SPECIAL CHARACTERS
MYRDDIN, THE ARCH-DRUID OF THE CELTIC PEOPLES.......360 points
Myrddin's Staff.....................................25 points
Ring of the Daemons.................................50 points
Myrddin is revered in all Albion as the mightiest mage of this era. It may or may not be true, but certainly he is powerful beoynd the understanding of a common mortal man. Myrddin resides in the great stone cirle of Cantonbury where skalds and apprentice druids are schooled in ancient mysteries. Many legends and rumors surround Myrddin. It is said that he has Fey blood in his veins, and that his father is actually a dark daemon of Chaos, a mighty prince called Lord of the Dark Light. It is certainly true that there is something unnatural about him, for his eyes are dark and without pupils, and he leaves no footprints as he walks in the blessed glades of Cantonbury. Whatever his background, Myrddin has always been an unflinching defender of all Celts, and during the long years that he has ruled over the council of druids he has never betrayed the cause of Albion. Often it has seemed that his advice would lead into a total disaster, but in the end it has always turned out to be the best course possible. Currently Myrddin acts as an advisor to the king Brian Boru. Myrddin is very old, and his white beard reaches to his waist. He leans on a great gnarled staff, and wears a ring that is said to be a gift from his father. His vitality, however, belies his age of 300 years.
You may include Myrddin as an independent character if you wish. He may not be your general.
Profile M WS BS S T W I A LD
Myrddin 4 6 4 4 4 4 7 3 10
WEAPONS/ARMOR: Myrddin uses his staff as a hand weapon.
MAGIC ITEMS: Myrddin may carry up to four magic items, but one of these must be the Staff of Myrddin. He usually wears the Ring of the Daemons.
MAY RIDE: Myrddin may ride a horse or a warhorse.
MAGIC SPELLS: Myrddin is a lvl 4 druid. He may use bright and Tzeentch spells in addition to the Amber and Jade spells. He also recives 5, not 4 spells. His magic level is only four, however. He must take at least one Amber and one Jade spell.
SPECIAL RULES:
DAEMON BLOOD: If Myrddin is ever wounded in H-T-H combat, his opponent recives 1 S 5 hit per wound caused as the poisonous Daemon blood covers his opponent.
DAEMONHOOD: Myrddin is immune to fear and terror caused by Daemons.
MYRDDIN'S STAFF
This is the source of much of the Myrddin's power, and it protects him from the ravages of age. He made it himself from the root of the holy tree of Danu the Earth Goddess. Once in game it allows the Celtic player to see the magic
cards held by his opponent, including any "retain in hand" card. It is also a powerful weapon, giving additional +1 to Myrddin's strenght. MYRDDIN ONLY
RING OF THE DAEMONS
This was the gift from Myrddin's father. It is a item of great evil, but Myrddin knows he needs it's power to protect Albion and often carries it with him. The ring enables Myrddin to shift patially to the realm of Chaos. In this "Shadow form" Myrddin is -1 to hit in H-T-H, has armor save of 4+ like daemons, and has a natural 4+ dispell against spells directed against him, like champions of Tzeentch. MYRDDIN ONLY
SHLAYN THE SLAYER.......110 points
Shlayn the slayer comes from one of the Dark Tribes, and much like others of his kind he is a merciless slayer. Battle is his only love, and like so many others of his kind he is illiterate and uncouth. Fleeing from any battle is an alien thing for Shlayn, and he is even unwilling to leave a burning house if there is a good battle brewing inside and a heavy rain outside. (He fears he might get clean!) Shlayn is a loner for no tribe will have him. He is an outlaw in most parts of Albion and High King Brian Boru has promised an estate and seven white horses for his head. However, when there is a war brewing in Albion Shlayn is drawn to Celtic armies as a moth to the flame. While no unit will allow him to join, it doesn't upset him. He fights alone, taking on whole units.
Profile M WS BS S T W I A LD
Shlayn 4 6 5 5 4 2 5 3 9
WEAPONS/ARMOUR: A two-handed axe. Shlayn's thick skin and even thicker skull give him a armour save of 4+.
MAGIC ITEMS: Shlayn may carry up to two magic items. Note that he can not wear any kind of armour.
SPECIAL RULES
IMMUNE TO PSYCHOLOGY: Shlayn is never affected by psychology, and he cannot be broken in combat. He is so fearless that even spells like Fear of Aramar cannot affect him!
FRENZY: Shlayn is affected by the rules for frenzy.
LONER: Shlayn may not join any unit.
MOVEMENT: Shalayn CAN make march moves unlike other Dark Tribe warriors. In fact, he has such a hurry to get into a close combat that he can triple his movement rate when charging!
MURDOCH OF SCATHAS.............200 points
Murdoch is the greatest of the berserkers, a member of a family who are called Croachrs, or True Berserkers. He is the only Celt alive who has slain hundred in a one day, and he is regarded as a living link to the legendary past. In battle he is possessed by the spiral energy of Danu the Earth Goddess, and he swells into awesome proportions, resembling a Daemon of Chaos more than any living man. Murdoch is the only Celt who has ever beaten Norrans in the open field. Scared, the Norran lords hastily made a peace with Murdoch and his Scatahas, and nowadays it is the enemies of Albion who have the reason to fear the Warped Warrior! Murdoch may join your army as an indipendent character. He may not be your general. He may only join Scathan units, and you cannot include him unless you have a unit of Scaths.
Profile M WS BS S T W I A LD
Murdoch 4 6 6 4 4 3 6 4 9
Berserker 6 8 0 6 6 5 7 4 10
WEAPONS/ARMOR: Murdoch belives that the armor is for cowards and never wears it. He is armed with an enormous axe.
MAGIC ITEMS: Murdoch may carry a single magic weapon.
MAY RIDE: Murdoc may not ride monster or a horse.
SPECIAL RULES: If Murdoch ever manages to charge his enemies, he can roll a LD chek. If succesful, he turns into his berserker form. In this form he causes fear, is frenzied, and is immune to psychology, and he cannot be routed, either! When in his berserker state Murdoch cannot lead an unit. He may return back to his original form by taking a succesful LD if you wish. He may not change back to his normal form if he is in the middle of a H-T-H combat.I also left out the rule about Murdoch's wounds: he does not have a different W score for his berserker form it is only increased for the duration of his berserker fury. This means that if he loses 3 W he cannot return to his original form.
BRIAN BORU, THE HIGH KING OF ALBION.......120 points
Brian Boru is a son of a Celtic princess and a Norran King. Though normally a son of a "common" Celt could never be the king, but Brian was the only male child of his father king Olric. Durning his reign Brian Boru has strived to stop the procecution of other celts that Norrans are so fond of. In many ways he has been succesful, but the power of the Jarls and lesser kings is still very great, and Brian cannot be everywhere all the time. The reason why his Norran subjects have not replaced him is simple: He is a mighty warrior and a master strategist, dubbed as "a prince of War" by many. His army is loyal to him, though his Norran legionneers don't understand his friendliness towards other Celtic tribes. They are bound to think that their lord is crazy, but that's normal with the kings, isn't it? The future will decide whatever Brian Boru is capable of uniting Albion or not, but it is highly unlikely because the tribes hate each other just as much as they hate their enemies. Brian Boru may be included in your army by paying the point cost indicated.
He must be your general and thus you may not include any other Celtic lord character.
Profile M WS BS S T W I A LD
Brian Boru 4 6 6 4 4 3 6 4 10
WEAPONS/ARMOR: Brian wears heavy armor and carries a shield. He is armed with a sword.
MAGIC ITEMS: Brian Boru may carry up to three magic items.
MAY RIDE: Brian Boru may ride a barded warhorse(+7 points) or a monster.
SPECIAL RULES: Brian Boru is a master strategist, schooled by the Norran Warmasters in every manner of tactical knowledge. If your army includes Brian Boru you may add +1 to the score determining who will have the first turn.