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Song of

Arthur
and
Merlin
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 Lancelot 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 Ive 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 Sword from the Stone Kill the Monster!
Which King Arthur to Play The Strife of Camlann Magical Cattle Raid
Grail Quest Campaign Kidnap
Within Camelots Hinterland 19 The Hunt 28
Into the Perilous Forest Culhwch and Olwen Campaign
The Desolate Desert Wrnach the Giants Sword
Special Rules 4 The Grail Castle 20 The Cauldron of Diwrnach 29
Bard Finding the Grail The Hunt for the Giant Boar
Chivalry Grail Tests The Very Black Witch
Dogged 5
Heros Horse The Welsh King Background 21 The Historical King Background 30
Inconvenient Special Items Designing Your Warband
Jouster Arthurs Mantle 22 Warband Advances
Knight 6 Arthurs Weapons Angons
Legendary Wizard Cauldron of Ceridwen Boars 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 Padarns Tunic Historical King Rosters
The High Medieval King Background 9 Pendragons Helmet 23 Dismounting Chieftains and Champions 33
Special Items Prydery and Manawyddans Shields Scenario Generator 34
The Adventurous Shield Rydderch Haels Sword Raid
Balins Broadsword Standing Stones Marauders
Blessed Armor Terrifying War Horn Fight at the Ford
Bors Sword 10 Tudwal Tudeluds Whetstone Special Scenarios: the Fifth Century AD
Damsels Ribbon Weasel Venom The Battle of Badon
Excalibur 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
Hermits Potion 11 Befriended by Eagles Designers Notes 36
Lancelots Ring Druids Favor Miniature Lists and Further Reading
Magical Ring Host of Riders
Percevals Sword Knowledge of Folklore
Priamus Sword Mead
Relic Sword Raven Feeders
Sacred Vision Rustlers
The Spear of Vengeance Sailing to Avalon
Terror Tree Shapechanger
Vivianes 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
Champions Challenge
Knights of the Round Table
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. Youll 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, thats 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 models 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 dont 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 youll need in the game and if youre
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 players 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 opponents
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 opponents warband for the entirety of
Chivalry costs no extra points. the scenario, and one Knight on that warband
(nominated by the Knights owning player) gains
the Protect special rule for the Inconvenient
Dogged 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 opponents warband before
must remain the Dogged models 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 opponents 308 although both still count
opponent is dead or off the table.
as their original 300 points in game terms.

Heros 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, Damians 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.

Designers note:
Purchasing an Inconvenient model and placing
it in your opponents 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 Gawain, making him Big for this
Heros 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 Mordred 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 Designers note: This rule gives the user a wider
as he wishes. If the target model is an opponent, variety of spells to cast, but doesnt 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 users or target models
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 suns 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 suns 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
models 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 models every turn must be a Long move so
models engaged at the start of a players 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 cant 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 doesnt 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 doesnt 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 models
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 Thomas Malory, Tennyson,
may only be used by models with + or Chivalry;
Hal Foster, 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 Holy Grail. 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 Arthurs 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 youll
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 Galahad 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
items 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 Balins 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

Bors 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 Bors. 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 users 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
Damsels 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 opponents
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 models 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
Excaliburs 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 swords 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 users 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 saints 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 Dolorous Stroke
upon King Pellam. A model using this weapon
becomes Lethal against Paladins. Cost to Quest:
20 Chivalry (-).
Hermits Potion
A potion that restores a models 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. owners 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).
Lancelots 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 (+/-).

Percevals Sword
This fine sword ignores the opponents 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 models Quality reaches 7 or
more, the model dies. Cost to Quest: 15 Chivalry
(+/-).

11
Vivianes Shields Warbands
Lancelot was given these silver shields by the Lady
of the Lake. 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 isnt
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 Heros 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
cant have two Arthurs or two Lancelots on the
table; this doesnt apply to Warriors or Creatures
unless noted as Unique on their roster.
Designers 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 Arthurs 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 Arthurs 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 Mordreds 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

Champions 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 opponents 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 Morgan Le Fay


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

Bors Pellinore
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 Red Knight


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 Green Knight 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
Ywaines 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 (Guinevere)

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
Treat as Human City Militia, SBH page 23 Dwarf
See SBH page 27
Peasant
Treat as Human Villager, SBH page 23 Faerie
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
Questing Beast (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 2) None Shall Pass!
See SBH page 31
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 points 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 (players choice) for untying the
kidnapped model; +/-2 Chivalry (players 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 dont recommend this as it gives a very random been resolved, the scenario becomes a Grand
outcome, but if youre 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 doesnt have any Knights present, the
points if blood feud target killed by a players 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 Arthurs 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 Bedivere, 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 sides 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 Arthurs 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 giants, trolls, and hobgoblins.
Camelots 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 wouldnt make for a the next game before encountering the Grail Test
particularly good wargame. (although losing a test doesnt 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 first Knight fails, he dies and
another suitable Knight may try with the same Encounter a Faerie
requirements and effect. Winning the Grail for Dont 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 knights 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 woodsmans hut); it Gawain once fell foul of this old trick. Dont place
shouldnt 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 Cornwall and Wales, 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 isnt 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 Nennius. This setting also incorporates old
school history where Arthur and Ambrosius battle
Vision of the Grail against barbarian hordes of Saxons, 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 items 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
Arthurs 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 Ireland! Not
to Quest: 20VP. Unique. Cost to Quest: 15VP.

Arthurs 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 swords,
rosters 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. Arthurs 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).

Padarns 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
Pendragons Helmet Weasel Venom
A dragon-crested helmet owned by Uther Medieval chroniclers believed that weasels were
Pendragon (Arthurs 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


Manawyddans 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 Haels Sword your Saxons!
This sword bursts into flame once per game, The Heros Horse special rule applies to all
doubling the users 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 cant have two Arthurs or two Bedwyrs on the
Use as Place of Power (SBH page 18). The maximum table; this doesnt 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 Designers 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 Tudeluds 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
King of the Eagles to carry one model or group
Rustlers
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.
groups 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.
Druids 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
Gwydion and Gilfaethwy. Other animals may be
agreed between players. Cost: 10 VP.
Host of Riders
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
Taliesin, Chief Bard
Ambrosius Aurelianus, 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 Vortigern, High King and traitor
Points 90 Quality 4+ Combat 3 (5) Points 47 Quality 4+ Combat 3
Special Rules Arthurs Weapons (Heavy Armor); Special Rules Coward; Free Disengage; Leader
Leader; Hero
Bedwyr, Arthurs companion Warriors
Points 36 Quality 3+ Combat 3 Barbarian champion (Saxon, Pict, or Irish)
Special Rules Steadfast Points 52 Quality 3+ Combat 4
Cei, Arthurs 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, Arthurs 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)
Master with Bard special rule. Points 46 Quality 3+ Combat 3
Special Rules Mead (optional, free); Heros
Gwenhwyfar, Arthurs 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
Morfans the Ugly, British Warrior Points 12 Quality 6+ Combat 1
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
Cadoc.
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). Attackers objective to function as normal. The kidnapped figure is
is to kill the Big or Huge model; the Defenders 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; Im sure that just this
number of turns in this game. once, being called a herd wont 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. tables 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 Heros
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
(page 35).
Player 2 Roster
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 dont 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 its
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 and Olwen. Culhwch
was Arthurs cousin, born in a pigsty and magically Giants Sword
destined to marry the beautiful Olwen, daughter Wrnach is big giant armed with a magical sword,
of the giant Ysbaddaden. 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
ahead. Culhwch requests the help of Arthur and Wrnach
Points 86 Quality 4+ Combat 5
his warriors, and its here that the campaign Special Rules Slow, Huge, Long Move, Shooter
begins. I dont 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 storys elements score)
remain intact.
Model selection for each game is pre-determined Wrnachs 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 1s 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 Twrch Trwyths warband adds up to 302 points.
There is no penalty for this Im 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 Annwn), 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
1s warband. The Very Black Witchs 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 Very Black Witch; 1VP for every 20 points
the Giant Boar 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 daughters 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 Olwens devotion?
Workshops 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 Trwyths 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 Boars 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
lets 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 its Vortigern, Hengist,
Ambrosius, and those other familiar old names
youre 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 youll 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 models 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
theyd 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 predecessors 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 warbands 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 Heros Horse; Leader; Unique
Shooter (Short); Unique
Saxon champion
Cymric champion (javelin) Points 76 Quality 3+ Combat 3
Special Rules Heros Horse; Fearless;
Points 60 Quality 3+ Combat 4
Special Rules Heros 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 Scotland, 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 Heros 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 Heros Horse; Savage; Shooter (Short); Savage
(Short)
Pict noble (javelin)
Points 66 Q u a l i t y 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 Heros Horse (page
5) on the following rosters: Romano-British king,
Cymric chieftain, Pict king, Pict champion. This
subtracts 10 points from the models 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 tables 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? Thats one for
killed opponents, plus 3 VP per herd controlled historians to fight over, but I know most gamers
at the games 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 attackers 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 1s 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 tables 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 opponents zone,
defenders table edge and deploy the defenders 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 models 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. Arthurs 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 wasnt 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 Bards 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 players 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 players 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 players
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
Designers Notes Stephen Evans Lords of Battle, Simon Youngs
Giving the choice of three settings was my
beautifully themed AD 500, and Leslie Alcocks
preferred option as there are so many versions
Arthurs Britain.
of Arthur; I hope you enjoy the varied games
Helpful gaming resources include Phyllis
this allows. Ive approached this book as a
Ann Karrs The Arthurian Companion (and
true supplement the last thing I wanted to
other books published to support the excellent
do was trample over SBHs mechanics, so Ive
Pendragon RPG); Ian Heaths 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 dont 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
Andreas 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 Ive 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 Ive included
in the Welsh King section might raise eyebrows Models
Here are some of our favorite ranges, but plenty of other
as theyve been thought of for too long as real 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 childrens books and (Brettonians); Dark Age (fantasy); Perry Miniatures
fine literature, with a nod towards Hollywood (Crusades & HYW); Mirliton (Medievals and fantasy);
Reaper (good creatures); Essex Miniatures (Medievals);
and high fantasy.
Mega Miniatures (Kings 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 . . . youre simply adding to the ever-growing King only); Westwind (Arthurians); Outpost Wargames
Services (Arthurians); Crusader (Saxons and Irish the
legend!
latter make good Cymric Britons); Eureka (Beowulfs
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
Check out www.plasticsoldierreview.com for whats
For the High Medieval King, try Sir Thomas
currently available.
Malorys Morte DArthur, 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 Greens 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
Guests Mabinogion, John Morris The Age of
Arthur, and Geoffrey of Monmouths History of
36
Games in development:
Ganesha Games presents: Fear and Faith
Monsters from mankinds 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, designers 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 andreasfiligoi@gmail.com Ancient world, chariots, artillery and elephants.

Tales of Blades and Heroes RPG


Visit online wargaming stores such as This is a set of fast-playing, hassle-free fantasy roleplaying
wargamevault.com,wargamedownloads.com, rules based on the Song of Blades rules engine. Design any
sabersedge.com and many others, and download character you want and fight for glory, freedom or loot.
from there. Simple, sleek mechanics that put the accent back on fun.

Buy our printed books on www.lulu.com/


songofblades

Retailers: contact us for our discounts on printed


books

37

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