Scrollhammer: Order of the Black Worm: Difference between revisions

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*Altmer for +2 pts per model
*Altmer for +2 pts per model


'''Wargear''':
'''Wargear''': Necromancer Robes, Wizard's Staff, Dagger


'''Spells''':
'''Spells''':
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'''Wargear''':
'''Wargear''':
Staff of Worms: ?????
Robes of the Worm King: ?????


'''Spells''':
'''Spells''':
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===Basic Equipment===
===Basic Equipment===
Necromancer Robes are unarmored clothing
Wizard's Staff is a staff which lets the bearer reroll 1 Power die per game turn(the second result must be kept).




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====Other Items====
====Other Items====


Necromancer's Amulet:
Ahzidal's Ring of Necromancy: Artifact, Ring. ?????
 
Necromancer's Amulet: Artifact, Amulet. ?????


Tome of Unlife: ?????
Tome of Unlife: Artifact. ?????


====Consumables====
====Consumables====

Revision as of 14:59, 19 December 2012

I'll start working on this later. Eventually. Maybe. --Dagoth Guy 15:26, 18 December 2012 (UTC)

Introduction

[lore and stuff goes here]

General Rules

Shade of the Revenant: A model with this rule is able to use Soul Trap on Common Race models.

Diseases

Grave Chill: ?????

Carrion Worms: ?????

Slug Famine: ?????

Corpse Counts

  • The Corpse Counts may freely be accessed by all players
  • For every model that dies on the table top, the Corpse Counts increase.
  • When ever a Corpse Count is used to create undead, the count used is reduced by the number of undead created.

Fresh Corpse Count

  • Most living models will add to the Fresh Corpse Count when they die. This includes all Common Races as well as some others, such as Falmer.
  • The Fresh Corpse Count may be used to create "fleshy" undead (Zombies, Mummies, Bonewalkers, etc.).

Decayed Corpse Count

  • When a fleshy undead model dies, it adds to the Rotted Corpse Count.
  • The Rotted Corpse Count may be used to create skeletal undead (Skeletons, Skeleton Champions, Bonelords, etc.).
  • Skeletal undead do not add to the Corpse Counts when slain.

Army List

Overview

Heroes: Elder Necromancer, Lich, Sload Warlock

Core: Skeletons, Zombies, Ghosts

Elites: Skeleton Champions, Wraiths, Mummies, Worm Anchorites

Support: Necromancer Cabal, Thrassian Plaguewrights, Worm Eremites

Heroes

Master Necromancer

[description goes here]

? pts (? pts for [Grim/Dark/Dread/Something, I don't know] Archimandrite )

Hero. Independent Character, Skirmish, Infantry, Imperial. Single Model

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Master Necromancer 2 4 2 3 2 2 2 9 6(7) -
[Whatever] Archimandrite 2 4 2 3 3 2 2 9 7(8) -

A Master Necromancer may be changed to

  • Breton for +? pts
  • Altmer for +? pts

Wargear:

Spells:

Special Rules:


Lich

[description goes here]

? pts.

Hero. Independent Character, Skirmish, Infantry, Undead. Single Model.

40mm x 40mm base.

Name WS BS S T W I A Ld Mg Sv
Lich 2 5 4 4 5 2 2 10 8 6+

Wargear:

Spells:

Special Rules:


Sload Warlock

[description goes here]

? pts.

Hero. Independent Character, Skirmish, Infantry, Sload. Single Model.

Name WS BS S T W I A Ld Mg Sv
Sload Warlock ? ? ? ? ? ? ? ? ? ?

Wargear:

Spells:

Special Rules:


Core

Skeletons

Throughout Tamriel, the long-dead lurk in the shadows, only bones remaining, but nevertheless moving with mysterious unlife. Many of these skeletons are servants of necromancers; others, damned souls cursed to walk Nirn even after all their flesh has rotted away. But all are silent, mindless killers, deserving no pity from the living.

4 pts per model.

Core. Horde, Infantry, Undead. 10-40 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Skeleton 3 3 2 2 1 2 1 5 0 -

Wargear: Skeletons carry a Hand Weapon and Shield.

Special rules:

Skeletons cause Fear.

The entire unit may replace its Hand Weapons and Shields with:

  • Short Bow (free)
  • Longbow (free)
  • Spear and Shield (+1 pts/model)


Zombies

[description goes here]

? pts per model.

Core. Horde, Infantry, Undead. ?-? models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Zombie 2 2 3 4 1 1 1 5 0 -
Dread Zombie 3 3 3 4 2 2 1 7 0 -

Wargear: none

Special rules:

Zombies cause Fear.

The entire unit may be upgraded to:

  • Dread Zombies +? pts per model


Ghosts

[description goes here]

4 pts per model.

Core. Horde, Infantry, Undead. 10-60 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Ghost 2 0 2 2 1 2 1 5 2 -

Wargear: none

Special Rules:

Ghostly: Ghostly models ignore difficult and dangerous terrain. They are Ethereal(see the Scrollhammer rulebook) and Immune to Frost.


Elites

Skeleton Champions

[description goes here]

? pts per model.

Elite. Skirmish, Infantry, Undead. ?-? models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Skeleton Champion ? ? ? ? ? ? ? ? ? ?

Wargear: Skeleton Champions carry a Hand Weapon and Shield.

Special rules:

Skeleton Champions cause Fear.

The entire unit may replace its Hand Weapons and Shields with:

  • Longbow (free)
  • Spear and Shield +1 pts per model
  • Pike +2 pts per model
  • Great Weapon or Poleaxe +5 pts per model

The entire unit may take:

  • Plate Armour(5+) +3 pts per model

Wraiths

[description goes here]

? pts per model.

Elite. Horde, Infantry, Undead. ?-? models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Wraith 3 0 3 3 1 3 2 7 2 -
Gloom Wraith ? ? ? ? ? ? ? ? ? ?

Wargear: none

Special Rules:

Wraiths cause Fear.

Ghostly: Ghostly models ignore difficult and dangerous terrain. They are Ethereal(see the Scrollhammer rulebook) and Immune to Frost.

The entire unit may be upgraded to:

  • Gloom Wraiths +? pts per model


Mummies

[description goes here]

? pts per model.

Elite. Horde, Infantry, Undead. ?-? models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Mummy ? ? ? ? ? ? ? ? ? ?
Greater Mummy ? ? ? ? ? ? ? ? ? ?

Wargear: none

Special rules:

Mummies cause Fear.

One model may be upgraded to:

  • Greater Mummy +? pts


Worm Anchorites

[descripion goes here]

? pts per model.

Elite. Skirmish, Infantry, Imperial. ?-? models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Worm Anchorite ? ? ? ? ? ? ? ? ? ?

Worm Anchorites may be changed to

  • Breton for +1 pts per model
  • Altmer for +2 pts per model

Wargear:

Spells:

Special Rules:


Support

Necromancer Cabal

[description goes here]

? pts per model.

Support. Skirmish, Infantry, Imperial. ?-? models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Necromancer 3 3 3 3 1 3 1 8 5 -

Necromancers may be changed to

  • Breton for +1 pts per model
  • Altmer for +2 pts per model

Wargear: Necromancer Robes, Wizard's Staff, Dagger

Spells:

Special Rules:


Thrassian Plaguewrights

[description goes here]

? pts per model.

Support. Skirmish, Infantry, Sload. 3-6 models per unit.

?mm x ?mm base.

Name WS BS S T W I A Ld Mg Sv
Plaguewright ? ? ? ? ? ? ? ? ? ?

Wargear:

Spells:

Special Rules:


Worm Eremites

[desciption goes here]

? pts per model.

Support. Skirmish, Infantry, Undead. 1-4 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Worm Eremite ? ? ? ? ? ? ? ? ? ?

Wargear:

Spells:

Special Rules:


Special Characters

Mannimarco, the King of Worms

[description goes here]

? pts.

Mannimarco may be taken as a Hero choice. Independent Character, Skirmish, Infantry, Undead. Single Model.

? x ? base.

Name WS BS S T W I A Ld Mg Sv
Mannimarco ? ? ? ? ? ? ? ? ? ?

Wargear:

Staff of Worms: ?????

Robes of the Worm King: ?????

Spells:

Special Rules:


N'Gasta

[description goes here]

? pts.

N'Gasta may be taken as a Hero choice. Independent Character, Skirmish, Infantry, Sload. Single Model.

? x ? base.

Name WS BS S T W I A Ld Mg Sv
N'Gasta ? ? ? ? ? ? ? ? ? ?

Wargear:

Spells:

Special Rules:


Equipment

Basic Equipment

Necromancer Robes are unarmored clothing

Wizard's Staff is a staff which lets the bearer reroll 1 Power die per game turn(the second result must be kept).


Magic Items

Weapons and Staves

Armor and Shields

Bloodworm Helm: Bizarre in appearance, the Bloodworm Helm is a construct of eldritch bone. Forged through the dark magic of Mannimarco, King of Worms, it grants dark powers of sorcery to its wearer. Whoever bears it on his head becomes immersed in the black rites of the King of Worms, and the dead beckon to his command from their graves. Artifact, Helm. The bearer of the Helm of Worms may reroll any number of Power Dice each time he attempts to cast a Necromancy spell. He must abide by the second result. Undead he Summons have +1WS +1S. +25 pts.

Mantle of Woe: ?????


Other Items

Ahzidal's Ring of Necromancy: Artifact, Ring. ?????

Necromancer's Amulet: Artifact, Amulet. ?????

Tome of Unlife: Artifact. ?????

Consumables

Spells

School of Destruction

School of Conjuration

Summon: (casting requirements vary) A Summoned unit is an upgrade for caster, kept in reserve, and may not enter play by any normal means. See the Scrollhammer Rulebook for further information on Summoning.

Raise Skeletal Minion: Cast on 7+, Summon Horde. Cast during your movement phase. Summon a Skeleton with no upgrades.

Raise Skeletons: Cast on 10+, Summon Horde. Cast during your movement phase. Summon d3 Skeletons with no upgrades.

Raise Skeletal Horde: Cast on 20+, Summon Horde. Cast during your movement phase. Summon 2d6 Skeletons with no upgrades.

Invoke Ghost: Cast on 7+, Summon Horde. Cast during your movement phase. Summon a Ghost with no upgrades.


School of Necromancy

Atrophy: ?????

Apoptosis: ?????

Raise Undead: (casting requirements vary) An animated unit is an upgrade for caster, kept in reserve, and may not enter play by any normal means. For every undead model raised through Necromancy, the appropriate Corpse Count must be reduced. See the Scrollhammer Rulebook for further information on Summoning.

Animate Skeletal Minion: Cast on 7+, Summon Horde. Cast during your movement phase. Summon a Skeleton with no upgrades.

Animate Skeletons: Cast on 10+, Summon Horde. Cast during your movement phase. Summon d3 Skeletons with no upgrades.

Animate Skeletal Horde: Cast on 20+, Summon Horde. Cast during your movement phase. Summon 2d6 Skeletons with no upgrades.

Animate Zombie Minion: Cast on 7+, Summon Horde. Cast during your movement phase. Summon a Zombie with no upgrades.

Animate Zombies: Cast on 10+, Summon Horde. Cast during your movement phase. Summon d3 Zombies with no upgrades.

Animate Zombie Horde: Cast on 20+, Summon Horde. Cast during your movement phase. Summon 2d6 Zombies with no upgrades.

Animate Dread Zombie Minion: Cast on ?+, Summon Horde. Cast during your movement phase. Summon a Dread Zombie with no upgrades.

Animate Dread Zombies: Cast on ?+, Summon Horde. Cast during your movement phase. Summon d3 Dread Zombies with no upgrades.

Animate Dread Zombie Horde: Cast on ?+, Summon Horde. Cast during your movement phase. Summon 2d6 Dread Zombies with no upgrades.


School of Alteration

School of Illusion

School of Mysticism

School of Restoration