SAGA Reference Guide - Setup & Gameplay: Warband Size Units Scenario Selection Setup Steps

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SAGA Reference Guide Setup & Gameplay v0.8, 28 December 2014 http://bit.

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WARBAND SIZE UNITS Page 39 SCENARIO SELECTION Page 59 SETUP STEPS


Models of same class, specs, 1 Select Scenario (page 59)
Points Description CC 58 CC 106
Select a scenario for play 6 scenarios are
and equipment type organized into 2 Build Play Area + Terrain (page 60), agree on
Shorter game / learning included on page 59 of the SAGA rulebook, NF 21 Impassible Terrain, agree on building Movement and
4 Units
game 1 scenario on page 21 of Northern Fury, and Shooting in regards to doors and windows
Units are 4-12 models each, can be reduced 7 scenarios on page 106 of The Crescent & The Cross 3 Create Warband
6 Standard game below 4 but never increased above 12
Agree with other player(s) or select randomly 4 Roll for turn order (highest goes first, then alternates)
A Warband is a collection of models Warlords, Priests, and Bards are solo Units 5 Follow Scenario rules for setup and Unit deployment
made up into Units of one Faction Layout, game length, deployment, and victory
If an individual model in the enemy Unit can
conditions are all included in the scenario
4-8 points per game is recommended be reached, the enemy Unit is reached TURN ORDER Page 9
A Unit must remain in formation, each model Unless specified, the death of a Warlord does not end
6 is the standard point amount 1 Orders Phase CC 11
must be within VS distance of one another the scenario
No additional rules to accommodate 2 Activation Phase
A point spent to purchase models does not Scenery setup rules have changed in The Crescent & Turn is complete, next player
7 or 8 point games introduced in The
Crescent & The Cross rulebook need to be placed into the same Unit The Cross Player loses the game if no SAGA dice at turn start

CLASSES Page 39 MELEE MOVEMENT RULES Page 24 ORDERS PHASE Page 10


CC 57 Move model in your Unit one by one CC 22 CC 12
1 Roll SAGA Dice
Each model must mode to contact by shortest
Max of 6 can be rolled at start of Orders Phase
Shooting Melee Fatigue route possible, avoiding impassible or slower terrain
Class Points SAGA Dice Movement Armor Model may not engage an enemy model already Max of 8 total can be placed (Activation Pool)
Dice Dice Limit
engaged by two of your models 2 Orders/Reaction abilities from the opponent
Levies 1 for 12 0 M/L 3 1 per 2 1 per 3 2 If closest enemy model is already engaged by two of 3 Allocate SAGA Dice to Abilities boxes
your models or impossible to contact an enemy unit SAGA Dice symbol must match to Abilities box
Warriors 1 for 8 +1 Unit M/L 4 1 per 2 1 per 3
base to base, your model will move to engage the next Multiple symbols present, any can be used
Hearthguard 1 for 4 +1 Unit M/L 5 1 per 2 per 4 closest enemy model, moving gaps between models ok Multiple symbols with +, all must be used
If enemy model deployed behind an obstacle, Colored background boxes (or bottom section in
Warlord 0 for 1 +2 M/L 5/6 2 5 4 considered to be in contact and engaged if both models
CC) can only be used once per turn (the Faction
Hero stats see individual Hero rules in Rulebooks touching the obstacle (e.g. wall, hedge, window of
special Abilities boxes)
building, etc.)
Priest stats see page 3 of this SAGA Reference Guide Left column (white boxes) (or top section in CC)
If you model does not have enough Movement to
engage an enemy model in base to base contact, it must can be used multiple times per turn with proper
Foot Units move M, mounted Units move L
move as close to an enemy model as possible number of SADA Dice allocated
Warlord armor is 5 for Melee, 6 for Shooting, sounds as Hearthguard for Activation Movement into Melee must honor the Unit Formation 4 Orders/Reaction abilities from the opponent

TERRAIN & BUILDINGS Page 30 MELEE DISENGAGEMENT Page 27 ACTIVATION PHASE Page 14
CC 40 CC 36 CC 16
Terrain Type: Area Terrain (a perimeter terrain item such as forest or swamp) Each player counts casualties
Activated units may Move, Shoot, or Rest
Player that inflicted the most casualties is the winner Melee is the result of a Move Activation and is resolved
or Linear Obstacle (such as a wall or hedge).
immediately following the Movement
Defeated Unit must disengage
Terrain Height: Low or High. Low Terrain never blocks line of sight. Cant cross over High. An individual Unit may be Activated as many times in a
If Defeated Unit cannot disengage (e.g. terrain), then
Terrain Cover: Light (Soft) or Heavy (Hard). Light and Heavy impacts Shooting, Heavy turn as allowed by SAGA Dice placement in the Ability
the winning Unit must disengage instead
boxes
impacts Melee. 2/3rd of unit must be within cover to benefit. If both sides inflicted the same # of casualties, the
The order of Activations is determined by the player,
Terrain Piece: Uneven, Open, or Impassable. Open includes bridges and roads. Uneven attacker must disengage, but not counted as resolved one at a time, SAGA dice removed as used
disengagement for any special abilities or effects
Terrain (e.g. woods, rocky ground, walls, building, steep hill, etc.) will slow Movement from Orders used during your own turn, except for Reaction
Disengagement made by the Unit owner
M to S. Uneven impacts all the area terrain, not just the individual terrain elements within. and Melee Orders, which can be used during the
Each model in Unit moves up to S away from Melee opponents turn, including Activation/Reaction abilities
Buildings are considered High Terrain with Uneven Ground. Standard buildings (8 models Must move as far away from enemy models that models
Abilities do not need to be used. SAGA Dice can
can occupy) and Large buildings (12 models can occupy). were fighting, as possible remain on an Ability box for use later
May not finish disarrangement within VS range of any
Unit may only enter a building if not occupied by an enemy Unit, all models in the Unit can SAGA Dice in an Ability box can be removed at the
enemy model in the victorious Unit beginning of an Orders Phase and rolled
enter the building with the same Movement Activation, and room to occupy. Disengaged Unit must end in Unit Formation
Any SAGA Dice saved on your battle board will count
For Melee or Shooting involving Units inside buildings, see special rules on Page 31. If one Unit is wiped out entirely, no disengagement
against the number of SAGA Dice you roll next turn
SAGA Reference Guide Gameplay v0.8, 28 December 2014 http://bit.ly/sagaguide Page 2 of 4

SAGA DICE Page 10 Activation SHOOTING Page 19 After Movement MELEE Page 24 Activation RESTING Page 28
CC 10 CC 26 CC 31 CC 38
Dice Description Range Type Class # of Attack Dice Resting removes 1 Fatigue token

0 Levies do not generate SAGA dice M Javelins, Composite Bows Levies 1 attack die per 3 models Resting must be the first Activation for that
Unit during a turn, only once per Unit per turn
+1 per Warrior or Hearthguard Unit L Bows, Slings, Crossbows Warriors 1 attack die per model
Javelins may be used for free after Movement
Abilities that remove Fatigue do not count as
+2 Warlord Hearthguard 2 attack die per model a rest Activation
as long as not in Melee, no extra Fatigue
+3 Hero (unless specifically noted) Crossbow impact target enemy Units -1 armor Warlord 5

-1
for every SAGA die left on your Class # of Attack Dice FATIGUE Page 28
Battleboard, unless removed before rolling Type Impact of Cover (2/3rd of Unit)
Levies 1 attack die per 2 models CC 37
Max of 6 SAGA dice rolled, max of 8 SAGA dice placed Cancel hits on 4+ instead of 5+,
Warriors 1 attack die per 2 models Heavy
defender only Fatigue Action
ARMOR Page 39 Hearthguard 1 attack die per model Mounted No benefit from cover Movement or Shooting Activation
+1 after the 1st non-Rest Activation for
CC 68 Warlord 2 Requires: that Unit per turn
Base to base contact or adjacent across
Class Melee Shooting Type Impact of Cover (2/3rd of Unit) +1 Melee (Attacker & Defender)
obstacle of two opposed models, equal to or
Levies 3 3 less than Unit Movement range engages in Friendly Unit removed from game in
Light Cancel hits on 3s +1
Melee, move one model at a time Melee within S distance of Unit
Warriors 4 4 Melee Steps:
Cancel hits on 3s, +1 armor to
Heavy Mounted Unit ending movement in
Hearthguard 5 5 target 0 Melee/Reaction abilities, Attacker goes first +1
Determination of Attack Dice (Attacker & uneven terrain
Warlord 5 6 Mounted No benefit from cover, -1 armor 1
Defender both), must be in base contact of
Crossbow Units are -1 armor (Shooting or Melee) Requires: enemy, within VS of enemy in contact, or in Class Fatigue Limit
Armor of 4 means must roll 4+ to hit
At least 1 model in Unit must have line of sight contact with friendly model contacting enemy
Armor must be 2-6, regardless of modifiers Levies 2
and range to an enemy model in a Unit, each 2 Defender may reduce its Attack Dice for
model eligible may shoot Defense Dice, remove 1/2 of Attack Dice, for Warriors 3
Activation MOVEMENT Page 12 Line of sight blocked by any models except every 2 removed, gain +1 Defense Die
own in Shooting Unit, spaces between any Hearthguard & Warlord 4
CC 19 3 Attacker then Defender use their SAGA Melee
models, scenery items higher than average abilities, multiple abilities allowed, spend Fatigue
Range # Description foot model, ~35mm (high terrain) A Unit may gain Fatigue past exhaustion limit
4 Attack Roll (Attacker & Defender)
Shooting Steps: - Target # is enemys Armor or higher
VS 2 / 5cm Declare target, determine eligible Shooting Unit equal to or higher than Fatigue limit it
1 - Max # of Attack Dice = 2x eligible
models, and calculate Attack Dice to be rolled becomes exhausted and cannot be activated for
Moving from, in, or through Melee models generated dice pre Movement or Shooting, only Rest, loses 1/2 of
S 4 / 10cm uneven ground or crossing an 2 Attacker then Defender use their SAGA abilities Attack Dice in Melee
obstacle Shooting abilities, multiple abilities allowed,
Defender can spend shooting Unit Fatigue 5 Defense Roll (Attacker & Defender)
M 6 / 15cm Foot models in open terrain - 1 die per hit Spending The Enemys Fatigue:
3 Attack Roll - Cancels hits on 5+
- Target # is enemys Armor or higher Reduce enemy Unit Movement by 1 level (e.g.
L 12 / 30cm Mounted models in open terrain - Max # of Defense Dice = 2x hits taken
- Max # of Attack Dice = 2x eligible L to M, not below VS), discard 1 enemy
Models can see and move in 360 degrees - no facing 6 Remove casualties, defender first, any model in Fatigue
Shooting models generated dice pre
All models in Unit must move together the Unit, cannot break Unit formation, must leave
abilities When shot at, discard 1 enemy Fatigue from
Models in a Unit must be within VS of one another 4 Defense Roll one model in base to base contact with enemy
the Shooting Unit to gain +1 armor
You may not move through your own models or Units - 1 die per attacker hit 7 Fatigue: 1 per unit in Melee
- Cancels hits on 4+
In Melee, discard 1 enemy Fatigue to gain +1
If you move within VS of an enemy model, you must 8 Loser must disengage
- Max # of Defense Dice = 2x hits taken
armor, only bonus against that attacking Unit
engage it in Melee, base to base contact with a single
enemy model per model, or stay back at least VS Remove casualties (defender selects), cannot Ranged Units will also fight in Melee
5 In Melee, discard 1 enemy Fatigue for -1
distance break Unit formation, any model in the Unit, Natural 6 roll automatic hit, roll of natural 1 as enemy Units armor
Starting with the second Activation of a Unit in a turn, if even those models not in the line of sight automatic failure removed as a rule in The
Ravens Shadow errata May only be used once during each Movement,
you are within S of an enemy Unit, you must engage Cannot re-roll a die that has already been Shooting, or Melee
the closest enemy Unit in Melee if activated for a re-rolled (no re-re-rolls), second roll is final A Unit can only be in Melee with 1 other Unit, if
Movement, unless exhausted multiple Units options, must declare one Each Fatigue effect can only be generated once
Natural 6 roll automatic hit, roll of natural 1 as
per occurrence (e.g. cant reduce Movement by
Allowed to activate for Movement but not move, is still automatic failure removed as a rule in The Cannot re-roll a die that has already been re-
2 levels)
considered a move Ravens Shadow errata rolled (no re-re-rolls), second roll is final
SAGA Reference Guide Special Models v0.8, 28 December 2014 http://bit.ly/sagaguide Page 3 of 4

WARLORD Page 36 PRIEST CC 63 WAR BANNER RS Page 4


Each unit of at least 6 Hearthguard CC 44
CC 60 Cost is one point to include a Priest in a Warband with a Warlord, or free to upgrade
Cost is free, unless using a Hero as Warlord or 10 Warriors may upgrade one
your Warlord to a Warrior Priest (see below) model to a War Banner, all Factions allowed
Generates two SAGA dice Limit one Priest per Warband - three types
The War Banner model does not generate
Acts as own unit, activated as Hearthguard Acts as own unit, activated as a Warlord, but does not use Warlord special abilities attack dice in that unit
Strongest individual model in Warband Melee attack only, no ranged If unit with War Banner not activated that turn,
Treated as Warlords for Battle Board abilities, exhausted with four Fatigue remove a fatigue at end of Activation Phase
Death may result in the loss of the Scenario May be removed as a casualty from a unit,
SAGA abilities that target a Warlord cannot be used to target a Priest
Abilities: but that unit will lose the War Banner abilities
May be mounted or unmounted, depending upon the model, mounted requires use of
Unit formation cannot force a War Banner to
Resilience: Warlords ignore the first non-cancelled hit they suffer in a mounted Warlord
be removed as a casualty - swap models in
each attack. To kill a Warrior, you must inflict at least two hits in a Worth four Victory Points
unit to resolve
Warlord Priests:
single melee or ranged attack. A Warlord may eliminate any number If unit is reduced to just the War Banner
of friendly non-Levy model (one hit per) within VS of the Warlord May upgrade a Warlord to a Warlord Priest (no cost) model, remove the model and treat as unit
instead of removing the Warlord as a casualty. The model takes on the characteristics of the Priest type and does not have Warlord destroyed and model killed
special abilities, except he gets to keep Determination and Warlords Pride Dogs of War, Legends of the Crusading Age,
Determination: Once per turn a Warlord can be activated for free, and special units not allowed to have War
does not require a SAGA die for Activation. This special ability can Banners
Ability:
be combined with We Obey to activate a unit with the Warlord. Attacks Armor SAGA Dice
The Religious Advisor Rally Around Their Banner: Rest activation,
s
1 4/4 2 remove one Fatigue, resolve at any time
We Obey: Once per turn when the Warlord is activated, if you choose during the turn and any number of times, must
Resilience: See Warlord Abilities
a movement Activation, you may also simultaneously activate any be paid for using SAGA dice or abilities, once
Spiritual Advice: At start of turn, if within S of Warlord, increase max SAGA dice
one friendly unit within S of the Warlord. That unit must then be this ability is used, no more move or shoot
rolled per turn by 1
activated for movement. Cannot use this Activation to shoot or rest. activations for that unit this turn
Belief: At start of Activation Phase, remove one Fatigue
Does not matter if this unit has already been Activated this turn.
Faith: At any time during Orders Phase, take any number of Fatigue up to
Counts as a free movement Activation. This may cause that unit to
Exhaustion limit. For each Fatigue taken, you may roll two additional SAGA dice or BARD Blister Pack
take one Fatigue. This special ability can only be used once per turn,
remove one Fatigue from a unit within M distance. Each option limited to once per TROUBADOUR CC 105
either as part of Determination or any movement Activation. A unit
turn (both allowed in a turn).
activated by this special ability may move in a different direction than The Bard and the Troubadour have the same
the Warlord. rules. The model is called a Bard for Dark Ages
and a Troubadour for The Crescent & The Cross
Attacks Armor SAGA Dice
The Warrior Priest
Side by Side: Allows the Warlord and another unit to engage the The special rules for the Bard comes with one of
3 5/6 1
same enemy unit when using the We Obey special ability. Move the the three Gripping Beast Bard model blister packs
Side by Side: See Warlord Abilities May not be included in any Warband led by
Warlord to engage in Melee first, followed by the friendly unit. The
We Obey: See Warlord Abilities a Hero
Warlord and friendly unit generate their own Attack Dice separately.
Resilience: See Warlord Abilities No cost
Any SAGA abilities played on one of them do not affect the other,
The Blade That Punishes: During Orders Phase, may discard any one SAGA die Acts as own unit, activated as a Warrior
treated as two separate units in this regard. Before rolling Attack
rolled this turn to gain one of the following benefits: Priest generates three extra Mounted or unmounted, depending upon
Dice, the enemy unit must divide them between the Warlord and the
attack dice, discards one Fatigue, any non-Levy unit that engages in combat model, mounted requires a mounted
other attacking unit. No more than half of the Attack Dice may be
alongside Priest using We Obey + Side by Side generates one extra attack die Warlord
directed against the Warlord, no minimum requirement. Warlords are
per every two models. Worth two Victory Points
not restricted by this rule. A Warlord can direct all of his Attack Dice
If killed, Warlord takes one Fatigue
against the enemy Warlord. Positions of engaged units not relevant.
Abilities:
SAGA abilities that affect the attack roll are applied to all attacks Attacks Armor SAGA Dice
The Enlightened
made by that unit during this melee regardless of the unit it is 1 4/4 2 Storyteller: Warlord may not Rest unless he
targeted with its attacks. If Resilience is used with this special ability, has two or more Fatigue, Warlord may not
Resilience: See Warlord Abilities
use the Side-by-Side ability
but casualties must be removed first. Belief: At start of Activation Phase, remove one Fatigue
Visionary: During Orders Phase after SAGA dice have been rolled before any Inspiration: Requirement the Bard must
Warlords Pride: When a Warlord is activated for movement, it must
SAGA Abilities have been used, may take up to four Fatigues. For each Fatigue be within S of the Warlord, any enemy model
engage the enemy Warlord if the model can be reached based on killed by Warlord counts as double Victory
the movement rules, unless the Warlord can engage an enemy Unit taken, may take one SAGA die and change the symbol. If you use this ability, you Points, Warlord may use the Determination
within the VS or S range rules, which would overrule this ability. may not gain any extra SAGA dice during this Order Phase. and We Obey abilities twice per turn
SAGA Reference Guide Factions & Special Units v0.8, 28 December 2014 http://bit.ly/sagaguide Page 4 of 4

DARK AGES FACTIONS THE CRESCENT & THE CROSS FACTIONS


Faction Rules Description Faction Rules Description
Early 11th century rulers of England from Denmark European Christian invaders of the Holy Land in present-
Anglo-Danish SAGA, Page 43 Crusaders Crescent & Cross, Page 66
and Sweden day Israel and Palestine from the 11th to 13th century

Anglo-Saxons Northern Fury, Page 5 Rulers of England from 7th to 11th centuries Muslim Inhabitants of the Holy Land in present-day Israel
Saracens Crescent & Cross, Page 72
and Palestine from the 11th to 13th century
Rulers of the Brittany region of France, fought
Bretons Northern Fury, Page 9 Crusader states founded by Europeans in the 11th and
against the Normans in the mid 11th century Milites Christi Crescent & Cross, Page 78
12th centuries in present-day Syria, Israel, and Palestine
Byzantine Empire of the Eastern Mediterranean
Byzantines Varjazi & Basileus, Page 11
Sea region from the 3rd to 15th century Muslim defenders of the Holy Land during the Crusades,
Mutatawwia Crescent & Cross, Page 84
largely Arab and Turkish religious volunteers
Franks (Carolingians) Ravens Shadow, Page 5 Rulers of France during the 8th and 9th centuries
Rulers of Spain, fought against the Muslim invaders
Spanish Crescent & Cross, Page 90
(Moors) during the 8th to 15th century
Rulers of Ireland, battled the Normans and Vikings
Irish Ravens Shadow, Page 9
during the 10th and 11th centuries Muslim invaders of Spain, Portugal. and France from
Moors Crescent & Cross, Page 96
10th and 11th century Viking mercenaries from North Africa during the 8th to 15th century
Jomskivings Northern Fury, Page 13
Jomsborg, along the Baltic Sea coast of Germany
From Normandy, France, rulers of England in late
Normans SAGA, Page 42
11th century SWORDS FOR HIRE Dark Ages only

Viking colonists of Irish Sea region from the 9th to Description Rules Description
Norse-Gaels Ravens Shadow, Page 13
11th century
Jarl Sigvaldi / Jomsvikings SAGA, Page 48 10th and 11th century Viking mercenaries
Viking colonists of Russia and Ukraine from the 9th
Pagan Rus Varjazi & Basileus, Page 3
to 11th centruy The Steppe Nomads Varjazi & Basileus, Page 15 Nomadic tribes from Mongolia
Christian rulers of Russia and Ukraine during the
Rus Princes Varjazi & Basileus, Page 7 Flemish Mercenaries Gripping Beast Blister Pack Heavy infantry mercenaries from Flanders
10th century

Scots Northern Fury, Page 17 Rulers of Scotland, descendants of the Celts Egil Gripping Beast Blister Pack Viking warrior-poet from Iceland

Gall-Gaedhil Gripping Beast Blister Pack Norse-Gael mercenaries


Indigenous peoples of Greenland and the
Skraelings Ltd Edition, Salute 2012
Americas encountered by the Vikings Angry Monks Gripping Beast Blister Pack Christian Monks
Wargames Illustrated #311
Steppe Tribes Nomadic tribes from Mongolia, invaders of Europe
or http://bit.ly/steppetribes
Rulers of Western Scotland from the 9th to 11th DOGS OF WAR The Crescent & The Cross only
Strathclyde Ravens Shadow, Page 19
century
Description Rules Use Description
Medieval Scandinavians, rulers of Denmark,
Vikings SAGA, Page 41
Norway, and Sweden Bedouin Scouts Crescent & Cross, Page 101 C / M Bedouin tribes of North Africa, Syria, and
Egypt
Rulers of Wales, descendants of the Celts and
Welsh SAGA, Page 44 Persian Muslim warriors subjugated by
Romanised Britons Daylami Crescent & Cross, Page 102 M
the Turks in the 11th century
Game Tips: fractions are always rounded up, distances can be measured at any time Fanatical Pilgrims Crescent & Cross, Page 105 C Christian volunteers during the Crusades
SAGA Downloads from Studio Tomahawk: http://bit.ly/sagadownloads
Foreign Mercenaries Crescent & Cross, Page 102 C Flemish, Armenian, and Greek
mercenaries hired by the Crusaders
SAGA Online Forum by Studio Tomahawk: http://studiotomahawk.freeforums.org
Naffata Crescent & Cross, Page 103 M Turkish infantry with flammable bombs
Page numbers are for the SAGA Rulebook unless noted as another book by its acronym

Make this SAGA Reference Guide better by sending your corrections to raven@rinzai.com Turcomans Crescent & Cross, Page 104 C / M Horse archer mercenaries from
Turkmenistan
This SAGA Reference Guide has been created by Raven Zachary in Portland, Oregon, USA Turcopoles Crescent & Cross, Page 104 C Horse archer mercenaries from Turkey,
This does not replace SAGA Rulebooks. Please purchase copies for use. SAGA is Studio Tomahawk Greece, and Syria

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