Scrollhammer: Kingdoms of High Rock

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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

[Description goes here]

55 pts (80 pts for King Elder)

Hero. Independent Character, Skirmish, Infantry, Breton. Single Model. A Hill-King or King Elder may take a retinue of up to 2 attendants, for +16 pts per model.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Hill-King 5 4 4 4 2 4 3 8 3 4+
King Elder 4 4 4 4 3 4 2 10 4 4+

Wargear: Hand Weapon, Shield, Maille armor.

Spells: None

Special Rules: Stubborn

Young and Not-So Wise: Hill-Kings may not refuse a challenge, though they may have an attendant fight in their place when challenged.

Commanding Presence: Friendly units within 12" of a Hill-King who is not fleeing may re-roll failed Morale Tests, except for those required by spell effects. This is increased to a range of 18" for King Elders.

A Hill-King may replace his hand weapon with:

  • Spear +4 pts

A Hill-King may take one of the following:

  • Shield or Second Hand Weapon +5 pts
  • Throwing weapons +8 pts

A Hill-King may replace items in both hands with:

  • Halberd +8 pts
  • Greatsword +14 pts
  • Battle Axe +14 pts
  • War Hammer +14 pts

A Hill-King may upgrade any number of his weapons to the following:

  • Elven +3 pts per weapon
  • Glass +6 pts per weapon
  • Ebony +10 pts per weapon
  • Daedric +25 pts per weapon (King Elder only)
  • Master Crafted +8 pts per weapon

A Hill-King may replace his armor with:

  • Leather Armor (free)
  • Glass Armor +8 pts
  • Full Plate Armor +12 pts
  • Ebony Armor +18 pts

A Hill-King may be mounted on a Warhorse for +25 pts.

A mounted Hill-King may take a Lance for +10 pts.

A Hill-King may take up to two spells from this book's spell list as follows:

  • Destruction Spells, cast on 9+ or less: +8 pts each
  • Alteration Spells, cast on 9+ or less: +5 pts each
  • Restoration Spells, cast on 9+ or less: +5 pts each
  • Bound Weapon Spells: +8 pts each

A Hill-King may be given a Guardian Stone Blessing for +10 pts.

A Hill-King may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice.

A Hill-King may take up to 40 pts of magic items from the armory where appropriate. A King Elder may take any number of magic items from the armory where appropriate.


Sorcerer Lord

[Description]

125 pts

Hero. Independent Character, Skirmish, Infantry, Breton. Single Model. A Sorcerer Lord may take a retinue of up to 2 attendants, for +16 pts per model.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Sorcerer Lord 3 4 3 3 3 2 2 9 7(8) -

Wargear: Wizard Robes, Sorcerer Staff.

Spells: A Sorcerer Lord knows 3 spells, other than Summon Daedra spells, of your choice.

Special Rules:

Conjurer: A Sorcerer Lord may have all the Summoned Daedra he has payed for Summoned in play simultaneously, but may only purchase one of each spell. Their mer blood additionally confers them a +2 bonus to casting Conjuration spells.

The Sorcerer may take up to 3 additional spells from these schools of magic for the following costs:

  • Any spell (other than Summon Daedra or Necromancy) cast on 13+ or lower from the spell list: +15 pts
  • Any spell (other than Summon Daedra or Necromancy) cast on 14+ or higher from the spell list: +25 pts
  • Summon Scamp (cast on 4+) (+10pts)
  • Summon Hunger (cast on 7+) (+15pts)
  • Summon Flame Atronach (cast on 8+) +15pts
  • Summon Dremora (cast on 9+) (+20pts)
  • Summon Golden Saint (cast on 9+) (+20pts)
  • Summon Dark Seducer (cast on 9+) (+20pts)
  • Summon Winged Twilight (cast on 11+) (+30pts)
  • Summon Clannfear (cast on 11+) (+30pts)
  • Summon Frost Atronach (cast on 12+) (+30pts)
  • Summon Storm Atronach (cast on 15+) (+50pts)
  • Summon Daedroth (cast on 20+) (+100pts)
  • Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz)

A Sorcerer Lord may take an Atronach Familiar(in addition to any one spell that is not Summon Daedra or Necromancy). This grants the Sorcerer the ability to buy an additional spell from their spell list, and a Summoning spell, for a cost depending on the nature of the creature Summoned:

  • Summon Flame Atronach (cast on 8+) (+51pts)
  • Summon Frost Atronach (cast on 12+) (+64pts)
  • Summon Storm Atronach (cast on 15+) (+80pts)

Rules for using Daedra are found here: Scrollhammer: Daedra Cults. Note that the Sorcerer Lord may not have a familiar and Summon Daedra spell of the same kind.

The Sorcerer Lord may replace their Wizard robes with:

  • Leather Armor +6 pts
  • Maille Armor +12 pts
  • Glass Armor +18 pts

A Sorcerer Lord may be mounted on a Warhorse +25 pts.

A Sorcerer Lord may be given a Guardian Stone Blessing for +10 pts.

A Sorcerer Lord may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice.

A Sorcerer Lord may purchase any amount of magic items from the armory where appropriate.


Warlock

[Description]

110 pts

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

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Warlock 2 4 2 3 2 2 2 8 7(8) -

A Warlock may be changed to

  • Orc for +? pts
  • Imperial for +? pts

Wargear: Tattered Robes, Dagger, Sorcerer Staff.

Spells: Earwig, Shadow-Weave, Mindless Frenzy, Poison-blast

Special Rules:

Beautiful Visage: Warlocks and Witches are concealed by a magick illusion that confers upon them great beauty. Other common races are at -2WS and -1BS to strike them. Upon being wounded (by anything) this special rule is lost. Note that units that happen to be Immune to Illusion may ignore this rule altogether.

Reachmagic: At any time during your turn, you may nominate a friendly model within 2" of the Warlock. Roll a dice- on a result of 5+, an additional Power Die is granted to the Warlock. On 4- the targeted model is automatically wounded yet still confers a Power Die if slain.

The Warlock may take up to 2 additional spells from these schools of magic for the following costs:

  • Any spell (other than Summon Daedra) cast on 13+ or lower from the spell list: +15 pts
  • Any spell (other than Summon Daedra) cast on 14+ or higher from the spell list: +25 pts
  • Summon Hunger (cast on 7+) (+15pts)
  • Summon Flame Atronach (cast on 8+) +15pts
  • Summon Dremora (cast on 9+) (+20pts)
  • Summon Golden Saint (cast on 9+) (+20pts)
  • Summon Dark Seducer (cast on 9+) (+20pts)
  • Raise Skeletons (cast on 10+) (+25pts)
  • Summon Clannfear (cast on 11+) (+30pts)
  • Summon Frost Atronach (cast on 12+) (+30pts)
  • Summon Storm Atronach (cast on 15+) (+50pts)
  • Summon Daedroth (cast on 20+) (+100pts)
  • Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz)

A Warlock may take up to three unbound familiars. For every 20 points spent in this fashion they may purchase an additional spell of your choice for the normal cost. Unbound familiars may not be re-summoned when slain, but multiples of the same kind may be purchased.

  • Flame Atronach (+11pts)
  • Dremora Warrior (+14pts)
  • Frost Atronach (+24pts)
  • Skeleton Champion (+?pts)
  • Wraith (+?pts)

Rules for using Daedra are found here: Scrollhammer: Daedra Cults.

The Warlock may replace their Tattered Robes with:

  • Leather Armor +6 pts
  • Mail Armor +12 pts
  • Glass Armor +18 pts

A Warlock may be mounted on a Warhorse +25 pts.

A Warlock may be given a Guardian Stone Blessing for +10 pts.

A Warlock may purchase any amount of magic items from the armory where appropriate.


Attendant

[Description]

Attendants are not Hero choices in their own right, but may be taken as bodyguard upgrades for various models. Infantry, Breton. Unit size and formation are determined by what model they are attached to.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Attendant 4 3 4 3 1 4 2 7 2 5+

Wargear: Hand Weapon, Shield, Maille Armor

Spells: None.

Special Rules: Stubborn, Precision

Hands: Attendants are always purchased along with an Independent Character. The Character and his Attendants function together as a single Independent Character, except while the Character is in a challenge. Attendants cannot Look out Sir!, but may receive Look out Sir! hits, wounds and effects from the character they are protecting. An Attendant adopts the unit size and formation of the unit he is attached to, and always functions as part of the Independent Character he is attached to(while remaining a separate model), with the exceptions described above.

Less-then-honorable: If the joined character is in a challenge, one of the Attendants may attempt to make a rear attack onto the enemy's character. Roll for Initiative- on a success a single melee attack automatically strikes the enemy character. Regardless of what happens, if the enemy character is part of a unit (either has a retinue or joined a unit), the attendant is mercilessly hacked down and removed from the game.

Any number of Attendants may replace their Hand Weapon with:

  • Dagger (free)

Any number of Attendants may replace both hands with:

  • Great Weapon or Poleaxe +6 pts per model
  • Bow or Short Bow +2 pts per model

Any number of Attendants may replace their armor with:

  • Leather (free)
  • Full Plate Armor +6 pts per model

Any number of Housecarls may upgrade any number of their weapons to:

  • Poisoned(4+) +10 pts per weapon

If the model protected by the Attendant is mounted, each Attendant must also be mounted for +8 pts each. A mounted Attendant may take a Lance for +3 pts.

Each Attendant may take up to 15 points of magic items from the armory where appropriate.


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