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+70 pts
+70 pts


===Skeleton Key===


===Skull of Corruption===
===Skull of Corruption===
The essence of fear exudes from this skull-wreathed stave. The scepter of Vaermina, the Skull of Corruption is granted to the servants of the Goddess of Dreams for performing their her bidding. Nightmares appear in the dreams of those who sleep near the skull, and nightmares becoming the waking reality for those who do would challenge the power of the Weaver of the Panoply.
Daedric Artifact, staff. While bearer is casting spells, if he chooses to use the Skull, he may use the it as a ranged spell weapon which may fire with this profile once per turn:  S3, ignores armor saves, Regular 4, Range 24". Each model hit by the Skull's bolt resolves his full number of attacks against himself, as if in close combat, as his nightmares become real. A unit blasted by the Skull must always take a morale test at the end of the phase, and at -1 Ld.
+50 pts.


===Spear of Bitter Mercy===
===Spear of Bitter Mercy===

Revision as of 15:22, 8 April 2012

Scrollhammer Supplement: Artifacts of Tamriel

by Lolpwnt


Introduction

The myths of Tamriel are myriad. Mighty heroes, vile sorcerors, and mantled gods shape the world around them and bring forth era after era of great deeds. But many legends are not associated with gods and men, but with the weapons they wield. This supplement provides the rules necessary for your Scrollhammer heroes to field legendary weapons and powers.


The Basics

This section covers the general rules for Artifacts in your games.

The Artifacts included in this book are legendary weapons which have appeared throughout the history of Tamriel. Depending on which army you intend to play, certain Artifacts from this book will be noted as available to certain models in that army's rules. This book lists the Artifacts and the number of points required to take them. If an army book specifies that the points cost of an Artifact is different than the one given here, the book's cost takes precedence. If a model has a limit to the number points he can spend on items, Artifacts which cost more than his limit can obviously not be taken.

Artifact (included variants such as Daedric Artifact) is a keyword. Artifacts are unique: you may only have one of it in your army. In addition, certain effects may specifically interact with artifacts.

Artifacts which are specific to a single army may not be included in this supplement. An item listed as an Artifact which does not appear in this book still uses the rules for being an Artifact mentioned above.

Certain items in this supplement are described as Katanas. Katanas are Greatswords which do not reduce the initiative of the wielder. Daedric katanas strike with +2 I +2 AP, rather than +2 S +2 AP.


List of Artifacts

Auri'el's Bow

Sacred to the Altmer is the bow said to be forged by great Auri'el, God of Time, king of the Mer. This aetheric weapon, millennia old, brings strikes fiercely and lethally upon its wielder's foes. Mighty heroes throughout the history of Tamriel have sought this weapon, and many have found it and conquered.

Auriel's Bow is a shooting weapon. Artifact, Elven Bow. S6, ignores armor saves, Regular 1, range 48". Auriel's Bow deals shock damage, and a unit struck by it loses d6 mana dice next turn. Wielder gains that amount of mana dice on his next turn.

+50 pts.


Auri'el's Shield

Alongside the great bow, a second mighty instrument of war is attributed to Auri'el. The great Shield of Auri'el is made of forged ebony, and is said to make its wielder impervious to all blows.

Artifact, Shield. All hits against bearer roll to wound at -1 Strength. Bearer is immune to Instant Death from spells and cannot take more than 1 wound from a single spell.

+40 pts.


Azura's Star

Azura, Goddess of Dusk and Dawn, covets the worship of mortals, and rewards heroes are faithful to her commands with a great blessing: her Star. A strange yet harmless trinket in appearance, it is in reality a powerful tool: a conduit by which the energies of souls departing to Oblivion may be stored and made use of.

Daedric Artifact. A successful Soul Trap grants bearer d6 rerolls for hits or wounds with enchanted weapons, instead of just one.

+15 pts.


The Bitter Cup

The nectar of the bitter cup is imbued with the magics of Clavicus Vile, Daedric Prince of Deals. To partake of the Bitter Cup is make a pact with Lord Vile, to grasp greatness at the cost of sure disaster.

Daedric Artifact, Consumable, Potion. The Bitter Cup may be taken in addition to a model's normal allotment of potions. When the Bitter Cup is imbibed, compare the drinkers WS, BS, S, T, I, Ld, and Mg. The highest of these stats is increased by 2 (to maximum of 10) and the lowest is decreased by 2(to a minimum of 1) for the remainder of the game. Leadership is divided by two(rounded up) for this comparison. If there is a tie for the lowest and highest, randomly determine which is chosen.

+20 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.

The Bloodworm Helm is a Helm(only one of this type may be taken per model). Artifact. The bearer of the Helm of Worms may reroll failed mana dice to cast Necromancy spells. Undead he summons have +1WS +1S.

+25 pts.


Boots of the Apostle

The Boots of the Apostle are but a whisper in the many tales of legendary artifacts. Little is known of them, and few have witnessed their power. Those who wear them are rumored to have the power to walk on air as though it were land, to climb the skies like a tower.

The Boots of the Apostle are Boots(only one of this type may be taken per model). Artifact. The bearer of the Boots of the Apostle is a Flier as long as he is not mounted.

+30 pts.


The Bow of Shadows

"Legend has it that the Bow of Shadows was forged by the Daedra Nocturnal. The legendary ranger, Raerlas Ghile, was granted the Bow for a secret mission that failed, and the Bow was lost. Raerlas did not go down without a hearty fight and is said to have, with the aid of the Bow, taken scores of his foes with him. The Bow grants the user the ability of invisibility and increased speed. Many sightings of the Bow of Shadows have been reported, and it is even said that the sinister Dark Elf assassin of the Second Era, Dram, once wielded this bow." —Yagrum Bagarn, Tamrielic Lore

The Bow of Shadows is a shooting weapon. Artifact, Bow. S3 AP0, Regular 1, Range 36". A model bearing the Bow of Shadows has Stealth(+2) and may sprint and shoot the same turn.

+30 pts.


Chrysamere, the Paladin's Blade

The Sword of Heroes is an ancient and mighty blade, wielded by many great warriors throughout history, but seldom for long by any particular individual. The Blade emits an aura of glorious light, shielding its bladesman from harm as he smites his foes.

Artifact, Greatsword. Chrysamere strikes with +4 Strength instead of the usual +1, and grants its bearer a 4+ Ward Save and Regenerate(6+).

+60 pts.


Dawnbreaker

The shrines of Meridia, Goddess of Life, are forever under assault by the forces of the undead, her eternal enemy. Should a hero come to her aid, she blesses him with her mightiest gift: Dawnbreaker, a sword of blinding light, by whose edge the damned quake and are cast back into their graves.

Daedric Artifact, Daedric Hand Weapon. Dawnbreaker deals Flame damage, re-rolls failed rolls to wound, and ignores Feel No Pain. Should an Undead model by slain by it, every other undead model in base contact with it takes a S4AP2 flame hit which ignores Feel No Pain.

+35 pts.


Dawnfang

A strange Akaviri blade, Dawnfang has served in the hands of countless unknown heroes. For all the third era, it passed from warrior to warrior, a unique and wondrous weapon to be wielded. Its last known owner, the Orc warrior Grommok gro-Barak, disappeared into the Realm of Sheogorath wielding it, during the days of the Oblivion crisis, when a rift appeared between the material world and the Madhouse. The blade is now said to be a prized possession of Sheogorath's, gleefully taken as a trophy after the Orc succumbed to the perils of wandering the planes of Oblivion.

Artifact, hand weapon. Dawnfang strikes with +1 Strength,+1 AP, and +1 to hit, and deals flame damage. As long as Night Fighting is in effect, Dawnfang undergoes a transformation, and is called Duskfang, and deals frost damage. Should its wielder slay twelve models with it, for the remainder of the game, the blade strikes with an additional +1 S, and its bearer regenerates a wound on a 5+ for each wound he inflicts with it.

+30 pts.


The Ebony Blade

The Leech of Mephala is a weapon steeped in betrayal of every form. An eerie curved sword carried by the Goddess of Murder, it sucks the very essence from those who come near it, growing in strength for every evil act committed with it. Mephala is said to grant it at times to merciless and cunning mortals, a gift for aiding her in the webs she spins.

Daedric Artifact, Daedric Katana. The bearer of the Ebony Blade regenerates a wound on a 4+ for each wound he inflicts with it. Models hit by the Ebony Blade are Silenced(they cannot cast spells until the beginning of your next turn).

+60 pts.


Fang of Haynekhtnamet

"Black Marsh was once known to be inhabited with what the Argonians called the Wamasus. Northern men considered them to be intelligent dragons with lightning for blood. One such mighty beast, Haynekhtnamet, was slain by the Northern men, though it took 7 days and nights, and a score of men. One of the surviving men took a fang home as a trophy. The fang was carved down into a blade and fashioned into a small dagger. The Dagger mysteriously houses some of the beast's magical properties and grants the user the ability to do shock damage on an opponent. This unique Dagger is seen occasionally by traveling heroes." —Yagrum Bagarn, Tamrielic Lore

Artifact, Dagger. The Fang of Haynekhtnamet strikes with +3 Strength, has Critical Strike, and deals shock damage.

+35 pts.


Goldbrand

Among the most famed swords in all of Tamriel, Goldbrand has passed in and out of myth, and has appeared in the hands of countless great heroes. Said to be forged by dragons, the mighty Goldbrand shines as bright as the sun, its golden curves reflecting the scorching flames which flow forth from it in the heat of battle. The Prince of Plots, Boethiah, is said to use it as a reward for the most exceptionally strong and bloodthirsty of his pawns.

Daedric Artifact, Daedric Katana. Goldbrand strikes with an additional +2 Strength, deals d6 wounds, and achieves a Critical Strike on a 5+. It deals Flame damage.

+70 pts.


Ice Blade of the Monarch

"The Ice Blade of the Monarch is truly one of Tamriel's most prized artifacts. Legend has it that the Evil Archmage Almion Celmo enchanted the claymore of a great warrior with the soul of a Frost Monarch, a stronger form of the more common Frost Atronach. The warrior, Thurgnarr Assi, was to play a part in the assassination of a great king in a far off land, and become the new leader. The assassination failed and the Archmage was imprisoned. The Ice Blade freezes all who feel its blade. The Blade circulates from owner to owner, never settling in one place for long." —Yagrum Bagarn, Tamrielic Lore

Artifact, Glass Greatsword. The Ice Blade of the Monarch re-rolls wounds, and deals Frost Damage. Models who have lost Wounds to the Ice Blade strike last and cannot sprint until they are fully healed.

+40 pts.


Mace of Molag Bal

The cursed Mace of Molag Bal is among the most feared artifacts in all of Tamriel. A gift of the Corruptor of Souls to his favored minions, it drains every breath from its victims, even rending their very souls from their bodies to face unending torment.

Daedric Artifact, Daedric Hand Weapon. Bearer causes Fear. Models hit by the Mace of Molag Bal have -1 Strength in the next round of combat, and lose 1 mana die on their next turn for each time they are hit. Bearer gains a mana die at the beginning of your next turn for each die lost this way. If a model is killed by the Mace, bearer rerolls hits in the next round of combat; the model's soul has been stolen, its pain feeding the weapon.

+50 pts.


Mehrunes Razor

Among the dread weapons of Mehrunes Dagon is the Razor. An impossibly sharp dagger forged from fine ebony and the lava of the Deadlands, Mehrunes Razor is both an instrument of war and a grim altar to its master. Coveted by assassins across all Tamriel, a single slash from the dagger performed in malice is enough to cast a foe into Oblivion, body and soul. No bearer of the dagger has ever been recorded in the annals of written history, yet again and again it surfaces, offering up the souls of those too proud to fear it to Lord Dagon.

Daedric Artifact, Daedric Dagger. For each unsaved wound dealt by Mehrunes Razor (to a model other than a Physical God) roll a d6. On a 4+, the wounded model is immediately removed as a casualty (this effect is not Instant Death, and so Eternal Warrior will not save a model from the Razor!)

+40 pts.


Oghma Infinium

In the time before mortals, the scribe-god Xarxes the Ageless compiled a tome to record all things, the Oghma Infinium. The strange symbols within this ancient text contain all the possible knowledge in existence. The Oghma Infinium has oft been studied and pondered by Hermaeus Mora, Daedric Prince of Fate. Acquiring the tome allows a mortal to unlock the impossible secrets of the gods; never has a mortal attempted to read it for long without it disappearing into thin air, lest he grow omniscient, or go mad from the truths contained within.

Daedric Artifact. A model carrying the Oghma Infinium may attempt to read it at any time during the game, or during his army's deployment at the beginning of the game. He may choose one of these three options:

The Path of Might: A model reading along the Path of Might gains +d3 WS, +d3 BS and +d3 S for the remainder of the game.

The Path of Magic: A model reading along the Path of Magic gains +d3 Mg, and may re-roll failed mana dice for the remainder of the game.

The Path of Shadow: A model reading along the Path of Shadow gains +d3 I, +d3 A, and may re-roll failed saves for the rest of the game.

Once one of the Paths has been read, the Oghma Infinium is removed from his inventory as if it were a consumable.

+75 pts.


Ring of Khajiiti

"The Ring of the Khajiit is an ancient relic, hundreds of years older than Rajhin, the thief that made the Ring famous. It was Rajhin who used the Ring's powers to make himself invisible and as quick as the breath of wind. Using the Ring, he became the most successful burglar in Elsweyr's history. Rajhin's eventual fate is a mystery, but according to legend, the Ring rebelled against such constant use and disappeared, leaving Rajhin helpless before his enemies." —Yagrum Bagarn, Tamrielic Lore

Artifact, Ring(only one of this type may be taken per model). Bearer has Fleet of Foot and Stealth. He may always take the 6+ cover save from Stealth, even in close combat.

+20 pts.


Ring of Namira

The ring of Namira flows with the unsettling, the dark, the unnatural. It is said that the one who wears it shares his every pain with those who would inflict pain upon him, but is cursed to an unholy madness, forever craving to eat the flesh of his own kind.

Artifact, Ring(only one of this type may be taken per model). Each time bearer makes a saving throw, if he scores a 6, the source of the wound takes a wound himself, saves allowed as normal. Bearer has the Rage special rule.

+20 pts.


Sanguine Rose

The merry Daedra Sanguine grants the full powers of Oblivion to the wizard who bears a rose plucked from his garden at the end of his staff. Should the rose wilt, it will lose its power.

Artifact, Staff. At the beginning of your turn, you may elect for bearer to not cast spells until your next turn, and to wield the Sanguine Rose as his weapon. If so, he summons a random Daedra to his side([[1]] use the rules in the Daedra Cults book to determine the result). This Daedra does not have to be bought before the game begins: all the random Daedra are factored into the cost of the staff. If the Staff is used again later, roll again(the random result is different each time). Roll a 2d6 to determine what is summoned:

2: The Rose wilts. It cannot be used for the rest of the game. Bearer may cast spells as normal this turn, or may choose to equip weapons and shields.

3: A Scamp is summoned.

4: A Winged Twilight is summoned.

5: A Hunger is summoned.

6: A Flame Atronach is summoned.

7: A Dremora is summoned.

8: A Frost Atronach is summoned.

9: A Storm Atronach is summoned.

10: A Daedroth is summoned.

11: A Xivilai is summoned, with spells chosen from the list in the Daedra Cults book as normal.

12: The Rose explodes in a colorful burst of energy. A Daedra from this list of your choice is summoned, and the Rose cannot be used for the rest of the game.

+60 pts.


Savior's Hide

Hircine, the Great Hunter, once sought to track and slay a mortal for sport. The mortal escaped his realm of Oblivion, but only after a long and furious chase. Hircine felt so honored to have at last found worthy prey, that he granted the mortal the fae skin of a great beast to shield him with the powers of the wild. Forevermore, those who take part in Hircine's hunts, be it as hunter or as prey, have recieved the Savior's Hide in turn should they find themselves worthy.

Daedric Artifact, Light Armor(only one of this type may be taken per model). The Cuirass of Savior's Hide grants a 5+ armor save to the one who wears it, and a 3+ Ward Save against spells. Poisoned attacks do not count as poisoned against bearer, unless they strike without a Strength Value, in which case they wound only on a 6.

+35 pts.


Scourge

"The Daedric Scourge is a mighty mace forged from sacred ebony in the Fires of Fickledire. The legendary weapon of Mackkan, it was once a fierce weapon used to send spirits of black back into Oblivion. The weapon lhas [sic] the ability to summon creatures from Oblivion, Once a tool used against the Daedric Lords in the Battlespire, it now roams the land with adventurers." —Yagrum Bagarn, Tamrielic Lore

Daedric Artifact, Daedric Hand Weapon. Bearer gets +1 to hit and wound against Daedra. Bearer has the Conjuration spells Summon Dremora(cost 2) and Summon Scamp(cost 1)([[2]] use the rules in the Daedra Cults book), and may have both summoned at once. These Daedra do not have to be bought before the game begins: both Daedra are factored into the cost of the weapon.

+70 pts


Skull of Corruption

The essence of fear exudes from this skull-wreathed stave. The scepter of Vaermina, the Skull of Corruption is granted to the servants of the Goddess of Dreams for performing their her bidding. Nightmares appear in the dreams of those who sleep near the skull, and nightmares becoming the waking reality for those who do would challenge the power of the Weaver of the Panoply.

Daedric Artifact, staff. While bearer is casting spells, if he chooses to use the Skull, he may use the it as a ranged spell weapon which may fire with this profile once per turn: S3, ignores armor saves, Regular 4, Range 24". Each model hit by the Skull's bolt resolves his full number of attacks against himself, as if in close combat, as his nightmares become real. A unit blasted by the Skull must always take a morale test at the end of the phase, and at -1 Ld.

+50 pts.


Spear of Bitter Mercy

Spellbreaker

Staff of Magnus

Volendrung

Wabbajack

The Warlock's Ring

The White Phial