THE INISFAIL ARMY

by Tom Setzer and Erik Setzer

In the time of the Great Elf-Dwarf Wars, our ancestors left our tribal lands, the lands of the Melisiens, in the peninsula now known to man as Estalia. They gathered together a great fleet on the northern shore, and they loaded into it all that they were. Every man, woman, and child, every baern, every maid, every youth, every warrior, every matron, every grandfather, every grandmother, even to the oldest crone. Also into the ships they loaded therein their cattle, horses, the great hounds, and the beasts of burden. They took into the ships all of their household goods, all of their foodstocks, the great treasures of the people. They took with them their weapons and their armour.

They gathered to them all of the great Draoi, and they set forth.

They sailed north through the dark and driving seas, led by the Bard Amorgen, beset by nine mighty waves.

They sailed north past the land of Alba and through the hedge of mists, to this green land Inisfail, to this isle Man sings of in songs and tells of in legends, this land Eriu, Eire.

When our ancestors first came to this land, they found it inhabited by a race of shining Elves, a race of giant men called the Firbolg, and in the north of the land and in the hidden places there lived the foul Beastmen, the Fomori.

When our ancestors first arrived upon these shores, those three races were locked in a struggle for dominance of the land. Our ancestors joined with the Elves and later with the Firbolg to drive the foul Fomori from this land.

The struggle was long and hard, taking more than a full generation of or ancestors to complete.

They fought from their original landing place, from the white cliffs of the shore to the inland meadows to the mighty forests to the upland crags, and unto the frozen peaks of the north. They fought hard and they fought well, with many a grand hero rising to the occasion, and many were the fallen.

When the struggle was done, there was a great rejoicing throughout the land, but the struggle had taken its toll. Few were the Firbolg that remained, and fewer still the grand Elves, as neither race is a proliferate race. The Elves withdrew to the grand forests, and the Firbolg to the upland meadows and to the high crags to live in seclusion, and to hopefully live in peace.

Before the Elves withdrew to their hidden places, they gave into the keeping of the Ard Rhi the Lia Fail, the Stone of Destiny, which they brought to the Hill of Tara. They placed it upon the dais of the throne, and when the True King stands upon it, it screams a scream that is heard through all the Realm. The great Elven warrior Gorias brought forth the Great Gae Bolga, the spear Answerer, and Findias, the Elven Warrior Bard gave unto the King the great Elven sword Aelbrand. The Druid Mirias gave into the keeping of the Ard Rhi the Cauldron of Plenty, and they placed upon the Ard Rhi's head the Copper Crown of Anglar. These are the great treasures of the people of this land Inisfail.

 

INISFAIL ARMY SELECTOR

TROOP Type Attacks Hits Armour Command Unit Size Points Min/Max Special

Swordsmen Infantry 3 3 5+ - 3 60 2/- -
Youths Infantry 3/1 (15cm) 3 6+ - 3 60 -/2 -
Fianns Infantry 3 3 5+ - 3 75 1/- 1
Huntsmen Infantry 3/1 (30cm) 3 6+ - 3 110 -/1 2
Chariots Chariots 3 3 5+ - 3 110 -/1 1
Sword Maidens Infantry 3 3 5+ - 3 95 -/1 1, 3
Galloglaes Infantry 3 3 6+ - 3 65 -/2 1
Gaels Infantry 3 3 6+ - 3 45 -/2 -
Firbolg Infantry 4 4 5+ - 3 110 -/1 -
Hounds Cavalry 3 3 0 - 3 30 -/2 -
General General +2 - - 10 1 155 1 -
Hero Hero +1 - - 8 1 80 -/1 -
Warrior Bard Hero +1 - - 8 1 120 -/1 4
Firbolg Hero Hero +2 - - 8 1 120 -/1 -
Druid Wizard +0 - - 8 1 100 -/1 5
Dragon Monstrous Mount +3 - - - 1 +100 -/1 6
Griffon Monstrous Mount +2 - - - 1 +80 -/1 7
Hippogriff Monstrous Mount +2 - - - 1 +80 -/1 8
Wyvern Monstrous Mount +2 - - - 1 +80 -/1 9
Pegasus Monstrous Mount +2 - - - 1 +20 -/1 10
Giant Eagle Monstrous Mount +2 - - - 1 +20 -/1 11
Chariot Chariot Mount +1 - - - 1 10 -/1 12

Special rules

1. Fianns, Sword Maidens, Chariot Warriors, and Galloglaes.  Many of Inisfail's warriors are masters of close combat.   They add +1 to any rolls to hit in close combat.

2. Huntsmen.   Huntsmen are skirmishers, with a loose formation, making them harder to hit with ranged and melee attacks.  Any roll to hit the Huntsmen, whether with missile attacks or melee attacks, is at a -1 to hit.

Huntsmen may also infiltrate, allowing them to sneak up on the enemy before the start of the battle.  They are allowed to set up anywhere on the table at the start of the game, as long as they are at least 30cm from any enemy unit and not inside the opposing army's deployment zone.

3.  Sword Maidens.  Sword Maidens use a complex sword dance to avoid incoming blows, whether from melee attacks or missile attacks.  They are always allowed to make their 5+ save, and it is never modified.

Sword Maidens are also skirmishers, with a loose formation, making them harder to hit with ranged and melee attacks.  Any roll to hit the Sword Maidens, whether with missile attacks or melee attacks, is at a -1 to hit.

4. Warrior Bards.  Warriors Bards are good at inspiring troops in the middle of a battle.  Any units within 20cm of a Warrior Bard may reroll any failed Command checks.

5. Druids.  Druids use High Elf spells.  Druids may attempt to dispel any spell cast by an opposing Wizard.  Roll a D6.  On a roll of 6, the spell has no effect.

6. Dragon.  Generals, Wizards, and Heroes may ride Dragons.  A Dragon can fly, so its rider's Move is increased to 100cm.   An extra +3 Attacks are added to those of the character.  A Dragon mount can breather fire if the character has joined a unit but isn't in combat.  A Dragon riddern by a character can't breathe fire if it is not part of a unit.  Any unit which includes a Dragon riding character causes terror in their enemies.

Dragon Fire:  Dragons have a special shooting attack - they can breathe fire!  This applies to Dragons ridden by characters that have joined a unit of troops.  Dragon fire works as follows.  The fire breath has a range of 20cm.  Breath can be directed against one target as normal and has 3 Attacks that are worked out in the usual way.

7. Griffon.   Generals, Wizards and Heroes may ride a Griffon.  A Griffon can fly, increasing its rider's Move from 60cm to 100cm, and it adds +2 Attacks to those of its rider.  A unit which includes a Griffon rider causes terror in its enemies.

8. Hippogriff.  Generals, Wizards and Heroes may ride a Hippogriff.  A Hippogriff can fly, increasing its rider's Move from 60cm to 100cm, and it adds +2 Attacks to those of its rider.  A unit which includes a Hippogriff rider causes terror in its enemies.

9. Wyvern.  Generals, Wizards and Heroes may ride a Wyvern.  A Wyvern can fly, increasing its rider's Move from 60cm to 100cm, and it adds +2 Attacks to those of its rider.  A unit which includes a Wyvern rider causes terror in its enemies.

10. Pegasus.  Generals, Wizards and Heroes may ride a Pegasus.  A Pegasus can fly, increasing its rider's Move from 60cm to 100cm, and it adds +2 Attacks to those of its rider.

11. Giant Eagle.  Generals, Wizards and Heroes may ride a Giant Eagle.  An Eagle can fly, increasing its rider's Move from 60cm to 100cm, and it adds +2 Attacks to those of its rider.

12. Chariot.  A General, Wizard, or Hero can ride a chariot.  The character riding a chariot adds +1 to his Attacks.


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