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===Support=== ====Skeletal Dragon==== In times of dire need, those skilled in the black art of necromancy may call up a Dragon from the grave. With a foul ritual, the Dragon Priests call up a creature they once worshiped, in a form little worthy of its former glory. Though it be but a flightless shadow of a true Dragon, a Skeletal Dragon is nevertheless a force of destruction upon the battlefield, well-deserving a respectful fear. '''Support''' A Skeletal Dragon costs 85pts. 50mm x 100mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Skeletal Dragon | 3 | 3 | 6 | 5 | 3 | 1 | 2 | 10 | 0 | 4+ |} '''Special rules''': Skirmish, Monstrous Creature, Undead, Dragon. Fleshless Wings: A Skeletal Dragon cannot fly or Deep Strike as a flyer. Neither can it use Hit and Run for being a Dragon. '''Wargear''': Even without their scales, the bones of a dragon are strong as steel, giving them a 4+ armour save. '''Shouts''': A Skeletal Dragon knows Unrelenting Force, and one of the following: *Fire Breath *Frost Breath ====Dragon Cultists==== When Man overthrew the reign of terror of the Dragons, those who still worshiped the Dragons surrendered or fled. Many of those who went into hiding at the side of the Dragon Priests joined their leaders in undeath, cursed to walk Nirn as ghosts forever. '''Support''' Each Dragon Cultist costs 10pts/model. 5-20 Dragon Cultists may be fielded as a single unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Dragon Cultist | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 3 | 5+ |} '''Special rules''': Skirmish, Infantry, Undead Dragon Cultists cause Fear. Ghostly: Dragon Cultists do not have to roll for difficult and dangerous terrain. They are not encumbered in their movement or spellcraft by their heavy armor. Drifting Spirits: Dragon Cultists, being ghosts, may sometimes drift amongst the enemy, invisible, until they can give themselves shape. Dragon Cultists have the Deep Strike ability, and may move and charge normally on the turn they Deep Strike. On that turn, their daggers have Killing Blow. '''Wargear''': Dragon Cultists carry an Ancient Nordic Dagger, and wear Ancient Nordic Armor. '''Spells''': Dragon Cultists know either Flames or Frostbite. ====Wisps==== Among the legends of the rugged mountains of the Northlands is that of the Wispmother. In the flickering light of the sunset, between the great peaks of the North, there are found small Wisps, silver shimmers in the air. Travelers lured by the Wisps follow them through the snow and the valleys, to the Wispmother, a queen of ice, a phantom maiden dressed in silver robes. The Wispmother casts a dreaded curse upon these fools, freezing them to death with icy winds. '''Support''' Each Wispmother costs 100pts, and each Wisp costs 5 pts. 1 Wispmother, and 3-15 Wisps, may be fielded as a single support unit choice. 25mm x 25mm base(Wisp). 40mm x 40mm base(Wispmother). {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Wispmother | 3 | 3 | 1 | 3 | 3 | 5 | 0 | 10 | 6 | -/4++ |- | Wisp | 1 | 1 | 1 | 1 | 1 | 5 | 1 | 4 | 3 | - |} '''Special rules''': Skirmish, Infantry, Frost Spirits. Wispmothers have Regeneration (6+). Wispbond: At the beginning of your turn, if the Wispmother is not locked in combat you may attempt to replace each fallen Wisp with a new Wisp. For each fallen Wisp, roll a d6. On a 5+, place it in a legal location in Wispmother's unit. Each time a Wisp is slain, its Wispmother takes a S2 hit, no saves allowed. If the Wispmother is slain, all the Wisps are slain as well. Shades: A Wispmother flows outwards with silvery frost, trailing like wind. Each trail of frost manifests itself as phantom images, each appearing like the Wispmother herself. Wispmothers have a 4+ Ward Save. Hoarfrost Cloak: Enemies in base contact with a Wispmother strike at Initiative 1, and take a S4AP5 hit at the beginning of each round of combat. Fey Siphoning: Wisps drain the life of their enemies when commanded to do so by the Wispmother. Wisps wound automatically, regardless of toughness. Glimmers in the Trees: Wisps and the Wispmother may be deployed after all regular deployment has occurred, as well as any Infiltrate deployment and Scout redeployment. If this option is taken, deploy each model as a separate unit. Wisps(but not the Wispmother) using this rule may be placed anywhere on the battlefield, other than less than 1" from an enemy unit, or less than 6" from another Wisp from the same source unit. The Wispmother still takes hits from and later revives fallen Wisps(as additions to her unit), despite them being separate. If a sub-unit of any size is ever within 2" of another from the same source unit, it is immediately merged and treated as a single unit for the remainder of the game. Each enemy unit may use Split Fire once per shooting phase against Wisps, with the model splitting fire targeting any unit he can shoot at that consists of a single Wisp. '''Wargear''': Neither Wisps nor Wispmothers carry any wargear. '''Spells''': Wispmothers know Ice Storm. ====Ice Wraiths==== In the frozen heart of Skyrim's wilds dwell fierce and cruel spirits of snow, their icicle fangs sharp as swords: the Ice Wraiths. The Ice Wraiths have preyed upon the Nords since before the dawn of recorded history, bringing swift and icy death to those who would ventured forth unprepared. Driving back their predations has long been a martial tradition of Skyrim; slaying one is a rite of passage into manhood in some villages, and is widely considered a sign of worthwhile prowess in a warrior. A defeated Ice Wraith expels its magicka in liquid form: this bitter cold draught protects the drinker from the frostbite induced by the Wraith's heartstopping breath. '''Support''' Each Ice Wraith costs 25 pts. 2-15 Ice Wraiths may be fielded as a single support unit choice. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Ice Wraith | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 8 | 3 | - |} '''Special rules''': Skirmish, Beasts, Hit and Run, Frost Spirits. Fangs of Ice: Ice Wraiths' attacks in close combat deal Frost damage and ignore armor saves. Models hit by these attacks are Chilled until the end of next turn. '''Wargear''': Ice Wraiths may project a shooting attack, the Glaze of Deathly Frost: S3, ignores armor saves, Fire and Charge 1, Template, models hit have their Initiative reduced to 1 until end of turn, frost.
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