Scrollhammer: Order of the Black Worm

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Revision as of 18:43, 19 December 2012 by 1d4chan>Dagoth Guy
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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

Chills: ?????

Brown Rot: ?????

Astral Vapors: ?????

Red Death: ?????

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 Decayed Corpse Count.
  • The Decayed 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.

Disease Dread Zombies have Brown Rot

The entire unit may be upgraded to:

  • Dread Zombies +? pts per model

The entire unit may take (or, in the case of Dread Zombies, replace their Brown Rot with) the following diseases:

  • Brown Rot +? pts per model
  • Chills +? pts per model
  • Astral Vapors +? pts per model
  • Red Death +? pts per model
  • Carrion Worms +? pts per model
  • Slug Famine +? 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.

Disease Mummies have Brown Rot

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:

Disease: Worm Eremites have Carrion Worms

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 ? ? ? ? ? ? ? ? ? - (4++)

Wargear:

Staff of Worms: ?????

Robes of the Worm King: ?????

Spells:

Special Rules:

Demi-God: Mannimarco is a Physical God. However, his Ward Save granted by this rule is only a 4+.

Lord of the Writhing Host: All Zombies and Dread Zombies raised by Mannimarco have the Carrion Worms upgrade.


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

Adept's Robes are unarmored clothing that give +1 Mg.

Master's Robes are unarmored clothing that give +2 Mg.

Wizard's Staff is a staff which lets its bearer reroll 1 Power Die per game turn(you must abide by the second result).


Magic Items

The Magic Items available to Warriors of Elsweyr 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

Staff of Levitation. Staff. Bearer gets +4 to rolls to cast Levitation. +5 pts.

Staff of Reckoning: Staff. If wielder is casting spells with both hands on one of your turns, he may fire this magical shooting attack once in addition to those spells: Move and Fire 1, Range 18". Models hit get -1 WS, -1 BS, -1 I, and -1 Mg until the beginning of your next turn. +8 pts.


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: Artifact, Robes. ?????


Other Items

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

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

Tome of Unlife: Artifact. ?????


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

Teleport: ?????

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: ?????

Reanimate Dead: (casting requirements vary) A reanimated 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

Levitate: Casts on 14+, your movement phase. If caster is on foot, he counts as a Flyer this turn.


School of Illusion

School of Mysticism

School of Restoration