Scrollhammer: Kingdoms of High Rock

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Revision as of 00:08, 20 December 2012 by 1d4chan>FatherDuke (Created page with "It's not... it's not like I wanna start on a new army booklet already, geez. But... but if I did it might be this one. --~~~~ ==Introduction== ====History==== ====Land of ...")
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It's not... it's not like I wanna start on a new army booklet already, geez. But... but if I did it might be this one. --FatherDuke 00:08, 20 December 2012 (UTC)

Introduction

History

Land of the Direnni West

Bretons; the Manmeri

General Rules

Breton Racial Traits:

Orc Racial Traits:

Army List

Types of Lists

There are two different army lists, representing different sorts of Breton hailing from different regions. Though the people are quite similar, and unvaried visually and traditionally, they become increasingly barbaric and superstitious in the wilds.


Greater Bretony

More-so then nearly every other Province, High Rock has been beset by internal strife and war. Since time forgotten the land has been made up of five or so opposing Kingdoms, and countless further tiny fiefdoms. Most of the time these territories are able to just barely resist the call for war, instead happily interacting by espionage and political intrigue. When war marches upon High Rock (rather then stews within it) the Kingdoms may set aside their differences and unite, becoming a quite real engine of destruction.

A Greater Bretony, or Kingdom of High Rock army uses the following list:

Heroes: Hill-King, Sorcerer Lord, Warlock

Core: Peasantry, Men-at-arms, Pikemen, Squires

Elite: Caballarii, Cavalier, Spellswords

Support: Guild Magicians, Witch-Coven(0-1), Skirmishers, Turncoats, Battering Ram


Mongrels of the Western Reach

Even for Bretons, those that live within the reach are mongrels and barbarians. Aldmeri blood runs strong in the reachmen, who live willingly alongside Orc Shamans and witches. The dangerous Reachmagic is a source of interest among the more sophisticated Bretons, yet banned by the Mages Guild, who rightfully fear the wild and foul powers. Hamlets that refuse the sweet allure of dark magic instead become increasingly xenophobic and superstitious, beset by the witches and beasts that would consider them allies. As is often the case, a warlock might find themself ruling over the common folk (whether they desire it or not), or leading a noble astray with dark mutterings and spells.

A Mongrels of the Western Reach army uses the following list:

Heroes: Warlock, Hill-King

Core: Peasantry, Men-at-arms, Pikemen, Orc Savages

Elite: Caballarii, Cavalier(0-1), Spellswords

Support: Witch Coven, Skirmishers, Turncoats, Battering Ram

A Mongrels of the Western Reach may choose to take Witch Covens and Skirmishers as core. If these units are taken as Core, Men-at-arms and Pikemen must be taken as Elite instead, and no units of Cavalier may be taken.

Heroes

Hill-King

Sorcerer Lord

Warlock

Attendant

Core

Peasantry

Men-at-arms

Pikemen

Squires

Orc Savages

Elite

Caballarii

Cavalier

Spellswords

Support

Guild Magicians

Witch Coven

Skirmishers

Turncoats

Battering Ram

Equipment

Basic Equipment

Mounts

Magic Items

The Magic Items available to the Kingdoms of High Rock 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

Armor and Shields

Other Items

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:

Potion of Healing: Heals drinker on a d6 5+ on consumption. +5 pts

Potion of Magicka: Replenishes 1 Power Die on consumption. May be consumed at any time. +4 pts


Spells

School of Destruction

School of Conjuration

School of Alteration

School of Illusion

School of Mysticism

School of Restoration