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Shooting or Mlee

Activation

Activation

Activate a unit of

Activate a unit of Levy

Hearthguards or a Warlord.

(two units i f the discarded


die was a

Gain one Attack or one Defence Die


(three if you discarded a
and you have

'aRing t(je Cross

foftitue)

).

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Ttfje Siege i

Orders

Mlee

Activation

U n t i l the end of the turn, the movement


of your models is increased by 3Z5 for
foot troops and by p for mounted troops.

Your unit removes all its Fatigue at the end of


the step 7 of this mlee. I f used on Pilgrims,
immediately re-roll the SAGA Die spent for this
ability and place it on your Battleboard.

Activate each of your units for a Movement


or a Shooting.

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Orders or Orders/Reaction

Any activated unit that did not engage an enemy i n


mlee or does not cause at least one casualty with a
Shooting, takes a Fatigue after its activation.

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U n t i l the end of the current turn, your Pilgrims

Mlee

engaged in mlee generate Attack Dice as i f they

May only be used on a unit of at least 4 Knights

Mlee

were Warriors.

that engaged an enemy in mlee.

May only be used on your Warlord or Knights.

Gain three extra Attack Dice (if you have


f o r t t u b e , gain five Attack Dice instead).

Gain five Attack Dice (plus five Defence Dice


if a ^ 3 was discarded).

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Discard up to three Fatigues i n total from


up to three different units.These units may
not engage an enemy unit in mlee this turn.

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Mlee
May only be used on a unit of at least 4 Knights
that engaged an enemy in mlee.
Reduce your armour by two.
During step 5, the Defender must discard three

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Shooting/Reaction
May not be used on Levies.
Increase your Armour by one. I f you have
I J o r t t t U O C , your unit also gains three extra
Defence Dice.

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Ttfje Bospfiorus
Activation

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successful Defence Dice.

Btrtfi of a &ing5otn
Mlee
Your unit may re-roll all Attack Dice that fail
to hit their target.

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ta6aieros &
Jinetes

Activation
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Activation

Activation

Activate a mounted unit.

Activate a unit on foot.

Activation/Reaction
Immediately after an enemy

Comficrt }0oof

Orders

Melee,or Shooting/Reaction

Roll two extra SAGA Dice.

Gain one Attack or one Defence Die

activation has been resolved,

(two i f the discarded die was a ^ )

activate one of your mounted


unit for a movement.

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<&pportunity ot
Activation/Reaction
Use this ability after an enemy unit has ended its
movement within i D of one of your unit and not
engaged in mlee. Your unit immediately resolves a
shooting against the enemy unit, i f possible.

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Activation/Reaction
Play when a unit wifh at least one Fatigue is
activated for a Movement or a Shooting.
The activation is canceled and the unit may not be
activated again this turn.

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Mlee or Shooting/Reaction
During this mlee or shooting, any unit that rolls
more than 6 Attack Dice will take an extra Fatigue
at the end of the mlee or shooting and may not be
activated again this turn.

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Shooting

Orders/Reaction

If the target enemy unit loses at least one model


dur ing step 5 o f this Shooting, it may not be
activated until the end o f the current t u r n .

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Burning Sun

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desperate facties
Melee/Reaction
Each enemy unit engaged in this mlee takes one
Fatigue, but generates two extra Attack Dice.

Choose a warband.
Take all Fatigue tokens on that warband and
redistribute them between the warband's units, with
no more than two Fatigue per unit. Discard any
Fatigue that could not be placed.

Xigfit ioorses
Activation

Xeconqut5ta

Activate for a movement one of your mounted unit


that is equipped w i t h javelins. This unit may shoot
once before moving and once after its movement,
but on different targets each time.

Choose an opponent. For each SAGA Die above five


that the opponent currently has on his Battleboard,

The armour o f the units shot at is reduced by one


for the resolution o f these shootings.

designate one non-Warlord enemy unit of his


warband. This unit may not be activated this turn.

Orders/Reaction

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Melee/Reaction

Orders/Reaction

I f all enemy units in this mlee have one or more


Fatigue and none of your units in this mlee has
any, the enemy units will only generate half their
normal number of Attack Dice during step 1 of
this mlee.

A chosen opponent player must discards as much


SAGA Dice from his Battleboard as his Warlord
generated at the start o f this turn.

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Brotfiers

Sergeants

Activation

Activation

Activate a unit of
Hearthguards or a Warlord.

Activate a unit of Warriors.

Activation
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Orders

Mlee or
Shooting/Reaction

Roll one extra SAGA Die,


plus one extra SAGA Die per
PIETY you have.

Gain one Attack or one Defence


Die, plus one extra Die for each
PIETY you have.

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Orders
You may place any number o f
dice in this box. Discard more dice
that your current PIETY
to gain one PIETY.
M A Y ONLY BE TRIGGERED
ONCE PER T U R N

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Xrmour of faitfj
Mlee or Shooting/Reaction
Gain two Defence Die (tour if the discarded
die was a
).

6o5 is HOercifuf

for tfje true Cross

Activation/Reaction

Mlee

Play this ability after an ennemy shooting has


been resolved and one of your units has suffered
at least one casualty.

May only be used on a Brother unit that is e


with at least twice as much enemy models that it has.
Reduce an enemy unit's A r m o u r by one,
plus one for each PIETY you have,
with a m i n i m u m of 2.

Activate the target unit for a movement. I f this unit


engages mlee with the shooting unit, each of its
models generates one additionnal Attack Die
during step 1 of the mlee.

Tflartyrs
Mlee
If at least one of your Brother is eliminated during
this mlee, discard all Fatigue from your unit at the
end o f the step 8.

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Bfaspfjemous XOax Ocv
Melee/Reaction
Discard the PIETY token. One o f your Brothers
unit (or your Warlord) engaged in this mlee
generates three extra Attack Dice for
each PIETY lost.

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Discard your token. U n t i l the end of the game,


your PIETY is considered as equal to 0.

Mlee
Remove from one of your unit engaged in this mlee

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one Fatigue plus one extra Fatigue per PIETYyou


have. That unit gains a number of Attack Dice equal
to the number of Fatigues removed i n this way.

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Activation

Xepent, Sinners
Melee/Reaction
If one of your Brothers unit is engaged with Levies.
remove a number o f enemy Levies as casualties
equal to twice your PIETY. Do not resolve any

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further steps of this mlee i f there are no enemy

Orders

models engaged in mlee after the resolution

U n t i l the end o f the current turn, your opponent


may not use any Fatigue from your mounted units to
reduce their movement and no Activation/Reaction
abilities might be used to react to their activation.

Mlee
The next X SAGA abilities played by any player
during this mlee are cancelled. X being your
number o f PIETY.

of this ability.

Activate one friendly unit plus one extra unit


per PIETY you have. A n y mounted unit activated
this way and that chooses a movement activation
increases its movement by 3 - Each activated unit
that does not engage mlee with this activation
takes one Fatigue.

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Activation

Activation

Activation

Orders

Activate a unit o f
Hearthguards or a Warlord.

Activate a unit of Warriors.

Activate a unit o f Levy.

Roll two extra SAGA Dice.

Mlee, Shooting or
Shooting/Reaction
Gain one Attack or one Defence Dice
(two dice if you discarded a ^ J ! )

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Orrjns

I f your unit is w i t h i n M of its target, it gains a +1


bonus to all its Attack Dice.

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Shooting

Choose a symbol from your SAGA dice

Roll 2D6. Your unit gains a number of


Attack Dice equal to the highest score.

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d roll up to four

of your unused SAGA dice.

The target unit gains a number o f Defence Dice

Any die that has the symbol you chose may be


immediately placed on your Battle Board. The other
SAGA dice are returned to your pool.

equal to the lowest score.

Activation/Reaction

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A Pure

Use this ability when a mounted enemy unit is


activated for a Movement but before the Movement
is resolved. That unit must EITHER move as close
as possible to the closest of your mounted units,
engaging it i n mlee if possible, OR it must take
two Fatigues and cancel its activation.

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Arrows 3(_Sbi<?]cls

Orders or Orders/Reaction

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Visjns
Orders or Orders/Reaction
Your Warlord takes one Fatigue.
Until the end of the current turn, each time one or
more D6 are rolled to determine the effects of one
of your SAGA abilities, you may add or substract
one from the score of one of the dice rolled.

Mlee
Roll 2D6. Choose one of the scores rolled.
Gain a number of Attack Dice equal to half that
score. Gain a number of Defence Dice equal to half
the score of the die you have not chosen.

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Acfivafion

Activation

Designate three of your units.

Roll 2D6. Choose one of the scores rolled.

Your opponent chooses one to take one Fatigue.


The other two are activated and these activations
do not generate Fatigue.

Sbifrjg Stna?
Orders or Orders/Reaction
Roll 2D6. Designate i n each warband i n play
a number o f units equal to the difference between
the two dice rolled.
Each o f these units must either take one Fatigue
or eliminate one o f its models.

Prpbls Curs
Mlee, Shooting or Shooting/Reaction
Roll a D6 and designate one enemy unit. Any Attack
or Defence Die (choose one option) rolled by that
unit which results i n a score equal to the number
you rolled is ignored and has no effect.

Activate for a Movement a number o f different


friendly units, up to half the score o f the chosen
die. Any units that engage i n Mlee w i t h these
activations generates an extra number
of Attack and Defence Dice equal to half the other
die score rolled.

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Each time a model is sacrifked
as part of the cost of a SAGA

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ability, place a Martyr token here.

Activation

Activation

Melee/Reaction

Mlee

Activate a unit o f
Hearthguards or a Warlord.

Activate a unit o f Warriors.

May only be used on a unit o f at least


3 models. Discard 2 Martyr tokens to add
one figure to this unit (discard 4 tokens if it
is a Fanatics unit). This model may not be
placed within 175 o f an enemy model that
does not belong to an engaged enemy unit.

Gain one Attack Dice (two if the

discarded die was a i/jt).


Each time you use this ability,
you may discard one Martyr token
to gain one extra Attack Die.

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Activation

Activation

Melee/Reaction

Activate a foot unit for a movement. This movement


is Xl if moving i n open ground or SR if moving i n ,
from or through uneven ground.

Remove one Fatigue from each other friendly unit

Do not resolve step 8 of this mlee. After step 7,


starting w i t h the Defender, any non-exhausted unit
may decide not to disengage.

I f that unit does not end this movement engaged

i f a Fanatic was sacrificed)

within SR o f the unit that sacrificed the model.


(remove two Fatigues from each of these units

Any unit that disengages takes three additional


Fatigues. I f there are still units on each side engaged
after that, resolve the mlee again, starting with step 1.
This ability will last until one side has disengaged
from the mlee.

i n mlee, it takes one Fatigue.

WM

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PislrJiclJrj
Activation/Reaction
Use this ability when one enemy unit has been
activated, but before this activation has been resolved.
Cancel that activation. I f the activated unit does not
have any Fatigue, and a Fanatic was sacrificed,
it takes one Fatigue.

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Mlee
During step 5, after your opponent has rolled his
Defence Dice, you may designate up to 3 Defence
Dice (5 if the sacrificed model was a Fanatic)
and force your opponent to re-roll fhem.

Alltfr Prvjds
Mlee
Compare the number of enemy models and the
number of your own models engaged i n this mlee
(after sacrificing your model). I f the number o f
enemy models is higher than the number o f your
models, your unit gains a number o f extra Attack
Dice equal to twice the difference.

P4ridJs's Prmis
Mlee
May only be used on a unit that engaged alone
an enemy unit in mlee.
D u r i n g step 4 of this mlee, inflict to an enemy
unit a number o f extra automatic hits equal
to half the hits you inflicted to that unit
(gain as many automatic hits as the number o f hits
inflicted i f a Fanatic was sacrificed). Do not roll any
Defence Dice during the step 5.

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Orders
Until the start o f your next turn, after the resolution
of a mlee or a shooting that has seen
a unit (friendly or enemy) been destroyed,
all your units within SR of that unit remove
one of their Fatigue.

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Activation
Roll two extra SAGA Dice (three extra SAGA Dice
if a Fanatic was sacrificed) and place them on
your Battleboard.
OR
Activate a unit (this activation does not cause
any FATIGUE if a Fanatic was sacrificed)

Orders
Until the start of your next, any of your units
may sacrifice a friendly model within 3 instead
of sacrificing one of its own models as part
of the cost of an ability.

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Mujabids

Acliv4lJr) P|

Activation

Activation

Activation

Orders

Activate a unit o f
Hearthguards or a Warlord.

Activate a unit of Warriors.

Activate a unit o f Levies.

Roll two extra SAGA Dice.

Gombal Pst
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Mlee, Shooting
or Shooting/Reaction
Gain one Attack or one Defence Die
(two dice if a / ( j j ! was discarded).

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Dubls

Orders/Reaction

Melee/Reaction

Orders/Reaction

May only be used immediately after your opponent


rolled his SAGA Dice.

May not be used by units equipped


with ranged weapons.

Piek one unused SAGA Die of your opponent.

During the step 1 o f this mlee, all units engaged in


this mlee only generate half their normal number
of Attack Dice but gain a number of Defence Dice
equal to the number of Attack Dice generated.

Until the end of the current turn, all enemy


Warlords i n play lose their Determination,
We Obey and Side by Side special rules.

Roll it and add it to his available dice.


Take one o f your unused SAGA Dice, and place it
on your Battleboard with a - "^Ji face-up.

In addition, the number of Attack Dice


they generate (in mlee or when shooting)
is reduced by 2.

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Discrd

Activation

Activation/Reaction

Shooting/Reaction

Activate all your units that are not equipped


with ranged weapons.

Use this ability when an opponent activates


a unit to Rest.

Up to half the casualties (rounded up) you suffer


during the step 5 may be removed from an enemy
unit within SR (that is not the shooting unit)
instead o f being removed from your unit.

Friendly F"^

Add one Fatigue to any other unit that is within SR


of the resting unit (add two Fatigues instead to that
unit if you discarded a ^Jj).

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Mlee
May only be used ifyour unit has been engaged in
mlee and is not equipped with ranged weapons.
Your opponent chooses:
A l l his engaged units discard half their Attack Dice
OR
Your unit gets a +2 bonus to all his Attack Dice.

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GM

Orders/Reaction
Until the end o f the current turn, each time your
opponent activates one o f his units that
is more than JU away of his Warlord,
his Warlord takes one Fatigue.

Orders
Designate an enemy Warriors or Levies unit made
of up to 6 models and that is more than lil
away o f its Warlord.
Until the end o f the current turn, this unit is
considered as part of your warband. If he is not
exhausted, the enemy Warlord may take three
Fatigues to cancel that ability.

pury f~Swras
Mlee
May not be used by units equipped
with ranged weapons.
Gain a number of Attack Dice and a number
of Defence Dice equal to a third of the number

Sfjooting

2Y)o\>etnent
All foot models move

in open terrain.

All mounted models move Xt in open terrain.


All models move $ when moving from, in or through
uneven ground or crossing an obstacle.
If you move within JS of an enemy model, you must engage
it in mlee.
A unit that has moved earlier during the turn, and is
activated to move within $ of an enemy unit must engage
that enemy unit in mlee.

Arme

Range

Bows, slings, crossbows

JQ

Javelins, Composite bows

JU

Class

Number of attack dice

Levies

Armour
3

1/2 per models

Warriors
Hearthguard \

1 per models

Warlord
Sfjooting steps:

%m 5ice

1) Target determination and Attack Dice

At the start of the turn, you roll:

2) Attacker then Defender use their SAGA abilities

One SAGA die per Warrior or Hearthguard unit


Two SAGA dice per Warlord.
Minus one SAGA die for every SAGA die left on your
Battleboard.

3) Attack Roll (roll Attack Dice. Target number is the enemy's A r m o u r .


M a x number o f Attack Dice is equal to twice the amount o f Dice
generated b y the u n i t ) .
4) Defence Roll (cancels each h i t o n a 4 or more. M a x n u m b e r o f
Defence Dice is twice the n u m b e r o f hits taken)

titfj a maximum of 6

Mee.
5) Remove casualties

7V)o5ifiers

fatigue
^>ou gain fatigue for tfje foibwing reasons:
One Fatigue for every Movement or Shooting activation
after the first Movement or Shooting activation of the turn.
One Fatigue after each mlee.
One Fatigue if a friendly unit is removed from the game in
mlee within |3 of your unit.
One Fatigue if your unit mounted on horses ends its
movement with at least one ftgure in an uneven ground.
you may spen5 tfje enem-p's fatigue to:
Reduce his Movement from SR to } or from to TZiS or
from li to Jlt.
When shot at, discard one enemy Fatigue from the shooting
unit to gain one Armour.
In Mlee, discard one enemy Fatigue to gain one Armour.
In Mlee, discard one enemy Fatigue to reduce the enemy's
Armour by one.
All these effects may only be used once during each
Movement activation, or Shooting or Mlee.
fatigue fimit

Light Cover allows the cancellation of hits on 3s.


Heavy Cover allows the cancellation of hits on 3s and adds
one Armour to the target.
Crossbows: Reduce the Armour of the target by one.
Javelins: May shoot at the end of a Movement activation.

7Y)efee
Class

Number of attack dice

Levies
Warriors
Hearthguard
Warlord

Armour

1 per 3 models

1 per models

2 per models

TDefee steps:
0) The Attacker t h e n the Defender may use any
Melee/Reaction ability.
1) D e t e r m i n a t i o n o f A t t a c k D i c e (Attacker & Defender)
2) Defender m a y reduce his A t t a c k Pool to gain Defence D i c e
3) Attacker & Defender abilities
4) A t t a c k Roll (Attacker & Defender, target n u m b e r is the enemy's

Class

Fatigue limit

j Levies

Warriors

Hearthguard and Warlord

If the number of Fatigue markers a unit has is equal


or higher than his limit, it is Exhausted and cannot
be activated for Movement or Shooting and loses
half its Attack Dice in Mlee.

A r m o u r . M a x n u m b e r o f A t t a c k Dice is equal t o t w i c e the a m o u n t


o f D i c e generated b y the u n i t )
5) Defence rolls (Attacker & Defender, cancel hits o n 5s.
M a x n u m b e r o f D i c e is t w i c e the n u m b e r o f hits taken)
6) Remove casualties
7) Fatigue is a t t r i b u t e d
8) Loser must disengage.

iDoSifiers
A unit in Cover cancels all hits on 4s rather than 5s.
Heavy weapons: Adds +1 to the result of each Attack Dice,
reduces the Armour of the unit by one during melees.

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