Goldfire Campaign Rules
Under the leadership of the Dannan and their High Priestess Eiya, the Aryidannan tribes
have launched a two pronged offensive. The Dannan have struck south, taking even their
compatriots by surprise, leaving the other tribes to fight the growing numbers of
Fae and Sidhe.
Goldfire will contain the campaign rules for Aryiki. Specifically it will include:
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Unit Experience: The more battles a Unit fights in
the better it and more feared it becomes.
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Advanced Heroine rules: Ransoms, wounding and becoming
more powerful.
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Fortifications and assaults: Both sides have strongpoints,
hedge or wood palisaides that have to be captured.
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Strategic movement: Scales maps of the west spur of
Tautha marked with settlements, Groves and special locations.
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Resource control: Each tribe has a finite source of
recruits and equipment. Covers training, casualty replacement and supplies.
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Tribe morale: With each victory the tribe continue
the struggle vigorously, or after a string of defeats want to sue for peace.
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New Damsel types and Heroines.
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New Damsel special attributes.
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New Unit and Heroine items, and Spells.
Below are some samples that can be used in games:
Wild Hunt
The invasion of the forests by a combined Aryidannan army under a Sparkerei Princess
has greatly angered the Fae. Without consent of the Tautha War Council, firebrand
Fae have banded together and called a Wild Hunt.
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Damsel Type
|
M
|
A
|
D
|
H
|
Notes
|
Fig
|
Base
|
|
Wild Hunt |
6 + D6 per movement phase |
* |
* |
* |
Mtd, F, Witch 1, Glamour 2 |
1-6 |
8 x 6 |
The Wild Hunt is a powerful combining of Fae spirit forces. The more Fae there are
in the hunt, the stronger it is. For every Stand in the Hunt, A is equal to that number,
and D and H half (rounded up).
Example: If a Wild Hunt contains eight Stands, each Stand is A8 D4 H4. During
the battle two Stands are destroyed in the same turn, the next turn each Stand will
be A6 D3 H3.
The Wild Hunt cannot be used in any other army, even a Fae Tautha army. It can only
have Wild Hunt Stands.
Each Wild Hunt stand is its own Unit and so must be destroyed to Rout.
Aryiki Cultists
Wielding total control over the Danna tribe, High Priestess Eiya has taken the cream
of the tribe's youth and indotrcinated them into the Aryiki Cult. Girls with strong
physique are trained in the Arts of War and are formed into their own corps of Hoplites
separate from the rest of the army. The more intelligent Acolytes watch over the morale
of the regular troops and report back any grumbling to their Priestess.
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Damsel Type
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M
|
A
|
D
|
H
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Notes
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Fig
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Base
|
|
Cultist Hoplites |
3 |
4 |
4/5 |
4 |
Spear
F, Glamour 1* |
4 |
8 x 3 |
|
Cultist Acolytes |
4 |
3 |
2 |
3 |
F, R, Glamour 1* |
3 |
8 x 3 |
*only vs other Aryidannan.
Tautha Armaments
The Sidhe and Tir Tautha have found their their damsels are no match for the heavily
armoured Hoplites in open battle; their large shields and helmets make them almost
impregnible against arrows and javelins. During the short Wet season the Tautha have
quickly created new weapons that will help them defeat the Aryidannan.
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Damsel Type
|
M
|
A
|
D
|
H
|
Notes
|
Fig
|
Base
|
|
Tir Phalanx |
3 |
4 |
2 |
4 |
Pike |
4 |
8 x 3 |
|
Gaeas Maidens |
5 |
4 |
2 |
4 |
Tommahawk, R |
4 |
8 x 3 |
Tentac Swamp army
The crossing of large numbers of Tir maidens through the Tentac Delta has infuriated
the Tentac. Their army, usually kept close to their hidden capital has now started
roaming the delta to find and kill the tresspassers.
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Type
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M
|
A
|
D
|
H
|
Notes
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Fig
|
Base
|
|
Crocodiles |
6 |
4 |
3 |
3 |
M, R |
3 |
8 x 6 |
|
Crocodile Riders |
6 |
4/2 |
4 |
4 |
M, Mtd, R, Javelin 6", Riders are Handlers |
2 |
8 x 6 |
Abilities
F: Fanatic. All Stands in the Unit must be killed before the Unit
Routs.
Pike: A supporting Stand of Pike gives A+2/+0. A third and fourth
rank give A+1+/+0 each. Any number of supporting Pike give D+1/+1 in total (not each).
Tommahawk: If Stand moved into close combat and 3" or more, the Stand
gets A+1 per Fig for that phase only (Sidhe).
Items
Tropies: Target a friendly Unit and an enemy tribe. All Units of
targeted tribe must move towards the targeted Unit at all movement unless an enemy
is 6" or closer, or the Unit has been shot at last turn (All Tautha, Tentac, Dannan
Cultists). P5.
Barbed or poisoned arrow heads: Target a friendly Unit. Each Stand
in that Unit armed with any kind of Bow gets A+0/+1. P5
Heart Freeze: Witch Spell. Target an enemy Stand. Roll D6 per Fig.
On a 5+ Stand takes a Hit. Stand does not get pushed back but can be destroyed. These
Hits remain until the end of the turn and so if the Stand takes other hits in shooting
or close combat they count against it. P5.
Aryiki's Blessing: Sorcerress Spell. Target a friendly Stand. Roll
D6 per Hit taken after all hits have been resolved. On a 5+ the Hit is cancelled.
P5, P2 for Priestesses.
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