Tuesday, 24 December 2024

Warhammer - Albion 1.6 (beta) out now!

Good Yule! This is another fairly small update in terms of scope. War Fury has been changed a bit so that it does not allow re-rolling all dice when charging, but it also does not come with the drawback of suffering -1Ld on break tests.

As for magic, I decided to remove the Lore of the Truthsayers. This was something GW themselves did when they reintroduced Truthsayers in Storm of Magic and limited them to Life or Beasts. The reason being for removing the Lore is that all the spells in it are really just a slight variant of existing spells from the Winds of Magic, which are already available to them. As a result, it does not really serve much purpose to keep the lore around, and it does not really have much of a theme either. However, Elemental Power will still remain as an additional spell for Wizards, and Voice of Command is a unique spell for Dural Durak.

There are also a lot of new magic items! Most of these are from the first version of the Albion book from back in 2010 and based on items from Celtic myths, with two additional banners from the homebrew supplement in the Discord server. The remaining changes are just minor tweaks to equipment and points costs. Hope you enjoy the update, and many thanks to my Patreons for your continued support!

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Patch Notes:

  • War Fury: All models with this special rule re-roll 1's on their charge distances. In addition, whenever they declare a charge or pursue a fleeing enemy, the models gain the Hatred special for the duration of the turn.
  • War Cry renamed to Battle Cry: All friendly unit joined by a model with this special rule may add D3" to their charge distance.
  • Removed Lore of the Truthsayers. Elemental Power is a unique spell given to Truthsayers and Wyrd Druids in addition to their other spells.
  • Truthsayers and Druids can choose the lore of Heavens in addition to their previous Lores.
  • Added dozens of additional magic items, and rebalanced several of the existing ones.
  • Warleader costs 95 pts.
  • Truthsayers cost 200 pts.
  • Chieftain costs 55 pts.
  • Wyrd Druids cost 75 pts.
  • New Hero: Son of Ogmios
  • New Mount: Elk
  • Increased cost of great weapons and javelins. Reduced cost of spears.
  • Tribal Warriors can take light armour.
  • Woad Raiders have WS3, cost 6 pts.
  • Youngbloods cost 5 pts, have javelins by default. Slings cost 1 pt.
  • War Hounds are Unit Size 10+.
  • Chariots have W4, costs 55 pts. May take light armour. Increased cost of armour.
  • A unit of Druid Neophytes is a Level 1 Wizard that can use spells from the Lore of Life or Beasts. Cost 10 pts. Are a Rare Unit.
  • Hearthguard can take javelins.
  • Swordmaidens cost 9 pts.
  • Hunters may not take shields, cost 8 pts. War Hawks have a range of 24" and S2, cost 1 pt.
  • Pixie Swarms have the Forest Spirit special rule.
  • You may only take Fenbeasts if your army includes at least one Wizard with the Elemental Power special rule.
  • Centaurs do not have light lances by default, cost 20 pts.
  • Half Giants have hand weapons by default, cost 31 pts. May take light armour.
  • Stone Throwers have S4, cost 85 pts. Can move normally.
  • Giants/Bonegrinder Giants have Natural Armour (6+). Costs 180/385 pts.
  • Gwenlaen does not have javelins or light armour by default. The Blade of Ogma gives Gwenlaen +1 Strength as well as the Mighty Blow (1) and Devastating Charge special rules.
  • Warrior Queen: Gwenlaen, and all friendly units within 12" of her, may re-roll failed Psychology tests, automatically pass Rally tests and may add D3" to their charge distance.
  • Dural Durak has the Voice of Command spell. He does not have the Triskelse item by default. Can take 50 pts of magic items. Costs 300 pts.
  • Agum the Watcher is a Hero, not a Lord. Has the Loner special rule.
  • Cormac Chath has regular light armour. Does not have Frenzy. Costs 150 pts.
  • Roth Mac Lyr is Infantry. Has S5, T4, W3. Costs 185 pts.

Monday, 2 December 2024

Warhammer - Norsca 1.2 (beta) out now!

As I mentioned on Patreon, this is not a huge update, mainly focused on adding more magic items as well as a few minor tweaks here and there. Reavers are now Skirmishers so there is a more of a tangible difference between them and the Marauders, Huscarls have increased Weapon Skill, and Shieldmaidens have an improved Parry which works with spears. More units have access to throwing weapons and javelins, and several infantry melee units have gone down in price. Overall, the army plays very much like its previous version, but it should be a bit stronger overall. Thanks to my Patreons for your continued support as always!

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Patch Notes:

  • Increased cost of great weapons.
  • Added dozens of new Magic Items.
  • Kings/Jarls may take javelins. They do not have armour by default. Kings cost 100 pts. Have BS5.
  • Vikti/Seers may ride Warhorses. They have Blood Rage, Counter-Charge.
  • Skald: A Skald counts as a Musician, and may not be the Army General. A Skald knows the three songs listed below. He may choose to use one of them at the start of each round of close combat.
  • The Ballad of Three Heroes: All models in the unit gain +1 Attack for the duration of this turn.
  • The Tale of Beowulf: All models in the unit gain the Stubborn special rule for the duration of this turn. If the unit is already Stubborn, it gains Unbreakable instead.
  • The War Chant of Hunlaf: All models in the unit gain +1 To Wound in close combat for the duration of this turn.
  • Skalds may take warhorses and javelins.
  • Beastmasters may take spears or javelins.
  • Valkyries have Blood Rage. Cost 50 pts.
  • Ulfjarls, Ulfwerenar and Skin Wolves are Infantry/Monstrous Infantry. Have Swiftstride.
  • Bondsmen cost 4 pts.
  • Marauders have shields by default. Cannot take shields and great weapons. May take additional hand weapons. Cost 5 pts.
  • Reavers are Skirmishers.
  • Thralls have hand weapons by default, cost 2 pts.
  • You may not take more units of Horsemen than you have units of Bondsmen or Marauders.
  • Huscarls have WS5, cost 11 pts. May take throwing axes.
  • Shieldmaidens may take spears or javelins. Have the Parry (6+) special rule instead of re-rolling Parry saves. Cost 6 pts.
  • Hunters have Ld7.
  • War Wolf Chariots cost 85 pts, do not have scythes by default. Cannot take shields. May take a standard.
  • Ice Wolves have Natural Armour (6+). Cost 40 pts.
  • Werebeasts are Monstrous Creatures, cost 150 pts. Have Natural Armour (6+). Scaly Hide cost 5 pts.
  • Snow Trolls are a Special Unit. Cost 47 pts. Do not have Armour Piercing. Can take two hand weapons or great weapons.
  • Frost Breath: In addition to their normal Attacks, models with this special rule inflicts one automatic Strength 4 hit with the Ice Attacks and Ignores Armour Saves special rules after resolving all their normal Attacks. This counts as a non-physical missile attack. This cannot be used with supporting attacks.
  • Frost Giants have Natural Armour (6+), costs 180 pts. Increased cost of armour.
  • Cursed Ettin have Natural Armour (6+), costs 185 pts.
  • New Special Character: Beorg Bearstruck