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Bonus Cards Struggle for the North

Special Character Mercia


Penda, King of Mercia 230pts
M Ws Bs S T W I A Ld
Penda 5 6
4
5 4 3 6 2 9
Penda, infamous pagan king of Mercia, arrives to take personal charge of
your army!
Equipment: Light armour, throwing spears, Saxon buckler, javelins, sword.
(Penda may be fielded as a mounted character with M7 if required).
Character Advantages:
Hail of Blows
Fearsome Blow
Special Rules:
Penda is an Army General and has a Leadership Range of 15 (rather
than the usual 12).
The Special Character counts as your Army General your usual
General may fight as normal, but loses his Army General status for this
game only.
May only be fielded by a Mercian army.
The special character counts as part of your army for all purposes.

Special Character Mercia


Raedwulf, Wiglera of Mercia 70pts
M Ws Bs S T W I A Ld
Raedwulf 5 4
3
3 4 2 4 2 8
The pagan king of Mercia sends his Wiglera to assist your army!
Equipment: Hand weapon, skull on a stick, hair spiked with dung
(Raedwulf may be fielded as a mounted character with M7 if required).
Special Rules:
Pagan priest (Fierce and Stubborn)
The special character counts as part of your army for all purposes.

Special Character Mercia


Peada, Prince of Mercia 130pts
M Ws Bs S T W I A Ld
Peada 5 5
5
5 4 2 5 2 8
Penda, infamous pagan king of Mercia, sends his son to assist your army!
Equipment: Light armour, throwing spears, Saxon buckler, javelins, sword.
(Peada may be fielded as a mounted character with M7 if required).
Character Advantages:
Hail of Blows
Special Rules:
Penda is an Army General and has a Leadership Range of 15 (rather
than the usual 12).
The Special Character counts as your Army General your usual
General may fight as normal, but loses his Army General status for this
game only.
May only be fielded by a Mercian army.
The special character counts as part of your army for all purposes.

Special Character Northumbria


Ecgfrith, King of Northumbria 230pts
M Ws Bs S T W I A Ld
Ecgfrith 7 6
4
5 4 3 6 2 9
Ecgfrith, ambitious King of Northumbria, arrives to take personal charge of
your army!
Equipment: Horse, light armour, throwing spears, shield, javelins, sword.
(may be fielded on foot with M4 if required).
Character Advantages:
Mounted Raider
Javelin Hurling
Special Rules:
Ecgfrith is an Army General and has a Leadership Range of 15 (rather
than the usual 12).
The Special Character counts as your Army General your usual
General may fight as normal, but loses his Army General status for this
game only.
May only be fielded by a Northumbrian army.
The special character counts as part of your army for all purposes.

Special Character Northumbria


Aelfwine, Atheling of Northumbria 130pts
M Ws Bs S T W I A Ld
Aelfwine 7 5
5
5 4 2 5 2 8
Aelfwine, young Atheling of Northumbria, arrives to assist your army!
Equipment: Horse, light armour, throwing spears, shield, javelins, sword.
(may be fielded on foot with M4 if required).
Character Advantages:
Mounted Raider
Special Rules:
May only be fielded by a Northumbrian army.
The special character counts as part of your army for all purposes.

Special Character North Welsh


Owain, King of Strathclyde 230pts
M Ws Bs S T W I A Ld
Owain 5 6
5
4 4 3 6 3 9
The mighty Owain arrives to take personal charge of your army!
Equipment: Light armour, throwing spears, shield, javelins, sword.
(may be fielded on horse with M7 if required).
Character Advantages:
Goad
Hail of Blows
Special Rules:
Owain is an Army General and has a Leadership Range of 15 (rather
than the usual 12).
The Special Character counts as your Army General your usual
General may fight as normal, but loses his Army General status for this
game only.
May only be fielded by a North Welsh army.
The special character counts as part of your army for all purposes.

Special Character North Welsh


Aneirin, Bard of the Gododdin 100pts
M Ws Bs S T W I A Ld
Aneirin 5 4
4
4 4 2 4 2 7
The famous Aneirin arrives to inspire your army to valiant victoryor defeat
Equipment: Light armour, throwing spears, shield, javelins, sword.
(may be fielded on horse with M7 if required).
Special Rules:
Bard. Aneirin increases your Generals Ld range by 2d6 (rather than
the usual 1d6)
May only be fielded by a North Welsh army.
The special character counts as part of your army for all purposes.

Special Character West Welsh


Cadwallon, King of Gwynedd 270pts
M Ws Bs S T W I A Ld
Cadwallon 5 6
5
4 4 3 6 3 9
Cadwallon ap Cadfan arrives to take personal charge of your army!
Equipment: Light armour, throwing spears, shield, javelins, sword.
(may be fielded on horse with M7 if required).
Character Advantages:
Fearsome Blow
Veteran
Special Rules:
Cadwallon is an Army General
A unit containing Cadwallon suffers HATRED of any enemy Saxon
units or characters.
The Special Character counts as your Army General your usual
General may fight as normal, but loses his Army General status for this
game only.
May only be fielded by a West Welsh army.
The special character counts as part of your army for all purposes.

Special Character West Welsh


Selyf ap Cynan, Battle Serpent of Powys 100pts
M Ws Bs S T W I A Ld
Selyf 5 5
4
4 4 2 5 2 8
Selyf the Battle Serpent comes to fight for the honour of the Welsh!
Equipment: Light armour, throwing spears, shield, javelins, sword.
(may be fielded on horse with M7 if required).
Character Advantages:
Veteran
Special Rules:
May only be fielded by a West Welsh army.
The special character counts as part of your army for all purposes

Special Character Picts


Brude mac Bili, King of Fortriu 230pts
M Ws Bs S T W I A Ld
Brude 5 5
6
4 4 3 6 3 9
Brude mac Bili arrives to take personal charge of your army!
Equipment: Light armour, throwing spears, shield, javelins, sword.
(may be fielded on horse with M7 if required).
Character Advantages:
Mounted Raider
Veteran
Special Rules:
Brude is an Army General and has a Leadership Range of 18 (rather
than the usual 12).
The Special Character counts as your Army General your usual
General may fight as normal, but loses his Army General status for this
game only.
May only be fielded by a Pictish army.
The special character counts as part of your army for all purposes.

Special Character Picts


Taran mac Enfidach of Fortriu 130pts
M Ws Bs S T W I A Ld
Taran 5 4
5
4 4 2 5 3 8
Taran mac Enfidach, successor of Brude, arrives to fight for your army!
Equipment: Light armour, throwing spears, shield, javelins, sword.
(may be fielded on horse with M7 if required).
Character Advantages:
Mounted Raider
Special Rules:
May only be fielded by a Pictish army.
The special character counts as part of your army for all purposes.

Special Character Dalriada


Domnall Brecc, King of Dalriada 230pts
M Ws Bs S T W I A Ld
Domnall Brecc 5 6
6
4 4 3 6 4 8
Domnall Brecc arrives to take personal charge of your army! Domnall is a
fearsome and enthusiastic warrior (who fought a lot of battles and lost them
all)
Equipment: Light armour, throwing spears, shield, javelins, sword.
(may be fielded on horse with M7 if required).
Character Advantages:
Fearsome Blow
Veteran
Special Rules:
Domnall is an Army General and has a Leadership Range of 12
The Special Character counts as your Army General your usual
General may fight as normal, but loses his Army General status for this
game only. (NB Domnall may have a lower Ld, but thats tough
pedigree is no guarantee of quality!)
Any unit led by Domnall counts as being FIERCE,
May only be fielded by a Dalriadan army.
The special character counts as part of your army for all purposes.

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

Cadafael Battle-Seizer, Battle-Shirkers


Welsh Warriors
28 Combrogi + Leader, Standard and Musician 211pts
M WS BS S T W I A Ld Pts
Combrogi 5
3
3 3 3 1 3 1 5
7
Equipment: Armed with hand weapon, thrusting spear, javelins and shield.

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

Saxon Dogs of War


28 Duguth + Leader, Standard and Musician 323pts
M WS BS S T W I A Ld Pts
Duguth 5
3
3 3 3 1 4 1 6 11
Equipment: Armed with throwing spear, javelins, hand weapon and saxon
buckler. Light armour.
Special Rules: Duguth on foot are Light Troops and subject to Warband rules
1 and 2.
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

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 Battle at Fort Guinnion

Welsh Archers and Slingers


2 x 10 Pagenses 50 + 50pts
M WS BS S T W I A Ld Pts
Pagenses 5
2
3 3 3 1 3 1 5
5

Equipment: Armed with Sling or Shortbow

Special Rules: Skirmishers


Cannot leave Fort Guinnion

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

And then I hit himlike this!


Once during your next game, any Character in your army may re-roll ALL of
his To Wound dice when fighting a SINGLE COMBAT. All of the Characters
dice must be re-rolled.

Bonus Cards

And then I hit himlike this!


Once during your next game, any Character in your army may re-roll ALL of
his To Wound dice when fighting a SINGLE COMBAT. All of the Characters
dice must be re-rolled.

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

Favour of Wotan/ the Morrigan


During the next game, you may automatically pass ONE Leadership Test.
You must declare this before any dice are rolled. No dice are thrown and
the test is automatically passed.
You may even use this card to pass a Break Test that could not otherwise
have been passed i.e. in a situation where you had to roll less than 2!
May only be taken and used by a Pagan General.

Bonus Cards

Favour of Wotan/ the Morrigan


During the next game, you may automatically pass ONE Leadership Test.
You must declare this before any dice are rolled. No dice are thrown and
the test is automatically passed.
You may even use this card to pass a Break Test that could not otherwise
have been passed i.e. in a situation where you had to roll less than 2!
May only be taken and used by a Pagan General.

Bonus Cards

Favour of the Lord


During the next game, you may automatically pass ONE Leadership Test.
You must declare this before any dice are rolled. No dice are thrown and
the test is automatically passed.
You may even use this card to pass a Break Test that could not otherwise
have been passed i.e. in a situation where you had to roll less than 2!
May only be taken and used by a Christian General.

Bonus Cards

Favour of the Lord


During the next game, you may automatically pass ONE Leadership Test.
You must declare this before any dice are rolled. No dice are thrown and
the test is automatically passed.
You may even use this card to pass a Break Test that could not otherwise
have been passed i.e. in a situation where you had to roll less than 2!
May only be taken and used by a Christian General.

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