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==Equipment== ===Basic Equipment=== The following is a list of the base items found in the Imperial Legion army. Ebony Armor and Nordic Relic Armor count as Heavy (3+). Full Plate Armor and Orcish Armor count as Heavy (4+). Chainmail and Plate Armor count as Heavy(5+). Chitin Armor and Leather Armor are Light Armor(6+). Priest Robes are unarmored clothing that provide their wearer with a 6+ Ward save (Or +1 to their ward save, should they have one). Magick Robes are unarmored clothing that give +1 Mg. Wizard's Staff is a staff which lets the bearer reroll 1 Power die per game turn(the second result must be kept). Katanas are 2-handed weapons that strike with +1 Strength, and have the Critical Strike special rule. If a Weapon Quality upgrade on a Katana would grant it additional Strength, it grants it additional Initiative instead. If a model must have an item type available (as a class of weapon as default wargear or an upgrade) in order to purchase item, upgrades or artifacts of that type, Katanas as unit options are available to models that can take either Katanas or Greatswords(assuming that the unit can take a particular Katana as an upgrade, that is). Hand Crossbows are 1-handed shooting weapons. S3AP1, Fire and Charge 1, Range 6". If a Hand Crossbow is fired, it becomes Move and Fire 1 until the end of the controlling player's next turn, to represent the difficulty of quickly reloading it. They count as Hand Weapons(dual wieldable) in close combat. ===Mounts=== Warhorse: Models riding a Warhorse count as Cavalry. They provide +1 T to their riders for being armored, as well as providing an extra attack. A model mounted on a warhorse uses the 25mmx50mm cavalry base. Light Horse: Models riding Light Horses count as Fast Cavalry. They provide +1 T to their riders for being armored, as well as providing an extra attack. A model mounted on a Light Horse uses the 25mmx50mm cavalry base. ===Magic Items=== The Magic Items available to an Imperial Army 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==== Weapon of Flames: Weapon upgrade for +8 pts. Weapon deals Flame damage and has Shred. May be upgraded again to a weapon of Incineration for +12 pts, granting it Multiple Wounds(d3). Weapon of Sparks: Weapon upgrade for +8 pts. Weapon deals Shock damage and has Magicka Drain(1) on striking. May be upgraded again to a weapon of Lightning for +12 pts, causing it to resolve a S3AP0 shock hit with Magicka Drain(1) against the enemy unit for each unsaved wound it inflicts(whose wounds generate further similar hits until no wounds are dealt). Weapon of Frost: Weapon upgrade for +8 pts. Weapon deals Frost damage, and models hit are Chilled until the end of next turn. May be upgraded again to a weapon of Blizzards for +12 pts, causing it to ignore armor saves. Weapon of Wounds: Weapon upgrade for +8 pts. Enchanted weapon has Critical Strike. Honor Blade: Melee weapons only, upgrade. +8 pts. Strikes with Preferred Enemy(Undead and Daedra). Weapon of Striking: Melee weapons only, upgrade. +10 pts. Attacks with this weapon get +1 to hit. Thornblade: Weapon upgrade for +10 pts. This weapon gets +3 AP. Weapon of Feeding: Weapon upgrade for +10 pts. This weapon has Absorb Health(6+) Weapon of Transmogrify: Weapon upgrade for +10 pts. For each successful wound dealt with weapon, bearer gains a bonus Power Die when his power dice are replenished next turn. Weapon of Dispel: Weapon upgrade for +10 pts. Units hit must immediately make a single d6 Mg test on their highest value. If it fails, all magical effects on that unit are removed. Weapon of Might: Melee weapons only, upgrade. +10 pts. Strikes at +1 Strength. Weapon of Light: Ranged weapons only, upgrade. +2 pts. Models hit by weapon whilst Night Fighting is active lose their Night Fighting cover save bonus for the remainder of the phase. Weapon of Quietus: Ranged weapons only, upgrade. +5 pts. Models hit by weapon must take a Mg test on 3d6. If they fail, they are Silenced until the end of next turn. Light Staff: Staff. Night Fighting never grants a cover save better than +1 against bearers unit's shots. +2 pts. Battle Staff: Staff. Wielder gets +2 to casting rolls for Destruction Spells. +10 pts. Summoning Staff. Staff. Wielder gets +2 to casting rolls for Conjuration Spells. +10 pts. Shield Staff. Staff. Wielder gets +2 to casting rolls for Alteration Spells. +10 pts. Guild Staff: Staff. Wielder gets +2 to casting rolls for Illusion Spells. +10 pts. Astral Staff: Staff. Wielder gets +2 to casting rolls for Mysticism Spells. +10 pts. Balm Staff: Staff. Wielder gets +2 to casting rolls for Restoration Spells. +10 pts. Staff of the Mundane: Staff. Enemies get -2 to their casting rolls when targeting wielder's spells, cannot Surge against wielder's spells, and if an enemy targets one of wielder's spells, he suffers Magicka Drain(total) immediately afterwards. +12 pts. Calliben's Grim Retort: Artifact. Deals Frost damage. Also grants the bearer +2 S, except against models that have an enchanted helmet or an unmodified 4+ armor save (Discounting shields and other possible bonuses). +10 pts. Magebane: Artifact, Glass Greatsword. Spells targeting or immediately effecting bearer or his unit are countered on a 6+. This weapon causes Magicka Drain(2) on striking. +25 pts. Light of Day: Artifact, hand weapon. Grants the bearer the Preferred Enemy (Vampires) special rule, and does fire damage. When attacking vampires the bearer strikes with +1 S. +25 pts. Chillrend: Artifact, hand weapon. Weapon strikes at +1S, ignores armor, and deals Frost damage. Wounded models are Paralyzed until the end of next turn. +25 pts. Captain Kordan's Sabre: Artifact, Hand Weapon. This weapon strikes at +1 AP and strikes with +1 WS for each enemy model in base contact with him(and each enemy in base contact with one of those models). Each enemy model in base contact with him gets -1 WS. +30 pts. Soul Drinker: Artifact, Daedric Dagger. This weapon has Soul Trap. +30 pts. Akavari Sunderblade: Artifact, Katana. Bearer strikes at +2 S, +2 AP. Whenever an enemy model is wounded by this weapon, that model has -1S until the end of next turn. This effect may stack multiple times. +40 pts. Skull Crusher: Artifact, War Hammer. It strikes with +1 Strength, +1 AP, +1 to hit, and wielder is not encumbered by his armor. +40 pts. Apotheosis: Artifact, Staff. This staff may be fired as a shooting weapon in addition to spells cast with it. S6, ignores armor saves, Move and Fire 3, Range 48", spell damage. Nominate one of the shots as dealing Flame damage(Shred), one as Frost damage(d3 models in hit unit are Chilled), and one as Shock damage(Magicka Drain(1) on hit). +40 pts. ====Armor and Shields==== Armour of Resist Element: Armour upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Armour of Elemental Negation for +15 pts, giving that same element -1 to wound against bearer. Flame/Shock/Frost Guard Robe: Unarmored Clothing upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Flame/Shock/Frost Eater Robe for +15 pts, giving that element -1 to wound against bearer. Armor of Resist Magic. Armor upgrade for +8 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage. Armor of Strength: Armor upgrade for +15 pts. Bearer has +1 S. Heart Wall: Heavy Armor(5+). Bearer has a 4+ Ward Save against Spells. +20 pts. Birthright of Astalon: Artifact, Glass armor (4+). Bearer has a 4+ Ward Save against spells. +25 pts. Shield of Warding: Shield upgrade for +5 pts. Bearer may take an Initiative test each phase that he suffers one or more wounds from a shooting attack, before rolling saves. If bearer passes, and has a hand weapon that can normally be used to parry, he may use Parry against shooting attacks this phase(even if it came from a Monstrous Creature or a model with more than twice his WS). He may not, however, Parry any shooting attack that does not roll to hit in the normal manner. Shield of Resist Element: Shield upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer gets +1 to his armour save against that element. May be upgraded again to shield of Elemental Negation for +10 pts, giving bearer Feel No Pain against that element. Blessed Shield: Shield. Bearer has Regeneration(6+). +15 pts. Riverwalking Boots: Boots. Bearer treats water features as Open Ground. +4 pts. Crystal Boots: Boots. Bearer may shoot and march in the same Shooting Phase(if he does this, the rest of the models must hold their fire unless their rules would also permit them to shoot). +8 pts. Shoes of Conviction: Boots. Bearer gets +1 Leadership. +12 pts. Belt of Wisdom: Belt. Bearer gets +1 Magicka. +12 pts. Mage's Circlet: Helm. Bearer has +1 Magicka. +12 pts. Imperial Bulwark: Shield. Bearer is not encumbered by armor. +10 pts. Eyes of Akatosh: Artifact, Helm. Enemies get -1 to their Cover saves against bearer's attacks. +5 pts. Belt of Stendarr: Artifact, Belt. Bearer has +1 WS. +15 pts Hands of the Atronach: Artifact, Gauntlet(only one of this item type allowed per model). Bearer has a 5+ Ward Save against Flame, Frost and Shock attacks. +15 pts. Hands of Zenithar: Artifact, Gauntlet. Bearer may re-roll one d6 during each of its controllers turns(but must abide by the second result). +18 pts. Boots of Quicksilver: Artifact, Boots. Bearer's gets +1 I, and his unit gets +1 to march distance. +18 pts. Helm of Graff the White: Artifact, Helm. Bearer has a 4+ Ward save against spells. +25 pts. Boots of the Atronach: Artifact, Boots. Bearer has a 4+ Ward Save against Flame, Frost and Shock attacks. +26 pts. Tower of the Nine: Artifact, Shield. Bearer gets +1 to his armor save and +1 to his ward save(or a 6+ Ward save if he has none). +35 pts. Archmage Robes: Artifact. Unarmored clothing. Grants the bearer +1 Magicka and they have +2 to all casting rolls. +35 pts. Helm of Oreyn Bearclaw: Artifact, Helm, Fighters Guild forces only. Bearer has +1 Wound and +2 WS. +35 pts. Lord's Mail: Artifact. Lord's Mail is 3+ Heavy Armor that does not encumber the bearer. Bearer gains a 5+ Ward save against spells. Once per turn the bearer may make a bonus melee attack that hits with the following profile- (spell), S5AP0, Absorb Health(4+), in addition to his other melee attacks. +40 pts. ====Other Items==== Amulet of Protection: Bearer has a 6+ ward save. +15 pts. Maran Amulet: Bearer has +1 Magicka. +12 pts. Spelldrinker Amulet: Bearer has an unmodifiable 5+ ward save against spells that may be taken instead of another Ward Save. If this save is successful, he gains Power Dice equal to the number of Power Dice spent casting the spell at the start of your next turn(in addition to replenishing his normal amount). +30 pts. Ring of the Mundane: Bearer has 6+ ward save( or +1 to his ward save) against spells. +12 pts. Ring of Empathy: Wielder gets +2 to casting rolls for Restoration Spells. +15 pts. Ring of Regeneration: Bearer has Regeneration(6+). +15 pts. Ring of War: Bearer gets +1 to hit in close combat. +15 pts. Ring of Wizardry: Bearer gets +1 Power Die at the beginning of your turn. +15 pts. Ring of Treachery: Bearer gets +1 to his cover save(if he has one). +15 pts. Elemental Ring: Bearer has a 5+ Ward Save against Flame, Frost and Shock attacks. +20 pts. Ring of Vitality: Bearer is unaffected by disease and Illusion spells, and is Immune to Poison. +30 pts. Septim Ring: Artifact. Bearer has +1 Ld and +2 WS. +35 pts. Banner of the Imperial Dragon: It is a great honor to bear the standard of one's Legion, and a great shame to lose it to the enemy. Magic Banner. The Banner of the Imperial Dragon is an upgrade to a Battle Standard for +10 pts. The range of the Battle Standard is increased to 12". If bearer is slain, place a token where he fell. While bearer is dead, all Imperial-majority units are fearless. An Imperial-majority unit in your army may attempt to reclaim the banner at the end of each of your turns if it has one or more models in base contact with the token. On a d6 4+, the banner is reclaimed, but may not be used for the remainder of the game (your units are no longer fearless). On 3 or less, the banner remains on the ground this turn. If the game ends with the banner still lost, 2 victory points are awarded to the enemy. Valorous Standard: The unit rolls 3d6 for all Leadership based tests (Including morale checks) and discards the highest. Magic Banner. The Standard Bearer of a unit of Imperial Knights may take a Valorous Standard for +25 pts. Crest of Honors: This standard is decorated with countless symbols of veterancy bestowed upon its bearer's detachment, the marks of countless heroic struggles. It adds +2 to Combat Resolution, rather than the normal +1. Magic Banner. The Standard Bearer of a unit of Imperial Knights may take a Crest of Honors for +25 pts. Defender's Banner: This banner bears the mark of the Imperial City, and fallen elvenkind. The unit has a 5+ ward save against all ranged weaponry with a Strength of 5 or more. Magic Banner. The Standard Bearer of a unit of Imperial Knights may take a Defender's Banner for +25 pts. The Unconquered: This is the mark of the Colovian folk who refused to retreat during the Great War against the Thalmor, but fought to the last behind enemy lines in defense of their homes. The unit gains the Scout special rule. Magic Banner. The Standard Bearer of a unit of Imperial Knights may take The Unconquered for +25 pts. ====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 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: Healing Potion: Heals drinker on a d6 5+ on consumption. +5 pts Magicka Potion: Replenishes 1 Power Die on consumption. May be consumed at any time. +4 pts Potion of Health: Heals drinker on a d6 2+ on consumption. +25 pts Potion of the Mind: Replenishes Power Dice up to drinker's Mg on consumption. May be consumed at any time. +15 pts. Potion of the Sea: Drinker treats water features as Open Terrain and gains a 6+ cover save from being in them this turn. +2 pts Potion of Feather: Drinker is not encumbered by his armor this turn. +1 pts Potion of Buoyancy: Drinker treats water features as Open Terrain this turn, and may march through water an additional d6". +2 pts Potion of Invisibility: Drinker is Invisible this turn. +12 pts Potion of Reflection: This turn, whenever an enemy shooting attack, melee attack or spell of any kind which would target or immediately effect drinker or drinker's unit, you may roll a d6. On a roll of 6, the attack or spell is negated, and unit from which it came takes a Strength d6 AP d6 hit. +5 pts Potion of Cure Paralysis: Remove all ongoing Paralysis and Chill effects from drinker's unit. +4 pts Potion of Cure Disease: Remove all ongoing Disease from drinker's unit. +4 pts Potion of Dispel: Remove all ongoing magical effects from drinker's unit. +10 pts Potion of Resist Element: Choose Flame/Frost/Shock when purchasing this for your army list. Grants Feel No Pain to drinker against that element this turn. +4 pts Potion of Antivenom: Grants Feel No Pain against Poisoned attacks to drinker this player turn. +4 pts Potion of Resistance: Drinker is unaffected by disease this player turn. +3 pts Potion of Element Shield: Choose Flame/Frost/Shock when purchasing this for your army list. Until end of turn, drinker gets a 6+ armor save if he does not already have an armor save, and a 4+ Ward Save against chosen element. +4 pts Potion of Strength: Drinker gets +1 S this turn. +4 pts Potion of Agility: Drinker gets +1 I this turn. +4 pts Potion of Intelligence: Drinker counts as having +1 Mg at the beginning of your next turn. +4 pts Potion of Endurance: Drinker gets +1 T this turn. +5 pts
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