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Albion Barbarian Warband
By Martin Greminger.
Edited by The Mordheimer.
WebMaster's Notes:
This experimental warband is in FINAL development stages. It was
originally developed by Martin Greminge, as part of his Alternate game
setting, Albion. While I have not personally played the warband, it
seems obvious that is is balanced on the Albion game setting. How it
plays on other settings is yet to be determined. We
encourage you to play test it and email us your comments. We need your opinion on this warband!
Remember: Play the warband, write your comments and email them
in... THEN you can complain. :P
These
barbarians were really below our technical standards, you know. So we
thought them to be only a small risk. What fools we were... You won't see
them near you until it's too late, and they know how to fight - if they
dare. So don't you underestimate them. They will lead you in a bog before
you can count to three and there are many bogs on that island, believe me
lad.
The Albion
Tribes have never been disturbed on their island. After the departure of the Old
Ones and the separation of Albion due to the magic mists, they made no further
development. Too harsh were the conditions to go out and learn, and the boggy
grounds gave not much to survive. Also, it was impossible to build on, and so
the possibility of civilisation and development were even more limited. But it
is no peaceful land. There is a certain enmity between the tribes, resulting
from the limits of food sources. Therefore, the biggest enemy is always the
neighbour.
Choice of Warriors:
An Albion
Barbarian Tribe must include a minimum of 3 models. You have 500 Gold Crowns
which you can use to recruit and equip your warband. The maximum number of
warriors in the warband is 20.
Chief: Each Tribe must have one Chief, no more, no less!
Shaman: Your warband may include up to 1 Shaman.
Champion: Your warband may include up to three champions.
Hunters: Your warband may include any number of Hunters.
Warriors: Your warband may include any number of
warriors..
Special Rules:
May Hire: An Albion Barbarian Tribe won't hire
anyone. They don't know about money. The only possible hirelings for them
are the Dramatis Personae Im Abav Yub and Gaz Er Unga Og.
Indigenous: Any barbarian knows the land very well
and will not easily fall victim to its natural traps. They are also used to
the weather and will suffer no movement penalty due to the weather effects.
Weather doesn't influence their Initiative the same way as with strangers,
so where the Weather table states a reduction of Initiative, the barbarian's
reduction is halved. (e.g. a reduction of 2 means only -1, a reduction of 1
means no reduction for barbarians). Sight and shooting is affected as with
others and they are not more protected against a hailstorm than other
humans.
Starting Experience:
Chief starts with 20 experience.
Shaman starts with 8 experience.
Champions start with 4 experience
Henchmen start with 0 experience.
Albion Barbarians' Skill Tables
Chief may choose from the Combat,
Shooting, Strength, Speed or Special.
Shaman may choose from the Combat, Speed or
Special.
Champions may choose from the Combat, Shooting,
Strength, Speed or Special.
Albion Barbarians' Equipment List
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Club
3 gc
Axe
5 gc
Sword
10 gc
Double Handed Weapon
15 gc
Spear
10 gc
Missile Weapons
Bow
10 gc
Sling
2 gc
Armor
Shield
5 gc
Heroes
1 Chief; 60 gold crowns to
hire
A Chief is the one and only to command a tribe. Need more explanation?
M
WS
BS
S
T
W
I
A
Ld
4
4
4
4
3
1
4
1
8
Weapons/Armor:
A Chief may be equipped with weapons chosen from the Warrior equipment list.
Special Rules:
Leader: Any warrior within
6" of the Chief may use his Leadership characteristic when taking leadership
tests.
0-1 Shaman; 40 gold crowns to
hire
The Shaman is a mighty person within the tribe. He has contact with the Gods
and holds most of the tribe's knowledge. Not even a chief would touch his
authority. Of course, a genuine shaman is not to compare with a Truthsayer.
Only the best of Shamans may become one of these.
M
WS
BS
S
T
W
I
A
Ld
4
2
2
3
3
1
3
1
7
Weapons/Armor:
A Shaman may be equipped with weapons chosen from the Warrior equipment list.
Special Rules:
Wizard: A Shaman is a wizard and may use the
Barbarian Shaman Spell list. He starts with 2 spells generated at random.
0-3 Champions; 35 gold crowns
to hire
These are the mightiest fighters in the tribe, most respected by other
members of the tribe. Generally, they are most reliable and therefore form
the backbone of the tribe's forces.
M
WS
BS
S
T
W
I
A
Ld
4
4
3
4
3
1
3
1
7
Weapons/Armor: Champions may be
equipped with weapons chosen from the Warriors equipment list.
Henchmen
(In groups of 1-5)
0+ Hunters; 35 gold crowns to
hire
Hunters are experienced archers. When promoted to the hero status because of
"the lad's got talent" advance, he may choose from the shoot and speed
skills.
M
WS
BS
S
T
W
I
A
Ld
4
3
4
3
3
1
3
1
7
Weapons/Armor: Hunters may be
equipped with weapons and armor from the Warriors equipment list.
0+ Warriors;
25 gold crowns to hire
Warriors are the common fighters within the tribe. They use all kinds of weapons
the tribe produces except bows. When promoted as a result of "The lad's got
talent", he may choose from the combat and strength skills.
M
WS
BS
S
T
W
I
A
Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor: Warriors may be
equipped with weapons from the Warriors equipment list.
Albion Barbarians' Special Skills
Barbarians are never allowed to use Blackpowder weapons, not
even when taking a skill that would otherwise allow them to do so. Their
technical standard is too low that one of them could learn how to use such a
thing. Besides those skills, each Barbarian can choose from the special
Barbarian Skill list.
Experienced Fighter: This Barbarian has proven
himself a master when it comes to fight back dangers from the cave. A
Barbarian with this skill will always strike first, no matter who charged.
Attack Howl: Barbarians always use war howls when
fighting each other. This Barbarian is a real master, capable of imitating
the howls of wild beasts. If a warrior with this skill charges, he receives
a bonus of +2 instead of the normal +1 for charging.
Master Shot: Being an experienced hunter, a
Barbarian with this skill stands head and shoulders above his comrades. He
will shoot where others, less experienced, would not. When using any bow, a
Barbarian with this skill may extend the range of his weapon by additional
6".
Savage Fury: This Barbarian has proven himself
really fearless and dares attacking nearly everything and everyone. When
charging, he will receive +1A in the first round of combat and is immune to
Fear.
Concealment: Barbarians are very silent by moving
through the Albion landscape, but this one is a real master. To detect him
when hidden, any opponent must halve their range at which to spot him. In
addition, a warrior with this skill may shoot when hidden. If he does, throw
a D6; on a 5+, the warrior remains hidden.
Albion Barbarians' Shaman Magic
(Courtesy of Kevin Kolbe, USA)
Winds of Judgement: The Shaman conjures the aid of his natural
surroundings, which manifests in a howling gale, whirling around almost
everything not fixed to the ground. All models (except for the Shaman)
must pass a Strength test or be knocked down. In addition, knocked down
models shatter by D6” without further damage. Difficulty: 6
Rage!: The Shaman may install great bloodlust
in a friendly fighter or himself, which comes directly from Ungabav Caff,
the great spirit of Narcotics. Model is frenzied until knocked down or
until end of battle. Note that only one model at a time may be frenzied in
this manner. Difficulty: 6
Warrior's Charge: The Shaman prays for the help
of Im Zag Bunga Leggit, the God of warfare, who lends his strength to a
warrior. The Shaman may move up to 8". If he moves into base contact, he
counts as charging with +1 Strength for that turn. If he engages a fleeing
model, he automatically scores one hit at +1 Strength. Difficulty: 7
Erga Unga's Toughness: The Shaman tries to get
the aid of the Goddess of ferocity, Erga Unga, who is endorsing those who
follow her. Any friendly model gains +1 Toughness. This spell may be
cast on multiple models. Lasts D3 turns. Difficulty: 7
Mead of Unga Cha Beecha: The Shaman pleas for
the help of the Great Healer, who may restore life in a warrior who has been
as good as dead. Any model within 2" of the Shaman is restored to his
full quota of Wounds. In addition, all living enemy models within 4" of the
Shaman must pass a Toughness test or lose 1 attack for that turn.
Difficulty: 5
Arrows of Leggit Og: The Shaman is a person who
wants to be sure of what he‘s doing and thus tries to kill his enemies from
the distance. The Shaman may fire D3 S4 Arrows. Roll to hit using the
Shaman's BS, ignoring all to hit modifiers. Difficulty: 7