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Special Character
Bishop Trumwine 120pts
M Ws Bs S T W I A Ld
Trumwine 5 4
3
3 4 2 4 2 8
Bishop Trumwine arrives to take care of the spiritual needs of your Christian
warriors
Equipment: Hand weapon (may be fielded on horse with M7 if required).
Special Rules:
Christian Priest.
An army including Trumwine may automatically pass ONE Leadership
test per battle. This must be declared before any rolls are made the
test is passed automatically and no dice are thrown.
May only be fielded by a Christian army.
The special character counts as part of your army for all purposes.
Allied Warriors
Special Rules: Combrogi on foot are Light Troops, and subject to Warband rules 1 and 2.
Special Rules:
If this unit Flees, it can never rally.
Allied warriors cannot be led by a character, or use the benefits of the
Army General or Army Standard.
Roll a dice the first time that a player wishes to move, charge or shoot
with a unit of Allies. If a 2 or more is rolled, then the unit has proven
itself reliable and may act as the player wishes it does not need to
test again during this game. However, if the unit of Allies rolls a 1, it
must remain stationary and may not move or shoot (although it can
fight back if attacked in close combat, including shooting against a
charging unit). The allied unit must test again the following turn, until it
rolls a 2-6 and may then be moved normally for the rest of the game.
Once a unit of Allies has rolled a 2-6, it does not need to test again
during that battle.
The Allied Warriors fight for your army for one battle only.
Allied Warriors
Horsemen of Y Gododdin
10 Combrogi + Leader, Standard and Musician 215pts
M WS BS S T W I A Ld Pts
Mounted Combrogi 7
3
3 3 3 1 3 1 7 20
Equipment: Armed with hand weapon, throwing spear, javelins and shield, horse and light
armour.
Special Rules: Mounted Combrogi are Light Cavalry. Run for the Woods.
Special Rules:
Allied warriors cannot be led by a character, or use the benefits of the
Army General or Army Standard.
Roll a dice the first time that a player wishes to move, charge or shoot
with a unit of Allies. If a 2 or more is rolled, then the unit has proven
itself reliable and may act as the player wishes it does not need to
test again during this game. However, if the unit of Allies rolls a 1, it
must remain stationary and may not move or shoot (although it can
fight back if attacked in close combat, including shooting against a
charging unit). The allied unit must test again the following turn, until it
rolls a 2-6 and may then be moved normally for the rest of the game.
Once a unit of Allies has rolled a 2-6, it does not need to test again
during that battle.
The Allied Warriors fight for your army for one battle only.
Allied Warriors
Allied Warriors
Blackshield Irish
32 Ceithern + Leader, Standard and Musician 207pts
M WS BS S T W I A Ld Pts
Ceithern 5
3
3 3 3 1 2 1 5
6
Equipment: Ceithern on foot are armed with mixed weapons and bucklers.
Special Rules: Ceithern on foot are subject to Warband rules 1 and 2.
Veteran may reroll all to hit dice ONCE per battle.
Special Rules:
Allied warriors cannot be led by a character, or use the benefits of the
Army General or Army Standard.
Roll a dice the first time that a player wishes to move, charge or shoot
with a unit of Allies. If a 2 or more is rolled, then the unit has proven
itself reliable and may act as the player wishes it does not need to
test again during this game. However, if the unit of Allies rolls a 1, it
must remain stationary and may not move or shoot (although it can
fight back if attacked in close combat, including shooting against a
charging unit). The allied unit must test again the following turn, until it
rolls a 2-6 and may then be moved normally for the rest of the game.
Once a unit of Allies has rolled a 2-6, it does not need to test again
during that battle.
The Allied Warriors fight for your army for one battle only.
Allied Warriors
Warriors of Strathclyde
18 Combrogi + Leader, Standard and Musician 195pts
M WS BS S T W I A Ld Pts
Combrogi 5
3
3 3 3 1 3 1 5 10
Equipment: Armed with hand weapon, throwing spear, javelins, light armour and shield.
Special Rules: Combrogi on foot are Light Troops, and subject to Warband rules 1 and 2.
Run for the Woods.
Special Rules:
Allied warriors cannot be led by a character, or use the benefits of the
Army General or Army Standard.
Roll a dice the first time that a player wishes to move, charge or shoot
with a unit of Allies. If a 2 or more is rolled, then the unit has proven
itself reliable and may act as the player wishes it does not need to
test again during this game. However, if the unit of Allies rolls a 1, it
must remain stationary and may not move or shoot (although it can
fight back if attacked in close combat, including shooting against a
charging unit). The allied unit must test again the following turn, until it
rolls a 2-6 and may then be moved normally for the rest of the game.
Once a unit of Allies has rolled a 2-6, it does not need to test again
during that battle.
The Allied Warriors fight for your army for one battle only.
Allied Warriors
Dalriadan Slingers
10 Tilgeyr 70pts
M WS BS S T W I A Ld Pts
Tilgeyr 5
3
3 3 3 1 2 1 5
7
Equipment: Tilgeyr are armed with hand weapons and slings.
Special Rules: Skirmishers.
Veteran may reroll all to hit dice ONCE per battle.
Special Rules:
Allied warriors cannot be led by a character, or use the benefits of the
Army General or Army Standard.
Roll a dice the first time that a player wishes to move, charge or shoot
with a unit of Allies. If a 2 or more is rolled, then the unit has proven
itself reliable and may act as the player wishes it does not need to
test again during this game. However, if the unit of Allies rolls a 1, it
must remain stationary and may not move or shoot (although it can
fight back if attacked in close combat, including shooting against a
charging unit). The allied unit must test again the following turn, until it
rolls a 2-6 and may then be moved normally for the rest of the game.
Once a unit of Allies has rolled a 2-6, it does not need to test again
during that battle.
The Allied Warriors fight for your army for one battle only.
Allied Warriors
Dalriadan Wolfhounds
5 Irish Wolfhounds + 1 Arrchogad 42pts
M WS BS S T W I A Ld Pts
Arrchogad
5
4
3 3 4 1 4 1 6 12
Wolfhounds 6
4
0 3 3 1 3 1 3
6
The unit must be led by a single Packmaster (known as an Arrchogad
keeper of the hounds) and may include up to 6 Wolfhounds.
Equipment: The Arrchogad has javelins and a buckler, the hounds have their
teeth.
Special Rules: subject to Warband rule 1. Skirmishers. Any hits inflicted by
missile weapons should be randomly divided between the Arrchogad and the
hounds. The hounds may use the Arrchogads Ld unless he is killed, in which
case they use their own.
Special Rules:
Allied warriors cannot be led by a character, or use the benefits of the
Army General or Army Standard.
Roll a dice the first time that a player wishes to move, charge or shoot
with a unit of Allies. If a 2 or more is rolled, then the unit has proven
itself reliable and may act as the player wishes it does not need to
test again during this game. However, if the unit of Allies rolls a 1, it
must remain stationary and may not move or shoot (although it can
fight back if attacked in close combat, including shooting against a
charging unit). The allied unit must test again the following turn, until it
rolls a 2-6 and may then be moved normally for the rest of the game.
Once a unit of Allies has rolled a 2-6, it does not need to test again
during that battle.
The Allied Warriors fight for your army for one battle only.
Bonus Cards
Looted Armour
One of your units may be equipped with Light Armour at no points cost. This
lasts for the next game only. Please make sure you inform your opponent
which unit has the extra armour.
Bonus Cards
Looted Armour
One of your units may be equipped with Light Armour at no points cost. This
lasts for the next game only. Please make sure you inform your opponent
which unit has the extra armour.
Bonus Cards
Looted Armour
One of your units may be equipped with Light Armour at no points cost. This
lasts for the next game only. Please make sure you inform your opponent
which unit has the extra armour.
Bonus Cards
Looted Armour
One of your units may be equipped with Light Armour at no points cost. This
lasts for the next game only. Please make sure you inform your opponent
which unit has the extra armour.
Bonus Cards
Finest Horses
One of your mounted units and any attached characters may be equipped
with Finest Horses (Move 8) at no points cost. This lasts for the next game
only. Please make sure you inform your opponent which unit has the Finest
Horses.
Bonus Cards
Finest Horses
One of your mounted units and any attached characters may be equipped
with Finest Horses (Move 8) at no points cost. This lasts for the next game
only. Please make sure you inform your opponent which unit has the Finest
Horses.
Bonus Cards
Shield Breakers
Once during your next game, any unit in your army may re-roll ALL of its To
Wound dice in combat (not shooting). All of the units dice must be re-rolled.
Attached characters may not use the re-roll.
Bonus Cards
Shield Breakers
Once during your next game, any unit in your army may re-roll ALL of its To
Wound dice in combat (not shooting). All of the units dice must be re-rolled.
Attached characters may not use the re-roll.
Bonus Cards
Bonus Cards
Bonus Cards
Mead Fury
At the start of your next game, choose one of your units which has taken
(copious amounts of) the Kings Mead. Roll a d6:
o 1-2: Unit becomes Fierce.
o 3-4: Unit becomes Fierce and may re-roll all misses in very first round
of combat only.
o 5-6: Unit becomes Fierce and subject to Hatred of the enemy.
Bonus Cards
Mead Fury
At the start of your next game, choose one of your units which has taken
(copious amounts of) the Kings Mead. Roll a d6:
o 1-2: Unit becomes Fierce.
o 3-4: Unit becomes Fierce and may re-roll all misses in very first round
of combat only.
o 5-6: Unit becomes Fierce and subject to Hatred of the enemy.
Bonus Cards
Bonus Cards
Bonus Cards
Bonus Cards