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===Heroes=== ====Noble==== The Nobles of Elsweyr are the politicians, diplomats, and leaders of the southern Khajiit cities. Nobles are not necessarily born to nobility, as it is more of a honorary title for a financially and politically powerful Khajiit. The paths to wealth are many in Elsweyr- trading, fighting, or even smuggling goods. Because they frequently have questionably legal methods of financial backing, these 'noble' are all-to-often targets of backstabbing and power attempts by rivals. Still, the common Khajiit look up to these men and women, to a degree. For they too were once part of the common rabble, only to claw their way up onto the top of the heap. It is only fitting that these opportunistic scoundrels form the high ranks of the Khajiit. Hero. Independent Character, Skirmish, Infantry, Khajiit, Single Model {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv ! Cost |- | Suthay | 4 | 4 | 3 | 3 | 2 | 5 | 2 | 9 | 2 | 6+ | 50 |- | Ohmes | 4 | 4 | 3 | 3 | 2 | 4 | 2* | 9 | 3 | 6+ | 55 |- | Ohmes-raht | 4 | 4 | 3 | 4 | 2 | 5 | 2* | 9 | 4 | 6+ | 60 |- | Suthay-raht | 4 | 4 | 4 | 4 | 2 | 5 | 2 | 8 | 2 | 6+ | 60 |} '''Wargear: ''' Hand Weapon, Claws (*The Ohmes and Ohmes-raht do not have claws), Leather Armor. '''Spells:''' None '''Special Rules:''' The noble may be upgraded to a Great Noble for +20 pts. This provides the hero with +1 Ld and +1W. The noble may replace his or her hand weapon with: *Spear +4 pts *Javelins +6 pts The noble may replace his or her shield with an additional hand weapon for free A noble may take one of the following: *Shield or Second Hand Weapon +6 pts *Longbow or Shortbow +6 pts A noble may purchase: *Throwing weapons +6 pts A noble may replace items in both hands with: *Halberd +8 pts *Quarterstaff +10 pts *Greatsword +14 pts *Battle Axe +14 pts A noble may upgrade any number of his or her weapons to the following: *Silver +2 pts per weapon *Glass +6 pts per weapon *Ebony +10 pts per weapon *Daedric +25 pts per weapon (Great Noble only) A noble may replace his or her armor with: *Battle Garb +6 pts *Banded Mail +10 pts *Glass Armor +18 pts A noble may be mounted on a senche for +40 pts. A noble may be mounted on a War Elephant for +155 pts. If so, he loses Independent Character and becomes a Character instead. He becomes Monstrous Cavalry, and the War Elephant grants him +1 Toughness and +1 Leadership. The War Elephant is a Monstrous Creature with the following rules: :{| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | War Elephant | 4 | 0 | 6 | 6 | 5 | 2 | 4 | 6 | 0 | 4+ |} :'''Special Rules:''' Causes Terror, Stubborn :Implacable: The Elephant is naturally durable and additionally armored with quilted canvas and maille. This all provides it with a 4+ armor save. :Tamed Monster: War Elephants have the Bestial Instinct special rule, but while the Handler is alive, they may make any Leadership tests (even those required to be made on their own value) on the Handler's value instead. :The War Elephant may :*Upgrade its armor to Banded Mail for +20 pts, increasing the armor save to 3+. :*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. A mounted noble may take a lance for +10 pts. A mounted noble, if an Independent Character, may join a unit riding the same mount as himself/herself. A noble may take up to three spells from this book's spell list as follows: *Destruction Spells, casting cost 9+ or lower: +8 pts each *Alteration Spells, casting cost 9+ or lower: +8 pts each *Bound Weapon Spells: +8 pts each *Restoration Spells, casting cost 9+ or lower: +8 pts each, (Great Noble only) A noble may be given a Guardian Stone Blessing for +10 pts. One noble may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice. A Great Noble may not take the Battle Standard. A noble may take up to 60 pts of magic items from the armory where appropriate. A Great Noble may take any number of magic items from the armory where appropriate. ====Chieftain==== [[Image:khajiit_chief.jpg|thumb|300px|right]] The far north end of Elsweyr is home to warbands and nomadic tribes. Basic daily activities for these folk are a great strain, sometimes even a literal struggle, leaving many bitter and harried. Rival tribes are fought, wild-life hunted, and goods scrapped from the decaying husks of the once great civilization of Elsweyr. Within this realm these Khajiit are led by their chieftains. Born and raised to be warriors and leaders to their clans, these men and women fight for well-being and glory of their people. While not leading their men into war, or settling disputes, chieftains are able to be challenged by their clan-mates. This is normally a rare occurrence due to the high amount of respect chieftains command, but as a result these figures are only the most grizzled and capable of Khajiit warrior. Hero. Independent Character, Skirmish, Infantry, Khajiit, Single Model {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv ! Cost |- | Suthay | 5 | 3 | 4 | 4 | 2 | 5 | 2 | 9 | 2 | 4+ | 60 |- | Suthay-raht | 5 | 3 | 4 | 5 | 2 | 5 | 2 | 9 | 2 | 4+ | 65 |- | Cathay | 5 | 3 | 4 | 5 | 2 | 5 | 3 | 8 | 2 | 4+ | 75 |- | Cathay-raht | 5 | 3 | 5 | 5 | 2 | 4 | 3 | 8 | 2 | 4+ | 85 |} '''Wargear: ''' Hand Weapon, Claws, Shield, Battle Garb. '''Spells:''' None '''Special Rules:''' Stubborn The chieftain may be upgraded to a Great Chieftain for +20 pts. This provides the hero with +1A and +1W. The chieftain may replace his or her hand weapon with: *Spear +4 pts *Javelins +6 pts The chieftain may replace his or her shield with an additional hand weapon for free. A chieftain may take one of the following: *Second Hand Weapon +6 pts *Longbow or Shortbow +6 pts A chieftain may purchase: A chieftain may replace items in both hands with: *Halberd +8 pts *Greatsword +14 pts *Battle Axe +14 pts *Warhammer +16 pts A chieftain may upgrade any number of his or her weapons to the following: *Silver +2 pts per weapon *Glass +6 pts per weapon *Ebony +10 pts per weapon *Daedric +25 pts per weapon (Great Chieftain only) A chieftain may replace his armor with: *Banded Mail +6 pts *Glass Armor +12 pts *Daedric Armor +30 pts (Great Chieftain only) A non Cathay/Cathay-raht chieftain may be mounted on a senche for +40 pts. A Cathay or Cathay-raht chieftain may be mounted on a battlecat for +95 pts. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Cathay | 5 | 4 | 4 | 4(5) | 2 | 5 | 3 | 8 | 2 | 4+ |- | Cathay-raht | 5 | 4 | 5 | 4(5) | 2 | 5 | 3 | 8 | 2 | 4+ |- | Battlecat | 4 | 0 | 7 | 5 | 4 | 4 | 3 | 7 | 0 | 5+ |} :'''Special rules:''' :Monstrous Creatures, ridden as Monstrous Fast Cavalry. A Chieftain mounted on a Battle-cat loses Independent Character, becoming a Character instead. The Battle-Cat gives him +1 Toughness. :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 rider is slain, the Battle-Cat gains the Frenzy special rule. When hits or effects are directed between the two models, the rider is hit on a d6 1-3, rather than merely a 1-2. A mounted chieftain may take a Lance for +10 pts. A mounted chieftain, if an Independent Character, may join a unit riding the same mount as himself/herself. A chieftain may be given a Guardian Stone Blessing for +10 pts. One chieftain may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice. A Great Chieftain may not take the Battle Standard. A chieftain may take up to 80 pts of magic items from the armory where appropriate. A Great Chieftain may take any number of magic items from the armory where appropriate. ====Clan Mother==== Where the Nobles and Chieftains see to the bodily and mental needs of the people, the enigmatic Clan Mothers provide spiritual support for the Khajiit. These elderly women easily hold the most power among the Khajiit- for not only do they whisper of the teachings and lessons of Ahnurr and Fadomai, and of past myths and legends, but also see to the production and manufacture of the beloved Moon Sugar. Not even the Mane, or leader of the Khajiit is above the Clan Mothers in power- should they widely voice disapproval over a Mane's action it is immediately redacted. Beloved and immensely respected by the Khajiiti, the words and teachings of the Clan Mothers are regarded as law. While not a warrior per se, Clan Mothers are fully capable of marching out with their Khajiit clan. During battle these elderly Khajiit compliment the mainstay infantry with spells and commands, also providing much needed leadership. 140 pts (160 pts for Old Mother) Hero. Independent Character, Skirmish, Infantry, Khajiit, Single Model {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Clan Mother | 3 | 5 | 2 | 3 | 3 | 2 | 1 | 9 | 6 | -(5++) |- | Old Mother | 3 | 5 | 2 | 3 | 4 | 2 | 1 | 10 | 6 | -(5++) |} '''Wargear: ''' Hand Weapon, Claws, Robes (Unarmored clothing). '''Spells:''' Any combination of four spells from Mysticism or Restoration '''Special Rules:''' Fearless, Reserved Lessons of the Ancestral Mother: Clan Mothers may re-roll one dice each player turn and have a 5+ invulnerable save. If they are joined by a unit this reroll may be used for either the Clan Mother or the joined unit. The clan-mother may replace her hand weapon with: *Wizard’s staff +6 pts A clan mother may purchase: *Leather Armor +2 pts *Battle Garb +6 pts *Glass Armor +10 pts A clan mother may be mounted on a senche for +40 pts. A mounted clan mother, if an Independent Character, may join a unit riding the same mount as herself. A clan mother may take up to three additional spells from this book's spell list as follows: *Alteration Spells, casting cost 13+ or lower: +6 pts each *Restoration Spells, casting cost 9+ or lower: +8 pts each *Mysticism Spells, casting cost 13+ or lower: +8 pts each *Any Alteration Spell +10 pts *Any Restoration Spell +15 pts *Any Mysticism Spell +15 pts A clan mother may be given a Guardian Stone Blessing for +10 pts. A clan mother may take any number of magic items from the armory where appropriate. ====Alfiq-raht==== [[Image:alfiq-raht.jpg|thumb|400px|right]] Similar to the Alfiq, the Alfiq-raht is an immensely rare and uncommon form of Khajiit. In stature they are very similar to their smaller brethren, and equally intelligent. The main difference is that of their size- while the smaller Alfiq might be as much as twenty pounds, this particular kind weighs easily thrice that. In the presence of an Alfiq-raht it quickly becomes apparent that the beast is somewhat otherworldly. A mage might note the crackling nimbus of energy surrounding the thing, a warrior the intense glint in their eyes. Both observations would be acute- while the Alfiq-rahts are laziest among lazy forms of Khajiit, they are also surprisingly powerful spellcasters. That's not to say their services are easy to acquire - to beckon the beasts into combat or servitude they must first be heavily bribed by other Khajiit, doted upon with Moon Sugar and trinkets. When they are actually convinced to enter battle they are a spectacle to behold- gliding along the ground with graceful ease, silently dishing out impressive feats of magick, even hopping between Mundus and Oblivion seemingly at will. 100 pts Hero. Independent Character, Skirmish, Fast Beast, Khajiit, Single Model {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Alfiq-raht | 2 | 4 | 2 | 2 | 2 | 4 | 1 | 8 | 8 | 5+ |} '''Wargear: ''' Claws '''Spells:''' Flames, Chain Lightning, Levitate, Ward '''Special Rules:''' Reserved The Second Barrier (an Alfiq-raht's armour save may not be made worse than 5+) Nirnwalk: At any time during your turn you may announce the Alfiq-raht will nirnwalk, displacing itself from the mortal realm. This requires 2 Power Die to be spent but otherwise automatically succeeds. The Alfiq-raht is then moved to join a different friendly unit within 12" of its last position. This may only be done once per turn. If the Alfiq-raht is silenced or otherwise gains an effect that does not allow spellcasting it may not Nirnwalk. An Alfiq-raht may take up to three additional spells from this book's spell list as follows: *Any Alteration Spell +8 pts *Any Destruction Spell +20 pts *Any Illusion Spell +20 pts *Any Mysticism Spell +10 pts *Any Restoration Spell +8 pts *Destruction Spells, casting cost 13+ or lower: +10 pts *Illusion Spells, casting cost 13+ or lower: +10 pts *Summon Scamp (cast on 4+) +10 pts *Summon Flame Atronach (cast on 8+) +15 pts *Summon Dremora (cast on 9+) +20 pts *Summon Clannfear (cast on 11+) +30 pts *Summon Frost Atronach (cast on 12+) +30 pts *Summon Storm Atronach(cast on 15+) +50 pts *Summon Dremora Lord (cast on 22+) +130 pts An Alfiq-raht may be given a Guardian Stone Blessing for +10 pts. An Alfiq-raht may purchase any amount of magic items from the armory where appropriate- though it may only purchase rings and amulets.
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