Albann

The Roaming Court #

Cadoc has 50 Fame and 40 Glory. The Royal Guard have 35 Glory and always fight in Groups of 10 worth 8 points.

If using the Routine Procedures, the forces of the Roaming Court are Bold unless facing an enemy including Druids, which makes them Ferocious.

Cadoc #

Cadoc fights beside a Group of Royal Guard as Captain. He has the Fame traits Likable, Willing, Brave, and Charismatic. When joined to the Royal Guard, the Group rolls 16d6 to hit, has +4 when testing Resolve, and the Unbreakable Byname. When Duelling, Cadoc rolls 8d6 to hit.

ModeMEMOMIFSRTTraits
Royal Guard5+ / 4+ / 5+5+ / 6”6+ / 5+ / 6”164+3Druid-Foe, Shieldwall
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / -84+3-

Royal Guard #

The Royal Guard Groups not joined by Cadoc have the Hounds Byname.

MEMOMIFSRTTraits
5+ / 4+ / 5+5+ / 6”6+ / 5+ / 6”124+3Druid-Foe, Shieldwall

Flodaigh #

The Unnamed Warrior has 0 Fame and 50 Glory. They fight as a Champion and roll 12d6 to hit.

If using the Routine Procedures, the Unnamed Warrior is Ferocious.

MEMOMIFSRTTraits
4+ / 4+ / 4+5+ / 8”6+ / 5+ / -84+3Champion, Challenger, Reckless

Sanndraigh #

Baeddan has 35 Glory. Bedwyr has 45 Glory. Esni has 45 Glory. Cei has 60 Glory.

If using the Routine Procedures, the forces of Sanndraigh are Ferocious.

Baeddan #

Baeddan fights as a Champion and rolls 12d6 to hit (8d6 when Duelling).

ModeMEMOMIFSRTTraits
Duelling5+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”84+3Champion, Shield-Bash, Unfeeling
Skirmishing5+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”164+3Champion, Shield-Bash, Unfeeling
Shield-Bash
Activate (5+) to Attack, hitting on 4+. Until their next activation, –1 T.

Bedwyr #

Bedwyr fights as a Champion and rolls 15d6 to hit (10d6 when Duelling).

ModeMEMOMIFSRTTraits
Duelling5+ / 5+ / 5+5+ / 10”-104+3Champion, Charge, Unfeeling
Skirmishing5+ / 5+ / 5+5+ / 10”-204+3Champion, Charge, Unfeeling
Charge
When mounted and not Duelling, activate (5+) to Attack an enemy at least 6” away, hitting on 4+.

Esni #

Esni fights as a Champion and rolls 20d6 to hit (15d6 when Duelling).

ModeMEMOMIFSRTTraits
Duelling5+ / 5+ / 5+5+ / 6”-104+3Champion, Kick Sand, Unfeeling
Skirmishing5+ / 5+ / 5+5+ / 6”-204+3Champion, Kick Sand, Unfeeling
Kick Sand
Activate (7+) to blind an adjacent enemy Group. Until they clear the sand from their eyes (activate to do so on 4+), they reroll all hits and successful activations.

Cei #

Cei fights as a Champion and rolls 21d6 to hit (14d6 when Duelling).

ModeMEMOMIFSRTTraits
Duelling5+ / 5+ / 5+5+ / 8”-144+3Champion, Unfeeling
Skirmishing5+ / 5+ / 5+5+ / 8”-284+3Champion, Unfeeling

Lothing #

The fighters of Lothing have no Captain, 0 Fame, and 0 Glory. The fight in Groups of 5.

If using the Routine Procedures, the forces of Lothing are Cautious.

MEMOMIFSRTTraits
6+ / 5+ / 5+5+ / 8”6+ / 5+ / -45+1Elusive, Nimble

Mhealasta #

Bheithir has 0 Fame and 100 Glory.

If using the Routine Procedures, Bheithir is Bold.

MEMOMIFSRTTraits
3+ / 3+ / 3+5+ / 16”6+ / 5+ / -185+6Breathe Flame, Move Freely
Breathe Flame
Bheithir may activate (7+) targeting a Group within 6”. Roll 12d6 to hit (6d6 if Bloodied) on 4+, ignoring T.

Dead Meadery #

The Latin Gnoll has 10 Fame, 20 Glory. The Pictish Gnolls have 5 Fame and 15 Glory. The Norsefolk Gnolls have 0 Game and 10 Glory. All fight as Champions and roll 6d6 to hit.

If using the Routine Procedures, the Gnolls are Guarded.

NameMEMOMIFSRTTraits
Latin5+ / 5+ / 5+5+ / 6”6+ / 5+ / -64+4Champion, Challenger
Norsefolk5+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”64+2Champion, Challenger
Pictish5+ / 5+ / 5+5+ / 8”6+ / 5+ / -64+1Champion, Challenger

Caelkirk #

Lutrin has 15 Fame and 30 Glory. The Footmen have 10 Glory. The Skirmishers have 5 Glory and always fight in Large Groups. The Horsemen have 20 Glory. the Karvi have 10 Glory. The Boats have 0 Glory.

If using the Routine Procedures, the forces of Caelkirk are Ferocious.

Lutrin #

Lutrin fights beside a Group of Horsemen as Captain. He has the Fame traits Competent and Clever. When joined to the Horsemen, the Group rolls 17d6 to hit and have +5 when testing Resolve. When Duelling, Lutrin rolls 10d6 to hit.

ModeMEMOMIFSRTTraits
Horsemen5+ / 4+ / 5+5+ / 12”-114+3Defiant
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / -104+3-

Eanverness #

Coblaith has 35 Fame and 20 Glory. The Armoured Footmen have 25 Glory. The Footmen have 10 Glory. The Skirmishers have 5 Glory and always fight in Large Groups. The Horsemen have 35 Glory. The Karvi have 10 Glory. The Boats have 0 Glory.

If using the Routine Procedures, the forces of Eanverness are Guarded.

Coblaith #

Coblaith fights beside a Group of Armoured Footmen as Captain. She has the Fame traits Competent, Likable, and Charismatic. When joined to the Armoured Footmen, the Group rolls 17d6 to hit and have +5 when testing Resolve. When Duelling, Coblaith rolls 15d6 to hit.

ModeMEMOMIFSRTTraits
Armoured Footmen5+ / 4+ / 5+5+ / 6”6+ / 5+ / 6”174+3Druid-Foe, Shieldwall
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / -104+3-

Corrimony #

James has 3 Fame and 5 Glory. The Skirmishers have 0 Glory and always fight in Small Groups. The dogs have 0 Glory and fight in groups of 8 worth 4 points.

If using the Routine Procedures, the forces of Corrimony are Cautious.

James #

James fights as a Champion and rolls 4d6 to hit (6d6 when Shooting).

NameMEMOMIFSRTTraits
James5+ / 6 / 65+ / 8”6+ / 5+ / 18”44+1Shepherd
Dogs5+ / 4+ / 66+ / 12”-64+1Reckless, Nimble
Shepherd
James may activate (7+) to command all Groups of Dogs within 18” to Move or Attack without needing to activate themselves.

Rhyndwyrm #

The Rhyndwyrm has 0 Fame and 50 Glory. It rolls 12d6 to hit.

If using the Routine Procedures, the Rhyndwyrm is Ferocious.

MEMOMIFSRTTraits
5+ / 3+ / 66+ / 10”-143+2Legged-Bane, Reckless, Vicious

Methven #

The Footmen have no Captain, 5 Fame, and 25 Glory. Both Groups have the Cloud of Steel Byname, roll 18d6 to hit when Shooting, and carry longbows (increasing range to 12”).

If using the Routine Procedures, the forces of Methven are Guarded.

Rpthrglen #

Howar has 3 Fame and 5 Glory. The Footmen have 5 Glory. The Skirmishers have 0 Glory and always fight in Small Groups.

If using the Routine Procedures, the forces of Rpthrglen are Bold.

Howar #

Howar fights as a Champion and rolls 6d6 to hit.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / -64+1Champion, Challenger

Deserter Camp #

Crummock has 4 Fame and 5 Glory. The Footmen have 5 Glory.

If using the Routine Procedures, the Deserters are Cautious.

Crummock #

Crummock fights as a Champion and rolls 8d6 to hit.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 12”84+1Champion, Challenger

Wyvern Lair #

The Wyvern has 0 Fame, 25 Glory, and rolls 12d6 to hit.

If using the Routine Procedures, the Wyvern is Ferocious.

MEMOMIFSRTTraits
5+ / 4+ / 66+ / 12”-124+3Move Freely, Reckless, Vicious

Dun Dulnadd #

Drest has 20 Fame and 30 Glory. The Armoured Footmen have 20 Glory. The Skirmishers have 5 Glory. The Horsemen have 30 Glory. The Karvi have 10 Glory.

If using the Routine Procedures, the forces of Dun Dulnadd are Ferocious.

Drest #

Drest fights beside a Group of Horsemen as Captain. He has the Fame traits Willing and Brave. When joined to the Horsemen, the Group rolls 16d6 to hit and have +4 when testing Resolve. When Duelling, Drest rolls 12d6 to hit.

ModeMEMOMIFSRTTraits
Horsemen5+ / 4+ / 5+5+ / 12”-104+3Defiant
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / -84+3-

Arboreal Palace #

The Dryad has 5 Fame and 10 Glory. The Orcs have 7 Glory and fight in Groups of 5 worth 2 points. The Picts have 3 Glory and fight in a Group of 5 worth 1 points.

If using the Routine Procedures, the forces of the Arboreal Palace are Bold.

The Dryad fights as a Champion. All roll 6d6 to hit.

GroupMEMOMIFSRTTraits
Dryad5+ / 5+ / 5+5+ / 8”-64+2Nimble
Orcs6+ / 5+ / 65+ / 8”-45+1Nimble
Picts6+ / 5+ / 65+ / 8”-45+1Nimble

Marlfagh #

The forces of Marlfagh have no Captain and 0 Fame. The Footmen have 5 Glory. The Skirmishers have 0 Glory and always fight in Small Groups.

If using the Routine Procedures, the forces of Marlfagh are Guarded.

Tonintoul #

The forces of Tonintoul have no Captain and 0 Fame. The Skirmishers have 0 Glory and always fight in Small Groups.

If using the Routine Procedures, the forces of Tonintoul are Cautious.

Contin #

Seonaid has 5 Fame and 15 Glory. The Footmen have 10 Glory. The Skirmishers have 5 Glory and always fight in Small Groups.

If using the Routine Procedures, the forces of Contin are Guarded.

Seonaid #

Seonaid fights as a Champion and rolls 6d6 to hit.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 6”6+ / 5+ / -64+2Champion, Challenger

Occupied Fort #

The Commander has 10 Fame and 20 Glory. The Orcs have 15 Glory and fight in Groups of 10 worth 5 points each.

If using the Routine Procedures, the orcs led by the Commander are Bold.

The Commander fights as a Champion and rolls 9d6 to hit. He has the Fame traits Competent and Brave.

GroupMEMOMIFSRTTraits
Archer6+ / 4+ / 5+5+ / 8”6+ / 5+ / 12”144+2-
Commander5+ / 4+ / 5+5+ / 8”5+ / 5+ / -64+3-
Warband6+ / 4+ / 5+5+ / 8”6+ / 5+ / 6”144+2Reckless

First Fortress #

Unless the Commander returns, the Orcs have 0 Fame and no Captain. The elder Orcs have 20 Glory and fight in Groups of 10 worth 7 points each. The other orcs have 15 Glory and fight in Groups of 10 worth 5 points each.

If using the Routine Procedures, the orcs not led by the Commander are Ferocious.

GroupMEMOMIFSRTTraits
Archer6+ / 4+ / 5+5+ / 8”6+ / 5+ / 12”144+1-
Elders5+ / 4+ / 5+5+ / 8”5+ / 5+ / -184+2Shieldwall
Warband6+ / 4+ / 5+5+ / 8”6+ / 5+ / 6”144+2Reckless, Shieldwall

Dun Morbhaidh #

Tharain has 15 Fame and 25 Glory. The Armoured Footmen have 15 Glory. The Footmen have 10 Glory. The Skirmishers have 5 Glory and always fight in Large Groups. The Horsemen have 30 Glory.

If using the Routine Procedures, the forces of Dun Morbhaidh are Ferocious.

Tharain #

Tharain fights beside a Group of Horsemen as Captain. He has the Fame traits Willing and Brave. When joined to the Horsemen, the Group rolls 16d6 to hit and have +4 when testing Resolve. When Duelling, Tharain rolls 12d6 to hit.

ModeMEMOMIFSRTTraits
Horsemen5+ / 4+ / 5+5+ / 12”-104+3Defiant
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / -84+4-

Trimontium #

Irb has 3 Fame and 0 Glory. Áine has 10 Glory. The Footmen have 5 Glory. The Skirmishers have 0 Glory.

If using the Routine Procedures, the forces of Trimontium are Ferocious.

Irb #

Irb fights beside a Group of Footmen as Captain. When joined to the Footmen, the Group rolls 13d6 to hit and have +1 when testing Resolve. When Duelling, Irb rolls 2d6 to hit.

ModeMEMOMIFSRTTraits
Footmen6+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”134+2Defensive, Shieldwall
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / -84+1-

Áine #

Áine fights as a champion and rolls 6d6 to hit.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / -64+1Champion, Challenger

Cuimridh #

Oswiu has 15 Fame and 20 Glory. The Footmen have 10 Glory. The Skirmishers have 5 Glory and always fight in Large Groups.

If using the Routine Procedures, the forces of Cuimridh are Guarded.

Oswiu #

Oswiu fights beside a Group of Footmen as Captain. He has the Fame trait Competent. When joined to the Footmen, the Group rolls 14d6 to hit and have +2 when testing Resolve. When Duelling, Oswiu rolls 4d6 to hit.

ModeMEMOMIFSRTTraits
Footmen6+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”144+2Defensive, Shieldwall
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / -44+4-

Guthram #

Darlugdach has 25 Fame and 35 Glory. Birger has 25 Glory. The Armoured Footmen have 20 Glory. The Skirmishers have 10 Glory. The Karvi have 25 Glory. The Boats have 5 Glory.

If using the Routine Procedures, the forces of Guthram are Bold.

Darlugdach #

Darlugdach fights as a Champion and rolls 15d6 to hit. She has the Fame traits Competent, Lucky, and Passionate.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 6”6+ / 5+ / -104+2Champion, Challenger

Birger #

Birger fights as a Champion and rolls 6d6 to hit.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 6”6+ / 5+ / 12”64+2Champion, Challenger

Hunger Manse #

The Ghouls have no Captain, 0 Fame, 5 Glory, and fight in Groups of 4.

If using the Routine Procedures, the Ghouls are Ferocious.

MEMOMIFSRTTraits
5+ / 4+ / 5+5+ / 8”-64+2Reckless, Vicious

Crumbling Tower #

Mergyl has 5 Fame and 0 Glory. Mergyl fights as a Champion and rolls 6d6 to hit.

If using the Routine Procedures, the Mergyl is Cautious.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / -64+1Champion, Challenger

Surface Caverns #

The nameless creature has 0 Fame and 40 Glory. It rolls 8d6 to hit.

If using the Routine Procedures, the nameless creature is Bold.

MEMOMIFSRTTraits
5+ / 4+ / 66+ / 12”-164+2Nimble, Reckless

Driven Warrior #

Ortor has 0 Fame and 5 Glory. He fights as a Champion and rolls 4d6 to hit.

If using the Routine Procedures, Ortor is Bold.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / -44+2Champion, Challenger

Brychdyn #

Blethyn has 3 Fame and 15 Glory. Ednyfed has 5 Glory. The Horsemen have 10 Glory.

If using the Routine Procedures, the forces of Brychdyn are Cautious.

Blethyn #

Blethyn fights beside a Group of Horsemen as Captain. When joined to the Horsemen, the Group rolls 14d6 to hit and have +2 when testing Resolve. When Duelling, Blethyn rolls 4d6 to hit (6d6 when Shooting).

ModeMEMOMIFSRTTraits
Horsemen5+ / 4+ / 5+5+ / 12”-84+2Defiant
Duelling5+ / 5+ / 5+5+ / 8”6+ / 5+ / -44+2-

Ednyfed #

Ednyfed fights beside a Group of Horsemen. When joined to the Horsemen, the Group rolls 13d6 to hit and have +1 when testing Resolve. When Duelling, Ednyfed rolls 2d6 to hit.

ModeMEMOMIFSRTTraits
Horsemen5+ / 4+ / 5+5+ / 12”-74+2Defiant
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / -24+2-

Dun Bedale #

The forces of Dun Bedale have no captain and 0 Fame. The Footmen have 5 Glory. The Skirmishers have 0 Glory.

If using the Routine Procedures, the forces of Dun Bedale are Incompetent.

Salt-Rimed Thomas #

Thomas has 0 Fame and 30 Glory. He rolls 20d6 to hit.

If using the Routine Procedures, Thomas is Bold.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 10”6+ / 5+ / -204+2-

Rhaglan #

Siôn has 5 Fame and 15 Glory. The Horsemen have 10 Glory. The Skirmishers have 0 Glory and always fight in Small Groups.

If using the Routine Procedures, the forces of Rhaglan are Bold.

Siôn #

Siôn fights beside a Group of Horsemen. When joined to the Horsemen, the Group rolls 15d6 to hit and have +3 when testing Resolve. When Duelling, Siôn rolls 6d6 to hit.

ModeMEMOMIFSRTTraits
Horsemen5+ / 4+ / 5+5+ / 12”-94+2Defiant
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / 12”24+1-

Carchar y Ymwelydd #

The Green Slime has 0 Fame and 60 Glory.

If using the Routine Procedures, the Green Slime is Ferocious.

MEMOMIFSRTTraits
-4+ / 8”-204+2Consume, Jelly, Unfeeling
Consume
If the Group starts or ends its turn adjacent to a Group, is Attacked by a Group, or Moves over a Group, roll 12d6 and hit on 3+, ignoring T.
Jelly
The Group can’t be hurt by Attacking or Shooting (don’t roll to hit). The Group ignores all Groups and terrain while Moving, except to Consume them.

Desecrated Barrows #

The Wraiths have no Captain and 25 Fame. The Wraiths have 40 Glory. The Zombies have 25 Glory and fight in Groups of 5 worth 5 points.

If using the Routine Procedures, the forces of the Desecrated Barrows are Ferocious.

Each Wraith fights as a Champion and rolls 8d6 to hit. The Zombies roll 6d6 to hit.

GroupMEMOMIFSRTTraits
Wraith5+ / 5+ / 5+5+ / 8”-44+1Incorporeal, Reckless, Unfeeling
Zombie5+ / 4+ / 5+5+ / 6”-84+2Unfeeling
Incorporeal
The Group can’t be hurt by Attacking or Shooting (don’t roll to hit) unless the weapons are silver or magic.

Auld Emyr #

Emyr has 0 Fame and 35 Glory. He rolls 18d6 to hit.

If using the Routine Procedures, Emyr is Bold.

MEMOMIFSRTTraits
5+ / 4+ / 66+ / 10”-183+4Reckless

Treorci #

Donnchadh has 5 Fame and 15 Glory. The Footmen have 5 Glory. The Skirmishers have 0 Glory. The Boats have 0 Glory.

If using the Routine Procedures, the forces of Treorci are Guarded.

Donnchadh #

Donnchadh fights beside a Group of Footmen as Captain. He has the Fame trait Willing. When joined to the Footmen, the Group rolls 15d6 to hit and have +3 when testing Resolve. When Duelling, Donnchadh rolls 6d6 to hit.

ModeMEMOMIFSRTTraits
Footmen6+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”154+2Defensive, Shieldwall
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / 12”44+2-

Centaur Grove #

The Centaurs have no Captain, 0 Fame and 30 Glory. They fight as Champions and roll 12d6 to hit.

If using the Routine Procedures, the Centaurs are Bold.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 10”-84+2Charge, Defiant
Charge
Activate (5+) to Attack an enemy at least 6” away, hitting on 4+.

Maeyfed #

Cathan has 0 Fame and 7 Glory. Seren has 3 Fame and 10 Glory. The Footmen have 5 Glory. The Skirmishers have 0 Glory and always fight in Small Groups.

If using the Routine Procedures, the forces of Maeyfed are Cautious.

Cathan #

Cathan fights as a Champion and rolls 4d6 to hit (6d6 when Shooting).

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 18”44+1Champion, Challenger

Seren #

Seren fights as a Champion and rolls 6d6 to hit.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 12”64+2Champion, Challenger

Eightfold Sacrifice Returned #

The Mummies have 0 Fame and 20 Glory. They fight as Champions and roll 10d6 to hit.

If using the Routine Procedures, the Mummies are Ferocious.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 6”-104+3Chained, Unfeeling
Chained
The Group can never move more than 3” from other Chained Groups.

The Ringfort #

Bo has 5 Fame and 25 Glory. The Armoured Footmen have 15 Glory. The Footmen have 10 Glory. The Horsemen have 20 Glory. The Skirmishers have 5 Glory. The Karvi has 10 Glory.

If using the Routine Procedures, the forces of the Ringfort are Guarded.

Bo #

Bo fights beside a Group of Armoured Footmen as Captain. He has the Likable Fame trait. When joined to the Armoured Footmen, the Group rolls 16d6 to hit and have +4 when testing Resolve. When Duelling, Bo rolls 8d6 to hit.

ModeMEMOMIFSRTTraits
Armoured Footmen5+ / 4+ / 5+5+ / 6”6+ / 5+ / 6”164+3Shieldwall
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / 6”84+3-

Ylmo, The Last Bear #

Ylmo has 10 Fame and 75 Glory. She rolls 14d6 to hit.

If using the Routine Procedures, Ylmo is Cautious.

MEMOMIFSRTTraits
5+ / 3+ / 5+6+ / 10”-283+3-

Cernyff #

Llwelyn has 20 Fame and 30 Glory. The Armoured Footmen have 25 Glory. The Footmen have 10 Glory. The Horsemen have 30 Glory. The Skirmishers have 5 Glory. The Karvi have 15 Glory. The Boats have 0 Glory.

If using the Routine Procedures, the forces of Cernyff are Bold.

Llwelyn #

Llwelyn fights beside a Group of Armoured Footmen as Captain. He has the Fame traits Willing and Likable. When joined to the Armoured Footmen, the Group rolls 15d6 to hit and have +3 when testing Resolve. When Duelling, Llwelyn rolls 6d6 to hit.

ModeMEMOMIFSRTTraits
Armoured Footmen5+ / 4+ / 5+5+ / 6”6+ / 5+ / 6”174+3Shieldwall
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / -104+3-

Elfhome #

The Elves have no Captain, 0 Fame, and 0 Glory. They fight as Champions and roll 2d6 to hit.

If using the Routine Procedures, the Elves are Incompetent.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 12”44+1Champion, Challenger, Nimble

Llanisien #

Carys has 3 Fame and 5 Glory. The Footmen have 5 Glory. The Skirmishers have 0 Glory.

If using the Routine Procedures, the forces of Llanisien are Bold.

Carys #

Carys fights as a Champion and rolls 4d6 to hit.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”44+2Champion, Challenger

Rhydaman #

The forces of Rhydaman have no Captain and 0 Fame. The Footmen have 5 Glory. The Skirmishers have 0 Glory and always fight in Small Groups.

If using the Routine Procedures, the forces of Rhydaman are Cautious.

Drych #

The forces of Drych have no Captain and 0 Fame. The Footmen have 0 Glory. The Dopplegangers have 10 Glory and fight as Footmen in Groups of 10 with 24 FS worth 8 points.

If using the Routine Procedures, the forces of Drych are Guarded.

Jork / Eoforwic, capital of Hwicce #

Ulfr has 40 Fame and 50 Glory. The Armoured Footmen have 30 Glory. The Skirmishers have 15 Glory. The Karvi have 35 Glory. The Boats have 5 Glory.

If using the Routine Procedures, the forces of Jork are Bold.

Ulfr #

Ulfr fights beside a Group of Armoured Footmen as Captain. He has the Fame traits Likable, Competent, and Generous. When joined to the Armoured Footmen, the Group rolls 17d6 to hit, have +5 when testing Resolve, and have the Berserk Bane Byname (+5 to Attack a Champion, +5d6 to hit them). When Duelling, Ulfr rolls 10d6 to hit.

ModeMEMOMIFSRTTraits
Armoured Footmen5+ / 4+ / 5+5+ / 6”6+ / 5+ / 6”174+3Shieldwall
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / -104+4-

Sandclad Dead #

The Zombies have no Captain, 0 Fame, and 10 Glory. They fight in Groups of 10 worth 7 points.

If using the Routine Procedures, the Zombies are Ferocious.

GroupMEMOMIFSRTTraits
Zombie5+ / 5+ / 65+ / 6”-164+1Unfeeling

Wryddymbre #

Seisyll has 0 Fame and 5 Glory. The Skirmishers have 0 Glory and always fight in Small Groups.

If using the Routine Procedures, the forces of Wryddymbre are Cautious.

Seisyll #

Seisyll fights beside a Group of Skirmishers as Captain. When joined to the Skirmishers, the Group rolls 9d6 to hit and has +3 when testing Resolve. When Duelling, Seisyll rolls 6d6 to hit.

ModeMEMOMIFSRTTraits
Skirmishers6+ / 5+ / 5+5+ / 8”6+ / 5+ / 12”75+1Elusive, Nimble
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / -64+2-

Faceless Tomb #

The Skeletons have no Captain, 0 Fame, 5 Glory, and fight in Groups of 10 worth 4 points. They roll 12d6 to hit.

If using the Routine Procedures, the Skeletons are Ferocious.

MEMOMIFSRTTraits
6+ / 5+ / 65+ / 8”-124+2Unfeeling

Diserth #

Atiq has 10 Fame and 20 Glory. The Armoured Footmen have 20 Glory. The Footmen have 10 Glory. The Skirmishers have 5 Glory and always fight in Large Groups.

If using the Routine Procedures, the forces of Diserth are Guarded.

Atiq #

Atiq fights as a Champion and rolls 9d6 to hit. He has the Fame traits Competent and Clever.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”64+2Champion, Challenger

Owrtyn #

The forces of Owrtyn have no Captain and 0 Fame. The Footmen have 5 Glory. The Skirmishers have 0 Glory.

If using the Routine Procedures, the forces of Owrtyn are Cautious.

Conar, Druidic Agent #

Conar has 0 Fame and 10 Glory. He fights as a Champion and roll 4d6 to hit.

If using the Routine Procedures, the Conar is Bold.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 18”44+3Champion, Challenger

A Witch #

Enid has 0 Fame and 10 Glory. She fights as a Champion and rolls 6d6 to hit.

If using the Routine Procedures, Enid is Cautious.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 18”64+1Champion, Challenger

Rhedynfre #

The forces of Rhedynfre have no Captain and 5 Fame. Newyddilyn, Bwlch, Gruffudd, Saith, Reece, Cled, Caron, Dafydd, Gilvaethwy and Pedr have 20 Glory. The Skirmishers have 5 Glory.

If using the Routine Procedures, the forces of Rhedynfre are Guarded.

Werewolves #

Newyddilyn, Bwlch, Gruffudd, Saith, Reece, Cled, Caron, Dafydd, Gilvaethwy and Pedr fight as a Group of Skirmishers. Any of them may transform and fight as a Werewolf instead. If they do, they roll 8d6 to hit.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 18”84+5Nimble, Reckless, Werewolf
Werewolf
When Attacked or Shot by enemies with silvered weapons, –3T.

Cenwy #

The forces of Cenwy have no Captain and 0 Fame. The Footmen have 10 Glory. The Skirmishers have 5 Glory and always fight in Large Groups.

If using the Routine Procedures, the forces of Cenwy are Ferocious.

Vagn’s Raisers #

Olaf has 10 Fame and 30 Glory. The Armoured Footmen have 25 Glory. The Karvi have 25 Glory.

If using the Routine Procedures, Vagn’s Raiders are Bold.

Olaf #

Olaf fights as a Champion and rolls 12d6 to hit. He has the Fame traits Competent and Clever.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / -84+2Champion, Challenger

Dirnbych #

Kerwyn has 5 Fame and 30 Glory. The Footmen have 5 Glory. The Skirmishers have 0 Glory.

If using the Routine Procedures, the forces of Dirnbych are Guarded.

Kerwyn #

Kerwyn fights beside a Group of Footmen as Captain. He has the Willing Fame trait. When joined to the Footmen, the Group rolls 15d6 to hit and have +3 when testing Resolve. When Duelling, Kerwyn rolls 9d6 to hit.

ModeMEMOMIFSRTTraits
Footmen6+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”154+2Defensive, Shieldwall
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / -94+1-

Haunted Flint Mine #

The Breaker of Crowns has 60 Fame and 50 Glory. The Kobolds have 5 Glory and always fight in Groups of 8 worth 5 points.

If using the Routine Procedures, the Kobolds are Guarded unless led by the Breaker of Crowns, which is Bold.

Breaker of Crowns #

The Breaker of Crowns fights as a Champion and rolls 20d6 to hit. It has the Fame traits COmpetent, Clever, Passionate, and Implacable.

GroupMEMOMIFSRTTraits
Kobolds6+ / 6 / 65+ / 8”6+ / 5+ / 6”105+2Nimble
Breaker of Crowns5+ / 3+ / 66+ / 10”-203+4Reckless

St Glanyrafor’s Monastery #

Chulagh has 5 Fame and 10 Glory. The Footmen have 0 Glory. The Skirmishers have 0 Glory.

If using the Routine Procedures, the forces of St Glanyrafor’s Monastery are Guarded.

Chulagh #

Chulagh fights as a Champion and rolls 6d6 to hit. He has the Willing Fame trait.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 18”64+3Champion, Challenger

Fallen Druid Sentries #

Olwyn has 10 Fame and 5 Glory. The warriors have 5 Glory, roll 6d6 to hit, and fight in groups of 4 worth 2 Points.

If using the Routine Procedures, Olwyn’s forces are Bold.

MEMOMIFSRTTraits
6+ / 5+ / 5+5+ / 8”6+ / 5+ / -55+1Nimble

Fallen Druidic Circle #

The forces of the circle have no Captain and 0 Fame. The Druids fight in Groups of 8 worth 5 points. The Warriors fight in groups of 10 worth 4 points.

If using the Routine Procedures, the circle’s forces are Bold.

SizeMEMOMIFSRTTraits
Druids6+ / 5+ / 5+5+ / 8”6+ / 5+ / -125+1Nimble
Warriors6+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”85+2Nimble

Caernfon #

Ynyr has 30 Fame and 45 Glory. The Armoured Footmen have 40 Glory. The Footmen have 25 Glory. The Skirmishers have 15 Glory. The Karvi have 20 Glory. The Boats have 5 Glory.

Ynyr #

Ynyr fights beside a Group of Armoured Footmen as Captain. He has the Fame traits Willing, Likable, and Charismatic. When joined to the Armoured Footmen, the Group has the Boar’s Tusk and Unbreakable Bynames, rolls 17d6 to hit, and has +5 when testing Resolve. When Duelling, Ynyr rolls 15d6 to hit.

ModeMEMOMIFSRTTraits
Armoured Footmen5+ / 4+ / 5+5+ / 6”6+ / 5+ / 6”174+3Shieldwall
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / -104+3-

Llanelli #

Mari has 0 Fame and 5 Glory. The Skirmishers have 0 Glory and always fight in Small Groups. The Boats have 0 Glory.

Mari #

Mari fights beside a Group of Skirmishers as Captain. When joined to the Skirmishers, the Group rolls 8d6 to hit and has +2 when testing Resolve. When Duelling, Mari rolls 4d6 to hit.

ModeMEMOMIFSRTTraits
Skirmishers6+ / 5+ / 5+5+ / 8”6+ / 5+ / 12”45+1Elusive, Nimble
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / -104+3-

Captive Village #

The Dryads have 0 Fame and 5 Glory. The Footmen have 5 Glory.

If using the Routine Procedures, the forces of the Captive Village are Guarded.

The Dryads fight as Champions. All roll 6d6 to hit.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”-64+2Nimble

Brujwalhaz #

Ouen has 3 Fame and 5 Glory. The Footmen have 5 Glory. The Skirmishers have 0 Glory. The Boats have 0 Glory.

If using the Routine Procedures, the forces of Brujwalhaz are Guarded.

Ouen #

Ouen fights beside a Group of Footmen as Captain. When joined to the Footmen, the Group rolls 9d6 to hit and have +3 when testing Resolve. When Duelling, Ouen rolls 6d6 to hit.

ModeMEMOMIFSRTTraits
Footmen6+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”94+2Defensive, Shieldwall
Duelling5+ / 5+ / 5+5+ / 6”6+ / 5+ / 12”64+1-

Yrcoed #

Boudicca has 60 Fame and 75 Glory. She fights as a Champion and rolls 16d6 to hit. She has the Willing, Brave, Passionate, and Implacable Fame traits.

If using the Routine Procedures, Boudicca is Bold.

MEMOMIFSRTTraits
5+ / 4+ / 4+5+ / 8”-164+3Champion, Challenger, Vampire
Vampire
When Attacked or Shot, ignore all hits unless the enemy uses magic weapons.

Kerwyn ‘o Eyes #

Kerwyn has 0 Fame and 25 Glory. She fights as a Champion and rolls 12d6 to hit.

MEMOMIFSRTTraits
5+ / 4+ / 5+6+ / 10”-85+2Reckless

Llanyndras #

Vaughn has 0 Fame and 5 Glory. He fights as a Champion and rolls 4d6 to hit.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 18”44+1-

Flower Cage #

The Chimera has 0 Fame and 25 Glory.

If using the Routine Procedures, the Chimera is Bold.

Each time the Chimera activates, roll 1d6 to see which head goes first:

  • 1–2: Lion
  • 3–4: Dragon
  • 5–6: Goat

The first head to activate moves the body and may Shoot or Move it. All three heads activate.

NameMEMOMIFSRTTraits
Lion5+ / 3+ / 66+ / 10”-63+4Defiant, Vicious
Dragon5+ / 3+ / 66+ / 10”-63+4Breathe Flame, Reckless
Goat5+ / 3+ / 66+ / 10”-63+4Elusive, Unfeeling
Breathe Flame
May activate (7+) targeting a Group within 6”. Roll 12d6 to hit (6d6 if Bloodied) on 4+, ignoring T.

Ancient Wolf-Den #

The Primordial Wolf-Mother has 0 Fame and 25 Glory. The Wolves have 20 Glory and fight in Groups of 4 worth 4 points each.

If using the Routine Procedures, the Wolves are Ferocious.

The Primordial Wolf-Mother fights as a Champion and rolls 14d6 to hit.

GroupMEMOMIFSRTTraits
Wolf-Mother5+ / 5+ / 5+5+ / 8”-144+2Reckless, Nimble
Wolves5+ / 4+ / 66+ / 12”-84+1Reckless, Nimble

Carngwent #

The forces of Carngwent have no Captain and 0 Fame. The Footmen have 5 Glory. The Boats have 0 Glory.

If using the Routine Procedures, the forces of Carngwent are Cautious.

Ffordunum #

The forces of Ffordunum have no Captain and 0 Fame. The Footmen have 0 Glory. The Skirmishers have 0 Glory.

If using the Routine Procedures, the forces of Ffordunum are Cautious.

Raiders #

The Raiders have no Captain and 0 Fame. The Armoured Footmen have 15 Glory. The Snekkja has 25 Glory.

If using the Routine Procedures, the Raiders are Bold.

Sea Binding #

Heledd has 0 Fame and 5 Glory. The warriors have 5 Glory, roll 6d6 to hit, and fight in groups of 5 worth 2 Points.

If using the Routine Procedures, Heledd’s forces are Guarded.

MEMOMIFSRTTraits
6+ / 5+ / 5+5+ / 8”6+ / 5+ / -55+1Nimble