Scrollhammer: Kingdoms of High Rock
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