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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 Cité, 67180 Lingolsheim. sasa, skirmishes in the Dark Ages, Northern Fury, rhe & Basileus are o by Alex Buchel and Studio romahawk
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INOCX Rus.................... Faction: The Rus Princes........... Faction : The By2antines................ Swords For Hire : The Steppe Nomads... Faction: The Pagan
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: 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 natíve Slavs and Fínno-lJgarian subjects,
mixing their mythology, trad¡tíons and culture with theír own. Russidn chrontcles name their first kíng as Rurik who replaced the Khazars as Lord of Kíev 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
r
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.
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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
Svíatoslav I of Kiev, Prínce of Rus, Conqueror of the Khazars Sviatoslav was born ín the mid-gth centuty and was the son of lgor, Prínce of Kiev. As soon ds he succeeded to the throne, he looked east and south to expand the lands he had inherited from hís father. lnfluenced by Byzantíne emissaries, his attentíon turned to the Khazar Khaganate in theVolga valley and the Pontíc steppes. ln 965 AD Sviatoslav launched a lighteníng cdmpdign and he overthrew the rulers of Sarkel and Kerch, two of the major cíties of the Khazars, before destroying and burníng the Khazar capítal 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 wíth the subjugation of Bulgaria as hís objective. Thís threw the Rus in ¿ direct confrontation with the Byzdntínes. The campaign in the Balkans was not nearly as successful as the one in the steppes, and in 969 Sviatosldv had was forced to negot¡dte with the Emperor and retire from Eastern Europe. On his way home, Pechenegs, most ltkely in the pay of the Byzantines who feared this ambitíous Prínce, ambushed hím. lt ís said that his skull made a drínkíng chalíce for the Pecheneg Khan.
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Almost nothíng lasted from hís conquests, as he never took time to consolídate them. His sons waged wdr dga¡nst each other, shatteríng what was the largest kingdom in Europe ín 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 descríption of the varic
-: :: : :-: : : ¡ble
-:: ¡eal Rus player on their Bottleboc'c. .' =with the fi rst column of abílitíes 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 Activatíon Pool and the Comc-:: : - For the Khagan! Used duringstep
j
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 GreatWínter 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 gíving any respite to his enemies. At the start of his turn, the player controlling Sviatoslav may decide that hís 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.
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Standinglike Bears Used duríngstep
j
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.
B¡tíng likeWolves
Coldwínds
Used duringstep 3) of ony Melee
Used duríngstep z of on enemy shootíng
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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You resolve each of these Shootings one á(a ti¡'rÉ, 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 eíther 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... Russía is a
terríble country. lt is cold,
colder that our North, poPulated wíth harsh people ín an ínhospitable landscape. Thís 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 immedíately 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.
wíll feel when facing the Pagan Rus. Your movementwíll be limited, any mistake will be paíd for dearly and once you finally manage to catch them, they've got more than a one trick to use. Some of their abílitíes combíne really well, and they are usually a quite a defensíve warband, ready to
exploit any of your weakness. The GreatWínter will be used almost every turn, especíally íf theír enemy fields any mounted uníts, and they will make great efforts to splít his an enemy warband, makíng it possible to
exploittheir foe's
Fear of the Dark.
The other abilítíes focus on defendíng and counterattackíng. There are many combinatíons to explore, but Standing líke Bears with For the Khagan! is on obvious and very effective one.
I
might add thot javelínmen, despite beíng brittle, are quite useful in a Pagan Rus warband, asthe reduction of shootingrange has less ímpact on iavelíns than on bows. I hate writing thdt but overlookíng these pet slaves would be a mistake.
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7BBAD, Prínce Vladímír the Great of Novgorod and Kíev converted to Christíanity. Although hís conversion wds to ensure his marriage to a Byzantium princess, thís once proud and rampdnt Pagan embraced hís new Christianity. He ruthlessly tore down his kíngdom's Pagan idols and sítes of worship and buílt many churches. Mass conversíon of the Kievan Rus unsurprísingly
followed.
Vladimir and his family fought mdny campaigns against Byzantium, Croats, Pechenegs as well as his fellow Rus as he sought to make Kíev the pre-emínent city of the region. During this períod, mounted followers of the Prínces replaced the Varjozís as the nucleus of Rus armtes. Foot militias supported the mounted elite, fightíng in shíeldwalls or armed wíth bows. Mounted archers, drawn from the ranks of the steppe nomads, were a f requent stght ¡n these armies, and were used even dgd¡nst
The militias fighting with spears and shields form the Warriors of your warband, while the ones that are equipped with bows are your Levies.
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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.
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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.
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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
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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: Thé Bhak are subfect't6:t};Le'iufes of the Steppe Nomods with the followíng change§ and additíonoi
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 Díe at
Rus
Warriors are not subject to any special rules.
'They have an Armour of 4, reduced to 3 aga¡nsi
Rus Levies are armed
shootíng (as usual for mounted uníts). They are considered as Druzhína for the sake of usíng Rus Saga abilities.
with bows.
Unless otherwise specified, Rus warbands may include only Steppe Nomad Swords
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- They generate one
for Hire units. 'lt' lHt lUt
N
Attack Die per model in
melee.
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O]F ]I.]HI]E V]IIK]ING A\GIE The Malaía Druzhina, lron Fist of the Rus
Princes The Druzhína were divided into two closses: the Crid Qunior) Druzhínas and the Molaia Druzhinos. The Maloia were veterans of war, hardened by theír conflíct with the steppe nomads, the Byzantínes or ríval cítíes. They were the bestequípped troops dt the dísposal of a Pr'ince, and would follow hím untíl death, through years of success, íll fortune or failure.
Thunders of the Viking Age: You may upgrade a síngle unít of your Druzhina Hearthguards to Malaía Druzhína. This unít cannot exceed 8 models and this upgrade will cost you one poínt. Veterans: A unít of Malaía Druzhina Senerdtes two Saga Díce at the start of each turn, rather than one like any other unit. They are mounted, and equípped wtth bows. Due to theír superíor trdining and experience, neíther their mounted status nor bows reduce their armour ín any woy. They have an Armour of 5 against shooting and ín melee, like foot Hearthguards.
lron Fist: The Mdla¡a Druzhina unít benefits from the Warlord Determínatíon, as descríbed page j7 of the Saga rulebook. It also cancels the first hít suffered duríng each shootíng or melee, in the same way as theWarlord Resilence rule (see Saga page j7). When thelast model of the Malaía Druzhina
ís
removed
as a casualty,
all other units in their warband ímmedíately take one FATIGUE, ín addition to any FATICUE caused by the fact that the unit was removed from the table (e.g. íf ít was elímínated ín melee).
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Below you wíll find a descriptíon of the various abíltties available
to the Pagan Rus player on theír battleboard. We will not deal wíth the first column of abílíties as they dre símílar to those used throughout Saga: the first three are intended to actívate the different classes of models of an Rus warband, whíle 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 Wínter 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 Klobukí (also spelled Chrrni Klobukí) were seminomadicTurkísh tribesmen of the Ros ríver basín who fought as mercenaríes for the Rus Princes duríng the 11th dnd 12th century. They were establíshed south of Kiev in the north of the terr¡toríes
This simply means that they will have an Armour of 6, leaving
of the K¡pchaks. The tríbe was made oríginally of ímmígrants that had fled theír homelond when rival steppe tribes invaded. Theír characterístícfeature wds a black hood from which they deríved their name. They were much wealthier than other tribes, hence better equ¡pped, and were híghly valued as auxiliaries.
ihuqflers of the Viking Aget lf your warband §teÉEe Ngltrads,
1-rou
tncludes o unít of may upgrade this unit to Chernye Klobukí
{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.
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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
a
The Power of Blood
Used eíther 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.
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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 Despaír
Bodyguard
Used during step
Used either during step
j
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 duríng your octivatíon phase A useful ability restricted to your Druzhina or your Warlord
j
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
mínute that
mounted
on powerful
horses.
The warband is radically dífferent
from their Pagan
predecessor,
relyíng on mob¡líty and shooting to seal domínance on their enem¡es. By studying the Battleboard you will have noticed that quite a lot of abilitíes make them hard nuts to crack. Between Prince of Wínter that olmost make theír elite almost invulnerable to shootíng, 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
úill get any number of activations for free (but won't
a
Chrístianity has softened ín 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 óne FAT¡CUE 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 theír 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 aforementíoned abilities should ensure that he wíll suffer the attrition much more than you do. Then, when weakened it will betimeto letThe LongDarkfolland delíver the kíllíng blow. At least, that is the plan. And Rus have plenty tricks ín their pockets to ensure that everything will work accord¡ngto the plan.
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The Byzantine Empire came ínto beíng when the Roman Empire was split ¡nto two parts by Diocletían ín 285. Followíng thís gredt leaders like Constantine and Justínian enabled the Empire to grow and become powerful. However, líke all Empíres it also went through many upheavals and reversals of fortune untíl 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 enemíes, 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 ít was the Turks who finally tore down the great walls and invaded the great cíty. Mílitarily the Byzantines adopted the themdtic system to protect their terrítoríes, divíding the Empire ínto fortified provinces, the themes. Each theme was militarily and administratively índependent and supplemented when needed by the central field army, the tagmata, based around Constantinople, the cultural and economíc 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
§S
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
a
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
N
lE A\G
IE
The Warlord below may lead any Byzantine warband. Unlike the usual Warlord, the Basileus costs 1pt, líke the Heroes of the Víkíng Age. If a scenario needs to determine how many victory poínts the Basíleus is worth, ít is consídered as a Warlord that is worth one extra victory point.
The Basileus The Basileus was the Byzdntine Emperor. Thís name replaced the Roman tttle of Augustus ín 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 Empíre, and governs one of the most civilísed Empíre of his time. Unlike other Heroes of the Vtkíng Age, the Basíleus represents all Byzantíne Emperors that ruled the Eastern Empíre from the 7th century up to the 11tt' centrJry and is designed to portray all Emperors from )ustínian 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:ule§lgk p?ge 4l). A Varangian unit that starts any
il:,:,.Uto*.¡¡ent'Activátion more than
M[ away
from
the Basileus takes a FATIGUE at the start of that Activation. A Varangian unit that ends any Movement Activatíon 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 Byzant¡ne emperors duríng which tíme his legendary leadershíp, loyalty, martíal prowess and rugged goodlooks ensured he quíckly attaíned an envíable reputation. He led the Varangíans on campoign throughout the Empíre, serving as far afield as )erusalem and Sicily. He amassed great personal wealth through battle-plunder and'loyalty bonuses' from successíve Emperor* Eventually ímprísoned by Michael V, who was concerned by Harald's loyalty
tothe prevíousEmperor (although other sources,
and no doubt Harald himself, would have ít that ít was because he spurned the advances of powerful Empress Zoe...) Harald escaped and fled back to Scandínavia where he used hís ríches 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 abílíty starts with eíther "Díscard thís die" or "Díscard these díce". We have removed these sentences to have more space withín the ability boxes for their descriptíon. Thís does not mean that the relevant díce are not díscarded. Consider that each of the abílity stdrt w¡th the relevant sentence, and that the díe or combínation of díce MUST be díscarded ín order to use the ability. The rules of the first column of Saga ab¡l¡tíes are descríbed page 5o of the Saga rulebook.
MASSEDARCHERY Used during your Activatíon Phose This abílíty will help you mimic some of the actual tactics used by the Byzantines and theír bowmen. This abílíty actívates two
un¡ts (thís may be any units, mounted or dísmounted, Levies, Hearthguards or Warríors) and they are activated for Shootíng. When thís Shootíng ís resolved, during step t, you may ignore any fríendly unít that would otherwíse block the line of síght between the shooters and their target. An abilíty clearly usefut
for units of bow-armed Warriors that would be deployed behínd a screen of spearmen.
STRATEG'KON Used duringStep
j
of any Melee
Strdtegíkon ís an ab¡líty that ís really useful, but wíll necessítate a bít of planníng and wíll usually be more f requently used when one of your units are engaged ín melee. When the díce are díscarded, you must designate a f ríendly unít that does not take part in thís melee. The unit thdt uses Strd tegíkon gaíns 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 desígnated unít that are withín 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 díce. The best use of thís ability ís wíth a deployment of two units one behínd the other, with the f rontal unít gaining dice for the presence of theír comrades behind.
SCOUIING Used during,your Activatíon Phase Movíng levy uníts is always a problem in any ormy, but by usíng one dice the Byzantíne commander can dctívate three levy uníts at once; these activations have the added benefit of not generdt¡ng fatigue. tJsef ul íf you've moved levy uníts up earlier in the turn and you now want to move them out of danger loter on, or íf you want to concentrdte fire from multiple units onto on enemy
SUPPORTARCHERS Used duríng step
A
j
of any Melee
surprising ability, Support Archers
allows the Byzantine player to resolve o Shooting during a melee. After the díce are discarded, you must desígnate a bow-
armed friendly un¡t that ís within NV[ of any unít ínv olv ed ín this melee. You immedíately resolve a Shootíng,
wíth the designated unit as shooters, and one of the enemy uníts engaged ín this melee as the target. Thís is resolved l'ike a standard shootíng sequence, wíth the notable exceptíon that any of your uníts engaged in thís melee are ignored when ít comes to determíníng the líne of sight between the shooters and theír target. Note thdt the unít of "support archers" ís not octívated for
a
shootíng, and ony abílity that affects a Shooting Activation is of no use. This sh ootíng sequence, though included ín the melee, ís a separate sequence entírely; hence the casualtíes inflícted are not added to the casualties token duríríg the melee to determíne who will fall back.
KONTOS Used duringyour Actívation Phose The most expensíve abílíty of the Byzantíne Battleboard, Kon,loJ
ís also a deadly one! tt actívates one of your mounted units: ís not equípped w¡th bows) for a Movement. tf with thís movement, your unít engages an enemy untt, you immedíately
(that
roll one díefor each of your model thatís in base-to-base contact with an enemy model. For each díe that scores a 4 or more, you
will gain one extra hít during the forthcoming melee. These hits are added to the hits you score duríng step 4 of the melee. Wíth a good sized unit of eight Hearthguards, you con expect bloodbath for your opponent!
a
j
of the Melee.
Phase
Thís is a cheap but potentíally very useful abtlity. You may use it duríng your Orders Phase or during any opponent's one. Choose
one of your units, take up to two FATICUES from that unít 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 strongWarríor unit remains ínvaluable.
Of course, the
Apparently, Withdrawal doesn't look líke a very useful abíl¡ty. But o close study will reveal that ít ís actually really powerful when used properly. When the die ís díscarded, you desígnate a f ríendly unít of mounted models engaged ín thís melee. Dur¡ng step B your unit will disengage, even íf 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 thís dísengagement move is)L, rather than the usual
l)sed duríng your Orders Phase o¡r during any eneiy's Orders
place them on any f riendly unít wíthin be Levles.
WITHDRAWAL Used duríng step
COMMON EFFORTS
§S.
You can see two dífferent uses for thís abílíty. lf you expect to lose the melee, ít means that the increase of movement of the dísengagement will bríng your unit far away f rom the enemy tnto a safer posítion. If you plan to win that melee, the fact that you will disengage at a long distance will bríng your unit far away from any enemy counter-attack in hís own turn. Do not overlook this ability; ít is one of the most useful on the whole Byzanttne
BASILEUS tJsed duríng your
Actívation Phose
Thís ís on ability that demonstrates the highly organized mílítary structure of the Byzantines. When these díce are discarded, you may desígnate any number of uníts, all within )L of your
Warlord. All these units are actívated, and these actívations will not generate any FATICUE when resolved. lmmedíately after the uníts have been destgnated, but before theír Actívations are resolved, place on your Warlord a number of FATICUES equal to the number of units thdt benefited f rom this ability. This abílity ís best kept to unleash the decisive blow to the enemy!
Battleboard!
FRIENDTYSHIELDS lJsed duríng step 3
of
the Melee.
Fríendly Shíelds ts another clearly defensíve abilíty. The die ís discarded during step 3 of the melee, but the abílíty won't have any effectuntil step 6. When you come to step 6, you may cancel each casualty sustained by removíng o fríendly non-Levy figure that is wíthin SS of the unít thdt benefited f rom the ability. De facto, ít medns that you trade the casualties suffered by your unit with models taken from a fríendly unit. Very interesting íf you remove Worriors to avoid losíng your precious Hearthguards!
MUTUAL SUPPORT Used duríngthe enemy's Actívatíon Phase Thís abilíty ís used in reactíon to an enemy
Ragnar speaks... Movement Activation.
actívated for a movement within lM[ of one of your bow-armed units, you díscard the relevant díe. For thís movement, the actívated enemy units may not engage ¡n melee any of your bow-armed unít íf he could engage d unít not equípped wíth bows with thís movement. How does it work? lt ¡s quíte edsy. Before your opponent moves hís fgures, check íf he would be able to engage a un¡t that is not equipped with bows (respectíng oll the rules for engaging on enemy and moving). If ihat is the cose, then any movement that would end wíth an éngagement of any of your bow-ormed units is forbídden for the gctívated unit. Note that the restrictíon also may apply to you .ai,,the Byzantíne player. For exomple, if you have a spear armed --".unít and a bow armed one ín the same buílding, and you use this abilíty¡ you won't be able to desígnate the bow-armed unít as the :'' útiít 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, wíth each soldíer aware of hís role and
is
his task ín the organísatíon
of the force
and theír general shouting orders that are instantly followed. Quite boríng... Well, the Byzantíne player could make d worse use of hís tíme than studying the Strategíkon to learn the proper employment of hís troops, as the Battleboard about unit cooperation. A lone Byzantíne unít ís a helpless (and lost) one. They shine when they support edch other, as most of theír Saga abilitíes demonstrdte. Deployment is the key here, and ensuring dt all t¡mes the battle líne ís drawn accordíngto the plan ís vítal if youwantto be successful. They are quite difficult and trícky to use, but very rewarding íf you líke proper combat manoeuvres, the inter-arm approach and all these things that I never learnt. is all
ff,, t
,,§ti'{
tf!'l.,
. .-,-l:
H. '"-.É 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!.a¡nst the Rus, plundering and p'illaging before retiríng safely ,:¡o their homelands. -i:e',, were valued as mercenaries, joining Rus and Byzantines as :uxíliaries, and were famous for theír accuracy as archers, theír ma ne uv er abílíty and th e¡r cr ue lty.
for Hire:
Swords
The Steppe lVomads may be included ín any Pagan Rus, Rus Prínces or Byzantine Warband (that are not led by the Basíleus or Harald Hardrada) for one poínt.
?
Nomads: The Steppe Nomads are made
of B mounted
models that count
as
Levies. As Levíes, they do not generate any Saga dice, but may be activated or
f€K*iwri'#,*:ffi rF""
*#§tr
*§
(reduced to 3 due to being mounted). They are worth % víctory point per model, líke Warrtors. Horsemen: Steppe Nomads are born ín their saddles. When they move ds pdrt of d movement activatíon (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 aí n or any FATIGUE spent.
If the Nomads decíde during the step z of the melee to reduce their number of Attack Dice to gatn Defence Dice, they must díscard ALL their Attack Díce to gaín one Defence Dte per Attack Díe discarded (and not half the number of Attack Dice díscarded as it is usually the case).
Short bow: Steppe Nomods are equípped wíth deadly short bows. These sh ort bows count as javelíns (see Saga page zj), with the except¡on thot the Shootíng 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 outomatícally '/ai benefit f rom a +t modífier to their Attack Dice rolls. U.'
#.;
€€
f
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
a
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.
E
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,?
k
STANDING LIKE BEARS
Activation Activate a unit of [.evies.
AE
U
á+
t;F"
ACTIVATION
Melee Disc¿rd three Att¿ck 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 L¡KE WOLVES
Activation
f"Í'Íl*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
f
)
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 r¡odels 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
f¡g :t#
Orders/Reaction
d:.o
:.:'1l:::lilJj:i;,i11'j,t"'
ilt
A
O""
d
:::::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 He¿rthsurrrds ¿nd \\'¿rlord unit.
,."-*ra",d
-I-
,flE CITY MILITIA Activation Activate a unit of \{hrriors
# A {É,
,*
Activation
Melee
Ifno unit
t
engaged in this n.relee
Xilil illll'i't
vourun
ILITIA
ARCHERS Activation Activate a unit of Levies.
rie ,A árü k
w
I:J)
k
1#
M
'& PARTING BLOW ry' §
'' GREY woLvES *§ 6
i
irRRoE¡r
UNDER THE DARK :, SKIES
shootins Ifthe enemr rutlelr
at leasl
onc
ca5ualt) uunn8 tnr\ )nuuun8. t, ,rrur, immediateh rrrrke r disengagerrent
3::Í;.
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 benefitiñg 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.
&
A
$
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;:::ü,,:,::'L3 Shooting/Reaction
fi;¿T,^ffi'f:o¡eDefence d Die (gain two dice if the discárdeddiewasa $).
r.f
THE POWER OF BLOOD otlrour Baltlebo¿rd. 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 D¡5cdrd 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 c¿rsualties during this shooting or melee resolution, and cannot be killed.
During this me)ce
¿
lrierrdly ñgüle*
-
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 >
¡ 5hoot¡¡g. 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
I
Activation Activate a unit of ü¡arriors.
ils
De\ignate,,nr'rlt )('ur
rill
i
*
diserrqage, crer il-the oppo\irrq units rvere also fbrced to disengarge. The niovement ofthis disengagement is incre¿sed to lL.
FRIET.IDLY SHIELDS
-t)
áv #
Melee During step 6 of the melee
+ t) tv
you may cancel each cirsualty sufléred b1, your unit b1' removing a lriencill non-Lery model that is within SS of )'our
,A
\
f,n
ke,"
,"*
f l+E
k
Activation/Reaction
dA
Acti'vation Activate up to three l,erv units. These activations do not generate
*
H
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:Á.
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
A
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;J§l"J";,:. ll:,:::';:,,,,,,,,
§COUTN NG
U
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
A
F§§LO§
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'