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Albion Stats:
HQ:
Cheiftain King Gorge - 190 Points
M WS BS S T W I A Ld Save
Cheiftain King Gorge 4 7 3 5 4 3 6 4 10 2+
Equipment: Plate Armor, Crown of Command, Horse, Dragonslayer Sword, Shield.
Special Rules: Cheiftain King; Stubborn; Hatred (Dragons); Dragonslayer; Immune to Psychology.
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Queen Bodeca - 120 Points
M WS BS S T W I A Ld Armor Save
Queen Bodeca 4 6 3 4 3 3 6 3 10 4+
Driver - 4 3 4 3 1 4 2 7 6+
Chariot - - - 5 4 4 - - - 3+
Horse 8 3 - 3 3 2 2 1 - 6+
Equipment: Chainmail; Heavy Weapon (Axe); Spear of Cnabetius; Crown.
Special Rules: Stubborn; Hatred (Empire, Bretonnia); Immune to Psychology; Wild Woman.
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High Druid Dryst - 150 Points
Warrior Sacrifice - 20 Points
M WS BS S T W I A Ld Armor Save
High Druid Dryst 4 3 3 2 3 2 2 2 10 6+
Warrior Sacrifices 4 4 3 4 4 1 3 2 10 6+
Equipment: Warrior Sacrifices have swords; Dryst has Staff; Sacrifical Knife; Dragontooth Amulet.
Special Rules: Level 4 Wizard; Warrior Sacrifices; 3+ Ward Save;
Unit Size: Dryst + 3-9 Warrior Sacrifices
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Druid - 120 Points
M WS BS S T W I A Ld Save
Druid 4 3 3 3 4 2 3 2 9 6+
Equipment: Staff; Can get a knife at + 3 points; 100 Points of Magic Items
Special Rules: Level 3 Wizard
Mounts: Black Shuck +16 Points; Kelpie +12 Points; Horse +8 Points; Dragon +200 Points
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Neo-Druid - 30 Points
M WS BS S T W I A Ld Save
Neo-Druid 4 3 3 4 4 2 4 2 9 6+
Equipment: Staff; Can get a knife at +3 points; Can get a sword at +6 points
Special Rules: 1-3 Neo-Druids = Level 1 Wizard; 4-6 Neo-Druids = Level 2 Wizard;
Unit Size: 1-6 Neo-Druids
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Cheiftain - 65 Points
M WS BS S T W I A Ld Save
Chieftain 4 3 3 4 4 3 4 3 9 6+
Equipment: Sword; Can have: Warpaint at +12 Points or Chainmail at +7 Points; Spear at +4 Points; Shield at +2 Points; Additional Hand Weapon at +3 Points; Javalin at +3 Points; Sling at +2 Points; Bow at +4 Points; Helmet at +4 Points; Maximum of 50 Points of Magic Items.
Special Rules: Warpaint
Mounts: Black Shuck +16 Points; Kelpie +12 Points; Horse +8 Points; Dragon +200 Points
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Dark Emissary - 160 Points
M WS BS S T W I A Ld Save
Dark Emissary 4 3 3 3 3 3 3 1 7 6+
Equipment: The Spiral; Staff of Darkness
Special Rules: Level 4 Wizard; Never Army General; Dark Emissary Magic.
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Core units:
Tribal Spearmen - 5 Points Per Spearman
M WS BS S T W I A Ld Save
Spearman 4 3 3 4 4 1 3 1 7 6+
Equipment: Spear; May swap Spears for Javalins for free; May take shields for +1 Point per model; May have warpaint for +12 Points per model; May upgrade one model to a Musician for +4 Points, one model to a Standard Bearer for +8 Points and one model to a Champion for +8 Points.
Special Rules: Spear Charge
Unit Size: 15+ Spearmen
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Tribal Archers - 6 Points Per Archer
M WS BS S T W I A Ld Save
Archer 4 3 4 3 3 1 2 1 7 6+
Equipment: Bow; May swap Bows for Slings for free; May take shields with slings for +1 Point per model; May have warpaint for +12 Points per model; May upgrade one model to a Trueshot for +5 Points.
Special Rules: -
Unit Size: 10+ Archers
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Wildmen - 3 Points Per Wildman
M WS BS S T W I A Ld Save
Wildman 4 3 3 5 4 1 4 2 7 6+
Equipment: Hand weapon; May take additional hand weapons for +2 Points per model; May have warpaint for +12 Points per model; May upgrade one model to a Bezerker for +7 Points
Special Rules: Immune to Psychology.
Unit Size: 10+ Wildmen
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Horse Riders - 10 Points Per Horse Rider
M WS BS S T W I A Ld Save
Rider 4 3 3 4 4 1 3 1 7 6+
Horse 8 3 - 3 3 2 2 1 - 6+
Equipment: Sword; May swap Sword for Spears for +2 Points per model, or Bows for +3 Points per model; Can upgrade one model to Musician for +5 Points, one model to a Standard Bearer for +10 Points and one model to a Champion for +10 Points; Can have: Warpaint at +12 Points; Spear at +4 Points; Shield at +2 Points; Additional Hand Weapon at +3 Points; Bow at +4 Points; Helmet at +4 Points.
Special Rules: -
Unit Size: 5+ Kelpie Riders
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Wildmen - 9 Points Per Wildman
M WS BS S T W I A Ld Save
Wildmen 5 3 4 3 3 1 2 1 7 6+
Equipment: Javalin; May swap Javalins for Short Bows for +2 Points per model; May upgrade one model to a Huntmaster for +5 Points.
Special Rules: Skirmishers; Fenwalker; Poison Attacks.
Unit Size: 10+ Wildmen
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Fairie Swarm - 30 Points per base
M WS BS S T W I A Ld Armor Save
Fairie Swarm 6 3 - 2 3 5 4 5 8 4+
Equipment: Hand Weapons
Special Rules: Immune to Psychology; Stubborn; Magical Attacks; Flying Unit.
Unit Size: 1-10 Bases of Fairies
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Special Units:
Leprechaun Unit - 25 Points Per Leprechaun
M WS BS S T W I A Ld Armor Save
Leprechaun 3 5 3 4 4 4 4 3 10 3+
Equipment: Leprechaun Claws
Special Rules: He has me Gold!!!; Fairie Magic; Ward Save 5+; End of the Rainbow; Fear; Ignore Mortal Panic.
Unit Size: 5+ Leprechauns
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Fenbeast Unit - 95 Points Per Fenbeast
M WS BS S T W I A Ld Armor Save
Fenbeast 6 3 - 5 5 4 2 3 8 4+
Equipment: Claws
Special Rules: Fenwalker; Fear; Unbreakable; No Will; Special Regenerate.
Unit Size: 1+ Fenbeast
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Owlmen Unit - 50 Points Per Owlman
M WS BS S T W I A Ld Armor Save
Owlman 6 3 - 5 4 3 2 3 8 5+
Greywing 6 3 - 5 4 3 2 4 9 5+
Equipment: Claws; Can upgrade one model to Greywing for +20 Points
Special Rules: Flying Unit; Fear; Screech.
Unit Size: 1+ Owlman
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Chariot Unit - 35 Points Per Chariot
M WS BS S T W I A Ld Armor Save
Rider 4 4 3 4 3 1 4 2 8 6+
Driver - 4 3 4 3 1 3 1 7 6+
Chariot - - - 5 4 4 - - - 3+
Horse 8 3 - 3 3 2 2 1 - 6+
Equipment: Driver has a hand weapon; Rider has a spear; Can upgrade one model to a Musician for +8 Points, one model to a a Standarad Bearer for +11 Points and one model to a Champion for +11 Points
Special Rules: Light Chariots.
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Kelpie Riders - 16 Points Per Kelpie Rider
M WS BS S T W I A Ld Save
Rider 4 3 - 4 4 1 3 2 9 6+
Kelpie 9 3 - 3 3 2 3 1 9 5+
Equipment: Sword; Can upgrade one model to Musician for +5 Points, one model to a Standard Bearer for +10 Points and one model to a Champion for +10 Points; Can have: Warpaint at +12 Points; Spear at +4 Points; Shield at +2 Points; Additional Hand Weapon at +3 Points; Bow at +4 Points; Helmet at +4 Points.
Special Rules: Fear; Amphibious.
Unit Size: 5+ Kelpie Riders
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Rare Units:
Loch Ness Monster - 275 Points
M WS BS S T W I A Ld Save
Loch Ness Monster 6 3 0 6 6 5 3 5 7 3+
Crew 6 2 3 3 3 1 4 1 7 -
Equipment: Howdah with giant bow. Riders have spears (combat). Can upgrade to Javalins at +2 Points per crew member or Bows at +4 Points per crew member
Special Rules: Cold Blooded; Stubborn; Terror; Large Target; 2D6 Impact Hits; Immune to Psychology; 3+ Scaly Skin.
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Stone Circle - 150 Points
M WS BS S T W I A Ld Save
Stone Circle - - - - 8 5 - - - 2+
Druid 4 3 4 3 3 1 3 1 9 5+
Equipment: Druids are armed with a staff and sacrificial knife
Special Rules: Immune to Psychology; Fear; Magical Warmachine.
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Giants of Albion - 250 Points Per Giant
M WS BS S T W I A Ld Save
Albion Giant 6 3 3 7 6 7 3 Special 10 3+
Equipment: A Large Club
Special Rules: Large Target; Terror; Stubborn; Longshanks; Fall Over; Giant Special Attacks.
Unit Size: 1+ Giants of Albion
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Steeds:
Kelpie
M WS BS S T W I A Ld Save
Kelpie 9 3 - 3 3 2 3 1 9 5+
Special Rules: Fear; Amphibious.
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Horse
M WS BS S T W I A Ld Save
Horse 8 3 - 3 3 2 2 1 - 6+
Special Rules: -
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Black Shuck
M WS BS S T W I A Ld Save
Black Shuck 9 3 - 4 3 2 2 2 - 5+
Special Rules: Fear; Fenwalker.
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Dragon
M WS BS S T W I A Ld Save
Dragon 6 6 - 6 6 6 2 5 9 3+
Special Rules: Terror; Scaly Skin (3+); Large Target; Fly; Fire Breath Attack.
Albion Rules and Magic Items:
Fenwalker - Can move over natural scenery as if it were flat ground (this excludes any form of fire or lava based terrain)
He has me Gold!!! - At the start of the game the Controller of the Leprechaun Unit will choose a hero on the opponent's side. The leprechaun unit will then have the hatred special rule towards that model. The chosen model aslo has a magic resistance (1) due to having the Leprechaun's gold
Fairie Magic - This gives Leprechauns a Magic Resistance (2)
End of the Rainbow - Leprechauns appear onn the field travelling down a rainbow causing the enemy to be disorientated. On the first turn the opponent may not target the Leprechauns with any form of ranged weapon or war machine.
Ignore Mortal Panic - Leprechauns expect mortals to run away so when a mortal unit breaks or flees past they do not need to test for panic.
Warrior Sacrifices - Dryst may kill one of the warrior sacrifices during the magic phase with no saves allowed. When he does so he gains 2 casting dice.
Spear of Cnabetius - Bodeca gains +1 attack and +2 Strength on a charge
Crown - Any friendly model within 6 of Bodeca may re roll a failed psychology test
Crown of Command - Any friendly model within 8 of Gorge may re roll a failed psychology test
Dragonslayer Sword - Any dragon attacked by Gorge has a -1 Save Modifier
Cheiftain King - Gorge is always the army general
Dragonslayer - Dragons and Wyverns fear Gorge (count as if Dragons don't cause fear or terror)
Magical Warmachine - Wounds caused count as if the model had been attacked with a magic weapon
Wild Woman - When Bodeca is the army general models may take Warpaint for free
Amphibious - These models move through water like flat terrain
Dragontooth Amulet - Other Druids are allowed to use this model's casting dice.
The Spiral - 5+ ward save
Staff of Darkness - +1 to cast spells
Spear Charge - The second rank of spearmen may attack on a charge
Magic Items:
Weapons:
Oak and Mistletoe Staff (Druids only. The Druid gains +1 Strength, +1 Toughness, +1 Initive and +1 Armor Save) - 55 Points
Serrata Bow (Weilder gets +2 shots and +1 attack in combat) - 40 Points
Ravenblade (User gains the ability to fly and causes fear) - 25 Points
Afanc Spear (User gains +1 Strength when attacking a Monster) - 20 Points
Escaria (One use only, wielder can use twice his/her normal attacks not including those of any mount) - 15 Points
Armor:
Galloglaigh (2+ Armor save and 5+ Ward Save) - 75 Points
Fairie Enchantment (4+ Ward Save) - 40 Points
Hood's Cloak (Wearer may move into and through unpassable terrain like normal. If the wearer stops in unpassable terrain the opponent may only target him with warmachines or magic) - 15 Points
Arcane Items:
Holy Grail (Daemon Models and models with a Mark of Chaos attacking the wielder have one automatic wound dealt to them before they attack with no saves allowed, if killed by this their attack/s don't follow through) - 100 Points
Dryw Sight (If a unit is attacked by ranged weapons or a warmachine the model in question may choose to leave the unit) - 45 Points
Pot of Gold (Gives Magic Resistance (1). May only be used if neither army contains Leprechauns) - 35 Points
Adder Stone (+1 to cast spells) - 25 Points
Wulver Stone (One use, the model using it has the undead special rules) - 25 points
HQ:
Cheiftain King Gorge - 190 Points
M WS BS S T W I A Ld Save
Cheiftain King Gorge 4 7 3 5 4 3 6 4 10 2+
Equipment: Plate Armor, Crown of Command, Horse, Dragonslayer Sword, Shield.
Special Rules: Cheiftain King; Stubborn; Hatred (Dragons); Dragonslayer; Immune to Psychology.
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Queen Bodeca - 120 Points
M WS BS S T W I A Ld Armor Save
Queen Bodeca 4 6 3 4 3 3 6 3 10 4+
Driver - 4 3 4 3 1 4 2 7 6+
Chariot - - - 5 4 4 - - - 3+
Horse 8 3 - 3 3 2 2 1 - 6+
Equipment: Chainmail; Heavy Weapon (Axe); Spear of Cnabetius; Crown.
Special Rules: Stubborn; Hatred (Empire, Bretonnia); Immune to Psychology; Wild Woman.
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High Druid Dryst - 150 Points
Warrior Sacrifice - 20 Points
M WS BS S T W I A Ld Armor Save
High Druid Dryst 4 3 3 2 3 2 2 2 10 6+
Warrior Sacrifices 4 4 3 4 4 1 3 2 10 6+
Equipment: Warrior Sacrifices have swords; Dryst has Staff; Sacrifical Knife; Dragontooth Amulet.
Special Rules: Level 4 Wizard; Warrior Sacrifices; 3+ Ward Save;
Unit Size: Dryst + 3-9 Warrior Sacrifices
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Druid - 120 Points
M WS BS S T W I A Ld Save
Druid 4 3 3 3 4 2 3 2 9 6+
Equipment: Staff; Can get a knife at + 3 points; 100 Points of Magic Items
Special Rules: Level 3 Wizard
Mounts: Black Shuck +16 Points; Kelpie +12 Points; Horse +8 Points; Dragon +200 Points
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Neo-Druid - 30 Points
M WS BS S T W I A Ld Save
Neo-Druid 4 3 3 4 4 2 4 2 9 6+
Equipment: Staff; Can get a knife at +3 points; Can get a sword at +6 points
Special Rules: 1-3 Neo-Druids = Level 1 Wizard; 4-6 Neo-Druids = Level 2 Wizard;
Unit Size: 1-6 Neo-Druids
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Cheiftain - 65 Points
M WS BS S T W I A Ld Save
Chieftain 4 3 3 4 4 3 4 3 9 6+
Equipment: Sword; Can have: Warpaint at +12 Points or Chainmail at +7 Points; Spear at +4 Points; Shield at +2 Points; Additional Hand Weapon at +3 Points; Javalin at +3 Points; Sling at +2 Points; Bow at +4 Points; Helmet at +4 Points; Maximum of 50 Points of Magic Items.
Special Rules: Warpaint
Mounts: Black Shuck +16 Points; Kelpie +12 Points; Horse +8 Points; Dragon +200 Points
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Dark Emissary - 160 Points
M WS BS S T W I A Ld Save
Dark Emissary 4 3 3 3 3 3 3 1 7 6+
Equipment: The Spiral; Staff of Darkness
Special Rules: Level 4 Wizard; Never Army General; Dark Emissary Magic.
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Core units:
Tribal Spearmen - 5 Points Per Spearman
M WS BS S T W I A Ld Save
Spearman 4 3 3 4 4 1 3 1 7 6+
Equipment: Spear; May swap Spears for Javalins for free; May take shields for +1 Point per model; May have warpaint for +12 Points per model; May upgrade one model to a Musician for +4 Points, one model to a Standard Bearer for +8 Points and one model to a Champion for +8 Points.
Special Rules: Spear Charge
Unit Size: 15+ Spearmen
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Tribal Archers - 6 Points Per Archer
M WS BS S T W I A Ld Save
Archer 4 3 4 3 3 1 2 1 7 6+
Equipment: Bow; May swap Bows for Slings for free; May take shields with slings for +1 Point per model; May have warpaint for +12 Points per model; May upgrade one model to a Trueshot for +5 Points.
Special Rules: -
Unit Size: 10+ Archers
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Wildmen - 3 Points Per Wildman
M WS BS S T W I A Ld Save
Wildman 4 3 3 5 4 1 4 2 7 6+
Equipment: Hand weapon; May take additional hand weapons for +2 Points per model; May have warpaint for +12 Points per model; May upgrade one model to a Bezerker for +7 Points
Special Rules: Immune to Psychology.
Unit Size: 10+ Wildmen
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Horse Riders - 10 Points Per Horse Rider
M WS BS S T W I A Ld Save
Rider 4 3 3 4 4 1 3 1 7 6+
Horse 8 3 - 3 3 2 2 1 - 6+
Equipment: Sword; May swap Sword for Spears for +2 Points per model, or Bows for +3 Points per model; Can upgrade one model to Musician for +5 Points, one model to a Standard Bearer for +10 Points and one model to a Champion for +10 Points; Can have: Warpaint at +12 Points; Spear at +4 Points; Shield at +2 Points; Additional Hand Weapon at +3 Points; Bow at +4 Points; Helmet at +4 Points.
Special Rules: -
Unit Size: 5+ Kelpie Riders
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Wildmen - 9 Points Per Wildman
M WS BS S T W I A Ld Save
Wildmen 5 3 4 3 3 1 2 1 7 6+
Equipment: Javalin; May swap Javalins for Short Bows for +2 Points per model; May upgrade one model to a Huntmaster for +5 Points.
Special Rules: Skirmishers; Fenwalker; Poison Attacks.
Unit Size: 10+ Wildmen
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Fairie Swarm - 30 Points per base
M WS BS S T W I A Ld Armor Save
Fairie Swarm 6 3 - 2 3 5 4 5 8 4+
Equipment: Hand Weapons
Special Rules: Immune to Psychology; Stubborn; Magical Attacks; Flying Unit.
Unit Size: 1-10 Bases of Fairies
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Special Units:
Leprechaun Unit - 25 Points Per Leprechaun
M WS BS S T W I A Ld Armor Save
Leprechaun 3 5 3 4 4 4 4 3 10 3+
Equipment: Leprechaun Claws
Special Rules: He has me Gold!!!; Fairie Magic; Ward Save 5+; End of the Rainbow; Fear; Ignore Mortal Panic.
Unit Size: 5+ Leprechauns
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Fenbeast Unit - 95 Points Per Fenbeast
M WS BS S T W I A Ld Armor Save
Fenbeast 6 3 - 5 5 4 2 3 8 4+
Equipment: Claws
Special Rules: Fenwalker; Fear; Unbreakable; No Will; Special Regenerate.
Unit Size: 1+ Fenbeast
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Owlmen Unit - 50 Points Per Owlman
M WS BS S T W I A Ld Armor Save
Owlman 6 3 - 5 4 3 2 3 8 5+
Greywing 6 3 - 5 4 3 2 4 9 5+
Equipment: Claws; Can upgrade one model to Greywing for +20 Points
Special Rules: Flying Unit; Fear; Screech.
Unit Size: 1+ Owlman
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Chariot Unit - 35 Points Per Chariot
M WS BS S T W I A Ld Armor Save
Rider 4 4 3 4 3 1 4 2 8 6+
Driver - 4 3 4 3 1 3 1 7 6+
Chariot - - - 5 4 4 - - - 3+
Horse 8 3 - 3 3 2 2 1 - 6+
Equipment: Driver has a hand weapon; Rider has a spear; Can upgrade one model to a Musician for +8 Points, one model to a a Standarad Bearer for +11 Points and one model to a Champion for +11 Points
Special Rules: Light Chariots.
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Kelpie Riders - 16 Points Per Kelpie Rider
M WS BS S T W I A Ld Save
Rider 4 3 - 4 4 1 3 2 9 6+
Kelpie 9 3 - 3 3 2 3 1 9 5+
Equipment: Sword; Can upgrade one model to Musician for +5 Points, one model to a Standard Bearer for +10 Points and one model to a Champion for +10 Points; Can have: Warpaint at +12 Points; Spear at +4 Points; Shield at +2 Points; Additional Hand Weapon at +3 Points; Bow at +4 Points; Helmet at +4 Points.
Special Rules: Fear; Amphibious.
Unit Size: 5+ Kelpie Riders
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Rare Units:
Loch Ness Monster - 275 Points
M WS BS S T W I A Ld Save
Loch Ness Monster 6 3 0 6 6 5 3 5 7 3+
Crew 6 2 3 3 3 1 4 1 7 -
Equipment: Howdah with giant bow. Riders have spears (combat). Can upgrade to Javalins at +2 Points per crew member or Bows at +4 Points per crew member
Special Rules: Cold Blooded; Stubborn; Terror; Large Target; 2D6 Impact Hits; Immune to Psychology; 3+ Scaly Skin.
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Stone Circle - 150 Points
M WS BS S T W I A Ld Save
Stone Circle - - - - 8 5 - - - 2+
Druid 4 3 4 3 3 1 3 1 9 5+
Equipment: Druids are armed with a staff and sacrificial knife
Special Rules: Immune to Psychology; Fear; Magical Warmachine.
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Giants of Albion - 250 Points Per Giant
M WS BS S T W I A Ld Save
Albion Giant 6 3 3 7 6 7 3 Special 10 3+
Equipment: A Large Club
Special Rules: Large Target; Terror; Stubborn; Longshanks; Fall Over; Giant Special Attacks.
Unit Size: 1+ Giants of Albion
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Steeds:
Kelpie
M WS BS S T W I A Ld Save
Kelpie 9 3 - 3 3 2 3 1 9 5+
Special Rules: Fear; Amphibious.
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Horse
M WS BS S T W I A Ld Save
Horse 8 3 - 3 3 2 2 1 - 6+
Special Rules: -
-----------------------------------------------
Black Shuck
M WS BS S T W I A Ld Save
Black Shuck 9 3 - 4 3 2 2 2 - 5+
Special Rules: Fear; Fenwalker.
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Dragon
M WS BS S T W I A Ld Save
Dragon 6 6 - 6 6 6 2 5 9 3+
Special Rules: Terror; Scaly Skin (3+); Large Target; Fly; Fire Breath Attack.
Albion Rules and Magic Items:
Fenwalker - Can move over natural scenery as if it were flat ground (this excludes any form of fire or lava based terrain)
He has me Gold!!! - At the start of the game the Controller of the Leprechaun Unit will choose a hero on the opponent's side. The leprechaun unit will then have the hatred special rule towards that model. The chosen model aslo has a magic resistance (1) due to having the Leprechaun's gold
Fairie Magic - This gives Leprechauns a Magic Resistance (2)
End of the Rainbow - Leprechauns appear onn the field travelling down a rainbow causing the enemy to be disorientated. On the first turn the opponent may not target the Leprechauns with any form of ranged weapon or war machine.
Ignore Mortal Panic - Leprechauns expect mortals to run away so when a mortal unit breaks or flees past they do not need to test for panic.
Warrior Sacrifices - Dryst may kill one of the warrior sacrifices during the magic phase with no saves allowed. When he does so he gains 2 casting dice.
Spear of Cnabetius - Bodeca gains +1 attack and +2 Strength on a charge
Crown - Any friendly model within 6 of Bodeca may re roll a failed psychology test
Crown of Command - Any friendly model within 8 of Gorge may re roll a failed psychology test
Dragonslayer Sword - Any dragon attacked by Gorge has a -1 Save Modifier
Cheiftain King - Gorge is always the army general
Dragonslayer - Dragons and Wyverns fear Gorge (count as if Dragons don't cause fear or terror)
Magical Warmachine - Wounds caused count as if the model had been attacked with a magic weapon
Wild Woman - When Bodeca is the army general models may take Warpaint for free
Amphibious - These models move through water like flat terrain
Dragontooth Amulet - Other Druids are allowed to use this model's casting dice.
The Spiral - 5+ ward save
Staff of Darkness - +1 to cast spells
Spear Charge - The second rank of spearmen may attack on a charge
Magic Items:
Weapons:
Oak and Mistletoe Staff (Druids only. The Druid gains +1 Strength, +1 Toughness, +1 Initive and +1 Armor Save) - 55 Points
Serrata Bow (Weilder gets +2 shots and +1 attack in combat) - 40 Points
Ravenblade (User gains the ability to fly and causes fear) - 25 Points
Afanc Spear (User gains +1 Strength when attacking a Monster) - 20 Points
Escaria (One use only, wielder can use twice his/her normal attacks not including those of any mount) - 15 Points
Armor:
Galloglaigh (2+ Armor save and 5+ Ward Save) - 75 Points
Fairie Enchantment (4+ Ward Save) - 40 Points
Hood's Cloak (Wearer may move into and through unpassable terrain like normal. If the wearer stops in unpassable terrain the opponent may only target him with warmachines or magic) - 15 Points
Arcane Items:
Holy Grail (Daemon Models and models with a Mark of Chaos attacking the wielder have one automatic wound dealt to them before they attack with no saves allowed, if killed by this their attack/s don't follow through) - 100 Points
Dryw Sight (If a unit is attacked by ranged weapons or a warmachine the model in question may choose to leave the unit) - 45 Points
Pot of Gold (Gives Magic Resistance (1). May only be used if neither army contains Leprechauns) - 35 Points
Adder Stone (+1 to cast spells) - 25 Points
Wulver Stone (One use, the model using it has the undead special rules) - 25 points