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SAGA Reference Guide Setup & Gameplay

WARBAND SIZE
Points

UNITS

Description

Shorter game / learning


game

Standard game

A Warband is a collection of models


made up into Units of one Faction

4-8 points per game is recommended

6 is the standard point amount

No additional rules to accommodate


7 or 8 point games introduced in The
Crescent & The Cross rulebook

SCENARIO SELECTION

Page 39

Models of same class, specs,


and equipment type organized into
Units

CC 58

Select a scenario for play 6 scenarios are


NF 21
included on page 59 of the SAGA rulebook,
1 scenario on page 21 of Northern Fury, and
7 scenarios on page 106 of The Crescent & The Cross

Agree with other player(s) or select randomly

Layout, game length, deployment, and victory


conditions are all included in the scenario

Units are 4-12 models each, can be reduced


below 4 but never increased above 12

Warlords, Priests, and Bards are solo Units

If an individual model in the enemy Unit can


be reached, the enemy Unit is reached

A Unit must remain in formation, each model


must be within VS distance of one another

Unless specified, the death of a Warlord does not end


the scenario

A point spent to purchase models does not


need to be placed into the same Unit

Scenery setup rules have changed in The Crescent &


The Cross

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

SAGA Dice Movement

Hero stats see individual Hero rules in Rulebooks


Priest stats see page 3 of this SAGA Reference Guide

Foot Units move M, mounted Units move L


Warlord armor is 5 for Melee, 6 for Shooting, sounds as Hearthguard for Activation

TERRAIN & BUILDINGS

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

can occupy) and Large buildings (12 models can occupy).

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

1 Select Scenario (page 59)


2 Build Play Area + Terrain (page 60), agree on
Impassible Terrain, agree on building Movement and
Shooting in regards to doors and windows
3 Create Warband
4 Roll for turn order (highest goes first, then alternates)
5 Follow Scenario rules for setup and Unit deployment

MELEE MOVEMENT RULES Page 24


Move model in your Unit one by one
CC 22
Each model must mode to contact by shortest
route possible, avoiding impassible or slower terrain
Model may not engage an enemy model already
engaged by two of your models
If closest enemy model is already engaged by two of
your models or impossible to contact an enemy unit
base to base, your model will move to engage the next
closest enemy model, moving gaps between models ok
If enemy model deployed behind an obstacle,
considered to be in contact and engaged if both models
touching the obstacle (e.g. wall, hedge, window of
building, etc.)
If you model does not have enough Movement to
engage an enemy model in base to base contact, it must
move as close to an enemy model as possible
Movement into Melee must honor the Unit Formation
MELEE DISENGAGEMENT

Page 30

or Linear Obstacle (such as a wall or hedge).

CC 106

http://bit.ly/sagaguide

SETUP STEPS

Page 59

CLASSES
Class

v0.8, 28 December 2014

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

Activated units may Move, Shoot, or Rest

Melee is the result of a Move Activation and is resolved


immediately following the Movement

An individual Unit may be Activated as many times in a


turn as allowed by SAGA Dice placement in the Ability
boxes
The order of Activations is determined by the player,
resolved one at a time, SAGA dice removed as used

Orders used during your own turn, except for Reaction


and Melee Orders, which can be used during the
opponents turn, including Activation/Reaction abilities

Abilities do not need to be used. SAGA Dice can


remain on an Ability box for use later

SAGA Dice in an Ability box can be removed at the


beginning of an Orders Phase and rolled

Any SAGA Dice saved on your battle board will count


against the number of SAGA Dice you roll next turn

SAGA Reference Guide Gameplay


SAGA DICE

Page 10

Activation

SHOOTING

CC 10
Dice

Range

Levies do not generate SAGA dice

+1

per Warrior or Hearthguard Unit

Hearthguard

2 attack die per model

Abilities that remove Fatigue do not count as


a rest Activation

Warlord

Type

Impact of Cover (2/3rd of Unit)


Cancel hits on 4+ instead of 5+,
defender only
No benefit from cover

Levies

1 attack die per 2 models

Levies

Warriors

Hearthguard

Warriors

1 attack die per 2 models

Heavy

Hearthguard

1 attack die per model

Mounted

MOVEMENT

Page 12

Type

Impact of Cover (2/3rd of Unit)

Light

Cancel hits on 3s

Heavy

Cancel hits on 3s, +1 armor to


target

Mounted

Range

Description

VS

2 / 5cm

4 / 10cm

Moving from, in, or through


uneven ground or crossing an
obstacle

6 / 15cm

Foot models in open terrain

12 / 30cm Mounted models in open terrain

Models can see and move in 360 degrees - no facing


All models in Unit must move together
Models in a Unit must be within VS of one another
You may not move through your own models or Units
If you move within VS of an enemy model, you must
engage it in Melee, base to base contact with a single
enemy model per model, or stay back at least VS
distance
Starting with the second Activation of a Unit in a turn, if
you are within S of an enemy Unit, you must engage
the closest enemy Unit in Melee if activated for a
Movement, unless exhausted
Allowed to activate for Movement but not move, is still
considered a move

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

No benefit from cover, -1 armor

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

3 Attacker then Defender use their SAGA Melee


abilities, multiple abilities allowed, spend Fatigue
4 Attack Roll (Attacker & Defender)
- Target # is enemys Armor or higher
- Max # of Attack Dice = 2x eligible
Melee models generated dice pre
abilities
5 Defense Roll (Attacker & Defender)
- 1 die per hit
- Cancels hits on 5+
- Max # of Defense Dice = 2x hits taken
Remove
casualties, defender first, any model in
6
the Unit, cannot break Unit formation, must leave
one model in base to base contact with enemy
7 Fatigue: 1 per unit in Melee
8 Loser must disengage

Ranged Units will also fight in Melee

Natural 6 roll automatic hit, roll of natural 1 as


automatic failure removed as a rule in The
Ravens Shadow errata

A Unit can only be in Melee with 1 other Unit, if


multiple Units options, must declare one

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

Movement or Shooting Activation


after the 1st non-Rest Activation for
that Unit per turn

+1

Melee (Attacker & Defender)

+1

Friendly Unit removed from game in


Melee within S distance of Unit

+1

Mounted Unit ending movement in


uneven terrain

Class

Fatigue Limit

Levies

Warriors

Hearthguard & Warlord

CC 19

1 attack die per model

# 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

Resting must be the first Activation for that


Unit during a turn, only once per Unit per turn

-1

Shooting

CC 38
Resting removes 1 Fatigue token

1 attack die per 3 models

for every SAGA die left on your


Battleboard, unless removed before rolling

Melee

CC 31

Javelins, Composite Bows

Hero (unless specifically noted)

Class

Page 28

# of Attack Dice

Bows, Slings, Crossbows


L
Javelins may be used for free after Movement
as long as not in Melee, no extra Fatigue
Crossbow impact target enemy Units -1 armor

Warlord

RESTING

Activation

Levies

+3

CC 68

Page 24

Class

Warlord

Page 39

MELEE

Page 2 of 4

Type

+2

ARMOR

After Movement

http://bit.ly/sagaguide

Max of 6 SAGA dice rolled, max of 8 SAGA dice placed

Page 19
CC 26

Description

v0.8, 28 December 2014

A Unit may gain Fatigue past exhaustion limit


Unit equal to or higher than Fatigue limit it
becomes exhausted and cannot be activated for
Movement or Shooting, only Rest, loses 1/2 of
Attack Dice in Melee
Spending The Enemys Fatigue:

Reduce enemy Unit Movement by 1 level (e.g.


L to M, not below VS), discard 1 enemy
Fatigue

When shot at, discard 1 enemy Fatigue from


the Shooting Unit to gain +1 armor

In Melee, discard 1 enemy Fatigue to gain +1


armor, only bonus against that attacking Unit

In Melee, discard 1 enemy Fatigue for -1


enemy Units armor

May only be used once during each Movement,


Shooting, or Melee
Each Fatigue effect can only be generated once
per occurrence (e.g. cant reduce Movement by
2 levels)

SAGA Reference Guide Special Models


WARLORD

PRIEST

Page 36
CC 60

Cost is free, unless using a Hero as Warlord

Generates two SAGA dice

Acts as own unit, activated as Hearthguard

Strongest individual model in Warband

Death may result in the loss of the Scenario


Abilities:

Resilience: Warlords ignore the first non-cancelled hit they suffer in


each attack. To kill a Warrior, you must inflict at least two hits in a
single melee or ranged attack. A Warlord may eliminate any number
of friendly non-Levy model (one hit per) within VS of the Warlord
instead of removing the Warlord as a casualty.
Determination: Once per turn a Warlord can be activated for free,
does not require a SAGA die for Activation. This special ability can
be combined with We Obey to activate a unit with the Warlord.
We Obey: Once per turn when the Warlord is activated, if you choose
a movement Activation, you may also simultaneously activate any
one friendly unit within S of the Warlord. That unit must then be
activated for movement. Cannot use this Activation to shoot or rest.
Does not matter if this unit has already been Activated this turn.
Counts as a free movement Activation. This may cause that unit to
take one Fatigue. This special ability can only be used once per turn,
either as part of Determination or any movement Activation. A unit
activated by this special ability may move in a different direction than
the Warlord.
Side by Side: Allows the Warlord and another unit to engage the
same enemy unit when using the We Obey special ability. Move the
Warlord to engage in Melee first, followed by the friendly unit. The
Warlord and friendly unit generate their own Attack Dice separately.
Any SAGA abilities played on one of them do not affect the other,
treated as two separate units in this regard. Before rolling Attack
Dice, the enemy unit must divide them between the Warlord and the
other attacking unit. No more than half of the Attack Dice may be
directed against the Warlord, no minimum requirement. Warlords are
not restricted by this rule. A Warlord can direct all of his Attack Dice
against the enemy Warlord. Positions of engaged units not relevant.
SAGA abilities that affect the attack roll are applied to all attacks
made by that unit during this melee regardless of the unit it is
targeted with its attacks. If Resilience is used with this special ability,
but casualties must be removed first.
Warlords Pride: When a Warlord is activated for movement, it must
engage the enemy Warlord if the model can be reached based on
the movement rules, unless the Warlord can engage an enemy Unit
within the VS or S range rules, which would overrule this ability.

http://bit.ly/sagaguide

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

The Religious Advisor

SAGA Dice

4/4

Attacks

Armor

SAGA Dice

5/6

Side by Side: See Warlord Abilities


We Obey: See Warlord Abilities
Resilience: See Warlord Abilities
The Blade That Punishes: During Orders Phase, may discard any one SAGA die
rolled this turn to gain one of the following benefits: Priest generates three extra
attack dice, discards one Fatigue, any non-Levy unit that engages in combat
alongside Priest using We Obey + Side by Side generates one extra attack die
per every two models.

The Enlightened

Armor

Resilience: See Warlord Abilities


Spiritual Advice: At start of turn, if within S of Warlord, increase max SAGA dice
rolled per turn by 1
Belief: At start of Activation Phase, remove one Fatigue
Faith: At any time during Orders Phase, take any number of Fatigue up to
Exhaustion limit. For each Fatigue taken, you may roll two additional SAGA dice or
remove one Fatigue from a unit within M distance. Each option limited to once per
turn (both allowed in a turn).

The Warrior Priest

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

WAR BANNER RS Page 4


Each unit of at least 6 Hearthguard CC 44
or 10 Warriors may upgrade one
model to a War Banner, all Factions allowed
The War Banner model does not generate
attack dice in that unit
If unit with War Banner not activated that turn,
remove a fatigue at end of Activation Phase
May be removed as a casualty from a unit,
but that unit will lose the War Banner abilities
Unit formation cannot force a War Banner to
be removed as a casualty - swap models in
unit to resolve
If unit is reduced to just the War Banner
model, remove the model and treat as unit
destroyed and model killed
Dogs of War, Legends of the Crusading Age,
and special units not allowed to have War
Banners
Ability:
Rally Around Their Banner: Rest activation,
remove one Fatigue, resolve at any time
during the turn and any number of times, must
be paid for using SAGA dice or abilities, once
this ability is used, no more move or shoot
activations for that unit this turn

CC 63

v0.8, 28 December 2014

BARD
TROUBADOUR

Blister Pack
CC 105

The Bard and the Troubadour have the same


rules. The model is called a Bard for Dark Ages
and a Troubadour for The Crescent & The Cross
The special rules for the Bard comes with one of
the three Gripping Beast Bard model blister packs
May not be included in any Warband led by
a Hero
No cost
Acts as own unit, activated as a Warrior
Mounted or unmounted, depending upon
model, mounted requires a mounted
Warlord
Worth two Victory Points
If killed, Warlord takes one Fatigue
Abilities:

Storyteller: Warlord may not Rest unless he


has two or more Fatigue, Warlord may not
use the Side-by-Side ability

Inspiration: Requirement the Bard must


be within S of the Warlord, any enemy model
killed by Warlord counts as double Victory
Points, Warlord may use the Determination
and We Obey abilities twice per turn

SAGA Reference Guide Factions & Special Units

v0.8, 28 December 2014

DARK AGES FACTIONS


Faction

Rules

http://bit.ly/sagaguide

Page 4 of 4

THE CRESCENT & THE CROSS FACTIONS

Description

Faction
Crusaders

Crescent & Cross, Page 66

European Christian invaders of the Holy Land in presentday Israel and Palestine from the 11th to 13th century

Saracens

Crescent & Cross, Page 72

Muslim Inhabitants of the Holy Land in present-day Israel


and Palestine from the 11th to 13th century

Rules

Description

Anglo-Danish

SAGA, Page 43

Early 11th century rulers of England from Denmark


and Sweden

Anglo-Saxons

Northern Fury, Page 5

Rulers of England from 7th to 11th centuries

Bretons

Northern Fury, Page 9

Rulers of the Brittany region of France, fought


against the Normans in the mid 11th century

Milites Christi

Crescent & Cross, Page 78

Crusader states founded by Europeans in the 11th and


12th centuries in present-day Syria, Israel, and Palestine

Byzantines

Varjazi & Basileus, Page 11

Byzantine Empire of the Eastern Mediterranean


Sea region from the 3rd to 15th century

Mutatawwia

Crescent & Cross, Page 84

Muslim defenders of the Holy Land during the Crusades,


largely Arab and Turkish religious volunteers

Spanish

Crescent & Cross, Page 90

Rulers of Spain, fought against the Muslim invaders


(Moors) during the 8th to 15th century

Moors

Crescent & Cross, Page 96

Muslim invaders of Spain, Portugal. and France from


North Africa during the 8th to 15th century

Ravens Shadow, Page 5

Rulers of France during the 8th and 9th centuries

Ravens Shadow, Page 9

Rulers of Ireland, battled the Normans and Vikings


during the 10th and 11th centuries

Jomskivings

Northern Fury, Page 13

10th and 11th century Viking mercenaries from


Jomsborg, along the Baltic Sea coast of Germany

Normans

SAGA, Page 42

From Normandy, France, rulers of England in late


11th century

Norse-Gaels

Ravens Shadow, Page 13

Viking colonists of Irish Sea region from the 9th to


11th century

Pagan Rus

Varjazi & Basileus, Page 3

Viking colonists of Russia and Ukraine from the 9th


to 11th centruy

The Steppe Nomads

Varjazi & Basileus, Page 15

Rus Princes

Varjazi & Basileus, Page 7

Christian rulers of Russia and Ukraine during the


10th century

Flemish Mercenaries

Gripping Beast Blister Pack Heavy infantry mercenaries from Flanders

Scots

Northern Fury, Page 17

Rulers of Scotland, descendants of the Celts

Egil

Gripping Beast Blister Pack Viking warrior-poet from Iceland


Gripping Beast Blister Pack Norse-Gael mercenaries

Ltd Edition, Salute 2012

Indigenous peoples of Greenland and the


Americas encountered by the Vikings

Gall-Gaedhil

Skraelings

Angry Monks

Gripping Beast Blister Pack Christian Monks

Steppe Tribes

Wargames Illustrated #311


or http://bit.ly/steppetribes

Nomadic tribes from Mongolia, invaders of Europe

Strathclyde

Ravens Shadow, Page 19

Rulers of Western Scotland from the 9th to 11th


century

Vikings

SAGA, Page 41

Medieval Scandinavians, rulers of Denmark,


Norway, and Sweden

Bedouin Scouts

Crescent & Cross, Page 101

Rulers of Wales, descendants of the Celts and


Romanised Britons

Daylami

Crescent & Cross, Page 102

Persian Muslim warriors subjugated by


the Turks in the 11th century

Fanatical Pilgrims

Crescent & Cross, Page 105

Christian volunteers during the Crusades

Foreign Mercenaries

Crescent & Cross, Page 102

Flemish, Armenian, and Greek


mercenaries hired by the Crusaders

Naffata

Crescent & Cross, Page 103

Turkish infantry with flammable bombs

Make this SAGA Reference Guide better by sending your corrections to raven@rinzai.com

Turcomans

Crescent & Cross, Page 104

This SAGA Reference Guide has been created by Raven Zachary in Portland, Oregon, USA

Turcopoles

Crescent & Cross, Page 104

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

SWORDS FOR HIRE


Description

Rules

Description

Jarl Sigvaldi / Jomsvikings SAGA, Page 48

10th and 11th century Viking mercenaries

Rules

Use

This does not replace SAGA Rulebooks. Please purchase copies for use. SAGA is Studio Tomahawk

The Crescent & The Cross only

Description

C / M Bedouin tribes of North Africa, Syria, and


Egypt

SAGA Online Forum by Studio Tomahawk: http://studiotomahawk.freeforums.org


Page numbers are for the SAGA Rulebook unless noted as another book by its acronym

Nomadic tribes from Mongolia

DOGS OF WAR
Description

Dark Ages only

C / M Horse archer mercenaries from


Turkmenistan
C

Horse archer mercenaries from Turkey,


Greece, and Syria

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