Age of Blood 2nd Edition
Age of Blood 2nd Edition
Age of Blood 2nd Edition
Initiative phase
Written by
Tom Hinshelwood
Thanks to
Neil Fawcett
Alain Padfield
Steven Roads
John Platt
Paul Heywood
Ian Murphy
Paul Matthews
Produced by
www.wargamesjournal.com
Copyright Tom Hinshelwood 2005
Foreward
Working on Age of Blood has been a long journey but one far from arduous. The first set of
rules was released on Wargames Journal almost two years ago now and this new edition has been
something that Ive wanted to complete for some time. What started as a simple revision of the
original rules quickly grew into a major overhaul as I tried to add every conceivable thing I could
think of to make the game more fun to play, in both the battle and campaign rules.
One of the reasons for originally writing the game was because I wanted to play skirmish games in
which heroes can be truly heroic and battles can be fast and unpredictable affairs - where you can
never really know what might happen next. Being able to customise heroes and watch them progress
and develop satisfyingly was something Ive worked very hard to get right. Not only in allowing
heroes to gain injuries, improve characteristics and gain special abilities, but also in a way that does
not make them invincible. Even the hardest hero possible in these rules can still be defeated, and not
just by similarly tough heroes. Even unarmoured peasants can be dangerous if there are enough of
them.
The campaign system in these rules is somewhat of a resource management game in itself. Different
commodities (loot) can be acquired (stolen) and then traded (fenced) in different locations around
Europe for varying amounts of profit. One of the keys to a successful warband is shrewd trading.
Knowing what to sell where to sell it can be the difference in scraping by and making a fortune. Not
everyone will want to try their hand at the campaign elements of the game and thats fine - the rules
can still be played as a typical skirmish wargame, either a purely historical or quasi-fantasy one.
The game, though very detailed, is simple in its mechanics and easy to pick up, but with its many
layers of depth one thats difficult to master at least thats the intent.
Tom Hinshelwood, July 2005
email: [email protected]
contents
Introduction
hand-to-hand
21
The campaign
What you need
Game mechanics
Types of Model
Characteristics
The turn
Actions
6
6
7
7
8
9
9
Initiative
10
Fate
Order of play
Bravery
Retreating
10
10
10
11
21
21
22
22
22
22
23
23
23
23
24
24
24
24
24
25
Movement
12
Steeds
26
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
Ranged
18
Ranged Actions
Ranged Categories
Cover
Shoot
Throw
Aim
Melee Combat
18
18
18
19
19
19
20
terrifying foes 27
7
Injury
28
Wounded
Injuries
War wounds
28
28
29
Weapons
31
Knife
Sword
Spear
Maul
Axe
Broad axe
Bow
31
31
31
31
32
32
32
Age of blood
Armour
33
Trading
57
7
Shield
Leather Jerkin
Chain Hauberk
Helmet
Limb Guards
33
33
33
33
33
Loot
Trading list
57
58
Special
characters
59
Sorcerer
Skald
Duelist
Shield maiden
Godi
Ulfhednar
59
60
60
61
62
62
Sorcery
63
Spell List
64
Scenarios
65
Destinations
The Raid
The Battle
The Quest
65
67
70
72
bestiary
73
Monster Traits
Warriors
Heroes
Horses
Canines
Bears
Trolls
Giants
Dragon
Draugr
Maahiset
Werewolves
73
74
75
76
77
77
78
79
79
80
80
80
The warband
34
Hersir
Birthrights
Renown
Champions
Berserkers
Huscarls
Carls
Nationality
Equipment
Ships
Sample Warbands
Name Generator
34
34
36
36
37
38
38
38
39
40
41
42
Pre battle
43
Scenarios
Getting there
The Viking world
Storms
43
43
44
46
Post battle
47
7
Renown
48
Experience
49
Traits
50
Physical
Combat
Wits
Reputation
Sailing
Supernatural
51
52
53
54
55
56
introduction
Age of Blood is a skirmish-level battle game
In
With
Age
The campaign
Incorporated
Age of blood
Game mechanics
All
For
During
introduction
Characteristics
Bravery
The
Deftness
Fortitude
Fafnir
Valour
Agility
5/9
5/7
Val
4
Age of blood
Characteristic Examples
0
1
2
3
4
5
6
7
8
9+
Feeble
Weak
Typical
Able
Superior
Gifted
Exceptional
Heroic
Legendary
Supernatural
a childs Prowess
a huscarls Defntess
a mans Agility
a champions Strength
a berserkers Bravery
a Varangians Fortitude
a Jomsvikings Prowess
Erik the Reds Bravery
Beowulfs Strength
a trolls Fortitude
For
The Turn
In Age of Blood each game is played
through a number of turns, with each turn
sub-divided into four phases, Initiative,
Movement, Ranged and Hand-to-Hand. In
each phase both sides are allowed to perform
actions for all of their models before moving
on to the next phase.
Actions
In a battle all the various things a warrior can
do are broken down into individual tasks,
known as actions. In each phase warriors
perform specific actions related to that phase,
moving in the movement phase, fighting in
the combat phase etc.
During
initiative
This
Fate
At
To
D10 Roll
Fate Cards
1-4
5-7
8-9
10
0
1
2
3
Order of play
To
Whoever
Having
Bravery
During
Age of blood
A model who fails to get this number is
forced to take the flee action in the Movement
phase. Equalling the difficulty means the
model is shaken, and all tests and opposed
rolls made for that turn are subject to a +1
penalty. If the Bravery test is a success then the
model may act as normal.
Below are listed a number of conditions that
force a model to make a Bravery test, but these
conditions only become necessary when the
raiding party has had 25% of its models
removed as casualties. Up until this point the
below conditions can be ignored.
Out-Numbered
Models that have more enemies around them
then friendly models have to test. If a model
has two or more enemies within 6, but no
friendly models it needs to make a Bravery
test.
retreating
Once
If
Hero Death
If a warrior (but not a hero) is within 6 of a
friendly hero when he is killed they must
make a Bravery test at having witnessed one
of their champions cut down.
Leaderless
Should the raiding partys hersar be slain all
models must test for Bravery. Similarly, this is
the case if the hersar flees.
movement
In
Movement Actions
Move
Run
Shieldwall
Charge
Hide
Flee
Line of Sight
A model can see any other model that it has
an unobstructed line of sight to. That is, if a
theoretical line can be drawn from the warrior
in question to his foe then he can see him
automatically. It is said that the warrior has a
line of sight.
reach
A
All
Enemy
Age of blood
For
move
Taking this action allows a model to move 6
inches across even terrain. This basic distance
can be modified by the type of terrain the
model is moving over as described previously.
Run (special)
Run is a special action, so if a model takes it,
If the warrior starts within an enemys reach
he is allowed to move out of the reach without
suffering a free attack. Models who are
already in base contact with enemy models
cannot threaten other warriors, so their reach
is ignored.
Shieldwall
turning
The shieldwall was the dominant battle tactic
A
movement
Flee
Hide (special)
The
Charge
A charging model smashes into his opponent
as fast as he can, using pure aggression and
momentum to gain an advantage. The charge
allows the model to move further than is
normally possible. A model cannot charge if
he has either run or charged on the previous
turn, due to the exertion required.
Age of blood
terrain
climbing
The
Moving
Normal
(x 1)
Uneven
(x )
Rough
Light
slope
woodland,
moderate
Trees,
Only
When
(x )
Obstacle
Difficulty
Difficult
(x )
Tree
Cliff, evergreen tree
Wooden palisade, wall
6
8
10
For
For
movement
If a model cannot reach the top of the obstacle,
or a point where he no longer has to climb,
then the model has to hang on, mid climb,
until next turn when he can continue. A
warrior cannot fight whilst climbing and if hit
in any way he falls
If
jumping
The
Falling
A fall of 1 is not dangerous for a warrior, it
The
swimming
Water that is too deep to wade across can be
swam if warriors are so willing. A model who
elects to swim moves at pace as though he
were moving across difficult terrain, but like
climbing and jumping the warrior is not
automatically successful and he must make a
Strength test. The difficulty of the test is
dependant on what kind of water he is trying
to swim. Refer to the table below.
Age of blood
Water
Difficulty
Still/calm
Rough/fast flowing
Very rough/very fast flowing
6
8
10
Withdrawing
If a warrior is in base contact with an enemy
model he is allowed to withdraw from his
enemy by taking a normal move action. If he
does so he cannot then take another action
after he has withdrawn.
ranged
In
Ranged Actions
Shoot
Throw
Aim
Range categories
cover
To
Obscured
Agility
Partially
Heavily
+2
+4
Regardless
Range
Agility
Deftness
Close
Medium
Long
Extreme
+2
+4
+2
-
Partially obscured
For
Weapon
Cls
Med Lon
Ext
Axe
Spear
Bow
2
3
6
4
6
12
8
18
36
6
12
24
Heavily Obscured
Age of blood
If
Shoot
Throw
This action is performed exactly like the shoot
action except it used by models armed with
thrown weapons. Unless he is armed with
multiple throwing weapons a warrior may
only perform one throw action per battle.
For
If
Aim
A
Melee combat
Employing ranged attacks against enemies in
close combat is a dangerous affair and is
usually avoided at all costs. However, reckless
or desperate warriors are allowed to do so, but
not without risk to friendly warriors fighting.
ranged
Should
D10 Reaction
1-2
Not in my warband.
The warrior is regarded as too reckless
and dangerous to be in the warband
and is set upon by his companions at
the first available opportunity. If any
warriors are able, they target the
model with ranged weapons in the
current phase until he is dead. If he is
alive at the start of the next turn he is
charged by any available warriors (up
to 4) within 6 who fight him until he,
or all of them are dead. If the
perpetrator isnt attacked or somehow
survives, Well settle this later. comes
into play.
3-4
Hes mine.
The model struck by his companions
idiocy makes it his mission to take
revenge. As soon as he is not in base
contact with an enemy he has to do
everything he can to kill the warrior
who attacked him. He has to take the
most direct path to his victim at all
speed and will continue to do so until
he is dead. The intended victim will
fight back, but wont use ranged
weapons in fear of retribution from
his other companions. If the warrior
struck was killed then no event takes
place.
5-7
7
8-10
Hand to hand
In this phase models that are in base contact
with one another are able to take actions from
the below lists. Unlike the Movement and
Ranged phases in the Hand-to-Hand phase
models are considered to be acting at the same
time. Therefore each fight is handled
individually with both sides models taking
actions simultaneously, instead of each side
taking their actions separately. In each of these
separate fights whoever has been going first
this turn selects his actions first. The opposing
player then selects his, if applicable.
Duel
Defensive
Fighting
Dodge
Warriors
Prowess Bonus
2
3
4+
+1
+2
+3
The
Attack
To
Warriors
For
Hand to hand
Duel
Multiple Attack
(special)
Honour
For
swap weapon
Defensive Fighting
A model who fights in this manner is using
every ounce of his skills and abilities to defend
himself, staying alive being his only concern.
Perhaps he is out-numbered and awaits the
arrival of friends to aid him, or maybe he is
just trying to hold on until nightfall when he
can slip away.
Age of blood
Shieldwall
charges
A warrior
prone
For several reasons its possible for a warrior
to be on the ground, either from having fallen,
tripped or by being knocked over. Such
warriors are referred to as prone and any
attacks made against them are at a +2 Prowess
modifier.
No actions left
A warrior who has no actions left but who is
in base contact with an enemy model can
defend himself in this phase but cannot attack
back. If attacked, opposed rolls are made as
normal except that if the warrior without any
actions wins the opposed roll he cannot then
roll for any injuries.
Hand to hand
Flank attacks
Each
Critical hits
When
free attacks
During
fumbles
If
supporting
A model armed with a long weapon, such as
spear, can use its length to aid friendly models
in combat. If the spear armed model is not in
base contact with an enemy warrior, he can
support a friendly model who is in base
contact.
Warriors
Age of blood
Two hands
The
Most
steeds
Vikings always preferred to fight in on foot,
Movement
In
For
Though
ranged
A mounted model is easier to hit than one on
foot and so any Ranged attacks against him
are made with a +1 Deftness bonus. However,
this bonus is lost if the rider was using the run
or charge action.
Hand-to-hand
The
terror
Should
Terrifying foes
Some
injury
Any
wounded
Heroes
At the end
D10 Injury
1-5
6-8
Injured
The
If
Killed
9-10
Recovered
The hero makes a full recovery from
his wounds. He may participate in the
next battle as normal.
Age of blood
D10 War Wounds
8-10
1-3 Physical
The heros wound
1-2
3-4
5-6
7-8
9-10
Leg
Torso
Arm
Hand
Head
-1 Agility
-1 Fortitude
-1 Strength
-1 Prowess
-1 Deftness
Psychological
The body heals but the mind
is not
quite the same again. Roll a further
D10 to determine what happens to the
hero.
1-2
Shaken
So
Mild Insanity
He
The
Painless
Enraged
leave his
unconscious body on the battlefield
believing him to be slain. Roll a D10
for the fate of the hero and a further
D10 on the War Wounds table,
counting another 5 as No Effect.
1-5
Captured
His
Crawls Back
Amazingly,
injury
The Long Journey
Waking up hours after
the battles
end the hero drags himself to shelter
where he slowly recovers enough to
travel. Eventually, by begging,
stealing, lying and killing he makes
the long trip back to his homeland
where he rejoins with his warband.
For his epic journey he receives 3
experience points. Hersir also receive
+1 Renown.
Scarred
Once the wound is healed the hero is
left with severe scarring. If a hersar is
scarred his scars can either serve to
inspire awe or disgust in those who
view them. Roll a further D10 to find
out the nature of the scarring.
1-5
Horrific Scars
With such disgusting scars
marking him, the hersar finds
it difficult to recruit new men.
He ignores his next Renown
increase.
6-10
Inspiring Scars
The hersars scars show him
as a prince of battle who leads
from the front. He is therefore
a good lord to serve. He gains
1 Renown.
7-9 No Effect
After several
10
Special
Something perculiar has befallen the
hero Roll a further D10 to find out
what.
1-2
Cursed
The wound
Amazing Recovery
Whereas
Immortality
No
Blessed
weapons
+3 Strength
Below
Special:
A model armed with a maul is only capable
knife
The knife is a tool more than it is a weapon,
but it still can be used as one if nothing else
can be found.
sword
+0 Strength
Special:
Because
sax
spear
Special:
Because
Maul
Special:
The spear
Mauls
weapons
due to its reach the wielder gains +1 Prowess
in the first opposed roll with an enemy
representing the spears superior reach. After
the first opposed roll the bonus is lost. If both
warriors are fighting with spears then they
cancel each other out and no bonuses are
applied.
Special:
Because
axe
Broad axe
An
Special:
A warrior armed with an axe is restricted in
the range of parries and attacks he can
perform. A warrior using an axe fumbles on a
roll of 1 or 2, instead of the normal 1.
bow
Special:
As
armour
Below is a list of the available armour types
and their Fortitude bonuses as well as any
special rules that might apply. Most warriors
of the era went to battle with little or no
armour, but nearly every fighting man made
use of a shield. The best protection a warrior
could have consisted of a chain hauberk and
helmet, both of which were so expensive that
they were beyond the means of most men.
chain hauberk
mail
shield
+2 Fortitude
Leather Jerkin
Special:
A
helmet
A
helmet
A
+1 Fortitude
limb guards
Even
Special:
Only models with Agility 3 or more can wear
limb guards due to the extra weight in combat.
The warband
Before
hersir
Cost na sp Upkeep 8 sp
The most important member of the warband
is the hersar. He is a respected landed man or
maybe simply a charismatic Viking who
others will trust and follow. All warbands
receive one hersar for free and cannot have
more. All beginning hersir have a single
Birthright from the below table.
D10 Birthright
1
Wealthy
The hersars chests are unusually full
of silver and as such he begins the
campaign with 1,100 sp.
4-5
Renowned
The hersars name is more widely
known than is common. He begins the
campaign with 11 Renown.
Aside
Godsborn
6-7
7
Experienced
This hersars experience of war is
more than most. He receives 5
experience.
8-9
Talented
Few are possessing of as much natural
skill as this hersar. He gains 1
additional random trait.
10
Choose
Select one of the above for the hersar,
excluding Godsborn.
Age of blood
Hersir also have Renown, which perhaps the
All
Val
1
Over
hersir
The warband
Renown
Champions
Berserkers
Huscarls
Carls
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+
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
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
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
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
Champions
Val
1
Age of blood
champions
berserkers
Cost 60 sp Upkeep 8 sp
the battlefields of Viking legend
are full of
accounts of half-mad warriors who shun
armour and go into an insatiable killing frenzy
in combat. Before battle berserkers would
consume intoxicants, such as Bog Myrtle, to
fuel their battle frenzy. When not in battle
berserkers spend their time doing their best to
drain the hersars hall of mead.
Terror:
Val
0
Berserk:
Equipment:
The warband
huscarls
Cost 20 sp Upkeep 2 sp
are those warriors who have a
permanent residence at the hersars hall. They
serve him with unquestionable loyalty and are
highly proficient fighters, more capable then
most other warriors of the time.
Val
0
Huscarls
Val
0
D10
Carl Equipment
1
2-6
7-8
9
10
nationality
carls
Cost 25 sp
Carls are freemen in Viking society, who are
not permanent residents of a hersars hall but
are neighbouring farmers or personal friends.
As
Bondir
A Norse hersir is never short of
neighbours who want to take part in a
voyage. All carls cost 20 sp to hire
instead of 25 sp.
Expert Carpenters
Ships made by the Norse are truly
magnificent, outclassing those of other
Vikings. Norse Ships can carry 10%
more Crew and Cargo.
Age of blood
Bog Myrtle
In Sweden Bog Myrtle is more
commonly found than in other parts
of Scandinavia and as such berserkers
are more common. Svear berserkers
cost 50 sp and have an upkeep of 6 sp.
equipment
Your
Weapon
Cost
Knife
Sax
Sword
Spear
Axe
Broad Axe
Bow
free
2 sp
10 sp
1 sp
2 sp
5 sp
4 sp
The warband
Armour
Cost
Shield
Leather Jerkin
Chain Hauberk
Helmet
Limb Guards
2 sp
10 sp
50 sp
15 sp
20 sp
There
For
Ship
Cost
Crew
Cargo
Light Drakkar
Drakkar
Mighty Drakkar
500sp
1,000sp
2,000sp
30
60
120
30
60
120
Small Knarr
Knarr
Large Knarr
300sp
600sp
1,200sp
15
30
60
75
150
300
Ships
Without
As
Age of blood
Sample Warbands
Below
Hersar
Sword, axe, shield, chain
hauberk and helmet
74 sp
Hersar
Sword, axe, shield, chain
hauberk and helmet
74 sp
Champion
Sword, shield, chain hauberk
and helmet
157 sp
Champion
Sword, spear, shield, chain
hauberk and helmet
158 sp
Champion
151 sp
Spear, axe, shield, chain hauberk
and helmet
Champion
161 sp
Sword, broad axe, shield, chain
hauberkand helmet
2x Berserkers
Broad axe, axe and shield
136 sp
Berserker
Axe, sax and shield
65 sp
5x Huscarls
Axe, shield and leather jerkin.
170 sp
Berserker
Sword and shield
72 sp
6x Huscarls
Spear, sax, shield and leather
jerkin
210 sp
2x Huscarls
Sword, shield, chain hauberk
and helmet
194 sp
2x Huscarls
Sax and bow
52 sp
3x Huscarls
Spear, shield, leather jerkin
and helmet
144 sp
5x Carls
25 sp
2x Huscarls
Axe, shield, leather jerkin and
helmet
98 sp
Total Cost
Upkeep
966 sp
50 sp
Total Cost
Upkeep
975 sp
62 sp
The warband
Name generator
To
01
Adils
26
Eyfura
51
Hemming
76
Olaf
02
Agder
27
Fafnir
52
Heoroweard
77
Oleg
03
Agne
28
Frodi
53
Hervarard
78
Olof
04
Alrik
29
Gard
54
Hjalmar
79
Onund
05
Angantyr
30
Gardar
55
Hjorvard
80
Osten
06
Anund
31
Gautar
56
Hlod
81
Orvar
07
Arngrim
32
Gauti
57
Hogni
82
Ottar
08
Askold
33
Gautrek
58
Hrani
83
Ragnar
09
Aun
34
Glammad
59
Hothbrodd
84
Ragnvald
10
Birger
35
Gizur
60
Hrothgar
85
Randver
11
Bjarni
36
Gorm
61
Hugleik
86
Rollo
12
Bjorn
37
Granmar
62
Hvitserk
87
Rorek
13
Bui
38
Guthrith
63
Hysing
88
Rurik
14
Canute
39
Guthrum
64
Ingaild
89
Schek
15
Dag
40
Gylfi
65
Ingjald
90
Sigar
16
Dir
41
Haakon
66
Ingvar
91
Siggeir
17
Domarr
42
Haddings
67
Ivar
92
Signy
18
Edda
43
Halfdan
68
Jakob
93
Sigurd
19
Egil
44
Hagbard
69
Jorund
94
Snorri
20
Eilifr
45
Hake
70
Khoriv
95
Stakard
21
Eirik
46
Haki
71
Kjotve
96
Svafrlamir
22
Eorund
47
Harald
72
Krakiv
97
Svend
23
Erik
48
Havad
73
Kyi
98
Thrand
24
Estrid
49
Helgi
74
Leif
99
Vikar
25
Ethelred
50
Heidrek
75
Magnus
00
Wulfgar
Pre=battle
scenarios
Getting There
The
Once
Raids
Warbands
The
Its
Some
Should
The
For
Pre-battle
Location
Navigation Cost
Location
Navigation Cost
Vinland
Greenland
Iceland
Scotland
Ireland
England
Norway
Sweden
Denmark
Gotland
8+
7+
6+
4+
4+
3+
2+
2+
2+
2+
Lapland
Finland
Karelia
Gardikie
Vendland
Saxland
Frisland
Franker Riket
Spanland
4+
3+
3+
4+
2+
2+
2+
3+
4+
9 sp
6 sp
4 sp
1 sp
2 sp
1 sp
1 sp
1 sp
1 sp
1 sp
3 sp
1 sp
1 sp
1 sp
1 sp
1 sp
1 sp
2 sp
3 sp
Age of blood
Each
When
When
Pre-battle
Storms
As well as hunger and thirst sea travel is not
without even greater dangers. For every
natural 1 rolled on the navigation roll the ship
is subjected to a storm as well as suffering
from being lost. Roll a D10 and consult the
storm chart for the effect of the storm. The cost
increases of the storm represent things such as
sail and mast damage, supplies being lost,
men swept overboard etc.
Ship
Storm Modifier
Mighty Drakkar
Drakkar
Light Drakkar
+1
0
-1
Huge Knarr
Knarr
Small Knarr
+1
+1
0
3-4 Severe
The warband suffers a terrible storm
that causes large amounts of damage
to the ship and crew. The cost of the
journeys supplies increases by 2 sp.
5-6 Rough
The storm that afflicts the ship causes
some damage but the crew are lucky it
was not worse. The supplies cost
increases by 1 sp per man
7-9 Mild
Though not pleasant to sit through the
storm causes only minor damage and
does not affect the cost of the voyage.
10
Beneficial
The storm blows the ship towards its
destination, negating the 1 sp increase
in supplies cost caused from getting
lost.
Post battle
After a battle a number of things need to be
experience
All
Post Battle Sequence
Injuries
Renown
Experience
Loot
Trading
Recruitment
Injuries
The first of these is fate of all injured heroes
loot
Next,
trading
After
renown
Depending
recruitment
tfhe last thing that needs to be worked out
after a battle is what new warriors and heroes
are recruited. This is done in exactly the same
way as when the warband is created.
renown
Each
Might:
Destination
Renown Bonus
Iceland
Greenland
Vinland
+1
+2
+4
Extravagant Upkeep:
For
As
experience
the
Survived:
Heroes
Killer:
Increase
Points Cost
First
Second
Third
1
2
4
Assassin:
Level
Experience
Points
2
3
4
5
15
30
60
120
4
4
4
4
For
Experience
traits are special abilities that heroes gain as
D10 Roll
Trait Type
1
2
3
4
5
6-8
9
10
Physical
Reputation
Combat
Wits
Sailing
Speciality
Choose any non supernatural
Supernatural
There
Country
Speciality Traits
Norway
Denmark
Sweden
Sailing
Combat
Wits
Age of blood
D10 physical Traits
1
Weapon
Prowess Bonus
Knife
Sax
Axe
Sword
+0
+1
+2
+3
Frightening Appearance
A combination of bizarre clothes,
tattoos, grisly trinkets and a wild stare
make the hero a truly unnerving
opponent. He gains Terror 1 against
warriors (not heroes or monsters).
Beauty
Broken hearts are left by the dozen in
this heros wake and his legendary
success with the opposite sex is an
inspiration to all. A hersar with this
trait gains +1 Renown.
Lightning Reflexes
This hero is incredibly fast in combat,
dodging out of harms way when
others would be killed. If wounded or
removed from play he can make an
opposed Agility test against his
opponents Prowess. If he wins, he
dodged the attack and negates its
affects. He can only do this once per
battle.
Resilient
The hero is so tough that even the
most vicious of wounds tends to heal.
When rolling on the Injury table the
hero adds +1 to the result.
Swift
The hero is amazingly fast on his feet,
even able to out run some four legged
creatures. When taking the run special
action the hero doubles his Agility.
Ambidextrous
Few men even know they are blessed
with this gift but this hero has
developed his to such an extent that
he can fight with a one handed
weapon in his off hand as well as his
main hand. This allows him to make a
free attack against an enemy in base
contact. It has to be the same enemy
the initial attack action was targeted
at, and that enemy gains a Prowess
bonus in the opposed roll depending
on what off hand weapon is being
used.
Fat
The heros love of food is legendary
and his huge appetite has given him a
truly monstrous girth. The hero loses 1
Agility but gains +1 Fortitude.
Keen Eye
Few have this heros hand eye coordination. If the hero takes the aim
action in the Ranged phase he gains
+2 Deftness instead of the normal +1.
Huge Stature
Having matured to an immense size,
this hero dwarfs his peers with his
massive build. The hero gains +1
Strength but loses 1 Agility.
10
Choose
Select any of the above traits for the
hero.
Experience
D10 Combat Traits
1
Frenzy
Few men can handle fighting multiple
opponents, but this hero thrives on it.
When in base contact with more than
one enemy, the enemy models do not
receive Prowess bonuses for outnumbering the hero.
shield Mastery
Special training has given this hero an
ability with a shield that few can
equal. When in shieldwall opponents
do not receive +1 Prowess against
him.
Armour Proficiency
The hero is so used to the extra weight
of wearing heavy armour that he can
move just as well with it as without.
The hero does not lose 1 Agility for
wearing a chain hauberk.
Expert Fighter
With a combination of skill and
audacity this hero can gain an
advantage in combat when there is
usually is none. When a draw occurs
in an opposed hand-to-hand roll the
hero wins instead. However, any
other special rule regarding draws
takes precedence over this trait.
Opportunist
This hero is always quick to take
advantage of a foes mistakes, often to
lethal effect. If an opponent fumbles in
combat, the hero adds +2 Strength to
the roll to injure instead of +1.
Fast Draw
The hero is highly practiced in
changing weapons in the heat of
combat. He can swap between his
weapons for free when in combat
without having to take the action.
Devious
This hero has a long list of dirty tricks
he uses in battle to gain an edge over
his enemies. By making an opposed
Agility test against his opponents
Bravery the hero gains a free attack. If
the enemy model wins he makes the
free attack instead.
Axeman
Whether through practiced skill or
natural affinity this hero excels when
using an axe, whether one or two
handed. When using an axe the hero
only fumbles on a 1.
Precision
Through hard work and natural skill
the hero rarely, if ever makes a
mistake in combat. If the hero
fumbles, his enemy does not gain +1
Strength when rolling to injure.
10
Choose
Select any of the above traits for the
hero.
Age of blood
D10 Wits Traits
1
Merchant
The hero always get the best available
bargains. When working out the value
of loot in trading, the hero can use his
skills to re-roll the result, taking the
highest price.
skald
The hero is an accomplished story
teller, poem and singer. On the
battlefield he can use his skills to
inspire his companions. Any hero or
warrior within 6 of the hero receives
+1 Bravery.
Gambler
Armourer
This hero specialises in making
armour. If the hero does nothing else
as part of the post battle sequence he
can create 1D10x3 sp worth of armour.
The amount rolled can then be spent
on armour as desired or can be put
towards a piece if it cannot be created
outright. The hero can then continue
making the armour during other
trading sessions until complete.
Animal Companion
Pet dogs are not uncommon but this
heros wardog displays an unusual
level of loyalty and intelligence. The
hero receives a warhound for free
which has +1 Agility, Bravery and
Strength. The warhound is considered
to be another member of the raiding
party and requires 1 sp upkeep.
Searcher
Able to find exactly where a
settlement keeps its treasure, this hero
always finds the hidden silver. When
rolling for what loot is found in a
Raid, re-roll the dice for a single loot
type, keeping the best result.
Hunter
This heros time spent stalking prey
through the wilderness has given him
an uncanny ability to avoid detection.
When taking the hide action the hero
can be moved to a new hiding
position even if the route to it does not
keep him in cover. In addition, hide
only counts as a normal action, not a
special action, but the hero can only
take the move action before hiding or
the throw or shoot action after hiding.
Blacksmith
As well as a fighter the hero is a
proficient blacksmith. Instead of
trading the hero can create 1D10x3 sp
in weapons.
8
3
Healer
10
Choose
Select any of the above traits for the
hero.
Experience
D10 Reputation Traits
1
Charismatic
Charming and personable, this hero is
extremely well liked by his allies and a
natural leader. The range of hero
death for the hero is increased to 9 as
is the leadership range of a hersar.
6
2
proud
The hero suffers no insult and relishes
in challenges. The hero can never
refuse a duel and when duelling
receives 1 free point of Valour to be
used only for the duration of the duel.
lucky
Few men ever willingly play dice with
this hero. A hero with this trait can
add +1 to any dice roll, once during a
battle.
Selfless
The hero only ever takes what he
needs and never squanders what he
receives. His upkeep is 3 sp, 4sp for a
hersar (half the usual amount). Hersir
also receive +1 Renown.
Blood Thirsty
The heros delight in killing borders
on the unnatural and makes his
companions uncomfortable. A hersar
loses 1 Renown but any future
leadership challenges can be re-rolled
as the would-be usurper has doubts
about taking on such a lunatic.
Iron Willed
This hero knows that fear profits no
man whether natural or supernatural.
The hero is immune to Terror in all its
forms.
generous
This hero is known for his generous
and charitable nature. A hersar with
this trait must always take the
generous upkeep option when
possible. He also receives +1 Renown
in addition to that given by the
aforementioned generous upkeep.
Glib
Scout
This hero is a master of observing
without being observed. When raiding
the hero can spy on the settlement to
find out its strength before the
warband commits itself. In a Raid,
once the defenders have been rolled
for, the numbers can be re-rolled,
abiding by the second result.
10
Choose
Select any of the above traits for the
hero.
Age of blood
D10 Sailing Traits
1
Storm Caller *
Storms are the bane of all sea travel
and even a sturdy ship can be undone
by natures power. This hero,
however, has an affinity with storms
and can predict their sway. When a
storm occurs on a sea voyage you can
re-roll the severity of the storm, but
must abide by the second result.
Quartermaster
This hero knows just how to make use
of every inch of the ship. The ship can
either carry 10% more crew or 10%
more cargo, but not both, depending
on whats required.
Affable
The hero is able to mingle with other
societies and cultures with relative
ease, allowing him to locate people
that others might not. The hero adds
+2 to the D10 roll for recruiting special
characters.
Ship Builder
Sea Legs
The hero has learnt to stay standing in
all but the most violent storms and he
can but this skill to use on land just as
easily. He receives +1 Agility, but only
if he doesnt wear a chain hauberk.
Navigator *
Fisherman
This hero is a skilled fisherman whos
regular large catches of fish are always
welcome. If he does nothing else in the
post battle sequence he can take his
fishing boat out. He catches fish
equalling 3 units of food.
Shipmaster *
The hero is unequalled in his
captaincy of the longship, with the
uncanny ability to read the skies and
seas behaviour as if they were written
down. With this knowledge the hero
always makes sure the journey is as
efficient as possible. When working
out the cost of the voyage, the cost of
supplies is reduced by sp per man.
Thrifty
This heros knowledge of how to
handle supplies in an emergency is
unequalled. Ignore the additional
supplies cost of the first failed
navigation roll.
10
Choose
Select any of the above traits for the
hero.
Experience
4
D10
God
1-2
3-4
5-6
7-8
9-10
Hel
Sif
Tyr
Thor
Odin
Elf Heritage
As the hero matures he inherits the
grace of the elves. He receives +1
Agility.
Chosen
Berserk
The hero embraces the cult of the
berserker and develops the abilities of
that kind. The hero gains the berserker
special rules regarding armour,
wounding and terror.
Second Sight
Blessed with a limited ability to see
the future a hero with this gift is both
respected and feared. Once per battle
the hero can make use of his
premonitions and add +2 to any dice
roll in order to get a better result
Sorcery
This hero embraces his innate talent
and learns minor magic. The hero
knows a single spell chosen from the
sorcery list, which he can cast once per
battle by spending a point of Valour.
This trait can be taken multiple times.
A hersar loses 1 Renown.
Dwarf Ancestry
Protected
The Norns have given this hero
protection from death in order that he
might achieve some later greatness.
On the Injury table the hero is only
killed on a roll of 1-3, count 4-8 as
injured.
Troll Blood
The blood of the troll-kind flows
through the heroes veins. He gains +1
Strength.
Gifted
This heros legendary his list of heroic
feats and accomplishments knows no
bounds. The hero receives +1 Valour.
10
Choose
Select any of the above traits for the
hero.
trading
the Vikings not only raided the length and
Each
Each
The amount of
Unwanted
Loot
Food
Slaves
Misc. Goods
Valuables
2
10
4
20
loot
3
15
6
30
4
20
8
40
trading
When
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
Slaves
L/m/D
Misc. Goods
Valuables
L/m/D
L/m/D
6/-/-
-/-/-
7/-/-
10/-/-
5/7/9
5/9/-
6/10/-
7/-/-
4/6/8
4/8/-
5/9/-
6/10/-
2/4/10
2/4/10
2/4/10
2/4/10
2/4/10
2/4/10
2/4/10
2/4/10
2/4/10
2/4/10
2/4/10
2/4/10
1/2/9
-/1/9
-/1/9
1/2/10
1/2/9
1/3/9
2/5/10
2/5/10
2/4/-
2/4/10
2/4/-
2/4/10
2/4/-
1/2/9
2/4/-
1/2/10
2/4/9
1/6/-
1/2/10
1/2/9
2/4/9
7/10/-
2/4/9
2/4/10
1/4/-
1/6/-
1/2/10
1/2/9
3/5/10
-/1/9
2/4/10
2/4/9
2/4/-
2/4/10
2/4/-
2/4/10
1/3/-
3/5/10
3/5/10
3/5/10
2/4/-
2/4/10
2/4/-
2/4/10
3/5/10
4/6/10
3/5/10
1/3/9
1/3/9
2/4/9
1/3/9
2/4/10
Special characters
Special characters
A
Recruiting
By
sorcerer
Level 3 Value 20 Cost 50 sp Renown 21
Lapland (8+), Finland (7+), Karelia (6+)
Sorcery:
Special characters
Skald:
Equipment
D10 Roll
Sorcery Spells
1
2-8
9-10
2
3
4
Traits
3/6
Sword, shield
jerkin.
Val
3/5
and
leather
Skald
Equipment:
Sax.
Traits
Sorcery (x3).
Val
skald
Level 1 Value 11 Cost 16 sp Renown 8
Norway (3+), Sweden (3+), Denmark (3+)
The
Duelist
Level 2 Value 19 Cost 21 sp Renown 11
Norway (4+), Sweden (5+), Denmark (3+)
Age of blood
If the duelist gains too much of a reputation
he will accompany a warband to earn his
silver until it is once again safe to return to his
hated trade.
Shield maiden
Level 3 Value 32 Cost 48 sp Renown 19
Norway (7+), Denmark (8+), Sweden (9+)
Equipment
Despised: A hersar who is willing to recruit a
duelist puts his reputation at risk by his
association with such a dishonourable man.
Roll a D10 after each battle in which a duelist
has participated. On a roll of 1 the hersar loses
1 Renown.
Equipment
Traits
4/9
4/6
Traits
2/6
Sword, spear,
chain hauberk.
2/4
shield
Val
3
and
Expert
Fighter,
Armour
Proficiency and Shield Master.
Val
2
Special characters
godi
Level 2 Value 26 Cost 39 sp Renown 19
Norway (5+), Denmark (7+), Sweden (6+)
Ulfhednar
Val
3/7
Equipment
Traits
Berserker:
5/7
Val
5/7
Equipment
Traits
sorcery
Certain models in Age of Blood are able to
cast magic spells either during a battle or in
the pre or post battle phases. In this game
sorcery is relatively low key and involves
curses, charms, rituals and incantations. Even
powerful magic users are incapable of such
things as hurling balls of fire across the
battlefield.
Casting spells
combating spells
Heroes
The
it requires a model
to use an action to cast a spell, and no spell can
be cast if the sorcerer is in base contact with an
enemy model. Spells are cast in the shooting
phase
Its
selecting spells
Unless
sorcery
D10 Spell
1
The
Writhing
Possession
Agony
An awful pain wracks the warriors
Sickness
Without warning a horrible nausea
Madness
The model is afflicted with a terrible
Dread
Healing
Using
terrifying Aura
The
10
Choose
Select any of the above spells.
Scenarios
In
Picts/Scots (Scotland)
Thanes
Horsemen
Fighters
Armour
Fighters do not
are mounted on
horses on a roll of 6+ and are
equipped with spears and
shields.
wear leather
jerkins.
Fanatics
Destinations
Nobles
The Vikings
Apply
Anglo-Saxons (England)
Heroes
are mounted on a
horse on a roll of 4+
Irish (Ireland)
Armour
Noble
Fianna
Noble
Warhounds Noble
Bowmen
Militia
Huscarls
exchange
their
normal equipment for bows
on a roll of 5+.
Nobles
Heroes
are mounted
horses on a roll of 5+.
on
scenarios
Franks (Franker Riket/Frisland)
Skraelings (Vinland)
Nobles
Heroes
Armour
All
Milites
Weapons
are mounted on
warhorses on a roll of 2+ and
have limb guards.
Armoured
Noble
Chainmail
Chain
Fanatics
Noble
Heroes
are mounted
horses on a roll of 5+.
Bowmen
Any
Shamans
who
are
not
mounted do not have leather
jerkins. Militia do not have
shields.
Bowmen
Fighters
who
are
not
mounted
exchange
light
armour and shield for bow on
a roll of 6+.
Armour
Fighters do not
Moors (Spanland)
Armour
Jinettes
Militia
Fighters do not
wear leather
jerkins. Heroes wear leather
jerkins instead of chain
hauberks.
Cavalry
wear leather
jerkins.
Bowmen
Skraeling is equipped
with a bow on a roll of 6+.
axes.
on
Bowmen
for
The raid
This
Peasants
Militia
Fighters
Noble Warriors
Minor Heroes
D10
1-4
5-8
9-10
6
9
4
1
0
8
12
6
2
1
12
18
8
4
2
Loot
Hamlet
A single isolated community with a handful of
families of farmers and craftspeople. There
will be little, if any, real resistance, mainly
untrained labourers, with the farmer and his
sons as capable warriors.
Resistance
1-4
5-8
9-10
4
6
1
0
6
8
3
1
8
12
5
3
Loot
D10
Food
Slaves
Miscellaneous
Valuables
178
606
1-2
3-8
9-10
15
1
4
0
20
3
6
1
30
5
8
2
354
1215
Food
Slaves
Miscellaneous
Valuables
D10
1-2
3-8
9-10
30
2
6
1
40
4
8
3
50
6
10
5
Small Town
D10
Peasants
Militia
Fighters
Noble Warriors
90
318
Resistance
settlements
47
156
Village
Resistance
Peasants
Militia
Fighters
Noble Warriors
Minor Heroes
Lesser Heroes
D10
1-4
5-8
9-10
8
12
8
2
1
0
12
16
12
4
2
1
16
20
16
8
4
2
Loot
Food
Slaves
Miscellaneous
Valuables
D10
1-2
3-8
9-10
60
4
12
4
80
6
16
6
100
8
20
8
The raid
Town
The Battlefield
Resistance
Peasants
Militia
Fighters
Noble Warriors
Minor Heroes
Lesser Heroes
Greater Heroes
D10
1-4
5-8
9-10
12
16
12
4
2
1
0
16
20
16
8
4
3
1
20
24
24
16
6
5
2
The
Setup
Loot
Food
Slaves
Miscellaneous
Valuables
D10
1-2
3-8
9-10
160
6
16
8
200
9
20
12
240
12
24
16
The
Age of blood
Victory conditions
Special rules
To
Defending:
if
Initiative:
Renown
The raiding partys hersar receives 1 Renown
for a victory, and loses 1 for a loss.
The battle
Vikings
The enemy
In
D10 Roll
Enemy Strength
1
2-3
4-7
8-9
10
Powerful (150%)
Strong (125%)
Even (100%)
Weak (75%)
Pitiful (50%)
Pitched
Whichever
Troop Ratios
25% on peasants and militia
50% on fighters and noble warriors
25% on heroes
Setup
The
Age of blood
loot
The victorious army is able to loot the dead
for anything valuable. The raiding party
receives silver pennies equal to the enemys
rating dividing by 2.
Renown
The raiding partys hersar
receives Renown
depending on the strength of the enemy force.
Enemy Strength
Renown
Powerful
Strong
Even
Weak
Pitiful
+5
+4
+3
+2
+1
The
experience
All
Otherwise
The quest
In this scenario a raiding partys heroes set off
into the wilderness on a heroic venture. This
could be as adventurous as travelling to a
distant land to defend an old kings hall
against seemingly monstrous foes, beating
them off, sneaking into their lair to slay their
queen before the final showdown in the rain.
Or, it could just be hiking off into the hills to
kill a few trolls.
The Battlefield
loot
The requirements of the battlefield will vary
wildly depending on the nature of the
scenario. A simple scenario might require no
more of a battlefield as a place to fight some
monsters. The battlefield need not be
especially large and could even be set in an
underground area representing the monsters
lair itself. Though the latter is likely to increase
the dangers to the raiding party.
Setup
The
The enemy
Fnor
Monsters
Loot
Renown
The raiding partys hersar
receives Renown
depending on the might of the monsters
fought. Divide the total monster experience by
50 (rounded up) to work out the Renown
bonus the hersar receives. Hersir do no lose
Renown for being defeated in this scenario.
bestiary
In this chapter are listed statistic for a range of
enemies that raiding parties might encounter,
including both humans, animals and
supernatural enemies.
The
Monsters Traits
Large
Due to their size, large creatures have a reach
of 3. In addition, warriors who are not armed
with a spear will suffer a free attack when they
move into base contact because of the
creatures reach.
The
Huge
These
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.
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.
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.
Those
Huge
bestiary
Peasant
Exp. Value 1
These
Val
Noble warrior
Exp. Value 5
These
sax).
Exp. Value 3
fanatic
Exp. Value 10
Militia
Militia
Val
Val
0
Fanatics
Val
0
fighter
Exp. Value 4
These
Wounding:
Val
0
Age of blood
Agi Bra Def For Pro Str
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.
Lesser
Val
Val
Val
2
Val
4
bestiary
legendary hero
Exp. Value 82
Legendary
Val
5
Val
5
Equipment: Sax.
Traits: Sorcery (x5).
horses
Four Legged:
Exp. Value 2
Exp. Value 82
Wizards
Sorcery:
D10 Roll
Sorcery Spells
Val
0
horse
Exp. Value 3
Horses were so expensive only wealthy men
could afford them, faster than ponies yet not
trained for battle.
1
2-8
9-10
Val
0
4
5
6
Age of blood
warhorse
dog
Exp. Value 4
Warhorses
Val
0
Exp. Value 3
Many
Val
0
canines
only.
Natural Weaponry:
Canines receive +1
Strength when rolling to wound.
Four Legged:
warhound
Exp. Value 5
Warhounds are big, ferocious and bred for
killing.
Val
0
Terror:
wolf
Exp. Value 3
bears
Val
0
Terror:
Natural Weaponry:
Bears receive +2
Strength when rolling to wound and are
allowed to take the multiple attack special
action.
Four Legged:
bestiary
Terror: Bears cause Terror 6.
Swift: This is the same as the trait of the same
Troll warrior
Exp. Value 14
Troll
name.
bear
Exp. Value 12
Bears inhabit all woodland regions and are a
Val
0
Equipment: Maul.
Val
Exp. Value 20
Great
Exp. Value 22
Troll
Great bear
Troll chief
Val
10
Equipment: Maul.
Troll Shaman
Exp. Value 27
Troll Shamans are the most cunning of trolls
who are skilled in the black arts.
Val
Trolls
Trolls
Val
2
Equipment: Maul.
Spells: Troll Shamans have 2 spells from the
Sorcery list, rolled for randomly.
Age of blood
Giants
Dragon
Exp. Value 141
mountain giant
Exp. Value 26
Giants are the least of the giant
kind, but they are still immensely strong and
powerful foes who are to be feared by all.
12
10
Val
0
20
Val
3
Equipment: None
Huge: Dragons are huge sized.
Mountain
14
12
Val
1
bestiary
Draugr
Natural Weaponry:
Exp. Value 3
Sometimes
Val
0
Equipment: None
Undead:
Werewolves receive
+2 Strength when rolling to wound and are
allowed to take the multiple attack special
action.
werewolf
Exp. Value 16
These
Val
0
Equipment: None.
Maahiset
Elder werewolf
Exp. Value 31
Exp. Value 2
These
Val
0
Val
1
Equipment: None.
Age of blood