Vous êtes sur la page 1sur 22

A Fantastic Saga

Introduction
This is the age of sellout. Profits often seem to be such thing. So back then, in early 2014 I decided to
the one thing of importance, even to companies in start the work on this project. I actually thought it
the gaming sector whose main focus should be on wouldnt take long. I thought that I would just come
the fun, since this is what they are actually trying to up with some Battleboards and do some pretty
sell. However, we are not only in the age of sellout, artwork (since Im an illustrator) and be done with
we also live in the age of chances and independent it. But it soon became clear that this project was a
game developers. Today community projects can be major task and required much more attention to
directed from anywhere on the come out the way it needed to. I realised that it was
planet and dozens, hundreds or thousands of an opportunity to give the community something
gamers can come together to refine and redefine that could blossom and grow and fill a void in many
their beloved hobby. I want this spirit of indepen- gamers hearts since the tragic disappearing of their
dence to be seen in this game it was made by the beloved Warhammer. So, all these things went
gamers for the gamers, and it is all about fun. through my head when I got to work.
But how did it start? Well, I realised a fantasy Luckily friends of mine offered help in many ways,
version of Saga was something the community and many ideas were born and discussed, tested,
wanted, (maybe even needed) while I was dropped and re-written with them. All this support,
introducing people to Saga over the last few years. by my friends and all the gamers who had heard
Saga really is one of the best games I ever came about this project kept me going. And I feel that
across, but quite often I heard the question if there now, after one and a half years, something great
was a fantasy adaptation of Saga and a disappoin- was achieved and it makes me proud. Now we can
ted sigh when I had to tell them that there was no share A Fantastic Saga.

Credits
Concept and texts by: Sascha Duis Rules by: Sascha Duis, Patrick Gehm, Alexander Schrder
Artwork by: Sascha Duis Cover by: Jonathan Briggs, Matthias Kneil Layout by: Matthias Kneil
Special thanks to: Richard Von Pikarski

Contact us: a-fantastic-saga@gmx.de

Version 1.2
The Concept and Whats new??
The concept behind this version of Saga is very hire a Warlock, a unit type in itself, and he brings
simple: Dont change anything, just add things. with him a so-called Spellboard which enables you
So instead of tweaking the rules we already know, to use a simple form of magic. How all this works
we just added the elements we felt needed to be in is explained on the following pages. These rules
there to represent a typical Fantasy scenario. The dont come with scenarios or deployment rules. We
number of abilities on battleboards increased felt that these things should be up to the players
to twelve and there are three new elements to the and we are eager to see if people come up with fun
game. First: The Attributes. Very simple, really. scenarios. The suggested size for matches is 7-10
Some units have Attributes to distinguish them points. And finally I want to add that more factions
further from troops with the usual profiles. The will follow and that this is not a final, but a first
next element is a new category of troops. The version of A Fantastic Saga. Time will tell if we
Creatures & Contraptions-Category. This is one missed any flaws in these rules or if we can make
category including four unit profiles. In this ruleset them even better. We will certainly look out for
this category is sometimes referred to as C&C, for peoples feedback online and after a while, between
practical reasons. And the third of the new ele- six months and a year Id say, we will come up with
ments is magic. In A Fantastic Saga a warband can a revised version.

Attributes
One of the new elements in the game is that of created a list with Attributes. Most of them are very
Attributes, and it is as simple as the name suggests. basic in their nature, they change a profile spec or
To depict and differentiate all those weird and won- give a bonus on dice rolls or trigger whenever a
drous creatures that inhabit fantastic worlds we unit engages in Melee...
Warlocks & Magic
To include a simple form of magic in Saga we crea- activated to cast a Spell. He does that with so-
ted the Warlocks. These Warlocks are very simi- mething we will call the Spellboard. Each Spellbo-
lar to the priests from Saga: The Crescent & The ard includes two Spells and the description of their
Cross. A Warlock is a unit made up from a single effects. Just as the abilities on your Battleboard
figure that can join your Warband for the cost of every Spell on the Spellboard can only be used once
one point. A Warband may never include more than per turn and will be used during the Activation
one Warlock. If the Warlord of your warband has Phase. The difference to your Battleboard lies in the
the option of being mounted, so does your Warlock. mechanism of payment.
This is his only equipment option, he cannot access Each time a spell is cast the Warlock has to take a
the Warlords other equipment options, nor does Fatigue as cost for the spell. And to cast a spell is
he have the Warlords Attributes. an Activation. This, of course, means each time you
He is equipped with some sort of staff and this want to cast a spell you have to spend the approp-
counts as regular handweapon. riate die to activate your Warlock. And that if this
On the battlefield the Warlock fulfills the role of a isnt his first Activation during this turn he will gain
spellcaster. During the Activation Phase he can be two Fatigue for casting that spell.

A Warlock cannot cast Spells once he is exhausted. This means: When casting a Spell you spend a Saga
Die to activate your Warlock (at which point any enemy Activation/Reaction that affects an activated unit
would trigger). You then announce the Spell you want to cast and resolve the Spells effects. After that has
been done you pay the Spells Fatigue cost by adding a Fatigue to the Warlock. And, as mentioned, if that
activation wasnt your Warlocks first Activation in this turn he will have to gain another Fatigue. A
Warlock loses one Fatigue automatically at the start of his controlling players Activation Phase.

Note: Yes, you can cast a Spell even if the Fatigue the Warlock has to gain for the Activation plus Spell
makes him reach or exceed his Exhaustion Threshold. While the Saga Die for the Activation is discarded
before the Spell is cast, all Fatigue is distributed after the Spell was cast and all its effects were resolved,
because it isnt until this point that the Warlocks Activation is completed.
Creatures & Contraptions
Probably the biggest change to the game we made. Creatures & Contraptions are a new category of
units you can field besides Hearthguard, Warriors and Levies. These C&C units are specialized and
quite useful, but also a bit of a challenge for the balance in your warband since they do not generate
Saga Dice, also no warband can contain more than three points of C&C units.
Creatures & Contraptions ProFiles

Armoury & Equipment


The Undead

Little to nothing is known about the origin of that plague we call the Undead.
There are only rumours and legends that speak of forgotten peoples from the south-east and nefarious
minds that went too far in their attempt to harness the powers of magic.
There might be a grain of truth in this, since some regions have never seen these
abominations, while others are notorious for being haunted. Travellers that went
to the south and east who made it back alive tell tales of ruinous cities enc-
losed by eerie mists and whole regiments of skeletons patroling streets
in an everlasting march while mummified priests in temples on top of
mighty ziggurats never stop reciting strange and ancient incantations.
Whatever the curse that keeps these poor souls roaming the ruins
as shadows of their former selves, further north it takes an able,
determined and malicious individual to make the dead walk.
Whereever dark and powerful magic meets an equally dark and
powerful mind you might encounter the living dead.
Necromancers and vengeful spirits, former leaders like
kings whose souls remain restless, summon the Undead for
different reasons, but often can be seen working
together.

While the ancient lords usually want revenge or to defend


the land they feel to be eternally theirs, Necromancers are
harder to judge. Sometimes it is just curiosity that drives
them, sometimes it is the wish for immortality and others
seek riches and simple, earthly power.

The Undead hordes are bound to their master and


manifold. Black wolves, rats and swarms of bats
follow shambling skeletons. Golems made from
the flesh of a dozen men walk among ghosts and
wraiths. And through the rattling sound of ar-
mour clashing against bones you can hear the
Banshees bloodcurdling screams.
But do not fear the scampering ghouls,
staggering zombies or whatever
gruesome creature might be in his
following, fear the one whose
sheer will is driving this army
towards you.
Your warband is led by a Crypt Lord.
Crypt Lords are equipped with a handweapon & shield and follow the rules for Mighty and
Aura Of Death.

An Undead warbands Hearthguard is called Crypt Guard.


The Crypt Guard is equipped with handweapons & shields.
Up to two points of Crypt Guard can be fielded as Cursed Knights.
Cursed Knights are mounted and Unbound Spirits.

Skeletons are your warbands main warriors.


They can be equipped with either handweapon & shield or bows. If equipped with bows their
armour during melee is reduced by one.

Up to one point of your Skeletons can be exchanged for Ghouls.


Ghouls have an Armour of 3 and follow the rules for Adapting and Venomous.

Zombies are the Levies in an Undead warband.


They count as being equipped with handweapons and generate 1 Attack Die per 2 models in Melee.

Up to one point of your Creature Packs can be fielded as Flying Terrors.


Flying Terrors follow the rules for Flying.

Up to one point of your Giant Creatures can be fielded as a Banshee.


Banshees are Unbound Spirits.
Scream Of The Banshee:
The Banshees terrible, unsettling screams make it count as a being equipped with javelins.
A Banshee generates 2 Attack Dice when shooting.

The Warlock in an Undead warband is called Necromancer.

Necromancer - Spellboard

1-5 1

6 2-5

6
6 4-5 1-3 6 1-3 4-5 6

Wake The Ancient Rattle The Bones Shape The Flesh Activation Pool Combat Pool
Activation Activation Activation Orders Melee, Shooting or
Shooting/Reaction
Activate one unit. Activate two units for a Activate a unit. Discard one die to roll two
This activation generates movement. During this If you activate it for a extra Saga Dice. Discard a die to gain one
no Fatigue. movement they are con- movement, it is considered Attack or Defence Die (two
sidered moving through moving through uneven if the discarded die was
uneven terrain. terrain. a [6])

The Undead
1-3 4-5 6 4-5

4-5 4-5 1-3


1-3 6

1-3 1-3 4-5 4-5

1-3 4-5 6 6
1-3 1-3
The Dwarves

As one of the oldest peoples the Dwarves are well-respected. They have a reputation of being the best
craftsmen and blacksmiths of all. Their mighty forts are hammered directly from the stone of the tallest
mountains and in those greatest of halls Dwarven kings reside whose wealth outstrips anything you could
ever imagine.

Even though Dwarves have a liking of reclusion and tend to stay deep in that mountain where they were
born, you can find Dwarven merchants in any region, any kingdom.
Because not only are they reclusive and stubborn, they also are loyal and obedient to their kings.
The Dwarven lifestyle demands a lot of gold, coal for their steam-engines and incredible amounts of beer.
This is why their leaders send out merchants to all parts of the world to offer goods, to trade and bring
back all that is needed to survive and live as a Dwarf in the environment of the cold, harsh mountains. And
it must be noted that Dwarven merchants excel in that task, and they are said to never do any business
without making a remarkable profit.

Of course the Dwarves wealth is not just a blessing, it also bears


some serious risks. Others who are just as greedy as the Dwarves,
but do not possess the knowledge or equipment to harvest the
mountains riches are a constant threat. The Dwarven forts
often see themselves under siege by some hostile
army and have to rely on their sturdy build.
Most of the time a Dwarfen fortress can
withstand its opponents, but sometimes
they do make it through the walls.
When this happens the enemy will
be met by Dwarven fierceness,
combined with the sharpest axes
and the thickest crossbow bolts.
Dwarves have an awe-inspiring
way of fighting. They do not give
ground. Stories and legends do not
exaggerate their stubborness. They
would rather die than to lose one
inch of their beloved home. So to the
spectators eye it will almost seem, as if
the Dwarven warriors welcome their death.
Their facial expressions grim, their movement
full of purpose.
A Dwarf is a truly worthy opponent in combat
and will never be easily defeated.
Your warband is led by a Dwarf Lord. He can be equipped with a combination of handweapon & shield
or a two-handed weapon. He follows the rules for Well-Defended.

A Dwarven warbands Hearthguard is called Honor Guard. The Honor Guard can be equipped with a
combination of handweapons & shields or two-handed weapons.

Your warbands main warriors consist of the Fort Guard. The Fort Guard is equipped with handwe-
apons & shields. Up to two points of warriors can also be fielded as Fort Gunners. Fort Gunners are
equipped with crossbows or muskets. (Muskets being just another name for crossbows in this case)

If your warband includes a Warsmith you can field up to one point of Warriors as Miners. Miners are
equipped with two-handed weapons.
Tunneling: Miners start the game off-table and can be brought onto the field at the beginning of any of
your turns. (At the beginning of the Orders Phase, before any Saga Dice are thrown) The unit has to be
placed in open terrain, within L of any table edge and at least M from any enemy unit.

Also up to one point of Warriors can be fielded as Berserkers.


Berserkers generate 2 Attack Dice per model and have an Armour Value of 3.

Dwarf Militia are the Levies in a Dwarven warband.


They are equipped with bows.

Up to one point of Giant Creatures can be fielded as Golem.


A Golem follows the rules for Relentless and Strong.

Up to one point of your Moving Contraptions can be fielded as Gyrocopter the unit gains Flying.
Gyrocopters feature a Board Gun, this counts as being equipped with Javelins.
The Board Gun generates three Attack Dice when shooting.

The Warlock in a Dwarven warband is called Warsmith.

Warsmith - Spellboard
6 1-3 4-5 6 1-3 4-5 6 1-3 6

Honor & Oath Shot & Shield Activation Pool Combat Pool Preparation Pool
Activation Activation Orders Melee, Shooting or Orders
Shooting/Reaction
Activate one unit. Activate one unit for Discard one die to roll two Place up to three Saga
anything but a movement. extra Saga Dice. Discard a die to gain one Dice with the [1-3] or [6]
Or activate two units Attack or Defence Die (two symbol here.
for a movement during if the discarded die was Any X on the Battleboard
which they are considered a [6]) refers to the number of
moving through uneven Dice you currently have in
terrain. this field.

The Dwarves
1-3 4-5 6 4-5 1-3 4-5 6

1-3 4-5 4-5

4-5

4-5 4-5 6
4-5 6

1-3 1-3 1-3 1-3 1-3


The Wild Tribes

From the wastelands they come, barbarous men born to wage war on those they consider weak. These
wild tribes live for the struggle, for battle, their whole society built around principles of strength and
aggression. They despise any kind of comfort, they always prefer a life of hardship. Any civilization beyond
the wastelands is thought to be decadent and soft. While these people spend time on things like the study
of books the tribes from the wastelands have frequent, ritualized wars
with one another. Followed by sacrificing the members of the
losing war party to the dark gods. The wastelands
people believe that their gods demand this constant
fighting, the competition and the sacrifices, for it is their
plan to find the strongest among the tribes. A victory
therefore means being one step closer to the gods
approval and the winning tribe will hold a great
feast to celebrate this fact. Obviously these
festivities cannot do without further con-
tests and so the warriors test their skills
in drinking, arm wrestling and with-
standing headbutts. In a cylce of a few
years, after a certain number of won
battles, a group of mysterious stran-
gers will appear at a village, taking the
best of its warriors with them. These
strangers are the shamans, servants of
the dark gods who claim to know the godly
will. And the warriors they take out into the
wastelands will later be known as Chosen.
These fearsome characters can sometimes be
seen in the tribes armies. After their time with
the shamans they seem to be changed, not human
any longer. Their skin appears leathery, with runes
carved into it. Often they hide their faces behind
masks, helmets and bandages. Their voices carry
an ominous snarling and growling sound to
their words. And only in battle they seem to feel
comfortable, as they show an inhuman skill at
wielding their giant weapons and an equally
inhuman appreciation for brutality and
bloodshed.
Your warband is led by a Chieftain.
Chieftains are equipped with a handweapon & shield and follow the rules for Wild Attack.
The Chieftain can also be fielded mounted. If he is mounted he loses the Attribute Wild Attack and
gains Heavy Impact instead.

The Wild Tribes Hearthguard are The Chosen.


They are en elite force and you can field only up to three points of them.
The Chosen follow the rules for Wild Attack and can be equipped with a combination of handweapons
& shields or two-handed weapons.
Up to two points of the Chosen can be mounted, in which case they are equipped with handweapons
and lose the attribute Wild Attack and gain Heavy Impact instead.

Your warbands Warriors are equipped with handweapons & shields.


Due to their lack or armour the warriors Armour Value against Shooting is lowered to 3.

Up to one point of Warriors can be fielded as Warhounds.


Their movement is increased to L, their Armour Value is 3.
They count as being equipped with handweapons.
The unit follows the rules for Adapting.

Tribesmen are your warbands Levies.


They are equipped with javelins or bows.

Up to one point of Giant Creatures can be fielded as Monstrosity the unit gains Strong and Terrifying.

Up to one point of Giant Creatures can be fielded as Troll the unit gains Terrifying.
Hurling Rocks
The Troll hurls rocks at his enemies and this counts as being equipped with a (giant) bow.
He generates three Attack Dice when shooting.

The Warlock in a warband of the Wild Tribes is called Shaman Of The Wastes.

Shaman Of The Wastes - Spellboard


1-3 4-5 6 1-3 6 4-5 6 1-3 4-5 6 6

The Chosen The Warriors The Tribe Battle Pool Divine Gifts
Activation Activation Activation Melee Activation
Discard one die to activate Discard one die to activate Discard one die to activate Discard a die to gain one Throw a D6 and compare the
a unit of Hearthguard, a a unit of Warriors or C&C. a unit of Levies or C&C. Attack- or Defence Die (two result:
Warlock or a Warlord. if the discarded die was
a [6]) Remove one FATIGUE
1
from your units.
Remove two FATIGUE
2-5
from your units.
Remove a FATIGUE from
6
one of your units, then

The Wild Tribes


activate it. If it is a C&C
unit this activation does
not generate any FATIGUE.

4-5 6 4-5 1-3 4-5 6

1-3

4-5

6
4-5

6 1-3 6

1-3 4-5
4-5 1-3 4-5

4-5 6 1-3 1-3 1-3 4-5


The Elves

An ancient people are those we call the Elves. And ancient is their perception of our world.
Some speak of the Elves wisdom, of their insight into secrets man can never hope to fathom, while others
prefer to dismiss the Elven nature as mere arrogance and hubris.

Whatever your position on this might be, you cannot dismiss the sheer excel-
lence the Elves show in so many aspects of life and culture.
Their cities, hidden deep in the forests seem to naturally grow from the
underwood and are of awe-inspiring beauty. Trees that twist and combine
to make towers, crystalline materials that are unknown to man span bet-
ween them, form bridges and pathways clad with ivy and vines. And while
this is already an impressive experience it is yet surpassed by the Elven
arts. Their poetry is of such overwhelming beauty that it can make any
warrior moved to tears. The Elven way of painting incorporates ancient
philosophies into the work and scholars have discussions over them
that can last for weeks, months and sometimes even years.
The same goes for any piece of Elven music, its impact on the listener
is astounding and once you have heard an Elven tune you probably
will forever remember its wonderful melody, its subtle nuances and
otherworldly charm.

The same attention to detail is applied to the


art of war. When forced to strike
the Elven troops can be a truly
shocking opponent. Their speed
and precision lets them move like
a single blade, with a grace that seems
to defy ordinary warfare, yet it is most
effective and undoubtedly deadly.

The Elves rely on arrows for the most part. The bow is their traditional
weapon of choice and from an early age on they are trained to become
true masters of archery. They say an Elven arrow never misses. So when
faced with an Elven force you would be wise to avoid their archers at
any cost.
Your warband is led by an Elder Lord.
The Elder Lord is equipped with a bow and follows the rules for Sharpshooter.
An Elder Lord may be fielded mounted.

The Elven Hearthguard is the High Guard.
The High Guard is equipped with two-handed weapons.
Up to two points of Hearthguard may be fielded mounted, these troops are called Stormriders and are
equipped with handweapons & shields.

An Elven warbands typical kind of Warriors are the Spearmen.


They are equipped with a combination of handweapons & shields.

Warriors can also be fielded mounted. These are the Windriders.


Windriders are equipped with bows.

Further up to one point of your warriors can be fielded as Rangers.


Rangers are equipped with bows and have an Armour of 3.
They follow the rules for Adapting and Sharpshooters.

Archers are your warbands Levies.


They are equipped with bows.

Up to one point of your Giant Creatures may be fielded as Giant Eagle the unit
gains Flying and Vengeful.

Up to one point of your Giant Creatures may be fielded as Treeman the unit gains Tough.
Ancient Roots:
When a treeman is moving he always counts as moving through uneven terrain. A Treeman automati-
cally discards one Fatigue at the beginning of his controlling players Activation Phase.
Thick Bark:
Whenever a friendly un-mounted unit within VS of a Treeman is shot at its Armour value is increased
by one for the duration of the shooting.

The Warlock in an Elven warband is called Master Of The Lore.

Master Of The Lore - Spellboard


1-3 4-5 6 1-3 4-5 1-3 6 6 1-3 4-5 6

Lead And Righteous Strikes With Precision Activation Pool Battle Pool
Command Activation Activation Orders Melee, Shooting or
Activation Shooting/Reaction
Discard one die to activate Discard one die to activate Discard one die to roll two
Discard one die to activate a unit of Warriors or C&C. a unit of Levies or C&C. extra Saga Dice. Discard a die to gain one
a unit of Hearthguard, a Attack or Defence Die (two
Warlock or a Warlord. if the discarded die was
a [6])

The Elves
6 1-3 1-3 4-5

1-3 4-5 6
4-5 4-5 4-5 6

1-3 4-5
4-5 6 1-3 6

4-5

1-3 1-3 4-5


Quicksheets

Vous aimerez peut-être aussi