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===Support=== ====Guild Magicians==== [Description] 30 pts per model. Support. Skirmish, Infantry. 3-6 models per unit. Magician and Wizards may be any of the 10 common races of Tamriel. Base Size: 25mm x 25mm. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Guild Magician | 2 | 4 | 3 | 3 | 2 | 2 | 2 | 8 | 4 (6) | - |- | Guild Wizard | 2 | 4 | 3 | 3 | 2 | 2 | 2 | 9 | 5 (7) | - |- | Dremora Musician | 4 | 4 | 4 | 4 | 2 | 2 | 2 | 8 | 2 | 4+ |} '''Wargear''': Sorcerer staff, hand weapon, and wizard robes. '''Special rules''': Hit and Run Offered Council: Upon deployment, should the unit have five or more models one of the Magicians may be moved into another unit of your army. For all intents and purposes this Magician will count as an upgraded model of that unit, and character. For +15 points this Magician may also be mounted on a Warhorse and join a Cavalry unit instead. Unless this Magician joins a unit that has ''Hit and Run'' they will lose the USR. Guild Magicians, Guild Wizards, and Dremora Musicians are all Characters. '''Spells''': A Magician may purchase up to three spells from the armory, as included in this list: *Any Alteration Spell (+3pts) *Any Bound Item Conjuration Spell (+6pts) *Any Restoration Spell (+4pts) *Any Mysticism Spell (+6pts) *Illusion spells cast on a 12+ or lower (+6pts) *Illusion spells cast on a 13+ or higher (+11pts) *Destruction spells cast on a 12+ or lower (+6pts) *Destruction spells cast on a 13+ or higher (+11pts) *Summon Scamp (cast on 4+) (+10pts) *Summon Hunger (cast on 7+) (+15pts) *Summon Flame Atronach (cast on 8+) (+15pts) *Summon Dremora (cast on 9+) (+20pts) *Summon Clannfear (cast on 11+) (+30pts) *Summon Frost Atronach (cast on 12+) (+30pts) The Guild Wizard may purchase up to four spells from the armory, from the list above, and any of the following: *Summon Storm Atronach (cast on 15+) (+50pts) *Summon Daedroth (cast on 20+) (+100pts) *Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz) Rules for using Daedra are found here: [[Scrollhammer: Daedra Cults]]. The unit may: *Upgrade one model to Wizard for +15 pts *Upgrade one model to Standard Bearer for +10 pts *Purchase a Dremora Musician for 25 pts. (The Dremora has a hand weapon, Eternal Warrior, and Immune to Disease. It does ''not'' have Fearless.) Any number of Guild Magicians may replace their robes with: *Leather Armor (free) *Maille for +8 pts *Scaled Maille for +12 pts *Glass Armor +16 pts Any number of Guild Magicians may upgrade their hand weapons to: *Elven +4pts per model *Glass +8pts per model *Ebony +8pts per model Any number of Guild Magicians may take one of the following Guardian Stone Blessings for +10 pts: *Blessing of the Warrior *Blessing of the Steed *Blessing of the Mage *Blessing of the Ritual Guild Magicians may take up to 12 points of magic items from the armory where appropriate. The Guild Wizard may take up to 20 points of magic items from the armory where appropriate. [[File:hr_witches.jpg|500px|thumb|right]] ====Witch Coven==== [Description] 18 pts per model. Support. Skirmish, Infantry, Breton. 4-10 models per unit. Base Size: 25mm x 25mm. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Sister | 2 | 4 | 2 | 3 | 1 | 2 | 1 | 8 | 4 (5) | - |- | Matron | 2 | 4 | 2 | 3 | 2 | 2 | 2 | 9 | 5 (6) | - |} Any number of Sisters may be changed to *Orc for +? pts *Imperial for +? pts '''Wargear''': Dagger, tattered robes. '''Special rules''': Fearless Harmonious Efforts: Witches may pool their Power Die together to attempt to cast a spell that would otherwise be impossible alone. Before casting simply nominate who all is casting a particular spell, add their respective Power Dies together, and choose one of the casting models to attempt to hit with the spell(s) (if applicable). Reachmagic: At any time during your turn, you may nominate a friendly model within 2" of the Witch Coven, mortal or not. Remove a wound from this model. Until the start of your next turn, all spells cast by this unit will treat rolled Power Die as one score higher. The maximum bonus that may be granted is +2. Impudent Presence: This unit counts as Daedra, Necromancers, and Black Magic, for the purposes of Hatred and Preferred Enemy. The Matron is a Character. '''Spells''': Sisters and Matrons know two of the following spells- Poisonblast, Cripple, Lower Resists, Horrifying Blindness, Torments of Oblivion. Note that you may choose different spells for the Matron. The entire unit may purchase an additional spell from the armory, as included in this list: *Any Bound Item Conjuration Spell, +3 pts per model *Any Mysticism Spell, +4 pts per model *Illusion spells cast on a 12+ or lower, +4 pts per model *Illusion spells cast on a 13+ or higher, +5 pts per model *Destruction spells cast on a 12+ or lower, +4 pts per model *Destruction spells cast on a 13+ or higher, +8 pts per model *Summon Scamp (cast on 4+), +20pts per model *Summon Hunger (cast on 7+), +30pts per model *Summon Flame Atronach (cast on 8+), +30pts per model *Summon Dremora (cast on 9+), +40pts per model *Summon Golden Saint or Dark Seducer (cast on 9+), +40pts per model The Matron may purchase up to two additional spells from the following: *Any Alteration Spell (+4pts) *Any Bound Item Conjuration Spell (+8pts) *Any Mysticism Spell (+8pts) *Illusion spells cast on a 12+ or lower (+8pts) *Illusion spells cast on a 13+ or higher (+15pts) *Destruction spells cast on a 12+ or lower (+6pts) *Destruction spells cast on a 13+ or higher (+11pts) *Summon Winged Twilight (cast on 11+) (+60pts) *Summon Clannfear (cast on 11+) (+60pts) *Summon Frost Atronach (cast on 12+) (+60pts) *Summon Storm Atronach (cast on 15+) (+100pts) *Summon Daedroth (cast on 20+) (+100pts) *Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz) *Summon Spider Daedra (cast on 20+) (+150pts) Rules for Daedra are found here: [[Scrollhammer: Daedra Cults]]. Rules for Undead are found here: [[Scrollhammer: Order of the Black Worm]]. The unit may: *Upgrade one model to Witch Matron for +18 pts *Upgrade one model to Standard Bearer for +10 pts The entire unit may take a single retinue with no upgrades, for the following cost: *10-30 Dread Zombies, for Xpts each. *10-30 Scamps, for 6pts each. *5-15 Dremora, for 14pts each. *5-15 Flame Atronachs, for 11pts each. The entire unit may take: *Sorcerer's Staff for +3 pts a model *Cultist Staff for +2 pts a model *Hand Weapons for +2 pts a model *Spears for +2 pts a model Sisters may take up to 10 points of magic items from the armory where appropriate. The Matron may take up to 20 points of magic items from the armory where appropriate. The Matron may alternatively take the Blood Chalice. [[File:hr_skirmishers.jpg|350px|thumb|right]] ====Skirmishers==== [Awwww yis] 8 pts per model. Support. Skirmish, Infantry, Breton. 10-20 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Skirmisher | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 8 | 1 | 5+ |- | Champion | 4 | 3 | 3 | 3 | 1 | 4 | 2 | 9 | 1 | 5+ |} '''Wargear:''' Hand Weapon and Shield, Leather Armor '''Spells:''' None '''Special Rules:''' Hit and Run, Move Through Cover. The Champion is a Character. The entire unit may: *Upgrade one model to Champion for +8 pts. *Upgrade one model to Standard Bearer for +6 pts The entire unit may: *Upgrade their armor to Light Maille for +2 pts per model *Upgrade their armor to Glass armor for +5 pts per model *Replace hand weapon with spear (free) The entire unit may take: *Javelins for +2 pts per model *Additional hand weapon for +1 pt per model *Bows or Shortbows for +2 pts per model *Great Weapon +3 pts per model The Champion may take up to 10 points worth of magic items where appropriate from the armory. [[File:hr_turncoat.jpg|300px|thumb|right]] ====Turncoats==== [Description] 65 pts per model. Support. Independent Characters, Breton. 1-3 models per purchase. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Turncoat | 6 | 6 | 4 | 3 | 2 | 8 | 3 | 9 | 4 | - |} '''Wargear:''' Hand Weapon '''Spells:''' None. '''Special Rules:''' Poisoned, Always Strikes First Particular Set of Skills: Turncoats are masters of assassination and subterfuge, able to throw enemy forces into disarray by one of many different methods. Turncoats are not deployed like a normal unit- instead pick one of the following three missions for each model. Although Turncoats are characters they may never lead your army, nor do they increase any joined unit's Leadership. *Assassinate: Add an additional model to one of your Core units during deployment. An Assassin turncoat may be revealed at the beginning of any of your turns, or at the start of any Close Combat phase. Simply declare that this unit contains the Turncoat and replace a model in the front rank with the Turncoat model. Note that if this unit is wiped out or flees before the turncoat is revealed they are removed as a casualty. *Sabotage: You may attempt to stop a particular unit from arriving to the battlefield. Before deployment declare that you have a Turncoat sabotaging. Select an enemy unit- it is placed into reserve instead of deploying normally. A maximum of two turncoats may Sabotage. Note that you may not Sabotage an enemy unit that contains a hero, has ''Scout'', or is a flier. *Distract: You may attempt to delay the advance of enemy units. Before deployment declare that one of your Turncoats is distracting. Select an enemy player- this particular player has -1 to all reserve rolls for the entire game. A maximum of two turncoats may Distract. Any number of Turncoats may take: *Dagger +3 pts per model *Additional hand weapon +6 pts per model *Great Weapon +8 pts per model *Throwing weapons +10 pts per model Any number of Turncoats may purchase up to three of the following spells: *Soulpinch (+4 pts) *Lower Resists (+8 pts) *Bound Armour (+8 pts) *Earwig (+8 pts) *Alad's Caliginy (+10 pts) *Shadow Weave (+10 pts) *Purge Magic (+8 pts) Turncoats may take up to 20 points of magic items from the armory where appropriate. ====Battering Ram==== [Woo woo] 50 pts per artillery. Support. Skirmish, Artillery. 1 to 3 artillery per unit. 75mm x 25mm base {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Battering Ram | - | - | - | 7 | 3 | - | - | - | - | - | - |} '''Crew:''' None! '''Wargear: ''' None '''Special Rules:''' Ram: Battering Rams require at least 6 Infantry models to carry them. When this is the case, the Ram's strength is equal to 3x that of the models carrying them, up to a maximum of 10. (I.e. 3 STR means an attack of S9) Instead the Ram may be carried by 4 monstrous infantry, with the strength 2x that of the carrying models. Together the crew and ram may make a single attack against an adjacent building each close combat phase. Oncoming ranged attacks are split between the crew and ram(see rules for artillery in the Scrollhammer rulebook). The units carrying the ram may fight in combat as normal, and if they Fall Back, the Battering Ram is left in place. Battering Rams may attack adjacent structures with the following profile- ''S*, autohit, rolls 2d6 armor penetration against buildings.'' Mechanical: The Battering Ram model is Immune to Poison and Immune to Disease. The battering ram may: *Take a canopy for +10 pts. This grants the crew a 5+ cover save. *Be heat treated for +10 pts. Grants the Ram a 5+ ward save against Fire and Frost attacks. ====Trebuchet==== [Wololo] 110 pts per artillery. Support. Skirmish, Artillery, Breton. 1 to 2 artillery per unit. 25mm x 25mm base(crew). 50mm x 100mm base(trebuchet). Trebuchet Unit {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Trebuchet | - | - | - | 8 | 4 | - | - | - | - | - |- | Crewman | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 1 | 6+ |- | Engineer | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 1 | 6+ |} '''Crew:''' 5 Crewman '''Wargear: ''' Hand Weapon, Leather Armor. '''Special Rules:''' Trebuchet: Trebuchets 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 Trebuchet models may not move, only pivot, and require at least two crewman to make use of the special shooting attack. If a Trebuchet 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 a single boulder, or a grapeshot of rocks, with the following profiles- *Single Boulder: Move or Fire 1, Blast, Barrage, 18-72β range, S7AP3, Multiple Wounds (d6), rolls 2d6 armor penetration against buildings. *Grapeshot: Move or Fire 3d6(roll number of shots for each model each time), 48β range, S4AP0 Mechanical: The Trebuchet 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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