Index
Core Rules
Army Lists
Scenarios
Gallery
Articles
Contact
Battles
Links
Forums
R&D
Tactics
Store

Sidhe Ravers

Drums beat, hearts pounded, sweat poured, feet stomped. On the grass, on the earth, in the air. Hair shook, bodies rolled, hands waved, throats cried. Faces hidden by masks. Bodies naked to the soul.

Sidhe Ravers are special maidens who have the mystic ability to communicate with the Goddesses of the Tautha by entering a trance after hours of continious dancing. The few maidens which are entered into the sect are treated with honour and perform in nearly all the major Tautha religious festivals. The maiden's faces are always masked, even when they are not dancing - as avatars of the Goddesses they are no longer Tautha themselves, but divine vessels. The colour of the mask represents the nature of the Goddess the Raver is in communication with. Orange masks like those shown here are for the Goddesses of anger and war.

In Battle

Ravers are different to other Stands in an Aryiki game and so they can only be played using the Heroine Rules. Instead of representing two to four maidens, a Raver Stand is only one Raver maiden who has entered into her trance and has become a channeling avatar for a Goddess. Her profile is:

Damsel M A D H Notes P Base Fig Min Max U

Raver

6 

Raver, Nv

7

4 x 3 

0

3

1

Despite being from the Sidhe tribe, Tir armies can have Ravers as well for 8 points each.

Raver: Stand must always follow up each push-back, even if a support. It passes through any Stands it supported. Stand can support any other Stand or column of supporting Stands with its full A. The Stand does not count as a Unit for Army Morale.


Javelineers (A3/2) are in melee against Peltae (A4). The Ravers are in support adding A+2 to the Javelineers.


The Tautha win and the Peltae are pushed back 2 depths. The Ravers must roll to follow up all push backs and do so. The Javelineers don't have to follow up instead.