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Albion

Across the Sea to Albion…

Adventures in the setting of Albion can be played as ‘stand-alone’ games or they can form part of existing Mordheim campaigns. Warbands stumble across the island of Albion by chance, enshrouded as it is from the world by thick mists. Perhaps they are crossing the seas as hired swords for a sea captain pedalling goods to distant Cathay or Araby. They may have been lured by rumours of ancient treasures and set out on a quest to recover them only to be shipwrecked and forced to explore the island. In any instance (and players are encouraged to devise their own narratives) the warbands take to the seas and by pure chance discover Albion, decide to explore, and once they have gathered enough booty, return to the Old World allowing the campaign to resume. To fully appreciate adventures in Albion, games should be played as part of an on-going campaign in Mordheim or Lustria, by any warband and represent the warbands exploring further afield before returning to their original campaign setting.

The Misty Isle of Albion

Shrouded by an impenetrable mist for aeons, the secrets of this inhospitable country are a mystery. But the promise of untold treasures and a powerful magic wrought by the mystical Ogham Stones throughout the land lures the unwary and the boldest of sea captains and treasure hunters. Brave to face the perils of the damned, the adventurers come, some to be dashed upon the rocks or swallowed by a fog from which there is no return. Others fall prey to the island itself: the rolling fens, impenetrable forests, and dark quagmires within which unmentionable creatures are spawned. Yet there is more to this place, a powerful magic, a sense of struggle of a time to come so believe the soothsayers, and that the fate of the Old World is somehow linked to its mysteries…

Special Rules

Weather
If the creatures of Albion and its inhospitable countryside are deterrents to explore the land of Albion, then the weather is another powerful adversary. Fraught with terrible storms, beset by raging winds, and battered by rain and hail, the weather of Albion is as inhospitable as its denizens. At the start of the game roll 2D6 on the table below to determine the nature of the weather.

2D6 RollWeather Effect
2-3Hailstorm. All shooting is reduced by -2 to hit. Any warriors in the open risk being battered by hailstones and suffer a Strength 2 hit on a roll of 3+.
4-5Driving Rain & Gales. All shooting is reduced by -1 to hit. Initiative is reduced by -1 for all leaping attempts and climbing.
6Light Drizzle & Thick Fog. All warriors may only see 3D6 inches. This will affect charging, shooting, etc. Initiative is reduced by -2 for all leaping attempts.
7-8Light Drizzle. Commonplace and has no adverse effects.
9Showers. Shooting is reduced by -1 to hit.
10Torrential Rain. All movement in the open is reduced by -1. Fenland movement is reduced by half. Shooting is reduced by -2 to hit. Initiative is reduced by -2 for all leaping and climbing attempts.
11-12Thunderstorm. All shooting is reduced by -2 to hit. Any warriors in the open risk being struck by lightning. On a roll of 5+, or 4+ if above ground level or within 2" of a tree, the warrior suffers D3 Strength 4 hits with no armour save possible.

In each player’s recovery phase, roll a D6. On a roll of 1 or 2, reduce the current weather roll by one (i.e., if you rolled a 7 – Light Drizzle and in the recovery phase rolled a 2 then the roll is reduced to 6 – Light Drizzle and Thick Fog) and apply the new weather result for that turn. If you roll a 5 or 6, then increase the weather roll by one.

Ogham Stones
These ubiquitous monoliths are the symbols of power in the land of Albion. They are potent magical conduits capable of channelling a wizard’s strength to a horrendous magnitude. In all battles in Albion, there is a chance the warbands will discover an Ogham Stone. Before each scenario (except The Ogham Stones see below) roll a D6 on a roll of 4+ in addition to other terrain place a single Ogham Stone on the battlefield. Any spell caster within 2" of an Ogham Stone may add +1 to the roll for casting spells whilst other wizards will have their powers siphoned away and suffer a –1 if the spells they are using are of a different allegiance. If both wizards are within 2" of an Ogham Stone then roll a D6 to determine who receives the bonus.

Fens
These are the dense areas of watery marshland that are commonplace throughout Albion. Fenland is difficult to traverse and can be moved through at normal pace but warriors may not run through it. Whilst traversing fenland it is possible to get ‘bogged’ down. If a warrior starts the recovery phase in fenland he must roll a D6, on a roll of 1 he is bogged down in thick mud and may not move this turn.

Log Causeways
These crude bridges offer a route across fenland areas. A warrior may only climb on a log causeway at either end. Movement is similarly restricted but there is no chance of becoming ‘bogged’ down. If warriors are fighting on a log causeway and one is either Stunned or Knocked down then they fall off the causeway and into the fenland on a roll of 1.

Trees
Large imposing firs are common-place in Albion. Large trees can be traversed in the same way as climbing up floors of a building. Assume all trees have two ‘floors’ and can therefore accommodate two warriors. All the normal advantages of being on higher ground apply.

Fenbeasts

Wrought by magical rituals from the souls of those slain in the marshes of Albion, the Fenbeasts are unliving creatures formed from the earth itself. If any warrior ventures into fenland terrain they may disturb a Fenbeast. Roll a D6 for each warrior within fenland or within 2" of fenland. On a roll of 1 the warrior has awakened a Fenbeast (do not roll for any remaining warriors as there is only ever one Fenbeast). The Fenbeast will appear within 2" of the warrior. It will not move until the start of the warband’s next turn and will always act in this turn before the other warriors. It will always charge or run towards the nearest warrior. At the end of each turn roll a D6 for the Fenbeast, on a roll of 1 the magic binding it to the earth is weakened and it is slain. On a roll of 6 it is filled with some unknown Elemental Power and D3 of its lost wounds are restored. The Fenbeast’s profile is given below:

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SPECIAL RULES

Fen-walker: Fenbeasts may traverse fenland, quagmires and any other difficult terrain as open ground.

Fear: Fenbeasts are horrifying creatures and cause Fear.

Immune to Psychology: Fenbeasts are not affected by psychology and never leave combat. Regenerate: When a Fenbeast is in any form of swampy terrain such as fenland or a quagmire they will regenerate one lost wound in the recovery phase on a roll of 4+.

Giants

Forged from the earth itself the Giants of Albion are its guardians. They are powerful creatures given to rage easily and often rampage throughout the land to deter wouldbe adventurer. Most of the larger Giants of Albion slumber in caves and are seldom ever seen by the eyes of man. Some of the younger, more naive beasts are given to sleeping in the open however, prey to monster hunters and thieves, which is of course if the young Giant does not wake.

It is possible that the warbands will encounter such a creature as they explore the island. Before each battle the player setting up first rolls a D6. If he scores a 1 the warbands have encountered a Young Giant. The player setting up first places the creature after both warbands have set up and may not place the Giant within 6" of another model. Play then proceeds as normal. The rules for the Young Giant are given below:

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SPECIAL RULES

Slumbering Brute: The Young Giant is initially sleeping. In each player’s recovery phase, roll a D6. On a roll of 6, the Young Giant awakens (add +1 to the roll for each model within 2" of the beast, it instantly awakens if attacked). The Giant’s turn is always before the player’s who woke it. It will always move towards the nearest model, charging if possible but will not attack a Truthsayer or Dark Emissary due to their close affiliation.

Fear: Huge and obese, the Young Giant causes Fear.

Enraged: Waking from its slumber, the Young Giant is very mad and will therefore not Rout for any reason.

Thickheaded: The Young Giant’s skull is as thick as a rock and as such, it can never be stunned. Treat any stunned results as knocked down instead.

Ungainly: If a Young Giant is knocked down, roll a scatter dice to determine the direction it falls in, then place the model on its back. Any model underneath the Giant must pass an immediate initiative test or suffer a Strength 5 hit as the brute crushes them. The Young Giant automatically picks itself up next turn.

Rampage: When the Young Giant attacks, it is a rampage of varied assaults. Roll a D6 to determine what it does:

  • 1-2: Swipe. Attacks as normal.
  • 3-4: Stomp. Makes a single attack at Strength 7, inflicting double wounds.
  • 5-6: Shout and Bawl. All models within 4" of the brute must pass an immediate Strength test or be knocked down.

"Man overboard!" the cry rang out from the masses. Captain Gant couldn’t tell whom, the rising swell turning the air around him into a watery haze, his crew a desperate amalgamation of terrified faces. He peered over the edge of the ship’s bough but could only see the black and impenetrable gloom of the water. Whoever had fallen in would be making their peace with Sigmar. "He is lost, drive on men or we’ll all be for that icy tomb!" Gant bellowed as his beloved ship was battered to the brink of destruction.

Gant lashed his hand to the wheel with a strap of leather and felt the rain pound against his body, screams of pain and defiance echoed through the storm behind him and he knew his crew were suffering. The lightning split the heavens and illuminated the scene like some grim animation, thunder deafened and the relentless water seemed to siphon away all but the strongest of resolve into its depths.

An almighty crack sounded through the chaos. Gant turned and saw to his horror that the main sail had collapsed onto deck, two men were crushed beneath and he could only watch as two more were sent screaming overboard. Panic filled the crew and some of the men abandoned their posts and prayed to Sigmar. Oars snapped and the thick coils that bound the sails tore free and lashed about the deck like furious vipers.

"Sigmar preserve us!" one man cried, collapsing into a penitent heap on the slick deck. "Hold firm men, hold firm or we’ll all be dead!" Gant tried to rally his men in desperation but knew it was hopeless. Their will had been broken and the few brave souls left could not hope to overcome the ferocity of the storm that beset them. Lightning cracked, thunder boomed and the rain lashed down like blades. Gant could see a huge wave loom large and menacing ahead of them, the frothing foam at its zenith reminded him of fangs, the blackness of the water a gaping maw. He closed his eyes and gripped the silver hammer hung from a chain at his neck.

"Lord Sigmar protect us," he whispered, not even sure if the words had passed his lips. Then, abruptly and mysteriously all was silent…

Gant opened his eyes and realised immediately that the storm had abated, yet all around him was an impenetrable mist the like of which he had never seen. It was disorientating and so thick that Gant could barely see what was left of his crew a few feet away. Worse still was a feeling of stillness, the water was like glass and an eerie graveyard silence pervaded the gloom. The ship drifted onward of its own volition as if possessed and Gant felt as if he were trapped in some daemonic void. For a moment he wondered whether they had all died and this was the afterlife.

In moments as abruptly as it had manifested the white mist evaporated and huge cliffs rose up like stony monoliths around them. Captain Gant realised they had drifted into a cove and that at least they were alive. For how long he did not know. The ship was all but destroyed; he was amazed it was still afloat such was the damage wrought by the storm.

Gant had been a sea captain for as long as he could remember. He had sailed throughout the Old World and beyond to some of the most inhospitable places capable of existing in the mortal world. He had maps and charts to continents and islands that most people had never even heard of, but this place…

"By Sigmar," he breathed, voice filled with trepidation, "where are we?"