Showing posts with label Albion. Show all posts
Showing posts with label Albion. Show all posts

Saturday, 23 May 2026

Warhammer: Albion 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Bows are replaced with shortbows.
  • Warleaders renamed to Chieftains. Chieftains renamed to Champions.
  • Truthsayers/Wyrd Druids have WS4/3, S3, T3, I3, A2/1, Ld7/8, cost 170/75 pts.
  • Javelins for Warriors and Woad Raiders cost 1 pt. 2 pts for Hearth Guard.
  • War Hounds cost 5 pts, handlers cost 10 pts.
  • Removed requirement to take a Wizard to take Fenbeasts.
  • Half Giant great weapons cost 6 pts.
  • Half Giants/Centaurs are Independent, cost 35/19 pts.
  • Druid Neophytes have Ld7, cost 9 pts.
  • Woad Paint for Giants/Bonegrinders cost 20/35 pts. 
  • Dural Durak costs 285 pts.
  • Morrigan has S3, costs 295 pts.

Sunday, 1 March 2026

Large update wave out now!

Going over the upcoming updates for the non-official books, I felt that since they are all going to be pretty quick ones with little discussion required, I might as well publish them all at the same time so I can get started on the Main Rulebook sooner.

The plan is to publish another quick update wave again for the official books next week, so stay tuned for that. 

 

Albion 1.61:

Main change is the removal of Son of Ogmios - it was added last update, but frankly does not work well considering full Giants are still WS3 - meaning Half Giants as characters suddenly being WS5 is very inconsistent. Regular Half Giants have gotten a bump to T5 making them consistent with regular Giants, and can now take a command group.

  • Removed Son of Ogmios.
  • Shieldbearers give Inspiring Presence (6), costs 25 pts.
  • War Hounds have M8.
  • Shields and light armour for chariots cost 4 pts.
  • Half Giants have T5, I3, costs 37 pts. Added command group options. May take javelins.
  • Giants and Bonegrinder Giants may take Woad Paint for 30/50 pts.
  • Stone Thrower has 3 crew.

 

Araby 1.72: 

  • Cleric has Magical Attacks.
  • Bowmen can take bucklers, not shields.
  • Janissaries have bucklers by default, cost 7 pts. Can replace them with shields or other weapons. Cannot take shields in combination with other weapons.
  • War Elephant causes D3+1 Impact Hits. Spike Chain increases this to D6+1. Costs 120 pts. Can take light armour and/or barding, not armour plates.
  • Khalil al-Zahir has Inspiring Presence (6), costs 305 pts.


Estalia 1.22: 

  • Tactical Supremacy: Any unit with this rule has the Cold-blooded special rule when taking tests to March, Reform, Redirect Charges, Restrain from Pursuit and when using Support Fire.
  • Warrior Priests have Magical Attacks.
  • Fixed bug with Hidalgos missing Tactical Supremacy.
  • War Dogs are M8.
  • Knights of the Blazing Sun: The model must be armed with heavy lance, shield and barding. Whenever a unit where the majority of models have this special rule makes a successful charge, the enemy unit being charged suffer -1 Weapon Skill and Ballistic Skill for the duration of the turn.
  • Isabella Giovanna Luccelli has Magical Attacks and Magic Resistance (2).


Halflings 1.21:

Two larger changes - Treemen are now Monstrous Creatures and solitary units, like in the Wood Elf book. This is also more in line with how they worked historically, and solves the inconsistency issue between the two books. I've also decided to remove the Halftank - it being a miniature steam tank with completely different rules made little sense, and I did not feel it was right to just copy the Empire's most unique unit wholesale. It's also more akin to a special character than a unit since there's only one Halftank, and it does not really play into the rest of the Halfling theme at all. Hence it's being relegated to a historical foot note rather than a common battlefield unit.

  • Hobilars may take javelins.
  • Shearers have scythes.
  • Treemen are Monstrous Creatures, Unit Size 1.
  • Removed the Halftank.

 

Hobgoblins 1.22:

  • Fixed bug with Orlok statline.
  • Merged Cutthroats and Archers into a single unit.
  • Dire Wolves renamed to Snarlfangs.
  • Hobhounds are M8, have Frenzy.
  • Ravagers cost 11 pts.
  • Kheshig poison only applies to close combat attacks.
  • Mangudai poison costs 2 pts.
  • Fixed bug with Nergui's statline.

 

Kingdoms of Ind 1.21: 

  • Thronebearers give Inspiring Presence (6), costs 30/20 pts.
  • Royal Chariots may take up to three additional Crew.
  • War Elephants may take light armour and barding.
  • Giant Bows and Jingals are slow to fire.

 

Kislev 1.22:

  • Supreme Patriarchs have Magic Resistance (2).
  • Kossars are Unit Size 15+. 
  • Fixed bug with Winged Lancer stats.
  • Strength of the Great Bear: Ilja may forfeit his normal attacks in favour of doing a special attack. This attack has the Multiple Wounds (D6) and Ignores Armour Saves special rules.

 

Nippon 1.31:

Katanas now follow the rules for "Oriential longswords" in both Cathay and Dogs of War, so they are consistent with each other. It's now the Samurai's defensive weapon with Parry, and Armour Piercing on top (even if the latter does not really make much sense). Way of the Warrior has seen a bit of a nerf so it's more in line with the Knight's Vow in Bretonnia, and also makes the Warrior Monks stand out more. 

 

  • Katanas give Armour Piercing (1), Parry (6+), Requires Two Hands.
  • Way of the Warrior no longer re-rolls failed Psychology tests.
  • Clan Mons count towards the Magic Item limit.
  • Uesigo Clan Mon: Yamabushi may re-roll failed Leadership tests when using Prayers of the Kami. Costs 15 points.
  • Warriors Monks and Yamabushi have Magical Attacks.

 

Norsca 1.21:
  • King renamed to Jarl.
  • Jarl renamed to Hersir.
  • Bondsmen, Marauders, Reavers, Shieldmaidens are unit size 15+.
  • Jarls, Hersirs, Marauders and Horsemen may take flails.
  • War Wolves are Unit Size 10+, cost 7 pts.
  • War Wolf Chariots may replace javelins with throwing axes
  • Great weapons for Trolls cost 6 pts.
  • Fixed bug with Werebeast's stats.
  • Frost Giant’s great weapon costs 10 pts.
  • War Mammoth may take light armour.
  • Fixed bug with Styrmir Rimefrost missing.
  • Jora and Bjorn may not be the Army General.

 

Pirates of Sartosa 1.31:

  • Multiple minor bug fixes. 

 

Zombie Pirates 1.51: 

  • Updated Red Thirst and Necromancy to be on par with Vampire Counts.
  • Fixed bug with Vampires being listed as Undead.
  • Syreens are Loners.
  • Bloated Corpse is Expendable.
  • Scurvy Dogs have M8, WS/I2.
  • Necrofex Colossus does not have Magical Attacks.
  • Magical Void: Luthor Harkon channels dispel dice on a 4+ rather than a 5+.

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.

Wednesday, 29 March 2023

Large hotfix wave out now!

Following on the update wave, here are all the bug fixes/changes based on feedback. Minor things like spellings errors or small rules clarifications are not mentioned in the patch list.

 

MAIN RULEBOOK:

  • Removed "lone" from the following sentence: Characters that are Infantry follow the rules for Skirmishers. Characters that are Cavalry follow the rules for Fast Cavalry.
  • A unit must take a Panic test immediately if it loses 25% or more of the Unit Strength with which it started the phase.
  • Cavalry without a split profile can make up to two supporting attacks.
  • Ridden monsters follow all the Split Profile rules for Cavalry.
  • Cavalry, monstrous cavalry, chariots and shrines that enter marshland fail their Dangerous Terrain tests on a 1 or 2, rather than a 1.
  • Unlike other magic items; Wizards can take up to two Arcane Items. If they do so, one of their Arcane items must be marked as "one use only". Note that they may not take two "one use only" items.
  • Fear: If the Unit Strength of all Fear-causing models is double or more that of the total Unit Strength of all enemy units in base contact, the Combat Resolution score is increased by +2.
  • Destroy Magic Scroll: On a 4+, the spell is destroyed and the enemy caster loses access to the spell for the rest of the game (note that this has no effect on Innate Bound spells).
  • Cavalry have to take Dangerous Terrain tests if they move march, charge, flee or pursue over anything other than open ground or hills – Battlefield Terrain for more details.
  • Clarified that Stomp hits are randomised like Automatic Hits.
  • Stupidity: In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
  • Wizarding Hat: The wearer is treated as being a Level 2 Wizard who can use a randomly chosen spell lore from any of the Eight Lores of Magic at the start of the game. However, they also have the Stupidity special rule. Note that they may not choose any Arcane Items. Cost 50 pts.
  • A model can make a supporting attack if it is in the second rank and directly behind a friendly model that is itself fighting an enemy in base contact.
  • Note that Magical Resistance does not offer protection against Miscasts.
  • Any Swarm base that is hit by a template attack suffers Multiple Wounds (D6) rather than 1.
  • Mixed Unit: Note that if the unit has the Expendable, Swiftstride or Vanguard special rules, this also applies to the Handlers.


MAGIC ITEMS:

  • Braid of Bordeleaux is an enchanted item.
  • Sigil of Asuryan: In addition, the spell is destroyed and the enemy caster loses access to the spell for the rest of the game (note that this has no effect on Innate Bound spells).
  • Grand Banner of Clan Superiority: The unit carrying the Grand Banner of Clan Superiority gains +D3 combat resolution bonus if they have more ranks than each enemy unit in base contact.
  • The Bronze Armour of Zhrakk gives the wearer the Animated Construct special rule (though they may still march). However, no other model may use the model's Leadership.
  • The Helm of Commandment gives the wearer a 6+ armour save. In addition, if the wearer is not in combat, one friendly Undead unit within 12" may use their unmodified Weapon Skill instead of their own in close combat.


ALBION:

  • Roth Mac Lyr is a MI model, does not have Spasms of Fury. Costs 245 pts.

 

 ARABY:

  • Flying Carpet Riders have Movement 0.
  • Monster Bombard has minimum range 12”.

 

BEASTMEN:

  • Scion of the Dark Gods: Gorthor may not exchange the result for the Signature spell if he prefers.
  • Dragon Ogres are MC.
  • Dragon Ogre Shaggoth has Impact Hits (D3).

 

BRETONNIA:

  • Your Army General must always be a model with the Knight's Vow, The Questing Vow, the Grail Vow, or a Wizard.
  • The Green Knight no longer has a separate ward save, costs 245 pts.
  • Spirits of the Fay no longer has a separate ward save, costs 13 pts.

  

CATHAY:

  • Additional War Drummers cost 6 pts per model.

  

DAEMONS OF CHAOS:

  • Musicians for Seekers of Slaanesh costs 5 pts.
  • Discs of Tzeentch has Movement 0.
  • Removed Vanguard from Flesh Hounds and Karanak.

 

DARK ELVES:

  • Dark Riders pay 1,5 pts for shields, 1 pt for barding.
  • Clarified that Ravager Harpoon is part of the chariot, not the equipment of the crew.
  • Avatar of Khaine has heavy armour, cost 220 pts.

 

DOGS OF WAR:

  • Mydas the Mean has heavy armour.
  • Maneaters may take polearms.
  • Marianna Cheveaux: Models suffer -1 To Wound against her, unless they are using Magical Attacks or Flaming Attacks.

 

DWARFS:

  • Garagrim’s War-mourner rule no longer lets Giant Slayers take Magic Weapons.


THE EMPIRE:

  • Fixed bug with incorrect armour value for full plate armour.
  • Musicians for fast cavalry cost 10 pts.

 

HIGH ELVES:

  • Musicians for fast cavalry cost 10 pts.

 

LIZARDMEN:

  • Kroxigors in Skink Cohorts have Natural Armour (4+) and cost 46 pts.
  • Musicians for fast cavalry cost 10 pts.
  • Increased Natural Armour for Lotl-Botl, Ten-Zlati and Itzi-Bitzi.
  • Burning Alignment is a direct damage spell that targets every enemy unit within 4D6" of the Engine's front arc.

 

NIPPON:

  • Musicians for fast cavalry cost 10 pts.
  • Sumo Warriors have medium armour, cost 13 pts.
  • Odari Clan Mon: Models with this Mon gain +1 to their Leadership.
  • Call of the War God lasts until the start of the caster’s next magic phase.

 

NORSCA:

  • Musicians for fast cavalry cost 10 pts.


ORCS & GOBLINS:

  • Musicians for fast cavalry cost 10 pts.
  • Rogue Idol has a Ward save (6+), cost 245 pts.

 

PIRATES OF SARTOSA:

  • Mr Bill's hook hand can be used as either an additional hand weapon or as a buckler in close combat.
  • Helmsman has S3 instead of S4.
  • Pistols of King Death costs 40 pts.
  • Lucky Levi's Hook Hand costs 35 pts.
  • The Bloody Nora costs 35 pts.
  • The Jolly Roger costs 50 pts.
  • Orc Freebooterz may take a magic standard worth up to 25 pts.

 

SKAVEN:

  • All models in the Skaven army roll 3D6 and discard the lowest result when determining their flee distance.
  • Removed third paragraph from Strength in Numbers and changed out ranks for Unit Strength in the second paragraph.
  • At the start of each round of close combat, all enemy models in base contact with one or more models bearing a plague censer, as well the Censer Bearers themselves that are allowed to fight this round, must pass a Toughness test or suffer a single wound with the Ignores Armour Saves and Magical Attacks special rules.

 

TOMB KINGS:

  • Settra has Troop Type: Chariot
  • Whilst Arkhan the Black has the Liber Mortis he gains +1 to cast, +1 to dispel and one additional spell. If the Liber Mortis is ever destroyed, Arkhan the Black immediately loses a randomly determined spell.
  • High Queen Khalida costs 285 pts.
 

 

VAMPIRE COUNTS:

  • Invocation of Nehek is an augment spell with a range of 12" that targets Undead.
  • The Book of Nagash allows Zacharias to restore 2D6 Wounds instead of D6 for Infantry when casting the spell Invocation of Nehek from the Lore of Necromancy.
  • Retribution or Salvation can only target Undead Infantry. 
  • Spirit of the Fallen: Cado gains the Killing Blow and Multiple Wounds (2) special rules.

 

WARRIORS OF CHAOS:

  • Discs of Tzeentch has Movement 0.
  • Dragon Ogre Shaggoth has Impact Hits (D3).
  • Kholek has Impact Hits (D6), costs 485 pts.
  • Musicians for fast cavalry cost 10 pts.
  • If any enemy spell or missile attack with the Lightning Attacks special rule targets a unit within 12" of Kholek, the spell's effects are redirected toward Kholek instead.
  • Atarus has Devastating Charge and his mount is Daemonic, costs 190 pts.
  • Marauder Chieftain can upgrade to medium armour.
  • Blood Bind: In addition, the unit becomes subject to Frenzy until the start of the caster's next magic phase.
  • Fatemasters cost 60 pts.
  • Varanguard cost 70 pts.


WOOD ELVES:

  • Musicians for fast cavalry cost 10 pts.
  • Unleash Swarm of Spites: Roll a number of dice equal to the casting result for each enemy unit.
  • Clarified that Spiterider Revenants have Natural Armour (5+).
  • Drycha Hamadreth: If Drycha is reduced to 1 Wound, she gains the Frenzy special rule. She automatically loses Frenzy if she is healed back to her starting number of Wounds.
  • Spiterider Revenants cost 60 pts.
  • A Cluster of Radiants is Forest Spirit only.


ZOMBIE PIRATES:

  • Added several pages of additional lore on the Vampire Coast.
  • Invocation of Nehek is an augment spell with a range of 12" that targets Undead.
  • Count Noctilus has heavy armour, cost 295 pts.