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===Magic Items=== The Magic Items available to the Order of the Black Worm 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 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 Withering: Weapon upgrade for +8 pts. Models hit by weapon have -1 S until the end of next turn. Weapon of Convulsion: Weapon upgrade for +8 pts. Models hit by weapon have -1 T during this round of combat(if the hit is in melee) and during the next round of combat. Weapon of Draining: Weapon upgrade for +8 pts. Models hit by weapon have -1 Mg until the end of their controller's next turn. Leech Weapon: Weapon upgrade for +10 pts. 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 Striking: Melee weapons only, upgrade. +10 pts. Weapon gets +1 to hit. Weapon of Might: Melee weapons only, upgrade. +10 pts. Weapon strikes at +1 Strength. Weapon of Wasting: Ranged weapons only, upgrade. +2 pts. Models hit by this weapon have Lowered Resists until the end of next turn. 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. Shimsil: ????? (artifact ebony shortsword from tES III: Morrowind. gives stealth bonuses to the bearer.) +? pts. Staff of Carnal Channeling: ????? (summons a Dread Zombie minion.) +? pts. Staff of Doubt: Staff. Enemy models in base contact with caster must make an Initiative check at the beginning of each Fight sub-phase. If they fail, they are Paralyzed until end of turn. +10 pts. Staff of Tombs: Staff. Bearer gets +d3 skeletons added to units of Skeletons he summons using Necromancy while wielding this staff. +10 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. Armour of Resist Magic: Armour upgrade for +8 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage. Armour of Strength: Armour upgrade for +15 pts. Bearer has +1 S. 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. Shield of Resist Magic: Shield upgrade for +10 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage. Shield of Blood Feast: Shield upgrade for +8 pts. Bearer gets +2 to their regeneration rolls for all spells or enchantments which grant regeneration after having dealt an unsaved wound. Belt of Wisdom: Belt. Bearer has +1 Magicka. +12 pts Boots of Unlife: Boots. Skeletons and Skeleton Champions only. Bearer and his unit can March during the shooting phase as normal. +25 pts. Robes of Sacrifice: Unarmored Clothing. You may, at any time, choose to remove a model from bearer's unit as a casualty. Each time you do this, bearer gains a Power Die. +15 pts. Robes of the Lich: Unarmored Clothing. Bearer suffers a -1 penalty to Toughness, but receives a +4 bonus to all spell casting rolls. +? pts. Robes of Arkay's Abnegation: Unarmored Clothing. Bearer gets +4 to rolls for casting Necromancy spells. +20 pts. Iron Crown: Helm. Lich only. Bearer recieves a +2 to all spell casting rolls and may purchase an additional spell from his spell list. +30 pts 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. ????? ( Penalty to Sv and Ld. Significant bonus to spell casting and reanimating undead. During the day, when the bearer is outside of area terrain or buildings, they have -1 Toughness.) +? pts. ====Other Items==== Amulet of Crimson Despair: If bearer inflicts one or more casualties this turn, 1 Power Die is restored to him at the end of turn. +7 pts. Amulet of Resist Magic: Bearer has 6+ ward save( or +1 to his ward save) against spells. +10 pts. Amulet of Protection: Bearer has a 6+ ward save. +15 pts. Ring of Resist Magic: Bearer has 6+ ward save( or +1 to his ward save) against spells. +10 pts. Ring of Resist Element: Choose Fire, Frost, or Lightning. Bearer has 6+ ward save( or +1 to his ward save) against that element. +10 pts. Ring of Necrosis: All offensive Necromancy spells casted by the bearer have +1AP. +? pts. Ahzidal's Ring of Necromancy: Artifact, Ring. ????? (Makes undead created by the bearer detonate in a small explotion when killed. Explosion is small, so maybe just affects models in base contact instaed of a Blast template?) Black Soul Gem: Bearer may re-roll the dice to determine how many Undead are Reanimated each time he casts a Necromancy spell. He must abide by the second result. +20 pts. Sands of Resolve: Lich only, one per model. Bearer has +1 S and +1Sv. +? pts. Necromancer's Amulet: Artifact, Amulet. ????? (Grants the Bearer magicka absorption, regeneration, a bonus to spell casting, and a Sv bonus.) +? pts. Tome of Unlife: Artifact. Artifact. Bearer knows the spells ?????, ????? and ????? in addition to his other spells. He gets +3 to his attempts to cast these spells. +80 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/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 Water-Breathing Potion: Drinker treats water features as Open Terrain and gains a 6+ cover save from being in them this turn. +2 pts Strong Potion of Healing: Heals drinker on a d6 2+ on consumption. +25 pts Strong Potion of Magicka: Replenishes Power Dice up to drinker's Mg on consumption. May be consumed at any time. +15 pts. Potion of Feather: Drinker is not encumbered by his armor this turn. +1 pts Potion of Invisibility: Drinker is Invisible this turn. +12 pts Potion of Cure Disease: Cures all Disease from caster's unit. +6 pts Potion of Dispel: Remove all ongoing magical effects from caster'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 Resistance: Drinker is unaffected by disease this player turn. +3 pts Potion of Resist Poison: Grants Feel No Pain against Poisoned attacks to drinker this player turn. +4 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 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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