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Discussion Starter · #1 · (Edited)
Hi all


I have been working on this army list with some help from others, mostly on another forum, but although the forum is excellent it is not the busiest, so I decided to post the list here for feedback and constructive criticism from people here.


The forum you can find the original work is - The Hammer and Anvil :: Home


Full credit for the fluff ang magic lore that has been added must go to FireDrake, have also included a couple of his ideas for troops including the pixies, Truthsayers, Light Chariots


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Warhammer Armies: Albion


History of the Sacred Island


The Creation
"In a time before man first discovered the secret of fire, millennia before the the first Elf learned the art of the bow, a race known as the Old Ones forged the world. Legends tell of how they manipulated the ebb and flow of magic to mold the land to their will, and of how they sowed the seeds that formed the vast forests that cover the world. The races of Elves, Dwarfs and Men were like children to them, whom they nurtured and taught. It is said that even the great dragons were mere playthings to these godlike beings.


In time, the Old Ones chose the island of Albion as a location to build their homes. Little is known of their settlements as Albion has long been unapproachable, and the sacred sites are now guarded by ferocious creatures. They forged an island paradise where the sun shone bright and the crops flourished. Gathering together the wisest and bravest individuals of each race, they taught them magic and other skills. They demonstrated the secrets of runes to the Dwarfs and taught the Elves to master pure magic.




The Coming of Man
The Old Ones believed that the race they called Man was too primitive to learn, but they were quickly surprised at the speed Man adapted to his surroundings. They were so impressed that they decided to teach a select few of the cave dwelling tribesmen some of their secrets. Those they taught went by the name of Truthsayers, for it was their duty to teach the other humans the true path to enlightenment. They instructed their students to spread across the world and populate continents, whilst all the time the Old Ones kept a watchful eye over their subjects. They in turn were worshipped as Gods and temples were erected in their honour. The race of Man impressed the Old Ones for he seemed to be able to adapt to any environment and small tribes soon flourished in every corner of the world.




The Fall of the Old Ones and the Arrival of Chaos
Carvings upon the Slaan pyramid temples found deep within the jungles of Lustria and the earliest songs of the High Elf bards tell of a great disaster that befell the noble Old Ones. A magical gateway, their portal to other distant worlds, collapsed, and they were forced to flee the fledging world they'd created lest thy become stranded. Unable to help those races they had brought into the world, the Old Ones had little choice but to let them fend for themselves. Their parting gift was to create a race of giant warriors to protect the people of Albion.


The collapse of the gateway tore a great hole in the fabric of the heavens allowing the forces of chaos to pour into the world. as the chaos mists enveloped the land, hordes of gibbering Daemons and all manner of foul beasts descended from the North in a bloody rampage. Many of the wise Slaan, the highest servants of the Old Ones were the first to fall. A brave race, they tried to fight off the first wave of attackers, but were too few and too weak. They fled into hiding within the dense jungles of Lustria. Next the Chaos hordes turned their attentions to the High Elves, but the Old Ones had taught their children well. The High Elves constructed a vortex at the centre of the heart of Ulthuan to contain and drive back the dark mists. In their arrogance the High Elves thought they alone were the saviours of the world, but it was not so.




The Creation of the Stones
By concentrating their attack on Ulthuan and leaving the isle of Albion, the Chaos hordes made a fatal error in their plan of conquest. The Truthsayers, or True-Druids as they were called by the people of Albion, gathered together the Giants and bade them construct a series of stone circles. With such immense strength at their disposal, the Truthsayers soon had a great many of these circles whose mystical properties would allow them to channel their spells and bind the forces of chaos to the North.


In many ways their mastery of this form of magic was greater than that of the Elves. Not only were they able to contain the Chaos mists but they were also able to use the stones to weave their own veil of fog around around their island, protecting what they called the Ogham Stone from danger. The Elves would have certainly been overrun had the Truthsayers not stayed the flow. However, the shrouding mists had side effects, the sun was obscured, the stone circles attracted storms and soon Albion's once fertile lands became the quagmire that they are today.


In absorbing much of the Chaos energy, the soil of Albion itself became tainted and once fertile fields soon changed into quagmires where a man could sink without a trace. The thick woods and forests became wild places where hawthorn and poisonous plants choked the life out from the trees. Many fear to enter these once beautiful glades and many of those who do are never seen again. Even the creatures of Albion were not able to escape the mutating effects of Chaos and after only a short period of time the tribes folk told tales of terrible monsters lurking in the darkest reaches, emerging at night to prey on the unwary.


It was a price the Truthsayers had little choice but to pay. If the dark forces of chaos were to be contained then Albion had to remain hidden. The Truthsayers gave the task of protecting these stone circles to the Giants who had constructed them. Said to have been formed from the Earth itself, these Giants were highly intelligent beings and knew the importance of their vigilance. For a while stability was created. The High Eves flourished as a race, learning much from their contact with other more primitive races such as Dwarf and Man.




The Deterioration
The Truthsayers of Albion, on the other hand, were isolated. They preferred the safety of their remote isle to the danger of the outside world and became introverted and reclusive, starting the deterioration of the tribes. With the departure of the Old Ones and the Truthsayers they degenerated into a race of warring tribesmen and primitive cave dwellers. The Giants also suffered from their imposed isolation. Centuries of inbreeding dulled their minds. When the danger of Chaos vanished they became bored and restless and resorted to mindless displays of strength in order to pass away the time


During all this time the Truthsayers continued to teach a chosen few of each generation their secret magic, waiting for the day when their masters would return. Each Truthsayer was taught in minute detail the ritual needed to maintain the mists around the island. They each learned the nature of the stones and the offerings that must be made so that the magical power of these stones would never wane. Over time, though, the ancient lores were slowly forgotten and, although the Truthsayers still practiced their art, it was but a shadow compared to the powers that they used to wield. Some practices still survive though and n the night of each full moon the Truthsayers gather and perform ceremonies in order that the mystical energies stayed bound to the stones.


The shrouding mists remained in place for centuries, and time passed Albion by. Great events happened, lifespans elapsed, more Chaos incursions came, and although it was never realised, Albion played a hand in stopping all of them. The legend of Albion and its white cliffs was popular and many adventurers attempted to find it. The only one who had any success was Losterikkson, who was never able to tame the savage land. With its existence proved, more punitive expeditions began, but none were successful.




The Dark Shadows
Sometime during this, a dark presence arrived on Albion. It bided its time strengthening itself and subverting factions to its cause. it corrupted many Truthsayer and they became the dread Dark Emissaries. The presence revealed itself as the Dark master and war broke out. So thinly stretched were the Truthsayers that they had to let the mists collapse, finally Albion was open.


Both sides attempted to capitalize on this, sending out their messengers to recruit aid in their struggles. Many races answered, some for honour, some for greed, some merely out of curiosity, but few really realised the implications of the battle.


War waged on Albion for nigh on a year. Armies slaughtered each other in the fens, destroyed each other as they landed, Ogham Stones were cast down and tribes culled. At the aftermath of the climax the Truthsayers had held, barely. the Lizardmen had taken the Bastion of the Old Ones and were holding it, whilst the High Elves protected the remaining Ogham stones. the Dark Master fled, but his disciples remained and continue to battle till this day.


The price to Albion had been high. Many Truthsayers and tribesmen were dead, artifacts stolen, and Albion was being turned into provinces by various races. Evil was even more prominent, and the Truthsayers feared the worst. Even worse, they could not summon their mists so they lay ever open to attacks.




The Treachery of the Lizardmen
It was in this time that the Lizardmen, supposed servants of the Old Ones, turned on the Truthsayers and attempted to wipe warm-blooded life from Albion. For months savage beasts hunted down the defenceless tribes. Exhausted from their long battles, the Truthsayers could but watch.


For once, however, fortune favoured Albion. The increasing Dark Elf raids on Lustria forced the Lizardmen to leave, believing the land to be theirs, leaving a skeleton force to protect it.




The New Age
The Truthsayers used this time to strike back, across the island, lizards vanished in the night, and the verdent tropical greenery began to die. The Truthsayers were unleashing their last forces to reclaim their homeland. As they mustered the final assault on the Forge of the Old Ones, they were shocked by a surrender of the foe. The commanding slaan, Izixculthec had spoken with the spirits lurking within the bastion, and had ruled that the Truthsayers were indeed part of the Great Plan and should survive to protect Albion, thus an alliance was formed.


They gathered the tribes together and taught them for over a decade. They civilised them and crafted an army that could defend Albion fully against the oppressors. The new force fell on upon the remaining invaders with fury. They recaptured most of the sacred land and granted the Truthsayers a power-base and resources for the following conflict. They continue to attempt to cleanse their island and sent out expeditions to reclaim artifacts.


They were too involved on Albion to help in the Storm of Chaos, but they sent some warbands which harassed the beastmen and prevented many ambushes. They also journeyed to Ulthuan to prevent the power of the Waystones falling into the hands of the enemy. With the forces of chaos stopped, the council resolved to eradicate Chaos from the Old World. They have sent thousands of their troops, and now the armies of Albion can be seen marching all over the world."


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The Warhost of the Truthsayers

The Truthsayers
Also known as true druids by the people of Albion, when thee Old ones still walked the Earth they selected a few of the most promising of men and taught them many arcane secrets, with the intention that they pass these on and guide mankind to enlightenment. After the disappearance of the Old Ones they have bound chaos to the North with the Ogham stones. During the deterioration the Truthsayer continued to remain in seclusion passing on their secrets in isolation. But with the advent of the Dark Shadows they have been forced to take a more active role, guiding their most reliable allies in both the defense of Albion and the oppression of chaos.



Giant Clans
Although far fewer in number than before the coming of the Lizardmen, Giant tribes can still be found scattered around the isles, mostly keeping themselves to themselves, but occasionally can be called upon by the Truthsayers in times of need to join the battle with the Woads and defend Albion. Each clan has its own chieftain, the strongest of which is by far known as Argos, the Giant King.



Chieftains of the Tribes
During the deterioration the tribes of Albion reverted to a primitive state where the strong ruled. These emerging warlords were brave men but technologically inept. The Truthsayers have since recruited them to their cause giving them secrets of metal-working and other skills in return from their services. The warlords now lead their forces hungry to please their masters.



Fen-Druids
Lesser religions also thrived on Albion. These lesser Druids are considered far inferior to Truthsayers and were increasingly excluded to fen communities where they worshipped and practiced the art of sacrifice. They disappeared during Dark Shadows, although rumours persist of seeing them with the forces of evil. With the immediate threat over they have returned, more powerful and with a strange connection with the chaos taint that now stains Albion. Although they march with the tribes, one must question whether they have ulterior motives.



The Tribesmen of Albion / Woads
During the deterioration the tribes of Albion reverted to a primitive state where the strong ruled. These tribes lived in turmoil until the Truthsayers returned. The have since learned secrets of metal-working and other skills in return from their services in battle. They now follow their masters to war, the thing they know best.


Some tribesmen are so devoted to war that they have made it their entire life. They join one of the myriad cults to the gods of violence. They live for battle, eschewing mundane protection in favor of their faith and berserk fury.


Before a boy can be deemed a man, they must prove themselves in battle. A seasoned warrior band will not permit these unproved recruits, so they band together in reckless groups, striving to prove themselves to their elders.


Woads - Brave warriors that paint their faces and bodies in blue dye before battle.


Berserkers - Ferocious warriors lacking any fear and a terrifying sight for any enemy.


Screaming Women - Unlike most other nations in the Old World, Woad women will not be left out of battle and have developed a high pitch wailing sound that can send fear into the hearts of any living creature.



Swamp Pixies
On a magical land such as Albion fey creatures thrive. One of the most communal of these are the Swamp Pixies. They scavenge off the tribes as an efficient way of living. Like many other scavengers they are malicious and child-like, though they display a fair degree of intelligence which has emerged since the coming of chaos...



Gegenees
The taint of chaos affected many members of the northern tribes, but more so the tribe of Giants known as the Gegenees, wracking their bodies with painful mutations. Many of these abominations have been purged, but some have been recruited by the Fen-Druids and some are now rumored to contain minor daemons. The Truthsayers are concerned but have not the time nor resources to deal with interior conflict
so they now use the mindless abominations as shock troops in the hope that they'll die in combat.



Hearth Guard
In all armies there are an elite, and Albion is no exception. The chieftains all have small groups of trusted retainers who guard them loyally in battle. However, these men are not always as loyal as they seem, as all men crave power and their charge often has it.



Wild Animals
Many powerful creatures thrive in Albion's countryside, the Giant Wolf and Giant Bear are two of the most ferocious. However, tribes have managed to domesticate them and have used them in their culture for centuries. Although not as dangerous as their wild cousins, these predators are still a dangerous force.



Nephilim
The mainstay of the giants found on Albion, mostly younger inexperienced Giants that have not experienced many battles, but are still a considerable threat to any enemy facing them.



Titan
Very rare and usually solitary, these Giants are truly awe inspiring in size and in times of need, although never called upon, will often be found tearing up enemy foes when least expected.


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Albion Special Rules


Fen-Dwellers: All units in the Albion list (except Dogs of War and Allies) may move through any swampy terrain and suffer one less movement penalty than normal. Difficult terrain is treated as open ground, very difficult as difficult; impassable remains impassable. Note: They still take casualties from being in a morass.


Used to Bad Weather: Albion’s weather is appalling on all scales, and in comparison many harsh climates seem gentle. Warriors of Albion are very resistant to similar effects and will fight on as if they weren’t even there.


This means that all units in the Albion list (except Dogs of War and Allies) have the following rules.


-Any reductions to Ballistic skill tests due to rain and fog are reduced by one (so -1 is treated as no change)


-Any penalties to the distances units can see through these effects are reduced by D6”


-They treat the hailstone effect (of Albion Weather) and any similar conditions as having one point less of strength than they actually do.


However, they’re also very unaccustomed to extreme heat, and thus with any tests made to do with heat they add one to their roll.




Raiders: Units with the Raiders special rule fight in a disorganized mass rather than ordered ranks and files.


-They may only make a charge move if at least the number of the models in the front rank are within normal charge distance of the enemy unit.


-They gain normal rank bonuses in combat just like ordinary ranked units, but only up to a maximum of two.




Warbands: Some of Albion’s troops are much more confident in large warbands where their morale is bolstered by the prescence of their comrades. Although they are undrilled and independant troops, they are not cowardly and can prove exceedingly tenacious in some circumstances. However, they still panic easily and can prove extremely difficult to rally. All Albion troops with this rule:

1. At the beginning of each turn roll a D6 for each unit with the Warbands rule out of combat or not performing a kind of compulsory movement. On a 1 roll again and consult the table below:


1-3: The mass confusion of the battle and the troops lack of discipline has led to confusion in the ranks about the plan. The unit stays still for the turn trying to reorganize


4-6: The warriors hot-headed nature gets the better of them and they surge towards the enemy, intent on violence. Move the unit the maximum distance towards an enemy unit possible under normal rules, charging if possible.


2. Any unit fleeing and attempting to rally counts its leadership as one lower than normal to represent their lack of discipline. If using a character or the general’s leadership, subtract one from that instead.


3. On the charge the warband strikes with great force, enveloping the enemy and breaking them up. When charging Warbands always count as outnumbering the enemy.


Furious Charge: The giants of Albion have been trained to use their sheer size and weight as a weapon in combat, when charging an enemy, Giants each cause 1 Impact Hit resolved at the giants strength.

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The Army List


Lord Characters


Argos The Giant King



Weapons:-
Armed with a Great Axe + Heavy Armour


Options:-
Can have a shield for +15 pts
Can carry up to 100 pts worth of magic items


Special Rules:- Wavering Leadership - Giants, like their fellow Woad inhabitants only respect power and authority. The LD value of the king is determined by the number of wounds he has left +4


Immune to Psychology
Large Target
Terror
Fen-Dweller
Stubborn
Fall Over
Longshanks

Furious Charge - Due to his immense size, Argos causes D3+1 Impact Hits


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Althairne the Truthsayer



Weapons:-
Armed with a Sickle, Light armor


Options:-
Can have a shield for +10 pts
Can be mounted on horseback +15 pts, can be barded +6 pts
Can carry up to 100 pts worth of magic items


Special Rules:-
Triskele: The magical symbol of their office, it also focuses positive
energies onto Truthsayers, protecting them from harm. It grants the wearer a 4+ ward save.


Magic User : Level 4 Wizard, knows all 6 spells in the Druid Lore of magic


Fen-Dweller


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Hero Characters


Fen-Druid



Weapons:-
Armed with sword, light armor


Options:-
Can be upgraded to level 2 Fen-Druid for +35 pts
Can be mounted on horseback for +15 pts
Can be barded for +5 pts
Can carry up to 50 pts of magic items


Special Rules:-
Magic User : Level 1 Wizard


Fen-Dweller


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Hunthrith (Giant)



Weapons:-
Armed with sword, light armor


Options:-
Could have Heavy Armor for +10 Pts
Could have Great Weapon for +12 Pts
Could have Additional Weapon for +6 Pts
Can carry up to 50 pts worth of magic items


Special Rules:-
Immune to Psychology
Large Target
Fear
Fen-Dweller
Stubborn
Fall Over
Longshanks

Furious Charge


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Woad Chieftain



Weapons:-
Armed with sword, light armor


Options:-
Can have Heavy Armor for +6 Pts
Can have a Shield for +3 Pts
Can have Great Weapon for +6 Pts
Can have Additional Weapon for +3 Pts
Can ride a Warhorse for +15 Pts
Can be barded for +5 pts
Can carry up to 50 pts worth of magic items


Special Rules:-
Fen-Dweller
Resolute - Any unit joined by a Chieftain can re-roll any failed Break / Panic / Rally tests


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Core Troops


Nephilim (lesser giants)



Weapons:-
Armed with club (hand weapon)


Options:-
Could have Additional Weapon for +6 Pts
Can have a Musician for 10 pts
Can have Standard for 20 Pts
Can have a Champion for 20 Pts


Special Rules:-
Furious Charge
Fen-Dweller
Fall Over
Longshanks



Binding Loyalty - These Giants are too young and inexperienced to ever considering challenging for leadership of the clans, they will always use the Leadership of the Giant King if he is fielded in battle, even if their own Leadership is higher due to wounds received by the king.


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Woad Warriors



Weapons:-
Armed with swords (hand weapon)


Options:-
Can have a shield +1 pts/model
Can have Additional Hand Weapon +1 pts/model
Can have Great Weapons +2 pts/model
Can have Musician for +4 Pts
Can have Standard Bearer for +8 Pts
Can have a Champion for +8 Pts


Special Rules:-
Raiders
Warbands
Fen-Dweller


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Woad Cavalry



Weapons:-
Armed with swords (hand weapon)


Options:-
Can have a Shield +1 pts/model
Can have Light Armor +1 Pts/model
Can have Spears +1 pts/model
Can have Great Weapons +2 pts/model
Can have Musician for +6 Pts
Can have Standard for +12 Pts
Can have Champion for +12 Pts


Special Rules:-
Fast Cavalry (even with shield + armor)
Raiders
Warbands
Fen-Dweller


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Woad Light Chariot



Weapons:-
2 Crew armed with swords (hand weapon), light armor


Options:-
1 Crew member can have a bow for +1 pts
1 Crew member can have a long bow for +2 pts
2 Crew member can have Spears +1 pts/model
Can have scythes for +10 pts


Special Rules:-
Fen-Dweller


Albion’s Chariots are of a lighter and more nimble construction than all others, this enables them greater speed but sacrifices durability. Albion Light Chariots follow all Chariot rules form pages 126-128 of the Warhammer Rule book with the following exceptions:


-They may march
-They follow the fast cavalry rules for shooting and fleeing (Note they retain a chariot’s all round line of sight)
-They are auto-destroyed by hits of Strength 6 or greater, crew must take 1 S5 wound, if they survive, place them where the chariot would of been.
-They cause D3 impact hits (+1 for the scythes)


Expert Drivers: The drivers of Albions Chariots have trained since reaching Albion’s adulthood for their job. A key aspect beyond controlling the hurtling construction is to be able to negotiate Albion’s various marshes successfully. Though by no means fool-proof, Albion’s Charioteers have been witnessed to perform stunning feats in navigating the marshes. When entering any type of swampy terrain they may take an initiative test to avoid suffering damage. If passed and the chariot finishes fully outside the terrain feature then no damage is taken.


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Giant Wolves



Special Rules:-
Fen-Dweller


Thick coat, 6+ armor save


Wild Nature - Although considered an ally to the Albion army, if the unit is ever broken in combat and flees through an allied unit, the allied unit must take a number of hits = to the number of wolves passing through the unit, resolved at wolves WS + S with normal saves allowed.


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Special Troops


Bear + 3 Woad Handlers



Weapons:-
Handlers armed with whip, light armor


Options:-
Handlers can have Sword (2 hand weapons) for +2 Pts


Special Rules:-
Thick Coat - Bears are coated in a very thick fur coat which gives them a 5+ save
Causes Fear
Fen-Dweller


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Gegenees (Giants)



Special Rules:-
Fen-Dweller
Deformed: Giant tribe with multiple limbs, Number of attacks set at D3+2 attacks per model


Fear: The mutants of Albion are an abomination to man, causing all who look to shy away in fear. Mutants cause fear.
Furious Charge
Stupidity: Although powerful, these giants are lacking in brain power, unit is stupid

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Woad Bersekers



Weapons:-
Double handed axe/sword (great weapon)


Options:-
Can have Musician for +6 Pts
Can have Champion for +14 Pts


Special Rules:-
Fen-Dweller
Fanatical - Berserkers feel no pain hence have a 6+ ward save
Raiders
Warbands
Frenzied - Berserkers follow all the rules for frenzied units


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Hearth Guard



Weapons:-
Sword, Shield, Heavy Armor


Options:-
Can have Great Weapons for +2 pts per model
Can have Musician for +6 Pts
Can have Standard for +12 Pts
Can have Champion for +12 Pts


Special Rules:-
Fen-Dweller
Stubborn
Warbands


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Druids



Weapons:-
Sickle (hand weapon)


Options:-
Can have Light Armor for +1 pts per model
Can have Double Handed Scythe (great weapon) for +2 pts per model
Can have Poisoned attacks for +2 pts per model
Can have Musician for +6 Pts
Can have Standard for +12 Pts
Can have Priest for +12 Pts
Priest can carry a magic item worth up to 25pts chosen from the Talisman/Arcane/Enchanted lists


Special Rules:-
Fen-Dweller
Magic Resistance 1
6+ Ward Save


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Pixies



Special Rules:-
Fen-Dweller
Swarm - Pixies follow the rules for swarms


Magical: Swamp Pixies are inherently magical, able to survive blows that should crush their fragile bodies and dissipate magic as it approaches. Swamp Pixies have Magic Resistance (1), magical attacks and a 6+ ward


Fly: The creatures of Albion's swamps move in a myriad of different ways, but many are served with varying forms of wing, allowing them crude flight. Units of swamp pixies may fly 12”.


Befuddling Glamour: The so called marsh-lights that decorate Albion’s mires are caused by the swamp pixies to lead the unwary astray. They cause undue attention to be drawn to these weak creatures. Swamp Pixies count as being man-sized in regards to targeting, so can not be shot over.


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Rare Troops


Titan (Giants)



Weapons:-
Club/Blade (hand weapon)


Options:-
Additional Hand Weapon +8 Pts
Great Weapon + 12 Pts


Special Rules:-
Fen-Dweller
Large Target
Terror
Stubborn
Fall Over
Longshanks

Furious Charge - Due to their immense size, Titans cause D3 +1 Impact Hits


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Screaming Women



Weapons:-
Armed with two hand weapons


Options:-
Can have a Wench for +14 Pts
Can have Light Armor for +1 Pt/Model


Special Rules:-
Fen-Dweller
Raiders


Wailing Voices - cause fear, can be used as a magic missile directed at a unit within 18", unit tests for panic with -1 Modifier


Once the enemy brings close combat vs the women, all Woad units on the field suffer from Hatred against the enemy army.


If the women unit is ever defeated, all Woad warrior units become stubborn


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Bolt Thrower



Weapons:-
Crew armed with hand weapon


Special Rules:-
Less Stable - Roll a D6 before firing the weapon.
1-4 = Can fire as normal
5 = Can not fire this round
6 = Bolt Thrower takes 1 S5 Hit with no save


Lacks Technology - First hit is resolved at S5, with models in next rank resolved at S4 etc (not S6 then S5 etc)


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Lore of the Truthsayers


D6 . . . . . . . . . . . . . . . . . . . . . . . Spell Casting value
1 Wings of Fate . . . . . . . . . . . . . . . . . . . .5+
2 Light of Battle. . . . . . . . . . . . . . . . . . . .6+
3 Gift of Life . . . . . . . . . . . . . . . . . . . . . .7+
4 Blessing of Valour. . . . . . . . . . . . . . . . . 8+
5 Boon of Courage. . . . . . . . . . . . . . . . . . 8+
6 Voice of Command . . . . . . . . . . . . . . . . .9+

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WINGS OF FATE 5+
The Truthsayer conjures a flock of enchanted birds to attack his enemies.
The flock is a magic missile with a range of up to 24". If successfully cast, the flock hits its target and causes 2D6 Strength 2 hits.



LIGHT OF BATTLE 6+
A chosen regiment of war riors is protected by a shimmering barrier that deflects enemy missiles and blows. This spell can be cast on one friendly unit anywhere on the battlefield, even if engaged in close combat. All models in the unit receive a 5+ Ward save until the beginning of the
caster’s next turn.



GIFT OF LIFE 7+
Dying warriors that are lying broken on the battlefield are granted a new chance, their bodies are healed of all wounds and their strength is returned to them. Each unit in the player’s army is given back one model that
has been removed as a casualty during the game. The model is placed back in its original unit, with its full complement of Wounds. The spell has no effect on units that have been destroyed or fled off the table. All characters, chariots and models with 4 or more Wounds on their profile who have been wounded get one lost Wound back. This spell has no effect on war machines (but it can restore a lost crew member).



BLESSING OF VALOUR 8+
Remains in play


The prayers of the Truthsayer are heeded in the heavens and his warriors are filled with the strength and skills of the gods of hunting and battle.
This spell can be cast on a friendly unit which is anywhere on the battlefield, even if it is engaged in close combat. If successfully cast, all models that are in the unit get a bonus of +1 to all their rolls to hit (both shooting and close
combat attacks). Once it is cast, the Blessing remains in play until it is dispelled, or until the Wizard chooses to end it (which he can do at any time), attempts to cast another spell or is slain.



BOON OF COURAGE 8+
The warriors hear the commanding voice of the Truthsayer in their minds, calling upon their honour and bidding them to fight on, no matter how desperate their situation has become. This spell can be cast on one friendly unit anywhere on the battlefield, even if it is engaged in close combat. If
successfully cast, the unit is Unbreakable until the beginning of the caster’s next turn. If cast on a fleeing unit, the unit immediately rallies, regardless of how many models are left in it.



VOICE OF COMMAND 9+
Hearing the booming voice of the Truthsayer, an enemy regiment suddenly stops in its tracks, doubt filling their minds, hesitation paralysing their limbs.
This spell can be cast on any enemy unit on the table. The unit must immediately take a Leadership test. If the test is failed, the unit immediately loses all its fighting spirit. The affected unit cannot move in its next Movement phase (except if the unit is subject to some form of compulsory
movement, such as fleeing, stupidity, etc). In addition, the unit cannot shoot in its next Shooting phase. This spell has no effect on models that are Immune to Psychology.


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Artifacts of the Old Ones


Weapons

Null Blade - 100 Pts
Made of pure obsidian and ringing heavily with powerful anti-magics this blade is brought out of the vaults only for the most worthy champions.

Blade adds +1S to character wielding it, in addition for every hit caused against an enemy carrying a magical item, on a D6 roll of 3+ a magical item is destroyed (in order of Weapon / Armour / Talisman / Arcane / Enchanted)

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Thorn Lash - 50 Pts
Made from vines of the old forest, this whip moves with a life of its own, flying out to attack at a blistering speeds.

Gives the bearer +2 Attacks and +1 Initiative

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Eviscerators of Hordek -50pts
The greatest Fen-Druid possessed these barbed knives, they were seen to cause agonizing pain with the slightest touch.

A pair of daggers that take two hands to use. The bearer gains +1 Attack. In addition his close combat attacks are poisoned and do D3 wounds

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Bow of the Moors -40 Pts
Can only be taken by Woad Chieftain
Found in an abandoned shrine deep in the island, this bow is made of an unearthly metal, and has a string made from a substance never seen before. Even after the millennia it remains a weapon of awe.

In their shooting phase the bearer may use the bow. It counts as a Strength 4 bow with multiple shots x2

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Giant Slayer - 30pts
Taken from a vanquished chaos champion, this weapon has been known to decapitate giants and split boulders with a single blow.

Adds +2 to the bearers strength

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Armour

Moor Armour -40pts
This mail has the same consistency as a marsh, sucking in opponents strikes absorbing their power.

All attacks made against the bearer are made at -1 Strength. It also grants a 6+ armour save which may be combined with other equipment normally

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Ogham Armour - 35pts
This leather armour is inlaid with shards of the destroyed Ogham stones, which guard him like they once did the island.

Ogham Armour counts as Light Armour and also gives the wearer a 5+ ward
save

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Hide of the Lizard -20pts
The lizard folk banished the people of Albion from their homeland and many will never forgive that act of violence. Many tribes have made cloaks of the skin of slain lizards. Though this act of defiance may terrify some of the lizards, many more will simply wish to slay the wearer.

5+ Scaly skin save
Causes Fear against Lizardmen
Lizardmen Armies hate the wearer

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Defence of the Earth People - 40pts
Seized from a fallen dwarf treasure hunter, this gromril armour is beyond anything on Albion in its protective qualities.

Grants the wearer a 1+ save that can not be improved by any means.


Elf Helm - 40pts
Taken from a fallen ally, this helm imbues the wearer with great courage.

Gives the wearer a 6+ save that can be combined with other equipment normally, it also grants the wearer +1 to their Leadership

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Talismans

Old Ones Defence - 50pts
This ancient item has been seen to project an impenetrable shield round the bearer when threatened, its power is easily drained however.

Ignore 1st wound the bearer suffers

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Bracer of Purity - 25pts

Gives the bearer and the unit he is with Magic Resistance (1) in addition the bearer is feared by all Chaos and Skaven models unless otherwise immune to psychology

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Earthbound - 55pts

Gives the bearer an +1 in crease to their Toughness.

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Cloak of mist - 40pts
The wearer is shrouded in the same impenetrable mists as Albion's coasts once were. It is a formidable defense.

For one turn the bearer and his unit may not be shot at. Guess-range weapons must roll double the normal number of artillery dice if they target within 6" of the bearer's unit

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Arcane

Magic Catcher -75pts

Contains D3+1 bound spells randomly selected from one basic lore. These may be cast once each as bound spells with power levels equivalent to their base casting values. The same spell may not be contained within twice

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Scroll of Eternities -35pts

Counts as a Dispel scroll, but may be retained for further use if a 5+ is rolled on a D6 after it is used

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Staff of Summoning - 50pts
The bearer may add his current unit’s rank bonus (max +2) to his spell’s casting total. One use per turn

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Book of the Truthsayer - 20pts

The bearer has 1 more spell than is normally allowed by his level

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Ogham Shard -10pts
Created from the shattered Ogham circles, these stones blazed with barely controlled energy.

Can be used in the magic phase. Irresistible force is caused by any double rolled that turn for the wizard except double 1, which still causes miscasts. In addition up to 3 of these shards can be taken instead of just one.

one use for each shard, must be declared as being used before casting.

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Enchanted

Avarn Moss - 50pts
Taken from the mountains, this closes grievous wounds within seconds.

One use only. May heal any model in base contact (including the bearer) up to full wounds. This may not bring any model back to life, and may not be used on undead constructs such as undead, daemons, chariots or other war machines

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Vortex Box -40pts

Once per battle, in the shooting phase, place a large template over the bearer, all units (friend or foe excluding any unit the bearer is with) that are touched by the template must take a panic test except the Bearer’s unit. The bearer and his unit will then cause fear for the rest of the game

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Ring of Death -35pts

Bound Spell, power level 4: Ray of Destruction.

Ray of Destruction: Projects a line 24" in the casters LOS.
All models under it take a S4 hit

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Kilt of Agog -25pts
A great Orga was owned by the giant Agog, he had trained it to ferociously defend his territory, when it was finally slain this Kilt was soaked in its blood and is rumoured to impart the same ferocity on its wearer.

The bearer suffers from frenzy but gains +1 S and +1 Attack (on top of frenzied attack for +2 total)

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Banners

Banner of the Void - 70pts

Once the unit carrying this banner charges an enemy, a magical barrier will be created round the combat. Whilst inside this barrier neither unit will break or flee for any reason, and no unit may join the combat, or shoot/cast magic into it. Once one side is destroyed the barrier falls.

If two units declare charges against the carrying unit, only the one that declared it first may engage. If the unit itself simultaneously charges two enemy units, all three will be involved in the combat and suffer the effects described.

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Banner of Banishment -45pts

Grants the unit Magic Resistance (2). In addition all daemons in base contact take one wound each per magic phase, saves are allowed

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Totem of Courage -60pts

+D3 combat resolution

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Trophy of the Beastslayer -50pts

This unit always wounds on a 4+ regardless of unit strength

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Standard of Freedom - 30pts

The unit is Immune to Psychology

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Icon of the Morass -30pts
Remains in play

Bound Spell Power Level 3, 24" range, unit counts as being in a morass

A Morass is difficult terrain and any unit moving through it loses takes D6 S3 Hits per movement phase

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Banner of Invigoration -20pts
Unit gains +1 Initiative

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As you can see, it is very much at the very start of an idea and needs a lot of work, some excellent work from FireDrake from the other forums on the fluff + magic + some troop types, but still needs a lot of work and input on the whole (for a completed list)


Hope this idea catches on and get some feedback to where we can assemble a competitive, fun to use, unique choice for fighting warhammer.


Thanx for taking time to read, please add ANY suggestions for additional ideas, special rules, magic items / spells / alterations that you can think of.
 

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Discussion Starter · #3 ·
wow...

i ummm....

wow...
lol, while I take that as a comliment, it does not offer up much constructive critasism / suggestions or ideas lol :p

We have done quite a bit of work on the list and are in the process of turning it into a PDF file

You can see how it is progressing here - Google Docs

Any and all ideas / suggestions are most welcome - Feel free to throw in ideas about special rules / magical items etc etc etc, can not have too many ideas.
 

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Very well done so far. I like the dedication. and the army sounds like it would be cool to paint. But as of right now it really seems pretty overpowered. You guys should work on the point cost per model soon, because some of these things are insane. your big guy Argos is the toughest looking model I've seen ever, not to mnetion you can still equip him with 100 points of magic items. And of your magic items. it seems like a decent diversity that fits in with your army, but some of those I'm not so sure about. That null blade is kind of cool, but once again it seems like it's overpowered as well. it's like a high elf great weapon that autocasts vauls unmaking with no chance to dispel. Insane.

You have a core unit with 4 wounds per model. and 3 attacks. I'd say either drop that down to 2/2 and keep it core, or just bump it up to special. They seem stronger than your gengenees who are already a special unit. I also think your chariot should go into a special slot as well.

I think you should re-evaluate your giants first. your named characters are far too overpowered by the virtue that they can be tailored with magic items. I would take that away immediately. Imagine High king Thorgrim Grudgebearer, Tyrion, or Archaon the everchosen if I could ALSO give them 100 points of magic items? They are strong enough as it is. This is just first impressions at a glance. I'll take a really good long look at it and give you more impressions later.

By the way, I really like the looks of your pixie unit. and the befuddling glamour rule. But as it stands right now it is just an explanation as to why you can't draw line of sight through them, which is automatic anyway. There is no universal rule for "swarms" in fantasy to my knowledge so you should revise that. Also instead of flying 12" you should make it 10 like the bat swarms of VC. That's where I'm thinking you got the swarm thing from anyway. What I think would be a neat way to use befuddling glamour is instead of just the no LOS through the unit (which is automatic) make it where if pixies are in LOS of a unit who is shooting at either the pixies or a different unit they get a -1 modifier because the pixies are so distracting (if shooting at others) and hard to tell where exactly they are (if shooting at pixies)

I don't know, just a thought.
 
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