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SAGA FAQ & Errata, August 2015

SAGA FAQ & Erratas


As each year, the summer season see the release of the annual FAQ
update. Starting in 2015, we will compile both the Saga: Dark Ages
Skirmishes and Saga : The Crecent & The Cross in a single
document.
To help the players, the part that is relevant to both books are in
black, while the one dedicated to the Viking Age are in red, and the
ones for the Crusades period are in blue.

Crescent & Cross players, as the beardy barbarian has told you, you
can ignore the parts in red, that only applies to the Age of the
Ignorants. Just keep your attention focussed on the black and blue
parts.

Ragnar, now that The Crescent & The Cross has been released, could you tell me which part of that book
I can incorporate into my Dark Ages gaming?
As I suggested in this book, the new scenarios are entirely playable with the Dark Ages Saga. You can also use
the new scenery set-up system in replacement of the one described in Saga if you want to. Also, your Dark Ages
warband can recruit Priests or upgrade your Warlord to a Warlord Priest. The last option being restricted to he
most depraved Warlords around.
Ragnar, it seems that with the release of The Crescent & The Cross, a few rules have changed? Could you list
them?
The release of this tome has introduced some rules changes that are now applied to the Dark Ages Sagas as well.
They are listed here for your convenience and described in this document:
-

The standard game is now played between four and eight points. Playing with Warbands of seven or eight points does not require
any rules amendments.
If you trigger an Orders or Orders/Reaction ability, you cannot place the dice again on that ability during the same Orders Phase.
When starting a second movement activation within S of an enemy, you cannot move more than S to engage that enemy in melee.
Failure to move up to S cancels the movement activation.
Handling the simultaneous activation of multiple units has been clarified.
When abilities with conflicting timing need to be resolved during the same step of a Shooting or Melee, the attackers abilities are
resolved first, then the Defender resolves. Each player can choose in which order his own abilities will be resolved.
A model in base-to-base contact with a friendly model that is itself in base-to-base contact with an enemy generates Attack Dice
in Melee, irrespective of actual distances.
When removing Melee casualties, you must keep at least one model in base-to-base contact with the enemy.
War Banners now automatically remove one Fatigue from their unit at the end of each of their Activation Phases if that unit was
not activated in the phase. They cannot be used by special units (as Swords for Hire or upgrade of standard units)
Horse mounted units now take one Fatigue when finishing their movement in uneven terrain.

THE BASICS
Ragnar, you have left us with a lot of freedom when it comes to basing our models for Saga. A good thing,
but Ive seen some guys trying to put their Norman horsemen on bases no bigger than a stamp to

SAGA FAQ & Errata, August 2015

maximise the benefits of small bases in melee, and other ones putting Levies on big bases to block the road
to other troops. Is that right?
Of course it is not, and such boys should be hanged on the mast of my ship! Our intent was that a foot model
could be supported by two friendly models standing behind him. So any base smaller than 2cm and larger than
3cm for a foot model should be considered as unfit for Saga. For mounted models, the intent was that a
horseman in base-to-base contact with one of his fellows that is fighting would generate his Attack Dice, so any
base smaller than 4cm and larger than 6cm should be considered illegal (width of the base if rectangular should
not be shorter than 2cm). With round bases, mounted models must be based on bases with a diameter between 3
and 5 cm. As an exception to the above, Warlords may be based on larger bases : up to 5cm for foot or 6cm for
mounted.
Could you explain the difference between turn and phase?
Some players have misunderstood the breakdown of a turn. So, here is what we refer to when we discuss rules:
A turn is considered unless otherwise stated as a player turn, made of an Orders Phase and an Activation Phase.
During the Activation Phase (and possibly the Orders Phase) you can have to resolve a hand-to-hand combat or a
ranged attack. These are referred respectively as Melee Sequence or Shooting Sequence.
So to summarize a turn starts when the player begins his Orders Phase, and encompasses the Orders and
Activation Phase of that player. During this turn, when a melee or shooting has to be resolved, we open a
sequence that can either be a Melee or a Shooting Sequence.
For the scenarios of the game, to make things easier to understand, the turn limit should be understood as one
scenario turn being equal to two players turn. So a 6-turn scenario is actually made of 12 players turn, 6 for
each of the two players involved.
Concerning SAGA abilities, when you see a turn mentioned, it is a players turn. Until the end of the turn
can be read as until the end of this players Activation Phase. Until the start of your next turn means that
the effect lasts until the very start of your next Orders Phase.
Ragnar, what does within mean?
Mmmmh Well, I guess you need an explanation. Within, in Northern language (at least in mine) means to be
at or less that at. So if you are exactly at S from an enemy, you are within S of that enemy.

THE ORDERS PHASE


May I place more than once the combination of dice that activates a given ability on the once per turn
Saga abilities?
No, as explained in the rules the combination that pays the ability may only be placed once. But as you will see
later, the abilities may be used once per players turn, as some factions may place Saga dice on abilities out of
the normal Orders Phase (as the Scots).
For Orders and Orders/Reaction abilities that can be only triggered once per turn, there is an additional
constraint: you may never put the dice on an ability that was triggered during this Orders Phase.
Ragnar, what is the timing between Orders abilities and Orders/Reaction abilities?
During an active players Order Phase (i.e. the player currently starting his turn) should:
- Roll Saga dice
- Opponent can then interrupt and play Orders/Reaction abilities
- Place the Saga dice and use any Orders abilities
- Opponent can play Orders/Reaction abilities before the end of the Orders phase

THE ACTIVATION PHASE


May I use my Activation abilities to activate enemy units?
No, unless specifically indicated, you may never activate any enemy units.

SAGA FAQ & Errata, August 2015

When I use an ability that targets more than one unit, may I use it on one single multiple times?
No, as the declaration of the targets and the resolution of effects are considered simultaneous, it is implicit that
the targets must be different units, unless specifically stated.
If I start my Activation Phase by resting a unit and that unit is later activated for a movement or for
shooting does it take a FATIGUE?
No, you take a FATIGUE for each movement or Shooting activation after the first movement or shooting
activation. Resting does not count in that sequence.
Ragnar, some people get confused when they use an ability that activates multiple units, can you clarify
how it works?
Some abilities, like the Warlords We Obey or the Welsh Rising out allow you to activate multiple units at
once. What is important is each unit is activated individually so dont move all your Welsh units at once and then
work out the shooting effects, do each one separately as if youve spent a Saga dice for each unit. When the
ability is triggered, all targets of the effect must be designated. Despite the units being activated at the same time,
the resolution of the activations is sequential, with each unit being activated (and any ensuing Shooting or Melee
sequence resolved) before moving to the next unit.
You must also notice that if the type of Activation is not determined by the ability, the player will only have to
announce the type of activation when he actually activates that particular unit. In other words, if you activate
three units, you only have to tell your opponent which units will be activated, and not the type of activations they
will perform.
What is the timing for the use of Activation/Reaction abilities?
Ok, it plays like this:
- The active player discards the Saga dice (unless it is a free activation), designates the unit(s) to be
activated.
- If the type of activations does not left any choice to the units controller, then any unit that wishes to use
an Activation/Reaction ability that precedes the resolution of the activation must trigger it now. You
cannot wait for one of the activated unit to act and see what it does before triggering or not your
Activation/Reaction ability.
- If the multiple activation does not determine the activation type, the player chooses the first unit to
activate, and indicates which type of activation will be resolved.
- Before the movement of an activated unit is resolved, its opponent may spend Fatigue from the
activated unit to reduce its movement (if activated for a movement)
- The active player then carries out the activation (i.e. moves figures, removes Fatigue etc). If after the
resolution of Activation/Reaction, the initial activation or the initial game effect cannot be resolved
(such as a unit eliminated by an activation and ensuing Melee produced by an Activation/Reaction), its
effects are cancelled without further effects. Consequences.
- When all units that have been simultaneously activated has their activation resolved, the opponent has
the possibility to trigger relevant Activation/Reaction ability that are played after the resolution of an
enemy activation.
When a Saga ability says that it activates a unit. This activation does not generate FATIGUE does it
mean that if I fight in a melee I wont get the FATIGUE? Is it THAT cool?
No way. The Activation does not generate FATIGUE, but the ensuing melee will. So, basically it just says that
if it was a second of subsequent movement or shooting activation, you will not get any FATIGUE of it. Dont
wet your pants boy, it is not THAT cool

MOVEMENT
Ragnar, what happens if a model starts a movement activation within VS of another model?
Well, simple, he has no choice but to engage that model in melee as per the rule page 16.

SAGA FAQ & Errata, August 2015

Ragnar, on that subject can you move within VS of another enemy unit when you move into melee?
Yes, as long as you can get one model into base contact with an enemy then your whole unit counts as engaged
and you can move within VS of any other enemy model, even those not engage in the melee. So once your first
model is in base-to-base contact with the enemy, the other are exempted from this movement limitation.
Is it possible for a Warlord to stand between two of his mighty Hearthguards?
No, you cannot move in an impassable terrain as the gap between two figures of the same unit (if this gap is VS
or shorter, see Saga page 17), or move figures in a way that makes another figure stand in an impassable terrain.
So you cannot have a Warlord stand between two Hearthguards belonging to the same unit, but he can stand
between two different units.

SHOOTING
When does the Armour reduction of a unit targeted by crossbows armed models apply exactly?
During step 1 of the shooting sequence, when the targeted unit is designated.
Can we use Shooting abilities when a unit shoots with javelins or composite bows? After all, javelins are
thrown at the end of a Movement!
I would really wish to answer you that those pesky Welsh cannot use Shooting abilities when they throw their
pointy sticks, but it would be a lie. Javelins can be used at the end of a Movement activation to shoot. In this
case, it initiates a shooting sequence. It is not a Shooting activation, the activation is still considered as a
Movement activation. You can shoot without doing a Shooting activation. Some Saga abilities, like these pesky
Irish can target you with a shooting even with none of their unit actually shooting!
Moreover, a unit equipped with javelins can also be activated for a Shooting and use its weapons normally (as
archers would do for example).
Does a unit suffer penalties when shooting from a wood?
No. To be considered as in cover, the target must be in a terrain giving a cover, or behind an obstacle giving a
cover. It can never have the benefit of the cover given by the terrain where the shooting unit is, unless it is in the
same terrain.
My unit is the target of a shooting. I suffer three losses, but only one model is in the line of sight of the
shooting unit. Does my unit suffer 3 losses or 1?
Losses can be taken or (in some cases as yours) must be taken among models out of line of sight or even out of
range (cf page 22).

MELEE
Does melee ends if one side is wiped out before the casualties removal step?
No. Unless specifically written, a melee never ends until the resolution of its last step.
Could you define what engaged means?
A unit is considered engaged in melee if at least one of its models was in base-to-base contact with an enemy
model during the opening of the melee. A model is considered as engaged if its unit his engaged in melee.
When does the Armour reduction of a unit equipped with dane axes apply exactly?
At the start of the step 0 of the melee sequence (if you do not own the Ravens Shadow, consider it as applied at
the start of the step 1), when the unit equipped with such weapons is considered to be engaged in melee.
Do all casualties suffered during a melee count toward the determination of the side that will have to
disengage?

SAGA FAQ & Errata, August 2015

Unless otherwise specified (by a Saga ability for example) only the casualties suffered during the Step 6 of the
melee count toward this determination. This includes any model taken as casualty from either side, or any model
taken as casualty through the "Resilience" special rule of the Warlord (even if that model comes from a unit not
engaged in that melee).
If, thanks to a SAGA Ability like "Thor", more than one round of Melee has been resolved, only the casualties
during the latest step 6 are counted
In multiple unit melees, how do you handle FATIGUE?
As my fellow Ducatson a wise man once wrote :
If a FATIGUE is spent from a unit to reduce its Armour, the Armour reduction applies to all attacks targeting it.
If a FATIGUE is spent from a unit to increase its Armour, the Armour increase is against all attacks made by
that unit.
Sums it quite nicely doesnt it?

FATIGUE
Page 28 the causes of FATIGUES state that each unit gains one Fatigue when a friendly unit is wiped out
within S. On the QRS this is limited to unit wiped out in melee. Where is the truth?
THE QRS is right. I suspect that the Saga manuscript went into the hands of some perfidious Norman or
Welshman before going to the printer, and they deleted the reference to melee on page 28. Fortunately, they
forgot the QRS so the truth is there!
And if you wondered, this distance of S is measured as soon as you know that the casualties are going to wipe
out the unit, and is measured from the position of the models before they are removed as casualties.
How do you calculate the number of Attack dice an exhausted unit has?
An exhausted unit lose half of the Attack dice it should generate (rounded up).
For example, an exhausted unit, which should have generated 5 Attack dice, only generates actually 2 Attack
Dice when exhausted.

TERRAIN
Ragnar, could you explain how troops move into buildings?
Personally I look down on troops who hide in buildings when the battle is raging but as you asked the procedure
is simple. As a building counts as uneven terrain then the whole unit has to be with S to move into it and that
move has to be completed in a single move, you cant have some troops inside and some outside. Likewise when
moving out of a building that is also a S move
Ragnar can units shoot out of a wood?
I think the question should be why do people hide in woods when the fun is taking place in the shieldwall, but as
you asked, yes of course you can shoot out of woods the thing to remember is who gets saves from the shooting
Shooting outside of a wood to a target inside -> target gets light cover save.
Shooting inside a wood to inside the same wood -> target gets light cover save.
Shooting inside of a wood to a target outside -> target gets no cover save
Ragnar, if a model is on a hill, can it shoot over models situated on the ground?
No. Given the scale of SAGA, a hill is actually a very small elevation, and not the Pratzen Heights!
May I deploy a unit in a building that is only partially in my deployment zone?
As a unit occupying a building is considered to be deployed in every part of this building at the same time, it
would mean that your unit is partially deployed outside your deployment zone. So the answer is NO!

SAGA FAQ & Errata, August 2015

SAGA ABILITIES
Ragnar, it can sometimes happen that some effects given by SAGA abilities must be resolved at the same
time. As this kind of situation can become a real problem, would you please give us some advice to avoid
frustrating situations?
As I feel really generous today, I will give you the Cardinal Timing Rule you must apply.
At some point in the game, there might be timing conflicts with abilities that need to be resolved simultaneously.
Actually, the abilities are always resolved sequentially, by using the following principles:
-

During a Shooting or a Melee, when there is a timing conflict, the Attackers abilities are always fully
resolved before the Defenders abilities.
When two abilities triggered by the same player have to be resolved during the same step at the same
time, the triggering player chooses in which order they will be resolved.
In a multiplayer game, if two or more players want to trigger an ability at the same time, the player
whose turn it is determines the order in which the game effects will be resolved.

Some SAGA abilities must be resolved "at the end of the Melee". This formulation is a bit vague. When
do you really apply their effects?
Hey, take your book and read it, it is probably marked in it.
The steps 7 and 8 are known as the end of the Melee. Some SAGA Abilities are resolved during the end of the
Melee. These would either resolve during step 7 or 8, with the exact timing indicated in the SAGA Ability
description. If no timing is indicated, such abilities would be resolved at the very end of the step 8.
Do not forget that an ability that must be resolved at the end of a step must be resolved at the very end of the
step, after the resolution of the effects of the step and other SAGA abilities (which are resolved DURING the
step). Use the Cardinal Timing Rule if needed, for example if two abilities must be resolved at the end of step 7.
We have a question about abilities noticed as Orders and/or Orders/Reaction. Can we trigger the ability,
and put the dice again on the ability for the ennemy turn, or my own next turn ?
That's totally impossible. If you use an Orders or Orders/Reaction ability, you can never put the dice again on it
during the same Orders phase. But nothing prevents you from doing it during an Activation phase, or during
another Orders phase.
Some abilities look to affect all units, friend and foe alike. Is it right?
The following abilities should actually only target your own units, as their description in the book suggests:
Njord (Viking)
Answering the Call (Welsh)
Truce (Anglo-Saxons)

MUSTERING THE WARBAND


Ragnar, a lot of people are confused by the Warlords Pride rule could you give us the benefit of your
experience of how it works
Ah yes Warlords Pride many of my battles have been won by teaching a young upstart whos the boss, I dont
go in for this idea of sending boys to do a mans job, real Warlords want to fight face to face and shield to shield.
So the rules are simple; when a warlord is activated for a movement and he can reach an enemy warlord in a
single movement then he has to move into combat with his opponent. But remember if there are any troops in the
way or terrain that would slow you down then you dont have to make the charge, after all we are not daft
enough to make a foolhardy charge that would us venerable are we?
Note however that the compulsions to charge (within VS of an enemy, within S in second movement activation)
take precedence over the "Warlords Pride". Nor does "Warlord's Pride" apply if your activation specifically
prevents ending your movement in Melee (as is the case with some activations triggered by Battle Board
abilities.)

SAGA FAQ & Errata, August 2015

The two Warlord abilities We Obey and Side by Side are similar but can you clarify how the
movement is done for each?
Of course I can, Side by Side is the only time 2 units can move into combat together, so move your warlord
first into base contact with your enemy unit, and then move your second unit. It is vital that the second unit can
get a figure into base contact with the same unit the warlord has charged; otherwise its not a Side by Side
move and the 2nd unit will have to stay in its original position until the warlord has finished the melee.
In a We Obey move you move one unit first and if it moves into melee you carry that out, then you would
move the second unit and again you would carry out any melee as applicable, you dont have to move your
Warlord first in this occasion`
I must admit being confused with the way you deal with equipment. Some look like they reduce the
Armour of the bearer, while other do not? What is the rule?
The only weapon that reduces its wielder Armour is the crossbow (see Saga page 23). For all other equipment
options, it will be on a case-by-case basis, so if it is not written, it wont happen. For example, the Welsh
Warlord has javelins, but does not suffer any Armour reduction against ranges attacks, unlike his Warriors and
Hearthguards (see Saga page 44).

WARLORDS
May I use the Resistance on a casualty that is self-inflicted, through the use of a Saga ability for example ?
No, this capacity can only be used on casualties caused by the enemy.
May I use Resilience on a friendly unit that also has this rule? So I cancel my casualty by transferring it to
a unit that also cancels it ?
No, to be able to cancel a casualty the Resilience must actually remove one figure from the table.

PRIESTS
When a Priest is upgraded to Warlord, and the Warlord is mounted, does the Priest need to be mounted
as well?
Yes. And the same would apply for example with a heavy weapon. If the Warlord has to be equipped with a
heavy weapon, so does the Warlord-Priest.
Can the Enlightened Priest change dice as long as he wants?
No, he must stop when exhausted in the same way as the Religious Advisor.
What happens if I field a Warlord and a Priest, and my opponent plays The Moors Gold from his
Moorish Battle board?
As both your Warlord and your Priest count as Warlord for Saga abilities, both of them would suffer from this
ability. So if a unit is activated more than M away from your Warlord, he takes one Fatigue. And if this same
unit is more than M away from your Priest, he also takes one Fatigue.
May a Warrior-Priest be activated by his Warlord, and use himself his We Obey and Side-by-Side
special rule to activate another unit? And of course, have all of them engage an enemy unit?
You can never have more than two of your units engaged against a single enemy unit. So do not even think about
it! Also, as We Obey must be resolved immediately after your Warlord ends in melee, you cannot use the
Side by Side special rule of the Warrior-Priest in that instance.

Can Priests use their abilities during an Order Phase that is not the one at the start of your turn? As when
I open an Orders Phase outside my turn.

SAGA FAQ & Errata, August 2015

Yes.

VIKINGS
Ragnar, what happen to the second round of melee that should be resolved with the Thor ability if my
opponent removes all his models that were in base-to-base contact with my Viking unit? I wont generate
any attack dice, and that seems a bit harsh?
I had overlooked this cheesy tactic, as I couldnt believe someone would be perfidious to the point of using it.
Hopefully, things have changed. From now, in the casualty removal step of the melee, you must leave at least
one model in base-to-base contact with the enemy unit, unless of course all your models have been killed.
How many dice Ragnar is entitled to roll when he uses his "Raider" ability?
You'll see, you just have to keep it simple.
Calculate the number of dice you can roll during the Orders phase, as you would do it with a common Warlord,
with the usual maximum of 6. Before rolling the dice, you can choose to discard half of them (rounded up). So,
Ragnar will have a maximum of 3 Saga dice when using "The Raider".
You have understood that the number of Saga dice generated by Ragnar's warband is not taken into account. It
could generate 12 dice, but we could not care as only Saga dice rolled during the Orders phase are important!

NORMANS
Could you explain the Stamping Norman Saga ability?
Yes, a drunken monk wrote the description of the rulebook. Actually, the dice are discarded during the Melee
Phase, and if the Norman unit is fighting enemy on foot, the Norman player eliminates up to two Levies or one
Warrior. Please note that the Norman eliminates the figures, and may choose which ones are removed; to avoid
any beardy opponent removing figures in contact with the mounted Normans. The mention to the unit being
activated has nothing to do there.
Shouldnt the Storm of Arrows be Activation Saga ability?
Yes it should. That being said, the description on the Battleboard makes it clear that it activates units so this isnt
really confusing. You really love those Normans dont you?
As William the Bastard may equip his Warriors or Hearthguards with bows may he field mounted
bowmen?
No. The Bastard may only field foot bowmen. Anyone pretending that the Normans had mounted archers in their
army is a liar. I was in the shieldwall on top of Senlac Hill and though arrows were raining, I didnt see any
arrows shot by horsemen. And if you try to point to the Bayeux Tapestry as proof, be assured that the presence of
a mounted archer on the tapestry is only one of the many lies of this piece of Norman propaganda! But what
would you expect from Christians

ANGLO-DANES
The description of the Anglo-Danish Unforgiving ability says that with two helmets you can add two
FATIGUES. This is very exciting news for these enemies of the Norsemen! But that upgrade does not
appear on the Battleboard unfortunately.
It is because the description is wrong. You cant do it! These Anglo-Danes are already painful they dont need
things like that.
The Anglo-Danish Intimidation ability seems to have caused quite a few questions about what it could
exactly cancel. For example, could it be used to cancel the Njord Viking ability?
Anything Anglo-Saxon is doomed to be confusing. Nonetheless Ill do my best to explain. Lets go back to the
fundamentals. In Saga, there are three different Activations: Move, Shoot or Rest. On your Battleboards, under

SAGA FAQ & Errata, August 2015

the names of the ability, you find either Orders, Activation, Melee, etc This just indicates the timing of this
ability, i.e. when in the turn it is intended to be used. The effects of the ability are different, and in your example,
though Njord is used during the Activation Phase of the Viking player, its effects are not Activations, so cannot
be cancelled by the shameful Intimidation ability.

WELSH
Ive spotted a symbol on the Welsh Battleboard that doesnt appear on any die I have for that faction?
The Priodaur ability box displays a wrong symbol. After whipping the guilty boy, we have uploaded on the
Studio Tomahawk website and on the forum a sticker that corrects this mistake that you will also find below. Or
you could not bother, cause as a real man, you are playing Vikings, arent you? (Grim smile).

Ragnar, it looks like the Welsh Deadly Strike ability is used during a Shooting Activation. As javelins
are used at the end of a Movement activation, does that mean this ability cannot be used with javelins?
I would love to escape the Deadly Strike when enemies use javelins but the Deadly Strike description should
actually read Discard this die during the SAGA abilities step of shooting to reduce . So they can be used as
part of shooting that ends a Movement activation. Also please note that the whilst javelins MAY be used at the
end of a Movement activation that doesnt prevent javelin armed units being activated for Shooting and use their
ranged weapons as would bow-armed models do.
The Welsh get two Saga abilities that allow movement in the opposing player's activation Taunting
and Hit and Run. In either case, would fatigue be imposed on the moving unit?
Why cant these Welsh just stay in one place and fight like men, in both cases it would be the first movement
activation of a given turn sequence so no fatigue would be generated.
On that subject Ragnar, would a Welsh Warlord be able to use the Hit and Run ability to evade from a
charge from another Warlord, and if so what happens to the Warlords Pride move?
The Welsh see things a little differently to us, they like to grow old and die in their beds surrounded by pretty
girls rather than die young on a battlefield like real men. So yes if a Welsh Warlord is charged by another
Warlord he can as part of his reaction play Hit and Run and scamper away to safety. In this case the other
Warlord doesnt have to fulfil the Warlords Pride move, which might leave him in the open.

BRETONS
When using Morvan Lez Breizh, what are the Armour values of dismounted Warriors and
Hearthguards?
In both cases, as with their mounted counterparts, their Armour in melee is reduced by one, but not against
shooting, as they are fighting on foot. Nasty Bretons
The Devils Dance ability discards all Attack Dice that scored a 5 or 6. If a modifier affects the dice
results, are we discarding the dice that have a modified result of 5 or 6 or just the dice that rolled a 5 or 6?

SAGA FAQ & Errata, August 2015

It depends of the situation. To know the order of the resolution of Saga abilities, read the Cardinal Timing Rule
written above, in the SAGA abilities part.

ANGLO-SAXONS
When Athelstan leads my warband, may I have less than 4 units led by Hearthguards with his The Great
Army special rule?
Yes. The use of the term unit is misleading in the rules description. Actually it should say
up to 4 models of Hearthguards may be split between the units of Warriors and Levies of the warband, with up to
one Hearthguard joining each Warrior or Levies unit. So you can choose to have just 2 Hearthguards leading
other units if you want to.
With the Emperor of Britain special rule, is there any drawback for unit equipped with javelins or bows?
Javelins and bows only reduce Armour of their wielder when specifically mentioned. So, in the case of
Athelstan, these units do not suffer any Armour reduction. Norse Pagan subjects with Dane axes reduce their
armour in melee, as per the standard Dane axes rules however.

JOMSVIKINGS
Ragnar, if my WRATH level is 1, can I use abilities which make it decrease by 2?
No. You cannot use abilities that would bring your WRATH level under 0.
In the same way, your WRATH level can never exceed 6. So, if your WRATH level is 5 and you want to use an
ability that would increase your WRATH by 2, your opponent has no choice and must let you resolve the effect
of the ability, as if you have ever reached the maximum WRATH level.

NORSE-GAELS
What happens if a unit situated in a building lose or refuse the challenge called "Show of strength?
The unit must immediately disengage and leave the building, following the usual rules for disengagement: it
must move as far as possible (with a maximum move of S), at the opposite of the challenging unit, and cannot be
within VS of the building.
Note that if there is still a unit within the building at the end of the same melee, as it can happen when two or
more units are within a building, the Norse-Gael unit must disengage, following the usual rules for fighting in a
building.
Ragnar, do Warlords can hope to flee from a raging Norse-Gael Warlord who challenges him with
"Who's next?
Yeah, it's a bit frightening, and the only way to end the challenge, apart from winning it of course, is to sacrifice
3 models thanks to the "Resilience" special rule.

RUS PRINCES
The "Grey wolves" ability can be used during a melee following the battle-board, but it is written in the
book that it is an Orders ability. What can we trust?
Even Rus monks cannot do their job properly.
Consider that "Grey wolves" is a Melee ability, as the battle-board says.
If some Russian archers use the "Under dark skies" ability on a unit within a building, what happens?
It is exactly the same way as for the "Show of Strength" of the Norse-Gaels. So read above what I said
concerning this.
May the Malaia Druzhina be included in the same warband as the Black Hoods?

SAGA FAQ & Errata, August 2015

Yes.

SKRAELINGS
In the Escort scenario, how do the Skraelings activate the baggages given that they do not have any
Hearthguard Activation box?
He must use We Obey special rule or the Vinland ability. Skraelings are not very good at escorting baggages!

HEROES OF THE VIKING AGE & SWORDS FOR HIRE


Do you really need your opponents permission to play with Heroes of the Viking Age?
Well, as mentioned in the rulebook you can politely request the permission of your opponent. We never wrote
that if he refused you had to obey! The Heroes of the Viking Age have been playtested in the same way as the
factions have been, so they wont imbalance the game. If you want a historical game, then some match-up should
be avoided: I can hardly see William facing Cnut without the later coming out of his grave. Which is why you
should ask, but in the case of pick up and play games, there is no reason to forbid the Heroes of the Viking Age.
Just a quick question on Jarl Sigvaldi to make sure I read the rules properly: at the end of the Orders
Phase a player rolls a number of d6 to work out the benefits given to the Jomsvikings that turn
(dependent on the number of Saga dice assigned to them). Do these effects add up?
Yes, they add up. You get all benefits from the score you rolled and any line of the line below this score. My lad
Sigvaldi can get a bit wild sometime!
Are Swords for Hire limited to one per warband?
You can have more than one Swords for Hire per warband, but unless otherwise specified you can only have one
single unit of each specific Swords for Hire (so only Sigvaldi, only one Flemish Mercenaries, etc).
Can we give extra equipement to Swords for Hire units, such as War banners for example ?
Swords for Hire can never have extra equipement, you must always look at their recruiting card to know what is
their equipement.
Moreover, you can never mix Swords for Hire units with other models or units, unless it is specified.
Can we recruit Dogs of War units from The Crescent and the Cross?
No, you can't. And don't worry; factions from The Crescent and the Cross cannot recruit Swords for Hire.

MOORS
When the Moors use the Friendly Fire ability, who chooses the unit that will take half the casualties?
The Moorish player.

SARACENS
When a Saracen player uses Shifting Sands in which order are the units designated?
The Saracen player designates the unit and the owning player chooses to either take one Fatigue or eliminate a
unit. Then he designates another unit, and so on.

MILITES CHRISTI
Does the Milites Christi Warlord count as a Brothers unit?
Brothers are Hearthguards.. A Warlord or a Priest or any other unit than Brothers may not use any ability
restricted to Brothers.

SAGA FAQ & Errata, August 2015

Go dis merciful may it be used during a shooting that is not the result of an activation?
No.

SPANISH
When a Spanish crossbowmen shoot outside a shooting activation, as part of the resolution of a Saga
ability for example, does it take one Fatigue?
No, Fatigue is only gained after a Shooting activation.

SCENARIOS
In the Escort scenario, does the baggage generate Saga Dice?
Yes they do, they are not Levies after all. And to clear up things regarding baggage, they are a bit of a special
unit. They are subject to all rules governing other unit, but are made of a single model. So they can engage melee
(if they are desperate) or be sacrificed to save your Warlords life with the Resilience rule.
The example page 60 says that Darren is limited to one building but the table that appears next to this
example states that you can have two Large Buildings. Is Darren wrong?
Darren has some Norse blood running in his veins, so cant be wrong! Obviously the chart should state that
Large Buildings are limited to 1.
OPTIONAL SCENARIO SPECIAL RULE
If both players agree the following special rule may be used during any scenario.
After the first player has been determined, all other players involved may roll three SAGA Dice and place them
on their Battleboard. This does not constitute an Orders Phase; the dice are simply rolled and placed on any Saga
ability box.
Note that no special rule that would affect the Saga Dice rolled prior to the game may be used. It will always be
three Saga Dice that cannot be modified.
This rule limits the advantage of the first player in most scenarios, as well as offering the option to get some
defensive abilities ready for the first turn of the game.
In the Assault at Dawn scenario, the first marker is placed within L of your table edge. How are the other
markers deployed?
Within L of your table edge, as the first one. The same actually applies to Clash of Champions, the first scenario,
with all units being deployed within L of their table edge.
The Battle Twilight scenario indicates a length of 6 turns? How is victory established after these six turns?
The Game length is actually a mistake. The scenario should last as per the Victory Conditions rules, and might
last longer or be shorter.

SAGA FAQ & Errata, August 2015

ERRATA
Note that most of the Erratas below have been included in later printings of the relevant products. Hence, your
book may actually be up to date, depending on its printing date.

SAGA : Dark Ages RULE BOOK


Mounts : horses
For all units mounted on horses, add now the following rule:
If a horse-mounted unit ends a Movement Activation with at least one model in an uneven ground area
terrain, it takes an extra Fatigue at the end of this movement activation, in addition to any normal
Fatigue generated by this movement. (Note that the unit must actually end its movement with one or
more models in this terrain to suffer from this penalty. Any movement that would count as being made
in uneven ground would not generate any extra Fatigue).

Page 2 Index. Shooting should point to p19


Page 2 Index. Fatigue markers should point to p74

Page 22 Attack Roll.


Ignore the following sentences: A natural 6 is always a hit, even if it does not equal the Armour value of the
target. A natural 1 is always a failure. Armour can never exceed 6 so the first sentence is irrelevant. Also,
we feel that automatic hits will not break the game balance, and so, 1s can be hit with the appropriate modifiers.
Page 22 Cover.
The 5th paragraph of the second column should read: To benefit from a cover a unit must have at least 2/3 of its
models within or (in the case of linear obstacles in the way) behind such a terrain (compared to the position of
all the eligible shooters of the shooting unit).
Page 23
Example states the unit of 10 crossbow armed warriors, it should be 8 crossbow armed...
Page 23
Example states So five dice, it should say, So four dice
Page 24 Engaging melee.
The third paragraph of the second column should be replaced with:
Once one of your models is in base to base contact with a model from the targeted enemy unit, both units are
considered engaged. Once your unit is engaged, all other models in your unit may freely move within VS of any
enemy model (this extends to other nearby enemy units as well), as long as each model respects the rules
highlighted above.
Page 25 Attacker and Defender determine their respective number of Attack dice
Add the following condition for a model to contribute to the pool of Attack dice:
Be in base-to-base contact with another model of its own unit that is itself in base-to-base contact with
an enemy model.
Page 26 Casualty removal
Replace the entire paragraph by the following one :

SAGA FAQ & Errata, August 2015

Starting with the Defender, each player must remove one figure for each casualty taken during the previous step.
The choice of which figure to remove is left to its owner, with the following constraints:
-

You may not remove a figure in a way that would break the unit formation.
You must leave at least one of your figures in base-to-base contact with the enemy, respecting the point
above.

As long as these points are enforced, you may remove any model, even the ones that did not contribute to the
Attack Dice Pool.
The rules above also apply when figures need to be removed as casualties during any step of the Melee, as part
of a SAGA Ability for example.
Once the Defender has removed his casualties, the Attacker removes his, again respecting the same constraints
outlined above.
Page 28
change One Fatigue is gained by a unit when another friendly unit is wiped out to One Fatigue is gained by
a unit when another friendly unit is wiped out in melee
Page 28
Accumulating Fatigue
Replace the first and second bullet with:
- One FATIGUE is gained after a Movement activation if it was preceded by a Movement Activation or a
Shooting Activation this turn, i.e. the first Movement or Shooting activation of the turn does not generate
FATIGUE, but any subsequent Movement activation generates one FATIGUE. If the Movement has been used
to engage melee, the FATIGUE is gained immediately after the movement, but before the melee is resolved. If
the Movement is followed by a shooting (as with javelins) the FATIGUE is gained immediately after the
Movement, and before resolving the ensuing shooting.
- One FATIGUE is gained after a Shooting activation has been resolved, if it was preceded by a Movement or
Shooting activation this turn, i.e. the first Shooting or Movement activation of the turn does not generate
FATIGUE, but any subsequent Shooting generates one FATIGUE. The FATIGUE is gained after the full
resolution of the Shooting sequence.
Page 31 Buildings.
Add to the end of the 3rd paragraph the following sentence. Also, a unit may not end its movement within VS of
a building unless it either ends its movement engaged in melee with an enemy unit that occupies this building or
it ends its movement in the building.
Replace the 8th paragraph with
The Melee is resolved normally with the exception of step 8. Ignore step eight and instead, at the end of step 7, if there is still
at least one enemy model within the building, the attacking unit(s) must disengage. As they cannot end within Vs of the
building that disengagement movement must end outside VS of the building. If that proves to be impossible (yes it can
happen but it is VERY unlikely), the attacking unit is eliminated. If, at the end of step 7, there are no enemy units in the
building, the attacking unit(s) must immediately occupy the building, if all of its models are within S of the building. This is
not considered to be either an extra movement or an activation. If this is not possible (e.g. the attacking unit are mounted, or
are too many for that size of building to accommodate,)
then the attacking unit must disengage and is eliminated if it cannot end its disengagement outside VS of the building. Note
that in the case of two units attacking a building at once, all attacking units must either occupy the building or disengage. You
cannot have one unit entering and another one disengaging. You also do not have a choice about occupying the building: if
you can occupy it, you have to.

Page 37 We Obey
In the 2nd paragraph, replace "Once per turn" by "Once during your own turn".

SAGA FAQ & Errata, August 2015

Page 46 The Tactician


add the word unmounted before Warriors, so the text reads Any unmounted Warriors or Hearthguard units
Page 47 Archers of Powys
Add the word unmounted before Warriors, so the text reads any unmounted Warrior unit
Page 48: Jarl Sigvaldi and the Jomsvikings
Add at the end of the Leader paragraph
The unit of Sigvaldi cancels during each melee or shooting the first hit it suffers, in the same way as the
Warlords Resilience special rule.
The Sigvaldis Jomsviking should have an Armour of 4 in melee, and 5 agaisnt shooting.
Page 53 Unforgiving
remove (two if you used a helmet to activate it)
Page 58 The Deadly Strike
change Discard this die during the SAGA abilities step of a shooting activation to reduce to Discard this die
during the SAGA abilities step of shooting to reduce
Page 60 Terrain Table
Large Building have a maximum of 1 not 2 as the table states. Add at the end of the first paragraph, 2nd column:
The minimal length or width of any scenery item is S.
Change the scenery chart to:
D6

Location

1-2

With at least half of the item surface within L of one of the four corners of the table

3-5

No more than half of the scenery item surface can be within L of any table edge

Items centre is deployed exactly on the centre of the table. If it is not possible, then the scenery item is not
placed at all.
Note : if for any reason an element may not be placed on the table, the owning player may re-roll once the
Location die. If after the re-roll the element may not be placed, then it is discarded.
Page 61 Victory Points
Change the last bullet to If the enemy Warlord has been killed, you earn three VPs, seven VPs if it was a Hero
of the Viking Age.
Page 63 : Battle at the Ford
Replace the last paragraph of the Layout with:
Each player, starting with the player that rolls higher on a D6 may place one scenery item on the table, more
than S away from the fords/bridges. A player may only place a scenery item on his own side of the table .

Page 64 Sacred Ground


Add at the start of the first paragraph:
Starting with the second turn.
Add a second paragraph to the victory conditions that should read: During a single turn, no side can claim
more than 8 VPs for a single piece of terrain (i.e. the maximum VPs you will score in a single turn is 24, 8 for
each objective scenery item).

SAGA FAQ & Errata, August 2015

Page 65: Length of the game


Replace the box with:
The game lasts for 6 turns.
Page 65: The Challenge, Special Rules and Victory Conditions
Replace the entire boxes with:
SPECIAL RULES AND VICTORY CONDITIONS
In this scenario, the Warlords cannot be removed from the table as casualty or killed in any way. Each time a
Warlord should be killed, his opponent scores one point. If a Warlord sustains more than one non-cancelled hit
during a single melee or shooting, each of these hits counts and gives the opponent one point. The normal
Warlord special rules apply, such as the Resilience that will prove especially useful during this scenario. Units
other than a Warlord cannot engage in melee an enemy Warlord unless your opponent currently has scored more
points than you have.
If at the end of any players turn, his opponent has scored at least 10 more points that he has, the game ends with
that players victory (so, if at the end of Darrens turn, Andy has 20 points and Darren only has 10, Andy wins).
At the end of the 6th turn, the player with the highest score wins the game. If both players have scored the same
number of points, it is a draw, unless no one has scored any point. In that case, to be honest, both players should
be considered as losers!

Page 67 The Escort


Add a first paragraph to the special rules that should read: In this scenario, one of the players will defend the
baggages and the other player will be the attacker. Each player secretly bids how many Warband points
(between 2 and 6) he think he needs to safely escort the baggages. Both players simultaneously reveal their bid.
The player that is ready to escort the baggages with the least points becomes the defender and his opponent the
attacker. The defenders warband points may not exceed his bid. If the player tie for the bids, roll a D6 and the
highest roller becomes the defender and his opponent the attacker.
Battle Boards
Norman Board
Terrified ability; the text Discard this die should read Discard these dice
Stamping ability; the text Discard this die should read Discard these dice
Welsh Board
Deadly Strike ability; the text Discard this die should read Discard these dice
The Rising Out; ignore the word foot, text should read Discard these dice to activate all your
Warriors and Levies
Viking BoardAsgard ability; ignore the word activation, text should read Discard this die to gain one Armour
against this enemy Shooting

NORTHERN FURY

SAGA FAQ & Errata, August 2015

P13 Wrath Sidebar


Add at the end of the sidebar:
No game effect or Saga ability can bring the WRATH above 6 or below 0. Hence, a Jomsviking player may not
trigger an ability if the WRATH reduction would bring the WRATH below 0. Of course, the opponent may not
choose to increase the WRATH of the Jomsviking if the WRATH increase would bring the WRATH level above
6.
P15 Northern Tempest
Add at the end of the description:
Note however that models removed from the game with the Northern Tempest do not count as eliminated for
Victory Points. Hence, the Jomsviking player will not score any point for their elimination.

P14 Sigvaldi Strut-Haraldsson. Change the last sentence of the Wandering warriors special rule to : Any
warband led by Sigvaldi starts with its WRATH set on 1 instead of 0.
Page 15 Alain Barbetorte.
Change the last bullet of the Miracle of Nantes to:
Until the end of the turn, all Defence Dice rolled by your units benefit from a +1 modifier.

RAVEN'S SHADOW
Page 4 War banners
Add after the last paragraph:
After having Rallied around the banner, a unit may not be activated by its controlling player for a Movement
or for a Shooting this turn. If it is activated again by its controlling player, that activation must be another Rally
around the banner.
Note that a unit carrying a War Banner can still be activated normally to Rest, following the standard rules.
In addition, any unit carrying a War Banner that was not activated during the turn removes one Fatigue at the end
of its owners Activation Phase, without requiring an Activation to be paid for.
Note that only standard units can take banners. Swords for Hire or special units (as Thunders of the Viking Age)
may never take banners.

VARJAZI & BASILEUS


Page 15 The Steppe Nomads
Replace the Eagle eye rule by the following one:
Eagle eye: During step 3 of a Shooting, the Steppe Nomads may re-roll any 1s they have rolled on their Attack
Dice.

STEPPE TRIBES (Wargames Illustrated)

SAGA FAQ & Errata, August 2015

Add at the end of The Revolted special rule of Deylans description:


The number of Levies models in Deylans warband (even if led by Alusian) may not exceed the number of other
models in his warband.

SAGA: The Crescent & The Cross Errata


Page 73: Saga abilities description
Add this sidebar

ALLAHS BLESSING
Before deploying its first unit, the Saracens player may choose to invoke the Blessing of Allah by
stating so to his opponent.
During this game, when a Saga ability from his Battleboard is triggered, and that ability uses as part of
its resolution the roll of one ore more D6s, the player will choose the result of each of the rolled dice
to be either 3 or 4, by placing them on the chosen face rather than rolling them. These dice may be
modified as usual (with Visions for example).
This effect lasts for the whole game. Once the Allahs blessing has been chosen, you may not roll any
D6 as part of the resolution of one of your Saga ability.
This option will fit players that are not keen on letting fate decide on the effects of their Saga abilities.

Page 97: Moors Faction rules


Add the following sidebar:

ANDALUSIAN JINETES
If the majority of the models of your warband are mounted on horses, and your warband does not
include any Hero or Legend of the Crusades, you may chose that all the javelins of your mounted
Warriors and Hearthguards will follow the rules of the composite bows, enabling their shooting to be
done either before or after their movement. This will represent the unique tactics of the Andalusians,
that made them famous during the Reconquista.
Page 103: Naffata
Replace the first sentence of the 4th paragraph of the Burn, baby, burn part by
For each 1 rolled by a Naffata shooting, one Naffatun model must be removed from the unit as a
casualty.

Written by Julie Plages, Fabien Delpu and Alex Buchel. With special thanks to the Inner Sanctum.

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