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

Blah blah blah. More blah.

The following book contains the rules necessary to field a Kingdoms of High Rock army in games of Scrollhammer.

History

Land of the Direnni West

Bretons; the Manmeri

General Rules

Racial Traits

Breton Racial Traits:

Dragon Skin: Bretons have long since been annealed to the mystical energies of Aehtherius- not only is their very blood magick in nature, but the ages of oppression under their Aldmer masters have made them extremely resilient to such powers. Bretons gain +2 to their Ward Save against all spells. If they do not already have a Ward Save, this ability grants them a 5+ Ward Save against spells.

Intuitive Conjurers: As another side-effect of their mer heritage, Bretons find it rather easy to learn Conjuration and similar defensive magicks. It is unsurprising that many of the greatest Conjurers of history hail from High Rock. Many of the Bretons in this list have a bonus to their Magicka or a bonus to Conjuration, both of which are included in their profile


Orc Racial Traits:

The Cursed: Orcs gain +1 to their Ward Save against all spells. If they do not already have a Ward Save, this ability grants them a 6+ Ward Save against spells.

Berserk: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Orcs. Once per game, you may have each unit marked thus become Frenzied, provided the majority of the models are still Orcs.


The Lance Formation

The Lance is a formation of Breton Knights, consisting of a single fore-front bearer, with two Knights behind him, three behind them, and so on forming a pointed wedge. At full charge the formation can burst an enemy formation apart and send foes scattering from the field in a rout.


Forming A Lance: A unit of Caballarii or Cavaliers can deploy in a Lance formation at the start of the game. Alternatively, the unit can adopt a Lance formation during their movement phase by reforming. The Cavalry's leader remains where he is and the unit is rearranged behind him. Cavalry in a Lance formation can adopt a normal formation in the same way, the unit reforming around the leader model. A reforming maneuver takes a unit it's entire movement phase - so a unit which forms into our out of a lance cannot move further then turn.

When arranging the Lance formation the unit's leader is always placed in the front. Joined characters do not need to take up the front of the formation, unless the joined character happens to be a Hill-King (but not King Elder). The unit's standard, musician, and any other characters are placed as near to the front as possible. The rearmost row may be lacking sufficient men to fill it. In this case place models to either edge first, and leave any gaps in the middle of the rank.


Maneuvering And Moving: A lance can maneuver by wheeling; it cannot turn. When wheeling measure from the widest rank. Otherwise, when moving the unit make all measurements from the front model in the formation.


Close Combat: In combat the Lance formation is positioned against the enemy unit with the leading model in contact and the wedge arrayed behind him. This represents the moment of contact- we might image the Lance piercing the enemy ranks and breaking through, or the Lance scattered by the enemy's stout resistance. Only the combat will tell!

All the models at the edge of the Lance can fight if there are enemy directly in front of them, as shown on the image. All enemy models directly in front of the wedge can fight back. All fighting models are considered to be 'touching' the enemy where such a distinction is called for.


Rank Bonus: In a lance formation the cavalry get +1 combat bonus for each rank behind the first, up to a maximum of 3 extra ranks (+3 bonus). A rank which is not full does not count.


Flanks: A Lance formation has no flanks as such- the long sides of the wedge are counted as its front. An enemy is not permitted to overlap onto the sides of the formation.

An enemy charging the sides of the Lance does not count as charging the flank of the unit. No bonuses are earned on combat results, and no panic test is required for a flank charge.

if a Lance is already engaged in combat and is charged from the side, the enemy is aligned against the side of the Lance formation, where possible. In this case enemy models aligned against the side are allowed to fight, and models directly in front of the lance can fight as normal. The cavalry models facing both enemy units can fight either the original unit to their front or the unit to the side, or can divide their attacks as you prefer.


Casualties: Casualties are removed from the rearmost rank, assuming that men who fall in combat are replaced by those pushing forward from behind. When removing casualties leave models at the edge of the formation so they can continue to fight.

If a character is slain his position can be taken by another knight once the combat is over.


Combat Results: After combat is completed cavalry can maintain their Lance formation or immediately adopt a regular formation of one or more ranks. To adopt a regular formation move the cavalry forward, dividing the unit equally to the left and right of the leader.

Cavalry in a lance formation cannot lap round an enemy's flank as can a regular unit. However, if the cavalry adopt a regular formation they can clap around that turn, assuming of course, they won the combat and that their new formation extends to the enemy's flank.

If the Lance succeeds in breaking the enemy unit, the cavalry can either maintain the Lance formation or adopt a regular formation as they Consolidate or make their Sweeping Advance.


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. (* is either, 1+)

Core: Peasantry, Men-at-arms, Pikemen, Squires, Scouting Party(0-1)

Elite: Caballarii, Cavalier, Spellswords

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


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(1+), Hill-King

Core: Peasantry, Men-at-arms, Pikemen, Scouting Party(0-1), 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 +20 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

You there, fight!: While on foot Hill-Kings may not refuse a challenge, though they may have an attendant fight in their place when challenged. if mounted they are forced to take part in the challenge regardless of present attendants. Note that King Elders may ignore this rule.

Young and Not-So Wise: If mounted and part of a Lance formation, Hill Kings are required to fulfill the role of fore-front bearer. They must form up the first rank. Note that King Elders may ignore this rule.

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:

  • 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 be upgraded into a Spellsword for +25 pts. This grants the King +1 Magicka, Soldier of Fortune, and Battle Magi. See the Spellswords entry for these Special Rules.

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 +20 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
  • Bound Weapon Spells: +8 pts each
  • 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 3 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, mortal 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 accompanied Character is in a challenge one of the Attendants may attempt to make a rear attack onto the enemy's character before any blows are struck. Roll for Initiative- on a success a single melee attack automatically strikes the enemy character, as if the attendant had charged from cover. 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 both hands with:

  • Dagger and hand weapon (free)
  • Two hand weapons (free)
  • Great Weapon +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 Attendants 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

[Text block]

4 pts per model. Core. Horde, Infantry, Breton. 10-30 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Peasant 2 2 3 3 1 2 1 6 2 -
Champion 2 2 3 3 1 2 3 6 2 -

Wargear: Spears

Special Rules:

The Downtrodden Many: The courage of Peasant blocks are held together by a string- at any one moment they might flee for their lives, especially when presented with massive fire-breathing dragons or great engines of Corprus-flesh. If a friendly non-peasant unit within 12" flees, this unit must likewise make a morale check or flee.

The Champion happens to be a Character, somehow.

The entire unit may:

  • Upgrade one model to Champion for +8 pts.
  • Upgrade one model to Standard Bearer for +2 pts
  • Upgrade one model to Musician for +2 pts

The entire unit may:

  • Take shields for +0.5 pts per model
  • Upgrade armor to Leather Armor for +0.5 pts per model
  • Replace all weapons with Bows, and take a Dagger for +1 pt per model
  • Replace all weapons with Pikes for +1 pt per model

The Champion may upgrade his armor from Leather to Maille for +4 pts.

The Champion may take up to 6 pts of magic items where appropriate from the armory.


Men-at-arms

[Description]

6 pts per model. Core. Fight in Ranks, Infantry, Breton. 10-20 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Men-at-arms 3 3 3 3 1 3 1 7 2 5+
Sergeant 3 3 3 3 1 3 2 8 2 5+

Wargear: Hand Weapon and Light Mail

Special Rules: None

The Sergeant is a Character.

The entire unit may:

  • Upgrade one model to Sergeant for +6 pts.
  • Upgrade one model to Standard Bearer for +4 pts
  • Upgrade one model to Musician for +4 pts.

The entire unit may:

  • Upgrade their armor to Full Plate Armor for +2 pts per model
  • Take shields for +1 pt per model

The entire unit may replace both hands with:

  • Spear and Shield +1 pt per model
  • Halberd +2 pt per model
  • Great Weapon +3 pt per model

The Sergeant may take up to 10 points worth of magic items where appropriate from the armory.


Pikemen

[Description]

6 pts per model. Core. Fight in Ranks, Infantry, Breton. 10-30 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Pikeman 3 3 3 3 1 3 1 7 2 6+
Sergeant 3 3 3 3 1 3 2 8 2 6+

Wargear: Spears and Light Maille

Special Rules:

Pike Drilling: Pikemen have the Wall-of-Death rule as normal, granted by their pikes. In addition they also get +2 Strength +2 AP against charging or counter-attacking Monstrous Creatures and charging or counter-attacking Monstrous Fliers- but only if said enemies attack from the front.

The Sergeant is a Character.

The entire unit may:

  • Upgrade one model to Champion(+1 A) for +6 pts.
  • Upgrade one model to Standard Bearer for +4 pts
  • Upgrade one model to Musician for +4 pts

The entire unit may:

  • Upgrade armor to Maille for +2 pts per model

The Sergeant may take up to 10 pts of magic items where appropriate from the armory.


Squires

[More text]

5 pts per model. Core. Fight in Ranks, Infantry, Breton. 10-20 models per unit.

25mm x 25mm base.

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

Wargear: Hand Weapon and Maille

Special Rules: None

The Yeoman is a Character.

The entire unit may:

  • Upgrade one model to Yeoman for +5 pts.
  • Upgrade one model to Standard Bearer for +4 pts
  • Upgrade one model to Musician for +4 pts.

The entire unit may:

  • Take shields for +1 pt per model
  • Take an additional hand weapon for +1 pt per model
  • Be mounted on Horses for +5 pts per model. Mounted Squires may not take ranged weapons.

The entire unit may replace both hands with:

  • Longbow +3 pts per model
  • Greatsword for +3 pts per model

The Yeoman may upgrade his armor from Maille to Full Plate Armor for +6 pts.

The Yeoman may take up to 10 pts of magic items where appropriate from the armory.


Scouting Party (0-1)

[Description]

8 pts per model. Core. Skirmish, Infantry, Breton. 5-15 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Scout 3 4 3 3 1 3 1 7 1 6+
Veteran 4 4 3 3 1 3 2 7 1 6+

Wargear: Longbow, Hand Weapon, Leather Armor

Special Rules: Scout, Move Through Cover.

One model per unit may be upgraded to a Veteran for +10 pts.

The entire unit may take:

  • Shields for +1 pt a model
  • Scaled Maille for +3 pts a model
  • Javelins for +2 pts a model

The entire unit may replace their Longbows with:

  • Crossbows (free)
  • Spear and Shield (free)

The Veteran may take up to 10 points of magic items from the armory where appropriate.


Orc Savages

[Another unit description]

5 pts per model. Core. Horde, Infantry, Orc. 10-30 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Savage 3 2 4 3 1 2 1 7 1 6+
Champion 3 2 4 3 1 3 3 7 1 6+

Wargear: Hand Weapon and Shield

Special Rules: Frenzy

The Champion is a Character.

The entire unit may:

  • Upgrade one model to Champion for +10 pts.
  • Upgrade one model to Standard Bearer for +4 pts
  • Upgrade one model to Musician for +4 pts.

The entire unit may:

  • Take Throwing Weapons for +1 pt per model
  • Take Leather Armor for +2 pts per model

Any number of models may replace both hands with:

  • Spear and Shield +1 pt per model
  • Bow or Short Bow +2 pts per model
  • Halberds +2 pts per model
  • Great Weapon +3 pts per model

The Champion may take Leather Armor for +2 pts, or upgrade their armor from Leather to Maille for +4 pts.

The Champion may take up to 10 pts of magic items where appropriate from the armory.


Elite

Caballarii

[Description]

14 pts per model. Elite. Fight in Ranks, Cavalry, Breton. 6-15 models per unit.

25mm x 50mm base.

Name WS BS S T W I A Ld Mg Sv
Caballarii 4 3 3 3(4) 1 3 1(2) 8 3 5+
Sergeant 4 3 3 3(4) 1 3 1(2) 9 3 5+

Wargear: Hand Weapon, Shield, Light Maille. Warhorse.

Spells: None

Special Rules: Lance Formation

Practiced Casters: Each of the Caballarii have different levels of magick expertise- the unit may purchase different spells among themselves.

The Sergeant is a Character.

The entire unit may:

  • Upgrade one model to Sergeant for +13 pts
  • Upgrade one model to Standard Bearer for +7 pts
  • Upgrade one model to Musician for +7 pts.

Any number of models may replace their hand weapon and shield with any of the following:

  • Spear and Shield (free)
  • Two Hand Weapons (free)
  • Great Weapon +5 pts per model
  • Bow +3 pts per model
  • Short Bow +3 pts per model

Any number of models may replace their armor with any of the following:

  • Maille or Plate Armor +4 pts per model
  • Scaled Mail +5 pts per model
  • Full Plate Armor +10 pts per model

Any number of models may purchase one of the following spells:

  • Bound Sword +4 pts a model
  • Bound Spear +4 pts a model
  • Bound Battleaxe +8 pts a model
  • Flames +1 pt a model
  • Frostbite +1 pt a model

The Sergeant may upgrade their armor from Maille to Full plate for +6 pts

The Sergeant may take up to 10 points of magic items from the armory where appropriate.


Cavalier

[They're knights, FYI]

23 pts per model. Elite. Fight in Ranks, Cavalry, Breton. 6-15 models per unit.

25mm x 50mm base.

Name WS BS S T W I A Ld Mg Sv
Cavalier 4 3 4 3(4) 1 4 2(3) 8 3 5+
Cavalier Champion 4 3 4 3(4) 1 4 2(3) 9 3 4+
Cavalier Lord 4 4 4 3(4) 2 4 2(3) 9 6 4+

Wargear: Lance, Hand Weapon, Shield, Maille. Warhorse.

Spells: None.

Special Rules: Stubborn, Lance Formation

The Cavalier Champion and Cavalier Lord are both a Character.

The entire unit may:

  • Upgrade one model to Cavalier Champion for +12 pts
  • Upgrade one model to Cavalier Lord for +25 pts
  • Upgrade one model to Standard Bearer for +8 pts
  • Upgrade one model to Musician for +8 pts.

Any number of models may replace their hand weapon and shield with any of the following:

  • Spear and Shield (free)
  • Two Hand Weapons (free)
  • Great Weapon +5 pts per model

Any number of models may replace their armor with any of the following:

  • Full Plate Armor +6 pts per model
  • Ebony Armor +15 pts per model

Any number of models may give the following upgrades to any number of their weapons:

  • Master Crafted +10 pts per weapon

The entire unit may purchase the following:

  • Bound Sword for +4 pts per model
  • Bound Spear for +4 pts per model
  • Bound Battleaxe +8 pts a model

The Cavalier Champion/Lord may upgrade his Maille to Full Plate Armor for +6 pts, and from Full Plate Armor to Ebony Armor for +9 pts

The Cavalier Champion may take up to 20 points of magic items from the armory where appropriate.

The Cavalier Lord may take up to 30 points of magic items from the armory where appropriate.

The Cavalier Champion/Lord may purchase any of the following spells, should his unit not already have them:

  • Bound Sword for +4 pts
  • Bound Spear for +4 pts
  • Bound Battleaxe +8 pts
  • Chain Lightning +8 pts
  • Fireball +9 pts
  • Stoneflesh +9 pts


Spellswords

[I like these guys]

18 pts per model. Elite. Skirmish, Infantry, Breton. 8-16 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Spellsword 4 4 3 4 1 3 2 8 3 5+
Spellsword Champion 4 4 3 4 1 3 2 9 3 5+

Wargear: Hand Weapon, Shield, Light Mail

Spells: Bound Sword, Ice Storm.

Special Rules:

Soldiers of Fortune: Rather then just train in physical combat, or the persuit of magick knowledge, Spellswords have chosen to dabble equally in both. When casting, hands using a spear, hand weapon, or greatsword count as empty.

Battle Magi: Wearing armor does not give Spellswords Weakened Magicka.

The Spellsword Champion is a Character.

The entire unit may:

  • Upgrade one model to Spellsword Champion for +10 pts
  • Upgrade one model to Standard Bearer for +6 pts
  • Upgrade one model to Musician for +6 pts.

Any number of models may replace both hands with:

  • Sorcerer Staff (free)
  • Spear and Shield (free)
  • Greatsword +3 pts per model
  • Battleaxe +3 pts per model

The entire unit may upgrade their armor to:

  • Maille or Plate Armor for +2 pts per model
  • Scaled Mail for +3 pts per model
  • Full Plate Armor for +6 pts per model

Any number of models may take:

  • Dagger +1 pt per model

Any number of models may replace either of their starting spells with:

  • Bound Spear (free)
  • Flames (free)
  • Frostbite (free)
  • Sparks (free)

Any number of models may purchase the following spells:

  • Bound Greatsword +4 pts
  • Bound Battleaxe +4 pts
  • Firebolt +9 pts
  • Chain Lightning +9 pts
  • Flame Cloak +9 pts
  • Summon Scamp (cast on 4+) (+10pts)
  • Summon Flame Atronach (cast on 8+) +15pts
  • Stoneflesh +8 pts
  • Ward +6 pts

The Champion may upgrade their armor from Full Plate to Ebony for +9 pts.

The Champion may take up to 16 points of magic items from the armory where appropriate.

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


Support

Guild Magicians

[Description]

30 pts per model. Support. Skirmish, Infantry. 3-6 models per unit. Magician and Wizards may be any of the 10 common races of Tamriel.

Base Size: 25mm x 25mm.

Name WS BS S T W I A Ld Mg Sv
Guild Magician 2 4 3 3 2 2 2 8 5 (6) -
Guild Wizard 2 4 3 3 2 2 2 9 6 (7) -
Dremora Musician 4 4 4 4 2 2 2 8 2 4+

Wargear: Sorcerer staff, hand weapon, and wizard robes.

Special rules: Hit and Run

Offered Council: Upon deployment, should the unit have five or more models one of the Magicians may be moved into another unit of your army. For all intents and purposes this Magician will count as an upgraded model of that unit, and character. For +15 points this Magician may also be mounted on a Warhorse and join a Cavalry unit instead. Note that this Magician will lose their Hit and Run USR.

Guild Magicians, Guild Wizards, and Dremora Musicians are all Characters.

The unit may:

  • Upgrade one model to Wizard for +15 pts
  • Upgrade one model to Standard Bearer for +10 pts
  • Purchase a Dremora Musician for 25 pts. (The Dremora has a hand weapon, Eternal Warrior, and Immune to Disease. It does not have Fearless.)

Any number of Guild Magicians may replace their robes with:

  • Leather Armor (free)
  • Maille for +8 pts
  • Scaled Maille for +12 pts
  • Glass Armor +16 pts

Any number of Guild Magicians may upgrade their hand weapons to:

  • Elven +4pts per model
  • Glass +8pts per model
  • Ebony +8pts per model

Any number of Guild Magicians may take one of the following Guardian Stone Blessings for +10 pts:

  • Blessing of the Warrior
  • Blessing of the Steed
  • Blessing of the Mage
  • Blessing of the Ritual

Guild Magicians may take up to 12 points of magic items from the armory where appropriate.

The Guild Wizard may take up to 20 points of magic items from the armory where appropriate.

Spells:

A Magician may purchase up to three spells from the armory, as included in this list:

  • Any Alteration Spell (+4pts)
  • Any Bound Item Conjuration Spell (+8pts)
  • Any Restoration Spell (+6pts)
  • Any Mysticism Spell (+8pts)
  • Illusion spells cast on a 12+ or lower (+8pts)
  • Illusion spells cast on a 13+ or higher (+15pts)
  • Destruction spells cast on a 12+ or lower (+8pts)
  • Destruction spells cast on a 13+ or higher (+15pts)
  • 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 Clannfear (cast on 11+) (+30pts)
  • Summon Frost Atronach (cast on 12+) (+30pts)

The Guild Wizard may purchase up to four spells from the armory, from the list above, and any of the following:

  • Summon Storm Atronach (cast on 15+) (+50pts)
  • Summon Daedroth (cast on 20+) (+100pts)
  • Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz)

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


Witch Coven

[Description]

18 pts per model. Support. Skirmish, Infantry, Breton. 4-10 models per unit.

Base Size: 25mm x 25mm.

Name WS BS S T W I A Ld Mg Sv
Sister 2 4 2 3 1 2 1 8 4 (5) -
Matron 2 4 2 3 2 2 2 9 5 (6) -

Any number of Sisters may be changed to

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

Wargear: Dagger, tattered robes.

Special rules: Fearless

Harmonious Efforts: Witches that have the same spells may pool their Power Die together, to attempt to cast a spell that would otherwise be impossible alone. Before casting simply nominate who all is casting a particular spell, add their respective Power Dies together, and nominate who will attempt to hit with the spell (if applicable).

Reachmagic: At any time during your turn, you may nominate a friendly model within 2" of the Witch Coven, mortal or not. Remove a wound from this model. Until the start of your next turn, all spells cast by this unit will treat rolled Power Die as one score higher. The maximum bonus that may be granted is +2.

Impudent Presence: This unit counts as Daedra, Necromancers, or Black Magic, for the purposes of Hatred and Preferred Enemy.

The Matron is a Character.

The unit may:

  • Upgrade one model to Witch Matron for +18 pts
  • Upgrade one model to Standard Bearer for +10 pts

The entire unit may take a retinue with no upgrades, for the following cost:

  • 10-30 Dread Zombies, for Xpts each.
  • 10-30 Scamps, for 6pts each.
  • 5-15 Dremora, for 14pts each.
  • 5-15 Flame Atronachs, for 11pts each.

The entire unit may:

  • Take a Sorcerer's Staff for +3 pts a model
  • Take a Cultist Staff for +2 pts a model
  • Take a Hand Weapon for +2 pts a model
  • Take Spears for +2 pts a model

Sisters may take up to 10 points of magic items from the armory where appropriate.

The Matron may take up to 20 points of magic items from the armory where appropriate.

Spells: Sisters and Matrons know two of the following spells- Poisonblast, Cripple, Lower Resists, Horrifying Blindness, Torments of Oblivion.

Sisters may purchase an additional spell from the armory, as included in this list:

  • Any Bound Item Conjuration Spell (+8pts)
  • Any Restoration Spell (+6pts)
  • Any Mysticism Spell (+8pts)
  • Illusion spells cast on a 12+ or lower (+8pts)
  • Illusion spells cast on a 13+ or higher (+15pts)
  • Destruction spells cast on a 12+ or lower (+8pts)
  • Destruction spells cast on a 13+ or higher (+15pts)
  • 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 or 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 Spider Daedra (cast on 20+) (+75pts)

The Matron may purchase up to two additional spells from the armory, from the list above, and any of the following:

  • Summon Daedroth (cast on 20+) (+100pts)
  • Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz)
  • Summon Xivilai (cast on 24+) (+160pts) (Mehrunes Dagon only)

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

Rules for Undead are found here: Scrollhammer: Order of the Black Worm.

Skirmishers

Turncoats

Battering Ram

Trebuchet

Special Characters

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