Sláine MacRoth - 835 pts
Sláine was the first High King of Tír
na nÓg and one of the greatest fighters that ever lived. You may
choose to bring Sláine to battle and if so, he replaces the chieftain
in the army list. Sláine will ride to battle on his ice dragon,
the Knucker, always accompanied by his faithful dwarf companion, Ukko.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
6 | 6 | 6 | 6 | 6 | 7 | 8 | 7 | 7 |
|
3 | 5 | 4 | 4 | 4 | 1 | 3 | 2 | 9 |
Magic Items.
Sláine takes his axe, Brainbiter and the Spear of Lugh (See
the magic items section). He is also blessed with the bloodlust like many
other chieftains.
Ukko.
Ukko is a dwarf champion that follows Sláine wherever he
goes. He was exiled from the dwarf kingdom for trying to steal the king's
most valuable artefact and was deemed too rude and dishonourable to become
a Trollslayer. So after years of wandering he ended up with Sláine
and remained his faithful companion for the rest of his life. Ukko is a
master thief, and can try and steal an enemy's magic item while Sláine
is fighting him. If an enemy character attacks Sláine with a magic
item, Ukko can try and steal one of the foe's other magic items. On a roll
of 4+ on a D6, Ukko can steal a random magic item other than the one the
enemy is using to attack Sláine. If Ukko robs an item, he will not
use, he will store it in his bag and sell it later on the black market.
If Sláine dies and Ukko is left on the Knucker, you roll on the
monster reaction roll as normal and Ukko will jump off to safety and fight
on his own.
Cúchulainn - 300 pts
Cúchulainn was another High King of Tír
na nÓg, a valiant warrior who some rumour to be the son of the sun
God himself. You may take Cúchulainn in your army and he replaces
the chieftain as general.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Special Rules:
Incredible Bravery
Cúchulainn was reknowned for his amazing
inspirational battles and close combats and always rushed ahead with abnormal
bravery. The enthusiasm of fighting with this great leader is so immense
that any units within 12" get +1 to their combat results.
Hurley and Sliotar.
From an early age Cúchulainn was a great
hurler and loved his hurley. He was very good at the game with a strong
swing and good aim that marks a good player. His sliotars are immersed
in fire, given to him by an elemental of Lugh that he met when crowned
High King at Uisneach. He can fire these ever plentiful supply of flaming
sliotars at the enemy during the shooting phase. He will fire a volley
of 4 sliotars which cause strength four hits if they hit. If he takes his
time he can fire just one shot at strength 5 with the small 1" diameter
template. His hurley also increases his strength by two when used in close
combat.
Magic Items.
Cúchulainn can take three magic items, one
of which is always the sacred armour of Dagda.
This is the gifted armour given to him when he was
initally crowned King of Ulster. It gives him a 3+ save with no movement
hinderence.
Fionn MacCumhal - 275 pts
Fionn was the last High King of Eriu, and was the
leader of the famous warband, the Fianna. You may take Fionn as your leader,
and if so he replaces the chieftain as general.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Magic Items.
Golden Helm of Fiacúil.
Given to him by one of the old members of his father's
warband, the helm blends naturally with the colour of Fionn's hair and
looks almost invisible except for the large point that rises out the top.
When Fionn charges into battle he puts his head down and charges in with
the spike. When he crashes into the foe, any hits he causes inflict d3
wounds in the round he charges. The helm is also excellent armour and gives
Fionn a save of 4+ (3 combined with the shield).
Spear of Cumhal
The spear of Fionn's father was actually the ancient
Spear of the Moon that many of the high kings had fought with long ago.
To see the rules for the Spear of Cumhal, goto the magic items section.
Special Rules
Because when Fionn was young and he accidently ate
of the Salmon of knowledge, Fionn often has the ability to gain knowledge
about the future and of enemies he will face. When in combat with enemy
characters, Fionn can suck the old boil on his thumb and he will instantly
gain the knowledge of what magical items and spells his opponent in base
contact may have.
Slí-am Mac Aonna - 185 pts
Slí-am was one of the lesser known heroes
of the Celtic lands, but one of the oldest and wisest of them all.
When Slí-am was an ageing peasant in his fourties, during the time
of Cúchulainn, he stole three druidic potions and for a dare with
some friends he chose to mix them and drink the concoction. The result
was what many leaders of countless nations only dream of, eternal life.
The potion somehow made Ceridwan, the goddess of death to forget about
his soul and leave him to be. And so Slí-am is locked in the body
of that forty year old Celt and has lived since the time of the forging
of the five kingdoms to the present day. In that time Slí-am has
gained a certain maturity from studying the ways of the Gods for countless
centuries. Now he is reknowned as the wisest being in Tír na nÓg,
barring the Zoats. His knowledge of the towns and cities, the rolling hillsides
and the deep forests of Tír na nÓg is unmatched and it is
rumoured that he knows the complete geography of Eriu in his mind. Over
the centuries he has become a very large man, from constantly dining at
feasts, and he doesn;t care cause he knows he will not die unless bested
in combat. His lust for sport is still there, but his overweight body now
prevents him from playing hurling as often as he'd like. His other passion
in life, fighting is still very strong and no matter how ridiculous he
looks, he is a very adept fighter who in recent years lead the rebelion
in Alba during the Norran occupation. You may take Slí-am as an
independandt hero in your army.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Wild Boar | 6 | 4 | 0 | 5 | 4 | 3 | 4 | 2 | 5 |
Magic Items
Slí-am may take two magic items.
Special Rules
Blubber:
Slí-am's immense body does slow him down and is a disadvantage,
but it also acts as a defense for his body, as while swords would slice
through another man's body, Slí-am's layer of fat actually protects
him and stops swords that wound getting into his vital innards. This gives
him an unmodifiable save of 4+ (2+ including the additional save from being
on the boar).
Immense Knowledge of Geography.
Slí-am has vast knowledge of the geography
of the Celtic isles. When he is riding to battle, Slí-am will leave
the main war host and find a quicker route that he knows. Because of this
you may place Slí-am anywhere on the battlefield at the end of the
deployment phase and he has to be at least 10" away from any enemy troops.
Hugh MacNeill - 245 pts
Hugh was the legendary leader from the recent Bretonian
invasion, who united a massive Celtic horde and drove the Bretonian settlers
out of Eriui. You may take Hugh as your general and if so he replaces the
Chieftain in the army list.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Magic Items.
Hugh can take three items, two of which are:
The Bane of Deschartes
This is the great blade that Hugh used all through
the seven years war. On the final night of redemption he used it to kill
the Bretonian overlord Deschartes and behead him. It was forged by Dáire,
the smith from Mumhan who was excellent at making magic weapons at that
time. This blade sings out when Bretonians are near and slices through
them like a hot knife through butter. The blade causes D4 wounds against
Bretonians and negates any armour save.
The Bracelet of Tuarhill
This was an ancient magic gold bracelet that his
father passed down to him which was the tradition. The bracelet will take
control of Hugh's arm of he is attacked by a magic weapon and block its
path with its anti-magic properties. Any magic item that is used against
Hugh is nullied for that turn on a roll of 5 or greater on a D6.
Special Rules
Hugh never associates himself with or leads a unit, excrpt for a
unit of Fír Ulaid. He may carry a magic standard and can ride a
monster. He is the master of single combat and like any Celtic character
will always make a challenge or accept one. Within a challenge he always
strikes first, no matter who charged or who has the higher initiative.
Hugh also suffers hatred against Norrans and Bretonians and will not have
any Norran units in any army that he leads.