Characters

1 General..................................125 points

The army must include a general to lead it. This will be either the Ard Rhi, a Rhi, or a chieftan appointed to lead it.

Profile M WS BS S T W I A Ld
General 4 7 6 4 4 3 7 4 10
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword

Weapons/Armour: The General may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The General may ride a Warhorse (+3 points), a chariot, or a monster (see the separate monsters section for points).

Magic Items: The General is a Lord character and is entitled to up to three magic items chosen from the appropriate magic item cards.

0-1 Battle Standard......................96 points

The army may include a Battle Standard together with its bearer who will be a champion worthy of the task.

Profile M WS BS S T W I A Ld
Battle Standard

Bearer

4 5 4 4 4 1 5 2 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword and battle standard

Weapons/Armour: The Battle Standard Bearer may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The Battle Standard Bearer may ride a Warhorse (+3 points), a chariot, or a monster (see the separate monsters section for points).

Magic Items: The Battle Standard Bearer is a champion character and is entitled to one magic item chosen from the appropriate magic item cards, this may be a magic standard, thereby turning the army's banner into a magic standard.

Heroes........................................76 points

The army may include as many heroes as you wish within the normal limitations of the points available. Heroes represent warriors of exceptional prowse and courage.

Profile M WS BS S T W I A Ld
Hero 4 6 5 4 4 2 6 3 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword

Weapons/Armour: The Hero may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The Hero may ride a Warhorse (+3 points), a chariot, or a monster (see the separate monsters section for points).

Magic Items: The Hero is entitled to up to two magic items chosen from the appropriate magic item cards.

Gaesati Hero......................................96 points

The Gaesati are a fanatic warrior society that live only for battle, they go into a battle frenzy and are protected by their magic tattoos. They attack with an almost inhuman ferocity.

M BS WS S T W I A Ld
4 7 5 4 5 2 7 3 10

Equipment: Hand weapon and shield

Special: Gaesati always strike their foe with a Strength equal to their foe's Toughness, Gaesati are subject to the rules for frenzy as per the psychology rules in the Warhammer rulesbook. They are immune to all other psychology and break tests. The Gaesati wear magic tattoos that give them 3+ save versus missile weapons and 5+ save versus hand to hand weapons, this is an unmodified save.

Magic Items: The Gaesati Hero is entitled up to two magic items chosen from the appropriate magic item cards, these may not be from the Magic Armour cards, as Gaesati rely on their magic tattoos for protection.

Sword Maiden of Scathach Heroes.................................91 points

These are the special guards of Scathach and guard her shrine in each of the Rhiad's hillforts, they go to war along with the Fiann and fight to show their skill and to bring honour to their goddess. They are masters of the sword and they perform amazing acrobatic feats in battle.

M WS BS S T W I A Ld
4 7 5 4 5 2 8 3 10

Equipment: Sword Maidens are always armed with two swords.

Special: Sword Maidens are immune to all psychology and break tests as described in the Warammer rulebook.

Sword Maidens have an unmodified save of 5+ against all attacks.

Sword Maidens may skirmish as described in the Warhammer rulebook.

Sword Maidens may leap accross other troops, even to enter into hand to hand combat as a charge move as long as they have enough movement to clear the formation they are leaping accross. This means they may leap across enemy screens to reach their intended target, as long as they can see any part of that target formation. They may also leap across units of their own troops and this will not cause any interference with the troops they are leaping accross.

Magic Items: The Sword Maidens Hero is entitled up to two magic items chosen from the appropriate magic item cards. These may never be Magic Armour, as the Sword Maidens wear no armour.

Huntsmen of the Demetae Heroes...............................88 points

The Huntsmen are the professional hunters and foresters of Albion. They are skilled at moving silently and using cover to keep from being seen. They are the finest trackers and scouts in the land.

M WS BS S T W I A Ld
4 6 7 4 5 2 7 3 10

Equipment: Sword and long bow.

Weapons/Armour: The Huntsmen of the Demetae heroes may be given any weapons and equipment allowed by the equipment list with the exception of heavy armour, as heavy armour would restrict their movement too much.

Special: Huntsmen may skirmish as described in the movement rules in the Warhammer rulebook.

Special Deployment: Huntsmen may be positioned on the table once both sides have completed their deployment you may plae the Huntsmen anywhere within their side's deployment sone or anywhere else on the table providing that they are out of sight of the enemy and not within the enemy's deployment zone.

Huntsmen may move freely through any rough terrain paying no movement penalty for terrain.

Magic Items: The Hero is entitled to up to two magic items chosen from the appropriate magic item cards.

0-1 Warrior Bard Hero........................................91 points

The army may up to one Warrior Bard Hero. Warrior Bard Heroes are heroic bards who accompany the warhosts to battle.

Profile M WS BS S T W I A Ld
Hero 4 6 5 4 4 2 6 3 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword

Weapons/Armour: The Hero may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The Hero may ride a Warhorse (+3 points), a chariot, or a monster (see the separate monsters section for points).

Special: Any units within 8" of a Warrior Bard may reroll any Leadership tests once per turned. Warrior Bards are individual characters and do not have to be part of a unit. They may join a unit, but may not lead it.

Magic Items: The Hero is entitled to up to three magic items chosen from the appropriate magic item cards.

Champion............................45 points

Any unit may include a Champion armed and equipped as the rest of the unit. (See the equipment list for points values.) Champions represent especially adept warriors.

Profile M WS BS S T W I A Ld
Champion 4 5 4 4 4 1 6 2 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: A Champion is always aremed and equipped in the same way as the rank and file members of his unit (see the equipment list for points values).

May Ride: The Hero may ride a Warhorse (+3 points) or a chariot.

Magic Items: The Champion is entitled to up to one magic item chosen from the appropriate magic item cards.

Gaesati Champion......................................65 points

The Gaesati are a fanatic warrior society that live only for battle, they go into a battle frenzy and are protected by their magic tattoos. They attack with an almost inhuman ferocity.

M WS BS S T W I A Ld
4 6 4 4 4 1 6 2 9

Equipment: Hand weapon and shield

Special: Gaesati always strike their foe with a Strength equal to their foe's Toughness, Gaesati are subject to the rules for frenzy as per the psychology rules in the Warhammer rulesbook. They are immune to all other psychology and break tests. The Gaesati wear magic tattoos that give them 3+ save versus missile weapons and 5+ save versus hand to hand weapons, this is an unmodified save.

Magic Items: The Gaesati Champion is entitled up to one magic item chosen from the appropriate magic item cards, these may not be from the Magic Armour cards, as Gaesati rely on their magic tattoos for protection.

Sword Maiden of Scathach Champions.................................60 points

These are the special guards of Scathach and guard her shrine in each of the Rhiad's hillforts, they go to war along with the Fiann and fight to show their skill and to bring honour to their goddess. They are masters of the sword and they perform amazing acrobatic feats in battle.

M WS BS S T W I A Ld
4 6 4 4 4 1 7 2 9

Equipment: Sword Maidens are always armed with two swords.

Special: Sword Maidens are immune to all psychology and break tests as described in the Warammer rulebook.

Sword Maidens have an unmodified save of 5+ against all attacks.

Sword Maidens may skirmish as described in the Warhammer rulebook.

Sword Maidens may leap accross other troops, even to enter into hand to hand combat as a charge move as long as they have enough movement to clear the formation they are leaping accross. This means they may leap across enemy screens to reach their intended target, as long as they can see any part of that target formation. They may also leap across units of their own troops and this will not cause any interference with the troops they are leaping accross.

Magic Items: The Sword Maidens Champion is entitled up to one magic item chosen from the appropriate magic item cards. These may never be Magic Armour, as the Sword Maidens wear no armour.

Huntsmen of the Demetae Champions...............................68 points

The Huntsmen are the professional hunters and foresters of Albion. They are skilled at moving silently and using cover to keep from being seen. They are the finest trackers and scouts in the land.

M WS BS S T W I A Ld
4 5 6 4 4 1 6 2 9

Equipment: Sword and long bow.

Weapons/Armour: The Huntsmen of the Demetae champions may be given any weapons and equipment allowed by the equipment list with the exception of heavy armour, as heavy armour would restrict their movement too much.

Special: Huntsmen may skirmish as described in the movement rules in the Warhammer rulebook.

Special Deployment: Huntsmen may be positioned on the table once both sides have completed their deployment you may plae the Huntsmen anywhere within their side's deployment sone or anywhere else on the table providing that they are out of sight of the enemy and not within the enemy's deployment zone.

Huntsmen may move freely through any rough terrain paying no movement penalty for terrain.

Magic Items: The Champion is entitled to up to one magic item chosen from the appropriate magic item cards.

Warrior Bard Champion........................................71 points

The army may up as many Warrior Bard Champions as you wish within the normal limitations. Warrior Bard Champions are heroic bards who accompany the warhosts to battle.

Profile M WS BS S T W I A Ld
Hero 4 5 4 4 4 1 5 2 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword

Weapons/Armour: The Champion may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The Hero may ride a Warhorse (+3 points), a chariot, or a monster (see the separate monsters section for points).

Special: Any units within 8" of a Warrior Bard may reroll any Leadership tests once per turned. Warrior Bards are individual characters and do not have to be part of a unit. They may join a unit, but may not lead it.

Magic Items: The Champion is entitled to up to two magic items chosen from the appropriate magic item cards.

Wizards

The army may include as many battle wizards as you wish within the normal limitations of the points available. Wizards may be selected from any of the four levels of wizards at the appropriate points cost shown below.

Wizard (magic level 1).....................................56 points

Wizard Champion (magic level 2)................118 points

Master Wizard (magic level 3).......................190 points

Wizard Lord (magic level 4)............................287 points

Profile M WS BS S T W I A Ld
Wizard 4 3 3 3 4 1 4 1 7
Wizard Champion 4 3 3 4 4 2 4 1 7
Master Wizard 4 3 3 4 4 3 5 2 7
Wizard Lord 4 3 3 4 4 4 6 3 8
Warhorse 8 3 0 3 3 1 3 1 5

Magic: An Albion Wizard has one Battle Magic spell per magic level.

Equipment: Sword

Weapons/Armour: A Wizard may be armed with any combination of equipment allowed by the Equipment List. See the separate Equipment List for summary and point values. If Wizards wear armour they are unable to cast spells so they so not normally do so.

May Ride: A Wizard may ride a warhorse (+3 points), a chariot, or a monster (see separate Monster List for points values).

Magic Items: A Wizard character is entitled to magic items chosen from Warhammer Magic. The number of magic items the Wizard can have depends on their level and is indicated below:

Wizard........................1 magic item

Wizard Champion.....2 magic items

Master Wizard...........3 magic items

Wizard Lord...............4 magic items

Back to Warhammer Armies: Albion.

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