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									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
							 
							
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