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The Bestiary

What follows is a list of all the additions to the Warhammer bestiary from the Celtic list. This should be used for looking up all the special rules for certain peoples as they are not included in full in the actual list.


Note for all Celts:
All Celtic characters are raised with the dream of becoming a hero of the nation, a poweful warrior and a strong leader. Each Celt grows up hearing the legends of the great heroes and chieftains who fought valiantly in single combat. Because of their nature, any Celtic character who is offered a challenge will always accept it, and if the enemy does not issue a challenge, the Celtic character must always challenge the opponent if at all possible. It should be noted that non-Celtic characters such as Zoats are not affected by this rule.

Celtic Chieftain

The Chieftain is the lord of the army, the ruler and most likely the king of his tuath. He is the general of the army. He is a normal human lord although he follows the rules for celts (see above) and may choose to be blessed with the Warp Spasm.
 
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Chieftain 
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6 
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4 
10
Special Rules - Bloodlust.

The Celtic mythology tells of many a great chieftain or king that in battle turned into a great ferocious beast in combat. They would go into a battle-crazed frenzy, not caring who they were attacking but just madly charging at the foe crushing and slaying anything before them. The greatest of these warped warriors was King Cormac, who in the state of bloodlust slew over 200 skaven on his own, causing the start of the massive Skaven retreat. Many Celtic chieftains still have the crazed bloodlust in battle and you can choose to have the bloodlust upon your chieftain if you wish.

If you choose to take the bloodlust for your chieftain when he goes into combat there is a good chance he will go into the crazed state. The warrior must take a leadership test to see if he can draw himself into the state of bloodlust, if he passes then he will go mad and his attacks characteristic is doubled for that entire combat (i.e. untill one side breaks and flees or is destroyed).



 

Celtic Druids
Celtic druids are the magic users of the Celtic army.  They follow the normal rules for Celts.
A druid has the option of making a sacrifice before the battle. Most often this is of the last warrior arriving for battle. This dramatically improves punctuality and also serves to heighten the magical power of the druid. Celtic druids are the same as most human wizards, but they use special druidic magic.
 
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Magic Level 
Druid  
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1 
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7 
1 
Druid Champion  
4 
3 
3 
4 
4 
2 
4 
1 
7 
2 
Master Druid 
4 
3 
3 
4 
4 
3 
5 
2 
7 
3 
Druid Lord 
4 
3 
3 
4 
4 
4 
6 
3 
8 
4 
 

Special Rules - Sacrifice
A sacrifice may be made before the battle commences for an extra 25 points. Because of this the druid gains a greater choice of his spells. He still only gets his quota of spells as per his magic level, but can draw an extra spell and pick between them. For example, a master wizard makes a sacrifice. He normally has 3 spells so he draws four. He examines them very carefully and gets to choose (what he thinks are) the best 3 spells out of those four. He still must draw the original four at random and cannot choose them as in the Warhammer Magic rules.



 

Zoats
The zoats are a weird and mysterious race of creatures who have lived in Tír na nÓg since the beginning of time, hiding in the woods and living out the exact will of the Gods. It was the zoats who were the founding fathers of Celtic society. They are a very powerful magical using race, and at their height they nearly matched the power of the legendary Old Ones. Now they are quite rare but still immensely powerful. They are large beasts, looking like centaurs. They have hard horny shelled bodies, like overgrown armadillos mixed with a humanoid body that is smooth and lizard like. Some confusingly associate them with the Lizardmen, although they have nothing to do with them, and lived on the world before the Lizardmen even came. Through Celtic history they have sometimes appeared, helping the children of Dagda, and occasionally helping the great heroes and joining the Celts in battle. 
Zoats have no character models except for wizards, whom are the most potent on the Celtic battle lines. They may use Druidic or Battle Magics. Zoats also can be arranged in units smaller than the norm of 5 or more.
 
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Magic Level 
Zoat 
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10 
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 Wizard 
7 
5 
3 
4 
6 
3 
6 
2 
10 
1 
 Wizard Champion  
7 
5 
3 
5 
6 
2 
6 
2 
10 
2 
Master Wizard 
7 
5 
3 
5 
6 
3 
7 
3 
10 
3 
Wizard Lord 
7 
5 
3 
5 
6 
4 
8 
4 
10 
4 
Special Rules
A Zoat can move through woods without penalty.
Zoats also have a natural save of 6+.
Also unlike other Celts they do not have to make or take a challenge.


Celtic Warriors

The Celtic warriors are the average troops of the Celtic armies, the loyal farmers and workers of the land that are summoned in times of war to defend their nation. The average Celt warrior is stronger and more adept with a sword than the average humans of the Old World, as each and every Celt must train from young how to be a valiant warrior. Other Celts possess an inborn natural ability and become greater fighters, more charismatic leaders who fill the roles of regiment champions and heroes of the army.
 
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Celt Warrior   4  4  3  4  3 1  3  1  7 
Champion  4 5 4 5 3 1 4 2 7
Hero 4 6 5 5 4 2 5 3 8
Special Rules

Celtic characters must make a challenge in combat or accept one if challenged as stated in the rules above.


Highlanders
 

Highlanders are a brave, grim and hardy folk, hailing from the high mountainous regions of Alba. They are bigger and stronger than the average Celtic warrior and join battle with the grim resolution to defend their home isles. Note that they follow the same rules for all Celts.
 
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Scath Highlander   4  5 3  5 4  1  3  1  7 
Special Rules

Highlanders can take bagpipes.

Highlanders can also counter-charge as one of their charge reactions. This means that the unit rushes at the oncoming foe, shouting battle cries and matching the foe's charge. They two units are moved half way between them into combat, and it is treated like a second turn in combat, i.e. initiative determines who strikes first.


Berserkers
 

The Celts of Alba are famous across the Old World for their berserkers. These are mad warriors who enjoy the pure power of ripping apart enemies in battle. They charge into battle in a Frenzy, much like the warped chieftains, and hack and slay the enemy. The were the bane of the noble Bretonian settlers who could not handle the psychotic warriors mashing through their ranks.
 
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Scath Berserker   4  4  3  5  3  1  3  1  7 
Special Rules

Berserkers are subject to Frenzy
Berserkers can take bagpipes. 

Berserkers can also counter-charge as one of their charge reactions. This means that the unit rushes at the oncoming foe, shouting battle cries and matching the foe's charge. They two units are moved half way between them into combat, and it is treated like a second turn in combat, i.e. initiative determines who strikes first.



 
 

Bagpipes

The Highlander and Berserker units of Alba  often take bagpipes to battle to inspire the Alban troops, much like an average musician. However the bearers of the bagpipes are special musicians. You still must take a musician model (at double points as usual), but the bagpipes' sound is terrible to any non - Celts, making the enemies fear the Albans.



 
 

Huntsmen

The Huntsmen of the Celtic lands are a specialist type of Celt who choose to join the trade of the hunting life when they are in their teens. If the young Celt is chosen, he spends five years accompanying a master hunstsman who trains him in the way of the large javelin and of hunting large animals of the untamed woods and plains of central Eriu. To be accepted as a huntsmen after the apprenticeship is a great honour, and to pass the initiation the trainee hunter must capture a large beast as a prize. The greatest of all huntsmen get the honour of patrolling the sacred lands of the Golden Valley.
 
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Huntsmen  4  4  3  4  3  1  3  1  7 
Special Rules
Huntsmen are equipped with their expert hunting spears when they come to battle with Celtic armies. These spears have a range of 30" and their strength will always match the toughness of its opponent, no matter how tough they are they expert throws the spear with unnatural strength that compensate for how big the beast is. Therefore it is always 4+ to wound an enemy with a hunting spear. Also huntsmen may both move and shoot in the same turn without penalty (as they have to take a large run when throwing the spear anyway!).

 


Fír Ulaid

The Fír Ulaid are the famed rides of Ulster, who are expert horsemen and move quickly and act well as light cavalry for scouting missions. Most chieftains in the Ulster tuathaí would always have a band of these elite riders in their warbands and at times of war the fír ulaid unite together and act in hundreds of small bands in the national army. With their magical shadow cloaks, they are often seen darting around the flanks or behind the enemy lines in an ambush.
 
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Fír Ulaid  8  4  3  4  3  1  3  1  7 
Special Rules

The Fír Ulaid often take a special magical cloak that is only known to make by the highest Druids . These shadow cloaks are used to protect the riders in battle as they act as hard as steel as swords clash against them and arrows bounce off them. The cloaks give the rider a save of 4+ that does not encumber the rider or negate his status as light cavalry.


Cattle Herders

The vast majority of Celtic farmes in Tír na nÓg graze cattle as their primary source of livestock. Often when going to battle or ambushed, a Celtic warband will include their herd of cattle and sometimes use this to their advantage by letting loose a stampede on their foe.
 
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Cows  8  2  0 3 3 1 * 4 1  * 7 
2 Herders 4 4 3 4 3 1 3 1 7
Special Rules

The cattle herders use a special 5cm x 7cm cow template, and two accompanying herders. There are in fact 6 cows packed into the herd. For every wound the model recieves, it loses one cow and if all the cows are slain then naturally the herd is gone and there are just the remaining herders. The herders control the cattle and run alongside the cows moving maximum 8" a turn with the herd (they can't march.)

Instead of declaring a charge, the herders can let the stampede free. The cows may wheel into position before stampeding, the arrow on the template will then determine their direction untill the charge ends. The stampede must be declared like any other charge and will initally 2D6 + 4". Any unit which the stampede hits gets 2D6 strength 5 hits, and armour saves are allowed as normal. Any unit that takes more than 25% casualties in a round must take a panic test with -1 to their leadership (how would you like a bunch of cows in your unit?). Any unit that has cows in it when the charge stops can't do anythign untill the cows march off in the next turn (they are too busy ducking and weaving out of the way of the stampede).

The second turn that the cows are stampeding, they still continue their charge but only move 2D6" this turn and any units they touch will suffer 2D6 strength 4 hits as the charge is wearing down. The following turn again, the herd stop and do nothing for a whole turn as the herders struggle to catch up with the rampaging cows as well as giving the cattle a hard earned rest for a few minutes. If the stampede finshed in the middle of a unit, they are moved out of it at the start of the following turn.

Shooting at the herd:

1-4 Hit the cows
5/6 Hit the Crew.

Hand to Hand Combat against the Herd.

Attacking a herd of wild cows may be very hard, and also very stupid, but it is possible. If you charge the herd, they automatically stampede towards you (you can't charge a moving herd as that is worse than suicide!). You move the charge range and the cows stampede towards the directionenemy unit as per the normal rules for stampeding and can't stop till the three turns pass. However in the rush, the attackers who meet in base contact with the herd as it charges get to attack back.

1-5 Cows
6    Crew

Loss of crew.

If the herders are killed, there'll be havoc. The herd automatically stampede out of control, no matter what part of the turn it is, in a random direction (determined using scatter dice). They continue to stampede as per the normal rules, but after they rest, they will stampede again in another random direction. They will keep this up unitll they are killed or run off the board. Once the crew are killed, the model is counted towards victory points.

Unless GW decide to produce a stunning cattle herd model, you can use this special cow template for now.

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Elementals

Elementals are the very spirits of the Gods incarnate, and are very powerful beings. Made of pure magic, the elemenatals of the Gods are only summoned by the Druids when Tír na nÓg is in dire need of assistance. There are two different types of Elementals, the Elemental of Lugh, air and fire, and the Elemental of Danu, earth and water.
 
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Elemental  9 9 9 9 9 9 9 9 9
Special Rules

Elemental of Lugh

The Elemental of Lugh is a being made of fire, encompassed by a cloak of swirling air. It can fly according to the Warhammer rules, and can cast the Battle Magic Spell Fireball and the Celestial Magic Spell Wind Blast (see Warhammer Magic for details) and counts as a level 2 mage.

Elemental of Danu

The Elemental of Danu is a spirit of earth, with a solid innner core, surrounded by flowing water that forms its flesh and veins. It can walk through anything, walls, buildings etc., with no penalty for any type of terrain (including rivers and rough terrain etc.). The Elemental of Danu is also counted as a level 2 magic user and cast  an assault of stone and lightning bolt spells. The assualt of stone spell is the same as the battle magic spell, destruction and the lightning bolt the same as the Celestial spell, lightning.



 

WolfHounds
Wolfhounds are very big and savage dogs that are native to the Celtic lands. They are not big enough to seat a warrior but three of them are often used to pull chariots. They are savage and brutal creatures, more vicous in battle than any horse.
 
 
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Wolfhound  8  4  0  3  4  1  3  2  3 


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