Celtos
Amanthas the Hunteress with Sabertooth Nemain Sword Maiden
Gael Hero Gael Hero
Cormac Red Axe Roth Mac Lyr
Gael Hero Gael Hero
The Dun
of Fergus the Red
Daghda
Gael Druid
Kluruch Wraithlord
Fir Bolg Hero
Mordred
Fir Bolg Hero
Danu
Gael Druid
Herne Lord of
the Hunt
Gael Hero
Design & Direction
John Robertson
Concept
John Robertson, John Grant & Mark Brendan
Game Design
John Grant & Mark Brendan
Written By
Mark Brendan
Cover Artwork
Clint Langley
Concept Art
Clint Langley
Head Sculptor
Kev White
Figure Sculptors
Mike Owen & Steve Saleh
Figure Painters
Mark McNaught, Andrew Wedmore,
Erwan Hascöet & Christian Weiss
Photography
Davison Read Associates
Dioramas
Gary Chalk
Diagram Icons
Stuart Beel
Playtesters
Brad Van Middlesworth, Bryan Stroup, Chris Gilders, Mike Jones, Rodney Harper, Scott Paquette,
Torben Kastbjerg, Andrew Starling, Peter Houston, Simon Tams, Steven Houston, Andrew G Paul, Dave,
G3 Gaming Group, Gav, James Lennon, Alan Davies, STAGS & Spencer Warner.
Directors
John Robertson (Managing), John Grant & Felix Garzon
Sales
Richard Scott, John Cudworth, Craig McDowell, Tom Wakeford & Moray Grant
Promotions
Adam Souness
Designers
Kevin White, Peter Flannery, Nick Collier, Mike Owen, Steve Saleh & Christina Robertson
Production
Celine Leuty, Craig Leslie & Willie Stirling
www.i-kore.com
The island continent of Goria is a land arrive are the Vanir, from a desolate wintery
divided by warring factions. The Goddess Anu realm. They have travelled over a strange magi-
and her husband, the first Horned God Arawn, cal rainbow bridge called Bifrost to raid the north-
created Goria in a time beyond reckoning. Anu ern shores of the land, turning it into tundra and
and Arawn had an enemy in Arawns brother, who frozen forest in the process.
became the maggot-god Crom Cruich. Anu and In the far north Vanir raiders have carved
Arawn raised a race of children called the Fir out a permanent homeland. The Frostiron
Bolg, but Crom brought death, so that Arawn had Causeway leads to the open sea and Bifrost. The
to be sacrificed to save the land. A new Horned Vanir strongholds are great natural octagonal rock
God was chosen from the Fir Bolg by Anu, and formations mined out by the raiders. The main
every seven years he too was sacrificed. The first stronghold is the Vaul Halls, but there is also
strife came to Goria when Crom tricked Heimdall and Bodir Dúr. To the south of these set-
Cernunnos, one of Anus Horned Gods, into steal- tlements are the bleak, frozen moors of Dulach
ing the key to immortality. For this all the Fir Bolg Lairg.
were eternally damned to living death by Anu. The Moving west one reaches the haunted
Fir Bolg tried to make war on Anu and awoke the forest of Saibir Frith, full of evil spirits from Croms
Sidhe, a race of immortals who fought the Fir great idol The Cruichan. The Cruichan stands at
Bolg and banished them from Goria-though not the northern end of Mag Slecht, the terrible
permanently. The war damaged the fabric of the Plain of Adoration where the Fir Bolg sacrifice the
world and allowed the realm of Lochlann to living. The northwestern shores of Goria break
infringe on Goria. The people of Lochlann were away into the Islands of Fire, where flame and
Fomorians, demonic raiders that forced the Sidhe smoke constantly belch from the mountaintops.
to retreat to the Great Western Division, an Running all the way down the western
impenetrable mountain range running all the way side of Goria is the Great Western Divide, atop
down the western coast of Goria. Much time which the Sidhe built the massive, continuous
passed and Anu created a new husband, this time fortress wall known as Ridgeworld. Ridgeworld
a sun god called Lahmfada, and they raised a was built with the aid of elemental magic, and is
race of warriors called the Gaels to win back the broad enough to contain whole cities within the
land from the usurpers. The most recent faction to curtain wall. The northernmost Sidhe capital city
5
is Findias. Far to the south of Findias the next Flaitheman. On an island off the coast here is the
Sidhe capital city is Gorias. Due west of Gorias, Sacred Isle where the druids have their college.
past the Dreaming Forest, on an island out in the The centre is mostly taken up with the
ocean, stands the third Sidhe capital of Falias. Desolation of Nudd, a vast area of flat marshy
Falias is connected to the mainland by a delicate ground dotted with bogs, lochs and treacherous
bridge, over a collapsed sea stack called the waterways. The Fomorians hold sway here, com-
Dragons Teeth. The land south of the Dreaming ing up from subterranean warrens such as Torr
Forest gives way to the beautiful Ór-Gearraidh, Glas, Torr Aibeais and the Castle of Balor to pil-
the golden pastures of the Sidhe. The last great lage and slaughter. The ruins of once great Sidhe
Sidhe capital lies on the most southwesterly tip of palaces like Atrans Palace, The City of Spires
Goria and is called Murias. To the west of the and Caer Hethen add a forlorn air to this dark
mountains around Findias lies Ariant Forest, the land. To the northwest of the Desolation of Nudd
silver forest of the Sidhe. To the south of Ariant is the Plain of Red Slaughter, where the Gaels
Forest is a large bay in which Scathas Isle is sit- repelled the Fomorians and Lahmfada personally
uated. slew the Demon King Nudd.
On the opposite coast the Gaels have a High in the mountains to the south are the
similar island called Inis Ler. On the northernmost Hidden Woods, a Sidhe sacred place where no
reaches of the Gael territories lie the Mounds of mortal sets foot and lives to tell the tale. To the
the Old Kings, a range of haunted hills where the south of this lies the Citadel of Bones and
kings of the Fir Bolg have their burial mounds. Kluruchs Marsh, where the Wraith-Lord holds
The Gael kingdoms extend down the east of sway and terror stalks the marshes.
Goria, and the largest of their hill forts in the north
is Clontragh. Between Clontragh and the next
major fort of Drogheda lies Sliab Dubh, the Black
Mountain, and the Great Eastern Forest, through
which the River Gais flows. South of Drogheda is
Fid Usga the sacred forest of the druids, and the
smaller Southern Forest. Below Fid Usga are the
great Gael forts of Taras, the capital, and Dun
6
Before the many worlds came to be, there cup back into the loch again and scooped up the
was only the Land of the Ever Living. In the Land rest of the mead. Unbeknownst to Anu, there was
of the Ever Living there was only one goddess- a worm in the bottom of the loch, and she drank
Anu. Anu was the first, the eternal, the him down with her second draught. After drinking
timeless-beautiful and without limits. Anu had all a loch full of mead, Anu felt drowsy and she went
she needed to prosper in the Land of the Ever to her golden fortress to sleep it off. As Anu slept,
Living. If she desired mead, the burns and lochs the worm grew into a man in her belly. This trou-
brimmed with golden honey brew; if she wanted bled her sleep and made her sick during the night,
porridge, her cauldron was always full and warm. so that she had to fetch a bucket of water to wash
She had more cattle than could easily have the flagstones. The little man was washed away.
been reckoned, and a great golden fortress for Anu awoke the next day, still feeling
her shelter. She had rowanberries to eat all year weary from her trials, but the burden of her long-
round and the salmon would leap onto the river- ing was strangely absent. She went to bring her
bank at her feet if she told them to. The land was cattle in for milking and there was a man waiting
plentiful and brought forward its bounty at her for her by the stalls. This was the worm from the
command. Anu was not content though. All of loch of mead, that had grown in her body into the
the great treasures of the Land of the Ever Living form of a man. Anu named him Arawn-the first
that were hers and hers alone had been provided Horned God-and made him her consort.
for her. She could have anything she desired just What Anu did not know about Arawn was
by wishing it, but she had created nothing in this that he had a brother in the loch that was left
land-it had all come from elsewhere, though she stranded when she drank all the mead. Once he
did not know from where. became a man and found himself in the arms of
Anu decided to have a drink from the Anu, Arawn forgot all about his little worm brother.
rivers and lochs of flowing mead to ease her trou- Arawns brother was called Crom Cruich, and he
bles. She took up her great, goddesss cup and envied Arawn for his good fortune, and he
scooped up half the mead of a whole loch. She hated Anu for draining his loch. Crom Cruich
drank this off in a long drink, but afterwards crawled out of the loch, which was now little more
she still did not feel content, so she plunged her than a puddle, and made his way through the pas-
7
tures to her fortress. He was only a worm, and this her cattle and other beasts to serve the Fir Bolg,
journey took him many months to complete. Crom and Arawn went down with them to be their
Cruich thought to hide himself away in one of teacher. With the cattle Anu sent down went Crom
Anus drinks, so that he too could become a man Cruich, and on the new world he saw a way to
in her belly like his brother, and then challenge take his revenge. Crom slew from within the beast
Anu and his brother for the dominion of the Land that carried him, and gnawed his way out of the
of the Ever Living. Once he reached Anus carcass. Crom then bored a hole in the land and
fortress, Crom Cruich entered a well of clear hid within it, his body grew fat and death came to
spring water in the courtyard. But hed made a ter- the world of Goria thanks to his presence. In his
rible mistake, because this was the water for foulness Crom gave birth to new creatures to do
Anus cattle, to keep their milk creamy and white. him honour, as the plants and beasts and men of
The next day Crom Cruich was drunk down by Goria honoured Anu. Croms children were the
one of Anus cattle, in whose belly he remained maggots, and black beetles, and hoodie crows
for some time, trying to devise a way out of his and other scavengers and carrion eaters.
new predicament.
While Crom was scheming and dragging
his body across the Land of the Ever Living, Anu
and her new companion caused a new world to
happen. But this world was not like the Land of
the Ever Living; it was barren and lifeless. Anu
and Arawn took fertile soil and growing things and
animals from the Land of the Ever Living and
placed them on the new world. After a great
epoch of time had passed the new world was
vibrant and in bloom. Anu was pleased with the
new land and she named it Goria. Anu and Arawn
then conceived a race of children to do them hon-
our and they called them the Fir Bolg. Anu gave of
8
Because he had brought death to the eater. Then a spirit could travel for a short time to
land, Anu had to cause the land to be reborn every the Land of the Ever Living, and other worlds
seven cycles, or else Crom Cruich's poison would beside. Of these other worlds, Anu knew nothing,
take hold forever. Though she wept to do so, she but through her priesthood, she began to learn of
commanded that the Fir Bolg must sacrifice Arawn them. If the black wheat was misused though, or
and a new Horned God be inaugurated as her the eater was not an ordained priest, the spirit
consort. This then became the way of things, with could become lost or trapped by bad spirits.
the old Horned God making way for the new every When this happened the death spasms and then
seven cycles, so that the world could be born the trance of living death would follow. Eventually
anew. At the appointed time Anu's consort would the body would die without its spirit.
be taken to the Sacred Grove to be returned to the The porridge given to the Horned God at
land. The Fir Bolg's High Priest would give him the his ordained hour would contain a fatal dose of
final meal of porridge, prepared by the priest- the black wheat, and his spirit would return to
esses. The porridge contained the thirteen berries reside with Anu forever.
of the goddess and the black wheat.
The black wheat was Anu's gift of vision to
the mortal world, and eating bread or porridge
made from the wheat would loosen the spirit of the
When the death spasms ended and the
Horned God's spirit passed on to the Land of the
Ever Living, his mortal body would be hung by the
feet from the boughs of the Tree of Life. The Tree
of Life grew by the side of a beautiful, clear pool
filled with salmon, and here the Horned God's
body would return to Goria, nourishing the roots
of the tree and the salmon of the pool, renewing
the land and taking away Crom's poison. These
salmon were called the Salmon of Knowledge
and Anu had forbidden her children to eat them.
Anu's Priestesses had the task of guarding this
pool. It was said that if anyone ate the flesh of a
salmon from the pool, they would gain great
knowledge but pay a terrible price for it.
Each of Anu's Horned Gods served her in
a different way, allowing the land to grow and
prosper, and drawing out Crom's poison. Anu
cherished each of her Horned Gods in their own
way, and each of them brought different aspects
to the renewal of the land. Anu's thirteenth Horned
God was called Cernunnos. Cernunnos was intel-
ligent and ambitious and during his allotted time
he was an inspiring and energetic Horned God.
When his time came Cernunnos did not want to
return to Anu. He had much more to do as Horned
God-he would build a great kingdom for the Fir
Bolg and rule them justly, and overcome the
11
death in the land. away, and the wind howled between their ribs.
Crom Cruich came to Cernunnos in a vision, on Anu reserved special torments for Cernunnos and
the eve of his sacrifice. Not knowing the true Ceridwenn, who had cuckolded her and were
nature of the worm, Cernunnos asked Crom how behind the revolt. Cernunnos was made impotent,
he could cheat the death that awaited him, and and Ceridwenn driven mad, both of them unable
build a just kingdom for the Fir Bolg. Crom told to die and forced to endure Anu's judgement for-
him that the secret lay in the Salmon of ever. And Crom Cruich's mischief and hatred had
Knowledge. Anu did not want her people to learn proven too much this time. Anu banished the
the secrets of life without death, because then worm from Goria, to a realm of horror and pain
they would be free of her tyranny. Cernunnos's called Anwyn. This place had been discovered by
judgement in this matter was clouded by his Fir-Bolg soul-travellers in the most terrible, burn-
desire for immortality, and he chose to believe ing torments of the black wheat.
Crom. Wasting no more time, Cernunnos
seduced the priestess guarding the pool. He was
not without charm and guile. Her name was
Ceridwenn. Ceridwenn and Cernunnos then
trawled the fish from the pool and prepared a
feast of salmon broth for the Fir Bolg, in the
Goddess's Cauldron. Believing it to be
Cernunnos's last feast, the Fir Bolg ate the
salmon and Anu was greatly enraged. By eating
the salmon, which had feasted on the corpses of
all the Horned Gods right back to Arawn, the Fir
Bolg learned the secrets of necromancy-the art of
death. Anu came to her children though, and dis-
owned them for their crime. She cursed them with
immortality, but it was the immortality of the Ever
Dying, not the Ever Living, so their bodies fell
13
Nothing happened so Cernunnos had a world together. The tearing of worlds that had
hunting party bring them one of the beasts that accompanied Cernunnos's great rite of joining
still roamed the plain. He cut out the calf's heart awakened the serpents and they poured up
and invoked the name Crom Cruich a second through the earth, bursting from sacred mounds
time. Purple lightening flashed and a thunderclap all over Goria. They came as blue lightening from
threw the Fir Bolg down on the ground. As they the ground, as shards of ice, as living pillars of
grovelled before the mound the black pillars of a obsidian, and as fountains of glowing earthfire.
gate from hell burst up through the soil. The pillars They were called the Aes Sidhe, the People of the
were inscribed with glowing bane-runes of ogham Mounds. After their awakening the Aes Sidhe,
and rivers of blood gushed through the gateway Sidhe for short, assumed shapes that were more
and soaked the Fir Bolg. Crom returned and the appropriate for the surface world. The most pow-
Fir Bolg swore to bring him more blood if he erful took bodies that looked like the old Fir Bolg,
helped them get to the Land of the Ever Living. who had been born in Anu's image. Others took
The Plain of Anu was renamed Mag Slecht, the the serpent forms that were like the shapes they'd
Plain of Adoration in the tongue of the Fir Bolg. slept in beneath, and these became the servants
Crom taught the Fir Bolg the secrets of of the higher Sidhe.
the gates and they learned the proper rituals to Being made of the stuff of the earth itself,
summon forces from Anwyn. Cernunnos attempt- the Sidhe truly were immortals. They had four
ed to create a chain of gates from Anwyn, through great rulers, one for each of the elements of the
Goria and into the Land of the Ever Living, so that world. The Sidhe Countess of the thunder and the
they could battle with Anu. Anu's spells upset the lightening was and remains Avellin. The Sidhe
ritual though and the attempt failed. The powers Princess of ice and the clear, cold waters of the
of Anwyn that Cernunnos had invoked then underground was and remains Branwyn the Ice
placed a binding on him so that he would not Princess. The Sidhe Duke of the ground and the
attempt such a task for another thousand years, black stone foundations of the world was and
for it had sorely tested them. The failure had remains Bran. The Sidhe Duke of the earth fire
another effect too. The spirits that lived in the fab- and the burning world below was and remains
ric of Goria were sleeping serpents that held the Gwydion.
The Sidhe were proud and grim warriors
and they desired the land that they'd been awak-
ened to. Not sharing with the Fir Bolg would be
their lot-and besides, the Fir Bolg saw in the
Sidhe a new source of power for their blood rites.
The Fir Bolg brought many terrible new powers
with them from Anwyn, and on Goria they made
huge wicker effigies. Hundreds of captured Sidhe
were forced into these and burned alive to feed
Crom. Despite their immortality, the awakening
had made the Sidhe things of flesh and blood and
bone. A war was fought throughout Goria and Anu
sought to win over the Sidhe. But the Sidhe were
wilful and wild, and they bore her no allegiance-no
goddess would stand before them-so Anu with-
drew her support. Even without the Goddess on
their side the Sidhe Dukes were potent and dire,
and after a great struggle their spells and keen
steel drove the Fir Bolg from Goria. The Fir Bolg
relinquished the land and fell back to the realm of
Anwyn, where the Sidhe could no longer per-
secute them.
17
They also required sacrifices for their With the dark waters came the people of
dark maggot god whom they would burn in colos- Lochlann. The people of Lochlann were called
sal wicker effigies. This blood and flesh, and Fomorians and they were very ugly. Even more
these sacrifices, they took from the Sidhe. On terrible than their appearance was the Fomorians'
dark nights when the stars and the moon were in temperament. They were the offspring of
unfavourable alignments, the dead ones returned Chaos and Old Night, and they hated all living
to carry off Sidhe people to Anwyn. The Fir Bolg's things, even each other. Warlike and brutal they
knowledge of death magic allowed them to walk fell on the Sidhe like a great riptide. The middle
once more on Goria by bonding for a short while part of Goria was mostly flat and because of the
to the bones of warriors that fell in times past. encroachment of Lochlann, became riddled with
Time and again the Sidhe repelled them with their lochs and bogs and other expanses of standing
spells, often resorting to awakening deeper ser- water. It was through these places that the
pents, which had not been roused by Fomorians would strike. Hordes of stinking
Cernunnos's great ritual. Eventually the Sidhe demons, coated with slime and scales, crooked
disturbed such deep things that the foundations of and deformed, would rise up dripping from the
the world were split and the realm beneath began waters and raid the inland settlements of the
to seep in. Sidhe. Many of the Fomorians looked more like
The realm below the foundations of the beasts than men, and amidst their ranks went ter-
world was called Lochlann. Lochlann was an rible beings of the deep waters. Some of these
endless dank cave system; full of half-drowned demons were awesome monsters, others, the
tunnels and damp underground watercourses. blood reavers, acted as mounts. Others still
There was enough water to fill an ocean in seemed alluring and otherworldly, and gave to
Lochlann. And what's more, there would be unwary Sidhe warriors the promise of a warm
enough left over to fill another, with more left over. embrace and more besides. These ones were
Beyond that no one could tell. The waters of called Sirens, and their queen was Domnu. But
Lochlann came up through Goria's founda- they were not what they seemed to the smitten
tions like the green moss filling up on the peat Sidhe men, and the cold, wet arms of the Sirens
bog. gave only a drowning embrace. Aside from sly
demons like the Sirens, the main methods of the
Fomorians were ferocity and overwhelming num-
bers. They were pleased to raid the plentiful land
of Goria, killing Sidhe indiscriminately to capture
their food stores and beasts. They would then
raze the Sidhe settlements for the joy of it. With
the Fomorians came dense, heavy air from
Lochlann. Salty, dank mists obscured the land
ahead of their coming, the air would get heavy,
and sheets of the misting rain would blow in with
them.
The Sidhe were not easy foes, but the price they
paid for their immortality was that no children
were born to them. At first things went badly for
the Fomorians, the might that had repelled the Fir
Bolg being brought against them in full. But the
Fomorians bred seemingly endless hordes in the
darkness, spawning like toads. In the end the
Sidhe became a diminished force on Goria, and
the remnants of their people were forced to aban-
don the centre to the Fomorians. They retreated
in their sky barges to the high coastal fortresses,
where the creatures of Lochlann could not reach
them. There the Aes Sidhe settled to live out their
immortal days, dreaming of past glories, and
rarely venturing from their towers of exile.
21
Realising that she'd been given a second never quite get rid of all the Fomorians and even
chance, Anu named him Lamfahda and made him sent heroes into the labyrinth of Lochlann-but to
her new consort. Lamfahda would not be anoth- no avail. The Fomorians always crept back and
er Horned God, he would be a Sun God, and the Gaels were forced to build their main settle-
bring the light back to her land. With him, she ments in coastal regions, much like the Sidhe.
would give birth to a new race of children, not fol- These settlements were big, stone fortresses
lowers and worshippers, but free children. built on the tops of broad plateaus, or across
They would be filled with the spirit of Lamfahda whole ranges of hills. The largest of these was the
and they would be great warriors and poets. They capital of Taras, where the Sun King built his
would love their short lives and burn brightly dur- palace.
ing them, and they would win back Goria for Anu. Of the Sidhe, the Gaels at first attempted
So Anu and Lamfahda made a new race to dislodge them and make them go back to the
of children and called them the Gaels. As the ground. Battles were fought that sorely tested
Horned God of the Fir Bolg had done before him, each side, and finally an uneasy alliance was
the Sun God went down to Goria with his chil- achieved. However, the Sidhe soon discovered
dren to watch over them and teach them the ways that they could take Gael mates and bear half-
of the land. The first challenge the Gaels faced Sidhe children. These children were themselves
was the threat of the Fomorians. Energetically infertile, like the offspring of the horse and the
they threw themselves into the fray against the ass, so the truce was often broken by Sidhe raid-
monsters of the deep and many red deeds were ing parties, coming to capture human breeding
done in that campaign. Lamfahda had the power stock.
of Anu flowing through his veins and he could call There was also the question of the Fir
upon that to change, twisting into terrible warped Bolg. The dead would still periodically return from
forms in which he became a tyrant of battle. Anwyn to slaughter the living and carry them off to
Lamfahda could hack the brainballs off a legion of hell-particularly on Samhainn Eve. And
Fomorians with one stroke of his massive sword. Cernunnos, acting as Crom's mouthpiece even
He personally slew Nudd, the King of the managed to corrupt one of the Gael tribes living
Fomorians and Domnu's lover, by casting his around the Mounds of the Old Kings. They had
spear right through the great demon's skull. always been an insular and feared people, but
Unable to resist the battle-lust of the Gaels, the under Crom they became the Flesh Eaters and
Fomorians withdrew their hosts from Goria and joined the ranks of the living dead. Gael druids,
returned to raiding from beneath. The Gaels could wise men and women of their people who acted
as both priests and judges, managed to seal off
forever many of the Gates of Anwyn that festered
on the land. But not even their power was enough
to purify Mag Slecht and a few other places
where the hell realm lay close. So the Fir Bolg
kept coming back.
Anu had at least partially achieved what
she had set out to do, but the way ahead would
be long and arduous for her children.
24
in search of fresh conquests. Nothing pleased the cal stones on their voyage this time. These
Vanir raiders more than the sight of red blood on stones, called vettar-stanes in the language of the
white snow, and the glow of burning on the shore, Vanir, were carved blocks of granite, as big as
in the twilight as their ships cast off. one of the Lia the Gaels used to mark ceremonial
It was these brigands that discovered the sites. The rune casters bound spirits of the
rainbow bridge, and they called it Bifrost. The Midgaard wasteland into them. The sacred
Vanir sailed their dragon ships over Bifrost, and Futhark kept them tied to the stones. The
discovered that it emerged in a strange sea frost giants carried the vettar-stanes off the
cloaked in the thickest fog. The mist eventually dragon ships and on to Goria, where the angry
gave way and they found themselves in the wasteland spirits trapped in the granite whipped
coastal waters around Northern Goria. Raiding up up blizzards and froze the land before them. The
and down the coasts of Goria, they found the forces of deep, desolate winter had come to Goria
Gaels and the Sidhe to be spirited defenders to claim the land from Anu's children.
and worthy opponents. They also made some
inland incursions and encountered the Fomorians
and the Fir Bolg. Goria seemed a wonderfully fer-
tile world to them, and there was great treasure to
be plundered from the richer settlements they
managed to sack. The rune casters amongst the
Dwarfs decided this land was a gift from the Vanir
gods of battle and winter. Even if it was too warm
and wet for their icy blood. The rune casters were
wise old Vanir who knew the secrets of the
Futhark, a runic script of great power given them
by their gods. The Vanir dragon fleet withdrew for
a short time, and then returned in force, bringing
many more ships with them. The Vanir wanted to
make this land their own, and they brought magi-
28
Rules Contents
Celtos 30 Panic 42
What you will need to play 30 Rally Checks 43
Dice and Dice use 30 Making a Rally Check 43
The Rules 31 Rally Check modifiers 43
Setting up the Battlefield 31 Rally Check results 43
Terrain 31 Reaction 43
Areas and obstructions 31 Reaction Checks 43
Terrain types 32 Making a Reaction Check 43
Depicting Terrain 32 Reaction Check results 43
Placing Terrain 32 Movement 44
The Game 32 Warband Cohesion 44
Your Army 32 Broken Cohesion 44
Units 33 Movement and Terrain 44
Profiles 33 Shooting 44
The Stat Line 33 Check Range and LOS 45
Equipment and Organisation 34 Select a Target 45
Models Facings 34 Roll to Hit 45
Army Points Limits 35 Shooting Table 45
Victory Conditions 35 To Hit modifiers 45
Most Survivors 35 Allocate Hits 45
Most Damage 35 Roll to Damage 47
Objectives 35 Damage Table 47
Scenarios 36 Damage and Casualties 47
Deployment 36 Shooting into a Close Combat 48
Basic Deployment 36 Reaction Shooting 48
Strategic Deployment 36 Terrain and Cover 48
Game Turns 37 Blocking LOS 48
The Marker Phase 37 Cover Saves 49
The Initiative Phase 38 Weapons 49
The Activation Phase 38 Weapon Profiles 49
Orders and Order Sequence 38 The Weapon Stat Line 50
Order of play 39 Weapon Capabilities 50
Markers 39 Weapon Type and Special Rules 51
Measuring Distances 40 Close Combat 51
Awareness and Line of Sight 40 Assault Moves 51
Tests 41 Charge 51
Test Difficulty (Diff) 41 Close 52
The Active Stat 41 Break Off 53
Morale 41 Fight the Combat 54
Morale Checks 42 Who can fight 54
Sole Survivors 42 Allocating Attacks and Hits 54
Making a Morale Check 42 Charge bonuses 54
Morale Check results 42 Counter-charging 54
29
warriors survive when they charge that enormous or any other clear flat space you can find.
demon, or will it crush them? Good tactics will Wherever you decide to play, you need to be able
swing the odds favourably, but they are never a to tell where the edge of the battlefield is. During
guarantee of success. a game models cannot move off the edge of the
The Celtos game system uses an ordi- battlefield.
nary ten sided dice, and we will refer to this as a
d10. At some points you may need to roll two or Terrain
more dice at once, adding the results together. If you are new to this kind of game we
This would be stated as roll 2d10, roll 3d10 etc. suggest that you keep your battlefields simple for
Sometimes there will be modifiers to a your first few games, and restrict yourself to play-
particular dice roll. For example when you are ing on a plain flat area covered with a piece of
rolling a dice to see whether one of your models green cloth or felt. Skip this section and go to the
can hit an enemy model the roll may be modified section titled 'The Game' to find out how to fight
by a magical effect, or because the foe is pan- battles. Once you've fought a couple of battles
icked. Modifiers like this are always applied to the and are happy with the basic game come back to
dice roll, so for example, a +1 modifier (+1 mod) this section to spice up future games.
would mean that you would roll your dice and add All sorts of terrain can be used to add
1 to the score. At all times, when you are rolling a interest to your battles. It can provide much need-
dice to see whether one of your models succeeds ed cover from incoming arrows as you advance,
in a particular task, a roll of a natural 10 is suc- or fortifications and earthworks for your warriors to
cessful and a roll of a natural 1 fails. defend. Hills, swamps, rivers, clumps of forest or
even the remains of a fallen city can all be used
The Rules as terrain. You are limited only by your imagina-
This section deals with all the concepts tion.
and mechanisms that you will need to become
familiar with as you learn the game. It will take you Areas and obstructions
through setting up your playing area, choosing It is helpful to think of terrain in terms of
and deploying your armies and fighting battles. 'areas' and 'obstructions'. Examples of terrain
After this there is a section that details special 'areas' would be a patch of forest, a piece of
rules that apply only to certain warriors. At the marshland, a broken rocky piece of land, an
rear of this book there are army lists containing expanse of soft sand or a hill. Basically most
background information on the main races of 'areas' would be of terrain that covered a rea-
Goria, and details of the warriors, creatures and sonably sized sector of your battlefield. Examples
heroes of their armies. of 'obstructions' would be a single tree, a large
These lists will enable you to choose rock, a standing stone, or a section of wall.
forces based on your tastes and style of play, and Basically 'obstructions' would be single relatively
allow you to build an army that will crush your small pieces of terrain.
opponents (you hope!). Also included in this book
are some blank rosters for keeping track of your
warriors and some templates for area effect dam-
age (more on this later). Feel free to photocopy
these as many times as you like.
warriors in your army. Each warrior type has a on the battlefield. They represent models
variety of characteristics, and many have special characteristics with a set of statistics that
capabilities and powers. Some warriors are par- are used to define how the models move
ticularly good at fighting, while others excel at and attack. You will find profiles for your
archery. Some are fast and nimble, while others models in the army lists. Each army list
are slow and lumbering. The various characteris- contains profiles for all the warriors in that
tics of your warriors are described in the models particular army. Profiles are all presented
'profile' as detailed later. in the same basic format (see the sample
profile).
Units
Armies can be quite numerous, and can The Stat Line
contain many different warrior types. Warriors of The stat line is a row of physical and men-
similar type and purpose are usually grouped tal qualities that show a model's characteristics.
together into units containing several models. We refer to these characteristics as 'stats'. The
This allows you to control your army more easily characteristics included in the stat line are shown
and to plan tactics for using the unit during a below:
game. Units can either be 'warbands', 'individuals'
or 'heavy units': Assault (AS): This stat shows how good the
model is when attempting to hit an
Warbands: A warband is a group of models that enemy in close combat. It can range
work together as a team on the battle from 1 to 10, a 1 is very poor and a 10
field. Warbands will often contain a extremely good. On this scale the
leader with more or better abilities than average warrior rates at 4. Models
the other warband members have. with a high stat have more chance of
There are two types of warbands: 'foot' hitting an enemy.
soldiers who as the name suggests fight Shooting (SH): This stat shows how accurate
on foot, and 'mounted', who go to battle the model is when shooting (or throwing)
mounted on some sort of steed. weapons in ranged combat. It can range
Generally the bulk of your army will be from 1 to 10, a 1 is very poor and a 10
made up of warbands. extremely good. On this scale the
average warrior rates at 4. Models
Individuals: Individual models operate independ with a high stat have more chance of
ently, though many can be added to hitting an enemy.
warbands. They are usually powerful Strength (ST): This stat shows how strong the
and are more than capable of surviving
model is. It can range from 1 to 10, a 1 is
on their own on the battlefield. They
very poor and a 10 extremely good. On
are usually heroes, but could be other this scale the average warrior rates at
types of powerful creature. Individuals
4. Models with a high strength have
can be 'foot' or 'mounted'.
more chance of causing damage if they
Heavy Units: Heavy units are very large, single physically hit an enemy in close combat.
models that could be powerful monsters
Toughness (T): This stat shows how tough and
resistant to damage the model is. It can
or demons, or chariots crewed by a
range from 1 to 10, a 1 is very poor and a
number of warriors. They are less
10 extremely good. On this scale the
manoeuvrable than other units,
average warrior rates at 4. Models
but usually withstand a lot more damage,
with high toughness have less chance of
as well as dish out a lot more.
Profiles taking damage if they are hit.
A models profile contains all the informa
Wounds (W): This stat shows how much damage
a model can take before it is killed or
tion needed to use it in the game. The
destroyed. It can range from 1 upward.
profile shows how your warriors interact
The average warrior has 1 wound;
34
heroes, larger creatures and war engines balanced and fair games.
will often have more. Special Rules: These show any extra rules
Initiative (I): This stat gives an indication of that apply to the models in the unit.
the model's reflexes and ability to act They may be particularly brave, very
fast under pressure. It can range from heavily armoured, or subject to some
1 to 10, a 1 is very poor and a 10 other (not always beneficial) effect.
extremely good. On this scale the
average warrior rates at 4. Models Sample Warband Profile
with a high score are more likely to
react quickly to enemy action. Gael Warriors
Command (CD): This stat gives an indication Gael warriors are bondsmen and women who
of the model's self-control, training and have earned the right to carry heavier weapons
bravery. It can range from 1 to 10, a 1 is into battle, capable of inflicting far worse wounds
very poor and a 10 extremely good. On and thus increasing their enemy head count and
this scale the average warrior rates at reputation.
5. Models with a high score are more
likely to stand their ground. AS SH S T W I CD SZ MV
Size (SZ): This stat indicates how large a 4 4 4 4 1 4 5 2 4
model is. It can range from 1 upward.
The average warrior is size 2. Larger Structure: Warband/Foot
models present easy targets for Unit Size: 4-12
archers and other missile troops, and
so are easier to hit. Troop Type Equipment No. per Unit Cost
Move (MV): This stat shows the models Warrior Two Handed 4-12 14
normal move distance in inches. It can Weapon
range from 1 upward. The average Leader Two Handed 0-1 17
warrior has a move of 4. A high score Weapon
can allow you to outrun or Champion Two Handed 0-1 18
outmanoeuvre your enemies. Weapon
Standard Bearer Two Handed 0-1 17
Weapon
Equipment and Organisation
Musician Two Handed 0-1 17
Below the stat line is all the other infor- Weapon
mation you will need to enable you to choose
your models, organise them into units and use Special Rules
them to fight battles. This is presented as shown Leader: Battle Awareness, High Morale 1
below: Champion: Strike First
Standard Bearer: Standard Bearer
Structure: This shows the unit type, i.e. Musician: Tactics 1
whether a model is an individual, or a
member of a warband, or a heavy unit.
Models Facings
It also shows the minimum and
The models comprising your units all
maximum number of models that may
have 'facings'. Most models have two facings:
be in the unit if it is a warband.
front and rear. A models front facing is in the
Troop Type/Equipment/No. Per unit/Cost: direction to its front (i.e. the direction in which
These tell you the types of warriors
it is looking) and its rear facing is in the direction
that can be in the unit, the equipment
to its rear. Facing is important because most mod-
they carry, and their points cost. The
els can only shoot at enemy models that are
point cost of models is important when
in their front facing. For most models their
building armies; it's used to make sure
front facing is a 180-degree arc to their front.
that you and your opponents have
35
Most Survivors
When the time or turn limit is up each
player adds up the total point value of the models
that they have remaining in play. This is your vic-
tory point total. Whoever has the highest point
value wins the game.
36
units are placed on the table. Once the deploy- player 3 and so on clockwise around the
ment cycle has started you will not be able to react table.
as freely to the deployment of enemy units as you Player 2 now reads out the ID number
can with basic deployment. Strategic deployment of one of player 1's units, and player 1
breaks down into three stages: the deployment deploys the corresponding unit in his
roll, battle planning and unit deployment. deployment zone. Player 3 then reads
out the ID number of one of player 2's
Deployment Roll: As with basic deployment, all units, and player 2 deploys the
army commanders should roll a d10; the corresponding unit in his deployment
player with the highest score gets the zone. Deployment continues in this way
first choice of deployment zone, the clockwise around the table, player by
player with the next highest score the player and unit by unit, until all units
second choice, and so on until all players have been deployed. Once all units are
have a deployment zone. Re-roll tied dice deployed the game is ready to begin.
scores. Note that just as with basic
deployment, if two or more players are Game Turns
playing as a team and sharing an army, In a real battle opposing warriors are
only one of them should take the role of moving about shooting and fighting simul-
army commander and roll a dice for taneously. In order to be able to play a game we
deployment. have to be able to split the action up into a series
of manageable chunks so that we can keep track
Battle Planning: Once each army has a of what's going on. We use 'Game Turns' to divide
deployment zone the players in up the action. All games will consist of a series of
command of the armies should assign an game turns, during each of which players can do
identification (ID) number to each of something with each of their units.
their units, and write it on that unit's Each game turn is divided into three
roster (just numbering them 1, 2, 3 etc is phases; these are, in order:
fine). These unit ID numbers will be used · The Marker Phase
later in the unit deployment stage. · The Initiative Phase
Players should now take a little time to · The Activation Phase
study the lie of the land and formulate
a battle plan, considering where to The Marker Phase
position their troops, and where possible During this phase all markers that are
threats could come from. We suggest being used to show units that have been 'acti-
that you agree a time limit for this vated' or that are on 'hold' are removed. Don't
stage, say 10 or 15 minutes. Once every worry about the terms 'activated and 'hold' just
body has worked out a plan (or the time now, they will be explained in detail later.
is up!) you can move on to the next
stage - deploying your forces.
Assault: Assault is the only order that a unit with Example: Carrying out Orders
models in base contact with an enemy unit can be A unit of Gael staff slingers is activated.
given. A unit in this situation must be given this For the first order their options are to make a nor-
order. mal move, make a rush move, or stand still. The
Other units given this order will attempt to unit's player elects to have two of the models
get into base contact with an enemy unit to fight move to bring them into better firing positions, and
them hand to hand in close combat. There are decides not to move any of the other models. This
three possible courses of action for a unit car- ends the movement order of their turn.
rying out an assault order. They are as follows: For the second order the player decides
· A unit with models already in base whether or not to go on hold orders. He decides
contact with an enemy unit must move
not to and play continues with the staff slingers.
more models into contact if possible.
For the third order the unit may shoot if
Then it must fight a close combat.
· A unit with models already i n base the models are armed with ranged weapons. The
contact with an enemy unit can staff sling is a good ranged weapon, so the unit
attempt to break off from close shoots at a nearby unit of Fomorian goblin
combat. If unsucessful it must move archers. Because two of the models moved dur-
more models into contact if possible. ing the first order, all models in the unit count as
Then it must fight a close combat. having done so, and suffer a penalty to their d10
· Other units must charge into base to hit dice rolls (see shooting later). The Gaels
contact with an enemy unit, then fight shoot and manage to slay three of the goblins.
a close combat. For the fourth and final order the staff
Completing an assault order ends the slingers can charge if there are any enemy mod-
unit's turn. Play then passes to the next player. els close enough. The goblins just happen to be in
Charging, close combat, breaking off from close charge range too, so the Gaels charge them. In
combat, and any resulting effects are covered in the ensuing melee one Gael and the all the gob-
detail later on in the rules. lins are slain. It is now the end of a very success-
ful turn for the Gael staff slingers.
Order of play
Once a player's unit has carried out all the
orders he or she wished it to (or that it had to), the
unit's turn is ended. Play then passes to the next
player. In multi-player games, play passes clock-
wise around the table from the first player. This
process continues until all of the units on the
tabletop have either been activated or given hold
orders. The activation phase is then completed
and the current game turn is over. The next game
turn begins with a new marker phase and the
whole process is repeated.
Markers
In larger games you will probably find it
useful to place a marker beside units that that
have been activated or placed on hold. A marker
is a handy reminder of a unit's current state. As
long as the markers indicating activated units are
a different colour from those indicating units on
hold it doesn't really matter what you use. Just
remember to make sure that all players know
which is which before you start a game.
40
Reaction
Quite often your warriors will encounter
situations where the ability to respond quickly is of
paramount importance, for example, being
charged at by a unit of furious and heavily armed
enemy warriors. Your warriors' training and natu-
ral reflexes, as represented by their initiative (I)
stat, will decide how they react in these circum-
stances. When a unit is in a reaction situation you
will have to check to see whether it manages to
respond in time. To do so make a reaction test; the
rules are detailed below
44
combat attacks, mostly from bows, but can also ble of multiple shots. Weapons are covered in
include more exotic weapons such as staff-slings, detail later in their own section, and the army lists
and throwing weapons like javelins. contain details of powerful heroes, etc. To keep
Shooting is always done by units that are carrying things simple for now, just assume that each
out shoot orders. The only exception to this is model only takes one shot.
when a unit takes a 'reaction shot' in response When a unit shoots you can roll the 'to hit'
to the actions of an enemy unit. This is dealt with dice one at a time, or all together using different
later in this section. When a unit shoots it almost coloured dice to represent different weapons or
always has to shoot all of its weapons at a sin- models. As long as you and your opponent are
gle target unit, it cannot split its shots between clear on which rolls are for which weapons it's
target units. The sequence to follow when a unit entirely up to you.
carrying out shoot orders wishes to shoot is The dice score needed to hit depends on how
shown in order below: good a shot the shooter is. The models' shooting
stat (SH) indicates this. The Shooting Table
1. Check Range and LOS. shows the d10 score needed to hit the target.
2. Select a Target.
3. Roll to Hit. Shooting Table
4. Allocate Hits. Model's 1 2 3 4 5 6 7 8 9 10
5. Roll to Damage.
SH
Check Range and LOS Score 9+ 8+ 7+ 6+ 5+ 4+ 3+ 2+ 1+ 0
Measure the range to possible target *Note that a natural 1 is always a fail, and a natu-
units, checking to make sure that some or all of ral 10 is always a pass.
the models in the shooting unit can draw LOS to
some of the enemy models, and that some or all To Hit modifiers
of the members of the enemy unit are in range. Whether or not the shooting unit moved
Models in the firing unit that can't draw a clear this turn and the size of the target models being
LOS to the target unit can't shoot at all. Enemy shot at will affect the chances of scoring a hit. The
models that are beyond the range of the shooting 'to hit' dice roll modifiers are shown below:
unit's weapons can't be hit.
-1 Shooting unit carried out a move order
Select a Target -1 Size 1 target
A unit carrying out shoot orders always +1 Size 4-5 target
selects the nearest enemy unit in LOS that is not
+2 Size 6-7 target
in close combat with a friendly unit as its priority
+3 Size 8-9 target
target. To the warriors on the ground the nearest
enemy is always the most threatening. This is
Allocate Hits
the target it will shoot at unless any of its members
When your units carry out shoot orders
have special rules allowing them to override
normal target priorities, for example: the 'battle they do so to the best of their ability. However you
awareness' special rule. These will be shown on do not get to choose the specific models that are
the model's profile, and are detailed in the special hit. The warriors comprising a unit are not tele-
rules section later. pathically linked to their commander, and may
Once a target unit has been decided, turn have their own reasons for shooting at particular
the models in the unit to face their target. This models in the target unit.
doesn't apply to some of the less manoeuvrable
units (heavy units) but this is detailed later.
Roll to Hit
To determine whether the shooting unit
hits its target roll a d10 for each shot. Normally
each warrior will only get one shot; however cer-
tain weapons allow their user to shoot more than
once, and some heroes, monsters, etc are capa-
46
For example: Assume a warband of four · If the reaction test is passed play pass
models with two wounds each, suffers three es temporarily to the holding unit's
wounds from incoming archery shots. One model player. Turn the models in the holding
should be removed as a casualty, and the left over unit to face the enemy unit and work
wound noted down or indicated. If the warband out the shooting and its results.
later receives another wound, this will be enough · Irrespective of the check's result the
to cause another model to be removed as a casu- holding unit counts as having been
alty. activated and completed its turn. It can
do nothing further in the current game
Shooting into a Close Combat turn. Play then passes back to the
Shooting into a close combat that original player
involves one of your own units is not generally a
good idea; the chances of hitting your own side Terrain and Cover
are high. However for those of you who don't mind Many things can provide cover for your
filling your own warriors full of arrows, here's how warriors. Terrain in its various forms can prevent
to do it. Treat the shooting as you would normally, them from being seen and can give them protec-
with the following exceptions: tion by absorbing some incoming shots. Terrain
· The unit you wish to shoot with must interferes with an enemy's ability to harm your
make a successful CD check in order to warriors in one of two ways, by blocking LOS or
do it; your warriors are naturally by conferring a 'cover save'.
reluctant to endanger their comrades. If
the check is failed they don't shoot, and Blocking LOS
may not shoot this turn. Usually it will be pretty obvious when an
· For the purposes of hit allocation all intervening piece of terrain blocks LOS, because
friendly models in base contact with in the case of a hill or building for example, you
enemy models count as being part of the won't be able to see the target! However there are
target enemy unit. But, subject to all some not so obvious terrain types that can also
the normal hit allocation rules, every block LOS. Areas of woodland, dense bushes
second hit must be allocated to a model etc could also block LOS.
in the enemy players' unit. We suggest that before you start a battle
· If you are shooting with a directly you agree with your opponents how far models
placed template weapon (see special can see through terrain types like these. A rea-
rules) both you and the target units' sonable distance for dense forest might be four
player roll 1d10, the player getting the inches, for normal woodland six inches, and for
highest score gets to place the sparse scrubby areas eight inches. It's entirely up
template. Irrespective of who places it, to you, but unless otherwise agreed before the
the template must at least partially game, assume six inches. Whatever distance you
cover one model. decide on, warriors in these types of terrain will
become more difficult to see the further they are
Reaction Shooting into the area. For the purposes of the following
Units that are specifically keeping a look example we will assume that we are talking about
out for threats and approaching enemy units can an area of woodland with a visibility of six inches.
often get in a pre-emptive strike before the enemy Use it as a guide for all areas of this type.
can act. Such units can attempt to let off a hail of The following rules apply:
arrows at an enemy unit that comes too close. · Models inside the area, and within six
The following rules apply: inches of the edge of the area can see
· A holding unit can make a reaction check and be seen by models outside the area.
to reaction shoot at any enemy unit · Models inside the area can see and be
that completes a move order within seen by other models inside the area
short range of it. If the check is failed that are within six inches.
the holding unit fails to react. · Models outside the area on one side
49
4 0 ST+0 - - - - - - - -
The Weapon Stat Line Weapon Speed (WS): This gives an indication of
A weapon's stat line is a row of char- how quickly a weapon can be brought to
acteristics that show the weapons capabilities bear effectively. It represents a
at a variety of ranges from their target. For game combination of speed and reach. It can
purposes we have split weapon range into five range from 1 to 10, a 1 is very poor and a
'range bands'. The five range bands are CC, 10 extremely good. On this scale the
Short, Medium, Long and Extreme. average weapon rates at 4. A high
weapon speed will often enable the
CC: This shows the weapon's capabilities when wielder to strike first.
the model using it is in base contact with
an enemy model and is fighting hand to To Hit: This shows how accurate the weapon is,
hand in close combat. and how many hits it is capable of
inflicting. The accuracy of a weapon is
Short: This shows the weapon's capabilities expressed as a modifier e.g. +1, -1 etc.
when the model using it is shooting at an This modifies the d10 'to hit' roll of the
enemy model at distances of up to 12 user when attempting to hit an enemy
inches (short range). model. A plus modifier is good, a minus
one isn't. If a weapon is capable of
Medium: This shows the weapon's capabilities
inflicting more than one hit this is
when the model using it is shooting at an
enemy model at distances beyond 12 expressed as a number in brackets e.g.
inches and up to 24 inches (medium (x2), (x3) etc. This shows the number
range). of d10s the user should roll when
attempting to hit an enemy model.
Long: This shows the weapon's capabilities when Each successful roll scores one hit.
the model using it is shooting at an
enemy model at distances beyond 24 Damage (Dam): This shows how powerful a hit
inches and up to 36 inches (long range). scored with the weapon is, and how
many wounds a successful hit can inflict.
Extreme: This shows the weapon's capabilities If the weapon is a bow or similar ranged
when the model using it is shooting at an weapon, its power is normally expressed
enemy model at distances beyond 36 as a number e.g. 4, 6 etc. High numbers
inches and up to 48 inches (extreme indicate a more powerful weapon. This
range). is compared to a targets toughness to
determine whether damage is caused.
Weapon Capabilities If the weapon is a melee weapon of some
Weapons come in an array of different
kind, its power is normally indicated as a
shapes and sizes, from standard axes and
modifier to the users strength e.g. ST+1,
swords, to massive two-handed maces, keen
ST+2 etc. This modifies the d10 'damage'
spears, or bows and javelins. Some weapons
roll of the user when determining
confer initiative advantages because of their long
whether damage is caused.
reach, while others can inflict terrible damage. In
If the weapon is capable of inflicting
the CC band a weapon has three capabilities that
more than one wound with a successful
can be measured, shown in the columns 'WS, 'To
hit this is expressed as a number in
Hit' and 'Dam'. A weapon's capabilities within the
brackets e.g. (x2), (x3) etc. This shows
other range bands are shown in two columns: 'To
the number of d10s the user should roll
Hit' and 'Dam'. If a weapon has no entry in these
when determining whether damage is
columns for a particular range band, then the
caused. Each successful roll causes one
weapon has no capability at that range and the
wound.
bearer must use a different weapon if he has one
.
51
Weapon Type and Special Rules movement section, apply to assault moves. There
A weapon's type and special rules pro- are three possible types of assault move. The
vide all the other information you will need to ones available to a unit depend on whether the
enable your warriors to perform at their best in unit is already in base contact with an enemy unit.
battle. The various types are as shown below, The three types of move are 'charge', 'close' and
special rules cover unique capabilities and modes 'break off'.
of operation and are either explained on the pro-
Charge
file or in the special rules section later in this book.
A unit with assault orders that is not cur-
rently in base contact with an enemy unit must
One-Handed: One-handed weapons are pretty make a charge move if possible. A charging unit
standard weapons; some warriors use moves forward aggressively and attempts to
one in each hand to gain a bonus in close come to grips with one target enemy unit in order
combat. to engage it in close combat.
Two-Handed: These weapons require two hands Pick the model in your unit that is clos-
to use them, most ranged weapons, est to the target unit. Your model can charge up to
battle axes, etc. fall into this type. its MV in inches (plus any bonus distances for
Melee Weapon: Melee weapons are used to special rules etc. see later in the relevant sec-
physically hit the enemy in close combat. tions). Measure the distance between your model
Swords, spears, axes, claws and teeth and the nearest enemy model in the target unit, if
are all examples of melee weapons. it can't reach it your unit can't charge. Leave your
Ranged Weapon: Ranged weapons are used to unit where it is. If your model can get there move
attack the enemy at distance. Bows, it into contact with the enemy model and the fol-
crossbows, staff slings, etc. are all lowing rules apply:
examples of ranged weapons. · The rest of the models in the
Fixed: Fixed weapons are those that are too attacking unit can charge up to double
heavy to be carried by normal warriors, their MV in inches (plus any relevant
or are attached to heavy units. Large bonus distances). Move as many of
ones are often mounted on wheeled them as you can into base contact with
platforms, or carried by beasts of models in the target unit. Start with
burden, and are operated by teams of those closest to the enemy, using the
warriors. shortest possible route. Models that
can't get into base contact with a
Close Combat model in the target unit must move as
Close combat includes all kinds of close close as possible.
up and hand to hand fighting. Combatants may be · Models in the attacking unit may
using melee weapons like swords or clubs, or move into base contact with models in
fighting with natural weapons like teeth or claws. an enemy unit other than the target
Engaging in close combat is usually the most unit, but only as a consequence of
decisive way of destroying your enemies, but also successfully moving into base contact
the riskiest. When you wish to get your units into with a model in the target unit.
close combat with enemy units follow the · Holding units, other than the target
sequence below: unit, that are contacted by charging
enemy models count as having been
1. Make Assault Moves activated and completed their turn.
They are no longer on hold.
2. Fight the Combat
3. Determine Combat Results
Assault Moves
Assault moves are the only way that a
unit can get into or out of combat with an enemy
unit. All the usual rules for turning, moving
through members of the same warband, warband
cohesion and terrain effects, as described in the
52
Charging
Unit A charges Unit B.
Fig i) shows the distance from Unit A to the nearest model in Unit B is 3.5 inches. The models in Unit
A have an MV of 4, so the charge may go ahead.
Fig ii) shows the front model in Unit A moving up to base contact with the nearest model in Unit
B. Now this process continues for the rest of the models in Unit A, as the nearest model in Unit A that
can reach base contact with one of Unit B's models is moved up. The maximum distance any model
in Unit A can move is double its MV, or 8 inches in this case.
Fig iii) shows all models in Unit A that can reach base contact with Unit B moving up. The last
model in Unit A would have to travel 10 inches to reach the nearest model in Unit B, which it cannot
do. Instead it will move as close as it can to Unit B, maintaining warband cohesion as it does so.
Close
A unit that is already in base contact with with those closest to the enemy,
an enemy unit must either close or break off (see using the shortest possible route.
Break Off below). A closing unit attempts to bring Models that can't get into base
more of its unengaged members (if it has any) contact with a model in the target
into base contact with a single target enemy unit unit must move as close as possible.
that it is already in close combat with. If it is in · Models in the closing unit may move
base contact with more than one enemy unit you into base contact with models in an
must choose one of them to close with. The fol- enemy unit other than the target unit,
lowing rules apply: but only as a consequence of successful
· Unengaged models in the closing unit ly moving into base contact with a
can move up to double their MV in model in the target unit.
inches (plus any relevant bonus · Holding units, other than the target
distances). Models that start in base unit, that are contacted by closing
contact with models in an enemy unit enemy models count as having been
can't move. Move as many unengaged activated and completed their turn.
models as you can into base contact They are no longer on hold.
with models in the target unit. Start
53
Fight the Combat between them. If units contain models with vary-
Close combat is a swirling mass of blows ing weapons and skills you'll have to remember to
and counterblows, even as your warriors are keep track of who's hitting who. The following
attempting to kill the enemy, their opponents will rules apply:
usually be trying to do the same to them. Combat · Models in the attacking unit can only
will sometimes be simultaneous, although charg- allocate their attacks to models in the
ing, counter-charging, model initiative, and some target unit. They can't allocate attacks
other situations or special rules can allow models to any other enemy models they may be
to strike first; this is a big advantage because a i n contact with.
dead enemy can't strike back! Before you fight the · Models in the target unit can only
combat you need to determine which models can allocate their attacks to models in the
fight, and who they can attack. attacking unit. They can't allocate
attacks to any other enemy models they
Who can fight may be in contact with.
In most circumstances a unit that is
Charge bonuses
attacked in close combat can fight back. It does-
nt matter whether it has previously been acti- Units that charged into contact with the
vated, or has yet to do something in the current enemy get an advantage in combat. Their
game turn. The following rules determine which momentum and aggression give them a tem-
models can fight: porary advantage over their foes. Charging units
· All models in the attacking unit that get to strike first in combat and gain a +1 modifier
are in base contact with one or more to their d10 to hit rolls.
opponents in the target unit can fight.
Counter-charging
Models that aren't in contact with any
Units that are alert and on the look out for
models in the target unit can't fight.
approaching enemy units can sometimes react
· A unit that is attacked in close combat
quickly enough to counter-charge an incoming
only gets to fight back against one
charge, and so fight back at better odds. If a hold-
enemy unit that attacks it in the
ing or inactivated unit that is not currently in base
current game turn. In normal
contact with an enemy unit is the target of a
circumstances this must be against the
charge, it can make a reaction check to counter-
first enemy unit that attacks it
charge the attacking unit. The following rules
(although some circumstances or special
apply:
rules such as Battle Awareness may
· After the attacking models been moved
affect this, see the relevant sections). If
into contact make a reaction check. If
another enemy unit subsequently the check is failed the unit did not react
attacks it, it does not get to fight back. fast enough. No counter-charge took
All defending models that are in base place and the unit fights as normal.
contact with one or · If the reaction check is passed the unit
more opponents in the attacking unit counter-charged. They gain the same
can fight. Models that aren't in bonuses as the attacking unit. This
contact with any models in the effectively cancels the attackers strike
attacking unit can't fight. first bonus; both units however retain
the +1 modifier to their d10 to hit rolls.
Allocating Attacks and Hits · Holding units count as having been
Because models in close combat are in activated and completed their turn,
base contact with specific opponents they must regardless of whether they attempted
allocate their attacks, and therefore successful the check and irrespective of its result.
hits, only to those models. If your model has mul- They are no longer on hold.
tiple attacks and it is in base contact with more
than one enemy model you can split your attacks
55
4 4
Now resolve attacks in strict weapon before being removed from play. Perhaps indicate
speed order with the highest going first. such models by turning them around, laying them
Any models killed by opponents with a on their side or placing a marker of some kind by
higher weapon speed are removed and them.
do not get to strike back. To determine whether the attacking unit
· Finally, if after working through the hits its opponents roll a d10 for each attack.
process above, models on opposing Normally each warrior will only get one attack,
sides still have the same conditions and however some heroes, powerful monsters and
values, then combat is simultaneous. war engines get multiple attacks. Also certain
Resolve hits and damage, but any models weapons allow their user to attack more than
killed or destroyed are allowed to strike once. Weapons are covered in detail elsewhere,
back before being removed from play. and a variety of heroes, monsters etc are detailed
in the army lists. To keep things simple for now,
Attacking Panicked Units just assume that each model only gets one attack.
Panicked warriors do not perform well in When a unit fights you can roll the 'to hit'
close combat; they are usually too shaken and dice one at a time, or all together using different
confused to put up much of a fight. Any models coloured dice to represent different weapons or
attacking panicked models in close combat gain a models. As long as you and your opponent are
bonus of +2 on their d10 to hit rolls. clear on which rolls are for which weapons it's
entirely up to you.
Terrain and Close Combat In close combat the more skilful an attack-
Terrain that provides cover, as described er is the more chance it has of scoring a hit.
in the section on shooting, is also extremely help- Similarly, the more skilful a defender is the more
ful to any occupying warriors that are charged by chance it has of fending off the attack. A model's
the enemy. It provides a very strong defensive assault (AS) stat indicates its skill in close combat.
position. The following rules apply: Comparing the opposing models close combat
· If a unit charges an enemy unit that is skills will determine the chance of a hit.
occupying an area of cover from outside In order to discover the chance of hitting
the area, or charges from the opposite you need to refer to the Close Combat Table
side of a defended object (a wall for below. Cross-reference the Assault (AS) stat of
instance), all its charge bonuses are lost. the attacker with the Assault (AS) stat of its oppo-
In addition the defending unit gains the nent. The number shown where they intersect
first strike and a +1 modifier to its d10 to shows the d10 score needed to get a hit.
hit rolls.
· Members of a closing unit (see Assault To Hit modifiers
Moves earlier) that are in cover do not -2 Unit is panicked
have to move if the controlling player +1 Unit charged or counter-charged
does not wish them to. +1 Defending Cover
+2 Opponent is panicked
Rolling To Hit
The model that strikes first will always roll
to hit first, but occasionally there will be cases
where no one strikes first and the combat is simul-
taneous. For simplicity it's usually best for one
player to roll his attack dice and determine the
damage caused before his opponent does so. We
usually let the player whose unit carried out the
assault orders go first, but it's entirely up to you.
Any models that are killed or destroyed but were
eligible to fight are still allowed to roll attack dice
57
*Note that a natural 1 is always a fail, and a nat- *Note that a natural 1 is always a fail, and a natu-
ural 10 is always a pass. ral 10 is always a pass.
Glide Inspiring
Some models do not suffer any penalties Models with this special ability have a
at all when they move across terrain, this may be positive effect on the morale of nearby models. All
because they have wings, which allow them to models within 6 inches and LOS of inspiring mod-
glide along above the ground, or it may be els can re-roll failed morale checks. They only get
because they don't have solid bodies. Models that to re-roll once per test and must abide by the
can glide avoid all penalties for obstacles and ter- result of the second dice roll.
rain, though they must move around obstacles
that are taller than three inches in height.
65
band, and models still count as being in reeling and confused by a an enemy's onslaught,
cohesion up to two inches away from they never rout.
the nearest model
· Skirmishers ignore the penalties for Strike First
rough terrain on account of their loose Models with this special rule have supe-
formation rior reactions and close combat training. In close
· Instead of counter-charging, skirmishers combat they always resolve their attack(s) first,
can elect to flee when charged by an and if their opponent is killed then it may not have
enemy. Make a CD test before enemy its usual return attack.
models are moved, and if successful the
skirmishers may be moved up to their Tactics
normal move away from the enemy unit. Models with this special rule are more effi-
If the enemy unit catches them ciently trained than others and less likely to fail an
(including if they failed the CD test), order or react to an enemy threat. Tactics is
then not only does it get first strike, expressed on the profile as a number that is
but any survivors in the skirmishing unit added to the dice roll when a unit makes a Battle
may not hit back Awareness, reaction shoot or counter-charge
· Skirmishers always count as using check. The modifier used is always the highest
improvised weapons in close combat, one in the unit, so for example if all members of a
regardless of what they're actually unit have Tactics 1 and the leader has Tactics 2,
armed with you would use the +2 modifier when making a
· Enemy models get +1 to hit/ +1 dam morale check.
against skirmishers in close combat
Template Attacks
Slow Some ranged attacks affect large areas
Some models just cannot react in time to rather than just individual models. They differ from
do any of the things a normal unit could do under normal ranged attacks by using a template to
similar circumstances, such as snap off a reaction determine which models are hit. Attacks of this
shot, or counter-charge an enemy. This could be type can be very powerful, and are often powerful
because they're somewhat dense and mindless, magical abilities such as the Sidhe Elemental
or it could be that they're really unmanoeuvrable. Blast or the Fomorian Baleforce. The following
Models that are slow always fail tests that involve rules apply to templates in general:
the I stat and their initiative is only ever used to · Weapons that use templates and have
determine the order in which they attack in ongo- an entry on the CC band of their
ing close combats. profile do not use the template in close
combat. Instead the fight the combat as
Standard Bearer usual using the stats listed
Models that carry standards act as a · Models in cover that are hit by a tem
focus for the whole unit they are with. As long as plate suffer a -2 modifier on their d10
the standard bearer holds up the standard, the cover save roll
unit will be more confident, more resolute, or more
stable. Having a standard gives a +1 modifier to There are two types of template, 'directly placed'
all tests the unit makes, in which the active stat is and 'ranged'.
CD.
Steadfast
Models with this special rule are either
exceptionally well disciplined or are simply
incapable of losing their cool. Whilst they are sub-
ject to the Panic rules, if for example they are left
68
Directly Placed Templates short, 2d10 for medium and so on. This
Directly placed template weapons use a gives the distance that the shot
teardrop shaped template that is relatively short deviated by in inches. Irrespective of the
ranged, but that affects all models within its dice result the shot cannot deviate by
area of effect indiscriminately. 'The Black Bile' of more than half the measured distance
the Fir Bolg is an example of this kind of template. between the shooting model and the
You do not need to roll to hit with a tem- aiming point.
plate of this kind if using a weapon. Place the tem- 4. Centre the template on the point
plate so the narrow end is touching the front face where the shot strayed to as
of the shooting model's base, and the rest is cov- generat ed above. Make damage rolls
ering as many enemy models as possible. All for models covered as normal.
models whose bases are covered or partially
covered by the template are automatically hit.
Terrifying
Make any damage rolls for them as normal. Some models are so fearsome or vile that
enemy warriors quail before them. Terrifying is
Ranged Templates expressed as a value representing the difficulty of
Ranged templates use a circular tem- a morale test when the terrifying model con-
plate. As the name implies they can operate at fronts normal models. The following rules apply
reasonable ranges, the Sidhe elemental blast to terrifying models:
being a good example of this. · If a terrifying unit charges a unit, that
If using a weapon roll to hit as normal. If a unit must take an immediate morale
hit is scored both you and the target units' test. The diff of the test is equal to the
player roll 1d10, the player getting the Terrifying rating of the charging unit
highest score allocates the hit on the tar · If a unit wishes to charge or counter-
get unit. Centre the template on the allo charge a Terrifying unit it must pass a
cated model. All models whose base are morale test. If this is failed the unit does
covered or partially covered are auto not panic or rout, but simply refuses
matically hit. Make damage rolls for them the order. If the unit is then charged by
as normal. the terrifying unit, it must take a
If a ranged template weapon misses it will morale test for panic as detailed above
still affect an area somewhere nearby, · Terrifying models are all Fearless
although not the one intended. Such a
shot has strayed off target. It's important
to know where stray shots land, as they
can often drift into other (sometimes
friendly!) units. Use the following proce
dure to find out where it goes:
Army Lists
The
Fir Bolg
The
Accursed Hosts of
Anwyn
AS SH S T W I CD SZ MV
3 2 4 3 1 2 4 2 4
Warband/Foot
Unit Size: 4-12
They revel
in
torture
of others
and
self-mutilation
Fir Bolg
Knight
79
You may customise a Fir Bolg Knight Hero's A Fir Bolg priest may be added to a unit of skele-
equipment as follows: ton sicklemen, skeleton warscythes, skeleton
· +8 points to add throwing weapons spearmen, skeleton archers, zombies or flesh
eater.
A Fir Bolg knight hero may be added to a unit
of Fir Bolg knights.
Their
dark masters
grant
living dead steeds
to warriors that were accomplished
horsemen in life
80
The
S id h
Immortal
e
Rulers of the Elements
The Sidhe are half-divine immortal crea- be ill afforded by an immortal people to whom no
tures. Elemental serpent forces made flesh by the children are naturally born.
magic unleashed in a war between the Fir Bolg The Sidhe are all now concentrated in the
and Anu. Most of these serpent creatures have western mountain ranges of Goria, and in adja-
adopted forms similar to those of the old Fir Bolg, cent regions such as Ariant Forest, Ór-
allowing them to move around the surface of Gearraidh, and the Hidden Forest. They also
Goria. These ones are called elves and they are occupy western coastal regions and the islands
proud and decadent. Serving the elves are many off them. Running down the spine of the Great
other elementals such as the drakes, which have Western Divide, the Sidhe have construct-
retained a serpent form. The elves are a declining ed the greatest fortification Goria has ever known-
race though, and they have been forced to dilute Ridgeworld. Potent elemental magic was used in
their immortal bloodline by interbreeding its construction, and the ancient Sidhe that made
with Gaels. This has swelled their numbers, but it acquired the aid of greater elemental creatures.
successive generations have less and less con- This was the last great act of unity and co-opera-
trol over the elemental forces that make the tion achieved by the various houses of the elves.
elves such a force to be reckoned with. In their great fortresses the Sidhe are
The Sidhe are sophisticated by the stan- practically unassailable, but they are forced to
dards of Goria, and have organised their commu- sortie out from these to capture Gael breeding
nities along feudal lines ruled by an aristo- stock. The Gaels live in the east , so the Sidhe
cratic elite since they were first awakened. must cross dangerous lands populated by many
Each of the great Sidhe houses corresponds to enemies. Sidhe are superior fighters though, their
one of the elements of the world, and whilst they serpent reflexes and superior bows making them
present a united front to external threats, good hand-to-hand fighters and archers. They
internecine divisions rack them. Under the also have superb cavalry mounts in the form of
umbrella of the great houses there is a complex drakes, which are faster and more ferocious than
hierarchy of lesser barons, dukes, countesses any other races cavalry. Perhaps the most
and so on, each with their own household, per- dangerous elements in the Sidhe army are the
sonal army, and agenda for climbing the courtly sorcerers, ancient elves so steeped in elemental
hierarchy. Whilst it is very rare for Sidhe houses to magic that the oldest have assumed terrifying
go to war on one another, the tensions of their serpant forms, combining potent magic with raw,
feudal society sometimes erupt into Sidhe primal ferocity.
against Sidhe violence. A state of affairs that can
Dragon Rider
AS SH S T W I CD SZ MV
4 4 4 4 1 5 6 2 5
Warband/Foot
Unit Size: 4-12
85
Special Rules
All: Battle Awareness, High Morale 1, Extra
Attacks 1
Prince: Marksman
Duke: Marksman, Tactics 2
Elf archers
are the
pride
of any nobles army
Elf Guard
Sidhe Sorcerers
Sidhe sorcerers, female and male known as
witches and warlocks respectively, have a deep
affinity with the elemental serpent forces of Goria.
Over time Sidhe sorcerers begin to change back
into the elemental serpent forms they originally
slept beneath Goria in. At the lower orders of the
art Sidhe sorcerers maintain their elven shape,
but the most ancient and powerful of these crea-
tures have become terrible monsters, part elf, part
serpent.
Troop Hero AS SH S T W I CD SZ MV
Type Level
Sorcerer 1 4 5 4 4 1 5 7 3 5
Grand
Sorcerer 2 5 5 5 4 2 5 7 3 5
Elder
Serpent 3 5 5 5 5 4 5 7 3 5
Structure: Individual/Foot
Special Rules
All: Battle Awareness
Sorcerer: High Morale 1, Extra Attacks 1
Grand Sorcerer: High Morale 1, Extra
Attacks 1, Tactics 1
Elder Serpent: Fast, Steadfast, Extra
Attacks 1, Strike First
The
Fomorians
Spawn
of
AS SH S T W I CD SZ MV
3 4 3 3 1 3 3 2 4
Structure: Warband/Foot
Unit Size: 4-12
Special Rules
You may add any one orc leader to a unit of
goblin archers.
They are
sea demons
that delight in
causing pain
and mayhem
Beastman
Beastmen are
insane,
deformed
Fomorians-children
of
Chaos
95
Structure: Warband/Foot AS SH S T W I CD SZ MV
Unit Size: 4-8 4 4 4 5 1 3 4 4 6
AS SH S T W I CD SZ MV
4 5 4 4 1 5 5 2 4
Structure: Warband/Foot
Unit Size: 4-8
The
Gaels
Favoured Children of the
Goddess
Gaels are humans, the second race born Anus mortal consort. Independent of this struc-
to the Mother Goddess Anu. Anu created the ture are the druids, who are lore keepers and
father of the Gaels out of her desire to have a new judges in disputes between chiefs and kings, or
race of children to replace the Fir Bolg, the first- rulers and subjects. They also act as advisors and
born race who betrayed the goddess and suffered manage religious ceremonies dedicated to Anu.
her eternal curse. Anus first husband was the The Gaels are situated around the south-
Horned God, and he was a force of nature, fertili- ern and eastern coastal regions of Goria, where
ty and wild places, but the Gaels father Lahmfada they build great granite hill forts across hilltops
was an energetic and brightly burning star, so he and plateaus. The largest of these is Taras, where
was named Sun God. The Gaels have much of the High King resides for most of the year.
the spirit of Lahmfada about them, and though Smaller farming and fishing settlements spread
their allotted spans are short they live them to the out from these areas, trailing off into wilderness
full, attacking life with vigour and gusto whether as they approach dangerous borders such as
theyre fighting, revelling or conducting religious Kluruchs Marsh or the Mounds of the Old Kings.
ceremonies. There are also a number of sites sacred to the
Gaels live in a tribal society, ruled over by druids in Gael territory, mostly in forest groves or
a warrior caste of kings, queens and chieftains. A on hilltops in wild areas.
tribe is composed of a number of chiefdoms each Gaels are athletic and skilled fighters who
presided over by a warrior chieftain. The chief- rely on skirmish tactics to draw out an enemys
tain is responsible for organising the defences of forces so that they can be hit by heavier units
the chiefdom and settling disputes between his or such as Gael warriors and cavalry. Unlike the skir-
her people. Chieftains are also bound to provide mishers of other armies, for example the
hospitality for important travellers passing through Fomorians, Gael chieftains treat their skirmishers
their lands, such as other chiefs or kings. A king as a valuable resource, not to be squandered
or queen, who manages the affairs of the whole needlessly on suicidal shielding missions for the
tribal domain, rules the tribe and they in turn are better quality troops. Once battle is joined the
subject to the rule of the Ard Righe at Taras, the skirmishers usually retreat to a safe distance
High King of all the Gaels. The High King is where theyre ready to slow down enemy flankers
always a man, for he is also the Sun God and or stragglers.
102
Staff Slingers
Staff slingers are apprentice warriors who are
sons and daughters of war leaders, or peasants
and followers hoping to be elevated to the ranks
of bondsman. In battle they are armed with staff
slings and used to skirmish in front of the fully-
fledged troops, harassing and disrupting the
enemy's advance and giving eager youngsters a
taste of battle. However, if heavily armed warriors
or cavalry catch them then they are almost cer-
tainly doomed, so they tend to retreat once battle
is joined.
AS SH S T W I CD SZ MV
4 4 4 4 1 4 5 2 4
Structure: Warband/Foot
Unit Size: 4-12
Special Rules
All: Skirmisher
Leader: Battle Awareness,
High Morale 1
Champion: Marksman
The warrior
caste of Gael
society
Gael
Cavalry Hero
105
The warhorse mount makes a separate attack in *Lethal Strike 3 only applies when charging.
close combat with AS 3, dam 5 and has
The warhorse mounts make two separate attacks
Ferocious Charge ability.
in close combat with AS 3, dam 5 and Ferocious
Charge ability. These attacks can only be made
In battle against models in the front combat arc.
Gael cavalry The unit may make one turn for every 3 inches
run down
enemy units moved.
Gael Heroes
Gael heroes are the most skilled warriors of a war-
rior culture. In battle Gael heroes are experts in
the various cuts, thrusts and chops that get
around an enemy's guard and at the highest peak
of their art they are inspiration to all their tribe, giv-
ing heart to warriors that would otherwise flag.
Troop Hero AS SH S T W I CD SZ MV
Type Level
Hero 1 5 4 4 4 1 4 6 2 4
Chieftain 2 5 4 5 4 2 5 6 2 4
King 3 5 5 5 6 3 5 6 2 4
Structure: Individual/Foot
Gael Druid
Gael Druids
Gael druids are judges and wise men and women
of their tribes. They are favoured amongst Anu's
Gael children and as such they are held in as
much esteem as the warriors of Gael society.
Druids have a strong link to the earth, and have
earned powers to command the forces of nature
to assist the Gaels against their enemies. They
are also capable fighters able to defend them-
selves against assailants.
Troop Hero AS SH S T W I CD SZ MV
Type Level
Apprentice 1 4 4 4 4 1 4 7 2 4
Druid
Druid 2 4 4 5 4 2 5 7 2 4
Hengelord 3 5 4 5 5 3 5 7 2 4
Structure: Individual/Foot
Special Rules
All: Battle Awareness
Apprentice Druid: High Morale 1, Parry 1
Druid: High Morale 2, Parry 1
Hengelord: High Morale 2, Parry 2
Druids
have a strong link to the earth,
and have
earned powers to command
the
forces of nature
Gael Cavalry Heroes Gael Feats & Rites
Mounted Gael heroes are charismatic battle lead- The training of the Gaels has two distinct paths.
ers that are much loved by the warbands under The warriors learn to control their bodies in
their command. In combat they are fierce and incredible ways, whilst the Druids develop the
accomplished fighters, but at the highest levels it Gaels' Goddess given talent for influencing
is their stature and presence on the battlefield that nature.
is their true strength. Nearby warriors will take
heart from the sight of their kings and are far less Feats of Battle
likely to panic or flee the field of battle. Salmon Leap COST 15
Gael heroes are supreme athletes and they take
Troop Hero AS SH S T W I CD SZ MV their inspiration from the natural wonders provid-
Type Level ed by Anu. The salmon leap is a superhuman
Hero 1 5 4 4 5 1 4 6 3 7 standing jump, into or away from combat, that is
Chieftain 2 5 4 5 5 2 5 6 3 7
King 3 5 5 5 6 3 5 6 3 7 guaranteed to stymie and surprise the enemy.
Use the following rules for the salmon leap:
Structure: Individual/Mounted · Salmon leap may only be attempted by
foot heroes
· Use this ability instead of making a
Troop Type Hero Feats Ri tes Artefacts
Points charge or break off move
Hero 0-20 0-20 HP 0-10 HP 0-20 HP · Make a CD test, if it fails you may
Chieftain 0-30 0-30 HP 0-15 HP 0-25 HP not perform either of the listed moves.
King 0-50 0-50 HP 0-20HP 0-30 HP If it passes then use the following rules
· For a charge move your opponent may
Troop Type Equipment Cost not counter-charge the hero or the
Hero Hand Weapon 47 + HP unit the hero is leading. Additionally
Chieftain Hand Weapon 66 + HP the unit receives an additional +1 bonus
King Hand Weapon 86 + HP
to both to hit and damage rolls on the
turn they charge
Special Rules · For a break off move the hero and any
All: Battle Awareness, High Morale 1, models they are leading break off and
Strike First the enemy unit may not attack them
Chieftain: Ferocious Charge as they go
King: Ferocious Charge, Inspiring
Fe at of the Shi e l d Ri m COST 5
The warhorse mount makes a separate attack in Another example of the incredible physical
prowess of Gael heroes is the feat of the shield
close combat with AS 3, dam 5 and has
rim. They may leap onto the rim of an oppo-
Ferocious Charge ability.
nent's shield to unbalance them, allowing the Gael
You may upgrade a mounted Gael hero's equip- to strike whilst they're vulnerable.
ment as follows: Use the following rules for feat of the shield rim:
· The feat of the shield rim can only be
· +14 points per model to add throwing
used against an enemy model armed
weapons
with a shield
You may add a mounted Gael hero to a unit of · Use this ability instead of attacking in
close combat
Gael cavalry.
· Make a reaction check test using your
opponent's I as the difficulty. If you fail
nothing happens and you lose your
attacks. If you pass make your normal
number of attacks, and add your hero
level as a bonus to hit
109
The
Vanir
Raiders
of the Frozen Wasteland
The Vanir are brigands and reavers, from mystical powers of the rune casters, who are the
a winter realm beyond Goria that is linked to the lore keepers and saga tellers of their people.
world by a magical rainbow bridge called Bifrost. Some Vanir have actually settled per-
There are three different races comprising the manently on Goria, following the advice of their
Vanir people, these being the stocky and hoary rune casters to stay and conquer this rich new
dwarfs, the winged valkyries and the massive world. They have carved out a domain in the north
Jötun, or frost giants. All dwarfs are male and all east of Goria which they use as a base to raid the
valkyries are female, so these two different races territories of other races. The north east of Goria,
interbreed, the valkyrie women giving birth to particularly around the coastline, is famous for
male dwarf and female valkyrie children. The unusual geological formations of basalt. These
Vanir's home realm is called Midgaard and it is formations are massive and octagonal, and the
a land of rugged mountains, complex, fractured Vanir, using their natural gifts for mining and delv-
coastlines, and frozen coniferous forests. It is the ing, have hollowed them out to make fortified
realm of deep winter and the wasteland spirits cities such as Heimdall and Bodir Dúr. The Vanir
howl and blast in the icy wildernesses. rune casters can bind wasteland spirits from
The Vanir that have travelled over the Midgaard into ceremonial standing stones, called
rainbow bridge to Goria are raiders and bandits. vettar-stanes, which once planted in the soil begin
They move from place to place in massive wood- to turn a land into a winter realm. This they have
en hulled ships with great, carved drag- done in the far north of Goria.
onheads mounted on the prows. Each of these In battle the Vanir are taciturn and immoveable
vessels is capable of carrying hundreds of Vanir opponents. The dwarfs advance slowly and with
and they ply coastlines looking for settlements grim determination, bearing down on their ene-
to ravage, slaughtering or enslaving the occu- mies relentlessly, and relying on their sturdy
pants and stealing their stores of food and live- physiques and quality Vanir mail to turn aside the
stock. After a raid the Vanir like to drink them- arrows and darts of their enemies. Dwarf cross-
selves into a stupor and play incredibly dan- bowmen will support this advance by finding a
gerous and ill-advised games such as throwing vantage point from which to fire their clumsy but
hammers at one another. Fights between actu- powerful weapons, and shrieking valkyries and
al Vanir are relatively commonplace, though wolf chariots provide the mobility and the capabil-
rarely fatal. Their leaders are usually the best war- ity to strike at speed.
riors, however they have a deep respect for the
112
Valkyrie
Dwarf Crossbowmen Dwarf Heroes
Dwarf crossbowmen carry the cumbersome but Dwarf heroes are hard-bitten warriors that have
highly effective Vanir crossbow. This weapon is risen through the ranks of their tribes to become
slow to use, the user being forced to stand their eorls and chieftains. They lead by example in bat-
ground to load and aim, but delivers a lethal tle, smiting enemies with great crushing blows
punch. These troops are ideal for defending from their heavy swords, axes and hammers.
fixed positions such as hilltops or fortifications. Dwarf heroes are dangerous opponents who are
resilient fighters to boot.
AS SH S T W I CD SZ MV
4 4 4 5 1 3 5 2 3 Troop Hero AS SH S T W I CD SZ MV
Type Level
Structure: Warband/Foot Chief 1 5 4 5 5 1 3 5 2 3
Unit Size: 4-12 Thegn 2 5 4 5 5 2 4 6 2 3
Eorl 3 6 4 5 6 3 4 6 2 3
Troop Type Equipment No. per Unit Cost
Archer Crossbow 4-12 15 Structure: Individual/Foot
Leader Crossbow 0-1 17
Champion Crossbow 0-2 17 Troop Hero F eats Ri t es Ar te facts
Type Points
Special Rules Chief 0-20 0-20HP 0-10HP 0-20 HP
Thegn 0-30 0-30HP 0-15HP 0-30 HP
Leader: Battle Awareness, High Morale 1 Eorl 0-50 0-50HP 0-20HP 0-40 HP
Champion: Marksman
Troop Type Equipment Cost
Valkyries Chief Hand Weapon 17 + HP
Valkyries are a race of winged warrior women Thegn Hand Weapon 23 + HP
from the high, frozen mountain summits of Eorl Hand Weapon 35 + HP
Midgaard. They are not true fliers like birds, or
Special Rules
dragons, but their small wings allow them to make
All: Battle Awareness, High Morale 1
short flights that enable them to get around in
Chief: Lethal Strike 1
their precipitous homelands by launching from
Thegn: Lethal Strike 1, Ferocious Charge
peak to peak. On the battlefield valkyries can take
Eorl: Lethal Strike 2, Ferocious Charge
off on short, powered flights, making them con-
siderably faster and more manoeuvrable than
You may upgrade a dwarf hero's equipment as
other foot soldiers.
follows:
AS SH S T W I CD SZ MV · +2 points to replace hand weapon with
4 4 4 5 1 4 5 2 6 2 hand weapons
· +1 points to replace hand weapon with
Structure: Warband/Foot spear
Unit Size: 4-8 · +1 points to replace hand weapon with
two-handed weapon
Troop Type Equipment No. per Unit Cost
Valkyrie Hand Weapon 4-8 28
· +7 points to add a crossbow
Leader Hand Weapon 0-1 33 · +2 points to add assault weapons
Champion Hand Weapon 0-2 30 · +2 points to add a shield
Special Rules You may add a dwarf hero to a unit of dwarf fight-
All: Glide ers, dwarf greathammers, dwarf spearmen, or
Leader: Battle Awareness, High Morale 1 dwarf crossbowmen.
Champion: Ferocious Charge
116
Wolf Chariot
Wolf Chariot Damage Table
Wolf chariots are unusual, wolf drawn machines. 1d10 Result
These chariots have wasteland spirits bound into 1-5 No Result.
them by Futhark runes, freezing the ground 6 Reins Damaged: Each time you wish to
before them so that they can slide along on their turn roll a d10. On a 1-5 it cannot
runners with ease. Wolf chariots are awesome turn. On a 6-10 it can turn as normal.
machines in close combat, capable of cutting A second hit on the reins immobilizes
great swathes though enemy units and are ridden the chariot.
into battle by dwarf champions. 7 Driver Slain: The champion must take
the reins. The champion may no longer
AS SH S T W I CD SZ MV shoot or take assault moves if the
4 4 4 7 4 2 5 5 6 chariot moves during the
movement phase. A second hit in this
Structure: Heavy Unit location results in an additional wound.
Special Rules
Battle Awareness, Heavy Armour 3, Ferocious
Charge, Lethal Strike 3*, Fearless, Immune to
Mesmerism
*Lethal Strike 3 only applies when charging
Harvester COST 12
Special Rules
Harvester is the name the Vanir give to a lethal
All: Battle Awareness, High Morale 1
technique for hurling axes and hammers into
Bragi: Tactics 1
massed ranks of enemy warriors.
Rune Caster: Tactics 1, Ferocious Charge
Use the following rules for harvester:
Lorekeeper: Tactics 2, Ferocious Charge
· Harvester may only be used by a hero
armed with assault weapons
You may upgrade a rune caster's equipment as
· The hero may use harvester instead of
follows:
shooting
· +0 points to replace hand weapon with
· Pick any enemy unit within 6 inches
two-handed weapon
and LOS. Roll a number of dice to hit
that is equal to double the hero's level.
You may add a rune caster to a unit of dwarf fight-
Any hits scored have dam equal to the
ers, dwarf greathammers, dwarf spearmen, or
hero's strength
dwarf crossbowmen.
· If the hero makes a charge move
immdiately after using the harvester
abilty, they do not get any bonus from
their assault weapons
119
2 0 ST+ 2 - - - - - - - -
Hand Weapon
Hand weapons is a broad category cov- Type: 2 handed melee
ering most one-handed weapons that can be used Special Rules: Penetrating 2
to cut, stab, slash, bludgeon or otherwise dispatch
a foe in toe-to toe combat. This includes, swords, Spear
axes, warhammers, maces, clubs, druid's sickles Spears are one-handed pole arms
and so forth. Some races favour different designed for thrusting at enemies to keep them at
weapons over others, but one will usually find the bay. A typical warrior's spear consists of no more
equivalent of all such weapons in all armies, than a stout wooden pole of about two yards in
though the styles vary tremendously. length, capped at one end with a pointed blade
for puncturing an enemy's flesh. Spears are short
CC Short Medium Long Extreme enough to be wielded in one hand, keeping the
WS To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam other hand free for using a shield, but are long
4 0 ST+0 - - - - - - - - enough to give the wielder a significant reach
advantage.
Type: 1 handed melee
Special Rules: None CC Short Medium Long Extreme
WS To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
called a boss in the centre. Shields are strapped Short bows are small, recurve bows of wood or
to a warrior's off arm and enable him or her to horn designed primarily for use by light or skir-
interpose the shield between themselves and an mishing warriors. Whilst the short bow suffers
enemy's weapons. from a shorter range compared to other bows, it is
reasonably effective within this range.
CC Short Medium Long Extreme
WS To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam CC Short Medium Long Extreme
- - - - - - - - - - - WS To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
Type: 1 handed melee - - - 0 ST+ 0 0 ST- 1 - - - -
Special Rules: Shields confer a -1 dam roll mod-
ifier to attacks originating from within the user's Type: 2 handed ranged
front 180 degrees Special Rules: None
Throwing Weapons
The throwing weapon of choice on Goria
is the javelin, though other types do exist such as
the bizarre tathlum, made from the hardened
brain of a slain enemy, or exceptionally fine-
ly balanced axes and of course the sling, another
relatively common weapon. Throwing weapons
are reasonably effective up to short range, if
somewhat inaccurate.
- - -1 ST+ 0 - - - - - - -
War Blades
CC Short Medium Long Extreme
War blades are large blades or spikes
WS To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
that fit to chariots and similar vehicles. They effec-
- - - +1 ST+ 1 0 ST+ 1 0 ST+ 0 - -
tively increase the carnage that a chariot can
mete out when it charges against massed ranks of
Type: 2 handed ranged
enemy troops, the sharp points projecting from
Special Rules: None
the sides and front cutting warriors in half or slic-
ing the legs off cavalry mounts.
Crossbow
Crossbows are powerful ranged weapons
made by the Vanir. Like the smaller hand cross-
CC Long Extreme
bows, the bowstring is pulled back along a trans-
WS To Hit Dam To Hit Dam To Hit Dam
verse bar and the quarrel fitted
- spec - - - - -
into a groove in front. The weapon can then be
shot by using a trigger mechanism to release the
Type: Fixed
string. Because the tension on the string is so
Special Rules: When a heavy unit equipped with
great, a windlass mechanism has to be used to
war blades charges or counter-charges work out
draw back the string after each shot, making the
close moves as normal. Before working out the
crossbow a slow weapon to use. Nevertheless, it
combat, all enemy models in contact with the front
is a powerful weapon, effective up medium range.
of the unit must make a reaction check using the
unit with war blades I as the diff. The following
CC Short Medium Long Extreme
results apply:
WS To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
· If the test is passed they avoid the
- - - 0 5 -1 5 -1 4 - -
blades and can attack as usual
· If the test is failed the model suffers
Type: 2 handed ranged
6(x2) Dam. This damage is penetrating
Special Rules: Models armed with crossbows may
4
not move and shoot in the same turn. This also
applies to charge moves
Staff Sling
Staff slings are curious weapons that
combine a projectile weapon with a close combat
one. Used almost exclusively by Gael skir-
mishers, the staff sling turns a weapon that is
mostly no more than a mere nuisance, the sling,
into a far more lethal projectile. The staff itself has
a pointed tip that can effectively be used as spear
by an experienced warrior, though most troops
that use it are lower quality apprentices and camp
123
Special Rules/Notes
Special Rules/Notes
124
Special Rules/Notes/Abilities
Special Rules/Notes/Abilities
125
Special Rules/Notes
126
Templates
Templates
Notes
Morrigan
Gael Spearman
Fir Bolg
Necromancer
Taranis
Gael Hero
Arianrod
Elf
Hero
Mebh
Elf Witch
Irdril of the
Silent Arrow
Elf Hero
Gael Bondsman
Musician
Skoll
Skull Spliter
Nemain Sword Maiden - Gael Hero Dwarf Hero
Ragnar
Dwarf Runecaster
Cernunnos
The
Horned One
Fir Bolg
Hero
Celtos
storms of
war
The
gather
Warriors' cries
The stench and din of battle
Fallen heroes
Laments to the vanquished
Heads and plunder to the
victors
Celtos is a fast paced miniature tabletop battle system for two or more players. The game is set in the ancient
land of Goria, which is fought over by powerful heroes and potent mages, wizards and shamans, and their warbands
of warriors. Five races battle for dominion over Goria: the Fir Bolg-the accursed living dead hosts of Anwyn, the
Sidhe-the immortal elven rulers of the elements, the Fomorians-demonic orc and goblin spawn of Chaos and Old
Night, the Gaels-warrior men and women, the favoured children of the All Mother and the Vanir-dwarven raiders
of the frozen wasteland.
Celtos contains all the information you need to play games with your Celtos miniatures, including army lists to
get you started. There are army book supplements available for each race that introduce new rules and contain
many more troop types for your armies, allowing you to play more advanced games.
i-Kore Ltd. 85-87 Peffer Place, Edinburgh, EH16 4BB For any information regarding our product lines
Copyright © 2002 i-Kore Ltd. All Rights Reserved. please contact your local hobby stockist, or contact
Celtos and all Character names and the distinctive us directly at the address opposite.
likeness(es) thereof are Trademarks of i-Kore Ltd. Visit our website to find out what's new at i-Kore:
i-Kore is a registered trademark of i-Kore Ltd. www.i-kore.com
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