Albion

logo Aeons ago, the Isle of Albion was the site of a sprawling techo-arcane complex created by an unspeakably ancient spacefaring race called the Slann. Their carefully aligned stone circles and thousands of miles of impressively taut laylines once served to harness the mysterious psychomagical power of the warp. This power was used to control the gigantic interspatial portals through which Slann craft traversed the galaxy. At some time there was an unfortunate accident; the portals became unstable, opening a rift into the void and creating the zone of contamination and temporal instability that is now known as the Chaos Wastes. In order to stop their damaged portals running out of control and engulfing the entire world, the Slann destroyed or disabled their control complex on Albion. A vast quantity of dangerous psycho-active energy was released as a result.

This catastrophe turned Albion into a warped land that was ever afterwards shrouded by chilling mists and ceaseless drizzle. The explosive release of warp energy had the effect of distorting local time and space in surprising ways. As a result, the island proved almost impossible to find afterwards and many Old Worlders came to doubt its very existence. Isolated from the world and from reality, the island’s inhabitants degenerated physically and culturally, coming to live an ape-like existence alongside the other malformed monsters of their devastated land.

Despite this, they still retain some vestigial memory of a time of greatness when their ancestors helped build the stone circles and other wonders that once formed the nerve centre of the Slanns’ techo-arcane warp mechanism.

The mist-wreathed isle has seen as much bloodshed and warfare as the rest of the known world. Albion is seen as a damp, bog-ridden backwater and reports of recent incursions have concentrated on the clashes between the supposedly more advanced invaders. However, a closer examination of the campaigns in Albion show that its native armies are every bit as lethal as those of any of the more so called ‘civilised’ nations.

The core of any Albion army comprises nobles in chariots and warbands of warriors on foot, screened by youths armed with slings and javelins led by the local chieftain. Poorer nobles and richer warriors are mounted on hardy native ponies and form the cavalry used to both scout and to support the noble chariot warriors.

Albion is famed for the great wolfhounds the natives breed. They are exported widely, but most especially to Bretonnia and the Empire where their size, strength and ferocity are much prized by noble huntsmen. In times of war these wolfhounds are gathered into huge slavering packs and are used to supplement the cavalry, screening attacks and harassing vulnerable enemy flanks.

In time of war some Chieftains can also call on the giant eagles whose eyries dot the highest peaks of the land. Few of Albion’s chieftains will pass up the chance to recruit some of their island’s largest inhabitants – the famed giants of Albion. Just like those giants that accompany Orc armies, these massive warriors make up for in brawn what they lack in brains!

Not quite so strong, but then again not quite so dim, are the bands of ogres which flock to join the armies of Albion – for a share of the loot and the chance to turn a former enemy into a quick snack! In addition to the warrior chieftains who lead the armies, there are heroic warriors who help to marshal the army and the enigmatic druids who are not only the army’s wizards but also its law makers, judges and soothsayers.

albion

Sélecteur d’armée d’Albion

Troop Type Attacks Hits Armour Command Unit size Points per unit Min/max Special

Warriors

Infantry

3

3

5+

3

60

2/–

Slingers

Infantry

2/1

3

3

40

1/6

Ogres

Infantry

4

4

5+

3

105

–/2

Wolfhounds

Cavalry

3

3

3

40

–/6

Cavalry

Cavalry

3

3

5+

3

90

–/4

Chariots

Chariot

3

3

5+

3

95

1/4

Giant

Monster

8

8

5+

1

135

–/1

Giant Eagles

Monster

2

3

6+

3

70

–/1

Fenbeast

Monster

6

4

5+

1

0

–/1

 

General

General

+2

9

1

125

1

Hero

Hero

+1

8

1

80

–/2

Druid

Wizard

+0

7

1

45

–/1

Giant Eagle

Monstrous Mount

+2

+20

–/1

Chariot

Chariot Mount

+1

+10

–/1

Règles Spéciales

1. Ogres

Si une unité d’ogres peut utiliser son initiative pour charger une unité d’humains (littéralement humains… ce qui inclut les Guerriers et Maraudeurs du Chaos, mais pas les Nains, les Elfes et autres humanoïdes) au début de la phase d’Ordres, elle doit le faire, quels que soient les désirs de leur commandant.

2. Géant

Les Géants doivent toujours recevoir des ordres séparés. Ils ne peuvent pas rejoindre des brigades d’autres troupes mais peuvent constituer des brigades de Géants. Si vous tentez de donner un ordre à un Géant et que vous échouez, vous devez effectuer un test pour voir ce qui se passe. Ne vous inquiétez pas des éventuelles gaffes, elles sont prises en compte dans le tableau ci-dessous. Lancez un dé et consultez le Tableau de Démence du Géant. Lorsque les Géants sont regroupés en brigades, faites un jet par Géant.

Un Géant possède beaucoup de Points de Vie (8). Il serait donc très difficile d’en venir à bout même lors d’un même combat. À cause de cela, nous devons considérer la possibilité que les blessures subies réduisent son efficacité au combat. De ce fait, si un géant a accumulé entre 5 et 7 touches à la fin d’une phase de Tir ou de Combat, et qu’il n’est plus engagé, il est grièvement blessé. Une fois qu’un Géant est grièvement blessé, toutes les touches accumulées jusque-là sont annulées mais ses Attaques et ses Points de Vie sont réduits de moitié pour le reste de la partie (4 Attaques et 4 Points de Vie).

Un Géant provoque la terreur.

Tableau de Démence du Géant
D6 Oh non ! Mais keski fabrik’ ? !

1

Le Géant ne se déplace pas et ne combat pas durant ce tour. Il reste là, à bayer aux corneilles !

2

Déplacez le Géant vers le bord de table le plus proche. S’il entre en contact avec une autre unité, il la charge quel que soit son camp d’origine. S’il gagne le combat, le Géant reste sur place.

3

Le Géant envoie un objet sur l’unité la plus proche se trouvant dans sa ligne de vue, qu’elle soit amie ou ennemie. La portée du projectile est de D6 x 5cm, provoquant 3 Attaques. Si la cible est en combat, les attaques contribueront au résultat de combat ; sinon, elles seront résolues pendant la phase de Tir.

4

Le Géant se déplace droit devant à pleine vitesse. S’il atteint une unité ennemie, il la charge. Si une unité amie se trouve sur son chemin, il la traverse s’il en a la place et s’il a assez de mouvement. Dans le cas contraire, il s’arrête au contact de l’unité. L’unité amie est alors automatiquement confuse, que le Géant l’ait traversée ou qu’il se soit seulement arrêté à son contact.

5

Le Géant se déplace le plus vite possible vers l’unité ennemie la plus proche qu’il voit. S’il l’atteint il la charge. Si des unités amies sont sur le chemin, il les traversera en semant la confusion, comme décrit ci-dessus. S’il n’y a pas d’ennemis visibles, le Géant ne fait rien pendant cette phase d’Ordres.

6

Le Géant pousse un terrible beuglement et se précipite sur l’unité ennemie visible la plus proche. Déplacez le géant au double de sa pleine vitesse. S’il atteint une unité ennemie, il la charge et combat en la piétinant joyeusement en doublant son nombre d’Attaques lors du premier round de corps à corps. S’il n’y a pas d’ennemis visibles, le Géant ne fait rien pendant cette phase d’Ordres.

3. Aigles géants

Les Aigles Géants peuvent voler.

4. Giant Eagle Mount

Giant Eagles can be ridden only by Druids An Eagle can fly, increasing its rider’s move from 60 to 100cm, and it adds +2 Attacks to those of its rider.

5. Chariot Mount

Generals, Druids and Heroes can ride Chariots. An extra +1 Attack is added to those of its rider.

6. Fenbeast

A Fenbeast is an individual troop unit, but it is not fielded in the standard way. Fenbeasts appear on the battlefield only after a Druid casts the Summon Fenbeast spell.

A Fenbeast cannot be brigaded with other troop units, not even other Fenbeasts. Fenbeasts never use their initiative to move in the Command phase. Because they are completely dominated by the will of the Druid who summoned them, that Druid counts as having a Command value of +1 when commanding the Fenbeast – that is 8 rather than 7.

Fenbeast can move through bogs as though they were open terrain. Unlike the wild Bog Beasts from the ‘Dark Shadows’ campaign, Fenbeast will make way for friendly troops.

A Fenbeast causes terror in its enemies.

general

Sorts d’Albion

Downpour

4+ pour lancer Portée 30cm

The Druid brings down a localised shower of fine, freezing rain upon his foes.

Until the start of the Druid player’s next turn all enemy units within 30cm of the casting Druid suffer −1 to their command.

Storm of Hail

5+ pour lancer Portée 30cm

The Druid harnesses the power of the weather to attack his enemies with enormous hailstones.

The Druid targets a single enemy unit within range and that he can see. This has the effect of three shooting attacks except that it ignores any armour save the target may have. The target unit may be driven back in the same way as for shooting.

Mists of Albion

5+ pour lancer Portée 30cm

The Druid breathes out some of the mystical mist that surrounds his enigmatic homeland and envelopes his compatriots, making them hard to target by enemy troops.

This spell may be cast upon a single unengaged friendly Infantry unit within range, regardless of whether the caster can see them or not. The spell lasts until the start of the caster’s next turn, or until the target unit moves in any way. The target Infantry unit counts as Defended, even if in the open terrain.

Summon Fenbeast

6+ pour lancer Portée 30cm

The Druid performs one of the most arcane rituals known to his order, using his power over the elements to bind together the horrific creature known as the Fenbeast.

The Druid summons forth a Fenbeast. Once summoned, the Fenbeast is under the control of the summoning player.

Since it is summoned in the Shooting phase it cannot be given orders until the following turn. It may be summoned into contact with an enemy unit only if that unit is already in combat. It may be removed from play if destroyed (like any other unit) or if the loss of a Druid character reduces the number of Druids to less than the number of Fenbeasts – the owning player chooses a Fenbeast and removes it from play.

Summoned Fenbeast units do not influence army withdrawal calculations in any way and do not have a points value.

Fenbeasts may only be given orders by Druids. Fenbeasts may not be brigaded with other troops, not even other Fenbeasts. An army cannot have more summoned Fenbeasts in play than it has Druids.

druid