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v R)AZ| tr DASLCUS
A Saga : Skinurfshes in cfre Oa* Ag.r supptenrenr
Factions designed by: Alex Buchel

Written by: Alex Buchel and Andy "Lord S" Sherwell


Layout, cover and graphic design: Fred Machu
Pictures: Wyn Rogers
Figures painted by: Darren Harding, Wyn Rogers, Mystic Spirals, Adey Burt
Matt Bazley, Fred Machu and Artmaster Studios.
Scenery by: Wyn Rogers, Gripping Beast and Crand Manner
Thanks to Mike Hobbs and the lnner Sanctum for their help and play testing sessions.
Join the saga community and find our latests updates at http://studiotomahawk.freeforums.org/
Varjazi & Basileus is published by Cripping Beast under license from Studio Tomahawk SARL, i1 Nouvelle Cit, 67180 Lingolsheim.
sasa, skirmishes in the Dark Ages, Northern Fury, rhe
& Basileus are o by Alex Buchel and Studio romahawk

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No part of this pubrication may be

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reproduci;i:il"_1"1iliilfl#:T:il,;J#:;il*"a,

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Printed in April 2orl by l'lmprimerie Cantier (59582 MARLY)

o Studio Tomahawk zot3

INOCX
Rus....................
Faction: The Rus Princes...........
Faction : The By2antines................
Swords For Hire : The Steppe Nomads...
Faction: The Pagan

....Pages 3

to

. Pages 7 lo
Pages

10

tl to 14

... ..............Page t5

: Che Pogan Rus

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The Rus kingdom emerged in the mid-gth century, carved out by


Norse traders and adventurers who had established settlements

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dlong the main river routes and waterwdys into what is now
northern modern Russia.

to any special rule.

The Rus ruled over the natve Slavs and Fnno-lJgarian subjects,

mixing their mythology, tradtons and culture with ther own.


Russidn chrontcles name their first kng as Rurik who replaced the
Khazars as Lord of Kev and founded a dynasty that would rule
Russia until the later Middle Ages.
Your Warlord is an important noble likely to be a Norseman. He
can be a local lord or even a warlike Khagan (a title derived from
the Khazars).
As was the tradition in the Norse culture, the Iords and leaders
maintained a band of loyal followers and bodyguards. They were

likely to be of pure Scandivanian blood and were either called


Varjazi (Varangians) or Druzhina. They fought on foot, in tight
shieldwall formations. These Varjazi form the Hearthguards at
your disposal.

Most troops fighting for the Rus warlords were Slavs or other
natives. Armed with spear and shield, these troops usually made
up the militia defending Novgorod, Kiev or any other major trade
city. They are your Warriors.
The bow was not a favoured weapon of the early Rus, and was

restricted to hunting

during

rh
this period. From time to time, some scouts
armed with javelins would loin a warband
and be despatched in front of the battle line. These
javelinmen form the Levy that your Warlord might muster.

lt

lRl,lUt lL lE ss

Pagan Rus Warlords, Hearthguards and Warriors are not subject


Pagan Rus Levies are armed with javelins.
Unless otherwise specified, Pagan Rus may

not include Swords

for Hire units.


]HI]E]RI.IO]EsS

O]F ]I]HI]B V]I]K]ING A\G]E

Svatoslav I of Kiev, Prnce of Rus,


Conqueror of the Khazars
Sviatoslav was born n the mid-gth centuty and was the son of lgor,
Prnce of Kiev. As soon ds he succeeded to the throne, he looked
east and south to expand the lands he had inherited from hs
father. lnfluenced by Byzantne emissaries, his attenton turned to
the Khazar Khaganate in theVolga valley and the Pontc steppes.
ln 965 AD Sviatoslav launched a lightenng cdmpdign and he
overthrew the rulers of Sarkel and Kerch, two of the major cties
of the Khazars, before destroying and burnng the Khazar captal
of Atil. In one yedr, Sviatoslav had fragmented a nation that ruled
the steppes for four centuries.

After the Khazar, the Prince of Kiev turned to the west wth the
subjugation of Bulgaria as hs objective. Ths threw the Rus in
direct confrontation with the Byzdntnes. The campaign
in the Balkans was not nearly as successful as the one
in the steppes, and in 969 Sviatosldv had was forced
to negotdte with the Emperor and retire from Eastern
Europe. On his way home, Pechenegs, most ltkely in the
pay of the Byzantines who feared this ambitous Prnce,
ambushed hm. lt s said that his skull made a drnkng
chalce for the Pecheneg Khan.

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Almost nothng lasted from hs conquests, as he never took time


to consoldate them. His sons waged wdr dganst each other,
shatterng what was the largest kingdom in Europe n the toth

s7\G'A\ A\lE

century.

to the Pagan

Hero of the Viking Age: Unlike other Heroes of the Viking Age,
Sviatoslav the Prince of Kiev only generates two Saga Dice at
the start of each of his turn.
Pagan: Although his mother converted to Christianity, Sviatoslav
remained Pagan, fearing that conversion might soften him and
lose the respect of his Varjazis. His determination to maintain
his reputation had no equal. During any melee fought within M[
of Sviatoslav, any unit in his warband that doesn't score at least
one hit during step 4 takes one extra FATICUE during step 7.

During any melee fought within M[ of Sviatoslav, any unit in his


warband that scores at least four hits during step 4 discards all
FATIGUE at the end of step 7.

ll

lLIT]l lES DIBSCIRIPTIO\

Below you will find a descrption of the varic

-: :: : :-: : : ble

-:: eal
Rus player on their Bottleboc'c. .' =with the fi rst column of ablites as they ar e -<.- : - : : : - -- j : -,sed
throughout Saga: the first three are nterc,.: :: :-: ::: the
different classes of models of an Ruswarbanc. , - : : -: ---.: :!i/o
being the usual Activaton Pool and the Comc-:: : - For the Khagan!
Used duringstep

of ony melee

:- :: i or
Warlord, or against an enemy with FATIGUE. \,', ^=- :-=.= cice
are spent, you compare the Armour value of '. ---- ::-::: unit
with the Armour value of each enemy unit '^. : ,:: ^ this
Melee. If your unit's Armour is superior to th. :-.-:-- cf all
the enemy units, then your unit gains 3 Attaci l:. : f the
relevant dice was spent). With a good cost versu: ===:: . eness
ratio, this ability will see frequent use.
This ability will be especially useful with ', : --

The GreatWnter
Used duringyour Orders Phase

Some play-testers felt that this ability actuallL c-3'acterizes


Rus and so the ability was central to thei'::c'iics. This
ability simply limits the movement and shooting :ange of all
units on the board to S. Note that this does nct constitute a
reduction of movement or shooting distance, as but rather
that it is rather a limitation imposed upon these cistances. This
has some importance when interacting rvith other abilities,
such as the Welsh Children of the Land abilitv. This also means
that a unit moving in rough terrain would stiil move at S, as
this movement does not exceed the limitation created by The
Creat Winter. On the other hand, The Creat Winter would de
facto make any ability that would increase the movement of a
troop useless.
Obviously, warbands that rely on shooting and/or mounted
troops will hate this ability!

the

Steppe mercenaries: During his campaigns, Sviatoslav made


great use of Oghuz and Pecheneg mercenaries. Hence, any
warband led by him may include any number of Steppe Nomads
Swords for Hire, as long as the number of these units does not
exceed the number of Varlazis units deployed on the table.
Conqueror: The Prince of Kiev was always on the move, never
gving any respite to his enemies. At the start of his turn, the
player controlling Sviatoslav may decide that hs Warlord won't
generate any Saga dice. lf he chooses to do so, at the start of
an opposing player's next turn, he may designate up to two
units in that player's warband. These units will not generate
Saga Dice at the start of this turn.

Standinglike Bears
Used durngstep

of any melee

Standing like Bears is a good and cheap defensive ability that

will prevent those using it from causing much damage, but


should dramatically the number of hits they will take. When
using it, you have the choice of either discarding 3 Attack Dice
increase your Armour value by one or to discard 8 Attack
Dice to increase your Armour by two. Of course you can only
discard dice you actually havel

to

Frozen
Used during on enemy Activation Phase

Frozen is a very useful ability against warbands that would


make use of multiple activations per turn. lt is used once an
activation (that must be the second or subsequent activation
of the target unit) is declared but before it is resolved. lt
cancels the activation and the target unit cannot be activated
again this turn.
Usually, you will not get to use Frozen, as the simple fact that it

This ability, combined with For the Khaganl or Bitting Iike

is ready

Wolves can turn the tide of most melees.

a single

to use will prevent your opponent planning more than


activation for each of his units.

Btng likeWolves

Coldwnds

Used duringstep 3) of ony Melee

Used durngstep z of on enemy shootng

This ability has

two distinctive effects. Both are resolved at the

end of the step 4 of the Melee.


First, if all enemy units engaged in this Melee have at least one
then your unit adds three extra hits to the hits scored.

FATICUE,

Secondly, if your unit did not suffer any hits during this step, it
adds a number of extra hits equal to its current Armour.

This ability will turn shooting against the shooter. lt is used


during step 2 but its effects will be enforced during step 3. For
each die that rolls a 6 (that is, before any modifier is applied)
the shooting unit takes a FATICUE. lf the relevant die is used to
pay for this ability, the 5s rolled also produce this effect. Nasty.

ln both cases, the extra hits may be targeted against any enemy

unit involved in the Melee. And yes, it is possible to focus all


these hits on a single enemy unit, a Warlord for example. Bites
from Russian wolves are deadlv indeed......

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Fear

of the Dark

Used duringyour activation phase

terrible ability that will dictate the deployment and


movements of enemy units. When used, you must designate
an enemy unit that is more than IMI away from any unit (friends
or foes). You simply give the target unit enough FATICUES to
make it immediately exhausted. Soon, you will see the enemy
deploy shoulder to shoulder, like a flock of sheep cornered by
wolves.

This one is

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..

.,.:,.i::,,,,1i1;.:.::,

' ' *.i. .-..i,1.::.-:," ..,, ..,...@+;.iJ:rir,::..13

You resolve each of these Shootings one (a ti'r, in anyordei


you want. During these Shootings you generate 6 Attack Dice,

but there is no shooting unit (your Warlord iust indicates the


epicentre of this madness, he is not the shooter), so any ability

that requires a shooting unit or that affects it Shooting has no


effect.
Also, as your Warlord is within

NV[

of himself, he will be affected

tool

Barren Lands
Used ether duringyour Orders Phose or during an enemy

OrdersPhase
Barren Lands is a very focussed ability that targets mounted
troops. Once used, it reduces by one the Armour values of all
mounted troops against shooting and in melee for the whole
turn. Quite simple, but this will probably make the Byzantines,
Normans or Strathclyde Welsh think twice before invading the
lands of the Rus...

Ragnar speaks...
Russa is a

terrble country. lt is cold,

colder that our North, poPulated


wth harsh people n an nhospitable
landscape. Ths is exactly what you

Endless Wastes
Used duringyour Activation Phase

Another deadly ability if it is used with the right timing. Once


used, it affects all units on the table, including your own. All
units, except Warlords, must immedately eliminate one model

for each FATICUE it has.


Combined with Fear of the Dark, the result on a Hearthguard
enemy unit can be devastatingl

Eastern Anger
U

sed during y our Activ ati on

Ph

ase

You will not use Eastern Anger too often, but when

used properly, the results can be devastating.


When the dice are spent, you immediately resolve
a Shooting against each unit within M[ of your
Warlord, including your ownl Please note that
despite being used during the Activation
Phase, this does not constitute an activation
and may not be cancelled by any game effect
that cancels an activation.

wll feel when facing the Pagan Rus.


Your movementwll be limited, any
mistake will be pad for dearly and
once you finally manage to catch
them, they've got more than a one trick to use.
Some of their ablites combne really well, and they
are usually a quite a defensve warband, ready to

exploit any of your weakness. The GreatWnter will be


used almost every turn, especally f ther enemy fields
any mounted unts, and they will make great efforts
to splt his an enemy warband, makng it possible to

exploittheir foe's

Fear of the Dark.

The other abiltes focus on defendng and counterattackng. There are many combinatons to explore,
but Standing lke Bears with For the Khagan! is on
obvious and very effective one.

might add thot javelnmen, despite beng


brittle, are quite useful in a Pagan Rus
warband, asthe reduction of shootingrange
has less mpact on iavelns than on bows. I
hate writing thdt but overlookng these pet
slaves would be a mistake.

ffi: Cne Rus kt

ces

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1

ln

7BBAD, Prnce Vladmr the Great of Novgorod and Kev


converted to Christanity. Although hs conversion wds to ensure
his marriage to a Byzantium princess, ths once proud and
rampdnt Pagan embraced hs new Christianity. He ruthlessly tore
down his kngdom's Pagan idols and stes of worship and bult
many churches. Mass converson of the Kievan Rus unsurprsingly

followed.

Vladimir and his family fought mdny campaigns against


Byzantium, Croats, Pechenegs as well as his fellow Rus as he
sought to make Kev the pre-emnent city of the region.
During this perod, mounted followers of the Prnces replaced
the Varjozs as the nucleus of Rus armtes. Foot militias supported
the mounted elite, fightng in sheldwalls or armed wth bows.
Mounted archers, drawn from the ranks of the steppe nomads,
were a f requent stght n these armies, and were used even dgdnst

The militias fighting with spears and shields form the Warriors
of your warband, while the ones that are equipped with bows
are your Levies.

]FA\C

II ]I ON

]RIUI ]L

lE sS

Some Rus units may be fielded mounted. Mounted units are


subject to the following special rules:
-

Your Warlord is a Prince of a Russian city or a Voevodo (military

The Druzhinas formed the professional soldiers that made up


the core of the standing armies of the Rus Princes. Druzhina
means "fellowship" and its members are Drugs (comrades)
who shared an oath and were death-bound to their lord. With
the flow of Scandinavian immigrants drying up and the mixing
of Norse and Russian blood, Druzhina are mainly of Slavic
origin, though foreigners could .join them from time to time.
These Druzhinas are the Hearthguards of your warband.

..i.l,;*;.. . . .., .,.,

Their equipment and training largely depended on the wealth


of their city. Larger towns could provide reliable equipment to
their mustered troops while poor or insignificant ones would
have to improvise with the available material. Tribal levies
could join the urban militias, and these tribal Voi were known
as Smerds, meaning peasants. Their motivation and loyalty was
not above question, obviously.

their fellows.
commander). He holds great power and maintains his own
bodyguard of Druzhinas.

t{i-}}

The Movement of mounted units is increased to lL but


reduced to SS when n-roving from, through, or into uneven
ground.

Mounted units may never enter a building but they can


melee any unit occupying a building in the normal

ilt"lt""r,,
-

The Armour of mounted units is reduced by one when they


are the target of a Shooting attack.

Mounted units may never benefit from any kind of cover, in


melee or shooting.

Urban Militias were by far the most numerous component of


Rus armies in our period. They had their own commanders.

the

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;sry?j:i:att',UtllW&ri-' : . !
Black Hoods: Th Bhak
are subfect't6:t};Le'iufes of the
Steppe Nomods with the followng change and additonoi

Apart from the restrictions mentioned above, mounted units


behave like ordinary units. lf a unit starts the game mounted,
it must remain mounted for the whole game and may never
dismount.

benefits:
- They count as Warriors

rather than Levies


the start of each turn.

Rus

Warlords and Hearthguards are mounted.

They generate one Saga De at

Rus

Warriors are not subject to any special rules.

'They have an Armour of 4, reduced to 3 agansi

Rus Levies are armed

shootng (as usual for mounted unts).


They are considered as Druzhna for the sake
of usng Rus Saga abilities.

with bows.

Unless otherwise specified, Rus warbands


may include only Steppe Nomad Swords

*:-

- They generate one

for Hire units.


'lt' lHt lUt

Attack Die per model in

melee.

lD lE lRl.s

O]F ]I.]HI]E V]IIK]ING A\GIE


The Malaa Druzhina,
lron Fist of the Rus

Princes
The Druzhna were divided into
two closses: the Crid Qunior) Druzhnas
and the Molaia Druzhinos. The Maloia were
veterans of war, hardened by ther conflct with the
steppe nomads, the Byzantnes or rval ctes. They were the bestequpped troops dt the dsposal of a Pr'ince, and would follow
hm untl death, through years of success, ll fortune or failure.

Thunders of the Viking Age: You may upgrade a sngle unt of


your Druzhina Hearthguards to Malaa Druzhna. This unt cannot
exceed 8 models and this upgrade will cost you one pont.
Veterans: A unt of Malaa Druzhina Senerdtes two Saga Dce at
the start of each turn, rather than one like any other unit. They
are mounted, and equpped wtth bows. Due to ther superor
trdining and experience, nether their mounted status nor bows
reduce their armour n any woy. They have an Armour of 5 against
shooting and n melee, like foot Hearthguards.

lron Fist: The Mdlaa Druzhina unt benefits from the Warlord
Determnaton, as descrbed page j7 of the Saga rulebook. It also
cancels the first ht suffered durng each shootng or melee, in
the same way as theWarlord Resilence rule (see Saga page j7).
When thelast model of the Malaa Druzhina

removed

as a casualty,

all other units in their warband mmedately take one FATIGUE,


n addition to any FATICUE caused by the fact that the unit was
removed from the table (e.g. f t was elmnated n melee).

.it

SA\G,A\A\lEltlLltlt'ltlEsslDlEssrClRltlP,lf

ltON

Below you wll find a descripton of the various abltties available

to the Pagan Rus player on ther battleboard. We will not deal


wth the first column of ablties as they dre smlar to those used
throughout Saga: the first three are intended to actvate the
different classes of models of an Rus warband, whle the last two
being the usual Activation Pool and the Combat Pool.

lf this symbol appears in the ability description box,


indicates that it only Druzhina and the Warlord

it

may use it.

Princes of Wnter
Used during an opponent's Orders Phdse

It

is well known that the main drawback of mounted models


their weakness against shooting. Princes of Winter offers a
cheap way of protecting your Druzhina, and to a lesser extent
is

your Warlord, against ranged attacks. When this ability is used,

until the end of your opponent's turn, your unit's Armour

The Chernye Klobuki,The Black Hoods

against shooting is increased by two, to a maximum of 6.

The Chernye Klobuk (also spelled Chrrni Klobuk) were seminomadicTurksh tribesmen of the Ros rver basn who fought as
mercenares for the Rus Princes durng the 11th dnd 12th century.
They were establshed south of Kiev in the north of the terrtores

This simply means that they will have an Armour of 6, leaving

of the Kpchaks. The trbe was made orginally of mmgrants that


had fled ther homelond when rival steppe tribes invaded. Ther
characterstcfeature wds a black hood from which they derved
their name. They were much wealthier than other tribes, hence
better equpped, and were hghly valued as auxiliaries.

ihuqflers of the Viking Aget lf your warband


teEe Ngltrads,

1-rou

tncludes o unt of
may upgrade this unit to Chernye Klobuk

{or @1'extra qne point.

them free to outmanoeuvre the enemy without getting too


anxious about those nasty shooters.

GreyWolves
Used

duringyour Orders Phase

lt will usually work


quite differently if your unit is attacking or if it is attacked.
Simply said, if none of the units engaged in this melee has any
Grey Wolves is a good and effective ability.

FATICUE markers, then it will give you 4 extra Attack Dice.

:],::.:...'ffif]:]::,l:]:]]'..:::]]i:]::].i::.1:.:]i|::::]::j

lf your unii tras' FATICUE, your opponent will have to make


a difficult decision; either take off your FATICUE to gain its
benefits but giving you 4 extra Attack Dice, or leave you with
the FATICUE. In both cases, the Rus are winnersl
Under the DarkSkies
Used during step z of a Shooting
This ability is meant to disrupt an enemy's plans. Used during
your Shooting, it will force the enemy to make a disengagement
movement if the target unit suffers at least one casualty.

This movement is made with the same constraints as

The Power of Blood

Used ether during step j of a melee or during step


z of an enemy's shooting,
The Power of Blood is a unique Saga ability that can change
the way a Melee or Shooting is done. It may only be used
by Hearthguards, fortunately. During the relevant step of
the Shooting or the Melee, when this ability is used, you
must also discard between one and six Saga Dice from your
Battleboard. These dice may come from any ability but the die
discarded for paying for the Power of Blood does not count
toward that number.

r,i',''*r.i

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disengagement movement in Melee (see Saga page z7) except


that if it cannot be performed, the shooting unit does not have

to disengage instead.
Useful to push back a vindictive enemy, or to push out of the way
some unit Ieft near their Warlord to act as meat for a his Resilience.

The Power

of Steel
j) of any Melee

Used during step

The Power of Steel will punish those players who enjoy piling
up loads of Saga abilities and have in their hands a shedload of
Attack Dice. Simply said, it reduces the number of Attack Dice
the enemy has to the number of Attack Dice your own unit has.
it prevents your unit gaining new Attack Dice during this Melee,
rut depriving an enemy his Attack Dice advantage is invaluable.

For each die discarded in this way, you may designate one
Hearthguard figure. This figure cannot be killed during this

Melee or Shooting. "Cannot" is here an absolute: nothing


can override that effect. This effect also affects you in that
you may not choose as casualties any models that cannot be
killed as a result of this ability. So, if your unit is made of 6
models and you discarded four dice, the casualties suffered

must first be selected from the two models that may be


killed before moving to the "immortal" ones that will simply
cancel the casualties.

Of course, discarding 6 dice for a unit made of 6 models


means that your unit will not take any casualties during this
melee or shooting. Your opponent may still roll his Attack
Dice if he likes the sound of the cubes on the table or if any
other game effects depend on the number of hits scored.

Also, note that models that cannot be killed cannot be


sacrificed to save a Warlord making use of his Resilience
special rule. This cost the life of at least one proud Russian
Warlord during the playtest, so be carefull

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Winds of Despar

Bodyguard

Used during step

Used either during step

of a melee

Winds of Despair require that your unit wins this Melee


and forces the enemy to disengage to have any effect. lt is
also useless on units of more than 3 models or against
a Warlord. But any other unit of 3 or less models is
simply eliminated instead of disengaging. tt might not
be very useful in the early turns, but can dramatically
change the tide of the game in the final stages.

of a melee

This ability makes the coupling of Warlord and Druzhina

PartingBlow
Used durng your octivaton phase
A useful ability restricted to your Druzhina or your Warlord

that

will surprise an opponent or soften his unit before engaging


melee. When used, it leaves you the choice of activating your
unit for a Movement or for a Shooting. lf activated to move,
it will shoot as if equipped with javelins at the end of this
Movement (and that Movement may not be used to engage

extremely effective. lt is used during the step 3 of a


Melee involving your Warlord. Until the end of this
I Melee, any time your Warlord takes off a nearby
'|' friendly model to avoid being killed, you roll one
,,.,,t..t ..,,,. die. lf you roll less than the Armour (in melee) of
'""
the sacrificed figure, it is not eliminated but the
original hit remains cancelled. So used in conjunction
with Druzhina, hits absorbed with Resilience will be cancelled
on roll of 4 or less. Of course, if the model to be sacrificed is
himself engaged in the melee, the Armour value to consider is
its current value, that may have been modified by Saga abilities
or FATI6UE.

melee). lf activated to shoot it will be considered as equipped


with bows for this Shooting.

In both cases this activation will not generate any FATICUE,


making it useful after your unit has manoeuvred around the
enemy.

Hardened
Used during your Orders phase
Hardened is a very good ability that will dictate the way your
Saga Dice are used during this turn. When used, it will boost
all Saga Dice spent from the Combat Pool that display either a
horse or a helmet. Both will grant you with an extra Attack and
an extra Defence Die. So with Hardened triggered, any horse

Ragnar speaks...

Do not think for

discarded for the Combat pool will give you two Attack Dice
and a Defence Dice or one Attack Dice and two Defence Dice.
Note that if used during an enemy's Shooting, gaining Attack
Dice is rather uselessl
And if you use a helmet to pay for this ability, each time you use
a horse or helmet Saga Die in the combat pool you will gain two
extra Attack Dice and two extra Defence Dicel

The LongDark
Used duringyour Orders phase

mnute that

mounted

on powerful

horses.

The warband is radically dfferent

from their Pagan

predecessor,

relyng on moblty and shooting


to seal domnance on their enemes. By studying the
Battleboard you will have noticed that quite a lot
of abilites make them hard nuts to crack. Between
Prince of Wnter that olmost make ther elite almost
invulnerable to shootng, the Power of Blood which

The Long Dark is an ability really different to the ones Saga


players are used to dealing with. lt is used during your
Orders phase, and only if you have not used an Orders ability
previously. When used, you must immediately discard all Saga
Dice from your Battleboard, which is a high price to pay. But
during the forthcoming Activation Phase, all your Rus units

ill get any number of activations for free (but won't

Chrstianity has softened n any way


our Rus. They emerged from their
conversion tougher than ever, and

be

able to Rest however) and generate two extra Attack Dice


,in Melee. At the end of the turn, each of your units receives
ne FATCUE that comes in addition to the FATTGUES gained
during the turn.

prevents you

from killing them and Bodyguard


that ensures that the Druzhina will suffer loads of
punishment for ther Warlord, you should be reody
to fight a long struggle against them. As d Rus, you
should ensure that your opponent pays the high price
for any melee he engages. lJsing the aforementoned
abilities should ensure that he wll suffer the attrition
much more than you do. Then, when weakened it will
betimeto letThe LongDarkfolland delver the kllng
blow. At least, that is the plan. And Rus have plenty
tricks n their pockets to ensure that everything will
work accordngto the plan.

Cfie bgzancines
t;&:.
"

*!,

t-

-a/'t*.tkhf,:;.:::l
".

,j

!**
.il

The Byzantine Empire came nto beng when the Roman Empire
was split nto two parts by Diocletan n 285. Followng ths gredt
leaders like Constantine and Justnian enabled the Empire to grow
and become powerful. However, lke all Empres it also went through
many upheavals and reversals of fortune untl eventuolly it fell

infantry formations. They were more often than not irregulars,


subjects of the Byzantines. These are the Levies of your warband.

in t453.

are subiect to the following special rules:

For over looo years the Byzantines fought off many enemes,
including the Slavs, the Bulgars, the Rus and notably the armies
of lslam from the Eost. The 4th Crusader army first breached the
Harbour walls in 1204 but t was the Turks who finally tore down
the great walls and invaded the great cty. Mlitarily the Byzantines
adopted the themdtic system to protect their terrtores, divding
the Empire nto fortified provinces, the themes. Each theme was
militarily and administratively ndependent and supplemented
when needed by the central field army, the tagmata, based around
Constantinople, the cultural and economc centre of the Empire.
The commander of a Theme was a Strategos, assisted in his duty
by various ranks of ofEcers, from the Comites to the Drungarios. lt
is likely that your Warlord is such an officer with a long service in
the Byzantine army.
The cavalry was the most prestigious arm of the Byzantine army.

Their deployment and tactics were strictly organised and their


equipment provided by the central authority. lt consisted of a
kontarion (a long spear about ro feet long) or a bow, a sword, a
shield, and a lamellar body protection. These Kavallaroi are the
Hearthguards of your warband.

IFA\Clf It (ON

lRl.iUt lL lE ss

Many Byzantine units may be fielded mounted. Mounted units

The Movement of a mounted unit is increased

reduced

to

to lL but

when moving from, through, or into

an

uneven ground.
-

Mounted units may never enter a building, but they can


engage in melee any units occupying a building in the

The Armour of mounted unit is reduced by one when they

normal manner.
are the
-

target of

Shooting attack.

Mounted units may never benefit from any kind of cover, in


melee or shooting.

Apart from the restrictions mentioned above, mounted units


behave like ordinary units. lf a unit starts the game mounted,
it must remain mounted for the whole game and may never
dismount.

and Hearthguards are mounted.


Hearthguards may be equipped with bows, but due to their
small shields and light body armour, their Armour in melee is
reduced to 4.
Byzantine Warlords

The bulk of the Byzantine army was made of professional soldiers,


fully equipped and well trained. They fought on foot, either with
spears and large shields - Kontaratoi; or as archers - Toxotai. These
are the Warriors of your Byzantine force.

Byzantine Warriors may have bows or spears. Given their lack


of protection, bow-armed Warriors have an Armour value of j.
Spear-armed Warriors are not subject to any special rules.

It was a common practice to have some skirmishers ahead of the

Byzantine warbands may never recruit Swords for Hire.

Byzantine Levies have javelins.

*ffi,

lHt lE lRl.tO lE ss

O lF

lf

IHt

lE lBl)YZA\N'lt'

lt

lE A\G

IE

The Warlord below may lead any Byzantine warband. Unlike


the usual Warlord, the Basileus costs 1pt, lke the Heroes of the
Vkng Age. If a scenario needs to determine how many victory
ponts the Basleus is worth, t is consdered as a Warlord that is
worth one extra victory point.

The Basileus
The Basileus was the Byzdntine Emperor. Ths name replaced
the Roman tttle of Augustus n 629, and was used from )ustinian
ll onward. The Emperor wears the colour purple that clearly
demonstrates his stdtus as leader of the Eastern Roman Empre,
and governs one of the most civilsed Empre of his time.
Unlike other Heroes of the Vtkng Age, the Basleus represents
all Byzantne Emperors that ruled the Eastern Empre from the
7th century up to the 11tt' centrJry and is designed to portray all
Emperors from )ustnian ll up to Basil Bulgaroktonos.
Hero of the Byzantine Empire: As the most important character
of the East, the Basileus generates three SAGA dice at the start
of each turn, and not two as other Warlords.

The Emperor: The Basileus has an Armour value of 4 and only


generates one Attack die in melee. He is also not subject to
the "Warlord's Pride" special rule. lf the Basileus is removed as
a casualty, the game ends immediately, and all other friendly
Byzantine figures on the table are considered as having been
killed. The Basileus is always mounted, as you would expect as
the ruler of the East.

lmperial Bodyguard: A warband that is led by the Basileus


may only field Hearthguards.

Varangoi: Varangians were Norse

or

Anglo-Saxon

mercenaries that served in the Emperor's Bodyguard.


Any number of Hearthguards in a warband led by the
Basileus may be upgraded to Varangians. Varangian
{r.l'' Hearthguards fight on foot and have a base Armour
:'t':r'of 6; they may also be armed with Dane axes (see
:r.'ir'r:ulelgk p?ge 4l). A Varangian unit that starts any

il:,:,.Uto*.ent'Activtion more than

M[ away

from

the Basileus takes a FATIGUE at the start of that Activation.


A Varangian unit that ends any Movement Activaton more
than ]V[ away from the Basileus takes a FATIGUE at the end of
that Activation.

Kataphractoi: Kataphractoi were

the heaviest cavalry

employed by the Byzantines and rode armoured horses. Any


number of Hearthguards in a warband led by the Basileus

may be upgraded to Kataphractoi. Kataphractoi have an


Armour of 6 (reduced to 5 when shot at as other mounted
models). Kataphractoi units take one additional FATIGUE for
every movement activation after the first (i.e. they take two
FATICUES after their second movement and two FATICUES
after their third movement).

Harald Hardrada,
Captain of theVarangian Guard
Harald spent nearly ten years in the service of the Byzantne
emperors durng which tme his legendary leadershp, loyalty,
martal prowess and rugged goodlooks ensured he quckly
attaned an envable reputation. He led the Varangans on
campoign throughout the Empre, serving as far afield as
)erusalem and Sicily. He amassed great personal wealth through
battle-plunder and'loyalty bonuses' from successve Emperor*
Eventually mprsoned by Michael V, who was concerned by
Harald's loyalty

tothe prevousEmperor (although other sources,

and no doubt Harald himself, would have t that t was because


he spurned the advances of powerful Empress Zoe...) Harald
escaped and fled back to Scandnavia where he used hs rches to
Hero of the Viking Age: Unlike other Heroes of the Viking

at the start of each of his turn. He may, at the


start of his turn, take one or two FATICUE to
generate a number of extra Saga Dice equal to
the number of FATIGUES taken this way.
Pagan: Despite being Captain of the Guard of
Byzantium, Harald was a pagan, and was trained
in the Old Norse ways. The Saga Dice generated

by Harald are Runic Dice (also known as Viking Dice, see Saga
page 6) and may be used on the Viking Battleboard. Hence,

a warband led by Harald will use two Battleboards, one


Byzantine and one Viking.
Saga Dice generated by Varangians may be either Runic or
Continental Dice (also known as Norman Dice see Saga page
6), as chosen by their controlling player at the start of each
turn. Saga Dice generated by other units in Harald's warband
must be Continental Dice.

Varangians: Any Hearthguard unit in Harald's warband must


fight on foot and may be equipped with Dane-axes (see Saga
page 43). Thanks to their shiny equipment paid for with the
Byzantine gold, these Hearthguards have an Armour of 6, in

melee and against shooting. The number of Hearthguards


figures in Harald's warband may not exceed the number of
models of other classes. A warband led by Harald may never
include any mounted model.

SA\GA\A\lB,[]Lltlll0EsslDlBssrCtRtUp,'lt"ttoN
IMPORTANT : You may have noticed that no Byzantine ablty
starts with ether "Dscard ths die" or "Dscard these dce". We
have removed these sentences to have more space withn the
ability boxes for their descripton. Ths does not mean that the
relevant dce are not dscarded. Consider that each of the ablity
stdrt wth the relevant sentence, and that the de or combnation
of dce MUST be dscarded n order to use the ability.
The rules of the first column of Saga abltes are descrbed page
5o of the Saga rulebook.

MASSEDARCHERY
Used during your Activaton Phose
This ablty will help you mimic some of the actual tactics used
by the Byzantines and ther bowmen. This ablty actvates two

unts (ths may be any units, mounted or dsmounted, Levies,


Hearthguards or Warrors) and they are activated for Shootng.
When ths Shootng s resolved, during step t, you may ignore
any frendly unt that would otherwse block the line of sght
between the shooters and their target. An abilty clearly usefut

for units of bow-armed Warriors that would be deployed behnd


a screen of spearmen.

STRATEG'KON
Used duringStep

of any Melee

Strdtegkon s an ablty that s really useful, but wll necesstate a


bt of plannng and wll usually be more f requently used when one
of your units are engaged n melee. When the dce are dscarded,
you must designate a f rendly unt that does not take part in ths
melee. The unit thdt uses Strd tegkon gans a number of Attack or
Defence Dice (or a mix of both) equal to half the number of dice
generated by the models of the desgnated unt that are withn
SS of your unit. So, for example, if you have three Hearthguard
models within SS of one or mor e of the models of y our unit, you, ll
gain j dce. The best use of ths ability s wth a deployment of
two units one behnd the other, with the f rontal unt gaining dice
for the presence of ther comrades behind.

SCOUIING
Used during,your Activaton Phase
Movng levy unts is always a problem in any ormy, but by usng
one dice the Byzantne commander can dctvate three levy
unts at once; these activations have the added benefit of not
generdtng fatigue. tJsef ul f you've moved levy unts up earlier in
the turn and you now want to move them out of danger loter on,
or f you want to concentrdte fire from multiple
units onto on enemy

SUPPORTARCHERS
Used durng step

of any Melee

surprising ability, Support Archers

allows the Byzantine player to resolve o


Shooting during a melee. After the dce are
discarded, you must desgnate a bow-

armed friendly unt that s within


NV[ of any unt nv olv ed n this melee.
You immedately resolve a Shootng,

wth the designated unit as shooters,


and one of the enemy unts engaged n
this melee as the target. Ths is resolved l'ike a standard shootng
sequence, wth the notable excepton that any of your unts
engaged in ths melee are ignored when t comes to determnng
the lne of sight between the shooters and ther target.
Note thdt the unt of "support archers" s not octvated for

shootng, and ony ablity that affects a Shooting Activation is of


no use. This sh ootng sequence, though included n the melee, s a
separate sequence entrely; hence the casualtes inflcted are not
added to the casualties token durrg the melee to determne who
will fall back.

KONTOS
Used duringyour Actvation Phose
The most expensve ablty of the Byzantne Battleboard, Kon,loJ

s also a deadly one! tt actvates one of your mounted units:


s not equpped wth bows) for a Movement. tf with ths
movement, your unt engages an enemy untt, you immedately

(that

roll one defor each of your model thats in base-to-base contact


with an enemy model. For each de that scores a 4 or more, you

will gain one extra ht during the forthcoming melee. These


hits are added to the hits you score durng step 4 of the melee.
Wth a good sized unit of eight Hearthguards, you con expect
bloodbath for your opponent!

of the Melee.

Phase

Ths is a cheap but potentally very useful abtlity. You may use it
durng your Orders Phase or during any opponent's one. Choose

one of your units, take up to two FATICUES from that unt and
S. None of these units may
FATIGUES are not discarded or taken-off, but
removing two FATICUES from your Hearthguards and put them
on that four model strongWarror unit remains nvaluable.

Of course, the

Apparently, Withdrawal doesn't look lke a very useful ablty. But


o close study will reveal that t s actually really powerful when
used properly. When the die s dscarded, you desgnate a f rendly
unt of mounted models engaged n ths melee. Durng step B
your unit will disengage, even f the opponent was also forced
to disengage due to the melee outcome. If both the attacker and
the defender have to disengage, the attacker moves first. Also,
the movement of ths dsengagement move is)L, rather than the
usual

l)sed durng your Orders Phase or during any eneiy's Orders

place them on any f riendly unt wthin


be Levles.

WITHDRAWAL
Used durng step

COMMON EFFORTS

S.

You can see two dfferent uses for ths ablty. lf you expect to
lose the melee, t means that the increase of movement of the
dsengagement will brng your unit far away f rom the enemy tnto
a safer postion. If you plan to win that melee, the fact that you
will disengage at a long distance will brng your unit far away
from any enemy counter-attack in hs own turn. Do not overlook
this ability; t is one of the most useful on the whole Byzanttne

BASILEUS
tJsed durng your

Actvation Phose

Ths s on ability that demonstrates the highly organized mltary


structure of the Byzantines. When these dce are discarded,
you may desgnate any number of unts, all within )L of your

Warlord. All these units are actvated, and these actvations will
not generate any FATICUE when resolved. lmmedately after the
unts have been destgnated, but before ther Actvations are
resolved, place on your Warlord a number of FATICUES equal to
the number of units thdt benefited f rom this ability. This ablity s
best kept to unleash the decisive blow to the enemy!

Battleboard!

FRIENDTYSHIELDS
lJsed durng step 3

of

the Melee.

Frendly Shelds ts another clearly defensve abilty. The die s


discarded during step 3 of the melee, but the ablty won't have
any effectuntil step 6. When you come to step 6, you may cancel
each casualty sustained by removng o frendly non-Levy figure
that is wthin SS of the unt thdt benefited f rom the ability. De
facto, t medns that you trade the casualties suffered by your unit
with models taken from a frendly unit. Very interesting f you
remove Worriors to avoid losng your precious Hearthguards!

MUTUAL SUPPORT
Used durngthe enemy's Actvaton Phase
Ths abilty s used in reacton to an enemy

Ragnar speaks...
Movement Activation.

actvated for a movement within lM[


of one of your bow-armed units, you dscard the relevant de. For
ths movement, the actvated enemy units may not engage n
melee any of your bow-armed unt f he could engage d unt not
equpped wth bows with ths movement. How does it work? lt s
qute edsy. Before your opponent moves hs fgures, check f he
would be able to engage a unt that is not equipped with bows
(respectng oll the rules for engaging on enemy and moving).
If ihat is the cose, then any movement that would end wth an
ngagement of any of your bow-ormed units is forbdden for the
gctvated unit. Note that the restricton also may apply to you
.ai,,the Byzantne player. For exomple, if you have a spear armed
--".unt and a bow armed one n the same bulding, and you use this
abilty you won't be able to desgnate the bow-armed unt as the
:'' tit dsting gs defender as this would make the engagement of
As soon as an enemy

unit

The Byzantines love come on the


battlefield dressed in proper uniforms,
wth each solder aware of hs role and

is

his task n the organsaton

of the force

and ther general shouting orders that


are instantly followed. Quite borng...
Well, the Byzantne player could make
d worse use of hs tme than studying
the Strategkon to learn the proper
employment of hs troops, as the Battleboard
about unit cooperation. A lone Byzantne unt s a helpless
(and lost) one. They shine when they support edch other, as
most of ther Saga abilites demonstrdte. Deployment is the
key here, and ensuring dt all tmes the battle lne s drawn
accordngto the plan s vtal if youwantto be successful. They
are quite difficult and trcky to use, but very rewarding f you
lke proper combat manoeuvres, the inter-arm approach and
all these things that I never learnt.
is all

ff,,
t

,,ti'{

tf!'l.,

. .-,-l:

H.
'"-.
i.-

11

":,*,a:

:Lisiern Europe and the endless Steppes of the Central Asia were
:\e l:omeland of a large number of Steppe nomads tribes such as
:\e Avdrs, the Magyars or the Pechenegs.
Cn a regular basis, these tribes would sweep across Europe or
t!.anst the Rus, plundering and p'illaging before retirng safely
,:o their homelands.
-i:e',, were valued as mercenaries, joining Rus and Byzantines as
:uxliaries, and were famous for ther accuracy as archers, ther
ma ne uv er ablty and th er cr ue lty.

for Hire:

Swords

The Steppe lVomads may be


included n any Pagan Rus, Rus Prnces or
Byzantine Warband (that are not led by the
Basleus or Harald Hardrada) for one pont.

Nomads: The Steppe Nomads are made

of B mounted

models that count

as

Levies. As Leves, they do not generate


any Saga dice, but may be activated or

fK*iwri'#,*:ffi
rF""

*#tr

(reduced to 3 due to being mounted). They are worth % vctory


point per model, lke Warrtors.
Horsemen: Steppe Nomads are born n their saddles. When they
move ds pdrt of d movement activaton (and do not engdge
melee) their movement benefits from a S distance bonus, for a
m ov e me nt of )L(or IVt) +sS. Th is bonus is n ev er aff ecte d by ter r a n
or any FATIGUE spent.

If the Nomads decde during the step z of the melee to reduce


their number of Attack Dice to gatn Defence Dice, they must
dscard ALL their Attack Dce to gan one Defence Dte per Attack
De discarded (and not half the number of Attack Dice dscarded
as it is usually the case).

Short bow: Steppe Nomods are equpped wth deadly short


bows. These sh ort bows count as javelns (see Saga page zj), with
the excepton thot the Shootng may be performed either before
or after the movement. The Nomads mdy not engage ony enemy f\
i) .,
unit if they shot during their Movement activation.

4*

Eagle Eye: When shooting, the Steppe Nomads outomatcally '/ai


benefit f rom a +t modfier to their Attack Dice rolls.
U.'

#.;

Varjazi& Basileus is a full colourminisupplement


for the SACA rules and is the last one to cover
the factions of the Viking Age.
Contained within are all the rules and

background for three new factions, one of


which, the Byzantines, has already been the
subject of a article in a Wargames lllustrated
magazine. The other two are the Rus Pagan
and their successors, the Era of The Princes
Rus. Also included are a new Swords For Hire
unit, the dreaded Steppe Nomads, who can be
in the pay of all three of these factions, and a
new Hero Of The Viking Age forthe Byzantines,
Harald Hardradda, Captain Of The Varangian
Guard.

We wanted to end this cycle with a bang so it


is presented in a card folder to hold your SACA
Viking Age collection.

This full-colour folder can accommodate


your Battleboard collection, Rulebook and

o
-E

supplement.
Varjazi & Basileus also contains 3 Battleboards which can not be
sotd separately. Varjazi & Basileus is not a complete rule-set as
you will also need the SAGA Rulebook.

VARJAZIS

rb

Activation
Activate a unit of
Hearthguards or a Warlord.

dE

>

a+
M I LITIA

Activation
Activate a unit of Warriors.

n5
t+
U

.SLAVES

FOR THE
KHAGAN:

CO!.D WINDS
Shooting/Reaction

Melee
If your uniti Armour is higher
than the Armour value of all
enemy units in this melee,
gain three Attack Dice (gain
five Attack Dice instead ifvou

discardeda

{+

f).

THE GREAT
WINTER

FEAR OF

*Y

Orders
Until the start ofyour next turn,
the movement of all units is
Iimited to SS. Until the start of
your next turn, the maximur]]
distance at u,hich can shoot is

limited to

{E
k

SS.

ffi'r

f,?

STANDING LIKE BEARS

Activation
Activate a unit of [.evies.

AE

t;F"

ACTIVATION

Melee
Discrd three Attck Dice to increase

t ?
ourunit.\nnourraluebyonc. l-

unit. 'Ihis unit takes


as many FATIGUES as needed

to get Exhausted.

ENDLESSWASTES
, V ]
Activation
i I -:
Eacn n()n- \\t,()ro untt .n lne raDte
must inrnredialelr kill .rne ,'l ils
models for each I-A I ICUE it has.

!t

EASTERN ANGER

IE

BITING LKE WOLVES

Activation

f"'l*0",,..0r,r,*",,

Orders

j:,::

engaged in this melee have at leas

Roll trvo extra SAGA dice.

one FATIGUE, add three extra hi

n3

the number ofhits 1ou scored. Ifat the end


uf stcp 4 1 r rur unit has not sutlered rny hits.

COMBAT POOL
Melee or

Shooting/Reaction
- Gain one Attack or one
I)efence Die (gain two dice
ifthe discarded

nb
dE
*

-Lt

Discard eight Attack Dice


to increase vour unit
Armour value by tu'o.

POOL

diewasa

For each Attack Die that rolls a


natural 6 against your unit, the
shooling unit lake\ one F{ tl(iUE
tila { rrar discarded. lhe shooling
unit also takes a FATIGUE
for each 5 rolled).

Resolve a Shooting against each


unit (friendly and enemy) that has
at least one model within M[ of
your \\'arlord. Generate 6 Attack
Dice during each ofthese Shooting

add X extra hits to the number ofhits 1,ou scored,


with X being our uniti current Armour

resolutions.

FROZEN

BARREN LANDS

Activation/Reaction

Orders or Orders lReaction

Ure this abiliq'aft(r n ofponcnt

Until the end of the current turn,

activates a unit for the second or

the Armour of all mounted rodels


is reduced by one, in melee
and against shooting.

subsequent time in the same turn.


This activation is cancelled and
the targeted unit mav not be activated
agairl this turn.

#+

IE
>

.i

Activate a unit of
Hearthguards or a Warlord.

INDs OF DESPAIR

PRINCES
OF WINTER

fg
:t#

Orders/Reaction

d:.o

:.:'1l:::lilJj:i;,i11'j,t"'

ilt

O""

:::::i::J,['f

:.o,

iL]

unit

itith fl G

lT:ij""''o

q#

is elimirralcd inrlead
of disengaging.

i.
;.. increased by t\a'o against Shooting. LIF
Herthsurrrds nd \\'rlord unit.

,."-*ra",d

-I-

,flE
CITY MILITIA
Activation
Activate a unit of \{hrriors

#
A
{,

,*

Activation

Melee

Ifno unit

engaged in this n.relee

Xilil illll'i't

vourun

ILITIA

ARCHERS
Activation
Activate a unit of Levies.

rie
,A
r
k

I:J)

1#

'&
PARTING BLOW ry'

'' GREY woLvES *


6

irRRoEr

UNDER THE DARK


:, SKIES

shootins
Ifthe enemr rutlelr

at leasl

onc

ca5ualt) uunn8 tnr\ )nuuun8. t, ,rrur,


immediateh rrrrke r disengagerrent

3::;.

J (} I
il

ro

r rJ)
** "-S

start,ryour nexr rurn,

each time 1,or-r cliscard a ,r"11,


from the Conrbat Pool, theimit benefitig
from tlie Combat Pool immediately gair.rs
one {nack and one Defence Die
(tr,r,o Attack and two Defence Dice if a

movement, as if it u'ars disengaging from


the melee with rour unit.

&

was discarded for this ability).

TI.IE LONG DARK

THE FOWER TT

ACTIVATION

Activate one of vour units. It may be


activated filr either a movement in
which it mal.not engage in Melee
but mav shoot as if armecl
with javelins, or a shooing as if armed
'rvith borus. This activation does
not generate a FATIGUE

POOL
Orders

(-)ii:'t . \r(,,,i,i!,

Any eneml,unit that has more Attack Dice


in its Attack Pool than 1.our unit has must
reduce the number ofdice in its pool to the
nunrber your unit has in its on n pool.

Roll two extra SAGA dice.

Your unit may not gain any extra Attack Dice


during this melee.

i;:::,,:,::'L3
Shooting/Reaction

fi;T,^ffi'f:oeDefence
d
Die (gain two dice if the
discrdeddiewasa
$).

r.f

THE POWER
OF BLOOD
otlrour Baltlebord.
this

rva1,,

r';;i;.1

generate trvo exlra Attack Dice in melee

but may not Rest. At the end of the tur.r,


each ofl.our unit takes one FATIGUE.

BoDYGUARD liJ,l

tuleleeorShootinglReaction
D5cdrd betheen one and

)tt, :,.:: il;,. (),r,.

Discard all your Saga Dice. Until the


end ofthe turn, your Rus units may
be activated any number of time for free,

t (} f

rir SACA Dice I

For each

r':]].:rl:U

designate one Hearthguard figure

in your unit. The designated Heathguards


are not eligible to be taken olTas crsualties
during this shooting or melee resolution,
and cannot be killed.

During this me)ce <ach time

lrierrdly gle*

should be eliminated as part ofthe use ofyour


!\arlord'.s Resilience special rule, roll a D6.
If l,ou rolled less than the Armour of the
elin.rinated figure, it is not eliminated and
the hit on lour Warlord is cancelled.

,l

!
.

.5)

KAVALLAROI
Activation
Acti\-ate a unit
of Hearthguards or a !\'arkrrd

MASSED ARCHERY

ils
.:

Actiyation
Designate up to two of your units

*z
>

5hootg.
For these shootings, the activated
units mav ignore fiiendly units that
nould othcrivise block their line
of sight.
.urd rlirirtc therrr lor

^A

Ef
KGNTA RATO
TCIXOTA I

Activation
Activate a unit
of arriors.

ils

De\ignate,,nr'rlt )('ur

rill

diserrqage, crer il-the oppo\irrq


units rvere also fbrced to disengarge.
The niovement ofthis disengagement
is incresed to lL.

FRIET.IDLY SHIELDS

-t)

v
#

Melee
During step 6 of the melee

+
t)
tv

you may cancel each cirsualty


suflred b1, your unit b1'
removing a lriencill non-Lery
model that is within SS of )'our

,A

f,n

ke,"

,"*

f l+E

Activation/Reaction

dA

Acti'vation
Activate up to three l,erv units.
These activations do not generate

PGOL

COMMO[q EFFORTS
Orders or Orders/Reaction

A friendly bow armed unit *.ithin M[

Designate tl.o of r-our non-Ler,units that are u.ithin S of each


-Iake
other.
up to two FA'I IGUES
frrlnr one of these units ancl move
them to the other unit.

of this melee ma1, immediateh' resolve


a shooting, targetir.te one enemy unit

Roll two extra


SAGA dice.

engaged in

lhi\

rnelec

t\our unil\

engagc-d in this melee clo not block

the line of sight for this shooting).

KONTOS

COMEAT POOL

Activation

Melee, Shooting or

. A

x)ur unit in

).

.
-

Actimte an,y r.rLrmber of friendly


units within )L of your \\'arlord.
'fhese activations do not generate
an1' FATIG UE. Your

contact rvith an enemy model.

lrit
to lhe nurnber of hits.cored by vour uttit
Frrr crclr die rull

,t'4 or

more. adJ one

s l#
I l:.

rv

Activation

A#farmed Herrthgualds unils hrr .\4uvernenl. I


ll lhi\ mu\en)ent end, in mclee,
-tI
inrnredirtcly rrrll une die lbr each nl,rdel of

Gain one Attack or one Defbnce


Die (two dice if the discarded

t)

HASII.Ei.'5

il'

Acti\Jtc one ot vour nl()unied non.boh

ShootinglReaction

,)

rurits. That enemy unit may not


engiige in melee anv bou-armed units
ifit cirn engage an1. ofyour non borv
equipped units rvith its movement.

Melee

Orders

Use this abilit,v immecliatel,v


when an enerly unit is activated
u,ithin M[ of trnv of vour bolv armed

f,t)

UPPORT ARCHERS

..ACTNVATION

i*F

A
li
fl

MUTUAL I.JPPORT

*E[

diewasa

mouuletl

lil;Jl"J";,:. ll:,:::';:,,,,,,,,

COUTN NG

Activate a unit
of Levies.

.A
ti

Designate one ti'iendl,v unit not


engaged in this melee. Gain
number of dice eqlral to half
the Attack Dicc generatecl by
the models of this unit that rre
rvithin 5S of ,vour unit (Attack or
Defence Dice or a mix of both).

{,

Activation

ilIelee

il$
+

Melee

FLO

l)

THATEG!KON.{

5L

WITH DRAVT/AL

\{arlord

immediately takes a number


of FATIGUES equalto the number
ofunits activated in this way.

w"r
A

il,
*l'

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