Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)

Army List: Albion (Abridged)*
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Albion

Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 08:48

Army Special Rules

This section describes all the different units used in an Albion army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring 'army special rules' that apply to several Albion units, and these are detailed here.

All models with this special rule re-roll failed charge distances and gain the Hatred special rule on any turn that they declare a charge or pursue a fleeing enemy. This lasts for the duration of the turn. However, the models suffer an additional -1 to their Leadership when taking Break Tests.

Any model wearing Woad Paint gains the Ward Save (6+) special rule.

Your army may be associated with one of the Tribes below. Having a Clan Affiliation will allow your army to use special abilities on the battlefield that reflects their famous Tribe. Certain units in your army may have a Tribal Affiliation, as detailed in the army list. However, you may not have multiple Tribal Affiliations in the same army.

Models with this special rule gain +1 Armour Save when using shields.

Models with this special rule re-roll 1's when rolling To Wound in close combat.

Models with this special rule roll 3D6 for Panic and Break Tests, discarding the highest dice rolled.

Infantry models with this special rule may deploy as Ambushers, and get +1 To Hit in close combat when attacking enemies in their flank or rear.

Lords

Warleader. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

MWSBSSTWIALd
Warleader465443649

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Spear (4 pts)

    • Great weapon (8 pts)

  • May be armed with javelins (5 pts)

  • May wear light armour (3 pts)

  • May take a shield (3 pts)

  • May wear Woad Paint (15 pts)

  • May be mounted upon one of the following:

    • Shieldbearers (5 pts)

    • Warhorse (18 pts)

    • Chariot (replacing one of the crew) (50 pts)

    • Mastodon (replacing one of the crew) (200 pts)

  • May have one Tribal Affiliation (5 pts)

  • May take magic items up to a total of 100 pts

War Cry, War Fury

All friendly units within 6" of a Hero or 12" of a Lord with this special rule may add D3" to their charge range.

Truthsayer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .220 pts

MWSBSSTWIALd
Truthsayer443443429

Troop Type: Infantry (Character)

Magic: Truthsayer is a Level 3 Wizard who uses spells from the Lore of Life, the Lore of Beasts, the Lore of Light or the Lore of the Truthsayers.

Hand weapon.

  • May be upgraded to a Level 4 Wizard (35 pts)

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Polearm (4 pts)

  • May be mounted upon one of the following:

    • Warhorse (12 pts)

    • Chariot (replacing one of the crew) (50 pts)

  • May take magic items up to a total of 50 pts

War Fury, Woad Paint

Heroes

Chieftain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts

MWSBSSTWIALd
Chieftain455442538

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Spear (2 pts)

    • Great weapon (6 pts)

  • May be armed with javelins (5 pts)

  • May wear light armour (2 pts)

  • May take a shield (2 pts)

  • May wear Woad Paint (15 pts)

  • May be mounted upon one of the following:

    • Warhorse (12 pts)

    • Chariot (replacing one of the crew) (50 pts)

  • May have one Tribal Affiliation (5 pts)

  • May take magic items up to a total of 50 pts

  • One Chieftain in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit However, a model carrying a magic standard can only carry other magic items up to a total 25 pts.

War Cry, War Fury

Wyrd Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts

MWSBSSTWIALd
Wyrd Druid443432418

Troop Type: Infantry (Character)

Magic: Wyrd Druid is a Level 1 Wizard who uses spells from the Lore of Life, the Lore of Beasts, the Lore of Light or the Lore of the Truthsayers.

Hand weapon.

  • May be upgraded to a Level 2 Wizard (35 pts)

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Polearm (2 pts)

  • May wear Woad Paint (15 pts)

  • May be mounted upon one of the following:

    • Warhorse (12 pts)

    • Chariot (replacing one of the crew) (50 pts)

  • May take magic items up to a total of 50 pts

War Fury, Woad Paint

Mounts

Mounts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Shieldbearers4434--42-
Warhorse830331315
Chariot7--443---
Mastodon630566146

Troop Type (Shieldbearers): Infantry

Troop Type (Warhorse): War Beast (Animal)

Troop Type (Chariot): Chariot (Armour Save 6+)

Troop Type (Mastodon): Monster

Spear, javelin.

Spear, javelin.

Large Target (2), Shieldbearers, War Fury

Shieldbearers should be placed on a 40x20mm base and add +2 to the Unit Strength of any model mounted on them.

War Fury

Immunity (Psychology), Impact Hits (D6+1), Natural Armour (4+), Stubborn, War Fury (Crew only)

Core Units

Tribal Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 pts per model

MWSBSSTWIALd
Tribal Warrior433331317
Clannach433331327

Unit Size: 10+

Troop Type: Infantry

Hand weapon, shield.

  • May upgrade one Warrior to a Clannach (10 pts)

  • May upgrade one Warrior to a musician (10 pts)

  • May upgrade one Warrior to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may choose one of the following

    • Spears (½ pt per model)

    • Replace shields with great weapons (1 pt per model)

  • The entire unit may have javelins (1 pt per model)

  • The entire unit may wear Woad Paint (1 pt per model)

  • The entire unit may have one Tribal Affiliation (1 pt per model)

War Fury

Woad Raiders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 pts per model

MWSBSSTWIALd
Woad Raider443331317
Fíochmhar443331327

Unit Size: 10+

Troop Type: Infantry

Hand weapon, shield.

  • May upgrade one Woad Raider to a Fíochmhar (10 pts)

  • May upgrade one Woad Raider to a musician (10 pts)

  • May upgrade one Woad Raider to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may choose one of the following:

    • Replace shields with additional hand weapons (free)

    • Spears (1 pt per model)

  • The entire unit may have javelins (1 pt per model)

  • The entire unit may have one Tribal Affiliation (1 pt per model)

Frenzy, War Fury, Woad Paint

Youngbloods. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Youngblood433331316
Shaothrú434331316

Unit Size: 10+

Troop Type: Infantry

Hand weapon, sling.

  • May upgrade one Youngblood to a Shaothrú (10 pts)

  • May upgrade one Youngblood to a musician (10 pts)

  • The entire unit may replace their slings with javelins (free)

  • The entire unit may take shields (1 pt per model)

  • The entire unit may have one Tribal Affiliation (1 pt per model)

Skirmishers, War Fury

War Hounds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
War Hound730331315
Handler433331317

You must have one Handler for every five War Hounds. Each Handler costs 5 pts per model.

Unit Size: 5+

Troop Type (War Hound): War Beast

Troop Type (Handler): Infantry

Hand weapon.

Mixed Unit

Mixed Unit, War Fury

Aonbarr Horse Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Aonbarr443331318
Marcach443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry

Hand weapon, shield.

  • May upgrade one Clansman to a Marcach (10 pts)

  • May upgrade one Clansman to a musician (10 pts)

  • May upgrade one Clansman to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may be armed with spears (1 pt per model)

  • The entire unit may be armed with javelins (1 pt per model)

  • The entire unit may wear Woad Paint (2 pts per model)

  • The entire unit may wear light armour (1 pt per model)

  • The entire unit may have one Tribal Affiliation (2 pts per model)

Fast Cavalry, War Fury

Chariots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts per model

MWSBSSTWIALd
Chariot7--443---
Charioteer-433--318
Charioteer Master-433--328
Warhorse-303--315

Unit Size: 3+ of 2 Charioteers & 2 Warhorses each

Troop Type: Chariot (Armour Save 6+)

Spear, javelin.

  • May upgrade one Chariot to a Chariot Master (10 pts)

  • May upgrade one Chariot to a musician (10 pts)

  • May upgrade one Chariot to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may take shields (3 pts per model)

  • The entire unit may wear Woad Paint (5 pts per model)

  • The entire unit may be equipped with scythes (3 pts per model)

  • The entire unit may have one Tribal Affiliation (3 pts per model)

War Fury

Special Units

Hearthguard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Hearthguard443431418
Oathsworn443431428

Unit Size: 10+

Troop Type: Infantry

Hand weapon, light armour, shield.

  • May upgrade one Hearthguard to a Oathsworn (10 pts)

  • May upgrade one Hearthguard to a musician (10 pts)

  • May upgrade one Hearthguard to a standard bearer (10 pts)

    • May take a magic standard worth up to 50 pts

  • The entire unit may replace their shields with great weapons (1 pt per model)

  • The entire unit may wear Woad Paint (1 pt per model)

  • The entire unit may have one Tribal Affiliation (1 pt per model)

Stubborn, War Fury

Swordmaidens. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Swordmaiden443331318
Swordmistress443331328

Unit Size: 10+

Troop Type: Infantry

Great weapon.

  • May upgrade one Swordmaiden to a Swordmistress (10 pts)

  • May upgrade one Swordmaiden to a musician (10 pts)

  • May upgrade one Swordmaiden to a standard bearer (10 pts)

    • May take a magic standard worth up to 50 pts

  • The entire unit may have one Tribal Affiliation (1 pt per model)

Devastating Charge, War Fury, Woad Paint

Druid Neophytes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 pts per model

MWSBSSTWIALd
Druid Neophyte433331318
Draidecht433331328

Unit Size: 5+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Druid Neophyte to a Draidecht (10 pts)

  • May upgrade one Druid Neophyte to a musician (10 pts)

  • May upgrade one Druid Neophyte to a standard bearer (10 pts)

  • The entire unit may be armed with one of the following:

    • Additional hand weapons (1 pt per model)

    • Polearms (2 pts per model)

  • The entire unit may wear Woad Paint (1 pt per model)

Druidic Rites, Skirmishers, War Fury

A unit of Druid Neophytes is considered to be a Level 2 Wizard that knows the spells Awakening of the Wood and Shield of Thorns from the Lore of Life. This doesn't stop other Wizards from knowing those same spells. The unit receives an additional +1 to cast for For every 5 models of Druid Neophytes in the unit, to a maximum of +3. Each time the unit casts a spell, you must nominate one Druid Neophyte or Draidecht as the caster for the purposes of line of sight, range, etc. In the event that a Druid Neophyte unit rolls a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds which Ignores Armour Saves. If the unit is targeted by a rule that affects a Wizard, your opponent must choose one Druid Neophyte or Draidecht as the target.

Hunters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 pts per model

MWSBSSTWIALd
Hunter434331317
Tracker435331317

Unit Size: 5+

Troop Type: Infantry

Hand weapon, javelin.

  • May upgrade one Hunter to a Tracker (10 pts)

  • May upgrade one Hunter to a musician (10 pts)

  • The entire unit may replace their javelins for bows. (1 pt per model)

  • The entire unit may take shields (javelins only) (1 pt per model)

  • The entire unit may take War Hawks (3 pts per model)

  • The entire unit may wear Woad Paint (1 pt per model)

  • The entire unit may have one Tribal Affiliation (1 pt per model)

Scouts, Skirmishers, War Fury, War Hawks

Each Hunter may use his War Hawk in addition to another missile weapon during the start of the Shooting phase. Each War Hawk can be directed against any enemy unit within line of sight, regardless of range. The enemy unit must take a Weapon Skill test for each War Hawk targeting them; if failed, the unit takes a Strength 3 Hit.

Warriors of Danu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 pts per model

MWSBSSTWIALd
Warrior of Danu443542428
Chosen of Danu443542438

Unit Size: 5+

Troop Type: Infantry

Great weapon.

  • May upgrade one Warrior of Danu to a Chosen of Danu 1(0 pts)

  • The entire unit may have one Tribal Affiliation (1 pt per model)

Frenzy, Skirmishers, War Fury, Woad Paint

Pixie Swarms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts per base

MWSBSSTWIALd
Pixie Swarm1331185108

Unit Size: 3+

Troop Type: Swarm

Sharp claws and teeth.

Befuddling Glamour, Fly (6), Ward Save (5+)

All enemy units within 12” and with line of sight to one or more units of Pixies at the start of their turn must take a Psychology test. If failed, the unit is transfixed by their magic and must move straight towards them, following all the rules for Stupidity.

Fenbeasts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 pts per model

MWSBSSTWIALd
Fenbeast530554138

You need to include at least one Wizard in order to field Fenbeasts in your army.

Unit Size: 1+

Troop Type: Monstrous Infantry

  • The entire unit may take one of the following:

    • Born of Bloodmarsh (3 pts per model)

    • Leechloam (3 pts per model)

    • Lifebloom Silt (3 pts per model)

    • Fly-Infested Rotweed (3 pts per model)

The Fenbeast gains +1 Attack.

All enemy models in base contact with the Fenbeast suffer -1 to their Weapon Skill.

During any turn in which one or more spells from the Lore of Life or Lore of the Truthsayers is successfully cast within 12", the Fenbeast gains +1 Strength. The Fenbeast gains +1 Attack.

The Fenbeast may re-roll failed Regeneration results of 1.

Animated Constructs, Marsh Strider, Regeneration (4+), Stupidity, Unstable

Viridian Lords. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17 pts per model

MWSBSSTWIALd
Viridian Lord453441429
Viridian Champion453441439

Unit Size: 5+

Troop Type: Infantry

Two hand weapons.

  • May upgrade one Viridian Lord to a Viridian Champion (10 pts)

  • The entire unit may replace their hand weapons with great weapons (2 pts per model)

Flammable, Regeneration (4+), Skirmishers, Unstable, War Fury

Centaurs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 pts per model

MWSBSSTWIALd
Centaur843441428
Centaur Chief843441438

Unit Size: 5+

Troop Type: Cavalry

Hand weapon, spear, shield.

  • May upgrade one Centaur to a Centaur Chief (10 pts)

  • May upgrade one Centaur to a musician (10 pts)

  • May upgrade one Centaur to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may replace spears & shields with one of the following:

    • Additional hand weapons (free)

    • Bows (free)

    • Great weapons (1 pt per model)

  • The entire unit may carry javelins or throwing axes (2 pts per model)

  • The entire unit may wear light armour (1 pt per model)

  • The entire unit may wear Woad Paint (2 pts per model)

Fast Cavalry, War Fury

Half Giants. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 pts per model

MWSBSSTWIALd
Half Giant632543237
Son of Ogmios632543247

Unit Size: 3+

Troop Type: Monstrous Infantry

Two hand weapons.

  • May upgrade one Half Giant to a Son of Ogmios (10 pts)

  • May upgrade one Half Giant to a musician (10 pts)

  • May upgrade one Half Giant to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may replace one hand weapon with one of the following:

    • Shields (free)

    • Great weapons (3 pts per model)

    • Polearms (3 pts per model)

  • The entire unit may wear Woad Paint (3 pts per model)

War Fury

Rare Units

Stone Thrower. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts per model

MWSBSSTWIALd
Stone Thrower----7----
Crew433331317

Unit Size: 1 Stone Thrower & 3 Crew

Troop Type: War Machine (Stone Thrower)

Hand weapon.

  • May take Fire Pots (10 pts)

A Stone Thrower with Fire Pots may choose to use the large template with the following profile (this replaces their normal profile):

RangeStrengthSpecial Rules
12-60"3(6)-

Mastodon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 pts per model

MWSBSSTWIALd
Mastodon630566146
Crew-333--317

Unit Size: 1 Mastodon & 3 Crew

Troop Type: Monster

Spear, javelin.

Immunity (Psychology), Impact Hits (D6+1), Natural Armour (4+), Stubborn, War Fury (Crew only)

Fenhulk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts per model

MWSBSSTWIALd
Fenhulk530666158

You need to include at least one Wizard in order to field Fenhulks in your army.

Unit Size: 1

Troop Type: Monster

  • The model may take one of the following:

    • Born of Bloodmarsh (15 pts)

    • Leechloam (10 pts)

    • Lifebloom Silt (10 pts)

    • Fly-Infested Rotweed (15 pts)

Animated Constructs, Embodiment of Albion, Magic Resistance (1), Marsh Strider, Regeneration (4+), Stupidity, Unstable

Every model in base contact with a Fenhulk must take a Dangerous Terrain test as if they are moving through Marsh Terrain at the start of the first round of close combat, before Impact Hits are resolved.

Giant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts per model

MWSBSSTWIALd
Giant6336663*10

You may take 1-2 Giants as a single Rare choice. See Giant Special Rules for detailed special rules.

Unit Size: 1

Troop Type: Monster

Big club.

  • May wear Woad Paint (20 pts)

  • May be upgraded to Throw Rocks (30 pts)

A Giant with this upgrade may throw a rock in the Shooting phase as long as it did not charge or march that turn. This works just like a Stone Thrower with a range of 18" and the Slow to Fire special rule. If a misfire is rolled, the Giant suffers 1 Wound as it drops the rock on itself by mistake.

Fall Over, Giant Special Attacks, Immunity (Psychology), Stubborn

Bonegrinder Giant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .375 pts per model

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Bonegrinder Giant103388101*10a

See Bonegrinder Giant Special Rules for detailed special rules.

Unit Size: 1

Troop Type: Monster

Big club.

  • May wear Woad Paint (30 pts)

Bonegrinder Giant Special Attacks, Fall Over, Immunity (Psychology), Stubborn

Special Characters - Lords

Gwenlaen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts

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Gwenlaen465443659

Troop Type: Infantry (Special Character)

Javelins, light armour.

  • May be mounted on one of the following:

    • Shieldbearers (5 pts)

    • Warhorse (18 pts)

    • Chariot (replacing one of the crew) (50 pts)

Magic Items / Abilities: Sword of Ogma, The Black Shield, Torc of Protection

The Sword of Ogma gives Gwenlaen the Strength Bonus (2) and Devastating Charge special rules.

Shield. Enemies must re-roll all successful rolls To Hit against the wearer (both shooting and close combat).

One use only. Declare if you want to use the Torc at the start of any phase. When used, the wearer cannot be harmed by any Spell, Shooting or Close Combat attack for the duration of the turn.

Sessair, War Cry, War Fury, Warrior Queen, Woad Paint

Gwenlaen, and all friendly units within 12" of her, may re-roll failed Psychology tests and automatically pass Rally tests. In addition, the restriction on Tribal Affiliation is lifted – you may field units from any of the four tribes in the same army if you wish.

Dural Durak. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .355 pts

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Dural Durak443443429

Troop Type: Infantry (Special Character)

Magic: Dural Durak is a Level 4 Wizard who uses spells from the Lore of Life, the Lore of Beasts, the Lore of Light or the Lore of the Truthsayers.

Magic Items / Abilities: The Triskele, The Heartwood Staff

The Heartwood Staff gives Dural Durak +1 to cast, and +2 to cast if he is within 6" of a wood.

High Druid, War Fury, Woad Paint

Dural Durak may reroll all Power Dice when casting a spell once per turn, as long as it wasn't a Miscast result. This is done after resolving any Unlimited Power rolls.

Morrigan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .305 pts

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Morrigan444433429

Troop Type: Infantry (Special Character)

Morrigan is a Level 3 Wizard who uses spells from the Lore of Beasts, Lore of Shadow or Lore of Death. She always knows the Lore of Beasts spell The Flock of Doom in addition to her other spells.

Hand weapon.

Fear, Fly (10), Murder of Crows, Omen of War, Ward Save (4+)

Morrigan causes 2D6 Strength 2 Impact Hits with the Magical Attacks special rule whenever she makes a successful charge.

All friendly units with the War Fury special rule within 8" of Morrigan gain +1 To Hit in Close Combat, and enemy units suffer -1 to their Leadership. However, Morrigan may never be the army's General.

Agum the Watcher. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts

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Agum the Watcher6336663*7

Agum the Watcher may never be the army's General. See Giant Special Rules for detailed special rules.

Troop Type: Monster (Special Character)

Big club.

  • May wear Woad Paint (20 pts)

Fall Over, Giant Special Attacks, Guardian of the Coast, Immunity (Psychology), Steel Head, Stubborn

Agum has the Throw Rocks upgrade. In addition, Agum's skill is so great after years of practice that he may re-roll the scatter dice.

Having won the brain-bashing gatherings for several seasons now, Agum's 'Eadbutt attack has the Multiple Wounds (D6) special rule.

Special Characters - Heroes

Cormac Chath. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .180 pts

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Cormac Chath465442638

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Caladbolg Claymore, Mail of Morrigan, Seal of Chath

Great weapon. All hits with this sword are multiplied by D3.

Heavy armour. The Mail of Morrigan gives Cormac the Ward Save (6+) special rule.

Enemies suffer -1 on all To Wound rolls against Cormac Chath.

Fir Domain, Frenzy, Hero of Albion, War Cry, War Fury, Woad Paint

For every unsaved wound caused by Cormac Chath in Close Combat, all friendly units in combat within 6" receive +1 to their combat resolution bonus (to a maximum of +3).

Conor Mac Feud. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts

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Conor Mac Feud465442638

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Great Fury

This sword allows Conor to re-roll all failed rolls To Hit and To Wound.

War Fury, Fateful Destiny, Finian, Hatred (Fimir), There Can Be Only One!, War Cry

Conor has the Ward Save (3+) special rule against all attacks except successful Killing Blows.

Conor must always issue and accept challenges when possible. In addition, he may choose one character in the enemy's army to be his nemesis. If Conor slays this character in a challenge, the Albion player receives +100 Victory Points. While in a challenge, Conor has the Heroic Killing Blow special rule.

Amanthas. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115 pts

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Amanthas446442528

Troop Type: Infantry (Special Character)

Two hand weapons.

Magic Items / Abilities: Bow of the Sidhe

The Bow of the Sidhe is a missile weapon with the following profile:

RangeStrengthSpecial Rules
30"5-

Falian, Hatred (Dark Elves), Master of the Hunt, Scouts, Skirmishers, Sniper, War Fury, Woad Paint

Amanthas may deploy within 5" of the enemy instead of the normal 10" and is at an additional -1 to hit with missile weapons when in Forests. In addition, she cannot be march blocked and can fire even if she marches.

Roth Mac Lyr. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .245 pts

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Roth Mac Lyr465654648

Troop Type: Monstrous Infantry (Special Character)

Magic Items / Abilities: Brainbiter, Pelt of Chogor, Vambraces of Danu

Great weapon. All Attacks made with this weapon have the Ignores Armour Saves and Killing Blow special rule.

The pelt grants Roth the Natural Armour (4+) special rule. In addition, enemy units within 6" of him must re-roll successful Psychology tests.

The Vambraces of Danu give Roth Regeneration (6+).

Frenzy, Sessair, War Fury, Woad Paint

Artefacts of Albion

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Albionites. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

Spear. All attacks (including shooting) with this weapon Hit automatically and give the wielder +1 Strength. In addition, it can be thrown in each Shooting phase following the rules for javelins. Any Hits from Shooting penetrates ranks as if it were a Bolt Thrower.

This sword has the Ignores Armour Saves special rule, and for every Wound caused, the enemy model must pass a Toughness test or suffer an additional Wound. In addition, the wielder may cast Wind Blast from the Lore of Heavens as a Bound Spell at Power Level 3.

Great weapon. The wielder of this sword gains Flaming Attacks. Against models with Toughness 5 or more, he may re-roll failed rolls To Wound.

Magic Armour

Shield. The wielder gains the Ward Save (4+) special rule from his Parry save. For every successful save the wielder makes in close combat, he may make an extra attack back immediately against the model/unit that struck the blow.

Talismans

Druid or Truthsayer only. The wearer of the Triskele gains the Ward Save (5+) and Magic Resistance (2) special rules. The Triskele is not a unique magic item, and one may be worn by each Druid or Truthsayer.

Arcane Items

The bearer gains +1 to all dispel attempts and +1 to all attempts to channel dispel dice.

Enchanted Items

At the start of the Albion Magic Phase, up to D3 Wounds worth of models previously slain during the battle may be resurrected and put back into the unit (following the rules of the spell Regrowth from the Lore of Life) as long as the bearer of this item remains in it. Any friendly character slain in this unit may also be resurrected once in this manner. However, a resurrected character does not bestow his Leadership onto the unit, nor can the unit benefit from his War Cry ability. Resurrected Wizards can no longer cast spells.

Model on foot only. The character may transform this item into a Chariot at the start of any of his Movement phases, as long as he is not in Close Combat. This Chariot follows all the rules for normal chariots. While in it, the character can Fly (8), but may not join any units. If he is in a unit when transforming the Chariot, he must immediately leave it and be placed within 1" of his unit. The character can choose to transform the Chariot back into a magic item at the end of any turn as long as he is not in Close Combat, at which point the model will return to being Infantry. Any wounds lost in either form are carried over when transforming.

The bearer gains the Multiple Wounds (D6) special rule on all his Close Combat Attacks. This may not be used with Magic Weapons.

Magic Standards

All models in the unit will always Wound enemies on at least a 3+ in close combat. Armour Saves are affected by the unit's normal Strength. In addition, the unit receives +D3 to its Combat Resolution bonus in any turn that they charge.

The Lore of the Truthsayers

Whenever a spell from the Lore of the Truthsayers is cast on a friendly unit, enemy units targeting that unit suffer -1 To Hit with missile weapons until the start of the caster's next turn.

Blessing of Valour is an augment spell with a range of 24". The target unit gets +1 To Hit with shooting and close combat attacks until the start of the caster's next Magic phase. The Wizard can choose to have this spell target all friendly units within 12". If they do so, the casting value is increased to 12+.

Elemental Power is an augment spell with a range of 24" that targets Fenbeasts, Fenhulks and Viridian Lords. The target unit immediately regains D3 Wounds worth of models lost earlier during the battle up to their starting value, or it may choose to make a normal additional move as if it were the Remaining Moves sub-phase.

Wings of Fate is a magic missile with a range of 24" and causes 3D6 Strength 2 hits. The Wizard can choose to increase the number of hits to 6D6. If they do so, the casting value is increased to 12+.

Gift of Life is an augment spell that targets all friendly units within 12". Each unit within this range instantly recovers 1 Wound worth of models slain earlier in the battle, following the rules of the Regrowth spell from the Lore of Life. The Wizard can choose to have this spell recover D3 Wounds per unit rather than 1. If they do so, the casting value is increased to 12+.

Shield of Light is an augment spell with a range of 18". The target unit receives a Ward Save (5+) until the start of the caster's next Magic phase. The Wizard can choose to increase the range of this spell to 36". If they do so, the casting value is increased to 13+.

Boon of Courage is an augment spell with a range of 24". The target unit gains the Unbreakable special rule until the start of the caster's next Magic phase. If cast on a fleeing unit, the unit immediately rallies, regardless of how many models are left in it. The Wizard can choose to have this spell target all friendly units within 12". If they do so, the casting value is increased to 24+.

Voice of Command is a hex spell with a range of 24". The unit immediately loses all its fighting spirit and cannot voluntarily move in its next Movement phase or shoot in its next Shooting phase. The Wizard can choose to increase the range of this spell to 48". If they do so, the casting value is increased to 15+.

Giant Special Rules

A Giant must test to see whether it falls over if any of the following apply:

  • If it is beaten in close combat. Test once results are established but before taking a Break test.

  • If it is fleeing at the start of the Movement phase.

  • When it crosses an obstacle. Test when the obstacle is reached.

  • If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.

To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.

To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by a falling Giant suffers a Strength 6 Hit with the Multiple Wounds (D3) special rule. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.

A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.

Once on the ground, a Giant may get up in his following Movement phase, but may not move in the Movement phase that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.

To determine what a Giant does in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the following tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result.

Man-sized Things Chart

Use this chart when fighting Infantry, Cavalry, War Beasts or Swarms.

D6

Result

1

Yell and Bawl

2

Jump Up and Down

3

Pick Up and...

4-6

Swing with Club

Big Things Chart

Use this chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

D6

Result

1

Yell and Bawl

2-4

Thump with Club

5-6

'Eadbutt

Neither the Giant nor models in contact with it fight if they have not already done so this round. The Giant automatically wins the combat by 2 points or more (if both sides have a Giant that Yells and Bawls, the combat is a draw). This result has no effect against Animated Constructs.

The Giant must test to determine if it falls over. If it falls over, work out where it falls and calculate damage as already described. Any wounds caused by the fall count towards the combat result. Otherwise, it will inflict two Stomp attacks. A Giant that starts to Jump Up and Down will therefore continue to do so on the same target until it falls over, the target is destroyed, or the combat ends.

The Giant stoops down and grabs a single Character in base contact from the target unit (Giant player's choice). The Giant grabs the model and the player rolls a D6 to see what happens next:

D6

Result

1

Stuff into Bag: The model is effectively removed as a casualty and can do nothing whilst in the bag, but if the Giant should be slain, any enemy trapped in its bag are freed at the end of the battle, and no longer counts as casualties.

2

Throw Back into Combat: The victim is hurled into its own unit like a living missile. The victim suffers D3 Strength 6 Hits which Ignores Armour Saves, and D6 Strength 3 hits are inflicted on the unit (save as normal).

3

Hurl: The victim is hurled into an enemy unit within 12" of the Giant – randomly determine which. The victim is removed as a casualty, and the unit takes D6 Strength 3 hits. Unsaved Wounds from these hits count towards the Giant's combat result. If no enemy units are in range, treat this as a Throw Back into Combat result instead.

4-5

Squash or Eat: The model is removed as a casualty.

6

Pick Another: Treat the attack as if the Giant had rolled the Stuff into Bag result above, and then choose another victim. Roll again on this table to see what the Giant does with it.

The Giant fights using the Random Attacks (2D6) special rule this round.

The Giant chooses a single model from the target unit that is in base contact. The target may attempt to avoid the blow by passing an Initiative test (use the lowest if the model has several different values). If the test is failed, the model takes 2D3 wounds which Ignores Armour Saves. If a double is rolled the Giant cannot attack at all in the following round of the same combat.

The Giant automatically inflicts D3 wounds which Ignores Armour Saves. If the victim is wounded but not slain, then it loses all of its following attacks. If the target has not yet attacked in that combat round, it loses those attacks; if it has already attacked, then it loses the next round's attacks.

Bonegrider Giant Special Rules

Bonegrinder Giants are subject to the Fall Over rules of normal Giants, but use the large template and causes Strength 8 Hits with the Multiple Wounds (D6) special rule.

To determine what happens in each Close Combat phase, pick a unit in base contact with the Bonegrinder Giant and roll a D6 on one of the following tables. Which table you use depends on the size of the Bonegrinder Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result.

Man-sized Things Chart

Use this chart when fighting Infantry, Cavalry, War Beasts or Swarms.

D6

Result

1

Yell and Bawl (see Giants, but the combat is won by 3)

2

Jump Up and Down (see Giants, but causes 3 Stomp Attacks resolved at Strength 8)

3

Pick Up and... (see Giants but resolved at Strength 8 rather than 6)

4

Vomit

5

Kick

6

Crush!

Big Things Chart

Use this chart when fighting Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

D6

Result

1

Yell and Bawl (see Giants, but the combat is won by 3)

2

Jump Up and Down (see Giants, but causes 3 Stomp Attacks resolved at Strength 8)

3

Pick Up and... (See Giants but resolved at Strength 8 rather than 6. If the Bonegrinder Giant opts to Hurl or Throw Back Into Combat, resolve hits at Strength 5)

4-6

Swing with Club (see Giants, but using the Random Attacks (3D6) special rule)

Bigger Things Chart

Use this chart when fighting Monsters.

D6

Result

1

Yell and Bawl (see Giants, but the combat is won by 3)

2-3

Thump with Club (see Giants, but causes 2D6 Wounds)

4-5

'Eadbutt (see Giants, but causes D6 Wounds)

6

Grapple and...

Neither the Giant nor models in contact with it fight if they have not already done so this round. The Giant automatically wins the combat by 2 points or more (if both sides have a Giant that Yells and Bawls, the combat is a draw). This result has no effect against Animated Constructs.

The Giant must test to determine if it falls over. If it falls over, work out where it falls and calculate damage as already described. Any wounds caused by the fall count towards the combat result. Otherwise, it will inflict two Stomp attacks. A Giant that starts to Jump Up and Down will therefore continue to do so on the same target until it falls over, the target is destroyed, or the combat ends.

The Giant stoops down and grabs a single Character in base contact from the target unit (Giant player's choice). The Giant grabs the model and the player rolls a D6 to see what happens next:

D6

Result

1

Stuff into Bag: The model is effectively removed as a casualty and can do nothing whilst in the bag, but if the Giant should be slain, any enemy trapped in its bag are freed at the end of the battle, and no longer counts as casualties.

2

Throw Back into Combat: The victim is hurled into its own unit like a living missile. The victim suffers D3 Strength 6 Hits which Ignores Armour Saves, and D6 Strength 3 hits are inflicted on the unit (save as normal).

3

Hurl: The victim is hurled into an enemy unit within 12" of the Giant – randomly determine which. The victim is removed as a casualty, and the unit takes D6 Strength 3 hits. Unsaved Wounds from these hits count towards the Giant's combat result. If no enemy units are in range, treat this as a Throw Back into Combat result instead.

4-5

Squash or Eat: The model is removed as a casualty.

6

Pick Another: Treat the attack as if the Giant had rolled the Stuff into Bag result above, and then choose another victim. Roll again on this table to see what the Giant does with it.

The Giant fights using the Random Attacks (2D6) special rule this round.

Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place the flame template so that the narrow end is in base contact with the Bonegrinder Giant and the body of the template is over at least one other unit. All models (friendly and enemy) under the template suffer an automatic Strength 5 hit which Ignores Armour Saves. All unsaved Wounds from these hits count towards the combat result (unsaved Wounds on friendly models count to your opponent's combat result). Once damage has been resolved, roll a D6. On a roll of 1-3, the Bonegrinder Giant falls over.

Choose a model in base contact with the Bonegrinder Giant That model immediately receives a brutal toe-punt and is removed as a casualty. However, the victim's remains hurtle through its unit in the same manner as a shot from a bolt thrower (Look Out Sir! Applies as normal). The model immediately behind the victim suffers a Strength 8 hit with the Multiple Wounds (D3) special rule. If he is slain, the model behind him suffers a Strength 7 hit with the Multiple Wounds (D3) special rule, and so on, until the soggy remains fail to cause a casualty; or the unit runs out of ranks/files.

The Bonegrinder Giant raises one mighty foot and slams it down on the troops scurrying below. Place the small round template so that it is at least partially covering one or more models in base contact with the Giant, but not the Giant himself. The model under the centre of the template suffers an automatic Strength 10 hit with the Multiple Wounds (D6) special rule. Models around him might get lucky – the Giant's aim may be off; and only strike them a glancing blow (not that a glancing blow from a Giant is anything to be thankful for). Roll an artillery dice and halve the result – all other models (friendly and enemy) under the template suffer an automatic hit of this Strength. If the roll is a: misfire, the Giant manages to miss the rest of the unit – lucky them!

The Giant chooses a single model from the target unit that is in base contact. The target may attempt to avoid the blow by passing an Initiative test (use the lowest if the model has several different values). If the test is failed, the model takes 2D3 wounds which Ignores Armour Saves. If a double is rolled the Giant cannot attack at all in the following round of the same combat.

The Giant automatically inflicts D3 wounds which Ignores Armour Saves. If the victim is wounded but not slain, then it loses all of its following attacks. If the target has not yet attacked in that combat round, it loses those attacks; if it has already attacked, then it loses the next round's attacks.

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Agum the Watcher

Monster

50x50 or 50x75

Amanthas

Infantry

20x20

Aonbarr Horse Warrior

Cavalry

25x50

Bonegrinder Giant

Monster

100x150

Centaurs

Cavalry

25x50

Chariot

Chariot

50x100

Chariots

Chariot

50x100

Chieftain

Infantry

20x20

Conor Mac Feud

Infantry

20x20

Cormac Chath

Infantry

20x20

Druid Neophytes

Infantry

20x20

Dural Durak

Infantry

20x20

Fenbeasts

Monstrous Infantry

40x40

Fenhulk

Monster

50x50

Giant

Monster

50x75 or 50x50

Gwenlaen

Infantry

20x20

Half Giants

Monstrous Infantry

40x40

Handler

Infantry

20x20 or 25x25

Hearthguard

Infantry

20x20

Hunters

Infantry

20x20

Mastodon

Monster

50x100

Morrigan

Infantry

20x20

Pixie Swarms

Swarm

40x40

Roth Mac Lyr

Infantry

20x20 or 25x25

Shieldbearers

Infantry

40x20 or 40x40

Stone Thrower

War Machine

100

Swordmaidens

Infantry

20x20

Tribal Warriors

Infantry

20x20

Truthsayer

Infantry

20x20

Viridian Lords

Infantry

20x20 or 25x25

War Hounds

Warbeast

25x25

Warhorse

Cavalry

25x50

Warleader

Infantry

20x20

Warriors of Danu

Infantry

20x20 or 25x25

Woad Raiders

Infantry

20x20

Wyrd Druid

Infantry

20x20

Youngbloods

Infantry

20x20