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===Support=== ====Spellcasters==== More often then not magic dominates the battlefield. Wizards and disciples are able to turn the conflict in their favor through stubborn determination or sheer destructive potential. The Imperial guard quickly sets aside enlisted Legionnaires who show promising magical potential, rushing them through the standard training regiment. By the time they finish the already strong spell casters are infused with a excellent grasp of tactics and unit dynamics. Something arguably lacking in many of the magical sorts. While less flashy and dangerous then their Destruction casting brethren Imperial Cult priests can be found not too far from combat. During peacetime there is normally a large presence of the Cult within the Imperial forts, tending to the physical and spiritual needs of the Legionnaires. And during especially dire circumstances they might march out with the Legionnaires, out onto the battlefield, to lend their support. There they are quite useful- protecting against magical and mental attack by all manner of monster or beast. 12 pts per model. Support. Fight in Ranks, Infantry, Imperial. 10-20 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Wizard | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 5 | - |- | Priest | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 4 | 6++ |} '''Special Rules:''' Legionnaire Drilling *Wizards may be changed to Altmer or Breton for +1 pts each *Priests may be changed to Breton or Nord for +1 pts each Veterans are Characters. '''Wargear: ''' *Wizards are armed with a Wizardβs staff. *Priests are armed with a hand weapon and Priest Garb. '''Spells (Wizards):''' Firebolt. Wizards have up to two additional spells of your choice from the Schools of Destruction, Alteration, or Illusion(cast on 13+ or lower). Every model in the unit must take the same spells. One of these two spells may be replaced by the spell Ward. '''Spells (Priests):''' Priests may select two spells from the following list- Arkay's Chastisement, Grace of the Nine, Mara's Embrace. In addition to your choice of these two, the Priests may also take one spell of your choice from the Schools of Restoration or Alteration(cast on 9+ or lower). Every model in the unit must take the same spells. The entire unit may: *Upgrade one model to Veteran(+1 Mg, +1 Ld) for +10 pts *Upgrade one model to Standard Bearer(+1 to combat resolution) for +5 pts *Upgrade one model to Musician(can always rally) for +5 pts The entire unit (If priests) may: *Be upgraded to Vigilants of Stendarr for +4 pts per model. Vigilants gain an additional hand weapon and Hatred(Daedra and Undead), and are not limited to 0-1. Vigilants may take Chainmail (5+) for +2 pts per model, and replace hand weapons with greatswords for +4 pts per model. An army containing one or more units of Vigilants cannot ally with Daedra Cults. The Veteran may take up to 10 pts of magic items where appropriate from the armory. The Veteran may take an additional appropriate spell(cast on 13+ or lower), or a spell from the school of Mysticism(cast on 13+ or lower) from the armory for +5 pts. ====Bosmer Auxiliary==== What few shortcomings the Imperial Legion has are often patched over with the neat use of Auxiliary troops. Of particular mention are the Bosmer bowmen from Valenwood. Since a young age native Bosmer are trained in the use of the longbow. Their keen eyes, and racial knackness for using the weapons are entirely unmatched. For this reason the Imperial Legion often hire on a group of such men and women, especially when they lack ranged firepower, or are moving into thickly wooded areas. It is in that terrain where the mercenaries perform exceptionally. 10 pts per model. Support. Skirmish, Infantry, Bosmer. 5-20 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Bosmer Auxiliary | 3 | 5 | 3 | 3 | 1 | 4 | 1 | 7 | 2 | 6+ |- | Pathfinder | 3 | 5 | 3 | 3 | 1 | 4 | 1 | 8 | 2 | 6+ |} '''Special Rules:''' Move Through Cover Pathfinders are Characters. '''Wargear:''' Leather Armor, Elven Longbows, Dagger One model per unit may be upgraded to Pathfinder (+1 Ld) for +5 pts. Upgrade one model to Standard Bearer(+1 to combat resolution) for +5 pts Upgrade one model to Musician (can always rally) for +5 pts Any number of models in the unit may each take one of the following of your choice: *A Pair of Poisoned(4+) Hand Weapons +3 pts per model *Upgrade their Longbows to Poisoned(4+) +2 pts per model The Pathfinder may be given Glass Armor for +3 pts The Pathfinder may upgrade all his weapons to Glass for +6 pts The Pathfinder may be given up to 10 pts of magic items where appropriate from the armory. ====Light Cavalry==== [[Image:Imperial_Light_Cavalry.jpg|thumb|400px|right]] The Imperial Legion has a fondness for horse cavalry, well acquainted with their uses and tactical advantages. Rather then being solely intended for combat (Such as the Dragoons), Light Cavalry fulfill a large number of equally important tasks- reconnaissance, raiding, screening, and most often communications. During battle the cavalry are still able to be a thorn in the enemy commanders side, quickly galloping about the battlefield, striking where lines are weakest. A suitably large wing can soften foes with their ranged weaponry before crushing them beneath a lightning-fast charge. 13 pts per model. Support. Skirmish, Fast Cavalry, Imperial. 5 to 20 models per unit. May only be joined by Independent Characters who are also Fast Cavalry. 25mm x 50mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Light Cavalry | 4 | 4 | 3 | 3(4) | 1 | 3 | 1(2) | 8 | 1 | 5+ |- | Centurion | 4 | 4 | 3 | 3(4) | 1 | 3 | 2(3) | 9 | 1 | 5+ |} '''Wargear:''' Hand Weapon, Shield, Javelins, Leather Armor. Centurions are Characters. '''Special Rules:''' Legionnaire Drilling, Scouts. Foreign Regiment: The race of the unit may be changed to Bosmer, Dunmer, Khajiit, or Nord, costing +1 pts per model. It may be a mix of Imperial and these races. The entire unit may: *Upgrade one model to Centurion(+1 A, +1 Ld) for +10 pts *Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts *Upgrade one model to Musician(can shoot/march after rally) for +6 pts The entire unit may take: *Lance +2 pts per model The entire unit may replace their Hand weapon with: *Spear +1 pts per model *Great weapon +3 pts per model The entire unit may replace their Javelins with: *Bow +1 pts per model The Centurion may replace his or her armor with Glass Armor for +4 pts The Centurion may take up to 15 pts of Magic Items where appropriate from the armory. ====Onager==== The onager is an Imperial Legion siege engine, a catapult, that uses torsional force to fling like rocks at the enemy. When fired the arm spins around and slams into the padded bed causing the whole device to flinch and shake. It is from this motion that the onager draws its name. In combat the weapon is used to batter infantry with showers of rock, or fling especially large ones at enemy fortifications to batter them down. 90 pts per artillery. Support. Skirmish, Artillery, Imperial. 1 to 3 artillery per unit. 25mm x 25mm base(crew). 50mm x 100mm base(Onager). Onager Unit {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Onager | - | - | - | 7 | 4 | - | - | - | - | - |- | Crewman | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 1 | 5+ |- | Engineer | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 1 | 5+ |} '''Crew:''' 4 Crewman per artillery '''Wargear: ''' Hand Weapon, Plate Armor. '''Special Rules:''' Catapult: Onagers are made up of crew and the actual artillery piece, with oncoming ranged attacks being split between the two(see rules for artillery in the Scrollhammer rulebook). The Onager artillery model may not move, only pivot, and requires at least one crewman to make use of the special shooting attack. If an Onager unit is forced to Fall Back while not locked in combat, and contains one or more artillery pieces, instead remove an artillery piece as a casualty. Onagers fire with the following profile- *Move or Fire 1, Blast, Barrage, 12-60β range, S7AP3, Multiple Wounds (d6), rolls 2d6 armor penetration against buildings. Mechanical: The Onager model is Immune to Poison and Immune to Disease. The crew of each artillery may: *Upgrade one model to Engineer(+1 BS, +1 Ld) for +10 pts *Take shields for +1 pts per model Each Engineer may replace his or her armor with Glass Armor for +4 pts ====Field Ballistae==== [[Image:Ballista111.jpg|thumb|400px|right]] Similar to the Onager, Field Ballistae are another torsion powered siege weapon. These are somewhat more elaborate and large; their destructive power that of springs and flexed wood. These ballistae are able to fire one of a number of different ammunition types- grapeshot, armor piercing spears, so on. While less effective at destroying fortified buildings, field ballistae are a menace to large blocks of infantry, the bolts tearing through enemy ranks with surprising ease. 90 pts per artillery. Support. Skirmish, Artillery, Imperial. 1 to 3 artillery per unit. 25mm x 25mm base(crew). 50mm x 100mm base(ballistae). Field Ballistae Unit {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Ballistae | - | - | - | 7 | 4 | - | - | - | - | - |- | Crewman | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 1 | 5+ |- | Engineer | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 1 | 5+ |} '''Crew:''' 4 Crewman '''Wargear: ''' Hand Weapon, Plate Armor. '''Special Rules:''' Ballistae: Ballistae are made up of crew and the actual artillery piece, with oncoming ranged attacks being split between the two(see rules for artillery in the Scrollhammer rulebook). The Ballistae models may not move, only pivot, and requires at least one crewman to make use of the special shooting attack. If a Ballistae unit is forced to Fall Back while not locked in combat, and contains one or more artillery pieces, instead remove an artillery piece as a casualty. Each shooting phase, the unit may choose to fire single bolts, or a grapeshot of rocks, with the following profiles- *Single bolt: Move or Fire 1, 48β range, S6 AP6, Multiple Wounds (d3), rolls 3d6 for armour penetration against buildings. For each unsaved wound(before muliplying) caused by a Single Bolt 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 artillery pieces and the unit being shot at). *Grapeshot: Move or Fire 3d6(roll number of shots for each model each time), 36β range, S4AP0 Mechanical: The Ballistae model is Immune to Poison and Immune to Disease. Each artillery unit may: *Upgrade one model to Engineer(+1 BS, +1 Ld) for +10 pts *Take shields for each model for +1 pt per model Each Engineer may replace his or her armor with Glass Armor for +4 pts
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