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Song of Arthur and Arthurian Sourcebook for Song of Blades and Heroes, v.1.1 Written by Daniel Mersey

Credits Copyright © 2008 Daniel Mersey/Ganesha Games Playtesting, helpful suggestions, and thanks: Simon ‘ Slayer’ Bell; Damian Beamish; Simon Egan- Payne; Pascal Saradjan; Rich Jones; Shaun McTague; Ponders End Wargames Club; Guy and Guy for their differing opinions on Arthur; James and Steve for reigniting my interest in Arthurian gaming; the Song of Blades and Heroes Yahoo group (http://games.groups.yahoo.com/group/songofblades/), from whom I’ve learned a lot about how to play the game; and the many, many people who have beaten me at my own games over the years. Most importantly, thanks to Andrea for asking me to write this book and for his contributions to the High Medieval special items. www.ganeshagames.blogspot.com Table of Contents

Introduction 3 Special Scenarios 18 Scenario Generator 27 Page References Drawing the from the Stone Kill the Monster! Which to Play The Strife of Camlann Magical Cattle Raid Grail Quest Campaign Kidnap Within ’s Hinterland 19 The Hunt 28 Into the Perilous Forest and Campaign The Desolate Desert Wrnach the Giant’s Sword Special Rules 4 The Grail Castle 20 The Cauldron of Diwrnach 29 Bard Finding the Grail The Hunt for the Giant Boar Grail Tests The Very Black Witch Dogged 5 Hero’s Horse The Welsh King Background 21 The Historical King Background 30 Inconvenient Special Items Designing Your Warband Jouster Arthur’s Mantle 22 Warband Advances Knight 6 Arthur’s Weapons Angons Legendary Wizard Cauldron of Boar’s Snout Protect 7 Cauldron of Champions Flags and Horns Solar Force Dart of True Flight Host of Riders Stubborn Enchanted Weapon Roman Equipment Unique Faerie Cloak Rustlers Special Situations Lion-Skin Shield Sea Raider Herds Magical Torc Shieldwall Veterans Jousting Mead Successor 31 Raiding 8 Padarn’s Tunic Historical King Rosters The High Medieval King Background 9 Pendragon’s Helmet 23 Dismounting Chieftains and Champions 33 Special Items Prydery and Manawyddan’s Shields Scenario Generator 34 The Adventurous Shield Rydderch Hael’s Sword Raid Balin’s Broadsword Standing Stones Marauders Blessed Armor Terrifying War Horn Fight at the Ford Bor’s Sword 10 Tudwal Tudelud’s Whetstone Special Scenarios: the Fifth Century AD Damsel’s Ribbon Weasel Venom The Warbands Groups in Historical Games 35 Galatine Designing Your Warband Zone of Control Golden Harness Triad Tale The Ride of the Gododdin The Grail Welsh King Warband Advances 24 Hermit’s Potion 11 Befriended by Eagles Designer’s Notes 36 Lancelot’s Ring Druid’s Favor Miniature Lists and Further Reading Magical Ring Host of Riders Perceval’s Sword Knowledge of Folklore Priamus’ Sword Mead Relic Sword Raven Feeders Sacred Vision Rustlers The Spear of Vengeance Sailing to Terror Tree Shapechanger Viviane’s Shields 12 Welsh King Rosters 25 Water of Paradise Warbands Designing your Warband Games Between Bands of Knights Questing Knights 13 High Medieval Warband Advances Champion’s Challenge Knights of the Knowledge of Folklore Sailing to Avalon Valorous High Medieval Rosters 14 Scenario Generator 16 None Shall Pass! Blood Feud 17 Rescue Tournament

 Introduction This is an Arthurian sourcebook for Song of Blades and Heroes, rather than a new set of stand-alone rules. You’ll need to refer back to the original rulebook, Song of Gold and Darkness and Song of Wind and Water to learn the game and identify most special rules and some rosters used in this supplement. The special rules, objects, terrain, and game mechanisms outlined in SBH and other supplements are usable with this book if you wish to expand your Arthurian setting. Each section of this book contains new items and warband advances relevant to three different Arthurian worlds; feel free to include these ideas in non-Arthurian games. Rosters include models from previous supplements where applicable to the Arthurian setting; this is to clearly indicate what models most suit an Arthurian setting. If you fancy introducing other monsters, that’s fine so long as your gaming pals agree.

Page References To prevent repetition of rules, references to pre- existing rules are noted as SBH (Song of Blades Which King Arthur to Play? and Heroes), SGD (Song of Gold and Darkness), Stories of Arthur have been around for many or SWW (Song of Wind and Water) followed generations, maybe from as early as the sixth by the page number in that book. References century and definitely from the ninth century, including a page number only are references to intertwining many different settings and this book. characters. Depending on your take on the legend or history, you may decide to play games set in the classic Arthurian setting of an enchanted medieval world (High Medieval King), or prefer the equally enchanted but slightly grittier setting of earlier Celtic folklore and old school history (Welsh King). Some players wish to re-enact the real life battles in Britain of the fifth and sixth centuries – the historical era in which a real life Arthur might have lived – bereft of magic and monsters, but still full of tactical choices and tough warbands (Historical King). The same miniatures can be used for the Welsh and Historical King games, using models from the many existing Dark Ages ranges; for High Medieval games, look to plunder fantasy ranges and historical models from the medieval period 1100-1500.

 Arthurian Special Rules Standard Chivalry Chart

Bard As one action, a Bard may temporarily make any Good one friendly model within Medium distance into +?? As specified by scenario or agreed by a Hero during that model’s next turn. The target players in game (awarded at end of model may be changed each turn, but a Bard may game) only make one Hero per turn. If a Bard uses this +1 Moving to fight enemy with higher power on a model with the Hero special rule, that Combat rating (each time the model hero receives two automatic successes. A Bard is moves into hand to hand) a Personality model. +1 Not striking at an opponent who has Fallen Down when the opportunity arises (each time)

+1 Unhorsing an opponent in a joust (once per opponent)

+1 Backing out of a combat so that opponent is no longer outnumbered (each time)

+1 Slaying a model with the Terror special rule (once per slaying)

Bad Chivalry -?? As specified by scenario or agreed by A Chivalry rating is given to any model with the players in game (awarded at end of Knight special rule – wizards, brigands, peasants, game) and creatures don’t live their lives by a chivalrous -1 Killing opponent who has Fallen Down code of honor. Chivalry reflects the heroic or evil (once per opponent) deeds a knight accomplishes, judged against the standards of the Round Table. Chivalry is not -1 Using a missile weapon (each time) affected by Morale; a negative score represents a rogue or evil knight rather than a coward. -1 Using an Ambush (each time) All knights begin with a Chivalry of 0, but may carry over their Chivalry score from game to -1 Using poison or spells – but not using game. Every time a model performs a good act or magic weapons or armor (each time) a bad act in the game, they add or subtract points -1 Joining a fight where the enemy is of Chivalry (this is one of the few bits of record already outnumbered (each time) keeping you’ll need in the game – and if you’re playing one off scenarios, you can leave this rule out). The Standard Chivalry Chart shows what When a model attains certain Chivalry points, constitutes a good or bad act. Some scenarios’ the warband may go on a Quest scenario to find a Victory Conditions allow the player to choose Special item of the player’s choosing; see Special whether to take positive or negative Chivalry, Items in the High Medieval King section for more depending on which is most beneficial to the details. models in his warband.

 Given the epic nature of the Arthurian setting, Inconvenient you might wish to make your campaigns longer A player spends points on this model as usual than the usual 4-5 games when using the Chivalry and may choose to place it in his opponent’s rules – the longer your campaign, the greater warband rather than his own (at no points cost your chance of questing for some seriously good to the opponent). The model becomes part special items. of the opponent’s warband for the entirety of Chivalry costs no extra points. the scenario, and one Knight on that warband (nominated by the Knight’s owning player) gains Dogged the Protect special rule for the Inconvenient model, for 0 points. Only one Inconvenient model Once entering into combat with an opponent, the may be given to an opponent in any scenario. model cannot leave that combat or start a fight with a new opponent until his current enemy has Example: Simon chooses to add an Inconvenient been killed or fled from the table. Other models damsel to his warband for 8 points, so that he may join the fight, but the original opponent can place her in his opponent’s warband before must remain the Dogged model’s target on his either warband deploys on the table. This means own attacks. If the original opponent breaks off that his total points value is now 292 compared combat, the Dogged model must pursue until the to his opponent’s 308 – although both still count opponent is dead or off the table. as their original 300 points in game terms.

Hero’s Horse His opponent, Damian, has several Knights in his Any model with this rule may choose to be warband, so must now select one of these models Mounted on a horse (Long Move) at the start of to Protect the damsel (at 0 points cost). Damian the scenario deploys and controls the Inconvenient model throughout this game, but will hand the model . back to Simon when the game has ended. During the game, Simon gains Victory Points for killing the Inconvenient damsel, Damian’s Knight must abide by the Protect rules and if the Inconvenient model is killed, her loss counts for Morale and other game purposes against Damian.

Designer’s note: Purchasing an Inconvenient model and placing it in your opponent’s warband means that your opponent will need to keep that figure out of danger or potentially risk the Morale test caused by a gruesome death. In non-Arthurian settings, the model needing to Protect the Inconvenient model may be either a Knight or a Personality.

Jouster When jousting on horseback, the model may add an additional +1 to his Combat score.

 Knight cast a normal spell as detailed in SBH (pages There are some things in the game that only a 9-10), and being a Legendary Wizard he may Knight character can do (such as joust, have a double the distance of effect, or he may choose to Chivalry score, or Protect an Inconvenient model). use one of his special powers. Deciding that the This special ability may not be given to Animals, latter would be more useful in this turn, he flicks Magic users, or monsters (unless specified on his fingers and magically increases the size of his their roster). A knight may be mounted using nearby friend , making him Big for this Hero’s Horse and take Heavy Armor rule as an one turn (Gawain is within Long distance). At upgrade, at the normal cost for these rules. the start of the following turn, Gawain loses the Big rule. When Merlin is next activated, he rolls only two successes, so may only cast a Power 1 Legendary Wizard or 2 spell if using magic (but is able to do so over This special rule gives the model the Magic-User double the normal distance). Next time Merlin rule, with more powerful spell casting ability. rolls three successes, he might cast a normal The distance that a spell (including Transfix) power 3 spell, or again choose to make Gawain may be cast over is doubled (Power 1 becomes Big, or choose to fly himself elsewhere, make his 2x Short, Power 2 becomes 2x Medium, Power 3 enemy Greedy for one turn, or create becomes 2x Long).In addition, as a Power 3 spell, an aura of Terror around Arthur for one turn the model may cast any of the following special – so long as the spell is cast on Merlin himself rules to affect himself, or a friend or an enemy or a model within long distance of him. Your within Long range. The effect of this lasts only for choices are plentiful when you are a Legendary one turn, but the Legendary Wizard may cast the Wizard! same spell on the same model in as many turns Designer’s note: This rule gives the user a wider as he wishes. If the target model is an opponent, variety of spells to cast, but doesn’t require that model makes a standard magic resistance roll players to learn lots of new rules. Cost-wise, against power 3 to prevent the effect (see SBH). this is expensive… we calculated its cost of 99 The spell is chosen from the following list of points adding up to all the special rules that can special rules: be cast, halved to reflect the random dice rolling Amphibious, aspect of using them. Berserk, Combat Master, Danger Sense, Desert Walk, Distract, Flying, Greedy, Heavy Armor, Size (this increases the user’s or target model’s size from normal to Big, or from Big to Huge), Slow, Snow Walk, Stealth, Swamp Walk, Teleport, Terror (the target model gains this rule).

Example: Merlin, a Legendary Wizard, is activated with three successes. Choosing to use them all to create a Power 3 spell, he may either

 Protect Special Situations A model with this special rule must remain within a Long move of a named companion for the entirety of the game if both models are in the Herds same warband. If this rule is ever broken, the Herds are used in raiding games (see Raiding, p8). model must attempt to move back within this A herd may be any domesticated animal, or even distance as soon as possible. If the model being humans who are taken as slaves. Herds are based protected is killed or is removed due to a Morale on stands the same size as mounted models. test, the protector immediately gains the Dogged special rule against the slayer. If the protected model flees off the table, protection becomes void for the rest of the scenario.

Solar Force Some models abilities are stronger or weaker according to the sun’s power. To find the time of Jousting day at the start of the game, roll 1d6 to discover Only mounted Knights may joust. The models the sun’s effect on this model: on a score of 1-2, start 3 x Long moves from each other. Both players modify +1 Quality and -1 Combat; on a score of 3- roll a die to see which model moves first (highest 4, there is no change; on a score of 5-6 modify -1 scorer chooses), and both players must move in Quality and +1 Combat. This does not affect the a straight line directly towards each other, a full model’s points cost, and is not affected by weather Long move for each action given to movement (no conditions, night-time scenarios, or when the partial moves are allowed, all must be full length). model is indoors. Each model is activated as usual – successes and failures are acted upon in the usual way, but once a player has been activated (with 0-3 successes), the other player takes his turn. The first action of a model’s every turn must be a Long move – so models engaged at the start of a player’s turn cannot fight, the active model instead passing by his opponent. The model taking an action when contact is made gets a +1 Combat bonus for momentum; Power attacks can’t be struck when Jousting and Heavy Armor does not have any effect; recoil and fallen combat outcomes are treated as Unhorsed. If the result is a tie, or the riders pass each other when the active player cannot attack (for example, if he Stubborn doesn’t have enough successes to make an attack The model is unable to take part of Group moves, or if the models start adjacent to each other), so must always act independently. move both knights back to their starting positions and joust again. When one knight is unhorsed, the fight continues Unique with both knights dismounting one Short move Only one of this model may be used in a campaign; from each other, the unhorsed knight Fallen; if both players wish to use a Unique character, the model who unhorsed his opponent gets an roll a die to decide who may use it. If a Unique additional, temporary +1 Combat through the model dies, it may not be replaced in a campaign. rest of this fight. This has no points cost.

 Raiding The aim of some scenarios is to steal herd and treasure chest counters from the table. Treasure chests carried in the same way as other treasure (SGD page 16-17); in the Historical King game, most treasure chests will have a weight of 1. To snatch a herd, a model must move into contact with or begin his turn in contact with the herd, and must spend one of his actions every turn keeping the it under Control and moving in base contact with him at his normal movement pace (for example, a model stealing a sheep herd who has passed three actions could expend one action to keep the sheep under control, and then move with the sheep for his other two actions). If a model does not use an action point to control a herd (or fails all of or doesn’t get the opportunity to make its activation rolls), the herd becomes Uncontrolled and automatically moves one base width away from the model, in a direction determined by the opposing player (but never into Control of another model). A model forced to recoil or fallen down in Combat may retain control of a herd, but a model killed means the herd becomes Uncontrolled. Unless a scenario states otherwise, all herds begins the game Uncontrolled. A model may Control or carry only one stand of herds at a time (regardless of the model’s size) or treasure, as outlined in SGD unless possessing the Rustler warband advance (see page 24) or the Hoarder warband advance (see SGD page 11). Players may give one successful action point from a model to move an uncontrolled herd up to one Medium move in any direction (abiding by other movement rules). For example, Bedwyr has passed three actions, so chooses to take two of these himself, and expend his final action to move a stand of sheep up to one medium distance. No model may give more than one action per turn to move a herd.

 The High Medieval King win a game (‘undertake some worthy deeds’ in knightly terms) to qualify for a Quest. If the Special Item is won, the player chooses which model will use it; if the Quest is unsuccessful, the Background Chivalry points are still traded in. Some items This is the Arthur of Sir , Tennyson, may only be used by models with + or – Chivalry; , and Hollywood! Set in a magical high models for whom Chivalry is not applicable may medieval world, Arthur and his knights uphold use any item unless specified. justice and prove their piety whilst battling Some characters already possess special items on monsters and searching for the . Plate their roster, although items named after knights armor is worn, jousting is common, and there is are not always owned by that character at the underlying tension between Arthur’s knights and start of the game. The points cost to a model those of Mordred. To many gamers, this is the equipped with a Special Item is the Cost to Quest most identifiable setting for King Arthur. -10 points. When a model with a special item is killed, the item magically disappears and may not be picked up or used by another character in the game (an exception to the usual SBH rule, but more in keeping with Arthurian tales). Every item listed here has the Unique special rule unless otherwise noted. So many items could have been included in this section! If your favorite Arthurian item is missing, feel free to create your own based on these guidelines, and use Malory as your guide. Remember that, as outlined in the Chivalry special rule, you may wish to play longer campaigns than in other SBH settings, to give players a chance to quest for more special items; and the more Chivalrous (or evil) you are, the quicker you’ll Special Items build up points to quest with. Special items have been included in this book to add to the Arthurian theme. They are gained by The Adventurous Shield trading in Chivalry points and completing a Quest This shield was once owned by and gives scenario. +1 to Combat. In addition, the knight can ignore A Knight may trade Chivalry points equal to an the first knock down or kill result he receives in item’s ‘Cost to Quest’ at the end of a scenario combat. Cost to Quest: 20 Chivalry (+). (including points carried over from previous games if required) and the warband he is part of Balin’s Broadsword immediately undertakes a Quest scenario for a This weapon gives +1 to Combat in hand to hand Special Item. Victory Points may be spent before only. If the user rolls a 1 in Combat, he receives undertaking this Quest. The player must specify a Free Hack at Combat 3 from the sword itself. which Special Item he will search for before the Cost to Quest: 20 Chivalry (+/-). Quest starts, and his opponent may choose a new warband to fight with. Blessed Armor The winner of the previous game in the campaign Counts as Heavy Armor without the negative decides first if he wishes to take a Quest; if not, Stealth or Quality modifiers. Cost to Quest: 15 the loser may choose to. A Quest cannot be the Chivalry (+/-). first game in a campaign, as the player needs to

 Bor’s Sword Galatine This is the Roman gladius that wounded Joseph This is the sword that Arthur pulled from the of Arimathea. It was broken, then repaired by Sir stone (and was later used by Gawain). The user Galahad and given to Sir . A +20 Chivalry of this sword can give forth a flash of blinding knight wielding this sword can automatically heal light once per game. This requires one action. any Quality loss on himself once per game. Cost This ability can be used only if the user’s group to Quest: 20 Chivalry (+/-). is at a numerical disadvantage or if the wielder is Fallen. Any model within Long distance from the user must make a Quality roll on one die or Damsel’s Ribbon be Transfixed. Only usable by a Knight (usually hanging from a If for any reason Galatine begins a scenario helmet or weapon), the faith and dedication of a mounted in the stone, the only way a figure may damsel allows the model to reroll one dice roll of draw it is by rolling three simultaneous fives or any kind once per game; if the reroll is a failure, sixes on his activation dice when adjacent to the the ribbon slips away and is lost. Not Unique. stone. He automatically gains the Hero special Cost to Quest: 5 Chivalry (+/-). rule if not already one (increasing his point value), but each model gets only one attempt per game to Excalibur draw the sword from the stone. Cost to Quest: 25 The famous sword of Arthur. It gives +1 in hand Chivalry (+/-). to hand combat and ignores the opponent’s Heavy Armor, if any. In addition, when wielded Golden Harness by a model with the Leader ability, the sword This gleaming golden Armor makes a model with doubles the model’s leadership command radius the Leader special rule stand out on the battlefield. (so the leader bonus counts up to 2 x long range). The model may reroll one failed activation roll (of Excalibur’s scabbard is magical, too. The model any number of dice) of any model in leadership wearing the scabbard can ignore one knock down range, once per game. Only usable by a Knight. or kill result received in Combat, once per game. Worn by Mordred. Cost to Quest: 15 Chivalry Only Arthur, Gawain, Merlin, or Mordred may (+/-). wield Excalibur – the sword’s magical force is too powerful for anyone else to handle. The Grail Cost to Quest: 25 Chivalry (+/-). The cup used by Jesus in the Last Supper, the Grail can be touched and used only by a +25 Chivalry knight. The model using the Grail and his associates up to a Long distance away from the wielder cannot be Transfixed or Distracted and are immune to the effects of Poison. In addition, the model using the Grail ignores the first Kill or Fall he receives in a game. If the user’s Chivalry drops below +25, the Grail will instantly disappear and the knight dies. The Grail may only be Quested for using the Grail Quest campaign. Cost to Quest: 30 Chivalry (+).

10 Relic Sword A blessed sword with a saint’s relic in the pommel; Lethal vs Evil and Dragons. Not Unique. Cost to Quest: 15 Chivalry (+/-).

Sacred Vision A Sacred Vision allows a model to reroll any number of Morale dice, and then disappears. Not unique; a model may hold two Sacred Visions at any one time. Cost to Quest: 5 Chivalry (+/-).

The Spear of Vengeance This is the spear that inflicted the upon King Pellam. A model using this weapon becomes Lethal against Paladins. Cost to Quest: 20 Chivalry (-). Hermit’s Potion A potion that restores a model’s Quality to its Terror Tree original score when consumed for 1 action. Single From this tree hang the bodies or armor of the use. Not Unique. owner’s former opponents. Whenever the model Cost to Quest: 10 Chivalry (+/-). to whom the terror tree belongs begins his turn within Long distance of the tree, he counts as having the Terror special rule (SBH page 15). Lancelot’s Ring The tree must be modeled and placed on the The wearer of this ring cannot be Transfixed. Cost table at the start of the game before deployment, to Quest: 10 Chivalry (+/-). anywhere the owning player wishes to place it; during the game the tree is immovable! A Terror Magical Ring Tree may only be used in games where the player Three types of ring exist, so dice for effect when is the Defender. Unless a model is equipped with acquired: 1-2: Invisibility (gives Stealth rule, a Terror tree on his roster, this item may only be regardless of Heavy Armor); 3-4: Fleet of Foot used by models with at least -20 Chivalry. Not (+1 to Quality rolls); 5-6: Boar Strength (+1 to Unique. Cost to Quest: 15 Chivalry (-). Combat). Cost to Quest: 10 Chivalry (+/-).

Perceval’s Sword This fine sword ignores the opponent’s Heavy Armor, if any. Cost to Quest: 15 Chivalry (+/-).

Priamus’ Sword Any model knocked down by this sword loses one point of Quality. If a model’s Quality reaches 7 or more, the model dies. Cost to Quest: 15 Chivalry (+/-).

11 Viviane’s Shields Warbands Lancelot was given these silver shields by the . The shields have three red horizontal Designing your warband stripes. Each of the stripes allows the user to ignore In the spirit of Arthurian gaming, mixing one knock down result in hand-to-hand combat, knights and monsters in the same warband isn’t once. A character can carry only one shield. These encouraged (unless your opponent agrees to are one-use effects – once the effects are used, the this). shield loses its magical properties. Not Unique. The Hero’s Horse special rule applies to all Cost to Quest: 15 Chivalry (+/-). Characters and Knights, allowing them to take Mounted and Long Move for an extra 16 points. Knights may equip with Heavy Armor at normal points cost. All Characters have the Unique special rule – you can’t have two Arthurs or two Lancelots on the table; this doesn’t apply to Warriors or Creatures unless noted as Unique on their roster. Designer’s note: The rosters work within the context of the game; an Arthurian knight will be weak or strong compared to other knights, but out of context, one of Arthur’s heroes will be no better than any other knight in SBH (the same goes for other models too). This prevents every named character having super-hero stats, which would provide a very unbalanced game.

Games between bands of knights If ever you are playing a game where both players are fielding a warband of King Arthur’s own knights, you have a choice of two background stories:

1) The game takes place in around the time of the Battle of Camlann; Arthur and Mordred’s knightly factions fight against each other to support their chosen leader. Treat this as an ordinary battle when dicing for casualties at the end.

Water of Paradise 2) The game is part of a Grand Battle in a A vial of the waters of paradise, which brings the tournament. If you choose this option, the model back from the dead at the end of a game in scenario you play must be a set-piece battle. At which it was killed, or heals any wound or Quality the end of the game, dice for casualties on both loss. Single use. Not Unique. Cost to Quest: 20 sides (not just the winners), and treat any ‘killed’ Chivalry (+/-). results as one grade less serious. Experience and Chivalry gained during a Grand Battle is half the normal amount (rounded up).

12 Questing Knights Sailing to Avalon Some players may wish to use this variant rule When a victorious warband with this advance enabling a warband to field more than 100 points rolls for the recovery or death of a model at the of Personalities. Tales from medieval romances end of a game, the player may choose to reroll the often include two or three famous knights dice for any models. The new outcome must be traveling together or meeting on the road. You abided by. If the warband lost the scenario, the may include up to three Personality models of player may choose one model and roll for it on the any points cost in your warband, so long as the Survival Table, as though that model had won the combined cost of them plus your other warriors scenario. Cost: 15 VP. does not exceed 300 points (this overrides the usual 100-point rule from SBH page 16).

High Medieval Warband Advances

Champion’s Challenge At the start of a game, one mounted Knight from the warband may challenge the opposing warband to a joust. The opponent chooses which model will fight, but it must be another mounted knight. If an eligible model is present, the opponent may not refuse; if there is no eligible model, the challenge is ignored with no penalty. Set the joust up in the centre of the board, and fight this duel to a conclusion before the start of Turn 1. No other model may affect the outcome (for example, other models’ magic or missile weapons may not be used) Cost: 10 VP.

Knights of the Round Table This advance may only be taken by a warband comprised solely of Knights. At the end of a game, the Chivalry won in that game may be redistributed between the knights as the player Valorous wishes. Cost: 5 VP. Choose one model on the opponent’s warband that causes Terror, and ignore this special rule for the current scenario. Cost: 10 VP. Knowledge of Folklore Choose any opposing model of Big or Huge size and gain an additional +1 Combat against all models of this type in this scenario. This represents someone in the warband hearing stories of such creatures and recalling how to defeat them in battle. Cost: 10 VP.

13 High Medieval Rosters Merlin Points 218 Quality 3+ Combat 2 Characters Special Rules Legendary Wizard Arthur, High King of Britain Points 127 Quality 3+ Combat 4 Mordred Points 87 Quality 3+ Combat 4 Special Rules Heavy Armor; Knight; Leader; Special Rules Heavy Armor; Knight; Leader; Hero; Excalibur (+15 points, Golden Harness (+5 points, already included) already included)

Bedivere Points 38 Quality 3+ Combat 3 Points 260 Quality 2+ Combat 1 Special Rules Steadfast; Knight Special Rules Legendary Wizard; Evil

Bors Points 48 Quality 3+ Combat 4 Points 44 Quality 3+ Combat 4 Special Rules Knight; Fearless Special Rules Jouster; Dogged; Knight

Galahad Perceval Points 46 Quality 3+ Combat 4 Points 36 Quality 4+ Combat 4 Special Rules Paladin; Knight Special Rules Paladin, Knight

Gawain The Points 62 Quality 3+ Combat 5 Points 62 Quality 3+ Combat 4 Special Rules Heavy Armor; Solar Force; Special Rules Heavy Armor; Evil; Terror Tree Knight (+10 points); Knight

The Tristram Points 112 Quality 3+ Combat 5 Points 44 Quality 3+ Combat 4 Special Rules Assassin; Tough; Knight Special Rules Knight; Protect (Isolde); Dashing

Guinevere Turquine Points 55 Quality 2+ Combat 2 Points 48 Quality 4+ Combat 4 Special Rules Distract; Stubborn Special Rules Knight; Evil; Poison (sword)

Isolde Ywaine Points 27 Quality 4+ Combat 1 Points 42 Quality 3+ Combat 4 Special Rules Distract Special Rules Knight Ywaine’s Lion Kay Points 42 Quality 3+ Combat 4 Points 48 Quality 3+ Combat 4 Special Rules Forester; Stealth; Animal; Special Rules Dashing; Knight Protect (Ywaine)

The Lady of the Lake Points 268 Quality 2+ Combat 1 Special Rules Amphibious; Legendary Wizard

Lancelot Points 83 Quality 3+ Combat 5 Special Rules Heavy Armor; Hero; Knight; Jouster; Protect ()

14 Warriors Archer Human Light Infantry (not ‘Archer’); SBH p.23 Black Knight Points 52 Quality 3+ Combat 4 Special Rules Knight; Heavy Armor; Evil Brigand Points 34 Quality 3+ Combat 2 Special Rules Forester; Shooter (Medium) Brigand Leader Points 66 Quality 3+ Combat 3 Special Rules Forester; Leader Damsel Points 8 Quality 5+ Combat 1 Special Rules Stubborn; Inconvenient Holy Hermit Points 29 Quality 4+ Combat 0 Special Rules Cleric, Fearless Horn Helmeted Barbarian Points 52 Quality 3+ Combat 4 Special Rules Fearless; Savage Horseman Treat as Human Light Cavalry, SBH page 23 Jester Points 30 Quality 4+ Combat 1 Special Rules Distract; Acrobat Creatures Lesser Knight Basilisk Points 32 Quality 3+ Combat 3 See SBH p.31 Special Rules Knight Dragon See Dragon Rosters, SBH p.30 Man At Arms Dwarf Treat as Human City Militia, SBH page 23 See SBH page 27 Peasant Faerie Treat as Human Villager, SBH page 23 Points 18 Quality 4+ Combat 1 Renowned Knight Special Rules Forester; Shooter (Medium) Points 42 Quality 3+ Combat 4 Faerie Knight Special Rules Knight Points 78 Quality 3+ Combat 4 Enchanter Special Rules Forester;Hero; Knight Treat as Human Magic-User, SBH page 23 Ghost Huntsman See SBH page 22 Treat as Human Hunter, SBH page 23 Giant Hag See SBH page 31 Points 30 Quality 4+ Combat 1 Giant Spider Special Rules Sorcerer See SBH page 33 Hobgoblin See SGD page 25 Lion Points 36 Quality 3+ Combat 3 Special Rules Forester; Stealth; Animal Nymph Points 62 Quality 3+ Combat 2 Special Rules Forester; Stealth; Magic-user

15 (head of a serpent, body of a Scenario Generator leopard) To determine what kind of scenario will be fought, Points 90 Quality 2+ Combat 1 a player should roll on the Scenarios table after Special Rules Terror (sound of baying hounds players have picked their warbands. from belly); Big; Long move; Free Disengage; Unique scenarios table Tormented Soul 1) Roll on the Welsh King table. Standard Points 2 Quality 6+ Combat 0 Chivalry list applies (see page 4). At the end of Special Rules Undead, Evil; Usable only in the game, all knights on the winning warband designed scenarios gain +/-1 Chivalry as they wish. Troll See SBH page 31 2) None Shall Pass! Unicorn 3) Blood Feud See SBH page 31 Giant White Stag 4) Rescue Points 40 Quality 3+ Combat 2 Special Rules Animal; Big; Long Move 5) Tournament Wyrm Points 86 Quality 3+ Combat 4 6) Roll on SBH table. If Quest for a Magical Item Special Rules Huge; Poison; Tough results, use the Magic Items table from SBH Wyvern and the item costs 0 Chivalry to Quest for. See SBH page 30 Standard Chivalry list applies (see page 4). At the end of the game, all knights on the winning warband gain +/-1 Chivalry as they wish.

None Shall Pass! Set up as All Out battle with a natural barrier running across the length of the table with a crossing point one Medium move wide in the centre of it – a river with ford is ideal, but you may wish to use a thicket hedge with a gap, a line of rocks/cliff with a bridge, or whatever other scenery you own: each will give a different flavor to the game. Remember that if the barrier is scenery such as a hedge, it will block line of sight. Useful wilderness rules can be found in SWW. The Defender has set up a toll at the crossing and must deploy all models within Long range of the crossing point’s center the Attacker may choose one table edge parallel to the barrier and deploys all models within Short range of the edge. The aim of the game is for one warband to chase off or kill the other. The terrain rules from SWW can be used with this scenario. If playing with Chivalry, the Defender will be the warband with the model with the most negative Chivalry (or lowest positive Chivalry) – they are brigands after all!

16 Victory conditions: 1VP for every 50 points of Rescue enemy killed/fleeing. At the end of the game, the You may choose to play this game inside a castle warband controlling the gap gains +4VP (0 VP or set of caverns, or in the wilderness. If in a castle if control is still disputed). Controlling a terrain or caverns, base your game on the Rescue scenario feature requires you having at least twice as (SGD page 20). If outside, treat as the Ambush many models (of any points value) within short scenario (SBH page 18); the model to rescue is distance of the feature as your opponent does. hidden as are all other defenders but may not be Chivalry: Standard Chivalry scores plus: activated. Once revealed, a friend must move into Attacker: +2 Chivalry for the first attacking contact with the kidnapped model and spend 2 model to cross the barrier; Defender -2 Chivalry actions untying and arming him. The kidnapped for killing any model who has crossed the barrier model then acts as normal; the kidnapped model already. At the end of the game, all knights on may only be attacked by his opponent once the winning warband gain +/-1 Chivalry as they revealed. wish. Victory conditions: Rescuers: 5VP for finding kidnapped model and keeping it alive until end of game; 1VP for every 50 points of enemy killed/fleeing off table. Kidnappers: 5VP if the kidnapped model is not saved; 1VP for every 50 points of enemy killed/fleeing off table. Chivalry: Standard Chivalry scores plus: +/- 2 Chivalry (player’s choice) for untying the kidnapped model; +/-2 Chivalry (player’s choice) if the kidnapped model is later killed (applies to both sides). At the end of the game, all knights on Blood Feud the winning warband gain +/-1 Chivalry as they Set up as All Out Attack. The highest cost models wish. on each warband have a long-standing blood feud, a familiar theme in Arthurian legend. If two or more models cost the same, the opponent may Tournament choose which is subject to the blood feud. The Set up as an All Out Battle, but at the start of the aim of the game, of course, is to kill the blood game each player chooses one or more jousters feud target. During playtesting, the question was (if both warbands can select two, three, or more raised whether you can being the game with a suitable models to joust with, pair models off into Joust to the death between the blood feud targets individual jousts), and once all of the jousts have – I don’t recommend this as it gives a very random been resolved, the scenario becomes a Grand outcome, but if you’re feeling bloodthirsty and Battle with all remaining models placed along your opponent agrees, you could give it a go. opposite table edges. Chivalry: Standard Chivalry scores plus +/- 5 If a warband doesn’t have any Knights present, the points if blood feud target killed by a player’s player must send forward a non-Knight model to own blood feud model (player chooses + or -); fight against the jouster – instead of a joust, just +/- 2 points for any other model killing blood count the models as being in contact at the start feud target. At the end of the game, all knights of the first turn and continue play as normal; the on the winning warband gain +/-1 Chivalry as non-Knight model counts as springing an Ambush they wish. (SBH page 6) if activated before his opponent. Victory conditions: 5 VP for killing blood feud Victory conditions: As All Out Battle but half the target; 1 VP for every 50 points of enemy killed/ final amount (rounded up). fleeing off table (excluding blood feud target). Chivalry: Standard points.

17 Special Scenarios: The Strife of Camlann Set up as On Difficult Ground scenario (SBH page In the Realm of Camelot 19). This scenario does not replay the entire battle These special scenarios can be played as one off that ended Arthur’s reign, just the final action of games, as the conclusion to a campaign, or in any it. For a suitably literary backdrop, roll on the other agreeable manner chosen by the players. Weather Table from SWW. Both players must use warbands formed Drawing the Sword exclusively of Knights, one side must have Arthur and , the other must have Mordred. from the Stone Arthur costs 15 points less than usual, and does Set up as All Out Attack, with the special item not automatically hold Excalibur; instead, roll on Galatine mounted in an anvil in a stone in the the Camlann Table to see if Arthur or Mordred centre of the table. See Special Items section for has the famous sword (at no extra points cost). rules on drawing the sword. No mounted figures Victory conditions: Kill Arthur/Mordred: 5 VP; may attempt to pull the sword from the stone. The 1 VP for every 25 points of enemy killed. game ends when the sword is successfully drawn Chivalry scoring: Standard Chivalry list applies or if one side’s models are all killed, fleeing, or (see page 4). fallen. This is a good scenario to play immediately after a game where Arthur has been killed. Arthur may Camlann Table (roll one die) not be selected by either player, but each player 1 Mordred has Excalibur and scabbard must have at least one other knight who will 2-3 Mordred has Excalibur, Arthur has the become High King if drawing the sword from the scabbard stone. 4-5 Arthur has Excalibur, Mordred has the Victory Conditions: 10 VPs to the warband scabbard drawing the sword from the stone. No other 6 Arthur has Excalibur and scabbard points are awarded. Chivalry: Standard Chivalry list applies (see page 4), and +/-10 Chivalry as the player wishes Grail Quest Campaign for the model drawing the sword (the model also This campaign is intended to be hard – but look gets to keep Galatine). at how badly most of Arthur’s famous Knights of the Round Table did! A player may only go on the Grail Quest when he has a model whose Chivalry is +5 or more. The warband of the player questing for the Grail is known as a Grail Band.

The quest for the grail is broken down into 4 scenarios, each one moving progressively further away from Camelot and into the enchanted lands beyond. During the course of each game, the Grail Band must encounter a Grail Test successfully or unsuccessfully (see later for more on Grail Tests) before the game ends and win the game to allow the Grail Band to play the next game. If these requirements are not fulfilled, your Grail quest fails. No other games or quests may be undertaken by a Grail Band – you must move straight from one Grail game to the next without diversion.

18 Player 1 warband Game 2: Into the To qualify for the Grail Quest, you must have at least one Knight with +5 Chivalry, but this will Perilous Forest need to rise to +25 Chivalry before the model Set up as On Difficult Ground. Only a Knight qualifies to hold the Grail in Game 4. with +10 Chivalry or more may encounter the The Grail Band player has limited VPs to take Grail Test in this game. You may wish to use spend on replacement models after each game the terrain rules in SWW to make this scenario (maximum of 100 points replacements after more magical as the Grail Quest progresses away Game 1, 75 points after Game 2, and 50 points from Camelot. Player 2 might again use a human after Game 3), but may buy new advantages; the warband (possibly barbarian raiders), or a faerie Grail Band may not go on other Quests in between and magical animal warband. the 4 scenarios. Victory conditions: 1VP for every 25 points of Only bands including at least one Knight may enemy killed/fleeing at end of game. 3VP for Grail quest for the Grail; if no Knight lives at the end of Band completing the Grail Test successfully; a scenario, the quest ends. opposing player gets one Warband Advance for the next game if the Grail Test not completed successfully. Player 2 warband Chivalry: Standard list, and +3 for completing You will play the various forces opposing the the Grail Test. Grail Band. At the end of a game, you may keep your current warband and buy new models and advances as normal at the end of a game, or use Game 3: The Desolate Desert a completely new 300 point warband in the next Set up as On Difficult Ground. Only a Knight scenario. Ideas for the sort of warband you might with +15 Chivalry or more may encounter the wish to play are outlined in the game descriptions Grail Test in this game. Again you may wish to below, although there are no hard and fast rules use the SWW terrain rules as the Grail Quest you must adhere to. moves even further from the safety of Camelot. Player 2 might wish to use a magical warband in this game – perhaps an enchanter or dragon and the creatures under his control, or a warband of Game 1: Within , trolls, and hobgoblins. Camelot’s Hinterland Victory conditions: 1VP for every 25 points of Set up as All Out Battle. Only a Knight with +5 enemy killed/fleeing at end of game. 3VP for Grail Chivalry or more may encounter the Grail Test in Band completing the Grail Test successfully; this game. Player 2 may wish to choose a fairly opposing player gets one Warband Advance for ordinary warband of knights (opposing the Grail the next game if the Grail Test is not completed Quest), brigands, or other humans for this game successfully. – nothing too supernatural. Chivalry: Standard list, and +4 for completing Victory conditions: 1VP for every 25 points of the Grail Test. enemy killed/fleeing at end of game. 3VP for Grail Band completing the Grail Test successfully; opposing player gets one Warband Advance for the next game if the Grail Test not completed successfully. Chivalry: Standard list, and +2 for completing the Grail Test.

19 Game 4: The Grail Castle the Grail Test and roll on the table below. Even This scenario is a little removed from the if the Grail Band wins a scenario, it may not start traditional event, which wouldn’t make for a the next game before encountering the Grail Test particularly good wargame. (although losing a test doesn’t prevent the Grail I suggest playing this as a dungeon crawl inside Band progressing if it wins the overall scenario). the Grail Castle (see SGD) or as the On Difficult If you encounter a Grail Test that you have rolled Ground scenario (SBH), fought at the gates of the in a previous game of this campaign, encounter Grail Castle. the next item on the table if you rolled an even In keeping with the setting, it would be good number, or the previous item if you rolled an odd if Player 2 uses a magical warband like those number. suggested in Game 3; alternatively, a warband of Grail Test Table (roll one die) powerful knights would be a good opponent (use 1 Witness the Ghostly Wild Hunt the Questing Knights warband, page 13). 2 Discover a holy well Victory conditions: 5VP for finding the Grail and 3 Encounter a faerie holding it at the end of the game. 4 Encounter an enigmatic maiden with an apple Chivalry: Standard list, and +7 for holding the 5 Encounter your brother in a tragic duel 6 Vision of the Grail Grail at the end of the game. Finding the Grail Witness the Ghostly Once the Grail Test has been encountered (and Wild Hunt only a Knight with +25 Chivalry or more may Take a Morale Test, and gain +1 Chivalry if encounter the Grail Test in this game), the Grail successful. Band player must defeat all remaining enemies on the board, and the Grail will then appear in the Grail Test location. Choose a Knight of +25 Discover a Holy Well Chivalry or more, place them in the Grail Test Heal any Quality reduction back to original score terrain, and then try to hold the Grail – 3 Quality for any one model, once. Gain +1 Chivalry. successes and each success must be rolled as a 5 or 6. If the fails, he dies and another suitable Knight may try with the same Encounter a Faerie requirements and effect. Winning the Grail for Don’t place a model – the faerie simply steals a your King is not an easy task! random magic item from the knight. If the knight has no magic items, the faerie steals his sword, reducing his Combat by 1 for the rest of the Grail Tests campaign. Not all encounters in the Grail Quest were battles – many were tests of a knight’s courage or piety. Encounter an Enigmatic As part of each scenario, place a Grail Test terrain piece centrally on the board (perhaps a ruined Maiden with an Apple chapel, a wishing well, or a woodsman’s hut); it Gawain once fell foul of this old trick. Don’t place shouldn’t be larger than Medium x Medium, and a model – the maiden offers the apple in such an may only be entered by a Knight from the Grail irresistible way that the knight must pass 3 Quality Band (no models from the opposing warband checks to refuse it (or may voluntarily accept it). may enter the Grail Test). As a terrain piece, the Gain +1 Chivalry if accepting the apple; gain no Grail Test blocks sight in exactly the same way as Chivalry if refusing it. Once accepted, roll a die if were ordinary terrain. to see if it was good or bad piece of fruit … 1-4: To successfully complete the scenario and move Poisoned! As Poison rule. 5-6: Apple of Courage: on to the next (or in Game 4, for the Grail to Automatically pass one Morale test die every time appear), a Knight for the Grail Band must enter Morale is used in this game only.

20 The Welsh King Encounter Your Brother Background in a Tragic Duel Before his medieval reinvention, Arthur features Place a model the same as your own. Without in the folk tales of and , emerging recognizing you, your brother (a knight with the as a tough warrior fighting both human and same stats and items as your model) appears and monstrous enemies. This isn’t the Arthur of gives battle. You must fight to the death inside medieval Romance, instead he exists in an almost the Grail Test terrain immediately. The rest of the historical setting as a Dark Ages chieftain, but game is placed on hold whilst this happens and with the added twist of magic and monsters. This no other models may intervene in or affect the is the Arthur of Bernard Cornwell, Joy Chant, combat in any way. and . This setting also incorporates old school history where Arthur and Ambrosius battle Vision of the Grail against barbarian hordes of , Angles, and Take a Morale Test. If passed, remain Transfixed Jutes. The Welsh Arthur is no defender of law or for 1 turn but gain +3 Chivalry. If fail, follow the forces of good, often being portrayed in Celtic Morale rules and gain +1 Chivalry. tales in an unflattering light, so the Chivalry special rule does not apply to Welsh King scenarios.

Special Items Special items have been included in this book to add to the Arthurian theme. They are gained by trading in Victory Points to go on a Quest. A warband may trade Victory Points equal to an item’s ‘Cost to Quest’ at the end of a scenario (including Victory Points carried over from previous games if required), and the warband immediately undertakes a Quest scenario for a Special Item (other Victory Points may be spent before undertaking this Quest). The player must specify which Special item he will quest for before the Quest starts, and his opponent may choose a new warband to fight with. If the Special Item is won, the player chooses which model takes the item; if the Quest is unsuccessful, the Victory Points are still traded in. Some characters possess these items on their roster. When a model with a special item is killed, the item magically disappears and may not be picked up or used by another character in the game (an exception to the usual SBH rule, but more in keeping with Arthurian tales). Every item listed here also has the Unique special rule unless otherwise noted. In the case of shields, a character will be able to carry only one at a time.

21 Arthur’s Mantle Dart of True Flight The model always has line of sight anywhere on A magical javelin, which gives the model the the table, and Stealth and the Ambush bonus do Shooter (Long) special rule, once per game, not count against this model. The wearer can shoot counting as an aimed shot for only one action in over obstacles with bows, slings, and javelins (but total. Skilled users in Welsh stories could throw not crossbows or other direct fire weapons). Cost javelins from Cornwall to Wales or ! Not to Quest: 20VP. Unique. Cost to Quest: 15VP.

Arthur’s Weapons Enchanted Weapon In some Welsh tales, Arthur was not a Gives the model +1 in close combat; Britons, distinguished warrior, and this is reflected on his Picts, and Irish usually use enchanted , roster’s Combat score. He gained extra fighting and Saxons use axes or swords. Not Unique. Cost ability by using his special weapons: Caledfwlch to Quest: 20VP. his sword (‘hard cleft’), Rhon his spear (‘spear- slayer’), Wyneb Gwrthucher his shield (‘evening face’), and Carnwennan his throwing dagger Faerie Cloak (‘little white hilt’). Only Arthur may use his Gives the model the Stealth special rule until weapons. His weapons confer a +2 Combat Bonus entering its first Combat of the game. Not Unique. and his shield counts as Heavy Armor. They count Cost to Quest: 15VP. for both hand-to-hand and ranged combat. If for any reason he loses the weapons, Arthur loses Lion-Skin Shield these bonuses. Arthur’s weapons are built into As used on occasion by Arthur, this shield allows his points cost, and may not be used by any other a knock down result to be treated as a tie, once model. Cost to Quest: not applicable, only usable per game. Cost to Quest: 15VP. by Arthur. Cauldron of Ceridwen Magical Torc Drinking from the cauldron allows sight into Celtic poetry is full of references to these heavy the future; all models in the warband gain the golden necklaces. A magical torc allows the wearer Danger Sense special rule (See SWW, page 18). to reroll any one die, once per game. Not Unique, After each use, roll one dice; on a score of 1, the although only one may be worn per model. Cost cauldron has been emptied and is discarded. Cost to Quest: 20VP. to Quest: 20VP. Mead Cauldron of Champions Mead is a honey wine, often referred to in Celtic A model possessing the cauldron may drink from poetry. If a model or warband drinks mead it before the start of a scenario, allowing one reroll before a game, his roster will be modified with in a Combat, once per game. After each use, roll +1 Combat (positive) and +1 Quality (negative) one dice; on a score of 1, the cauldron has been for the entirety of one game. This may also be emptied and is discarded. Cost to Quest: 15VP. acquired as a warband advance. Not Unique. Cost to Quest: 0VP, may be chosen as a Quest for free (costs 5VP if purchased as a Warband Advance).

Padarn’s Tunic Model may Transfix one model, once per game, without a resistance roll; this effect works at up to Long range. Cost to Quest: 15VP.

22 Pendragon’s Helmet Weasel Venom A dragon-crested helmet owned by Uther Medieval chroniclers believed that weasels were Pendragon (Arthur’s father), allowing a model venomous (Gerald of Wales gives two examples). with the Leader special rule to double his Smearing weasel venom onto a weapon gives the command distance (to 2x Long). Unique. Cost to user the Poison special rule. Not Unique. Cost to Quest: 15VP. Quest: 20VP.

Pryderi and Warbands Manawyddan’s Shields Designing Your Warband Exquisitely made shields allowing the user to Warbands in the Welsh King setting look like ignore one knock down result, once per game. their historical counterparts, with the added twist Not Unique. Cost to Quest: 15VP. that magicians, monstrous creatures, and wildly fierce barbarians may also feature in the game. This is your chance to use horned helmets for Rydderch Hael’s Sword your Saxons! This sword bursts into flame once per game, The Hero’s Horse special rule applies to all doubling the user’s Combat for one blow only. Characters on the Welsh King roster, allowing This must be declared before Combat dice are them to be Mounted and Long Move for an extra rolled. Cost to Quest: 20VP. 16 points. All Characters have the Unique special rule – you Standing Stones can’t have two Arthurs or two Bedwyrs on the Use as Place of Power (SBH page 18). The maximum table; this doesn’t apply to Warriors or Creatures size for this terrain piece is 2x medium distance unless noted on their roster. across. The Standing Stones must be modeled Designer’s note: Arthur is not the strongest (there are a number of Stonehenge models character on the roster, especially without his available in shops) and placed on the table at the weapons; this may seem surprising, but in many start of the game before deployment, anywhere early tales of Arthur, it is his followers rather the owning player wishes to place it; during the than the man himself who achieve the victories game the stones are immovable! Standing Stones in his name. may only be used in games where the player is the defender. Not Unique. Cost to Quest: 15VP. Triad Tale Some players may wish to use this variant rule enabling a warband to field more than 100 points Terrifying War Horn of Personalities. Welsh tales often told stories of At a cost of three actions in a turn, the horn may three associated characters; you may choose three be blown once per game, causing all friends and Personality models in your warband, so long as the opponents within Long distance to take a Morale combined cost of them plus your other warriors test (except if Fearless). Not Unique. Cost to does not exceed 300 points (this overrides the Quest: 20VP. usual 100-point rule from SBH page 16).

Tudwal Tudelud’s Whetstone A model that owns this wins any tied Combat roll by 1 point on account of his sharpened blade. Using the Whetstone cancels the effect of Heavy Armor. Cost to Quest: 15VP.

23 Welsh King Warband the game, the birds feast on the fresh carrion and the Combat modifier is no longer used. The Advances ravens do not count as a casualty when removed and cannot be targeted or damaged by opponents. Cost: 15VP. Befriended by Eagles Once per game, the player may call upon the Rustlers King of the Eagles to carry one model or group Any model in this warband may control a second as per the Flying ability. Roll for the model/ herd at no extra action points cost. Cost: 10 VP. group’s activation as normal, and then allocate the required number of actions to movement as Long Flying moves. Cost: 10 VP. Sailing to Avalon See page 13. Cost: 15 VP. Druid’s Favor At a cost of one action from any model in the Shapechanger warband with the Leader special skill, the player Once per game, one Character model from the may roll on the Weather table (SWW, page 3) and warband may move and fight as a Big Cat or must apply that weather for the rest of the game. Hawk (SGD p.32) for as many turns as he wishes A Druid need not be present in a warband for this (but may change back to a human only once per favor to be played. This warband advance is lost game.) Shapechangers appear in Celtic myth when used, but may be repurchased. Cost: 5 VP. in a variety of forms, for example, in the tale of and . Other animals may be Host of Riders agreed between players. Cost: 10 VP. At the start of the game, all models in this warband – mounted or dismounted (riding to the battle to fight on foot) – may take one free Long move at no action cost. Cost: 10 VP.

Knowledge of Folklore See page 13. Cost 10VP.

Mead Mead may be purchased as an advance or chosen as a special item. A warband with this advance has the choice of all models or no models drinking mead before the start of the game. See page 22 for effect. Cost: 5 VP.

Raven Feeders A warband with this advance is accompanied by a flock of ravens at the beginning of the game, giving a +1 Combat bonus to every model in the warband until the warband has made its first kill of the game. The ravens need not be modeled. When the Raven Feeders make their first kill of

24 Welsh King Rosters , Chief Bard , Last of the Romans Points 45 Quality 2+ Combat 1 Points 74 Quality 3+ Combat 3 Special Rules Bard; Free Disengage Special Rules Paladin; Heavy Armor; Leader Arthur, Pendragon of the Britons , High King and traitor Points 90 Quality 4+ Combat 3 (5) Points 47 Quality 4+ Combat 3 Special Rules Arthur’s Weapons (Heavy Armor); Special Rules Coward; Free Disengage; Leader Leader; Hero Bedwyr, Arthur’s companion Warriors Points 36 Quality 3+ Combat 3 Barbarian champion (Saxon, Pict, or Irish) Special Rules Steadfast Points 52 Quality 3+ Combat 4 Cei, Arthur’s companion Special Rules Fearless; Savage Points 58 Quality 3+ Combat 4 Special Rules Lethal vs Magic-Users; Giant Barbarian chieftain (Saxon, Pict, or Irish) Points 66 Quality 3+ Combat 3 Slayer; Fearless Special Rules Leader; Steadfast Culhwch, Arthur’s cousin (javelin) Barbarian horseman (Saxon, Pict, or Irish) Points 40 Quality 3+ Combat 3 Points 39 Quality 4+ Combat 2 Special Rules Fearless; Shooter (short) Special Rules Mounted (long move) Gildas, Monk and scholar Barbarian warrior (Saxon, Pict, or Irish) Points 35 Quality 4+ Combat 1 Points 27 Quality 4+ Combat 3 Special Rules Cleric; Fearless Special Rules Gregarious Gwalchmai, British hero* Bard Points 60 Quality 3+ Combat 4 Points 23 Quality 4+ Combat 1 Special Rules Solar Force; Combat Master Special Rules Bard * Sometimes considered a bard in early literature –may replace Combat Champion (British) Points 46 Quality 3+ Combat 3 Master with Bard special rule. Special Rules Mead (optional, free); Hero’s Gwenhwyfar, Arthur’s wife Horse; Steadfast Points 17 Quality 4+ Combat 2 Special Rules Stubborn; Stealth Lesser Druid See SBH page 23 Hengist, Saxon Warlord Points 66 Quality 3+ Combat 3 Horseman (British) Human Medium Cavalry; See SBH page 23 Special Rules Savage; Leader; Evil Horsa, Saxon Champion Huntsman Points 76 Quality 3+ Combat 4 Human Hunter; See SBH page 23 Special Rules Big; Terror Lesser Chieftain (British) Mordred, British Noble Human Infantry or Cavalry Leader; See SGD Points 78 Quality 3+ Combat 4 page 26 Special Rules Opportunistic; Leader Monk Points 12 Quality 6+ Combat 1 Morfans the Ugly, British Warrior Special Rules Cleric; Inconvenient Points 60 Quality 3+ Combat 3 Special Rules Terror (ugliness) Saint Points 26 Quality 5+ Combat 1 Myddrin, the Druid Special Rules Cleric; Lethal vs Dragons; Points 86 Quality 3+ Combat 2 Steadfast Special Rules Magic-User; Forester; Hero Saxon Berserker Octa, Saxon Warlord Points 82 Quality 3+ Combat 2 Points 76 Quality 3+ Combat 4 Special Rules Werebear* (SGD page 29); Special Rules Fearless; Leader Unique *Instead of Berserk, this is in-keeping with Welsh setting St Patrick Points 20 Quality 4+ Combat 1 Sorcerer or Sorceress Human Magic-User; See SBH page 23 Special Rules Lethal vs serpents and wyrms; Paladin; Steadfast

25 Warrior (British) Dog Head Leader Human Warrior; See SBH page 23 Points 72 Quality 3+ Combat 3 Warrior Woman (British or Irish) Special Rules Fearless; Savage; Leader Human Assassin; See SBH page 23 Dog Head Champion Points 72 Quality 3+ Combat 3 Witch Special Rules Fearless; Savage; Terror Points 30 Quality 4+ Combat 1 Special Rules Necromancer Dragon See Dragon rosters; SBH page 30 Bowman or skirmisher Human Light Infantry (not ‘Archer’); See SBH Dwarf page 23 See SBH page 27 Faerie Points 18 Quality 4+ Combat 1 Special Rules Forester; Shooter (Medium) Ghost See SBH page 22 Giant See SBH page 31 Giant Boar or Wolf Treat as Sabre-tooth Tiger; See SGD page 32 Giant Stag Points 40 Quality 3+ Combat 2 Special Rules Animal; Big; Long Move Hobgoblin See SGD page 25 War Dog Points 15 Quality 4+ Combat 2 Special Rules Animal; Forester Eagle See SGD page 32 Serpent Points 86 Quality 3+ Combat 4 Special Rules Huge; Poison; Tough; (can be Amphibious for +6 pts) Otherworld Warrior Points 45 Quality 4+ Combat 3 Special Rules Terror Otherworld Champion Points 76 Quality 3+ Combat 4 Creatures Special Rules Terror; Savage Banshee Tormented Soul See SGD page 29 See SGD page 29 Black Dog Treat as Disappearing dog; See SGD page 28 Big Cat Points 36 Quality 3+ Combat 3 Special Rules Forester; Stealth; Animal Cat of Palug Points 56 Quality 3+ Combat 5 Special Rules Unique; Animal; Stealth; Big Dog Head Warrior Points 42 Quality 3+ Combat 3 Special Rules Fearless; Savage

26 Scenario Generator by just painting them different colors. Players Roll on the Scenarios table after players have must take herds back to their own table edge as picked their warbands. in the ordinary raid scenario, and at this point the herd may no longer be swapped. Start with scenarios table an equal number of all types of herd (so, in a 300 1) Roll on the Historical king table. point game, two herds will be cattle, two pigs, and two sheep), and each player gets to place one of 2) Kill the Monster! each type at the start of the game. This scenario is very loosely based on the tale of Arthur and Saint 3) Magical Cattle Raid . 4) Kidnap Victory conditions: 2 VP for every sheep, 3 VP for every pig, and 4 VP for every cattle herd 5) The Hunt controlled/taken off table at the end of the game. 6) Roll on SBH table. If Quest for a Magical Item results, use the Magic Items table from SBH Kidnap and the item costs 0 VP to Quest for. Set up as All Out Battle or On Difficult Ground, and use the special rules for Raiding and Herds (pages 7-8). The Defender has kidnapped a Kill the Monster! princess or wife of a chieftain and must move her Set up as Ambush for this classic Arthurian from one table edge to the other; the Attacker scenario: a giant/dragon/troll hunt! Defender must pursue and rescue her. starts with models hidden and must include at least In the first Turn, defender deploys 1 Short move one Big or Huge model in his warband, and the in from a table edge, and takes the first move of Attacker must not include any at all (if necessary, the game. The Attacker begins off table, and dices make points-equivalent replacements within both for actions – first action must be used to move warbands; for example, if you add a Big or Huge the model onto the table (touching the edge); model worth 90 points, you must drop 90 points second and subsequent actions allow the model or more of existing models). Attacker’s objective to function as normal. The kidnapped figure is is to kill the Big or Huge model; the Defender’s is treated as a ‘Herd’ for this game, but the Defender to keep it alive. may not move this model when Uncontrolled (the Scenario variant: If the defending player is finding Attacker can). it hard to keep his Big/Huge model alive, you may This is based on the stories of Melwas or Mordred wish to experiment with playing a pre-determined kidnapping Gwenhwyfar; I’m sure that just this number of turns in this game. once, being called a ‘herd’ won’t upset her! Victory conditions: 1 point for every 25 points Victory conditions: Defender gets 5VP if of enemy killed/fleeing off table plus an extra 3 successfully moving kidnapped figure from one points for every Big or Huge model killed. table’s edge into contact with the opposite edge. Attacker gets 5 VP by successfully rescuing her and moving her into contact with any table edge Magical Cattle Raid (and therefore to safety). The game ends when Set up as Raid (see page 34). However, herds are one of these criteria is fulfilled. Both sides get worth different values, and can be changed by a 1VP for every 50 enemy points killed. model giving up 3 successful actions to swap the Herd with any other Herd on the board (whether controlled, uncontrolled, or any distance away). Herds are classified in the magical raid as cattle, pigs, and sheep, but can actually be any models you can clearly distinguish between, even represented

27 The Hunt pointless. After each game, casualties may be Set up as On Difficult Ground. After table is laid replaced using the standard campaign rules in out, Defender deploys along one random table SBH, but may only consist of British Warriors, edge and must get from that side of the table Champions, Bards, and War Dogs. All games in to the table edge opposite; Attacker starts with this campaign are fought on foot, so the Hero’s figures deployed anywhere along the other two Horse rule may not be used. table edges. You may wish to use the Zone of Control rules from the Historical King section Player 2 Roster (page 35). Your models vary according to the scenario, with Victory conditions: Attacker: 1VP for every 25 choices allowed as described (swap these models points of enemy killed/fleeing. Defender: 1 VP if you don’t have suitable figures available); for every 25 points of model making it to the you may take a Warband Advance for free if opposite table edge alive (but not fleeing). allowed by Victory conditions. If you kill Culhwch in any given game, Player 1 has failed and it’s Special Scenarios: Culhwch time to swap sides and you get your chance to be Culhwch and Arthur. and Olwen Campaign This series of linked games is broadly based on one of the most famous tales of Arthur from Game 1: Wrnach the medieval Wales: . Culhwch was Arthur’s cousin, born in a pigsty and magically Giant’s Sword destined to marry the beautiful Olwen, daughter Wrnach is big giant armed with a magical sword, of the giant . Ysbaddaden knows he and Player 1 must kill him and steal the weapon will die if he allows his daughter to marry, so sets for Ysbaddaden. Set up as an Ambush. Player 2 is Culhwch a series of forty near impossible tasks the Defender. to complete before allowing the marriage to go Wrnach ahead. Culhwch requests the help of Arthur and Points 86 Quality 4+ Combat 5 his warriors, and it’s here that the campaign Special Rules Slow, Huge, Long Move, Shooter begins. I don’t follow the original tale exactly, and (Long, rocks), Tough, Magical Culhwch need only complete four tasks and not Sword (included in Combat forty, but many of the original story’s elements score) remain intact. Model selection for each game is pre-determined Wrnach’s warband consists of lesser giants, trolls, to some extent, so you may need to use a few and hobgoblins. substitute models depending on your collection. Victory conditions: Player 1: 5VP for killing Part of the challenge is for the Culhwch player to Wrnach (thereby stealing his sword); 1VP for decide how heavily to involve each of his models every 20 points of enemy killed/fleeing at the based on their skills in each game, and of course, end of game (excluding Wrnach). Player 2: Take to keep Culhwch alive at all costs. one Warband Advance for free for your Game 2 warband if you kill/make flee at least 150 points of Player 1’s warband. Player 1 Roster You begin game 1 with Arthur, Cei, Bedwyr, Gwalchmai, Culhwch, and one Warband Advance costing up to 15VP; this is an exception to the usual Personality/Triad rules. If player 1 wins a scenario, he may only move on to the next game if Culhwch still lives – the game revolves around his magical love, so if he dies the quest becomes

28 Game 2: The Cauldron ’s warband adds up to 302 points. There is no penalty for this – I’m not going to of Diwrnach argue over those two points with a giant boar! This is a battle in Ireland against an Irish king Victory conditions: Player 1: 5VP for killing named Odgar for possession of his magical Twrch Trwyth (thereby stealing his comb and cauldron. Set up as a Raid scenario; there is tusks); 1VP for every 20 points of enemy killed/ only one piece of treasure – the Cauldron, which fleeing at the end of game (excluding Twrch Player 1 must steal for Ysbaddaden. The Cauldron Trwyth). Player 2: Take one Warband Advance is carried as Treasure (see SGD). for free for your Game 4 warband if at least 150 Odgar, King of Ireland points of your warband crosses from one board Points 66 Quality 3+ Combat 3 edge to the opposite one. Special Rules Savage; Leader; Evil

The Irish warband consists of Barbarian Chieftains, Game 4: The Very Black Witch Champions, Warriors, and Horsemen, and Ysbaddaden requires Player 1 to collect the blood Huntsmen, Bards and Sorcerers. Alternatively, to of The Very Black Witch, who lives in a cave. reflect another Arthurian tale with the same story Set up as an Ambush, or if preferred, a dungeon (The Spoils of ), replace the Irish warriors crawl. The Very Black Witch is powerful magic with Otherworld Champions and Warriors, and user, skilful with a knife, and with supernatural Witches. allies in this game (she is unaccompanied in the Victory conditions: Player 1: 5VP for getting the original tale, but I balance things up here). Cauldron to the table edge (thereby stealing it); 1VP for every 20 points of enemy killed/fleeing The Very Black Witch at the end of game. Player 2: Take one Warband Points 45 Quality 4+ Combat 3 Advance for free for your Game 3 warband if Special Rules Magic-User you kill/make flee at least 150 points of Player 1’s warband. The Very Black Witch’s warband consists of Witches, Dog-Headed Warriors and Champions, and Black Dogs. Game 3: The Hunt for Victory conditions: Player 1: 5VP for killing the Giant Boar The Very Black Witch; 1VP for every 20 points of enemy killed/fleeing at the end of game Ysbaddaden requires Player 1 to steal the comb (excluding The Very Black Witch). Player 2: no and tusks of Twrch Trwyth (the giant boar king), points. who is accompanied by his seven piglets (which If Player 1 wins and Culhwch is still alive at the are actually huge wild boar). Set up as The Hunt, end of this game, Ysbaddaden reluctantly offers and use Zone of Control rules (see page 35). his daughter’s hand in marriage and triggers his Suitable boar models are available from own untimely death. Why not swap roles and Splintered Light Miniatures in 15mm, and Game allow Player 2 to try to win Olwen’s devotion? Workshop’s orcs’ boars are good for 28mm games. Alternatively, you could substitute other animals in place of the boars.

Twrch Trwyth Points 50 Quality 3+ Combat 3 Special Rules Animal, Big, Long Move

Twrch Trwyth’s warband consists of 7 giant boars (use the stats of the Sabre-tooth Tiger, see SGD page 32). These cost 36 points each, meaning that

29 The Historical King Boar’s Snout A Shieldwall group may fight with an additional Background +1 Combat once per game. Cost: 10 VP. If a real King Arthur ever existed, we can be pretty sure he lived in Britain in the period between the withdrawal of Roman armies and the rise of the Flags and Horns Saxon kingdoms (roughly AD400 to AD700), or This warband advance allows the player to appoint more specifically in the fifth or sixth century AD. one Standard Bearer and one Musician per game. Whether he actually did exist is a hotly debated They may be replaced if killed in a campaign. argument, but in the interests of exciting gaming, The Standard Bearer rules are given in SWW; a let’s assume he did! Musician may use the Leader special rule once The battles and characters that many gamers per game (representing a pre-arranged signal call might expect to appear here are actually in the being made). Cost: 10 VP. Welsh King section. If it’s Vortigern, Hengist, Ambrosius, and those other familiar old names you’re hoping to game with, head back to the Welsh Host of Riders See page 24. Cost: 10 VP. King section –the Historical King game strips out unreliable old school history and focuses on my interpretation of real life warfare in the fifth and Roman Equipment sixth century post-Roman kingdoms of Britain. It was recorded that the Britons were left patterns from which to manufacture Roman weapons and armor when the Romans left. As a one-off advance, Warbands the player may add +1 Combat to 1d6 models of Designing Your Warband his choice (maximum +1 Combat to any given Warbands in the Historical King section are a model). When the model is killed, the +1 may not little different to those you’ll read elsewhere: all be transferred between models. Cost: 10-15VP magical elements of the game have been stripped (9VP +1VP for each model with this equipment). out, so this really is a test of your tactical ability. No magical items, magic-users, or non-natural creatures may be used in this setting. Rustlers See page 24. Cost: 10 VP. The missile weapons noted on the rosters do not represent the model’s only weapon – most models (apart from those with bows) will be armed with a spear and shield, and better equipped fighters Sea Raider may have a helmet, and on rare occasions a mail At the beginning of any scenario where the player coat and sword. is the attacker, a warband with this advance may take one free activation phase before the first turn begins. Cost: 10 VP. Warband Advances Angons Shieldwall Veterans The player may choose one turn where all non- If models in a Shieldwall fail Morale tests, Shooter models in his warband may use the any models that passed still count as being in Shooter (Short) special rule for 1 action (2 if Shieldwall, but must Regroup in their next turn aimed), reflecting the ability of some warriors in to maintain Shieldwall/group cohesion. Cost: 10 this period using short range heavy javelins and VP. throwing axes. This may only be used once per game, and the shot may not be carried over into other turns. Cost: 10 VP.

30 Successor As a one-off, the players may use this advantage to ‘bring a model back from the dead’ in the Romano-British With the withdrawal of Roman power, many experience phase of the game where that model Britons continued to live in the Roman fashion died, representing another blood relative of they’d become accustomed to. This warband the deceased. This advantage reflects the many represents such kingdoms, who lived in walled cases in history where a successor was on hand Roman towns and villas, dressed in the style to step into his predecessor’s shoes, ensuring of late Imperial Rome, and fought against continuity within a kingdom. Cost: 15 VP. their enemies in the century following Roman Rosters withdrawal. Continuing late Roman tradition, Unlike other Rosters in SBH, a Historical Romano-British armies probably employed King warband must all be chosen from one mercenary ‘barbarians’ in their warbands, as well list (for example, all models must come from as Romano-British warriors. the Romano-British list or from the Irish list). However, if both players agree, you may wish to Romano-British king Points 82 Quality 3+ Combat 3 employ mercenaries or allies in your warband Special Rules Leader; Mounted (Long move); from other rosters – if you do experiment with Unique this, at least 50% of your warband’s points value should come from the parent list. Romano-British noble Rooted firmly in history, there are no named Points 72 Quality 3+ Combat 4 historical characters in these rosters; if your Special Rules Mounted (Long move) opponent agrees, you may select models with non-magical skills from the Welsh King section Romano-British rider Points 62 Quality 3+ Combat 3 in your Historical King warbands (for Arthur Special Rules Mounted (Long move) himself, retain the abilities of his weapons in a historical setting, to reflect his fine Roman- Romano-British armored warrior style equipment). Arthur, his companions, and Points 36 Quality 3+ Combat 4 Ambrosius may only join a Romano-British or Special Rules Shieldwall; Short Move Cymric British warband; Saxon warlords may only join Saxon warbands. Romano-British warrior Points 17 Quality 4+ Combat 2 Special Rules Shieldwall

Romano-British skirmisher (bow or sling) Points 24 Quality 3+ Combat 1 Special Rules Forester;Shooter (Medium)

Romano-British mercenary (Saxon, Irish, or Briton) Points 27 Quality 4+ Combat 3 Special Rules Steadfast

31 Cymric Britons Saxons

Not all Britons took to the lure of Rome so readily, This warband represents the Saxon and other and this warband represents those Britons who assorted Germanic tribes who sailed to Britain, continued to live in their own fashion, mostly first as allies of Rome, then as seaborne raiders, in the highlands of Cornwall, Wales, and the and finally as settlers spreading out from the north. Cymric British armies fought on against eastern coast. They carved out their own kingdoms Saxon, Pictish, and Irish enemies (and amongst in the sixth and seventh centuries, and contrary themselves) well into the ninth century AD and to popular belief, the professional warriors would beyond. have fought on horseback as well as on foot.

Cymric chieftain (javelin) Saxon warlord Points 106 Quality 3+ Combat 4 Points 80 Quality 3+ Combat 4 Special Rules Leader; Mounted (Long Move); Special Rules Hero’s Horse; Leader; Unique Shooter (Short); Unique Saxon champion Cymric champion (javelin) Points 76 Quality 3+ Combat 3 Special Rules Hero’s Horse; Fearless; Points 60 Quality 3+ Combat 4 Special Rules Hero’s Horse; Shooter (Short); Assassin Fearless Saxon rider Points 62 Quality 3+ Combat 3 Cymric rider (javelin) Special Rules Mounted (Long) Points 56 Quality 3+ Combat 2 Special Rules Mounted (Long Move); Saxon armored warrior Shooter (Short) Points 36 Quality 3+ Combat 4 Special Rules Short Move; Shieldwall Cymric warrior Points 32 Quality 3+ Combat 3 Saxon warrior Points 32 Quality 3+ Combat 3 Special Rules Shieldwall Special Rules Shieldwall

Cymric huntsman (javelin) Saxon skirmisher (bow or sling) Points 36 Quality 3+ Combat 2 Points 18 Quality 4+ Combat 1 Special Rules Forester; Shooter (Medium) Special Rules Forester; Shooter (Short); Lethal vs Animals

32 Irish Picts Irish pirates were raiding the western British The Picts, based in modern , fought off coast long before the Romans left. They settled the Romans, their British successors, the Saxons, in areas of Cornwall, Wales, and Scotland when and for a long time the Irish, whilst still finding Roman power had dwindled, and for a while time to raid south into the British lowlands. Vivid these new kingdoms flourished. Often portrayed a images carved into ancient stones suggest that technologically backward in warfare, Irish armies the Picts had a look all of their own, with square nevertheless proved to be formidable foes. shields and ragged looking but fierce warriors.

Irish chieftain Pict king Points 80 Quality 3+ Combat 4 Points 102 Quality 3+ Combat 4 Special Rules Hero’s Horse; Unique; Leader Special Rules Mounted (Long); Leader; Unique Pict champion (javelin) Irish champion (javelin) Points 82 Quality 3+ Combat 4 Points 60 Quality 3+ Combat 4 Special Rules Mounted (Long); Shooter Special Rules Hero’s Horse; Savage; Shooter (Short); Savage (Short) Pict noble (javelin) Points 66 Quality Combat 3 Irish rider (javelin) Points 42 Quality 4+ Combat 2 3+ Special Rules Mounted (Long move); Shooter Special Rules Mounted(Long);Shooter (Short) (Short) Pict rider (javelin) Points 56 Quality 3+ Combat 2 Irish warrior Special Rules Mounted (Long);Shooter (Short) Points 36 Quality 3+ Combat 3 Pict warrior Special Rules Forester Points 38 Quality 3+ Combat 3 Special Rules Shieldwall; Forester Irish huntsman (javelin) Pict huntsman (bow or crossbow) Points 36 Quality 3+ Combat 2 Points 30 Quality 4+ Combat 2 Special Rules Forester; Shooter (Short); Special Rules Shooter (Medium); Forester; Lethal vs Animals Lethal vs Animals

Optional Rule: Dismounting Chieftains and Champions Although most chieftains and champions would have owned a horse and probably fought from them in the small skirmishes played out in Song of Arthur and Merlin scenarios, some players might wish to use an entirely dismounted warband. If this is the case, you may replace the Mounted (Long move) special rule with Hero’s Horse (page 5) on the following rosters: Romano-British king, Cymric chieftain, Pict king, Pict champion. This subtracts 10 points from the model’s cost, and means the model starts the game dismounted.

33 Scenario Generator Fight at the Ford Roll on the Scenarios table after players have Set up as All Out Battle with a river or stream picked their warbands. running across the length of the table with a ford one Medium move wide at one point along scenarios table its length. Apart from the (Slippery) fording 1) Raid point, the waterway is impassable to any non- Amphibious models. Both warbands start on the 2) Ambush. See SBH, page 18. table edges running parallel to the waterway and 3) Marauders the aim of the game is to control the ford when the game ends. 4) On Difficult Ground. See SBH, page 19. Victory conditions: 1VP for every 50 points of enemy killed/fleeing. At the end of the game, the 5) Fight At The Ford warband controlling the ford gains +4VP (0 VP if control is still disputed). 6) All Out Battle. See SBH, page 18.

Special Scenarios: The Raid Fifth Century AD Set up as All Out Battle (see SBH, page 18), and These special scenarios can be played as one off use the Raiding and Herd rules (pages 7-8). games, as the conclusion to a campaign, or in any Within a Long radius of the table’s centre point other agreeable manner chosen by the players. (modeled as a village if you have suitable items), take it in turns to place herds – one for every 100 points of warband being played (so if the game The Battle of Badon, is between two 300 point warbands, place six herds). Players may not move these until a model circa AD495 has made contact with the first herd. Should this famous battle be listed in the history Victory conditions: 1 VP for every 50 points of section or the Welsh King section? That’s one for killed opponents, plus 3 VP per herd controlled historians to fight over, but I know most gamers at the game’s end or moved to any table edge would like this to have been a real battle. under control before the end. Set up is as an All Out Battle with one large hill in the centre of the table. Player 1 (recorded in history as Romano-British but playable any Marauders nation in this game) is the defender and deploys Set up as Raid scenario with 5 Herd models up to 250 points on the hill, and holds 350 points only; the Defender starts in the centre with the back in reserve with a specified baseline to enter Herds, all of which are controlled (assuming that from. Player 2 (in history, Saxons, but may be any warband has at least five models – any excess in this game) is the besieger and deploys a 600 models would be uncontrolled). The Attacker point warband no closer than 2x Long move to then deploys along any two opposite table edges, any on-table defenders. The attacker’s goal is to and the Defender must move the herds to either control the hill by having at least three models on or both of the other two edges. the crest and no enemies within 1x Long move. Victory conditions: 1VP for every 50 points of At the start of every turn roll one die; keep a enemy killed/fleeing. Each Herd moved to a running total, and on the turn that this total is table edge or controlled by the Defender at the equal to or more than 10, Player 1’s reserve may end of the game +3VP; each Herd uncontrolled enter on its baseline, taking 1 action to be placed or controlled by Attacker at the end of the game on the table’s edge and using other actions as the +3VP. player wishes.

34 Scenario variant: Place the large hill along the beginning an action already in an opponent’s zone, defender’s table edge and deploy the defender’s has its options limited to one of the following: reserve from one of the two flanks. The makes the 1) Move to contact the model. game much harder for the attacker. 2) Move out of the zone of control using the Arthur supposedly fought 12 historic battles: shortest path possible (and may not re-enter this River Glein; River Dubglas (four battles); River model’s zone this turn). Bassas; Caledonian Forest; Fort Guinnion; City 3) Remain stationary (but may shoot or use magic of the Legion; River Tribuit; Mount Agned; and if required). Badon itself. Any of these could be played as an All Out Battle, the terrain features being suggested by the battle names. Arthur’s equally famous battle at Camlann can be fought by adapting the The Ride of the scenario outlined in the High Medieval section of Gododdin, circa AD600 his book. This is an All Out Battle based on a famous battle Victory conditions: 1 Victory Point for every 25 poem written in about the northern British points of killed opponents; 1 extra Victory Point (Cymric) kingdom of Gododdin, whose warriors for every enemy Leader or Champion killed; 5 rode into battle against Saxon enemies and lost; Victory Points for holding the hill when the game however, their deeds were recalled by bards ends. through the centuries, and the winner of this scenario is the player who achieves the greater feats, rather than simply defeating his opponent Optional rule: Groups in (reading the poem Y Gododdin leaves the reader Historical Games with the impression that the final result wasn’t as This new rule is optional and intended for use important as the individuals’ feats in the battle). in games where warbands are of more than 300 Both players select a 600 point warband, and are points. It is intended to allow more flexible use of accompanied for free by a Bard from the Welsh Leaders within larger games. King roster. The Bard’s role is to be on hand The size of a group is increased to a maximum of to memorize the deeds of the warriors, and the 10 models, so long as they are within the required closer he is to the action, the better! command distance. Players score Heroism points for their warband Concentrated Fire is still resolved in groups of 5 as the game progresses, from the following list: models at a time, so a Group of 10 models will +3 points for killing a Leader, champion, and for need just one action to perform a concentrated each Gruesome Kill within Long distance of the fire, but that attack will consist of two rolls, as if player’s own Bard. two 5-model groups had loosed their arrows. +2 points if beyond Long distance of the Bard. +1 point if member of own warband killed Gruesomely, anywhere on the board (memorable Optional Rule: Zone of Control deaths are the stuff of legend). This new rule is optional and intended for use +1 point every time an enemy fails a Morale test in games where warbands are of more than 300 within Long distance of the player’s Bard. points (but may be used in 300 point games also). -1 point every time member of own warband fails It prevents models sneaking around or rushing a Morale test within Long distance of the player’s past an opposing model unless giving it a wide Bard. berth. At end of game, total the Heroism points of both Every model or group has a Zone of Control of a sides; the winner gets half this number of Victory Short move distance surrounding it. An opposing Points, and the loser gets one quarter of this model may only enter this zone to attack the number (round both up). The normal VPs for an model or to stop one base width inside; a model All Out Battle are not awarded.

35 the Kings of Britain; for the Historical King, try Designer’s Notes Stephen Evans’ Lords of Battle, Simon Young’s Giving the choice of three settings was my beautifully themed AD 500, and Leslie Alcock’s preferred option as there are so many versions Arthur’s Britain. of Arthur; I hope you enjoy the varied games Helpful gaming resources include Phyllis this allows. I’ve approached this book as a Ann Karr’s The Arthurian Companion (and true supplement – the last thing I wanted to other books published to support the excellent do was trample over SBH’s mechanics, so I’ve Pendragon RPG); Ian Heath’s venerable Armies concentrated on giving players the characters, of the Dark Ages; James Morris and Steve Jones’ scenarios, and items that make a game of SBH Warhammer Age of Arthur (even if you don’t play feel Arthurian, rather than creating an Arthurian Warhammer); and my own Glutter of Ravens game which feels like SBH. There are a limited published by Outpost Wargame Services. number of new rules and items as things could Andrea’s note: GURPS Camelot is also good, easily have got out of hand within such a rich as it lists nearly every Arthurian character and fantasy setting, so I’ve tried to concentrate on is divided into Mythic/Hollywood/Historical the main plots and personalities gamers will settings. recognize. Some of the characters and events I’ve included in the Welsh King section might raise eyebrows Models as they’ve been thought of for too long as real Here are some of our favorite ranges, but plenty of other models can also be used. history; more accurately, the Historical King 28mm High Medieval section strips the game to the reality of Dark Thunderbolt Mountain (Arthurians – simply brilliant!); Age warfare. The High Medieval King section is Gamezone (Feudal Knights); Games Workshop a catch-all for the Arthur of children’s books and (Brettonians); Dark Age (fantasy); Perry Miniatures fine literature, with a nod towards Hollywood (Crusades & HYW); Mirliton (Medievals and fantasy); and high fantasy. Reaper (good creatures); Essex Miniatures (Medievals); Mega Miniatures (King’s Court). Arthurian legend is many things to many 28mm Welsh/Historical people, and has evolved and changed over Gripping Beast (Dark Ages); Foundry (Arthurians & Late many centuries; if you want a battle between Romans); Musketeer (Saxons); Tanatus (Saxons & Picts); Arthur and pig-snouted orcs or zombies, go for Games Workshop (Rohan & other Lord of the Rings – Welsh it . . . you’re simply adding to the ever-growing King only); Westwind (Arthurians); Outpost Wargames legend! Services (Arthurians); Crusader (Saxons and Irish – the latter make good Cymric Britons); Eureka (Beowulf’s retinue – Welsh king only). 15mm High Medieval Peter Pig (Arthurians & Wars of the Roses); Essex Miniature Lists and (Medievals); Mirliton (Medievals); Black Hat (Feudals); Corvus Belli (HYW); Splintered Light (good creatures). Further Reading 15mm Welsh/Historical Books Splintered Light (Arthurians); Outpost Wargame Services For an overview of Arthurian legend, history, and (Dark Ages); Essex (Dark Ages); Feudal Castings (Welsh & identity theories, I point you in the direction of Saxons); Black Hat (Late Romans and Goths). my book Arthur: King of the Britons. 20mm Plastic Miniatures For the High Medieval King, try Sir Thomas Check out www.plasticsoldierreview.com for what’s currently available. Malory’s Morte D’Arthur, the classic tale of 30mm Paper Miniatures Gawain and the Green Knight, and Roger Check out the official Song of Arthur and Merlin paper Lancelyn Green’s King Arthur And His Knights miniatures produced by www.onemonk.com of the Round Table (a lighter read than the other two); for the Welsh King, try Lady Charlotte Guest’s , John Morris’ The Age of Arthur, and Geoffrey of ’s History of

36 Games in development: Ganesha Games presents: Fear and Faith Monsters from mankind’s worst nightmares come alive in Song of Drums and Shakos this set of fast playing horror miniature rules based on the Small action skirmish level Napoleonic rules based on popular Song of Blades mechanics. Fight vampires, ghosts, the Song of Blades engine-- an ideal introduction to the werewolves, witches and other bloodcurdling monstrosities Napoleonic period. right out of folklore books and horror movies.

Mutants and Death Ray Guns Mighty Monsters After 200 years of war with nuclear and biochemical A set of fast-playing giant monster combat rules in the weapons, new races compete for supremacy over a scorched tradition of the Japanese Kaiju Eiga (giant monster movies). Earth. Pit your band of mutants, mutated plants, robots, Create your colossal monsters and stomp the city, tear androids, mutated animals and the zombie-like Wretched down buildings, destroy whole armies with your radioactive against the dangers of the post-holocaust world. MDRG is breath. Mighty Monsters includes rules for monster types a set of fast-playing, campaign-based miniature rules based such as Blobs, Giant robots, Giant Tokusatsu Heroes and on the popular Song of Blades mechanics. Alien Invasion Forces, and enough pre-designed monsters to start playing immediately. You can even play the Army! Familiars The RPG of magical pets In a world where magic is a crime punishable with death, Assault on Neo Tokyo magic-users entrust their pets with their secrets -- and their The first expansion for Mutants and Death Ray Guns will own lives. Play a cat who walks through walls, a toad who feature many new character types, new weapons, vehicle can turn invisible, a raven who can call rain... Familiars is rules and much more. Play Cyber-Ninjas, Zomborgs, a simple, fast, stand-alone role playing game that lets you Cybersamurai and even spider-legged cybertanks. Based play a magical animal. 14 playable character types (bats, on figures by Kremlin Miniatures. cats, dogs, ravens, doves, homunculi, lizards, magpies, mice, owls, rabbits, shrews, snakes, toads); 40 magic powers; a Power Legion beginning adventure that can be the springboard of your Fast playing superpowered miniature system based on first campaign. Song of Blades. Create any hero or villain out of comics or movies, build a team and fight for truth, justice, freedom... FREE HACK or be a villain and conquer the world! An irregular, free pdf publication featuring scenarios, FAQs, variant rules, designer’s notes and more. Free Hack Song of the Dragon Kings reaches thousands of players worldwide and is an excellent Chinese mythology comes alive on your tabletop. This advertising medium for your wargaming products. Asian fantasy sourcebook for Song of Blades and Heroes is based on the Tales of the Dragon Kings miniature line from Black Hat Miniatures and features characters from Journey to the West. Where to buy our Products Song of Spear and Shield Visit www.ganeshagames.blogspot.com and buy Play ancient small and large skirmish battles, with rules our PDFs directly from us (sent as emailware), for all weapons, army lists for Bronze Age and Classical or send an email to [email protected] Ancient world, chariots, artillery and elephants.

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