04-14-2010, 04:54 PM
Begun a WIP army list for the native armies of Albion, and thought I'd get out some of the special rules.
Anyway, here's the skinny on what I've started.
Light or Dark
When making your list, you may choose to take a Truthsayer, or a Dark Emissary. You may not take both, although you can take more than one of either, equal to your Character limit. These may limit your choices with both the rest of your army selection depending on whether you choose a Dark Emissary or Truthsayer.
Allies
For every 1000 points above 1000pts in your army, you may choose one other army book from which you may choose units in your army. These selections are taken from the Albion Force Organization Chart, with the following limitations;
For example, a 3000pt Albion army consists of 3 armies - Albion, Dark Elves and Daemons of Chaos. An army containing a unit of Dark Elf Warriors and a Herald of Slaanesh is illegal, as the Herald does not have a Core choice from the Daemons of Chaos army book.
If the army consisted of a unit of Dark Elf Warriors, a Herald of Slaanesh, and unit of Plaguebearers of Nurgle, the list is now fully legal.
If the list consisted of a unit of Dark Elf Warriors and a single Reaper Bolt Thrower, it would be legal. It would still be legal, however, if the army consisted of a unit of Dark Elf Warriors and two Reaper Bolt Throwers, as the Bolt Throwers are available two for for ever rare choice.
If the army also had a Dark Elf Master, then the Dark Elves would also need another core unit selection from their army book.
As the army is 3000 points in size, the Albion army must have four core choices.
Light and Dark Allies
As with some units in the Albion list only available if the army contains either a Truthsayer or Dark Emissary, the same applies to armies from the outside world. For some special case armies, please refer to the sections below, detailing the armies.
Truthsayer
Bretonnia
Dwarfs
Empire
High Elves
Wood Elves
Dark Emissary
Beastmen
Daemons of Chaos
Dark Elves
Mortals of Chaos
Orcs and Goblins
Skaven
Bretonnia
War of Faith
Although not a true Errantry War, the Lady of the Lake has spoken to many knights, promising a land where many worthy foes are able to
prove their worth.
Questing Knights are available as Core Choices, and become a 1+ Choice, while Knights Errant lose the 1+ Requirement. Grail Knights are no longer limited to 0-1, but stay as Rare.
Dwarfs
Roving Battles
The Dwarves of the Olde Worlde rarely enter battle without ensuring that they have a secure, fortified defensive formation from which to stage their attacks. However, on Albion, the styles of battle are more regularly a meeting engagement, and enemies are unlikely to sit tight and wait until one of their foes greatest strengths are secured.
Master Engineers may no longer entrench their war machines. All Dwarves lose the Resolute Special Rule.
Empire
Heretics
It is not unknown for the weak willed men of the Empire to fall to chaos, despite the Priesthood of Sigmar's and the Witchhunter's best efforts. It is such people who the Heretics seek out, for such men are eager to proove their worth.
Instead of requiring a Truthsayer to use these units, they require a Dark Emissary. However, many of the Empire's greatest strengths may no longer be available.
No Special Characters from The Empire army book may be taken if you choose this option.
In addition, you may no longer choose to take an Arch Lector of Sigmar, or Warrior Priest.
However, to represent the fervent faith that the fallen have in their new gods, you may take a single unit of Flagellant Warband as a Core Units choice instead of rare.
Lastly, the following magic items are dedicated to Sigmar, or heroes of the Empire, and are profane to these Heretics. They may not be chosen whatsoever. To offset this deficit, they may choose any items from the Albion List listed as "Dark only".
Runefang
Mace of Helsturm
Sword of Sigismund
Sword of Righteous Steel
Hammer of Judgement
Sword of Justice
The Gilded Armour
Armour of Meteoric Iron
Helm of the Manslayer
Shroud of Magnus
Holy Relic
Jade Amulet
The White Cloak
Sigil of Sigmar
Rod of Command
Aldred's Casket of Sorcery
Icon of Magnus
Imperial Banner
Banner of Sigismund
Griffon Standard
Banner of Valour
Boggy Grounds
The ground of Albion has seen almost incessant rain, summoned by the Truthsayers to protect this land, an entire island dedicated to the Old Ones, from the predations of Chaos. Despite these obvious benefits, the heaviest equipment of the Empire is almost doubly likely to be drawn down to a murky, smelly, grave.
Steam Tanks may not be chosen by any Empire force, whether they are lead by a Truthsayer or Dark Emissary.
High Elves
Magical Saturation
Mages of Ulthuan are finely tuned to the winds of magic, perhaps greater than all save the Slann. As such, they can detect fine nuances in their low, and grasp them to become better mages.
At the start of the battle, you may choose to change the bonus granted to High Elf mages, from a +1 bonus to dispel to a +1 bonus to cast.
Wood Elves
Wood Elves rarely ever leave their forest home, but Ariel, Queen of the Wood has ordered some of the more adventurous kinbands to aid their kin defend the world from the predations of Chaos.
Wood Elves no longer benefit from the Woodland Ambush special rule. You may not take ANY units or characters with the Forest Spirit special rule (this includes Glamourweave kindreds).
Eternal Guard are always Stubborn, and become Immune to the effects of Fear, Terror and Panic as long as a Wood Elf Highborn or Noble is part of the unit. Eternal Guard are always Core.
Lords and Heroes have a seperate points limit to Spites from Magic Items. Lords may take 50, and Heroes may take 25, in addition to their normal magic items allowance.
There is no limitation on the number of Glade Guard upgraded to Scouts.
And so, at the momentm that's all I've got.
Anyway, here's the skinny on what I've started.
Light or Dark
When making your list, you may choose to take a Truthsayer, or a Dark Emissary. You may not take both, although you can take more than one of either, equal to your Character limit. These may limit your choices with both the rest of your army selection depending on whether you choose a Dark Emissary or Truthsayer.
Allies
For every 1000 points above 1000pts in your army, you may choose one other army book from which you may choose units in your army. These selections are taken from the Albion Force Organization Chart, with the following limitations;
- You may not have more units for a selection on the Force Organization Chart from the allied list than you have units from the Albion army book.
- Core units from the allied army list do not count towards the minimum unit cost.
- You may not take different allied armies unless you have reached a further 1000pts.
Army Cost | Max No. of Additional Armies
1000 | 0
2000 | 1
3000 | 2
4000 | 3
+1000 | +1 - Characters in the allied armies may never be the army general, even if they have the highest leadership. Only characters from the Albion army book may be the army general. With the exception of a Truthsayer or Dark Emissary, no character from Albion may join a unit from another army. Neither may any character from an allied army join a unit from Albion.
- There may only ever be one army battle standard bearer. You much choose which of the forces may be the battle standard bearer.
- You may not take a combined total of more Characters, Special or Rare choices which is greater than Core choices from an allied army. For units which allow you take more than one per Force Organization Selection, you may still take multiples to count as a single choice. If you have more than one allied army, this number is set to zero for each new allied army. See the example below.
For example, a 3000pt Albion army consists of 3 armies - Albion, Dark Elves and Daemons of Chaos. An army containing a unit of Dark Elf Warriors and a Herald of Slaanesh is illegal, as the Herald does not have a Core choice from the Daemons of Chaos army book.
If the army consisted of a unit of Dark Elf Warriors, a Herald of Slaanesh, and unit of Plaguebearers of Nurgle, the list is now fully legal.
If the list consisted of a unit of Dark Elf Warriors and a single Reaper Bolt Thrower, it would be legal. It would still be legal, however, if the army consisted of a unit of Dark Elf Warriors and two Reaper Bolt Throwers, as the Bolt Throwers are available two for for ever rare choice.
If the army also had a Dark Elf Master, then the Dark Elves would also need another core unit selection from their army book.
As the army is 3000 points in size, the Albion army must have four core choices.
Light and Dark Allies
As with some units in the Albion list only available if the army contains either a Truthsayer or Dark Emissary, the same applies to armies from the outside world. For some special case armies, please refer to the sections below, detailing the armies.
Truthsayer
Bretonnia
Dwarfs
Empire
High Elves
Wood Elves
Dark Emissary
Beastmen
Daemons of Chaos
Dark Elves
Mortals of Chaos
Orcs and Goblins
Skaven
Bretonnia
War of Faith
Although not a true Errantry War, the Lady of the Lake has spoken to many knights, promising a land where many worthy foes are able to
prove their worth.
Questing Knights are available as Core Choices, and become a 1+ Choice, while Knights Errant lose the 1+ Requirement. Grail Knights are no longer limited to 0-1, but stay as Rare.
Dwarfs
Roving Battles
The Dwarves of the Olde Worlde rarely enter battle without ensuring that they have a secure, fortified defensive formation from which to stage their attacks. However, on Albion, the styles of battle are more regularly a meeting engagement, and enemies are unlikely to sit tight and wait until one of their foes greatest strengths are secured.
Master Engineers may no longer entrench their war machines. All Dwarves lose the Resolute Special Rule.
Empire
Heretics
It is not unknown for the weak willed men of the Empire to fall to chaos, despite the Priesthood of Sigmar's and the Witchhunter's best efforts. It is such people who the Heretics seek out, for such men are eager to proove their worth.
Instead of requiring a Truthsayer to use these units, they require a Dark Emissary. However, many of the Empire's greatest strengths may no longer be available.
No Special Characters from The Empire army book may be taken if you choose this option.
In addition, you may no longer choose to take an Arch Lector of Sigmar, or Warrior Priest.
However, to represent the fervent faith that the fallen have in their new gods, you may take a single unit of Flagellant Warband as a Core Units choice instead of rare.
Lastly, the following magic items are dedicated to Sigmar, or heroes of the Empire, and are profane to these Heretics. They may not be chosen whatsoever. To offset this deficit, they may choose any items from the Albion List listed as "Dark only".
Runefang
Mace of Helsturm
Sword of Sigismund
Sword of Righteous Steel
Hammer of Judgement
Sword of Justice
The Gilded Armour
Armour of Meteoric Iron
Helm of the Manslayer
Shroud of Magnus
Holy Relic
Jade Amulet
The White Cloak
Sigil of Sigmar
Rod of Command
Aldred's Casket of Sorcery
Icon of Magnus
Imperial Banner
Banner of Sigismund
Griffon Standard
Banner of Valour
Boggy Grounds
The ground of Albion has seen almost incessant rain, summoned by the Truthsayers to protect this land, an entire island dedicated to the Old Ones, from the predations of Chaos. Despite these obvious benefits, the heaviest equipment of the Empire is almost doubly likely to be drawn down to a murky, smelly, grave.
Steam Tanks may not be chosen by any Empire force, whether they are lead by a Truthsayer or Dark Emissary.
High Elves
Magical Saturation
Mages of Ulthuan are finely tuned to the winds of magic, perhaps greater than all save the Slann. As such, they can detect fine nuances in their low, and grasp them to become better mages.
At the start of the battle, you may choose to change the bonus granted to High Elf mages, from a +1 bonus to dispel to a +1 bonus to cast.
Wood Elves
Wood Elves rarely ever leave their forest home, but Ariel, Queen of the Wood has ordered some of the more adventurous kinbands to aid their kin defend the world from the predations of Chaos.
Wood Elves no longer benefit from the Woodland Ambush special rule. You may not take ANY units or characters with the Forest Spirit special rule (this includes Glamourweave kindreds).
Eternal Guard are always Stubborn, and become Immune to the effects of Fear, Terror and Panic as long as a Wood Elf Highborn or Noble is part of the unit. Eternal Guard are always Core.
Lords and Heroes have a seperate points limit to Spites from Magic Items. Lords may take 50, and Heroes may take 25, in addition to their normal magic items allowance.
There is no limitation on the number of Glade Guard upgraded to Scouts.
And so, at the momentm that's all I've got.

).