Saga game rules are created and copyrighted by Studio Tomahawk.
These rules for solo play are totally unofficial and fan made by
Joe at Northern Tempest Podcast.
The Raiders - Solo Saga
Viking legends speak of a crazed warlord driven insane by his failure in battle. It is said that
he continues to roam the land with his followers, seeking redemption and glory by battling
every enemy they encounter. They are known simply as the Raiders.
Warbands
Choose your own 4 point warband in the normal way.
The Raiders warband comprises of the following units:
Unit Armour Aggression Special
melee(shoot) melee (shoot)
Warlord 5(5) 8 Resilience (1), Presence
8 Warriors 4(4) 1
8 Warriors 4(4) 1
4 Hearthguard 5(5) 2
12 Levy 3(3) (1/3) (1/2) Armed with bows
Deployment
Play on a 36” by 36” battlefield with no terrain. Set up the Raiders units as indicated in the
diagram. The Raider warlord is at the centre and L forward. Then set up your own warband
with all units more than L from any Raider units and more than S from any table edge.
8 4 12 8
war HG WL Levy war
Victory Conditions and game length
The Raiders always play the first turn. Play 6 turns each. At the end of 6 turns, the warband
with the most survival points wins the game although it is likely that one warband will be
wiped out by then. See the Book of Battles for details of survival points.
Raider Rules
Raider orders phase
1. At the start of the Raider orders phase, remove one fatigue token from each Raider unit.
2. Roll a single saga die for each raider unit (regardless of whether it generates a die for
not). Place the die next to the unit to indicate its activations this turn.
If you have an orders/reaction ability then you can use it now.
Common symbol Unit activates once this turn
Uncommon symbol Unit activates twice this turn and the second
activation does not generate a fatigue.
Rare symbol Unit activates twice this turn and the second
activation does not generate a fatigue. Add 2 attack
dice to the first melee or shooting activation.
3. Work out a melee target value for each of your own units. To do this, roll a D6 for each
unit and subtract its melee armour value of the unit (results less than 1 are rounded up to
1). Then add the number of fatigue tokens to the total. Place a die next to each unit to show
its target value for the turn.
Raider Activation Phase
Raider units activate in order of size with the largest first. This usually means the levy
activates first and the warlord last. A unit does all its activations before moving on to the
next largest unit. Roll off to decide any units of equal size.
Raider shooting unit
Raider levy units activate usually first and will attempt to move or shoot. They will never
activate to charge. If at least half of the models in the levy unit are within range and line of
sight of an enemy unit then they will activate to shoot. If less than half the unit can shoot
then they activate to move. The unit will move up to M toward your nearest unit and will
attempt to get all its models within range of whilst staying away as far as possible.
Shooting target priority
If the levy has more than one enemy unit within shooting range, they will choose a target
based on the following preference:
First choice: Target which the levy will get most attack dice when shooting.
Second choice: Hearthguard with shooting armour 4 or Warriors with shooting armour of 3.
Third choice: Warrior units with 4 or 5 models. Levy units with 6 or 7 models.
If two or more targets have equal priority after applying the criteria, decide randomly which
one to shoot.
Raider Melee units
When the unit activates, if one or more enemy units are within charge range, it will charge
the one with the highest target value. A subsequent charge will target the same enemy
unit.
If one or more enemy units are more than M but within L, the unit will move towards the
enemy with the highest target value and then charge if possible.
If no enemies are within L, the unit will move as close as possible to the unit with the
highest target value within L+M distance.
Raiders using fatigue
Raider units always leave all fatigue on the enemy warlord.
In melee, a raider unit first tries to raise its own armour back to the starting value if
possible. It uses any other fatigues to lower the enemy armour.
Raider units never use enemy fatigue to shorten a move, cancel an activation or raise
armour against shooting.
Raider units never close ranks.
Choice Saga abilities
Some saga abilities ask the other player to choose an effect (for example, several abilities
on the Jomsviking board ask the opponent to choose between resolving an effect or
generating wrath). If the Raiders are forces to choose roll a D6:
1-2 choose the first option
3-4 choose the second option
5-6 the saga ability is cancelled without effect.
Activating in the Raider turn
Some a Saga ability or unit special rules allow you to activate a unit in the opponent’s turn.
This is a very powerful effect in a solo game and it makes the Raiders very angry! Look at
the next Raider unit to activate and change its Saga dice to a rare result.