Talk:Scrollhammer: Warriors of Elsweyr
ERRATA[edit]
1.01: Replaced the DRUGS Furious Charge with Counter-Attack
1.02:
- Eshita has Guardian Stone: The Serpent, rather then Guardian Stone: The Lady. Beta rules made it useless for her unit.
- Desert Riders renamed to Hussars.
1.03: Battlecats and War Elephants now have increased movement or charge speeds; point costs have been adjusted as such.
Development[edit]
Went ahead and threw the rough draft up. I'll probably make a Scrollhammer general thread, get the green light from Lolpwnt, see what Dagoth Guy is up to, etc.
--FatherDuke 04:57, 14 September 2012 (BST)
Alright. I reviewed this army book, as you suggested. Most of it is really good, I just needed to make a few minor tweaks:
- Took out the rest of the stuff left over from other army books
- Models that have shields have those included in their armor save reference number now, if I missed any, you should go back and fix them
- Renamed spells to more Khajiit-related things, made some of them more unique
- Jaguar Men, martial artists and Ohmes Skirmishers were way undercosted for what they did, so I increased their price.
- Battle-Cats and War Elephants were overcosted, so I lowered the price of Battle-Cats and gave the Elephants some minor improvements(they have Elephant-like strength now, and their riders have high Leadership)
- Nobles can now take War Elephants as mounts, because I think that would be awesome and very regal of them
Also, is Merrunz Blade the same as Mehrunes Razor? If it is, I already wrote the rules for Mehrunes Razor in the artifact supplement, you should check it out.
Why is J'zargo a super-powered godlike archmage? Is it because he levels up with you all the way to 81 in the game? Is he really that powerful?
Models that have shields should have it included in their Sv(I already did it for some), models that have Claws should either have it always mentioned(including whether or not it's factored into their base stats), or not mentioned at all but assumed.
Other than that, I just made a few other little tweaks to things.
I really like the Alfiqs, with how they can escape from combat, how they are as thin as wet paper, but on average shoot five or six firebolts a turn, and that's without giving them something even more ridiculous like Glass Storm. Jaguar Men remind me a lot of Hold Guard from the Nord army book that I worked on; except with more attacks, better armor, and Cause Fear instead of Stubborn! You can take the full credit for writing it, unless you still want me to handle the fluff. Thanks for all this work you've done, I like it a lot.
--Lolpwnt 23:27, 30 October 2012 (UTC)
Thanks for tidying and fixing up the list. With the Dos, Pahmar, and Jaguar Men I wasn't quite sure how many points they should cost. The Pamar in particular were kind of strange to work with- I wanted them to be very hard hitting on the charge, but kind of squishy. Previously they were T3 and no rending (Which didn't make it feel quite worth it to take them in my mind).
Nobles definitely would go nicely on elephants- surprised I didn't consider that.
Merrunz blade, it might be. I seem to recall some random weapon that had that same magic effect in either the Imperial Legion or Daedra, renamed it and slapped it into the list. If the two have pretty much the same rules then we can assume it is the same thing and I'll snip it out.
J'zargo, yep. In the game he has some high-mana spells that are normally not used, but supposedly it's not uncommon for him to take out a dragon before the player gets a few hits in. That and I wanted a hero that could be seen, rules-wise, to be running about with the dovahkiin and pulling his weight. If it's a bit too over-the-top I could reign it back a little.
Alfiq were definitely my favored unit while working on the codex, given that they were magick casters and I had a little artistic license to work with. There's also something about housecats slugging it out with Sload and Altmer mages that really shines.
As for as the fluff, I don't believe the army list could be as good as possible with me doing it. Go ahead and write it up when you get a chance. Credits fine however; you've already done a good amount of work with being a sounding board and making corrections.
--FatherDuke 01:36, 31 October 2012 (UTC)
Alright. A rule or two has been patched up (Caught a few units without the shields affecting armor saves), fluff for units has been written, and it's pretty much done. All that remains is for the new sections I've written up to be proof-read and potentially fixed up, then also for the introduction to be written. Once all this happens the army list will be 100% for sure done. --FatherDuke 05:14, 19 November 2012 (UTC)
Wrote the introduction. Could probably use a thorough proof-reading, and touch-up, but I'm finally done with Warriors of Elsweyr. --FatherDuke 06:57, 29 November 2012 (UTC)
I'd advise giving the Battlecats the movement speed of Fast Cavalry and increasing their point cost. I just don't see them being as slow as Infantry, but I'm not sure if their rules support them being fast: Monstrous Cavalry uses the movement speed of the Monstrous Creature being ridden, so you'd have to specify that the Battlecat uses the Fast Cavalry movement rules. Perhaps also add some sort of extra speed to War Elephants on the charge, for a few more points?--Lolpwnt 06:09, 18 February 2013 (UTC)
I suppose 'phants and Rhinos can skip decently fast. Stands to reason that a short-limbed, angry cat of similar size could move when it wants to. Let me know if the changes sound fair.
- Elephants have an upgrade to roll 4d6" on charge, take 3 highest. Through cover is just 3d6". Costs 10 points.
- Battlecats are now fast cavalry for +15 points.
--FatherDuke 08:53, 18 February 2013 (UTC)