Saturday 11 May 2019

Warhammer: Albion 9th Ed 1.2 out now!

Took a while to get this one finished, but I hope you'll find it worth it! This update adds 17 new pages to the book for a total of 116 pages, making it one of the longer unoffical books I've put together. Thanks to Stefan Wolf who once again stepped up to write some new lore for the new special characters and one of the units!

This update changes the following:

  • New Special Character: Roth Mac Lyr
  • New Special Character: Agum the Watcher
  • New Rare unit: Bonegrinder Giants
  • New Rare unit: Fenhulk
  • Added Tribal Affiliations, allow you to customise your army based on the four tribes of Albion.
  • Removed Sidhe (their lore never really fit well with the Warhammer world, and they were pretty much just another variation of Elves).
  • Removed hurled heads.
  • Druid Neophytes cannot take shields.
  • Viridian Lords have two hand weapons by default, 16 pts. Moved to special
  • Tribal Warriors 4 pts, may have javelins.
  • Youngbloods have slings by default, 6 pts. Cannot take standards.
  • Warleaders and Chieftains do not have light armour by default.
  • Shieldbearers do not give any extra armour save, cost 5 pts.
  • Durak Durak can use the Lore of Light.
  • Druids do not allow re-rolling Psychology and Break Tests.
  • Mastodons have A4, 200 pts.
  • Half Giants start with hand weapon, can take great weapons.
  • Stone Throwers 100 pts, may take Fire Pots
  • Woad Raiders are WS4, 8 pts.
  • Chariots can upgrade to have scythes.
  • Viridian Lords do not have Woad Paint.
  • War Hound Handlers cost 3 pts, must include 1 handler for every 5 hounds in the unit. Unit is expendable, have the mixed units rule, does not skirmish.
  • Druid Neophytes can cast Awakening of the Wood instead of Earth Blood. They follow the rules of similar casting units like Doomfire Warlocks.
  • Truthsayers can be mounted.
  • Light of Battle renamed Light of Protection, 9+ to cast.
  • Blessing of Valour 6+ to cast, clarified that it lasts until the caster's next magic phase.
  • Boon of Courage 9+ to cast.
  • Gift of Life gives back D3 single-Wound models per unit, 8+ to cast.
  • Voice of Command is automatic, no Leadership test is taken, 12+ to cast.
  • Warriors of Danu have S4/5, Spasm Fury lasts duration of combat, 13 pts.
  • Fenbeast can be taken in units of 1+, require a Wizard to be taken.
  • Swordmaidens have unit size 10+.
  • Pixies have S1, T1, W10, A10, have Ward Save (5+) instead of ethereal, 40 pts.
  • Giants do not use the fallen giant template, instead inflicts 2D6 hits.
  • Giants 200 pts, have T6, improved attack table.
  • Chieftains 60 pts.
  • Warleaders 110 pts.
  • Cormac Chath 180 pts.
  • Conor Mac Feud have Hatred (Fimir), 3+ ward save, no Woad paint, 175 pts.
  • Amanthas have Hatred (Dark Elves).
  • Morrigan has lower stats, is a lvl 3 wizard, 4+ ward instead of ethereal, Fear instead of Terror.
  • Centaurs 17 pts, are War Beasts, may wear light armour.
  • Extended/revised lore on the Children of Danu and Tribes of Albion chapter, as well as added lore to the bestiary section.
  • Fixed numerous spelling errors and lore inconsistencies.
  • Added headings.
  • Added version number.

11 comments:

  1. Interesting new update to Albion. The removal of the Sidhe was unexpected, since, If I recall correctly, did fit well in Celtic mythology. Sidhe were elemental entities, right? I can't quite remember, so I could be wrong. Bonegrinder Giant does seem more appropriate addition though. Maybe keep the Sidhe apart from the Albion army and stick it in the Monstrous Arcanum?

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    Replies
    1. Sidhe are really just Elves in Celtic mythology though, and are already represented in the form of Wood Elves. So they do not really fit very well in Warhammer as such.

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    2. Well in Irish mythology at least the sidhe was the race of the gods, the blood of which let Cú Chullain enter warpspasms, so maybe a cool flavour would be to make them essentially similar to demons since you've already linked warpspasms with the warp. Otherwise love the work just sorry to see one of my favourite parts of the army book go

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  2. -Agum the Watcher's Steel Head rule does nothing since Headbutt does not roll to wound.
    -Why doesn't Dural Durak have mount options?
    -Why can't Truthsayers ride Mastodons?
    -I think Warhawks should be removed from Hunters and made into a core Swarm unit like the Hawks of Mishka.
    -Pixies are still Ethereal in the army list section.
    -Why do Viridian Lords have Unstable but not Unbreakable? Those usually go together.

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    Replies
    1. -If the Albion Stone Thrower can pivot but not move then why can't the Bretonnia Trebuchet pivot? Unless you plan on returning the Trebuchet's ability to pivot, in which case, never mind.

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    2. - Will fix.
      - He is intended to be an Infantry model, will see about mount options.
      - Monster mounts are often reserved to the Fighter Lords only.
      - I disagree, the hawks of miska are magical, albion warhawks are simply trained birds.
      - Will fix.
      - Unstable units are automatically unbreakable, it's in the main rules.
      - The Bretonnian stone thrower will be able to pivot in their next update.

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    3. I looked at the Wings of Fate spell and compared it to the Lore of Beasts Flock of Doom spell and found that it's a lot weaker than the Flock of Doom spell, especially the upgraded versions where Wings of Fate has a higher casting number but less range.

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    4. Another thing. Blessing of Valour is described as both "Remains in Play" and says "until the start of the caster's next magic phase.

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  3. Here's a conversation chain we had earlier.
    -Just have it that Animated Constructs have both Unbreakable and Unstable. Their leadership in terms of tactics is really dependent on the fantasy equivalent of their AI so having to take Leadership tests to reform, restrain pursuit and such makes sense.
    --All animated constructs are not unstable though (like Rune Guardians). Not completely sure I agree on the last part; have their ever been a case in the lore of skeletons not following order to the letter when it comes to maneuvering? Restraining from pursuit is a psychology test though (essentially overcoming the surge of adrenaline or bloodthirst), so skeletons being forced to pursue does not really make sense (IIRC, they did not need to do that in 6th or 7th either when you were ItP).

    -Regarding the behavior of Animated Constructs, they tended to be different in terms of conduct. While rendered Fearless due to being artificial some have human minds or similar that can make mistakes. Wights are stated to have their souls bound to them unlike the mindless state of skeletons and zombies while Tomb King constructs have a spirit bound to them, and it can be quite a bloodthirsty spirit such as with the Necrosphinx or Avatar of Khaine.

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    Replies
    1. I suppose that's true enough; back in 6th and 7th ed ItP units still had to take these tests as well. Will change that part of the rule.

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  4. True. Sidhe as elves would not really fit quite well. My idea was that they were similar to elementals, just a bit more refined, maybe from being too close to elves in the past. I still think that could at least be thrown in the Arcanum. Either a peculiar breed of elemental, or an enigmatic breed of elf that were never documented as such. Thoughts?

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