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It's the Skalds' work... not be able to be formed with a minimum of 4


figures. For example if you have only four
A campaign system for SAGA from Hearthguard in your pool
Tomahawk Studios & Gripping Beast. but two are off injured then
Rich Jones April 2012 a Hearthguard unit can not
be deployed. In this case
SAGA is the innovative Dark Age gaming system these figures can be used in
from Tomahawk Studios & Gripping Beast. another 'unit' of a lesser
Keeping the campaign system as user friendly troop type for the next game. This has no actual
and elegant as the original rules has been the benefit apart from being able to field units etc.
main objective when writing this campaign pack.
The main areas in which this pack add to the When a Warlord gets to be a better known figure
core rules are: (ie they have a higher Renown) they will be able
Advancement for the individual Warlord to increase their Warband number (Force Pool)
and their Warband. which will give them a certain leeway when
Wounds and injuries for the Warlord. choosing six points for the game.
A reason for playing from game to game
(building up Renown so eventually they Who plays whom?
will sing your name and enable There are a number of systems that can be
immortality through writing your story as found to pair players off in a 'campaign' whether
a saga). it is an ongoing concern or a one of day
New and tweaked scenarios for the campaign. I tend to split the players into two
campaign. Probably not as balanced or groups depending on how they are doing. The
competition friendly as the 'official high scorers play each other randomly as do the
versions'. low scorers. In this way the points board will
fluctuate nicely.
It was also the aim that the campaign does not
rely on lots of map or book-keeping. In line with Once the players have been paired off for the
the Sagas themselves the 'narrative' behind all next game in the campaign it must be decided
the campaign action is up to the player who is to act as the aggressor for the campaign
themselves, although obviously the 'spinners' move. Each player rolls a die and adds to it the
will help out. number they have chosen between one and six
(yes, hide a d6 with the chosen number on).
As Saga is a skirmish game it is deemed the Highest total is the aggressor. In this way
Warband will be seeking loot and plunder in Warlords should be able to have a decent 'say'
nearby territories and also abroad in more exotic as to whether they are the aggressor or
climes (like Scotland, Ireland and France). In this defender BUT there is always an uncertainty. If
way any of the factions in the Saga rules and one ends up being the aggressor when one
supplements may be used. really didn't want to then think of it as the
Warband having too fulfil and oath or feud etc.
Gathering a Warband
Getting people to follow one on a trail of looting Across the whale road they did sail...
and pillaging is a thankless task. As Saga uses a Crossing any body of water, or indeed marching
force pool approach with units only being formed over hills and mountains (thus keeping out of
at the deployment phase it is the Warband sight and mind of the owning forces) in the Dark
number as a whole that the campaign system Ages was fraught with both real and perceived
revolves around. Wartlords start with 6 Points of danger.
Forces in their Warband number (force pool).
Due to casualties after games this pool may well The aggressor rolls 2d6 to see how well the
decrease for a game. In exceptional journey went. Again the actual details will be up
circumstances this may mean that a Unit may to the 'spinners' to flesh out. All we are

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interested in is the effect it has on the Warband, troops managed to drag him off the battlefield
The lowest roll is taken away from the highest to and the shaman's herbs or the priest's prayers
give a result of between 0 and 5. did the rest.

0 favourable winds or Roman roads, fair skies On a '1' however the Warlord must roll on the
and plenty of food combine to make it the perfect injury table below:
journey. Not only do they get there in fantastic
time the player gets to choose the scenario Roll 2d6:
which means they can 'Raze the Base'. 2 The Warlord
1-3 the journey though harsh, was met with dies of his wounds.
stout hearts. The warband does not suffer any His heir takes his
adverse effects. In fact the player can choose place (roll on the
(before the roll) whether to add or subtract one Heir table).
from the scenario roll. 3* - The Warlord is
4 bad weather, lack of supplies and illness captured by the
conspired to have an adverse effect on the enemy. The next
Warband. The opposing player can choose campaign game the
(before the roll) whether to add or subtract one Warband plays
from the scenario roll. against the same
5 the omens were bad, the journey was player must be won
hideous. A number of the Warband have been or else the Warlord
waylaid. The opposition chooses the scenario is humiliated and
and one unit of the aggressors force (decided at then killed. If they win the Warlord is back in
random after the force has been put into units) charge. Until this happens his heir takes control
will not arrive on the table until the end of the of the Warband (roll on the Heir table).
second move when they appear anywhere on 4* Warlord loses a hand. May not use a two
the players long edge. handed weapon and their armour is always at -1
from now on.
After the battle herbs and sacrifices 5 The Warlord loses an eye, they lose an
Units Any figure who was injured (removed attack die.
from the table) during the course of the game 6-8 The Warlord sustains a serious leg injury.
must roll a d6 after the game. On a roll of a 1 From now on they can only move a SHORT.
their injuries are severe enough to need them to 9 The Warlord suffers multiple non chronic
spend some time getting back to fighting fitness. injuries. For the next game only they move a
They must miss the next game and can not be SHORT and do not have their 'resistance'. In
included in the Warband number (force pool) for other words they can be taken out with one hit.
the following game. This may cause deployment 10 - The Warlord fractures his ribs, in the
problems for the Warlord, if there is not enough following game they only have 4 attack dice.
of a certain troop type to form a unit of at least 4 11- The Warlord sustained multiple injuries and
(say if you have only 3 Hearthguard in the for the next game only they sustain twice the
Warband number). In these cases the figures amount of fatigue as normal.
can be used in a lower class of troops' unit. This 12 The Warlord dies of his wounds but from
does not have any benefit other than helping now on the Warband have a blood feud against
with numbers however. the opposing player. When they play that player
the Warband will gain one free activation per
If a unit is destroyed and has a Warrior Arm Ring turn for a unit of their choice. This activation will
(see later) then that Arm Ring is lost forever. not cause fatigue.

Warlord If one's Warlord has been injured * if the Warlord suffers the same result again
(removed from the table) the player must roll a they are deemed to be dead.
d6. On anything but a one the Warlord's loyal

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Heir table Using Arm Rings


Roll a d6: An Arm Ring can be used by the owning Unit
1- The Heir is obsessed with avenging their once in a game, at any point, so that they
Father's death. He can invoke the blood lust in receive any one of the following benefits:
combat. If he chooses to use the Blood Lust he
has 8 attack dice but has one less armour rating. 1. Second wind a free activation, This
2-5 A good solid leader. Count as a normal activation does not cause any fatigue.
Walrord. Use in own activation phase.
6- The Heir is a weak and feeble Warlord. Their 2. Blood Lust- the unit can re-roll ANY set of
command zone is reduced to a very short. They attack dice.
do not have the 'resistance' ability. 3. Band of Brothers - the unit can re-roll
ANY set of defence dice.
Warrior Arm Rings (Battle Honours) 4. For our God/s - the unit can make an
Warriors were often given gold or silver arm extra short move at the end of their
rings to show that they had fought well and movement so long as this sees them end
pleased their Warlord. Arm Rings can be shown in melee.
by giving the unit some kind of gold bead or 5. Eyes of God - the unit can move a short
charm. Some players use special figures to at any point in the game. This move can
represent the Ring like a flag bearer, horn blower end in melee. In effect this is like a
or other 'special figure'. counter charge, the opposition unit can
be interrupted at and point while the unit
As units are very flexible in Saga the Arm Rings charges them. This can also be used to
are kept as a 'pool' by the Warlord to bestow on move out of distance when a unit is being
units at the time of deployment. Remember if a charged.
unit was bestowed a ring and got themselves 6. Loyalty this unit will go the extra yard.
wiped out the ring is taken from the 'pool' for the Remove all fatigue marker at the start of
next game it is lost forever! any phase (including combat this
comes off even before the attacker can
spend the fatigue).

At the end of the game the surviving Arm Rings


are returned to the 'pool' to be given out and can
be added to if the Warband deserves!

Gaining Arm Rings


At the end of the game the winning Warlord
adds an Arm Ring to their 'pool'. After the
Warband have been split into units for the next
game the Warlord can dole the Arm Rings out to Loot, Plunder and Renown
any of the Units. No unit can have more than
A Warlord lives for one thing... To make such a
one more than any other unit that has an Arm
name for himself that the skalds will write his
Ring. In other words they have to be spread
SAGA.
about the Units.
Renown is gained for winning games. Extra

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Renown is gained for securing any objectives Renown Location on Saga journey
outlined in the scenario and for loot and plunder 0-5 Who are you boy?
that will be gathered during the game. 6-10 Mmmm I know that name from
somewhere.
Warbands continue to gain and lose Renown 11-15 I knew him when he was a little
throughout the campaign. This will have an 16-20 Arggghhh (insert name) is
effect on what units they will be able to entice coming...
into their service when they come to add to their 21-25 Gets a mention in one verse.
Warband number. It also effects what kind of 26-30 Opening Saga story (not
base they have, their standing in the known everyone is listening yet).
world etc. 31-35 Let me tell you about...(main
Story event).
Warlords start with 1 Renown. 36+ Thor...quick get someone to write
this one down!
Action Renown adjustment
Scenario Major Victory +5 Who are you boy?
Scenario Minor Victory +3 Your name is not known even by the people in
Drawn Scenario +1 the next village. Only way you will feature in a
Enemy unit wiped out +1 Saga is if the Hero eats you before going to save
Beat higher Renown Warband +2 the world... Get winning!
Played higher Renown Warband +1
Scenario specific action -/+ x Mmmmm I know that name from somewhere.
Taking the opposing Warlord out +1 People know the name, somewhat, but not the
Losing Warlord -1 face. You have a long way to go. You may add
Warlord dying -1 an extra Arm Ring to your pool.
Entire Warband wiped out -10
I knew him when he was
At the end of any scenario there will be loot to Now you even have a few hangers on wanting to
gather by the victorious Warband. This is name drop. You get another Arm Ring to add to
translated into Renown points in the following your pool. Also add 1 to the 'who starts the
manner: scenario' roll.
Major Victory Roll 3d6 and add the two highest
dice, divide the result by two, rounding up. Arggghhh (insert name) is coming...
Minor Victory Roll 2d6 and divide the total by Your name now goes before you and people flee
two, rounding down. in fear, or quiver with anticipation depending on
Draw Roll 1d6 divide by two, rounding up. if you are likely to help them or kill them. Add
another Arm Ring. Add two to the 'who starts'
This is the extra Renown that is gained by the roll. Warband number (pool) is now 7points but
loot gathered. the extra point must be a Levy unit.

Gets a mention in one verse.


Making a name, Like being a modern day 'regular extra' in a TV
starting a SAGA show. Add another Arm Ring and continue the
The following shows the benefits with the 'who starts' roll. You have also
amount of points needed established such a following that you need a
on your journey to 'base' to operate from. This will entice better
having a Saga written troops for you to replace units with BUT may
about you! also lead to people wanting to sack your home!
Your Warband number (Force Pool) can now be
8 Points,The extra point can be any troop type.

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Opening Saga story (not everyone is listening 'bought off'.


yet).
Skalds are starting to warm their audience up A 'tribute' or 'geld' is paid by the defender by
with tales of your exploits... Often they are donating a number of Renown to the aggressor.
concluded with statements such as. One day This would most likely be done when the
they will be as brave and fearsome as ... defender does not want to risk his Warlord by
Award yet another Arm Ring to your followers, subjecting him to combat in the game. Half the
benefit from the continuing die roll addition AND actual amount of Renown (rounded up) is taken
you may reroll one set of attack or defence dice off the defender's total. This may well take him
of your Warlords in every game. back a level. If this course of action is taken then
most players will go on to play a 'practice
Let me tell you about...(main Story event). game'.
This is it YOU are the story. All the above but
you are allowed to reroll any dice from one set During the campaign there are a possible seven
during every game. scenarios that can be played. Unless dictated by
prior events the actual scenario is determined by
Thor...quick get someone to write this one down! a d6 roll.
Your name will live for ever... Choose one of the
following two ways to end the story... 1/ Parl gone wrong...
Firstly you can choose to retire and live your life 2/ Raid.
in comfort, maybe in the long hall enjoying the 3/ Sacred Ground.
mead, maybe as an Abbot in the flourishing new 4/ Escalation.
churches. In this case you are free to start over 5/ River crossing.
with another Warlord and Warband. 6/ Escort

OR you can give the Skalds the ending they Raze the Base is a scenario that can be used in
really want. In order to do this you must go into very special circumstances.
the next game and die a glorious death! If this is
achieved you will start your next Warband as Parl gone wrong...
descendants of the Great Man and your new So the Warlords meet to discuss terms for a
Warband starts with 11 Renown! However if you treaty. Pity one of them decided to make a
fail the Skalds will forget your name and you reference to the others Mother with also included
start a new warband from scratch AND the a dog in it. The Warbands are all in sight of each
Saga is never written down. other...It doesn't take long for the Warlords to
storm off, gather the troops and then get stuck
How long the campaign runs for is up to the in.
organisers. If running over a day or two then
alter the amount of the Renown needed Layout
accordingly. If the group is playing an ongoing The game is played on a 48 x 36 table. The
campaign then the amount of total Renown can scenery is arranged according to the rules
be kept a track off. In this case I suggest that described in the core book. Meetings would
either the fact the Saga is written down is worth often take place at a river crossing, on a hill etc.
an extra 5 Renown OR the campaign is played
until a player has 2 or 3 Sagas written about Length of Game
them in which case call them a LEGEND and go At the end of the sixth turn the player who
and play Smallworlds! activated second rolls a 2d6. If the total is equal
to or less than the current turn number the game
Scenarios stops. It is deemed that the two sides came to
Once the players know whom they are to play their senses and withdraw (while obviously
against they may 'Parle'. At this point they agree adding some choice parting comments). If the
not to fight and the aggressor is basically action continues another roll is made at the end

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of the 7th turn and so on. This scenario is NOT Deployment


stopped by any other event, nor can the The defender deploys 1 point of levy plus 2
Warbands withdraw off the table. points of levy or warriors inside the village. One
Levy already on the board are deemed to be the
Deployment villagers themselves and as such are armed with
Both Warbands rush into the shieldwall, anxious a variety of short range weapons, for game
to get set before the other. Each Warlord rolls a purposes they count as having javelins (even if
d6 and the highest score (re-roll ties) decides the faction is not normally allowed such things).
whether to place a unit first or second. Units However, they can not benefit from any Saga
must be placed within a LONG of their table abilities. The defender then deploys two groups
edge. Each Warlord places a unit one at a time. of livestock. Once this is done the raiders are
To simulate the confusion of deploying at full placed on the table either out of sight of any
pace after both Warbands are placed the defenders or at least a LONG away from any
Warlord may swap the positions of two of the defending unit or building. A loot token is then
opponents units (this excludes moving the placed inside every building.
Warlord). Roll to see who starts.
The force of defenders on the table are deemed
Victory Conditions to realise that they are fighting for their honour
When the game ends victory is determined by and/or life. They always generate a minimum of
using the core rules book point method. 3 Saga dice even if this would not normally be
Warbands with a points difference of 5 or less the case. Other Defenders are deployed into
are deemed to have drawn. 6-12 points is a units and kept off the table. At the end of every
Minor Victory while 13+ points is a Major Victory. turn the defender rolls a number of d6 equal to
the amount of units still off the table +1 die (so 3
Raid... units off table would generate 4 dice). On a roll
Loot and Plunder beckon as the opponents of a 5 or 6 a unit (of their choice) will enter the
territory lies open at your feet. Whether you are fray from the table edge on the next turn. Place
after livestock, slaves, gold or religious relics it is them within a Very Short of the edge until they
all down to how much the warriors can grab are given an activation. These troops generate
before defending reinforcements arrive to spoil SAGA dice as per normal as soon as they are on
the day. the table.

Layout To loot a building a unit must occupy the building


The game is played on a 48 x 36 table. Unlike and be activated for a movement (see this as a
normal the game is played down the length of search move). At this point they are allowed to
the table. Four buildings occupy the table take the token and this stays with them until the
between 2 LONGS away from one short edge end of the game. If the unit is wiped out the
and 1 MEDIUM away from the other. Three token is dropped and may be 'picked up' by
livestck groups must also be placed within this moving onto it with a Medium or below
'village area'. The Aggressor then places up to 3 movement activation.
scenery items in the other zone. There must be
a short between the pieces and they may not Buildings can be set on fire. To do this the unit
place a building. must engage it in combat. The building counts
as having armour class 5 and the owner can
Length of Game raise this to a 6 if the unit has any fatigue they
The game lasts until the raiders call it a day (this can use. The building is set alight and burns
can only be done if all the raiders are not in the merrily if t suffers a hit. No Units can occupy a
village zone), the attacking Warlord is killed or it burning building. A Unit already in the building
gets too dark, after 8 turns. immediately makes a short move out.

Livestock groups can be 'captured' by moving

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next to the base, from then on the unit may only some choice parting comments). If the action
move a short as some of them are deemed to be continues another roll is made at the end of the
guiding the livestock. 7th turn and so on.

Victory Conditions Deployment


For each token that has been collected at the Each Warlord chooses up to 3 points of units
end of the game the raider rolls 1d6, to this total that will start the game on the table. The rest of
they add 3 per livestock group and 3 per wiped the force are kept off table in units.
out enemy Unit (on the premise that this will
have provided captives for slaves). From this The on table units are deployed within a Medium
total deduct the points (worked out as per core of a long table edge, one at a time. The Warlords
book) of troops they have lost is subtracted. then roll a die to see who starts.

Agressors with a positive score of over 10 have At the end of every player's turn they roll a d6
a Major Victory, 4-9 is a Minor Victory. 0-3 is a per unit +1 still off the table. On a score of a 5/6
draw and any negative score is a Major Victory a unit is placed at random on one of 3 table
for the Defenders. edges (the Warlords long edge and either 2
short edges) roll a d6 to determine which one.
Sacred Ground This may well result in opposing Units being very
Not content with looting and plundering your close to each other.
Warband come across an opportunity too great
to miss wreck a special place close to the Victory Conditions
heart of the opposing Warlord. This could be A Warband is forced to withdraw if their Warlord
seen as destroying a Saint's shrine or pulling is taken out. Otherwise at the end of the game
down a heathen place of power etc. the points are determined as in the core rule
Scenario as per the core book but lasts 5 turns books.
at which point roll to see if the game continues
on 2d6. Rolling equal or under turn number ends River Crossing
the game. Repeat at the end of each turn. This is the Battle at the Ford scenario out of the
Warbands with a points difference of 8 or less core rule book.
are deemed to have drawn. 8-15 points is a
Minor Victory while 16+ points is a Major Victory. Escort
This is the baggage scenario from the core rule
Escalation... book.
As your Warband were scouting for the objective
the opposing Warlord has heard that you were in
the area. They in turn had sent out some
Raze the Base
This scenario can only be played if the
reception parties to find you and raise the alarm.
Aggressor is allowed to choose it.
Layout
Layout
The game is played on a 48 x 36 table. The
The game is played on a 48 x 36 table. There
scenery is arranged according to the rules
must be 5 buildings (at least one large) spread
described in the core book except no one can
around the table. Players take it in turn to place
place any buildings.
one. Along the Aggresors table edge there must
be no buidling within a Medium. Payers must
Length of Game
endevour to spread the buildings out, ideally a
At the end of the sixth turn the player who acted
short between any building at least.
second rolls a 2d6. If the total is equal to or less
than the current turn number the game stops. It
Length of Game
is deemed that the two sides came to their
The game lasts until the aggressor's Warlord is
senses and withdraw (while obviously adding
taken out or all the buidlings are on fire.

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Deployment at least they think they are) appears and insists


The defenders can deploy in their table half, the that you escort them to their appointment. This
aggressors 'come onto' the table when their unit can be a religious character for those Christian
is activated (the Warband get all the possible Factions or a pumped up, spoilt Warlord's brat.
Saga dice as normal). Whichever scenario is supposed to be played
now changes to the 'Escort' scenario from the
Buildings are set on fire when they sustain a main rules. The VIP acts the same as the
wound, they count as having an armour of 5 'baggage' in the scenario.
which can be raised using the attacker's fatigue. One extra campaign point is earned for killing
opposing Warlord.
Victory Conditions Each player rolls a d6. The lowest roll (on a tie
The idea is to burn the buildings down and for both players just ignore the person and get on
this scenario that is all that matters. with the original game) is lumbered with the VIP
1-2 Buildiings Razed Defender's Major Victory. who sets up next to the Warlord.
3- Buildings Razed Draw
4- Buildings Razed Minor Aggressor Vicotry.
5- Buildings Razed Major Agressor Vicory.
V Thor's Hammer or God's Thunderbolt
(depending on your persuasion)
Forked lightening it may really be but try
Frigg, what just happened? persuading them that!
The following are some optional rules which At the end of each turn one player (the one with
throws a few spanners in the works. the most impressive facial hair) rolls two d6. On
the score of 7 the thunderbolt hits the table. If
At the start of each game (after the forces have the highest die is an even it is the player's side,
been deployed) both players roll a d6. On any if it is an odd it is the opposition side. One unit
double they pull a rune stone out of the bag (or (chosen by the non effected side) is hit by 4
number them 1-6). attack dice as per a bow attack. This event will
only happen once per game at the most.
S Great dragons chase across the sky,
belching fire. G Great Odin that's a BIG bear!
Well, Ok we all know it was Halley's Comet, your Few and far between maybe but this one seems
poor old Warlord and warriors didn't. But they did to have wandered into the field of battle. The
know it was a sign and both sides take it for one bear has an armour value of 5 and 6 attack dice.
that is good! Once this game your warriors are It ignores the first wound of any melee round.
so sure their Gods are out there looking after Placed in the middle of a randomly determined
them they may re-roll one set of d6 dice. These short table edge at the beginning of the game it
can be attack or defence dice re-rolls and you will move in a random direction (use a scatter
can choose to roll after the initial roll (not like die) at the start of every turn it is on the table. It
saga ability dice). can move up to a LONG and if its path comes
within a SHORT of any unit it will move in and
B Good old English weather attack them.
Someone forgot to tell the Gods it was summer.
The heavens have opened and drenched the
field, and the warriors. All difficult terrain now
reduces movement to a VERY SHORT.
ALL hits with bows and crossbows must be re-
rolled before the saves are made.

M Don't you know who my father is?


Just what one doesn't need as the battle is
about to start. A personage of importance (well

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