SOLDIERS OF ALBION

Warhammer: Albion
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On this page are listed the Warriors of the Albion warhost.  The Warriors of Albion train from childhood in the martial skills of sword, spear, and javelin. They also train to be hunters, and to live off the land. They are expert trackers and foresters. They are taught to fight both in shield-wall formation, the schiltron, and in open formation fighting.

ALBION SPECIAL RULES

SHIELD WALL

Units of late Roman heavy infantry may form a shield wall instead of moving. As long as the unit is in a shield wall then all enemy attacks from the front of the unit (shooting and hand to hand) suffer a -1 to hit modifier. The unit benefits from the shield wall as long as it doesn’t move or lose a round of close combat.

WARBANDS

Warbands add their close combat rank bonus to their leadership score up to a Leadership of 10. If Warbands are fleeing or skirmishing then they receive no rank or leadership bonus.

If a Warband charges and wins the then the enemy unit is automatically broken if it is outnumbered.

MIXED WEAPONS

Tribal units were not normally uniformly equipped with the same weapons.    Depending on the individual warrior's wealth he might carry any type of weapon from a club, a couple of javelins, an axe or (if he was rich) a sword.

Because of this players may mix models in a unit so that some are armed with swords, others spears, a few have double handed axes, and so on.  However, whatever the models are carrying, Tribal units armed with mixed weapons count as being armed with javelins and hand weapons for the purposes of the rules.

 

LEADERS OF ALBION

Chieftains are the greatest warriors within an Albion general's army.  They lead the many forces that make up the whole army.

The armies of Albion are always led by a great general, who will go forth in the name of the king to fight the enemies of Albion.

M WS BS S T W I A Ld

Chieftain 4 5 4 4 4 2 4 3 8
Army General 4 6 5 4 4 3 6 3 9

 

MAGIC USERS OF ALBION

Druids are the most common magic users in Albion.  They commune with the gods of Albion and in turn learn how to use magic.  Druids study the magics of land and the beasts.

Within the lands of Albion there are many wizards of various sorts.  They learn their magics through mysterious and unknown methods.

M WS BS S T W I A Ld

Druid 4 3 3 3 3 2 3 1 8
Druid Lord 4 3 3 3 4 3 4 1 9
Wizard 4 3 3 3 3 2 3 1 8
Wizard Lord 4 3 3 3 4 3 4 1 9

 

CAVALRY OF ALBION

The Albion army contains a great number of mounted Warriors.  The most numerous among these are the light cavalry, who ride ahead of the main army to deal death to their enemies.

The cavalry of Albion contains many heavy cavalry, mounted warriors who are more heavily armed and armoured than the light cavalry.

Many cavalry within the Albion armies are trained as skirmishers.  These cavalry ride ahead of the other cavalry, harassing the opposing forces and making it hard for them to focus.

Among the tribes of Albion there are many Nobles.  When the armies of Albion go to war, many of these Nobles mount their personal warhorses and march to war alongside the main force, forming an elite band of cavalry.

M WS BS S T W I A Ld

Light Cavalry 4 3 3 3 3 1 3 1 5
Heavy Cavalry 4 3 3 3 3 1 3 1 7
Skirmish Cavalry 4 2 3 3 3 1 3 1 7
Noble Cavalry 4 4 4 3 3 1 4 1 6
Warhorse 8 3 0 3 3 1 3 1 5

Special Rules:

Light Cavalry:  Light Cavalry, Warbands and Mixed Weapons

Heavy Cavaly:  Massed Charge:  When Heavy Cavalry charge, they throw themselves at their enemies with great force.  Their enemies are pressed back as the mass of cavalry smashes into their lines.  Heavy Cavalry count as having +1 to their rank bonus when charging.

Skirmish Cavalry:   Light Cavalry, Skirmishers.

Noble Cavalry:  Warbands; Mixed Weapons.

 

INFANTRY OF ALBION

The Albion armies contain many Limitanei, warriors who run forward ahead of the main infanty and throw their javelins before engaging the enemy.

When an Albion general marches off to war, he takes with him many soldiers who have been trained to fight when they are needed.  These soldiers are the Auxiliaries.

The armies of Albion contain many Archers, who are hired to protect the main infantry forces within the army.

Skirmishers are troops that move ahead of the Albion army, sowing confusion in the opposing army and protecting the army from missile fire.

The tribes of Albion provide many warriors for use within its armies.   These warriors include many who become spearmen and archers.

The Comitatenses are the most elite warriors in the armies of Albion.   When the forces of Albion march to war, the Comitatenses go with them, smashing into their foes like a hammer when battle is joined.

M WS BS S T W I A Ld

Limitanei 4 2 3 3 3 1 3 1 7
Auxiliaries 4 3 3 3 3 1 3 1 7
Archer 4 3 3 3 3 1 3 1 7
Skirmisher 4 2 3 3 3 1 3 1 7
Tribal Warrior 5 3 3 3 3 1 3 1 5
Comitatenses 4 3 3 3 3 1 3 1 8

Special Rules:

Limitanei:  Shieldwall.

Skirmishers: Skirmishers.

Tribal Warriors:  Warbands.

Comitatenses:  Shieldwall, Stubborn.

 

ARTILLERY OF ALBION

Sometimes when the Albion armies march off to war they bring machines of destruction with them for battering down city walls or smashing their enemies' battle lines.  The Bolt Thrower and Stone Thrower are two such war machines.

M WS BS S T W I A Ld

Bolt Thrower - - - - 7 3 - - -
Stone Thrower - - - - 7 3 - - -
Crew 4 3 3 3 3 1 3 1 6

Special Rules:

Bolt Thrower.  Bolt Throwers are, naturally, bolt throwers and complete rules can be found in the Warhammer rulebook (pages 124-125).

Stone Thrower.  Stone Throwers are, naturally, stone throwers and complete rules can be found in the Warhammer rulebook (pages 120-121).

 

GIANTS OF ALBION


The island of Albion contains many Giants who live in the areas around its mountains.  These Giants will sometimes march to war alongside the Albion armies.

M WS BS S T W I A Ld

Giants 6 3 3 6 5 5 3 Special 6

Special Rules:

Giants: Giants are large targets and cause Terror.   Giants treat obstacles like open ground, but are prone to falling.  Roll a D6 if they cross an obstacle or lose a round of combat.  If you roll a 1 the Giant has fallen and can squash those underneath.  Use the Scatter dice to see which direction he falls in, and the model itself as a template.  Those underneath take a single S5 hit which causes D3 wounds.  Giants may not attack and are hit automatically in hand-to-hand combat whilst on the ground.  They are automatically killed if they break from combat while on the ground.  It takes a Giant one turn to stand up.   Giants also fall over when they die.

In close combat you must roll a dice each round to determine what the Giant will do that turn.  Against other large targets: on a roll of 1-3 Giants will Yell and Bawl (Giant does not attack, but enemy automatically loses the fight by 2); on the roll of a 4-6 they will 'Eadbutt (D6 S6 hits, randomized like missile fire for ridden monsters).  Against smaller opponents: Giants will Yell and Bawl on the roll of a 1-2, on the roll of a 3-4 they will Jump Up and Down (2D6 S6 hits on unit, randomized like missile fire, but first test to fall over - see above) and on the roll of a 5-6 they will Swing With Club (D6 S6 hits on unit, randomized like missile fire).

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