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===Magic Items=== The Magic Items available to Warriors of Elsweyr are sorted into several categories. Classes of weapons, staves, light armor, heavy armor, and shields may only be taken by a model which is holding that type of item, and replaces the one he is holding. A model may take up to 3 consumables. Other items can be taken freely. Certain items may be further restricted to a particular model. Daedric Artifacts are included in the Artifacts supplement of the Core Rules, and are taken wherever specified for a model. Items listed as upgrades are enchantments that may be taken as a bonus on a weapon that has not already been enchanted; their cost is in addition to any other costs for the item. Items not listed as upgrades are replacements; their full cost is whatever amount is marked, and they may not be upgraded further. (Replacements are only available to models which could take that class of item to begin with). ====Weapons and Staves==== Staff of Levitation. Staff. Bearer gets +4 to rolls to cast Levitation. +5 pts. Hypha Weapon: Weapon has poison(5+) for +5 pts. Flame Weapon: Weapon upgrade for +8 pts. Weapon deals Flame damage and has Shred. May be upgraded again to a Scald Weapon for +12 pts, granting it Multiple Wounds(d3). Spark Weapon: Weapon upgrade for +8 pts. Weapon deals Shock damage and has Magicka Drain(1) on striking. May be upgraded again to a Blasting Weapon for +12 pts, causing it to resolve a S3AP0 shock hit with Magicka Drain(1) against the enemy unit for each unsaved wound it inflicts(whose wounds generate further similar hits until no wounds are dealt). Frost Weapon: Weapon upgrade for +8 pts. Weapon deals Frost damage, and models hit are Chilled until the end of next turn. May be upgraded again to a Cold Weapon for +12 pts, causing it to ignore armor saves. Sickly Weapon: Weapon upgrade for +6pts. Weapon is Poisoned(5+). May be upgraded again to a Deathly Weapon for +6pts, causing it to be Poisoned(4+). Wounding Weapon: Weapon upgrade for +8 pts. Enchanted weapon has Critical Strike. Devil Weapon: Weapon upgrade for +14 pts. You may choose for this weapon to count as a Bound Weapon (instead of its normal rules) each time you use it. If you do, bearer has a 6+ Ward Save against shock damage until the beginning of your next turn. Weapon of Striking: Melee weapons only, upgrade. +10 pts. +1 to hit. Weapon of Might: Melee weapons only, upgrade. +10 pts. +1 Strength. Thornblade: Weapon upgrade for +10 pts. This weapon strikes with +3 AP. Baadargo's Beatstick: Artifact. Hand weapon. +1 WS. Grants the bearer +2 S, except against models that have an enchanted helmet or an unmodified 4+ armor save (Discounting shields and other possible bonuses). +14 pts. Staff of Reckoning: Staff. If wielder is casting spells with both hands on one of your turns, he may fire this magical shooting attack once in addition to those spells: Move and Fire 1, Range 18". Models hit get -1 WS, -1 BS, -1 I, and -1 Mg until the beginning of your next turn. +8 pts. Staff of Peace: Staff. Enemy models in base contact with caster must make an Initiative check at the beginning of each Fight sub-phase. If they fail, they are Paralyzed until end of turn. +10 pts. Merrunz Blade: Artifact, Dagger. Once per game may be used as though it were a claymore, and yet still only use one hand. +15 pts Jinkblade: Sword or Dagger only, upgrade. +18 pts. Models hit are Paralyzed until the end of next turn. ====Armor and Shields==== Armour of Resist Element: Armour upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Armour of Elemental Negation for +15 pts, giving that same element -1 to wound against bearer. Flame/Shock/Frost Guard Robe: Unarmored Clothing upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Flame/Shock/Frost Eater Robe for +15 pts, giving that element -1 to wound against bearer. Armor of Resist Magic. Armor upgrade for +8 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage. Armor of Strength: Armor upgrade for +15 pts. Bearer has +1 S. Shield of Warding: Shield upgrade for +5 pts. Bearer may take an Initiative test each phase that he suffers one or more wounds from a shooting attack, before rolling saves. If bearer passes, and has a hand weapon that can normally be used to parry, he may use Parry against shooting attacks this phase(even if it came from a Monstrous Creature or a model with more than twice his WS). He may not, however, Parry any shooting attack that does not roll to hit in the normal manner. Shield of Resist Element: Shield upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer gets +1 to his armour save against that element. May be upgraded again to shield of Elemental Negation for +10 pts, giving bearer Feel No Pain against that element. Intravenous Muzzle: Helm. A DRUGS token spent on this model instead counts as two DRUGS tokens. +15 pts. Blood Belt: Belt. Bearer has +1 Wound. +30 pts. Bloodhunter's Helm: Artifact. Helm. Bearer gets -2 Ld, gains +1 T, and has the Frenzy Special rule. A DRUGS token spent on this model instead counts as two DRUGS tokens. +35 pts. Armor of the Mad Cat: Artifact. Armor of the Mad Cat is 5+ Light Armor. Bearer gains +1 I, +1 W, and Regenerate(5+). +40 pts. ====Other Items==== A model may only have one amulet and one ring. Amulet of Khenarthi: Amulet. Bearer has +1 Initiative. +6 pts. Adornments of Lorkhaj: Amulet. Bearer has +1 Magicka. +12 pts. Spiked Collar: Amulet. Bearer gains a 6+ armor save, or +1 to their armor save should they already have one. Enemy beasts have -1WS when attacking this model. +15 pts. Bone Charms: Amulet. Bearer has +1 Strength. +15 pts. Magus Ring: Ring. Bearer has +1 Magicka. +15 pts. Thauma Amulet: Amulet. Bearer gets +2 to casting rolls for Destruction Spells. +12 pts. Bounding Amulet: Amulet. Bearer gets +2 to casting rolls for Conjuration Spells. +12 pts. Warded Amulet: Amulet. Bearer gets +2 to casting rolls for Alteration Spells. +12 pts. Rajhin Pendum: Amulet. Bearer gets +2 to casting rolls for Illusion Spells. +12 pts. Amulet of the Stars: Amulet. Bearer gets +2 to casting rolls for Mysticism Spells. +12 pts. Balm Amulet: Amulet. Bearer gets +2 to casting rolls for Restoration Spells. +12 pts. Sheogorath Pendant: Amulet. Bearer gets +2 to casting rolls for Illusion Spells, and uses 1 less Power Die to Nirnwalk, should they be able to do so. +25 pts. Obsidian Phylactery: Ring. Bearer gains +1 Toughness and gets +2 to casting rolls for Alteration Spells. +30 pts. Charms of Enlightenment: Artifact. Amulet. Grants the bearer +1 Mg and +2 to all casting rolls. +45 pts. ====Consumables==== Consumables are available to all models which can purchase magic items. Consumables are 0-3. Scrolls can be read as many at a time as available at times where a model is casting spells with both hands. Scrolls autocast the spell written on them. Potions may be drunk once per player turn at the start of the turn. Scrolls: Scrolls are available for all spells in the army spell list except Summon/Necromancy spells. Scroll of Cast on 4+ or Lower Spell: +5 pts Scroll of Cast on 5-8+ spell: +10 pts Scroll of Cast on 9-12+ spell: +20 pts Scroll of Cast on 13-19+ spell: +30 pts Scroll of Cast on 20-25+ spell: +45 pts Scroll of Cast on 26+ or Higher spell: +60 pts Potions: The following potions are available to this army: Healing Potion: Heals drinker on a d6 5+ on consumption. +5 pts Magicka Potion: Replenishes 1 Power Die on consumption. May be consumed at any time. +4 pts Water-Breathing Potion: Drinker treats water features as Open Terrain and gains a 6+ cover save from being in them this turn. +2 pts Strong Potion of Healing: Heals drinker on a d6 2+ on consumption. +25 pts Strong Potion of Magicka: Replenishes Power Dice up to drinker's Mg on consumption. May be consumed at any time. +15 pts. Potion of Levitation: Drinker is a Flyer this turn if on foot. +5 pts Potion of Invisibility: Drinker is Invisible this turn. +12 pts Potion of Reflect: This turn, whenever an enemy shooting attack, melee attack or spell of any kind which would target or immediately effect drinker or drinker's unit, you may roll a d6. On a roll of 6, the attack or spell is negated, and unit from which it came takes a Strength d6 AP d6 hit. +5 pts Potion of Potent Remedy: Remove all ongoing Disease from drinker's unit. +6 pts Potion of Dispel: Remove all ongoing magical effects from drinker's unit. +10 pts Potion of Resist Element: Choose Flame/Frost/Shock when purchasing this for your army list. Grants Feel No Pain to drinker against that element this turn. +4 pts Potion of Resist Poison: Grants Feel No Pain against Poisoned attacks to drinker this player turn. +4 pts Potion of Element Shield: Choose Flame/Frost/Shock when purchasing this for your army list. Until end of turn, drinker gets a 6+ armor save if he does not already have an armor save, and a 4+ Ward Save against chosen element. +4 pts Potion of Agility: Drinker gets +1 I this turn. +4 pts Potion of Cleverness: Drinker counts as having +1 Mg at the beginning of your next turn. +4 pts Potion of Fast Hands: Drinker gets +1 WS this turn. +3 pts Potion of Marksmanship: Drinker gets +1 BS this turn. +4 pts Skooma: Drinker gets -3 Ld this player turn and loses all his Power Dice(or loses half his Power Dice if he is a Khajiit), and only replenishes up to half of his Mg at the beginning of your next turn instead of the normal amount. Drinker gets +1 I and may move, march and charge an additional 3" this turn. +4 pts. Moon Sugar: Eater gets -1 Ld this player turn and loses all his Power Dice(unless he is a Khajiit). Eater gets +1 I this player turn. +2 pts.
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