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age of blood wargaming in the Viking age
Written by Tom Hinshelwood
Thanks to Neil Fawcett Alain Padfield Steven Roads John Platt Paul Heywood Ian Murphy Paul Matthews
Copyright Tom Hinshelwood 2005
age of blood wargaming in the Viking age
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@example.com
age of blood wargaming in the Viking age
The campaign What you need Game mechanics Types of Model Characteristics The turn Actions
6 6 7 7 8 9 9
Hand to Hand Actions Attack Duel Defensive Fighting Multiple Attack Swap Weapon Shieldwall Charges Prone No Actions Left Flank Attacks Critical Hits Free Attacks Fumbles Supporting Two Hands
21 21 22 22 22 22 23 23 23 23 24 24 24 24 24 25
Fate Order of play Bravery Retreating
10 10 10 11
Movement Actions Line of Sight Reach Turning Move Run Shieldwall Flee Charge Hide Terrain Climbing Falling Jumping Swimming Withdrawing
12 12 12 13 13 13 13 14 14 14 15 15 16 16 16 17
terrifying foes 27 7 Injury
Wounded Injuries War wounds
28 28 29
Knife Sword Spear Maul Axe Broad axe Bow
31 31 31 31 32 32 32
Ranged Actions Ranged Categories Cover Shoot Throw Aim Melee Combat
18 18 18 19 19 19 20
age of blood wargaming in the Viking age
Age of blood Armour Shield Leather Jerkin Chain Hauberk Helmet Limb Guards 33 33 33 33 33 33 Trading Loot Trading list 57 7 57 58 Special characters Sorcerer Skald Duelist Shield maiden Godi Ulfhednar 59 59 60 60 61 62 62 The warband Hersir Birthrights Renown Champions Berserkers Huscarls Carls Nationality Equipment Ships Sample Warbands Name Generator 34 34 34 36 36 37 38 38 38 39 40 41 42 Sorcery Spell List 63 64 Scenarios Destinations The Raid The Battle The Quest 65 65 67 70 72 Pre battle Scenarios Getting there The Viking world Storms 43 43 43 44 46 bestiary Monster Traits Warriors Heroes Horses Canines Bears Trolls Giants Dragon Draugr Maahiset Werewolves 73 73 74 75 76 77 77 78 79 79 80 80 80 Post battle Renown Experience Traits Physical Combat Wits Reputation Sailing Supernatural 47 7 48 49 50 51 52 53 54 55 56 age of blood wargaming in the Viking age 5 .
Potentially a warband could have upwards of 100 models. These rules are loosely set in the 9th Century.introduction Age of Blood is a skirmish-level battle game in which players take control of bands of Vikings and lead them on bloody adventures in search of loot and glory. The heroes of your raiding party gather experience every time they fight which enables them to improve their abilities and gain new traits (special talents). terrain and models. In a campaign you can purchase better weapons and armour for your warriors and hire special characters to accompany you. With enough skill and luck you can take your warband from its humble beginnings and transform it into a legendary fighting brotherhood whose very name inspires terror. These rules contain all the information you will need to know in order to play either one off games or complete campaigns. though any individual based model from 15mm to 40mm can be used. The game is designed for use with 25mm or 28mm miniatures. 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. dice. A warband will typically begin with around 20 Vikings (enough to crew a small ship). The most important requirement is having enough models for your both warband and its enemies. Play is possible with any scale but distances and measurements would need to be proportionately reworked. Age What you need You’ll need the typical wargaming paraphernalia to play this game including tape measures. age of blood wargaming in the Viking age 6 . counters. magic and monsters. though the supernatural is prevalent in many aspects of the game including fate. of Blood’s focus is on the fantastical aspects of Viking history and as such is more concerned with the legends and heroic sagas then trying to depict a realist view of the era. but over the course of a campaign this amount can rise and fall. 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.
Warrior is the universal term for all standard troops in the game and will make up the bulk of a party of Vikings. are the great fighters of the raiding party. battles heroes amass experience depending on how well they perform.Age of blood Game mechanics All tests made in Age of Blood are attempted by rolling ten-sided dice (D10’s). Types of model A raiding party is made up of two distinct types of combatants. known as a critical success or just critical for short. To attempt a task a characteristic test for the warrior is made by rolling a D10 and adding the appropriate characteristic to the result. No other dice is used. For most tests made it is possible to either get a spectacularly bad failure. age of blood wargaming in the Viking age 7 . If a rule only applies to a hero it will be explicitly stated. a hated foe. Heroes are far more potent then warriors and unique special rules are assigned to them which are unavailable to normal warriors. warriors and heroes. Whoever gets the highest number wins the opposed roll and succeeds in the attempted task or in stopping it. For example: In an attempt to pursue Fafnir. For example: After killing Halfdan. For a critical. For example: Halfdan makes a Fortitude test to oppose Fafnir’s Strength test. A Viking who achieves such a feat is truly a hero of legendary proportions and all enemies would do well to avoid him at all costs. or just level. the total of 2 is nowhere near the 10 required. During At other times the player does not make an opposed roll but rolls against a static difficulty number to determine whether the task is successful. known as a fumble. When enough experience has been gained the hero increases an honour level. Not only does the warrior fail to jump the stream but he also wounds himself in the process. Unfortunately a 1 is roll. When the term warrior or model is used in this rulebook it refers to all types of combatants. To try and hack his enemy down Fafnir rolls a D10 and adds his Strength 5 to the roll of 8. This system is known as making an opposed roll. falling on the sharp rocks. To achieve a fumble the test attempt must fail and a 1 must be rolled on the dice. Halfdan rolls 11 in total and so Fafnir wins the opposed roll and kills Halfdan. resulting in a total of 13. To jump across he must get 10 or higher by rolling a D10 and adding his Agility. an enemy warrior tries to jump the stream as well. however. Fafnir must leap across a fast flowing stream to engage more enemies. This then allows them to improve their characteristics and hence their potency in battle. To determine whether the task attempted is successful the enemy player also makes a roll. For example: The mighty champion Fafnir is attempting to slay Halfdan. Heroes begin at honour 1 and can potentially rise as high as level 5. capable of performing incredible deeds worthy of song. the test must be passed as well as a 10 rolled on the dice. Heroes. and with only Agility 1. whether they are warriors or heroes. or an amazingly good success.
and uniquely it is never used as the modifier to a test or action. Vikings favour melee combat and typically do not often have high Deftness scores. A hero cannot use Valour to affect another warrior’s test. The higher the warrior’s Fortitude the more difficult he will be to kill. how quick his reactions are and his overall nimbleness. as should after a “/” in the profile Bravery is a measure of how courageous a warrior is. It determines how easily he will cower from combat when the tide of the battle turns against him. The higher a model’s strength the easier it is for him to injure and kill his enemies. the more potent the warrior is at that particular aspect of battle. No single roll can have more than one point of Valour used on it. Models wearing heavy armour suffer penalties to their Agility.introduction Characteristics The fighting abilities of both warriors and heroes are defined by seven characteristic scores. so long as it is for the hero’s own use. In each case the higher the characteristic’s value. Prowess is a measure of the model’s fighting ability with melee weapons and is used whenever a model fights in hand-to-hand combat. Bravery is also a model’s defence against the fear induced by the supernatural. represents how swift on his feet a model is. whether they are bows or thrown weapons. Agility age of blood wargaming in the Viking age 8 . each representing different aspects of the warrior’s capabilities on the battlefield. Most weaponry gives a bonus to a warrior’s Strength. Some characteristics can be affected by what weapons and armour a warrior uses. Deftness is a model’s ability to use ranged weapons. though Valour can be used to re-roll a dice that has already been re-rolled due to some other special circumstance. Unless otherwise stated Valour can be used to re-roll any D10 roll at any point during the battle. A Viking who wears armour receives bonuses to his Fortitude. Strength represents the model’s muscularity. only his own. Only heroes have this characteristic. fate and just pure luck. Valour Agi Bra Def For Pro Str 3/2 5 2 5/9 6 5/7 Val 4 is a measure of a model’s heroic nature. His Agility determines is ability to run. For most warriors and heroes this is perhaps the most important characteristic. A hero’s Valour score is the number of times he is able to re-roll a D10 during the course of a battle in order to get a higher number. jump and climb and also helps him avoid being hit by missile weapons. Fafnir Fortitude represents the hardiness and endurance of the model. power and physical stature.
He could take one move action in the Movement phase followed by a throw action in the Ranged phase or any other of the many combinations. In each phase both sides are allowed to perform actions for all of their models before moving on to the next phase. These two actions can both be taken in the same phase or in different phases. known as actions. such as the run action in the Movement phase. but the same action cannot be taken twice. During the course of a turn no model may make more then two actions. age of blood wargaming in the Viking age 9 . The Turn In Age of Blood each game is played through a number of turns. moving in the movement phase. Initiative. In each phase warriors perform specific actions related to that phase. Alternatively he could take a special action. For example: Fafnir is allowed to take two actions during the turn. Movement. Ranged and Hand-to-Hand. Such actions are known as special actions. with each turn sub-divided into four phases. fighting in the combat phase etc.Age of blood Characteristic Examples 0 1 2 3 4 5 6 7 8 9+ Feeble Weak Typical Able Superior Gifted Exceptional Heroic Legendary Supernatural a child’s Prowess a huscarl’s Defntess a man’s Agility a champion’s Strength a berserker’s Bravery a Varangian’s Fortitude a Jomsviking’s Prowess Erik the Red’s Bravery Beowulf’s Strength a troll’s Fortitude Taking certain actions means that a model is not allowed to perform another action either before or afterwards. Actions In a battle all the various things a warrior can do are broken down into individual tasks.
initiative This is the first phase of the turn.6 mm x 53. If the results are tied. Fate cards are designed to be printed onto commercial labels. The former option makes the fate cards faster and more fun to use. Both players can play a different fate on the same model in the same phase however Once the effects of a fate card have been established the card is returned to the deck. re-roll until a winner is decided. either because he is dead or wounded. during which several distinct things take place. The circumstances for having to make a Bravery test vary but for the majority of these tests the there is a static difficulty of 6. Bravery During the Initiative phase it may be necessary for certain models to make Bravery tests. Having The only limitation on using fate cards is that no more then one card may be used on a single model in a single phase by one player. A hersar may spend a point of Valour to re-roll the result of the Bravery test as normal. Alternatively a normal pack of cards can be used with different cards representing different fates. The Fate Deck must be shuffled thoroughly each time before cards are drawn and is comprised of 34 individual fates and 2 dummy cards. known as the hersar (plural: hersir). D10 Roll 1-4 5-7 8-9 10 Fate Cards 0 1 2 3 Fate At the start of each Initiative phase both players draw cards from the Fate Deck. each player rolls a D10 and refers to the following table. which can then be stuck to normal playing cards. Fate cards are special bonuses and hindrances that may be given to models on both forces during the turn.5 mm in size. Fate cards must be played in the subsequent phases of the turn they are drawn. If a hersar has been removed from play. then the highest honour level hero makes the opposed roll. Each card equates to a different fate and can be played whenever the player chooses. Whoever gets the highest result has the initiative for the rest of the turn. 46. age of blood wargaming in the Viking age 10 . 18 of these labels fit onto a sheet of A4 paper Order of play To determine who has the initiative for the turn both players make opposed rolls using the Bravery of their sides commander. If they aren’t played or cannot be played during the turn they are returned to the Fate Deck unused. the initiative means that the player may select whether his force or his opponents takes actions first in following phases. Once it has been decided who goes first this cannot be changed at a later point in the turn. To determine how many cards are drawn. but his opponent receives a +1 Bravery bonus to account for the hero’s inexperience in command. as long as the requirements for the card’s use are met. The fate cards are arranged so that they can be printed directly onto labels. such as establishing the order of play between players and making Bravery tests.
this is the case if the hersar flees. No more than 5 models may be tested with one roll. To make things easier on the battlefield it’s fine to make one Bravery test for multiple warriors.Age of blood A model who fails to get this number is forced to take the flee action in the Movement phase. Leaderless Should the raiding party’s hersar be slain all models must test for Bravery. If the Bravery test is a success then the model may act as normal. Similarly. Below are listed a number of conditions that force a model 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. If a model has two or more enemies within 6”. Depending on the scenario the difficulty for this type of Bravery test may vary. and all tests and opposed rolls made for that turn are subject to a +1 penalty. but no friendly models it needs to make a Bravery test. If Out-Numbered Models that have more enemies around them then friendly models have to test. If the hersar is already fleeing or removed from play then the rest of the warband will automatically withdraw. Once a quarter of the force have been lost the warband’s courage starts to waver and any model that meets any of the below conditions must test for Bravery in the subsequent Initiative phase. Up until this point the below conditions can be ignored. the test is failed the force retreats and the battle is over. age of blood wargaming in the Viking age 11 . Equalling the difficulty means the model is shaken. This is made using the hersar’s Bravery. It’s up to the player whether or not to make individual Bravery tests. This can only be done with models that have the same Bravery and who are of the same type. retreating Once 50% of party has been removed as casualties then a Bravery test must be made for the entire raiding party each turn. but these conditions only become necessary when the raiding party has had 25% of its models removed as casualties. but they do not have to test again in subsequent Initiative phases for the same condition. but one test for a group of models is recommended to save time.
but for small weapons this is just 1” inch and for longer weapons like spears this is 3”. even though he has enough movement to do so. models that move too close to their enemies subject themselves to possible attacks. All warriors have a reach distance.movement In this phase models on both sides are allowed to take movement related actions. but they cannot move through it (ie into it and then out) without exposing themselves. for most normal weapons this is 2” inches. whether friendly or foe. reach A warrior cannot move through space occupied by another model. No line of sight age of blood wargaming in the Viking age 12 . Below are listed a number of actions that a model may select during this phase according to the rules described under the action headings. Now that he has a line of sight Fafnir will be able to engage his enemy next turn. For example: A hut is in between Fafnir and his foe. helmet or similar periphery does not count as a true line of sight and for all purposes that model is considered to be unseen. if a theoretical line can be drawn from the warrior in question to his foe then he can see him automatically. That is. It is said that the warrior has a line of sight. base. Enemy warriors can move into this threatened area to base contact as long as they have a weapon of equal reach themselves. This reach extends all the way around the model so they threaten any enemy that comes within their weapon’s reach. especially if they try to move past them. up to which they threatened their enemies. Fafnir moves around the building but has to stop 2” away from his enemy and can go no closer. A warrior can move no closer than 2” to a model that he did not have a line of sight to at the start of the turn. a Saxon huscarl. In addition. Line of Sight A model can see any other model that it has an unobstructed line of sight to.. Movement Actions Move Run Shieldwall Charge Hide Flee Being able to draw a line of sight to an otherwise concealed model’s weapon. A warrior who moves through an enemy’s reach is subject to a free attack. Because Fafnir cannot see at least 25% of the model he cannot move into base contact with him. A warrior must be able to see at least 25% of the model to have a line of sight. If the warrior does not have a line of sight to an enemy he cannot move into base contact with him or attack him with ranged weapons.
A shieldwall can be formed with as little as two models. so their reach is ignored. A of the period and consisted of a line of men each with their shields overlapping to create a wall of shields to fight over. Shieldwall The shieldwall was the dominant battle tactic turning model is allowed to turn on its own axis freely during the movement phase – it doesn’t cost an action or any part of an action to do so. Run (special) Run is a special action. but the disadvantages will outweigh the advantages with only a few warriors as a shieldwall with exposed flanks is very vulnerable. Though primarily a defensive formation. one for each warrior he moves past. a Saxon thegn. move Taking this action allows a model to move 6 inches across even terrain. the tactic was so effective in attack as well as defensive that it was hardly ever not used when circumstance allowed it. Models who are already in base contact with enemy models cannot threaten other warriors. If Fafnir wants to attack the thegn he must charge between the fyrdmen and in doing so he will be subject to two free attacks. it can take no other action during the turn. A model who runs moves 6 inches just like with a move action but also gets to add his Agility to this amount for the total distance he is allowed to move. This basic distance can be modified by the type of terrain the model is moving over as described previously. age of blood wargaming in the Viking age 13 .Age of blood For example: Fafnir’s target. unless explicitly stated elsewhere. so if a model takes it. stands behind a loose line of fyrdmen. f To form a shieldwall the models must move into base contact with each other first to form a straight line. See the Hand-to-Hand section for details of the shieldwall action in combat. If the warrior starts within an enemy’s reach he is allowed to move out of the reach without suffering a free attack.
The charge allows the model to move further than is normally possible. Fafnir hides in a copse of trees. A model can be moved to a new position a number of times equal to his Agility each turn. The model is now doing his best to avoid the fighting. The warrior moves just like if he’d used the run special action. can be moved up to 3” away from its original hiding position. Additionally. and the warrior’s route to it must provide at least 25% cover to keep him hidden from the enemy model who moved up to him. because of the exertion a charge causes a warrior cannot take this action if he took it the turn before. using pure aggression and momentum to gain an advantage. If the warrior is spotted then enemies within 6” of the model that spotted him also count as having spotted the hiding warrior too. but he must be able to charge in a straight line for the last 4” to his enemy. However. though. A A model who is fleeing is unable to take any other action in this phase or subsequent phases. hiding model. now Fafnir is visible to enemy leader and all enemies within 6” of the leader. He stays hidden. For example: Another warrior hunting Fafnir now moves to 2” away of Fafnir’s new hiding place. These models can act normally against him as though he wasn’t hidden. which would normally cause him to be spotted. Hide (special) A model who takes this action tries to conceal himself from the enemy. However. hidden model cannot be charged or targeted in anyway because the enemy does not have a line of sight and therefore can move no closer than 2” from the hiding model. however. In addition. The Charge A charging model smashes into his opponent as fast as he can. If an enemy model does come to 2” away then the hiding warrior has been spotted and is no longer hidden. however. He moves as per the run action. The model can only hide if he at least partially obscured (25% or more) from his enemies. If not he cannot take this action. but his opponent receives +2 to his Prowess score. For example: Surrounding by enemies. A model cannot charge if he has either run or charged on the previous turn. cannot continue its move or take any other actions this turn as normal. He is allowed to go over difficult terrain and move around obstacles. but must take the most direct path away from the enemy and move the maximum distance he can. maybe for an ambush or perhaps just to save his skin. But Fafnir is able to move 3” further into the trees away from the enemy because his route and his new position will keep him obscured. To charge an enemy the warrior must charge in more or less a straight line.movement Flee This action is not selected but is forced upon a model who has failed a Bravery test in the Initiative phase. Similarly a warrior cannot charge an enemy if he is less than 4” away. if the fleeing model wins the opposed roll he may not roll to wound. The enemy model. See the Hand to Hand section for details of the benefits of charging. representing the fact that the enemy could not see what he was doing. An enemy model is moved to 2” from where Fafnir is positioned. age of blood wargaming in the Viking age 14 . and Fafnir again moves 3” away. if he is attacked in the Hand-to-Hand phase he may make the opposed Prowess test. The new position. due to the exertion required. that is 6” plus his Agility.
shallow water. ruins. A warrior cannot climb as quickly as he can run so climbing an obstacle is always a slow process and can also be a dangerous one. moderate Rough (x ½”) climbing the model has to traverse the total height of the terrain feature at a ¼ normal rate. The cliff is 6” in height. Below are listed example obstacles and their relevant difficulties. is rough terrain so he moves through it at ½“ for each 1” of movement. This includes paths. The copse classes as normal terrain so he moves through it at full speed. wall Difficulty 6 8 10 Difficult (x ¼”) For example: During the Movement phase Fafnir passes through a copse of trees and over a stream.Age of blood terrain The distance a model is able to move. A critical success means that he climbs at ½” pace instead of the normal 1/4” pace. rocky ground. In addition to this the warrior must first make a successful Strength test to be able to climb in the first place. age of blood wargaming in the Viking age 15 . The stream is 2” wide so it costs Fafnir 4” to cross it. If the warrior achieves a success he may climb the full distance allowed and continue with his move if he has any remaining. Each movement phase Fafnir must make a Strength test at difficulty 8 to make any progress. deep snow Steep slope. however. sheer surfaces are impassable unless they are no more than 2” in height. climbing Trees. path. field. evergreen tree Wooden palisade. or 1” for every 1” of his movement rate. plain When Uneven (x ¾”) Light slope woodland. Refer to the table below for examples of terrain and what level of difficulty that terrain is classed as and the effect that terrain has on the distance moved through it. buildings are all terrain objects that warriors may wish to climb during a battle. regardless of the action. deep water. Dense woodland. walls. cliffs. grasslands etc. Moving over other types of terrain will impede a model’s movement to a greater or lesser degree depending on how “difficult” that terrain is classed as. Normal (x 1”) Grassland. or 1½” for a full move action. Only terrain with adequate hand holds and foot holds can be climbed. is subject to what type of terrain they are moving across. bog Obstacle Tree Cliff. which will take Fafnir a total of 4 whole turns to climb. fields. Models may move their full moves over terrain that is level and passable. He is using a move action and so moves 6” over normal terrain. The stream. Such features cannot be traversed in the same way as other types of terrain as the model must use his hands as well as his feet. in which case it’s assumed the warrior can jump up and hoist himself over. For example: Fafnir needs to climb a cliff in order to reach an enemy’s hall.
falls instantly. but a model that that falls more than a couple of inches is in real trouble. If this happens a second time the model falls. for every ½” (round fractions down) that the model has to jump it equates to a cumulative 2 difficulty Agility test to pass. swimming Water that is too deep to wade across can be swam if warriors are so willing. Falling A fall of 1” is not dangerous for a warrior. or a point where he no longer has to climb. The difficulty of the test is dependant on what kind of water he is trying to swim. A model who elects to swim moves at ½ pace as though he were moving across difficult terrain. until next turn when he can continue. Should the warrior achieves a success then he makes the jump and can continue moving if he has any movement allowance remaining. and so becomes an Agility test with a difficulty of 6. but because Fafnir is landing in the sea this is actually a Strength 3 hit instead. Fafnir leaps across to engage his foes. If he achieves a critical success then the distance jumped is halved for the purposes of working out any remaining moved. it may hurt but it’s not life threatening. The If a warrior fails to meet the difficulty when climbing then he either cannot find a grip and wastes the action or if he is in mid-climb he has to remain where he is and cannot continue. The gap is measured to be 1 ¾”. then the difficulty of the jump doubles (4 for each ½” of the gap). then the model has to hang on. Refer to the table below. For a model to make a jump first measure the distance of the gap. The drop is 6” in height which would equate to a Strength 5 hit (5” after the first). A model who fumbles. jumping A warrior is able to jump as part of a move or run action. A warrior cannot fight whilst climbing and if hit in any way he falls A warrior that fails to make the jump then falls. age of blood wargaming in the Viking age 16 . jumping rules above assume that the warrior in question has at least a 1” run up before he attempts the jump. If a warrior is falling into deep water then he takes a cumulative Strength 1 hit for every 2” fallen. that is without any bonuses for armour. that is he cannot at least make a 1” run up. For each 1” that a model falls after the first he takes a cumulative Strength 1 hit against his base Fortitude. When the enemy ship pulls up alongside Fafnir’s ship. but like climbing and jumping the warrior is not automatically successful and he must make a Strength test. mid climb. If appropriate the distance he managed to jump before falling can be worked out (in ½”) by dividing the total Agility result by two.movement If a model cannot reach the top of the obstacle. The distance jumped counts towards the warrior’s movement allowance. For example: Whilst sailing across the North Sea Fafnir’s longship is attacked by a group of Danish pirates. For example: Whilst fighting on top of the cliff Fafnir is pushed back over the edge and falls into the sea below. and if the gap is further than what’s left of the model’s remaining movement then he cannot make the jump. rounded to 1 ½”. If he is forced to make a standing jump.
For each additional weapon or shield they carry the difficulty is increased by 1. 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.Age of blood Water Still/calm Rough/fast flowing Very rough/very fast flowing Difficulty 6 8 10 Therefore its necessary to time your models withdraw else it will be pointless as the enemy model will just be able to charge back into base contact if you went first. age of blood wargaming in the Viking age 17 . A model who fails is unable to make any progress and loses the rest of his actions this turn. In addition the enemy model may make a free attack against the withdrawing warrior. whereas with a complete success he makes ½ pace. 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. This is increased by 2 for wearing light armour or 4 for a chain hauberk. If he does so he cannot then take another action after he has withdrawn. If on their subsequent action. 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. 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. 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 example: Having survived the fall from the cliff top Fafnir must swim to shore. Free attacks are described in the Hand-to-Hand section.
A model who is 75% or more obscured cannot be attacked. the more difficult they are to it. This distance is medium range for a bow as it is over 12” but less then 24”. cover To accurately attack an enemy model the attacked must have a clear line of sight from the front of the model. If the target is more then 25% obscured he counts as being partially obscured with more then 50% being heavily obscured. 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. medium. Models armed with bows use the shoot action. A model who is in base contact with an enemy model cannot select actions in this phase. while models armed with spears or throwing axes use the throw action. Ranged Actions Shoot Throw Aim Obscured Range categories Regardless of the action used all ranged attacks are affected by distance – the further away the target. When the opposed roll is made Fafnir receives a +2 bonus to his Agility test. For Weapon Axe Spear Bow Cls 2” 3” 6” Med Lon 4” 6” 12” 6” 12” 24” Ext 8” 18” 36” Heavily Obscured age of blood wargaming in the Viking age 18 . Measure the range between the models and compare the number to the range categories of the weapon used (close. who is 19” away. If this is blocked by other models or scenery then the target’s opposed roll is subject to a modifier.ranged In this phase models armed with missile weapons may use them to attack their enemies. Partially Heavily Agility +2 +4 Range Close Medium Long Extreme Agility +2 +4 Deftness +2 Partially obscured example: A Saxon bowman fires at Fafnir.
but not without risk to friendly warriors fighting. on a 1-5 the friendly model is targeted. Refer to the Injury section for details. By taking this action the warriors gives himself a +1 bonus when making the Deftness test in his subsequent shoot or throw action. Throw This action is performed exactly like the shoot action except it used by models armed with thrown weapons. reckless or desperate warriors are allowed to do so. This number is subject to any modifier from the range or cover. Unless he is armed with multiple throwing weapons a warrior may only perform one throw action per battle. Any warrior attempting such a thing is regarded as insane or a traitor and can be punished by the whole warband. Roll a D10. on a roll of 6-10 the target is the intended one.Age of blood If the target model does not have a line of sight to the attacker then the target does not add his Agility to the opposed roll as he is not aware of the attack. assuming it has an action left to do so. However. 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. Melee combat Employing ranged attacks against enemies in close combat is a dangerous affair and is usually avoided at all costs. Shoot For a bow-armed model to hit another he must make a successful Deftness test against the target’s Agility roll. Aim A model who takes this action carefully prepares his arrow before firing or his axe before throwing. Then roll to hit as normal with all appropriate modifiers. If the attacking model wins the opposed roll the target warrior has been hit and might be killed. age of blood wargaming in the Viking age 19 . If a model is charged from the front it can release a snap shot at its enemy. 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. The enemy receives +1 Agility to the opposed roll.
” Any vengeance takes place after the battle and does not affect the overall makeup of the warband. If the warrior struck was killed then no event takes place. If he is alive at the start of the next turn he is charged by any available warriors (up to 4) within 6” who fight him until he. 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 model struck by his companion’s idiocy makes it his mission to take revenge. or all of them are dead.” comes into play. “He’s mine. Roll a D10 and consult the reaction table to determine what happens. “We’ll settle this later. “We’ll settle this later. but won’t use ranged weapons in fear of retribution from his other companions. 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.ranged Should a friendly model be struck by his companion then a dangerous incident (for the whole warband) could erupt. The guilty party breathes a sigh of relief. If the hero is removed from play he is automatically killed and must be deleted from the roster as normal. If the perpetrator isn’t attacked or somehow survives. “Who did that?” Nobody notices who perpetrated the attack and so no vengeance is sought. Though no one in the warband takes any immediate actions some warriors will be so disgusted with their lord’s behaviour that they simply leave. The hersar loses 1 Renown to represent this and if he accidentally killed one of his own men then he loses 2 Renown. A hersar who strikes one of his own warband will be looked upon with scorn and disrespect. If any warriors are able. 3-4 5-7 7 8-10 age of blood wargaming in the Viking age 20 . they target the model with ranged weapons in the current phase until he is dead.” The warrior is regarded as too reckless and dangerous to be in the warband and is set upon by his companions at the first available opportunity. The intended victim will fight back. If either the guilty model or the victim is a hero then a duel between them must be fought out. D10 Reaction 1-2 “Not in my warband.
Fafnir would normally be able to push back the Saxon who he beat in the prior example. but because Fafnir himself was also beaten by another enemy. If a model is in base contact with more then one enemy model he makes his Prowess test as normal and the opposing player makes a Prowess test for each of the enemy models in base contact. In a situation where multiple warriors are fighting a single model. The Saxon who scored 11 can also roll to wound Fafnir. If he is beaten just once. then the single warrior can only push his opponents back if he beats all of them in the opposed roll. In each of these separate fights whoever has been going first this turn selects his actions first. Any others do not. if applicable. Therefore each fight is handled individually with both side’s models taking actions simultaneously. so if there is an enemy in base contact they must fight them. Attack To decide who wins between fighting models each player makes an opposed Prowess test for their respective models. The opposing player then selects his. Warriors 2 3 4+ Prowess Bonus +1 +2 +3 The singular model is allowed to roll to wound any of the enemies whom he beat in the opposed roll and similarly any enemy who beat him in the opposed roll is also allowed to try and wound him. If a model wins an opposed Prowess roll by 2 or more then the winning player may knock back his enemy 1” backwards in a 90-degree arc. up to six models may all attack a mounted warior. The model must always be pushed back where there is room if possible. instead of each side taking their actions separately. It’s only possible for a maximum of four models to attack a single enemy. Whoever scores the highest number wins the fight and is allowed to roll to wound (see Injury section). Fafnir has beaten just one Saxon and must roll to wound him. Hand to Hand Actions Attack Swap Wpn Multiple Attack Duel Defensive …Fighting Dodge For example: Fafnir has been attacked by three Saxon swordsmen. If the scores are tied both combatants fail to get the edge of their opponent and neither may roll to wound. For example. 8 and 11 respectively. However. If more models are in base contact then it is necessary to decide which four fight. Prowess 3.Hand to hand In this phase models that are in base contact with one another are able to take actions from the below lists. Fafnir gets 11 in total and the huscarl 8 so that Fafnir wins and can now roll to wound his opponent. He makes a single Prowess roll. age of blood wargaming in the Viking age 21 . Fafnir has Prowess 7 and his enemy. They make opposed rolls. scoring 8 (D10 roll of 3 plus Prowess 5). Unlike the Movement and Ranged phases in the Hand-to-Hand phase models are considered to be acting at the same time. then it is he who is pushed back. For example: Fafnir has moved into base contact with an enemy huscarl in the Movement phase and attacks him in the Hand to Hand phase. Warriors always respond to the most immediate threat posed to them. The exception is if that enemy is himself in base contact with another friendly model. The side who out-numbers the single warrior receives a Prowess bonus for each model as shown on the table below. and his opponents roll 6. Fafnir is pushed back instead due to weight of numbers.
until one hero or the other has been removed from play. the hero makes one separate test for each opponent in base contact. the hero can only take this if he has taken no other actions in prior phases. or maybe he is just trying to hold on until nightfall when he can slip away. Perhaps he is out-numbered and awaits the arrival of friends to aid him. A hero who declines a duel loses 2 experiences points. If the challenge is accepted no other models. Fafnir manages to win all three opposed rolls and so can roll to wound each of his enemies. on either side. Only heroes may select this action and against enemy heroes in base contact. As this is a special action. For A hero who wins a duel receives 4 additional experience from defeating his foe.Hand to hand Duel Honour and glory are very important to Vikings. unless the model finds himself without any enemies in base contact. may intervene in any way. and no greater glory is there then that gained from defeating a worthy opponent in single combat. In either case the model receives a +2 bonus to his Prowess. He makes an opposed roll against each of the Saxons in the hope of slaying all three. example: Fafnir is locked in combat with three enemy Saxons. However. If the same hero challenges him again the model does not incur the penalty again. For each opposed roll he wins he is able to roll to wound that enemy model. It is up to the opposing player whether their hero accepts the challenge. Once the duel has been agreed neither hero may withdraw from it and will continue to fight every turn until one hero has fallen. At the start of the Hand to Hand phase a warrior can be wielding any of the weapons in his possession as decided by the player. If unsuccessful the warrior must continue to use his original weapon but a partial success or higher means the warrior has successfully changed to another weapon in his equipment list. Instead of making just one opposed Prowess test as would happen with the attack action. Multiple Attack (special) A hero who multiple attack uses his superior skills to attack several enemies in the phase instead of just one. swap weapon Defensive Fighting A model who fights in this manner is using every ounce of his skills and abilities to defend himself. staying alive being his only concern. he can only swap weapons again by taking this action. To swap a weapon the warrior must make an opposed Agility test against his enemy’s Prowess. sometimes many weapons. but if he wins any opposed age of blood wargaming in the Viking age 22 . If the battle ends before this happens. Many warriors go into battle with more than one weapon. Only heroes are allowed to take this action as only they possess the necessary skill. continue fighting out the duel in isolation until a winner has been decided.
from +2 to +1 Fortitude. 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 . is that their attacking effectiveness is reduced and so their attackers receive a +1 Prowess bonus against them. In addition. The charging warrior receives a +1 Prowess bonus to the opposed attack roll and also a +1 Strength bonus to his roll to injure should he win the initial roll. either from having fallen. the warrior at the very right hand flank of the shieldwall does not receive the Fortitude bonus. The downside is. Such warriors are referred to as prone and any attacks made against them are at a +2 Prowess modifier. Therefore the effectiveness of the shield is halved.Age of blood Shieldwall A warrior in a shieldwall is incredibly well protected as he has not only the benefit of his own shield but also that of the warrior on his right. Warriors in a shieldwall double their shield’s effectiveness. 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. they would have +4. and in fact suffers a penalty because his shield is being employed to partially shield the model on his right and not himself. prone For several reasons it’s possible for a warrior to be on the ground. so rather than having +2 Fortitude on account of their large shields. charges A warrior who charges an enemy gains a significant advantage over his foe. If attacked. tripped or by being knocked over.
such as spear. Fafnir scores 12 in total and his enemy 9. and is likely to have a devastating effect on the enemy who receives it. then he is in severe trouble. As mentioned earlier it’s only possible for four models to attack a single enemy at one time. who are supported this way receive +1 Prowess in opposed rolls thanks to the benefit of their companions spear. it is referred to as a critical hit. A critical hit is an attack that lands in the perfect spot or is especially powerful. he can support a friendly model who is in base contact. even though there might be the physical room to place those models in base contact. giving him a +1 Prowess bonus. Any enemy who participated in the opposed roll gains +1 Strength when rolling to injure. that is if a natural 1 is rolled which also loses the opposed roll. Critical hits When a natural 10 occurs. spectacular as the attack may be. left and right. one for each Saxon. fumbles If a warrior fumbles in combat. If the spear armed model is not in base contact with an enemy warrior. Because the model is in base contact he can aid Fafnir in the fight. He blunders so badly that he leaves himself incredibly exposed. most likely for that enemy passing through the warrior’s reach. as part of the opposed Prowess roll in combat. Two opposed rolls are made. For example: Fafmir is in a fight with an enemy Warlord. The warrior can now roll to injure Fafnir. it fails to hit the mark. For example: In an effort to slay a Saxon warlord Fafnir makes a heroic charge through a gap in the enemy shieldwall. A warrior at an enemy’s flank receives a +1 Prowess bonus when making an opposed roll. supporting A model armed with a long weapon. who both then get free attacks against Fafnir. A normal opposed roll is made for the free attack. In the first roll. An ally is armed with a spear and is behind Fafnir. A critical hit only occurs if both a 10 is rolled and also the warrior in question wins the opposed roll. can use its length to aid friendly models in combat. but only the warrior awarded the free attack is able to roll to wound if he wins. Fafnir wins but cannot then roll to wound. A warrior who scores a critical hit doubles his Strength bonus (including that of his weapon) on the subsequent roll to wound. Attacks at the enemy’s rear receive a +2 bonus.Hand to hand Flank attacks Each model has a front and rear and two flanks. There just isn’t room for more to attack. age of blood wargaming in the Viking age 24 . Otherwise. Warriors free attacks During the course of a battle it is possible that a warrior receives a free attack against an enemy model. In the second opposed roll Fafnir only scores 4 in total and his enemy 7. Doing so means he moves through the reaches of two enemy warriors.
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. even if two hands are not required. by there very nature. though other two handed weapons are used by other cultures. As such the warrior receives +1 Strength when rolling to wound. If a warrior uses a weapon in two hands he can employ more power to his blow. age of blood wargaming in the Viking age 25 . Two handed weapons. Most weapons can be used in two hands.Age of blood Two hands The broad axe is the most common two handed weapon found in Viking warbands. require two hands to wield and so a shield cannot be used at the same time. If he uses his sword in two has he has Strength 8 instead when rolling to injure.
horses struggle with uneven terrain. When taking the run special action. A model taking the charge action doubles the charge bonuses. not their own. When taking the move action mounted warriors are able to move up to 8” instead of the normal 6”. but could still be deadly on the charge. Because a mounted model is higher up than his opponents (assuming that they are not also mounted). moves 8” when taking a move action. using its attributes when taking Movement actions. If the horse is wounded the rider must make an opposed Agility test with the horse or be dismounted.steeds Vikings always preferred to fight in on foot. though when jumping he uses his mount’s Agility (doubled) when making the test. A success means that the model mounts or dismounts. Hand-to-hand The horse of the Dark Ages were not the battle winning destriers of the medieval world. Failure means that it either takes them the rest of the phase to scramble into the saddle. If the warrior gets a critical success it costs no movement. Models in base contact are able to attack the horse instead of the rider. but doing so requires an Agility test at difficulty 4. models on horses add their steed’s Agility to the 8”. As horses are such fast sprinters. but did use horses for transport. mounted warrior cannot climb or swim. Though fast over open ground. taking a Strength 1 hit if failed. mounted on a warhorse. Up to 6 models can attack one mounted on a horse. potentially seriously. A fumble means that the warrior hurts himself in the process. A rider who has been dismounted counts as being prone until his next Movement phase. If a mounted warrior attempts to use a missile weapon from the back of his steed he confers a +1 Agility bonus to his target for each 1” of movement taken in the Movement phase. this bonus is lost if the rider was using the run or charge action. In battle warriors mounted on horses receive several bonus and hindrances. or upon dismounting they fall and can take no further move. moving 18” in total. they add double their Agility. However. A horse that is killed automatically dismounts its rider. using the horse’s Prowess and Fortitude. Warriors can get on and off steeds as part of normal movement. especially in shieldwalls. A Movement In this phase a mounted warrior takes advantage of a horses speed. ranged A mounted model is easier to hit than one on foot and so any Ranged attacks against him are made with a +1 Deftness bonus. They cannot negotiate difficult terrain. taking a Strength 1 hit. When taking a run special action he adds double the warhorse’s Agility 5. Horses and their abilities are described in the Bestiary chapter. costing 1” of movement to do so. gaining +2 Prowess and +2 Strength. For example: Fafnir. the warrior has his reach increased by 1”. Mounted warriors cannot use the shieldwall or hide actions. age of blood wargaming in the Viking age 26 . and rough terrain as difficult. Horses count uneven terrain as rough.
A draw means that the warrior can engage the foe. and a fail means that the model will take the flee action if the terrifying foe comes within 6” of him. The higher that number is. 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. Such models have what’s known as Terror. age of blood wargaming in the Viking age 27 . If the warrior loses he immediately takes the flee action when it’s his side’s go this turn. Terror is used in two main instances. 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. but is shaken.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. which is a value typically between 4 and 10. When a model causing Terror moves into base contact with a warrior. frenzied berserker or horrific troll. that warrior must make an opposed Bravery test against the model’s Terror. If the warrior has already used his actions then he does not move but suffers the other affects of fleeing. the more terrifying the foe. whether a snarling warhound. If so they are then shaken for the rest of the battle with regards to the Terror inducing model. Models who have failed their Bravery tests against terrifying enemies can recover their nerve if they succeed in the opposed roll next turn. when a terrifying foe is a attacking another model or when a model wishes to attack the creature causing Terror.
In a campaign it is necessary to determine the exact state of the model removed from play. He is removed as a casualty or alternatively the model should be lain down to show his state of injury. This test is only necessary for your heroes. having been struck by the Saxon warrior must make a Fortitude test against the Saxon’s Strength test. He must miss the next battle and cannot trade. The Saxon has Strength 2 and is using a sword (+2 Strength) so rolls a D10 +4 in total. possibly fatal injury and is unable to continue the battle. which go with him on his journey to the afterlife. The Saxon fails to injure Fafnir. 6-8 Injured The hero survives but has been sorely wounded and will take some time to heal. He should be immediately deleted from the warband’s roster along with his weapons and equipment. the attacker using his Strength against his opponent’s Fortitude. A model can be wounded multiple times. Removed from play If the attacker wins the Strength test with a complete success the enemy model has suffered a serious. with Fortitude 4 in a chain hauberk (+2 Fortitude) and using a shield (+2 Fortitude) rolls a D10 +8 in total. Roll another D10 and refer to the War Wounds table for any lasting effects. age of blood wargaming in the Viking age 28 . and with each wound he suffers an additional -1 penalty to all characteristics. Heroes may spend a point of Valour to reduce this status to simply being wounded instead. who charges on to fight the warlord. D10 Injury 1-5 wounded If the opposed roll is equalled (partial success) the enemy has been wounded. Killed The hero is either killed instantly or dies at a later date. 9-10 Recovered The hero makes a full recovery from his wounds. He may participate in the next battle as normal.injury Any model that has hit an opponent in the Ranged phase. If he fought bravely then the Valkaries take his soul to Valhalla. A wounded model suffers a -1 penalty to all of his characteristics. For example: Fafnir. Heroes are able to spend a point of Valour to re-roll the result so long as they have at least 1 point left over from the battle. suffering a severe. such as those from weapons and armour. Fafnir rolls 13 in total and the Saxon 10. To do this the both models make an opposed roll. but not fatal injury. If the battle being played is a one off it can be assumed that any warrior removed from play has been killed. both of which are subject to any appropriate modifiers. If any of the model’s characteristics are reduced to -1 he is removed from play. He is not removed from play but he is considered wounded for the rest of the battle. as will become apparent later on. At the end of the battle roll a D10 for each hero and consult the below table to find out their fate. Fafnir. if not the forever chill of Nilfheim awaits. or won an opposed Prowess test in the Hand-to-Hand phase is able to roll to wound the enemy model.
he loses 1 Renown. Word reaches the warband about his fate and as the next scenario a rescue can be attempted. 3-5 Mild Insanity He occasionally freaks out his companions with his wacky behaviour. A hero with mild insanity can never become a hersar. 6-7 7 enemies find him and take him as their captive. He won’t let that happen again. much to the surprise of his companions. 1-2 His Shaken So traumatised by his ordeal the hero’s courage takes a severe knock: -1 Bravery. Roll a D10 for the fate of the hero and a further D10 on the War Wounds table. Enraged The real problem with being half dead was the fact that the hero couldn’t carry on fighting.Age of blood D10 War Wounds 1-3 Physical The hero’s wound 8-10 Painless If no one had told him not to the hero would have fought on with his guts hanging out – he hadn’t felt a thing. despite his horrific injuries. From now on he cares nothing about getting injured: +1 Bravery. Roll a further D10 to find out where the wound is located and its permanent effect. Roll a further D10 to determine what happens to the hero. This has no adverse effect on the battlefield but if this befalls a hersar. Leg Torso Arm Hand Head -1 Agility -1 Fortitude -1 Strength -1 Prowess -1 Deftness 5 1-2 3-4 5-6 7-8 9-10 Left for dead The hero’s companions leave his unconscious body on the battlefield believing him to be slain. age of blood wargaming in the Viking age 29 . the hero manages to crawl back to the ship before it sets off. No lasting effect. never fully heals and he suffers from it until the end of his days. 6-8 Crawls Back Amazingly. From now on the hero ignores the effects of the first time he is wounded each battle. Alternatively a ransom can be paid dependant on the hero’s level. Whatever fate the hero suffers it is bound to be unpleasant. If the warband does not or will not rescue him or doesn’t pay the ransom immediately then there will not be another chance. 1-5 4 Psychological The body heals but the mind Captured is not quite the same again. When he’s recovered he throws a few swift punches at those who left him behind. counting another 5 as No Effect. Roll a D10 for each level and multiply the total by 10 (20 for the hersar) to determine how many silver pieces his ransom is. His equipment is kept by his captors.
The only explanation to rationalise this is that the hero is nothing less than immortal. 3-8 Amazing Recovery Whereas Horrific Scars With such disgusting scars marking him. Neither do they suffer from the effects of Hero Death if he is removed from play (because they’re secretly glad). the hero actually recovers to a healthier state than he was before he was injured. 1-5 was so horrific that the hero’s funeral pyre had already been built by the time he suspiciously recovered. Hersir lose 1 Renown. The wound 6 Scarred Once the wound is healed the hero is left with severe scarring. The hero receives +1 Valour. stealing. Hersir also receive +1 Renown. rolled for as normal. He ignores his next Renown increase. The hero may never become the warband’s hersar and his companions never benefit from his heroic status. most men are lucky to heal to their old strength. Though no one says it to his face it is believed that he must have been saved by evil spirits and this stigma can never be shaken off. For his epic journey he receives 3 experience points.injury The Long Journey Waking up hours after 1-2 Cursed the battle’s end the hero drags himself to shelter where he slowly recovers enough to travel. age of blood wargaming in the Viking age 30 . With this new lease of life the hero gains a new trait. Roll a further D10 to find out the nature of the scarring. If a hersar is scarred his scars can either serve to inspire awe or disgust in those who view them. the hersar finds it difficult to recruit new men. at least in battle. 7-9 No Effect After several one has ever heard of so much blood flowing from a man who didn’t die. 9 Immortality No 6-10 Inspiring Scars The hersar’s scars show him as a prince of battle who leads from the front. lying and killing he makes the long trip back to his homeland where he rejoins with his warband. by begging. Eventually. He is therefore a good lord to serve. He gains 1 Renown. The hero gains the title “the Deathless” and Terror 3 to all enemy models (but not monsters) because who wants to fight a man who can’t be killed? 10 weeks of rest the wound heals and the hero suffers no other long term effects. Blessed if the arrow hadn’t ricocheted off the hero’s cloak pin it would have gone straight through his heart… Whatever unlikely incident happened to save the hero’s life it was so lucky that he must have been saved by none less than Odin himself. 10 Special Something perculiar has befallen the hero… Roll a further D10 to find out what.
In addition. mauls are nevertheless dangerous because of their great weight. and those who carried them were considered both wealthy and dangerous men. Often little more than tree branches. knife The knife is a tool more than it is a weapon. Though not its primary use the spear can be employed as a thrown weapon. The sword is the all round weapon of choice. +1 Strength spear A spear was the most common weapon of the era thanks to its low cost. In an opposed roll. which was most. as described in the Hand to Hand section. the knife wielder only has a reach of ½” and cannot be used in two hands. if the test is a draw. Between 7’ and 10’ in length the spear’s main advantage was being able to attack an enemy from a distance. Special: offers several specific bonuses to its wielder. Carried mainly as a secondary weapon by wealthy warriors in case their primary weapon is lost. but it still can be used as one if nothing else can be found. sax The sax is a short sword anywhere between 1’ and 2’ in length. the model armed with the maul loses. if the enemy was to get past the spear’s point the wielder became vulnerable. However. some of which are available to Vikings and others to their enemies. Maul The spear Mauls are crude weapons used by large creatures such as Trolls. Most warriors simply could not afford a sword. The first is that it can be used to support another model in base contact. +1 Strength Special: Because it is shorter than a full sword the wielder has only a 1” reach and cannot use the sax in two hands. able to cut and thrust from a variety of different angles +2 Strength Special: Because it is such a short weapon enemy warriors receive a +1 Prowess bonus in opposed rolls against a model armed with a knife. Any warrior who could not afford a sword. Below +3 Strength Special: A model armed with a maul is only capable of a limited amounts of attacks and few defensive manoeuvres. age of blood wargaming in the Viking age 31 . +0 Strength sword To carry a sword was a mark of status due to their extremely high cost. took a spear to battle instead and many who could afford a sword took spears as well.weapons are listed weapons of the 8th to 11th Century.
instead of the normal 1. If both warrior’s are fighting with spears then they cancel each other out and no bonuses are applied. Though powerful. Special: Because the arrows of the era had such difficulty penetrating armour the target receives additional Fortitude bonuses depending on how well armoured he is. the Strength of the horse is used instead. 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. Lastly. a warrior armed with a broad axe suffered in defence. this is the case if a model armed with a spear is charged by a mounted warrior. The Viking axe was a wellbalanced one handed weapon made specifically for battle with a short 6” cutting edge.weapons due to its reach the wielder gains +1 Prowess in the first opposed roll with an enemy representing the spear’s superior reach. +1 Strength age of blood wargaming in the Viking age 32 . Also. Warriors using shields gain +1 Fortitude and those in chain hauberks receive +1 Fortitude as well. when used from horseback in a charge the spear can be used to particularly good effect. In addition. Due to the fact that fired arrows often can’t be recovered. because of the broad axe’s limited attacks and awkwardness the warrior’s fumbles on a roll of 1 or 2. Special: As a two handed weapon a warrior armed with a broad axe cannot use a shield at the same time. Used in both hands the broad axe could deliver a blow of such force that even mail armour offered little protection against it. Instead of using the rider’s Strength when rolling to injure. A warrior using an axe fumbles on a roll of 1 or 2. a warrior armed with a bow requires 1 sp extra upkeep. But being unwieldy because of its size and without the protection of a shield. capable of inflicting horrific damage to a warrior’s enemies. After the first opposed roll the bonus is lost. axe An axe could be a highly lethal weapon. the broad head arrows of the era were ineffective against armoured warriors. Also. a warrior cannot employ the use of a shield if he uses a bow. +2 Strength Broad axe With a cutting edge between 9” and 18” and a haft 60” in length the broad axe was a devastating weapon. +3 Strength Special: A warrior armed with an axe is restricted in the range of parries and attacks he can perform. they could be clumsy in combat. Though capable of killing with a single arrow.
As such the warrior loses 1 Agility. both of which were so expensive that they were beyond the means of most men. hands. Like a chain hauberk only wealthy warriors could afford them. Viking shields were round and up to 36” in diameter. +1 Fortitude Special: Only models with Agility 3 or more can wear limb guards due to the extra weight in combat. It consisted of a padded woollen undershirt covered with toughened leather. steel or bone strapped along the exposed forearms and shins.000 individual rings and took weeks to make. Typically a chain hauberk could have as many as 30. Most warriors of the era went to battle with little or no armour. Only the very wealthiest warriors could afford such a level of protection. These were generally made of splint of iron. +1 Fortitude helmet A helmet was either a solid piece of iron hammered into shape or several pieces riveted together. +2 Fortitude shield The shield was carried by almost all warriors and offered a great degree of protection. +2 Fortitude Special: A chain hauberk’s weight means that a warrior so armoured cannot move as fast as normal. age of blood wargaming in the Viking age 33 . +1 Fortitude Leather Jerkin For most common warriors this was the most sophisticated armour they could afford. helmet A helmet was either a solid piece of iron hammered into shape or several pieces riveted together. Like a chain hauberk only wealthy warriors could afford them. Made of wood. The best protection a warrior could have consisted of a chain hauberk and helmet. Though unlikely to stop a sword blow. lower legs and feet unprotected. they were sometimes rimmed with leather to help protect the edges from splitting. but nearly every fighting man made use of a shield. and as such the wealthiest of fighters wore limb guards.armour Below is a list of the available armour types and their Fortitude bonuses as well as any special rules that might apply. chain hauberk mail was the best armour available to Vikings of the time and was a T-shaped garment that hung down to mid-thigh. +1 Fortitude limb guards Even a Viking in a chain hauberk and wearing a helmet still had his forearms. a leather jerkin was still a much needed level of protection.
hersir Cost na sp Upkeep 8 sp The most important member of the warband is the hersar. In this chapter are the rules for creating a Viking raiding party for use in a campaign. The first is the initial amount out of the starting 1. The more successful the raiding party is the more warriors and special characters the player will have access to. At the end of this rulebook is a roster sheet on which you can record all the appropriate information about your warband. All warriors are considered to have a knife as backup weapon. He receives 5 experience. Upkeep is a fee that must be paid after each and every scenario in order to maintain the services of the particular warrior. may also accompany him on such voyages for a share of the plunder. the other members of the warband have both a cost and an upkeep. excluding Godsborn. 8-9 Talented Few are possessing of as much natural skill as this hersar. For one-off battles or custom games these rules can be modified to better allow for the creation of appropriate forces. though not part of the hall.000 sp that must be spent to have them in the warband. 10 Choose Select one of the above for the hersar. 6-7 7 Experienced This hersar’s experience of war is more than most. D10 Birthright 1 When the hersar Godsborn If a Viking god descends from Aesgard to visit the realm of men he may take to the affections of a mortal A child born of such a union is truly blessed from his godly heritage. goes raiding he takes his huscarl with him as well as any heroes in his hall. 4-5 Renowned The hersar’s name is more widely known than is common.The warband Before you can begin a campaign of terror and pillage across Europe you first need to create your warband. These are known as carls – freemen in Viking society. Friends and neighbours.000 silver pennies (sp) with which to recruit and equip his raiding party. It is assumed that the leader of the warband (the hersar) is a minor Scandinavian nobleman with his own hall and retainers (huscarl). He gains 1 additional random trait. For a standard campaign each player receives 1. Aside from carls. All beginning hersir have a single Birthright from the below table. He begins the campaign with 11 Renown. age of blood wargaming in the Viking age 34 . The hersar receives +1 to his Valour characteristic. All warbands receive one hersar for free and cannot have more. He is a respected landed man or maybe simply a charismatic Viking who others will trust and follow. The main aim of raiding is to gather wealth for those participating but a successful hersar will find his fame spreading and with it more and more warriors will seek to accompany him. 2-3 Wealthy The hersar’s chests are unusually full of silver and as such he begins the campaign with 1.100 sp.
becoming a small army in itself. Over time it’s possible for the warband to grow to immense size and power. hersir age of blood wargaming in the Viking age 35 . Every time they advance a level their Upkeep rises by 1 sp. The more Renown he has the more warriors and heroes he can recruit. Hersir begin as level 1 heroes and receive 1 random trait. which perhaps the most important attribute they possess. certain scenarios are only available once hersir reach certain Renown scores. Agi Bra Def For Pro Str 2 4 1 3 4 3 Val 1 As the hersar wins battles and gains personal experience his Renown will increase accordingly. However. allowing them to recruit a maximum of 2 heroes and 20 huscarls and allows him to take up to 10 carls with him on a single voyage. All hersar begin the campaign with 10 Renown. But the largest warbands consumes a huge amount of resources and therefore require continual success at high risk targets to maintain their size. It is a measure of the hersar’s achievements and how widespread his fame is. If at any point the hersar is killed the highest level champion becomes the hersar and takes on whatever Renown his predecessor had gained. certain events. and with it his heroes and huscarl will begin to leave his service in seek of a new lord. means that the hersar’s Renown decreases. Also. such as losing battles.Age of blood Hersir also have Renown.
The warband Renown 1-2 3-4 5-6 7-8 9-11 12-13 14-15 16-17 18-19 20-21 22-23 24-25 26-27 28-29 30-31 32-33 34-35 36-37 38-39 40-41 42-43 44-45 46-47 48-49 50+ Champions 0 1 1 2 2 3 3 4 4 5 5 6 6 6 7 7 7 7 8 8 8 9 9 9 10 Berserkers 0 1 1 2 2 3 4 5 6 7 8 9 9 10 10 11 11 12 12 13 13 14 14 15 15 Huscarls 12 14 16 18 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 Carls 5 5 5 10 10 10 15 15 15 20 20 20 25 25 25 30 30 30 35 35 35 40 40 40 45 champions Cost 80 sp Upkeep 6 sp raiding parties begin the campaign being able to recruit a maximum of two champions. though over time they can acquire more. Champions begin as level 1 heroes and receive 1 random trait. a Agi Bra Def For Pro Str 2 4 1 3 4 3 Val 1 age of blood wargaming in the Viking age 36 . Champions are the greatest Vikings who reside at the hersar’s hall. Every time they advance a level their Upkeep rises by 1 sp. though any Berserkers aren’t likely to agree.
Berserkers ignore the effects of being wounded. Equipment: Berserkers often enter battle stripped to the waist. but as the hersar increases in Renown the maximum amount of berserkers also rises. 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. Wounding: Famed for being able to shrug off all but the most severe injury. Before battle berserkers would consume intoxicants. age of blood wargaming in the Viking age 37 . Berserkers have Terror 2 against enemy warriors (not heroes or monsters). wearing bearskins or sometimes even completely nude. When not in battle berserkers spend their time doing their best to drain the hersar’s hall of mead. Agi Bra Def For Pro Str 3 4 0 4 3 4 Val 0 A beginning raiding party may include a maximum of three berserkers. They can be removed from play as normal. Berserk: Berserkers fight in an almost unnatural frenzy that few can resist. such as Bog Myrtle.Age of blood champions berserkers Cost 60 sp Upkeep 8 sp the battlefields of Viking legend are full of accounts of half-mad warriors who shun armour and go into an insatiable killing frenzy in combat. to fuel their battle frenzy. They are allowed to take the multiple attack special action. even if they are wounded multiple times. Terror: Because in battle they resemble creatures that are barely human they rightly inspire fear in their foes.
as shown below.The warband huscarls Cost 20 sp Upkeep 2 sp Huscarls are those warriors who have a permanent residence at the hersar’s hall. D10 1 2-6 7-8 9 10 Carl Equipment Sax and shield Spear and shield Axe and shield Sax and bow Sword and shield Agi Bra Def For Pro Str 2 3 1 3 3 3 Val 0 nationality A Viking warband can either be Norse (from Norway). All carls cost 20 sp to hire instead of 25 sp. Trait Speciality: Sailing age of blood wargaming in the Viking age 38 . They serve him with unquestionable loyalty and are highly proficient fighters. As they are not permanent retainers to the hersar they do not have an Upkeep cost like huscarls and are not recruited. Historically locals would have participated in raids for a share of the treasure. Bondir A Norse hersir is never short of neighbours who want to take part in a voyage. Instead hersir may pay to employ 5 of them for the duration of a single battle. more capable then most other warriors of the time. Danish (from Denmark) or Svear (From Sweden). Roll a D10 to determine what weapons and armour each group of carls is equipped with. Agi Bra Def For Pro Str 2 2 1 2 2 2 Val 0 Carls participating in a battle bring their own weapons and armour. Norse Natural Sailors The Norse were the best seafarers of all the Viking peoples and as such when making Navigation rolls. Expert Carpenters Ships made by the Norse are truly magnificent. Norse Ships can carry 10% more Crew and Cargo. Each of these three tribes have different advantages over the others. but a one off cost is easier to implement. outclassing those of other Vikings. carls Cost 25 sp Carls are freemen in Viking society. a Norse warband adds +1 to the result. who are not permanent residents of a hersar’s hall but are neighbouring farmers or personal friends.
Svear warbands add +1 to the result. Danish Carls have Bravery 3. Weapon Knife Sax Sword Spear Axe Broad Axe Bow Cost free 2 sp 10 sp 1 sp 2 sp 5 sp 4 sp Trait Speciality: Wits age of blood wargaming in the Viking age 39 . Though not essential.Age of blood Danes Warrior Race The Danes were the most prolific fighters of the Vikings and even Danish farmers and craftspeople are adept in battle. Bog Myrtle In Sweden Bog Myrtle is more commonly found than in other parts of Scandinavia and as such berserkers are more common. When rolling for the value of loot. equipment Your raiding party won’t be much use if it goes into battle unarmed and so you must purchase both weapons and armour for each model. Both of which must be paid for from the starting 1. it’s recommended that you make sure your hersar and champions are the best armed and armoured.000 sp. Trait Speciality: Combat Svear Traders Svear merchants were well versed in buying and selling and were the most skilled of Viking traders. As your warband progresses and its wealth increases you will be able to buy replacement or additional weapons and pieces of armour for your models. Svear berserkers cost 50 sp and have an upkeep of 6 sp.
If there is less than a quarter of this number there aren’t enough crew to man the ship and it cannot sail.The warband Armour Shield Leather Jerkin Chain Hauberk Helmet Limb Guards Cost 2 sp 10 sp 50 sp 15 sp 20 sp There are two types of Viking ship. Each raiding party begins with a single ship as its vessel.200sp Crew 30 60 120 15 30 60 Cargo 30 60 120 75 150 300 A ship can only carry a maximum number of warriors as shown under the crew heading. As the warband grows it will become necessary to purchase another ship.000sp 2. age of blood wargaming in the Viking age 40 .000sp 300sp 600sp 1. Ships Without a ship the warband wouldn’t get very far. either as a replacement for the original. but has less room for crew. It is a narrow. and so can carry far more cargo than a comparably sized drakkar. The knar is a wider. made for war. This might be recently built by the hersar specifically to begin his raiding career. Warbands are allowed as many ships as can be afforded. For your raiding party. or as an extra vessel. A ship that doesn’t have at least half this number is considered under-manned and as such journeys will be more costly. fast boat and can carry large numbers of warriors. the drakkar and the knarr. select either a light drakkar or a small knar as its ship. Ship Light Drakkar Drakkar Mighty Drakkar Small Knarr Knarr Large Knarr Cost 500sp 1. which can be sold for half it’s normal cost. slower boat built for trading. or it could be inherited or loaned to him. The drakkar is the famous longship.
shield. shield. shield and leather jerkin 2x Huscarls Sax and bow 5x Carls 136 sp Champion 161 sp Sword. broad axe. shield.Age of blood Sample Warbands Below are listed two pre-made raiding parties designed with the above rules. chain hauberk and helmet Champion Sword. shield and leather jerkin. axe. but all are extremely well armoured. shield. chain hauberk and helmet 74 sp 157 sp 158 sp Champion 151 sp Spear. Hersar Sword. chain hauberk and helmet 3x Huscarls Spear. shield. chain hauberk and helmet 2x Berserkers Broad axe. 6x Huscarls Spear. The first is a good sized warband that includes 23 warriors with a range of capabilities and armaments. axe. shield. spear. sax and shield Berserker Sword and shield 2x Huscarls Sword. shield. The second consists of just 12 models. axe. shield. Both have some of the starting 1. chain hauberkand helmet Berserker Axe. sax. leather jerkin and helmet 2x Huscarls Axe. chain hauberk and helmet Champion Sword. shield. which could have been easily spent. axe and shield 5x Huscarls Axe. leather jerkin and helmet 65 sp 170 sp 72 sp 210 sp 194 sp 52 sp 144 sp 25 sp 98 sp Total Cost Upkeep 975 sp 62 sp Total Cost Upkeep 966 sp 50 sp age of blood wargaming in the Viking age 41 .000 sp left over. but having some silver left provides a useful cushion if things don’t go particularly well at the start of the campaign. chain hauberk and helmet 74 sp Hersar Sword.
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 Adils Agder Agne Alrik Angantyr Anund Arngrim Askold Aun Birger Bjarni Bjorn Bui Canute Dag Dir Domarr Edda Egil Eilifr Eirik Eorund Erik Estrid Ethelred 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 Eyfura Fafnir Frodi Gard Gardar Gautar Gauti Gautrek Glammad Gizur Gorm Granmar Guthrith Guthrum Gylfi Haakon Haddings Halfdan Hagbard Hake Haki Harald Havad Helgi Heidrek 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 Hemming Heoroweard Hervarard Hjalmar Hjorvard Hlod Hogni Hrani Hothbrodd Hrothgar Hugleik Hvitserk Hysing Ingaild Ingjald Ingvar Ivar Jakob Jorund Khoriv Kjotve Krakiv Kyi Leif Magnus 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 00 Olaf Oleg Olof Onund Osten Orvar Ottar Ragnar Ragnvald Randver Rollo Rorek Rurik Schek Sigar Siggeir Signy Sigurd Snorri Stakard Svafrlamir Svend Thrand Vikar Wulfgar age of blood wargaming in the Viking age 42 . below is a list of one hundred Viking names. so two dice are rolled. re-roll until you do. You can either pick names from the list or roll them randomly. the first representing the 10’s the second the units. The table uses a D100.The warband Name generator To enable you to name your warband’s heroes. If you don’t like the name you roll.
the more difficult the pre-requisites are to obtain.Pre=battle scenarios The Getting There Once it has been determined where the scenario is taking place the warband must first reach there safely. for a warband of 20 men. Some scenarios require pre-requisites before they can be selected. Because Fafnir’s raiding party meets these prerequesites the Epic Voyage to Vinland can be selected. Warbands can only travel to the locations shown. So. Once the destination and type of scenario has been decided the specific of the scenario. Normally Vinland costs 9 sp per man for supplies. first thing that needs to be done is to decide which scenario will be played and where it will take place. For For example: Fafnir’s warband plans to take an Epic Voyage to Vinland. but because of the two failed rolls the total cost is 11 sp per man. cost shown in the table represents the supplies needed for each man making the journey. Quests. Epic Voyages are a series of linked scenarios that represent a long and epic journey of discovery. the more potentially rewarding the scenario is. Battles are just that. The It’s recommended for the warband’s first outing that a Raid takes place against a poorly defended target in the British Isles. The opposite map shows the world according to Viking knowledge. Unless anything goes drastically wrong the warband is likely to prevail and return home with enough experience and loot to have made the venture worthwhile. Quests are usually hero only affairs and represent more personal adventures. Unfortunately the first roll fails. rewards and special rules can be established. fog or any number of things. but for each failed roll the cost of the journey will increase. pitched battles where the objective is the destruction of the warband’s enemies. If the navigation roll is unsuccessful the cost of the supplies increases by 1 sp per man for each roll required after the first. the navigation roll be unsuccessful the ship becomes lost for a time. age of blood wargaming in the Viking age 43 . and Epic Voyages. See the Scenarios chapter for more details. the cost of journeying to England will be 20 sp. and do complete the journey they must be able to find their way and be able to afford the costs of the journey. but before they can go Fafnir must have Renown 20. Keep rolling again until the navigation roll is successful. Should The destination for the scenario can be anywhere in the known world. Battles. . such as the enemies. with scenarios possible at any named location. as shown on the map. and it takes another two navigation rolls in order to succeed. This represents food and water as well as covering general wear to the ship. Raids are the typical Viking hit and run affairs to grab loot. example: Fafnir’s is travelling to Vinland. There are four types of scenario that can be chosen: Raids. delayed by rapids. a drakkar or knarr and must have previously been to Greenland. In the accompanying table each location has a navigation number (ie 3+) that must be met in order for the warband to reach it. often involving the supernatural. which requires an 8+ navigation roll in order to reach.
Pre-battle The Viking world Location Vinland Greenland Iceland Scotland Ireland England Norway Sweden Denmark Gotland Navigation Cost 8+ 7+ 6+ 4+ 4+ 3+ 2+ 2+ 2+ 2+ 9 sp 6 sp 4 sp 1 sp 2 sp 1 sp 1 sp 1 sp 1 sp 1 sp Location Lapland Finland Karelia Gardikie Vendland Saxland Frisland Franker Riket Spanland Navigation Cost 4+ 3+ 3+ 4+ 2+ 2+ 2+ 3+ 4+ 3 sp 1 sp 1 sp 1 sp 1 sp 1 sp 1 sp 2 sp 3 sp age of blood wargaming in the Viking age 44 .
A ship must also be properly crewed in order to journey safely and efficiently. either from getting lost or as a result of a storm. just in case the ship runs into problems. It is assumed the hersar and any backers have amassed the supplies needed for the journey.Age of blood Each food unit that the warband has in its possession can be used as one unit of supplies if necessary. a hero also begins removed from play. A raiding party’s very first voyage does not have to be paid for. A ship that is considered under-manned adds 1 sp to the cost of supplies per man. if a 10 is rolled then the route becomes well known to the warband and any future navigation roll along the same route gets a +1 bonus. if the cost of the journey increases at all. This bonus can be taken multiple times. so 1 hero. For every ten units of supplies that cannot be paid for. making a navigation roll. The only condition though. For example: Fafnir’s kitty is 40 sp short of the total cost of the voyage. then the money must come from the warband’s kitty as normal. However. age of blood wargaming in the Viking age 45 . A hersar might want to travel further and pay for the rest himself. 1 huscarl and 3 carls are unable to fight in the next battle. For every five units of supplies (original cost) that cannot be paid for. The player can chose which models are removed from play but must select 1 huscarl or berserker for every 2 carls. count injured as full recovery. is that the destination can cost no more than 1sp in supplies per man. This equates to 13 units of supplies. two warrior start the next battle automatically removed from play. but as this is the first time out his men would be unwilling to make an unnecessarily dangerous trip. with dogs counting as two units of supplies each and horses five units. A ship that is undermanned will take longer to reach its destination and the cost of supplies is therefore increased. If the warband cannot afford to pay the cost then the men on board begin to starve and fall ill. Dogs and horses can also be used should it be necessary. Make a note of any such bonuses. When When rolling for injury after the battle. Therefore it’s worth not spending every last silver penny when creating the warband.
men swept overboard etc. supplies being lost. The cost increases of the storm represent things such as sail and mast damage. For every natural 1 rolled on the navigation roll the ship is subjected to a storm as well as suffering from being lost. Roll a D10 and consult the storm chart for the effect of the storm. 5-6 Rough The storm that afflicts the ship causes some damage but the crew are lucky it was not worse. 3-4 Severe The warband suffers a terrible storm that causes large amounts of damage to the ship and crew. The supplies cost increases by 1 sp per man 7-9 Mild Though not pleasant to sit through the storm causes only minor damage and does not affect the cost of the voyage. with a high number of deaths likely. negating the 1 sp increase in supplies cost caused from getting lost.Pre-battle Storms As well as hunger and thirst sea travel is not without even greater dangers. Ship Mighty Drakkar Drakkar Light Drakkar Huge Knarr Knarr Small Knarr Storm Modifier +1 0 -1 +1 +1 0 D10 Storm Effect 1-2 Catastrophic The ship is badly mauled by the storm and suffers severe damage. The cost of the journey’s supplies increases by 2 sp. The cost of the supplies needed to complete the journey increases by 3 sp. age of blood wargaming in the Viking age 46 . The Vikings on board are also badly effected. 10 Beneficial The storm blows the ship towards its destination.
Viking burials always included the deceased’s personal effects. as described in the scenario played. If Renown drops it’s possible that members of the warband will leave. Post Battle Sequence Injuries Renown Experience Loot Trading Recruitment Injuries The first of these is fate of all injured heroes needs to be determined. experience All heroes gain experience from each scenario they participate in. renown Depending no the success or failure of the scenario and his personal achievements within it. The more loot that has been collected. the Renown of the hersar can rise or fall. This is described further in the Renown section of this chapter. age of blood wargaming in the Viking age 47 . though certain types of loot are more profitable to trade at certain locations. How to do this is described in the Injury section. each of which is broken down into stages and worked out in a specific order. Huscarls and carls that have been killed don’t affect the overall makeup of the warband. the more enemies they defeated the more experience they will gain. loot Next. The upkeep cost of the raiding party (including the dead heroes – funerals are expensive) needs to be immediately deducted. Once enough experience has been collected heroes advance in level. the more potential silver that can be earned. Heroes who have been killed are removed from the raiding party along with all their equipment. recruitment tfhe last thing that needs to be worked out after a battle is what new warriors and heroes are recruited. The amount of experience gained is dependant on how they performed in the fight. If there is not enough silver in the warband’s hoard to pay the upkeep cost then all the silver that is there is deleted and the hersar loses 1 Renown. trading After the loot has been determined the warband is able to trade it for silver at a number of different locations. Gaining Renown allows for more champions.Post battle After a battle a number of things need to be resolved. This is done in exactly the same way as when the warband is created. berserkers and huscarls to join the warband and more carls and special characters to be hired. any loot gained should be rolled for and noted. gaining new traits and improving their abilities.
The first time that a hersar journeys to any of the below locations he receives a Renown bonus. however. to most.renown Each scenario lists possible circumstances that cause hersir to gain or lose renown. A hersar loses 1 Renown if he either flees from the board. When Renown decreases and members are lost they are gone for good. Example: Fafnir’s warband returns from Vinland loaded with loot but having lost several battles to the vicious skraelings. or is already fleeing when the warband withdraws. Skill: Warriors respect a man of courage and honour. If the warband suffers 75% or more casualties the hersar loses 2 Renown. As a result Fafnir’s Renown is reduced by 2. As soon as the generous upkeep stops. The hersar gains 1 Renown for each level increased. Battle Shy: A hersar who doesn’t fight isn’t respected and loses 1 Renown for each duel that is turned down. However. bringing it back to normal. in order to prevent valuable men leaving his service he pays extravagant upkeep to increase his Renown by 2. but there are universal incidents that apply to all scenarios. the Renown is lost. Generous Upkeep: A generous hersar is an attractive lord to prospective warriors and heroes. taking their equipment with them. A hersar who can afford to lavish large quantities of wealth on his followers is. As Renown increases new members must still be paid for as with the starting warriors. 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. As soon as the extravagant upkeep stops. For each battle where the warband suffers 50% or more models removed from play the hersar loses 1 Renown. Fafnir only intends to pay it to keep men leaving until he has restored his lost Renown. This takes a large chunk out of the warbands wealth. Having lost respect for the party’s hersar they go to seek their fortunes elsewhere. Those that have profited the most are the ones who will stay the longest if things go badly. Exploration: A hersar who leads his men to far away places gains the respect and acclaim he deserves. the perfect lord to serve. These are listed below. age of blood wargaming in the Viking age 48 . If the total upkeep of the warband is increased by 50% the hersar receives 1 Renown. Destination Iceland Greenland Vinland Renown Bonus +1 +2 +4 Extravagant Upkeep: For Foolhardy: Warriors who feel their lord cares little about whether they live or die are likely to leave. the Renown is lost. and equipped accordingly. If the total upkeep of the warband is increased by 100% the hersar receives 2 Renown. Cowardice: Watching their lord run from a battle is never a pleasant sight. however. For defeating an enemy commander in a duel the hersar gains 1 Renown. Might: Fall men wish to serve under a powerful lord.
It’s up to the player how the points are spent but no characteristic can be increased more than once each level. Like with Renown. Also. experience awards differ between scenarios but there are universal awards that heroes can receive. even if they ended up being carried away from it. Each time a hero goes up an honour level he is awarded 4 points that are used to improve his characteristics. Fortitude. Survived: Any battle will teach the hero something. example: When Fafnir had just achieved honour level 2 he had 4 points to spend increasing his characteristics. For Assassin: If the hero defeats the enemy leader in hand to hand combat he receives 4 experience. Increase First Second Third Points Cost 1 2 4 Duelist: For each duel against an enemy hero that is successful. will allow them to increase alevel. These are listed below. The below table lists the various points needed to increase a hero’s characteristics. each time a characteristic is increased the amount of points needed to increase it again next level also increases. The exact experience an opponent is worth is shown in the Bestiary chapter. Fafnir spent those points increasing his Strength and Fortitude for the second time.experience the heroes of the raiding party amass experience during a battle which. when they have gained enough. the winning hero receives 1½ times the normal experience reward. Upon reaching honour level 4 Fafnir again had 4 points to spend. As all heroes start off at level 1 there next level will be level 2. Prowess and Strength all by 1. He increased his Agility. Killer: For each enemy killed the hero receives experience related to how powerful that opponent had been. The below table lists the experience required to achieve the various honour levels. He increased his Prowess a second time for 2 points and with his remaining 2 points increased his Bravery and Deftness for the first time. Level 2 3 4 5 Experience 15 30 60 120 Points 4 4 4 4 age of blood wargaming in the Viking age 49 . When he rose to level 3 he had another 4 points to spend. A surviving hero receives 1 experience Heroes are allowed to increase any characteristic except Valour and no characteristic can be increased more than 3 times. Each time a hero gains a level his Valour is automatically increased by 1 and they receive a random trait.
200 sp etc). D10 Roll 1 2 3 4 5 6-8 9 10 Trait Type Physical Reputation Combat Wits Sailing Speciality Choose any non supernatural Supernatural Once the trait type has been determined roll a further D10 on the appropriate table to determine what trait the hero gains. talents and skills that benefit a hero either on or off the battlefield. each of the three Viking nations. it can be re-rolled without cost. 3. If the hero already has the trait that is rolled. Wits. Some traits are more potent or useful than others and as such are assigned randomly. Combat. but each time the cost doubles (50 sp. and 5. Norway. Dane and Svear respectively. Upon reaching a new level the hero gains 1 random trait. 4.Experience traits are special abilities that heroes gain as they advance in levels. If the trait rolled is unwanted then it can be re-rolled for the cost of 50 sp. 100 sp. Denmark and Sweden has its own speciality traits. Traits are special abilities. Country Norway Denmark Sweden Speciality Traits Sailing Combat Wits age of blood wargaming in the Viking age 50 . Sailing and Supernatural. if it is less desirable the player cannot go back to the original roll. Traits can be re-rolled any number of times. In addition. Unless a hero receives a trait from some other source the maximum number of traits a hero can have is four – one at levels 2. Each time a hero goes up a level roll a D10 on the trait table to see what trait type is available. There are six types of trait available to Vikings – Physical. Reputation. The result of a re-roll stands. Norse.
5 Keen Eye Few have this hero’s hand eye coordination. age of blood wargaming in the Viking age 51 . even able to out run some four legged creatures. It has to be the same enemy the initial attack action was targeted at. If wounded or removed from play he can make an opposed Agility test against his opponents Prowess. If he wins. He gains Terror 1 against warriors (not heroes or monsters). The hero loses 1 Agility but gains +1 Fortitude. this hero dwarfs his peers with his massive build. dodging out of harms way when others would be killed. and that enemy gains a Prowess bonus in the opposed roll depending on what off hand weapon is being used. 2 Fat The hero’s love of food is legendary and his huge appetite has given him a truly monstrous girth. he dodged the attack and negates its affects.Age of blood D10 physical Traits 1 Huge Stature Having matured to an immense size. 6 Swift The hero is amazingly fast on his feet. 3 Ambidextrous Few men even know they are blessed with this gift but this hero has developed his to such an extent that he can fight with a one handed weapon in his off hand as well as his main hand. A hersar with this trait gains +1 Renown. 4 Resilient The hero is so tough that even the most vicious of wounds tends to heal. When rolling on the Injury table the hero adds +1 to the result. Weapon Knife Sax Axe Sword Prowess Bonus +0 +1 +2 +3 9 Lightning Reflexes This hero is incredibly fast in combat. 8 Beauty Broken hearts are left by the dozen in this hero’s wake and his legendary success with the opposite sex is an inspiration to all. tattoos. The hero gains +1 Strength but loses 1 Agility. He can only do this once per battle. 7 Frightening Appearance A combination of bizarre clothes. This allows him to make a free attack against an enemy in base contact. When taking the run special action the hero doubles his Agility. 10 Choose Select any of the above traits for the hero. If the hero takes the aim action in the Ranged phase he gains +2 Deftness instead of the normal +1. grisly trinkets and a wild stare make the hero a truly unnerving opponent.
If the enemy model wins he makes the free attack instead. the hero adds +2 Strength to the roll to injure instead of +1. any other special rule regarding draws takes precedence over this trait. 5 Fast Draw The hero is highly practiced in changing weapons in the heat of combat. When using an axe the hero only fumbles on a 1. the enemy models do not receive Prowess bonuses for outnumbering the hero. 2 8 Expert Fighter With a combination of skill and audacity this hero can gain an advantage in combat when there is usually is none. 4 shield Mastery Special training has given this hero an ability with a shield that few can equal. 10 Choose Select any of the above traits for the hero. but this hero thrives on it. age of blood wargaming in the Viking age 52 . If an opponent fumbles in combat. However. 7 Armour Proficiency The hero is so used to the extra weight of wearing heavy armour that he can move just as well with it as without. 9 Opportunist This hero is always quick to take advantage of a foe’s mistakes. Precision Through hard work and natural skill the hero rarely. When a draw occurs in an opposed hand-to-hand roll the hero wins instead. By making an opposed Agility test against his opponent’s Bravery the hero gains a free attack. When in base contact with more than one enemy. The hero does not lose 1 Agility for wearing a chain hauberk. whether one or two handed. If the hero fumbles. When in shieldwall opponents do not receive +1 Prowess against him. if ever makes a mistake in combat. He can swap between his weapons for free when in combat without having to take the action.Experience D10 Combat Traits 1 Frenzy Few men can handle fighting multiple opponents. his enemy does not gain +1 Strength when rolling to injure. 3 Devious This hero has a long list of dirty tricks he uses in battle to gain an edge over his enemies. 6 Axeman Whether through practiced skill or natural affinity this hero excels when using an axe. often to lethal effect.
If the hero has not been removed from play himself. Bravery and Strength. 10 Choose Select any of the above traits for the hero. When taking the hide action the hero can be moved to a new hiding position even if the route to it does not keep him in cover. he can help a single other hero by rerolling the result of the Injury roll. Any hero or warrior within 6” of the hero receives +1 Bravery. 8 3 Gambler The hero is a master of gambling. The hero can then continue making the armour during other trading sessions until complete. age of blood wargaming in the Viking age 53 . Hunter This hero’s time spent stalking prey through the wilderness has given him an uncanny ability to avoid detection. he can reroll the dice and take the best result. When rolling for what loot is found in a Raid. the hero can use his skills to re-roll the result. keeping the best result. The hero receives a warhound for free which has +1 Agility. When working out the value of loot in trading. hide only counts as a normal action. re-roll the dice for a single loot type. not a special action. taking the highest price. On the battlefield he can use his skills to inspire his companions.Age of blood D10 Wits Traits 1 Merchant The hero always get the best available bargains. The amount rolled can then be spent on armour as desired or can be put towards a piece if it cannot be created outright. 7 Blacksmith As well as a fighter the hero is a proficient blacksmith. If the hero does nothing else as part of the post battle sequence he can create 1D10x3 sp worth of armour. 4 Armourer This hero specialises in making armour. If the hero gambles as part of the post battle sequence. The warhound is considered to be another member of the raiding party and requires 1 sp upkeep. 6 Healer This hero is skilled in the healing arts and can use his talent to help his wounded companions. poem and singer. 2 skald The hero is an accomplished story teller. In addition. taking the preferred result. 5 Searcher Able to find exactly where a settlement keeps its treasure. Instead of trading the hero can create 1D10x3 sp in weapons. 9 Animal Companion Pet dogs are not uncommon but this hero‘s wardog displays an unusual level of loyalty and intelligence. in all its form. this hero always finds the hidden silver. but the hero can only take the move action before hiding or the throw or shoot action after hiding.
age of blood wargaming in the Viking age . 9 Scout This hero is a master of observing without being observed. The range of hero death for the hero is increased to 9” as is the leadership range of a hersar. In a Raid. A hersar loses 1 Renown but any future leadership challenges can be re-rolled as the would-be usurper has doubts about taking on such a lunatic. 7 lucky Few men ever willingly play dice with this hero. once during a battle. When raiding the hero can spy on the settlement to find out its strength before the warband commits itself. The hero is immune to Terror in all its forms. His upkeep is 3 sp. once the defenders have been rolled for. 3 generous This hero is known for his generous and charitable nature. but this hero’s quick tongue is highly adept at throwing choice insults to his enemies. abiding by the second result. A hersar with this trait must always take the generous upkeep option when possible. Enemy heroes cannot refuse to duel as he mercilessly taunts them into fighting him. q 54 10 Choose Select any of the above traits for the hero. A hero with this trait can add +1 to any dice roll.Experience D10 Reputation Traits 1 Charismatic Charming and personable. He also receives +1 Renown in addition to that given by the aforementioned generous upkeep. The hero can never refuse a duel and when duelling receives 1 free point of Valour to be used only for the duration of the duel. this hero is extremely well liked by his allies and a natural leader. Iron Willed This hero knows that fear profits no man whether natural or supernatural. 5 Glib Not typically a Viking speciality. 6 2 proud The hero suffers no insult and relishes in challenges. 4 Blood Thirsty The hero’s delight in killing borders on the unnatural and makes his companions uncomfortable. 8 Selfless The hero only ever takes what he needs and never squanders what he receives. the numbers can be re-rolled. 4sp for a hersar (half the usual amount). Hersir also receive +1 Renown.
utilising his own skills and his companion’s muscles. the cost of supplies is reduced by ½ sp per man. Ignore the additional supplies cost of the first failed navigation roll. the cost of the ship is 10% less than it would be normally. If the hero misses a voyage to oversee the ship building. has an affinity with storms and can predict their sway. depending on what’s required. 7 Quartermaster This hero knows just how to make use of every inch of the ship. age of blood wargaming in the Viking age 55 . 6 Sea Legs The hero has learnt to stay standing in all but the most violent storms and he can but this skill to use on land just as easily. 2 Navigator * With a keen memory and analytical mind this hero is a master navigator of the seas. He catches fish equalling 3 units of food.Age of blood D10 Sailing Traits 1 Shipmaster * The hero is unequalled in his captaincy of the longship. Instead of buying a ship this hero can make one. 8 Affable The hero is able to mingle with other societies and cultures with relative ease. The hero adds +2 to the D10 roll for recruiting special characters. * Only 1 hero with this skill can affect a single voyage. He receives +1 Agility. 10 Choose Select any of the above traits for the hero. The ship can either carry 10% more crew or 10% more cargo. Ship Builder The hero is an accomplished ship builder who’s skills have peaked to high acclaim. with the uncanny ability to read the skies and seas behaviour as if they were written down. When working out the cost of the voyage. 3 Storm Caller * Storms are the bane of all sea travel and even a sturdy ship can be undone by nature’s power. but only if he doesn’t wear a chain hauberk. When making navigation tests add +1 to the result. 4 9 Thrifty This hero’s knowledge of how to handle supplies in an emergency is unequalled. With this knowledge the hero always makes sure the journey is as efficient as possible. however. allowing him to locate people that others might not. 5 Fisherman This hero is a skilled fisherman who’s regular large catches of fish are always welcome. but must abide by the second result. When a storm occurs on a sea voyage you can re-roll the severity of the storm. If he does nothing else in the post battle sequence he can take his fishing boat out. This hero. but not both.
Experience D10 Supernatural Traits 1 Sorcery This hero embraces his innate talent and learns minor magic. count 4-8 as injured. wounding and terror. The hero knows a single spell chosen from the sorcery list. A hersar loses 1 Renown. 8 Troll Blood The blood of the troll-kind flows through the heroes veins. 2 Second Sight Blessed with a limited ability to see the future a hero with this gift is both respected and feared. The hero receives +1 Valour. D10 1-2 3-4 5-6 7-8 9-10 God Hel Sif Tyr Thor Odin 10 Choose Select any of the above traits for the hero. On the Injury table the hero is only killed on a roll of 1-3. age of blood wargaming in the Viking age 56 . Therefore. Once per battle the hero can make use of his premonitions and add +2 to any dice roll in order to get a better result 6 Elf Heritage As the hero matures he inherits the grace of the elves. 3 Chosen The Viking gods sometimes grant favour to a particular hero. This trait can be taken multiple times. He receives +1 Agility. 9 Gifted This hero’s legendary his list of heroic feats and accomplishments knows no bounds. which he can cast once per battle by spending a point of Valour. Roll a D10 to find out which god has chosen the hero. 5 Berserk The hero embraces the cult of the berserker and develops the abilities of that kind. if the hero uses any of the other god specific fate cards noted he loses this trait. the hero may draw that god’s specific fate card. From now on once per battle. 7 Protected The Norns have given this hero protection from death in order that he might achieve some later greatness. The hero gains the berserker special rules regarding armour. Because the hero has been chosen by a specific god he cannot accept favour from certain other gods without angering the god who chose him. 4 Dwarf Ancestry The hero’s toughness can only be explained by dwarven lineage: +1 Fortitude. The card is selected before the rest of the fate cards are drawn and can only be used by the hero. He gains +1 Strength.
for example. 1 unit of valuables is about the same weight as 1 unit of livestock. Each hero (including the hersar) in the warband is able to do a single task during this period. it can keep as much or as little as desired to be traded at a later date. slaves. Each type of loot has three prices that it can be sold for. age of blood wargaming in the Viking age 57 . Weapons. The amount of loot a warband can trade is dependant on how much they can physically bring back from their voyages. Each type of loot is measured in generic units. So. This will depend on the result of the scenario and the cargo capacity of the ship the warband is using. Only one location can be visited in between scenarios and the cost and difficulty of the journey must be worked out as normal. whatever loot is held back in this way still counts towards the cargo capacity of the warband’s ship. low.trading the Vikings not only raided the length and breadth of Europe but also traded far and wide across the continent and sometimes even further. though it is not necessary to determine which heroes buy what. demand and ability to pay. The warband does not have to trade all of its loot. might be a cow or a ton of grain. as shown on the below table. Exacter differentiations as these categories cover all the various items that might be looted. Goods Valuables Value per Unit Low Med. slaves or miscellaneous goods. but because the items are used and battle worn they can only be sold for half their original cost. If the hero gambles roll a D10. Certain trading areas allow better prices to be fetched for specific items. The warband cannot bring back more loot than the ship can carry. food. After a battle the player can decided where the raiding party goes to trade. miscellaneous goods and valuables. Unwanted armour and weaponry can be sold off when trading. which roughly equate to the weight of a single man. enable the warband to recruit special characters and also give the raiding party the opportunity to purchase exotic items. but at Hedeby in Denmark there is a flourishing slave market. medium and high price. For example. 10 units of food. High 2 10 4 20 3 15 6 30 4 20 8 40 loot Loot is the reason why Vikings went raiding and in this game comes in four types. Loot Food Slaves Misc. on an even number he wins that number of silver pennies. armour and miscellaneous items can all be purchased at this point. On an odd number he loses that amount. Typically he can gamble his silver in the hope of earning more. Different types of loot are more valuable than others and this value can vary from country to country depending on rarity. However. there is little demand for slaves in England.
refer to the Trading table and roll a D10 for each type of loot. to see whether it is selling for a low. at a medium price if 3+ is rolled and a high price is 9+ is rolled.trading When the warband is trading. Once the roll has been made the result has to be abided by – the loot has to be sold for that price and cannot be kept. So. before the roll takes place a proportion can be traded. Though. in Lapland. though only one trade can be made for each loot type. medium or high price. slaves are sold at a low price if a 1+ is rolled. Goods L/m/D 7/-/6/10/5/9/2/4/10 2/4/10 2/4/10 -/1/9 2/5/10 2/4/2/4/1/2/10 2/4/9 1/2/10 2/4/10 2/4/3/5/10 2/4/3/5/10 1/3/9 Valuables L/m/D 10/-/7/-/6/10/2/4/10 2/4/10 2/4/10 1/2/10 2/5/10 2/4/10 1/2/10 1/2/9 2/4/10 1/2/9 2/4/9 2/4/10 3/5/10 2/4/10 1/3/9 2/4/10 age of blood wargaming in the Viking age 58 . Location Vinland Greenland Iceland Norway Sweden Denmark Gotland Lapland Finland Karelia Scotland Ireland England Franker Riket Frisland Saxland Vendland Gardarikie Spanland Food L/m/D 6/-/5/7/9 4/6/8 2/4/10 2/4/10 2/4/10 1/2/9 1/2/9 2/4/2/4/2/4/9 2/4/9 1/4/3/5/10 2/4/1/3/2/4/3/5/10 1/3/9 Slaves L/m/D -/-/5/9/4/8/2/4/10 2/4/10 2/4/10 -/1/9 1/3/9 2/4/10 1/2/9 1/6/7/10/1/6/-/1/9 2/4/10 3/5/10 2/4/10 4/6/10 2/4/9 Misc.
Special characters are just like normal heroes in regard to levels and experience. sorcerer Level 3 Value 20 Cost 50 sp Renown 21 Lapland (8+). where after the scenario he tries to recruit a sorcerer. Karelia (6+) Certain characters may be particularly useful in certain scenarios or might be taken to bolster a warband’s strength if no proper champions can be recruited. a level 4 sorcerer would cost 75 sp to recruit. For example: Fafnir’s warband is almost ready to go on the epic voyage to Vinland. So. There is also the number required on a D10 for the hero to find them and convince them to accompany the warband. requiring a roll of 6+. only they sometimes start off at higher levels than champions and hersir. Weak and vulnerable in combat. With each level increase the cost of a special character rises by 50%. Special characters are heroes who offer unique abilities not usually available to a warband.Special characters Special characters A hero can seek out a special character as part of the post battle sequence as long as he does nothing else. Sorcery: By their very nature special characters are rare and as such a warband can only ever include one of each type. Finland (7+). In addition a warband can only have a maximum number of special characters equal to the number of heroes it is allowed. Roll a D10 to determine how many spells the sorcerer knows and then select them as normal from the Sorcery chapter. Special character’s are always paid for before the scenario takes place. Recruiting special characters is similar to recruiting carls. re-roll the result. As they amass experience they will increase in level normally. but before they set off Fafnir wants to hire a sorcerer. Using arcane rituals they can cast spells to aid a warband’s fortunes in battle or hinder its enemies. As such Fafnir takes his warband to Karelia. Each special character has a list of the locations that the warband has to be trading at in order to recruit them. in that a one off cost is paid for the character’s accompaniment on a single voyage. as based on the hersar’s Renown. Not all special characters can be hired all of the time and some can only be hired from certain locations. representing the problems locating the character. Sorcerer’s are powerful and feared men and women who have mastered the dark arts. age of blood wargaming in the Viking age 59 . gaining characteristic increases and acquiring new traits. By spending Valour the sorcerer can cast spells from the sorcery list. a sorcerer’s true strength lies in his magic. If a speciality trait is rolled. To recruit a particular special character at another time the difficulty is increased by 1. at level 5 the sorcerer would cost 100 sp.
Sweden (5+). age of blood wargaming in the Viking age 60 . story tellers. They are the poem writers. They then. and historians of the era who entertain bands of warriors and record their deeds in song. claim their wealth and property else a high proportion of it. 1 1 1 Val 3 Equipment: Traits skald Level 1 Value 11 Cost 16 sp Renown 8 Norway (3+). Sweden (3+). shield jerkin. Denmark (3+) Duelist Level 2 Value 19 Cost 21 sp Renown 11 Norway (4+). Denmark (3+) The skald is the bard of the Viking world. by killing the man. Duelists are disreputable warriors who make their living by picking duels with wealthy men over the slightest wrong.Special characters Skald: A hersar who has a skald accompanying him on his adventures will see his fame spreading fast. Agi Bra Def For Pro Str 2 5 1 Sax. Skald and leather D10 Roll 1 2-8 9-10 Sorcery Spells 2 3 4 terror: Sorcerer’s cause Terror 3. Such men are highly unpopular and tend not to reach old age. Sorcery (x3). Agi Bra Def For Pro Str 2 4 1 3/6 3 3/5 Val 1 Equipment Traits Sword. If a skald accompanies a warband doing a Quest or Battle scenario then the hersar receives an extra 1 Renown for a successful outcome.
Armour Proficiency and Shield Master. helmet and leather jerkin. spear. Traits Expert Fighter. Agi Bra Def For Pro Str 3 4 1 4/9 5 4/6 Val 2 Equipment Traits Sword. Glib and Opportunist. Agi Bra Def For Pro Str 4 5 1 2/6 5 2/4 shield Val 3 and Equipment Despised: A hersar who is willing to recruit a duelist puts his reputation at risk by his association with such a dishonourable man. Sword. shield. Roll a D10 after each battle in which a duelist has participated. Those that fail their Bravery tests are only ever shaken – they do not flee. Denmark (8+).Age of blood If the duelist gains too much of a reputation he will accompany a warband to earn his silver until it is once again safe to return to his hated trade. Shield maiden Level 3 Value 32 Cost 48 sp Renown 19 Norway (7+). 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. On a roll of 1 the hersar loses 1 Renown. chain hauberk. 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. age of blood wargaming in the Viking age 61 .
All models within 12” of the Godi receive +1 Bravery. wounding and terror. Berserker: The Ulfednar obeys all of the special rules of the berserker: berserk. 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.Special characters godi Level 2 Value 26 Cost 39 sp Renown 19 Norway (5+). sword and shield Resilient and frenzy. with each individual’s faith typically a personal affair. Agi Bra Def For Pro Str 2 6 1 3 3 3/7 Ulfhednar Val 2 Level 2 Value 35 Cost 53 sp Renown 21 Norway (8+). Agi Bra Def For Pro Str 4 5 0 5/7 5 5/7 Val 2 Equipment Traits Broad axe. Godi were respected men who led sacrifices and rituals at certain key dates. Sweden (6+) Vikings did not have a particularly organised religion. age of blood wargaming in the Viking age 62 . Denmark (7+). terror: Godi cause Terror 1. Denmark (7+). equipment. Sweden (9+) Equipment Traits Broad axe and leather jerkin Second Sight and Iron Willed. However. These are a crazed breed of berserkers who’s ties with Odin and lust for battle are even more fierce than that of their more numerous brethren.
charms. Unless otherwise stated it requires a model to use an action to cast a spell. whether spell succeeded or not. re-rolling any duplicates. typically 1 point of Valour though the most powerful spells require 2 points of Valour to cast. When a hero is targeted by a spell he can spend a point of Valour to have a chance at countering the spell. and no spell can be cast if the sorcerer is in base contact with an enemy model. In this game sorcery is relatively low key and involves curses. The hero makes an opposed Bravery test with the sorcerer. combating spells Heroes are not as vulnerable to sorcery as normal warriors and their Valour offers them some. To cast a spell the model must spend Valour. Before each battle roll to determine the spells that the sorcerer will be able to cast. Spells are cast in the shooting phase It’s possible that a model may know more sorcery spells than it has Valour to cast. Re-roll any ties.sorcery Certain models in Age of Blood are able to cast magic spells either during a battle or in the pre or post battle phases. Casting spells The circumstances by which sorcery spells can be used are described under the individual spell headings. If the hero wins the spell is countered and has to effect. Even powerful magic users are incapable of such things as hurling balls of fire across the battlefield. Once the spell has been cast it cannot be used again in the same battle. 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. age of blood wargaming in the Viking age 63 . rituals and incantations. The number of spells a model can have is determined by how powerful at sorcerer that model is. albeit it limited. protection.
A successful Bravery test in subsequent Initiative phases will allow the possessed model to negate the spell. An enemy model within 6” now becomes under the sorcerer’s control for the rest of the battle. Models who have already taken actions can take no more this turn. yet no mark appears on his body. plunging the battlefield into a morale sapping gloom. 3 Madness The model is afflicted with a terrible uncontrollable madness which belies thought and reason. 4 Possession An enemy’s spirit is stolen from him and his body becomes the pawn of the sorcerer. so horrendous is the agony that it can be fatal. 7 Sickness Without warning a horrible nausea afflicts a group of enemy warriors making them retch uncontrollably. All Bravery tests made by enemy models increase by +1 difficulty. Pick a single enemy model within 12”. 6 Dread The sorcerer summons dark clouds that block out the sun. 8 Agony An awful pain wracks the warrior’s body in a thousand places. A single enemy model within 12” (who isn’t in base contact with an enemy) can do nothing else this turn and must take the flee action in the next Movement phase. age of blood wargaming in the Viking age 64 . 5 terrifying Aura The spell caster is surrounded by evil spirits that cause the weak of will to quake in fear. 10 Choose Select any of the above spells. all enemies within 2” of that model can only take a single action each turn for the rest of the battle until they pass a Bravery test in subsequent Initiative phases.sorcery D10 Spell 1 Writhing This spell causes the target model to be afflicted with all the pain and distress of being wounded. A single enemy model within 12” takes a Strength 2 hit against their base Fortitude. If the sorcerer moves into base contact with a model removed from play he can restore him to just being wounded so they can then act as normal next turn. for the rest of the battle the enemy counts as being wounded. Select a model within 12” of the sorcerer. The model gains Terror 3. 9 Healing Using bizarre incantations the sorcerer is able to repair a friendly warrior as a blacksmith would a broken sword.
Battles and Quests if a Viking raiding party chooses to adventure in one of these locations. on age of blood wargaming in the Viking age 65 . wear leather Any noble warrior who isn’t mounted is a fanatic on a roll of 9+. Heroes are mounted on a horse on a roll of 4+ Irish (Ireland) Armour Noble warriors and fighters do not have leather jerkins. Minor heroes have leather jerkins. The standard scenario for the warband is The Raid. possibly the best of the era. Apply the following special rules to enemy forces in Raids. Armour Fanatics Fighters do not jerkins. Picts/Scots (Scotland) Thanes Horsemen Noble warriors are mounted on horses on a roll of 5+. which is the typical Viking activity of attacking a settlement and taking all its valuables before a proper resistance can be formed. As such there are a host of possible destinations where a warband can set off to. however. Before the scenario can be played. not chain hauberks.Scenarios In this chapter a selection of different scenarios are described. Destinations Nobles The Vikings were excellent sailors. Fighters are mounted on horses on a roll of 6+ and are equipped with spears and shields. the destination of the voyage must first be determined. These represent the various kinds of adventures that a Viking raiding party might embark on. warriors who are not mounted are replaced with warhounds on a roll of 5+ Warhounds Noble Huscarls Noble warriors are equipped with chain hauberks on a roll of 6+. each of which provides its own unique rewards and enemies. fighters are mounted on horses on a roll of 7+. It’s strongly recommended that this is the first scenario. Fianna Noble Anglo-Saxons (England) Bowmen Militia exchange their normal equipment for bows on a roll of 5+. Nobles Heroes are mounted horses on a roll of 5+.
equipped with bow and sword and mounted on horses. Noble warriors wear chain hauberks and have limb guards on a 4+ Fanatics Heroes Bowmen Noble warriors are fanatics armed with axes. for Militia replace their spears and shields with bows on a roll of 8+. Skraeling militia and fighters use native weapons (counting as a sax) only. Finland. Chainmail Chain All heroes are equipped with axes. on Light Cavalry Fighters Poor Infantry Fighters Any Skraeling is equipped with a bow on a roll of 6+. Jinettes Fighters are Jinettes on a roll of 5+. who are not mounted do not have leather jerkins. Milites Armoured Noble warriors are mounted on a warhorses on a roll of 3+. Karelia) Sorcerers Minor and lesser heroes are replaced with sorcerers on a roll of 7+. are mounted horses on a roll of 5+. age of blood wargaming in the Viking age 66 . wear leather Fighters who are not Jinettes exchange their shields bows on a roll of 7+. Bowmen Fighters who are not mounted exchange light armour and shield for bow on a roll of 6+. limb guards do not require Agility 3. Shamans Minor and lesser heroes are replaced with sorcerers on a roll of 7+. Cavalry Bowmen Noble warriors are mounted on warhorses on a roll of 5+ Armour Bowmen Fighters do not jerkins. Skraelings (Vinland) Armour Weapons All Skraelings do not wear any armour. Militia do not have shields. Heroes wear leather jerkins instead of chain hauberks. Moors (Spanland) Armour wear leather jerkins. Fighters do not Saami (Lapland.scenarios Franks (Franker Riket/Frisland) Nobles Heroes are mounted on warhorses on a roll of 2+ and have limb guards.
settlements The player controlling the Viking must first decide what kind of settlement is being targeted. grab as much loot as possible and escape before adequate resistance can be formed. Resistance will be strong. The larger the settlement the more resistance the warband will encounter.The raid This is the quintessential Viking adventure. self sufficient settlement that is a prime target for a raiding party looking for loot. if any. There will be little. with a large number of both untrained and trained warriors. Resistance 1-4 Peasants Militia Fighters Noble Warriors Minor Heroes Lesser Heroes 8 12 8 2 1 0 D10 5-8 12 16 12 4 2 1 9-10 16 20 16 8 4 2 Loot 1-2 Food Slaves Miscellaneous Valuables 47 156 90 318 178 606 15 1 4 0 354 1215 D10 3-8 20 3 6 1 9-10 30 5 8 2 Loot 1-2 Food Slaves Miscellaneous Valuables 60 4 12 4 D10 3-8 80 6 16 6 9-10 100 8 20 8 age of blood wargaming in the Viking age 67 . mainly untrained labourers. including several heroes. but the more loot they will be able to gather. Village This is a small. Resistance 1-4 Peasants Militia Fighters Noble Warriors Minor Heroes 6 9 4 1 0 D10 5-8 8 12 6 2 1 9-10 12 18 8 4 2 Hamlet A single isolated community with a handful of families of farmers and craftspeople. The raiding party sets off to foreign lands to strike quickly. with the farmer and his sons as capable warriors. The resistance will be numerous but without many true warriors. real resistance. Loot 1-2 Food Slaves Miscellaneous Valuables 30 2 6 1 D10 3-8 40 4 8 3 9-10 50 6 10 5 Resistance 1-4 Peasants Militia Fighters Noble Warriors 4 6 1 0 D10 5-8 6 8 3 1 9-10 8 12 5 3 Small Town This is a substantial settlement that offers large rewards if it can be raided successfully.
Resistance 1-4 Peasants Militia Fighters Noble Warriors Minor Heroes Lesser Heroes Greater Heroes 12 16 12 4 2 1 0 D10 5-8 16 20 16 8 4 3 1 9-10 20 24 24 16 6 5 2 The defenders should be able to use the terrain to their advantage. Setup Loot 1-2 Food Slaves Miscellaneous Valuables 160 6 16 8 D10 3-8 200 9 20 12 9-10 240 12 24 16 The defenders place models on the board first. age of blood wargaming in the Viking age 68 . representing the start of the settlement. Here the potential rewards are vast and enough to make any hersar wealthy. but buildings can be placed along one edge or in one corner of the board. A town not only has a huge numbers of capable warriors and heroes defending it. with raids on villages and small town’s on 6’x4’ and 8’x4’ respectively. Raids on hamlets and villages should be played ideally on a 4’x4’ board. The Battlefield The exact nature of the battlefield is left up to the discretion of the players. With the larger settlements this is going to be difficult. But the danger is great. offering them cover and places they can defend.The raid The spoils of war Town This is the largest target a single warband can realistically hope to raid. but the scenery should be as close to representing the location as possible. The raiding party is then deployed and should do so along the opposite table edge from the settlement. and all should start within the borders of the settlement in question.
Therefore the hersar of the raiding party receives +1 Bravery when making Initiative tests. Initiative: if things are going badly the Viking hersar may call a voluntary withdraw at the start of the Initiative phase. the defenders are unprepared and reactive. the Viking attackers must force the defenders to retreat or wipe them out. if the Vikings are forced to withdraw they have lost and receive no loot. resulting in a loss. Renown The raiding party’s hersar receives 1 Renown for a victory. The former is more likely and much easier to achieve. All defending models receive +1 Bravery. and is decided by the normal Bravery rules as described in the Initiative chapter. age of blood wargaming in the Viking age 69 . Likewise. Because a Viking raid is a frighteningly fast attack with little or no warning.Age of blood Victory conditions To be able to take off with the settlement’s loot. and loses 1 for a loss. Special rules Defending: The defenders are fighting for their homes and loved ones and as a result their courage and resolve is strengthened.
In this scenario the warband is fighting a pitched battle against another force. or it could be part of some larger conquest. Enemy troops are then selected according to The Battlefield Pitched battles are fought where there is room to accommodate both forces. The size of the board should be representative of the size of the forces involved. possibly another warband. D10 Roll 1 2-3 4-7 8-9 10 Enemy Strength Powerful (150%) Strong (125%) Even (100%) Weak (75%) Pitiful (50%) It’s even possible for each player to use their own raiding party in this scenario. Possible reasons for the Battle are endless and could be as simple as a raid gone wrong and the warband forced to fight an organised resistance. Both players should agree on what type of terrain they want to include and then set up the battlefield appropriately. or just for honour. fields being the typical location. Smaller conflicts should be fought on a 4’x4’ area. or to fight over territory. counts as the defender and the terrain should be biased to all that side to exploit. the following ratios. with the larger battles on a 6’x4’ table. but it is not necessary to have justification for the fight. The exact intricacies of the battle are left for the players to decide. If such a fight is taking place the likelihood of casualties is very high on both sides. age of blood wargaming in the Viking age 70 . Setup The larger of the two sides sets up first his raiding party first as the attacker and afterwards the more inexperienced side is then allowed to set up. Work out the warband rating for your Vikings and roll on the below table to see what the rating of the enemy force is compared to the raiding party. The enemy In this scenario the raiding party’s enemies are determined randomly but their exact numbers depend on how powerful the Viking raiding party is. tribe or battle group. Troop Ratios 25% on peasants and militia 50% on fighters and noble warriors 25% on heroes Whichever side is least powerful. in terms of numbers or experience. The total warband rating (the sum of the model’s experience values) cannot be more than the pre-determined amount. when there was no other option they would form a shieldwall and battle it out in the open. perhaps to settle a blood feud.The battle Vikings did not always fight by raiding.
Renown The raiding party’s hersar Enemy Strength Powerful Strong Even Weak Pitiful receives Renown depending on the strength of the enemy force. or conditions. instead of the normal 1. experience All raiding party’s heroes receive 2 experience for surviving this scenario. If one side has half its number killed or routing then the opposing side is declared victorious.Age of blood loot The victorious army is able to loot the dead for anything valuable. ending the battle that way. Alternatively either side may declare a retreat at the start of the turn. The raiding party receives silver pennies equal to the enemy’s rating dividing by 2. age of blood wargaming in the Viking age 71 . Otherwise a specific victory condition. Renown +5 +4 +3 +2 +1 Ending the battle The scenario is played until one of the following conditions are met. upon the completion of which the game ends. can be decided by the players.
In this scenario a raiding party’s heroes set off
into the wilderness on a heroic venture. This could be as adventurous as travelling to a distant land to defend an old king’s hall against seemingly monstrous foes, beating them off, sneaking into their lair to slay their queen before the final showdown in the rain. Or, it could just be hiking off into the hills to kill a few trolls.
Ending the battle The game is played until one of the following
conditions are met. If the enemies are killed or forced to retreat the raiding party is victorious. Because the warband consists only of heroes they will fight to the death if necessary, only using the normal Bravery rules. If they don’t manage to defeat their foes, either from all being killed or routing, they lose.
To get the most out of this scenario its worth
spending time trying to set a worthwhile goal. Plunder your favourite books and films for ideas – the more cinematic the better.
Alternatively the raiding party may retreat if
the battle is not going their way. This is left up to the discretion of the player.
The Battlefield loot The requirements of the battlefield will vary
wildly depending on the nature of the scenario. A simple scenario might require no more of a battlefield as a place to fight some monsters. The battlefield need not be especially large and could even be set in an underground area representing the monster’s lair itself. Though the latter is likely to increase the dangers to the raiding party.
have loot depending on how powerful they are, with the most dangerous monsters having the most treasure. Divide the experience value of the monsters involved by 5 and then multiply the result by however many units are rolled on the below table.
D10 Roll (Units)
Miscellaneous 1-5 (5) 6-8 (10) 9-10 (20) Valuables 1-2 (3) 1-8 (5) 9-10 (7)
enemies of the heroes set up first, followed by the heroes themselves. The raiding party can only consist of heroes, that is the hersar, champions and any special characters.
Renown The raiding party’s hersar
The enemy Fnor
the enemies the heroes face use the strength table in the Battle scenario to determine the relative power of those the heroes must face.
receives Renown depending on the might of the monster’s 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.
age of blood wargaming in the Viking age
In this chapter are listed statistic for a range of
enemies that raiding parties might encounter, including both humans, animals and supernatural enemies.
terror This is described in the Bravery section of the
Initiative Phase chapter. Creatures that cause Terror ignore the Terror of other creatures that have a lower difficulty than their own. They are affected by ones with a higher Terror as normal.
statistics for humans are not nation specific, but given under generic types. In this way national characteristic can then be added without the need of long lists of similar troops for each nation.
Four Legged Creatures with four legs are naturally able to
move much faster than two legged animals. Therefore, when taking the move action they are able to move a greater number of inches than the 6” than humans can move. Typically, creatures with this trait move 7”, 8” or 9” with the move action.
Monsters Traits Large Due to their size, large creatures have a reach
of 3”. In addition, warriors who are not armed with a spear will suffer a free attack when they move into base contact because of the creature’s reach.
Natural Weaponry Creatures that have sharp claws or fangs or
both are more dangerous in combat than creatures without and receive a bonus to their Strength when rolling to injure. Typically creatures that have claws or fangs receive +1 Strength and those that have both receive +2 Strength.
stature of a large creature also means that they move faster 8” when taking the move action. Their size also makes them easier to hit with ranged weapons, so any Deftness test against them is made with a +2 bonus.
creatures dwarf even large monsters and as such have more extreme bonuses and penalties related to their stature. Huge creatures have a reach of 4” and even warriors armed with spears will suffer a free attack when they move into base contact.
particularly adept at using their natural weapons can use the multiple attack special action. A monster cannot receive both the benefits of natural weaponry and that or using an actual weapon at the same time.
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.
age of blood wargaming in the Viking age
Peasant Exp. Value 1 These
statistics represent people who have no combat training. Examples include craftspeople, farmers and slaves.
Noble warrior Exp. Value 5 These
are skilled or experienced warriors who are practiced in the arts of war and a match for Viking huscarls. Examples include Saxon huscarls, veteran soldiers and noblemen.
Agl Bra Def For Pro Str
1 1 1 1 1 1
Agl Bra Def For Pro Str
2 3 2 3 3 3
Equipment: Improvised weapons (count as
Militia Exp. Value 3 Militia
are for individuals who have some familiarity with weapons and combat, but who are not professional fighters. Examples include tough farmers, hunters, guardsmen and fyrdmen.
Equipment: Sword, spear, leather jerkin, helmet and shield. fanatic Exp. Value 10 Fanatics
are other culture’s equivalents to Berserkers and share the same identifying features such as not wearing armour and crazed battle lust. Examples Ghazi warriors and Pictish and Celtish naked fanatics.
Agl Bra Def For Pro Str
2 2 2 2 2 2
Agl Bra Def For Pro Str
3 4 0 4 3 4
Equipment: Spear or axe and shield. fighter Exp. Value 4 These
individuals are capable and trained warriors who may not be as potent as Viking huscarls, but who are still dangerous. Examples include retainers, mercenaries, pirates and professional soldiers.
Equipment: Axe and shield or broad axe. Berserk: Fanatics can take the multiple attack
Fanatics ignore the effects of being wounded,
Terror: Fanatics have Terror 1 against enemy
warriors (not heroes or monsters).
Agl Bra Def For Pro Str
2 3 2 2 3 2
Equipment: Spear or axe, leather jerkin and
age of blood wargaming in the Viking age
Age of blood
Minor hero Exp. Value 12 Minor Heroes are highly trained and skilled
combatants who few can match in battle. Examples include thegns, hirdmen, Varangian Guard and petty warlords.
Agi Bra Def For Pro Str
2 5 2 5 5 5
Equipment: Sword, spear and axe or sword
and broad axe, chain hauberk, helmet, limb guards and shield.
Traits: Roll 3 random traits. mighty hero Exp. Value 61 Mighty Heroes are truly deadly individuals
of immense skill. They are frighteningly efficient in the art of killing and can singlehandedly take on large amounts of enemies and triumph. Examples include king’s champions, great warlords and powerful adventurers.
Agi Bra Def For Pro Str
2 4 2 3 4 3
Equipment: Sword, spear and axe or sword
and broad axe, chain hauberk, helmet and shield.
Traits: Roll 1 random trait. lesser hero Exp. Value 26 Lesser
Heroes are individuals who are very experienced and possessing of high natural talent. Examples include captains, warlords and famed mercenaries.
Agi Bra Def For Pro Str
3 6 2 5 6 5
Equipment: Sword, spear and axe or sword
and broad axe, chain hauberk, helmet, limb guards and shield.
Agi Bra Def For Pro Str
2 5 2 4 5 4
Traits: Roll 4 random traits.
Equipment: Sword, spear and axe or sword
and broad axe, chain hauberk, helmet, and shield.
Traits: Roll 2 random traits. great hero Exp. Value 42 Great
Heroes are few and far between as individuals with the luck, skill and raw ability to survive are very rare. Example includes powerful warlords and great adventurers.
age of blood wargaming in the Viking age
pony wizard Exp. Traits: Sorcery (x5). Value 2 The most common type of steed in the Dark Ages was the pony. able to carry a man but useless in battle. age of blood wargaming in the Viking age 76 . They are the bane of all other warriors and their effectiveness in battle cannot be underestimated. helmet. They typically hold powerful positions due to their skills and are both feared and respected on and off the battlefield. Agi Bra Def For Pro Str 3 0 0 5 1 4 Val 0 Sorcery: Weak and vulnerable in combat. limb guards and shield. elder shamans and Moorish Viziers. D10 Roll 1 2-8 9-10 Sorcery Spells 4 5 6 Agi Bra Def For Pro Str 4 0 0 6 2 5 Val 0 terror: Wizard’s cause Terror 5. faster than ponies yet not trained for battle. Value 82 Legendary Heroes represent the pinnacle of human abilities. Value 82 Wizards are sorcerers of terrible power.bestiary legendary hero Exp. Exp. a wizard’s true strength lies in his magic. Traits Roll 5 random traits. horse Exp. Roll a D10 to determine how many spells the sorcerer knows and then select them as normal from the Sorcery chapter. Large: Horses are large sized. They possess unrivalled skill and natural talent and few ever reach such heights of greatness. Swift: This is the same as the trait of the same name. chain hauberk. Agi Bra Def For Pro Str 2 7 1 1 1 1 Val 5 Equipment: Sax. those who have mastered the black arts. spear and axe or sword and broad axe. horses Four Legged: Horses are able to move 8” when taking the move action. Examples include Beowulf. By spending Valour the sorcerer can cast spells from the sorcery list. Erik the Red and Harald Hardrada. Value 3 Horses were so expensive only wealthy men could afford them. Agi Bra Def For Pro Str 3 6 2 5 7 5 Val 5 Equipment: Sword. Examples Karelian kings.
wolf Exp. age of blood wargaming in the Viking age 77 . are stronger enough to be a threat to the Viking gods themselves. Bears receive +2 Strength when rolling to wound and are allowed to take the multiple attack special action. Value 3 Many people kept dogs. Four Legged: Bears are able to move 8” when taking the move action. Agi Bra Def For Pro Str 6 . These statistics present a medium sized breed without special training. Agi Bra Def For Pro Str 5 2 0 3 4 3 Val 0 Terror: Warhound cause Terror 3 against warriors only.Age of blood warhorse Exp. ferocious and bred for killing. Value 3 Wolves were a common sight in the Viking ages and could be found across the breadth of Europe. Value 5 Warhounds are big. Natural Weaponry: Four Legged: Canines receive +1 Strength when rolling to wound. the Joten. warhound Exp. Value 4 Warhorses are the largest and most powerful of their kind. 0 0 2 2 2 Val 0 Natural Weaponry: Terror: Wolves cause Terror 2 against warriors only. bears Bears are the most dangerous creatures most Vikings encounter and can easily defeat even skilled warriors. trained to be able to handle the stress of battle. Large: Bears are large sized. Terror: Dogs cause Terror 1 against warriors only. Canines are able to move 7” when taking the move action. the most powerful of these. dog Exp. Agi Bra Def For Pro Str 5 1 0 7 3 6 Val 0 Agi Bra Def For Pro Str 5 0 0 2 3 2 Val 0 canines In Norse mythology there are numerous types of giants.
Troll Shaman Exp. Value 22 Troll Chiefs are the biggest and most dangerous of their kind and rule small groups of around 6 other Trolls. Spells: Troll Shamans have 2 spells from the Sorcery list. Agi Bra Def For Pro Str 2 2 0 10 4 8 Val 1 Agi Bra Def For Pro Str 3 2 0 7 5 6 Val 0 Equipment: Maul. Agi Bra Def For Pro Str 4 2 0 6 4 5 Val 0 Great bear Exp. Value 14 Troll Warriors are the most common trolls and are dangerous. Terror: Trolls cause Terror 3.bestiary Terror: Bears cause Terror 6. rolled for randomly. but clumsy foes. Troll chief Exp. Value 12 Bears inhabit all woodland regions and are a dangerous hazard to unwary travellers. Agi Bra Def For Pro Str 2 1 0 9 3 7 Val 0 Equipment: Maul. Troll warrior Exp. bear Exp. They are rightly feared for their great strength and murderous temperament. Value 20 Great Bears are the largest and most dangerous of their kind who often have a taste for human flesh. Agi Bra Def For Pro Str 2 3 0 9 3 7 Val 2 Large: Trolls are large sized. Swift: This is the same as the trait of the same name. age of blood wargaming in the Viking age 78 . Value 27 Troll Shamans are the most cunning of trolls who are skilled in the black arts. Trolls Trolls are hulking creatures similar to humans in appearance only far bigger and uglier. Equipment: Maul.
are stronger enough to be a threat to the Viking gods themselves. the Joten. teeth and tail – dragons have many lethal weapons at their disposal which they can use against their foes. Huge: Giant’s are huge sized. Fiery Breath: A dragon may use this in the Ranged phase. the most powerful of these. Dragon Exp. but doing so counts as a special action and so they may take no other action in the turn. Agi Bra Def For Pro Str 0 4 1 14 5 12 Val 1 Equipment: Huge maul (as maul with +1 Str) and rocks. Value 45 Frost Giants live in the coldest parts of the Viking world and are the bane of those who adventure on icy tundras and glaciers. Agi Bra Def For Pro Str 5 4 3 20 6 9 Val 3 Equipment: None Huge: Dragon’s are huge sized. but they are still immensely strong and powerful foes who are to be feared by all. Roll to hit as per a shoot action. Terror: Dragon’s cause Terror 6. Fiery Breath has 24” range and no range categories. Value 26 Mountain Giants are the least of the giant kind. These give the Dragon +2 Strength in combat and when faced with multiple enemies. frost giant Exp. those enemies receive no bonuses for out numbering. Agi Bra Def For Pro Str 1 2 1 12 4 10 Val 0 Equipment: Huge maul (as maul with +1 Str) and Rocks (as thrown axes). Far from the borders of the mortal world there is a huge stone walled city where hundreds of Frost Giants live like Vikings. Use the dragons Strength 9 when rolling to wound. Terror: Giant’s cause Terror 4 mountain giant Exp.Age of blood Giants In Norse mythology there are numerous types of giants. The great drakes of Norse mythology do not have wings but this does not detract from their lethality. age of blood wargaming in the Viking age 79 . Any enemy model within 2” of the target model can also be rolled to hit. Value 141 The most awe-inspiring and powerful of all the monsters heroes might face is the fire breathing dragon. Natural Weaponry: Claws. So deadly are dragons that only the mightiest group of heroes could hope to slay such a beast.
bearded folk who live under the earth. despite their size. They are suspicious of other races and can be aggressive and dangerous. They are demonic 7’ tall wolf-men who delight in slaughter and carnage. The Draugr are hellish undead creatures that resemble the deceased only with swollen. werewolf Exp. Undead: Agi Bra Def For Pro Str 6 1 0 8 4 6 Val 0 Terror: Draugr cause Terror 2. Value 16 These make up the bulk of the Werewolf population and. age of blood wargaming in the Viking age 80 . stocky. Natural Weaponry: Werewolves receive +2 Strength when rolling to wound and are allowed to take the multiple attack special action. werewolves Werewolves are massively strongly. utterly evil and thoroughly deadly. Value 3 Sometimes the dead do not rest easy. those that have risen to the position by being the fiercest and strongest of their breed. Agi Bra Def For Pro Str 0 0 0 8 1 5 Val 0 Equipment: None Draugr ignore the effects of being wounded and are immune to Bravery tests. Large: Werewolves are large sized. misshapen features. Value 2 These are short. Maahiset Exp. Equipment: Axe and light armour. Terror: Werewolves cause Terror 3. Equipment: None. Elder werewolf Exp. Agi Bra Def For Pro Str 7 2 0 9 5 7 Val 1 Agi Bra Def For Pro Str 1 2 1 6 2 3 Val 0 Equipment: None. Value 31 Elder Werewolves are the alpha males of the pack. are exceptionally fast and agile.bestiary Draugr Exp.
Age of blood age of blood wargaming in the Viking age 81 .
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