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===Support=== ====Dagi==== [[Image:dagi2.jpg|thumb|400px|right]] Dagi are small and nimble Khajiit native to the Tenmar Forest. These Khajiit are able to swing from tree to tree, flinging themselves between cover with surprising alacrity. The beasts are somewhat unrefined and uncivilized, sharing many quirks and personality traits with monkeys. Still, they are natural at using bow, throwing weapons, and even rocks from the canopy. Dagi are also naturals with a few schools of magic such as Destruction and Illusion. Many a foe has suddenly had fire reigned down upon them from treetops by until-then unnoticed Dagi. 10 pts per model. Support. Skirmish, Infantry, Khajiit. 10-20 models per unit. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Dagi | 3 | 4 | 2 | 2 | 1 | 5 | 2 | 8 | 3 | - |- |} '''Special Rules:''' Hit and Run, Fleet of Foot, Stealth (+1) Woodland Swing: Dagi have Move Through Cover while passing through woods and jungle. '''Wargear:''' Claws. '''Spells: '''Firebolt, Flames. One model per unit may be upgraded to Dro (+1 Ld) for +6 pts. Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts Upgrade one model to Musician (can always rally) for +6 pts The entire unit may: *Replace either spell with Shortbows for free *Replace both spells with Longbows for free *Take javelins for +1 pt a model *Take daggers for +1 pt a model *Take shields for +1 pt a model *Take Leather armor (6+) for +1 pt a model *Take longbows for +2 pts a model The entire unit may purchase up to two additional spells from destruction or illusion, with a maximum casting cost of 9+, for +2 pts a model The Dro may be given up to 10 pts of magic items where appropriate from the armory. ====Alfiq Jos==== [[Image:Alfiq.jpg|thumb|300px|right|These are the mainstay magick artillery of the Khajiit forces.]] For a long time believed to not exist, Alfiq are a small subspecies of Khajiit that greatly resemble housecats. Despite their tiny size, and inability to speak, these beasts are remarkably intelligent. All of them are able to understand spoken words, though they seldom give any acknowledgement or attempt to communicate with the other subraces. What is most remarkable about the Alfiq is their ability to use magic. Small as they are, contained within each is a mind comparable to any man or mer sorcerer, though much more lazy. When hired on to fight during wartime the tiny Alfiq follow around a unit of larger Khajiit, using their bigger brothers and sisters as literal meatshields, casting magic as needed. 45 pts per model. Support. Independent Characters, Fast Beast, Khajiit. 2-5 models per unit. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Alfiq | 2 | 4 | 1 | 1 | 2 | 4 | 1 | 7 | 8 | 5+ |} '''Wargear: ''' Claws '''Spells:''' Firebolt, Shock '''Special Rules:''' Reserved The Second Barrier (an Alfiq's armour save may not be made worse than 5+) Fight Another Day: At the start of the Fight sub-step of any close combat phase you may have the Alfiq attempt to disengage from the unit it is joined to. Perform an initiative test for the Alfiq- on a success it immediately leaves the unit and moves 6" in a direction of your choosing, potentially joining a different unit in the process. An Alfiq may take up to two spells from this book's spell list as follows: *Any Alteration Spell +5 pts *Any Destruction Spell +15 pts *Any Illusion Spell +20 pts *Any Mysticism Spell +10 pts *Any Restoration Spell +5 pts *Destruction Spells, casting cost 13+ or lower: +8 pts *Illusion Spells, casting cost 13+ or lower: +8 pts *Summon Scamp (cast on 4+) (+10pts) +10 pts *Summon Flame Atronach (cast on 8+) +15 pts *Summon Dremora (cast on 9+) +20 pts *Summon Clannfear (cast on 11+) +30 pts An Alfiq may purchase 20 points of magic items from the armory where appropriate- though it may only purchase rings and amulets. ====Battlecat==== The Senche-raht is the largest of all the sub-species of Khajiit, easily weighing the equivalent of fifty men. Wildly different in form than other Khajiit, they stand nearly twelve feet tall and are very heavily muscled, more reminiscent of a gorilla or bear than cat. Their front legs are also somewhat longer than the rear, giving them a plodding shuffle of a walk. The massive cats are surprisingly lax with their brethren- frequently serving as beasts of labor and muscle for odd jobs. It is in the battlefield, however, that the Senche-rahts truly shine. For in wartime the massive Khajiit are laden with wooden shields, thick quilted canvas, and ridden upon as mobile war platforms. From the height the litter-mate, or master, is able to goad the beast into viciously attacking any foes. Other riders balance along the rear of the Senche-raht with bow or spear, picking off stragglers that escape its wrath. Senche-rahts have something of a history with fighting the Imperial Legion. After the very first encounters commanders became wary of the beasts, not only for their fighting prowess, but also because of the effect on horses. Native Cyrodilic equines seemed to nearly go insane at the sheer scent of the beasts. This, in addition to their ferocity, has led to the Imperial Guard to give them the moniker 'Battlecats'. 120 pts for Battlecat and riders. Support. Skirmish, Monstrous Creature, Khajiit. Single Model (1 Senche-raht, 1 Litter-Mate, 2 Riders). (Monstrous Fast Cavalry). {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Litter-Mate | 4 | 2 | 3 | 3 (4) | 1 | 3 | 0 | 9 | 1 | 5+ |- | Rider | 4 | 4 | 3 | 3 (4) | 1 | 3 | 1 | 7 | 1 | 5+ |- | Senche-raht | 4 | 0 | 7 | 5 | 4 | 4 | 3 | 7 | 0 | 5+ |} '''Wargear:''' Riders have Shortbows and Battle Garb. The Litter-mate has Battle Garb and is unarmed. Shields: The Senche-raht is protected by thick canvas and shields along the flanks. This provides it with a 5+ armor save. '''Special Rules:''' Supreme Predator: The Senche-raht causes Fear. Against horse Cavalry, it causes Terror. The Senche-raht has the movement speed of Fast Cavalry, while retaining the other rules of a Monstrous Creature. Handler: If the Litter-Mate is slain the Senche-raht gains the Frenzy special rule. War Platform: Attack and ranged hits are randomly distributed among the types of models- on 1- they strike the Litter-Mate, 2-3 the riders, and 4+ the Senche-raht. The entire unit of Riders may upgrade their weapons to *Glass +3 pts per Rider The entire unit may be upgraded to *Support, (for free). One of the riders is removed to make room for extra shields. This allows the unit to deploy a wooden platform once per game, after deployment or during your movement phase. The unit may not move or charge the turn the platform is deployed. Deploy a 5" long barricade within 3" of the Senche-raht. This counts as difficult terrain that provides a 5+ cover save for the remainder of the game. *War, for +20 pts. The Senche-raht's, rider's, and litter-mate's armor are upgraded to Banded Mail, upgrading the armor saves to 4+. One of the riders may replace his shortbow with a Lance. ====War Elephant==== In addition to the Battle-cats, Khajiiti have also trained and tamed local Elephants. Much like the other beasts, these creatures are used for construction, safe travel, and for war. There are two different kinds native to Elsweyr- the larger desert ones and smaller, more intelligent ones native to Terromar and the northern grazelands. The massive Elephant's size rivals the weight of other similarly-used animals, such as mammoths and silt striders, making them terrors to behold in combat. Clever, tough, and immensely strong, they are quite able to carry a handful of Khajiit upon their backs in addition to heavy armor. Thick pocked hide covered with maille sheets makes them nearly impervious to harm. More often than not War Elephants are simply thrown into enemy formations with almost reckless wanton. 160 pts for War Elephant and riders. Support. Skirmish, Monstrous Creature, Khajiit(rider). Single Model (1 Mahavat, 3 Riders). (Monstrous Cavalry) {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Rider | 2 | 3 | 3 | 3 (4) | 1 | 4 | 1 | 9 | 1 | 5+ |- | Elephant | 4 | 0 | 6 | 6 | 5 | 2 | 4 | 6 | 0 | 4+ |} '''Wargear:''' Riders have Bows and Battle Garb. The Mahavat has no weapons and wears Battle Garb. Implacable: The Elephant is naturally durable and is armored with both quilted canvas and maille. This provides it with a 4+ armor save. '''Special Rules:''' Causes Terror, Stubborn Handler: If the Mahavat is slain the Elephant must automatically take its Monster Reaction test(see the Scrollhammer Rulebook). The Mahavat may not make any attacks or fire weapons while he is alive- all of his attention is spent on keeping the beast under control. Tamed Monster: War Elephants have the Bestial Instinct special rule, but while the Mahavat is alive, they may make any Leadership tests (even those required to be made on their own value) on the Mahavat's value instead. The entire unit of Riders may upgrade their weapons to *Silver +2 pts per rider *Glass +4 pts per Rider The War Elephant may *Upgrade its armor to Banded Mail for +20 pts, increasing the armor save to 3+. *Replace one rider, and all bows with a mounted Ballistae for +20 pts. This weapon fires with the following profile- ''Move And Fire, 36β range, S6 AP6, Multiple Wounds (d3), rolls 3d6 for armour penetration against buildings. For each unsaved wound(before multiplying) caused by a shot, resolve a hit at -1S -1AP against the closest model(randomly chosen if tied) in that same unit that is directly behind the wounded model(from the perspective of the shortest distance that can be fired between the Ballistae pieces and the unit being shot at)''. The Ballistae requires one rider (ignoring the handler) in order to fire. *Add wrecking balls and chains to the tusks, for +20 pts. When charging(but not counter-attacking), the War Elephant automatically inflicts an additional d3 hits against the enemy. This occurs regardless of whether or not it is allowed a charge bonus. *Upgrade to petulant, for +10 pts. When rolling for charge distance Petulant elephants roll four dice and select the three highest. When charging through cover simply roll three dice.
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