been going first beat him in the opposed roll is also allowed to this turn selects his actions first. The opposing try and wound him. player then selects his, if applicable.

For example: Fafnir has been attacked by three Hand to Hand Actions Saxon swordsmen. He makes a single Prowess roll, scoring 8 (D10 roll of 3 plus Prowess 5), and his Attack Duel opponents roll 6, 8 and 11 respectively. Fafnir has Swap Wpn Defensive beaten just one Saxon and must roll to wound him. Multiple …Fighting The Saxon who scored 11 can also roll to wound Attack Dodge Fafnir.

t’s only possible for a maximum of four I models to attack a single enemy. If more Attack 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 To decide who wins between fighting mounted warior. models each player makes an opposed Prowess test for their respective models. Warriors always respond to the most Whoever scores the highest number wins the immediate threat posed to them, so if there is fight and is allowed to roll to wound (see an enemy in base contact they must fight Injury section). If the scores are tied both them. The exception is if that enemy is himself combatants fail to get the edge of their in base contact with another friendly model. opponent and neither may roll to wound.

If a model wins an opposed Prowess roll by 2 For example: Fafnir has moved into base contact or more then the winning player may knock with an enemy huscarl in the Movement phase and back his enemy 1” backwards in a 90-degree attacks him in the Hand to Hand phase. Fafnir has arc. The model must always be pushed back Prowess 7 and his enemy, Prowess 3. They make where there is room if possible. In a situation opposed rolls, Fafnir gets 11 in total and the where multiple warriors are fighting a single huscarl 8 so that Fafnir wins and can now roll to model, then the single warrior can only push wound his opponent. 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 For example. Fafnir would normally be able to as normal and the opposing player makes a push back the Saxon who he beat in the prior Prowess test for each of the enemy models in example, but because Fafnir himself was also beaten base contact. The side who out-numbers the by another enemy, Fafnir is pushed back instead single warrior receives a Prowess bonus for due to weight of numbers. each model as shown on the table below.

age of blood wargaming in the Viking age 21 Hand to hand

Duel Multiple Attack (special)

Honour and glory are very important to A hero who multiple attack uses his superior Vikings, and no greater glory is there then that skills to attack several enemies in the phase gained from defeating a worthy opponent in instead of just one. Only heroes are allowed to single combat. Only heroes may select this take this action as only they possess the action and against enemy heroes in base necessary skill. As this is a special action, the contact. It is up to the opposing player hero can only take this if he has taken no other whether their hero accepts the challenge. actions in prior phases.

If the challenge is accepted no other models, Instead of making just one opposed Prowess on either side, may intervene in any way, until test as would happen with the attack action, one hero or the other has been removed from the hero makes one separate test for each play. Once the duel has been agreed neither opponent in base contact. For each opposed hero may withdraw from it and will continue roll he wins he is able to roll to wound that to fight every turn until one hero has fallen. If enemy model. the battle ends before this happens, continue fighting out the duel in isolation until a or example: Fafnir is locked in combat with winner has been decided. F three enemy Saxons. He makes an opposed roll against each of the Saxons in the hope of slaying all A hero who wins a duel receives 4 additional three. Fafnir manages to win all three opposed rolls experience from defeating his foe. A hero who and so can roll to wound each of his enemies. declines a duel loses 2 experiences points. If the same hero challenges him again the model does not incur the penalty again. swap weapon

Defensive Fighting Many warriors go into battle with more than

one weapon, sometimes many weapons. At

the start of the Hand to Hand phase a warrior A model who fights in this manner is using can be wielding any of the weapons in his every ounce of his skills and abilities to defend possession as decided by the player. However, himself, staying alive being his only concern. unless the model finds himself without any Perhaps he is out-numbered and awaits the enemies in base contact, he can only swap arrival of friends to aid him, or maybe he is weapons again by taking this action. just trying to hold on until nightfall when he can slip away. To swap a weapon the warrior must make an

opposed Agility test against his enemy’s In either case the model receives a +2 bonus to Prowess. If unsuccessful the warrior must his Prowess, but if he wins any opposed 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.

age of blood wargaming in the Viking age 22 Age of blood

Shieldwall charges

A warrior in a shieldwall is incredibly well A warrior who charges an enemy gains a protected as he has not only the benefit of his significant advantage over his foe. The own shield but also that of the warrior on his charging warrior receives a +1 Prowess bonus right. Warriors in a shieldwall double their to the opposed attack roll and also a +1 shield’s effectiveness, so rather than having +2 Strength bonus to his roll to injure should he Fortitude on account of their large shields, win the initial roll. 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. prone

In addition, the warrior at the very right hand flank of the shieldwall does not receive the For several reasons it’s possible for a warrior Fortitude bonus, and in fact suffers a penalty to be on the ground, either from having fallen, because his shield is being employed to tripped or by being knocked over. Such partially shield the model on his right and not warriors are referred to as prone and any himself. Therefore the effectiveness of the attacks made against them are at a +2 Prowess shield is halved, from +2 to +1 Fortitude. modifier. 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.

age of blood wargaming in the Viking age 23 Hand to hand

Flank attacks 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 Each model has a front and rear and two both then get free attacks against Fafnir. Two flanks, left and right. As mentioned earlier it’s opposed rolls are made, one for each Saxon. In the only possible for four models to attack a single first roll, Fafnir scores 12 in total and his enemy 9. enemy at one time. There just isn’t room for Fafnir wins but cannot then roll to wound. In the more to attack, even though there might be the second opposed roll Fafnir only scores 4 in total physical room to place those models in base and his enemy 7. The warrior can now roll to contact. injure Fafnir.

A warrior at an enemy’s flank receives a +1 Prowess bonus when making an opposed roll. fumbles Attacks at the enemy’s rear receive a +2 bonus.

If a warrior fumbles in combat, that is if a Critical hits natural 1 is rolled which also loses the opposed roll, then he is in severe trouble. He blunders so badly that he leaves himself When a natural 10 occurs, as part of the incredibly exposed. Any enemy who opposed Prowess roll in combat, it is referred participated in the opposed roll gains +1 to as a critical hit. A critical hit is an attack that Strength when rolling to injure. 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 critical hit only occurs if both a 10 is rolled and also the warrior in question wins the A model armed with a long weapon, such as opposed roll. Otherwise, spectacular as the spear, can use its length to aid friendly models attack may be, it fails to hit the mark. in combat. If the spear armed model is not in base contact with an enemy warrior, he can A warrior who scores a critical hit doubles support a friendly model who is in base his Strength bonus (including that of his contact. weapon) on the subsequent roll to wound. Warriors who are supported this way receive +1 Prowess in opposed rolls thanks to free attacks the benefit of their companions spear.

For example: Fafmir is in a fight with an enemy During the course of a battle it is possible Warlord. An ally is armed with a spear and is behind Fafnir. Because the model is in base contact that a warrior receives a free attack against an he can aid Fafnir in the fight, giving him a +1 enemy model, most likely for that enemy Prowess bonus. passing through the warrior’s 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.

age of blood wargaming in the Viking age 24 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.

age of blood wargaming in the Viking age 25 steeds

Vikings always preferred to fight in on foot, Because a mounted model is higher up than especially in shieldwalls, but did use horses his opponents (assuming that they are not also for transport. In battle warriors mounted on mounted), the warrior has his reach increased horses receive several bonus and hindrances. by 1”. Horses and their abilities are described in the Bestiary chapter. A mounted warrior cannot climb or swim,

though when jumping he uses his mount’s

Agility (doubled) when making the test. Movement

ranged In this phase a mounted warrior takes advantage of a horses speed, using its attributes when taking Movement actions. A mounted model is easier to hit than one on Mounted warriors cannot use the shieldwall foot and so any Ranged attacks against him or hide actions. When taking the move action are made with a +1 Deftness bonus. However, mounted warriors are able to move up to 8” this bonus is lost if the rider was using the run instead of the normal 6”. When taking the run or charge action. special action, models on horses add their steed’s Agility to the 8”, not their own. As horses are such fast sprinters, they add double If a mounted warrior attempts to use a missile their Agility. 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 warhorse’s Agility 5, moving 18” in total. Hand-to-hand

Though fast over open ground, horses struggle with uneven terrain. Horses count The horse of the Dark Ages were not the uneven terrain as rough, and rough terrain as battle winning destriers of the medieval difficult. They cannot negotiate difficult world, but could still be deadly on the charge. terrain. A model taking the charge action doubles the charge bonuses, gaining +2 Prowess and +2 Warriors can get on and off steeds as part of Strength. Up to 6 models can attack one normal movement, but doing so requires an mounted on a horse. Agility test at difficulty 4. Failure means that it either takes them the rest of the phase to Models in base contact are able to attack the scramble into the saddle, or upon dismounting horse instead of the rider, using the horse’s they fall and can take no further move. Prowess and Fortitude. If the horse is wounded the rider must make an opposed A success means that the model mounts or Agility test with the horse or be dismounted, dismounts, costing 1” of movement to do so. If taking a Strength 1 hit if failed. A horse that is the warrior gets a critical success it costs no killed automatically dismounts its rider. A movement. A fumble means that the warrior rider who has been dismounted counts as hurts himself in the process, potentially being prone until his next Movement phase. seriously, taking a Strength 1 hit.

age of blood wargaming in the Viking age 26 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 what’s 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 model’s Terror.

If the warrior loses he immediately takes the flee action when it’s his side’s 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.

age of blood wargaming in the Viking age 27 injury

Any model that has hit an opponent in the Heroes may spend a point of Valour to Ranged phase, or won an opposed Prowess reduce this status to simply being wounded test in the Hand-to-Hand phase is able to roll instead. to wound the enemy model. To do this the both models make an opposed roll, the If the battle being played is a one off it can be attacker using his Strength against his assumed that any warrior removed from play opponent’s Fortitude, both of which are has been killed. In a campaign it is necessary subject to any appropriate modifiers, such as to determine the exact state of the model those from weapons and armour. removed from play. This test is only necessary

for your heroes, as will become apparent later For example: Fafnir, having been struck by the on. Saxon warrior must make a Fortitude test against the Saxon’s Strength test. The Saxon has Strength At the end of the battle roll a D10 for each 2 and is using a sword (+2 Strength) so rolls a D10 hero and consult the below table to find out +4 in total. Fafnir, with Fortitude 4 in a chain hauberk (+2 Fortitude) and using a shield (+2 their fate. Heroes are able to spend a point of Fortitude) rolls a D10 +8 in total. Fafnir rolls 13 in Valour to re-roll the result so long as they have total and the Saxon 10. The Saxon fails to injure at least 1 point left over from the battle. Fafnir, who charges on to fight the warlord. D10 Injury wounded 1-5 Killed

The hero is either killed instantly or If the opposed roll is equalled (partial success) dies at a later date. If he fought the enemy has been wounded, suffering a bravely then the Valkaries take his severe, but not fatal injury. He is not removed soul to , if not the forever chill from play but he is considered wounded for of Nilfheim awaits. He should be the rest of the battle. immediately deleted from the warband’s roster along with his A wounded model suffers a -1 penalty to all weapons and equipment, which go with him on his journey to the of his characteristics. A model can be afterlife. wounded multiple times, and with each wound he suffers an additional -1 penalty to all characteristics. If any of the model’s 6-8 Injured characteristics are reduced to -1 he is removed from play. The hero survives but has been

sorely wounded and will take some

time to heal. He must miss the next Removed from play battle and cannot trade. Roll another D10 and refer to the War Wounds table for any lasting effects. If the attacker wins the Strength test with a complete success the enemy model has 9-10 Recovered suffered a serious, possibly fatal injury and is unable to continue the battle. He is removed as The hero makes a full recovery from a casualty or alternatively the model should be his wounds. He may participate in the lain down to show his state of injury. next battle as normal.

age of blood wargaming in the Viking age 28 Age of blood

D10 War Wounds 8-10 Painless If no one had told him not to the hero 1-3 Physical would have fought on with his guts The hero’s wound never fully heals hanging out – he hadn’t felt a thing. From now on he cares nothing about and he suffers from it until the end of getting injured: +1 Bravery. his days. Roll a further D10 to find out

where the wound is located and its permanent effect. 5 Left for dead The hero’s companions leave his 1-2 Leg -1 Agility unconscious body on the battlefield 3-4 Torso -1 Fortitude believing him to be slain. Roll a D10 5-6 Arm -1 Strength for the fate of the hero and a further 777-87 Hand -1 Prowess D10 on the War Wounds table, 9-10 Head -1 Deftness counting another 5 as No Effect.

4 Psychological 1-5 Captured The body heals but the mind is not His enemies find him and take him quite the same again. Roll a further as their captive. Word reaches the D10 to determine what happens to the warband about his fate and as the next hero. scenario a rescue can be attempted. Alternatively a ransom can be paid 1-2 Shaken dependant on the hero’s level. Roll a D10 for each level and multiply the So traumatised by his ordeal the total by 10 (20 for the hersar) to hero’s courage takes a severe knock: -1 determine how many silver pieces his Bravery. ransom is. His equipment is kept by his captors. If the warband does not or 3-5 Mild Insanity will not rescue him or doesn’t pay the ransom immediately then there will He occasionally freaks out his not be another chance. Whatever fate companions with his wacky the hero suffers it is bound to be behaviour. This has no adverse effect unpleasant. on the battlefield but if this befalls a hersar, he loses 1 Renown. A hero with mild insanity can never become a 6-8 Crawls Back hersar. Amazingly, despite his horrific injuries, the hero manages to crawl 6-7777 Enraged back to the ship before it sets off, much to the surprise of his The real problem with being half companions. When he’s recovered he dead was the fact that the hero throws a few swift punches at those couldn’t carry on fighting. He won’t who left him behind. No lasting effect. let that happen again. From now on the hero ignores the effects of the first time he is wounded each battle.

age of blood wargaming in the Viking age 29 injury

The Long Journey 1-2 Cursed Waking up hours after the battle’s The wound was so horrific that the end the hero drags himself to shelter hero’s funeral pyre had already been where he slowly recovers enough to built by the time he suspiciously travel. Eventually, by begging, recovered. Though no one says it to stealing, lying and killing he makes his face it is believed that he must the long trip back to his homeland have been saved by evil spirits and where he rejoins with his warband. this stigma can never be shaken off. For his epic journey he receives 3 The hero may never become the experience points. Hersir also receive warband’s hersar and his companions +1 Renown. never benefit from his heroic status. Neither do they suffer from the effects 6 Scarred of Hero Death if he is removed from play (because they’re secretly ). Once the wound is healed the hero is Hersir lose 1 Renown. left with severe scarring. If a hersar is scarred his scars can either serve to 3-8 Amazing Recovery inspire awe or disgust in those who view them. Roll a further D10 to find Whereas most men are lucky to out the nature of the scarring. heal to their old strength, the hero actually recovers to a healthier state 1-5 Horrific Scars than he was before he was injured. With this new lease of life the hero With such disgusting scars gains a new trait, rolled for as normal. marking him, the hersar finds

it difficult to recruit new men. He ignores his next Renown 9 Immortality increase. No one has ever heard of so much

blood flowing from a man who didn’t 6-10 Inspiring Scars die. The only explanation to The hersar’s scars show him rationalise this is that the hero is as a prince of battle who leads nothing less than immortal, at least in from the front. He is therefore battle. The hero gains the title “the a good lord to serve. He gains Deathless” and Terror 3 to all enemy 1 Renown. models (but not monsters) because who wants to fight a man who can’t 777-97 No Effect be killed?

After several weeks of rest the 10 Blessed wound heals and the hero suffers no other long term effects. if the arrow hadn’t ricocheted off the hero’s cloak pin it would have gone straight through his heart… Whatever 10 Special unlikely incident happened to save the hero’s life it was so lucky that he Something perculiar has befallen the must have been saved by none less hero… Roll a further D10 to find out than himself. The hero receives what. +1 Valour.

age of blood wargaming in the Viking age 30 weapons

Below are listed weapons of the 8 th to 11 th +3 Strength Century, some of which are available to Vikings and others to their enemies. Special:

A model armed with a maul is only capable knife 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. 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. sword

+0 Strength To carry a sword was a mark of status due to Special: their extremely high cost. Most warriors Because it is such a short weapon enemy simply could not afford a sword, and those who carried them were considered both warriors receive a +1 Prowess bonus in wealthy and dangerous men. The sword is the opposed rolls against a model armed with a all round weapon of choice, able to cut and knife. In addition, the knife wielder only has a thrust from a variety of different angles reach of ½” and cannot be used in two hands.

+2 Strength sax spear

The sax is a short sword anywhere between 1’ and 2’ in length. Carried mainly as a A spear was the most common weapon of secondary weapon by wealthy warriors in case the era thanks to its low cost. Between 7’ and their primary weapon is lost. 10’ in length the spear’s main advantage was being able to attack an enemy from a distance. However, if the enemy was to get past the +1 Strength spear’s point the wielder became vulnerable.

Any warrior who could not afford a sword, Special: which was most, took a spear to battle instead Because it is shorter than a full sword the and many who could afford a sword took spears as well. wielder has only a 1” reach and cannot use the sax in two hands. +1 Strength

Maul Special: The spear offers several specific bonuses to its wielder. The first is that it can be used to Mauls are crude weapons used by large support another model in base contact, as creatures such as Trolls. Often little more than described in the Hand to Hand section. tree branches, mauls are nevertheless Though not its primary use the spear can be dangerous because of their great weight. employed as a thrown weapon.

age of blood wargaming in the Viking age 31 weapons due to its reach the wielder gains +1 Prowess Special: in the first opposed roll with an enemy Because the arrows of the era had such representing the spear’s superior reach. After difficulty penetrating armour the target the first opposed roll the bonus is lost. If both receives additional Fortitude bonuses warrior’s are fighting with spears then they depending on how well armoured he is. cancel each other out and no bonuses are Warriors using shields gain +1 Fortitude and applied. 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 Due to the fact that fired arrows often can’t effect. Instead of using the rider’s Strength be recovered, a warrior armed with a bow when rolling to injure, the Strength of the requires 1 sp extra upkeep. Also, a warrior horse is used instead. Also, this is the case if a cannot employ the use of a shield if he uses a model armed with a spear is charged by a bow. mounted warrior.

axe Broad axe

With a cutting edge between 9” and 18” and An axe could be a highly lethal weapon, a haft 60” in length the broad axe was a capable of inflicting horrific damage to a devastating weapon. Used in both hands the warrior’s enemies. The Viking axe was a well- broad axe could deliver a blow of such force balanced one handed weapon made that even mail armour offered little protection specifically for battle with a short 6” cutting against it. But being unwieldy because of its edge. Though powerful, they could be clumsy size and without the protection of a shield, a in combat. warrior armed with a broad axe suffered in

defence. +2 Strength

+3 Strength Special: A warrior armed with an axe is restricted in Special: the range of parries and attacks he can As a two handed weapon a warrior armed perform. A warrior using an axe fumbles on a with a broad axe cannot use a shield at the roll of 1 or 2, instead of the normal 1. same time. In addition, because of the broad

axe’s limited attacks and awkwardness the

warrior’s 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

age of blood wargaming in the Viking age 32 armour

Below is a list of the available armour types chain hauberk 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 mail was the best armour available to armour, but nearly every fighting man made Vikings of the time and was a T-shaped use of a shield. The best protection a warrior garment that hung down to mid-thigh. could have consisted of a chain hauberk and Typically a chain hauberk could have as many helmet, both of which were so expensive that as 30,000 individual rings and took weeks to they were beyond the means of most men. make. Only the very wealthiest warriors could

afford such a level of protection.

shield +2 Fortitude

Special: The shield was carried by almost all warriors and offered a great degree of protection. A chain hauberk’s weight means that a Viking shields were round and up to 36” in warrior so armoured cannot move as fast as diameter. Made of wood, they were normal. As such the warrior loses 1 Agility. sometimes rimmed with leather to help protect the edges from splitting. helmet +2 Fortitude

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

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

+1 Fortitude Even a Viking in a chain hauberk and

wearing a helmet still had his forearms, hands,

lower legs and feet unprotected, and as such helmet 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. A helmet was either a solid piece of iron hammered into shape or several pieces riveted together. Like a chain hauberk only wealthy +1 Fortitude warriors could afford them. Special: +1 ortitude F Only models with Agility 3 or more can wear

limb guards due to the extra weight in combat.

age of blood wargaming in the Viking age 33 The warband

Before you can begin a campaign of terror hersir and pillage across Europe you first need to create your warband. In this chapter are the Cost na sp Upkeep 8 sp 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 The most important member of the warband better allow for the creation of appropriate is the hersar. He is a respected landed man or forces. maybe simply a charismatic Viking who others will trust and follow. All warbands For a standard campaign each player receives receive one hersar for free and cannot have more. All beginning hersir have a single 1,000 silver pennies (sp) with which to recruit Birthright from the below table. 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 D10 Birthright considered to have a knife as backup weapon. 1 Godsborn When the hersar goes raiding he takes his If a Viking god descends from huscarl with him as well as any heroes in his Aesgard to visit the realm of men he hall. Friends and neighbours, though not part may take to the affections of a mortal of the hall, may also accompany him on such A child born of such a union is truly voyages for a share of the plunder. These are blessed from his godly heritage. The known as carls – freemen in Viking society. hersar receives +1 to his Valour characteristic. The main aim of raiding is to gather wealth for those participating but a successful hersar 2-3 Wealthy will find his fame spreading and with it more The hersar’s chests are unusually full and more warriors will seek to accompany of silver and as such he begins the him. The more successful the raiding party is campaign with 1,100 sp. the more warriors and special characters the player will have access to. 4-5 Renowned

The hersar’s name is more widely Aside from carls, the other members of the known than is common. He begins the warband have both a cost and an upkeep. The campaign with 11 Renown. first is the initial amount out of the starting 1,000 sp that must be spent to have them in the 6-7777 Experienced warband. Upkeep is a fee that must be paid This hersar’s experience of war is after each and every scenario in order to more than most. He receives 5 maintain the services of the particular warrior. experience.

At the end of this rulebook is a roster sheet 8-9 Talented on which you can record all the appropriate Few are possessing of as much natural information about your warband. skill as this hersar. He gains 1

additional random trait.

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

age of blood wargaming in the Viking age 34 Age of blood

Hersir also have Renown, which perhaps the If at any point the hersar is killed the highest most important attribute they possess. It is a level champion becomes the hersar and takes measure of the hersar’s achievements and how on whatever Renown his predecessor had widespread his fame is. The more Renown he gained. has the more warriors and heroes he can recruit. Also, certain scenarios are only Hersir begin as level 1 heroes and receive 1 available once hersir reach certain Renown random trait. Every time they advance a level scores. their Upkeep rises by 1 sp.

All hersar begin the campaign with 10 Agi Bra Def For Pro Str Val Renown, allowing them to recruit a maximum 2 4 1 3 4 3 1 of 2 heroes and 20 huscarls and allows him to take up to 10 carls with him on a single voyage.

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

Over time it’s 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

age of blood wargaming in the Viking age 35 The warband

Renown Champions Berserkers Huscarls Carls

1-2 0 0 12 5 3-4 1 1 14 5 5-6 1 1 16 5 7-8 2 2 18 10 9-11 2 2 20 10 12-13 3 3 24 10 14-15 3 4 28 15 16-17 4 5 32 15 18-19 4 6 36 15 20-21 5 7 40 20 22-23 5 8 44 20 24-25 6 9 48 20 26-27 6 9 52 25 28-29 6 10 56 25 30-31 7 10 60 25 32-33 7 11 64 30 34-35 7 11 68 30 36-37 7 12 72 30 38-39 8 12 76 35 40-41 8 13 80 35 42-43 8 13 84 35 44-45 9 14 88 40 46-47 9 14 92 40 48-49 9 15 96 40 50+ 10 15 100 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 hersar’s hall, though any Berserkers aren’t likely to agree.

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

Agi Bra Def For Pro Str Val 2 4 1 3 4 3 1

age of blood wargaming in the Viking age 36 Age of blood

champions

berserkers Wounding: Famed for being able to shrug off all but the most severe injury, Berserkers ignore the effects of being wounded, even if Cost 60 sp Upkeep 8 sp they are wounded multiple times. They can be

removed from play as normal. the battlefields of Viking legend are full of accounts of half-mad warriors who shun Terror: Because in battle they resemble armour and go into an insatiable killing frenzy creatures that are barely human they rightly in combat. Before battle berserkers would inspire fear in their foes. Berserkers have consume intoxicants, such as Bog Myrtle, to Terror 2 against enemy warriors (not heroes or fuel their battle frenzy. When not in battle monsters). berserkers spend their time doing their best to drain the hersar’s hall of mead.

Agi Bra Def For Pro Str Val 3 4 0 4 3 4 0 A 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.

age of blood wargaming in the Viking age 37 The warband

huscarls Agi Bra Def For Pro Str Val 2 2 1 2 2 2 0

Cost 20 sp Upkeep 2 sp Carls participating in a battle bring their own weapons and armour. Roll a D10 to determine Huscarls are those warriors who have a what weapons and armour each group of carls permanent residence at the hersar’s hall. They is equipped with. serve him with unquestionable loyalty and are

highly proficient fighters, more capable then

most other warriors of the time. D10 Carl Equipment

Agi Bra Def For Pro Str Val 1 Sax and shield 2 3 1 3 3 3 0 2-6 Spear and shield

7-8 Axe and shield 9 Sax and bow 10 Sword and shield

nationality

A Viking warband can either be Norse (from Norway), Danish (from Denmark) or carls Svear (From ). Each of these three tribes have different advantages over the

others, as shown below. Cost 25 sp Norse Natural Sailors Carls are freemen in Viking society, who are The Norse were the best seafarers of not permanent residents of a hersar’s hall but all the Viking peoples and as such are neighbouring farmers or personal friends. when making Navigation rolls, a Norse warband adds +1 to the result.

As they are not permanent retainers to the hersar they do not have an Upkeep cost like Bondir huscarls and are not recruited. Instead hersir A Norse hersir is never short of may pay to employ 5 of them for the duration neighbours who want to take part in a of a single battle. Historically locals would voyage. All carls cost 20 sp to hire have participated in raids for a share of the instead of 25 sp. treasure, but a one off cost is easier to implement. 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

age of blood wargaming in the Viking age 38 Age of blood

Danes Warrior Race equipment The Danes were the most prolific fighters of the Vikings and even Danish farmers and craftspeople are Your raiding party won’t be much use if it adept in battle. Danish Carls have goes into battle unarmed and so you must Bravery 3. purchase both weapons and armour for each

model. Both of which must be paid for from Trait Speciality : Combat the starting 1,000 sp.

Svear Traders As your warband progresses and its wealth Svear merchants were well versed in increases you will be able to buy replacement buying and selling and were the most or additional weapons and pieces of armour skilled of Viking traders. When rolling for your models. Though not essential, it’s for the value of loot, Svear warbands recommended that you make sure your hersar add +1 to the result. and champions are the best armed and armoured. Bog Myrtle In Sweden Bog Myrtle is more Weapon Cost commonly found than in other parts of Scandinavia and as such berserkers are more common. Svear berserkers Knife free cost 50 sp and have an upkeep of 6 sp. Sax 2 sp Sword 10 sp Trait Speciality : Wits Spear 1 sp Axe 2 sp Broad Axe 5 sp

Bow 4 sp

age of blood wargaming in the Viking age 39 The warband

Armour Cost There are two types of Viking ship, the drakkar and the knarr. The drakkar is the Shield 2 sp famous longship, made for war. It is a narrow, Leather Jerkin 10 sp fast boat and can carry large numbers of Chain Hauberk 50 sp warriors. The knar is a wider, slower boat Helmet 15 sp built for trading, and so can carry far more Limb Guards 20 sp 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 Cost Crew Cargo

Light Drakkar 500sp 30 30 Drakkar 1,000sp 60 60 Mighty Drakkar 2,000sp 120 120

Small Knarr 300sp 15 75 Knarr 600sp 30 150 Large Knarr 1,200sp 60 300

A ship can only carry a maximum number of warriors as shown under the crew heading. A ship that doesn’t 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 aren’t enough crew to man the ship and it cannot Ships sail.

As the warband grows it will become Without a ship the warband wouldn’t get necessary to purchase another ship, either as a very far. Each raiding party begins with a replacement for the original, which can be sold single ship as its vessel. This might be recently for half it’s normal cost, or as an extra vessel. built by the hersar specifically to begin his Warbands are allowed as many ships as can be raiding career, or it could be inherited or afforded. loaned to him.

age of blood wargaming in the Viking age 40 Age of blood

Sample Warbands

Below are listed two pre-made raiding Both have some of the starting 1,000 sp left parties designed with the above rules. The first over, which could have been easily spent, but is a good sized warband that includes 23 having some silver left provides a useful warriors with a range of capabilities and cushion if things don’t go particularly well at armaments. The second consists of just 12 the start of the campaign. models, but all are extremely well armoured.

Hersar 74 sp Hersar 74 sp Sword, axe, shield, chain Sword, axe, shield, chain hauberk and helmet hauberk and helmet

Champion 157 sp Champion 158 sp Sword, shield, chain hauberk Sword, spear, shield, chain and helmet hauberk and helmet

Champion 151 sp Champion 161 sp Spear, axe, shield, chain hauberk Sword, broad axe, shield, chain and helmet hauberkand helmet

2x Berserkers 136 sp Berserker 65 sp Broad axe, axe and shield Axe, sax and shield

5x Huscarls 170 sp Berserker 72 sp Axe, shield and leather jerkin. Sword and shield

6x Huscarls 210 sp 2x Huscarls 194 sp Spear, sax, shield and leather Sword, shield, chain hauberk jerkin and helmet

2x Huscarls 52 sp 3x Huscarls 144 sp Sax and bow Spear, shield, leather jerkin and helmet 5x Carls 25 sp 2x Huscarls 98 sp Axe, shield, leather jerkin and helmet

Total Cost 975 sp Total Cost 966 sp Upkeep 62 sp Upkeep 50 sp

age of blood wargaming in the Viking age 41 The warband

Name generator

To enable you to name your warband’s 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 10’s the second the units. If you don’t like the name you roll, re-roll until you do.

01 Adils 26 51 Hemming 76 Olaf 02 Agder 27 Fafnir 52 Heoroweard 77 Oleg 03 Agne 28 Frodi 53 Hervarard 78 Olof 04 Alrik 29 Gard 54 Hjalmar 79 Onund 05 30 Gardar 55 Hjorvard 80 Osten 06 31 Gautar 56 Hlod 81 Orvar 07 Arngrim 32 Gauti 57 Hogni 82 Ottar 08 Askold 33 Gautrek 58 Hrani 83 Ragnar 09 34 Glammad 59 Hothbrodd 84 Ragnvald 10 Birger 35 60 Hrothgar 85 11 Bjarni 36 Gorm 61 86 Rollo 12 Bjorn 37 62 Hvitserk 87 Rorek 13 Bui 38 Guthrith 63 Hysing 88 Rurik 14 Canute 39 Guthrum 64 Ingaild 89 Schek 15 Dag 40 Gylfi 65 90 16 Dir 41 Haakon 66 91 17 Domarr 42 Haddings 67 Ivar 92 18 43 Halfdan 68 Jakob 93 19 44 Hagbard 69 94 Snorri 20 Eilifr 45 Hake 70 Khoriv 95 Stakard 21 Eirik 46 71 Kjotve 96 Svafrlamir 22 Eorund 47 Harald 72 Krakiv 97 Svend 23 Erik 48 Havad 73 Kyi 98 Thrand 24 Estrid 49 Helgi 74 Leif 99 Vikar 25 Ethelred 50 75 Magnus 00 Wulfgar

age of blood wargaming in the Viking age 42 Pre=battle scenarios Getting There

Once it has been determined where the The first thing that needs to be done is to scenario is taking place the warband must first decide which scenario will be played and reach there safely. The opposite map shows where it will take place. There are four types the world according to Viking knowledge, of scenario that can be chosen: Raids, Battles, with scenarios possible at any named location. Quests, and Epic Voyages.

Warbands can only travel to the locations Raids are the typical Viking hit and run shown, and do complete the journey they affairs to grab loot. Battles are just that, must be able to find their way and be able to pitched battles where the objective is the afford the costs of the journey. In the destruction of the warband’s enemies. Quests accompanying table each location has a are usually hero only affairs and represent navigation number (ie 3+) that must be met in more personal adventures, often involving the order for the warband to reach it. supernatural. Epic Voyages are a series of linked scenarios that represent a long and epic journey of discovery. Should the navigation roll be unsuccessful the ship becomes lost for a time, delayed by The destination for the scenario can be rapids, fog or any number of things. Keep rolling again until the navigation roll is anywhere in the known world, as shown on successful, but for each failed roll the cost of the map. Once the destination and type of the journey will increase. scenario has been decided the specific of the scenario, such as the enemies, rewards and special rules can be established. See the The cost shown in the table represents the Scenarios chapter for more details. supplies needed for each man making the journey. So, for a warband of 20 men, the cost It’s recommended for the warband’s first of journeying to England will be 20 sp. This represents food and water as well as covering outing that a Raid takes place against a poorly general wear to the ship. defended target in the British Isles. Unless anything goes drastically wrong the warband is likely to prevail and return home with If the navigation roll is unsuccessful the cost enough experience and loot to have made the of the supplies increases by 1 sp per man for venture worthwhile. each roll required after the first.

Some scenarios require pre-requisites before For example: Fafnir’s is travelling to Vinland, they can be selected, the more potentially which requires an 8+ navigation roll in order to rewarding the scenario is, the more difficult reach. Unfortunately the first roll fails, and it takes the pre-requisites are to obtain. 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 For example: Fafnir’s warband plans to take an 11 sp per man. 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 Fafnir’s raiding party meets these pre- requesites the Epic Voyage to Vinland can be selected. .

age of blood wargaming in the Viking age 43 Pre-battle

The Viking world

Location Navigation Cost Location Navigation Cost

Vinland 8+ 9 sp Lapland 4+ 3 sp Greenland 7+ 6 sp Finland 3+ 1 sp Iceland 6+ 4 sp Karelia 3+ 1 sp Scotland 4+ 1 sp Gardikie 4+ 1 sp Ireland 4+ 2 sp Vendland 2+ 1 sp England 3+ 1 sp Saxland 2+ 1 sp Norway 2+ 1 sp Frisland 2+ 1 sp Sweden 2+ 1 sp Franker Riket 3+ 2 sp Denmark 2+ 1 sp Spanland 4+ 3 sp Gotland 2+ 1 sp

age of blood wargaming in the Viking age 44 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 party’s 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 warband’s kitty as normal. Therefore it’s 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 A ship must also be properly crewed in order then the men on board begin to starve and fall to journey safely and efficiently. A ship that is ill. For every five units of supplies (original undermanned will take longer to reach its cost) that cannot be paid for, two warrior start destination and the cost of supplies is the next battle automatically removed from therefore increased. A ship that is considered play. For every ten units of supplies that under-manned adds 1 sp to the cost of cannot be paid for, a hero also begins removed supplies per man. from play. When making a navigation roll, if a 10 is When rolling for injury after the battle, rolled then the route becomes well known to count injured as full recovery. The player can the warband and any future navigation roll chose which models are removed from play along the same route gets a +1 bonus. This but must select 1 huscarl or berserker for every bonus can be taken multiple times. Make a 2 carls. note of any such bonuses.

For example: Fafnir’s 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.

age of blood wargaming in the Viking age 45 Pre-battle

Storms Ship Storm Modifier

Mighty Drakkar +1 As well as hunger and thirst sea travel is not Drakkar 0 without even greater dangers. For every Light Drakkar -1 natural 1 rolled on the navigation roll the ship is subjected to a storm as well as suffering Huge Knarr +1 from being lost. Roll a D10 and consult the Knarr +1 storm chart for the effect of the storm. The cost Small Knarr 0 increases of the storm represent things such as sail and mast damage, supplies being lost, men swept overboard etc.

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 journey’s 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

777-97 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.

age of blood wargaming in the Viking age 46 Post battle

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

All heroes gain experience from each

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

oot L Trading loot Recruitment

Next, any loot gained should be rolled for Injuries 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. 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 If there is not enough silver in the warband’s have been killed are removed from the raiding hoard to pay the upkeep cost then all the silver party along with all their equipment. Viking that is there is deleted and the hersar loses 1 burials always included the deceased’s Renown. personal effects.

Huscarls and carls that have been killed don’t trading affect the overall makeup of the warband. This is described further in the Renown section of this chapter. After the loot has been determined the

warband is able to trade it for silver at a

number of different locations. The more loot renown 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. 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, recruitment berserkers and huscarls to join the warband and more carls and special characters to be hired. If Renown drops it’s possible that tfhe last thing that needs to be worked out members of the warband will leave. 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.

age of blood wargaming in the Viking age 47 renown

Each scenario lists possible circumstances that cause hersir to gain or lose renown, but Might: Fall men wish to serve under a there are universal incidents that apply to all powerful lord. The hersar gains 1 Renown for scenarios. These are listed below. each level increased.

Battle Shy: A hersar who doesn’t fight isn’t Skill: Warriors respect a man of courage and respected and loses 1 Renown for each duel honour. For defeating an enemy commander that is turned down. in a duel the hersar gains 1 Renown.

Cowardice: Watching their lord run from a Exploration: A hersar who leads his men to battle is never a pleasant sight. A hersar loses far away places gains the respect and acclaim 1 Renown if he either flees from the board, or he deserves. The first time that a hersar is already fleeing when the warband journeys to any of the below locations he withdraws. receives a Renown bonus.

Generous Upkeep: A generous hersar is an attractive lord to prospective warriors and Destination Renown Bonus heroes. If the total upkeep of the warband is increased by 50% the hersar receives 1 Iceland +1 Renown. As soon as the generous upkeep Greenland +2 stops, however, the Renown is lost. Vinland +4

Extravagant Upkeep: A hersar who can afford to lavish large quantities of wealth on For Example: Fafnir’s warband returns from his followers is, to most, the perfect lord to Vinland loaded with loot but having lost several serve. If the total upkeep of the warband is battles to the vicious skraelings. As a result increased by 100% the hersar receives 2 Fafnir’s Renown is reduced by 2. However, in Renown. As soon as the extravagant upkeep order to prevent valuable men leaving his service he stops, however, the Renown is lost. pays extravagant upkeep to increase his Renown by 2, bringing it back to normal. This takes a large Foolhardy: Warriors who feel their lord cares chunk out of the warbands wealth, Fafnir only little about whether they live or die are likely intends to pay it to keep men leaving until he has to leave. For each battle where the warband restored his lost Renown. suffers 50% or more models removed from play the hersar loses 1 Renown. If the warband As Renown increases new members must suffers 75% or more casualties the hersar loses still be paid for as with the starting warriors, 2 Renown. and equipped accordingly. When Renown decreases and members are lost they are gone for good. Having lost respect for the party’s hersar they go to seek their fortunes elsewhere, taking their equipment with them.

It’s 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.

age of blood wargaming in the Viking age 48 experience the heroes of the raiding party amass Each time a hero goes up an honour level he experience during a battle which, when they is awarded 4 points that are used to improve have gained enough, will allow them to his characteristics. increase alevel. As all heroes start off at level 1 there next level will be level 2. It’s up to the player how the points are spent but no characteristic can be increased more Like with Renown, experience awards differ than once each level. Also, each time a between scenarios but there are universal characteristic is increased the amount of points awards that heroes can receive. These are needed to increase it again next level also listed below. increases.

Survived: Any battle will teach the hero Heroes are allowed to increase any something, even if they ended up being characteristic except Valour and no carried away from it. A surviving hero characteristic can be increased more than 3 receives 1 experience times. The below table lists the various points needed to increase a hero’s characteristics.

Killer: For each enemy killed the hero receives experience related to how powerful Increase Points Cost that opponent had been. The exact experience an opponent is worth is shown in the Bestiary First 1 chapter. Second 2 Third 4

Duelist: For each duel against an enemy hero that is successful, the winning hero receives 1½ times the normal experience reward. For example: When Fafnir had just achieved honour level 2 he had 4 points to spend increasing Assassin: If the hero defeats the enemy his characteristics. He increased his Agility, leader in hand to hand combat he receives 4 Fortitude, Prowess and Strength all by 1. experience. When he rose to level 3 he had another 4 points to

spend. He increased his Prowess a second time for 2 The below table lists the experience required points and with his remaining 2 points increased to achieve the various honour levels. Each his Bravery and Deftness for the first time. time a hero gains a level his Valour is automatically increased by 1 and they receive Upon reaching honour level 4 Fafnir again had 4 a random trait. points to spend. Fafnir spent those points increasing his Strength and Fortitude for the second time.

Level Experience Points

2 15 4 3 30 4 4 60 4 5 120 4

age of blood wargaming in the Viking age 49 Experience traits are special abilities that heroes gain as Each time a hero goes up a level roll a D10 on they advance in levels. Upon reaching a new the trait table to see what trait type is level the hero gains 1 random trait. Traits are available. Unless a hero receives a trait from special abilities, talents and skills that benefit a some other source the maximum number of hero either on or off the battlefield. Some traits traits a hero can have is four – one at levels 2, are more potent or useful than others and as 3, 4, and 5. such are assigned randomly.

D10 Roll Trait Type

1 Physical 2 Reputation 3 Combat 4 Wits 5 Sailing 6-8 Speciality 9 Choose any non supernatural 10 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, If the hero already has the trait that is rolled, it Sailing and Supernatural. In addition, each of can be re-rolled without cost. The result of a the three Viking nations, Norway, Denmark re-roll stands, if it is less desirable the player and Sweden has its own speciality traits, cannot go back to the original roll. Norse, Dane and Svear respectively.

Country Speciality TTTraits

Norway Sailing

Denmark Combat

Sweden Wits

age of blood wargaming in the Viking age 50 Age of blood

D10 physical Traits 5 Keen Eye Few have this hero’s hand eye co- 1 Huge Stature ordination. If the hero takes the aim action in the Ranged phase he gains Having matured to an immense size, +2 Deftness instead of the normal +1. this hero dwarfs his peers with his

massive build. The hero gains +1

Strength but loses 1 Agility. 6 Swift The hero is amazingly fast on his feet, 2 Fat even able to out run some four legged creatures. When taking the run special The hero’s love of food is legendary action the hero doubles his Agility. and his huge appetite has given him a

truly monstrous girth. The hero loses 1

Agility but gains +1 Fortitude. 777 Frightening Appearance A combination of bizarre clothes, 3 Ambidextrous tattoos, grisly trinkets and a wild stare make the hero a truly unnerving Few men even know they are blessed opponent. He gains Terror 1 against with this gift but this hero has warriors (not heroes or monsters). 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 8 Beauty free attack against an enemy in base Broken hearts are left by the dozen in contact. It has to be the same enemy this hero’s wake and his legendary the initial attack action was targeted success with the opposite sex is an at, and that enemy gains a Prowess inspiration to all. A hersar with this bonus in the opposed roll depending trait gains +1 Renown. on what off hand weapon is being used. 9 Lightning Reflexes Weapon Prowess Bonus This hero is incredibly fast in combat, dodging out of harms way when Knife +0 others would be killed. If wounded or Sax +1 removed from play he can make an Axe +2 opposed Agility test against his Sword +3 opponents Prowess. If he wins, he dodged the attack and negates its affects. He can only do this once per 4 Resilient battle.

The hero is so tough that even the

most vicious of wounds tends to heal. When rolling on the Injury table the 10 Choose hero adds +1 to the result. Select any of the above traits for the hero.

age of blood wargaming in the Viking age 51 Experience

D10 Combat Traits 6 Axeman Whether through practiced skill or 1 Frenzy natural affinity this hero excels when using an axe, whether one or two Few men can handle fighting multiple handed. When using an axe the hero opponents, but this hero thrives on it. only fumbles on a 1. When in base contact with more than

one enemy, the enemy models do not

receive Prowess bonuses for out- numbering the hero. 777 Armour Proficiency The hero is so used to the extra weight of wearing heavy armour that he can 2 Precision move just as well with it as without. The hero does not lose 1 Agility for Through hard work and natural skill wearing a chain hauberk. 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. 8 Expert Fighter With a combination of skill and audacity this hero can gain an 3 Devious advantage in combat when there is usually is none. When a draw occurs This hero has a long list of dirty tricks in an opposed hand-to-hand roll the he uses in battle to gain an edge over hero wins instead. However, any his enemies. By making an opposed other special rule regarding draws Agility test against his opponent’s takes precedence over this trait. Bravery the hero gains a free attack. If

the enemy model wins he makes the

free attack instead. 9 Opportunist This hero is always quick to take 5 Fast Draw advantage of a foe’s mistakes, often to lethal effect. If an opponent fumbles in The hero is highly practiced in combat, the hero adds +2 Strength to changing weapons in the heat of the roll to injure instead of +1. 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 4 shield Mastery hero.

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.

age of blood wargaming in the Viking age 52 Age of blood

D10 Wits Traits 6 Healer This hero is skilled in the healing arts 1 Merchant and can use his talent to help his wounded companions. If the hero has The hero always get the best available not been removed from play himself, bargains. When working out the value he can help a single other hero by re- of loot in trading, the hero can use his rolling the result of the Injury roll, skills to re-roll the result, taking the taking the preferred result. highest price.

2 skald 777 Blacksmith The hero is an accomplished story As well as a fighter the hero is a teller, poem and singer. On the proficient blacksmith. Instead of battlefield he can use his skills to trading the hero can create 1D10x3 sp inspire his companions. Any hero or in weapons. warrior within 6” of the hero receives

+1 Bravery.

8 Hunter 3 Gambler This hero’s time spent stalking prey through the wilderness has given him The hero is a master of gambling, in an uncanny ability to avoid detection. all its form. If the hero gambles as part When taking the hide action the hero of the post battle sequence, he can re- can be moved to a new hiding roll the dice and take the best result. position even if the route to it does not

keep him in cover. In addition, hide

only counts as a normal action, not a 4 Armourer special action, but the hero can only This hero specialises in making take the move action before hiding or armour. If the hero does nothing else the throw or shoot action after hiding. as part of the post battle sequence he can create 1D10x3 sp worth of armour. The amount rolled can then be spent 9 Animal Companion on armour as desired or can be put Pet dogs are not uncommon but this towards a piece if it cannot be created hero‘s wardog displays an unusual outright. The hero can then continue level of loyalty and intelligence. The making the armour during other hero receives a warhound for free trading sessions until complete. which has +1 Agility, Bravery and

Strength. The warhound is considered

to be another member of the raiding 5 Searcher party and requires 1 sp upkeep. Able to find exactly where a settlement keeps its treasure, this hero always finds the hidden silver. When 10 Choose rolling for what loot is found in a Select any of the above traits for the Raid, re-roll the dice for a single loot hero. type, keeping the best result.

age of blood wargaming in the Viking age 53 Experience

D10 Reputation Traits 5 Glib Not typically a Viking speciality, but 1 Charismatic this hero’s quick tongue is highly adept at throwing choice insults to his Charming and personable, this hero is enemies. Enemy heroes cannot refuse extremely well liked by his allies and a to duel as he mercilessly taunts them natural leader. The range of hero into fighting him. death for the hero is increased to 9” as

is the leadership range of a hersar.

6 Iron Willed 2 proud This hero knows that fear profits no man whether natural or supernatural. The hero suffers no insult and relishes The hero is immune to Terror in all its in challenges. The hero can never forms. refuse a duel and when duelling

receives 1 free point of Valour to be

used only for the duration of the duel. 777 lucky Few men ever willingly play dice with 3 generous this hero. A hero with this trait can add +1 to any dice roll, once during a This hero is known for his generous battle. and charitable nature. A hersar with

this trait must always take the

generous upkeep option when possible. He also receives +1 Renown 8 Selfless in addition to that given by the The hero only ever takes what he aforementioned generous upkeep. needs and never squanders what he receives. His upkeep is 3 sp, 4sp for a hersar (half the usual amount). Hersir 4 Blood Thirsty also receive +1 Renown.

The hero’s delight in killing borders

on the unnatural and makes his companions uncomfortable. A hersar 9 Scout loses 1 Renown but any future This hero is a master of observing leadership challenges can be re-rolled without being observed. When raiding as the would-be usurper has doubts the hero can spy on the settlement to about taking on such a lunatic. 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.

10 Choose Select any of the above traits for the q hero.

age of blood wargaming in the Viking age 54 Age of blood

D10 Sailing Traits 5 Fisherman This hero is a skilled fisherman who’s 1 Shipmaster * regular large catches of fish are always welcome. If he does nothing else in the The hero is unequalled in his post battle sequence he can take his captaincy of the longship, with the fishing boat out. He catches fish uncanny ability to read the skies and equalling 3 units of food. 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 6 Sea Legs out the cost of the voyage, the cost of The hero has learnt to stay standing in supplies is reduced by ½ sp per man. 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 2 Navigator * if he doesn’t wear a chain hauberk.

With a keen memory and analytical

mind this hero is a master navigator of the seas. When making navigation 777 Quartermaster tests add +1 to the result. This hero knows just how to make use of every inch of the ship. The ship can either carry 10% more crew or 10% 3 Storm CCCaller * more cargo, but not both, depending on what’s required. Storms are the bane of all sea travel

and even a sturdy ship can be undone

by nature’s power. This hero, however, has an affinity with storms 8 Affable and can predict their sway. When a The hero is able to mingle with other storm occurs on a sea voyage you can societies and cultures with relative re-roll the severity of the storm, but ease, allowing him to locate people must abide by the second result. that others might not. The hero adds +2 to the D10 roll for recruiting special characters. 4 Ship Builder

The hero is an accomplished ship builder who’s skills have peaked to 9 Thrifty high acclaim. Instead of buying a ship This hero’s knowledge of how to this hero can make one, utilising his handle supplies in an emergency is own skills and his companion’s unequalled. Ignore the additional muscles. If the hero misses a voyage to supplies cost of the first failed oversee the ship building, the cost of navigation roll. the ship is 10% less than it would be normally. 10 Choose * Only 1 hero with this skill can affect Select any of the above traits for the a single voyage. hero.

age of blood wargaming in the Viking age 55 Experience

D10 Supernatural Traits 4 Ancestry The hero’s toughness can only be 1 Sorcery explained by dwarven lineage: +1 Fortitude. 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 5 Berserk battle by spending a point of Valour. The hero embraces the cult of the This trait can be taken multiple times. berserker and develops the abilities of A hersar loses 1 Renown. that kind. The hero gains the berserker special rules regarding armour, wounding and terror. 2 Second Sight

Blessed with a limited ability to see the future a hero with this gift is both 6 Heritage respected and feared. Once per battle As the hero matures he inherits the the hero can make use of his grace of the . He receives +1 premonitions and add +2 to any dice Agility. roll in order to get a better result

777 Protected 3 Chosen The have given this hero The Viking gods sometimes grant protection from death in order that he favour to a particular hero. Roll a D10 might achieve some later greatness. to find out which god has chosen the On the Injury table the hero is only hero. From now on once per battle, the killed on a roll of 1-3, count 4-8 as hero may draw that god’s specific fate injured. card. The card is selected before the rest of the fate cards are drawn and can only be used by the hero. Because 8 Troll Blood the hero has been chosen by a specific The blood of the troll-kind flows god he cannot accept favour from through the heroes veins. He gains +1 certain other gods without angering Strength. the god who chose him. Therefore, if

the hero uses any of the other god

specific fate cards noted he loses this trait. 9 Gifted This hero’s legendary his list of heroic D10 God feats and accomplishments knows no bounds. The hero receives +1 Valour.

1-2

3-4 5-6 Tyr 10 Choose 777-87 Select any of the above traits for the 9-10 Odin hero.

age of blood wargaming in the Viking age 56 trading the Vikings not only raided the length and Different types of loot are more valuable than breadth of Europe but also traded far and others and this value can vary from country to wide across the continent and sometimes even country depending on rarity, demand and further. After a battle the player can decided ability to pay. For example, there is little where the raiding party goes to trade. Only demand for slaves in England, but at Hedeby one location can be visited in between in Denmark there is a flourishing slave scenarios and the cost and difficulty of the market. journey must be worked out as normal. Each type of loot is measured in generic Certain trading areas allow better prices to be units, which roughly equate to the weight of a fetched for specific items, enable the warband single man. So, 1 unit of valuables is about the to recruit special characters and also give the same weight as 1 unit of livestock, slaves or raiding party the opportunity to purchase miscellaneous goods. 10 units of food, for exotic items. example, might be a cow or a ton of grain.

Each hero (including the hersar) in the The amount of loot a warband can trade is warband is able to do a single task during this dependant on how much they can physically period. Typically he can gamble his silver in bring back from their voyages. This will the hope of earning more. If the hero gambles depend on the result of the scenario and the roll a D10, on an even number he wins that cargo capacity of the ship the warband is number of silver pennies. On an odd number using. The warband cannot bring back more he loses that amount. loot than the ship can carry.

Weapons, armour and miscellaneous items Each type of loot has three prices that it can can all be purchased at this point, though it is be sold for, low, medium and high price, as not necessary to determine which heroes buy shown on the below table. what.

Unwanted armour and weaponry can be Loot Value per Unit sold off when trading, but because the items Low Med. High are used and battle worn they can only be sold for half their original cost. Food 2 3 4 Slaves 10 15 20 Misc. Goods 4 6 8 loot Valuables 20 30 40

Loot is the reason why Vikings went raiding The warband does not have to trade all of its and in this game comes in four types, food, loot, it can keep as much or as little as desired slaves, miscellaneous goods and valuables. to be traded at a later date. However, Exacter differentiations as these categories whatever loot is held back in this way still cover all the various items that might be counts towards the cargo capacity of the looted. warband’s ship.

age of blood wargaming in the Viking age 57 trading

When the warband is trading, refer to the Once the roll has been made the result has to Trading table and roll a D10 for each type of be abided by – the loot has to be sold for that loot, to see whether it is selling for a low, price and cannot be kept. Though, before the medium or high price. So, in Lapland, slaves roll takes place a proportion can be traded, are sold at a low price if a 1+ is rolled, at a though only one trade can be made for each medium price if 3+ is rolled and a high price is loot type. 9+ is rolled.

Location Food Slaves Misc. Goods Valuables L/m/D L/m/D L/m/D L/m/D Vinland 6/-/- -/-/- 7/-/- 10/-/- Greenland 5/7/9 5/9/- 6/10/- 7/-/- Iceland 4/6/8 4/8/- 5/9/- 6/10/- Norway 2/4/10 2/4/10 2/4/10 2/4/10 Sweden 2/4/10 2/4/10 2/4/10 2/4/10 Denmark 2/4/10 2/4/10 2/4/10 2/4/10 Gotland 1/2/9 -/1/9 -/1/9 1/2/10 Lapland 1/2/9 1/3/9 2/5/10 2/5/10 Finland 2/4/- 2/4/10 2/4/- 2/4/10 Karelia 2/4/- 1/2/9 2/4/- 1/2/10 Scotland 2/4/9 1/6/- 1/2/10 1/2/9 Ireland 2/4/9 7/10/- 2/4/9 2/4/10 England 1/4/- 1/6/- 1/2/10 1/2/9 Franker Riket 3/5/10 -/1/9 2/4/10 2/4/9 Frisland 2/4/- 2/4/10 2/4/- 2/4/10 Saxland 1/3/- 3/5/10 3/5/10 3/5/10 Vendland 2/4/- 2/4/10 2/4/- 2/4/10 Gardarikie 3/5/10 4/6/10 3/5/10 1/3/9 Spanland 1/3/9 2/4/9 1/3/9 2/4/10

age of blood wargaming in the Viking age 58 Special characters

Special characters 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 A hero can seek out a special character as experience they will increase in level normally, part of the post battle sequence as long as he gaining characteristic increases and acquiring does nothing else. Each special character has a new traits. If a speciality trait is rolled, re-roll list of the locations that the warband has to be the result. 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 With each level increase the cost of a special accompany the warband. 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 Recruiting special characters is similar to particular special character at another time the recruiting carls, in that a one off cost is paid difficulty is increased by 1, representing the for the character’s accompaniment on a single problems locating the character. voyage. Special characters are heroes who offer unique abilities not usually available to a warband. sorcerer Certain characters may be particularly useful in certain scenarios or might be taken to Level 3 Value 20 Cost 50 sp Renown 21 bolster a warband’s strength if no proper Lapland (8+), Finland (7+), Karelia (6+) champions can be recruited. Not all special characters can be hired all of the time and Sorcerer’s are powerful and feared men and some can only be hired from certain locations. women who have mastered the dark arts. Special character’s are always paid for before Using arcane rituals they can cast spells to aid the scenario takes place. a warband’s fortunes in battle or hinder its

enemies. For example: Fafnir’s 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 Sorcery: Weak and vulnerable in combat, a Fafnir takes his warband to Karelia, where after the sorcerer’s true strength lies in his magic. By scenario he tries to recruit a sorcerer, requiring a spending Valour the sorcerer can cast spells roll of 6+. from the sorcery list. Roll a D10 to determine how many spells the sorcerer knows and then By their very nature special characters are select them as normal from the Sorcery chapter. 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 hersar’s Renown.

age of blood wargaming in the Viking age 59 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 Val 2 4 1 3/6 3 3/5 1

Equipment Sword, shield and leather jerkin.

Traits Skald D10 Roll Sorcery Spells

1 2 2-8 3 9-10 4

terror: Sorcerer’s cause Terror 3.

Agi Bra Def For Pro Str Val 2 5 1 1 1 1 3

Equipment: Sax.

Traits Sorcery (x3).

skald

Level 1 Value 11 Cost 16 sp Renown 8 Duelist Norway (3+), Sweden (3+), Denmark (3+) Level 2 Value 19 Cost 21 sp Renown 11 The skald is the bard of the Viking world. Norway (4+), Sweden (5+), Denmark (3+) They are the poem writers, story tellers, and historians of the era who entertain bands of Duelists are disreputable warriors who make warriors and record their deeds in song. 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.

age of blood wargaming in the Viking age 60 Age of blood

If the duelist gains too much of a reputation Shield maiden he will accompany a warband to earn his silver until it is once again safe to return to his Level 3 Value 32 Cost 48 sp Renown 19 hated trade. Norway (7+), Denmark (8+), Sweden (9+)

Shield Maiden’s 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 Val 4 5 1 2/6 5 2/4 3

Equipment Sword, spear, shield and chain hauberk. Despised: A hersar who is willing to recruit a duelist puts his reputation at risk by his Traits Expert Fighter, Armour association with such a dishonourable man. Proficiency and Shield Master. Roll a D10 after each battle in which a duelist has participated. On a roll of 1 the hersar loses 1 Renown.

Agi Bra Def For Pro Str Val 3 4 1 4/9 5 4/6 2

Equipment Sword, shield, helmet and leather jerkin.

Traits Glib and Opportunist.

age of blood wargaming in the Viking age 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 individual’s 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.

Ulfhednar terror: Godi cause Terror 1.

Level 2 Value 35 Cost 53 sp Renown 21 Agi Bra Def For Pro Str Val Norway (8+), Denmark (7+), Sweden (9+) 2 6 1 3 3 3/7 2

These are a crazed breed of berserkers who’s Equipment Broad axe and leather jerkin ties with Odin and lust for battle are even

more fierce than that of their more numerous Traits Second Sight and Iron Willed. brethren.

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

Agi Bra Def For Pro Str Val 4 5 0 5/7 5 5/7 2

Equipment Broad axe, sword and shield

Traits Resilient and frenzy.

age of blood wargaming in the Viking age 62 sorcery

Certain models in Age of Blood are able to combating spells 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 Heroes are not as vulnerable to sorcery as curses, charms, rituals and incantations. Even normal warriors and their Valour offers them powerful magic users are incapable of such some, albeit it limited, protection. When a hero things as hurling balls of fire across the is targeted by a spell he can spend a point of battlefield. 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 Casting spells countered and has to effect. Re-roll any ties.

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.

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

It’s 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.

age of blood wargaming in the Viking age 63 sorcery

D10 Spell 6 Dread

1 Writhing The sorcerer summons dark clouds that block out the sun, plunging the This spell causes the target model to battlefield into a morale sapping gloom. All Bravery tests made by be afflicted with all the pain and enemy models increase by +1 distress of being wounded, yet no difficulty. mark appears on his body. Select a

model within 12” of the sorcerer, for the rest of the battle the enemy counts 777 Sickness as being wounded. Without warning a horrible nausea 3 Madness afflicts a group of enemy warriors making them retch uncontrollably. The model is afflicted with a terrible Pick a single enemy model within 12”, all enemies within 2” of that model uncontrollable madness which belies can only take a single action each turn thought and reason. A single enemy for the rest of the battle until they pass model within 12” (who isn’t in base a Bravery test in subsequent Initiative contact with an enemy) can do phases. Models who have already nothing else this turn and must take taken actions can take no more this the flee action in the next Movement turn. phase.

8 Agony 4 Possession

An awful pain wracks the warrior’s An enemy’s spirit is stolen from him body in a thousand places, so and his body becomes the pawn of the horrendous is the agony that it can be sorcerer. An enemy model within 6” fatal. A single enemy model within now becomes under the sorcerer’s 12” takes a Strength 2 hit against their control for the rest of the battle. A base Fortitude. successful Bravery test in subsequent

Initiative phases will allow the possessed model to negate the spell. 9 Healing

5 terrifying Aura Using bizarre incantations the sorcerer is able to repair a friendly The spell caster is surrounded by warrior as a blacksmith would a broken sword. If the sorcerer moves evil spirits that cause the weak of will into base contact with a model to quake in fear. The model gains removed from play he can restore him Terror 3. to just being wounded so they can

then act as normal next turn.

10 Choose

Select any of the above spells.

age of blood wargaming in the Viking age 64 Scenarios

In this chapter a selection of different scenarios are described. These represent the Picts/ Scots (Scotland) various kinds of adventures that a Viking raiding party might embark on. Thanes 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 Horsemen Fighters are mounted on attacking a settlement and taking all its horses on a roll of 6+ and are valuables before a proper resistance can be equipped with spears and formed. It’s strongly recommended that this is shields. the first scenario.

Armour Fighters do not wear leather Before the scenario can be played, however, jerkins. the destination of the voyage must first be determined. Fanatics Any noble warrior who isn’t mounted is a fanatic on a roll Destinations of 9+.

Nobles Heroes are mounted on a horse on a roll of 4+ he Vikings were excellent sailors, possibly T 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 Irish ( Ireland) rewards and enemies. Armour Noble warriors and fighters Apply the following special rules to enemy do not have leather jerkins. forces in Raids, Battles and Quests if a Viking Minor heroes have leather raiding party chooses to adventure in one of jerkins, not chain hauberks. these locations. Fianna Noble fighters are mounted on horses on a roll of 7+. Anglo-Saxons (England) Warhounds Noble warriors who are not Bowmen Militia exchange their mounted are replaced with normal equipment for bows warhounds on a roll of 5+ on a roll of 5+.

uscarls oble warriors are equipped H N with chain hauberks on a roll of 6+.

Nobles Heroes are mounted on horses on a roll of 5+.

age of blood wargaming in the Viking age 65 scenarios

Franks ( Franker Riket/ Frisland) Skraelings ( Vinland)

Nobles Heroes are mounted on Armour All Skraelings do not wear warhorses on a roll of 2+ and any armour. have limb guards. Weapons Skraeling militia and fighters Milites Noble warriors are mounted use native weapons (counting on a warhorses on a roll of 3+. as a sax) only.

Armoured Noble warriors wear chain Fanatics Noble warriors are fanatics hauberks and have limb armed with axes. guards on a 4+ Heroes All heroes are equipped with Chainmail Chain limb guards do not axes. require Agility 3. Bowmen Any Skraeling is equipped Light Cavalry Fighters are mounted on with a bow on a roll of 6+. horses on a roll of 5+. Shamans Minor and lesser heroes are Poor Infantry Fighters who are not replaced with sorcerers on a mounted do not have leather roll of 7+. jerkins. Militia do not have shields.

Bowmen Fighters who are not Moors (Spanland) mounted exchange light armour and shield for bow on Armour Fighters do not wear leather a roll of 6+. jerkins. Heroes wear leather

jerkins instead of chain

hauberks.

Jinettes Fighters are Jinettes on a roll Saami (Lapland, Finland, Karelia) of 5+, equipped with bow and

sword and mounted on Sorcerers Minor and lesser heroes are horses. replaced with sorcerers on a roll of 7+. Cavalry Noble warriors are mounted

on warhorses on a roll of 5+ Armour Fighters do not wear leather jerkins. Bowmen Fighters who are not Jinettes

exchange their shields for Bowmen Militia replace their spears bows on a roll of 7+. and shields with bows on a roll of 8+.

age of blood wargaming in the Viking age 66 The raid

This is the quintessential Viking adventure. Village The raiding party sets off to foreign lands to This is a small, self sufficient settlement that is strike quickly, grab as much loot as possible a prime target for a raiding party looking for and escape before adequate resistance can be loot. The resistance will be numerous but formed. without many true warriors.

Resistance D10 settlements 1-4 5-8 9-10

Peasants 6 8 12 Militia 9 12 18 The player controlling the Viking must first Fighters 4 6 8 decide what kind of settlement is being Noble Warriors 1 2 4 targeted. The larger the settlement the more Minor Heroes 0 1 2 resistance the warband will encounter, but the more loot they will be able to gather.

Loot D10 Hamlet 1-2 3-8 9-10 A single isolated community with a handful of families of farmers and craftspeople. There Food 30 40 50 will be little, if any, real resistance, mainly Slaves 2 4 6 untrained labourers, with the farmer and his Miscellaneous 6 8 10 sons as capable warriors. Valuables 1 3 5

Small Town Resistance D10 This is a substantial settlement that offers large 1-4 5-8 9-10 rewards if it can be raided successfully.

Resistance will be strong, with a large number Peasants 4 6 8 of both untrained and trained warriors, Militia 6 8 12 including several heroes. Fighters 1 3 5

Noble Warriors 0 1 3

Resistance D10 1-4 5-8 9-10

Peasants 8 12 16 Loot D10 Militia 12 16 20 1-2 3-8 9-10 Fighters 8 12 16

Noble Warriors 2 4 8 Food 15 20 30 Minor Heroes 1 2 4 Slaves 1 3 5 Lesser Heroes 0 1 2 Miscellaneous 4 6 8

Valuables 0 1 2

47 90 178 354 Loot D10 156 318 606 1215 1-2 3-8 9-10

Food 60 80 100 Slaves 4 6 8 Miscellaneous 12 16 20 Valuables 4 6 8

age of blood wargaming in the Viking age 67 The raid

The spoils of war

Town The Battlefield This is the largest target a single warband can realistically hope to raid. Here the potential rewards are vast and enough to make any The exact nature of the battlefield is left up to hersar wealthy. But the danger is great. A the discretion of the players, but the scenery town not only has a huge numbers of capable should be as close to representing the location warriors and heroes defending it. 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

Resistance D10 board, representing the start of the settlement. 1-4 5-8 9-10

The defenders should be able to use the Peasants 12 16 20 terrain to their advantage, offering them cover Militia 16 20 24 and places they can defend. Raids on hamlets Fighters 12 16 24 and villages should be played ideally on a Noble Warriors 4 8 16 4’x4’ board, with raids on villages and small Minor Heroes 2 4 6 town’s on 6’x4’ and 8’x4’ respectively. Lesser Heroes 1 3 5

Greater Heroes 0 1 2

Setup

Loot D10 1-2 3-8 9-10 The defenders place models on the board first, and all should start within the borders of Food 160 200 240 the settlement in question. The raiding party is Slaves 6 9 12 then deployed and should do so along the Miscellaneous 16 20 24 opposite table edge from the settlement. Valuables 8 12 16

age of blood wargaming in the Viking age 68 Age of blood

Victory conditions Special rules

To be able to take off with the settlement’s Defending: The defenders are fighting for loot, the Viking attackers must force the their homes and loved ones and as a result defenders to retreat or wipe them out. The their courage and resolve is strengthened. All former is more likely and much easier to defending models receive +1 Bravery. achieve, and is decided by the normal Bravery rules as described in the Initiative chapter. Initiative: Because a Viking raid is a Likewise, if the Vikings are forced to frighteningly fast attack with little or no withdraw they have lost and receive no loot. warning, the defenders are unprepared and

reactive. Therefore the hersar of the raiding if things are going badly the Viking hersar party receives +1 Bravery when making may call a voluntary withdraw at the start of Initiative tests. the Initiative phase, resulting in a loss.

Renown

The raiding party’s hersar receives 1 Renown for a victory, and loses 1 for a loss.

age of blood wargaming in the Viking age 69 The battle

Vikings did not always fight by raiding, The enemy 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 In this scenario the raiding party’s enemies pitched battle against another force, possibly are determined randomly but their exact another warband, tribe or battle group. numbers depend on how powerful the Viking

raiding party is. Work out the warband rating Possible reasons for the Battle are endless and for your Vikings and roll on the below table to could be as simple as a raid gone wrong and see what the rating of the enemy force is the warband forced to fight an organised compared to the raiding party. 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 D10 Roll Enemy Strength necessary to have justification for the fight.

1 Powerful (150%) It’s even possible for each player to use their 2-3 Strong (125%) own raiding party in this scenario, perhaps to 4-7 Even (100%) settle a blood feud, or to fight over territory, or 8-9 Weak (75%) just for honour. If such a fight is taking place 10 Pitiful (50%) the likelihood of casualties is very high on both sides.

Enemy troops are then selected according to

the following ratios. The total warband rating The Battlefield (the sum of the model’s experience values) cannot be more than the pre-determined amount. Pitched battles are fought where there is room to accommodate both forces, fields being the typical location. Both players should agree Troop Ratios on what type of terrain they want to include and then set up the battlefield appropriately. 25% on peasants and militia 50% on fighters and noble warriors Whichever side is least powerful, in terms 25% on heroes of numbers or experience, counts as the defender and the terrain should be biased to all that side to exploit. Setup

The size of the board should be representative of the size of the forces The larger of the two sides sets up first his involved. Smaller conflicts should be fought raiding party first as the attacker and on a 4’x4’ area, with the larger battles on a afterwards the more inexperienced side is then 6’x4’ table. allowed to set up.

age of blood wargaming in the Viking age 70 Age of blood

loot Renown

The raiding party’s hersar receives Renown The victorious army is able to loot the dead depending on the strength of the enemy force. for anything valuable. The raiding party receives silver pennies equal to the enemy’s nemy trength enown rating dividing by 2. E S R

Powerful +5 Strong +4 Ending the battle Even +3 Weak +2 Pitiful +1

The scenario is played until one of the following conditions are met. If one side has half its number killed or routing then the experience opposing side is declared victorious. Alternatively either side may declare a retreat All raiding party’s heroes receive 2 at the start of the turn, ending the battle that experience for surviving this scenario, instead way. 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.

age of blood wargaming in the Viking age 71 The quest

In this scenario a raiding party’s heroes set off Ending the battle into the wilderness on a heroic venture. This could be as adventurous as travelling to a distant land to defend an old king’s hall The game is played until one of the following against seemingly monstrous foes, beating conditions are met. If the enemies are killed or them off, sneaking into their lair to slay their forced to retreat the raiding party is victorious. queen before the final showdown in the rain. Because the warband consists only of heroes Or, it could just be hiking off into the hills to they will fight to the death if necessary, only kill a few trolls. using the normal Bravery rules. If they don’t

manage to defeat their foes, either from all To get the most out of this scenario its worth being killed or routing, they lose. spending time trying to set a worthwhile goal. Plunder your favourite books and films for Alternatively the raiding party may retreat if ideas – the more cinematic the better. 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 onsters have loot depending on how scenario. A simple scenario might require no M more of a battlefield as a place to fight some powerful they are, with the most dangerous monsters. The battlefield need not be monsters having the most treasure. Divide the especially large and could even be set in an experience value of the monsters involved by underground area representing the monster’s 5 and then multiply the result by however lair itself. Though the latter is likely to increase many units are rolled on the below table. the dangers to the raiding party.

Loot D10 Roll ( Units) Setup Miscellaneous 1-5 (5) 6-8 (10) 9-10 (20) Valuables 1-2 (3) 1-8 (5) 9-10 (7)

The enemies of the heroes set up first, followed by the heroes themselves. The Renown raiding party can only consist of heroes, that is the hersar, champions and any special characters. The raiding party’s hersar receives Renown depending on the might of the monster’s The enemy 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. 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.

age of blood wargaming in the Viking age 72 bestiary

In this chapter are listed statistic for a range of terror enemies that raiding parties might encounter, This is described in the Bravery section of the including both humans, animals and Initiative Phase chapter. Creatures that cause supernatural enemies. Terror ignore the Terror of other creatures that

have a lower difficulty than their own. They The statistics for humans are not nation are affected by ones with a higher Terror as specific, but given under generic types. In this normal. way national characteristic can then be added without the need of long lists of similar troops Four Legged for each nation. Creatures with four legs are naturally able to move much faster than two legged animals. Monsters Traits 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 Large the move action.

Due to their size, large creatures have a reach of 3”. In addition, warriors who are not armed Natural Weaponry with a spear will suffer a free attack when they Creatures that have sharp claws or fangs or move into base contact because of the both are more dangerous in combat than creature’s reach. creatures without and receive a bonus to their Strength when rolling to injure. Typically The stature of a large creature also means creatures that have claws or fangs receive +1 that they move faster 8” when taking the move Strength and those that have both receive +2 action. Their size also makes them easier to hit Strength. with ranged weapons, so any Deftness test against them is made with a +2 bonus. Those particularly adept at using their natural weapons can use the multiple attack Huge special action. A monster cannot receive both the benefits of natural weaponry and that or hese creatures dwarf even large monsters T using an actual weapon at the same time. 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.

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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Peasant Noble warrior Exp. Value 1 Exp. Value 5

These statistics represent people who have These are skilled or experienced warriors no combat training. Examples include who are practiced in the arts of war and a craftspeople, farmers and slaves. match for Viking huscarls. Examples include Saxon huscarls, veteran soldiers and Agl Bra Def For Pro Str Val noblemen.

1 1 1 1 1 1 0

Agl Bra Def For Pro Str Val Equipment: Improvised weapons (count as 2 3 2 3 3 3 0

sax). Equipment: Sword, spear, leather jerkin, helmet and shield. Militia

Exp. Value 3 fanatic

Exp. Value 10 Militia are for individuals who have some

familiarity with weapons and combat, but who are not professional fighters. Examples Fanatics are other culture’s equivalents to include tough farmers, hunters, guardsmen Berserkers and share the same identifying and fyrdmen. features such as not wearing armour and crazed battle lust. Examples Ghazi warriors Agl Bra Def For Pro Str Val and Pictish and Celtish naked fanatics.

2 2 2 2 2 2 0

Agl Bra Def For Pro Str Val Equipment: Spear or axe and shield. 3 4 0 4 3 4 0

Equipment: Axe and shield or broad axe. fighter Berserk: Fanatics can take the multiple attack Exp. Value 4 special action.

These individuals are capable and trained Wounding: Fanatics ignore the effects of warriors who may not be as potent as Viking being wounded, huscarls, but who are still dangerous.

Examples include retainers, mercenaries, pirates and professional soldiers. Terror: Fanatics have Terror 1 against enemy warriors (not heroes or monsters).

Agl Bra Def For Pro Str Val

2 3 2 2 3 2 0

Equipment: Spear or axe, leather jerkin and shield.

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Minor hero Agi Bra Def For Pro Str Val 2 5 2 5 5 5 3 Exp. Value 12

EEEquipment: Sword, spear and axe or sword Minor Heroes are highly trained and skilled and broad axe, chain hauberk, helmet, limb combatants who few can match in battle. guards and shield. Examples include thegns, hirdmen, Varangian

Guard and petty warlords. TTTraits: Roll 3 random traits.

Agi Bra Def For Pro Str Val

2 4 2 3 4 3 1 mighty hero EEEquipment: Sword, spear and axe or sword Exp. Value 61 and broad axe, chain hauberk, helmet and shield. Mighty Heroes are truly deadly individuals

of immense skill. They are frighteningly TTTraits: Roll 1 random trait. efficient in the art of killing and can single- handedly take on large amounts of enemies and triumph. Examples include king’s lesser hero champions, great warlords and powerful adventurers. Exp. Value 26 Agi Bra Def For Pro Str Val Lesser Heroes are individuals who are very 3 6 2 5 6 5 4 experienced and possessing of high natural talent. Examples include captains, warlords EEEquipment: Sword, spear and axe or sword and famed mercenaries. and broad axe, chain hauberk, helmet, limb guards and shield.

Agi Bra Def For Pro Str Val 2 5 2 4 5 4 2 TTTraits: Roll 4 random traits.

EEEquipment: Sword, spear and axe or sword and broad axe, chain hauberk, helmet, and shield.

TTTraits: 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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legendary hero Agi Bra Def For Pro Str Val 2 7 1 1 1 1 5 Exp. Value 82

EEEquipment: Sax. Legendary Heroes represent the pinnacle of

human abilities. They possess unrivalled skill and natural talent and few ever reach such Traits: Sorcery (x5). heights of greatness. They are the bane of all other warriors and their effectiveness in battle cannot be underestimated. Examples include horses Beowulf, Erik the Red and Harald Hardrada.

Four Legged: Horses are able to move 8” Agi Bra Def For Pro Str Val when taking the move action. 3 6 2 5 7 5 5

Large: Horses are large sized. EEEquipment: Sword, spear and axe or sword

and broad axe, chain hauberk, helmet, limb guards and shield. Swift: This is the same as the trait of the same name.

TTTraits Roll 5 random traits.

pony wizard Exp. Value 2

Exp. Value 82 The most common type of steed in the Dark Ages was the pony, able to carry a man but Wizards are sorcerers of terrible power, useless in battle. those who have mastered the black arts. They

typically hold powerful positions due to their

skills and are both feared and respected on Agi Bra Def For Pro Str Val and off the battlefield. Examples Karelian 3 0 0 5 1 4 0 kings, elder shamans and Moorish Viziers.

Sorcery: Weak and vulnerable in combat, a horse wizard’s true strength lies in his magic. By Exp. Value 3 spending Valour the sorcerer can cast spells from the sorcery list. Roll a D10 to determine how many spells the sorcerer knows and then Horses were so expensive only wealthy men select them as normal from the Sorcery could afford them, faster than ponies yet not chapter. trained for battle.

D10 Roll Sorcery Spells Agi Bra Def For Pro Str Val 4 0 0 6 2 5 0 1 4 2-8 5 9-10 6

terror: Wizard’s cause Terror 5.

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warhorse dog Exp. Value 4 Exp. Value 3

Warhorses are the largest and most Many people kept dogs. These statistics powerful of their kind, trained to be able to present a medium sized breed without special handle the stress of battle. training.

Agi Bra Def For Pro Str Val Agi Bra Def For Pro Str Val 5 1 0 7 3 6 0 5 0 0 2 3 2 0

Terror: Dogs cause Terror 1 against warriors canines only.

In there are numerous types warhound of giants, the most powerful of these, the Exp. Value 5 Joten, are stronger enough to be a threat to the Viking gods themselves. Warhounds are big, ferocious and bred for killing. Natural Weaponry: Canines receive +1 Strength when rolling to wound. Agi Bra Def For Pro Str Val 5 2 0 3 4 3 0 Four Legged: Canines are able to move 7” when taking the move action. Terror: Warhound cause Terror 3 against warriors only.

wolf Exp. Value 3 bears

Wolves were a common sight in the Viking ages and could be found across the breadth of Bears are the most dangerous creatures most Europe. Vikings encounter and can easily defeat even

skilled warriors.

Agi Bra Def For Pro Str Val 6 0 0 2 2 2 0 Natural Weaponry: Bears receive +2 . Strength when rolling to wound and are Terror: Wolves cause Terror 2 against allowed to take the multiple attack special warriors only. action.

Four Legged: Bears are able to move 8”

when taking the move action.

Large: Bears are large sized.

age of blood wargaming in the Viking age 77 bestiary

Terror: Bears cause Terror 6. Troll warrior

Exp. Value 14 Swift: This is the same as the trait of the same name. Troll Warriors are the most common trolls and are dangerous, but clumsy foes.

bear Agi Bra Def For Pro Str Val Exp. Value 12 2 1 0 9 3 7 0

Bears inhabit all woodland regions and are a Equipment: Maul. dangerous hazard to unwary travellers.

Agi Bra Def For Pro Str Val Troll chief 4 2 0 6 4 5 0 Exp. Value 22

Troll Chiefs are the biggest and most Great bear dangerous of their kind and rule small groups Exp. Value 20 of around 6 other Trolls.

Great Bears are the largest and most Agi Bra Def For Pro Str Val dangerous of their kind who often have a taste 2 2 0 10 4 8 1 for human flesh. Equipment: Maul. Agi Bra Def For Pro Str Val 3 2 0 7 5 6 0 Troll Shaman

Trolls Exp. Value 27

Troll Shamans are the most cunning of trolls Trolls are hulking creatures similar to who are skilled in the black arts. 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 Val 2 3 0 9 3 7 2

Large: Trolls are large sized. Equipment: Maul.

Terror: Trolls cause Terror 3. Spells: Troll Shamans have 2 spells from the Sorcery list, rolled for randomly.

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Giants Dragon Exp. Value 141

In Norse mythology there are numerous types The most awe-inspiring and powerful of all of giants, the most powerful of these, the the monsters heroes might face is the fire Joten, are stronger enough to be a threat to the breathing dragon. The great drakes of Norse Viking gods themselves. mythology do not have wings but this does not detract from their lethality. So deadly are Huge: ’s are huge sized. that only the mightiest group of heroes could hope to slay such a beast.

Terror: Giant’s cause Terror 4 Agi Bra Def For Pro Str Val 5 4 3 20 6 9 3 mountain giant Equipment: None Exp. Value 26

Huge: Dragon’s are huge sized. Mountain Giants are the least of the giant kind, but they are still immensely strong and Natural Weaponry: Claws, teeth and tail – powerful foes who are to be feared by all. dragons have many lethal weapons at their disposal which they can use against their foes. Agi Bra Def For Pro Str Val These give +2 Strength in combat 1 2 1 12 4 10 0 and when faced with multiple enemies, those enemies receive no bonuses for out Equipment: Huge maul (as maul with +1 Str) numbering. and Rocks (as thrown axes).

Fiery Breath: A dragon may use this in the frost giant Ranged phase, but doing so counts as a special action and so they may take no other action in Exp. Value 45 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 Frost Giants live in the coldest parts of the Strength 9 when rolling to wound. Fiery Viking world and are the bane of those who Breath has 24” range and no range categories. adventure on icy tundras and glaciers. Far

from the borders of the mortal world there is a huge stone walled city where hundreds of Terror: Dragon’s cause Terror 6. Frost Giants live like Vikings.

Agi Bra Def For Pro Str Val

0 4 1 14 5 12 1

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

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Draugr Natural Weaponry: Werewolves receive +2 Strength when rolling to wound and are Exp. Value 3 allowed to take the multiple attack special action. Sometimes the dead do not rest easy. The Draugr are hellish undead creatures that resemble the deceased only with swollen, werewolf misshapen features. Exp. Value 16 Agi Bra Def For Pro Str Val 0 0 0 8 1 5 0 These make up the bulk of the Werewolf population and, despite their size, are Equipment: None exceptionally fast and agile.

Undead: Draugr ignore the effects of being Agi Bra Def For Pro Str Val wounded and are immune to Bravery tests. 6 1 0 8 4 6 0

Terror: Draugr cause Terror 2. Equipment: None.

Maahiset Elder werewolf Exp. Value 31 Exp. Value 2

Elder Werewolves are the alpha males of the These are short, stocky, bearded folk who pack, those that have risen to the position by live under the earth. They are suspicious of being the fiercest and strongest of their breed. other races and can be aggressive and

dangerous.

Agi Bra Def For Pro Str Val Agi Bra Def For Pro Str Val 7 2 0 9 5 7 1

1 2 1 6 2 3 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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