age of blood wargaming in the Viking age

age of blood wargaming in the Viking age

Initiative phase

Written by Tom Hinshelwood

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

Produced by
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:

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 .

magic and monsters. terrain and models. In a campaign you can purchase better weapons and armour for your warriors and hire special characters to accompany you. The most important requirement is having enough models for your both warband and its enemies. These rules contain all the information you will need to know in order to play either one off games or complete campaigns. though the supernatural is prevalent in many aspects of the game including fate. 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). but over the course of a campaign this amount can rise and fall. 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.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. 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. dice. Age What you need You’ll need the typical wargaming paraphernalia to play this game including tape measures. The game is designed for use with 25mm or 28mm miniatures. Play is possible with any scale but distances and measurements would need to be proportionately reworked. These rules are loosely set in the 9th Century. counters. With enough skill and luck you can take your warband from its humble beginnings and transform it into a legendary fighting brotherhood whose very name inspires terror. age of blood wargaming in the Viking age 6 . though any individual based model from 15mm to 40mm can be used. A warband will typically begin with around 20 Vikings (enough to crew a small ship). 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. Potentially a warband could have upwards of 100 models.

This then allows them to improve their characteristics and hence their potency in battle. For example: The mighty champion Fafnir is attempting to slay Halfdan. Heroes are far more potent then warriors and unique special rules are assigned to them which are unavailable to normal warriors. or an amazingly good success. When enough experience has been gained the hero increases an honour level. To try and hack his enemy down Fafnir rolls a D10 and adds his Strength 5 to the roll of 8. are the great fighters of the raiding party. Heroes begin at honour 1 and can potentially rise as high as level 5. Not only does the warrior fail to jump the stream but he also wounds himself in the process. If a rule only applies to a hero it will be explicitly stated. For example: After killing Halfdan. resulting in a total of 13. whether they are warriors or heroes. known as a critical success or just critical for short. age of blood wargaming in the Viking age 7 . Fafnir must leap across a fast flowing stream to engage more enemies. For example: In an attempt to pursue Fafnir. however. falling on the sharp rocks. a hated foe. To jump across he must get 10 or higher by rolling a D10 and adding his Agility. 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. For most tests made it is possible to either get a spectacularly bad failure. battles heroes amass experience depending on how well they perform. warriors and heroes. Whoever gets the highest number wins the opposed roll and succeeds in the attempted task or in stopping it. To determine whether the task attempted is successful the enemy player also makes a roll. For a critical. This system is known as making an opposed roll. the total of 2 is nowhere near the 10 required. To attempt a task a characteristic test for the warrior is made by rolling a D10 and adding the appropriate characteristic to the result. Warrior is the universal term for all standard troops in the game and will make up the bulk of a party of Vikings. or just level. To achieve a fumble the test attempt must fail and a 1 must be rolled on the dice. known as a fumble. the test must be passed as well as a 10 rolled on the dice. Unfortunately a 1 is roll. Heroes. For example: Halfdan makes a Fortitude test to oppose Fafnir’s Strength test. When the term warrior or model is used in this rulebook it refers to all types of combatants. No other dice is used. Halfdan rolls 11 in total and so Fafnir wins the opposed roll and kills Halfdan. Types of model A raiding party is made up of two distinct types of combatants. and with only Agility 1.Age of blood Game mechanics All tests made in Age of Blood are attempted by rolling ten-sided dice (D10’s). an enemy warrior tries to jump the stream as well. 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. capable of performing incredible deeds worthy of song.

represents how swift on his feet a model is. 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. so long as it is for the hero’s own use. For most warriors and heroes this is perhaps the most important characteristic. and uniquely it is never used as the modifier to a test or action. 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. It determines how easily he will cower from combat when the tide of the battle turns against him. though Valour can be used to re-roll a dice that has already been re-rolled due to some other special circumstance. Fafnir Fortitude represents the hardiness and endurance of the model. as should after a “/” in the profile Bravery is a measure of how courageous a warrior is. Agility age of blood wargaming in the Viking age 8 . jump and climb and also helps him avoid being hit by missile weapons. In each case the higher the characteristic’s value. Unless otherwise stated Valour can be used to re-roll any D10 roll at any point during the battle. the more potent the warrior is at that particular aspect of battle. how quick his reactions are and his overall nimbleness. A hero cannot use Valour to affect another warrior’s test. Strength represents the model’s muscularity. A Viking who wears armour receives bonuses to his Fortitude. His Agility determines is ability to run. No single roll can have more than one point of Valour used on it. whether they are bows or thrown weapons. each representing different aspects of the warrior’s capabilities on the battlefield. The higher a model’s strength the easier it is for him to injure and kill his enemies. Only heroes have this characteristic. Some characteristics can be affected by what weapons and armour a warrior uses. power and physical stature. Vikings favour melee combat and typically do not often have high Deftness scores. 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. Deftness is a model’s ability to use ranged weapons.introduction Characteristics The fighting abilities of both warriors and heroes are defined by seven characteristic scores. only his own. Bravery is also a model’s defence against the fear induced by the supernatural. fate and just pure luck. Models wearing heavy armour suffer penalties to their Agility. Most weaponry gives a bonus to a warrior’s Strength. The higher the warrior’s Fortitude the more difficult he will be to kill.

These two actions can both be taken in the same phase or in different phases.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. In each phase warriors perform specific actions related to that phase. Actions In a battle all the various things a warrior can do are broken down into individual tasks. For example: Fafnir is allowed to take two actions during the turn. such as the run action in the Movement phase. During the course of a turn no model may make more then two actions. fighting in the combat phase etc. In each phase both sides are allowed to perform actions for all of their models before moving on to the next phase. Ranged and Hand-to-Hand. Alternatively he could take a special action. with each turn sub-divided into four phases. but the same action cannot be taken twice. The Turn In Age of Blood each game is played through a number of turns. moving in the movement phase. Such actions are known as special actions. known as actions. age of blood wargaming in the Viking age 9 . Movement. 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. Initiative.

The fate cards are arranged so that they can be printed directly onto labels.5 mm in size. Fate cards are designed to be printed onto commercial labels. 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. during which several distinct things take place. The Fate Deck must be shuffled thoroughly each time before cards are drawn and is comprised of 34 individual fates and 2 dummy cards. the initiative means that the player may select whether his force or his opponents takes actions first in following phases. re-roll until a winner is decided. but his opponent receives a +1 Bravery bonus to account for the hero’s inexperience in command. Once it has been decided who goes first this cannot be changed at a later point in the turn. Fate cards must be played in the subsequent phases of the turn they are drawn. 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. age of blood wargaming in the Viking age 10 . either because he is dead or wounded. as long as the requirements for the card’s use are met.initiative This is the first phase of the turn. 46. known as the hersar (plural: hersir).6 mm x 53. 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. then the highest honour level hero makes the opposed roll. If they aren’t played or cannot be played during the turn they are returned to the Fate Deck unused. Alternatively a normal pack of cards can be used with different cards representing different fates. A hersar may spend a point of Valour to re-roll the result of the Bravery test as normal. To determine how many cards are drawn. Bravery During the Initiative phase it may be necessary for certain models to make Bravery tests. The former option makes the fate cards faster and more fun to use. 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. If the results are tied. such as establishing the order of play between players and making Bravery tests. Fate cards are special bonuses and hindrances that may be given to models on both forces during the turn. If a hersar has been removed from play. each player rolls a D10 and refers to the following table. Each card equates to a different fate and can be played whenever the player chooses. 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. which can then be stuck to normal playing cards. Whoever gets the highest result has the initiative for the rest of the turn.

This is made using the hersar’s Bravery. Below are listed a number of conditions that force a model to make a Bravery test. and all tests and opposed rolls made for that turn are subject to a +1 penalty.Age of blood A model who fails to get this number is forced to take the flee action in the Movement phase. To make things easier on the battlefield it’s fine to make one Bravery test for multiple warriors. the test is failed the force retreats and the battle is over. If the hersar is already fleeing or removed from play then the rest of the warband will automatically withdraw. Leaderless Should the raiding party’s hersar be slain all models must test for Bravery. but one test for a group of models is recommended to save time. If Out-Numbered Models that have more enemies around them then friendly models have to test. 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. If the Bravery test is a success then the model may act as normal. Similarly. but they do not have to test again in subsequent Initiative phases for the same condition. but no friendly models it needs to make a Bravery test. If a model has two or more enemies within 6”. Equalling the difficulty means the model is shaken. Up until this point the below conditions can be ignored. this is the case if the hersar flees. Depending on the scenario the difficulty for this type of Bravery test may vary. age of blood wargaming in the Viking age 11 . 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. No more than 5 models may be tested with one roll. but these conditions only become necessary when the raiding party has had 25% of its models removed as casualties. retreating Once 50% of party has been removed as casualties then a Bravery test must be made for the entire raiding party each turn. 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.

even though he has enough movement to do so. models that move too close to their enemies subject themselves to possible attacks. Fafnir moves around the building but has to stop 2” away from his enemy and can go no closer. Enemy warriors can move into this threatened area to base contact as long as they have a weapon of equal reach themselves. A warrior who moves through an enemy’s reach is subject to a free attack. if a theoretical line can be drawn from the warrior in question to his foe then he can see him automatically. base. That is. A warrior must be able to see at least 25% of the model to have a line of sight. helmet or similar periphery does not count as a true line of sight and for all purposes that model is considered to be unseen. for most normal weapons this is 2” inches. reach A warrior cannot move through space occupied by another model.movement In this phase models on both sides are allowed to take movement related actions. Because Fafnir cannot see at least 25% of the model he cannot move into base contact with him. Below are listed a number of actions that a model may select during this phase according to the rules described under the action headings. a Saxon huscarl. 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 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. Now that he has a line of sight Fafnir will be able to engage his enemy next turn. This reach extends all the way around the model so they threaten any enemy that comes within their weapon’s reach. It is said that the warrior has a line of sight. up to which they threatened their enemies. 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. especially if they try to move past them. For example: A hut is in between Fafnir and his foe. In addition. Line of Sight A model can see any other model that it has an unobstructed line of sight to.. but for small weapons this is just 1” inch and for longer weapons like spears this is 3”. but they cannot move through it (ie into it and then out) without exposing themselves. No line of sight age of blood wargaming in the Viking age 12 . whether friendly or foe. All warriors have a reach distance.

See the Hand-to-Hand section for details of the shieldwall action in combat. This basic distance can be modified by the type of terrain the model is moving over as described previously. stands behind a loose line of fyrdmen. Models who are already in base contact with enemy models cannot threaten other warriors. so if a model takes it. 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. 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. 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. If the warrior starts within an enemy’s reach he is allowed to move out of the reach without suffering a free attack. 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. unless explicitly stated elsewhere. Though primarily a defensive formation. age of blood wargaming in the Viking age 13 . a Saxon thegn. Run (special) Run is a special action. it can take no other action during the turn. f To form a shieldwall the models must move into base contact with each other first to form a straight line. so their reach is ignored. but the disadvantages will outweigh the advantages with only a few warriors as a shieldwall with exposed flanks is very vulnerable. the tactic was so effective in attack as well as defensive that it was hardly ever not used when circumstance allowed it. move Taking this action allows a model to move 6 inches across even terrain. A shieldwall can be formed with as little as two models.Age of blood For example: Fafnir’s target. one for each warrior he moves past.

The Charge A charging model smashes into his opponent as fast as he can. He stays hidden. To charge an enemy the warrior must charge in more or less a straight line. that is 6” plus his Agility. but his opponent receives +2 to his Prowess score. 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.movement Flee This action is not selected but is forced upon a model who has failed a Bravery test in the Initiative phase. A model cannot charge if he has either run or charged on the previous turn. however. However. Additionally. can be moved up to 3” away from its original hiding position. The charge allows the model to move further than is normally possible. age of blood wargaming in the Viking age 14 . However. The model is now doing his best to avoid the fighting. For example: Surrounding by enemies. using pure aggression and momentum to gain an advantage. now Fafnir is visible to enemy leader and all enemies within 6” of the leader. The warrior moves just like if he’d used the run special action. 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. See the Hand to Hand section for details of the benefits of charging. if the fleeing model wins the opposed roll he may not roll to wound. 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. representing the fact that the enemy could not see what he was doing. because of the exertion a charge causes a warrior cannot take this action if he took it the turn before. The model can only hide if he at least partially obscured (25% or more) from his enemies. In addition. cannot continue its move or take any other actions this turn as normal. hiding model. For example: Another warrior hunting Fafnir now moves to 2” away of Fafnir’s new hiding place. Fafnir hides in a copse of trees. He is allowed to go over difficult terrain and move around obstacles. if he is attacked in the Hand-to-Hand phase he may make the opposed Prowess test. Hide (special) A model who takes this action tries to conceal himself from the enemy. If not he cannot take this action. though. however. Similarly a warrior cannot charge an enemy if he is less than 4” away. These models can act normally against him as though he wasn’t hidden. The enemy model. which would normally cause him to be spotted. due to the exertion required. If an enemy model does come to 2” away then the hiding warrior has been spotted and is no longer hidden. and Fafnir again moves 3” away. If the warrior is spotted then enemies within 6” of the model that spotted him also count as having spotted the hiding warrior too. A A model who is fleeing is unable to take any other action in this phase or subsequent phases. An enemy model is moved to 2” from where Fafnir is positioned. A model can be moved to a new position a number of times equal to his Agility each turn. The new position. 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. He moves as per the run action. but he must be able to charge in a straight line for the last 4” to his enemy.

buildings are all terrain objects that warriors may wish to climb during a battle. regardless of the action. Below are listed example obstacles and their relevant difficulties. moderate Rough (x ½”) climbing the model has to traverse the total height of the terrain feature at a ¼ normal rate. ruins. bog Obstacle Tree Cliff. Each movement phase Fafnir must make a Strength test at difficulty 8 to make any progress. The copse classes as normal terrain so he moves through it at full speed. or 1½” for a full move action. 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. rocky ground. grasslands etc. however. 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. The stream. cliffs. path. is subject to what type of terrain they are moving across. A critical success means that he climbs at ½” pace instead of the normal 1/4” pace. shallow water. Only terrain with adequate hand holds and foot holds can be climbed. Dense woodland. walls. In addition to this the warrior must first make a successful Strength test to be able to climb in the first place. deep snow Steep slope.Age of blood terrain The distance a model is able to move. For example: Fafnir needs to climb a cliff in order to reach an enemy’s hall. sheer surfaces are impassable unless they are no more than 2” in height. fields. age of blood wargaming in the Viking age 15 . which will take Fafnir a total of 4 whole turns to climb. in which case it’s assumed the warrior can jump up and hoist himself over. is rough terrain so he moves through it at ½“ for each 1” of movement. He is using a move action and so moves 6” over normal terrain. field. evergreen tree Wooden palisade. 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. The cliff is 6” in height. 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. Models may move their full moves over terrain that is level and passable. Normal (x 1”) Grassland. climbing Trees. 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. deep water. This includes paths. plain When Uneven (x ¾”) Light slope woodland. or 1” for every 1” of his movement rate. 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 wargaming in the Viking age 16 . rounded to 1 ½”. If he is forced to make a standing jump. jumping rules above assume that the warrior in question has at least a 1” run up before he attempts the jump. and so becomes an Agility test with a difficulty of 6. For example: Whilst sailing across the North Sea Fafnir’s longship is attacked by a group of Danish pirates. The difficulty of the test is dependant on what kind of water he is trying to swim. Should the warrior achieves a success then he makes the jump and can continue moving if he has any movement allowance remaining. 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. A model who elects to swim moves at ½ pace as though he were moving across difficult terrain. but because Fafnir is landing in the sea this is actually a Strength 3 hit instead. If a warrior is falling into deep water then he takes a cumulative Strength 1 hit for every 2” fallen. A model who fumbles. mid climb. Refer to the table below. A warrior cannot fight whilst climbing and if hit in any way he falls A warrior that fails to make the jump then falls. and if the gap is further than what’s left of the model’s remaining movement then he cannot make the jump. then the model has to hang on. then the difficulty of the jump doubles (4 for each ½” of the gap). Falling A fall of 1” is not dangerous for a warrior. but like climbing and jumping the warrior is not automatically successful and he must make a Strength test. For a model to make a jump first measure the distance of the gap. jumping A warrior is able to jump as part of a move or run action. falls instantly. it may hurt but it’s not life threatening. Fafnir leaps across to engage his foes. swimming Water that is too deep to wade across can be swam if warriors are so willing. The gap is measured to be 1 ¾”. for every ½” (round fractions down) that the model has to jump it equates to a cumulative 2 difficulty Agility test to pass. but a model that that falls more than a couple of inches is in real trouble. that is he cannot at least make a 1” run up. or a point where he no longer has to climb. until next turn when he can continue. The drop is 6” in height which would equate to a Strength 5 hit (5” after the first). The distance jumped counts towards the warrior’s movement allowance. If he achieves a critical success then the distance jumped is halved for the purposes of working out any remaining moved. When the enemy ship pulls up alongside Fafnir’s ship. For each 1” that a model falls after the first he takes a cumulative Strength 1 hit against his base Fortitude. If this happens a second time the model falls.movement If a model cannot reach the top of the obstacle. For example: Whilst fighting on top of the cliff Fafnir is pushed back over the edge and falls into the sea below. that is without any bonuses for armour. If appropriate the distance he managed to jump before falling can be worked out (in ½”) by dividing the total Agility result by two.

In addition the enemy model may make a free attack against the withdrawing warrior. 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.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. A model who fails is unable to make any progress and loses the rest of his actions this turn. Free attacks are described in the Hand-to-Hand section. age of blood wargaming in the Viking age 17 . If on their subsequent action. This is increased by 2 for wearing light armour or 4 for a chain hauberk. Before a warrior attempts to swim he can opt to discard weapons and armour automatically but does not get them back unless he later returns to the exact point where he left them. 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. Unfortunately the sea at the bottom of the cliff is very rough and requires a Strength test at difficulty 10 to pass. If he does so he cannot then take another action after he has withdrawn. whereas with a complete success he makes ½ pace. 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. If a warrior achieves a partial success then he can only manage ¼ pace whilst swimming.

Partially Heavily Agility +2 +4 Range Close Medium Long Extreme Agility +2 +4 Deftness +2 Partially obscured example: A Saxon bowman fires at Fafnir. cover To accurately attack an enemy model the attacked must have a clear line of sight from the front of the model. while models armed with spears or throwing axes use the throw action. The attacker’s Deftness and the target’s Agility roll is then subject to possible modifiers. the more difficult they are to it. 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 . If this is blocked by other models or scenery then the target’s opposed roll is subject to a modifier. medium. This distance is medium range for a bow as it is over 12” but less then 24”. Models armed with bows use the shoot action. Measure the range between the models and compare the number to the range categories of the weapon used (close. 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. If the target is more then 25% obscured he counts as being partially obscured with more then 50% being heavily obscured. A model who is in base contact with an enemy model cannot select actions in this phase. long and extreme) found in the Arms and Armour section. who is 19” away. When the opposed roll is made Fafnir receives a +2 bonus to his Agility test.ranged In this phase models armed with missile weapons may use them to attack their enemies. A model who is 75% or more obscured cannot be attacked.

If the attacking model wins the opposed roll the target warrior has been hit and might be killed. Aim A model who takes this action carefully prepares his arrow before firing or his axe before throwing. However. If a model is charged from the front it can release a snap shot at its enemy. By taking this action the warriors gives himself a +1 bonus when making the Deftness test in his subsequent shoot or throw action. but not without risk to friendly warriors fighting. Roll a D10. Unless he is armed with multiple throwing weapons a warrior may only perform one throw action per battle. Throw This action is performed exactly like the shoot action except it used by models armed with thrown weapons. 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. Any warrior attempting such a thing is regarded as insane or a traitor and can be punished by the whole warband. on a roll of 6-10 the target is the intended one. Then roll to hit as normal with all appropriate modifiers. If there is more than 1 friendly model in base contact then no attack is possible because the odds are just too great of striking a friendly. on a 1-5 the friendly model is targeted. This number is subject to any modifier from the range or cover. assuming it has an action left to do so. Melee combat Employing ranged attacks against enemies in close combat is a dangerous affair and is usually avoided at all costs. reckless or desperate warriors are allowed to do so. Refer to the Injury section for details.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. age of blood wargaming in the Viking age 19 . The enemy receives +1 Agility to the opposed roll. Shoot For a bow-armed model to hit another he must make a successful Deftness test against the target’s Agility roll.

The guilty party breathes a sigh of relief. If the perpetrator isn’t attacked or somehow survives. or all of them are dead. If the warrior struck was killed then no event takes place. The hersar loses 1 Renown to represent this and if he accidentally killed one of his own men then he loses 2 Renown. The intended victim will fight back. If the hero is removed from play he is automatically killed and must be deleted from the roster as normal.” Any vengeance takes place after the battle and does not affect the overall makeup of the warband. “We’ll settle this later. Roll a D10 and consult the reaction table to determine what happens.” 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. He has to take the most direct path to his victim at all speed and will continue to do so until he is dead. “He’s mine.” The model struck by his companion’s idiocy makes it his mission to take revenge. D10 Reaction 1-2 “Not in my warband.” comes into play. “Who did that?” Nobody notices who perpetrated the attack and so no vengeance is sought. If any warriors are able. 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. but won’t use ranged weapons in fear of retribution from his other companions. they target the model with ranged weapons in the current phase until he is dead. 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.ranged Should a friendly model be struck by his companion then a dangerous incident (for the whole warband) could erupt. If either the guilty model or the victim is a hero then a duel between them must be fought out. “We’ll settle this later. A hersar who strikes one of his own warband will be looked upon with scorn and disrespect. 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. 3-4 5-7 7 8-10 age of blood wargaming in the Viking age 20 .

instead of each side taking their actions separately. The model must always be pushed back where there is room if possible. If the scores are tied both combatants fail to get the edge of their opponent and neither may roll to wound. up to six models may all attack a mounted warior. If more models are in base contact then it is necessary to decide which four fight. The side who out-numbers the single warrior receives a Prowess bonus for each model as shown on the table below. 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. He makes a single Prowess roll. The Saxon who scored 11 can also roll to wound Fafnir. so if there is an enemy in base contact they must fight them. It’s only possible for a maximum of four models to attack a single enemy. Unlike the Movement and Ranged phases in the Hand-to-Hand phase models are considered to be acting at the same time. Hand to Hand Actions Attack Swap Wpn Multiple Attack Duel Defensive …Fighting Dodge For example: Fafnir has been attacked by three Saxon swordsmen. The opposing player then selects his. Fafnir has Prowess 7 and his enemy. Fafnir has beaten just one Saxon and must roll to wound him. but because Fafnir himself was also beaten by another enemy. In a situation where multiple warriors are fighting a single model. For example: Fafnir has moved into base contact with an enemy huscarl in the Movement phase and attacks him in the Hand to Hand phase. then it is he who is pushed back. age of blood wargaming in the Viking age 21 .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 would normally be able to push back the Saxon who he beat in the prior example. Therefore each fight is handled individually with both side’s models taking actions simultaneously. if applicable. Warriors 2 3 4+ Prowess Bonus +1 +2 +3 The singular model is allowed to roll to wound any of the enemies whom he beat in the opposed roll and similarly any enemy who beat him in the opposed roll is also allowed to try and wound him. then the single warrior can only push his opponents back if he beats all of them in the opposed roll. and his opponents roll 6. If he is beaten just once. 8 and 11 respectively. Any others do not. Fafnir gets 11 in total and the huscarl 8 so that Fafnir wins and can now roll to wound his opponent. Fafnir is pushed back instead due to weight of numbers. 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. scoring 8 (D10 roll of 3 plus Prowess 5). They make opposed rolls. Whoever scores the highest number wins the fight and is allowed to roll to wound (see Injury section). Prowess 3. Attack To decide who wins between fighting models each player makes an opposed Prowess test for their respective models. The exception is if that enemy is himself in base contact with another friendly model. In each of these separate fights whoever has been going first this turn selects his actions first. However. For example. Warriors always respond to the most immediate threat posed to them.

If the challenge is accepted no other models. 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. Only heroes are allowed to take this action as only they possess the necessary skill. staying alive being his only concern. or maybe he is just trying to hold on until nightfall when he can slip away. A hero who declines a duel loses 2 experiences points. Multiple Attack (special) A hero who multiple attack uses his superior skills to attack several enemies in the phase instead of just one. 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. 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. Only heroes may select this action and against enemy heroes in base contact. However. swap weapon Defensive Fighting A model who fights in this manner is using every ounce of his skills and abilities to defend himself. sometimes many weapons. on either side. For A hero who wins a duel receives 4 additional experience from defeating his foe. He makes an opposed roll against each of the Saxons in the hope of slaying all three. until one hero or the other has been removed from play. Once the duel has been agreed neither hero may withdraw from it and will continue to fight every turn until one hero has fallen. Instead of making just one opposed Prowess test as would happen with the attack action. the hero can only take this if he has taken no other actions in prior phases. example: Fafnir is locked in combat with three enemy Saxons. may intervene in any way. It is up to the opposing player whether their hero accepts the challenge. he can only swap weapons again by taking this action. but if he wins any opposed age of blood wargaming in the Viking age 22 . Fafnir manages to win all three opposed rolls and so can roll to wound each of his enemies. unless the model finds himself without any enemies in base contact. As this is a special action. Perhaps he is out-numbered and awaits the arrival of friends to aid him. In either case the model receives a +2 bonus to his Prowess. the hero makes one separate test for each opponent in base contact. continue fighting out the duel in isolation until a winner has been decided. Many warriors go into battle with more than one weapon. To swap a weapon the warrior must make an opposed Agility test against his enemy’s Prowess. and no greater glory is there then that gained from defeating a worthy opponent in single combat.Hand to hand Duel Honour and glory are very important to Vikings. If the battle ends before this happens.

is that their attacking effectiveness is reduced and so their attackers receive a +1 Prowess bonus against them. 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. and in fact suffers a penalty because his shield is being employed to partially shield the model on his right and not himself. Warriors in a shieldwall double their shield’s effectiveness. tripped or by being knocked over. The downside is. Such warriors are referred to as prone and any attacks made against them are at a +2 Prowess modifier. age of blood wargaming in the Viking age 23 . the warrior at the very right hand flank of the shieldwall does not receive the Fortitude bonus. Therefore the effectiveness of the shield is halved. 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. either from having fallen. In addition. from +2 to +1 Fortitude. they would have +4. prone For several reasons it’s possible for a warrior to be on the ground.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. If attacked. so rather than having +2 Fortitude on account of their large shields. 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. charges A warrior who charges an enemy gains a significant advantage over his foe.

giving him a +1 Prowess bonus. A normal opposed roll is made for the free attack. Attacks at the enemy’s rear receive a +2 bonus. as part of the opposed Prowess roll in combat. Because the model is in base contact he can aid Fafnir in the fight. Two opposed rolls are made. Critical hits When a natural 10 occurs. There just isn’t room for more to attack. but only the warrior awarded the free attack is able to roll to wound if he wins. An ally is armed with a spear and is behind Fafnir. For example: Fafmir is in a fight with an enemy Warlord. it is referred to as a critical hit. it fails to hit the mark. left and right. spectacular as the attack may be. Otherwise. most likely for that enemy passing through the warrior’s reach. Any enemy who participated in the opposed roll gains +1 Strength when rolling to injure. then he is in severe trouble. that is if a natural 1 is rolled which also loses the opposed roll. fumbles If a warrior fumbles in combat. A critical hit is an attack that lands in the perfect spot or is especially powerful. age of blood wargaming in the Viking age 24 . even though there might be the physical room to place those models in base contact. who are supported this way receive +1 Prowess in opposed rolls thanks to the benefit of their companions spear. he can support a friendly model who is in base contact. For example: In an effort to slay a Saxon warlord Fafnir makes a heroic charge through a gap in the enemy shieldwall. The warrior can now roll to injure Fafnir. supporting A model armed with a long weapon. can use its length to aid friendly models in combat. A critical hit only occurs if both a 10 is rolled and also the warrior in question wins the opposed roll. Doing so means he moves through the reaches of two enemy warriors. A warrior at an enemy’s flank receives a +1 Prowess bonus when making an opposed roll. one for each Saxon. A warrior who scores a critical hit doubles his Strength bonus (including that of his weapon) on the subsequent roll to wound. As mentioned earlier it’s only possible for four models to attack a single enemy at one time. In the second opposed roll Fafnir only scores 4 in total and his enemy 7. Fafnir scores 12 in total and his enemy 9. He blunders so badly that he leaves himself incredibly exposed. such as spear. who both then get free attacks against Fafnir. In the first roll.Hand to hand Flank attacks Each model has a front and rear and two flanks. Warriors free attacks During the course of a battle it is possible that a warrior receives a free attack against an enemy model. and is likely to have a devastating effect on the enemy who receives it. If the spear armed model is not in base contact with an enemy warrior. Fafnir wins but cannot then roll to wound.

even if two hands are not required. 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. If he uses his sword in two has he has Strength 8 instead when rolling to injure. require two hands to wield and so a shield cannot be used at the same time. age of blood wargaming in the Viking age 25 . by there very nature. Most weapons can be used in two hands. though other two handed weapons are used by other cultures. Two handed weapons. 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.Age of blood Two hands The broad axe is the most common two handed weapon found in Viking warbands.

the warrior has his reach increased by 1”. horses struggle with uneven terrain. However. age of blood wargaming in the Viking age 26 . For example: Fafnir. though when jumping he uses his mount’s Agility (doubled) when making the test. As horses are such fast sprinters. but could still be deadly on the charge. mounted on a warhorse. When taking the move action mounted warriors are able to move up to 8” instead of the normal 6”. Up to 6 models can attack one mounted on a horse. or upon dismounting they fall and can take no further move. When taking the run special action. If the warrior gets a critical success it costs no movement. moving 18” in total. Horses count uneven terrain as rough. Failure means that it either takes them the rest of the phase to scramble into the saddle. They cannot negotiate difficult terrain. especially in shieldwalls. moves 8” when taking a move action. If the horse is wounded the rider must make an opposed Agility test with the horse or be dismounted. using its attributes when taking Movement actions. A rider who has been dismounted counts as being prone until his next Movement phase. mounted warrior cannot climb or swim. A fumble means that the warrior hurts himself in the process. A Movement In this phase a mounted warrior takes advantage of a horses speed.steeds Vikings always preferred to fight in on foot. Though fast over open ground. Models in base contact are able to attack the horse instead of the rider. using the horse’s Prowess and Fortitude. When taking a run special action he adds double the warhorse’s Agility 5. A success means that the model mounts or dismounts. Horses and their abilities are described in the Bestiary chapter. A horse that is killed automatically dismounts its rider. Mounted warriors cannot use the shieldwall or hide actions. but doing so requires an Agility test at difficulty 4. they add double their Agility. Hand-to-hand The horse of the Dark Ages were not the battle winning destriers of the medieval world. 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. not their own. costing 1” of movement to do so. In battle warriors mounted on horses receive several bonus and hindrances. and rough terrain as difficult. potentially seriously. Because a mounted model is higher up than his opponents (assuming that they are not also mounted). taking a Strength 1 hit if failed. A model taking the charge action doubles the charge bonuses. this bonus is lost if the rider was using the run or charge action. taking a Strength 1 hit. but did use horses for transport. Warriors can get on and off steeds as part of normal movement. gaining +2 Prowess and +2 Strength. models on horses add their steed’s Agility to the 8”. 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.

and a fail means that the model will take the flee action if the terrifying foe comes within 6” of him. If the warrior has already used his actions then he does not move but suffers the other affects of fleeing. Terror is used in two main instances. that warrior must make an opposed Bravery test against the model’s Terror.terror Should a warrior wish to move into base contact with a Terror causing foe that warrior must succeed in an opposed roll as outlined above. A model that passes the first Bravery test is then immune to the Terror for the rest of the battle. age of blood wargaming in the Viking age 27 . Terrifying foes Some enemies can bring fear to even the stoutest of hearts. A draw means that the warrior can engage the foe. The higher that number is. frenzied berserker or horrific troll. When a model causing Terror moves into base contact with a warrior. whether a snarling warhound. Models who have failed their Bravery tests against terrifying enemies can recover their nerve if they succeed in the opposed roll next turn. the more terrifying the foe. If the warrior loses he immediately takes the flee action when it’s his side’s go this turn. which is a value typically between 4 and 10. If so they are then shaken for the rest of the battle with regards to the Terror inducing model. when a terrifying foe is a attacking another model or when a model wishes to attack the creature causing Terror. 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. Such models have what’s known as Terror. but is shaken.

or won an opposed Prowess test in the Hand-to-Hand phase is able to roll to wound the enemy model. possibly fatal injury and is unable to continue the battle. as will become apparent later on. This test is only necessary for your heroes. He is removed as a casualty or alternatively the model should be lain down to show his state of injury. If he fought bravely then the Valkaries take his soul to Valhalla. Killed The hero is either killed instantly or dies at a later date. 6-8 Injured The hero survives but has been sorely wounded and will take some time to heal. Fafnir. if not the forever chill of Nilfheim awaits. 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. Heroes may spend a point of Valour to reduce this status to simply being wounded instead. He may participate in the next battle as normal. Removed from play If the attacker wins the Strength test with a complete success the enemy model has suffered a serious. such as those from weapons and armour. 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. having been struck by the Saxon warrior must make a Fortitude test against the Saxon’s Strength test. age of blood wargaming in the Viking age 28 . A model can be wounded multiple times. He should be immediately deleted from the warband’s roster along with his weapons and equipment. At the end of the battle roll a D10 for each hero and consult the below table to find out their fate. To do this the both models make an opposed roll. Fafnir rolls 13 in total and the Saxon 10. The Saxon has Strength 2 and is using a sword (+2 Strength) so rolls a D10 +4 in total. In a campaign it is necessary to determine the exact state of the model removed from play. D10 Injury 1-5 wounded If the opposed roll is equalled (partial success) the enemy has been wounded. who charges on to fight the warlord. He is not removed from play but he is considered wounded for the rest of the battle. and with each wound he suffers an additional -1 penalty to all characteristics.injury Any model that has hit an opponent in the Ranged phase. suffering a severe. 9-10 Recovered The hero makes a full recovery from his wounds. with Fortitude 4 in a chain hauberk (+2 Fortitude) and using a shield (+2 Fortitude) rolls a D10 +8 in total. but not fatal injury. Roll another D10 and refer to the War Wounds table for any lasting effects. He must miss the next battle and cannot trade. For example: Fafnir. the attacker using his Strength against his opponent’s Fortitude. A wounded model suffers a -1 penalty to all of his characteristics. The Saxon fails to injure Fafnir. which go with him on his journey to the afterlife. If any of the model’s characteristics are reduced to -1 he is removed from play.

3-5 Mild Insanity He occasionally freaks out his companions with his wacky behaviour. From now on the hero ignores the effects of the first time he is wounded each battle. Roll a D10 for the fate of the hero and a further D10 on the War Wounds table. Whatever fate the hero suffers it is bound to be unpleasant. never fully heals and he suffers from it until the end of his days. 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. he loses 1 Renown. 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. This has no adverse effect on the battlefield but if this befalls a hersar. 6-8 Crawls Back Amazingly. Word reaches the warband about his fate and as the next scenario a rescue can be attempted. Roll a further D10 to determine what happens to the hero. age of blood wargaming in the Viking age 29 . No lasting effect. counting another 5 as No Effect. 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. 1-5 4 Psychological The body heals but the mind Captured is not quite the same again. much to the surprise of his companions. 6-7 7 enemies find him and take him as their captive. despite his horrific injuries. the hero manages to crawl back to the ship before it sets off. 1-2 His Shaken So traumatised by his ordeal the hero’s courage takes a severe knock: -1 Bravery. If the warband does not or will not rescue him or doesn’t pay the ransom immediately then there will not be another chance. 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. He won’t let that happen again. When he’s recovered he throws a few swift punches at those who left him behind. A hero with mild insanity can never become a hersar. Alternatively a ransom can be paid dependant on the hero’s level.

lying and killing he makes the long trip back to his homeland where he rejoins with his warband. He is therefore a good lord to serve. 7-9 No Effect After several one has ever heard of so much blood flowing from a man who didn’t die. the hersar finds it difficult to recruit new men. Neither do they suffer from the effects of Hero Death if he is removed from play (because they’re secretly glad). If a hersar is scarred his scars can either serve to inspire awe or disgust in those who view them. He ignores his next Renown increase. rolled for as normal. The only explanation to rationalise this is that the hero is nothing less than immortal. Hersir lose 1 Renown. Though no one says it to his face it is believed that he must have been saved by evil spirits and this stigma can never be shaken off. The hero receives +1 Valour. most men are lucky to heal to their old strength. He gains 1 Renown. age of blood wargaming in the Viking age 30 . the hero actually recovers to a healthier state than he was before he was injured. The wound 6 Scarred Once the wound is healed the hero is left with severe scarring. Eventually. 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. stealing. Roll a further D10 to find out the nature of the scarring. 10 Special Something perculiar has befallen the hero… Roll a further D10 to find out what. Hersir also receive +1 Renown.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. 3-8 Amazing Recovery Whereas Horrific Scars With such disgusting scars marking him. at least in battle. 9 Immortality No 6-10 Inspiring Scars The hersar’s scars show him as a prince of battle who leads from the front. by begging. 1-5 was so horrific that the hero’s funeral pyre had already been built by the time he suspiciously recovered. For his epic journey he receives 3 experience points. The hero may never become the warband’s hersar and his companions never benefit from his heroic status. With this new lease of life the hero gains a new trait. 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.

Though not its primary use the spear can be employed as a thrown weapon. some of which are available to Vikings and others to their enemies. and those who carried them were considered both wealthy and dangerous men. but it still can be used as one if nothing else can be found. the knife wielder only has a reach of ½” and cannot be used in two hands. knife The knife is a tool more than it is a weapon. The first is that it can be used to support another model in base contact. took a spear to battle instead and many who could afford a sword took spears as well. mauls are nevertheless dangerous because of their great weight. if the enemy was to get past the spear’s point the wielder became vulnerable. The sword is the all round weapon of choice. as described in the Hand to Hand section. +1 Strength spear A spear was the most common weapon of the era thanks to its low cost. Carried mainly as a secondary weapon by wealthy warriors in case their primary weapon is lost. Between 7’ and 10’ in length the spear’s main advantage was being able to attack an enemy from a distance. which was most. Special: offers several specific bonuses to its wielder. However. 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. Often little more than tree branches. +0 Strength sword To carry a sword was a mark of status due to their extremely high cost. In addition. age of blood wargaming in the Viking age 31 . Below +3 Strength Special: A model armed with a maul is only capable of a limited amounts of attacks and few defensive manoeuvres. if the test is a draw.weapons are listed weapons of the 8th to 11th Century. Maul The spear Mauls are crude weapons used by large creatures such as Trolls. Most warriors simply could not afford a sword. sax The sax is a short sword anywhere between 1’ and 2’ in length. In an opposed roll. Any warrior who could not afford a sword. +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. the model armed with the maul loses.

they could be clumsy in combat. when used from horseback in a charge the spear can be used to particularly good effect. axe An axe could be a highly lethal weapon. Though capable of killing with a single arrow. Due to the fact that fired arrows often can’t be recovered. a warrior armed with a bow requires 1 sp extra upkeep. A warrior using an axe fumbles on a roll of 1 or 2. Warriors using shields gain +1 Fortitude and those in chain hauberks receive +1 Fortitude as well. Also. If both warrior’s are fighting with spears then they cancel each other out and no bonuses are applied. But being unwieldy because of its size and without the protection of a shield. +3 Strength Special: A warrior armed with an axe is restricted in the range of parries and attacks he can perform. Used in both hands the broad axe could deliver a blow of such force that even mail armour offered little protection against it. The Viking axe was a wellbalanced one handed weapon made specifically for battle with a short 6” cutting edge. 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.weapons due to its reach the wielder gains +1 Prowess in the first opposed roll with an enemy representing the spear’s superior reach. 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. because of the broad axe’s limited attacks and awkwardness the warrior’s fumbles on a roll of 1 or 2. After the first opposed roll the bonus is lost. instead of the normal 1. a warrior armed with a broad axe suffered in defence. the Strength of the horse is used instead. +1 Strength age of blood wargaming in the Viking age 32 . capable of inflicting horrific damage to a warrior’s enemies. Though powerful. this is the case if a model armed with a spear is charged by a mounted warrior. Lastly. +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. the broad head arrows of the era were ineffective against armoured warriors. Special: As a two handed weapon a warrior armed with a broad axe cannot use a shield at the same time. Instead of using the rider’s Strength when rolling to injure. In addition. Also. a warrior cannot employ the use of a shield if he uses a bow.

The best protection a warrior could have consisted of a chain hauberk and helmet. Though unlikely to stop a sword blow. hands. Like a chain hauberk only wealthy warriors could afford them. +1 Fortitude Special: Only models with Agility 3 or more can wear limb guards due to the extra weight in combat. lower legs and feet unprotected. +1 Fortitude limb guards Even a Viking in a chain hauberk and wearing a helmet still had his forearms. 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 helmet A helmet was either a solid piece of iron hammered into shape or several pieces riveted together. These were generally made of splint of iron. Most warriors of the era went to battle with little or no armour. age of blood wargaming in the Viking age 33 . It consisted of a padded woollen undershirt covered with toughened leather. +1 Fortitude Leather Jerkin For most common warriors this was the most sophisticated armour they could afford. +2 Fortitude shield The shield was carried by almost all warriors and offered a great degree of protection. they were sometimes rimmed with leather to help protect the edges from splitting.000 individual rings and took weeks to make. steel or bone strapped along the exposed forearms and shins. As such the warrior loses 1 Agility. and as such the wealthiest of fighters wore limb guards. but nearly every fighting man made use of a shield.armour Below is a list of the available armour types and their Fortitude bonuses as well as any special rules that might apply. Viking shields were round and up to 36” in diameter. Like a chain hauberk only wealthy warriors could afford them. a leather jerkin was still a much needed level of protection. Typically a chain hauberk could have as many as 30. Only the very wealthiest warriors could afford such a level of protection. +2 Fortitude Special: A chain hauberk’s weight means that a warrior so armoured cannot move as fast as normal. both of which were so expensive that they were beyond the means of most men. Made of wood. helmet A helmet was either a solid piece of iron hammered into shape or several pieces riveted together.

In this chapter are the rules for creating a Viking raiding party for use in a campaign.000 sp that must be spent to have them in the warband. All beginning hersir have a single Birthright from the below table. The hersar receives +1 to his Valour characteristic. Aside from carls. He is a respected landed man or maybe simply a charismatic Viking who others will trust and follow. though not part of the hall. the other members of the warband have both a cost and an upkeep. Upkeep is a fee that must be paid after each and every scenario in order to maintain the services of the particular warrior. 2-3 Wealthy The hersar’s chests are unusually full of silver and as such he begins the campaign with 1. may also accompany him on such voyages for a share of the plunder.The warband Before you can begin a campaign of terror and pillage across Europe you first need to create your warband. goes raiding he takes his huscarl with him as well as any heroes in his hall. It is assumed that the leader of the warband (the hersar) is a minor Scandinavian nobleman with his own hall and retainers (huscarl). For a standard campaign each player receives 1. These are known as carls – freemen in Viking society. All warriors are considered to have a knife as backup weapon. 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. 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. excluding Godsborn. All warbands receive one hersar for free and cannot have more. Friends and neighbours. He receives 5 experience. He begins the campaign with 11 Renown.100 sp. 10 Choose Select one of the above for the hersar. The first is the initial amount out of the starting 1. hersir Cost na sp Upkeep 8 sp The most important member of the warband is the hersar. He gains 1 additional random trait. 8-9 Talented Few are possessing of as much natural skill as this hersar. 6-7 7 Experienced This hersar’s experience of war is more than most. For one-off battles or custom games these rules can be modified to better allow for the creation of appropriate forces. 4-5 Renowned The hersar’s name is more widely known than is common. The more successful the raiding party is the more warriors and special characters the player will have access to. age of blood wargaming in the Viking age 34 . At the end of this rulebook is a roster sheet on which you can record all the appropriate information about your warband.000 silver pennies (sp) with which to recruit and equip his raiding party.

such as losing battles. certain events. Also. 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. Every time they advance a level their Upkeep rises by 1 sp. If at any point the hersar is killed the highest level champion becomes the hersar and takes on whatever Renown his predecessor had gained. becoming a small army in itself. However. certain scenarios are only available once hersir reach certain Renown scores. Hersir begin as level 1 heroes and receive 1 random trait. The more Renown he has the more warriors and heroes he can recruit. 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. and with it his heroes and huscarl will begin to leave his service in seek of a new lord. Over time it’s possible for the warband to grow to immense size and power.Age of blood Hersir also have Renown. All hersar begin the campaign with 10 Renown. allowing them to recruit a maximum of 2 heroes and 20 huscarls and allows him to take up to 10 carls with him on a single voyage. hersir age of blood wargaming in the Viking age 35 . means that the hersar’s Renown decreases. which perhaps the most important attribute they possess.

Champions are the greatest Vikings who reside at the hersar’s hall. a Agi Bra Def For Pro Str 2 4 1 3 4 3 Val 1 age of blood wargaming in the Viking age 36 . though over time they can acquire more.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 any Berserkers aren’t likely to agree. Every time they advance a level their Upkeep rises by 1 sp. Champions begin as level 1 heroes and receive 1 random trait.

even if they are wounded multiple times. Berserkers have Terror 2 against enemy warriors (not heroes or monsters).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. They are allowed to take the multiple attack special action. They can be removed from play as normal. Wounding: Famed for being able to shrug off all but the most severe injury. 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. Equipment: Berserkers often enter battle stripped to the waist. When not in battle berserkers spend their time doing their best to drain the hersar’s hall of mead. such as Bog Myrtle. Before battle berserkers would consume intoxicants. but as the hersar increases in Renown the maximum amount of berserkers also rises. wearing bearskins or sometimes even completely nude. to fuel their battle frenzy. Terror: Because in battle they resemble creatures that are barely human they rightly inspire fear in their foes. Berserk: Berserkers fight in an almost unnatural frenzy that few can resist. age of blood wargaming in the Viking age 37 . Berserkers ignore the effects of being wounded. 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.

The warband huscarls Cost 20 sp Upkeep 2 sp Huscarls are those warriors who have a permanent residence at the hersar’s hall. as shown below. carls Cost 25 sp Carls are freemen in Viking society. Norse Ships can carry 10% more Crew and Cargo. who are not permanent residents of a hersar’s hall but are neighbouring farmers or personal friends. Roll a D10 to determine what weapons and armour each group of carls is equipped with. but a one off cost is easier to implement. Norse Natural Sailors The Norse were the best seafarers of all the Viking peoples and as such when making Navigation rolls. Each of these three tribes have different advantages over the others. All carls cost 20 sp to hire instead of 25 sp. As they are not permanent retainers to the hersar they do not have an Upkeep cost like huscarls and are not recruited. Expert Carpenters Ships made by the Norse are truly magnificent. more capable then most other warriors of the time. They serve him with unquestionable loyalty and are highly proficient fighters. Historically locals would have participated in raids for a share of the treasure. Instead hersir may pay to employ 5 of them for the duration of a single battle. outclassing those of other Vikings. Trait Speciality: Sailing age of blood wargaming in the Viking age 38 . Danish (from Denmark) or Svear (From Sweden). 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). a Norse warband adds +1 to the result. Bondir A Norse hersir is never short of neighbours who want to take part in a voyage. 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.

Danish Carls have Bravery 3. Trait Speciality: Combat Svear Traders Svear merchants were well versed in buying and selling and were the most skilled of Viking traders. 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. Bog Myrtle In Sweden Bog Myrtle is more commonly found than in other parts of Scandinavia and as such berserkers are more common. 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 . Svear berserkers cost 50 sp and have an upkeep of 6 sp. Though not essential. Both of which must be paid for from the starting 1. Svear warbands add +1 to the result. it’s recommended that you make sure your hersar and champions are the best armed and armoured.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. When rolling for the value of loot. 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.000 sp.

fast boat and can carry large numbers of warriors. age of blood wargaming in the Viking age 40 . and so can carry far more cargo than a comparably sized drakkar. select either a light drakkar or a small knar as its ship. A ship that doesn’t have at least half this number is considered under-manned and as such journeys will be more costly.000sp 300sp 600sp 1. Each raiding party begins with a single ship as its vessel. For your raiding party. If there is less than a quarter of this number there aren’t enough crew to man the ship and it cannot sail. made for war.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. or as an extra vessel. The drakkar is the famous longship. but has less room for crew. which can be sold for half it’s normal cost. Ship Light Drakkar Drakkar Mighty Drakkar Small Knarr Knarr Large Knarr Cost 500sp 1. This might be recently built by the hersar specifically to begin his raiding career. either as a replacement for the original. As the warband grows it will become necessary to purchase another ship. or it could be inherited or loaned to him. The knar is a wider. It is a narrow. Ships Without a ship the warband wouldn’t get very far. Warbands are allowed as many ships as can be afforded.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. slower boat built for trading.000sp 2. the drakkar and the knarr.

chain hauberk and helmet 2x Berserkers Broad axe. broad axe. axe. spear. 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 .Age of blood Sample Warbands Below are listed two pre-made raiding parties designed with the above rules. shield. shield. chain hauberk and helmet 3x Huscarls Spear. shield. axe. sax and shield Berserker Sword and shield 2x Huscarls Sword. shield and leather jerkin. but having some silver left provides a useful cushion if things don’t go particularly well at the start of the campaign. shield. shield. chain hauberk and helmet Champion Sword. but all are extremely well armoured. The second consists of just 12 models. shield. shield. leather jerkin and helmet 2x Huscarls Axe. axe. sax. 6x Huscarls Spear. Hersar Sword. shield. Both have some of the starting 1. shield. chain hauberk and helmet Champion Sword.000 sp left over. shield and leather jerkin 2x Huscarls Sax and bow 5x Carls 136 sp Champion 161 sp Sword. The first is a good sized warband that includes 23 warriors with a range of capabilities and armaments. chain hauberk and helmet 74 sp Hersar Sword. axe and shield 5x Huscarls Axe. chain hauberk and helmet 74 sp 157 sp 158 sp Champion 151 sp Spear. which could have been easily spent. chain hauberkand helmet Berserker Axe.

so two dice are rolled. You can either pick names from the list or roll them randomly. re-roll until you do. If you don’t like the name you roll. 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 . The table uses a D100. the first representing the 10’s the second the units. below is a list of one hundred Viking names.The warband Name generator To enable you to name your warband’s heroes.

and it takes another two navigation rolls in order to succeed. Once the destination and type of scenario has been decided the specific of the scenario. For For example: Fafnir’s warband plans to take an Epic Voyage to Vinland. first thing that needs to be done is to decide which scenario will be played and where it will take place. Quests. Because Fafnir’s raiding party meets these prerequesites the Epic Voyage to Vinland can be selected. pitched battles where the objective is the destruction of the warband’s enemies. So. for a warband of 20 men.Pre=battle scenarios The Getting There Once it has been determined where the scenario is taking place the warband must first reach there safely. but because of the two failed rolls the total cost is 11 sp per man. the more difficult the pre-requisites are to obtain. In the accompanying table each location has a navigation number (ie 3+) that must be met in order for the warband to reach it. fog or any number of things. the more potentially rewarding the scenario is. but for each failed roll the cost of the journey will increase. There are four types of scenario that can be chosen: Raids. Should The destination for the scenario can be anywhere in the known world. Normally Vinland costs 9 sp per man for supplies. the cost of journeying to England will be 20 sp. age of blood wargaming in the Viking age 43 . example: Fafnir’s is travelling to Vinland. cost shown in the table represents the supplies needed for each man making the journey. Unfortunately the first roll fails. 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 It’s recommended for the warband’s first outing that a Raid takes place against a poorly defended target in the British Isles. often involving the supernatural. Some scenarios require pre-requisites before they can be selected. This represents food and water as well as covering general wear to the ship. Warbands can only travel to the locations shown. such as the enemies. delayed by rapids. as shown on the map. Raids are the typical Viking hit and run affairs to grab loot. with scenarios possible at any named location. 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. rewards and special rules can be established. Quests are usually hero only affairs and represent more personal adventures. Battles are just that. Keep rolling again until the navigation roll is successful. the navigation roll be unsuccessful the ship becomes lost for a time. . and Epic Voyages. Epic Voyages are a series of linked scenarios that represent a long and epic journey of discovery. and do complete the journey they must be able to find their way and be able to afford the costs of the journey. which requires an 8+ navigation roll in order to reach. See the Scenarios chapter for more details. a drakkar or knarr and must have previously been to Greenland. but before they can go Fafnir must have Renown 20. Battles. The opposite map shows the world according to Viking knowledge.

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 .

This bonus can be taken multiple times. For example: Fafnir’s kitty is 40 sp short of the total cost of the voyage. either from getting lost or as a result of a storm. if the cost of the journey increases at all. If the warband cannot afford to pay the cost then the men on board begin to starve and fall ill. with dogs counting as two units of supplies each and horses five units.Age of blood Each food unit that the warband has in its possession can be used as one unit of supplies if necessary. 1 huscarl and 3 carls are unable to fight in the next battle. 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. The player can chose which models are removed from play but must select 1 huscarl or berserker for every 2 carls. age of blood wargaming in the Viking age 45 . making a navigation roll. Therefore it’s worth not spending every last silver penny when creating the warband. When When rolling for injury after the battle. just in case the ship runs into problems. A ship that is considered under-manned adds 1 sp to the cost of supplies per man. but as this is the first time out his men would be unwilling to make an unnecessarily dangerous trip. Make a note of any such bonuses. However. A ship must also be properly crewed in order to journey safely and efficiently. For every ten units of supplies that cannot be paid for. then the money must come from the warband’s kitty as normal. so 1 hero. For every five units of supplies (original cost) that cannot be paid for. This equates to 13 units of supplies. It is assumed the hersar and any backers have amassed the supplies needed for the journey. A raiding party’s very first voyage does not have to be paid for. a hero also begins removed from play. Dogs and horses can also be used should it be necessary. count injured as full recovery. A ship that is undermanned will take longer to reach its destination and the cost of supplies is therefore increased. two warrior start the next battle automatically removed from play. is that the destination can cost no more than 1sp in supplies per man. A hersar might want to travel further and pay for the rest himself. The only condition though.

10 Beneficial The storm blows the ship towards its destination. 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. 5-6 Rough The storm that afflicts the ship causes some damage but the crew are lucky it was not worse. 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. supplies being lost. The cost of the journey’s supplies increases by 2 sp. The Vikings on board are also badly effected. The cost of the supplies needed to complete the journey increases by 3 sp. with a high number of deaths likely. age of blood wargaming in the Viking age 46 . The cost increases of the storm represent things such as sail and mast damage.Pre-battle Storms As well as hunger and thirst sea travel is not without even greater dangers. men swept overboard etc. 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. negating the 1 sp increase in supplies cost caused from getting lost. 3-4 Severe The warband suffers a terrible storm that causes large amounts of damage to the ship and crew.

the more enemies they defeated the more experience they will gain. age of blood wargaming in the Viking age 47 .Post battle After a battle a number of things need to be resolved. The upkeep cost of the raiding party (including the dead heroes – funerals are expensive) needs to be immediately deducted. experience All heroes gain experience from each scenario they participate in. Post Battle Sequence Injuries Renown Experience Loot Trading Recruitment Injuries The first of these is fate of all injured heroes needs to be determined. the more potential silver that can be earned. loot Next. renown Depending no the success or failure of the scenario and his personal achievements within it. This is described further in the Renown section of this chapter. though certain types of loot are more profitable to trade at certain locations. Heroes who have been killed are removed from the raiding party along with all their equipment. Viking burials always included the deceased’s personal effects. Huscarls and carls that have been killed don’t affect the overall makeup of the warband. recruitment tfhe last thing that needs to be worked out after a battle is what new warriors and heroes are recruited. 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. How to do this is described in the Injury section. The amount of experience gained is dependant on how they performed in the fight. Gaining Renown allows for more champions. the Renown of the hersar can rise or fall. trading After the loot has been determined the warband is able to trade it for silver at a number of different locations. gaining new traits and improving their abilities. each of which is broken down into stages and worked out in a specific order. 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. If Renown drops it’s possible that members of the warband will leave. any loot gained should be rolled for and noted. as described in the scenario played. Once enough experience has been collected heroes advance in level. The more loot that has been collected.

the Renown is lost. 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. in order to prevent valuable men leaving his service he pays extravagant upkeep to increase his Renown by 2. Exploration: A hersar who leads his men to far away places gains the respect and acclaim he deserves. and equipped accordingly. If the total upkeep of the warband is increased by 50% the hersar receives 1 Renown. Cowardice: Watching their lord run from a battle is never a pleasant sight. or is already fleeing when the warband withdraws. This takes a large chunk out of the warbands wealth. When Renown decreases and members are lost they are gone for good. Battle Shy: A hersar who doesn’t fight isn’t respected and loses 1 Renown for each duel that is turned down. The first time that a hersar journeys to any of the below locations he receives a Renown bonus. Those that have profited the most are the ones who will stay the longest if things go badly. If the total upkeep of the warband is increased by 100% the hersar receives 2 Renown. but there are universal incidents that apply to all scenarios. A hersar who can afford to lavish large quantities of wealth on his followers is. However. The hersar gains 1 Renown for each level increased. These are listed below. Might: Fall men wish to serve under a powerful lord. age of blood wargaming in the Viking age 48 . A hersar loses 1 Renown if he either flees from the board. Having lost respect for the party’s hersar they go to seek their fortunes elsewhere. Fafnir only intends to pay it to keep men leaving until he has restored his lost Renown. For defeating an enemy commander in a duel the hersar gains 1 Renown. As a result Fafnir’s Renown is reduced by 2. taking their equipment with them. As Renown increases new members must still be paid for as with the starting warriors. As soon as the generous upkeep stops. Skill: Warriors respect a man of courage and honour. the Renown is lost. Example: Fafnir’s warband returns from Vinland loaded with loot but having lost several battles to the vicious skraelings.renown Each scenario lists possible circumstances that cause hersir to gain or lose renown. Generous Upkeep: A generous hersar is an attractive lord to prospective warriors and heroes. to most. As soon as the extravagant upkeep stops. however. For each battle where the warband suffers 50% or more models removed from play the hersar loses 1 Renown. If the warband suffers 75% or more casualties the hersar loses 2 Renown. the perfect lord to serve. bringing it back to normal. however. 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.

Each time a hero gains a level his Valour is automatically increased by 1 and they receive a random trait. 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. He increased his Agility. the winning hero receives 1½ times the normal experience reward. These are listed below. Like with Renown. Prowess and Strength all by 1. 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. each time a characteristic is increased the amount of points needed to increase it again next level also increases. experience awards differ between scenarios but there are universal awards that heroes can receive. example: When Fafnir had just achieved honour level 2 he had 4 points to spend increasing his characteristics. The below table lists the various points needed to increase a hero’s characteristics. Upon reaching honour level 4 Fafnir again had 4 points to spend. For Assassin: If the hero defeats the enemy leader in hand to hand combat he receives 4 experience. will allow them to increase alevel. Increase First Second Third Points Cost 1 2 4 Duelist: For each duel against an enemy hero that is successful. Fortitude. Fafnir spent those points increasing his Strength and Fortitude for the second time. Survived: Any battle will teach the hero something. As all heroes start off at level 1 there next level will be level 2. Level 2 3 4 5 Experience 15 30 60 120 Points 4 4 4 4 age of blood wargaming in the Viking age 49 . Also. Each time a hero goes up an honour level he is awarded 4 points that are used to improve his characteristics. Killer: For each enemy killed the hero receives experience related to how powerful that opponent had been. The exact experience an opponent is worth is shown in the Bestiary chapter. It’s up to the player how the points are spent but no characteristic can be increased more than once each level. The below table lists the experience required to achieve the various honour levels.experience the heroes of the raiding party amass experience during a battle which. when they have gained enough. When he rose to level 3 he had another 4 points to spend. even if they ended up being carried away from it.

3. Reputation. Upon reaching a new level the hero gains 1 random trait. Country Norway Denmark Sweden Speciality Traits Sailing Combat Wits age of blood wargaming in the Viking age 50 . The result of a re-roll stands. 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. If the hero already has the trait that is rolled. 200 sp etc). Combat. if it is less desirable the player cannot go back to the original roll. In addition. but each time the cost doubles (50 sp. Traits can be re-rolled any number of times. 4. it can be re-rolled without cost. 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. and 5. There are six types of trait available to Vikings – Physical.Experience traits are special abilities that heroes gain as they advance in levels. Norway. Traits are special abilities. Some traits are more potent or useful than others and as such are assigned randomly. Sailing and Supernatural. Each time a hero goes up a level roll a D10 on the trait table to see what trait type is available. 100 sp. Wits. Norse. Denmark and Sweden has its own speciality traits. each of the three Viking nations. Dane and Svear respectively. If the trait rolled is unwanted then it can be re-rolled for the cost of 50 sp.

When rolling on the Injury table the hero adds +1 to the result. It has to be the same enemy the initial attack action was targeted at. 5 Keen Eye Few have this hero’s hand eye coordination. 2 Fat The hero’s love of food is legendary and his huge appetite has given him a truly monstrous girth. The hero gains +1 Strength but loses 1 Agility. If wounded or removed from play he can make an opposed Agility test against his opponents Prowess. this hero dwarfs his peers with his massive build. he dodged the attack and negates its affects. He gains Terror 1 against warriors (not heroes or monsters). The hero loses 1 Agility but gains +1 Fortitude. grisly trinkets and a wild stare make the hero a truly unnerving opponent. 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. When taking the run special action the hero doubles his Agility. If he wins. even able to out run some four legged creatures. He can only do this once per battle. Weapon Knife Sax Axe Sword Prowess Bonus +0 +1 +2 +3 9 Lightning Reflexes This hero is incredibly fast in combat. 7 Frightening Appearance A combination of bizarre clothes. If the hero takes the aim action in the Ranged phase he gains +2 Deftness instead of the normal +1. age of blood wargaming in the Viking age 51 . This allows him to make a free attack against an enemy in base contact. dodging out of harms way when others would be killed. 10 Choose Select any of the above traits for the hero. and that enemy gains a Prowess bonus in the opposed roll depending on what off hand weapon is being used. 6 Swift The hero is amazingly fast on his feet. 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.Age of blood D10 physical Traits 1 Huge Stature Having matured to an immense size. 4 Resilient The hero is so tough that even the most vicious of wounds tends to heal. tattoos.

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. If an opponent fumbles in combat. the enemy models do not receive Prowess bonuses for outnumbering the hero. By making an opposed Agility test against his opponent’s Bravery the hero gains a free attack. However. 10 Choose Select any of the above traits for the hero. When in base contact with more than one enemy. When using an axe the hero only fumbles on a 1. 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. 6 Axeman Whether through practiced skill or natural affinity this hero excels when using an axe. age of blood wargaming in the Viking age 52 . the hero adds +2 Strength to the roll to injure instead of +1. 4 shield Mastery Special training has given this hero an ability with a shield that few can equal. often to lethal effect. 5 Fast Draw The hero is highly practiced in changing weapons in the heat of combat. If the enemy model wins he makes the free attack instead. 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. 3 Devious This hero has a long list of dirty tricks he uses in battle to gain an edge over his enemies.Experience D10 Combat Traits 1 Frenzy Few men can handle fighting multiple opponents. but this hero thrives on it. When a draw occurs in an opposed hand-to-hand roll the hero wins instead. any other special rule regarding draws takes precedence over this trait. whether one or two handed. When in shieldwall opponents do not receive +1 Prowess against him. his enemy does not gain +1 Strength when rolling to injure. He can swap between his weapons for free when in combat without having to take the action. If the hero fumbles. if ever makes a mistake in combat. The hero does not lose 1 Agility for wearing a chain hauberk.

Any hero or warrior within 6” of the hero receives +1 Bravery.Age of blood D10 Wits Traits 1 Merchant The hero always get the best available bargains. When rolling for what loot is found in a Raid. 5 Searcher Able to find exactly where a settlement keeps its treasure. he can help a single other hero by rerolling the result of the Injury roll. If the hero has not been removed from play himself. Instead of trading the hero can create 1D10x3 sp in weapons. 2 skald The hero is an accomplished story teller. this hero always finds the hidden silver. hide only counts as a normal action. 9 Animal Companion Pet dogs are not uncommon but this hero‘s wardog displays an unusual level of loyalty and intelligence. taking the highest price. When working out the value of loot in trading. re-roll the dice for a single loot type. The hero receives a warhound for free which has +1 Agility. 10 Choose Select any of the above traits for the hero. 8 3 Gambler The hero is a master of gambling. poem and singer. If the hero gambles as part of the post battle sequence. 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. age of blood wargaming in the Viking age 53 . but the hero can only take the move action before hiding or the throw or shoot action after hiding. The warhound is considered to be another member of the raiding party and requires 1 sp upkeep. 4 Armourer This hero specialises in making armour. 7 Blacksmith As well as a fighter the hero is a proficient blacksmith. On the battlefield he can use his skills to inspire his companions. The amount rolled can then be spent on armour as desired or can be put towards a piece if it cannot be created outright. Bravery and Strength. not a special action. If the hero does nothing else as part of the post battle sequence he can create 1D10x3 sp worth of armour. in all its form. 6 Healer This hero is skilled in the healing arts and can use his talent to help his wounded companions. keeping the best result. In addition. he can reroll the dice and take the best result. taking the preferred result. The hero can then continue making the armour during other trading sessions until complete. the hero can use his skills to re-roll the result. Hunter This hero’s time spent stalking prey through the wilderness has given him an uncanny ability to avoid detection.

4sp for a hersar (half the usual amount). A hersar with this trait must always take the generous upkeep option when possible. The range of hero death for the hero is increased to 9” as is the leadership range of a hersar. abiding by the second result. once during a battle. q 54 10 Choose Select any of the above traits for the hero. Hersir also receive +1 Renown. 8 Selfless The hero only ever takes what he needs and never squanders what he receives.Experience D10 Reputation Traits 1 Charismatic Charming and personable. this hero is extremely well liked by his allies and a natural leader. The hero is immune to Terror in all its forms. He also receives +1 Renown in addition to that given by the aforementioned generous upkeep. once the defenders have been rolled for. age of blood wargaming in the Viking age . Iron Willed This hero knows that fear profits no man whether natural or supernatural. 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. 4 Blood Thirsty The hero’s delight in killing borders on the unnatural and makes his companions uncomfortable. 6 2 proud The hero suffers no insult and relishes in challenges. 9 Scout This hero is a master of observing without being observed. Enemy heroes cannot refuse to duel as he mercilessly taunts them into fighting him. His upkeep is 3 sp. 5 Glib Not typically a Viking speciality. 7 lucky Few men ever willingly play dice with this hero. 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. the numbers can be re-rolled. but this hero’s quick tongue is highly adept at throwing choice insults to his enemies. 3 generous This hero is known for his generous and charitable nature. When raiding the hero can spy on the settlement to find out its strength before the warband commits itself. A hero with this trait can add +1 to any dice roll.

4 9 Thrifty This hero’s knowledge of how to handle supplies in an emergency is unequalled. When making navigation tests add +1 to the result. 8 Affable The hero is able to mingle with other societies and cultures with relative ease. depending on what’s required. utilising his own skills and his companion’s muscles. but must abide by the second result. however. allowing him to locate people that others might not. When working out the cost of the voyage. but only if he doesn’t wear a chain hauberk. but not both. When a storm occurs on a sea voyage you can re-roll the severity of the storm.Age of blood D10 Sailing Traits 1 Shipmaster * The hero is unequalled in his captaincy of the longship. the cost of supplies is reduced by ½ sp per man. If he does nothing else in the post battle sequence he can take his fishing boat out. He catches fish equalling 3 units of food. with the uncanny ability to read the skies and seas behaviour as if they were written down. 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. The ship can either carry 10% more crew or 10% more cargo. Ignore the additional supplies cost of the first failed navigation roll. 3 Storm Caller * Storms are the bane of all sea travel and even a sturdy ship can be undone by nature’s power. 2 Navigator * With a keen memory and analytical mind this hero is a master navigator of the seas. 5 Fisherman This hero is a skilled fisherman who’s regular large catches of fish are always welcome. the cost of the ship is 10% less than it would be normally. Ship Builder The hero is an accomplished ship builder who’s skills have peaked to high acclaim. With this knowledge the hero always makes sure the journey is as efficient as possible. * Only 1 hero with this skill can affect a single voyage. 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 . has an affinity with storms and can predict their sway. This hero. He receives +1 Agility. The hero adds +2 to the D10 roll for recruiting special characters. If the hero misses a voyage to oversee the ship building. 10 Choose Select any of the above traits for the hero. Instead of buying a ship this hero can make one.

4 Dwarf Ancestry The hero’s toughness can only be explained by dwarven lineage: +1 Fortitude. 3 Chosen The Viking gods sometimes grant favour to a particular hero. 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. 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. The card is selected before the rest of the fate cards are drawn and can only be used by the hero. He receives +1 Agility. From now on once per battle. age of blood wargaming in the Viking age 56 . A hersar loses 1 Renown. This trait can be taken multiple times. Roll a D10 to find out which god has chosen the hero. 9 Gifted This hero’s legendary his list of heroic feats and accomplishments knows no bounds. The hero knows a single spell chosen from the sorcery list. the hero may draw that god’s specific fate card. He gains +1 Strength. Therefore. wounding and terror. if the hero uses any of the other god specific fate cards noted he loses this trait. The hero gains the berserker special rules regarding armour. 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. count 4-8 as injured.Experience D10 Supernatural Traits 1 Sorcery This hero embraces his innate talent and learns minor magic. 2 Second Sight Blessed with a limited ability to see the future a hero with this gift is both respected and feared. On the Injury table the hero is only killed on a roll of 1-3. 5 Berserk The hero embraces the cult of the berserker and develops the abilities of that kind. 7 Protected The Norns have given this hero protection from death in order that he might achieve some later greatness. 8 Troll Blood The blood of the troll-kind flows through the heroes veins. which he can cast once per battle by spending a point of Valour. The hero receives +1 Valour.

demand and ability to pay. Weapons. age of blood wargaming in the Viking age 57 . miscellaneous goods and valuables. Unwanted armour and weaponry can be sold off when trading. Only one location can be visited in between scenarios and the cost and difficulty of the journey must be worked out as normal. However. Each hero (including the hersar) in the warband is able to do a single task during this period. Typically he can gamble his silver in the hope of earning more. slaves or miscellaneous goods. The warband cannot bring back more loot than the ship can carry. For example. it can keep as much or as little as desired to be traded at a later date. whatever loot is held back in this way still counts towards the cargo capacity of the warband’s ship. there is little demand for slaves in England. for example. but because the items are used and battle worn they can only be sold for half their original cost. as shown on the below table. armour and miscellaneous items can all be purchased at this point. Goods Valuables Value per Unit Low Med. slaves. food. If the hero gambles roll a D10. 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. Exacter differentiations as these categories cover all the various items that might be looted. on an even number he wins that number of silver pennies. though it is not necessary to determine which heroes buy what. Each type of loot is measured in generic units. which roughly equate to the weight of a single man. This will depend on the result of the scenario and the cargo capacity of the ship the warband is using. The warband does not have to trade all of its loot. After a battle the player can decided where the raiding party goes to trade. medium and high price. On an odd number he loses that amount. but at Hedeby in Denmark there is a flourishing slave market. might be a cow or a ton of grain. Different types of loot are more valuable than others and this value can vary from country to country depending on rarity. enable the warband to recruit special characters and also give the raiding party the opportunity to purchase exotic items. low. The amount of loot a warband can trade is dependant on how much they can physically bring back from their the Vikings not only raided the length and breadth of Europe but also traded far and wide across the continent and sometimes even further. Loot Food Slaves Misc. Certain trading areas allow better prices to be fetched for specific items. 10 units of food. 1 unit of valuables is about the same weight as 1 unit of livestock. So. Each type of loot has three prices that it can be sold for.

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. medium or high price. Though. before the roll takes place a proportion can be traded. 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 . though only one trade can be made for each loot When the warband is trading. 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. 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. in Lapland. slaves are sold at a low price if a 1+ is rolled. refer to the Trading table and roll a D10 for each type of loot. So.

Not all special characters can be hired all of the time and some can only be hired from certain locations. To recruit a particular special character at another time the difficulty is increased by 1. By spending Valour the sorcerer can cast spells from the sorcery list. age of blood wargaming in the Viking age 59 . With each level increase the cost of a special character rises by 50%. in that a one off cost is paid for the character’s accompaniment on a single voyage. gaining characteristic increases and acquiring new traits. Roll a D10 to determine how many spells the sorcerer knows and then select them as normal from the Sorcery chapter. at level 5 the sorcerer would cost 100 sp. Sorcery: By their very nature special characters are rare and as such a warband can only ever include one of each type. a level 4 sorcerer would cost 75 sp to recruit. Weak and vulnerable in combat. where after the scenario he tries to recruit a sorcerer. Special character’s are always paid for before the scenario takes place. re-roll the result. Special characters are just like normal heroes in regard to levels and experience. requiring a roll of 6+. representing the problems locating the character. In addition a warband can only have a maximum number of special characters equal to the number of heroes it is allowed. Each special character has a list of the locations that the warband has to be trading at in order to recruit them. For example: Fafnir’s warband is almost ready to go on the epic voyage to Vinland. As they amass experience they will increase in level normally. Using arcane rituals they can cast spells to aid a warband’s fortunes in battle or hinder its enemies. sorcerer Level 3 Value 20 Cost 50 sp Renown 21 Lapland (8+). Special characters are heroes who offer unique abilities not usually available to a warband. So. but before they set off Fafnir wants to hire a sorcerer. There is also the number required on a D10 for the hero to find them and convince them to accompany the warband. Finland (7+).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. Recruiting special characters is similar to recruiting carls. only they sometimes start off at higher levels than champions and hersir. If a speciality trait is rolled. Sorcerer’s are powerful and feared men and women who have mastered the dark arts. as based on the hersar’s Renown. 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 sorcerer’s true strength lies in his magic. As such Fafnir takes his warband to Karelia.

age of blood wargaming in the Viking age 60 . Sweden (5+).Special characters Skald: A hersar who has a skald accompanying him on his adventures will see his fame spreading fast. Denmark (3+) The skald is the bard of the Viking world. Skald and leather D10 Roll 1 2-8 9-10 Sorcery Spells 2 3 4 terror: Sorcerer’s cause Terror 3. They are the poem writers. Such men are highly unpopular and tend not to reach old age. by killing the man. story tellers. Agi Bra Def For Pro Str 2 4 1 3/6 3 3/5 Val 1 Equipment Traits Sword. Sorcery (x3). shield jerkin. and historians of the era who entertain bands of warriors and record their deeds in song. They then. Agi Bra Def For Pro Str 2 5 1 Sax. claim their wealth and property else a high proportion of it. Sweden (3+). Duelists are disreputable warriors who make their living by picking duels with wealthy men over the slightest wrong. 1 1 1 Val 3 Equipment: Traits skald Level 1 Value 11 Cost 16 sp Renown 8 Norway (3+). If a skald accompanies a warband doing a Quest or Battle scenario then the hersar receives an extra 1 Renown for a successful outcome. Denmark (3+) Duelist Level 2 Value 19 Cost 21 sp Renown 11 Norway (4+).

Those that fail their Bravery tests are only ever shaken – they do not flee. Roll a D10 after each battle in which a duelist has participated. Agi Bra Def For Pro Str 3 4 1 4/9 5 4/6 Val 2 Equipment Traits Sword. age of blood wargaming in the Viking age 61 . Glib and Opportunist. shield. spear. On a roll of 1 the hersar loses 1 Renown. 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. Denmark (8+). Sword. 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.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. Traits Expert Fighter. helmet and leather jerkin. Armour Proficiency and Shield Master. 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.

Sweden (9+) Equipment Traits Broad axe and leather jerkin Second Sight and Iron Willed. Denmark (7+). Grim tales of Nilfheim and fabulous descriptions of Valhalla inspire them on the battlefield to almost faultless courage. equipment. However. Denmark (7+). with each individual’s faith typically a personal affair. Godi were respected men who led sacrifices and rituals at certain key dates. Berserker: The Ulfednar obeys all of the special rules of the berserker: berserk. wounding and terror. Agi Bra Def For Pro Str 4 5 0 5/7 5 5/7 Val 2 Equipment Traits Broad axe.Special characters godi Level 2 Value 26 Cost 39 sp Renown 19 Norway (5+). 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+). All models within 12” of the Godi receive +1 Bravery. 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. sword and shield Resilient and frenzy. Bravery: Warriors who are accompanied by a Godi spend far greater time considering the afterlife than they would normally. Sweden (6+) Vikings did not have a particularly organised religion. age of blood wargaming in the Viking age 62 . terror: Godi cause Terror 1.

Before each battle roll to determine the spells that the sorcerer will be able to cast. In this game sorcery is relatively low key and involves curses. selecting spells Unless otherwise stated all models capable of sorcery roll for spells from the sorcery spell list. Once the spell has been cast it cannot be used again in the same battle. The hero makes an opposed Bravery test with the sorcerer. rituals and incantations. and no spell can be cast if the sorcerer is in base contact with an enemy model. albeit it limited. re-rolling any duplicates.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. Re-roll any ties. combating spells Heroes are not as vulnerable to sorcery as normal warriors and their Valour offers them some. Spells are cast in the shooting phase It’s possible that a model may know more sorcery spells than it has Valour to cast. protection. The number of spells a model can have is determined by how powerful at sorcerer that model is. Casting spells The circumstances by which sorcery spells can be used are described under the individual spell headings. Unless otherwise stated it requires a model to use an action to cast a spell. charms. To cast a spell the model must spend Valour. typically 1 point of Valour though the most powerful spells require 2 points of Valour to cast. Even powerful magic users are incapable of such things as hurling balls of fire across the battlefield. When a hero is targeted by a spell he can spend a point of Valour to have a chance at countering the spell. If the hero wins the spell is countered and has to effect. in which case it cannot cast all of the spells and the player must decided which spells are used and which are not. whether spell succeeded or not. age of blood wargaming in the Viking age 63 .

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.sorcery D10 Spell 1 Writhing This spell causes the target model to be afflicted with all the pain and distress of being wounded. The model gains Terror 3. age of blood wargaming in the Viking age 64 . 7 Sickness Without warning a horrible nausea afflicts a group of enemy warriors making them retch uncontrollably. A successful Bravery test in subsequent Initiative phases will allow the possessed model to negate the spell. 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. 10 Choose Select any of the above spells. so horrendous is the agony that it can be fatal. 4 Possession An enemy’s spirit is stolen from him and his body becomes the pawn of the sorcerer. 9 Healing Using bizarre incantations the sorcerer is able to repair a friendly warrior as a blacksmith would a broken sword. 3 Madness The model is afflicted with a terrible uncontrollable madness which belies thought and reason. plunging the battlefield into a morale sapping gloom. A single enemy model within 12” takes a Strength 2 hit against their base Fortitude. 5 terrifying Aura The spell caster is surrounded by evil spirits that cause the weak of will to quake in fear. 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. An enemy model within 6” now becomes under the sorcerer’s control for the rest of the battle. Select a model within 12” of the sorcerer. 8 Agony An awful pain wracks the warrior’s body in a thousand places. Models who have already taken actions can take no more this turn. yet no mark appears on his body. Pick a single enemy model within 12”. 6 Dread The sorcerer summons dark clouds that block out the sun. All Bravery tests made by enemy models increase by +1 difficulty.

Picts/Scots (Scotland) Thanes Horsemen Noble warriors are mounted on horses on a roll of 5+. Before the scenario can be played. possibly the best of the era. Nobles Heroes are mounted horses on a roll of 5+. wear leather Any noble warrior who isn’t mounted is a fanatic on a roll of 9+. The standard scenario for the warband is The Raid. Heroes are mounted on a horse on a roll of 4+ Irish (Ireland) Armour Noble warriors and fighters do not have leather jerkins. 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+. however. These represent the various kinds of adventures that a Viking raiding party might embark on. which is the typical Viking activity of attacking a settlement and taking all its valuables before a proper resistance can be formed. on age of blood wargaming in the Viking age 65 . Battles and Quests if a Viking raiding party chooses to adventure in one of these locations. fighters are mounted on horses on a roll of 7+. It’s strongly recommended that this is the first scenario. not chain hauberks. Fianna Noble Anglo-Saxons (England) Bowmen Militia exchange their normal equipment for bows on a roll of 5+. Fighters are mounted on horses on a roll of 6+ and are equipped with spears and shields. As such there are a host of possible destinations where a warband can set off to.Scenarios In this chapter a selection of different scenarios are described. Destinations Nobles The Vikings were excellent sailors. Minor heroes have leather jerkins. each of which provides its own unique rewards and enemies. the destination of the voyage must first be determined. Apply the following special rules to enemy forces in Raids. Armour Fanatics Fighters do not jerkins.

Jinettes Fighters are Jinettes on a roll of 5+. Milites Armoured Noble warriors are mounted on a warhorses on a roll of 3+. Heroes wear leather jerkins instead of chain hauberks. for Militia replace their spears and shields with bows on a roll of 8+. Fighters do not Saami (Lapland. Karelia) Sorcerers 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. on Light Cavalry Fighters Poor Infantry Fighters Any Skraeling is equipped with a bow on a roll of 6+. Finland. Shamans Minor and lesser heroes are replaced with sorcerers on a roll of 7+.scenarios Franks (Franker Riket/Frisland) Nobles Heroes are mounted on warhorses on a roll of 2+ and have limb guards. Noble warriors wear chain hauberks and have limb guards on a 4+ Fanatics Heroes Bowmen Noble warriors are fanatics armed with axes. are mounted horses on a roll of 5+. equipped with bow and sword and mounted on horses. Chainmail Chain All heroes are equipped with axes. Skraeling militia and fighters use native weapons (counting as a sax) only. limb guards do not require Agility 3. 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+. Militia do not have shields. who are not mounted do not have leather jerkins. age of blood wargaming in the Viking age 66 . Moors (Spanland) Armour wear leather jerkins.

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. self sufficient settlement that is a prime target for a raiding party looking for loot.The raid This is the quintessential Viking adventure. Village This is a small. real resistance. The larger the settlement the more resistance the warband will encounter. settlements The player controlling the Viking must first decide what kind of settlement is being targeted. There will be little. Resistance will be strong. 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 . grab as much loot as possible and escape before adequate resistance can be formed. if any. mainly untrained labourers. 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. with the farmer and his sons as capable warriors. with a large number of both untrained and trained warriors. The resistance will be numerous but without many true warriors. including several heroes. but the more loot they will be able to gather.

but the scenery should be as close to representing the location as possible. 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. but buildings can be placed along one edge or in one corner of the board. Here the potential rewards are vast and enough to make any hersar wealthy. A town not only has a huge numbers of capable warriors and heroes defending it. Raids on hamlets and villages should be played ideally on a 4’x4’ board. 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. 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. The Battlefield The exact nature of the battlefield is left up to the discretion of the players. age of blood wargaming in the Viking age 68 . But the danger is great. and all should start within the borders of the settlement in question. representing the start of the settlement. With the larger settlements this is going to be difficult. with raids on villages and small town’s on 6’x4’ and 8’x4’ respectively. The raiding party is then deployed and should do so along the opposite table edge from the settlement.

Therefore the hersar of the raiding party receives +1 Bravery when making Initiative tests. Because a Viking raid is a frighteningly fast attack with little or no warning. if the Vikings are forced to withdraw they have lost and receive no loot. The former is more likely and much easier to achieve. age of blood wargaming in the Viking age 69 . and is decided by the normal Bravery rules as described in the Initiative chapter.Age of blood Victory conditions To be able to take off with the settlement’s loot. the defenders are unprepared and reactive. Special rules Defending: The defenders are fighting for their homes and loved ones and as a result their courage and resolve is strengthened. Initiative: if things are going badly the Viking hersar may call a voluntary withdraw at the start of the Initiative phase. All defending models receive +1 Bravery. Likewise. and loses 1 for a loss. resulting in a loss. the Viking attackers must force the defenders to retreat or wipe them out. Renown The raiding party’s hersar receives 1 Renown for a victory.

Smaller conflicts should be fought on a 4’x4’ area. or it could be part of some larger conquest. Setup The larger of the two sides sets up first his raiding party first as the attacker and afterwards the more inexperienced side is then allowed to set up. The exact intricacies of the battle are left for the players to decide. or just for honour. age of blood wargaming in the Viking age 70 . 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. 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. in terms of numbers or experience. with the larger battles on a 6’x4’ table. possibly another warband. the following ratios. but it is not necessary to have justification for the fight. when there was no other option they would form a shieldwall and battle it out in the open. Enemy troops are then selected according to The Battlefield Pitched battles are fought where there is room to accommodate both forces. or to fight over territory. perhaps to settle a blood feud. The size of the board should be representative of the size of the forces involved. tribe or battle group. Both players should agree on what type of terrain they want to include and then set up the battlefield appropriately. 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. counts as the defender and the terrain should be biased to all that side to exploit. Troop Ratios 25% on peasants and militia 50% on fighters and noble warriors 25% on heroes Whichever side is least powerful. fields being the typical location. 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. If such a fight is taking place the likelihood of casualties is very high on both sides. In this scenario the warband is fighting a pitched battle against another force. The total warband rating (the sum of the model’s experience values) cannot be more than the pre-determined amount.The battle Vikings did not always fight by raiding.

Otherwise a specific victory condition. instead of the normal 1. or conditions. If one side has half its number killed or routing then the opposing side is declared victorious. Renown +5 +4 +3 +2 +1 Ending the battle The scenario is played until one of the following conditions are met. experience All raiding party’s heroes receive 2 experience for surviving this scenario. Alternatively either side may declare a retreat at the start of the turn. ending the battle that way. upon the completion of which the game ends. age of blood wargaming in the Viking age 71 . can be decided by the players.Age of blood loot The victorious army is able to loot the dead for anything valuable. The raiding party receives silver pennies equal to the enemy’s rating dividing by 2. Renown The raiding party’s hersar Enemy Strength Powerful Strong Even Weak Pitiful receives Renown depending on the strength of the enemy force.

The quest
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.

Setup The


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.


Huge These

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

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


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
special action.


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

those who have mastered the black arts. horse Exp. helmet. able to carry a man but useless in battle. horses Four Legged: Horses are able to move 8” when taking the move action. They are the bane of all other warriors and their effectiveness in battle cannot be underestimated. spear and axe or sword and broad axe. By spending Valour the sorcerer can cast spells from the sorcery list. Agi Bra Def For Pro Str 3 0 0 5 1 4 Val 0 Sorcery: Weak and vulnerable in combat. a wizard’s true strength lies in his magic. Traits Roll 5 random traits. Value 82 Wizards are sorcerers of terrible power. Exp. Value 2 The most common type of steed in the Dark Ages was the pony. They possess unrivalled skill and natural talent and few ever reach such heights of greatness. Erik the Red and Harald Hardrada. Swift: This is the same as the trait of the same name. Roll a D10 to determine how many spells the sorcerer knows and then select them as normal from the Sorcery chapter. elder shamans and Moorish Viziers. Value 82 Legendary Heroes represent the pinnacle of human abilities. pony wizard Exp. Examples Karelian kings. age of blood wargaming in the Viking age 76 . 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. Agi Bra Def For Pro Str 3 6 2 5 7 5 Val 5 Equipment: Sword. Value 3 Horses were so expensive only wealthy men could afford them. Traits: Sorcery (x5).bestiary legendary hero Exp. They typically hold powerful positions due to their skills and are both feared and respected on and off the battlefield. Examples include Beowulf. Agi Bra Def For Pro Str 2 7 1 1 1 1 Val 5 Equipment: Sax. limb guards and shield. chain hauberk. faster than ponies yet not trained for battle. Large: Horses are large sized.

Terror: Dogs cause Terror 1 against warriors only. trained to be able to handle the stress of battle. Canines are able to move 7” when taking the move action. are stronger enough to be a threat to the Viking gods themselves. Natural Weaponry: Four Legged: Canines receive +1 Strength when rolling to wound. Agi Bra Def For Pro Str 5 2 0 3 4 3 Val 0 Terror: Warhound cause Terror 3 against warriors only. 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. Four Legged: Bears are able to move 8” when taking the move action. wolf Exp. 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. Agi Bra Def For Pro Str 6 . the most powerful of these. Value 3 Many people kept dogs. Value 4 Warhorses are the largest and most powerful of their kind. age of blood wargaming in the Viking age 77 . bears Bears are the most dangerous creatures most Vikings encounter and can easily defeat even skilled warriors. Bears receive +2 Strength when rolling to wound and are allowed to take the multiple attack special action. Large: Bears are large sized. the Joten. warhound Exp.Age of blood warhorse Exp. dog Exp. These statistics present a medium sized breed without special training. ferocious and bred for killing. 0 0 2 2 2 Val 0 Natural Weaponry: Terror: Wolves cause Terror 2 against warriors only.

Agi Bra Def For Pro Str 2 1 0 9 3 7 Val 0 Equipment: Maul. but clumsy foes. Value 22 Troll Chiefs are the biggest and most dangerous of their kind and rule small groups of around 6 other Trolls. Value 12 Bears inhabit all woodland regions and are a dangerous hazard to unwary travellers. bear Exp. Troll chief Exp. Troll Shaman Exp. 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. Swift: This is the same as the trait of the same name. Value 27 Troll Shamans are the most cunning of trolls who are skilled in the black arts. Agi Bra Def For Pro Str 4 2 0 6 4 5 Val 0 Great bear Exp. Terror: Trolls cause Terror 3. Trolls Trolls are hulking creatures similar to humans in appearance only far bigger and uglier. Agi Bra Def For Pro Str 2 3 0 9 3 7 Val 2 Large: Trolls are large sized. Value 20 Great Bears are the largest and most dangerous of their kind who often have a taste for human flesh. age of blood wargaming in the Viking age 78 . Value 14 Troll Warriors are the most common trolls and are dangerous.bestiary Terror: Bears cause Terror 6. rolled for randomly. They are rightly feared for their great strength and murderous temperament. Spells: Troll Shamans have 2 spells from the Sorcery list. Equipment: Maul. Troll warrior Exp.

Dragon Exp. age of blood wargaming in the Viking age 79 . Agi Bra Def For Pro Str 5 4 3 20 6 9 Val 3 Equipment: None Huge: Dragon’s are huge sized. Natural Weaponry: Claws. frost giant Exp. The great drakes of Norse mythology do not have wings but this does not detract from their lethality. but they are still immensely strong and powerful foes who are to be feared by all. Far from the borders of the mortal world there is a huge stone walled city where hundreds of Frost Giants live like Vikings. Fiery Breath: A dragon may use this in the Ranged phase. the most powerful of these.Age of blood Giants In Norse mythology there are numerous types of giants. These give the Dragon +2 Strength in combat and when faced with multiple enemies. are stronger enough to be a threat to the Viking gods themselves. the Joten. 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. Value 26 Mountain Giants are the least of the giant kind. teeth and tail – dragons have many lethal weapons at their disposal which they can use against their foes. Terror: Giant’s cause Terror 4 mountain giant Exp. Value 141 The most awe-inspiring and powerful of all the monsters heroes might face is the fire breathing dragon. Terror: Dragon’s cause Terror 6. Any enemy model within 2” of the target model can also be rolled to hit. but doing so counts as a special action and so they may take no other action in the turn. those enemies receive no bonuses for out numbering. Use the dragons Strength 9 when rolling to wound. Agi Bra Def For Pro Str 0 4 1 14 5 12 Val 1 Equipment: Huge maul (as maul with +1 Str) and rocks. Roll to hit as per a shoot action. Huge: Giant’s are huge sized. So deadly are dragons that only the mightiest group of heroes could hope to slay such a beast. 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). Fiery Breath has 24” range and no range categories.

stocky. age of blood wargaming in the Viking age 80 . Elder werewolf Exp. Large: Werewolves are large sized. Value 31 Elder Werewolves are the alpha males of the pack.bestiary Draugr Exp. Value 16 These make up the bulk of the Werewolf population and. Undead: Agi Bra Def For Pro Str 6 1 0 8 4 6 Val 0 Terror: Draugr cause Terror 2. 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. bearded folk who live under the earth. Equipment: None. misshapen features. utterly evil and thoroughly deadly. 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. Natural Weaponry: Werewolves receive +2 Strength when rolling to wound and are allowed to take the multiple attack special action. Value 2 These are short. are exceptionally fast and agile. werewolves Werewolves are massively strongly. Terror: Werewolves cause Terror 3. Equipment: Axe and light armour. Value 3 Sometimes the dead do not rest easy. They are demonic 7’ tall wolf-men who delight in slaughter and carnage. despite their size. Maahiset Exp. They are suspicious of other races and can be aggressive and dangerous. werewolf Exp. The Draugr are hellish undead creatures that resemble the deceased only with swollen.

Age of blood age of blood wargaming in the Viking age 81 .

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