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WARBAND SIZE
Points
UNITS
Description
Standard game
SCENARIO SELECTION
Page 39
CC 58
Page 39
CC 57
Armor
Shooting
Dice
Melee
Dice
Fatigue
Limit
M/L
1 per 2
1 per 3
M/L
1 per 2
1 per
+1 Unit
M/L
1 per
2 per
+2
M/L
5/6
Points
Levies
1 for 12
Warriors
1 for 8
+1 Unit
Hearthguard
1 for 4
Warlord
0 for 1
Terrain Type: Area Terrain (a perimeter terrain item such as forest or swamp)
CC 40
Terrain Height: Low or High. Low Terrain never blocks line of sight. Cant cross over High.
Terrain Cover: Light (Soft) or Heavy (Hard). Light and Heavy impacts Shooting, Heavy
impacts Melee. 2/3rd of unit must be within cover to benefit.
Terrain Piece: Uneven, Open, or Impassable. Open includes bridges and roads. Uneven
Terrain (e.g. woods, rocky ground, walls, building, steep hill, etc.) will slow Movement from
M to S. Uneven impacts all the area terrain, not just the individual terrain elements within.
Buildings are considered High Terrain with Uneven Ground. Standard buildings (8 models
Unit may only enter a building if not occupied by an enemy Unit, all models in the Unit can
enter the building with the same Movement Activation, and room to occupy.
For Melee or Shooting involving Units inside buildings, see special rules on Page 31.
Page 1 of 4
Page 30
CC 106
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SETUP STEPS
Page 59
CLASSES
Class
TURN ORDER
ORDERS PHASE
Page 10
CC 12
1 Roll SAGA Dice
Max of 6 can be rolled at start of Orders Phase
Max of 8 total can be placed (Activation Pool)
2 Orders/Reaction abilities from the opponent
3 Allocate SAGA Dice to Abilities boxes
SAGA Dice symbol must match to Abilities box
Multiple symbols present, any can be used
Multiple symbols with +, all must be used
Colored background boxes (or bottom section in
CC) can only be used once per turn (the Faction
special Abilities boxes)
Left column (white boxes) (or top section in CC)
can be used multiple times per turn with proper
number of SADA Dice allocated
4 Orders/Reaction abilities from the opponent
ACTIVATION PHASE
Page 27
CC 36
Each player counts casualties
Player that inflicted the most casualties is the winner
Defeated Unit must disengage
If Defeated Unit cannot disengage (e.g. terrain), then
the winning Unit must disengage instead
If both sides inflicted the same # of casualties, the
attacker must disengage, but not counted as
disengagement for any special abilities or effects
Disengagement made by the Unit owner
Each model in Unit moves up to S away from Melee
Must move as far away from enemy models that models
were fighting, as possible
May not finish disarrangement within VS range of any
enemy model in the victorious Unit
Disengaged Unit must end in Unit Formation
If one Unit is wiped out entirely, no disengagement
Page 9
1 Orders Phase
CC 11
2 Activation Phase
Turn is complete, next player
Player loses the game if no SAGA dice at turn start
Page 14
CC 16
Page 10
Activation
SHOOTING
CC 10
Dice
Range
+1
Hearthguard
Warlord
Type
Levies
Levies
Warriors
Hearthguard
Warriors
Heavy
Hearthguard
Mounted
MOVEMENT
Page 12
Type
Light
Cancel hits on 3s
Heavy
Mounted
Range
Description
VS
2 / 5cm
4 / 10cm
6 / 15cm
Requires:
Base to base contact or adjacent across
obstacle of two opposed models, equal to or
less than Unit Movement range engages in
Melee, move one model at a time
Melee Steps:
0 Melee/Reaction abilities, Attacker goes first
Determination of Attack Dice (Attacker &
1
Defender both), must be in base contact of
enemy, within VS of enemy in contact, or in
contact with friendly model contacting enemy
2 Defender may reduce its Attack Dice for
Defense Dice, remove 1/2 of Attack Dice, for
every 2 removed, gain +1 Defense Die
FATIGUE
Requires:
At least 1 model in Unit must have line of sight
and range to an enemy model in a Unit, each
model eligible may shoot
Line of sight blocked by any models except
own in Shooting Unit, spaces between any
models, scenery items higher than average
foot model, ~35mm (high terrain)
Shooting Steps:
Declare target, determine eligible Shooting
models, and calculate Attack Dice to be rolled
Attacker then Defender use their SAGA
Shooting abilities, multiple abilities allowed,
Defender can spend shooting Unit Fatigue
Attack Roll
- Target # is enemys Armor or higher
- Max # of Attack Dice = 2x eligible
Shooting models generated dice pre
abilities
Defense Roll
- 1 die per attacker hit
- Cancels hits on 4+
- Max # of Defense Dice = 2x hits taken
Remove casualties (defender selects), cannot
break Unit formation, any model in the Unit,
even those models not in the line of sight
Cannot re-roll a die that has already been
re-rolled (no re-re-rolls), second roll is final
Natural 6 roll automatic hit, roll of natural 1 as
automatic failure removed as a rule in The
Ravens Shadow errata
Cannot re-roll a die that has already been rerolled (no re-re-rolls), second roll is final
Page 28
CC 37
Fatigue Action
+1
+1
+1
+1
Class
Fatigue Limit
Levies
Warriors
CC 19
# of Attack Dice
Activation
Warriors
Class
5
6
Warlord
Crossbow Units are -1 armor (Shooting or Melee)
Armor of 4 means must roll 4+ to hit
Armor must be 2-6, regardless of modifiers
-1
Shooting
CC 38
Resting removes 1 Fatigue token
Melee
CC 31
Class
Page 28
# of Attack Dice
Warlord
RESTING
Activation
Levies
+3
CC 68
Page 24
Class
Warlord
Page 39
MELEE
Page 2 of 4
Type
+2
ARMOR
After Movement
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Page 19
CC 26
Description
PRIEST
Page 36
CC 60
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Cost is one point to include a Priest in a Warband with a Warlord, or free to upgrade
your Warlord to a Warrior Priest (see below)
Limit one Priest per Warband - three types
Acts as own unit, activated as a Warlord, but does not use Warlord special abilities
Melee attack only, no ranged
Treated as Warlords for Battle Board abilities, exhausted with four Fatigue
SAGA abilities that target a Warlord cannot be used to target a Priest
May be mounted or unmounted, depending upon the model, mounted requires use of
a mounted Warlord
Worth four Victory Points
Warlord Priests:
May upgrade a Warlord to a Warlord Priest (no cost)
The model takes on the characteristics of the Priest type and does not have Warlord
special abilities, except he gets to keep Determination and Warlords Pride
SAGA Dice
4/4
Attacks
Armor
SAGA Dice
5/6
The Enlightened
Armor
Attacks
s
1
Attacks
Armor
4/4
SAGA Dice
2
Resilience: See Warlord Abilities
Belief: At start of Activation Phase, remove one Fatigue
Visionary: During Orders Phase after SAGA dice have been rolled before any
SAGA Abilities have been used, may take up to four Fatigues. For each Fatigue
taken, may take one SAGA die and change the symbol. If you use this ability, you
may not gain any extra SAGA dice during this Order Phase.
Page 3 of 4
CC 63
BARD
TROUBADOUR
Blister Pack
CC 105
Rules
http://bit.ly/sagaguide
Page 4 of 4
Description
Faction
Crusaders
European Christian invaders of the Holy Land in presentday Israel and Palestine from the 11th to 13th century
Saracens
Rules
Description
Anglo-Danish
SAGA, Page 43
Anglo-Saxons
Bretons
Milites Christi
Byzantines
Mutatawwia
Spanish
Moors
Jomskivings
Normans
SAGA, Page 42
Norse-Gaels
Pagan Rus
Rus Princes
Flemish Mercenaries
Scots
Egil
Gall-Gaedhil
Skraelings
Angry Monks
Steppe Tribes
Strathclyde
Vikings
SAGA, Page 41
Bedouin Scouts
Daylami
Fanatical Pilgrims
Foreign Mercenaries
Naffata
Make this SAGA Reference Guide better by sending your corrections to raven@rinzai.com
Turcomans
This SAGA Reference Guide has been created by Raven Zachary in Portland, Oregon, USA
Turcopoles
Franks (Carolingians)
Irish
Welsh
SAGA, Page 44
Game Tips: fractions are always rounded up, distances can be measured at any time
SAGA Downloads from Studio Tomahawk: http://bit.ly/sagadownloads
Rules
Description
Rules
Use
This does not replace SAGA Rulebooks. Please purchase copies for use. SAGA is Studio Tomahawk
Description
DOGS OF WAR
Description