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Made in gb
Powerful Irongut




England

Albion Stats:

HQ:

Cheiftain King Gorge - 190 Points
M WS BS S T W I A Ld Save
Cheiftain King Gorge 4 7 3 5 4 3 6 4 10 2+

Equipment: Plate Armor, Crown of Command, Horse, Dragonslayer Sword, Shield.
Special Rules: Cheiftain King; Stubborn; Hatred (Dragons); Dragonslayer; Immune to Psychology.

-----------------------------------------------

Queen Bodeca - 120 Points
M WS BS S T W I A Ld Armor Save
Queen Bodeca 4 6 3 4 3 3 6 3 10 4+
Driver - 4 3 4 3 1 4 2 7 6+
Chariot - - - 5 4 4 - - - 3+
Horse 8 3 - 3 3 2 2 1 - 6+

Equipment: Chainmail; Heavy Weapon (Axe); Spear of Cnabetius; Crown.
Special Rules: Stubborn; Hatred (Empire, Bretonnia); Immune to Psychology; Wild Woman.

-----------------------------------------------


High Druid Dryst - 150 Points
Warrior Sacrifice - 20 Points
M WS BS S T W I A Ld Armor Save
High Druid Dryst 4 3 3 2 3 2 2 2 10 6+
Warrior Sacrifices 4 4 3 4 4 1 3 2 10 6+

Equipment: Warrior Sacrifices have swords; Dryst has Staff; Sacrifical Knife; Dragontooth Amulet.
Special Rules: Level 4 Wizard; Warrior Sacrifices; 3+ Ward Save;
Unit Size: Dryst + 3-9 Warrior Sacrifices

-----------------------------------------------

Druid - 120 Points
M WS BS S T W I A Ld Save
Druid 4 3 3 3 4 2 3 2 9 6+

Equipment: Staff; Can get a knife at + 3 points; 100 Points of Magic Items
Special Rules: Level 3 Wizard
Mounts: Black Shuck +16 Points; Kelpie +12 Points; Horse +8 Points; Dragon +200 Points

-----------------------------------------------

Neo-Druid - 30 Points
M WS BS S T W I A Ld Save
Neo-Druid 4 3 3 4 4 2 4 2 9 6+

Equipment: Staff; Can get a knife at +3 points; Can get a sword at +6 points
Special Rules: 1-3 Neo-Druids = Level 1 Wizard; 4-6 Neo-Druids = Level 2 Wizard;
Unit Size: 1-6 Neo-Druids

-----------------------------------------------

Cheiftain - 65 Points
M WS BS S T W I A Ld Save
Chieftain 4 3 3 4 4 3 4 3 9 6+

Equipment: Sword; Can have: Warpaint at +12 Points or Chainmail at +7 Points; Spear at +4 Points; Shield at +2 Points; Additional Hand Weapon at +3 Points; Javalin at +3 Points; Sling at +2 Points; Bow at +4 Points; Helmet at +4 Points; Maximum of 50 Points of Magic Items.
Special Rules: Warpaint
Mounts: Black Shuck +16 Points; Kelpie +12 Points; Horse +8 Points; Dragon +200 Points

-----------------------------------------------

Dark Emissary - 160 Points
M WS BS S T W I A Ld Save
Dark Emissary 4 3 3 3 3 3 3 1 7 6+

Equipment: The Spiral; Staff of Darkness
Special Rules: Level 4 Wizard; Never Army General; Dark Emissary Magic.

-------------------------------------------------------------------------------

Core units:

Tribal Spearmen - 5 Points Per Spearman
M WS BS S T W I A Ld Save
Spearman 4 3 3 4 4 1 3 1 7 6+

Equipment: Spear; May swap Spears for Javalins for free; May take shields for +1 Point per model; May have warpaint for +12 Points per model; May upgrade one model to a Musician for +4 Points, one model to a Standard Bearer for +8 Points and one model to a Champion for +8 Points.
Special Rules: Spear Charge
Unit Size: 15+ Spearmen

-----------------------------------------------

Tribal Archers - 6 Points Per Archer
M WS BS S T W I A Ld Save
Archer 4 3 4 3 3 1 2 1 7 6+

Equipment: Bow; May swap Bows for Slings for free; May take shields with slings for +1 Point per model; May have warpaint for +12 Points per model; May upgrade one model to a Trueshot for +5 Points.
Special Rules: -
Unit Size: 10+ Archers

-----------------------------------------------

Wildmen - 3 Points Per Wildman
M WS BS S T W I A Ld Save
Wildman 4 3 3 5 4 1 4 2 7 6+

Equipment: Hand weapon; May take additional hand weapons for +2 Points per model; May have warpaint for +12 Points per model; May upgrade one model to a Bezerker for +7 Points
Special Rules: Immune to Psychology.
Unit Size: 10+ Wildmen

-----------------------------------------------

Horse Riders - 10 Points Per Horse Rider
M WS BS S T W I A Ld Save
Rider 4 3 3 4 4 1 3 1 7 6+
Horse 8 3 - 3 3 2 2 1 - 6+

Equipment: Sword; May swap Sword for Spears for +2 Points per model, or Bows for +3 Points per model; Can upgrade one model to Musician for +5 Points, one model to a Standard Bearer for +10 Points and one model to a Champion for +10 Points; Can have: Warpaint at +12 Points; Spear at +4 Points; Shield at +2 Points; Additional Hand Weapon at +3 Points; Bow at +4 Points; Helmet at +4 Points.
Special Rules: -
Unit Size: 5+ Kelpie Riders

-----------------------------------------------
Wildmen - 9 Points Per Wildman
M WS BS S T W I A Ld Save
Wildmen 5 3 4 3 3 1 2 1 7 6+

Equipment: Javalin; May swap Javalins for Short Bows for +2 Points per model; May upgrade one model to a Huntmaster for +5 Points.
Special Rules: Skirmishers; Fenwalker; Poison Attacks.
Unit Size: 10+ Wildmen

-----------------------------------------------

Fairie Swarm - 30 Points per base
M WS BS S T W I A Ld Armor Save
Fairie Swarm 6 3 - 2 3 5 4 5 8 4+

Equipment: Hand Weapons
Special Rules: Immune to Psychology; Stubborn; Magical Attacks; Flying Unit.
Unit Size: 1-10 Bases of Fairies

------------------------------------------------------------------------------

Special Units:

Leprechaun Unit - 25 Points Per Leprechaun
M WS BS S T W I A Ld Armor Save
Leprechaun 3 5 3 4 4 4 4 3 10 3+

Equipment: Leprechaun Claws
Special Rules: He has me Gold!!!; Fairie Magic; Ward Save 5+; End of the Rainbow; Fear; Ignore Mortal Panic.
Unit Size: 5+ Leprechauns

-----------------------------------------------

Fenbeast Unit - 95 Points Per Fenbeast
M WS BS S T W I A Ld Armor Save
Fenbeast 6 3 - 5 5 4 2 3 8 4+

Equipment: Claws
Special Rules: Fenwalker; Fear; Unbreakable; No Will; Special Regenerate.
Unit Size: 1+ Fenbeast


-----------------------------------------------

Owlmen Unit - 50 Points Per Owlman
M WS BS S T W I A Ld Armor Save
Owlman 6 3 - 5 4 3 2 3 8 5+
Greywing 6 3 - 5 4 3 2 4 9 5+

Equipment: Claws; Can upgrade one model to Greywing for +20 Points
Special Rules: Flying Unit; Fear; Screech.
Unit Size: 1+ Owlman

-----------------------------------------------

Chariot Unit - 35 Points Per Chariot
M WS BS S T W I A Ld Armor Save
Rider 4 4 3 4 3 1 4 2 8 6+
Driver - 4 3 4 3 1 3 1 7 6+
Chariot - - - 5 4 4 - - - 3+
Horse 8 3 - 3 3 2 2 1 - 6+

Equipment: Driver has a hand weapon; Rider has a spear; Can upgrade one model to a Musician for +8 Points, one model to a a Standarad Bearer for +11 Points and one model to a Champion for +11 Points
Special Rules: Light Chariots.


-----------------------------------------------

Kelpie Riders - 16 Points Per Kelpie Rider
M WS BS S T W I A Ld Save
Rider 4 3 - 4 4 1 3 2 9 6+
Kelpie 9 3 - 3 3 2 3 1 9 5+

Equipment: Sword; Can upgrade one model to Musician for +5 Points, one model to a Standard Bearer for +10 Points and one model to a Champion for +10 Points; Can have: Warpaint at +12 Points; Spear at +4 Points; Shield at +2 Points; Additional Hand Weapon at +3 Points; Bow at +4 Points; Helmet at +4 Points.
Special Rules: Fear; Amphibious.
Unit Size: 5+ Kelpie Riders

-------------------------------------------------------------------------------

Rare Units:

Loch Ness Monster - 275 Points
M WS BS S T W I A Ld Save
Loch Ness Monster 6 3 0 6 6 5 3 5 7 3+
Crew 6 2 3 3 3 1 4 1 7 -

Equipment: Howdah with giant bow. Riders have spears (combat). Can upgrade to Javalins at +2 Points per crew member or Bows at +4 Points per crew member
Special Rules: Cold Blooded; Stubborn; Terror; Large Target; 2D6 Impact Hits; Immune to Psychology; 3+ Scaly Skin.

-----------------------------------------------

Stone Circle - 150 Points
M WS BS S T W I A Ld Save
Stone Circle - - - - 8 5 - - - 2+
Druid 4 3 4 3 3 1 3 1 9 5+

Equipment: Druids are armed with a staff and sacrificial knife
Special Rules: Immune to Psychology; Fear; Magical Warmachine.

-----------------------------------------------

Giants of Albion - 250 Points Per Giant
M WS BS S T W I A Ld Save
Albion Giant 6 3 3 7 6 7 3 Special 10 3+

Equipment: A Large Club
Special Rules: Large Target; Terror; Stubborn; Longshanks; Fall Over; Giant Special Attacks.
Unit Size: 1+ Giants of Albion

-------------------------------------------------------------------------------

Steeds:

Kelpie
M WS BS S T W I A Ld Save
Kelpie 9 3 - 3 3 2 3 1 9 5+
Special Rules: Fear; Amphibious.

-----------------------------------------------

Horse
M WS BS S T W I A Ld Save
Horse 8 3 - 3 3 2 2 1 - 6+
Special Rules: -

-----------------------------------------------

Black Shuck
M WS BS S T W I A Ld Save
Black Shuck 9 3 - 4 3 2 2 2 - 5+
Special Rules: Fear; Fenwalker.

-----------------------------------------------

Dragon
M WS BS S T W I A Ld Save
Dragon 6 6 - 6 6 6 2 5 9 3+
Special Rules: Terror; Scaly Skin (3+); Large Target; Fly; Fire Breath Attack.


Albion Rules and Magic Items:
Fenwalker - Can move over natural scenery as if it were flat ground (this excludes any form of fire or lava based terrain)

He has me Gold!!! - At the start of the game the Controller of the Leprechaun Unit will choose a hero on the opponent's side. The leprechaun unit will then have the hatred special rule towards that model. The chosen model aslo has a magic resistance (1) due to having the Leprechaun's gold

Fairie Magic - This gives Leprechauns a Magic Resistance (2)

End of the Rainbow - Leprechauns appear onn the field travelling down a rainbow causing the enemy to be disorientated. On the first turn the opponent may not target the Leprechauns with any form of ranged weapon or war machine.

Ignore Mortal Panic - Leprechauns expect mortals to run away so when a mortal unit breaks or flees past they do not need to test for panic.

Warrior Sacrifices - Dryst may kill one of the warrior sacrifices during the magic phase with no saves allowed. When he does so he gains 2 casting dice.

Spear of Cnabetius - Bodeca gains +1 attack and +2 Strength on a charge

Crown - Any friendly model within 6 of Bodeca may re roll a failed psychology test

Crown of Command - Any friendly model within 8 of Gorge may re roll a failed psychology test

Dragonslayer Sword - Any dragon attacked by Gorge has a -1 Save Modifier

Cheiftain King - Gorge is always the army general

Dragonslayer - Dragons and Wyverns fear Gorge (count as if Dragons don't cause fear or terror)

Magical Warmachine - Wounds caused count as if the model had been attacked with a magic weapon

Wild Woman - When Bodeca is the army general models may take Warpaint for free

Amphibious - These models move through water like flat terrain

Dragontooth Amulet - Other Druids are allowed to use this model's casting dice.

The Spiral - 5+ ward save

Staff of Darkness - +1 to cast spells

Spear Charge - The second rank of spearmen may attack on a charge

Magic Items:

Weapons:
Oak and Mistletoe Staff (Druids only. The Druid gains +1 Strength, +1 Toughness, +1 Initive and +1 Armor Save) - 55 Points
Serrata Bow (Weilder gets +2 shots and +1 attack in combat) - 40 Points
Ravenblade (User gains the ability to fly and causes fear) - 25 Points
Afanc Spear (User gains +1 Strength when attacking a Monster) - 20 Points
Escaria (One use only, wielder can use twice his/her normal attacks not including those of any mount) - 15 Points

Armor:
Galloglaigh (2+ Armor save and 5+ Ward Save) - 75 Points
Fairie Enchantment (4+ Ward Save) - 40 Points
Hood's Cloak (Wearer may move into and through unpassable terrain like normal. If the wearer stops in unpassable terrain the opponent may only target him with warmachines or magic) - 15 Points

Arcane Items:
Holy Grail (Daemon Models and models with a Mark of Chaos attacking the wielder have one automatic wound dealt to them before they attack with no saves allowed, if killed by this their attack/s don't follow through) - 100 Points
Dryw Sight (If a unit is attacked by ranged weapons or a warmachine the model in question may choose to leave the unit) - 45 Points
Pot of Gold (Gives Magic Resistance (1). May only be used if neither army contains Leprechauns) - 35 Points
Adder Stone (+1 to cast spells) - 25 Points
Wulver Stone (One use, the model using it has the undead special rules) - 25 points

This message was edited 1 time. Last update was at 2010/06/11 02:34:53


Grimstonefire wrote:I am feeling quite confident that by this time next year I will be holding a new CD model in my hand (07/07/10). Someone can sig that if they want.
 
   
Made in gb
Power-Hungry Cultist of Tzeentch



northamptonshire, england

first off i'm new so i haven't quite worked out all this quoting thing out yet so i'm going from the top down

second a disclaimer; i do not know anything about game balance or this game called warhammer fantasy

dryst, way too cheap

boddacea, again too cheap given that she makes warpaint free, as for war paint what does it do it isn't mentioned at the bottom

druid seems a bit cheap for 120 most lvl 3's are atleast 160

same again for the dark emmisary should be a bit more, costs less than all other lvl4's

neo druids are a bit weird will they work like horrors?

does every thing have light armour cause most things i see you have put 6+ save yet not mentioned armour?

maybe add a point to archers to make the 7

wildmen are too cheap should be atleast 8

a second unit of wildmen? a name change is in order for simplicity, but much better priced

faries are too cheap, but i don't know much about swarms but should be atleast 40 per base

maybe add a few points to the chariots


just needs bringing up to 8th rules, eg spear charge

tyranids only want to give you a hug, it isn't their fault they are cursed with extremely sharp and pointy claws. 
   
 
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