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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

Nuada of the Silver Hand


Elf Hero

Daghda
Gael Druid

Kluruch Wraithlord
Fir Bolg Hero
Mordred
Fir Bolg Hero

Danu
Gael Druid

Lugh the Long Arm


Gael Hero
Gael Chariot

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

Graphic Design & Layout


Christina Robertson

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

Copyright © 2002 i-Kore Ltd. All Rights Reserved.


Celtos and all Character names and the distinctive likeness(es) thereof are Trademarks of i-Kore Ltd.
i-Kore is a registered trade mark of i-Kore Ltd.
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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 Arawn’s 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 Anu’s 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 Crom’s
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

The Realms of Goria

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-
Dragon’s 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 Atran’s 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 Scatha’s 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. Kluruch’s 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

The Birth of the Land

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- Arawn’s brother was called Crom Cruich, and he
bles. She took up her great, goddess’s 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
Anu’s 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 Anu’s 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 he’d 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
Anu’s 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. Crom’s children were the
one of Anu’s 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

The First Founding


She cursed them with
immortality,
but it was the immortality
of the Ever Dying, not the Ever Living,
so their bodies fell away
and the wind howled between their ribs

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

The Second Founding


They came as blue lightening from the ground,
as shards of ice, as
living pillars
of obsidian, and as fountains of glowing earthfire.
They were called the
Aes Sidhe,
the People of the Mounds
The Fir Bolg despaired and left the land drawn to her like a beacon, she in turn derived
fallow. They crept to hiding places in the hills, and pleasure from their attentions, so that she
swamps and wild groves. A great sadness came became known as the Mother of Abominations. It
over Goria and the light in the sky went out and was during her visions that they drew her down to
the forces of night went about during the daytime, Anwyn, and in Anwyn she found Crom again.
making the shadows longer. Crom spoke to her and told her how they could
Because Anu had abandoned them, and bring him back to Goria, to save the Fir Bolg from
because Anu had cursed them, the Fir Bolg went Anu's curse. Crom made it pass by the power of
to Cernunnos and his new concubine to guide his sly tongue that Cernunnos led the Fir Bolg to
them. For a long time Cernunnos did not know the Plain of Anu. This was a holy place, where
what would happen to him and his people. He Anu first walked on Goria and later her cattle had
tried to speak again with Crom, but Crom was grazed. In the centre of Anu's Plain was a great
nowhere to be found. The Fir Bolg began to mound. In the good times her priesthood had
change. They withered and decayed in many dif- made devotional offerings there and had raised
ferent ways, each demise determined by the spir- twelve stone idols. Cernunnos raised an idol of
it of the sufferer. Ceridwenn's madness became gold to the maggot-god on the mound, and
strange and subtle, and she had the vision with- invoked his name.
out any wheat and the vile spirits of Anwyn were
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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

The Third Founding


They were the offspring of

and Old Night,


Chaos
and they
hated all living things,
even each other
After the Fir Bolg had been vanquished, western coastline of Goria became a great, con-
the Sidhe used their magic to raise imposing tinuous fortification from north to south. The
walled fortresses, the like of which had never Sidhe raised many towers besides these great
been seen on Goria before. They particularly liked cities, and they built magnificent barges that
the massive stone cliffs where the land met the sailed on the wind, not just the water. In no time
ocean. On Goria's western coasts the Sidhe at all they had dominion over Goria.
made their capital cities. Farthest north the Sidhe- Although the Fir Bolg had been driven
Ia, subjects of Branwyn the Ice Princess, raised from the land, they possessed the means to
the city of Findias. South of Findias the Sidhe- return. The gates of hell could be opened from
Carnac, subjects of Bran, raised the city of Anwyn as well as from Goria, and the land was
Gorias, named in honour of the land from which never at peace for long. The Fir Bolg changed in
the earth-Sidhe had sprung. Gorias was the prin- Anwyn, and the longer they spent there, the more
cipal city of all the Sidhe houses. Even further shadowy and sinister they became. Although
west of Gorias, so that it stood out on the ocean dead, many of them craved living blood and flesh.
itself on a thin causeway, the Sidhe-Tairnach, By feeding on the living they would not fade away
subjects of Avellin, raised the city of Falias. South into permanent shadow.
of Falias and Gorias the Sidhe-Aith, subjects of
Gwydion, raised the city of Murias. In this way the
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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

The Fourth Founding


Lamfahda
would not be another Horned God,
he would be a Sun God,
and bring the light back to her land. With him,
she would give birth to a new race of children,
not followers and worshippers, but
free children
For three long epochs Anu had mourned her pleasure, of a tree bearing three golden
the treachery of her children. At first there was apples. The needle slipped as she sewed and the
adventure in the form of Cernunnos's attempt to point broke off in her leg. Anu did not realise that
link the three worlds. Then she had tried unsuc- the point had broken off, and she put honey on
cessfully to adopt the Sidhe-but though they were the needle prick to stop it going bad. When she
a living part of the land she had created with woke the next day, there was a big lump like a
Arawn, the Sidhe were a deeper, older part of gull's egg on her thigh. 'That's strange,' thought
their twin natures and were not something she Anu. 'The honey should have stopped any poison
could control. After this failure Anu was truly bereft getting in.' She squeezed the lump and a little
and turned her back on Goria, abandoning the man popped out of it. She gave him a drink of milk
land she had birthed to whatever strange fate and he grew to full size. He was a mighty speci-
might befall it. She had withdrawn to her simple men, so she painted him with the blue woad.
life in the Land of the Ever Living, where every- Then she made his hair stand up straight with
thing was provided for her and she did not have to goose fat and dyed the tips red with her own
worry. Goria had grown in ways that she could blood. Then she dressed him in shimmering
never have foreseen. But as time passed the pain scales of red gold. His eyes each had nine pupils
diminished and was replaced by the yearning to that glittered with an inner light, keen as the nee-
create new life again. Anu was the all-mother and dle-point that had made him. He was full of a
she longed to have her land back, so that she great energy that had long been missing from the
could nurture it and shower her abundance on it land of Goria.
once more.
One night Anu was sewing a pattern for
22

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

The Coming of Winter


Vanir
Nothing pleased the raiders
more than the sight of

on white snow, red blood


and the glow of
burning on the shore,
in the twilight as their ships cast off
When Anu created Lamfahda and sent it. And nor could the Fir Bolg or even Crom Cruich
him down to Goria, as with all things wrought see it in Anwyn. No others in the whole of creation
through desires, there was a price to be paid. could see it, save for the people of one realm
Who collects this toll? We will never know, but alone-the Vanir of Midgaard. The realm of
there are deeper powers at work between the Midgaard was a bleak place, and perhaps it was
worlds than even the gods and goddesses can the wintry nature of the Vanir that allowed they
fathom. Lamfahda was born of heat and light, and alone to see the rainbow bridge. Midgaard was
he gathered great energy to him on his journeys, the realm of deep winter, where the spirits of the
so that after he had passed there was chill in his wasteland haunted the frozen forests and barren
wake. His passage between the Land of the Ever tundra. The Vanir were three different peoples, liv-
Living and Goria left such a desolation behind ing as one. First were the Dwarfs, who were
him, not a dark, frozen waste but a beautiful rain- gnarled and stunted men, short of stature but
bow bridge of scintillating ice. This bridge could thick of arm and beard.
only be looked upon from certain angles and the
people of Goria could not see it from their per-
spective. Nor could Anu see it in her heavenly
realm. Nor could the Formorians in Lochlann see
26

The Dwarfs were miners and delvers, and


they were clever smiths of metal. Second were
the Valkyrie, who were fierce, winged warrior
women, of equivalent stature to the Dwarfs. The
Dwarfs took Valkyries as brides for there were no
Dwarf women, and the Valkyries took Dwarfs for
husbands for there were no Valkyrie men. The
Valkyries lived in high places on the tops of
Midgaard's great craggy mountains. Last, but
certainly not least, were the Jötun. The Jötun
were frost giants and they were terrible battle
foes. On Midgaard the Vanir lived in tribes, most-
ly around the broken coastlines, where they hunt-
ed mighty sea beasts or fished. At certain times
during the year they would send hunters inland to
meet the countless herds of migrating elk and
snow deer. The hunters would slaughter enough
animals to last the tribe till the next time the herds
passed by. Many creatures of the wintry forest
accompanied the Vanir on these expeditions,
such as the ravens, wolves and bears, and each
tribe had a special affinity with a particular animal
spirit. The more adventurous tribes of the Vanir
lived by their wits, building huge dragon-prowed
ships that plied the fjords and carried whole com-
munities on never ending journeys of battle and
adventure. They would land at coastal settle-
ments to pillage and burn them before moving on
27

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

Who Strikes First 55 Marksman 65


Attacking Panicked Units 56 Mesmerism 65
Terrain and Close Combat 56 Parry 66
Rolling To Hit 56 Penetrating 66
To Hit modifiers 56 Shadow Sight 66
Close Combat Table 56 Skirmisher 66
Rolling to Damage 57 Slow 67
Damage Table 57 Standard Bearer 67
Damage and Casualties 57 Steadfast 67
Combat Results 57 Strike First 67
Heroes 58 Tactics 67
Hero Profiles 58 Template Attacks 67
Purchasing + Using Feats and Rites 59 Terrifying 68
Magical Artefacts 59
Abilities 59 Army Lists 69
Slaying Another Hero 59
Heavy Units 60 Armoury 120
Morale 61
Shaken 61 Rosters 123
Movement 61
Move Orders 61 Templates 126
Turning 61
Reversing 61
Shooting 61
Selecting Targets + Shooting Arcs 62
Close Combat 62
Combat Arcs 62
Damage Tables 63
Special Rules 63
Battle Awareness 63
Berserk 63
Control 63
Extra Attacks 64
Fast 64
Fearless 64
Ferocious Charge 64
Glide 64
Heavy Armour 64
High Morale 64
Immune to Mesmerism 64
Inspiring 64
Killing Blow 65
Lethal Strike 65
30

Celtos What you will need to play


For those of you who are new to playing Before you play a game of Celtos you
miniatures games, here's what it's all about. should have a few things on hand that
Celtos is a battle game; each model represents a you will need to use throughout the game.
single warrior, monster, cavalry piece, or war The following things will be useful:
engine. Each model has its own range of skills, Pens and Notepaper: We have tried to
equipment and abilities that defines its effec- keep the amount of notes you will need
tiveness and behaviour on the battlefields of to take during a game to a minimum; even
Goria. so it is always handy to have a pen and
You can think of your armies as large bat- notepad to hand. If you are playing your
tle groups, smaller scouting parties, raiders or own scenarios you will need to note down
defenders of outposts. Alternatively think of them successes and failures in gaining objec
as being part of an even larger force, and the bat- ives. You'll also need them at the
tle you are fighting as being a small (but impor- end of a game to add up victory points if
tant) part of the battle that is taking place around you're using them.
them. A Ruler or Tape Measure: A ruler marked in
The main bulk of you army will be made inches is essential-all measurements in
up of bands of warriors; followers and retainers of the game are in imperial units. You will
the war leaders that lead them into battle. These need to measure how far your warriors
war leaders will be potent heroes, influential can move, shoot or even run for cover! A
chieftains, or powerful sorcerers and druids, all retractable steel rule is ideal.
capable of single-handedly disposing of several Markers or Counters: A supply of counters or
times their own number of enemy warriors. markers of some kind will usually be use
Cavalry, chariots or large and ferocious mon- ful, especially in larger games. They can
sters will provide heavy support on the battlefield. be placed beside units that have taken
This is a tactical game, and your skill in their turn, are waiting to see what the
manoeuvring and positioning your units is impor- enemy does, are panic stricken, or are
tant. Maximise the potential of your units and use subject to a variety of other helpful or
them wisely, and you should be well on the way to harmful effects. Different coloured card
winning. markers, coins of various sizes, or
The Celtos rules are designed to pro- coloured tiddlywinks can all be useful as
duce a fair and balanced game that will allow you markers. Just as long as you and your
to play exciting battles that give the feel of armed opponents know what they indicate and
clashes between potent heroes, hardened war- they're not too obtrusive.
riors and powerful mystics. Although we have tried A supply of snacks and drinks: A chieftain has to
to cover most situations in the rules we didn't want keep his or her strength up if they are
to turn them into a huge and lengthy legal docu- to lead their warriors success
ment! Once you have read the rules and are play- fully. However it's usually a good idea to
ing the game, you and your opponents are in keep your provisions on a side table,
charge of what goes on. During a game, if you unless you like your armies fighting
come across an unusual situation, or cannot around a roast elk!
agree with your opponents on how a particular
rule should be played, roll a dice or flip a coin to Dice and Dice use
decide the matter. After the game you can talk it Although good tactics are the basis of vic-
over and agree how to treat such situations in tory in a game of Celtos, nothing is ever certain.
future games. Just remember that all players A number of dice are used in the game and these
should agree any new rules or changes before will often decide how luck (or fate) affects your
you start a game. well-laid plans. In any situation where there is an
element of chance the dice will decide. Will your
31

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.

Setting up the Battlefield


The first thing you will need to do in order
to play a game is set up your battlefield. The
minimum sized area you will need to play a game
of Celtos is a flat area of about 4 feet by 4 feet,
though for larger battles 6 feet by 4 feet would be
better. This can be an area of floor, a tabletop,
32

Terrain types scavenged to use as scenery. Its amazing what


Terrain can be divided into three basic can be done with bits of card tubing, empty car-
types: 'normal', 'rough' and 'impassable'. At the tons etc. given a bit of time and effort.
beginning of a game you will need to decide what
the terrain you have decided to use should be Placing Terrain
classed as. Sections later in this book that cover You and your opponents will need to
movement, shooting and combat, will describe agree on a mutually acceptable method where to
how various terrain types affect these activities. place terrain pieces on your battlefield. Terrain
You and your opponents should agree before the can make your battles very interesting, but too
game starts how to treat terrain. Use the follow- much of it, or unfairly placed pieces can mess up
ing suggestions as a guide. a game.
One good way of placing terrain is to
Normal: plains, grassland, fields, gently sloped mark out the playing area in a grid, of say twelve
hills, shallow streams, roads, paving, inch by twelve inch squares. Use dice, coins or
steps, sand, sparse undergrowth, counters to indicate the corners of the grid
shallow snow, slightly rocky plains. squares. Players can then take it turns, one grid
Basically most of your battlefield will square at a time, to place a piece of terrain or
usually be normal. declare the grid square empty (i.e. normal).
No subsequent player may place terrain in a
Rough: steeply sloped hills, soft or shifting sand, square that already has a terrain piece, or has
broken rocky ground, thick mud and been declared empty. Once all of the grid squares
bogs, thick vegetation, dense forests, are accounted for, the battlefield is complete.
deep snow, waist to chest deep water, Remember the object of the game is to
rubble piles. have fun and for all players to enjoy themselves.
It's in everybody's interest to make the playing
Impassable: Cliffs and extremely steep slopes, area as fair and interesting as possible.
deep fissures, quicksand, deep water,
high walls. The Game
Once you have your playing area set up
Depicting Terrain you're ready to begin. All you need now is an army
You can use all sorts of things to depict and one or more players to fight against. The
terrain. If you are using a green felt cloth to repre- battle will be played out over a number of turns
sent your battlefield you could use books or video that give each player the opportunity to do some-
cases placed under the cloth to indicate hills. You thing with his or her army. Strategy, tactics and
can depict terrain areas by cutting out an irregular fate (dice rolls to you!) will determine the
shape from a piece of cloth or felt and placing it on eventual winner. Hopefully you will emerge victo-
the table. Areas of any size can be depicted in this rious and your opponents will be routed, or better
way, from small patches a few inches across, to still obliterated without trace.
large areas that take up much of the tabletop. If
you wish to depict an area of forest you could use Your Army
a green coloured material and place individual Before you can fight a battle you will need
model trees on the cloth. A brown coloured mate- an army. Read through the introductions in the
rial with small bushes dotted around could indi- army list section towards the back of this book and
cate a marsh. A blue material could represent pick the army that appeals most. You will find that
pools and ponds. each of the races have their own characteristics,
Those are just a few suggestions. There and each will require slightly different tactics and
are lots of commercially available models and strategies if you are going to vanquish your ene-
scenic accessories you can use. And if you use mies. Once you've chosen an army you'll need to
your imagination and keep your eyes open many know what the capabilities of your warriors are.
household items and bits and pieces can be Models on the battlefield represent the
33

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 model’s 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 model’s 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 model’s 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

Some special models (usually heavy units) will Most Damage


have more restricted facings, but this will be cov- This method favours the side that caused
ered later in the rules. the most damage so each player should keep
track of the enemy models they destroy. Use the
Army Points Limits
following method to calculate your victory points
Before playing a game you and your total:
opponents will need to agree on how many points · Each player adds up the total point
to spend on building your armies. The higher the value of the enemy models they killed
point limit the more models will be in your army, during the game.
and the longer the time required to complete a · Each player gets half the total point
game. For normal games all players should have value of his or her remaining models.
armies of equal points total. There is no minimum Add these two scores together. This is
or maximum points limit, it's entirely up to you how y our victory point total. The player
large you want your games to be: with the highest score wins.
· 500 points a side will give you a small
quick battle lasting about an hour. Objectives
· 1000-1500 would give a two or three of Instead of comparing victory points at the
hours fighting. end of a game, you could set a number of objec-
· 3000+ would be an epic struggle lasting tives or missions for the armies to accomplish.
a whole afternoon or more. These could be such things as occupying a
fortified outpost, liberating a prisoner or raiding
Victory Conditions
supplies. Once the game ends the player who
In addition to deciding how big your
accomplished the most objectives is the winner.
armies are you will need to agree how to decide
To make this even more interesting you can
the eventual winner. It is often useful to set a time
grade the importance of objectives so that maybe
limit on how long the game should last. You can
occupying an area is worth 1 point, freeing a pris-
either set this by the clock or decide on a set num-
oner is worth 2 and raiding the supplies is worth 3.
ber of game turns for the battle to last. Once the
time is up, or you've played the specified num-
ber of turns, you can work out who won.
The most obvious way to win a game is
by destroying your opponent's army or accept-
ing his surrender, irrespective of time or turn limits
a player can choose to surrender at any point.
There are plenty of other ways that victory can be
decided. If you decide to set specific victory
conditions the most important thing is to make
sure all players understand and agree the condi-
tions before you begin the battle. Here are a few
suggestions for ways to work out winners and los-
ers.

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

Scenarios the beginning of a game. For example if two of


You could also play a battle around a par- you are going to play on a table you could just
ticular scenario. Here are some ideas for simple specify two opposite sides as deployment zones.
scenarios that you might like to try: Assuming you're playing on a table or
· None shall pass: one player must similar rectangular area, and you've decided
prevent their opponent(s) from getting which sides are the deployment zones, you need
their warriors through a pass or over to deploy your forces. There are two types of
a bridge for a set number of turns, or deployment you can use in Celtos. The first of
until reinforcements arrive. these is basic deployment, which we recommend
· Take the camp: one player must defend for beginners. Then there are the more advanced
a particular area or position while the strategic deployment rules which we recommend
enemy attempts to take it from them. you use once you've played a few games and are
· Grudge: each player nominates one of looking for a more challenging and realistic set-
their units as a primary target and it up.
is their opponent's objective to destroy
that unit.
Basic Deployment
These are just a few suggestions to give Basic deployment is very simple, and will
you some ideas. You can try these out, combine give a fair game in which no one has too much of
them or come up with new ones for yourself. If a deployment advantage, as players can react
you're playing a scenario battle you will probably freely to the deployment of enemy units. All play-
need to adjust the point values of the opposing ers in command of an army (the 'army com-
forces. For example if a player has to take a heav- mander') should roll a d10; the player with the
ily fortified position from a defender, you might highest score gets the first choice of deployment
increase the attacking force points by 50%. A zone, the player with the next highest score the
good way to play scenarios is to fight the bat- second choice, and so on until all players have a
tle; then for your next battle, use the same sce- deployment zone. Re-roll tied dice scores. Note
nario but swap roles with your opponent. Just that if two or more players are playing as a team
remember to make sure that everyone is clear on and sharing an army, only one of them should
his or her mission before you begin. take the role of army commander and roll a dice
for deployment, they are all on the same side after
Deployment all!
Before starting a battle players need to Once each army has a deployment zone
place their units in their starting positions on the the winner of the deployment roll places one of his
battlefield. This is known as 'deployment' and the units in his deployment zone (he 'deploys' it), then
area in which you can place your warriors is the player on his left deploys one of his units in his
your 'deployment zone'. If you're playing a specif- deployment area, followed by the player on his
ic scenario or a game with particular objectives left. Deployment continues in this way clockwise
the deployment zones may vary, one player might around the table, player by player and unit by
be defending a position in the middle of the table unit, until all units have been deployed. Once all
for example. For now we'll just deal with a normal units are deployed the game is ready to begin.
game.
The size, shape and number of your
Strategic Deployment
deployment zones will depend upon the size and The strategic deployment rules are
shape of your playing area, and how many oppos- designed to encourage players to think about
ing armies there are (three, four or more way bat- how the various units in their army work togeth-
tles can be great fun and allow for plenty of er, and how best to deploy them advantageously
treachery!). The idea is to keep some tactical in their deployment zone. You will need to study
space between the forces. Ideally there should be your deployment zone and the surrounding area,
a distance of at least 24 inches between armies at and have some idea where you are going to put
your units in relation to each other, before any
37

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.

Unit Deployment: Give each army commander a


number, the winner of the deployment
roll is number 1, the player to his left
number 2, the next player number 3,
and so on clockwise round the table.
Each army commander should now
write a list of their units ID numbers on
a piece of paper (just the numbers, no
other details). Player 1 should hand his
list to player 2, player 2 hand his to
38

When carrying out an order a unit acts as


The Initiative Phase a team. If one model in the unit carries out an
The initiative phase determines which order in a particular part of the sequence (e.g.
player gets to use one of their units first. All play- move or shoot), then, when the unit has complet-
ers should roll 1d10 and the player that gets the ed the order, all the other models in the warband
highest score wins the initiative. The winner can are assumed to have carried it out too.
then go first or nominate one of the other players Regardless of whether they actually did.
to go first. In this way the winner can seize the ini-
tiative and get into action or wait and see what his Move: A unit carrying out a move order can make
opponents do. one of two types of move, a 'normal' move or a
'rush':
The Activation Phase · A normal move allows the unit to move
During each activation phase players take a distance up to its MV stat in inches.
it in turns to make their units carry out various This doesn't end the units' turn, unless
tasks or 'orders'. Units that have not yet done any- the player wishes to end it at this point.
thing in the current activation phase are referred · A rush allows the unit to move up to
to as 'inactivated'. When a player takes his or her triple its MV stat in inches.
turn they can pick one of their inactivated units Completing a rush order ends the unit's
to do something. This is known as 'activating' the turn. Play then passes to the next
unit. Once a unit is 'active' the controlling player player.
can make it carry out one or more orders, for Movement is covered in detail in the
example the unit may move, then shoot, then fight movement section later.
in close combat (see the following section on A unit that is already in base contact with
Orders and Order Sequence). A unit that has fin- an enemy unit cannot be given this order.
ished carrying out its order(s) is referred to as Go directly to assault.
'activated' and cannot be used again in the cur-
rent game turn. Play then passes to the next play- Hold: A unit given a hold order is waiting to see
er (see Order of Play in the following section). what the enemy does, holding itself poised ready
to react to threats. The ways holding units can
Orders and Order Sequence attempt to react to nearby threats are detailed
Units must carry out their orders in a set later in the rules. Placing a unit on hold ends the
sequence, and can only perform any particu- unit's turn. Play then passes to the next player.
lar order once in their turn. For example a unit A unit that is already in base contact
may only carry out one move order per turn. Any with an enemy unit cannot be given this order. Go
models that do something in a particular part of directly to assault.
the sequence (e.g. move) must complete it,
before the unit can move on to the next part of the Shoot: As the name suggests, a unit carrying
sequence. Units do not have to do anything in a out shoot orders can shoot at an eligible target
particular part of the sequence. and in some unit. Shooting and ranged weapons are covered
cases they won't be able to anyway. in detail later on in the relevant section. This
The sequence in which orders must be carried out doesn't end the unit's turn, unless the player wish-
is shown below: es to end it at this point.
A unit that is already in base contact
1. Move with an enemy unit cannot be given this rder. Go
2. Hold directly to assault.
3. Shoot
4.Assault
39

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

whether a model has LOS to another model. In


Measuring Distances
cases like this try to get down to the model's eye
Players can measure distances at any
level, or take a straight line (e.g. the edge of a
time during their turn. When measuring dis-
retractable steel measuring tape or a piece of
tances from unit to unit, for the purpose of making
string) from any point on the looking unit to any
a charge or shooting, measure from the nearest
point on the target unit.
point on your model's base to the nearest point
Members of the same warband are
on the closest enemy model's base.
assumed to be acting as a team and making sure
they do not block each other's view. The fol-
Awareness and Line of Sight
lowing rule applies:
Your warriors need to be able to see the
· Warbands: Members of the same
enemy if they are to shoot at them or charge into
warband don't block each other's LOS.
close combat. Irrespective of the direction a
All other models however, can block
model is facing it is assumed to be aware of
their LOS.
everything on the battlefield that is not hidden by
intervening terrain or other models, etc. There's
nothing to stop them looking over their shoulders
or a warrior looking a different direction shout-
ing out a warning.
Line of Sight
A model with an unobstructed view of
Units A,B and C are clustered around a hill. It's
another model is said to have 'line of sight' (LOS)
Unit A's turn and they decide to shoot. Unit A can-
to it. Having a clear LOS to the enemy is impor-
not draw line of sight to Unit B because the hill is
tant later when you will want to be able to shoot at
in the way, but can shoot at Unit C.
them, etc. Sometimes it can be difficult to tell
41

to refer to the Tests Table below. Cross-reference


Tests
the active stat with the test difficulty (Diff) of the
When the armies clash on the field of bat-
test. The number shown where they intersect
tle, you'll want to know what happens when they
shows the d10 score needed to pass.
get in there, hacking, biting and gouging. For
shooting with missile weapons and for toe-to-
Tests Table
toe combat there are special tables that will be
Active
detailed later on, but for everything else there is
Stat Test Difficulty (Diff)
the Tests Table.
1 2 3 4 5 6 7 8 9 10
The Tests Table allows you to resolve
what happens for instance when a huge demon
1 6+ 7+ 8+ 9+ 10 10 10 10 10 10
smashes into your warriors' ranks-will they fight it,
2 5+ 6+ 7+ 8+ 9+ 10 10 10 10 10
or will they flee screaming in terror and madness?
3 4+ 5+ 6+ 7+ 8+ 9+ 10 10 10 10
The Tests Table also allows you to compare stats
4 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10 10 10
for more unique situations where
5 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10 10
a contest occurs between units. For example, can
6 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10
the Fomorian Siren's hypnotic song mes-
7 1+ 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+
merise that Gael Spearman? Comparing the CD
8 1+ 1+ 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+
stats of the two units and rolling a dice will enable
9 1+ 1+ 1+ 1+ 2+ 3+ 4+ 5+ 6+ 7+
you to find out.
10 1+ 1+ 1+ 1+ 1+ 2+ 3+ 4+ 5+ 6+
*Note that a natural 1 is always a fail, and a natu-
Test Difficulty (Diff)
ral 10 is always a pass.
Diff is an abbreviation we use for the diffi-
culty. When you take a test you cross reference
the active stat (see following section) with the Diff
Morale
Although your warriors will do their best to
and the number where they intersect is what you
follow your orders and destroy the enemy, they
need to roll on a d10 to pass the test. The Diff can
are only human (well, you know what we mean).
either be just a number (usually 4), or it could be
Taking heavy casualties or losing a close com-
the value of an opponent's stat. The following rule
bat can cause a loss of nerve. Your warriors' train-
applies to Diff:
ing, determination, and bravery, as represented
· Where a test does not list a Diff and
by their CD stat, will decide how they react in
just says take a test, e.g. an instruction
these circumstances. When a unit is in one of the
to 'take a reaction test', the Diff is
aforementioned situations you will have to check
always 4.
to see whether it manages to keep its nerve.
There are two types of check that the unit may
The Active Stat
have to make; these are a 'morale check' and a
The active stat is the stat you will use to
'rally check'. These checks are detailed below.
take the test with. The test description will tell you
which stat is the active stat. The test will also tell
you whether to use the stat of a particular model,
or whether you should use the highest (or lowest)
stat in the unit. So for example your Sidhe
Longbow leader decides that the unit shouldn't
shoot at those nearby Goblins, but concentrate
instead on the further away but far more threaten-
ing Orc Raiders, so he must pass a CD test to get
the unit he's in charge of to shoot at the right
target. Don't worry too much about the specifics of
the example, that'll all be explained later. In order
to discover the chance of passing a test you need
42

Morale Checks Morale Check results


Morale checks are usually taken when a If the check is passed the unit keeps its
unit has suffered serious casualties or damage to nerve. All members of the unit are OK and can
such an extent that they might lose their nerve, carry on as normal. If the check is failed the
become demoralised, or are reeling and confused effects depend on how much damage the unit has
by the enemies' onslaught. sustained so far in the game, the following rules
A unit can only ever be forced to take one apply:
morale check during any particular active units' · Warbands with 50% or more surviving
turn. The unit making the check should do so at members: The unit's nerve has broken or
the completion of the currently active units' turn. it has become dangerously confused,
The circumstances when a unit must take a they are overcome by panic, see below.
morale check are as follows:
· Warbands with less than 50% surviving
members: The unit routs. All semblance
of a fighting unit or organised resistance
· All Units (warbands and individuals): is gone. Its remaining members drop
Check if it has just lost a close combat. their weapons and attempt to flee, or
This is described later in the close are cut down as they stumble around.
combat section. Remove the remaining models from the
· Warbands: Check when the number of battlefield.
warband members falls below 50% of · Individuals with 50% or more wounds
the number they started the game with, remaining: The unit's nerve has broken
unless they are currently in close or it has become dangerously confused,
combat. Then check for each subsequent it is overcome by panic, see below.
casualty they suffer, except those · Individuals with less than 50% wounds
suffered in close combat.
remaining: The unit routs. All semblance
of a fighting unit or organised resistance
· Individuals: Check when their wounds
is gone. It drops its weapons and
(W) drop below 50% of the number they
attempts to flee, or is cut down as it
started the game with, unless they are stumbles around. Remove the model
currently in close combat. Then check from the battlefield.
for each subsequent wound they suffer,
except those suffered in close combat. Panic
A panicked unit has lost its nerve, or has
Sole Survivors become dangerously confused; it is no longer
Warbands that have suffered such heavy capable of any organised offensive action. It is vir-
casualties that there is only one member left sur- tually useless and capable only of defending itself
viving tend, understandably, to rapidly lose inter- in close combat. Panicked units can regain their
est in fighting on. A unit consisting only of the last nerve by making a successful rally check. Until
surviving member of a warband is subject to the rallied they suffer the following consequences:
normal morale check rules mentioned above, and · Units not currently engaged in close
in addition is subject to the following rule: combat cannot carry out hold, shoot, or
· Sole Survivor: Make a morale check as assault orders. See the sections on
soon as the unit is activated, before it shooting and close combat later
carries out any orders. · The unit cannot counter-charge or
reaction shoot. This is detailed later in
Making a Morale Check the relevant sections.
Units make morale checks as a group. To
· In close combat the unit always strikes
determine whether the unit passes the check roll
last and suffers a -2 mod to its d10 to
one dice on the tests table using the highest
hit rolls. See later in the close combat
Command stat (CD) in the unit as the active stat.
section.
43

Rally Checks Reaction Checks


Rally checks are taken to try to recover Reaction checks are usually taken when
from panic. The unit is attempting to regain its a unit is attempting to respond to the actions of an
nerve; heroes are getting the men back in line, enemy unit. The specific circumstances in which a
etc. A panicked unit may make one rally check unit should make a reaction check can occur at
each time that it is activated. Make the check as various times, often at some point during an
soon as the unit is activated, before it carries out enemy unit's turn. These are detailed later, where
any orders. The following rule applies: relevant, in the sections on moving, shooting etc.
· A unit may not attempt to rally if it is
currently engaged in close combat. Making a Reaction Check
As with morale checks, units make reac-
Making a Rally Check tion checks as a group. To determine whether the
As with morale checks, units make rally unit passes the check roll one dice using the high-
checks as a group. To determine whether the unit est Initiative (I) stat of the models in the unit as the
passes the check roll one dice using the highest active stat. The Tests Table shows the minimum
command (CD) stat of the models in the unit as d10 score needed pass.
the active stat. The Tests Table shows the mini-
mum d10 score needed pass. Reaction Check results
If the reaction check is passed the unit
Rally Check modifiers can act appropriately to its situation. If the check
The proximity of enemy units can make is failed its circumstances will dictate the resulting
units that are attempting to rally considerably penalties, if any. The results of passing or fail-
more nervous. The following modifiers apply to ing a reaction check are detailed later, where rel-
the rally check dice roll. The modifiers are not evant, in the sections on shooting, combat, etc.
cumulative, use only the worst one:
· -2 if there are any enemy units within
short range and LOS.
· -1 if there are any enemy units within
medium range and LOS.

Rally Check results


If the rally check is passed the unit
regains its nerve and can carry out orders as nor-
mal. If the check is failed the unit continues in a
state of panic.

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

· When a warband has finished moving, all


Movement
the models in it must form an unbroken
This section deals with the movement of
chain, the base of each model and the
normal models travelling on foot; most models
next maintaining contact.
involved in your battles will be of this type. Some
· Models currently in base-to-base
models (heavy units) have slightly different move-
contact with enemy models while
ment rules, but any differences will be described
engaged in close combat do not have to
in their own section. maintain cohesion. See the section on
In the main this section describes the close combat later. However once
kinds of movement possible to units that are car- they are free of combat they will have
rying out move orders, this is the type of move to form up again.
that your warriors will most commonly make.
There are other kinds of move that are possible, Broken Cohesion
for example: charge, counter-charge, and break If a unit that is not currently engaged
off moves. These moves are made when carrying in close combat is split up for some reason and its
out assault orders or as a response to enemy cohesion broken, for example by taking casual-
action etc. They will be dealt with later in the rele- ties from enemy shooting, the following rule
vant sections. applies:
As mentioned in the game turns section, · The unit cannot carry out hold, shoot
there are two types of move possible to models or assault orders until the warbands'
carrying out a move order: a normal move and a cohesion is restored, by moving into
rush. A normal move allows the unit to move a dis- contact.
tance up to its MV stat in inches. A rush allows the
unit to move up to triple its MV stat in inches. The Movement and Terrain
following rules apply to their movement: As discussed in the section on terrain ear-
· Models may move any distance up to lier in this book, terrain can come in a wide variety
the maximum allowed for the type of of different kinds. However the effect of terrain on
move, i.e. normal or rush. movement depends only on the terrain type.
· Models may turn by any amount you There are three types of terrain; they are normal,
wish; there is no penalty for turning. rough and impassable.
· Models may move through members of
their own warband, as long as they end Normal: Models moving through this suffer no
the move clear. penalties or other effects.
· Models making a normal move may not
approach within 1 inch of an enemy Rough: Models count move distances through
model. or over this type of terrain as double
· Models making a rush move may not the actual distance travelled. For
approach within 6 inches of an enemy example a model moving through a one-
model. inch strip of thick tangled bushes would
treat the distance travelled as two
Warband Cohesion inches.
Unlike individuals, warbands operate as a
cohesive team, the various members providing Impassable: As implied by the name this type of
support and encouragement to each other. This is terrain cannot be moved through at all
referred to as 'warband cohesion'. If the war- unless the model has special equipment
band members become separated the warband or training. This would be shown in the
no longer functions as an effective unit. We refer model's profile, see the army lists later.
to this as 'broken cohesion'. Check the warbands'
cohesion when you first activate the unit, before it
Shooting
carries out any orders. The following rules apply:
Shooting covers all kinds of ranged
45

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

lous players constantly targeting the leaders in


Allocating Hits
warbands, once the number of hits has been
determined; the owner of the target unit allocates
Unit A shoots at Unit B. All of the models in Unit A
them amongst the unit's members. When allo-
are within short range of the front three models of
cating hits among models the following rules
Unit B, one of which is the unit champion. The to
apply:
hit dice are rolled, with all rolls considered to be
· Hits must be distributed evenly among
for short range shots, and Unit A scores 4 hits.
valid models. That is, those that are in
The first three hits must be assigned to Unit B's
range of the shooters, and that have
front three models, even though one of them is a
LOS to the shooting unit (remem
champion and Unit B's player would probably
ber, members of the same warband don't
rather not, before the final hit is assigned to a
block each other's LOS, so there's
model at medium range. Note that even though
nothing to stop you allocating hits to
the hit scored on the model at medium range was
models in the rear ranks). Allocate one
rolled as if shooting in short range, when rolling
hit to each; if there are more hits than
damage use the weapon's medium range Dam
valid models allocate one hit each, then
(see weapon profiles later in the rules).
start over again, allocating a second hit
to each and so on.
· If valid models in a target unit fall into
To simulate this, and to prevent unscrupu-
47

two or more of a weapon's range bands, Damage Table


distribute hits among those in the Weapon's Target's Toughness
shortest range band first, once they all Damage 1 2 3 4 5 6 7 8 9 10
have one hit each, move on to the next (Dam)
range band and so on. Range bands are
explained later in the section on 1 6+ 7+ 8+ 9+ 10 10 10 10 10 10
weapons. 2 5+ 6+ 7+ 8+ 9+ 10 10 10 10 10
· If there are some valid models in cover, 3 4+ 5+ 6+ 7+ 8+ 9+ 10 10 10 10
and some outside, allocate hits to those 4 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10 10 10
outside cover first, once they all have 5 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10 10
one hit each, move on to those in cover. 6 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10
See later in this section for an 7 1+ 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+
explanation of terrain and cover. 8 1+ 1+ 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+
9 1+ 1+ 1+ 1+ 2+ 3+ 4+ 5+ 6+ 7+
Roll to Damage 10 1+ 1+ 1+ 1+ 1+ 2+ 3+ 4+ 5+ 6+
Just because a shot hits its target does
not mean that the target is taken out of action. Not *Note that a natural 1 is always a fail, and a natu-
all hits cause damage to their target. Even if your ral 10 is always a pass.
shot does damage, many creatures and heroes
can absorb quite a bit of punishment before being Damage and Casualties
destroyed. The more powerful the weapon that Each successful damage roll inflicts one
hits the target, the more chance of the hit causing wound on the target model. The number of
damage. Similarly, the tougher the target is, the wounds a model can absorb before being killed or
more chance it has of surviving a hit unscathed. incapacitated is indicated by their wounds (W)
Normally, to determine whether hits stat. Most models only have one wound so a sin-
cause damage you roll 1d10 for each hit. However gle successful damage roll will take them out of
some very powerful weapons allow you to roll action, remove such casualties from the bat-
2d10 or more per hit. Weapons are covered in tlefield.
detail later in their own section. To keep things Some particularly resilient or tough mod-
simple for now though, just assume that you roll els, for example heroes, large monsters and war
1d10 per hit. engines, have more than one wound. In such
To determine whether a hit causes dam- cases the way that wounds are absorbed and
age to its target you need to compare the damage models removed as casualties depends on
(Dam) stat of the weapon with the toughness (T) whether the unit is an individual or a warband.
stat of the target. Don't worry about specifics just
now, but as an example the Sidhe Longbow has a Individuals and Heavy Units: When an individual
Dam of 5. or heavy unit suffers a wound deduct it
In order to discover the chance of dam- from the model's total. Note down the
age being caused you need to refer to the number of wounds it has remaining, or
Damage Table below. Cross-reference the dam- indicate it with a marker beside the
age (Dam) of the weapon with the toughness (T) model. Once the model loses its last
of the target. The number shown where they inter- wound it is destroyed, remove it from
sect indicates the d10 score needed to cause the table.
damage.
Warbands: When a warband containing models
that have multiple wounds suffers dam
age remove whole models as casualties,
carrying over left over wounds. Note
down left over wounds, or indicate them
48

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

cannot see through the area to models


Weapons
that are outside the area on the other
There are many weapons in the mythi-
side, no matter how narrow the area is.
cal land of Goria, some are common to all peoples
such as the basic hand weapons (though they
Cover Saves
have very different styles dependent on the crafts-
Cover saves are provided by terrain that
men that made them) to race specific weapons
is fairly substantial and partially obscures your
such as the Vanir crossbow and the Gael staff
warriors from view. Your warriors can still be seen
sling. Other weapons such as those wielded by
by the enemy and can therefore be targeted, how-
heroes and wizards might be imbued with magical
ever the objects they are behind or the area they
powers. This section describes the powers and
are within may absorb some damage and offer
abilities of the weapons that your forces bear into
them protection. For example, if a warrior is
battle.
crouching behind a wall, he can still be seen and
shot at, but the arrow destined for him could end
Weapon Profiles
up bouncing off in the wall instead (much to his
A weapons profile contains all the information
relief). As a general rule, if a model is partially
needed to use it in the game. The profile shows
obscured behind something substantial it is in
how a weapon performs on the battlefield. They
cover and can claim a cover save. The following
represent weapons characteristics with a set of
rule applies:
statistics that define how accurate and powerful
· If a model in cover receives wounds, roll
the weapons are. You will find profiles for all the
1d10 per wound. On a score of 8+ the
weapons your warriors can use in the armoury list
wound is ignored and the model suffers
towards the back of this book. Weapon profiles
no harm.
are all presented in the same basic format (see
the sample profile).
The possible types of cover are too
numerous to list, but here are some examples:
Sample Weapon Profiles
hay bails, walls, large rocks, the corners of build-
ings, windows, doorways, and standing stones Hand Weapon
would all provide cover from models firing from Hand weapons is a broad category cov-
the other side. Some areas too might provide ering most one-handed weapons that can be used
cover, for instance areas of ruins, primordial to cut, stab, slash, bludgeon or otherwise dispatch
oak groves and even furniture strewn rooms can a foe in toe-to toe combat. This includes, swords,
provide cover. As with visibility for areas, you axes, warhammers, maces, clubs, druid's sickles
might want to vary the levels of protection that and so forth. Some races favour different
particular types of cover afford. For example flim- weapons over others, but one will usually find the
sy objects and areas might only confer a 10+ equivalent of all such weapons in all armies,
cover save, while arrow slits or battlements could though the styles vary tremendously.
confer a 6+ or better. The possibilities and choice
are yours, but unless otherwise agreed before the CC Short Medium Long Extreme
game, assume 8+. WS To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam

4 0 ST+0 - - - - - - - -

Type: 1 handed melee


Special Rules: None
50

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 weapon’s 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

Closing in Multiple Combats Break Off


A unit that is already in base contact with
Unit A is the active unit. Because it is in an enemy unit, and that has elected not to close
base contact with enemy models its only option is (see Close above) must attempt to break off. Units
to attack or make a break off move. Unit A elects attempting a break off move are trying to extri-
to attack Unit C. cate themselves from the close combat (not
Fig i) shows that models from Unit A not always easy). A unit must make a CD check in
already in base contact with another enemy order to break off. If the check is failed the unit
model must close on Unit C. Models take the most cannot break off and must make a close move as
direct route to get to base contact with Unit C, and detailed above instead. If the CD check is passed
may move through other models from Unit A to do the following rule applies:
so. The maximum distance any model in Unit A · The models in the breaking off unit can
can move is double its MV, or 8 inches in this be moved up to double their MV in
case. inches away from the enemy models.
Fig ii) shows all models in Unit A that can Before moving the models away, enemy
reach base contact with Unit C moving up. The models in base contact get their normal
last model in Unit A would have to travel 9 inches number of attacks on the breaking off
to reach the nearest model in Unit B, which it can- model.
not do. Instead it will move as close as it can to
Unit C, maintaining warband cohesion as it does
so.
54

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-
n’t 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 attacker’s 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

Cover and Strike Order Who Strikes First


Unit A charges Unit B. Unit B is partially in cover, Hitting your opponent before they can hit
behind a drystone wall. you is obviously a great advantage, since they
Fig i) shows that models from Unit A take the most can't do you any harm if they're already
direct route to the nearest models in Unit B, even despatched. There are many situations which
though this will mean for some of them, attacking allow a model to go first, such as charging, being
over the obstacle and suffering the consequences in cover, special rules, etc. Models killed by an
for doing so. opponent who strikes before they do are removed
Fig ii) shows all models in Unit A that can reach from play and may not strike back. However, there
base contact with unit B moving up. In this situ- will be many situations during a game where a
ation models 1,2 and 3 are in base contact with model won't have any clear priority to hit its oppo-
model 4 from Unit B. Model 2 gets first strike nent before they can hit it, so use the following
because it charged, and model 4 receives no rules to determine who strikes first:
cover bonuses against it. Model 4 survives model · If models on opposing sides both have
2's attack. Models 1 and 3 would normally get the ability to strike first, or if neither
first strike on model 4 because they charged, does (such as in an ongoing combat) then
however model 4 is in cover relative to them. compare initiative (I) values. Now resolve
This means models 1 and 3 lose their charge attacks in strict initiative order with
bonuses and model 4 gets to strike first. Model 4 the highest going first. Any models killed
attacks model 1, killing it. This leaves model 3 as by opponents with a higher initiative
the only model that can attack model 4. value are removed and do not get to
strike back.
· If models on opposing sides both
have the ability to strike first, or
if neither does and they have the
same initiative values, then
compare weapon speeds.
56

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

Close Combat Table Damage Table


Attacker's Defender's Assault (AS) Weapon's Target's Toughness
Assault 1 2 3 4 5 6 7 8 9 10 Damage 1 2 3 4 5 6 7 8 9 10
(AS) (Dam)
1 6+ 7+ 8+ 9+ 10 10 10 10 10 10 1 6+ 7+ 8+ 9+ 10 10 10 10 10 10
2 5+ 6+ 7+ 8+ 9+ 10 10 10 10 10 2 5+ 6+ 7+ 8+ 9+ 10 10 10 10 10
3 4+ 5+ 6+ 7+ 8+ 9+ 10 10 10 10 3 4+ 5+ 6+ 7+ 8+ 9+ 10 10 10 10
4 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10 10 10 4 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10 10 10
5 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10 10 5 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10 10
6 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10 6 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10
7 1+ 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 7 1+ 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+
8 1+ 1+ 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 8 1+ 1+ 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+
9 1+ 1+ 1+ 1+ 2+ 3+ 4+ 5+ 6+ 7+ 9 1+ 1+ 1+ 1+ 2+ 3+ 4+ 5+ 6+ 7+
10 1+ 1+ 1+ 1+ 1+ 2+ 3+ 4+ 5+ 6+ 10 1+ 1+ 1+ 1+ 1+ 2+ 3+ 4+ 5+ 6+

*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.

Rolling to Damage Damage and Casualties


Just as with shooting, hitting your oppo- As with shooting, each successful dam-
nent in close combat doesn't guarantee a kill. The age roll inflicts one wound on the target model,
more powerful the weapon, or the creature, that and casualties are removed in the way previously
hit the target the more chance of the hit causing described.
damage. Similarly, the tougher the target is, the
more chance it has of surviving a hit unscathed. Combat Results
To determine whether a hit causes dam- Once the combat has been fought and
age to its target you need to compare the damage casualties inflicted you need to work out which
(Dam) stat of the weapon, or the strength (ST) of side won. Total up the number of wounds each
the attacking model, with the toughness (T) stat of side suffered. The side that suffered the most is
the target. Weapons are covered in their own sec- the loser, its opponent the winner. The losing side
tion; there you will find details on the types of must make a morale check (see the section on
weapon that use the ST of their wielder instead of morale and command earlier) and suffer any
a Dam stat. effects, the combat is then over. The following
In order to discover the chance of dam- rules also apply:
age being caused you need to refer to the Combat · If one side completely wipes out the
Damage Table below. Cross-reference the other it wins automatically, irrespective
weapons damage (Dam), or the attacking models of how many wounds were caused.
strength (ST), with the toughness (T) of the target. · If both sides suffered the same number
The number shown where they intersect shows of wounds the fight is a draw. Both sides
the d10 score needed to cause damage. stand their ground.
58

on artefacts. Once you have decided how


Heroes many hero points you will spend on
Each hero in Celtos has a slightly dif-
artefacts (this need not be any
ferent profile to normal warriors, including a num- remember), add this to the number spent
ber of points that they can spend on being able to on rites and feats to give a final hero
perform incredible feats of skill, or supernatural points total. This number cannot be
rites, or otherwise exceed the limits of normal greater than your starting hero points,
warriors. These points may also be spent on mag- and is added to the cost of the model for
ical artefacts-premium weapons with potent spells your army roster.
or spirits woven into the metal during the forging
process. Sample Hero Profile
Hero Profiles Gael Heroes
The stats on Hero profiles differ from that Gael heroes are the most skilled war-
of warbands as follows: riors of a warrior culture. In battle Gael heroes are
Hero Level: The hero level is a measure of how experts in the various cuts, thrusts and chops that
powerful a hero is, the higher the level, get around an enemies guard and inflict maximum
damage-and at the highest peak of their art they
the more skilled and powerful the hero is
are inspiration to all their tribe, giving heart to war-
likely to be.
riors that would otherwise flag.
Hero Points: Heroes can spend a certain
number of points on heroic powers and Troop Hero AS SH S T W I CD SZ MV
magical artefacts. The higher the level Type Level
of the hero the more points they get to Hero 1 5 4 4 4 1 4 6 2 4
spend on these things. This stat can be Chieftain 2 5 4 5 4 2 5 6 2 4
abbreviated to HP. You do not have to King 3 5 5 5 6 3 5 6 2 4
spend all of the hero points available;
indeed, you can choose not to spend any Structure: Individual/Foot
if you wish. Any hero points spent on Troop Type Hero Feat s Ri tes Artefa c ts
the model are added to its normal cost, Points
to give a total points value for adding Hero 0-20 0-10 HP 0-20 HP 0-20 HP
Chieftain 0-30 0-20 HP 0-30 HP 0-25 HP
to the army roster. King 0-50 0-25 HP 0-40 HP 0-30 HP
Feats: Feats are abilities of incredible battle
prowess. The number range shows how Special Rules
many of your hero points can be spent All: Battle Awareness, High Morale 1, Strike
on feats. Once you have decided how First
many hero points you will spend on feats Chieftain: Ferocious Charge
(this need not be any remember), you will King: Ferocious Charge, Inspiring
have an amount of hero points
remaining which can be spent on rites You may upgrade Heroes equipment as follows:
or artefacts. · +2 points to replace hand weapon with
Rites: Rites are demonstrations of supernatural 2 hand weapons
potency. The number range shows how · +1 point to replace hand weapon with
many of your hero points can be spent spear
on rites. Once you have decided how · +1 point to replace hand weapon with
many hero points you will spend on rites two-handed weapon
(this need not be any remember), you will · +9 points to add throwing weapons
have an amount of hero points · +13 points to change hand weapon to a
staff sling
remaining which can be spent on
· +2 points to add a shield
artefacts.
Artefacts: Artefacts are powerful magic You may add a Gael hero to a unit of Gael
weapons. The number range shows how bondsmen, Gael warriors, or Gael spearmen.
many of your hero points can be spent
59

Purchasing and Using Feats and Rites Abilities


At the end of each army list you will find a The abilities have the following meanings:
section on feats and rites for that race. Under Accuracy: Weapons with accuracy get +1 to hit
each heading, feats and rites respectively, there per level when shooting
are a number of powers listed. Each feat and rite Skill: Weapons with skill get +1 to hit per level
has its own instructions on how to use it in the when attacking in close combat
game, and the number of hero points it costs to Might: Weapons with might cause +1
purchase for your hero. The following rules apply dam per level
in general to using feats and rites: Speed: Weapons with speed roll one additional
· A model's hero level is equal to the dice to hit per level
maximum number of feats and rites Slaying: Weapons with slaying roll one
combined it can use each turn additional dice to damage per level
· A model cannot use more than one feat Balance: Weapons with balance add the level to
or rite in any single phase the weapon's WS value in close combat
Parrying: Weapons with parrying give the user
Magical Artefacts parrying ability at the level listed. If the
Following the feats and rites section on an user already has parrying use the higher
army list, there will be a table determining which value, do not add the weapon's ability to
magical bonuses heroes of that race can upgrade the user's
their weapons with, and which weapon categories
the bonuses can be applied to. The table will look Slaying Another Hero
something like this: When a hero slays or destroys an oppo-
nent who is their equal, or indeed is their better,
Enchanted Weapons the peoples of Goria and the other realms believe
One Two Ranged Level Level Level that their destroyer takes the life force of the fall-
Handed Handed One Two Three en. The effect of this is that for a limited period, a
Melee Melee Cost Cost Cost hero model that has destroyed an opponent's
Accuracy No No Yes 5 12 20
Skill Yes Yes No 4 10 18 hero will experience a boost in power and confi-
Might Yes Yes No 4 10 18 dence.
Speed Yes No No 20 40 No The following rules apply:
Slaying Yes Yes No 20 40 No
Balance Yes Yes No 4 10 18 · When a hero slays an enemy hero that
Parrying Yes Yes No 5 12 20 is of equal or greater point's value they
earn a re-roll
To find out if you can have a particular · Make a note that you have gained a re-
type of magic weapon, find the ability that you roll or place a counter to indicate this.
wish to purchase from the column on the left, then At any time from now on you may spend
cross reference it with the type of weapon from this to re-roll any one failed dice roll
the column along the top. If it says yes, then you made by your hero, but you must accept
may have it, no then you can't. To find out the cost the result of the second roll
of the ability check the columns headed level, and · You can accumulate as many re-rolls as
cross-reference with the ability. The higher the you like (as long as you keep knocking
level then the more powerful the ability will be. If down worthy opponents), but you can
it says no under a particular level entry then the only make one re-roll per failed dice roll
ability cannot be purchased at this level.
60

You may upgrade a Gael Chariot's equipment as


Heavy Units
follows:
Heavy units are things like war engines
and large monsters. They tend to be less · +3 points to change hand weapon to 2
manoeuvrable than other units, and sometimes hand weapons
consist of several elements that make up a sin- · +8 points to add throwing weapons
gle model. A good example of a heavy unit is the · +31 points to add war blades
chariot, variants of which the Fir Bolg, the Gaels,
and the Vanir have. This section describes the Damage Table
ways that heavy units differ from normal warbands 1d10 Result
and individuals. 1-5 No Result.
6 Axle Damaged: Each time you wish to
Sample Heavy Unit Profile turn roll a d10. On a 1-5 it cannot
turn. On a 6-10 it can turn as normal.
Gael Chariot A second hit on the axle immobilizes
Gael chariots act as war platforms for the chariot.
champions, thundering along, drawn by their pow- 7 Driver Slain: The champion must take
erful, heavy steeds. Chariots are awesome the reins. The champion may no longer
machines in close combat, capable of cutting shoot or take assault moves if the
great swathes though enemy units and quickly chariot moves during the movement
delivering the champion to the thick of the fighting. phase. A second hit in this location
results in an additional wound.
AS SH S T W I CD SZ MV 8 Mount Injured. One of the beasts
4 4 4 6 5 3 5 5 7 drawing the chariot has been wounded.
The chariot loses the Lethal Strike 3
Structure: Heavy Unit
and Ferocious Charge abilities. A second
hit on the mounts immobilizes the
Weapons Front Left Flank Right Flank Rear
chariot.
All Ranged 90 90 90 90
Weapon degrees degrees degrees degrees 9 Wheel Buckled: Each time you wish to
Upgrade move roll a d10. On a 1-5 it cannot
move. On a 6-10 it can move as normal.
Combat Arcs Attack Table A second hit on the wheel immobilizes
Front Left Flank Right Flank Rear the chariot.
1 1 1 1 10 Champion Slain: The driver must fight
as well as drive. The chariot may no
Cost: 68 longer shoot or take assault moves if
it moves during the movement phase,
Special Rules and any weapon upgrades are lost. A
Battle Awareness, Heavy Armour 3, Ferocious second hit in this location results in an
Charge, Lethal Strike 3*, Fearless, Immune to additional wound.
Mesmerism

*Lethal Strike 3 only applies when charging.

The warhorse mounts make two separate attacks


in close combat with AS 3, dam 5 and Ferocious
Charge ability. These attacks can only be made
against models in the front combat arc.
The unit may make one turn for every 3 inch-
es moved.
61

Morale chariot engaged in close combat to its


Heavy units are not as susceptible to the front could reverse out of combat, get
effects of a breakdown in morale as normal units. hit and most likely survive, then in the
This is due to a number of factors, often it's shooting part of its order sequence let
because they are big and heavily armoured and fly at its hapless foe with throwing
gain a false sense of security, or perhaps they're weapons, before finally charging back in
a chariot crew and assume their vehicle can get at them with assault orders.
them quickly out of trouble. Whatever the rea-
Turning
sons, heavy units do not suffer from panic or rout.
The following rules apply: Heavy units are limited in the number of
· Heavy units get a +2 bonus to their d10 turns they can make during a move (this goes for
dice roll when taking morale and rally assault moves as well). Models with turning limi-
checks. tations will have an entry in their special rules stat-
· If a heavy unit fails a morale test the ing how many turns it can make for a set move
model counts as 'shaken'. distance. For example, 'The model can make 1
turn for every 4 inches moved'. The following
Shaken rules apply to turning:
Shaken models can recover from this · Heavy units perform turns by pivoting
state in exactly the same ways that a normal unit the model on the spot by any amount up
would recover from panic. However in addition, to 90 degrees.
at the end of a game turn during which a shaken · You do not have to move the model the
unit suffers no wounds it automatically recov- full stated distance before making a
ers. The following rule applies to shaken models: turn; in fact you can move any distance
· Shaken models suffer a -2 modifier to all you like. However if you move it less
shooting and close combat d10 to hit than the distance stated, the full
rolls. distance as stated is still deducted from
the total MV distance the heavy unit is
Movement allowed
The main thing to remember when using
Reversing
heavy units is that they are not as manoeu-
vrable as a warrior is. In general their freedom of All heavy units can reverse at half their
movement is relatively restricted. normal speed. So for example, if a model could
normally move 8 inches, it would be able to move
Move Orders 4 inches backwards.
Heavy units that are engaged in close
combat with an enemy unit have one great advan-
Shooting
tage over normal troop types. Because they are Weapons that are mounted on war
often large or fast they can they can drive (or engines, or the natural projectile weaponry of
stomp or fly) right out of combat in order to get to large monsters often have fairly restricted move-
safety or regroup for a fresh offensive. The follow- ment. When you wish to shoot with such weapons
ing rule applies: you will need to refer to the weapons 'shooting
· Unlike normal models heavy units can be arcs'. These restrict the targets you can select to
given a move order when they are in base a particular area of the battlefield, taken from
contact with an enemy. The model can the base of the model.
carry out a move order just as it would
in normal circumstances. Before moving
the model away, enemy models in base
contact get their normal number of
attacks on the model. For example a
62

Selecting Targets and Shooting Arcs Close Combat


Because heavy units are not very In the main heavy units operate in close
manoeuvrable they never get to turn to face a tar- combat in the same way as normal models.
get unit when selecting a target. Instead you will However, the two key differences are 'combat
have to make sure that you have positioned your arcs' and 'damage tables'.
model in such a way that the prospective target Combat Arcs
falls within one its weapon shooting arcs. Like shooting arcs, heavy units have com-
All heavy units have four shooting arcs, they are bat arcs, which are front, back, left flank and right
front, rear, left flank and right flank. The profile of flank. The number of attacks a heavy unit gets in
the model will tell you which flank the weapon's each combat arc will be stated on the profile.
shooting arc refers to and will give you a value in When the model attacks it can only concentrate
degrees e.g. right flank 180 degrees could refer to on one arc at a time, so pick the arc that suits you
a bolt thrower mounted on the side of a wagon, best and roll the number of attacks listed for that
arc. The combat arc entry on the profile will also
operated by an artillerist.
tell you if you receive any bonuses or penalties to
hit and so on in each attack arc.

Combat Arcs on Heavy Unit


63

Damage Tables Berserk


Because heavy units are so big, it is Berserk warriors are amongst the most
possible for you damage or destroy particular bits savage fighters in a world of brutal combat. Mood
of them and they will continue to function. Each altering drugs and pagan battle rituals usually play
time the model takes damage, roll a d10 and refer a part in their killing frenzy, and although potent
to the damage table on its profile to see if it suffers they can be impetuous and disorganised. The
any extra effects from the damage. Note that you sights and smells of battle can make them lose
don't roll for each wound suffered, you roll once their critical faculties and launch at the enemy
for all the damage it sustained from any single unit regardless of strategy or consequences. The fol-
in a round of shooting or combat. lowing rules apply to berserk fighters:
· Berserk units are always assumed to be
Special Rules Fearless and Steadfast when charging,
counter-charging or engaged in close
Battle Awareness combat. Note that casualties from
Models with this special rule can attempt missiles, or other ways of causing panic
to ignore their normal priorities for shooting or and rout do apply
attacking in close combat. Before the unit · Berserk units must make a CD test
declares either shoot orders, or that they're going when they're activated if there are any
to strike back during another unit's turn, make a enemy units within LOS and short
CD check for the model. If they are leading a war- range. If they pass the test they can
band, then their roll also applies to all of the mod- take a normal turn. If the test is failed
els in the warband too. The following rules apply: they must make a full move directly
· During the shooting phase: If the check towards the nearest enemy unit in LOS-
is passed the entire unit may ignore if they can reach to charge then
normal target priorities and may shoot they will do so (you may pre-measure
at any enemy unit of the owning players' this before declaring normal or rush
choice. If the test is failed the unit gets move), otherwise they must make a rush
confused and cannot shoot this turn. move
· During close combat: In close combat a · In close combat berserk fighters always
unit usually must fight back at the first roll an extra dice to hit, and roll an
unit that attacks it in any given turn. If additional damage dice for any hits
the battle awareness check is passed scored
however, the unit can elect not to fight · Enemy models gain +1 to hit berserk
back, reserving fighting back for possible models
use later in the turn, against a sub
sequent attacking unit. Note that if the Control
unit is not subsequently attacked it will Models with this special rule have the
have lost the opportunity to fight back. ability to make units with certain disadvantages
The check must be made each time the behave as a normal unit, by neutralising the detri-
unit is attacked by a unit against which mental effects of those units' special rules. Control
they don't wish to fight back. If the test is listed as a number on the profile and affects an
is failed they must strike back against area around models that possess the ability. The
the unit that is currently attacking following table shows the range of that area:
them.
Control Level Area of Effect
0 Base contact with controlling model
1 6 inch radius
2 12 inch radius
3 18 inch radius
64

The type of units which can be controlled Heavy Armour


will also be listed on the controlling model's entry, Some models like chariots and large
for example Control Zombies 2. The special rules monsters are difficult to damage with normal
of units benefiting from the Control ability will weaponry. Attackers need special penetrating
explain which detrimental effects are neutralised weapons in order to have a reasonable chance of
by it. causing damage to these models. Models with
this special rule gain a d10 'heavy armour save'
Extra Attacks that can negate damage they have suffered.
Models with this special rule make multi- When a model has this special rule it will be stat-
ple attacks in close combat. So for instance a ed as 'Heavy Armour 4', or 'Heavy Armour 7' etc.
model that has Extra Attacks 1 listed in the spe- The number is a positive modifier to the d10
cial rules section of its profile will attack twice in heavy armour saving roll, for example heavy
close combat, one attack as usual plus one extra. armour 6 adds +6 to the d10 heavy armour save.
Extra Attacks can be used to engage more than The following rule applies:
one close combat opponent provided the model is · Heavy Armour Save: If a model with
in base contact with more than one enemy model. heavy armour receives wounds, roll 1d10
per wound, adding the indicated
Fast
modifier. On a score of 10+ the wound is
Some models are capable of fantastic
ignored and the model suffers no harm.
bursts of speed that allow them to temporarily
move a lot faster than their normal movement
rate. Models with this special rule add half their
High Morale
Models with this special rule are more
normal MV stat in inches to the total distance
steadfast than others and less likely to panic or
moved when charging, counter-charging, or rush-
take fright. High Morale is expressed on the pro-
ing.
file as a number that is added to the dice roll when
Fearless a unit makes a morale check or a rally check. The
Models with this special rule can be modifier used is always the highest one in the
exceptionally brave, without emotion, or are so unit, so for example if all members of a unit have
hideous themselves that other things don't scare High Morale 1 and the leader has High Morale 2,
them. Fearless models are immune to the effect you would use the +2 modifier when making a
of the Terrifying special rule. morale check or rally check.

Ferocious Charge Immune to Mesmerism


Models with this special rule are particu- Some creatures, usually because they
larly effective when storming encampments and have no sentience of their own, or have such alien
engaging in close combat. They receive a bonus or bestial intelligences that they cannot be affect-
of +1 to hit and +1 to dam when charging or ed by the powers of fascination possessed by cer-
counter-charging. This is in addition to any other tain supernatural creatures. Such creatures are
bonuses they might have to the attack. never affected by the Mesmerism rules.

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

Killing Blow can become mesmerised. The following table


Some models are expert at pinpointing shows the range within which enemy units are
and striking vulnerable points on an opponent, or subject to mesmerism tests:
just hit things so hard with a good solid blow that
Me s m e r i s m L e v e l Area of Effec t
additional damage is incurred. When these mod-
0 Base contact with mesmerising model
els successfully hit a target with a melee weapon
1 6 inch radius
roll one extra dam dice for every 2 clear points
2 12 inch radius
that the 'to hit' roll was passed by.
3 18 inch radius

Lethal Strike Enemy units must take Mesmerism tests under


A model with this special rule can cause the following circumstances:
severe damage when using melee weapons in · If they are activated within the area of
close combat. This could be because of its equip- effect of any units with Mesmerism
ment, its training or its sheer bulk and power. · If they are required to act during the
This is shown as a number on the profile, for active unit's turn, e.g. by striking back in
example Lethal Strike 1, Lethal Strike 2 etc. The close combat or taking a reaction check
number shows how many extra damage dice you to counter-charge, and they are within
should roll in addition to the normal number for the area of effect of any units with
the weapon the model is using. For example if a Mesmerism
model has Lethal Strike 1 and attacks with a hand
weapon (dam ST+0), it would roll 2 damage dice If a unit is required to take a mesmerism test, the
for each hit scored in close combat. following rules apply:
· A unit is only ever forced to take one
Marksman Mesmerism test during the active
A marksman is the ranged combat equiv- unit's turn
alent of a model with the killing blow ability. When · To take the test make a CD check. If
these models successfully hit a target with a this is passed the unit may carry out its
ranged weapon roll one extra dam dice for every orders as usual. If the check is failed the
2 clear points that the shooting test was passed unit loses its turn if it is the active unit.
by. For example a Sidhe marksman armed with a If the unit is engaged in close combat
Longbow shoots at a short-range target. They when it fails its check then it
need 5+ to hit; there are no other modifiers. The automatically goes last in the attack
dice roll is a very respectable 9. This is 4 clear order, regardless of initiative or abilities.
points over the required total of 5, so three dam- In addition enemy models attacking
age dice are rolled (2 extra for the 4 clear points). mesmerised models in close combat hit
automatically, do not roll any to hit
Mesmerism dice, move straight to rolling for
Some creatures have the ability to lull damage
enemies into a trance-like state even in the heat
of battle. Such abilities are invariably supernatural
and range from the hypnotic song of the Sirens to
the transfixing glare of certain Fir Bolg creatures.
Once mesmerised, enemy models are at the
mercy of other models, often being cut down as
they simply cease to function as warriors and
stand gawping.
Mesmerism is listed on a unit's profile
with a number. This number determines the
radius around the unit within which enemy units
66

Parry or an animal that belongs to Goria does. Such


Some models are experts in defensive alien senses often perceive life forces rather than
fighting styles, using their weapons to block or objects, so a human would appear to them as a
turn aside incoming attacks in close combat, flickering column of flame, or a shifting mass of
whilst expertly striking back at the foe. Parry pits auras. Models with this rule find the material world
the strength of the model against the force of an a confusing and uncertain place, so they simply
opponent's blow. The following rules apply to par- home in on what they know are enemy life forces
rying: until they are close enough to have a clear idea of
· Make one parry check against each hit how to approach. Shadow Sight is listed on the
scored by enemy models in close combat profile with a number that determines an area of
for each level of Parry ability the model effect as follows:
has. For example, four enemy models
attack a model with Parry 2 and three
Shadow Sight Level Area of Effect
1 12 inch radius
of them score hits. You can attempt to
2 24 inch radius
parry any two of those hits
3 36 inch radius
· You may not attempt to parry the
same hit more than once
· To make the test the active stat is the The following rules apply to Shadow Sight:
parrying model's ST and the Diff is the · Always use the highest Shadow Sight
opponent's Dam value. Do this before value in the unit when determining
any damage rolls are made distances. If the unit is lead by a model
· Each successful parry turns aside a hit that does not have Shadow Sight, then
scored by the opponent. Do not roll to the unit can behave normally until that
damage model is removed from the unit
· If there are any enemy models within
The following modifier applies to each parry roll: the unit's Shadow Sight radius,
· -1 to each Dam dice in addition to the regardless of LOS, then the unit can
first that the hit would allow the behave normally
attacker to roll. E.g. an attack · If there are no enemy models within the
er with Lethal Strike 1 rolls 2 damage unit's Shadow Sight radius when it is
dice, so the parry roll would suffer a -1 activated, then the unit must make a
modifier full move (normal or rush), towards the
nearest enemy unit. If the move brings it
Penetrating within the Shadow Sight radius, then it
Penetrating weapons are designed to can carry out the rest of its turn as
carve through heavy armour, such as the metal usual, shooting, charging, etc. If not then
bound flanks of a chariot or the scaly hide of a the unit's turn ends here
netherworld demon. A weapon of this type will be
stated as being 'Penetrating 3' or 'Penetrating 5',
Skirmisher
etc. The number is a negative modifier to the d10 Apprentice warriors and followers of war-
'heavy armour save' dice roll conferred by the bands hoping to share in the glory and riches of
heavy armour special rule. their conquests are often sent out ahead of the
main battle line to draw out enemy forces, before
Shadow Sight scuttling back to safety. Such troops are a nui-
There are many creatures on Goria that sance that enemy commanders can ill afford to
simply do not belong there, they may originate or ignore, but are easily dispatched if caught by
have been summoned from another plane. Some trained warriors. The following rules apply to skir-
of these creatures cannot perceive the material mishers:
world in the same way as the senses of a human · Skirmishers do not have to maintain
base contact with others in their war
67

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:

1. The target units' player nominates one


of the models in the target unit as the o r i g i n a l
'aiming point' for the shot, following
the same rules as for
allocating a normal shooting hit.
2. Roll the direction dice, the arrow on its
upper face shows the direction the shot deviated
in.
3. Roll 1d10 for each range band beyond
CC up to and including the range band the
aiming point lies in e.g. 1d10 for
69

Army Lists

Once you've decided which army you're individual is part of a squad or a


going to play, you can use the following lists to separate unit (i.e. after you've made the
build a force. The rules for doing this are simple roster out, so individuals still count as
and the main points are as follows: such for army structure regardless of
· Once you and your opponent have whether they're in a warband or on
decided how many points you can each their own)
spend on your armies (see the section on · Any upgrades you add to units, such as
army points limits), you can buy as many shields, Heroic Abilities or Magical
units as you like as long as the total Artefacts, are added to the cost of the
point value does not exceed the agreed unit, and therefore to the cost of the
points limit army as a whole
· The unit has to be legal. It must contain
the minimum numbers of troop types Warbands can also contain special mod
listed in its profile and no more than the els such as leaders, champions and stan
maximum. This information will be dard bearers. The rules for purchasing
listed in the No. per Unit column of the these are as follows:
profile · Special models DO count towards the
· You cannot buy more individuals and maximum models limit for the warband,
heavy units combined than you have as do individuals added to the warband
warbands in your army
· Certain individuals can be added to The army lists shown here comprise a good start-
certain warbands. You must decide at ing selection of units for whatever force you
the start of the game whether the choose.
71

The
Fir Bolg
The
Accursed Hosts of
Anwyn

The Fir Bolg are the dead hosts of Anwyn. peace.


They are essentially spirits doomed to eternally The majority of Anwyn’s hosts reside in
wander the hell realm. Some have preserved their that dark, otherworld realm where they have
ancient flesh by feeding on the living, others must been banished to by the Sidhe and other races of
bind themselves to skeletons from the graves and the living. However, there remain parts of Goria
battlefields of Goria in order to once more walk near the major gateways into Anwyn that the liv-
the ground above. In the past this was Anu’s ing have never managed to rid of the Fir Bolg
curse on her firstborn race, but those accursed threat. Saiber Frith, Mag Slecht, the Mounds of
learned the ways of necromancy and have the Old Kings, and Kluruch’s Marsh are but some
spread the horror of living death to other crea- of the places where the dead stalk the land, and
tures or folk that might be useful to their war effort. the Fir Bolg hosts can march from Anwyn to raid.
The bulk of the Fir Bolg people are these discor- When the Fir Bolg march to war they are
porated spirits, enduring the torment of exile in a terrible and awesome sight. They rely on over-
Anwyn until their chance comes to join a raid on whelming numbers to destroy their enemies and
Goria, and they can pass through the gates of hell the rank and file of the Fir Bolg have no fear of
to assume temporary command of the skeleton of destruction. Skeletons are only temporary
some long dead warrior. carriages, whilst zombies are simply dead flesh
The Fir Bolg cannot help who and what to which sundry spiritual dross has tem-
they are, the firstborn race of the Goddess’s chil- porarily been bound. They are relentless in bat-
dren who because of the ambition of their leader tle, and even though the average living warrior
and the malice of Crom were cursed by Anu. This is physically more than a match for a skeleton or
terrible punishment has warped and maddened zombie, living warriors know fear. Perhaps even
the Fir Bolg, and their perceptions have been more terrifyingly, Fir Bolg priests and heroes can
totally altered by interminable centuries in the raise the dead from the battlefield, including the
darkness and pain of Anwyn. They burn with the dead of previous conflicts that may be moulder-
desire for revenge on Anu and they hate the liv- ing in the soil below. Even when the victory looks
ing. At the centre of their campaign against Goria assured for the living, the Fir Bolg can bring more
though is Crom’s great lie. Namely that by provid- forces to bear in this way.
ing him with blood sacrifices he will lead them to
victory over Anu and dominion over the Land of
the Ever Living, where they can finally be at
Skeleton Sicklemen Troop Type Equipment No. per Unit Cost
Skeletons are temporary carriages for the souls of Warscythe Two Handed 4-12 11
Weapon
the Fir Bolg. In battle skeleton sicklemen are war-
Leader Two Handed 0-1 15
riors armed with vicious, sickle-like swords and Weapon
often carry shields too. Skeletons are poor quality Champion Two Handed 0-1 14
fighters and tactically limited because they per- Weapon
Standard Bearer Two Handed 0-1 14
ceive the living as dim, flickering flames to which
Weapon
they’re drawn like moths, but they have no fear of Musician Two Handed 0-1 14
death and compensate for their shortcomings with Weapon
sheer relentlessness. Special Rules
All: Steadfast, Shadow Sight 1, Fearless
AS SH S T W I CD SZ MV
Leader: Battle Awareness, High Morale 1,
4 3 3 2 1 4 5 2 4
Shadow Sight 2, Control Zombies 0
Structure: Warband/Foot Champion: Ferocious Charge, Shadow Sight 2,
Unit Size: 4-12 Control Zombies 0
Standard Bearer: Standard Bearer
Troop Type Equipment No. per Unit Cost Musician: Tactics 1
Sickleman Hand Weapon 4-12 11
Leader Hand Weapon 0-1 15 Skeleton Spearmen
Champion Hand Weapon 0-1 13
Standard Bearer Hand Weapon 0-1 13 Skeleton spearmen are armed with spears and
Musician Hand Weapon 0-1 13 often shields too. They are fairly good defensive
troops, though they suffer from being fragile and
Special Rules having the vision of a denizen of Anwyn.
All: Steadfast, Shadow Sight 1, Fearless
Leader: Battle Awareness, High Morale 1, AS SH S T W I CD SZ MV
Shadow Sight 2, Control Zombies 0 4 3 3 2 1 4 5 2 4
Champion: Ferocious Charge, Shadow Sight 2,
Control Zombies 0 Warband/Foot
Standard Bearer: Standard Bearer Unit Size: 4-12
Musician: Tactics 1
Troop Type Equipment No. per Unit Cost
Skeleton sicklemen may purchase a shield at an Spearman Spear 4-12 11
Leader Spear 0-1 15
additional cost of +1 point per model. If you Champion Spear 0-1 14
choose to buy shields all models in the unit must Standard Spear 0-1 14
be equipped with them. Bearer
Musician Spear 0-1 14
Skeleton Warscythes
Skeleton warscythes carry much larger, heavier Special Rules
weapons, usually the brutal warscythe. In bat- All: Steadfast, Shadow Sight 1, Fearless
tle they are capable of inflicting deadlier wounds Leader: Battle Awareness, High Morale 1,
than other skeleton warriors. Like other skeletons Shadow Sight 2, Control Zombies 0
though, they suffer tactically for being not quite of Champion: Ferocious Charge, Shadow Sight 2,
the plane of existence upon which they're fighting. Control Zombies 0
Standard Bearer: Standard Bearer
AS SH S T W I CD SZ MV Musician: Tactics 1
4 3 3 2 1 4 5 2 4
Skeleton spearmen may purchase a shield at an
Warband/Foot
additional cost of +1 point per model. If you
Unit Size: 4-12
choose to buy shields all models in the unit must
be equipped with them.
73

Skeleton Archers Special Rules


Skeleton archers are armed with bows, often Slow, Steadfast, Fearless, Immune to
made of bone, which allow them to defend areas Mesmerism
of strategic importance. They can engage the
enemy at range, and though perhaps not as effec- *You can field units of zombies in which the mod-
els are armed in any combination (e.g. a unit of 8
tive as some of the archers of other races, skele-
comprising 4 with hand weapons, 3 with spears
ton archers are still capable of causing enough
and 1 with a two handed weapon). It doesn't mat-
damage to deter a frontal assault.
ter how they're armed because all weapons count
AS SH S T W I CD SZ MV as improvised.
4 3 3 2 1 4 5 2 4
Zombies are animated by loosely bound spiritual
Structure: Warband/Foot energies and as such can simply cease to func-
Unit Size: 4-12 tion on the battlefield as the spirit energy escapes
or fades intermittently.
Troop Type Equipment No. per Unit Cost The following rules apply:
Archer Bow 4-12 14 · If there is a model with Control
Leader Bow 0-1 19 Zombies special rule in range of the
Champion Bow 0-2 22 unit when it is activated, then the unit
behaves normally. Otherwise it must
Special Rules make a CD check
All: Steadfast, Shadow Sight 1, Fearless · If the check is passed the unit may
Leader: Battle Awareness, High Morale 1, operate normally
Shadow Sight 2, Control 0 · If the check is failed the unit can do
Champion: Marksman, Shadow Sight 2, NOTHING for the remainder of the
Control Zombies 0 turn (you may wish to place a marker
to this effect). It can't move, shoot,
Zombies hold or make assault moves. Enemy
Zombies are the animated corpses of dead Gael archers or other ranged weapon troops
warriors. Priests and powerful Fir Bolg heroes can get +2 to hit. During the assault phase
use their control of necromancy and the powers of enemy models in base contact with the
death to gather up spirit forms that pervade any
unit can destroy one zombie model for
given area. Weak, ghostly shades of men, ani-
each attack they would normally get
mals, plants, anything that has died in the area
can be bonded to the corpses to give them a ter- Don't roll to hit or wound, just remove
rible sort of pseudo-life. Skilled Fir Bolg can com- the zombies
mand and direct these brainless individuals, but
You may add any one Skeleton or Flesh Eater
away from the controlling influences zombies
leader to a unit of zombies (provided the zom-
can simply cease to function, as the spirits move bies haven’t been brought into play using ‘Raise
out and are drawn back to the carcass in a ran- the Dead’ ability).
dom, confused way.

AS SH S T W I CD SZ MV
3 2 4 3 1 2 4 2 4

Warband/Foot
Unit Size: 4-12

Troop Type Equipment No. per Unit Cost


Zombie Improvised 4-12 7
Weapons*
Zombie
75

Flesh Eaters Troop Type Equipment No. per Unit Cost


Warrior Hand Weapon 4-8 24
Flesh Eaters were once a Gael tribe, but they
Leader Hand Weapon 0-1 32
have turned from Anu and embraced the dark- Champion Hand Weapon 0-1 30
ness of Crom. They revel in torture of others and Standard Hand Weapon 0-1 33
self-mutilation and their bodies are so abused that Bearer
Musician Hand Weapon 0-1 33
the living death has overcome their flesh. They
also have an insatiable appetite for raw meat, Special Rules
particularly that of living warriors. In battle they All: Steadfast, Shadow Sight 1, Fearless
are fierce and potent adversaries, charging into Leader: Battle Awareness, High Morale 1,
the fray with relish, eager to slice flesh and spill Shadow Sight 2, Control Zombies 0
blood. Champion: Ferocious Charge, Shadow Sight 2,
Control Zombies 0
AS SH S T W I CD SZ MV Standard Bearer: Standard Bearer
5 3 4 4 1 4 6 2 4 Musician: Tactics 1
Warband/Foot The skeleton steed makes a separate attack in
Unit Size: 4-8 close combat with AS 3, dam 4 and has
Ferocious Charge ability.
Special Rules
All: Ferocious Charge, Fearless
Fir Bolg Chariot
Leader: Battle Awareness, High Morale 1,
Fir Bolg chariots are hellish creations, con-
Control Zombies 0
Champion: Killing Blow, Control Zombies 0 structed of bone and skin, and drawn by the same
warped and decayed steeds ridden by the Fir Bolg
Troop Type Equipment No. per Unit Cost knights. Chariots are awesome machines in close
Flesh Eater 2 Hand 4-8 18 combat, capable of cutting great swathes though
Weapons enemy units. They are driven into battle by Fir
Leader 2 Hand 0-1 21
Bolg charioteers who control the vehicle while a
Weapons
Champion 2 Hand 0-2 21 champion hacks down on the heads of enemy
Weapons warriors.

Fir Bolg Knights AS SH S T W I CD SZ MV


Fir Bolg knights are the skeleton cavalry of 4 3 3 4 4 3 5 5 7
the hosts of Anwyn. Their dark masters grant
living dead steeds to warriors that were Structure: Heavy Unit
accomplished horsemen in life. In battle, in
common with all cavalry, they are hard-hitting Firing Arcs Attack Table
and highly manoeuvrable. Fir Bolg knights are Weapons Front Left Flank Right Flank Rear
All Ranged 90 90 90 90
best deployed to strike at weak points on
Weapon degrees degrees degrees degrees
an opponent's battle line, or to swiftly dispatch Upgrades
threats from units such as skirmishers or enemy
archers. Combat Arcs Attack Table
Front Left Flank Right Flank Rear
AS SH S T W I CD SZ MV 1 1 1 1
4 3 3 3 1 4 5 4 7
Cost: 56
Sructure: Warband/Mounted
Unit Size: 2-8
76

Special Rules Fir Bolg Heroes


Battle Awareness, Heavy Armour 3, Ferocious Fir Bolg heroes were once potent battle lords. In
Charge, Lethal Strike 3*, Shadow Sight 2, Anwyn they have sustained their original flesh by
Terrifying 4, Fearless, Immune to Mesmerism terrible ritual means, though it is often parched
and withered, and their will has been bent to the
*Lethal Strike 3 only applies when charging service of Crom Cruich. In battle they are canny
foes, being expert swordsmen and wielding an
The skeleton steeds make two separate attacks array of dark, supernatural powers.
in close combat, each with AS 3, dam 4 and
Ferocious Charge ability. These attacks can only Troop Hero AS SH S T W I CD SZ MV
Type Level
be made against models in the front combat arc. Captain 1 5 3 4 2 1 4 5 2 4
Com- 2 5 3 4 3 2 4 6 2 4
The unit may make one turn for every 3 inches mander
Lord 3 5 3 5 3 3 5 6 2 4
moved.
Structure: Individual/Foot
You may upgrade a Fir Bolg Chariot's equipment
as follows:
Troop Type Hero Feats Rites Artefacts
· +2 points to change hand weapon to 2 Points
hand weapons Captain 0-20 0-20 HP 0-15 HP 0-20 HP
Commander 0-30 0-30 HP 0-20 HP 0-25 HP
· +10 points to add bow
Lord 0-50 0-40 HP 0-20 HP 0-30 HP
· +7 points to add throwing weapons
· +31 points to add war blades
Troop Type Equipment Cost
Captain Hand Weapon 19 + HP
Damage Table Commander Hand Weapon 32 + HP
1d10 Result Lord Hand Weapon 51 + HP
1-5 No Result.
6 Axle Damaged: Each time you wish to Special Rules
turn roll a d10. On a 1-5 it cannot turn. All: Steadfast, Fearless, High Morale 1,
On a 6- 10 it can turn as normal. A second Ferocious Charge
hit on the axle immobilizes the chariot. Captain: Control Zombies 0
7 Driver Slain: The champion must take the Commander: Control Zombies 1, Parry 1
reins. The champion may no longer shoot Lord: Control Zombies 2, Parry 2
or take assault moves if the chariot moves
during the movement phase. A second hit You may customise a Fir Bolg Hero's equipment
in this location results in an additional as follows:
wound. · +2 points to change hand weapon to 2
8 Mount Injured. One of the beasts drawing hand weapons
the chariot has been wounded. The · +1 point to change hand weapon to
chariot loses the Lethal Strike 3 and spear
Ferocious Charge abilities. A second hit · +1 point to change hand weapon to
on the mounts immobilizes the chariot. two-handed weapon
9 Wheel Buckled: Each time you wish to · +5 points to add throwing weapons
move roll a d10. On a 1-5 it cannot · +10 points to add bow
move. On a 6- it can move as normal. A · +2 points to add assault weapons
second hit on the wheel immobilizes the · +2 points to add a shield
chariot.
10 Champion Slain: The driver must fight as A Fir Bolg hero may be added to a unit of skele-
well as drive. The chariot may no longer ton sicklemen, skeleton warscythes, skeleton
shoot or take assault moves if it moves spearmen, skeleton archers, zombies or flesh
during the movement phase, and any eaters.
weapon upgrades are lost. A second hit
in this location results in an additional
wound.
Flesh Eater

They revel
in
torture
of others
and
self-mutilation
Fir Bolg
Knight
79

Fir Bolg Knight Heros Fir Bolg Priests


Fir Bolg knight heroes are the commanders of Fir Bolg priests have made a deep study of the
Anwyn’s cavalry. Like other Fir Bolg heroes they arts of necromancy, and their souls are filled with
are vigorous and deadly opponents with a range death and horror. In battle it is the realm of the
of evil powers and sorcerous weapons at their dis- supernatural where they truly are potent. Amongst
posal. In addition to this they possess the the many dark powers at the command of Crom’s
manoeuvrability and hard-hitting force of a steed. priesthood is the ability to raise the dead, by forc-
Troop Hero AS SH S T W I CD SZ MV ing spirits into flesh that is already deceased.
Type Level
Captain 1 5 3 4 3 1 4 5 4 7 Troop Hero AS SH S T W I CD SZ MV
Com- Type Level
mander 2 5 3 4 4 2 4 6 4 7 Acolyte 1 4 3 3 2 1 5 6 2 4
Lord 3 5 3 5 4 3 5 6 4 7 Adept 2 4 3 4 3 2 5 6 2 4
Necrom 3 4 3 4 3 3 6 7 2 4
Structure: Individual/Mounted ancer

Troop Type Hero Feats Rites Artefacts Structure: Individual/Foot


Points
Captain 0-20 0-20 HP 0-15 HP 0-20 HP
Commander 0-30 0-30 HP 0-20 HP 0-25 HP Troop Type Hero Feats Rites Artefacts
Lord 0-50 0-40 HP 0-20 HP 0-30 HP Points
Acolyte 0-20 0-15 HP 0-20 HP 0-20 HP
Adept 0-30 0-20 HP 0-30 HP 0-25 HP
Troop Type Equipment Cost Necromancer 0-50 0-20 HP 0-40 HP 0-30 HP
Captain Hand Weapon 39 + HP
Commander Hand Weapon 60 + HP
Lord Hand Weapon 84 + HP Troop Type Equipment Cost
Acolyte Hand Weapon 18 + HP
Special Rules Adept Hand Weapon 28 + HP
Necromancer Hand Weapon 50 + HP
All: Steadfast, Fearless, High Morale 1,
Ferocious Charge
Captain: Control Zombies 0 Special Rules
Commander: Control Zombies 1, Parry 1 All: Steadfast, Fearless, High Morale 1
Lord: Control Zombies 2, Parry 2 Acolyte: Control Zombies 1
Adept: Control Zombies 2, Inspiring
The skeleton steed makes a separate attack in
Necromancer: Control Zombies 3, Inspiring,
close combat with AS 3, dam 4 and has Ferocious
Mesmerism 0
Charge ability.

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

attacking model has taken


Fir Bolg Feats & Rites
· You may not drain more wounds than
Fir Bolg heroes are often skilled in the dark arts of
necromancy. Even those who do not fully the victim actually has left
immerse themselves in the black arts are taint- · You may not take the hero above the
ed by the power of Anwyn and Crom's cor- number of wounds it started the game
ruption. with in this way, extra wounds are
simply lost by the victim and not
Feats of Battle passed on to the attacker
Unyielding Flesh COST 18
There are those amongst the Fir Bolg that will Necromantic Rites
continue to fight on even when their bodies, such Bone Curse COST 24
as they may be, are in ruin. Though enemies hack Anwyn is the realm of bones and cadavers, and
repeatedly at them, breaking bones and opening the priests and lords of the Fir Bolg are well
dry flesh, they fight on. acquainted with these things, having power over
Use the following rules for unyielding flesh: them. A skilled practitioner of necromancy can
· When the hero loses its last wound do cause the bones of a victim to erupt out of con-
not remove the model from the table trol, killing them and injuring their comrades with a
top. Make a toughness test instead writhing nest of sharp bone.
· If the test is failed remove the model. Use the following rules for bone curse:
If the test is passed the wound is not · The hero may use this ability instead
lost and the model remains in play on 1 of shooting
wound · Pick an enemy unit within medium
· Do this every time the model loses its range and LOS, subject to the normal
last wound shooting restrictions
· Make a CD test, using the toughness
Feast COST 18 of the model with the lowest T stat in
Many of the Fir Bolg have developed ways to the target unit as the difficulty. If this
drain the lifeforce of living beings, in an attempt to applies to more than one model, then
stave off their eventual fading away into wisps and both players should roll a dice.
shadows. This is done by overpowering Whoever scores highest can pick which
a victim with their superior will and then drinking model is the target point.
their blood, or sucking out their breath, or for the · If the test fails nothing happens. If the
most powerful a mere grasp. test is passed centre the small circular
Use the following rules for feast: template over the model who was the
· The hero may use this during close target-all models touched by the
combat template must make a reaction check
· Pick one model that you are in base- to get out of the way or suffer a hit
to-base contact with. This may not be with dam equal to the victim's tough-
a mounted or heavy unit ness. The target model is instantly
· Instead of rolling to hit make a CD killed regardless of how many wounds
test using the target's CD as the diff. it had left, remove it from play.
If the CD test is successful roll one
damage dice, regardless of any bonus
dice for special rules, abilities or
artefacts. For every 2 points or part
thereof that you make the damage roll
by, subtract 1 wound from the target
and use it to heal a wound that the
The Black Bile COST 18 the active stat. If you fail nothing
After many centuries spent in the timeless hor- happens. If you succeed place the sum
ror of Anwyn, the life fluids of the Fir Bolg become moned unit within 12 inches and LOS of
tainted and immanent with death. Fir Bolg with the hero. The summoned unit counts as
this ability can belch forth a cloud of stinking activated and can do nothing on the
smoke and poisonous, tarry liquid that brings ago- same turn as it is summoned
· Each time a summoned unit is
nising death to those touched by it.
activated after the first make a CD
Use the following rules for the black bile:
test, now using the unit's CD as the
· The hero may use this ability instead of
active stat and not the summoner's. If
, or instead of attacking in close
this is passed nothing happens. If it is
combat
failed the unit suffers 1 wound for
· When shooting place the small teardrop
every point that the test was failed by.
shaped template with the tapered end
On a natural roll of 1 the unit is
touching the base of the hero. All enemy
removed from the tabletop
models under the template suffer a hit
with dam equal to the hero's ST
Fir Bolg Artefacts
· When attacking in close combat make a
Spirit Weapons
CD test. If this is passed then
automatically hit every enemy model in One Two Ranged Level Level Level
base contact with the hero. Dam is Handed Handed One Two Three
equal to the hero's ST. Parrying Melee Melee Cost Cost Cost
cannot stop this damage Accuracy No No No 5 12 20
Skill Yes Yes No 4 10 18
Might Yes Yes Yes 4 10 18
Raise the Dead COST 12
Speed Yes No No 20 4 No
All over Goria there are dead bodies. The priests
Slaying Yes Yes Yes 20 40 No
and lords of the Fir Bolg can command the spirits Balance Yes Yes No 4 10 18
of any dead things that inhabit an area and force Parrying Yes Yes No 5 12 20
them back into these cadavers. However, without
the proper binding spells the effect is temporary
and the souls can struggle free.
Use the following rules for raise the dead:
· When you draw up your army list
before the battle, you may designate
some of your units of Zombies as
summoned. This means that they will
appear during the battle, not at the
beginning. Units designated in this way
only cost half the usual number of
points. You may designate one unit as
summoned for each hero level of the
summoner
· During the hold phase, instead of hold
ing, a hero can attempt to raise a unit.
This ends the hero's turn and any
models in the same unit as the hero
assume normal hold orders
· Make a summoning test, using CD as
82

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

Elf Archers Troop Type Equipment No. per Unit Cost


Elf archers are the pride of any nobles' army. Archer Longbow 4-12 29
Hand Weapon
Armed with the superior Sidhe longbow and
Leader Longbow 0-1 32
blessed with the deft speed and manoeuvrability Hand Weapon
of their elemental heritage, elf archers are a force Champion Longbow 0-2 35
to be reckoned with. For this reason the Sidhe Hand Weapon
invest more in their archers than any other race, Special Rules
training them in swordplay as well as archery, and Leader: Battle Awareness, High Morale 1
equipping them with quality elven blades so that Champion: Marksman
they can hold their own if attacked up close.

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

Elf Retainers Troop Type Equipment No. per Unit Cost


Greatsword Two Handed 4-12 18
Elf retainers make up the bulk of the private Weapon
armies of the noble houses of the Sidhe aris- Leader Two Handed 0-1 22
tocracy. All nobles have an army of some descrip- Weapon
Champion Two Handed 0-1 22
tion, its size usually determined by where they sit Weapon
in the line of succession to the Sidhe Kingdom in Standard Bearer Two Handed 0-1 22
which they reside. These warriors are good qual- Weapon
Musician Two Handed 0-1 22
ity hand-to-hand fighters, armed with fine elven Weapon
swords and often carrying well made shields too.
Special Rules
AS SH S T W I CD SZ MV Leader: Battle Awareness, High Morale 1
4 4 4 4 1 5 6 2 5 Champion: Extra Attacks 1
Standard Bearer: Standard Bearer
Warband/Foot Musician: Tactics 1
Unit Size: 4-12
Elf Guards
Troop Type Equipment No. per Unit Cost Elf guards also form a significant proportion of the
Retainers Hand Weapon 4-12 17
Leader Hand Weapon 0-1 21 common soldiery found in the armies of Sidhe
Champion Hand Weapon 0-1 20 nobles. These warriors are armed with spears,
Standard Bearer Hand Weapon 0-1 21 and more often than not shields too, making them
Musician Hand Weapon 0-1 21
good close combat defensive troops whose
Special Rules weapons provide a reach advantage, in the event
Leader: Battle Awareness, High Morale 1 that superior Sidhe reflexes are not enough.
Champion: Extra Attacks 1
AS SH S T W I CD SZ MV
Standard Bearer: Standard Bearer
4 4 4 4 1 5 6 2 5
Musician: Tactics 1
Structure: Warband/Foot
Elf retainers may purchase a shield at an
Unit Size: 4-12
additional cost of +1 point per model. If you
choose to buy shields all models in the unit must Troop Type Equipment No. per Unit Cost
be equipped with them. Guard Spear 4-12 18
Leader Spear 0-1 22
Elf Greatswords Champion Spear 0-1 22
Standard Bearer Spear 0-1 22
Elf greatswords are also drawn from the per- Musician Spear 0-1 22
sonal armies of the Sidhe nobility. These warriors
are drilled in the combat techniques of much larg- Special Rules
er, heavier melee weapons, usually swords but Leader: Battle Awareness, High Morale 1
also axes and other such weapons too. In com- Champion: Extra Attacks 1
bat, whilst they lack the protection of a shield they Standard Bearer: Standard Bearer
can usually put down enemies before they even Musician: Tactics 1
get a chance to strike at the elves.
Elf guards may purchase a shield at an addi-
AS SH S T W I CD SZ MV tional cost of +1 point per model. If you choose
4 4 4 4 1 5 6 2 5 to buy shields all models in the unit must be
equipped with them.
Warband/Foot
Unit Size: 4-12
86

Dragon Riders Troop Type Hero Feats Rites Artefacts


Points
Dragon riders are Sidhe cavalry, drawn like the Baron 0-20 0-20 HP 0-15 HP 0-20 HP
warriors from the private armies of Sidhe aris- Prince 0-30 0-25 HP 0-20 HP 0-25 HP
Duke 0-50 0-30 HP 0-30 HP 0-30 HP
tocrats. The elves in the saddle ride upon the
backs of serpent elementals called drakes. The
drakes are fast and vicious creatures, related to
Troop Type Equipment Cost
the much larger Sidhe dragons, that slash at Baron Hand Weapon 24 + HP
opponents with their sharp talons as they launch Prince Hand Weapon 34 + HP
into combat. Dragon riders carry Sidhe blades Duke Hand Weapon 48 + HP
and fit their mounts with a variety of horns and
Special Rules
spikes to make them the most devastating cav-
All: Battle Awareness, High Morale 1, Extra
alry on Goria.
Attacks 1
Prince: Marksman
AS SH S T W I CD SZ MV
4 5 4 5 1 5 6 4 8 Duke: Marksman, Tactics 2

You may customise an Elf Hero's equipment as


Structure: Warband/Mounted
follows:
Unit Size: 2-8
· +2 points to change hand weapon to 2
Troop Type Equipment No. per Unit Cost hand weapons
Dragon Rider Hand Weapon 2-8 44 · +1 point to change hand weapon to
Leader Hand Weapon 0-1 49
spear
Champion Hand Weapon 0-1 49
Standard Bearer Hand Weapon 0-1 49 · +1 point to change hand weapon to 2-
Musician Hand Weapon 0-1 49 handed weapon
· +29 points to add longbow
Special Rules
· +13 points to add throwing weapons
Leader: Battle Awareness, High Morale 1
· +2 points to add a shield
Champion: Extra Attacks 1 · +2 points to add heavy plate armour
Standard Bearer: Standard Bearer (+1 T)
Musician: Tactics 1 An elf hero may be added to a unit of elf retain-
ers, elf greatswords, elf guards or elf archers.
Elf Heroes
Elf heroes are veteran warriors, often nobles of Dragon Rider Hero
their realms, that are alive with the flow of the ele- Most Sidhe heroes own mounts, though they may
mental serpents. In battle they are quick and not necessarily go to battle on them if the circum-
lethal, and have command of the elemental forces stances of the fight would make it more advanta-
that make up the land. They often carry valuable geous to be on foot. However, being on a drake
magical heirlooms of their noble houses and wear certainly confers a number of advantages, such
the heavier plate armour of the Sidhe. The most as of course added manoeuvrability and the feroc-
experienced amongst them are also great gener- ity of the creature on the charge.
als and war leaders, able to command warriors
Troop Hero AS SH S T W I CD SZ MV
with skill and authority.
Type Level
Baron 1 5 5 4 5 1 5 6 4 8
Troop Hero AS SH S T W I CD SZ MV Prince 2 5 5 5 5 2 6 6 4 8
Type Level Duke 3 5 6 5 5 3 6 7 4 8
Baron 1 5 5 4 4 1 5 6 2 5
Prince 2 5 5 5 4 2 6 6 2 5 Structure: Individual/Mounted
Duke 3 5 6 5 4 3 6 7 2 5
Troop Type Hero Feats Rites Artefacts
Structure: Individual/Foot Points
Baron 0-20 0-20 HP 0-15 HP 0-20 HP
Prince 0-30 0-25 HP 0-20 HP 0-25 HP
Duke 0-50 0-30 HP 0-30 HP 0-30 HP
Elf Archer
The drake mount makes a separate attack in
close combat with AS 4, dam 5 and has
Ferocious Charge and Extra Attacks 1 abilities.

Toop Type Equipment Cost


Baron Hand Weapon 54 + HP
Prince Hand Weapon 67 + HP
Duke Hand Weapon 94 + HP

Special Rules
All: Battle Awareness, High Morale 1, Extra
Attacks 1
Prince: Marksman
Duke: Marksman, Tactics 2

The drake mount makes a separate attack in


close combat with AS 4, dam 5 and has
Ferocious Charge and Extra Attacks 1 abilities

You may upgrade Dragon Rider Hero equipment


as follows:
· +2 points to replace hand weapon with
2-handed weapon
· +18 points to add throwing weapons

A Dragon Rider Hero may be added to a unit of


dragon riders.

Elf archers
are the
pride
of any noble’s 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

Troop Type Hero Feats Rites Artefacts


Points
Sorcerer 0-20 0-20 HP 0-15 HP 0-20 HP
Grand Sorcerer 0-30 0-25 HP 0-20 HP 0-25 HP
Elder Serpent 0-50 0-30 HP 0-30 HP 0-30 HP

Troop Type Equipment Cost


Sorcerer Hand Weapon 24 + HP
Grand Sorcerer Hand Weapon 38 + HP
Elder Serpent Hand Weapon 66 + HP

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

You may upgrade a Sorcerer's equipment as fol-


lows:
· +2 points to replace hand weapon with
two handed weapon
· +17 points to add longbow

A Level 1 or 2 elf sorcerer may be added to a


unit of elf retainers, elf greatswords, elf guards or
elf archers.
89

template over the target, using the


Sidhe Feats & Rites normal rules for placing templates.
The elemental forces of the earth-serpents flow
strong through all the Sidhe. Their heroes are Each model under the template suffers
able to turn this power to sorcery or battle with a Dam 5 hit
equal ease.
Elemental Dart COST 12
Feats of Battle The world is made up of an infinite miasma of ele-
Feat of the Arrows COST 18 mental creatures, some vast and potent, others
The Sidhe are expert archers and hunters, and tiny and relatively insignificant. Sidhe heroes can
some of their heroes are capable of launching a call upon these minor beings to improve the effec-
volley of arrows in the blink of an eye. In battle tiveness of their weapons.
they can use this skill to kill multiple enemy troops Use the following rules for elemental dart:
· Elemental dart can only be used by
as they advance through the heroes' line of fire.
heroes armed with longbows
Use the following rules for feat of the arrows:
· At the beginning of the shooting phase
· Only heroes armed with a bow can
you may make a CD test to add the
perform this feat
strength of an elemental to the hero's
· The model may not move before
shot
attempting this feat
· If the test is failed nothing happens, just
· During the shooting phase roll a number shoot normally. If the test is passed
of extra dice to hit equal to your hero shoot normally with the longbow, but if
level you hit roll a number of extra damage
dice equal to your hero level
Dell Chliss COST 11
The Dell Chliss is also known as the dart of feats, Elemental Blade COST 8
and is a special type of magical Sidhe javelin that Like the elementals that can be called into the
requires expert skills to use properly. When it shaft of an arrow at the fancy of a Sidhe hero
hits a victim the dell chliss will pierce them many using the elemental dart, so too can elemental
times, flying in and out of the body as if it were
creatures be drawn to the blades of the Aes
enraged.
Sidhe.
Use the following rules for dell chliss:
Use the following rules for elemental blade:
· Only heroes armed with throwing
· At the beginning the assault phase you
weapons can perform this feat
may make a CD test to add the
· During the shooting phase select an
strength of an elemental to the hero's
enemy unit within short range and
attack
subject to the normal targeting rules.
· If the test is failed nothing happens,
Roll to hit, subject to the normal rules just hit normally. If the test is passed,
for throwing weapons attack normally and if you hit add +1
· If you hit the target roll a number of dam to the blow for each hero level
additional damage dice equal to the you possess
model's hero level
Sidhe Artefacts
Sorcerous Rites Elemental Weapons
Elemental Blast COST 21
The Sidhe are potent sorcerers with the power to One Two Ranged Level Level Level
Handed Handed One Two Three
call up the elemental forces that make up the Melee Melee Cost Cost Cost
actual fabric of Goria, and have them smite their Accuracy No No Yes 5 12 20
enemies. Depending on the elemental sphere to Skill Yes Yes No 4 10 18
which the Sidhe belongs this may be a ball of fire, Might No No Yes 4 10 18
a hail of rock or ice shards, or a bolt of lightning. Speed Yes No Yes 20 40 No
Use the following rules for elemental blast: Slaying No No No 20 40 No
· The hero may use this ability instead of Balance Yes Yes No 4 10 18
shooting Parrying Yes Yes No 5 12 20
· Pick a target within medium range and
LOS, subject to the normal targeting
rules and make a CD test
· If the test fails nothing happens. If it is
successful place the large circular
91

The
Fomorians
Spawn
of

Chaos and Old Night


Fomorians are amphibious demon Fomorians occupy the centre of
creatures from the watery, underworld realm of Goria’s continental landmass, a low lying area
Lochlann. For a long time the realm of Goria lay where Lochlann has seeped up to turn the plains
above Lochlann, and neither land’s folk were and Sidhe settlements that were once there into
aware of the other’s existence, but when the dismal, stagnant marshes, out of which ruined
Sidhe went to war with the Fir Bolg, the foun- towers jut like the bones of drowned cattle.
dations of Goria were cracked and splintered Beneath this great desolation is a honeycomb
and Lochlann seeped upwards to mingle with of semi-submerged tunnels and caverns which
the land above. The dank waters of Lochlann lead all the way to Lochlann and spread out
brought up the Fomorian brigands and their weird beneath Goria, where they act as highways for
and vicious servants to trouble the world of Goria. the seething demon hordes in the darkness.
The main bulk of Fomorian creatures are orcs and Using this network the Fomorians can attack any-
goblins, but other exotic and disturbing crea- where that there is a substantial inland water-
tures also walk amongst them including the fren- course, particularly around lakes, marshes, and
zied beastmen and the strange and alluring caves that lead to underground rivers.
sirens. They also have a number of demonic The Fomorians tend to attack in a great
beasts to serve as war mounts and so on, for horde, orcs relying on their numbers to over-
example the ugly and fierce blood reavers. whelm the enemy. Accompanying them on the
The demons of Lochlann live in a bru- charge are the beastmen. Within this great press
tal and unenlightened society built on of demon flesh though, there is room for some
unadulterated principles of survival of the fittest. strategy. The low cunning of the Fomorian com-
When they aren’t on the warpath raiding the set- manders often leads them to use blood reaver as
tlements of other races Formorians are usually flankers and to protect the more valuable war-
slaughtering one another. The weak are tyran- riors’ advance with weak and disposable goblins.
nised and enslaved by the strong in the various The shamans of the Fomorians can also call
petty chiefdoms of the Fomorians, and those that upon the mists, oppressive rain and dank
aren’t any use as slaves are eaten by the war- vapours of Lochlann to aid them, making bat-
riors or fed to their beasts. Fomorian life is unfor- tlefield conditions hazardous for other races and
giving and harsh and death commonplace, so it protecting friendly models from the archers of the
fortunate for the Fomorians as a people that the enemy
spawning caverns of Lochlann churn out seem- .
ingly endless swarms of fresh fodder for the
armies and the slave pits.
92

Orc Raiders Troop Type Equipment No. per Unit Cost


Orcs are squat, ugly brutes that make up the main Mauler Two Handed 4-12 13
Weapon
body of the Fomorian army. They are sea Leader Two Handed 0-1 15
demons that delight in causing pain and mayhem. Weapon
In battle orc raiders carry a variety of crude but Champion Two Handed 0-1 16
Weapon
workmanlike weaponry including cleavers, scimi- Standard Bearer Two Handed 0-1 16
tars, maces, clubs and so on. They often carry Weapon
Musician Two Handed 0-1 16
shields of scaly hide, decorated with tribal daubs Weapon
to protect themselves in the fray.
Special Rules
AS SH S T W I CD SZ MV Leader: Battle Awareness, High Morale 1
4 4 4 4 1 3 4 2 4 Champion: Lethal Strike 1
Standard Bearer: Standard Bearer
Structure: Warband/Foot Musician: Tactics 1
Unit Size: 4-12
Orc Spearmen
Troop Type Equipment No. per Unit Cost Orc spearmen are armed with vicious, three-
Raider Hand Weapon 4-12 12
Leader Hand Weapon 0-1 14 tined spears, which they often carry a shield in
Champion Hand Weapon 0-1 14 combination with. In battle orc spearmen are
Standard Bearer Hand Weapon 0-1 15 capable defensive troops if a little slow and ill dis-
Musician Hand Weapon 0-1 15
ciplined.
Special Rules
AS SH S T W I CD SZ MV
Leader: Battle Awareness, High Morale 1
4 4 4 4 1 3 4 2 4
Champion: Lethal Strike 1
Standard Bearer: Standard Bearer
Structure: Warband/Foot
Musician: Tactics 1
Unit Size: 4-12
Orc raiders may purchase a shield at an addition-
Troop Type Equipment No. per Unit Cost
al cost of +1 point per model. If you choose to buy Spearman Spear 4-12 13
shields all models in the unit must be equipped Leader Spear 0-1 15
with them. Champion Spear 0-1 16
Standard Bearer Spear 0-1 16
Musician Spear 0-1 16
Orc Maulers
Maulers are so called because of the massive, Special Rules
brutal weapons they wield in combat. Although Leader: Battle Awareness, High Morale 1
they're a little slow compared to other races such Champion: Lethal Strike 1
as the Gaels or the Sidhe, all have a healthy Standard Bearer: Standard Bearer
respect for the great clubs, axes, and other terri- Musician: Tactics 1
ble tools of war wielded by these orcs.
Orc spearmen may purchase a shield at an
AS SH S T W I CD SZ MV additional cost of +1 point per model. If you
4 4 4 4 1 3 4 2 4 choose to buy shields all models in the unit
must be equipped with them.
Structure: Warband/Foot
Unit Size: 4-12
Orc Raider
Goblin Archers
Goblin archers are drawn from the hordes of a
slave race of lesser demonic creatures. In battle
they can be highly manoeuvrable and are used to
screen the main advance of the army from assault
by enemy warriors, and their bows make them a
dangerous enemy to get in the way of. However,
goblins are cowardly and weak creatures that
rout easily once their leaders are removed and
offer little resistance when attacked by real fight-
ers.

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

Troop Type Equipment No. per Unit Cost


Archer Short Bow 4-12 14

Special Rules
You may add any one orc leader to a unit of
goblin archers.

Goblin archers can purchase the Skirmisher spe-


cial rule at a cost of +2 points per model. If you
decide to purchase skirmisher for a unit then all
models in the unit must have it.

They are
sea demons
that delight in
causing pain
and mayhem
Beastman

Beastmen are
insane,
deformed
Fomorians-children
of
Chaos
95

Beastmen Special Rules


Beastmen are insane, deformed Fomorians- All: Mesmerism 2
children of Chaos that bear a closer resem- Leader: Battle Awareness, High Morale 1
blance to animals than men. In battle they are Champion: Marksman
irresistible butchers, unable to muster any sem-
blance of judgement or tactical ability when the Blood Reavers
scent of blood and entrails reaches their keen Blood reaver is the name the Fomorians give to
nostrils, and the din of battle rings in their ears. their cavalry mounts. The blood reavers are
Few things can stand before their furious demonic servant creatures from the deep places
onslaught, though they often charge forward of Lochlann that carry their Fomorian masters into
when caution would be the better council. battle on their backs. The ferocity of the creature,
with its great talons and massive shark-like teeth,
AS SH S T W I CD SZ MV makes the blood reaver a formidable cavalry
4 4 5 5 1 3 4 2 4 mount.

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

Troop Type Equipment No. per Unit Cost Structure: Warband/Mounted


Beastman Two Handed 4-8 20 Unit Size: 2-8
Weapon
Leader Two Handed 0-1 22
Weapon Troop Type Equipment No. per Unit Cost
Champion Two Handed 0-2 26 Blood Reaver Hand Weapon 2-8 28
Weapon Leader Hand Weapon 0-1 32
Champion Hand Weapon 0-1 32
Special Rules Standard Bearer Hand Weapon 0-1 33
All: Berserk Musician Hand Weapon 0-1 33
Leader: Battle Awareness, High Morale 1
Champion: Lethal Strike 1 Special Rules
Leader: Battle Awareness, High Morale 1
Sirens Champion: Lethal Strike 1
Sirens are cold, strange demon women of the Standard Bearer: Standard Bearer
deep. They have an unearthly grace about them Musician: Tactics 1
and their entire race bears the demonic power to
allure other creatures with a hypnotic, magical The blood reaver mount makes a separate attack
song. In battle the Sirens are armed with short in close combat with AS 3, dam 5 and has
bows, preferring to engage the enemy at range Ferocious Charge and Lethal Strike 1 abilities.
and enchanting the enemy to make them vulner-
able to attack from other demons.

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

Troop Type Equipment No. per Unit Cost


Siren Short Bow 4-8 35
Leader Short Bow 0-1 37
Champion Short Bow 0-2 38
96

Orc Heroes Blood Reaver Hero


Orc heroes are the war leaders of the people of Many orc heroes go to war on the backs of the
Lochlann. In Fomorian society power is directly blood reaver. The reasons for this are obvious
linked to prowess in battle, and succession to the since the beasts can extend the range of the hero
leadership of a tribe, or indeed a whole Fomorian that much more, giving them not only the added
kingdom is achieved by bloody coup. For this rea- ferocity of the beast, but also the greater surviv-
son the leaders of the Fomorians are terrible foes, ability conferred by being a cavalry trooper.
expert in delivering the most grievous wounds in
battle, to ensure that their foes have no chance to Troop Hero AS SH S T W I CD SZ MV
Type Level
strike back. Slayer 1 4 4 4 4 1 4 5 4 6
Warlord 2 4 4 5 6 2 4 5 4 6
Troop Hero AS SH S T W I CD SZ MV Tyrant 3 5 4 5 7 3 4 5 4 6
Type Level
Slayer 1 4 4 4 4 1 4 5 2 4 Structure: Individual/Mounted
Warlord 2 4 4 5 5 2 4 5 2 4
Tyrant 3 5 4 5 6 3 4 5 2 4
Troop Type Hero Feats Ri tes Artef acts
Points
Structure: Individual/Foot Slayer 0-20 0-20 HP 0-10 HP 0-20 HP
Warlord 0-30 0-30 HP 0-15 HP 0-30 HP
Troop Type HP Feats Rites Artefacts Tyrant 0-50 0-50 HP 0-20 HP 0-30 HP
Slayer 0-20 0-20 HP 0-10 HP 0-20 HP
Warlord 0-30 0-30 HP 0-15 HP 0-30 HP
Troop Type Equipment Cost
Tyrant 0-50 0-50 HP 0-20 HP 0-30 HP Slayer Hand Weapon 38 + HP
Warlord Hand Weapon 52 + HP
Troop Type Equipment Cost Tyrant Hand Weapon 77 + HP
Slayer Hand Weapon 18 + HP
Warlord Hand Weapon 28 + HP
Tyrant Hand Weapon 45 + HP
Special Rules
All: Battle Awareness, High Morale 1, Lethal
Special Rules Strike 1
All: Battle Awareness, High Morale 1, Lethal Warlord: Ferocious Charge
Strike 1 Tyrant: Ferocious Charge, Extra Attacks 1
Warlord: Ferocious Charge
Tyrant: Ferocious Charge, Extra Attacks 1 The blood reaver mount makes a separate attack
in close combat with AS 3, dam 5 and has
You may upgrade an orc hero's equipment as Ferocious Charge and Lethal Strike 1 abilities.
follows:
· +2 points to replace hand weapon with You may upgrade a blood reaver hero's equip-
2 hand weapons ment as follows:
· +1 points to replace hand weapon with · +2 points to replace hand weapon with
spear 2 hand weapons
· +1 points to replace hand weapon with · +8 points to add throwing weapons
two-handed weapon
· +6 points to add throwing weapons A blood reaver hero may be added to a unit of
· +2 points to add assault weapons blood reavers.
· +2 points to add a shield

You may add an orc hero to a unit of orc raiders,


orc maulers, orc spearmen, or goblin archers.
Blood
Reaver
The
blood reavers
are demonic
servant creatures
from the deep places of
Lochlann
Orc Shamans Fomorian Feats & Rites
Orc shamans are the demon mystics of the The Fomorians are born of demonic forces and
Fomorian tribes. They have powers to call upon old evil from the deep. This, whether mystical or
the dank, cold, watery essence of Lochlann to martial, reflects the abilities of the Fomorian
which they are spiritually connected. In this way heroes.
they can bring storms and cloying mists before the
Fomorian army, conditions the Fomorians thrive Feats of Battle
in, but which spell misfortune for other races. The Lochlannen Ways COST 23
The Fomorians have many secret tunnels and
Troop Hero AS SH S T W I CD SZ MV drowning places where the water goes under the
Type Level land and the current is strong. Using these
Shaman 1 4 4 4 4 1 4 5 2 4 Lochlannen ways the knowledgeable Fomorian
Great 2 4 4 4 5 2 4 6 2 4 leaders can outmanoeuvre enemies near watery
Shaman
Shaman 3 5 4 5 5 3 4 6 2 4
places by disappearing off the battlefield into a
pool or bog, and emerging near them.
Structure: Individual/Foot Use the following rules for the Lochlannen ways:
· You may use this ability as part of a
Troop Type Hero Feats Ri tes Artefacts normal or rush move
Points · Move onto any water terrain feature
Shaman 0-20 0-10 HP 0-20 HP 0-20 HP
Great Shaman 0-30 0-20 HP 0-30 HP 0-25 HP (river, lake, bog, etc). If the hero is
Shaman Lord 0-50 0-25 HP 0-40 HP 0-30 HP leading a unit they too may accompany
it, but all models in the unit must be-
Troop Type Equipment Cost
able to get onto the terrain feature
Shaman Hand Weapon 16 + HP · Remove them from the board
Great Shaman Hand Weapon 26 + HP · When you activate the unit next turn,
Shaman Lord Hand Weapon 38 + HP do not move, but instead place the unit
within its normal move distance of any
Special Rules water-based terrain feature on the
All: Battle Awareness, High Morale 1 tabletop. The unit now counts as being
Great Shaman: Lethal Strike 1 on hold for the rest of the turn. Units
Shaman Lord: Lethal Strike 1, Ferocious Charge being led by a hero must be placed in
cohesion
You may upgrade an orc shaman's equipment as
Demonic Fury COST 14
follows:
Blood of demons and dark chaos flows in the
· +2 points to replace hand weapon with 2
veins of the Fomorians, and the fury of Lochlann
hand weapons
can be terrible indeed. When the Fomorians call
upon the power of their demonic blood they can
You may add an orc shaman to a unit of orc
inflict punishing wounds.
raiders, orc maulers, orc spearmen, or goblin
Use the following rules for demonic fury:
archers. · When it is your turn to attack in close
combat you may make a CD test to
bring out the demon in your hero
· If the test is failed nothing happens,
roll to hit as normal. If the test is
passed roll your normal number of
attacks plus an additional number of
to hit dice equal to your hero level. All
these attacks suffer a -1 to hit penalty
99

Shamanic Rites Lochlannen Mists COST 23


Baleforce COST 18 The dank, salty vapours of Lochlann can be called
The demonic heritage of the people of Lochlann upon by the heroes of that realm to give them
gives some of them the ability to call upon the ter- supernatural advantages in battle. The
rible powers of the Otherworld, to strip the flesh Lochlannen mists are deep indeed and can hide
from their enemies. This manifests as a cold, red those wrapped in their clammy coils from the
fire that spews from the eyes, or mouths, or vision of all, even those not of the land.
open wounds of the demons. Use the following rules for Lochlannen mists:
Use the following rules for baleforce: · You may use this ability instead of
· The hero may use this ability instead holding
of shooting · Make a CD test. If you fail nothing
· Place the large teardrop shaped happens. If you pass place a counter
template with the tapered edge next to the hero or the unit the hero
touching the hero's base. All models is part of. This ends the hero's turn
caught in the blast suffer a hit with and any models with it are assumed to
dam equal to the hero's ST stat be on normal hold orders
· Until the end of the turn there is no
Storm Call COST 30 LOS to the unit for shooting. Remove
The people of Lochlann have an affinity with dark, any Lochlannen Mists counters on the
stormy weather and lashing rain. So much so that following marker phase. Additionally,
their heroes can call upon the weather assail the the effect of the Lochlannen mists
whole battlefield. When the storms are called means the unit is treated as being in a
down the Fomorians are in their element, but defended position against any unit that
the races of their enemies suffer. attempts to charge it
Use the following rules for storm call:
· The hero may use this ability instead Fomorian Artefacts
of holding
· Make a CD test. If the test is failed Demon Weapons
nothing happens. If it is passed place a One Two Ranged Level Level Level
counter on the battlefield to show Handed Handed One Two Three
that storm conditions apply. This ends Melee Melee Cost Cost Cost
Accuracy No No Yes 5 12 20
the hero's turn and any models with it
Skill Yes Yes No 4 10 18
are assumed to be on normal hold Might Yes Yes No 4 10 18
orders Speed Yes No No 20 40 No
The following rules represent storm Slaying Yes Yes Yes 20 40 No
Balance Yes Yes No 4 10 18
conditions:
Parrying Yes Yes No 5 12 20
· MV for all non-Fomorian units is
reduced by 1
· Shooting can only take place up to
medium range and all shooting rolls
have a -1 penalty to hit
· The effect last until the end of the
turn. Remove any Storm Call counters
on the following marker phase
100

The
Gaels
Favoured Children of the
Goddess

Gaels are humans, the second race born Anu’s 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. Anu’s 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 Gael’s 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 Gael’s 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
they’re fighting, revelling or conducting religious Kluruch’s 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 enemy’s
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 they’re ready to slow down enemy flankers
always a man, for he is also the Sun God and or stragglers.
102

Gael Bondsmen Troop Type Equipment No. per Unit Cost


The warrior caste of Gael society is where its Warrior Two Handed 4-12 14
Weapon
kings, queens and chieftains are drawn from, and
Leader Two Handed 0-1 17
most start their professional warrior career as a Weapon
bondsman in the service of a lord, hoping to one Champion Two Handed 0-1 18
day be the leaders of their own warbands. In bat- Weapon
tle they are good quality troops armed with a vari- Standard Bearer Two Handed 0-1 17
ety of swords, axes and other hand weapons, and Weapon
they often carry shields too, to protect them from Musician Two Handed 0-1 17
Weapon
enemy blows.
Special Rules
AS SH S T W I CD SZ MV
Leader: Battle Awareness, High Morale 1
4 4 4 4 1 4 5 2 4
Champion: Strike First
Structure: Warband/Foot Standard Bearer: Standard Bearer
Unit Size: 4-12 Musician: Tactics 1

Troop Type Equipment No. per Unit Cost Gael Spearmen


Bondsman Hand Weapon 4-12 13 Gael spearmen are special bondsmen and
Leader Hand Weapon 0-1 16 women usually charged with guarding sites of key
Champion Hand Weapon 0-1 17
Standard Bearer Hand Weapon 0-1 16 importance. The length of the weapon is good for
Musician Hand Weapon 0-1 16 keeping foes at bay with, and for additional defen-
sive capability they often carry shields.
Special Rules
Leader: Battle Awareness, High Morale 1 AS SH S T W I CD SZ MV
Champion: Strike First 4 4 4 4 1 4 5 2 4
Standard Bearer: Standard Bearer
Musician: Tactics 1 Structure: Warband/Foot
Unit Size: 4-12
Bondsmen may purchase a shield at an
additional cost of +1 point per model. If you Troop Type Equipment No. per Unit Cost
choose to buy shields all models in the unit must Spearman Spear 4-12 14
be equipped with them. Leader Spear 0-1 17
Champion Spear 0-1 18
Gael Warriors Standard Bearer Spear 0-1 17
Musician Spear 0-1 17
Gael warriors are bondsmen and women who
have earned the right to carry heavier weapons Special Rules
into battle, capable of inflicting far worse wounds Leader: Battle Awareness, High Morale 1
and thus increasing their enemy head count and Champion: Strike First
reputation. Standard Bearer: Standard Bearer
Musician: Tactics 1
AS SH S T W I CD SZ MV
4 4 4 4 1 4 5 2 4
Spearmen may purchase a shield at an addi-
Structure: Warband/Foot tional cost of +1 point per model. If you choose
Unit Size: 4-12 to buy shields all models in the unit must be
equipped with them.
Gael Bondsmen

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

Troop Type Equipment No. per Unit Cost


Staff Slinger Staff Sling 4-12 21
Leader Staff Sling 0-1 25
Champion Staff Sling 0-2 26

Special Rules
All: Skirmisher
Leader: Battle Awareness,
High Morale 1
Champion: Marksman

The warrior
caste of Gael
society
Gael
Cavalry Hero
105

Gael Cavalry Gael Chariot


Gael cavalry are fast, manoeuvrable, heavy Gael chariots act as war platforms for champions,
hitting units. The horsemen of the eastern coasts thundering along, drawn by their powerful, heavy
of Goria favour a breed of heavy warhorse that is steeds. Chariots are awesome machines in close
nearly as fierce as a Sidhe drake or a Fomorian combat, capable of cutting great swathes though
blood reaver. In battle Gael cavalry riders are enemy units and quickly delivering the champion
armed with cavalry variants of Gael hand to the thick of the fighting.
weapons, to run down enemy units in particularly
devastating charges. AS SH S T W I CD SZ MV
4 4 4 6 5 3 5 5 7
AS SH S T W I CD SZ MV
4 4 4 5 1 4 5 4 7 Structure: Heavy Unit

Structure: Warband/Mounted Weapons Front Left Flank Right Flank Rear


Unit Size: 2-8 All Ranged 90 90 90 90
Weapon degrees degrees degrees degrees
Upgrade
Troop Type Equipment No. per Unit Cost
Cavalry Hand Weapon 2-8 31 Combat Arcs Attack Table
Leader Hand Weapon 0-1 35
Champion Hand Weapon 0-1 39
Front Left Flank Right Flank Rear
Standard Bearer Hand Weapon 0-1 36 1 1 1 1
Musician Hand Weapon 0-1 36
Cost: 68
Special Rules
Leader: Battle Awareness, High Morale 1 Special Rules
Champion: Strike First Battle Awareness, Heavy Armour 3, Ferocious
Standard Bearer: Standard Bearer Charge, Lethal Strike 3*, Fearless, Immune to
Musician: Tactics 1 Mesmerism

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.

WITH You may upgrade a Gael Chariot's equipment as


devastating charges follows:
· +3 points to change hand weapon to 2
hand weapons
· +8 points to add throwing weapons
· +31 points to add war blades
106

Damage Table Troop Type Hero Feat s Ri tes Artefa c ts


1d10 Result Points
1-5 No Result. Hero 0-20 0-10 HP 0-20 HP 0-20 HP
Chieftain 0-30 0-20 HP 0-30 HP 0-25 HP
6 Axle Damaged: Each time you wish to King 0-50 0-25 HP 0-40 HP 0-30 HP
turn roll a d10. On a 1-5 it cannot
turn. On a 6-10 it can turn as normal. Troop Type Equipment Cost
A second hit on the axle immobilizes Hero Hand Weapon 21 + HP
the chariot. Chieftain Hand Weapon 32 + HP
King Hand Weapon 47 + HP
7 Driver Slain: The champion must take
the reins. The champion may no longer Special Rules
shoot or take assault moves if the All: Battle Awareness, High Morale 1, Strike
chariot moves during the movement First
phase. A second hit in this location Chieftain: Ferocious Charge
results in an additional wound. King: Ferocious Charge, Inspiring
8 Mount Injured. One of the beasts
drawing the chariot has been wounded. You may upgrade Heroes equipment as follows:
The chariot loses the Lethal Strike 3 · +2 points to replace hand weapon with
and Ferocious Charge abilities. A second 2 hand weapons
hit on the mounts immobilizes the · +1 point to replace hand weapon with
chariot. spear
9 Wheel Buckled: Each time you wish to · +1 point to replace hand weapon with
move roll a d10. On a 1-5 it cannot two-handed weapon
move. On a 6-10 it can move as normal. · +9 points to add throwing weapons
A second hit on the wheel immobilizes · +13 points to change hand weapon to a
the chariot. staff sling
10 Champion Slain: The driver must fight · +2 points to add a shield
as well as drive. The chariot may no
longer shoot or take assault moves if You may add a Gael hero to a unit of Gael bonds-
it moves during the movement phase, men, Gael warriors, or Gael spearmen.
and any weapon upgrades are lost. A
second hit in this location results in an
additional wound.

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

Troop Type Hero Feats Rites Artefacts


Points
Apprentice 0-20 0-10 HP 0-20 HP 0-20HP
Druid
Druid 0-30 0-15 HP 0-30 HP 0-25HP
Hengelord 0-50 0-20 HP 0-50 HP 0-30HP

Troop Type Equipment Cost


Apprentice Druid Hand Weapon 20 + HP
Druid Hand Weapon 32 + HP
Hengelord Hand Weapon 46 + HP

Special Rules
All: Battle Awareness
Apprentice Druid: High Morale 1, Parry 1
Druid: High Morale 2, Parry 1
Hengelord: High Morale 2, Parry 2

You may upgrade a druid's equipment as folows:


· +2 points to replace hand weapon with
2 hand weapons

You may add a Gael druid to a unit of Gael bonds-


men, Gael warriors, or Gael spearmen.

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

War Call COST 10* per Rank Tangling Plants COST 17


The leaders of the Gaels are often impressive Some Gaels can actually command the roots and
individuals capable of boosting the prowess of grass of the land to entangle the feet of their ene-
other troops on the battlefield who look to them for mies, giving friendly warriors an advantage in bat-
guidance. One way they can do this is to bellow tle.
one of the war calls of their tribe or kingdom, Use the following rules for tangling plants:
causing all Gaels within earshot to fight with great · Use tangling plants instead of shooting
vigour and conviction. · Make a CD test. If this i s failed
Use the following rules for war call: nothing happens. If it is passed pick any
· War call is used instead of having a enemy unit within short range and
normal turn. You may not use war call LOS. That unit suffers the following
with a model that begins its turn in penalties:
base contact with an enemy model. · The unit counts as having been
When the hero is activated make a CD activated-it loses any hold orders and
test. is now considered to be affected by the
· If the test fails nothing happens. If the Slow special rule
test is passed all Gael units within a · Any unit shooting at it gets +1 to hit
radius of the hero equal to 12 inches · These effects last until the end of the
per rank that the ability was bought turn
(e.g. a rank 2 war call would affect an
Gael Artefacts
area with a radius of 24 inches around
the hero) receive a +1 bonus to all dice Enchanted Weapons
rolls
One Two Ranged Level Level Level
· This effect lasts until the end of the Handed Handed One Two Three
turn, or until the hero takes a wound Melee Melee Cost Cost Cost
for any reason, or an enemy unit Accuracy No No Yes 5 12 20
Skill Yes Yes No 4 10 18
attacks the model in close combat
Might Yes Yes No 4 10 18
Speed Yes No No 20 40 No
*This ability costs 10 per rank at which it is bought, Slaying Yes Yes No 20 40 No
so a rank 3 war call would cost 30 points. Balance Yes Yes No 4 10 18
Parrying Yes Yes No 5 12 20
Druidic Rites
Oak Harness COST 15
Gael heroes can call upon Anu to grant them tem-
porary powers over nature. One such power is to
magically make the skin of their own bodies and
that of their comrades as tough as the bark of the
mightiest oak.
Use the following rules for oak harness:
· Use oak harness instead of shooting
· Make a CD test; if this is failed
nothing happens. If the test is passed
the hero and all models in the same
unit gain a 'heavy armour' value equal
to the hero's level
· This effect lasts until the end of the
turn
111

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

Dwarf Fighter Troop Type Equipment No. per Unit Cost


Dwarf fighters are grizzled veterans of many raids Greathammer Two Handed 4-12 11
Weapon
and adventures. Their naturally stout and barrel- Leader Two Handed 0-1 13
chested physiques combined with superior Vanir Weapon
mail makes them difficult to put down and they Champion Two Handed 0-1 14
wield their weapons well. In battle the fighters Weapon
Standard Bearer Two Handed 0-1 14
carry hand weapons (usually axes or hammers)
Weapon
and more often than not shields too. Dwarfs are Musician Two Handed 0-1 14
tough and dangerous foes, though their short legs Weapon
mean that they're somewhat lacking in manoeu-
vrability. Special Rules
Leader: Battle Awareness, High Morale 1
AS SH S T W I CD SZ MV Champion: Lethal Strike 1
4 4 4 5 1 3 5 2 3 Standard Bearer: Standard Bearer
Musician: Tactics 1
Structure: Warband/Foot
Unit Size: 4-12 Dwarf Spearmen
Dwarf spearman are the basic guards on board
Troop Type Equipment No. per Unit Cost the dragon ships, and legions of them accom-
Fighter Hand Weapon 4-12 11 pany the Vanir on raiding missions. They are good
Leader Hand Weapon 0-1 13
fighters on the whole, their dwarven resilience
Champion Hand Weapon 0-1 12
Standard Bearer Hand Weapon 0-1 13 and the long reach of the spears making them
Musician Hand Weapon 0-1 13 excellent in defence, particularly when combined
with shields.
Special Rules
Leader: Battle Awareness, High Morale 1 AS SH S T W I CD SZ MV
Champion: Lethal Strike 1 4 4 4 5 1 3 5 2 3
Standard Bearer: Standard Bearer
Musician: Tactics 1 Structure: Warband/Foot
Unit Size: 4-12
Dwarf fighters may purchase a shield at an addi-
tional cost of +1 point per model. If you choose to Troop Type Equipment No. per Unit Cost
Spearman Spear 4-12 11
buy shields all models in the unit must be
Leader Spear 0-1 13
equipped with them. Champion Spear 0-1 14
Standard Bearer Spear 0-1 14
Dwarf Greathammers Musician Spear 0-1 14
Dwarf greathammers are veteran fighters that
carry heavy dwarf melee weapons such as two-
Special Rules
handed hammers and axes. In battle they may be
Leader: Battle Awareness, High Morale 1
a bit slow but they are tough and can deliver pun-
Champion: Lethal Strike 1
ishing wounds with their impressive weaponry.
Standard Bearer: Standard Bearer
Musician: Tactics 1
AS SH S T W I CD SZ MV
4 4 4 5 1 3 5 2 3 Spearmen may purchase a shield at an addi-
tional cost of +1 point per model. If you choose to
Structure: Warband/Foot buy shields all models in the unit must be
Unit Size: 4-12 equipped with them.
Dwarf
Greathammer
Valkyries
are a race of winged
warrior women
from the high,
frozen mountain summits
of
Midgaard
115

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.

Firing Arcs Attack Table


Weapons Front Left Flank Right Flank Rear
These
All Ranged
Weapon
90
degrees
90
degrees
90
degrees
90
degrees
chariots
upgrades
have wasteland spirits bound
Combat Arcs Attack Table into them by
Front Left Flank Right Flank Rear
1 1 1 1 Futhark runes
Cost: 59

Special Rules
Battle Awareness, Heavy Armour 3, Ferocious
Charge, Lethal Strike 3*, Fearless, Immune to
Mesmerism
*Lethal Strike 3 only applies when charging

The unit may make one turn for every 2 inches


moved.

The dire wolf mounts make 2 separate attacks in


close combat with AS 4, dam 4 and Ferocious
Charge and Lethal Strike 1 abilities. These attack
can only be made against models in the front
combat arc.

You may upgrade a Wolf Chariot's equipment as


follows:
· +3 points to change hand weapon to 2
hand weapons
· +8 points to add throwing weapons
· +31 points to add war blades
8 Mount Injured. One of the beasts A second hit on the runner immobilizes
drawing the chariot has been wounded. the chariot.
The chariot loses the Lethal Strike 3 10 Champion Slain: The driver must fight
and Ferocious Charge abilities. A second as well as drive. The chariot may no
hit on the mounts immobilizes the longer shoot or take assault moves if
chariot. it moves during the movement phase,
9 Runner Buckled: Each time you wish to and any weapon upgrades are lost. A
move roll a d10. On a 1-5 it cannot second hit in this location results in an
move. On a 6-10 it can move as normal. additional wound.
Rune Casters Vanir Feats & Rites
Rune casters are venerable and wise dwarfs that Vanir are more than just people of the
have learned the secrets of the Futhark, a script of wasteland. They are as strong and hard as the
prophecy and magic used by their gods of winter frozen land they come from, and their rune cast-
ers have strange powers of prophecy and
and war. In battle the rune casters' power over the summoning.
Futhark allows them to predict the fate of friendly
units, and to bind and command wasteland spir- Feats of Battle
its from Midgaard. Helm Shatterer COST 9
The Vanir are a hardy people and their heroes are
Troop Hero AS SH S T W I CD SZ MV rightly proud of their battle skills and strength.
Type Level
Helm shatterer is the name they give to an unsub-
Bragi 1 4 4 5 5 1 4 5 2 4
Rune tle but highly effective two-handed overhead blow.
Caster 2 5 4 5 5 2 4 6 2 4 Use the following rules for helm shatterer:
Lore- · Helm shatterer may only be used with
keeper 3 5 4 5 5 3 5 7 2 4 a hand weapon, or a two-handed
weapon
Structure: Individual/Foot
· The hero may use helm shatterer
Troop Hero Feats Ri tes Ar tef acts instead of attacking in close combat
Type Points · Roll to hit once and if you score a hit
Bragi 0-20 0-10 HP 0-20 HP 0-20 HP roll a number of extra damage dice
Rune equal to the hero's level. If you have
Caster 0-30 0-15 HP 0-30 HP 0-30 HP
extra attacks add your extra attacks
Lore-
keeper 0-50 0-20 HP 0-50 HP 0-40 HP value as a bonus to the damage
dice rolls
Troop Type Equipment Cost · For the rest of the turn following the
Bragi Hand Weapon 16 + HP use of helm shatterer, the hero may
Rune Caster Hand Weapon 26 + HP
not use a shield, or parry
Lorekeeper Hand Weapon 40 + HP

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

Earth-Splitter COST 18 Wasteland Spirits COST 25


The hammers and axes of the Vanir are hard, and The cold and desolate spirits of the wasteland can
the Vanir that bear them are sometimes even be brought from Midgaard by the rune casters,
harder. Some of the heroes of the Vanir are so bound into talismans and other sacred objects,
hard that they can break the ground on which their but they are wilful spirits and it takes an iron will to
enemies stand. command them against the enemies of the
Use the following rules for earth splitter: Vanir.
· Earth splitter may only be used by a Use the following rules for wasteland spirits:
hero armed with a hammer or an axe · The hero may use this ability instead
(this can be a hand weapon or a two of holding
handed weapon) · Whether the test is successful or not,
· Use earth splitter instead of shooting. the hero suffers 1 wound due to the
· Pick any enemy unit within 6 inches gruelling nature of performing this
and LOS and make a ST test. If it fails rite. If a hero only has a single wound
nothing happens. If it is successful the
remaining, they may not attempt this
leader of the enemy unit must take an
rite
immediate CD test to maintain the
· Make a CD test. If the test is failed
unit's coherency (or in the case of single
nothing happens. If it is passed place a
models, stay on their feet)
counter on the battlefield to show that
· If the enemy leader fails their test the
unit counts as having been activated, wasteland spirit conditions apply. This
and loses any hold orders it may have ends the hero's turn and any models
had with it are assumed to be on normal
hold orders
Rune Rites
Rune Prophecy COST 10* The following rules represent wasteland spirit
Vanir rune casters can predict the fortunes of bat- conditions:
tle using their uncanny futhark rune stones, allow- · No LOS for shooting is possible any
ing them to give helpful advice to their army where on the battlefield
before battle commences. · No unit receives any bonus for charging
Use the following rules for rune prophecy: or counter-charging
· At the beginning of the game each hero
with rune prophecy may make one Vanir Artefacts
prediction for each hero level that they
have. Each prediction must be about a Rune Weapons
particular unit in the Vanir army, but One Two Ranged Level Level Level
cannot be about themselves. Make a Handed Handed One Two Three
mark on the roster sheet for each Melee Melee Cost Cost Cost
Accuracy No No No 5 12 20
prediction made, by the unit that the
Skill Yes Yes No 4 10 18
prediction is for Might Yes Yes Yes 4 10 18
· To use the prediction the unit may re- Speed Yes No No 20 40 No
roll any dice roll that it has just taken, Slaying Yes Yes Yes 20 40 No
and must abide by the result of the Balance Yes Yes No 4 10 18
Parrying Yes Yes No 5 12 20
second roll. Then simply cross the
prediction off the roster sheet

*This is the cost of each prediction made. For


example a level 3 rune caster may choose to
make three predictions-in which case the ability
costs 30 points. Or he may only make 2 for 20
points, or indeed 1 for 10 points.
120

Armoury CC Short Medium Long Extreme


WS To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam

Improvised Weapons 5 0 ST+ 1 - - - - - - - -


Improvised weapons are pretty much
anything that comes to hand when real weapon- Type: 2 handed melee
ry isn't available. This includes sticks, rocks, agri- Special Rules: None
cultural tools, torches, small wood-chopping
hatchets, hunting knives and so forth. Although Two-Handed Weapon
some of the articles listed are clearly one-handed Two-handed weapons are large, heavy
implements, all improvised weapons are so weak melee weapons that require a warrior to use both
or clumsy that the model using them cannot effec- hands to wield. This category includes
tively use anything else in the other hand. greatswords, heavy maces, battleaxes, two-hand-
ed hammers and so on. Two-handed weapons
CC Short Medium Long Extreme are slow and cumbersome to use, but when a
WS To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam warrior does score a hit with one they are capable
3 0 ST-1 - - - - - - - - of inflicting the most grievous injuries, even to
Type: 2 handed melee heavily armoured opponents.
Special Rules: When there is no entry on a
model's profile for a melee weapon, assume the CC Short Medium Long Extreme
model is using improvised weapons. WS To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam

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

2 Hand Weapons 5 0 ST+ 0 - - - - - - - -


Two hand weapons simply means that a
warrior is using a second hand weapon, such as a Type: 1 handed melee
sword, axe, mace, etc. in their off-hand. Having Special Rules: None
two hand weapons is more about fighting tech-
nique than any ability conferred by the weapons Shield
themselves, and warriors trained to fight this way Shields are the primary piece of armour
attack with a flurry of blows that unbalances the used by warriors in the ancient land of Goria. They
enemy and leaves them vulnerable to a well-timed come in a variety of shapes and sizes, and can be
strike. constructed of wood, tough animal hide, metal, or
more exotic substances such as bone. Many have
decorated iron rims and a heavy lump of metal
121

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

Assault Weapons Bow


Assault weapons covers a wide variety of Bows are the main ranged hunting
very short-range projectiles used by warriors as weapon on Goria. They consist of a bow of good,
they charge into combat. They range from the flexible material such as yew or ash, or even spe-
very basic, like rocks, to the more sophisticat- cially treated bone or horn, with a string usually
ed such as throwing knives and darts. The effect made out of sinew from the back leg of a large
of assault weapons is more to throw the enemy off beast such as an elk or bear. Bows are efficient
balance than to cause any serious harm, allowing and effective up to long range and in battle are
warriors to then strike foes down as they reel in used to shoot heavier arrows with metal tips.
disarray from the volley of assault weapons.
CC Short Medium Long Extreme
CC Short Medium Long Extreme WS To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
WS To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
- - - 0 ST+ 0 0 ST+ 0 -1 ST-1 - -
- - - - - - - - - - -

Type: 2 handed ranged


Type: special Special Rules: None
Special Rules: The only effect of assault weapons
is to add +1 to hit and +1 dam to the users' dice
rolls if they carried out a charge move as their
combat order

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.

CC Short Medium Long Extreme


WS To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam

- - -1 ST+ 0 - - - - - - -

Type: 1 handed ranged


Special Rules: None
Short Bow
122

followers, not yet fully skilled in the use of close


Longbow
combat weapons.
Longbows are just about the best ranged
weapons that a single archer can use. Made
CC Short Medium Long Extreme
exclusively by the Sidhe, they are superior ranged
WS To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
weapons whose arrows hit the target with stinging
5 0 STR+ 0 0 ST+ 0 -1 ST+ 0 - - - -
force, punching through light armour and flesh
with ease. The power and accuracy of the long-
Type: 2 handed ranged/melee
bow makes Sidhe longbowmen amongst the
Special Rules: None
most feared and respected warriors on Goria.

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

Warband/Individual No. in Unit Cost


Model Weapons AS SH ST T W I CD SZ MV

Weapon CC Short Med Long Ext


To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam

Special Rules/Notes

Warband/Individual No. in Unit Cost


Model Weapons AS SH ST T W I CD SZ MV

Weapon CC Short Med Long Ext


To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam

Special Rules/Notes
124

Hero Hero Level Cost


Model Weapons AS SH ST T W I CD SZ MV

Weapon/ CC Short Med Long Ext


Artefacts To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam

Special Rules/Notes/Abilities

Hero Hero Level Cost


Model Weapons AS SH ST T W I CD SZ MV

Weapon/ CC Short Med Long Ext


Artefacts To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam

Special Rules/Notes/Abilities
125

Heavy Unit Cost


Model Weapons AS SH ST T W I CD SZ MV

Firing Arcs Attack Table


Weapons Front Left Flank Right Flank Rear

Combat Arcs Attack Table


Front Left Flank Right Flank Rear

Weapon CC Short Med Long Ext


To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam

Special Rules/Notes
126

Templates

Large circle template

Small circle template

Please feel free to photocopy these for your own use


127

Templates

Large teardrop template

Small teardrop template

Please feel free to photocopy these for your own use


128

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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