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SAGA:TheAgeoftheWolfispublishedby6rippingBeastLtdWithpermissionofStudioTomahawk
CONt]Cl,iCS
Setting up an Age of the Wolf
campaign
ls,
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...............
New scenarios ..........
The battles
.........
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tell us,
This campaign can be played using any SAGA Dark Age force
that is currently available in the rulebook or any of the three
supplements: Northern Fury, The Raven's Shadow or Varjazi
and Basileus. lf players aIready have at least a four point SACA
force then they are ready to play. New players will need
to choose a force, coIlect the miniatures and paint them.
Although the campaign starts with a smalI four point SACA
warband, this wilI grow as it progresses and its Warlord (that's
you) gains extra land, wealth and reputation with which to
build up his forces.
.,Ii
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your helm, heft your shield and go forth into the Age of the
Wolf. May your Cods favour you and bring you victory!
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'A tale is but half told when only one mdn tells it.'
- the Saga of Grettir the Strong
Campaigns have a lot to offer over stand alone wargames,
Whilst stand alone games are easy to organise, require only
two people (generally) and can be an excellent evening's
entertainment, a campaign creates an enjoyable on-going
story and enhances the hobby by informing each player's
decisions on new models to collect. lt helps provide a driving
force behind painting new models (to get them ready for the
next vital battle) and helps create memorable moments and
talking points that will be the future memories of past games,
ln a campaign, suddenly a win or loss can mean something
beyond the moment, it has an effect which will be felt in
future games. Throughout the course of a campaign, players
will bein to identify more strongly with their forces, The little
models get names and begin to develop their own little bit
of gamng history, This adds to the entertainment and the
drama when the models are on the tabletop. No longer is that
warlord iust any old Viking model, but he is now Jarl lngvar
Redaxe, victor at the Battle of Guthrum's Ford, wounded
taking the gates at Haethburh, hammer o the lrish, a storied
and feared warrior - and your opponents will know that too,
Campaigns are also an excellent method or bringing club
players and wargaming groups together in a common cause,
D6
1-3
Anglo-Dane, Saxon,
Era of Princes Rus
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4-5
Viking, Jomsviking,
Pagan Rus, Norse-Gael
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symbols:ffi
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Welsh,
Strathclyde Welsh
tt
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Scots, lrish
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hg.
lf
]HI]E GA\I\\4[
]t
NG
G]KOIUI]P,
of his
with,
but warbands will grow (and sometimes shrink) through
the course of the campaign. lt is probably best if the players
actually have slightly larger warbands than four points in
their collection, to allow for expansion and some flexibility.
Of course, players can let the campaign's story guide their
extra units and painting, collecting new units as their Warlord
recruits them. The maximum size for any warband in the
campaign is twelve points.
ii. ln addition to the models and the SAGA Dark Age Skirmishes
rules, each p|ayer will need a copy of the faction rules and
Battle Board for his chosen faction. ldeally, each player will
have a copy of this book. Although one copy per group is
enough to run the campaign, players are going to need it
during and after each game, so a few copies to share around
wil| be helpful. The campaign rulebook does contain a
reference guide at the back, and for those that are confident
of the campaign turn rules, this should be enough to keep
iv. Along with the models, rule books and dice etc, the
gaming group will need some mode| terrain. Each game
is going to require itl lf the games are all being played at
a single venue, Iike a gaming cIub, then obviously a |arger
central reservoir of model terrain to draw upon makes life
easy for everybody. Otherwise, the players will need to
provide their own (t is encouraged that they lend terrain
around where possible).
your warband, like unit strengths etc. Each player should have
one roster, keep it safe and brng it to every battle. The roster
is included in this book and copies of the roster can be made
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Once a campaign is underlrlay, each player's warband will
develop, gaining extra units, or extra men for those units
it already has, as well as losng men, slain in battles along
the way. The warband may even lose its Warlord. This does
not mean the warband is defunct, and the campaign allows
players to continue as long as they wish.
ti6ii *F
STEP TWO
- EAST OR WEST
:wjll need
to
i.theimpaign(
worth making a
backup too) and they will need to bring t along to each battle.
a campaign so much as a lost roster, so it's
picturel
3. Motivation: Write your Warlord's overall motivation here,
See Motivation later for full details.
4. Traits: Write the Warlord's two starting Special Traits here.
lf he gains any extra Special Traits during the campaign add
them here too. See Special Traits later for full details.
remains at one.
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ln Age of the Wolf, each Warlord has his own character, which
is defined by his Motivation, his Traits and his Special Rules.
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5-6 Skalds'song: EVen a great man may die, but his name
may live on in the poems and stories of the Skalds, A feted
name is what this Warlord desires, to be remembered as a
great man, not for the Lands or Wealth he garnered, but for
his epic deeds.
lf, during the post-battle sequence, the Warlord's Reputation
score is greater than boih his Wealth and Land scores, he
gains a bonus Campaign Victory Point.
Each Warlord starts the campaign with two Traits; roll them
up randomly, A Warlord may gain new traits as the campaign
advances, but he can never lose a Trait once he has it.
is
warlord cannot have the same Trait twice. lf the random roll
gives the same result, re-roll until you get a difierent Trait.
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,]Wailordli',fiffiTEffi
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1_3
4-5
Blood Feud
Landwaster
Fearsome
oathsworn
Far Traveller
Mighty
War-Toothed
Learn'd
Devout
Quarrelsome
God's Eve
Tro1l-hide
Golden Hoard
Noble Mien
Resolute
War Craftv
Hard Ruler
Choose
Golden Hoard
Blood Feud
warlord involved.
lf the War|ord personally kills this opponent in single combat,
then he gains +3 Reputation for the deed and gains +t
Campaign Victory Point. If any of his units kill the named
Warlord, then he gains +t Reputation instead. A Warlord can
win this bonus multiple times in the course of the campaign as
the feud includes his enemy's close kin as well.
The Warlord may never form an Alliance with the subject
of
oathsworn
War-Toothed
War Crafty
Landwaster
Far Traveller
fi"ii6;,Jpti
riillf insteae
FarWandering
Fearsome
TheWarlordisknowntoshownomercyandleadsavicious
and bloodthirsty band of tough warriors,
Heroic Journey,
Epic Journey to
these new
of
neq
Mihty
ir,iwrrora', personal prowess
H.L
in battle is well-known,
enemy on the
t.rr, strong and quick, a very dangerous
battlefield.
Attack, so six attacks
ln battle, the Warlord has an additional
be chosen as
may
Warlord
This
inrt".a f th" usual five,
and God help his
Champion in the Hazel Wands scenario,
opponent!
Learn'd
literate), this
Wir., .""r, thoughtful (and maybe even
Devout
few mistakes, He
Warlord always plans carefully and makes
details,
bureaucratic
runs his domains with great aitention to
but is no great warrior himself,
scenario is to be
The Warlord may always pick which
played
ih" wurrora
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iurn
uru.r
God's Eye
ii*".uurc
of his
of Fate avour this Warlord and the eyes
Noble Mien
well-respected,
of
lfthisWarlordrequestsanAlliancewithanotherplayer,they
is
cannot refuse, unless the requested ally Quarrelsome,
Hard Ruler
1or.
to
personal advisor,
Gods'l) advice through his close
the Priest.
Troll,hide
ResoIute
M range
Warlord'We Obey'special rule works up to
instead of s.
aoJ'r
listens
is close to his God (or Gods) and always
and refuses to
This Warlord will never give in, never surrender
samein his
the
ufr.no*luOg" when he i! beaten, and instills
stonewall,
men. righti-ng him is like fighting a
is forced to
lf any friendly unit within M of the Warlord
a 1-2 the unit
dice,_On
a
roll
withdraw (after a melee) then
to withdraw
refuses
unit
the
a
O
3*
*itr,O..*, u, normal,
instead,
withdraw
must
opponent
and the
Choose
ihe Warlord
he wishes.
above Traits
may freely choose any one of the
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Bravery
sS
The first Fatigue point that the Warlord should take each turn
is ignored.
The Great
As long as the Warlord is on the table, his warband can
generate up to seven SAGA dice each turn instead of the
usual limit of six. The Iimit of a maximum of eighi dice per turn
remains as normal.
The Bastard
lf the Warlord uses his We Obey special ruIe, he may activate
S, but if he activates two units, neither of
them will be able to engage in melee with this activation. Also,
any unit activated by his We Obey rule may use this activation
skilled warrior
1-3
4-5
son of odin
Hero of the
Viking Age
Raider
Braverv
Hero of the
Vikrng Age
Scout
The Great
Hero of the
Viking Age
The Conqueror
The Bastard
Hero of the
\riking Age
Great Ruler
skilled warrior
Hero of the
Vikine Age
The Pennv
Hero of the
Viking Age
Steel
Cannot Bite
Inspiring
Presence
The Penny
The Warlord is likely to have paid some of his enemy's retainers.
During the first turn of the game, his opponent only rolls a third
(round up) the number of 546,4 dice he is entitled to roll normally.
In the second turn he only rolls half (rounded up) the number of
SACA dice he is entitled to roll normally. Starting with the third
turn, his opponent may roll his normal number of SAGA dice.
i;.
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son of odin
As a formidable warrior, the Warlord cancels the first two hits
against him suffered in each melee or against each Shooting
action (and not iust the first one as wth other Warlords).
Raider
The Warlord is infamous for his swift attacks. As long as the
,,T?i
The Conqueror
During step 3) of any melee, any friendly units within M of the
Warlord gain two extra attack dice if the Warlord himself is
not engaged in melee,
Great Ruler
As long as the Warlord is on the tabletop, he always rolls six
SACA dice at the start of his turn, even if the number of SAGA
dce actually generated by his warband is less.
following
noi'ba-fif;:ffii
anything else).
Song
slGVALDl STRUT_HARALDSSoN
VAGN AKESSON
Motivation: Dragon's Hoard Traits: FarTraveller, God's Eye
KENNETH MAC ALPIN
Motivation: Skald's
Song
MAcBETH
CHARLEMAGNE
HARALD HARDRADA
Motvation: King's Domains Traits: Hard Ruler, Landwaster
Motivation: Skald's
RAGNAR LOTHBROK
Motivation: Skald's
Song
HARALD GODW|NSSON
lvo TAlLLEFER
Motivation: Skald's
Song
BRODIR OF MAN
Motivation: Dragon's Hoard Traits: Mighty, Troll hide
slGURD HLoDVlssoN
Motivation: Skald's
ARTGAL
Song
Song
oWEN
GRUFFYD AP LLYWELLYN
Motivation: Skald's
Song
ATHELSTAN
Song
:,i,:,;;;
Song
THE BA5lLEUs
Motivation: Skald's
MAREDUDD AP OWAIN
Song
HARALD HARDRADA
(CAPTAIN oF THE VARANGIAN GUARD)
wExrrrm
A\}dD,
]K]E
lP,
{-nTAvr
]t
OD{
sST]E]P sS ]EV]EN :
]E
lL]E
Clt- lUtN lf
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ss
units, etc.
i;
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:sSTA\]K]t]tNG]PO\W]E]R
For each campaign season the new Warlord has missed, roll
once on the Fate tab|e in the post-battle sequence and apply
the result to the warband. This way new players won't be
starting completely from scratch and their warbands will have
had a few additions before starting. This should give them
a better chance of a competing, although it is unlikely that
a player that comes late to the campaign can triumph over
those that have being playing from the start, but that should
not stop players joining in for the fun, and it is an excellent
way of learning how to play before the next campaign starts.
ai|4
-'
:.,:.{:-_:i.i]
;i],:ffi
F&4
The
(J..)oS carnpagrn
away f rom
'The foolsh man thnks he will tive forever if he keeps
spe:i";,
t
h
e
if
even
u
ce,
gr ant hm a tr
fi ghtiig; b ut ol d age w on' t
'
_,
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i ,*r
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Once all the players have completed their roster sheets, then
the campaign is ready to begin in earnest,
]Ht
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A\ \M lPA\
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ss
]EA\SION
four in another.
All the players should run through a campaign season, finish
it, and then move on to the next season, lt is advisable to set
players have
a time limit on a season, being the time in which
is up to the
is,
this
long
played.
How
games
to get their 546A
plajrers, based on how often the players meet to play, etc,
L.rg", ...p"igns with more players will need longer than a
one--player-against-another-player campaign, but a risk to any
campaifin's p"rogress is not getting the games played, Should
this Le i p.oUl",, then seeihe Danegeld section for an
immediate solution.
SST]E ]P,
,-;,
roN ]E|
CA\I\\4[]PA\][
GN
A\CT ]ttoNss
Raid
campaign.
the campaign season area of the roster he should write
down Raid an the enemy Warlord's name or faction he
ntends to attack. e.g. Raid - Saxons.
tn
Campaign
campaign.
ln the campaign season area of the roster he should write
down Campaign and the enemy Warlord's name or faction he
Welsh,
:at
Defend
The Warlord wil| stay at home, guarding his own lands,
building his forces and preparing his defences for the
sslf ]E]P''']f
\WrOlCA\MI]PA\][GN]EV]ENlt'sS
After all the players have chosen their action and target,
reveal and compare them to establish the campaign events
this season. The campaign events are what is actually going to
happen in the way of battles to fight and any other events.
roster. This recruitment may not take a unit over its maximum
size of twelve men. lf it would, the unit size becomes twelve
and any extra men are lost.
The Warlord may attempt to form an Alliance with another
Warlord for the next campaign season, see Allances for full
details.
B. Raid Scenario
your Raiders have attacked the borders of the Defender's
lands, seeking quick pIunder and slaves. Fight a SACA game
with one of the following randomly determined scenarios. Roll
the SACA dice when you meet up for the game.
1-3
The Escort
(see SAGA rulebook)
Defend
Raid
Campaign
4-5
REsULTs
Sacred Ground
A. Defence
The Defender isn't attacking anybody. The Warlord is content
to leave the others in peace for now. There wilI be diplomatic
contact between the factions and increased trade.
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{. .,,
{ffi
:'lt
g.."
n sst'iorttrem;'Fighta
irvira'r,i;i:p7pi"
ga with
,."n.iior.
Homeland
1-3
1-3
4-5
The Burh
(see new scenarios)
sacred Ground
The Escort
+-5
D. Encounter Scenario
to face,
Two warbands on the move accidentally come face
of the
one
game
with
a
SAGA
Fight
and battle must ensue.
dice
iotto*ing randomly determined scenarios, Roll the SAGA
when you meet up for the game,
1-3
4-5
F.
full
This is all out warl The two sides have mustered their
a
strength and will meet in a pitched open battle, Fight
d
t
ermined
randomly
following
se"g.*" with one of the
..un..Lr. Roll the SAGA dice when you meet up for the game,
Scouts
1-3
The Challenge
4,5
clash of warlords
sacred Ground
games,
to the excitins bit, the battles, i,e, pIaying the
once alt the players have a campaign Event result, move
E, an
A\]L]L]tA\NrC]EsS
'A man's back is vulnerable, unless he has a brother.'the
Saga of Grettir the Strong
An Alliance is when two Warlords agree to help
each other
out for one campaign season. At the start of
a campagn
season, a Warlord that Defended in the previous
campaigning
season can request an Alliance with one other
warlord. ri tnai
Warlord agrees, then the two players are not allowed
the Raid
or Campaign against each other in the next
campaign season.
A Warlord is free to decline a request for an
Alliance, except
when asked by a Warlord with the Noble Mien
trait or by a
Warlord he is Oathsworn to, in which case he must
agree. A
Alliance Bonus
During the next campaign season, for any
battle they must
fight, the allied war|ords may include tw
units of warriors or
Hearthguard from their ally's roster on their
own. They may
not use Levy units (that would be an insult). These
two units
generate SAGA dice as normal for their type.
The Warlord's
roster counts these two units when setting the game
size.
;, r
G,.-
Each Warlord should now know who they will be fighting and
the campaign result, which will generate them a scenario
when it comes to battle, The players now have to organise
playing those games, whenever they can. The battles can
be played in any order. It is up to the players to sort this out
between themselves. The campaign has no central referee,
so players should organise to play when they meet up at club
evenings/days or at another ree, convenient time.
ON]E: \W]HtA\lf
llO
]B]]RING
i.
ll
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(qU
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scenario.
v. Deploy
Deploy forces as detailed in the scenario description.
Sevre Wund,:"':':'
warlord's wounds were
serious. He must choose to
The
tOtss1['-1Bi7\'lrT ]L ]E
ss )E
t$Jt
lE
tC
lE
After a battle, both players should run through the postbattle sequence, in each other's presence so that all rolls and
changes are verified by an opponent.
The Slain
the Warlord
Dead
The Warlord has actually been
slain in battle, see 'Death of a
Captured
The Warlord counts as Severely
Winning Warband
Minor Wound
1-3
The
4,5
Heroic wound
warlord's wounds were
Seriously Wounded
'.|.:
.::
,:];]
,ii
i" "
ExampIe
It has been a hard f ght for Pete's Vkngs,and his eight-man
warrior unt lost six men. Hs twelve Levy lost four men,
whlst his first Hearthguard unit of four men lost one man.
Hs second Hearthguard unt of four Berserkers were wped
V. Recruitment
Each Warlord may now recruit new troops to replace his
battle losses. He may add either four Levy, two Warriors or
vi. Fate
The next part of the post-battle sequence is Fate. The Cods
are fickle and the Warlord's fate is already written in the
weave of the world, he cannot avoid it, for good or ill. RoIl a
D6 and a 5464 dice and cross reference on the Fate table,
Fate Table
1-3
4-5
Revolt!
Fame
Spy in
EnemyCamp
Famine
and Flood
Good
Upgrade ,
Marriage
L"ry
Good
Upgrade -
Harvest
LerT
Reinforcements
2D6Lel,ry
Upgrade -
2D6Lelry
Reinforcements
D6 Warriors
Reinforcements
2D6 Warriors
UpgradeWarriors
poor Harvest
Reinorcements
Warlord
Reinforcements
Experience
ID6 Hearthguard
Warriors
Choose
+.i#ifu.{;ifaEiii*i ai"ii#.6ffi]
The gods have not spared your people, it has been a harsh
winter of snows and flooding and famine now stalks the land.
The Warlord reduces his Land by one point.
poor Harvest
The tax yield has been poorer than expected after a poor
harvest. The Warlord reduces his wealth by one point.
Reinforcements
New recruits have been trained and can now ioin the
warband, The randomly determined number of men given are
added to already existing units of the given type. They can
be alI placed in one unit, or spread through different units.
Remember, the new recruits cannot take the unit over the
maximum twelve men, if it would, then the extra recruits are
lost. The new recruits are equipped as the unit they join.
A|ternatively, new recruits can form their own new unit, as
long as there are enough of them to fulfill the minimum unit
size requirements, so two men for Hearthguards and four
men for Warriors or Levy. The Warlord must have enough
Land, Wealth or Reputation, whichever is required to allow
the new unit to form.
WarIord Experience
Fame
The Warlord's name and word of his deeds are travelling
Good Marriage
Good Harvest
The tax yield has been greater than expected after a good
You have a paid informer in the enemy camp, and before your
next battle he will provide you with a lot of useful information
about your foe. Pay one Wealth at the start of the game
and you may choose the scenario to be played, and choose
whether to deploy first or second and automatically get the
first turn in the game. lf the Wealth isn't paid, then none of
the above apply.
Upgrade - Warriors
Choose
The Warlord may select any of the above results as his Fate
this time.
WAR BANNERs
Once a Warlord becomes an Atheling, (so has reached
fifteen Power) he may claim his own War Banner, to
announce his presence on the battlefield. ln order
to include a War Banner, the Warlord must reduce
his Wealth by one, but in return he gains one to his
Reputation.
'il
.
:a':
a_
llYy:!tqalu}g9*],Y::.,:a_i.Ea-.=rj:::.:.:
1:i.i,:,::]:".-:'.:-::.::.:]:.,j:..__ji:j..,:.j..:,-
lB}lUnYING ]LA\N]D
A wealthy Warlord seeking new land can simple buy it.
During the Spoils of Victory part of the post-battle sequence
a Warlord may chose to reduce his Wealth score by two to
increase his Land score by one,
A Warlord may not do this more than once in each post-battle
sequence, so he can't spend four Wealth to buy two Lands at
one time.
This is worth doing because Wealth is a lot easier to come
by and lose in the game than Land. Some Warlords with
the King's Domains motivation want extra Land and extra
Land allows extra Levy, which can be quickly built up if
your warband looks weak in manpower. Also, the Warlord
with most land at the end of the campaign will gain bonus
Campaign Victory Points.
IDA\N]EG]E]L]D
(or the alternative to not playing your campaign battle)
One reason why wargames campaigns often fail is because
the players just don't get their games played, Time to p|ay is
often tight, and thus the actual playing of a game can become
a problem, then the whole campaign stalls and the other
players can't carry on, and interest wanes, and the campaign
flounders and peters outl (Bitter experience is talking here).
Not so in Age of the Wolf. Danegeld, or paying an opponent
not to have to fight him, is a well honoured tradition in the
dark ages and throughout early medieval warfare. Sometimes,
if you give the enemy silver, they are happy to iust leave you
alone (for a bit),
lf a player can't play a game n time, or if he feels his warband
can't compete (even with additional mercenaries) because
it's too small, or he hasn't got any Wealth left to hire
mercenaries anyway, then he can opt (or be forced to by the
other campaign players bored of waiting for him and eager
to press on) give his opponent one point of Land, Wealth or
Reputation, chosen by his opponent. ln return, the battle
does not have to be fought. lt is called a draw and both sides'
warbands return home. Do not run through the post-battle
sequence for either side.
men for any reason. Once chosen for tabletop game units
or the same type with the same armament can be combined
to form larger units in action, but on the roster once a unit
reaches twelve men, it cannot be given any extra recruits,
Merging Units:
ExampIe
A Normdn Warband has two units of Warrors, one is nine
mounted men, the other has fallen to just three crossbow,
equipped men on foot. TheWarlord decdes to merge the units,
dsbandng the three-man crossbow unit. These troops are
removed from the roster and the three extra men are added to
the mounted Warrors, becoming a maxmum-sized twelve-man
unt, The crossbows are lost, but the warriors now,count as
mounted and armed as the unit they ioined,
,',,
tltegal Rosters: As
lf a Warrior or Levy unit has less than four men, so isn't a legal
tabletop unit, then it does not count towards a Warlord's
power for total units, and cannot be included in a battle,
unless it is combined with another similar unit.
four-man rule.
On the campaign roster there is no minimum unit size; any
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Grettir's Saga
follows:
The Widest Lands: The Warlord with the highest Land score
gains two extra Campaign Victory Points. ln the event of a tie,
all the Warlords with the joint highest Land score gain one
extra Campaign Victory Point,
Warrior of Renown:
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]LA\YOlutlt
This game is played on a 48" by 36" table.
Running across the centre of the table, from one table
edge to another is a narrow road, trail or track. lt
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)6"
48"
]D]E]P,]LOYN\4t]ENT
The sde being ambushed must deploy aIl of its forces first, as
the enemy has been watching them and already knows their
order of march.
The ambushed player must place all his men on the road,
facing in a single direction (he can choose either board edge).
He places his first, vanguard unit, anywhere on the road, but
not within ]L of the table edge. This can be any unit the player
wishes. All his other units must then be deployed one after
]P lE
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they only roll half (round fractions up) of the SAGA dice they
would normally roll, From turn 2 they can roll their normal
number of SAGA dice.
V n C ]rO ]R)Y C ON
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offany table
nd Bunn
A marauding warband have swiftly fallen upon an
enemy village, bringing fire, axe and sword. They come
to wreak carnage upon the common folk and drive
them out, burning their homes and fields. The local
warlord must quickly respond with his own forces
nd fight to defend the common peasantry, or see his
frtile lands laid waste...
]Ll\)YCIlut1l
This game is played on a 48ll by 36" table.
ln the centre of the table lay out a small village of three
buildings (one of these can be a large building). All the
buildings must be Within ]L of the centre of the table, Next,
add three crop fields, these should be placed with L of one of
the buildings,
Other terrain can then be p|aced as normaI, but may not be
placed within lt- of any fields or buildings already on the table.
48"
]DlElP,]LOYivltlENll
The defender deploys a unit first. He places a single unit of
Levy or Warriors with
of any of the buildings.
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The attacker has come to burn the buildings and fields and
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An enemy warband have been spotted so the common people have fled to the safetY of a local burh, strongPoint,
hilltop fortress or town, sealing themselves in behind its well guarded walls and gate.
But the enemy are not to be so easily denied, and press their assault, determined to cut their way inside and claim
their prize in plunder and slaves. The hard-pressed defenders must hang on and wait for reinforcements.
]LAYOlUtT
The game is played on a 48" by 36" table.
The Defender places an area of walls or palisades on his table
edge, with a single gate in the centre. The walls and gate
should be no more than ]L from his own table edge, lnside the
walls he may place as many buildings as he Iikes. This is the
edge of the burh.
]D]E]P,]LO,YMt]ENlf
First the deender must choose t unit of Hearthguard as his reinforcements. This can
be any Hearthguard unit, freely chosen from his warband, but it may not include the
Warlord, l the defender has no Hearthguard, then chose a unit of Warriors instead.
The defenderthen deploys all the rest of his forces first. They must all be pIaced
either inside the buhr or within ]L of the walls or gate if outside the burh.
The attacker then deploys all his forces, anywhere on the table but not within L
the burh or any enemy unit.
The attacker takes the first turn.
the enemy must score to hits upon it. Keep a running ttal
of how many hits the gate has taken in the game. The gate is
immune to hits by any missile weapons. Any hits by double
handed Dane Axes count as 2 hits instead of t (they are
very effective at choppng woodl) Once destroyed the gate
becomes passable.
V]tClt,O]RY
coN]D]tT]ttolNss
Scoucs
Whilst on the move through witd lands two enemy
forces have sent out their scouting parties, to search
the lands ahead of them and to hunt and forage for
food. Now the two rval scouting partes have run into
each other and weapons are drawn.
A runner has been sent to fetch the wartord and
his men to this desolate place as the skirmish
rapidly escalates...
]LAYOlutlf
This game is played on a 48'' by 36'' table.
The scenery is arranged according to the rules described in the
SAGA rulebook.
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the player with the most impressive facial hair wins). The
winner sets up a single unit of scouts (see speciaI rules). These
are placed in his half of the table, but not within ]L of the
centre line. The rest of his warband are reinforcements (see
SpeciaI rules).
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With only the scouts on the tabte, the rest of the warband
will arrive as reinforcements. From the start of turn z roll one
sAcA dice for which unit arrives that turn. when a unit first
arrives place it anywhere on the player's table edge.
Warriors.
1-3
Hearthguard or Warlord.
4-5
Levy.
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Two Warlords have already agreed that their warbands will do battle, at a chosen hour, at a ctearing
marked at the corners with hazel staves, beyond which no warrior may, with honour, step.
lnside this arena the two forces have mustered and two champions are called to the fore to duel,
only then will the slaughter commence...
]LA\YOlu]r
This game is played on a 48|' by 36'' table.
The ground has been chosen to be clear of obstacles. Place
terrain as normal, but any pieces placed must be at least
partially With ]L of a table edge, leaving the centre of the
battlefieId clear.
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Roll a dice for which player is the first arrive at the field of the
hazel wands. The player that rolls highest deploys his entire
force first, On a tie, the player with the most impressive facial
hair is the winner. AIl his forces must be placed with Mt of the
back edge of the arena area.
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''' '"4"'56A dice for their champion and assign them on the Battle
Board as they wish. Reso|ve the melee as normal, fighting
until one or the other champion is killed. Whilst the champions
are fighting, no other units may be activated.
Once one champion has won, the victor's model
immediately returned to his unit and will fight as normal.
is
]LIENGT]HI O]F
Add up Victory points as normal, The side that won the Battle
of Champions gains t bonus Victory point.
lf any of a player's units left the hazel wands arena area (this
is altowed, just frowned upon) then he Ioses 1 Victory point for
each unit that did so. This includes any units that were forced
to withdraw out of the arena.
GA\N\4[]E
C2rcended e,7canp[e:
Ca-paigrning Seasons in |utt
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The only other battle ths season wll be the Norman Raid on
the Welsh. The scenario wIl be 'Harry and Burn' . When the two
forces meet in a 4 pont SACA game, the Welsh wn a defensve
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WARBAND TYPE
WARLORD,S NAME
MoTlVAT|oN
TRAlTs
SPECIAL RULES
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----
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SIZE
UNlT TYPE
ARMoUR
MELEE/MlsslLE
ATTACKS EACH
WEAPONS/SPECIAL
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Blood and slaughter are let loose upon the world! lt s the
Age of thewolf ... and only the strongest can survive.
lt is the darkest of ages, a tme of blood and fire when
the only rule is that of the sword and the axe. lt is an age
when ambitious young lords must fight to rise above their
rivals, amidst the shattering shields and shaken spears of
the sheldwall. Rival Warlords must face-ofi, mustering
their warbands to pillage, raid and burn, to wn them
new lands, new riches and the undying glory of a bold
reputation that will be written in blood across the sagas.
Raise the Levies. Muster the Warriors. Summon the
Hearthguard to your sde. Jon the desperate fight for
power and glory n the Age of the Wolf.
Within ths book you wll find a complete SAGA Dark Age
Skirmishes campaign system for two or more players,
with players leading their own warband in a bitter
struggle for land, wealth and reputation, to rise above
their enemies and be recognised as the rightful new king.
To create an Age of the Wolf campagn each player
ffi