Celtos Rulebook

January 18, 2017 | Author: Canitiesmus Dux-Lateputealis | Category: N/A
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22091 Celtos

Amanthas the Hunteress with Sabertooth Gael Hero Cormac Red Axe Gael Hero

Nemain Sword Maiden Gael Hero Roth Mac Lyr 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

Gael Chariot

Lugh the Long Arm Gael Hero

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

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.

www.i-kore.com

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The island continent of Goria is a land divided by warring factions. The Goddess Anu and her husband, the first Horned God Arawn, created Goria in a time beyond reckoning. Anu and Arawn had an enemy in Arawn’s brother, who became the maggot-god Crom Cruich. Anu and Arawn raised a race of children called the Fir Bolg, but Crom brought death, so that Arawn had to be sacrificed to save the land. A new Horned God was chosen from the Fir Bolg by Anu, and every seven years he too was sacrificed. The first strife came to Goria when Crom tricked Cernunnos, one of Anu’s Horned Gods, into stealing the key to immortality. For this all the Fir Bolg were eternally damned to living death by Anu. The Fir Bolg tried to make war on Anu and awoke the Sidhe, a race of immortals who fought the Fir Bolg and banished them from Goria-though not permanently. The war damaged the fabric of the world and allowed the realm of Lochlann to infringe on Goria. The people of Lochlann were Fomorians, demonic raiders that forced the Sidhe to retreat to the Great Western Division, an impenetrable mountain range running all the way down the western coast of Goria. Much time passed and Anu created a new husband, this time a sun god called Lahmfada, and they raised a race of warriors called the Gaels to win back the land from the usurpers. The most recent faction to

arrive are the Vanir, from a desolate wintery realm. They have travelled over a strange magical rainbow bridge called Bifrost to raid the northern shores of the land, turning it into tundra and frozen forest in the process. In the far north Vanir raiders have carved out a permanent homeland. The Frostiron Causeway leads to the open sea and Bifrost. The Vanir strongholds are great natural octagonal rock formations mined out by the raiders. The main stronghold is the Vaul Halls, but there is also Heimdall and Bodir Dúr. To the south of these settlements are the bleak, frozen moors of Dulach Lairg. Moving west one reaches the haunted forest of Saibir Frith, full of evil spirits from Crom’s great idol The Cruichan. The Cruichan stands at the northern end of Mag Slecht, the terrible Plain of Adoration where the Fir Bolg sacrifice the living. The northwestern shores of Goria break away into the Islands of Fire, where flame and smoke constantly belch from the mountaintops. Running all the way down the western side of Goria is the Great Western Divide, atop which the Sidhe built the massive, continuous fortress wall known as Ridgeworld. Ridgeworld was built with the aid of elemental magic, and is broad enough to contain whole cities within the curtain wall. The northernmost Sidhe capital city

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The Realms of Goria

is Findias. Far to the south of Findias the next Sidhe capital city is Gorias. Due west of Gorias, past the Dreaming Forest, on an island out in the ocean, stands the third Sidhe capital of Falias. Falias is connected to the mainland by a delicate bridge, over a collapsed sea stack called the Dragon’s Teeth. The land south of the Dreaming Forest gives way to the beautiful Ór-Gearraidh, the golden pastures of the Sidhe. The last great Sidhe capital lies on the most southwesterly tip of Goria and is called Murias. To the west of the mountains around Findias lies Ariant Forest, the silver forest of the Sidhe. To the south of Ariant Forest is a large bay in which Scatha’s Isle is situated. On the opposite coast the Gaels have a similar island called Inis Ler. On the northernmost reaches of the Gael territories lie the Mounds of the Old Kings, a range of haunted hills where the kings of the Fir Bolg have their burial mounds. The Gael kingdoms extend down the east of 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

Flaitheman. On an island off the coast here is the Sacred Isle where the druids have their college. The centre is mostly taken up with the Desolation of Nudd, a vast area of flat marshy ground dotted with bogs, lochs and treacherous waterways. The Fomorians hold sway here, coming up from subterranean warrens such as Torr Glas, Torr Aibeais and the Castle of Balor to pillage and slaughter. The ruins of once great Sidhe palaces like Atran’s Palace, The City of Spires and Caer Hethen add a forlorn air to this dark land. To the northwest of the Desolation of Nudd is the Plain of Red Slaughter, where the Gaels repelled the Fomorians and Lahmfada personally slew the Demon King Nudd. High in the mountains to the south are the Hidden Woods, a Sidhe sacred place where no mortal sets foot and lives to tell the tale. To the south of this lies the Citadel of Bones and Kluruch’s Marsh, where the Wraith-Lord holds sway and terror stalks the marshes.

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The Birth of the Land Before the many worlds came to be, there was only the Land of the Ever Living. In the Land of the Ever Living there was only one goddessAnu. Anu was the first, the eternal, the timeless-beautiful and without limits. Anu had all she needed to prosper in the Land of the Ever Living. If she desired mead, the burns and lochs brimmed with golden honey brew; if she wanted porridge, her cauldron was always full and warm. She had more cattle than could easily have been reckoned, and a great golden fortress for her shelter. She had rowanberries to eat all year round and the salmon would leap onto the riverbank at her feet if she told them to. The land was plentiful and brought forward its bounty at her command. Anu was not content though. All of the great treasures of the Land of the Ever Living that were hers and hers alone had been provided for her. She could have anything she desired just by wishing it, but she had created nothing in this land-it had all come from elsewhere, though she did not know from where. Anu decided to have a drink from the rivers and lochs of flowing mead to ease her troubles. She took up her great, goddess’s cup and scooped up half the mead of a whole loch. She drank this off in a long drink, but afterwards she still did not feel content, so she plunged her

cup back into the loch again and scooped up the rest of the mead. Unbeknownst to Anu, there was a worm in the bottom of the loch, and she drank him down with her second draught. After drinking a loch full of mead, Anu felt drowsy and she went to her golden fortress to sleep it off. As Anu slept, the worm grew into a man in her belly. This troubled her sleep and made her sick during the night, so that she had to fetch a bucket of water to wash the flagstones. The little man was washed away. Anu awoke the next day, still feeling weary from her trials, but the burden of her longing was strangely absent. She went to bring her cattle in for milking and there was a man waiting for her by the stalls. This was the worm from the loch of mead, that had grown in her body into the form of a man. Anu named him Arawn-the first Horned God-and made him her consort. What Anu did not know about Arawn was that he had a brother in the loch that was left stranded when she drank all the mead. Once he became a man and found himself in the arms of Anu, Arawn forgot all about his little worm brother. Arawn’s brother was called Crom Cruich, and he envied Arawn for his good fortune, and he hated Anu for draining his loch. Crom Cruich crawled out of the loch, which was now little more than a puddle, and made his way through the pas-

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tures to her fortress. He was only a worm, and this journey took him many months to complete. Crom Cruich thought to hide himself away in one of Anu’s drinks, so that he too could become a man in her belly like his brother, and then challenge Anu and his brother for the dominion of the Land of the Ever Living. Once he reached Anu’s fortress, Crom Cruich entered a well of clear spring water in the courtyard. But he’d made a terrible mistake, because this was the water for Anu’s cattle, to keep their milk creamy and white. The next day Crom Cruich was drunk down by one of Anu’s cattle, in whose belly he remained for some time, trying to devise a way out of his 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 honour and they called them the Fir Bolg. Anu gave of

her cattle and other beasts to serve the Fir Bolg, and Arawn went down with them to be their teacher. With the cattle Anu sent down went Crom Cruich, and on the new world he saw a way to take his revenge. Crom slew from within the beast that carried him, and gnawed his way out of the carcass. Crom then bored a hole in the land and hid within it, his body grew fat and death came to the world of Goria thanks to his presence. In his foulness Crom gave birth to new creatures to do him honour, as the plants and beasts and men of Goria honoured Anu. Crom’s children were the maggots, and black beetles, and hoodie crows and other scavengers and carrion eaters.

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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 land, Anu had to cause the land to be reborn every seven cycles, or else Crom Cruich's poison would take hold forever. Though she wept to do so, she commanded that the Fir Bolg must sacrifice Arawn and a new Horned God be inaugurated as her consort. This then became the way of things, with the old Horned God making way for the new every seven cycles, so that the world could be born anew. At the appointed time Anu's consort would be taken to the Sacred Grove to be returned to the land. The Fir Bolg's High Priest would give him the final meal of porridge, prepared by the priestesses. The porridge contained the thirteen berries 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

eater. Then a spirit could travel for a short time to the Land of the Ever Living, and other worlds beside. Of these other worlds, Anu knew nothing, but through her priesthood, she began to learn of them. If the black wheat was misused though, or the eater was not an ordained priest, the spirit could become lost or trapped by bad spirits. When this happened the death spasms and then the trance of living death would follow. Eventually the body would die without its spirit. The porridge given to the Horned God at his ordained hour would contain a fatal dose of the black wheat, and his spirit would return to reside with Anu forever.

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 intelligent 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

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death in the land. Crom Cruich came to Cernunnos in a vision, on the eve of his sacrifice. Not knowing the true nature of the worm, Cernunnos asked Crom how he could cheat the death that awaited him, and build a just kingdom for the Fir Bolg. Crom told him that the secret lay in the Salmon of Knowledge. Anu did not want her people to learn the secrets of life without death, because then they would be free of her tyranny. Cernunnos's judgement in this matter was clouded by his desire for immortality, and he chose to believe 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 disowned 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

away, and the wind howled between their ribs. Anu reserved special torments for Cernunnos and Ceridwenn, who had cuckolded her and were behind the revolt. Cernunnos was made impotent, and Ceridwenn driven mad, both of them unable to die and forced to endure Anu's judgement forever. And Crom Cruich's mischief and hatred had proven too much this time. Anu banished the worm from Goria, to a realm of horror and pain called Anwyn. This place had been discovered by Fir-Bolg soul-travellers in the most terrible, burning torments of the black wheat.

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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 fallow. They crept to hiding places in the hills, and swamps and wild groves. A great sadness came over Goria and the light in the sky went out and the forces of night went about during the daytime, making the shadows longer. Because Anu had abandoned them, and because Anu had cursed them, the Fir Bolg went to Cernunnos and his new concubine to guide them. For a long time Cernunnos did not know what would happen to him and his people. He tried to speak again with Crom, but Crom was nowhere to be found. The Fir Bolg began to change. They withered and decayed in many different ways, each demise determined by the spirit of the sufferer. Ceridwenn's madness became strange and subtle, and she had the vision without any wheat and the vile spirits of Anwyn were

drawn to her like a beacon, she in turn derived pleasure from their attentions, so that she became known as the Mother of Abominations. It was during her visions that they drew her down to Anwyn, and in Anwyn she found Crom again. Crom spoke to her and told her how they could bring him back to Goria, to save the Fir Bolg from Anu's curse. Crom made it pass by the power of his sly tongue that Cernunnos led the Fir Bolg to the Plain of Anu. This was a holy place, where Anu first walked on Goria and later her cattle had grazed. In the centre of Anu's Plain was a great mound. In the good times her priesthood had made devotional offerings there and had raised twelve stone idols. Cernunnos raised an idol of gold to the maggot-god on the mound, and invoked his name.

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Nothing happened so Cernunnos had a hunting party bring them one of the beasts that still roamed the plain. He cut out the calf's heart and invoked the name Crom Cruich a second time. Purple lightening flashed and a thunderclap threw the Fir Bolg down on the ground. As they grovelled before the mound the black pillars of a gate from hell burst up through the soil. The pillars were inscribed with glowing bane-runes of ogham and rivers of blood gushed through the gateway and soaked the Fir Bolg. Crom returned and the Fir Bolg swore to bring him more blood if he helped them get to the Land of the Ever Living. The Plain of Anu was renamed Mag Slecht, the Plain of Adoration in the tongue of the Fir Bolg. Crom taught the Fir Bolg the secrets of the gates and they learned the proper rituals to summon forces from Anwyn. Cernunnos attempted to create a chain of gates from Anwyn, through Goria and into the Land of the Ever Living, so that they could battle with Anu. Anu's spells upset the ritual though and the attempt failed. The powers of Anwyn that Cernunnos had invoked then placed a binding on him so that he would not attempt such a task for another thousand years, for it had sorely tested them. The failure had another effect too. The spirits that lived in the fabric of Goria were sleeping serpents that held the

world together. The tearing of worlds that had accompanied Cernunnos's great rite of joining awakened the serpents and they poured up through the earth, bursting from sacred mounds all over Goria. 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. After their awakening the Aes Sidhe, Sidhe for short, assumed shapes that were more appropriate for the surface world. The most powerful took bodies that looked like the old Fir Bolg, who had been born in Anu's image. Others took the serpent forms that were like the shapes they'd slept in beneath, and these became the servants of the higher Sidhe. Being made of the stuff of the earth itself, the Sidhe truly were immortals. They had four great rulers, one for each of the elements of the world. The Sidhe Countess of the thunder and the lightening was and remains Avellin. The Sidhe Princess of ice and the clear, cold waters of the underground was and remains Branwyn the Ice Princess. The Sidhe Duke of the ground and the black stone foundations of the world was and remains Bran. The Sidhe Duke of the earth fire and the burning world below was and remains Gwydion.

The Sidhe were proud and grim warriors and they desired the land that they'd been awakened 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 withdrew 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 persecute them.

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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, the Sidhe used their magic to raise imposing walled fortresses, the like of which had never been seen on Goria before. They particularly liked the massive stone cliffs where the land met the ocean. On Goria's western coasts the Sidhe made their capital cities. Farthest north the SidheIa, subjects of Branwyn the Ice Princess, raised the city of Findias. South of Findias the SidheCarnac, subjects of Bran, raised the city of Gorias, named in honour of the land from which the earth-Sidhe had sprung. Gorias was the principal city of all the Sidhe houses. Even further west of Gorias, so that it stood out on the ocean itself on a thin causeway, the Sidhe-Tairnach, subjects of Avellin, raised the city of Falias. South of Falias and Gorias the Sidhe-Aith, subjects of Gwydion, raised the city of Murias. In this way the

western coastline of Goria became a great, continuous fortification from north to south. The Sidhe raised many towers besides these great cities, and they built magnificent barges that sailed on the wind, not just the water. In no time at all they had dominion over Goria. Although the Fir Bolg had been driven from the land, they possessed the means to return. The gates of hell could be opened from Anwyn as well as from Goria, and the land was never at peace for long. The Fir Bolg changed in Anwyn, and the longer they spent there, the more shadowy and sinister they became. Although dead, many of them craved living blood and flesh. By feeding on the living they would not fade away into permanent shadow.

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They also required sacrifices for their dark maggot god whom they would burn in colossal wicker effigies. This blood and flesh, and these sacrifices, they took from the Sidhe. On dark nights when the stars and the moon were in unfavourable alignments, the dead ones returned to carry off Sidhe people to Anwyn. The Fir Bolg's knowledge of death magic allowed them to walk once more on Goria by bonding for a short while to the bones of warriors that fell in times past. Time and again the Sidhe repelled them with their spells, often resorting to awakening deeper serpents, which had not been roused by Cernunnos's great ritual. Eventually the Sidhe disturbed such deep things that the foundations of the world were split and the realm beneath began to seep in. The realm below the foundations of the world was called Lochlann. Lochlann was an endless dank cave system; full of half-drowned tunnels and damp underground watercourses. There was enough water to fill an ocean in Lochlann. And what's more, there would be enough left over to fill another, with more left over. Beyond that no one could tell. The waters of Lochlann came up through Goria's foundations like the green moss filling up on the peat bog.

With the dark waters came the people of Lochlann. The people of Lochlann were called Fomorians and they were very ugly. Even more terrible than their appearance was the Fomorians' temperament. They were the offspring of Chaos and Old Night, and they hated all living things, even each other. Warlike and brutal they fell on the Sidhe like a great riptide. The middle part of Goria was mostly flat and because of the encroachment of Lochlann, became riddled with lochs and bogs and other expanses of standing water. It was through these places that the Fomorians would strike. Hordes of stinking demons, coated with slime and scales, crooked and deformed, would rise up dripping from the waters and raid the inland settlements of the Sidhe. Many of the Fomorians looked more like beasts than men, and amidst their ranks went terrible beings of the deep waters. Some of these demons were awesome monsters, others, the blood reavers, acted as mounts. Others still seemed alluring and otherworldly, and gave to unwary Sidhe warriors the promise of a warm embrace and more besides. These ones were called Sirens, and their queen was Domnu. But they were not what they seemed to the smitten Sidhe men, and the cold, wet arms of the Sirens gave only a drowning embrace. Aside from sly

demons like the Sirens, the main methods of the Fomorians were ferocity and overwhelming numbers. 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 abandon 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.

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The Fourth Founding Lamfahda

would not be another

he would be a

Horned God,

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 the treachery of her children. At first there was adventure in the form of Cernunnos's attempt to link the three worlds. Then she had tried unsuccessfully to adopt the Sidhe-but though they were a living part of the land she had created with Arawn, the Sidhe were a deeper, older part of their twin natures and were not something she could control. After this failure Anu was truly bereft and turned her back on Goria, abandoning the land she had birthed to whatever strange fate might befall it. She had withdrawn to her simple life in the Land of the Ever Living, where everything was provided for her and she did not have to worry. Goria had grown in ways that she could never have foreseen. But as time passed the pain diminished and was replaced by the yearning to create new life again. Anu was the all-mother and she longed to have her land back, so that she could nurture it and shower her abundance on it once more. One night Anu was sewing a pattern for

her pleasure, of a tree bearing three golden apples. The needle slipped as she sewed and the point broke off in her leg. Anu did not realise that the point had broken off, and she put honey on the needle prick to stop it going bad. When she woke the next day, there was a big lump like a gull's egg on her thigh. 'That's strange,' thought Anu. 'The honey should have stopped any poison getting in.' She squeezed the lump and a little man popped out of it. She gave him a drink of milk and he grew to full size. He was a mighty specimen, so she painted him with the blue woad. Then she made his hair stand up straight with goose fat and dyed the tips red with her own blood. Then she dressed him in shimmering scales of red gold. His eyes each had nine pupils that glittered with an inner light, keen as the needle-point that had made him. He was full of a great energy that had long been missing from the land of Goria.

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Realising that she'd been given a second chance, Anu named him Lamfahda and made him her new consort. 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. They would be filled with the spirit of Lamfahda and they would be great warriors and poets. They would love their short lives and burn brightly during them, and they would win back Goria for Anu. So Anu and Lamfahda made a new race of children and called them the Gaels. As the Horned God of the Fir Bolg had done before him, the Sun God went down to Goria with his children to watch over them and teach them the ways of the land. The first challenge the Gaels faced was the threat of the Fomorians. Energetically they threw themselves into the fray against the monsters of the deep and many red deeds were done in that campaign. Lamfahda had the power of Anu flowing through his veins and he could call upon that to change, twisting into terrible warped forms in which he became a tyrant of battle. Lamfahda could hack the brainballs off a legion of Fomorians with one stroke of his massive sword. He personally slew Nudd, the King of the Fomorians and Domnu's lover, by casting his spear right through the great demon's skull. Unable to resist the battle-lust of the Gaels, the Fomorians withdrew their hosts from Goria and returned to raiding from beneath. The Gaels could

never quite get rid of all the Fomorians and even sent heroes into the labyrinth of Lochlann-but to no avail. The Fomorians always crept back and the Gaels were forced to build their main settlements in coastal regions, much like the Sidhe. These settlements were big, stone fortresses built on the tops of broad plateaus, or across whole ranges of hills. The largest of these was the capital of Taras, where the Sun King built his palace. Of the Sidhe, the Gaels at first attempted to dislodge them and make them go back to the ground. Battles were fought that sorely tested each side, and finally an uneasy alliance was achieved. However, the Sidhe soon discovered that they could take Gael mates and bear halfSidhe children. These children were themselves infertile, like the offspring of the horse and the ass, so the truce was often broken by Sidhe raiding parties, coming to capture human breeding stock. There was also the question of the Fir Bolg. The dead would still periodically return from Anwyn to slaughter the living and carry them off to hell-particularly on Samhainn Eve. And Cernunnos, acting as Crom's mouthpiece even managed to corrupt one of the Gael tribes living around the Mounds of the Old Kings. They had always been an insular and feared people, but under Crom they became the Flesh Eaters and joined the ranks of the living dead. Gael druids, 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.

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The Coming of Winter Vanir raiders more than the sight of red blood on white snow, and the glow of Nothing pleased the

burning on the shore, in the twilight as their ships cast off When Anu created Lamfahda and sent him down to Goria, as with all things wrought through desires, there was a price to be paid. Who collects this toll? We will never know, but there are deeper powers at work between the worlds than even the gods and goddesses can fathom. Lamfahda was born of heat and light, and he gathered great energy to him on his journeys, so that after he had passed there was chill in his wake. His passage between the Land of the Ever Living and Goria left such a desolation behind him, not a dark, frozen waste but a beautiful rainbow bridge of scintillating ice. This bridge could only be looked upon from certain angles and the people of Goria could not see it from their perspective. Nor could Anu see it in her heavenly realm. Nor could the Formorians in Lochlann see

it. And nor could the Fir Bolg or even Crom Cruich see it in Anwyn. No others in the whole of creation could see it, save for the people of one realm alone-the Vanir of Midgaard. The realm of Midgaard was a bleak place, and perhaps it was the wintry nature of the Vanir that allowed they alone to see the rainbow bridge. Midgaard was the realm of deep winter, where the spirits of the wasteland haunted the frozen forests and barren tundra. The Vanir were three different peoples, living as one. First were the Dwarfs, who were gnarled and stunted men, short of stature but thick of arm and beard.

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, mostly around the broken coastlines, where they hunted 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 communities on never ending journeys of battle and adventure. They would land at coastal settlements to pillage and burn them before moving on

27

in search of fresh conquests. Nothing pleased the Vanir raiders more than the sight of red blood on white snow, and the glow of burning on the shore, in the twilight as their ships cast off. It was these brigands that discovered the rainbow bridge, and they called it Bifrost. The Vanir sailed their dragon ships over Bifrost, and discovered that it emerged in a strange sea cloaked in the thickest fog. The mist eventually gave way and they found themselves in the coastal waters around Northern Goria. Raiding up and down the coasts of Goria, they found the Gaels and the Sidhe to be spirited defenders and worthy opponents. They also made some inland incursions and encountered the Fomorians and the Fir Bolg. Goria seemed a wonderfully fertile 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-

cal stones on their voyage this time. These stones, called vettar-stanes in the language of the Vanir, were carved blocks of granite, as big as one of the Lia the Gaels used to mark ceremonial sites. The rune casters bound spirits of the Midgaard wasteland into them. The sacred Futhark kept them tied to the stones. The frost giants carried the vettar-stanes off the dragon ships and on to Goria, where the angry wasteland spirits trapped in the granite whipped up blizzards and froze the land before them. The forces of deep, desolate winter had come to Goria to claim the land from Anu's children.

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Rules Contents Celtos What you will need to play

30 30

Dice and Dice use The Rules

30 31

Setting up the Battlefield Terrain Areas and obstructions Terrain types Depicting Terrain Placing Terrain The Game Your Army Units Profiles The Stat Line Equipment and Organisation Models Facings Army Points Limits Victory Conditions Most Survivors Most Damage Objectives Scenarios Deployment Basic Deployment Strategic Deployment Game Turns The Marker Phase

31 31 31 32 32

Panic Rally Checks Making a Rally Check Rally Check modifiers Rally Check results Reaction Reaction Checks Making a Reaction Check Reaction Check results

42 43 43 43 43 43 43 43 43

32 32 32

Movement Warband Cohesion Broken Cohesion

44 44 44

33 33 33 34 34

Movement and Terrain Shooting Check Range and LOS Select a Target Roll to Hit

44 44 45 45 45

35 35 35 35 35 36 36 36 36 37 37

Shooting Table To Hit modifiers Allocate Hits Roll to Damage Damage Table Damage and Casualties Shooting into a Close Combat Reaction Shooting Terrain and Cover Blocking LOS Cover Saves

45 45 45 47 47 47 48 48 48 48 49

The Initiative Phase

38

The Activation Phase Orders and Order Sequence Order of play Markers

38 38 39 39

Weapons Weapon Profiles The Weapon Stat Line Weapon Capabilities Weapon Type and Special Rules

49 50 50 51

Measuring Distances

40

Awareness and Line of Sight Tests Test Difficulty (Diff) The Active Stat

40 41 41 41

Assault Moves Charge Close Break Off

51 51 52 53

41 42

Fight the Combat Who can fight

54 54

Morale Morale Checks Sole Survivors Making a Morale Check Morale Check results

42 42 42

Close Combat

49

Allocating Attacks and Hits Charge bonuses Counter-charging

51

54 54 54

29

Who Strikes First Attacking Panicked Units

55 56

Marksman Mesmerism

65 65

Terrain and Close Combat Rolling To Hit

56 56

Parry Penetrating

66 66

To Hit modifiers Close Combat Table Rolling to Damage

56 56 57

Shadow Sight Skirmisher Slow

66 66 67

Damage Table Damage and Casualties

57 57

Standard Bearer Steadfast

67 67

57 58 58

Strike First Tactics Template Attacks

67 67 67

59 59 59 59 60

Terrifying

68

Combat Results Heroes Hero Profiles Purchasing + Using Feats and Rites Magical Artefacts Abilities Slaying Another Hero Heavy Units Morale Shaken Movement Move Orders Turning Reversing Shooting Selecting Targets + Shooting Arcs Close Combat Combat Arcs Damage Tables Special Rules

61 61 61 61 61 61 61 62 62 62 63 63

Battle Awareness Berserk Control Extra Attacks

63 63 63 64

Fast

64

Fearless Ferocious Charge Glide Heavy Armour

64 64 64 64

High Morale Immune to Mesmerism

64 64

Inspiring Killing Blow Lethal Strike

64 65 65

Army Lists

69

Armoury

120

Rosters

123

Templates

126

30

Celtos

For those of you who are new to playing miniatures games, here's what it's all about. Celtos is a battle game; each model represents a single warrior, monster, cavalry piece, or war engine. Each model has its own range of skills, equipment and abilities that defines its effectiveness and behaviour on the battlefields of Goria. You can think of your armies as large battle groups, smaller scouting parties, raiders or defenders of outposts. Alternatively think of them as being part of an even larger force, and the battle you are fighting as being a small (but important) part of the battle that is taking place around them. The main bulk of you army will be made up of bands of warriors; followers and retainers of the war leaders that lead them into battle. These war leaders will be potent heroes, influential chieftains, or powerful sorcerers and druids, all capable of single-handedly disposing of several times their own number of enemy warriors. Cavalry, chariots or large and ferocious monsters will provide heavy support on the battlefield. This is a tactical game, and your skill in manoeuvring and positioning your units is important. Maximise the potential of your units and use them wisely, and you should be well on the way to winning. The Celtos rules are designed to produce a fair and balanced game that will allow you to play exciting battles that give the feel of armed clashes between potent heroes, hardened warriors and powerful mystics. Although we have tried to cover most situations in the rules we didn't want to turn them into a huge and lengthy legal document! Once you have read the rules and are playing the game, you and your opponents are in charge of what goes on. During a game, if you come across an unusual situation, or cannot agree with your opponents on how a particular rule should be played, roll a dice or flip a coin to decide the matter. After the game you can talk it over and agree how to treat such situations in future games. Just remember that all players should agree any new rules or changes before you start a game.

What you will need to play

Before you play a game of Celtos you should have a few things on hand that you will need to use throughout the game. The following things will be useful: Pens and Notepaper: We have tried to keep the amount of notes you will need to take during a game to a minimum; even so it is always handy to have a pen and notepad to hand. If you are playing your own scenarios you will need to note down successes and failures in gaining objec ives. You'll also need them at the end of a game to add up victory points if you're using them. A Ruler or Tape Measure: A ruler marked in inches is essential-all measurements in the game are in imperial units. You will need to measure how far your warriors can move, shoot or even run for cover! A retractable steel rule is ideal. Markers or Counters: A supply of counters or markers of some kind will usually be use ful, especially in larger games. They can be placed beside units that have taken their turn, are waiting to see what the enemy does, are panic stricken, or are subject to a variety of other helpful or harmful effects. Different coloured card markers, coins of various sizes, or coloured tiddlywinks can all be useful as markers. Just as long as you and your opponents know what they indicate and they're not too obtrusive. A supply of snacks and drinks: A chieftain has to keep his or her strength up if they are to lead their warriors success fully. However it's usually a good idea to keep your provisions on a side table, unless you like your armies fighting around a roast elk!

Dice and Dice use

Although good tactics are the basis of victory in a game of Celtos, nothing is ever certain. A number of dice are used in the game and these will often decide how luck (or fate) affects your 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 demon, or will it crush them? Good tactics will swing the odds favourably, but they are never a guarantee of success. The Celtos game system uses an ordinary ten sided dice, and we will refer to this as a d10. At some points you may need to roll two or more dice at once, adding the results together. This would be stated as roll 2d10, roll 3d10 etc. Sometimes there will be modifiers to a particular dice roll. For example when you are rolling a dice to see whether one of your models can hit an enemy model the roll may be modified by a magical effect, or because the foe is panicked. Modifiers like this are always applied to the dice roll, so for example, a +1 modifier (+1 mod) would mean that you would roll your dice and add 1 to the score. At all times, when you are rolling a dice to see whether one of your models succeeds in a particular task, a roll of a natural 10 is successful and a roll of a natural 1 fails.

The Rules

This section deals with all the concepts and mechanisms that you will need to become familiar with as you learn the game. It will take you through setting up your playing area, choosing and deploying your armies and fighting battles. After this there is a section that details special rules that apply only to certain warriors. At the rear of this book there are army lists containing background information on the main races of Goria, and details of the warriors, creatures and heroes of their armies. These lists will enable you to choose forces based on your tastes and style of play, and allow you to build an army that will crush your opponents (you hope!). Also included in this book are some blank rosters for keeping track of your warriors and some templates for area effect damage (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,

or any other clear flat space you can find. Wherever you decide to play, you need to be able to tell where the edge of the battlefield is. During a game models cannot move off the edge of the battlefield.

Terrain

If you are new to this kind of game we suggest that you keep your battlefields simple for your first few games, and restrict yourself to playing on a plain flat area covered with a piece of green cloth or felt. Skip this section and go to the section titled 'The Game' to find out how to fight battles. Once you've fought a couple of battles and are happy with the basic game come back to this section to spice up future games. All sorts of terrain can be used to add interest to your battles. It can provide much needed cover from incoming arrows as you advance, or fortifications and earthworks for your warriors to defend. Hills, swamps, rivers, clumps of forest or even the remains of a fallen city can all be used as terrain. You are limited only by your imagination. Areas and obstructions It is helpful to think of terrain in terms of 'areas' and 'obstructions'. Examples of terrain 'areas' would be a patch of forest, a piece of marshland, a broken rocky piece of land, an expanse of soft sand or a hill. Basically most 'areas' would be of terrain that covered a reasonably sized sector of your battlefield. Examples of 'obstructions' would be a single tree, a large rock, a standing stone, or a section of wall. Basically 'obstructions' would be single relatively small pieces of terrain.

32

Terrain types Terrain can be divided into three basic types: 'normal', 'rough' and 'impassable'. At the beginning of a game you will need to decide what the terrain you have decided to use should be classed as. Sections later in this book that cover movement, shooting and combat, will describe how various terrain types affect these activities. You and your opponents should agree before the game starts how to treat terrain. Use the following suggestions as a guide.

Normal: plains, grassland, fields, gently sloped hills, shallow streams, roads, paving, steps, sand, sparse undergrowth, shallow snow, slightly rocky plains. Basically most of your battlefield will usually be normal.

Rough: steeply sloped hills, soft or shifting sand, broken rocky ground, thick mud and bogs, thick vegetation, dense forests, deep snow, waist to chest deep water, rubble piles.

Impassable: Cliffs and extremely steep slopes,

deep fissures, quicksand, deep water, high walls.

Depicting Terrain You can use all sorts of things to depict terrain. If you are using a green felt cloth to represent your battlefield you could use books or video cases placed under the cloth to indicate hills. You can depict terrain areas by cutting out an irregular shape from a piece of cloth or felt and placing it on the table. Areas of any size can be depicted in this way, from small patches a few inches across, to large areas that take up much of the tabletop. If you wish to depict an area of forest you could use a green coloured material and place individual model trees on the cloth. A brown coloured material with small bushes dotted around could indicate a marsh. A blue material could represent pools and ponds. Those are just a few suggestions. There are lots of commercially available models and scenic accessories you can use. And if you use your imagination and keep your eyes open many household items and bits and pieces can be

scavenged to use as scenery. Its amazing what can be done with bits of card tubing, empty cartons etc. given a bit of time and effort. Placing Terrain You and your opponents will need to agree on a mutually acceptable method where to place terrain pieces on your battlefield. Terrain can make your battles very interesting, but too much of it, or unfairly placed pieces can mess up a game. One good way of placing terrain is to mark out the playing area in a grid, of say twelve inch by twelve inch squares. Use dice, coins or counters to indicate the corners of the grid squares. Players can then take it turns, one grid square at a time, to place a piece of terrain or declare the grid square empty (i.e. normal). No subsequent player may place terrain in a square that already has a terrain piece, or has been declared empty. Once all of the grid squares are accounted for, the battlefield is complete. Remember the object of the game is to have fun and for all players to enjoy themselves. It's in everybody's interest to make the playing area as fair and interesting as possible.

The Game

Once you have your playing area set up you're ready to begin. All you need now is an army and one or more players to fight against. The battle will be played out over a number of turns that give each player the opportunity to do something with his or her army. Strategy, tactics and fate (dice rolls to you!) will determine the eventual winner. Hopefully you will emerge victorious and your opponents will be routed, or better still obliterated without trace.

Your Army

Before you can fight a battle you will need an army. Read through the introductions in the army list section towards the back of this book and pick the army that appeals most. You will find that each of the races have their own characteristics, and each will require slightly different tactics and strategies if you are going to vanquish your enemies. Once you've chosen an army you'll need to know what the capabilities of your warriors are. Models on the battlefield represent the

33

warriors in your army. Each warrior type has a variety of characteristics, and many have special capabilities and powers. Some warriors are particularly good at fighting, while others excel at archery. Some are fast and nimble, while others are slow and lumbering. The various characteristics of your warriors are described in the models 'profile' as detailed later. Units Armies can be quite numerous, and can contain many different warrior types. Warriors of similar type and purpose are usually grouped together into units containing several models. This allows you to control your army more easily and to plan tactics for using the unit during a game. Units can either be 'warbands', 'individuals' or 'heavy units':

Warbands: A warband is a group of models that

work together as a team on the battle field. Warbands will often contain a leader with more or better abilities than the other warband members have. There are two types of warbands: 'foot' soldiers who as the name suggests fight on foot, and 'mounted', who go to battle mounted on some sort of steed. Generally the bulk of your army will be made up of warbands.

Individuals: Individual models operate independ ently, though many can be added to warbands. They are usually powerful and are more than capable of surviving on their own on the battlefield. They are usually heroes, but could be other types of powerful creature. Individuals can be 'foot' or 'mounted'.

Heavy Units: Heavy units are very large, single

Profiles

models that could be powerful monsters or demons, or chariots crewed by a number of warriors. They are less manoeuvrable than other units, but usually withstand a lot more damage, as well as dish out a lot more.

A model’s profile contains all the informa tion needed to use it in the game. The profile shows how your warriors interact

on the battlefield. They represent models’ characteristics with a set of statistics that are used to define how the model’s move and attack. You will find profiles for your models in the army lists. Each army list contains profiles for all the warriors in that particular army. Profiles are all presented in the same basic format (see the sample profile). The Stat Line The stat line is a row of physical and mental qualities that show a model's characteristics. We refer to these characteristics as 'stats'. The characteristics included in the stat line are shown below:

Assault (AS): This stat shows how good the

model is when attempting to hit an enemy in close combat. It can range from 1 to 10, a 1 is very poor and a 10 extremely good. On this scale the average warrior rates at 4. Models with a high stat have more chance of hitting an enemy. Shooting (SH): This stat shows how accurate the model is when shooting (or throwing) weapons in ranged combat. It can range from 1 to 10, a 1 is very poor and a 10 extremely good. On this scale the average warrior rates at 4. Models with a high stat have more chance of hitting an enemy. Strength (ST): This stat shows how strong the model is. It can range from 1 to 10, a 1 is very poor and a 10 extremely good. On this scale the average warrior rates at 4. Models with a high strength have more chance of causing damage if they physically hit an enemy in close combat. Toughness (T): This stat shows how tough and resistant to damage the model is. It can range from 1 to 10, a 1 is very poor and a 10 extremely good. On this scale the average warrior rates at 4. Models with high toughness have less chance of taking damage if they are hit. Wounds (W): This stat shows how much damage a model can take before it is killed or destroyed. It can range from 1 upward. The average warrior has 1 wound;

34

heroes, larger creatures and war engines will often have more. Initiative (I): This stat gives an indication of the model's reflexes and ability to act fast under pressure. It can range from 1 to 10, a 1 is very poor and a 10 extremely good. On this scale the average warrior rates at 4. Models with a high score are more likely to react quickly to enemy action. Command (CD): This stat gives an indication of the model's self-control, training and bravery. It can range from 1 to 10, a 1 is very poor and a 10 extremely good. On this scale the average warrior rates at 5. Models with a high score are more likely to stand their ground. Size (SZ): This stat indicates how large a model is. It can range from 1 upward. The average warrior is size 2. Larger models present easy targets for archers and other missile troops, and so are easier to hit. Move (MV): This stat shows the models normal move distance in inches. It can range from 1 upward. The average warrior has a move of 4. A high score can allow you to outrun or outmanoeuvre your enemies. Equipment and Organisation Below the stat line is all the other information you will need to enable you to choose your models, organise them into units and use them to fight battles. This is presented as shown below:

Structure: This shows the unit type, i.e.

whether a model is an individual, or a member of a warband, or a heavy unit. It also shows the minimum and maximum number of models that may be in the unit if it is a warband.

Troop Type/Equipment/No. Per unit/Cost: These tell you the types of warriors that can be in the unit, the equipment they carry, and their points cost. The point cost of models is important when building armies; it's used to make sure that you and your opponents have

balanced and fair games.

Special Rules: These show any extra rules

that apply to the models in the unit. They may be particularly brave, very heavily armoured, or subject to some other (not always beneficial) effect.

Sample Warband Profile Gael Warriors Gael warriors are bondsmen and women who have earned the right to carry heavier weapons into battle, capable of inflicting far worse wounds and thus increasing their enemy head count and reputation. AS SH 4 4

S T 4 4

W I 1 4

CD SZ MV 5 2 4

Structure: Warband/Foot Unit Size: 4-12 Troop Type

Equipment

No. per Unit

Cost

Warrior

Two Handed Weapon

4-12

14

Leader

Two Handed Weapon

0-1

17

Champion

Two Handed Weapon

0-1

18

Standard Bearer Two Handed Weapon

0-1

17

Musician

0-1

17

Two Handed Weapon

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Strike First Standard Bearer: Standard Bearer Musician: Tactics 1 Models Facings The models comprising your units all have 'facings'. Most models have two facings: front and rear. A model’s front facing is in the direction to its front (i.e. the direction in which it is looking) and its rear facing is in the direction to its rear. Facing is important because most models can only shoot at enemy models that are in their front facing. For most models their front facing is a 180-degree arc to their front.

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Some special models (usually heavy units) will have more restricted facings, but this will be covered later in the rules. Army Points Limits Before playing a game you and your opponents will need to agree on how many points to spend on building your armies. The higher the point limit the more models will be in your army, and the longer the time required to complete a game. For normal games all players should have armies of equal points total. There is no minimum or maximum points limit, it's entirely up to you how large you want your games to be: · 500 points a side will give you a small quick battle lasting about an hour. · 1000-1500 would give a two or three of hours fighting. · 3000+ would be an epic struggle lasting a whole afternoon or more.

Victory Conditions

In addition to deciding how big your armies are you will need to agree how to decide the eventual winner. It is often useful to set a time limit on how long the game should last. You can either set this by the clock or decide on a set number of game turns for the battle to last. Once the time is up, or you've played the specified number of turns, you can work out who won. The most obvious way to win a game is by destroying your opponent's army or accepting 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 conditions before you begin the battle. Here are a few suggestions for ways to work out winners and losers.

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 victory point total. Whoever has the highest point value wins the game.

Most Damage

This method favours the side that caused the most damage so each player should keep track of the enemy models they destroy. Use the following method to calculate your victory points total: · Each player adds up the total point value of the enemy models they killed during the game. · Each player gets half the total point value of his or her remaining models. Add these two scores together. This is y our victory point total. The player with the highest score wins.

Objectives

Instead of comparing victory points at the end of a game, you could set a number of objectives or missions for the armies to accomplish. These could be such things as occupying a fortified outpost, liberating a prisoner or raiding supplies. Once the game ends the player who accomplished the most objectives is the winner. To make this even more interesting you can grade the importance of objectives so that maybe occupying an area is worth 1 point, freeing a prisoner is worth 2 and raiding the supplies is worth 3.

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Scenarios

You could also play a battle around a particular scenario. Here are some ideas for simple scenarios that you might like to try: · None shall pass: one player must prevent their opponent(s) from getting their warriors through a pass or over a bridge for a set number of turns, or until reinforcements arrive. · Take the camp: one player must defend a particular area or position while the enemy attempts to take it from them. · Grudge: each player nominates one of their units as a primary target and it is their opponent's objective to destroy that unit. These are just a few suggestions to give you some ideas. You can try these out, combine them or come up with new ones for yourself. If you're playing a scenario battle you will probably need to adjust the point values of the opposing forces. For example if a player has to take a heavily fortified position from a defender, you might increase the attacking force points by 50%. A good way to play scenarios is to fight the battle; then for your next battle, use the same scenario but swap roles with your opponent. Just remember to make sure that everyone is clear on his or her mission before you begin.

Deployment

Before starting a battle players need to place their units in their starting positions on the battlefield. This is known as 'deployment' and the area in which you can place your warriors is your 'deployment zone'. If you're playing a specific scenario or a game with particular objectives the deployment zones may vary, one player might be defending a position in the middle of the table for example. For now we'll just deal with a normal game. The size, shape and number of your deployment zones will depend upon the size and shape of your playing area, and how many opposing armies there are (three, four or more way battles can be great fun and allow for plenty of treachery!). The idea is to keep some tactical space between the forces. Ideally there should be a distance of at least 24 inches between armies at

the beginning of a game. For example if two of you are going to play on a table you could just specify two opposite sides as deployment zones. Assuming you're playing on a table or similar rectangular area, and you've decided which sides are the deployment zones, you need to deploy your forces. There are two types of deployment you can use in Celtos. The first of these is basic deployment, which we recommend for beginners. Then there are the more advanced strategic deployment rules which we recommend you use once you've played a few games and are looking for a more challenging and realistic setup.

Basic Deployment

Basic deployment is very simple, and will give a fair game in which no one has too much of a deployment advantage, as players can react freely to the deployment of enemy units. All players in command of an army (the 'army commander') should roll a d10; the player with the highest score gets the first choice of deployment zone, the player with the next highest score the second choice, and so on until all players have a deployment zone. Re-roll tied dice scores. Note that if two or more players are playing as a team and sharing an army, only one of them should take the role of army commander and roll a dice for deployment, they are all on the same side after all! Once each army has a deployment zone the winner of the deployment roll places one of his units in his deployment zone (he 'deploys' it), then the player on his left deploys one of his units in his deployment area, followed by the player on his left. Deployment continues in this way clockwise around the table, player by player and unit by unit, until all units have been deployed. Once all units are deployed the game is ready to begin.

Strategic Deployment

The strategic deployment rules are designed to encourage players to think about how the various units in their army work together, and how best to deploy them advantageously in their deployment zone. You will need to study your deployment zone and the surrounding area, 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 deployment cycle has started you will not be able to react as freely to the deployment of enemy units as you can with basic deployment. Strategic deployment breaks down into three stages: the deployment roll, battle planning and unit deployment.

Deployment Roll: As with basic deployment, all

army commanders should roll a d10; the player with the highest score gets the first choice of deployment zone, the player with the next highest score the second choice, and so on until all players have a deployment zone. Re-roll tied dice scores. Note that just as with basic deployment, if two or more players are playing as a team and sharing an army, only one of them should take the role of army commander and roll a dice for deployment.

Battle Planning: Once each army has a

deployment zone the players in command of the armies should assign an identification (ID) number to each of their units, and write it on that unit's roster (just numbering them 1, 2, 3 etc is fine). These unit ID numbers will be used later in the unit deployment stage. Players should now take a little time to study the lie of the land and formulate a battle plan, considering where to position their troops, and where possible threats could come from. We suggest that you agree a time limit for this stage, say 10 or 15 minutes. Once every body has worked out a plan (or the time 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

player 3 and so on clockwise around the table. Player 2 now reads out the ID number of one of player 1's units, and player 1 deploys the corresponding unit in his deployment zone. Player 3 then reads out the ID number of one of player 2's units, and player 2 deploys the corresponding unit in his deployment zone. Deployment continues in this way clockwise around the table, player by player and unit by unit, until all units have been deployed. Once all units are deployed the game is ready to begin.

Game Turns

In a real battle opposing warriors are moving about shooting and fighting simultaneously. In order to be able to play a game we have to be able to split the action up into a series of manageable chunks so that we can keep track of what's going on. We use 'Game Turns' to divide up the action. All games will consist of a series of game turns, during each of which players can do something with each of their units. Each game turn is divided into three phases; these are, in order: · The Marker Phase · The Initiative Phase · The Activation Phase

The Marker Phase

During this phase all markers that are being used to show units that have been 'activated' or that are on 'hold' are removed. Don't worry about the terms 'activated and 'hold' just now, they will be explained in detail later.

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The Initiative Phase

The initiative phase determines which player gets to use one of their units first. All players should roll 1d10 and the player that gets the highest score wins the initiative. The winner can then go first or nominate one of the other players to go first. In this way the winner can seize the initiative and get into action or wait and see what his opponents do.

The Activation Phase

During each activation phase players take it in turns to make their units carry out various tasks or 'orders'. Units that have not yet done anything in the current activation phase are referred to as 'inactivated'. When a player takes his or her turn they can pick one of their inactivated units to do something. This is known as 'activating' the unit. Once a unit is 'active' the controlling player can make it carry out one or more orders, for example the unit may move, then shoot, then fight in close combat (see the following section on Orders and Order Sequence). A unit that has finished carrying out its order(s) is referred to as 'activated' and cannot be used again in the current game turn. Play then passes to the next player (see Order of Play in the following section).

Orders and Order Sequence

Units must carry out their orders in a set sequence, and can only perform any particular order once in their turn. For example a unit may only carry out one move order per turn. Any models that do something in a particular part of the sequence (e.g. move) must complete it, before the unit can move on to the next part of the sequence. Units do not have to do anything in a particular part of the sequence. and in some cases they won't be able to anyway. The sequence in which orders must be carried out is shown below: 1. Move 2. Hold 3. Shoot 4.Assault

When carrying out an order a unit acts as a team. If one model in the unit carries out an order in a particular part of the sequence (e.g. move or shoot), then, when the unit has completed the order, all the other models in the warband are assumed to have carried it out too. Regardless of whether they actually did.

Move: A unit carrying out a move order can make one of two types of move, a 'normal' move or a 'rush': · A normal move allows the unit to move a distance up to its MV stat in inches. This doesn't end the units' turn, unless the player wishes to end it at this point. · A rush allows the unit to move up to triple its MV stat in inches. Completing a rush order ends the unit's turn. Play then passes to the next player. Movement is covered in detail in the movement section later. A unit that is already in base contact with an enemy unit cannot be given this order. Go directly to assault. Hold: A unit given a hold order is waiting to see what the enemy does, holding itself poised ready to react to threats. The ways holding units can attempt to react to nearby threats are detailed later in the rules. Placing a unit on hold ends the unit's turn. Play then passes to the next player. A unit that is already in base contact with an enemy unit cannot be given this order. Go directly to assault. Shoot: As the name suggests, a unit carrying out shoot orders can shoot at an eligible target unit. Shooting and ranged weapons are covered in detail later on in the relevant section. This doesn't end the unit's turn, unless the player wishes to end it at this point. A unit that is already in base contact with an enemy unit cannot be given this rder. Go directly to assault.

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Assault: Assault is the only order that a unit with models in base contact with an enemy unit can be given. A unit in this situation must be given this order. Other units given this order will attempt to get into base contact with an enemy unit to fight them hand to hand in close combat. There are three possible courses of action for a unit carrying out an assault order. They are as follows: · A unit with models already in base contact with an enemy unit must move more models into contact if possible. Then it must fight a close combat. · A unit with models already i n base contact with an enemy unit can attempt to break off from close combat. If unsucessful it must move more models into contact if possible. Then it must fight a close combat. · Other units must charge into base contact with an enemy unit, then fight a close combat. Completing an assault order ends the unit's turn. Play then passes to the next player. Charging, close combat, breaking off from close combat, and any resulting effects are covered in detail later on in the rules.

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 clockwise 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.

Example: Carrying out Orders

A unit of Gael staff slingers is activated. For the first order their options are to make a normal move, make a rush move, or stand still. The unit's player elects to have two of the models move to bring them into better firing positions, and decides not to move any of the other models. This ends the movement order of their turn. For the second order the player decides whether or not to go on hold orders. He decides not to and play continues with the staff slingers. For the third order the unit may shoot if the models are armed with ranged weapons. The staff sling is a good ranged weapon, so the unit shoots at a nearby unit of Fomorian goblin archers. Because two of the models moved during the first order, all models in the unit count as having done so, and suffer a penalty to their d10 to hit dice rolls (see shooting later). The Gaels shoot and manage to slay three of the goblins. For the fourth and final order the staff slingers can charge if there are any enemy models close enough. The goblins just happen to be in charge range too, so the Gaels charge them. In the ensuing melee one Gael and the all the goblins are slain. It is now the end of a very successful turn for the Gael staff slingers.

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Measuring Distances

Players can measure distances at any time during their turn. When measuring distances from unit to unit, for the purpose of making a charge or shooting, measure from the nearest point on your model's base to the nearest point on the closest enemy model's base.

Awareness and Line of Sight

Your warriors need to be able to see the enemy if they are to shoot at them or charge into close combat. Irrespective of the direction a model is facing it is assumed to be aware of 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 shouting out a warning. A model with an unobstructed view of another model is said to have 'line of sight' (LOS) to it. Having a clear LOS to the enemy is important later when you will want to be able to shoot at them, etc. Sometimes it can be difficult to tell

whether a model has LOS to another model. In cases like this try to get down to the model's eye level, or take a straight line (e.g. the edge of a retractable steel measuring tape or a piece of string) from any point on the looking unit to any point on the target unit. Members of the same warband are assumed to be acting as a team and making sure they do not block each other's view. The following rule applies: · Warbands: Members of the same warband don't block each other's LOS. All other models however, can block their LOS.

Line of Sight Units A,B and C are clustered around a hill. It's Unit A's turn and they decide to shoot. Unit A cannot draw line of sight to Unit B because the hill is in the way, but can shoot at Unit C.

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Tests

When the armies clash on the field of battle, you'll want to know what happens when they get in there, hacking, biting and gouging. For shooting with missile weapons and for toe-totoe combat there are special tables that will be detailed later on, but for everything else there is the Tests Table. The Tests Table allows you to resolve what happens for instance when a huge demon smashes into your warriors' ranks-will they fight it, or will they flee screaming in terror and madness? The Tests Table also allows you to compare stats for more unique situations where a contest occurs between units. For example, can the Fomorian Siren's hypnotic song mesmerise that Gael Spearman? Comparing the CD stats of the two units and rolling a dice will enable you to find out.

Test Difficulty (Diff)

Diff is an abbreviation we use for the difficulty. When you take a test you cross reference the active stat (see following section) with the Diff and the number where they intersect is what you need to roll on a d10 to pass the test. The Diff can either be just a number (usually 4), or it could be the value of an opponent's stat. The following rule applies to Diff: · Where a test does not list a Diff and just says take a test, e.g. an instruction to 'take a reaction test', the Diff is always 4.

The Active Stat

The active stat is the stat you will use to 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 threatening 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

to refer to the Tests Table below. Cross-reference the active stat with the test difficulty (Diff) of the test. The number shown where they intersect shows the d10 score needed to pass.

Tests Table Active Stat 1 2 3 4 5 6 7 8 9 10

Test Difficulty (Diff)

1

2

3

4

5

6

7

8

9

10

6+ 5+ 4+ 3+ 2+ 1+ 1+ 1+ 1+ 1+

7+ 6+ 5+ 4+ 3+ 2+ 1+ 1+ 1+ 1+

8+ 7+ 6+ 5+ 4+ 3+ 2+ 1+ 1+ 1+

9+ 8+ 7+ 6+ 5+ 4+ 3+ 2+ 1+ 1+

10 9+ 8+ 7+ 6+ 5+ 4+ 3+ 2+ 1+

10 10 9+ 8+ 7+ 6+ 5+ 4+ 3+ 2+

10 10 10 9+ 8+ 7+ 6+ 5+ 4+ 3+

10 10 10 10 9+ 8+ 7+ 6+ 5+ 4+

10 10 10 10 10 9+ 8+ 7+ 6+ 5+

10 10 10 10 10 10 9+ 8+ 7+ 6+

*Note that a natural 1 is always a fail, and a natural 10 is always a pass.

Morale

Although your warriors will do their best to follow your orders and destroy the enemy, they are only human (well, you know what we mean). Taking heavy casualties or losing a close combat can cause a loss of nerve. Your warriors' training, determination, and bravery, as represented by their CD stat, will decide how they react in these circumstances. When a unit is in one of the aforementioned situations you will have to check to see whether it manages to keep its nerve. There are two types of check that the unit may have to make; these are a 'morale check' and a 'rally check'. These checks are detailed below.

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Morale Checks Morale checks are usually taken when a unit has suffered serious casualties or damage to such an extent that they might lose their nerve, become demoralised, or are reeling and confused by the enemies' onslaught. A unit can only ever be forced to take one morale check during any particular active units' turn. The unit making the check should do so at the completion of the currently active units' turn. The circumstances when a unit must take a morale check are as follows:

·

·

·

Morale Check results

If the check is passed the unit keeps its nerve. All members of the unit are OK and can carry on as normal. If the check is failed the effects depend on how much damage the unit has sustained so far in the game, the following rules apply:

·

·

All Units (warbands and individuals):

Check if it has just lost a close combat. This is described later in the close combat section. Warbands: Check when the number of warband members falls below 50% of the number they started the game with, unless they are currently in close combat. Then check for each subsequent casualty they suffer, except those suffered in close combat. Individuals: Check when their wounds (W) drop below 50% of the number they started the game with, unless they are currently in close combat. Then check for each subsequent wound they suffer, except those suffered in close combat.

Sole Survivors Warbands that have suffered such heavy casualties that there is only one member left surviving tend, understandably, to rapidly lose interest in fighting on. A unit consisting only of the last surviving member of a warband is subject to the normal morale check rules mentioned above, and in addition is subject to the following rule: · Sole Survivor: Make a morale check as soon as the unit is activated, before it carries out any orders.

Making a Morale Check

Units make morale checks as a group. To determine whether the unit passes the check roll one dice on the tests table using the highest Command stat (CD) in the unit as the active stat.

·

·

Warbands with 50% or more surviving members: The unit's nerve has broken or

it has become dangerously confused, they are overcome by panic, see below.

Warbands with less than 50% surviving members: The unit routs. All semblance

of a fighting unit or organised resistance is gone. Its remaining members drop their weapons and attempt to flee, or are cut down as they stumble around. Remove the remaining models from the battlefield.

Individuals with 50% or more wounds remaining: The unit's nerve has broken

or it has become dangerously confused, it is overcome by panic, see below.

Individuals with less than 50% wounds remaining: The unit routs. All semblance

of a fighting unit or organised resistance is gone. It drops its weapons and attempts to flee, or is cut down as it stumbles around. Remove the model from the battlefield.

Panic

A panicked unit has lost its nerve, or has become dangerously confused; it is no longer capable of any organised offensive action. It is virtually useless and capable only of defending itself in close combat. Panicked units can regain their nerve by making a successful rally check. Until rallied they suffer the following consequences: · Units not currently engaged in close combat cannot carry out hold, shoot, or assault orders. See the sections on shooting and close combat later · The unit cannot counter-charge or reaction shoot. This is detailed later in the relevant sections. · In close combat the unit always strikes last and suffers a -2 mod to its d10 to hit rolls. See later in the close combat section.

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Rally Checks

Rally checks are taken to try to recover from panic. The unit is attempting to regain its nerve; heroes are getting the men back in line, etc. A panicked unit may make one rally check each time that it is activated. Make the check as soon as the unit is activated, before it carries out any orders. The following rule applies: · A unit may not attempt to rally if it is currently engaged in close combat.

Making a Rally Check

As with morale checks, units make rally checks as a group. To determine whether the unit passes the check roll one dice using the highest command (CD) stat of the models in the unit as the active stat. The Tests Table shows the minimum d10 score needed pass.

Rally Check modifiers

The proximity of enemy units can make units that are attempting to rally considerably more nervous. The following modifiers apply to the rally check dice roll. The modifiers are not 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 normal. 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 natural reflexes, as represented by their initiative (I) stat, will decide how they react in these circumstances. 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

Reaction Checks Reaction checks are usually taken when a unit is attempting to respond to the actions of an enemy unit. The specific circumstances in which a unit should make a reaction check can occur at various times, often at some point during an enemy unit's turn. These are detailed later, where relevant, in the sections on moving, shooting etc.

Making a Reaction Check

As with morale checks, units make reaction checks as a group. To determine whether the unit passes the check roll one dice using the highest Initiative (I) stat of the models in the unit as the active stat. The Tests Table shows the minimum d10 score needed pass.

Reaction Check results

If the reaction check is passed the unit can act appropriately to its situation. If the check is failed its circumstances will dictate the resulting penalties, if any. The results of passing or failing a reaction check are detailed later, where relevant, in the sections on shooting, combat, etc.

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Movement

This section deals with the movement of normal models travelling on foot; most models involved in your battles will be of this type. Some models (heavy units) have slightly different movement rules, but any differences will be described in their own section. In the main this section describes the kinds of movement possible to units that are carrying out move orders, this is the type of move that your warriors will most commonly make. There are other kinds of move that are possible, for example: charge, counter-charge, and break off moves. These moves are made when carrying out assault orders or as a response to enemy action etc. They will be dealt with later in the relevant sections. As mentioned in the game turns section, there are two types of move possible to models carrying out a move order: a normal move and a rush. A normal move allows the unit to move a distance up to its MV stat in inches. A rush allows the unit to move up to triple its MV stat in inches. The following rules apply to their movement: · Models may move any distance up to the maximum allowed for the type of move, i.e. normal or rush. · Models may turn by any amount you wish; there is no penalty for turning. · Models may move through members of their own warband, as long as they end the move clear. · Models making a normal move may not approach within 1 inch of an enemy model. · Models making a rush move may not approach within 6 inches of an enemy model.

Warband Cohesion

Unlike individuals, warbands operate as a cohesive team, the various members providing support and encouragement to each other. This is referred to as 'warband cohesion'. If the warband members become separated the warband no longer functions as an effective unit. We refer to this as 'broken cohesion'. Check the warbands' cohesion when you first activate the unit, before it carries out any orders. The following rules apply:

·

·

When a warband has finished moving, all the models in it must form an unbroken chain, the base of each model and the next maintaining contact. Models currently in base-to-base contact with enemy models while engaged in close combat do not have to maintain cohesion. See the section on close combat later. However once they are free of combat they will have to form up again.

Broken Cohesion

If a unit that is not currently engaged in close combat is split up for some reason and its

cohesion broken, for example by taking casualties from enemy shooting, the following rule applies: · The unit cannot carry out hold, shoot or assault orders until the warbands' cohesion is restored, by moving into contact.

Movement and Terrain

As discussed in the section on terrain earlier in this book, terrain can come in a wide variety of different kinds. However the effect of terrain on movement depends only on the terrain type. There are three types of terrain; they are normal, rough and impassable.

Normal: Models moving through this suffer no penalties or other effects.

Rough: Models count move distances through

or over this type of terrain as double the actual distance travelled. For example a model moving through a oneinch strip of thick tangled bushes would treat the distance travelled as two inches.

Impassable: As implied by the name this type of

terrain cannot be moved through at all unless the model has special equipment or training. This would be shown in the model's profile, see the army lists later.

Shooting

Shooting covers

all

kinds

of ranged

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combat attacks, mostly from bows, but can also include more exotic weapons such as staff-slings, and throwing weapons like javelins. Shooting is always done by units that are carrying out shoot orders. The only exception to this is when a unit takes a 'reaction shot' in response to the actions of an enemy unit. This is dealt with later in this section. When a unit shoots it almost always has to shoot all of its weapons at a single target unit, it cannot split its shots between target units. The sequence to follow when a unit carrying out shoot orders wishes to shoot is shown in order below: 1. Check Range and LOS. 2. Select a Target. 3. Roll to Hit. 4. Allocate Hits. 5. Roll to Damage.

Check Range and LOS

Measure the range to possible target units, checking to make sure that some or all of the models in the shooting unit can draw LOS to some of the enemy models, and that some or all of the members of the enemy unit are in range. Models in the firing unit that can't draw a clear LOS to the target unit can't shoot at all. Enemy models that are beyond the range of the shooting unit's weapons can't be hit.

Select a Target

A unit carrying out shoot orders always selects the nearest enemy unit in LOS that is not in close combat with a friendly unit as its priority target. To the warriors on the ground the nearest enemy is always the most threatening. This is the target it will shoot at unless any of its members have special rules allowing them to override normal target priorities, for example: the 'battle awareness' special rule. These will be shown on the model's profile, and are detailed in the special rules section later. Once a target unit has been decided, turn the models in the unit to face their target. This 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 certain weapons allow their user to shoot more than once, and some heroes, monsters, etc are capa-

ble of multiple shots. Weapons are covered in detail later in their own section, and the army lists contain details of powerful heroes, etc. To keep things simple for now, just assume that each model only takes one shot. When a unit shoots you can roll the 'to hit' dice one at a time, or all together using different coloured dice to represent different weapons or models. As long as you and your opponent are clear on which rolls are for which weapons it's entirely up to you. The dice score needed to hit depends on how good a shot the shooter is. The models' shooting stat (SH) indicates this. The Shooting Table shows the d10 score needed to hit the target.

Shooting Table Model's SH Score

1

9+

2

3

8+ 7+

4

5

6

7

8

9

10

6+

5+

4+

3+

2+

1+

0

*Note that a natural 1 is always a fail, and a natural 10 is always a pass. To Hit modifiers Whether or not the shooting unit moved this turn and the size of the target models being shot at will affect the chances of scoring a hit. The 'to hit' dice roll modifiers are shown below: -1 -1 +1 +2 +3

Shooting unit carried out a move order Size 1 target Size 4-5 target Size 6-7 target Size 8-9 target

Allocate Hits When your units carry out shoot orders they do so to the best of their ability. However you do not get to choose the specific models that are hit. The warriors comprising a unit are not telepathically linked to their commander, and may have their own reasons for shooting at particular models in the target unit.

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Allocating Hits Unit A shoots at Unit B. All of the models in Unit A are within short range of the front three models of Unit B, one of which is the unit champion. The to hit dice are rolled, with all rolls considered to be for short range shots, and Unit A scores 4 hits. The first three hits must be assigned to Unit B's front three models, even though one of them is a champion and Unit B's player would probably rather not, before the final hit is assigned to a model at medium range. Note that even though the hit scored on the model at medium range was rolled as if shooting in short range, when rolling damage use the weapon's medium range Dam (see weapon profiles later in the rules).

To simulate this, and to prevent unscrupu-

lous players constantly targeting the leaders in warbands, once the number of hits has been determined; the owner of the target unit allocates them amongst the unit's members. When allocating hits among models the following rules apply: · Hits must be distributed evenly among valid models. That is, those that are in range of the shooters, and that have LOS to the shooting unit (remem ber, members of the same warband don't block each other's LOS, so there's nothing to stop you allocating hits to models in the rear ranks). Allocate one hit to each; if there are more hits than valid models allocate one hit each, then start over again, allocating a second hit to each and so on. · If valid models in a target unit fall into

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·

two or more of a weapon's range bands, distribute hits among those in the shortest range band first, once they all have one hit each, move on to the next range band and so on. Range bands are explained later in the section on weapons. If there are some valid models in cover, and some outside, allocate hits to those outside cover first, once they all have one hit each, move on to those in cover. See later in this section for an explanation of terrain and cover.

Roll to Damage

Just because a shot hits its target does not mean that the target is taken out of action. Not all hits cause damage to their target. Even if your shot does damage, many creatures and heroes can absorb quite a bit of punishment before being destroyed. The more powerful the weapon that hits the target, the more chance of the hit causing damage. Similarly, the tougher the target is, the more chance it has of surviving a hit unscathed. Normally, to determine whether hits cause damage you roll 1d10 for each hit. However some very powerful weapons allow you to roll 2d10 or more per hit. Weapons are covered in detail later in their own section. To keep things simple for now though, just assume that you roll 1d10 per hit. To determine whether a hit causes damage to its target you need to compare the damage (Dam) stat of the weapon with the toughness (T) stat of the target. Don't worry about specifics just now, but as an example the Sidhe Longbow has a Dam of 5. In order to discover the chance of damage being caused you need to refer to the Damage Table below. Cross-reference the damage (Dam) of the weapon with the toughness (T) of the target. The number shown where they intersect indicates the d10 score needed to cause damage.

Damage Table Weapon's Damage (Dam) 1 2 3 4 5 6 7 8 9 10

Target's Toughness 3 4 5 6 7

1

2

6+ 5+ 4+ 3+ 2+ 1+ 1+ 1+ 1+ 1+

7+ 8+ 6+ 7+ 5+ 6+ 4+ 5+ 3+ 4+ 2+ 3+ 1+ 2+ 1+ 1+ 1+ 1+ 1+ 1+

9+ 10 10 8+ 9+ 10 7+ 8+ 9+ 6+ 7+ 8+ 5+ 6+ 7+ 4+ 5+ 6+ 3+ 4+ 5+ 2+ 3+ 4+ 1+ 2+ 3+ 1+ 1+ 2+

10 10 10 9+ 8+ 7+ 6+ 5+ 4+ 3+

8

9

10

10 10 10 10 9+ 8+ 7+ 6+ 5+ 4+

10 10 10 10 10 9+ 8+ 7+ 6+ 5+

10 10 10 10 10 10 9+ 8+ 7+ 6+

*Note that a natural 1 is always a fail, and a natural 10 is always a pass.

Damage and Casualties

Each successful damage roll inflicts one wound on the target model. The number of wounds a model can absorb before being killed or incapacitated is indicated by their wounds (W) stat. Most models only have one wound so a single successful damage roll will take them out of action, remove such casualties from the battlefield. Some particularly resilient or tough models, for example heroes, large monsters and war engines, have more than one wound. In such cases the way that wounds are absorbed and models removed as casualties depends on whether the unit is an individual or a warband.

Individuals and Heavy Units: When an individual or heavy unit suffers a wound deduct it from the model's total. Note down the number of wounds it has remaining, or indicate it with a marker beside the model. Once the model loses its last wound it is destroyed, remove it from the table.

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

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For example: Assume a warband of four models with two wounds each, suffers three wounds from incoming archery shots. One model should be removed as a casualty, and the left over wound noted down or indicated. If the warband later receives another wound, this will be enough to cause another model to be removed as a casualty.

Shooting into a Close Combat

Shooting into a close combat that involves one of your own units is not generally a good idea; the chances of hitting your own side are high. However for those of you who don't mind filling your own warriors full of arrows, here's how to do it. Treat the shooting as you would normally, with the following exceptions: · The unit you wish to shoot with must make a successful CD check in order to do it; your warriors are naturally reluctant to endanger their comrades. If the check is failed they don't shoot, and may not shoot this turn. · For the purposes of hit allocation all friendly models in base contact with enemy models count as being part of the target enemy unit. But, subject to all the normal hit allocation rules, every second hit must be allocated to a model in the enemy players' unit. · If you are shooting with a directly placed template weapon (see special rules) both you and the target units' player roll 1d10, the player getting the highest score gets to place the template. Irrespective of who places it, the template must at least partially cover one model.

Reaction Shooting

Units that are specifically keeping a look out for threats and approaching enemy units can often get in a pre-emptive strike before the enemy can act. Such units can attempt to let off a hail of arrows at an enemy unit that comes too close. The following rules apply: · A holding unit can make a reaction check to reaction shoot at any enemy unit that completes a move order within short range of it. If the check is failed the holding unit fails to react.

·

·

If the reaction test is passed play pass es temporarily to the holding unit's player. Turn the models in the holding unit to face the enemy unit and work out the shooting and its results. Irrespective of the check's result the holding unit counts as having been activated and completed its turn. It can do nothing further in the current game turn. Play then passes back to the original player

Terrain and Cover

Many things can provide cover for your warriors. Terrain in its various forms can prevent them from being seen and can give them protection by absorbing some incoming shots. Terrain interferes with an enemy's ability to harm your warriors in one of two ways, by blocking LOS or by conferring a 'cover save'. Blocking LOS Usually it will be pretty obvious when an intervening piece of terrain blocks LOS, because in the case of a hill or building for example, you won't be able to see the target! However there are some not so obvious terrain types that can also block LOS. Areas of woodland, dense bushes etc could also block LOS. We suggest that before you start a battle you agree with your opponents how far models can see through terrain types like these. A reasonable distance for dense forest might be four inches, for normal woodland six inches, and for sparse scrubby areas eight inches. It's entirely up to you, but unless otherwise agreed before the game, assume six inches. Whatever distance you decide on, warriors in these types of terrain will become more difficult to see the further they are into the area. For the purposes of the following example we will assume that we are talking about an area of woodland with a visibility of six inches. Use it as a guide for all areas of this type. The following rules apply: · Models inside the area, and within six inches of the edge of the area can see and be seen by models outside the area. · Models inside the area can see and be seen by other models inside the area that are within six inches. · Models outside the area on one side

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cannot see through the area to models that are outside the area on the other side, no matter how narrow the area is. Cover Saves Cover saves are provided by terrain that is fairly substantial and partially obscures your warriors from view. Your warriors can still be seen by the enemy and can therefore be targeted, however the objects they are behind or the area they are within may absorb some damage and offer them protection. For example, if a warrior is crouching behind a wall, he can still be seen and shot at, but the arrow destined for him could end up bouncing off in the wall instead (much to his relief). As a general rule, if a model is partially obscured behind something substantial it is in cover and can claim a cover save. The following rule applies: · If a model in cover receives wounds, roll 1d10 per wound. On a score of 8+ the wound is ignored and the model suffers no harm. The possible types of cover are too numerous to list, but here are some examples: hay bails, walls, large rocks, the corners of buildings, windows, doorways, and standing stones would all provide cover from models firing from the other side. Some areas too might provide cover, for instance areas of ruins, primordial oak groves and even furniture strewn rooms can provide cover. As with visibility for areas, you might want to vary the levels of protection that particular types of cover afford. For example flimsy objects and areas might only confer a 10+ cover save, while arrow slits or battlements could confer a 6+ or better. The possibilities and choice are yours, but unless otherwise agreed before the game, assume 8+.

Weapons

There are many weapons in the mythical land of Goria, some are common to all peoples such as the basic hand weapons (though they have very different styles dependent on the craftsmen that made them) to race specific weapons such as the Vanir crossbow and the Gael staff sling. Other weapons such as those wielded by heroes and wizards might be imbued with magical powers. This section describes the powers and abilities of the weapons that your forces bear into battle.

Weapon Profiles

A weapons profile contains all the information needed to use it in the game. The profile shows how a weapon performs on the battlefield. They represent weapons characteristics with a set of statistics that define how accurate and powerful the weapons are. You will find profiles for all the weapons your warriors can use in the armoury list towards the back of this book. Weapon profiles are all presented in the same basic format (see the sample profile).

Sample Weapon Profiles Hand Weapon

Hand weapons is a broad category covering most one-handed weapons that can be used to cut, stab, slash, bludgeon or otherwise dispatch a foe in toe-to toe combat. This includes, swords, axes, warhammers, maces, clubs, druid's sickles and so forth. Some races favour different weapons over others, but one will usually find the equivalent of all such weapons in all armies, though the styles vary tremendously. CC WS

4

Short To Hit

0

Dam

ST+0

To Hit

-

Medium Dam

-

Type: 1 handed melee Special Rules: None

To Hit

-

Long

Extreme

Dam To Hit Dam To Hit Dam

-

-

-

-

-

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The Weapon Stat Line

A weapon's stat line is a row of characteristics that show the weapon’s capabilities at a variety of ranges from their target. For game purposes we have split weapon range into five 'range bands'. The five range bands are CC, Short, Medium, Long and Extreme.

CC: This shows the weapon's capabilities when

the model using it is in base contact with an enemy model and is fighting hand to hand in close combat.

Short: This shows the weapon's capabilities

when the model using it is shooting at an enemy model at distances of up to 12 inches (short range).

Medium: This shows the weapon's capabilities

when the model using it is shooting at an enemy model at distances beyond 12 inches and up to 24 inches (medium range).

Long: This shows the weapon's capabilities when the model using it is shooting at an enemy model at distances beyond 24 inches and up to 36 inches (long range).

Extreme: This shows the weapon's capabilities

when the model using it is shooting at an enemy model at distances beyond 36 inches and up to 48 inches (extreme range).

Weapon Capabilities

Weapons come in an array of different shapes and sizes, from standard axes and swords, to massive two-handed maces, keen spears, or bows and javelins. Some weapons confer initiative advantages because of their long reach, while others can inflict terrible damage. In the CC band a weapon has three capabilities that can be measured, shown in the columns 'WS’, 'To Hit' and 'Dam'. A weapon's capabilities within the other range bands are shown in two columns: 'To Hit' and 'Dam'. If a weapon has no entry in these columns for a particular range band, then the weapon has no capability at that range and the bearer must use a different weapon if he has one .

Weapon Speed (WS): This gives an indication of

how quickly a weapon can be brought to bear effectively. It represents a combination of speed and reach. It can range from 1 to 10, a 1 is very poor and a 10 extremely good. On this scale the average weapon rates at 4. A high weapon speed will often enable the wielder to strike first.

To Hit: This shows how accurate the weapon is, and how many hits it is capable of inflicting. The accuracy of a weapon is expressed as a modifier e.g. +1, -1 etc. This modifies the d10 'to hit' roll of the user when attempting to hit an enemy model. A plus modifier is good, a minus one isn't. If a weapon is capable of inflicting more than one hit this is expressed as a number in brackets e.g. (x2), (x3) etc. This shows the number of d10s the user should roll when attempting to hit an enemy model. Each successful roll scores one hit.

Damage (Dam): This shows how powerful a hit

scored with the weapon is, and how many wounds a successful hit can inflict. If the weapon is a bow or similar ranged weapon, its power is normally expressed as a number e.g. 4, 6 etc. High numbers indicate a more powerful weapon. This is compared to a targets toughness to determine whether damage is caused. If the weapon is a melee weapon of some kind, its power is normally indicated as a modifier to the users strength e.g. ST+1, ST+2 etc. This modifies the d10 'damage' roll of the user when determining whether damage is caused. If the weapon is capable of inflicting more than one wound with a successful hit this is expressed as a number in brackets e.g. (x2), (x3) etc. This shows the number of d10s the user should roll when determining whether damage is caused. Each successful roll causes one wound.

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Weapon Type and Special Rules

A weapon's type and special rules provide all the other information you will need to enable your warriors to perform at their best in battle. The various types are as shown below, special rules cover unique capabilities and modes of operation and are either explained on the profile or in the special rules section later in this book.

One-Handed: One-handed weapons are pretty

standard weapons; some warriors use one in each hand to gain a bonus in close combat. Two-Handed: These weapons require two hands to use them, most ranged weapons, battle axes, etc. fall into this type. Melee Weapon: Melee weapons are used to physically hit the enemy in close combat. Swords, spears, axes, claws and teeth are all examples of melee weapons. Ranged Weapon: Ranged weapons are used to attack the enemy at distance. Bows, crossbows, staff slings, etc. are all examples of ranged weapons. Fixed: Fixed weapons are those that are too heavy to be carried by normal warriors, or are attached to heavy units. Large ones are often mounted on wheeled platforms, or carried by beasts of burden, and are operated by teams of warriors.

Close Combat

Close combat includes all kinds of close up and hand to hand fighting. Combatants may be using melee weapons like swords or clubs, or fighting with natural weapons like teeth or claws. Engaging in close combat is usually the most decisive way of destroying your enemies, but also the riskiest. When you wish to get your units into close combat with enemy units follow the sequence below: 1. Make Assault Moves 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

movement section, apply to assault moves. There are three possible types of assault move. The ones available to a unit depend on whether the unit is already in base contact with an enemy unit. The three types of move are 'charge', 'close' and 'break off'. Charge

A unit with assault orders that is not currently in base contact with an enemy unit must make a charge move if possible. A charging unit moves forward aggressively and attempts to come to grips with one target enemy unit in order to engage it in close combat. Pick the model in your unit that is closest to the target unit. Your model can charge up to its MV in inches (plus any bonus distances for special rules etc. see later in the relevant sections). Measure the distance between your model and the nearest enemy model in the target unit, if it can't reach it your unit can't charge. Leave your unit where it is. If your model can get there move it into contact with the enemy model and the following rules apply: · The rest of the models in the attacking unit can charge up to double their MV in inches (plus any relevant bonus distances). Move as many of them as you can into base contact with models in the target unit. Start with those closest to the enemy, using the shortest possible route. Models that can't get into base contact with a model in the target unit must move as close as possible. · Models in the attacking unit may move into base contact with models in an enemy unit other than the target unit, but only as a consequence of successfully moving into base contact with a model in the target unit. · Holding units, other than the target unit, that are contacted by charging enemy models count as having been activated and completed their turn. They are no longer on hold.

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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 an enemy unit must either close or break off (see Break Off below). A closing unit attempts to bring more of its unengaged members (if it has any) into base contact with a single target enemy unit that it is already in close combat with. If it is in base contact with more than one enemy unit you must choose one of them to close with. The following rules apply: · Unengaged models in the closing unit can move up to double their MV in inches (plus any relevant bonus distances). Models that start in base contact with models in an enemy unit can't move. Move as many unengaged models as you can into base contact with models in the target unit. Start

·

·

with those closest to the enemy, using the shortest possible route. Models that can't get into base contact with a model in the target unit must move as close as possible. Models in the closing unit may move into base contact with models in an enemy unit other than the target unit, but only as a consequence of successful ly moving into base contact with a model in the target unit. Holding units, other than the target unit, that are contacted by closing enemy models count as having been activated and completed their turn. They are no longer on hold.

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Closing in Multiple Combats Unit A is the active unit. Because it is in base contact with enemy models its only option is to attack or make a break off move. Unit A elects to attack Unit C. Fig i) shows that models from Unit A not already in base contact with another enemy model must close on Unit C. Models take the most direct route to get to base contact with Unit C, and may move through other models from Unit A to do so. The maximum distance any model in Unit A can move is double its MV, or 8 inches in this case. Fig ii) shows all models in Unit A that can reach base contact with Unit C moving up. The last model in Unit A would have to travel 9 inches to reach the nearest model in Unit B, which it cannot do. Instead it will move as close as it can to Unit C, maintaining warband cohesion as it does so.

Break Off A unit that is already in base contact with an enemy unit, and that has elected not to close (see Close above) must attempt to break off. Units attempting a break off move are trying to extricate themselves from the close combat (not always easy). A unit must make a CD check in order to break off. If the check is failed the unit cannot break off and must make a close move as detailed above instead. If the CD check is passed the following rule applies: · The models in the breaking off unit can be moved up to double their MV in inches away from the enemy models. Before moving the models away, enemy models in base contact get their normal number of attacks on the breaking off model.

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Fight the Combat

Close combat is a swirling mass of blows and counterblows, even as your warriors are attempting to kill the enemy, their opponents will usually be trying to do the same to them. Combat will sometimes be simultaneous, although charging, counter-charging, model initiative, and some other situations or special rules can allow models to strike first; this is a big advantage because a dead enemy can't strike back! Before you fight the combat you need to determine which models can fight, and who they can attack. Who can fight In most circumstances a unit that is attacked in close combat can fight back. It doesn’t matter whether it has previously been activated, or has yet to do something in the current game turn. The following rules determine which models can fight: · All models in the attacking unit that are in base contact with one or more opponents in the target unit can fight. Models that aren't in contact with any models in the target unit can't fight. · A unit that is attacked in close combat only gets to fight back against one enemy unit that attacks it in the current game turn. In normal circumstances this must be against the first enemy unit that attacks it (although some circumstances or special rules such as Battle Awareness may affect this, see the relevant sections). If another enemy unit subsequently attacks it, it does not get to fight back. All defending models that are in base contact with one or more opponents in the attacking unit can fight. Models that aren't in contact with any models in the attacking unit can't fight. Allocating Attacks and Hits Because models in close combat are in base contact with specific opponents they must allocate their attacks, and therefore successful hits, only to those models. If your model has multiple attacks and it is in base contact with more than one enemy model you can split your attacks

between them. If units contain models with varying weapons and skills you'll have to remember to keep track of who's hitting who. The following rules apply: · Models in the attacking unit can only allocate their attacks to models in the target unit. They can't allocate attacks to any other enemy models they may be i n contact with. · Models in the target unit can only allocate their attacks to models in the attacking unit. They can't allocate attacks to any other enemy models they may be in contact with. Charge bonuses Units that charged into contact with the enemy get an advantage in combat. Their momentum and aggression give them a temporary advantage over their foes. Charging units get to strike first in combat and gain a +1 modifier to their d10 to hit rolls. Counter-charging Units that are alert and on the look out for approaching enemy units can sometimes react quickly enough to counter-charge an incoming charge, and so fight back at better odds. If a holding or inactivated unit that is not currently in base contact with an enemy unit is the target of a charge, it can make a reaction check to countercharge the attacking unit. The following rules apply: · After the attacking models been moved into contact make a reaction check. If the check is failed the unit did not react fast enough. No counter-charge took place and the unit fights as normal. · If the reaction check is passed the unit counter-charged. They gain the same bonuses as the attacking unit. This effectively cancels the attacker’s strike first bonus; both units however retain the +1 modifier to their d10 to hit rolls. · Holding units count as having been activated and completed their turn, regardless of whether they attempted the check and irrespective of its result. They are no longer on hold.

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4

4

Cover and Strike Order

Unit A charges Unit B. Unit B is partially in cover, behind a drystone wall. Fig i) shows that models from Unit A take the most direct route to the nearest models in Unit B, even though this will mean for some of them, attacking over the obstacle and suffering the consequences for doing so. Fig ii) shows all models in Unit A that can reach base contact with unit B moving up. In this situation models 1,2 and 3 are in base contact with model 4 from Unit B. Model 2 gets first strike because it charged, and model 4 receives no cover bonuses against it. Model 4 survives model 2's attack. Models 1 and 3 would normally get first strike on model 4 because they charged, however model 4 is in cover relative to them. This means models 1 and 3 lose their charge bonuses and model 4 gets to strike first. Model 4 attacks model 1, killing it. This leaves model 3 as the only model that can attack model 4.

Who Strikes First Hitting your opponent before they can hit you is obviously a great advantage, since they can't do you any harm if they're already despatched. There are many situations which allow a model to go first, such as charging, being in cover, special rules, etc. Models killed by an opponent who strikes before they do are removed from play and may not strike back. However, there will be many situations during a game where a model won't have any clear priority to hit its opponent before they can hit it, so use the following rules to determine who strikes first: · If models on opposing sides both have the ability to strike first, or if neither does (such as in an ongoing combat) then compare initiative (I) values. Now resolve attacks in strict initiative order with the highest going first. Any models killed by opponents with a higher initiative 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 speed order with the highest going first. Any models killed by opponents with a higher weapon speed are removed and do not get to strike back. Finally, if after working through the process above, models on opposing sides still have the same conditions and values, then combat is simultaneous. Resolve hits and damage, but any models killed or destroyed are allowed to strike back before being removed from play.

Attacking Panicked Units Panicked warriors do not perform well in close combat; they are usually too shaken and confused to put up much of a fight. Any models attacking panicked models in close combat gain a bonus of +2 on their d10 to hit rolls. Terrain and Close Combat Terrain that provides cover, as described in the section on shooting, is also extremely helpful to any occupying warriors that are charged by the enemy. It provides a very strong defensive position. The following rules apply: · If a unit charges an enemy unit that is occupying an area of cover from outside the area, or charges from the opposite side of a defended object (a wall for instance), all its charge bonuses are lost. In addition the defending unit gains the first strike and a +1 modifier to its d10 to hit rolls. · Members of a closing unit (see Assault Moves earlier) that are in cover do not have to move if the controlling player does not wish them to.

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 simultaneous. 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

before being removed from play. Perhaps indicate such models by turning them around, laying them on their side or placing a marker of some kind by them. To determine whether the attacking unit hits its opponents roll a d10 for each attack. Normally each warrior will only get one attack, however some heroes, powerful monsters and war engines get multiple attacks. Also certain weapons allow their user to attack more than once. Weapons are covered in detail elsewhere, and a variety of heroes, monsters etc are detailed in the army lists. To keep things simple for now, just assume that each model only gets one attack. When a unit fights you can roll the 'to hit' dice one at a time, or all together using different coloured dice to represent different weapons or models. As long as you and your opponent are clear on which rolls are for which weapons it's entirely up to you. In close combat the more skilful an attacker is the more chance it has of scoring a hit. Similarly, the more skilful a defender is the more chance it has of fending off the attack. A model's assault (AS) stat indicates its skill in close combat. Comparing the opposing models close combat skills will determine the chance of a hit. In order to discover the chance of hitting you need to refer to the Close Combat Table below. Cross-reference the Assault (AS) stat of the attacker with the Assault (AS) stat of its opponent. The number shown where they intersect shows the d10 score needed to get a hit.

To Hit modifiers

-2 +1 +1 +2

Unit is panicked Unit charged or counter-charged Defending Cover Opponent is panicked

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Close Combat Table Attacker's Assault (AS) 1 2 3 4 5 6 7 8 9 10

Defender's Assault (AS) 3 4 5 6 7 8

1

2

6+ 5+ 4+ 3+ 2+ 1+ 1+ 1+ 1+ 1+

7+ 8+ 6+ 7+ 5+ 6+ 4+ 5+ 3+ 4+ 2+ 3+ 1+ 2+ 1+ 1+ 1+ 1+ 1+ 1+

9+ 10 10 8+ 9+ 10 7+ 8+ 9+ 6+ 7+ 8+ 5+ 6+ 7+ 4+ 5+ 6+ 3+ 4+ 5+ 2+ 3+ 4+ 1+ 2+ 3+ 1+ 1+ 2+

10 10 10 9+ 8+ 7+ 6+ 5+ 4+ 3+

10 10 10 10 9+ 8+ 7+ 6+ 5+ 4+

Damage Table 9

10

10 10 10 10 10 9+ 8+ 7+ 6+ 5+

10 10 10 10 10 10 9+ 8+ 7+ 6+

Weapon's Damage (Dam) 1 2 3 4 5 6 7 8 9 10

Target's Toughness 3 4 5 6 7

1

2

6+ 5+ 4+ 3+ 2+ 1+ 1+ 1+ 1+ 1+

7+ 8+ 9+ 10 6+ 7+ 8+ 9+ 5+ 6+ 7+ 8+ 4+ 5+ 6+ 7+ 3+ 4+ 5+ 6+ 2+ 3+ 4+ 5+ 1+ 2+ 3+ 4+ 1+ 1+ 2+ 3+ 1+ 1+ 1+ 2+ 1+ 1+ 1+ 1+

10 10 9+ 8+ 7+ 6+ 5+ 4+ 3+ 2+

10 10 10 9+ 8+ 7+ 6+ 5+ 4+ 3+

8

9

10

10 10 10 10 9+ 8+ 7+ 6+ 5+ 4+

10 10 10 10 10 9+ 8+ 7+ 6+ 5+

10 10 10 10 10 10 9+ 8+ 7+ 6+

*Note that a natural 1 is always a fail, and a natural 10 is always a pass.

*Note that a natural 1 is always a fail, and a natural 10 is always a pass.

Rolling to Damage

Damage and Casualties As with shooting, each successful damage roll inflicts one wound on the target model, and casualties are removed in the way previously described.

Just as with shooting, hitting your opponent in close combat doesn't guarantee a kill. The more powerful the weapon, or the creature, that hit the target the more chance of the hit causing damage. Similarly, the tougher the target is, the more chance it has of surviving a hit unscathed. To determine whether a hit causes damage to its target you need to compare the damage (Dam) stat of the weapon, or the strength (ST) of the attacking model, with the toughness (T) stat of the target. Weapons are covered in their own section; there you will find details on the types of weapon that use the ST of their wielder instead of a Dam stat. In order to discover the chance of damage being caused you need to refer to the Combat Damage Table below. Cross-reference the weapons damage (Dam), or the attacking models strength (ST), with the toughness (T) of the target. The number shown where they intersect shows the d10 score needed to cause damage.

Combat Results

Once the combat has been fought and casualties inflicted you need to work out which side won. Total up the number of wounds each side suffered. The side that suffered the most is the loser, its opponent the winner. The losing side must make a morale check (see the section on morale and command earlier) and suffer any effects, the combat is then over. The following rules also apply: · If one side completely wipes out the other it wins automatically, irrespective of how many wounds were caused. · If both sides suffered the same number of wounds the fight is a draw. Both sides stand their ground.

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on artefacts. Once you have decided how many hero points you will spend on artefacts (this need not be any remember), add this to the number spent on rites and feats to give a final hero points total. This number cannot be greater than your starting hero points, and is added to the cost of the model for your army roster.

Heroes

Each hero in Celtos has a slightly different profile to normal warriors, including a number of points that they can spend on being able to perform incredible feats of skill, or supernatural rites, or otherwise exceed the limits of normal warriors. These points may also be spent on magical artefacts-premium weapons with potent spells 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 of warbands as follows: Hero Level: The hero level is a measure of how powerful a hero is, the higher the level, the more skilled and powerful the hero is likely to be. Hero Points: Heroes can spend a certain number of points on heroic powers and magical artefacts. The higher the level of the hero the more points they get to spend on these things. This stat can be abbreviated to HP. You do not have to spend all of the hero points available; indeed, you can choose not to spend any if you wish. Any hero points spent on the model are added to its normal cost, to give a total points value for adding to the army roster. Feats: Feats are abilities of incredible battle prowess. The number range shows how many of your hero points can be spent on feats. Once you have decided how many hero points you will spend on feats (this need not be any remember), you will have an amount of hero points remaining which can be spent on rites or artefacts. Rites: Rites are demonstrations of supernatural potency. The number range shows how many of your hero points can be spent on rites. Once you have decided how many hero points you will spend on rites (this need not be any remember), you will have an amount of hero points remaining which can be spent on artefacts. Artefacts: Artefacts are powerful magic weapons. The number range shows how many of your hero points can be spent

Gael heroes are the most skilled warriors of a warrior culture. In battle Gael heroes are experts in the various cuts, thrusts and chops that get around an enemies guard and inflict maximum damage-and at the highest peak of their art they are inspiration to all their tribe, giving heart to warriors that would otherwise flag. Troop Hero AS SH S Type Level Hero 1 5 4 4 Chieftain 2 5 4 5 King 3 5 5 5

T W I CD SZ MV 4 4 6

1 2 3

4 5 5

6 6 6

2 2 2

4 4 4

Structure: Individual/Foot Troop Type Hero Chieftain King

Hero Feat s Points 0-20 0-10 HP 0-30 0-20 HP 0-50 0-25 HP

Ri tes 0-20 HP 0-30 HP 0-40 HP

Artefa c ts 0-20 HP 0-25 HP 0-30 HP

Special Rules All: Battle Awareness, High Morale 1, Strike First

Chieftain: Ferocious Charge King: Ferocious Charge, Inspiring You may upgrade Heroes equipment as follows: · +2 points to replace hand weapon with 2 hand weapons · +1 point to replace hand weapon with spear · +1 point to replace hand weapon with two-handed weapon · +9 points to add throwing weapons · +13 points to change hand weapon to a staff sling · +2 points to add a shield You may add a Gael hero to a unit of Gael bondsmen, Gael warriors, or Gael spearmen.

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Purchasing and Using Feats and Rites

At the end of each army list you will find a section on feats and rites for that race. Under each heading, feats and rites respectively, there are a number of powers listed. Each feat and rite has its own instructions on how to use it in the game, and the number of hero points it costs to purchase for your hero. The following rules apply in general to using feats and rites: · A model's hero level is equal to the maximum number of feats and rites combined it can use each turn · A model cannot use more than one feat or rite in any single phase

Magical Artefacts

Following the feats and rites section on an army list, there will be a table determining which magical bonuses heroes of that race can upgrade their weapons with, and which weapon categories the bonuses can be applied to. The table will look something like this:

Enchanted Weapons One Handed Melee Accuracy No Skill Yes Might Yes Speed Yes Slaying Yes Balance Yes Parrying Yes

Two Ranged Level Level Level Handed One Two Three Melee Cost Cost Cost No Yes 5 12 20 Yes No 4 10 18 Yes No 4 10 18 No No 20 40 No Yes No 20 40 No Yes No 4 10 18 Yes No 5 12 20

To find out if you can have a particular type of magic weapon, find the ability that you wish to purchase from the column on the left, then cross reference it with the type of weapon from the column along the top. If it says yes, then you may have it, no then you can't. To find out the cost of the ability check the columns headed level, and cross-reference with the ability. The higher the level then the more powerful the ability will be. If it says no under a particular level entry then the ability cannot be purchased at this level.

Abilities The abilities have the following meanings: Accuracy: Weapons with accuracy get +1 to hit per level when shooting Skill: Weapons with skill get +1 to hit per level when attacking in close combat Might: Weapons with might cause +1 dam per level Speed: Weapons with speed roll one additional dice to hit per level Slaying: Weapons with slaying roll one additional dice to damage per level Balance: Weapons with balance add the level to the weapon's WS value in close combat Parrying: Weapons with parrying give the user parrying ability at the level listed. If the user already has parrying use the higher value, do not add the weapon's ability to the user's

Slaying Another Hero

When a hero slays or destroys an opponent who is their equal, or indeed is their better, the peoples of Goria and the other realms believe that their destroyer takes the life force of the fallen. The effect of this is that for a limited period, a hero model that has destroyed an opponent's hero will experience a boost in power and confidence. The following rules apply: · When a hero slays an enemy hero that is of equal or greater point's value they earn a re-roll · Make a note that you have gained a reroll or place a counter to indicate this. At any time from now on you may spend this to re-roll any one failed dice roll made by your hero, but you must accept the result of the second roll · You can accumulate as many re-rolls as you like (as long as you keep knocking down worthy opponents), but you can only make one re-roll per failed dice roll

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Heavy Units

Heavy units are things like war engines and large monsters. They tend to be less manoeuvrable than other units, and sometimes consist of several elements that make up a single model. A good example of a heavy unit is the chariot, variants of which the Fir Bolg, the Gaels, and the Vanir have. This section describes the ways that heavy units differ from normal warbands and individuals.

Sample Heavy Unit Profile

You may upgrade a Gael 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

Damage Table 1d10 Result 1-5 6

Gael Chariot

Gael chariots act as war platforms for champions, thundering along, drawn by their powerful, heavy steeds. Chariots are awesome machines in close combat, capable of cutting great swathes though enemy units and quickly delivering the champion to the thick of the fighting. AS SH 4 4

S T 4 6

W I 5 3

CD SZ MV 5 5 7

7

8

Structure: Heavy Unit Weapons Front Left Flank Right Flank Rear All Ranged 90 90 90 90 Weapon degrees degrees degrees degrees Upgrade

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Combat Arcs Attack Table Front

1

Left Flank

1

Right Flank

1

Rear

1

Cost: 68

Special Rules Battle Awareness, Heavy Armour 3, Ferocious Charge, Lethal Strike 3*, Fearless, Immune to 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 inches moved.

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No Result. Axle Damaged: Each time you wish to turn roll a d10. On a 1-5 it cannot turn. On a 6-10 it can turn as normal. A second hit on the axle immobilizes the chariot. Driver Slain: The champion must take the reins. The champion may no longer shoot or take assault moves if the chariot moves during the movement phase. A second hit in this location results in an additional wound. Mount Injured. One of the beasts drawing the chariot has been wounded. The chariot loses the Lethal Strike 3 and Ferocious Charge abilities. A second hit on the mounts immobilizes the chariot. Wheel Buckled: Each time you wish to move roll a d10. On a 1-5 it cannot move. On a 6-10 it can move as normal. A second hit on the wheel immobilizes the chariot. Champion Slain: The driver must fight as well as drive. The chariot may no longer shoot or take assault moves if it moves during the movement phase, and any weapon upgrades are lost. A second hit in this location results in an additional wound.

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chariot engaged in close combat to its front could reverse out of combat, get hit and most likely survive, then in the shooting part of its order sequence let fly at its hapless foe with throwing weapons, before finally charging back in at them with assault orders.

Morale

Heavy units are not as susceptible to the effects of a breakdown in morale as normal units. This is due to a number of factors, often it's because they are big and heavily armoured and gain a false sense of security, or perhaps they're a chariot crew and assume their vehicle can get them quickly out of trouble. Whatever the reasons, heavy units do not suffer from panic or rout. The following rules apply: · Heavy units get a +2 bonus to their d10 dice roll when taking morale and rally checks. · If a heavy unit fails a morale test the model counts as 'shaken'. Shaken Shaken models can recover from this state in exactly the same ways that a normal unit would recover from panic. However in addition, at the end of a game turn during which a shaken unit suffers no wounds it automatically recovers. The following rule applies to shaken models: · Shaken models suffer a -2 modifier to all shooting and close combat d10 to hit rolls.

Movement

The main thing to remember when using heavy units is that they are not as manoeuvrable as a warrior is. In general their freedom of movement is relatively restricted. Move Orders Heavy units that are engaged in close combat with an enemy unit have one great advantage over normal troop types. Because they are often large or fast they can they can drive (or stomp or fly) right out of combat in order to get to safety or regroup for a fresh offensive. The following rule applies: · Unlike normal models heavy units can be given a move order when they are in base contact with an enemy. The model can 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

Turning Heavy units are limited in the number of turns they can make during a move (this goes for assault moves as well). Models with turning limitations will have an entry in their special rules stating how many turns it can make for a set move distance. For example, 'The model can make 1 turn for every 4 inches moved'. The following rules apply to turning: · Heavy units perform turns by pivoting the model on the spot by any amount up to 90 degrees. · You do not have to move the model the full stated distance before making a turn; in fact you can move any distance you like. However if you move it less than the distance stated, the full distance as stated is still deducted from the total MV distance the heavy unit is allowed Reversing All heavy units can reverse at half their normal speed. So for example, if a model could normally move 8 inches, it would be able to move 4 inches backwards.

Shooting

Weapons that are mounted on war engines, or the natural projectile weaponry of large monsters often have fairly restricted movement. When you wish to shoot with such weapons you will need to refer to the weapons 'shooting arcs'. These restrict the targets you can select to a particular area of the battlefield, taken from the base of the model.

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Selecting Targets and Shooting Arcs Because heavy units are not very manoeuvrable they never get to turn to face a target unit when selecting a target. Instead you will have to make sure that you have positioned your model in such a way that the prospective target falls within one its weapon shooting arcs. All heavy units have four shooting arcs, they are front, rear, left flank and right flank. The profile of the model will tell you which flank the weapon's shooting arc refers to and will give you a value in degrees e.g. right flank 180 degrees could refer to a bolt thrower mounted on the side of a wagon, operated by an artillerist.

Combat Arcs on Heavy Unit

Close Combat

In the main heavy units operate in close combat in the same way as normal models. However, the two key differences are 'combat arcs' and 'damage tables'.

Combat Arcs Like shooting arcs, heavy units have combat arcs, which are front, back, left flank and right flank. The number of attacks a heavy unit gets in each combat arc will be stated on the profile. When the model attacks it can only concentrate on one arc at a time, so pick the arc that suits you best and roll the number of attacks listed for that arc. The combat arc entry on the profile will also tell you if you receive any bonuses or penalties to hit and so on in each attack arc.

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Damage Tables Because heavy units are so big, it is possible for you damage or destroy particular bits of them and they will continue to function. Each time the model takes damage, roll a d10 and refer to the damage table on its profile to see if it suffers any extra effects from the damage. Note that you don't roll for each wound suffered, you roll once for all the damage it sustained from any single unit in a round of shooting or combat.

Special Rules Battle Awareness

Models with this special rule can attempt to ignore their normal priorities for shooting or attacking in close combat. Before the unit declares either shoot orders, or that they're going to strike back during another unit's turn, make a CD check for the model. If they are leading a warband, then their roll also applies to all of the models in the warband too. The following rules apply: · During the shooting phase: If the check is passed the entire unit may ignore normal target priorities and may shoot at any enemy unit of the owning players' choice. If the test is failed the unit gets confused and cannot shoot this turn. · During close combat: In close combat a unit usually must fight back at the first unit that attacks it in any given turn. If the battle awareness check is passed however, the unit can elect not to fight back, reserving fighting back for possible use later in the turn, against a sub sequent attacking unit. Note that if the unit is not subsequently attacked it will have lost the opportunity to fight back. The check must be made each time the unit is attacked by a unit against which they don't wish to fight back. If the test is failed they must strike back against the unit that is currently attacking them.

Berserk

Berserk warriors are amongst the most savage fighters in a world of brutal combat. Mood altering drugs and pagan battle rituals usually play a part in their killing frenzy, and although potent they can be impetuous and disorganised. The sights and smells of battle can make them lose their critical faculties and launch at the enemy regardless of strategy or consequences. The following rules apply to berserk fighters: · Berserk units are always assumed to be Fearless and Steadfast when charging, counter-charging or engaged in close combat. Note that casualties from missiles, or other ways of causing panic and rout do apply · Berserk units must make a CD test when they're activated if there are any enemy units within LOS and short range. If they pass the test they can take a normal turn. If the test is failed they must make a full move directly towards the nearest enemy unit in LOSif they can reach to charge then they will do so (you may pre-measure this before declaring normal or rush move), otherwise they must make a rush move · In close combat berserk fighters always roll an extra dice to hit, and roll an additional damage dice for any hits scored · Enemy models gain +1 to hit berserk models

Control

Models with this special rule have the ability to make units with certain disadvantages behave as a normal unit, by neutralising the detrimental effects of those units' special rules. Control is listed as a number on the profile and affects an area around models that possess the ability. The following table shows the range of that area:

Control

0 1 2 3

Level

Area of Effect

Base contact with controlling model 6 inch radius 12 inch radius 18 inch radius

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The type of units which can be controlled will also be listed on the controlling model's entry, for example Control Zombies 2. The special rules of units benefiting from the Control ability will explain which detrimental effects are neutralised by it.

Extra Attacks

Models with this special rule make multiple attacks in close combat. So for instance a model that has Extra Attacks 1 listed in the special rules section of its profile will attack twice in close combat, one attack as usual plus one extra. Extra Attacks can be used to engage more than one close combat opponent provided the model is in base contact with more than one enemy model.

Fast

Some models are capable of fantastic 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 normal MV stat in inches to the total distance moved when charging, counter-charging, or rushing.

Heavy Armour

Some models like chariots and large monsters are difficult to damage with normal weaponry. Attackers need special penetrating weapons in order to have a reasonable chance of causing damage to these models. Models with this special rule gain a d10 'heavy armour save' that can negate damage they have suffered. When a model has this special rule it will be stated as 'Heavy Armour 4', or 'Heavy Armour 7' etc. The number is a positive modifier to the d10 heavy armour saving roll, for example heavy armour 6 adds +6 to the d10 heavy armour save. The following rule applies: · Heavy Armour Save: If a model with heavy armour receives wounds, roll 1d10 per wound, adding the indicated modifier. On a score of 10+ the wound is ignored and the model suffers no harm.

High Morale

Fearless

Models with this special rule can be exceptionally brave, without emotion, or are so hideous themselves that other things don't scare them. Fearless models are immune to the effect of the Terrifying special rule.

Models with this special rule are more steadfast than others and less likely to panic or take fright. High Morale is expressed on the profile as a number that is added to the dice roll when a unit makes a morale check or a rally check. The modifier used is always the highest one in the unit, so for example if all members of a unit have High Morale 1 and the leader has High Morale 2, you would use the +2 modifier when making a morale check or rally check.

Ferocious Charge

Immune to Mesmerism

Models with this special rule are particularly effective when storming encampments and engaging in close combat. They receive a bonus of +1 to hit and +1 to dam when charging or counter-charging. This is in addition to any other bonuses they might have to the attack.

Some creatures, usually because they have no sentience of their own, or have such alien or bestial intelligences that they cannot be affected by the powers of fascination possessed by certain supernatural creatures. Such creatures are never affected by the Mesmerism rules.

Glide

Inspiring

Some models do not suffer any penalties at all when they move across terrain, this may be because they have wings, which allow them to glide along above the ground, or it may be because they don't have solid bodies. Models that can glide avoid all penalties for obstacles and terrain, though they must move around obstacles that are taller than three inches in height.

Models with this special ability have a positive effect on the morale of nearby models. All models within 6 inches and LOS of inspiring models can re-roll failed morale checks. They only get to re-roll once per test and must abide by the result of the second dice roll.

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Killing Blow

Some models are expert at pinpointing and striking vulnerable points on an opponent, or just hit things so hard with a good solid blow that additional damage is incurred. When these models successfully hit a target with a melee weapon roll one extra dam dice for every 2 clear points that the 'to hit' roll was passed by.

Lethal Strike

A model with this special rule can cause severe damage when using melee weapons in close combat. This could be because of its equipment, its training or its sheer bulk and power. This is shown as a number on the profile, for example Lethal Strike 1, Lethal Strike 2 etc. The number shows how many extra damage dice you should roll in addition to the normal number for the weapon the model is using. For example if a model has Lethal Strike 1 and attacks with a hand weapon (dam ST+0), it would roll 2 damage dice for each hit scored in close combat.

Marksman

A marksman is the ranged combat equivalent of a model with the killing blow ability. When these models successfully hit a target with a ranged weapon roll one extra dam dice for every 2 clear points that the shooting test was passed by. For example a Sidhe marksman armed with a Longbow shoots at a short-range target. They need 5+ to hit; there are no other modifiers. The dice roll is a very respectable 9. This is 4 clear points over the required total of 5, so three damage dice are rolled (2 extra for the 4 clear points).

Mesmerism

Some creatures have the ability to lull 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

can become mesmerised. The following table shows the range within which enemy units are subject to mesmerism tests: Me s m e r i s m L e v e l 0 1 2 3

Area of Effec t Base contact with mesmerising model 6 inch radius 12 inch radius 18 inch radius

Enemy units must take Mesmerism tests under the following circumstances: · If they are activated within the area of effect of any units with Mesmerism · If they are required to act during the active unit's turn, e.g. by striking back in close combat or taking a reaction check to counter-charge, and they are within the area of effect of any units with Mesmerism If a unit is required to take a mesmerism test, the following rules apply: · A unit is only ever forced to take one Mesmerism test during the active unit's turn · To take the test make a CD check. If this is passed the unit may carry out its orders as usual. If the check is failed the unit loses its turn if it is the active unit. If the unit is engaged in close combat when it fails its check then it automatically goes last in the attack order, regardless of initiative or abilities. In addition enemy models attacking mesmerised models in close combat hit automatically, do not roll any to hit dice, move straight to rolling for damage

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Parry

Some models are experts in defensive fighting styles, using their weapons to block or turn aside incoming attacks in close combat, whilst expertly striking back at the foe. Parry pits the strength of the model against the force of an opponent's blow. The following rules apply to parrying: · Make one parry check against each hit scored by enemy models in close combat for each level of Parry ability the model has. For example, four enemy models attack a model with Parry 2 and three of them score hits. You can attempt to parry any two of those hits · You may not attempt to parry the same hit more than once · To make the test the active stat is the parrying model's ST and the Diff is the opponent's Dam value. Do this before any damage rolls are made · Each successful parry turns aside a hit scored by the opponent. Do not roll to damage The following modifier applies to each parry roll: · -1 to each Dam dice in addition to the first that the hit would allow the attacker to roll. E.g. an attack er with Lethal Strike 1 rolls 2 damage dice, so the parry roll would suffer a -1 modifier

Penetrating

Penetrating weapons are designed to carve through heavy armour, such as the metal bound flanks of a chariot or the scaly hide of a netherworld demon. A weapon of this type will be stated as being 'Penetrating 3' or 'Penetrating 5', etc. The number is a negative modifier to the d10 'heavy armour save' dice roll conferred by the heavy armour special rule.

Shadow Sight

There are many creatures on Goria that simply do not belong there, they may originate or have been summoned from another plane. Some of these creatures cannot perceive the material world in the same way as the senses of a human

or an animal that belongs to Goria does. Such alien senses often perceive life forces rather than objects, so a human would appear to them as a flickering column of flame, or a shifting mass of auras. Models with this rule find the material world a confusing and uncertain place, so they simply home in on what they know are enemy life forces until they are close enough to have a clear idea of how to approach. Shadow Sight is listed on the profile with a number that determines an area of effect as follows:

Shadow Sight Level 1 2 3

Area of Effect 12 inch radius 24 inch radius 36 inch radius

The following rules apply to Shadow Sight: · Always use the highest Shadow Sight value in the unit when determining distances. If the unit is lead by a model that does not have Shadow Sight, then the unit can behave normally until that model is removed from the unit · If there are any enemy models within the unit's Shadow Sight radius, regardless of LOS, then the unit can behave normally · If there are no enemy models within the unit's Shadow Sight radius when it is activated, then the unit must make a full move (normal or rush), towards the nearest enemy unit. If the move brings it within the Shadow Sight radius, then it can carry out the rest of its turn as usual, shooting, charging, etc. If not then the unit's turn ends here

Skirmisher

Apprentice warriors and followers of warbands hoping to share in the glory and riches of their conquests are often sent out ahead of the main battle line to draw out enemy forces, before scuttling back to safety. Such troops are a nuisance that enemy commanders can ill afford to ignore, but are easily dispatched if caught by trained warriors. The following rules apply to skirmishers: · Skirmishers do not have to maintain base contact with others in their war

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·

·

·

·

band, and models still count as being in cohesion up to two inches away from the nearest model Skirmishers ignore the penalties for rough terrain on account of their loose formation Instead of counter-charging, skirmishers can elect to flee when charged by an enemy. Make a CD test before enemy models are moved, and if successful the skirmishers may be moved up to their normal move away from the enemy unit. If the enemy unit catches them (including if they failed the CD test), then not only does it get first strike, but any survivors in the skirmishing unit may not hit back Skirmishers always count as using improvised weapons in close combat, regardless of what they're actually armed with Enemy models get +1 to hit/ +1 dam against skirmishers in close combat

Slow

Some models just cannot react in time to do any of the things a normal unit could do under similar circumstances, such as snap off a reaction shot, or counter-charge an enemy. This could be because they're somewhat dense and mindless, or it could be that they're really unmanoeuvrable. Models that are slow always fail tests that involve the I stat and their initiative is only ever used to determine the order in which they attack in ongoing close combats.

Standard Bearer

Models that carry standards act as a focus for the whole unit they are with. As long as the standard bearer holds up the standard, the unit will be more confident, more resolute, or more stable. Having a standard gives a +1 modifier to all tests the unit makes, in which the active stat is CD.

Steadfast

Models with this special rule are either exceptionally well disciplined or are simply incapable of losing their cool. Whilst they are subject to the Panic rules, if for example they are left

reeling and confused by a an enemy's onslaught, they never rout.

Strike First

Models with this special rule have superior reactions and close combat training. In close combat they always resolve their attack(s) first, and if their opponent is killed then it may not have its usual return attack.

Tactics

Models with this special rule are more efficiently trained than others and less likely to fail an order or react to an enemy threat. Tactics is expressed on the profile as a number that is added to the dice roll when a unit makes a Battle Awareness, reaction shoot or counter-charge check. The modifier used is always the highest one in the unit, so for example if all members of a unit have Tactics 1 and the leader has Tactics 2, you would use the +2 modifier when making a morale check.

Template Attacks

Some ranged attacks affect large areas rather than just individual models. They differ from normal ranged attacks by using a template to determine which models are hit. Attacks of this type can be very powerful, and are often powerful magical abilities such as the Sidhe Elemental Blast or the Fomorian Baleforce. The following rules apply to templates in general: · Weapons that use templates and have an entry on the CC band of their profile do not use the template in close combat. Instead the fight the combat as usual using the stats listed · Models in cover that are hit by a tem plate suffer a -2 modifier on their d10 cover save roll There are two types of template, 'directly placed' and 'ranged'.

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Directly Placed Templates Directly placed template weapons use a teardrop shaped template that is relatively short ranged, but that affects all models within its area of effect indiscriminately. 'The Black Bile' of the Fir Bolg is an example of this kind of template. You do not need to roll to hit with a template of this kind if using a weapon. Place the template so the narrow end is touching the front face of the shooting model's base, and the rest is covering as many enemy models as possible. All models whose bases are covered or partially covered by the template are automatically hit. Make any damage rolls for them as normal. Ranged Templates Ranged templates use a circular template. As the name implies they can operate at reasonable ranges, the Sidhe elemental blast being a good example of this. If using a weapon roll to hit as normal. If a hit is scored both you and the target units' player roll 1d10, the player getting the highest score allocates the hit on the tar get unit. Centre the template on the allo cated model. All models whose base are covered or partially covered are auto matically hit. Make damage rolls for them as normal. If a ranged template weapon misses it will still affect an area somewhere nearby, 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

short, 2d10 for medium and so on. This gives the distance that the shot deviated by in inches. Irrespective of the dice result the shot cannot deviate by more than half the measured distance between the shooting model and the aiming point. 4. Centre the template on the point where the shot strayed to as generat ed above. Make damage rolls for models covered as normal.

Terrifying

Some models are so fearsome or vile that enemy warriors quail before them. Terrifying is expressed as a value representing the difficulty of a morale test when the terrifying model confronts normal models. The following rules apply to terrifying models: · If a terrifying unit charges a unit, that unit must take an immediate morale test. The diff of the test is equal to the Terrifying rating of the charging unit · If a unit wishes to charge or countercharge a Terrifying unit it must pass a morale test. If this is failed the unit does not panic or rout, but simply refuses the order. If the unit is then charged by the terrifying unit, it must take a morale test for panic as detailed above · Terrifying models are all Fearless

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Army Lists Once you've decided which army you're going to play, you can use the following lists to build a force. The rules for doing this are simple and the main points are as follows: · Once you and your opponent have decided how many points you can each spend on your armies (see the section on army points limits), you can buy as many units as you like as long as the total point value does not exceed the agreed points limit · The unit has to be legal. It must contain the minimum numbers of troop types listed in its profile and no more than the maximum. This information will be listed in the No. per Unit column of the profile · You cannot buy more individuals and heavy units combined than you have warbands in your army · Certain individuals can be added to certain warbands. You must decide at the start of the game whether the

·

·

individual is part of a squad or a separate unit (i.e. after you've made the roster out, so individuals still count as such for army structure regardless of whether they're in a warband or on their own) Any upgrades you add to units, such as shields, Heroic Abilities or Magical Artefacts, are added to the cost of the unit, and therefore to the cost of the army as a whole Warbands can also contain special mod els such as leaders, champions and stan dard bearers. The rules for purchasing these are as follows: Special models DO count towards the maximum models limit for the warband, as do individuals added to the warband

The army lists shown here comprise a good starting selection of units for whatever force you choose.

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The Fir Bolg The

Accursed Hosts of

Anwyn

The Fir Bolg are the dead hosts of Anwyn. They are essentially spirits doomed to eternally wander the hell realm. Some have preserved their ancient flesh by feeding on the living, others must bind themselves to skeletons from the graves and battlefields of Goria in order to once more walk the ground above. In the past this was Anu’s curse on her firstborn race, but those accursed learned the ways of necromancy and have spread the horror of living death to other creatures or folk that might be useful to their war effort. The bulk of the Fir Bolg people are these discorporated spirits, enduring the torment of exile in Anwyn until their chance comes to join a raid on Goria, and they can pass through the gates of hell to assume temporary command of the skeleton of some long dead warrior. The Fir Bolg cannot help who and what they are, the firstborn race of the Goddess’s children who because of the ambition of their leader and the malice of Crom were cursed by Anu. This terrible punishment has warped and maddened the Fir Bolg, and their perceptions have been totally altered by interminable centuries in the darkness and pain of Anwyn. They burn with the desire for revenge on Anu and they hate the living. At the centre of their campaign against Goria though is Crom’s great lie. Namely that by providing 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

peace. The majority of Anwyn’s hosts reside in that dark, otherworld realm where they have been banished to by the Sidhe and other races of the living. However, there remain parts of Goria near the major gateways into Anwyn that the living have never managed to rid of the Fir Bolg threat. Saiber Frith, Mag Slecht, the Mounds of the Old Kings, and Kluruch’s Marsh are but some of the places where the dead stalk the land, and the Fir Bolg hosts can march from Anwyn to raid. When the Fir Bolg march to war they are a terrible and awesome sight. They rely on overwhelming numbers to destroy their enemies and the rank and file of the Fir Bolg have no fear of destruction. Skeletons are only temporary carriages, whilst zombies are simply dead flesh to which sundry spiritual dross has temporarily been bound. They are relentless in battle, and even though the average living warrior is physically more than a match for a skeleton or zombie, living warriors know fear. Perhaps even more terrifyingly, Fir Bolg priests and heroes can raise the dead from the battlefield, including the dead of previous conflicts that may be mouldering in the soil below. Even when the victory looks assured for the living, the Fir Bolg can bring more forces to bear in this way.

Skeleton Sicklemen Skeletons are temporary carriages for the souls of the Fir Bolg. In battle skeleton sicklemen are warriors armed with vicious, sickle-like swords and often carry shields too. Skeletons are poor quality fighters and tactically limited because they perceive the living as dim, flickering flames to which they’re drawn like moths, but they have no fear of death and compensate for their shortcomings with sheer relentlessness. AS SH 4 3

S T 3 2

W I 1 4

CD SZ MV 5 2 4

Equipment No. per Unit 4-12 0-1 0-1 0-1 0-1

Cost 11 15 13 13 13

Shadow Sight 2, Control Zombies 0 Champion: Ferocious Charge, Shadow Sight 2, Control Zombies 0 Standard Bearer: Standard Bearer Musician: Tactics 1 Skeleton sicklemen may purchase a shield at an additional cost of +1 point per model. If you choose to buy shields all models in the unit must be equipped with them. Skeleton Warscythes Skeleton warscythes carry much larger, heavier weapons, usually the brutal warscythe. In battle they are capable of inflicting deadlier wounds than other skeleton warriors. Like other skeletons though, they suffer tactically for being not quite of the plane of existence upon which they're fighting.

Warband/Foot Unit Size: 4-12

W I 1 4

11

0-1

15

0-1

14

0-1

14

0-1

14

Special Rules All: Steadfast, Shadow Sight 1, Fearless Leader: Battle Awareness, High Morale 1,

Shadow Sight 2, Control Zombies 0

Special Rules All: Steadfast, Shadow Sight 1, Fearless Leader: Battle Awareness, High Morale 1,

S T 3 2

Cost

4-12

Control Zombies 0

Sickleman Hand Weapon Leader Hand Weapon Champion Hand Weapon Standard Bearer Hand Weapon Musician Hand Weapon

AS SH 4 3

Equipment No. per Unit

Two Handed Weapon Leader Two Handed Weapon Champion Two Handed Weapon Standard Bearer Two Handed Weapon Musician Two Handed Weapon

Champion: Ferocious Charge, Shadow Sight 2,

Structure: Warband/Foot Unit Size: 4-12 Troop Type

Troop Type

Warscythe

CD SZ MV 5 2 4

Standard Bearer: Standard Bearer Musician: Tactics 1 Skeleton Spearmen Skeleton spearmen are armed with spears and often shields too. They are fairly good defensive troops, though they suffer from being fragile and having the vision of a denizen of Anwyn. AS SH 4 3

S T 3 2

W I 1 4

CD SZ MV 5 2 4

Warband/Foot Unit Size: 4-12 Troop Type Spearman Leader Champion Standard Bearer Musician

Equipment No. per Unit Spear 4-12 Spear 0-1 Spear 0-1 Spear 0-1 Spear

0-1

Cost 11 15 14 14 14

Special Rules All: Steadfast, Shadow Sight 1, Fearless Leader: Battle Awareness, High Morale 1,

Shadow Sight 2, Control Zombies 0

Champion: Ferocious Charge, Shadow Sight 2, Control Zombies 0

Standard Bearer: Standard Bearer Musician: Tactics 1 Skeleton spearmen may purchase a shield at an additional cost of +1 point per model. If you choose to buy shields all models in the unit must be equipped with them.

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Skeleton Archers Skeleton archers are armed with bows, often made of bone, which allow them to defend areas of strategic importance. They can engage the enemy at range, and though perhaps not as effective as some of the archers of other races, skeleton archers are still capable of causing enough damage to deter a frontal assault. AS SH 4 3

S T 3 2

W I 1 4

CD SZ MV 5 2 4

Structure: Warband/Foot Unit Size: 4-12 Troop Type Archer Leader Champion

Equipment No. per Unit Bow 4-12 Bow 0-1 Bow 0-2

Cost 14 19 22

Special Rules All: Steadfast, Shadow Sight 1, Fearless Leader: Battle Awareness, High Morale 1, Shadow Sight 2, Control 0

Champion: Marksman, Shadow Sight 2, Control Zombies 0 Zombies Zombies are the animated corpses of dead Gael warriors. Priests and powerful Fir Bolg heroes can use their control of necromancy and the powers of death to gather up spirit forms that pervade any given area. Weak, ghostly shades of men, animals, plants, anything that has died in the area can be bonded to the corpses to give them a terrible sort of pseudo-life. Skilled Fir Bolg can command and direct these brainless individuals, but away from the controlling influences zombies can simply cease to function, as the spirits move out and are drawn back to the carcass in a random, confused way. AS SH 3 2

S T 4 3

W I 1 2

CD SZ MV 4 2 4

Equipment Improvised Weapons*

No. per Unit 4-12

Warband/Foot Unit Size: 4-12 Troop Type Zombie

Cost 7

Special Rules

Slow, Steadfast, Fearless, Immune to Mesmerism

*You can field units of zombies in which the mod-

els are armed in any combination (e.g. a unit of 8 comprising 4 with hand weapons, 3 with spears and 1 with a two handed weapon). It doesn't matter how they're armed because all weapons count as improvised. Zombies are animated by loosely bound spiritual energies and as such can simply cease to function on the battlefield as the spirit energy escapes or fades intermittently. The following rules apply: · If there is a model with Control Zombies special rule in range of the unit when it is activated, then the unit behaves normally. Otherwise it must make a CD check · If the check is passed the unit may operate normally · If the check is failed the unit can do NOTHING for the remainder of the turn (you may wish to place a marker to this effect). It can't move, shoot, hold or make assault moves. Enemy archers or other ranged weapon troops get +2 to hit. During the assault phase enemy models in base contact with the unit can destroy one zombie model for each attack they would normally get Don't roll to hit or wound, just remove the zombies You may add any one Skeleton or Flesh Eater leader to a unit of zombies (provided the zombies haven’t been brought into play using ‘Raise the Dead’ ability).

Zombie

75

Flesh Eaters Flesh Eaters were once a Gael tribe, but they have turned from Anu and embraced the darkness of Crom. They revel in torture of others and self-mutilation and their bodies are so abused that the living death has overcome their flesh. They also have an insatiable appetite for raw meat, particularly that of living warriors. In battle they are fierce and potent adversaries, charging into the fray with relish, eager to slice flesh and spill blood. AS SH 5 3

S T 4 4

W I 1 4

CD SZ MV 6 2 4

Warband/Foot Unit Size: 4-8

Control Zombies 0

Champion: Killing Blow, Control Zombies 0

Leader Champion

Equipment 2 Hand Weapons 2 Hand Weapons 2 Hand Weapons

No. per Unit 4-8

Cost 18

0-1

21

0-2

21

Fir Bolg Knights

Fir Bolg knights are the skeleton cavalry of the hosts of Anwyn. Their dark masters grant living dead steeds to warriors that were accomplished horsemen in life. In battle, in common with all cavalry, they are hard-hitting and highly manoeuvrable. Fir Bolg knights are best deployed to strike at weak points on an opponent's battle line, or to swiftly dispatch threats from units such as skirmishers or enemy archers. AS SH 4 3

S T 3 3

W I 1 4

CD SZ MV 5 4 7

Sructure: Warband/Mounted

Unit Size: 2-8

Equipment No. per Unit Hand Weapon 4-8 Hand Weapon 0-1 Hand Weapon 0-1 Hand Weapon 0-1

Cost 24 32 30 33

Hand Weapon

33

0-1

Special Rules All: Steadfast, Shadow Sight 1, Fearless Leader: Battle Awareness, High Morale 1,

Shadow Sight 2, Control Zombies 0 Champion: Ferocious Charge, Shadow Sight 2, Control Zombies 0 Standard Bearer: Standard Bearer Musician: Tactics 1 The skeleton steed makes a separate attack in close combat with AS 3, dam 4 and has Ferocious Charge ability.

Special Rules All: Ferocious Charge, Fearless Leader: Battle Awareness, High Morale 1,

Troop Type Flesh Eater

Troop Type Warrior Leader Champion Standard Bearer Musician

Fir Bolg Chariot Fir Bolg chariots are hellish creations, constructed of bone and skin, and drawn by the same warped and decayed steeds ridden by the Fir Bolg knights. Chariots are awesome machines in close combat, capable of cutting great swathes though enemy units. They are driven into battle by Fir Bolg charioteers who control the vehicle while a champion hacks down on the heads of enemy warriors. AS SH 4 3

S T 3 4

W I 4 3

CD SZ MV 5 5 7

Structure: Heavy Unit

Firing Arcs Attack Table Weapons All Ranged Weapon Upgrades

Front 90 degrees

Left Flank 90 degrees

Right Flank Rear 90 90 degrees degrees

Combat Arcs Attack Table Front 1

Cost: 56

Left Flank 1

Right Flank 1

Rear 1

76

Special Rules

Battle Awareness, Heavy Armour 3, Ferocious Charge, Lethal Strike 3*, Shadow Sight 2, Terrifying 4, Fearless, Immune to Mesmerism *Lethal Strike 3 only applies when charging The skeleton steeds make two separate attacks in close combat, each with AS 3, dam 4 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 inches moved. You may upgrade a Fir Bolg Chariot's equipment as follows: · +2 points to change hand weapon to 2 hand weapons · +10 points to add bow · +7 points to add throwing weapons · +31 points to add war blades

Damage Table

1d10 1-5 6

7

8

9

10

Result No Result. Axle Damaged: Each time you wish to turn roll a d10. On a 1-5 it cannot turn. On a 6- 10 it can turn as normal. A second hit on the axle immobilizes the chariot. Driver Slain: The champion must take the reins. The champion may no longer shoot or take assault moves if the chariot moves during the movement phase. A second hit in this location results in an additional wound. Mount Injured. One of the beasts drawing the chariot has been wounded. The chariot loses the Lethal Strike 3 and Ferocious Charge abilities. A second hit on the mounts immobilizes the chariot. Wheel Buckled: Each time you wish to move roll a d10. On a 1-5 it cannot move. On a 6- it can move as normal. A second hit on the wheel immobilizes the chariot. Champion Slain: The driver must fight as well as drive. The chariot may no longer shoot or take assault moves if it moves during the movement phase, and any weapon upgrades are lost. A second hit in this location results in an additional wound.

Fir Bolg Heroes Fir Bolg heroes were once potent battle lords. In Anwyn they have sustained their original flesh by terrible ritual means, though it is often parched and withered, and their will has been bent to the service of Crom Cruich. In battle they are canny foes, being expert swordsmen and wielding an array of dark, supernatural powers. Troop Hero AS Type Level Captain 1 5 Com2 5 mander Lord 3 5

SH S T W I CD SZ MV 3 3

4 2 4 3

1 2

4 4

5 6

2 2

4 4

3

5 3

3

5

6

2

4

Structure: Individual/Foot Troop Type Captain Commander Lord

Hero Feats Points 0-20 0-20 HP 0-30 0-30 HP 0-50 0-40 HP

Troop Type Captain Commander Lord

Equipment Hand Weapon Hand Weapon Hand Weapon

Rites

Artefacts

0-15 HP 0-20 HP 0-20 HP 0-25 HP 0-20 HP 0-30 HP Cost 19 + HP 32 + HP 51 + HP

Special Rules All: Steadfast, Fearless, High Morale 1,

Ferocious Charge Captain: Control Zombies 0 Commander: Control Zombies 1, Parry 1 Lord: Control Zombies 2, Parry 2 You may customise a Fir Bolg Hero's equipment as follows: · +2 points to change hand weapon to 2 hand weapons · +1 point to change hand weapon to spear · +1 point to change hand weapon to two-handed weapon · +5 points to add throwing weapons · +10 points to add bow · +2 points to add assault weapons · +2 points to add a shield A Fir Bolg hero may be added to a unit of skeleton sicklemen, skeleton warscythes, skeleton spearmen, skeleton archers, zombies or flesh eaters.

Flesh Eater

They revel in

of others

and

torture

self-mutilation

Fir Bolg Knight

79

Fir Bolg Knight Heros Fir Bolg knight heroes are the commanders of Anwyn’s cavalry. Like other Fir Bolg heroes they are vigorous and deadly opponents with a range of evil powers and sorcerous weapons at their disposal. In addition to this they possess the manoeuvrability and hard-hitting force of a steed. Troop Hero AS SH Type Level Captain 1 5 3 Commander 2 5 3 Lord 3 5 3

S T W I CD SZ MV 4 3

1

4

5

4

7

4 4 5 4

2 4 3 5

6 6

4 4

7 7

Structure: Individual/Mounted Troop Type Captain Commander Lord

Hero Feats Points 0-20 0-20 HP 0-30 0-30 HP 0-50 0-40 HP

Troop Type Captain Commander Lord

Equipment Hand Weapon Hand Weapon Hand Weapon

Rites

Artefacts

0-15 HP 0-20 HP 0-20 HP 0-25 HP 0-20 HP 0-30 HP Cost 39 + HP 60 + HP 84 + HP

Special Rules All: Steadfast, Fearless, High Morale 1, Ferocious Charge

Captain: Control Zombies 0 Commander: Control Zombies 1, Parry 1 Lord: Control Zombies 2, Parry 2 The skeleton steed makes a separate attack in close combat with AS 3, dam 4 and has Ferocious Charge ability. You may customise a Fir Bolg Knight Hero's equipment as follows: · +8 points to add throwing weapons A Fir Bolg knight hero may be added to a unit of Fir Bolg knights.

Their grant

dark masters

living dead steeds

to warriors that were accomplished horsemen in life

Fir Bolg Priests Fir Bolg priests have made a deep study of the arts of necromancy, and their souls are filled with death and horror. In battle it is the realm of the supernatural where they truly are potent. Amongst the many dark powers at the command of Crom’s priesthood is the ability to raise the dead, by forcing spirits into flesh that is already deceased. Troop Hero Type Level Acolyte 1 Adept 2 Necrom 3 ancer

AS SH S T W I CD SZ MV 4 4 4

3 3 3

3 4 4

2 3 3

1 2 3

5 5 6

6 6 7

2 2 2

4 4 4

Structure: Individual/Foot Troop Type Acolyte Adept Necromancer Troop Type Acolyte Adept Necromancer

Hero Points 0-20 0-30 0-50

Feats

Rites

Artefacts

0-15 HP 0-20 HP 0-20 HP 0-20 HP 0-30 HP 0-25 HP 0-20 HP 0-40 HP 0-30 HP

Equipment Hand Weapon Hand Weapon Hand Weapon

Cost 18 + HP 28 + HP 50 + HP

Special Rules All: Steadfast, Fearless, High Morale 1 Acolyte: Control Zombies 1 Adept: Control Zombies 2, Inspiring Necromancer: Control Zombies 3, Inspiring, Mesmerism 0

A Fir Bolg priest may be added to a unit of skeleton sicklemen, skeleton warscythes, skeleton spearmen, skeleton archers, zombies or flesh eater.

80

Fir Bolg Feats & Rites

Fir Bolg heroes are often skilled in the dark arts of necromancy. Even those who do not fully immerse themselves in the black arts are tainted by the power of Anwyn and Crom's corruption.

Feats of Battle

Unyielding Flesh COST 18 There are those amongst the Fir Bolg that will continue to fight on even when their bodies, such as they may be, are in ruin. Though enemies hack repeatedly at them, breaking bones and opening dry flesh, they fight on. Use the following rules for unyielding flesh: · When the hero loses its last wound do not remove the model from the table top. Make a toughness test instead · If the test is failed remove the model. If the test is passed the wound is not lost and the model remains in play on 1 wound · Do this every time the model loses its last wound Feast COST 18 Many of the Fir Bolg have developed ways to drain the lifeforce of living beings, in an attempt to stave off their eventual fading away into wisps and shadows. This is done by overpowering a victim with their superior will and then drinking their blood, or sucking out their breath, or for the most powerful a mere grasp. Use the following rules for feast: · The hero may use this during close combat · Pick one model that you are in baseto-base contact with. This may not be a mounted or heavy unit · Instead of rolling to hit make a CD test using the target's CD as the diff. 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

· ·

attacking model has taken You may not drain more wounds than the victim actually has left You may not take the hero above the number of wounds it started the game with in this way, extra wounds are simply lost by the victim and not passed on to the attacker

Necromantic Rites

Bone Curse COST 24 Anwyn is the realm of bones and cadavers, and the priests and lords of the Fir Bolg are well acquainted with these things, having power over them. A skilled practitioner of necromancy can cause the bones of a victim to erupt out of control, killing them and injuring their comrades with a writhing nest of sharp bone. Use the following rules for bone curse: · The hero may use this ability instead of shooting · Pick an enemy unit within medium range and LOS, subject to the normal shooting restrictions · Make a CD test, using the toughness of the model with the lowest T stat in the target unit as the difficulty. If this applies to more than one model, then both players should roll a dice. Whoever scores highest can pick which model is the target point. · If the test fails nothing happens. If the test is passed centre the small circular template over the model who was the target-all models touched by the template must make a reaction check to get out of the way or suffer a hit with dam equal to the victim's toughness. The target model is instantly killed regardless of how many wounds it had left, remove it from play.

The Black Bile COST 18 After many centuries spent in the timeless horror of Anwyn, the life fluids of the Fir Bolg become tainted and immanent with death. Fir Bolg with this ability can belch forth a cloud of stinking smoke and poisonous, tarry liquid that brings agonising death to those touched by it. Use the following rules for the black bile: · The hero may use this ability instead of , or instead of attacking in close combat · When shooting place the small teardrop shaped template with the tapered end touching the base of the hero. All enemy models under the template suffer a hit with dam equal to the hero's ST · When attacking in close combat make a CD test. If this is passed then automatically hit every enemy model in base contact with the hero. Dam is equal to the hero's ST. Parrying cannot stop this damage Raise the Dead COST 12 All over Goria there are dead bodies. The priests and lords of the Fir Bolg can command the spirits of any dead things that inhabit an area and force 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

·

the active stat. If you fail nothing happens. If you succeed place the sum moned unit within 12 inches and LOS of the hero. The summoned unit counts as activated and can do nothing on the same turn as it is summoned Each time a summoned unit is activated after the first make a CD test, now using the unit's CD as the active stat and not the summoner's. If this is passed nothing happens. If it is failed the unit suffers 1 wound for every point that the test was failed by. On a natural roll of 1 the unit is removed from the tabletop

Fir Bolg Artefacts

Spirit Weapons

One Handed Melee Accuracy No Skill Yes Might Yes Speed Yes Slaying Yes Balance Yes Parrying Yes

Two Ranged Level Level Level Handed One Two Three Melee Cost Cost Cost No No 5 12 20 Yes No 4 10 18 Yes Yes 4 10 18 No No 20 4 No Yes Yes 20 40 No Yes No 4 10 18 Yes No 5 12 20

82

The S i d h e Immortal

Rulers of the Elements

The Sidhe are half-divine immortal creatures. Elemental serpent forces made flesh by the magic unleashed in a war between the Fir Bolg and Anu. Most of these serpent creatures have adopted forms similar to those of the old Fir Bolg, allowing them to move around the surface of Goria. These ones are called elves and they are proud and decadent. Serving the elves are many other elementals such as the drakes, which have retained a serpent form. The elves are a declining race though, and they have been forced to dilute their immortal bloodline by interbreeding with Gaels. This has swelled their numbers, but successive generations have less and less control over the elemental forces that make the elves such a force to be reckoned with. The Sidhe are sophisticated by the standards of Goria, and have organised their communities along feudal lines ruled by an aristocratic elite since they were first awakened. Each of the great Sidhe houses corresponds to one of the elements of the world, and whilst they present a united front to external threats, internecine divisions rack them. Under the umbrella of the great houses there is a complex hierarchy of lesser barons, dukes, countesses and so on, each with their own household, personal army, and agenda for climbing the courtly hierarchy. Whilst it is very rare for Sidhe houses to go to war on one another, the tensions of their feudal society sometimes erupt into Sidhe against Sidhe violence. A state of affairs that can

be ill afforded by an immortal people to whom no children are naturally born. The Sidhe are all now concentrated in the western mountain ranges of Goria, and in adjacent regions such as Ariant Forest, ÓrGearraidh, and the Hidden Forest. They also occupy western coastal regions and the islands off them. Running down the spine of the Great Western Divide, the Sidhe have constructed the greatest fortification Goria has ever knownRidgeworld. Potent elemental magic was used in its construction, and the ancient Sidhe that made it acquired the aid of greater elemental creatures. This was the last great act of unity and co-operation achieved by the various houses of the elves. In their great fortresses the Sidhe are practically unassailable, but they are forced to sortie out from these to capture Gael breeding stock. The Gaels live in the east , so the Sidhe must cross dangerous lands populated by many enemies. Sidhe are superior fighters though, their serpent reflexes and superior bows making them good hand-to-hand fighters and archers. They also have superb cavalry mounts in the form of drakes, which are faster and more ferocious than any other races’ cavalry. Perhaps the most dangerous elements in the Sidhe army are the sorcerers, ancient elves so steeped in elemental magic that the oldest have assumed terrifying serpant forms, combining potent magic with raw, primal ferocity.

Dragon Rider

Elf Archers Elf archers are the pride of any nobles' army. Armed with the superior Sidhe longbow and blessed with the deft speed and manoeuvrability of their elemental heritage, elf archers are a force to be reckoned with. For this reason the Sidhe invest more in their archers than any other race, training them in swordplay as well as archery, and equipping them with quality elven blades so that they can hold their own if attacked up close. AS SH 4 4

S T 4 4

Warband/Foot Unit Size: 4-12

W I 1 5

CD SZ MV 6 2 5

Troop Type Archer Leader Champion

Equipment Longbow Hand Weapon Longbow Hand Weapon Longbow Hand Weapon

No. per Unit 4-12

Cost 29

0-1

32

0-2

35

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

85

Elf Retainers Elf retainers make up the bulk of the private armies of the noble houses of the Sidhe aristocracy. All nobles have an army of some description, its size usually determined by where they sit in the line of succession to the Sidhe Kingdom in which they reside. These warriors are good quality hand-to-hand fighters, armed with fine elven swords and often carrying well made shields too. AS SH 4 4

S T 4 4

W I 1 5

CD SZ MV 6 2 5

Warband/Foot Unit Size: 4-12 Troop Type Retainers Leader Champion Standard Bearer Musician

Equipment No. per Unit Hand Weapon 4-12 Hand Weapon 0-1 Hand Weapon 0-1 Hand Weapon 0-1 Hand Weapon 0-1

Cost 17 21 20 21 21

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Extra Attacks 1 Standard Bearer: Standard Bearer Musician: Tactics 1 Elf retainers may purchase a shield at an additional cost of +1 point per model. If you choose to buy shields all models in the unit must be equipped with them. Elf Greatswords Elf greatswords are also drawn from the personal armies of the Sidhe nobility. These warriors are drilled in the combat techniques of much larger, heavier melee weapons, usually swords but also axes and other such weapons too. In combat, whilst they lack the protection of a shield they can usually put down enemies before they even get a chance to strike at the elves. AS SH 4 4

S T 4 4

Warband/Foot Unit Size: 4-12

W I 1 5

CD SZ MV 6 2 5

Troop Type Greatsword

Equipment Two Handed Weapon Leader Two Handed Weapon Champion Two Handed Weapon Standard Bearer Two Handed Weapon Musician Two Handed Weapon

No. per Unit 4-12

Cost 18

0-1

22

0-1

22

0-1

22

0-1

22

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Extra Attacks 1 Standard Bearer: Standard Bearer Musician: Tactics 1 Elf Guards Elf guards also form a significant proportion of the common soldiery found in the armies of Sidhe nobles. These warriors are armed with spears, and more often than not shields too, making them good close combat defensive troops whose weapons provide a reach advantage, in the event that superior Sidhe reflexes are not enough. AS SH 4 4

S T 4 4

W I 1 5

CD SZ MV 6 2 5

Structure: Warband/Foot Unit Size: 4-12 Troop Type Guard Leader Champion Standard Bearer Musician

Equipment Spear Spear Spear Spear Spear

No. per Unit 4-12 0-1 0-1 0-1 0-1

Cost 18 22 22 22 22

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Extra Attacks 1 Standard Bearer: Standard Bearer Musician: Tactics 1 Elf guards may purchase a shield at an additional cost of +1 point per model. If you choose to buy shields all models in the unit must be equipped with them.

86

Dragon Riders Dragon riders are Sidhe cavalry, drawn like the warriors from the private armies of Sidhe aristocrats. The elves in the saddle ride upon the backs of serpent elementals called drakes. The drakes are fast and vicious creatures, related to the much larger Sidhe dragons, that slash at opponents with their sharp talons as they launch into combat. Dragon riders carry Sidhe blades and fit their mounts with a variety of horns and spikes to make them the most devastating cavalry on Goria. AS SH 4 5

S T 4 5

W I 1 5

CD SZ MV 6 4 8

Equipment Hand Weapon Hand Weapon Hand Weapon Hand Weapon Hand Weapon

No. per Unit 2-8 0-1 0-1 0-1 0-1

Cost 44 49 49 49 49

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Extra Attacks 1 Standard Bearer: Standard Bearer Musician: Tactics 1 Elf Heroes Elf heroes are veteran warriors, often nobles of their realms, that are alive with the flow of the elemental serpents. In battle they are quick and lethal, and have command of the elemental forces that make up the land. They often carry valuable magical heirlooms of their noble houses and wear the heavier plate armour of the Sidhe. The most experienced amongst them are also great generals and war leaders, able to command warriors with skill and authority. Troop Hero Type Level Baron 1 Prince 2 Duke 3

AS SH S T W I CD SZ MV 5 5 5

5 5 6

4 4 5 4 5 4

Structure: Individual/Foot

1 5 2 6 3 6

6 6 7

2 2 2

Baron Prince Duke

Hero Points 0-20 0-30 0-50

Troop Type Baron Prince Duke

Feats

Rites

Artefacts

0-20 HP 0-15 HP 0-20 HP 0-25 HP 0-20 HP 0-25 HP 0-30 HP 0-30 HP 0-30 HP

Equipment Hand Weapon Hand Weapon Hand Weapon

Cost 24 + HP 34 + HP 48 + HP

Special Rules All: Battle Awareness, High Morale 1, Extra Attacks 1

Prince: Marksman Duke: Marksman, Tactics 2

Structure: Warband/Mounted Unit Size: 2-8 Troop Type Dragon Rider Leader Champion Standard Bearer Musician

Troop Type

5 5 5

You may customise an Elf Hero's equipment as follows: · +2 points to change hand weapon to 2 hand weapons · +1 point to change hand weapon to spear · +1 point to change hand weapon to 2handed weapon · +29 points to add longbow · +13 points to add throwing weapons · +2 points to add a shield · +2 points to add heavy plate armour (+1 T) An elf hero may be added to a unit of elf retainers, elf greatswords, elf guards or elf archers. Dragon Rider Hero Most Sidhe heroes own mounts, though they may not necessarily go to battle on them if the circumstances of the fight would make it more advantageous to be on foot. However, being on a drake certainly confers a number of advantages, such as of course added manoeuvrability and the ferocity of the creature on the charge. Troop Hero Type Level Baron 1 Prince 2 Duke 3

AS SH S T W I CD SZ MV 5 5 5

5 5 6

4 5 5 5 5 5

1 5 2 6 3 6

6 6 7

4 4 4

8 8 8

Structure: Individual/Mounted Troop Type Baron Prince Duke

Hero Points 0-20 0-30 0-50

Feats

Rites

Artefacts

0-20 HP 0-15 HP 0-20 HP 0-25 HP 0-20 HP 0-25 HP 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 Baron Prince Duke

Equipment Hand Weapon Hand Weapon Hand Weapon

Cost 54 + HP 67 + HP 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

of any

pride

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 creatures have become terrible monsters, part elf, part serpent. Troop Hero AS SH Type Level Sorcerer 1 4 5 Grand Sorcerer 2 5 5 Elder Serpent 3 5 5

S T W I CD SZ MV 4 4

1 5

7

3

5

5

4

2 5

7

3

5

5

5

4 5

7

3

5

Structure: Individual/Foot Troop Type

Hero Feats Points Sorcerer 0-20 0-20 HP Grand Sorcerer 0-30 0-25 HP Elder Serpent 0-50 0-30 HP Troop Type Sorcerer Grand Sorcerer Elder Serpent

Equipment Hand Weapon Hand Weapon Hand Weapon

Rites

Artefacts

0-15 HP 0-20 HP 0-20 HP 0-25 HP 0-30 HP 0-30 HP Cost 24 + HP 38 + HP 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 follows: · +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

Sidhe Feats & Rites

The elemental forces of the earth-serpents flow strong through all the Sidhe. Their heroes are able to turn this power to sorcery or battle with equal ease.

Feats of Battle

Feat of the Arrows COST 18 The Sidhe are expert archers and hunters, and some of their heroes are capable of launching a volley of arrows in the blink of an eye. In battle they can use this skill to kill multiple enemy troops as they advance through the heroes' line of fire. Use the following rules for feat of the arrows: · Only heroes armed with a bow can perform this feat · The model may not move before attempting this feat · During the shooting phase roll a number of extra dice to hit equal to your hero level Dell Chliss COST 11 The Dell Chliss is also known as the dart of feats, and is a special type of magical Sidhe javelin that requires expert skills to use properly. When it hits a victim the dell chliss will pierce them many times, flying in and out of the body as if it were enraged. Use the following rules for dell chliss: · Only heroes armed with throwing weapons can perform this feat · During the shooting phase select an enemy unit within short range and subject to the normal targeting rules. Roll to hit, subject to the normal rules for throwing weapons · If you hit the target roll a number of additional damage dice equal to the model's hero level

Sorcerous Rites

Elemental Blast COST 21 The Sidhe are potent sorcerers with the power to call up the elemental forces that make up the actual fabric of Goria, and have them smite their enemies. Depending on the elemental sphere to which the Sidhe belongs this may be a ball of fire, a hail of rock or ice shards, or a bolt of lightning. Use the following rules for elemental blast: · The hero may use this ability instead of shooting · 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

template over the target, using the normal rules for placing templates. Each model under the template suffers a Dam 5 hit Elemental Dart COST 12 The world is made up of an infinite miasma of elemental creatures, some vast and potent, others tiny and relatively insignificant. Sidhe heroes can call upon these minor beings to improve the effectiveness of their weapons. Use the following rules for elemental dart: · Elemental dart can only be used by heroes armed with longbows · At the beginning of the shooting phase you may make a CD test to add the strength of an elemental to the hero's shot · If the test is failed nothing happens, just shoot normally. If the test is passed shoot normally with the longbow, but if you hit roll a number of extra damage dice equal to your hero level Elemental Blade COST 8 Like the elementals that can be called into the shaft of an arrow at the fancy of a Sidhe hero using the elemental dart, so too can elemental creatures be drawn to the blades of the Aes Sidhe. Use the following rules for elemental blade: · At the beginning the assault phase you may make a CD test to add the strength of an elemental to the hero's attack · If the test is failed nothing happens, just hit normally. If the test is passed, attack normally and if you hit add +1 dam to the blow for each hero level you possess Sidhe Artefacts

Elemental Weapons

One Handed Melee Accuracy No Skill Yes Might No Speed Yes Slaying No Balance Yes Parrying Yes

Two Ranged Level Level Level Handed One Two Three Melee Cost Cost Cost No Yes 5 12 20 Yes No 4 10 18 No Yes 4 10 18 No Yes 20 40 No No No 20 40 No Yes No 4 10 18 Yes No 5 12 20

91

The Fomorians Spawn of

Chaos and Old Night Fomorians are amphibious demon creatures from the watery, underworld realm of Lochlann. For a long time the realm of Goria lay above Lochlann, and neither land’s folk were aware of the other’s existence, but when the Sidhe went to war with the Fir Bolg, the foundations of Goria were cracked and splintered and Lochlann seeped upwards to mingle with the land above. The dank waters of Lochlann brought up the Fomorian brigands and their weird and vicious servants to trouble the world of Goria. The main bulk of Fomorian creatures are orcs and goblins, but other exotic and disturbing creatures also walk amongst them including the frenzied beastmen and the strange and alluring sirens. They also have a number of demonic beasts to serve as war mounts and so on, for example the ugly and fierce blood reavers. The demons of Lochlann live in a brutal and unenlightened society built on unadulterated principles of survival of the fittest. When they aren’t on the warpath raiding the settlements of other races Formorians are usually slaughtering one another. The weak are tyrannised and enslaved by the strong in the various petty chiefdoms of the Fomorians, and those that aren’t any use as slaves are eaten by the warriors or fed to their beasts. Fomorian life is unforgiving and harsh and death commonplace, so it fortunate for the Fomorians as a people that the spawning caverns of Lochlann churn out seemingly endless swarms of fresh fodder for the armies and the slave pits.

Fomorians occupy the centre of Goria’s continental landmass, a low lying area where Lochlann has seeped up to turn the plains and Sidhe settlements that were once there into dismal, stagnant marshes, out of which ruined towers jut like the bones of drowned cattle. Beneath this great desolation is a honeycomb of semi-submerged tunnels and caverns which lead all the way to Lochlann and spread out beneath Goria, where they act as highways for the seething demon hordes in the darkness. Using this network the Fomorians can attack anywhere that there is a substantial inland watercourse, particularly around lakes, marshes, and caves that lead to underground rivers. The Fomorians tend to attack in a great horde, orcs relying on their numbers to overwhelm the enemy. Accompanying them on the charge are the beastmen. Within this great press of demon flesh though, there is room for some strategy. The low cunning of the Fomorian commanders often leads them to use blood reaver as flankers and to protect the more valuable warriors’ advance with weak and disposable goblins. The shamans of the Fomorians can also call upon the mists, oppressive rain and dank vapours of Lochlann to aid them, making battlefield conditions hazardous for other races and protecting friendly models from the archers of the enemy .

92

Orc Raiders Orcs are squat, ugly brutes that make up the main body of the Fomorian army. They are sea demons that delight in causing pain and mayhem. In battle orc raiders carry a variety of crude but workmanlike weaponry including cleavers, scimitars, maces, clubs and so on. They often carry shields of scaly hide, decorated with tribal daubs to protect themselves in the fray. AS SH 4 4

S T 4 4

W I 1 3

CD SZ MV 4 2 4

Structure: Warband/Foot Unit Size: 4-12 Troop Type Raider Leader Champion Standard Bearer Musician

Equipment Hand Weapon Hand Weapon Hand Weapon Hand Weapon Hand Weapon

No. per Unit 4-12 0-1 0-1 0-1 0-1

Cost 12 14 14 15 15

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Lethal Strike 1 Standard Bearer: Standard Bearer Musician: Tactics 1 Orc raiders may purchase a shield at an additional cost of +1 point per model. If you choose to buy shields all models in the unit must be equipped with them. Orc Maulers Maulers are so called because of the massive, brutal weapons they wield in combat. Although they're a little slow compared to other races such as the Gaels or the Sidhe, all have a healthy respect for the great clubs, axes, and other terrible tools of war wielded by these orcs. AS SH 4 4

S T 4 4

W I 1 3

Structure: Warband/Foot Unit Size: 4-12

CD SZ MV 4 2 4

Troop Type Mauler

Equipment Two Handed Weapon Leader Two Handed Weapon Champion Two Handed Weapon Standard Bearer Two Handed Weapon Musician Two Handed Weapon

No. per Unit 4-12

Cost 13

0-1

15

0-1

16

0-1

16

0-1

16

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Lethal Strike 1 Standard Bearer: Standard Bearer Musician: Tactics 1 Orc Spearmen Orc spearmen are armed with vicious, threetined spears, which they often carry a shield in combination with. In battle orc spearmen are capable defensive troops if a little slow and ill disciplined. AS SH 4 4

S T 4 4

W I 1 3

CD SZ MV 4 2 4

Structure: Warband/Foot Unit Size: 4-12 Troop Type Spearman Leader Champion Standard Bearer Musician

Equipment Spear Spear Spear Spear Spear

No. per Unit 4-12 0-1 0-1 0-1 0-1

Cost 13 15 16 16 16

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Lethal Strike 1 Standard Bearer: Standard Bearer Musician: Tactics 1 Orc spearmen may purchase a shield at an additional cost of +1 point per model. If you choose to buy shields all models in the unit must be equipped with them.

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 fighters. AS SH 3 4

S T 3 3

W I 1 3

CD SZ MV 3 2 4

Structure: Warband/Foot Unit Size: 4-12 Troop Type Archer

Equipment Short Bow

No. per Unit 4-12

Cost 14

Special Rules You may add any one orc leader to a unit of goblin archers. Goblin archers can purchase the Skirmisher special 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

Chaos

of

95

Beastmen Beastmen are insane, deformed Fomorianschildren of Chaos that bear a closer resemblance to animals than men. In battle they are irresistible butchers, unable to muster any semblance of judgement or tactical ability when the scent of blood and entrails reaches their keen nostrils, and the din of battle rings in their ears. Few things can stand before their furious onslaught, though they often charge forward when caution would be the better council. AS SH S T 4 4 5 5

W I 1 3

CD SZ MV 4 2 4

Leader Champion

Equipment Two Handed Weapon Two Handed Weapon Two Handed Weapon

No. per Unit 4-8

Cost 20

0-1

22

0-2

26

Special Rules All: Berserk Leader: Battle Awareness, High Morale 1 Champion: Lethal Strike 1 Sirens Sirens are cold, strange demon women of the deep. They have an unearthly grace about them and their entire race bears the demonic power to allure other creatures with a hypnotic, magical song. In battle the Sirens are armed with short bows, preferring to engage the enemy at range and enchanting the enemy to make them vulnerable to attack from other demons. AS SH 4 5

S T 4 4

W I 1 5

CD SZ MV 5 2 4

Structure: Warband/Foot Unit Size: 4-8 Troop Type Siren Leader Champion

Equipment Short Bow Short Bow Short Bow

Blood Reavers Blood reaver is the name the Fomorians give to their cavalry mounts. The blood reavers are demonic servant creatures from the deep places of Lochlann that carry their Fomorian masters into battle on their backs. The ferocity of the creature, with its great talons and massive shark-like teeth, makes the blood reaver a formidable cavalry mount. AS SH 4 4

Structure: Warband/Foot Unit Size: 4-8 Troop Type Beastman

Special Rules All: Mesmerism 2 Leader: Battle Awareness, High Morale 1 Champion: Marksman

No. per Unit 4-8 0-1 0-2

Cost 35 37 38

S T 4 5

W I 1 3

CD SZ MV 4 4 6

Structure: Warband/Mounted Unit Size: 2-8 Troop Type Equipment Blood Reaver Hand Weapon Leader Hand Weapon Champion Hand Weapon Standard Bearer Hand Weapon Musician Hand Weapon

No. per Unit 2-8 0-1 0-1 0-1 0-1

Cost 28 32 32 33 33

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Lethal Strike 1 Standard Bearer: Standard Bearer Musician: Tactics 1 The blood reaver mount makes a separate attack in close combat with AS 3, dam 5 and has Ferocious Charge and Lethal Strike 1 abilities.

96

Orc Heroes Orc heroes are the war leaders of the people of Lochlann. In Fomorian society power is directly linked to prowess in battle, and succession to the leadership of a tribe, or indeed a whole Fomorian kingdom is achieved by bloody coup. For this reason the leaders of the Fomorians are terrible foes, expert in delivering the most grievous wounds in battle, to ensure that their foes have no chance to strike back. Troop Hero Type Level Slayer 1 Warlord 2 Tyrant 3

AS SH S T W I CD SZ MV 4 4 5

4 4 4

4 4 5 5 5 6

1 2 3

4 4 4

5 5 5

2 2 2

4 4 4

Structure: Individual/Foot Troop Type Slayer Warlord Tyrant

HP 0-20 0-30 0-50

Troop Type Slayer Warlord Tyrant

Feats 0-20 HP 0-30 HP 0-50 HP

Equipment Hand Weapon Hand Weapon Hand Weapon

Rites 0-10 HP 0-15 HP 0-20 HP

Artefacts 0-20 HP 0-30 HP 0-30 HP

Cost 18 + HP 28 + HP 45 + HP

Special Rules All: Battle Awareness, High Morale 1, Lethal Strike 1

Warlord: Ferocious Charge Tyrant: Ferocious Charge, Extra Attacks 1 You may upgrade an orc hero's equipment as follows: · +2 points to replace hand weapon with 2 hand weapons · +1 points to replace hand weapon with spear · +1 points to replace hand weapon with two-handed weapon · +6 points to add throwing weapons · +2 points to add assault weapons · +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 Hero Many orc heroes go to war on the backs of the blood reaver. The reasons for this are obvious since the beasts can extend the range of the hero that much more, giving them not only the added ferocity of the beast, but also the greater survivability conferred by being a cavalry trooper. Troop Hero AS SH S Type Level Slayer 1 4 4 4 Warlord 2 4 4 5 Tyrant 3 5 4 5

T W I CD SZ MV 4 6 7

1 2 3

4 4 4

5 5 5

4 4 4

6 6 6

Structure: Individual/Mounted Troop Type Slayer Warlord Tyrant

Hero Points 0-20 0-30 0-50

Troop Type Slayer Warlord Tyrant

Feats

Ri tes

Artef acts

0-20 HP 0-10 HP 0-20 HP 0-30 HP 0-15 HP 0-30 HP 0-50 HP 0-20 HP 0-30 HP

Equipment Hand Weapon Hand Weapon Hand Weapon

Cost 38 + HP 52 + HP 77 + HP

Special Rules All: Battle Awareness, High Morale 1, Lethal Strike 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 Ferocious Charge and Lethal Strike 1 abilities. You may upgrade a blood reaver hero's equipment as follows: · +2 points to replace hand weapon with 2 hand weapons · +8 points to add throwing weapons A blood reaver hero may be added to a unit of blood reavers.

Blood Reaver The

blood reavers are

demonic

servant creatures

from the deep places of

Lochlann

Orc Shamans Orc shamans are the demon mystics of the Fomorian tribes. They have powers to call upon the dank, cold, watery essence of Lochlann to which they are spiritually connected. In this way they can bring storms and cloying mists before the Fomorian army, conditions the Fomorians thrive in, but which spell misfortune for other races. Troop Hero Type Level Shaman 1 Great 2 Shaman Shaman 3

AS SH S T W I CD SZ MV 4 4

4 4

4 4 4 5

1 2

4 4

5 6

2 2

4 4

5

4

5 5

3

4

6

2

4

Structure: Individual/Foot Troop Type

Hero Feats Ri tes Artefacts Points 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 Shaman Lord 0-50 0-25 HP 0-40 HP 0-30 HP Troop Type Shaman Great Shaman Shaman Lord

Equipment Hand Weapon Hand Weapon Hand Weapon

Cost 16 + HP 26 + HP 38 + HP

Special Rules All: Battle Awareness, High Morale 1 Great Shaman: Lethal Strike 1 Shaman Lord: Lethal Strike 1, Ferocious Charge You may upgrade an orc shaman's equipment as follows: · +2 points to replace hand weapon with 2 hand weapons You may add an orc shaman to a unit of orc raiders, orc maulers, orc spearmen, or goblin archers.

Fomorian Feats & Rites

The Fomorians are born of demonic forces and old evil from the deep. This, whether mystical or martial, reflects the abilities of the Fomorian heroes.

Feats of Battle

The Lochlannen Ways COST 23 The Fomorians have many secret tunnels and drowning places where the water goes under the land and the current is strong. Using these Lochlannen ways the knowledgeable Fomorian leaders can outmanoeuvre enemies near watery places by disappearing off the battlefield into a pool or bog, and emerging near them. Use the following rules for the Lochlannen ways: · You may use this ability as part of a normal or rush move · Move onto any water terrain feature (river, lake, bog, etc). If the hero is leading a unit they too may accompany it, but all models in the unit must beable to get onto the terrain feature · Remove them from the board · When you activate the unit next turn, do not move, but instead place the unit within its normal move distance of any water-based terrain feature on the tabletop. The unit now counts as being on hold for the rest of the turn. Units being led by a hero must be placed in cohesion

Demonic Fury COST 14 Blood of demons and dark chaos flows in the

veins of the Fomorians, and the fury of Lochlann can be terrible indeed. When the Fomorians call upon the power of their demonic blood they can inflict punishing wounds. Use the following rules for demonic fury: · 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

Baleforce

Lochlannen Mists COST 18

The demonic heritage of the people of Lochlann gives some of them the ability to call upon the terrible powers of the Otherworld, to strip the flesh from their enemies. This manifests as a cold, red fire that spews from the eyes, or mouths, or open wounds of the demons. Use the following rules for baleforce: · The hero may use this ability instead of shooting · Place the large teardrop shaped template with the tapered edge touching the hero's base. All models caught in the blast suffer a hit with dam equal to the hero's ST stat Storm Call COST 30 The people of Lochlann have an affinity with dark, stormy weather and lashing rain. So much so that their heroes can call upon the weather assail the whole battlefield. When the storms are called down the Fomorians are in their element, but the races of their enemies suffer. Use the following rules for storm call: · The hero may use this ability instead of holding · Make a CD test. If the test is failed nothing happens. If it is passed place a counter on the battlefield to show that storm conditions apply. This ends the hero's turn and any models with it are assumed to be on normal hold orders The following rules represent storm conditions: · 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

COST 23

The dank, salty vapours of Lochlann can be called upon by the heroes of that realm to give them supernatural advantages in battle. The Lochlannen mists are deep indeed and can hide those wrapped in their clammy coils from the vision of all, even those not of the land. Use the following rules for Lochlannen mists: · You may use this ability instead of holding · Make a CD test. If you fail nothing happens. If you pass place a counter next to the hero or the unit the hero is part of. This ends the hero's turn and any models with it are assumed to be on normal hold orders · Until the end of the turn there is no LOS to the unit for shooting. Remove any Lochlannen Mists counters on the following marker phase. Additionally, the effect of the Lochlannen mists means the unit is treated as being in a defended position against any unit that attempts to charge it Fomorian Artefacts Demon Weapons One Handed Melee Accuracy No Skill Yes Might Yes Speed Yes Slaying Yes Balance Yes Parrying Yes

Two Ranged Level Level Level Handed One Two Three Melee Cost Cost Cost No Yes 5 12 20 Yes No 4 10 18 Yes No 4 10 18 No No 20 40 No Yes Yes 20 40 No Yes No 4 10 18 Yes No 5 12 20

100

The Gaels Favoured

Gaels are humans, the second race born to the Mother Goddess Anu. Anu created the father of the Gaels out of her desire to have a new race of children to replace the Fir Bolg, the firstborn race who betrayed the goddess and suffered her eternal curse. Anu’s first husband was the Horned God, and he was a force of nature, fertility and wild places, but the Gael’s father Lahmfada was an energetic and brightly burning star, so he was named Sun God. The Gael’s have much of the spirit of Lahmfada about them, and though their allotted spans are short they live them to the full, attacking life with vigour and gusto whether they’re fighting, revelling or conducting religious ceremonies. Gaels live in a tribal society, ruled over by a warrior caste of kings, queens and chieftains. A tribe is composed of a number of chiefdoms each presided over by a warrior chieftain. The chieftain is responsible for organising the defences of the chiefdom and settling disputes between his or her people. Chieftains are also bound to provide hospitality for important travellers passing through their lands, such as other chiefs or kings. A king or queen, who manages the affairs of the whole tribal domain, rules the tribe and they in turn are subject to the rule of the Ard Righe at Taras, the High King of all the Gaels. The High King is always a man, for he is also the Sun God and

Children of the

Goddess

Anu’s mortal consort. Independent of this structure are the druids, who are lore keepers and judges in disputes between chiefs and kings, or rulers and subjects. They also act as advisors and manage religious ceremonies dedicated to Anu. The Gaels are situated around the southern and eastern coastal regions of Goria, where they build great granite hill forts across hilltops and plateaus. The largest of these is Taras, where the High King resides for most of the year. Smaller farming and fishing settlements spread out from these areas, trailing off into wilderness as they approach dangerous borders such as Kluruch’s Marsh or the Mounds of the Old Kings. There are also a number of sites sacred to the druids in Gael territory, mostly in forest groves or on hilltops in wild areas. Gaels are athletic and skilled fighters who rely on skirmish tactics to draw out an enemy’s forces so that they can be hit by heavier units such as Gael warriors and cavalry. Unlike the skirmishers of other armies, for example the Fomorians, Gael chieftains treat their skirmishers as a valuable resource, not to be squandered needlessly on suicidal shielding missions for the better quality troops. Once battle is joined the skirmishers usually retreat to a safe distance where they’re ready to slow down enemy flankers or stragglers.

102

Gael Bondsmen The warrior caste of Gael society is where its kings, queens and chieftains are drawn from, and most start their professional warrior career as a bondsman in the service of a lord, hoping to one day be the leaders of their own warbands. In battle they are good quality troops armed with a variety of swords, axes and other hand weapons, and they often carry shields too, to protect them from enemy blows. AS SH 4 4

S T 4 4

W I 1 4

Structure: Warband/Foot Unit Size: 4-12 No. per Unit 4-12 0-1 0-1 0-1 0-1

Cost 13 16 17 16 16

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Strike First Standard Bearer: Standard Bearer Musician: Tactics 1 Bondsmen may purchase a shield at an additional cost of +1 point per model. If you choose to buy shields all models in the unit must be equipped with them. Gael Warriors Gael warriors are bondsmen and women who have earned the right to carry heavier weapons into battle, capable of inflicting far worse wounds and thus increasing their enemy head count and reputation. AS SH 4 4

S T 4 4

W I 1 4

Structure: Warband/Foot Unit Size: 4-12

CD SZ MV 5 2 4

Equipment

No. per Unit

Cost

Two Handed Weapon

4-12

14

Leader

Two Handed Weapon

0-1

17

Champion

Two Handed Weapon

0-1

18

Standard Bearer Two Handed Weapon

0-1

17

Musician

0-1

17

Two Handed Weapon

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Strike First Standard Bearer: Standard Bearer Musician: Tactics 1

CD SZ MV 5 2 4

Troop Type Equipment Bondsman Hand Weapon Leader Hand Weapon Champion Hand Weapon Standard Bearer Hand Weapon Musician Hand Weapon

Troop Type Warrior

Gael Spearmen Gael spearmen are special bondsmen and women usually charged with guarding sites of key importance. The length of the weapon is good for keeping foes at bay with, and for additional defensive capability they often carry shields. AS SH 4 4

S T 4 4

W I 1 4

CD SZ MV 5 2 4

Structure: Warband/Foot Unit Size: 4-12 Troop Type Spearman Leader Champion Standard Bearer Musician

Equipment Spear Spear Spear Spear Spear

No. per Unit 4-12 0-1 0-1 0-1 0-1

Cost 14 17 18 17 17

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Strike First Standard Bearer: Standard Bearer Musician: Tactics 1 Spearmen may purchase a shield at an additional cost of +1 point per model. If you choose 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 fullyfledged 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 certainly doomed, so they tend to retreat once battle is joined. AS SH 4 4

S T 4 4

W I 1 4

CD SZ MV 5 2 4

Structure: Warband/Foot Unit Size: 4-12 Troop Type Staff Slinger Leader Champion

Equipment Staff Sling Staff Sling Staff Sling

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

Champion: Marksman

The warrior caste of

Gael

society

No. per Unit 4-12 0-1 0-2

Cost 21 25 26

Gael Cavalry Hero

105

Gael Cavalry Gael cavalry are fast, manoeuvrable, heavy hitting units. The horsemen of the eastern coasts of Goria favour a breed of heavy warhorse that is nearly as fierce as a Sidhe drake or a Fomorian blood reaver. In battle Gael cavalry riders are armed with cavalry variants of Gael hand weapons, to run down enemy units in particularly devastating charges. AS SH 4 4

S T 4 5

W I 1 4

CD SZ MV 5 4 7

Equipment Hand Weapon Hand Weapon Hand Weapon Hand Weapon Hand Weapon

No. per Unit 2-8 0-1 0-1 0-1 0-1

Cost 31 35 39 36 36

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Strike First Standard Bearer: Standard Bearer Musician: Tactics 1 The warhorse mount makes a separate attack in close combat with AS 3, dam 5 and has Ferocious Charge ability.

In battle

Gael cavalry

run down

AS SH 4 4

S T 4 6

W I 5 3

CD SZ MV 5 5 7

Structure: Heavy Unit

Structure: Warband/Mounted Unit Size: 2-8 Troop Type Cavalry Leader Champion Standard Bearer Musician

Gael Chariot Gael chariots act as war platforms for champions, thundering along, drawn by their powerful, heavy steeds. Chariots are awesome machines in close combat, capable of cutting great swathes though enemy units and quickly delivering the champion to the thick of the fighting.

enemy units WITH devastating charges

Weapons Front Left Flank Right Flank Rear All Ranged 90 90 90 90 Weapon degrees degrees degrees degrees Upgrade

Combat Arcs Attack Table Front

1

Left Flank

1

Right Flank

1

Rear

1

Cost: 68 Special Rules Battle Awareness, Heavy Armour 3, Ferocious Charge, Lethal Strike 3*, Fearless, Immune to 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 inches moved. You may upgrade a Gael 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

106

Damage Table 1d10 Result No Result. 1-5 6

7

8

9

10

Troop Type

Axle Damaged: Each time you wish to turn roll a d10. On a 1-5 it cannot turn. On a 6-10 it can turn as normal. A second hit on the axle immobilizes the chariot. Driver Slain: The champion must take the reins. The champion may no longer shoot or take assault moves if the chariot moves during the movement phase. A second hit in this location results in an additional wound. Mount Injured. One of the beasts drawing the chariot has been wounded. The chariot loses the Lethal Strike 3 and Ferocious Charge abilities. A second hit on the mounts immobilizes the chariot. Wheel Buckled: Each time you wish to move roll a d10. On a 1-5 it cannot move. On a 6-10 it can move as normal. A second hit on the wheel immobilizes the chariot. Champion Slain: The driver must fight as well as drive. The chariot may no longer shoot or take assault moves if it moves during the movement phase, 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 warrior 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, giving heart to warriors that would otherwise flag. Troop Hero AS SH S Type Level Hero 1 5 4 4 Chieftain 2 5 4 5 King 3 5 5 5

T W I CD SZ MV

Structure: Individual/Foot

4 4 6

1 2 3

4 5 5

6 6 6

2 2 2

4 4 4

Hero Chieftain King Troop Type Hero Chieftain King

Hero Feat s Points 0-20 0-10 HP 0-30 0-20 HP 0-50 0-25 HP Equipment Hand Weapon Hand Weapon Hand Weapon

Ri tes 0-20 HP 0-30 HP 0-40 HP

Artefa c ts 0-20 HP 0-25 HP 0-30 HP

Cost 21 + HP 32 + HP 47 + HP

Special Rules All: Battle Awareness, High Morale 1, Strike First

Chieftain: Ferocious Charge King: Ferocious Charge, Inspiring You may upgrade Heroes equipment as follows: · +2 points to replace hand weapon with 2 hand weapons · +1 point to replace hand weapon with spear · +1 point to replace hand weapon with two-handed weapon · +9 points to add throwing weapons · +13 points to change hand weapon to a staff sling · +2 points to add a shield You may add a Gael hero to a unit of Gael bondsmen, Gael warriors, or Gael spearmen.

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 themselves against assailants. Troop Hero AS SH Type Level Apprentice 1 4 4 Druid Druid 2 4 4 Hengelord 3 5 4

S T W I CD SZ MV 4 4

1

4

7

2

4

5 4 5 5

2 3

5 5

7 7

2 2

4 4

Structure: Individual/Foot Troop Type Apprentice Druid Druid Hengelord

Hero Points 0-20

0-10 HP 0-20 HP 0-20HP

0-30 0-50

0-15 HP 0-30 HP 0-25HP 0-20 HP 0-50 HP 0-30HP

Troop Type Apprentice Druid Druid Hengelord

Feats

Equipment Hand Weapon Hand Weapon Hand Weapon

Rites

Artefacts

Cost 20 + HP 32 + HP 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 bondsmen, 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 Mounted Gael heroes are charismatic battle leaders that are much loved by the warbands under their command. In combat they are fierce and accomplished fighters, but at the highest levels it is their stature and presence on the battlefield that is their true strength. Nearby warriors will take heart from the sight of their kings and are far less likely to panic or flee the field of battle. Troop Hero AS SH Type Level Hero 1 5 4 Chieftain 2 5 4 King 3 5 5

S T W I CD SZ MV 4 5 5 5 5 6

1 4 2 5 3 5

6 6 6

3 3 3

7 7 7

Structure: Individual/Mounted Troop Type Hero Chieftain King Troop Type Hero Chieftain King

Hero Feats Points 0-20 0-20 HP 0-30 0-30 HP 0-50 0-50 HP Equipment Hand Weapon Hand Weapon Hand Weapon

Ri tes 0-10 HP 0-15 HP 0-20HP

Artefacts 0-20 HP 0-25 HP 0-30 HP

Cost 47 + HP 66 + HP 86 + HP

Special Rules All: Battle Awareness, High Morale 1, Strike First

Chieftain: Ferocious Charge King: Ferocious Charge, Inspiring

The warhorse mount makes a separate attack in close combat with AS 3, dam 5 and has Ferocious Charge ability. You may upgrade a mounted Gael hero's equipment as follows: · +14 points per model to add throwing weapons You may add a mounted Gael hero to a unit of Gael cavalry.

Gael Feats & Rites

The training of the Gaels has two distinct paths. The warriors learn to control their bodies in incredible ways, whilst the Druids develop the Gaels' Goddess given talent for influencing nature.

Feats of Battle

Salmon Leap COST 15 Gael heroes are supreme athletes and they take their inspiration from the natural wonders provided by Anu. The salmon leap is a superhuman standing jump, into or away from combat, that is guaranteed to stymie and surprise the enemy. Use the following rules for the salmon leap: · Salmon leap may only be attempted by foot heroes · Use this ability instead of making a charge or break off move · Make a CD test, if it fails you may not perform either of the listed moves. If it passes then use the following rules · For a charge move your opponent may not counter-charge the hero or the unit the hero is leading. Additionally the unit receives an additional +1 bonus to both to hit and damage rolls on the turn they charge · For a break off move the hero and any models they are leading break off and the enemy unit may not attack them as they go Fe at of the Shi e l d Ri m COST 5 Another example of the incredible physical prowess of Gael heroes is the feat of the shield rim. They may leap onto the rim of an opponent's shield to unbalance them, allowing the Gael to strike whilst they're vulnerable. Use the following rules for feat of the shield rim: · The feat of the shield rim can only be used against an enemy model armed with a shield · Use this ability instead of attacking in close combat · 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 The leaders of the Gaels are often impressive individuals capable of boosting the prowess of other troops on the battlefield who look to them for guidance. One way they can do this is to bellow one of the war calls of their tribe or kingdom, causing all Gaels within earshot to fight with great vigour and conviction. Use the following rules for war call: · War call is used instead of having a normal turn. You may not use war call with a model that begins its turn in base contact with an enemy model. When the hero is activated make a CD test. · If the test fails nothing happens. If the test is passed all Gael units within a radius of the hero equal to 12 inches per rank that the ability was bought (e.g. a rank 2 war call would affect an area with a radius of 24 inches around the hero) receive a +1 bonus to all dice rolls · This effect lasts until the end of the turn, or until the hero takes a wound for any reason, or an enemy unit attacks the model in close combat *This ability costs 10 per rank at which it is bought, so a rank 3 war call would cost 30 points. Druidic Rites Oak Harness COST 15 Gael heroes can call upon Anu to grant them temporary 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

Tangling Plants COST 17 Some Gaels can actually command the roots and grass of the land to entangle the feet of their enemies, giving friendly warriors an advantage in battle. Use the following rules for tangling plants: · Use tangling plants instead of shooting · Make a CD test. If this i s failed nothing happens. If it is passed pick any enemy unit within short range and LOS. That unit suffers the following penalties: · The unit counts as having been activated-it loses any hold orders and is now considered to be affected by the Slow special rule · Any unit shooting at it gets +1 to hit · These effects last until the end of the turn Gael Artefacts

Enchanted Weapons One Handed Melee Accuracy No Skill Yes Might Yes Speed Yes Slaying Yes Balance Yes Parrying Yes

Two Ranged Level Level Level Handed One Two Three Melee Cost Cost Cost No Yes 5 12 20 Yes No 4 10 18 Yes No 4 10 18 No No 20 40 No Yes No 20 40 No Yes No 4 10 18 Yes No 5 12 20

111

The Vanir Raiders

of the Frozen

Wasteland

The Vanir are brigands and reavers, from a winter realm beyond Goria that is linked to the world by a magical rainbow bridge called Bifrost. There are three different races comprising the Vanir people, these being the stocky and hoary dwarfs, the winged valkyries and the massive Jötun, or frost giants. All dwarfs are male and all valkyries are female, so these two different races interbreed, the valkyrie women giving birth to male dwarf and female valkyrie children. The Vanir's home realm is called Midgaard and it is a land of rugged mountains, complex, fractured coastlines, and frozen coniferous forests. It is the realm of deep winter and the wasteland spirits howl and blast in the icy wildernesses. The Vanir that have travelled over the rainbow bridge to Goria are raiders and bandits. They move from place to place in massive wooden hulled ships with great, carved dragonheads mounted on the prows. Each of these vessels is capable of carrying hundreds of Vanir and they ply coastlines looking for settlements to ravage, slaughtering or enslaving the occupants and stealing their stores of food and livestock. After a raid the Vanir like to drink themselves into a stupor and play incredibly dangerous and ill-advised games such as throwing hammers at one another. Fights between actual Vanir are relatively commonplace, though rarely fatal. Their leaders are usually the best warriors, however they have a deep respect for the

mystical powers of the rune casters, who are the lore keepers and saga tellers of their people. Some Vanir have actually settled permanently on Goria, following the advice of their rune casters to stay and conquer this rich new world. They have carved out a domain in the north east of Goria which they use as a base to raid the territories of other races. The north east of Goria, particularly around the coastline, is famous for unusual geological formations of basalt. These formations are massive and octagonal, and the Vanir, using their natural gifts for mining and delving, have hollowed them out to make fortified cities such as Heimdall and Bodir Dúr. The Vanir rune casters can bind wasteland spirits from Midgaard into ceremonial standing stones, called vettar-stanes, which once planted in the soil begin to turn a land into a winter realm. This they have done in the far north of Goria. In battle the Vanir are taciturn and immoveable opponents. The dwarfs advance slowly and with grim determination, bearing down on their enemies relentlessly, and relying on their sturdy physiques and quality Vanir mail to turn aside the arrows and darts of their enemies. Dwarf crossbowmen will support this advance by finding a vantage point from which to fire their clumsy but powerful weapons, and shrieking valkyries and wolf chariots provide the mobility and the capability to strike at speed.

112

Dwarf Fighter Dwarf fighters are grizzled veterans of many raids and adventures. Their naturally stout and barrelchested physiques combined with superior Vanir mail makes them difficult to put down and they wield their weapons well. In battle the fighters carry hand weapons (usually axes or hammers) and more often than not shields too. Dwarfs are tough and dangerous foes, though their short legs mean that they're somewhat lacking in manoeuvrability. AS SH 4 4

S T 4 5

W I 1 3

CD SZ MV 5 2 3

Structure: Warband/Foot Unit Size: 4-12 Troop Type Fighter Leader Champion Standard Bearer Musician

Equipment No. per Unit Cost Hand Weapon 4-12 11 Hand Weapon 0-1 13 Hand Weapon 0-1 12 Hand Weapon 0-1 13 Hand Weapon 0-1 13

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Lethal Strike 1 Standard Bearer: Standard Bearer Musician: Tactics 1 Dwarf fighters may purchase a shield at an additional cost of +1 point per model. If you choose to buy shields all models in the unit must be equipped with them. Dwarf Greathammers Dwarf greathammers are veteran fighters that carry heavy dwarf melee weapons such as twohanded hammers and axes. In battle they may be a bit slow but they are tough and can deliver punishing wounds with their impressive weaponry. AS SH 4 4

S T 4 5

W I 1 3

Structure: Warband/Foot Unit Size: 4-12

CD SZ MV 5 2 3

Troop Type

Greathammer

Equipment No. per Unit

Two Handed Weapon Leader Two Handed Weapon Champion Two Handed Weapon Standard Bearer Two Handed Weapon Musician Two Handed Weapon

4-12

Cost 11

0-1

13

0-1

14

0-1

14

0-1

14

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Lethal Strike 1 Standard Bearer: Standard Bearer Musician: Tactics 1 Dwarf Spearmen Dwarf spearman are the basic guards on board the dragon ships, and legions of them accompany the Vanir on raiding missions. They are good fighters on the whole, their dwarven resilience and the long reach of the spears making them excellent in defence, particularly when combined with shields. AS SH 4 4

S T 4 5

W I 1 3

CD SZ MV 5 2 3

Structure: Warband/Foot Unit Size: 4-12 Troop Type

Spearman Leader Champion Standard Bearer Musician

Equipment No. per Unit

Spear Spear Spear Spear Spear

4-12 0-1 0-1 0-1 0-1

Cost 11 13 14 14 14

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Lethal Strike 1 Standard Bearer: Standard Bearer Musician: Tactics 1 Spearmen may purchase a shield at an additional cost of +1 point per model. If you choose to buy shields all models in the unit must be 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 crossbowmen carry the cumbersome but highly effective Vanir crossbow. This weapon is slow to use, the user being forced to stand their ground to load and aim, but delivers a lethal punch. These troops are ideal for defending fixed positions such as hilltops or fortifications. AS SH 4 4

S T 4 5

W I 1 3

CD SZ MV 5 2 3

Troop Hero Type Level Chief 1 Thegn 2 Eorl 3

Structure: Warband/Foot Unit Size: 4-12 Troop Type Archer Leader Champion

Equipment Crossbow Crossbow Crossbow

No. per Unit 4-12 0-1 0-2

Cost 15 17 17

Special Rules Leader: Battle Awareness, High Morale 1 Champion: Marksman Valkyries Valkyries are a race of winged warrior women from the high, frozen mountain summits of Midgaard. They are not true fliers like birds, or dragons, but their small wings allow them to make short flights that enable them to get around in their precipitous homelands by launching from peak to peak. On the battlefield valkyries can take off on short, powered flights, making them considerably faster and more manoeuvrable than other foot soldiers. AS SH S T 4 4 4 5

W I 1 4

CD SZ MV 5 2 6

Structure: Warband/Foot Unit Size: 4-8 Troop Type

Valkyrie Leader Champion

Equipment No. per Unit

Hand Weapon Hand Weapon Hand Weapon

4-8 0-1 0-2

Special Rules All: Glide Leader: Battle Awareness, High Morale 1 Champion: Ferocious Charge

Dwarf Heroes Dwarf heroes are hard-bitten warriors that have risen through the ranks of their tribes to become eorls and chieftains. They lead by example in battle, smiting enemies with great crushing blows from their heavy swords, axes and hammers. Dwarf heroes are dangerous opponents who are resilient fighters to boot.

Cost 28 33 30

AS SH S T W I CD SZ MV 5 5 6

4 4 4

5 5 5 5 5 6

1 2 3

3 5 4 6 4 6

2 2 2

3 3 3

Structure: Individual/Foot Troop Type Chief Thegn Eorl

Hero Points 0-20 0-30 0-50

Troop Type Chief Thegn Eorl

F eats

Ri t es

Ar te facts

0-20HP 0-30HP 0-50HP

0-10HP 0-15HP 0-20HP

0-20 HP 0-30 HP 0-40 HP

Equipment Hand Weapon Hand Weapon Hand Weapon

Cost 17 + HP 23 + HP 35 + HP

Special Rules All: Battle Awareness, High Morale 1 Chief: Lethal Strike 1 Thegn: Lethal Strike 1, Ferocious Charge Eorl: Lethal Strike 2, Ferocious Charge You may upgrade a dwarf hero's equipment as follows: · +2 points to replace hand weapon with 2 hand weapons · +1 points to replace hand weapon with spear · +1 points to replace hand weapon with two-handed weapon · +7 points to add a crossbow · +2 points to add assault weapons · +2 points to add a shield You may add a dwarf hero to a unit of dwarf fighters, dwarf greathammers, dwarf spearmen, or dwarf crossbowmen.

116

Wolf Chariot Wolf Chariot Wolf chariots are unusual, wolf drawn machines. These chariots have wasteland spirits bound into them by Futhark runes, freezing the ground before them so that they can slide along on their runners with ease. Wolf chariots are awesome machines in close combat, capable of cutting great swathes though enemy units and are ridden into battle by dwarf champions. AS SH 4 4

S T 4 7

W I 4 2

CD SZ MV 5 5 6

Structure: Heavy Unit

Firing Arcs Attack Table Weapons All Ranged Weapon upgrades

Front Left Flank 90 90 degrees degrees

Right Flank Rear 90 90 degrees degrees

Combat Arcs Attack Table Front

Left Flank

1

1

Right Flank

1

Rear

1

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

Damage Table 1d10 Result 1-5 6

7

No Result. Reins Damaged: Each time you wish to turn roll a d10. On a 1-5 it cannot turn. On a 6-10 it can turn as normal. A second hit on the reins immobilizes the chariot. Driver Slain: The champion must take the reins. The champion may no longer shoot or take assault moves if the chariot moves during the movement phase. A second hit in this location results in an additional wound.

These

chariots

have wasteland into them by

spirits

Futhark runes

bound

8

9

Mount Injured. One of the beasts drawing the chariot has been wounded. The chariot loses the Lethal Strike 3 and Ferocious Charge abilities. A second hit on the mounts immobilizes the chariot. Runner Buckled: Each time you wish to move roll a d10. On a 1-5 it cannot move. On a 6-10 it can move as normal.

10

A second hit on the runner immobilizes the chariot. Champion Slain: The driver must fight as well as drive. The chariot may no longer shoot or take assault moves if it moves during the movement phase, and any weapon upgrades are lost. A second hit in this location results in an additional wound.

Rune Casters Rune casters are venerable and wise dwarfs that have learned the secrets of the Futhark, a script of prophecy and magic used by their gods of winter and war. In battle the rune casters' power over the Futhark allows them to predict the fate of friendly units, and to bind and command wasteland spirits from Midgaard. Troop Hero AS SH Type Level Bragi 1 4 4 Rune Caster 2 5 4 Lorekeeper 3 5 4

S T W I CD SZ MV 5

5

1

4

5

2

4

5

5

2

4

6

2

4

5

5

3 5

7

2

4

Structure: Individual/Foot Troop Type Bragi Rune Caster Lorekeeper

Hero Points 0-20

Feats

Ri tes

0-10 HP

0-20 HP

0-20 HP

0-30

0-15 HP

0-30 HP

0-30 HP

0-50

0-20 HP 0-50 HP

0-40 HP

Troop Type Bragi Rune Caster Lorekeeper

Equipment Hand Weapon Hand Weapon Hand Weapon

Ar tef acts

Cost 16 + HP 26 + HP 40 + HP

Special Rules All: Battle Awareness, High Morale 1 Bragi: Tactics 1 Rune Caster: Tactics 1, Ferocious Charge Lorekeeper: Tactics 2, Ferocious Charge You may upgrade a rune caster's equipment as follows: · +0 points to replace hand weapon with two-handed weapon You may add a rune caster to a unit of dwarf fighters, dwarf greathammers, dwarf spearmen, or dwarf crossbowmen.

Vanir Feats & Rites

Vanir are more than just people of the wasteland. They are as strong and hard as the frozen land they come from, and their rune casters have strange powers of prophecy and summoning.

Feats of Battle

Helm Shatterer COST 9 The Vanir are a hardy people and their heroes are rightly proud of their battle skills and strength. Helm shatterer is the name they give to an unsubtle but highly effective two-handed overhead blow. Use the following rules for helm shatterer: · Helm shatterer may only be used with a hand weapon, or a two-handed weapon · The hero may use helm shatterer instead of attacking in close combat · Roll to hit once and if you score a hit roll a number of extra damage dice equal to the hero's level. If you have extra attacks add your extra attacks value as a bonus to the damage dice rolls · For the rest of the turn following the use of helm shatterer, the hero may not use a shield, or parry Harvester COST 12 Harvester is the name the Vanir give to a lethal technique for hurling axes and hammers into massed ranks of enemy warriors. Use the following rules for harvester: · Harvester may only be used by a hero armed with assault weapons · The hero may use harvester instead of shooting · Pick any enemy unit within 6 inches and LOS. Roll a number of dice to hit that is equal to double the hero's level. Any hits scored have dam equal to the hero's strength · 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 The hammers and axes of the Vanir are hard, and the Vanir that bear them are sometimes even harder. Some of the heroes of the Vanir are so hard that they can break the ground on which their enemies stand. Use the following rules for earth splitter: · Earth splitter may only be used by a hero armed with a hammer or an axe (this can be a hand weapon or a two handed weapon) · Use earth splitter instead of shooting. · Pick any enemy unit within 6 inches and LOS and make a ST test. If it fails nothing happens. If it is successful the leader of the enemy unit must take an immediate CD test to maintain the unit's coherency (or in the case of single models, stay on their feet) · If the enemy leader fails their test the unit counts as having been activated, and loses any hold orders it may have had

Rune Rites

Rune Prophecy COST 10* Vanir rune casters can predict the fortunes of battle using their uncanny futhark rune stones, allowing them to give helpful advice to their army before battle commences. Use the following rules for rune prophecy: · At the beginning of the game each hero with rune prophecy may make one prediction for each hero level that they have. Each prediction must be about a particular unit in the Vanir army, but cannot be about themselves. Make a mark on the roster sheet for each prediction made, by the unit that the prediction is for · To use the prediction the unit may reroll any dice roll that it has just taken, and must abide by the result of the 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.

Wasteland Spirits COST 25 The cold and desolate spirits of the wasteland can be brought from Midgaard by the rune casters, bound into talismans and other sacred objects, but they are wilful spirits and it takes an iron will to command them against the enemies of the Vanir. Use the following rules for wasteland spirits: · The hero may use this ability instead of holding · Whether the test is successful or not, the hero suffers 1 wound due to the gruelling nature of performing this rite. If a hero only has a single wound remaining, they may not attempt this rite · Make a CD test. If the test is failed nothing happens. If it is passed place a counter on the battlefield to show that wasteland spirit conditions apply. This ends the hero's turn and any models with it are assumed to be on normal hold orders The following rules represent wasteland spirit conditions: · No LOS for shooting is possible any where on the battlefield · No unit receives any bonus for charging or counter-charging

Vanir Artefacts Rune Weapons One Handed Melee Accuracy No Skill Yes Might Yes Speed Yes Slaying Yes Balance Yes Parrying Yes

Two Ranged Level Level Level Handed One Two Three Melee Cost Cost Cost No No 5 12 20 Yes No 4 10 18 Yes Yes 4 10 18 No No 20 40 No Yes Yes 20 40 No Yes No 4 10 18 Yes No 5 12 20

120

Armoury

CC WS

Improvised Weapons

5

Improvised weapons are pretty much anything that comes to hand when real weaponry isn't available. This includes sticks, rocks, agricultural tools, torches, small wood-chopping hatchets, hunting knives and so forth. Although some of the articles listed are clearly one-handed implements, all improvised weapons are so weak or clumsy that the model using them cannot effectively use anything else in the other hand. CC WS

3

Short To Hit

0

Dam

ST-1

To Hit

-

Medium Dam

To Hit

-

-

Long

Extreme

Dam To Hit Dam To Hit Dam

-

-

-

-

-

Type: 2 handed melee Special Rules: When there is no entry on a

model's profile for a melee weapon, assume the model is using improvised weapons.

Hand Weapon

Hand weapons is a broad category covering most one-handed weapons that can be used to cut, stab, slash, bludgeon or otherwise dispatch a foe in toe-to toe combat. This includes, swords, axes, warhammers, maces, clubs, druid's sickles and so forth. Some races favour different weapons over others, but one will usually find the equivalent of all such weapons in all armies, though the styles vary tremendously. CC WS

4

Short To Hit

0

Dam

ST+0

To Hit

-

Medium Dam

-

To Hit

-

Long

Extreme

Dam To Hit Dam To Hit Dam

-

-

-

-

-

Type: 1 handed melee Special Rules: None

2 Hand Weapons

Two hand weapons simply means that a warrior is using a second hand weapon, such as a sword, axe, mace, etc. in their off-hand. Having two hand weapons is more about fighting technique than any ability conferred by the weapons themselves, and warriors trained to fight this way attack with a flurry of blows that unbalances the enemy and leaves them vulnerable to a well-timed strike.

Short To Hit

0

Medium

Dam

To Hit

Dam

To Hit

ST+ 1

-

-

-

Long

Extreme

Dam To Hit Dam To Hit Dam

-

-

-

-

-

Type: 2 handed melee Special Rules: None

Two-Handed Weapon

Two-handed weapons are large, heavy melee weapons that require a warrior to use both hands to wield. This category includes greatswords, heavy maces, battleaxes, two-handed hammers and so on. Two-handed weapons are slow and cumbersome to use, but when a warrior does score a hit with one they are capable of inflicting the most grievous injuries, even to heavily armoured opponents. CC WS

2

Short To Hit

0

Medium

Dam

To Hit

Dam

ST+ 2

-

-

To Hit

-

Long

Extreme

Dam To Hit Dam To Hit Dam

-

-

-

-

-

Type: 2 handed melee Special Rules: Penetrating 2

Spear

Spears are one-handed pole arms designed for thrusting at enemies to keep them at bay. A typical warrior's spear consists of no more than a stout wooden pole of about two yards in length, capped at one end with a pointed blade for puncturing an enemy's flesh. Spears are short enough to be wielded in one hand, keeping the other hand free for using a shield, but are long enough to give the wielder a significant reach advantage. CC WS

5

Short To Hit

0

Dam

To Hit

ST+ 0 -

Medium Dam

To Hit

-

-

Long

Extreme

Dam To Hit Dam To Hit Dam

-

-

-

-

-

Type: 1 handed melee Special Rules: None

Shield

Shields are the primary piece of armour used by warriors in the ancient land of Goria. They come in a variety of shapes and sizes, and can be 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 to a warrior's off arm and enable him or her to interpose the shield between themselves and an enemy's weapons. CC WS

-

Short To Hit

Dam

To Hit

-

-

-

Medium Dam

To Hit

-

-

Long

Extreme

Dam To Hit Dam To Hit Dam

-

-

-

-

-

Type: 1 handed melee Special Rules: Shields confer a -1 dam roll mod-

Short bows are small, recurve bows of wood or horn designed primarily for use by light or skirmishing warriors. Whilst the short bow suffers from a shorter range compared to other bows, it is reasonably effective within this range. CC WS

-

Short To Hit

-

Medium

Dam

To Hit

Dam

To Hit

-

0

ST+ 0

0

ifier to attacks originating from within the user's front 180 degrees

Type: 2 handed ranged Special Rules: None

Assault Weapons

Bow

Assault weapons covers a wide variety of very short-range projectiles used by warriors as they charge into combat. They range from the very basic, like rocks, to the more sophisticated such as throwing knives and darts. The effect of assault weapons is more to throw the enemy off balance than to cause any serious harm, allowing warriors to then strike foes down as they reel in disarray from the volley of assault weapons. CC WS

-

Short To Hit

-

Medium

Dam

To Hit

Dam

To Hit

-

-

-

-

Long

Extreme

Dam To Hit Dam To Hit Dam

-

-

-

-

-

Type: special 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 finely balanced axes and of course the sling, another relatively common weapon. Throwing weapons are reasonably effective up to short range, if somewhat inaccurate. CC WS

-

Short To Hit

-

Medium

Dam

To Hit

Dam

-1

ST+ 0

-

To Hit

Type: 1 handed ranged Special Rules: None

Short Bow

-

Long

Extreme

Dam To Hit Dam To Hit Dam

-

-

-

-

-

Long

Extreme

Dam To Hit Dam To Hit Dam

ST- 1

-

-

-

-

Bows are the main ranged hunting weapon on Goria. They consist of a bow of good, flexible material such as yew or ash, or even specially treated bone or horn, with a string usually made out of sinew from the back leg of a large beast such as an elk or bear. Bows are efficient and effective up to long range and in battle are used to shoot heavier arrows with metal tips. CC WS

-

Short To Hit

-

Medium

Dam

To Hit

Dam

To Hit

-

0

ST+ 0

0

Type: 2 handed ranged Special Rules: None

Long

Extreme

Dam To Hit Dam To Hit Dam

ST+ 0 -1

ST-1

-

-

122

Longbow

Longbows are just about the best ranged weapons that a single archer can use. Made exclusively by the Sidhe, they are superior ranged weapons whose arrows hit the target with stinging force, punching through light armour and flesh with ease. The power and accuracy of the longbow makes Sidhe longbowmen amongst the most feared and respected warriors on Goria. CC WS

-

Short To Hit

-

Dam

To Hit

-

+1

Medium Dam

To Hit

ST+ 1

0

Long

Extreme

Dam To Hit Dam To Hit Dam

ST+ 1

0

ST+ 0

-

-

Type: 2 handed ranged Special Rules: None

Crossbow

Crossbows are powerful ranged weapons made by the Vanir. Like the smaller hand crossbows, the bowstring is pulled back along a transverse bar and the quarrel fitted into a groove in front. The weapon can then be shot by using a trigger mechanism to release the string. Because the tension on the string is so great, a windlass mechanism has to be used to draw back the string after each shot, making the crossbow a slow weapon to use. Nevertheless, it is a powerful weapon, effective up medium range. CC WS

-

Short To Hit

-

Medium

Dam

To Hit

Dam

-

0

5

To Hit

-1

Long

Extreme

Dam To Hit Dam To Hit Dam

5

-1

4

-

-

Type: 2 handed ranged Special Rules: Models armed with crossbows may

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 skirmishers, 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

followers, not yet fully skilled in the use of close combat weapons. CC

Short

WS

To Hit

5

0

Dam

To Hit

STR+ 0 0

Medium Dam

To Hit

ST+ 0

-1

Long

Extreme

Dam To Hit Dam To Hit Dam

ST+ 0

-

-

-

-

Type: 2 handed ranged/melee Special Rules: None War Blades War blades are large blades or spikes that fit to chariots and similar vehicles. They effectively increase the carnage that a chariot can mete out when it charges against massed ranks of enemy troops, the sharp points projecting from the sides and front cutting warriors in half or slicing the legs off cavalry mounts.

CC WS

-

Long To Hit

spec

Extreme

Dam

To Hit

Dam

To Hit

Dam

-

-

-

-

-

Type: Fixed Special Rules: When a heavy unit equipped with

war blades charges or counter-charges work out close moves as normal. Before working out the combat, all enemy models in contact with the front of the unit must make a reaction check using the unit with war blades I as the diff. The following results apply: · If the test is passed they avoid the blades and can attack as usual · If the test is failed the model suffers 6(x2) Dam. This damage is penetrating 4

123

Warband/Individual

Model

Weapon

Weapons

CC

To Hit

Dam

No. in Unit

AS

SH

Short

To Hit

Dam

AS

SH

ST

T

W

Med

I

CD

Long

To Hit Dam

To Hit Dam

Cost SZ

MV

Ext

To Hit Dam

Special Rules/Notes

Warband/Individual

Model

Weapon

Weapons

CC

To Hit

Special Rules/Notes

Dam

No. in Unit

Short

To Hit

Dam

ST

T

Med

To Hit Dam

W

I

CD

Long

To Hit Dam

Cost SZ

MV

Ext

To Hit Dam

124

Hero

Model

Weapon/ Artefacts

Weapons

CC

To Hit

Hero Level

AS

Dam

SH

Short

To Hit

Dam

ST

T

W

Med

I

CD

Long

To Hit Dam

To Hit Dam

Cost SZ

MV

Ext

To Hit Dam

Special Rules/Notes/Abilities

Hero

Model

Weapon/ Artefacts

Weapons

CC

To Hit

Hero Level

AS

Dam

Special Rules/Notes/Abilities

SH

Short

To Hit

Dam

ST

T

Med

To Hit Dam

W

I

CD

Long

To Hit Dam

Cost SZ

MV

Ext

To Hit Dam

125

Heavy Unit

Model

Weapons

AS

SH

Firing Arcs Attack Table Weapons Front

CC

To Hit

Special Rules/Notes

Dam

T

Left Flank

Combat Arcs Attack Table Front Left Flank

Weapon

ST

W

I

Cost

CD

Right Flank

Right Flank

Short

To Hit

Dam

SZ

Med

To Hit Dam

MV

Rear

Rear

Long

To Hit Dam

Ext

To Hit Dam

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 Fir Bolg Necromancer

Gael Spearman

Taranis Gael Hero

Arianrod Elf Hero

Mebh Elf Witch

Gael Bondsman Musician

Nemain Sword Maiden - Gael Hero

Irdril of the Silent Arrow Elf Hero

Skoll Skull Spliter Dwarf Hero

Ragnar Dwarf Runecaster

Cernunnos The Horned One Fir Bolg Hero

Celtos

The

storms of

war The

gather…

Warriors' cries…

stench and din of battle…

Fallen heroes… Laments to the vanquished…

Heads and plunder to the victors…

i-Kore Ltd. 85-87 Peffer Place, Edinburgh, EH16 4BB 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 trademark of i-Kore Ltd.

For any information regarding our product lines please contact your local hobby stockist, or contact us directly at the address opposite. Visit our website to find out what's new at i-Kore: www.i-kore.com

22901

22091

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.

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