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moved.

This can generally be checked after the first miniature


has been moved.

MOVEMENT OF MORE THAN L


If a unit has increased movement beyond L, for example L+S, the
rules governing movement are the same as for two rulers. Thus,
a unit using two rulers of M and one of C will be able to bend its
movement twice: once between each ruler.

FAQ 2018
DECLARATION OF THE TARGET OF A CHARGE
The target must be declared at the time the unit is activated.
“activate this unit to charge this unit”. This happens when the
game effect that activates the unit is triggered (e.g. when the
Saga dice are spent, or the use of the We Obey rule is announced).

Activation/Reaction
Saga Rulebook
CHARGES AND ACTIVATION/REACTION
Clarifications If triggering an Activation/Reaction ability interposes a unit
between the charging unit and its target, the activated unit may
The Basics no longer reach its target.
In this case, the charge is either simply cancelled or the charging
unit can decide to charge the interposing unit as if it was the
RE-ROLLS
target of the original charge.
A player can only re-roll his own dice, never those of an opponent.
So, any ability that allows you to re-roll dice means that you can JAVELINS AND ACTIVATION/REACTION
re-roll your own dice, never force the opponent to re-roll any of
his own dice. An ability that forces an opponent to re-roll dice When an opponent triggers an Activation/Reaction ability in
would explicitly state that. reaction to a movement, that reaction is immediately resolved.
This happens before the free shooting activation from javelins.
WIDTH OF THE MEASURING STICKS Once the reaction is resolved, the game sequence continues,
with the resolution of the shooting.
When the width of the measuring sticks is important (as it can
be the case with some Saga abilities), the width is considered as Melee
being 1’’ wide (2,5cm).
Movement and charges CLOSE RANKS

Moving figurines By default, any unit without special equipment or rules that
prevent it from closing ranks can choose this option. It is not
During a movement (charge, movement or other) a model is necessary to consider the action of reducing the number of
considered as occupying at any time the entire surface of its base. attack dice to gain a defence benefit (the hard cover) too literally,
Therefore, it will not be able to pass over an impassable element
it can be a defensive posture, or an attitude that promotes
if part of its movement causes its base to overlap an impassable
preservation at the expense of aggression. So even animals can
element.
close ranks!
If it becomes necessary to imagine this corridor, draw an
imaginary line between each corner of the base of the model, Shooting
between its starting position and its finishing position. Any area
between the two furthest lines is considered to be occupied
by the figure during its movement or charge. If any impassable
LINE OF SIGHT
terrain (as enemy figures or another friendly unit) stands in the The line of sight is blocked when crossing the second time the
way, that movement or charge is impossible. edge of a single area terrain. So your line of sight can cross the
During the movement or charge, the figure should freely pivot or edge of the area you’re into, and cross another edge (like a wood
change its facing (in the case of models with rectangular or oval were the target is located).
bases) but the corridor of movement (or charge) depends of the
position and orientation at the start of the movement or charge. COMBAT POOL
It is the player’s responsibility to ensure that the unit’s cohesion At the end of the step 1 of the Shooting, you may have up to 8
is respected at the end of movement or charge. If the movement Attack Dice in your pool. During step 2, you can gain extra attack
FAQ SAGA • July 2018 V1

or charge has started and it appears that cohesion cannot be dice, but at before rolling them during step 3, you must ensure
respected, the figures return to their initial position, and the that you do not have more than twice the number you had at
movement or charge is cancelled. Players should ensure that the end of step 1. The same applies to melee, except that the
the final position of the unit is legal before all figures have been threshold at the end of step 1 is 16 dice rather than 8.

 1
RESOLVING A SHOOTING HEROIC UNITS
Any fire that resolves without activating a unit is covered by the A heroic unit activates like a Hero unit. By extension, if a Saga
3rd paragraph of the first column on page 22 (“Note that Saga ability or special rule activates the Hero, the entire heroic unit will
abilities...”). be activated.

Such shots do not require a line of sight to the target, and have no If fatigue is removed from the Hero, it is removed for the entire
range restrictions. Since no units are activated, when the combat unit. If the Hero suffers a fatigue, the unit takes the fatigue.
pool is assembled, only the bonus attack dice of the effect that The Heroic unit benefits only from the abilities that the hero
generated the fire are added to the combat pool. already has. So for example a Heroic Unit with a Hero that does

Special rules not have Determination wouldn’t gain it by the simple fact of
being a Heroic Unit.
If the text of a Saga ability refers explicitly to the Hero (often the
COMPOSITE BOWS Warlord), its effects apply only to the Warlord himself. Thus, a
The composite bow allows free activation for a shot that does re-roll of attack dice would only apply to the Warlord’s dice, and
not generate fatigue. This activation is independent of any other an increase in armor would only increase his own armor (which
activation, and the only constraint is that during a given turn, the would be ineffective as the heroic unit’s armor is that of the
unit may not activate consecutively for two shots. figures accompanying it).
In all other cases, when the unit type is important, as for example
Note that the rule that prohibits two consecutive shooting
to determine the effects of a Saga ability, it is the class of
activations includes all types of shooting activation, regardless
figures accompanying the unit that is taken into account. This
of their origin: Saga ability, free or other activations.
is especially important for the restrictions of the abilities (the
A unit equipped with composite bows can NEVER resolve two restriction being the line in bold that sometimes appears under
consecutive shooting activations during the same turn. the keyword as described page 40, as “Hearthguard or Warriors”
for example). For these restrictions, the unit is considered of the
Activations cancelled for any reason do not count as resolved
type of the accompanying figures.
activations.
Saga Abilities
BODYGUARDS
The use of this rule cannot create a “chain reaction”. A unit that MULTIPLE EFFECTS
incurs a loss may cancel it out by removing a friendly Hearthguard
Sometimes a Saga ability has two distinct effects. The formulations
figure. For the loss to be effectively cancelled, a figure must be
that link the two components and makes one depending from the
removed from the friendly unit. Therefore, even if the latter had the
other are “for”, “then”, “next” or “to” such as “Remove fatigue from
“Resistance” rule, it could not use it to cancel the transferred loss.
target to gain 3 attack dice” or “Remove fatigue from target. Then,
In other words, the withdrawal of a loss is a is not a qualifying gain 3 attack dice”. In both cases, the second effect (gaining the
condition for the use of “Resistance”. attack dice) depends on the resolution of the first. If the capability
said “Remove fatigue from your unit. Gain 3 attack dice”, the
WE OBEY two elements are independent, and the gain of attack dice is not
conditioned by the removal of fatigue. It is therefore possible to
The Warlord cannot activate himself with this rule. It should be win these dice and not remove any fatigue.
able to activate any other unit.
When an ability has multiple effects, you must trigger them in the
order of appearance in the text of the ability.
MERCENARIES
It would be wrong to believe that mercenaries cannot benefit ADVANCED SAGA ABILITIES
from advanced Saga capabilities. The usage limitations of these
An advanced Saga ability cannot be activated twice in the same
advanced capabilities are those set out on page 47 of the rule
turn, nor triggered twice in the same turn.
book.
By extension, it is forbidden to activate an ability that was previously
Thus, for example, if one of your abilities indicated “All your
activated this turn or triggered during the turn. So, if you start
units have armor increased by 1 until the end of the turn”, your your turn with dice on an advanced ability (that remained from a
Mercenaries units would see their armor increased since this previous turn), and you trigger that ability, you cannot reactivate it
effect is not limited by the points indicated on page 47. in the same turn (i.e. you cannot place dice on that ability this turn).
Similarly, even if mercenaries cannot be activated by an advanced
Saga ability, they may benefit from a ability with the keyword ACTIVATION POOL
“Activation” for its effects that would not be an activation of the
To benefit from the effects of this ability, you must have 2
unit (such as removing fatigue, or increasing armor as above). available Saga dice. Note, however, that the die used to trigger
that ability is made available before resolving the effects of that
DANGEROUS TERRAIN ability. Therefore, it is enough to have a Saga die available before
FAQ SAGA • July 2018 V1

the resolution of the capacity to benefit from it.


Note that dangerous terrain does not count as uneven terrain for
Saga abilities. It has the same effect on movement and charges As a general rule, if an ability indicates a fixed number “activate 4
distance, but only terrain with the “uneven” classification in the units”, you must have that number of units to activate. Abilities
terrain table on page 48 counts as such. that leave choice over effect size will indicate “up to” in their text.

 2
Clash of Champions
FIRST PLAYER
The limit on the number of dice the first player is allowed to roll
is a limit. So the first cannot roll more than 3 Saga dice during
his entire first turn. It means that if the first player’s warband
generates at least 3 Saga dice, he won’t be able to gain any
available Saga dice. Basically, that player must play its first turn
with 3 dice and not 8.

SLAUGHTER POINTS
Note that the Warlord, as well as any unit composed of a single
figure, earns 1 extra slaughter point when eliminated. Therefore,
by default, a Warlord earns 5 points to his opponent if he is
eliminated.

DEPLOYMENT METHOD C
The restriction to deploying more than M from a friendly unit
does not apply to Heroes. Heroes can deploy within M of any
other friendly unit (including another Hero) when using this
deployment method.

Correction

JAVELINS
Replace the two bullets of the javelins rules with:
During the resolution of a melee, they get a +1 to their attack
dice if they charged and the enemy unit did not close ranks.
Once per turn, after a movement activation resolved during
their controller’s turn, they can (if they want to) have a free
shooting activation, which generates no fatigue (see Free
activations p. 14 and Activations which do not generate
fatigue p.30). A unit armed with javelins can also be activated
normally to shoot.
Note: These changes are introduced to better represent the role we
envision for the javelins. By restricting the +1 attack bonus to charges
against enemies that did not close ranks, we highlight the tactic
of javelins thrown at the enemy during the charge, which is easily
countered by forming a shieldwall. The second change limits the free
shooting activation to the turn of the controller of the javelinmen and
only once per turn. This fixes some timing issues that the shootings
during an opponent’s turn created, and helps to define the javelins as
a harassment weapon, not a “pure” shooting weapon as the bows or
composite bows.

Thanks to all the contributors of the Saga Facebook page, and to our
faithful friends and companions: The English Champions (Tracy, Andy
and Mark), The Grenoble Team (Greg, Julie, Fabien, Andrew and Manu),
the Crusaders (Olivier and Philippe) and , John, the one and only Keeper
of the Flame.
FAQ SAGA • July 2018 V1

 3
The Age of the Vikings
• ANGRY MONKS (PAGE 66)
If multiple figures are removed at the same time from an Angy
Monks unit, you will roll as many dice as monks removed as losses.
It is possible to take only part of the dice you are allowed to roll.
Corrections and Clarifications
The dice are rolled simultaneously before being placed on your
board.
Factions and mercenary
clarifications
Battleboards clarifications
• WELSH FACTION RULES (PAGE 13)
The limitation regarding the composition of a Strathclyde • VIKINGS : NJORD
warband is purely indicative. When you muster a Welsh warband
you have no limitation on the way the units are equipped, and It does affect all units to M, not just units in the Viking warband.
depending on the kind of warband you lead, you can say they are
from the South (Wales) or North (Strathclyde). It also allows Owen • VIKINGS: ODIN
to lead an entirely foot warband. This ability is triggered within the framework the shooting
resolution, during the Saga abiities triggering phase. It is thus
• KLIBANOPHOROI (PAGE 30) not possible to cancel the shooting with the fatigue thus placed.
This unit is made of Hearthguards.
• JOMSVIKINGS: SONG OF STEEL
• IRISH (PAGES 38 AND 39) The javelins that the Jomsvikings are equipped with allows them
An Irish warband may recruit a maximum of 2 Curaidh and a to activate themselves for free after the movement for a shooting
single unit of Irish Dogs. that does not generate fatigue. That’s the whole point of this
ability!
Brian Boru’s Curaidh have no equipment options, like their Lord.
They must be as old as him! • INDIRECT FIRE (LAST ROMAN BATTLEBOARD)
Note that each Curaidh eliminated counts as one eliminated unit This ability can only be used by units with bows, not composite
for the slaughter points. bows or slings.
Irish Dogs have their movement and charge distances reduced by
dangerous terrain. Their special rule only applies to rough terrain, • NORSE-GAELS: NORSE ABILITY
as so classified.
The last sentence, in brackets, is part of the text that will replace
the Combat Bonus.
• RURIK (PAGE 44)
With the special “The Uniter” rule, you cannot place fatigue at • ANGLO-DANISH: EXHAUSTION
on an exhausted unit or place more fatigue at a unit than its
exhaustion threshold. Note that for this ability to take effect, you must designate 3 units,
but they may also be yours. An exhausted unit so designated
would ignore the fatigue thus suffered.
• JOMSVIKINGS : SIGVALDI STRUT-HARALDSSON (PAGE 56)
The special “Sly” rule applies only to advanced Saga abilities, not • ANGLO-SAXONS : UNION
to basic abilities (like Fury of the Pagans).
The activation of 2 units of 10 models or more replaces the
activation of a single unit. Both these activations are also
• EGIL SKALAGRIMSON (PAGE 64) movement activation that do not generate fatigue.
His armor is 6, even with his heavy weapon.

• JARL SIGVALDI (PAGE 64)


The effects in the first row of the table apply only if the Sigvaldi
unit did not spend Fury tokens at the start of its turn.
Note that through Activation/Reaction and ensuing melees, it is
quite possible that the Jarl changes sides twice during the same
turn!
For the Slaughter Points, the current owner of the unit scores any
casualties inflicted by this unit and his opponent scores for any
casualties suffered by Sigvaldi’s unit. The casualties scored by
FAQ SAGA • July 2018 V1

and against Sigvaldi’s unit are kept even if the unit changes side.
Keep track of these numbers by putting the figures aside or write
down the number of figures eliminated.

 4
Caballarii MILITES Footm
(2 if you used a ). add them to your inactive
Activation SagaActivation
dice. Activat
Spill Blood
Dance of Death Clenc
S Noble Lineage
Combat Bonus Melee or Shooting Unforgiving
Activation Shock
Activate a unit Activation Activate a unit of Activate a
Orders Pool Meleeof Hearthguards Warriors.Activation Levie
After the shooting attack or melee• NORSE-GAELS
Corrections
Melee, ShootingTurn one of your inactive Choose
or a BATTLEBOARD
up to 3 of your non-exhausted
Hero.
Take 3 of you
has Sagaresolved, roll as many
been The enemy
of your unit suffers a fatigue. Activate a unit to charge.
units. Each one takes a fatigue. roll them, an
or Shooting/Reaction Orders
dice to show a face ofavailable
your choice. You canmodels
no longer use enemy fatigue The charged unit cannot close ranks.
Saga dice as there were Expendable Roll as many available Saga dice Combat Bonu
Gain •1 ANGLO
attack or-defence dice
DANES BATTLEBOARD Take 2 of your available
removed as casualties (your ownduring this melee.as units selected, and place them
(2 if you used a ).
OR

Saga dice, the
Re-roll as many of yourand
roll them
inactiveenemy’s). Place all the dice
Replace the ability with:
◊ ◊

Intimidation and add them to
rolled your
in your Combat Bonus.
on your Combat Bonus.

Saga dice as you want
inactive Saga dice. ◊
Replace the ability with:
(if you used a , resolve both effects). ◊
Charge
◊ Superiority Determination
Volley Fire N

Saga - Age of Vikings is © by Studio Tomahawk. All rights reserved.


Melee
Crush The Weak
Melee or Shooting Activation Melee
• Unit withMelee
bows• Her
Melee ExpendableGain 3 dice (attack, defence
A mounted unit which charged. Remove a fatigue from the enemy unit
DETERMINATION Activate one of your units toUntil the
shoot.
Orders or Orders/Reactionor a mix of the two).
◊ Gain 2 attack dice (4 if you used a
Intimidation
). Melee ◊
If the enemy unit has an Armour
to inflict two extra automatic hits.
of 3 or less, gain 4 attack
Until the dice
the descriptio For this shooting attack, the range
Gain an
end of the turn, when a Norse-Gael of extra
unit die ofisyour
their bows

L+Lchoice
. abil
Your unit may gain an extra 3Ifattack
Orders/Reaction your unit wins the melee, or 4 defence dice.
(other than Levies) should sufferfor each
a fatigue, ◊
itfatigue
can on the enemy
Add unit.
an auto
dice, but will
The
thefirst
end unit
suffer an extra
activated
of the whole melee
yourfatigue
during
opponent
if the
the next
they
at cannot charge it until
do. of your next turn.
start
force a non-exhausted unit of friendly Slaves
within S to take the fatigue instead. ◊ you inflict OR in ◊

activation phase will suffer a fatigue (if you used
Spill Bloodat the end of its activation. ◊ Dance of Death ◊ Clenched Fists ◊ are

Saga - Age of Vikings is © by Studio Tomahawk. All rights reserved.


Melee or Shooting(if you used a , the first two units Activation
Gallop
Melee ◊
After the shooting attack activated
or meleewill both suffer a fatigue).
Choose up to 3 of your non-exhausted Take 3 of your available Saga dice, Pursuit
Norse
Activation/Reaction
Exhaustion
has been resolved, roll as many of your
available Saga dice as there were models ◊ units. Each one takes a fatigue.
Roll as many availableTrigger Saga dice Replace
after the ability
anOrders
infantry unit
roll them, and place them on your
Combat with:
has been
Lord
Bonus (4 if you used a ). Activation
of War
Activation
removed as casualties (your ownWounded Howling
as units activated
selected, and Axes
place them to move or charge withinUnbowed M Activate a unit to charge -
and the enemy’s). Place all the dice Shooting
• NORMAN BATTLEBOARD
on your Combat
Melee Bonus.
but
of one Choose
Each one
before the
3 units. units,
of your mounted
suffers a fatigue.
activation is resolved.
DomineOrders
This
Remove
this
unit
all fatigues
generates
your
gets 3Warlord.
bonus

from
no fatigue.
King
attack dice oro
V
rolled in your Combat Bonus. Melee, Shooting Orders
If the shooting attack inflicts

Gain 3 attack dice. During this melee,
Activate your mounted unit to or
Until the end of the turn, each
move.Shooting/Reaction
time theisensuing
Hisduring

Armour melee.
6 until Discard
the startall the
arge ◊
Envelopment at least one casualty, the
Wardance
takes aShieldwall
enemy
gain unitdie each time
1 attack you trigger your opponent uses a fatigue from of your next turn. Untilasthe staa

n Replace the abilityMelee
fatigue once the shooting
with:attack Melee
or Shooting/Reaction
is resolved.
your Combat Bonus. Trigger any Melee,
or Shooting/Reaction
available Saga dice and
Shooting
one of your units, roll one of your
You ◊
may not activate your Warlord
ability
place your
well
Warl
trigger
elins If the enemy
Increase
increase
unit closed
your unit’s
your ◊
Armour
Armour
ranks,
by
by 1.
1
◊ Melee
it on your

Norse
Hero
battleboard.
Combat Bonus
or Hearthguards
again this turn. Until Reroll
or
then, at
shooting
thet
atta
(if you used a , place the die face up them on
nits to charge.
ee, they get as ◊
and decrease theirs by 1. Expendable
Like Rocks
This ability cannot cost
Until rather
more
the endthanofrolling).
than 1the
die.
melee, may take an av ◊
DETERMINATION Orders or Orders/Reaction and place it o
e as they would
k dice during a Melee
Otherwise, gain 3 attack dice. Melee orImpact
Until the end of the turn, when a Norse-Gael unit
the description
Shooting/Reaction You may use
an ability
ofthis
the toCombat
becomes:
triggerBonus
ability that has already
Retreat
Melee

ack. If your unit wins the melee,
your opponent cannot charge it Envelopment
until
◊ (other than Levies) Gaels!
YouActivation
may re-roll• any
should suffer a fatigue,
Activate
it can
you wish.
defence
Mounted
a unit to charge
unit
Add an
dice
or shoot.
been used this
automatic hitturn.
to the hits Gain 2 defence dice
Shooting
force a non-exhausted unit of friendly Slaves you inflict OR increase your Armour by 1defence dice if your unit
the start of your next turn. Activation/Reaction within S to take the fatigue instead.
Gain 2 attack dice. During this shooting
During this shooting attack,
or the melee that follows the charge, (if you used a , both
(gain 2 extra
effects ◊
is mounted and fighting foots). ◊
Il
◊ Trigger this ability after attack,
unit activates, but before
an enemy
you their ◊
gain 1 attack die each time
you
trigger your Combat Bonus.
may re-roll any attack dice that are resolved).
A

Deception
activation is resolved. score a 3 or less.
◊ Activate a

emen unitsDiscard
that are2more
Melee
Activate for a movement
attack diceM
than
all mounted
toaway
gain from • CAROLINGIAN BATTLEBOARD Paratus ◊ which gen
The numb
n any enemy
4 defence dice. Orders unit cannot
Howling
ted units. Each Axes Unbowed
Damnatio Take one of your available Dex Aïe you
ove or charge.
Gainusing
3 attack
Melee
◊ Orders
Saga King
Replace the ability with:
dice and of addthe Isles
it to your inactive Activation
melee thisdice. During this melee, Until the end of the turn, each time Saga dice, OrdersfaceActivate
up.
your Warlord for a charge
gain 1 attack
s attack dice. die each time you trigger your opponent
Note that the reply of Ragnar regarding Gallop (page 19) is a uses a fatigue from
your Combat Bonus. one of your units, roll one of your
mistake. The target of the charge must be announced at the
available Saga dice and place
Until the start of your
your Warlord’s ArmourDuring
next turn,
that generates no fatigue.
is 6. the ensuing melee, they ◊

same time as the activation of the unit.
Evade(if you used it on your Combat Bonus Until then, at the start of every
or shooting attack he is involved in, you
get 4melee
bonus attack dice, and gain
a , place the die face up Resilience (2)
Activation/Reaction rather than rolling). may take an available Saga die, roll it A
• WELSH BATTLEBOARD
Trigger this ability after an enemy unit and place it on your Combat Bonus. A

t One Land,hasOnebeenKingactivated to shoot or charge,
but before the activation is resolved.
◊ Damnatio
Orders ◊
Choose a n
units less
n Gaels!
Replace the ability with:
Activate one of your units to move. you
Choose a unit with a number of figures
Shooting
my unit up to three times your Proelium.
Gain
oes 2 attack
may only bedice. During this shooting
attack,
◊ Until the end of your turn,
These units a
or fire - this doe
ed a ). gain 1 attack die each time all attack dice targeting
you trigger your Combat Bonus.
o charge, and this unit get a +1 bonus.
st legal target.

One Land, One King
Activation
All of your units with only • NORMANS : FACTION RULES (PAGE 17)
one fatigue remove them
Add after the equipement options of the Levies :
OR
FAQ SAGA • July 2018 V1

Activate all your units for a movement. “Ìf your Hearthguards are equiped with javelins, your Levies must
also be equipped with javelins”.

Note: The Welsh player has to choose between removing a fatigue
from its units or activate them for a movement (only).

 5
Mercenaries
• JARL SIGVALDI (PAGE 64)
Ignore the first bullet of the Fury rule. Jarl Sigvaldi should not gain
a Fury point at the start of a turn.

• GALL-GAEDHIL (PAGE 65)


Add at the end of Savagery
If one of their activations is cancelled (for any reason, including
a failed charge), they may not be activated any more during the
current turn.
Add at the end of An Eye for an Eye:
The number of hits so inflicted may not exceed half the number of
Gall-Gaedhil figures in the unit.

• VAGRANT WARRIORS (PAGE 66)


The Live or Die special rule can only be used before the first
activation of their controller’s turn. In other words, you cannot
use it during an opponent’s turn.

• PERSONAL CHAMPION (PAGE 69)


Add at the end the “Protector” rule:
If the Personal Champion is within VS of the Warlord at the start
of the turn, he generates 1 Saga Die (and not 0 as indicated on
his profile).

FAQ SAGA • July 2018 V1

 6
The Age of Crusades
In the case of the Umayyads (Saga Universe: Age of the Vikings),
as the Mounted Guards have no shooting weapons, the only way
for them to use this ability is to start by activating for a rest. You
can activate for a rest even if you do not have any fatigue, but it
Corrections and Clarifications must be the first activation of the turn.

Factions and mercenaries Corrections



clarifications  
• POLISH UNITS CHART (PAGE 42)

Saga: Age of Crusades is © Studio Tomahawk. All rights reserved.


• THE PAGAN PEOPLES (PAGE 39) The equipement options have been shifted down one line,
Without Fear
The reference that is made to Ümbeer Blessing
Piraama in the of the
answers TheThe
starting with the Warriors. Valiant
first line should be “Horse”, the
of Being Wounded
come Righteous
from a previous version. The ability activates 3 units, as second “Heavy weapons”, the Melee
third “Bows” and the last line
Melee Melee or Shooting/Reaction
indicated on the Battleboard. The same error occurred in the should be Hearthguards,
empty. Heroes or Pilgrims
response
You may re-roll concerning Valenulik ability, which
any defence If youapplies
have ato S and
unit not
of Pilgrims If your unit wins this melee,
M as
dicetoyou wish.
the text would suggest. in your warband, your unit cannot suffer it
• CRUSADER BATTLEBOARDremoves one of its fatigues
more casualties than its Armour value. at the end of the combat.

• THE HORDE (PAGE 59)
Any excess losses are cancelled. If you used a , the enemy
The Peasant's Crusade
Otherwise, you may re-roll a number of unit suffers an additional fatigue
Replace the ability with:
There is no constraint as to whendefence dice“The
you trigger equalHorde”.
to your This
unit’s Armour. once the melee is resolved.
can be done at any time during your Activation Phase, like any
FindActivation
Chinks Saga ability.  
In Their Armour
Melee•orFANATICAL
Shooting ARPADIAN HUNGARIANS (PAGE 65)
n 4 attack dice
The(6restriction
if you usedona composite
). bowsHappy
for warriors areis thethe
number of
Humble The Peasants’ Crusade
You must re-roll each
figures, attack
not die
the number of units.
which scores a 6. Orders Activation
Until the end of the turn, If you have a unit of Pilgrims

• PILGRIMS (PAGE 71) your Pilgrims have the same melee in your warband, activate all your Warrior
and Levy units. These activations
Aggression as Warriors
If multiple figures are removed at the same time from a pilgrim and are no longer
considered Unarmed. do not generate fatigue.
unit, you will roll as many dice as models removed as losses. It is
If you have no Pilgrims, Otherwise, remove 2 fatigues
possible to take only part of the dice you are allowed to roll. from your Warlord, and 1 from each
all your Hearthguards increase
Set AnThe Example!
dice are rolled simultaneously their Armour
before beingbyplaced
+1 andon
gain Resilience (1)
your of your Hearthguard units.
Melee until the start of your next turn, against
board.
Choose one or two other units shooting attacks only. 
within M of your unit.
• TURCOPOLES (PAGE 73)
you win this melee, each of these

units gets 3The
bonus attack dice
activation of free shooting represents the occasional use of • FIRE-THROWERS (PAGE 70)
3 bonus defence dice during thetonext God’ssection:Host
the bows available some of these auxiliaries. It’s the only way
elee they participate in this Add to the “Individualists”
the unit can fire.turn.
It is therefore not equipped with bows, at least Activation/Reaction
Jericho

in game terms.
Melee or Shooting
Fire-Throwers never have equipment options, even if they join
Trigger this ability after an enemy unit
a unit with specific equipment.
resolvingThey
their are not allowed to join a
Battleboard clarifications Gain 2 attack dice. mounted unit.
finishes activation.
If you have Pilgrims in your warband,
Gain 2 additional attack dice if the enemy choose a unit of Pilgrims. Until the end
• MOORS: HORSES OF THE MAGHREB unit’s Armour is higher than 4. • FANATICAL of PILGRIMS
the turn, it gets
(PAGE 4 bonus
70) defence dice
God’s Judgement against both melee and shooting attacks.

Melee the turn in which this ability is triggered, all mounted
During Replace the last sentence in the section “Children of God” with:
Otherwise, choose a unit of Hearthguards
units have L + S movement,
ain attack dice equal to your unit even those that normally have higher and activate
In a warband of Levantine it to rest they
Crusaders, or move..
will be considered as
movement
or the enemy (such as Eastern Horsemen, for example).
unit’s Armour Pilgrims for the Saga abilities of the Battleboard.
(whichever is higher).
• MOORS: INSPIRATION • WESTERN KNIGHTS (PAGE 72)
A unit is always at S of itself and may benefit from this ability if it Replace the first sentence in the section “Infantry and Horsemen”
has not suffered any losses. This is particularly true in the case of with:
Heroes, who unless included in a heroic unit, are considered not
to have suffered losses until their outright elimination. This unit contains 8 Warriors either on foot or mounted on horses.

• MOORS: TORRENT OF IRON


If the shooting or rest activation has not been resolved (if it has
FAQ SAGA • July 2018 V1

been cancelled, for example), the unit will not be activated for a
charge.

 7

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