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Quick reference sheet

Movement Shooting
All foot models move M in open terrain.
Arme Range
All mounted models move L in open terrain.
All models move S when moving from, in or through
Bows, slings, crossbows L
uneven ground or crossing an obstacle. Javelins, Composite bows M
If you move within Vs of an enemy model, you must engage Class Number of attack dice Armour
it in melee.
Levies 3
A unit that has moved earlier during the turn, and is 1/2 per models
activated to move within S of an enemy unit must engage Warriors 4
that enemy unit in melee. Hearthguard 1 per models 5
Warlord 2 6
Shooting steps:

SAGA dice 1) Target determination and Attack Dice


At the start of the turn, you roll: 2) Attacker then Defender use their SAGA abilities
nO
 ne SAGA die per Warrior or Hearthguard unit 3) Attack Roll (roll Attack Dice. Target number is the enemy’s Armour.
nT
Max number of Attack Dice is equal to twice the amount of Dice
 wo SAGA dice per Warlord.
nM
generated by the unit).
 inus one SAGA die for every SAGA die left on your
Battleboard. 4) Defence Roll (cancels each hit on a 4 or more. Max number of
Defence Dice is twice the number of hits taken)
With a maximum of 6 SAGA Dice. 5) Remove casualties
Modifiers
nL
 ight Cover allows the cancellation of hits on 3s.
Fatigue nH
 eavy Cover allows the cancellation of hits on 3s and adds
one Armour to the target.
You gain Fatigue for the following reasons:
nC
 rossbows: Reduce the Armour of the target by one.
nO
 ne Fatigue for every Movement or Shooting activation
nJ
 avelins: May shoot at the end of a Movement activation.
after the first Movement or Shooting activation of the turn.
nO
 ne Fatigue after each melee.
nO
 ne Fatigue if a friendly unit is removed from the game in
melee within S of your unit.
nO
 ne Fatigue if your unit mounted on horses ends its Melee
movement with at least one figure in an uneven ground. Class Number of attack dice Armour
You may spend the enemy’s Fatigue to: Levies 1 per 3 models 3
nR  educe his Movement from M to S or from S to Vs or Warriors 1 per models 4
from L to M. Hearthguard 2 per models 5
n When shot at, discard one enemy Fatigue from the shooting
Warlord 5 5
unit to gain one Armour.
n In Melee, discard one enemy Fatigue to gain one Armour. Melee steps:
0) The Attacker then the Defender may use any
n In Melee, discard one enemy Fatigue to reduce the enemy’s
Melee/Reaction ability.
Armour by one.
1) Determination of Attack Dice (Attacker & Defender)
All these effects may only be used once during each
2) Defender may reduce his Attack Pool to gain Defence Dice
Movement activation, or Shooting or Melee.
3) Attacker & Defender abilities
Fatigue limit 4) Attack Roll (Attacker & Defender, target number is the enemy’s
Armour. Max number of Attack Dice is equal to twice the amount
Class Fatigue limit
of Dice generated by the unit)
Levies 2 5) Defence rolls (Attacker & Defender, cancel hits on 5s.
Warriors 3 Max number of Dice is twice the number of hits taken)
Hearthguard and Warlord 4 6) Remove casualties
7) Fatigue is attributed
If the number of Fatigue markers a unit has is equal
or higher than his limit, it is Exhausted and cannot 8) Loser must disengage.
be activated for Movement or Shooting and loses Modifiers
half its Attack Dice in Melee.
n A unit in Cover cancels all hits on 4s rather than 5s.
n H eavy weapons: Adds +1 to the result of each Attack Dice,
reduces the Armour of the unit by one during melees.

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