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==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, Armsmen, Pikemen, Squires, Scouting Party(0-1) Elite: Caballarii, Cavalier, Spellswords, Toxophilites 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 himself 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, Armsmen, Pikemen, Scouting Party(0-1), Orc Savages Elite: Caballarii, Cavalier(0-1), Spellswords, Toxophilites 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=== [[File:hr_hillking.jpg|300px|thumb|right]] ====Hill-King==== Much of High Rock is split into endless city-states, principalities, baronies, and duchies. Each of these small territories are hardened by past infighting, the otherwise idyllic landscape marred by war and fortifications. Claiming hold of these locations are the Hill Kings- those of the magickal elite that stubbornly cling to power. In the past it was not uncommon for travelers to be carted to the hill-fortresses to have tribute demanded, for traversing this particular lord's land. Though this is mostly put in the past, the rulers that remain are every bit as petty and demanding. Lands owned by these nobles are generally small, and made up of few hamlets or villages. That is not to say that the kings are infirm or weakly followed, as they all tend to have loyal bands of thugs and men-at-arms, all willing to fight to the death. Hill Kings that live through the in-fighting and power attempts end up consolidating their power, by conquest of nearby territories or treaty signing. It is these grayed but clever rulers that oft are the most dangerous. 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 +18 pts per model. 25mm x 25mm base. {| class="wikitable" |- ! 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. [[File:hr_sorcererlord.jpg|400px|thumb|right]] ====Sorcerer Lord==== It is unsurprising that many of the most powerful sorcerers in history have hailed from High Rock. Here, children are often tested for magical aptitude, and quickly placed under tutorships of older mages when proven able. From there one can rise through the ranks of the local Mages Guild (who encompassed most, if not all of High Rock), or eschew the guidance and seek training on their own terms. The most powerful of these folk are called Sorcerer Lords- they are the men and women with the most concentrate, surfaced elven blood, and an innate knack for spellcasting. These magicians frequently claim territories of their own, much like Hill-Kings, or serve as barons or counts for the more established nobility. Unlike many other practitioners, Sorcerer Lords are given quiet solitude from which to practice their talents, and tribute to see to it that studies are funded. 125 pts Hero. Independent Character, Skirmish, Infantry, Breton. Single Model. A Sorcerer Lord may take a retinue of up to 2 attendants, for +18 pts per model. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Sorcerer Lord | 3 | 4 | 3 | 3 | 3 | 2 | 2 | 9 | 6(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 select 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. [[File:hr_warlock.jpg|250px|thumb|right]] ====Warlock==== Deceivers. Oath breakers. To many citizens of Tamriel there is no more foul and detestable being then a warlock. While it is quite often easy to tell the difference between a mage and such a creature, it is also rather easy for the same mages to be tempted by the darker powers. A lust for an artifact, the feeling of helplessness, or the need of vengeance can all easily send one into a downward spiral. Still other practitioners are simply taught to cherish evil powers from the beginning without knowing better. The end result is much the same, no matter the cause - a powerful spellcaster hungry for power, with little care for the well-being of others or themselves. Warlocks favor necromancy and illusion magic- both of which are rather disliked as a whole, or forbidden altogether. No other magick is quite so fulfilling to abuse. In addition to bending others to their will, and raising hordes of the undead, these folk also frequently strike pacts with Daedra. It is this combination of reckless hunger and non-existent morals that make warlocks extremely dangerous. It is not unheard of for a warlock to appear before a community as a benevolent caster, wishing them aid, only to quickly infiltrate positions of power. Unchecked they can cause unbridled suffering among populated areas 110 pts Hero. Independent Character, Skirmish, Infantry, Breton. Single Model. 25mm x 25mm base. {| class="wikitable" |- ! 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, or are blind, 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. [[File:hr_attendant.jpg|400px|thumb|right]] ====Attendant==== Attendants are the personal guards of a King or Sorcerer. They are frequently nobles or counts, but can occasionally also be high-ranking members of a guild, or simply hired mercenaries of exceptional prowess. As a side effect of following nobility, these men and women tend to be thugs or opportunists. That's not to say that there is no such thing as a noble-minded attendant- rather that they take the protection of their lord very seriously. 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. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Attendant | 4 | 3 | 4 | 3 | 1 | 4 | 2 | 8 | 2 | 4+ |} '''Wargear:''' Hand Weapon, Shield, Plate Armor '''Spells:''' None. '''Special Rules:''' 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) *Maille (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. Mounted Attendants lose their ''Less-Then-Honorable'' special rule but are allowed to attempt Glorious Intervention. Each Attendant may take up to 15 points of magic items from the armory where appropriate. An attendant may bear the army's Battle Standard for +35 pts. ===Core=== [[File:hr_peasants.jpg|400px|thumb|right]] ====Peasantry==== Citizens in High Rock live rather difficult lives. What little pockets of order, and civilization exist tend to be oppressive and heavily controlled my nobility. Out in the countryside it can be worse, with bands of witches and savages raiding towns and hamlets, which in turn are fought over by petty lords and brigands. More then nearly any other provenance, the middle class work hard for their gold and homes. Beneath these impaired citizens lay the peasantry. Malnourished, destitute, beggarly. Any of these words adequately sum up the life of a High Rock peasant. More then any other provenance the lowly paupers live it hard. Life is a constant struggle to remain clothed and fed, to say nothing of avoiding the problems inherent in a waring land. So lowly are these folk that a lord or king would be shamed to call them for use in war. More commonly a horde of peasants fall upon outsiders or monsters in a fervor, chasing out threats by sheer force of numbers. 4 pts per model. Core. Horde, Infantry, Breton. 10-40 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! 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 Padded 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. [[File:hr_menatarms.jpg|450px|thumb|right]] ====Armsmen==== Armsmen are professional, well-trained warriors that serve in the organized military of a lord. Though they hold no real status like the Knights or Magickal Elite, they are still considered more respectable then other common rabble. Many Armsmen begin their careers at an early age by joining a local fighters guild, or performing guard duty. During a stroke of luck this individual is then hired on by a noble or king, to fill the ranks of their army. Armsmen are well trained, much of their peacetime schedule spent training. In addition to frequent practicing they are better armed then their peers- either granted or loaned equipment by their patron. 5 pts per model. Core. Fight in Ranks, Infantry, Breton. 10-20 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Men-at-arms | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 2 | 5+ |- | Champion | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 2 | 5+ |} '''Wargear:''' Hand Weapon and Maille '''Special Rules:''' None The Champion is a Character. The entire unit may: *Upgrade one model to Champion 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 +0.5 pts per model The entire unit may replace both hands with: *Spear and Shield +0.5 pts per model *Halberd +2 pt per model *Great Weapon +3 pt per model The Champion may take up to 10 points worth of magic items where appropriate from the armory. [[File:hr_pikemen.jpg|450px|thumb|right]] ====Pikemen==== Pikes are a deceptively powerful weapon on the battlefield of Tamriel. Of humble origins, the pike has been rediscovered since ancient times. It's effectiveness against heavy cavalry and monstrous beasts is without equal- it's for this reason that the Breton nobles frequently employ, or hire, large packs of infantry to make use of them. Even hardly trained militiamen are able to employ Pikes with great results, protecting the weaker or more lightly armed blocks of infantry with a literal hedge of death. While it is arguably the Knights and Magicians that are the most hard-hitting and heroic, the Pike plays an important role on the battlefields of High Rock. 6 pts per model. Core. Fight in Ranks, Infantry, Breton. 10-30 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Pikeman | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 2 | 6+ |- | Champion | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 2 | 6+ |} '''Wargear:''' Pikes 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. While using spears this bonus is halved. The Champion 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 +1 pt per model *Replace both hands with Spear and Shield (free) The Champion may take up to 10 pts of magic items where appropriate from the armory. [[File:hr_squires.png|350px|thumb|right]] ====Squires==== Members of the destitute peasantry are not always satisfied with what they have. When a flight of fancy, or desperation takes grip of such folk, sometimes they leave home to seek out fortune on their own terms. It is well known that High Rock nobility is vaguely determined, and arguably achievable by anyone, so this drive for fame is deeply rooted in many Bretons. All across the land young men and women seek to quest and do good by others- hunting monsters, slaying villains, performing good deeds in hope of recognition. A depressingly small number of these people end up finding their fortune, but some yet become Spellswords or Crusaders of excellence. 5 pts per model. Core. Fight in Ranks, Infantry, Breton. 10-20 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Squire | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 2 | 6+ |- | Yeoman | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 7 | 3 | 6+ |} '''Wargear:''' Hand Weapon and Padded Armor '''Spells:''' None '''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: *Upgrade their armor to Maille for +0.5 pts per model *Take shields for +0.5 pts per model *Take an additional hand weapon for +0.5 pts per model *Be mounted on Riding Horses for +5 pts per model. Mounted Squires may not take ranged weapons. The entire unit may replace both hands with: *Halberd +2 pts per model *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 a spell (cast on 11+ or less) from Destruction or Restoration for +8 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. {| class="wikitable" |- ! 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. {| class="wikitable" |- ! 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 up to 10 pts of magic items where appropriate from the armory. ===Elite=== [[File:hr_caballarii.jpg|450px|thumb|right]] ====Caballarii==== The armed forces of High Rock gladly make use of light raiding cavalry, both on the battlefield and for running messages. Unlike the Cavalier, Caballarii are made up of poor nobles and veteran armsmen. Few of the men and women actually own their steed, instead using one provided by their lords. Due to their higher status, Caballari have the time to dabble in magick, and become fairly proficient in its use. Ultimately they become able to cast from horseback even during the clangor of combat. The combination of mobility and destructive magic makes them deceptively powerful. 14 pts per model. Elite. Fight in Ranks, Fast Cavalry, Breton. 6-15 models per unit. 25mm x 50mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Caballarii | 4 | 3 | 3 | 3(4) | 1 | 3 | 1(2) | 8 | 3 | 5+ |- | Champion | 4 | 3 | 3 | 3(4) | 1 | 3 | 1(2) | 9 | 3 | 5+ |} '''Wargear:''' Hand Weapon, Shield, Light Maille. Riding horse. '''Spells:''' None '''Special Rules:''' Lance Formation The Champion is a Character. The entire unit may: *Upgrade one model to Champion 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 +2 pts a model *Frostbite +2 pts a model *Firebolt +3 pts a model *Shock +3 pts a model The Champion may take up to 10 points of magic items from the armory where appropriate. [[File:hr_cavalier.jpg|450px|thumb|right]] ====Cavalier==== Cavalier make up most of the magick elite of High Rock. In essence they are Breton knights- though it would be inaccurate to liken them to their Imperial counterparts. As a whole they tend to not follow any codes of honor or chivalry. Instead cavalier are every bit as fickle and petty as their patrons, frequently lording it over the peasantry whenever a chance might present itself. Due to the unintelligible difference between the middle class and magick elite, these nobles often take special care to differentiate themselves- dressing in wild in-the-vogue clothing, ceremonial gear, and harshly correcting those that mistake them for a citizen. Despite their numerous shortcomings, Cavalier do appreciate the intellectual pursuits of magick and speechcraft, and bear the best of weapons and arms Bretonny has to offer. During wartime these nobles group together to form a rock-solid cavalry wing, running down light infantry with deliberate enthusiasm. In fighting ability they are a match for nearly any other cavalry, and some magicians as well. As is expected, cavalier all have at least basic knowledge in conjuration, normally bounding all manner of weapons during battle. Others have experience in destruction- all the better to blast away at unarmored foes with. 24 pts per model. Elite. Fight in Ranks, Cavalry, Breton. 6-15 models per unit. 25mm x 50mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Cavalier | 4 | 3 | 4 | 3(4) | 1 | 4 | 2(3) | 8 | 3 | 4+ |- | 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, Hatred (Models with a base cost of 4pts or less) The Cavalier Champion and Cavalier Lord are both a Character. The entire unit may: *Upgrade one model to Cavalier Champion for +10 pts *Upgrade one model to Cavalier Lord for +16 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 +12 pts per model Any number of models may upgrade their weapons to: *Ebony, for +8 pts per model *Master Crafted, for +10 pts per model The entire unit may purchase the following: *Bound Sword for +3 pts per model *Bound Spear for +3 pts per model *Bound Battleaxe +6 pts a model *Firebolt +3 pts *Ice Storm +3 pts *Chain Lightning +3 pts *Fireball +6 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 each purchase an additional spell [[File:hr_spellswords.jpg|450px|thumb|right]] ====Spellswords==== Spellswords are spellcasting specialists trained to support troops in skirmish and in battle. They are trained in the dual talents of swordplay and magick, equally adapt at either. Unlike battle magi, they are often given lighter skirmishing armor, and are also trained in less destructive arts of magick. Alteration is taught to the spellswords to benefit the units they are attached to, and Restoration, to tend to those who might need healing. Veteran spellswords are prized mercenaries and can take the role of adventurer with ease. In battle they are terrible to behold- striking away with blindingly fast blows, running headlong at the front of their formations to get to grips with enemies. Each and every one of these warriors are at least passably trained in the art of enchanting, so they wield gear and trinkets of deceptive power. Entire squads of spellswords are luxuries that not all Hill Kings can afford. 18 pts per model. Elite. Skirmish, Infantry, Breton. 8-16 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Spellsword | 4 | 4 | 3 | 4 | 1 | 3 | 2 | 8 | 4 | 4+ |- | Spellsword Champion | 4 | 4 | 3 | 4 | 1 | 3 | 2 | 9 | 4 | 4+ |} '''Wargear:''' Hand Weapon, Shield, Maille '''Spells:''' The entire unit knows two of the following spells- ''Bound Sword, Bound Spear, Ice Storm, Fireball, Chain Lightning, Stoneflesh, Ward, Fortify Endurance, Fortify Health'' '''Special Rules:''' Soldiers of Fortune: Rather then just train in physical combat, or the pursuit 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: *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 The entire unit may purchase an addition spell from their particular list, for +6 pts per model, or one of the following: *Bound Greatsword +4 pts per model *Bound Battleaxe +4 pts per model *Flame Cloak +9 pts per model *Summon Scamp (cast on 4+) +10pts per model *Summon Flame Atronach (cast on 8+) +15pts per model 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]]. ====Toxophilites==== Cousins to the elite Spellsword, Toxophilites are more skirmish and marksman oriented battlemagi. Rather then take to harassing attacks, or the clangor of shield-to-shield combat, Toxophilites instead have honed the deadly art of archery. It could be said that their strengths resemble those of the Great Houses of Morrowind to a degree- for they are trained somewhat in all forms of combat. The bow, the sword, and magick alike is practiced by these men and women. The Toxophilite's greatest asset is the Bound Bow- the soul of a daedra, torn from the realm of Oblivion and shaped into a deadly weapon. It is well known that all bounded weapons are hideously powerful, but bows in particular seem to punch through armor with ease. On the battlefield Toxophilites let loose deadly hails of bounded arrows before falling back and repeating. Should the enemy somehow come to grips with these archers they are all too able to relinquish the shimmering bows and engage in melee combat. 13 pts per model. Elite. Skirmish, Infantry, Breton. 5-15 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Toxophilite | 3 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | 4 | 6+ |- | Champion | 3 | 5 | 3 | 3 | 1 | 4 | 2 | 8 | 4 | 6+ |} '''Wargear:''' Hand Weapon, Light Maille '''Spells:''' Bound Bow '''Special Rules:''' Faster to the Draw: Toxophilites may replace their currently equip weapons during the Close Combat phase, before they perform any actions. This desummons any currently bound weapons. The entire unit may: *Upgrade one model to Champion for +10 pts *Upgrade one model to Standard Bearer for +7 pts *Upgrade one model to Musician for +7 pts. The entire unit may replace their Hand Weapon with: *Spear (free) *Halberd for +2 pts per model *Greatsword for +3 pts per model The entire unit may upgrade their armor to: *Scaled Mail for +3 pts per model The entire unit may take: *Shields for +1 pt per model *Spell: Bound Sword for +2 pts per model *Spell: Bound Greatsword for +6 pts per model The Champion may take up to 10 points of magic items from the armory where appropriate. ===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. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Guild Magician | 2 | 4 | 3 | 3 | 2 | 2 | 2 | 8 | 4 (6) | - |- | Guild Wizard | 2 | 4 | 3 | 3 | 2 | 2 | 2 | 9 | 5 (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. Unless this Magician joins a unit that has ''Hit and Run'' they will lose the USR. Guild Magicians, Guild Wizards, and Dremora Musicians are all Characters. '''Spells''': A Magician may purchase up to three spells from the armory, as included in this list: *Any Alteration Spell (+3pts) *Any Bound Item Conjuration Spell (+6pts) *Any Restoration Spell (+4pts) *Any Mysticism Spell (+6pts) *Illusion spells cast on a 12+ or lower (+6pts) *Illusion spells cast on a 13+ or higher (+11pts) *Destruction spells cast on a 12+ or lower (+6pts) *Destruction spells cast on a 13+ or higher (+11pts) *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]]. 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. [[File:hr_witches.jpg|500px|thumb|right]] ====Witch Coven==== [Description] 18 pts per model. Support. Skirmish, Infantry, Breton. 4-10 models per unit. Base Size: 25mm x 25mm. {| class="wikitable" |- ! 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 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 choose one of the casting models to attempt to hit with the spell(s) (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, and Black Magic, for the purposes of Hatred and Preferred Enemy. The Matron is a Character. '''Spells''': Sisters and Matrons know two of the following spells- Poisonblast, Cripple, Lower Resists, Horrifying Blindness, Torments of Oblivion. Note that you may choose different spells for the Matron. The entire unit may purchase an additional spell from the armory, as included in this list: *Any Bound Item Conjuration Spell, +3 pts per model *Any Mysticism Spell, +4 pts per model *Illusion spells cast on a 12+ or lower, +4 pts per model *Illusion spells cast on a 13+ or higher, +5 pts per model *Destruction spells cast on a 12+ or lower, +4 pts per model *Destruction spells cast on a 13+ or higher, +8 pts per model *Summon Scamp (cast on 4+), +20pts per model *Summon Hunger (cast on 7+), +30pts per model *Summon Flame Atronach (cast on 8+), +30pts per model *Summon Dremora (cast on 9+), +40pts per model *Summon Golden Saint or Dark Seducer (cast on 9+), +40pts per model The Matron may purchase up to two additional spells from the following: *Any Alteration Spell (+4pts) *Any Bound Item Conjuration Spell (+8pts) *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 (+6pts) *Destruction spells cast on a 13+ or higher (+11pts) *Summon Winged Twilight (cast on 11+) (+60pts) *Summon Clannfear (cast on 11+) (+60pts) *Summon Frost Atronach (cast on 12+) (+60pts) *Summon Storm Atronach (cast on 15+) (+100pts) *Summon Daedroth (cast on 20+) (+100pts) *Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz) *Summon Spider Daedra (cast on 20+) (+150pts) Rules for Daedra are found here: [[Scrollhammer: Daedra Cults]]. Rules for Undead are found here: [[Scrollhammer: Order of the Black Worm]]. 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 single 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: *Sorcerer's Staff for +3 pts a model *Cultist Staff for +2 pts a model *Hand Weapons for +2 pts a model *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. The Matron may alternatively take the Blood Chalice. [[File:hr_skirmishers.jpg|350px|thumb|right]] ====Skirmishers==== [Awwww yis] 8 pts per model. Support. Skirmish, Infantry, Breton. 10-20 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Skirmisher | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 8 | 1 | 5+ |- | Champion | 4 | 3 | 3 | 3 | 1 | 4 | 2 | 9 | 1 | 5+ |} '''Wargear:''' Hand Weapon and Shield, Leather Armor '''Spells:''' None '''Special Rules:''' Hit and Run, Move Through Cover. The Champion is a Character. The entire unit may: *Upgrade one model to Champion for +8 pts. *Upgrade one model to Standard Bearer for +6 pts The entire unit may: *Upgrade their armor to Light Maille for +2 pts per model *Upgrade their armor to Glass armor for +5 pts per model *Replace hand weapon with spear (free) The entire unit may take: *Javelins for +2 pts per model *Additional hand weapon for +1 pt per model *Bows or Shortbows for +2 pts per model *Great Weapon +3 pts per model The Champion may take up to 10 points worth of magic items where appropriate from the armory. [[File:hr_turncoat.jpg|300px|thumb|right]] ====Turncoats==== [Description] 65 pts per model. Support. Independent Characters, Breton. 1-3 models per purchase. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Turncoat | 6 | 6 | 4 | 3 | 2 | 8 | 3 | 9 | 4 | - |} '''Wargear:''' Hand Weapon '''Spells:''' None. '''Special Rules:''' Poisoned, Always Strikes First Particular Set of Skills: Turncoats are masters of assassination and subterfuge, able to throw enemy forces into disarray by one of many different methods. Turncoats are not deployed like a normal unit- instead pick one of the following three missions for each model. Although Turncoats are characters they may never lead your army, nor do they increase any joined unit's Leadership. *Assassinate: Add an additional model to one of your Core units during deployment. An Assassin turncoat may be revealed at the beginning of any of your turns, or at the start of any Close Combat phase. Simply declare that this unit contains the Turncoat and replace a model in the front rank with the Turncoat model. Note that if this unit is wiped out or flees before the turncoat is revealed they are removed as a casualty. *Sabotage: You may attempt to stop a particular unit from arriving to the battlefield. Before deployment declare that you have a Turncoat sabotaging. Select an enemy unit- it is placed into reserve instead of deploying normally. A maximum of two turncoats may Sabotage. Note that you may not Sabotage an enemy unit that contains a hero, has ''Scout'', or is a flier. *Distract: You may attempt to delay the advance of enemy units. Before deployment declare that one of your Turncoats is distracting. Select an enemy player- this particular player has -1 to all reserve rolls for the entire game. A maximum of two turncoats may Distract. Any number of Turncoats may take: *Dagger +3 pts per model *Additional hand weapon +6 pts per model *Great Weapon +8 pts per model *Throwing weapons +10 pts per model Any number of Turncoats may purchase up to three of the following spells: *Soulpinch (+4 pts) *Lower Resists (+8 pts) *Bound Armour (+8 pts) *Earwig (+8 pts) *Alad's Caliginy (+10 pts) *Shadow Weave (+10 pts) *Purge Magic (+8 pts) Turncoats may take up to 20 points of magic items from the armory where appropriate. ====Battering Ram==== [Woo woo] 50 pts per artillery. Support. Skirmish, Artillery. 1 to 3 artillery per unit. 75mm x 25mm base {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Battering Ram | - | - | - | 7 | 3 | - | - | - | - | - | - |} '''Crew:''' None! '''Wargear: ''' None '''Special Rules:''' Ram: Battering Rams require at least 6 Infantry models to carry them. When this is the case, the Ram's strength is equal to 3x that of the models carrying them, up to a maximum of 10. (I.e. 3 STR means an attack of S9) Instead the Ram may be carried by 4 monstrous infantry, with the strength 2x that of the carrying models. Together the crew and ram may make a single attack against an adjacent building each close combat phase. Oncoming ranged attacks are split between the crew and ram(see rules for artillery in the Scrollhammer rulebook). The units carrying the ram may fight in combat as normal, and if they Fall Back, the Battering Ram is left in place. Battering Rams may attack adjacent structures with the following profile- ''S*, autohit, rolls 2d6 armor penetration against buildings.'' Mechanical: The Battering Ram model is Immune to Poison and Immune to Disease. The battering ram may: *Take a canopy for +10 pts. This grants the crew a 5+ cover save. *Be heat treated for +10 pts. Grants the Ram a 5+ ward save against Fire and Frost attacks. ====Trebuchet==== [Wololo] 110 pts per artillery. Support. Skirmish, Artillery, Breton. 1 to 2 artillery per unit. 25mm x 25mm base(crew). 50mm x 100mm base(trebuchet). Trebuchet Unit {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Trebuchet | - | - | - | 8 | 4 | - | - | - | - | - |- | Crewman | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 1 | 6+ |- | Engineer | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 | 1 | 6+ |} '''Crew:''' 5 Crewman '''Wargear: ''' Hand Weapon, Leather Armor. '''Special Rules:''' Trebuchet: Trebuchets are made up of crew and the actual artillery piece, with oncoming ranged attacks being split between the two(see rules for artillery in the Scrollhammer rulebook). The Trebuchet models may not move, only pivot, and require at least two crewman to make use of the special shooting attack. If a Trebuchet unit is forced to Fall Back while not locked in combat, and contains one or more artillery pieces, instead remove an artillery piece as a casualty. Each shooting phase, the unit may choose to fire a single boulder, or a grapeshot of rocks, with the following profiles- *Single Boulder: Move or Fire 1, Blast, Barrage, 18-72β range, S7AP3, Multiple Wounds (d6), rolls 2d6 armor penetration against buildings. *Grapeshot: Move or Fire 3d6(roll number of shots for each model each time), 48β range, S4AP0 Mechanical: The Trebuchet model is Immune to Poison and Immune to Disease. Each artillery unit may: *Upgrade one model to Engineer(+1 BS, +1 Ld) for +10 pts *Take shields for each model for +1 pt per model Each Engineer may replace his or her armor with Glass Armor for +4 pts ===Special Characters=== ====King Gortwog gro-Nagorm of Orisnum==== ====King Lysandus of Daggerfall==== ====King Emeric of Wayrest==== ====The Hero of Daggerfall, the Agent==== ====Knights of the Dragon==== ====Knights of the Rose==== ====Order of the Raven====
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