Editing
Scrollhammer: Dragons
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Army List== This set of rules will allow one to field an army of Dragons or the undead who served them in life, or a mix of both. The "Dragons" section provides rules for fielding all types of Dragons, which appear in a variety of places in the army list. The other sections provide rules for the undead who dwell within the dark barrows of Skyrim, awaiting the return of their masters. ===Overview=== The following is an outline for armies using this book: Heroes: Dragon(Greater and Lesser), Elder Dragon(0-1), Dragon Priest, Draugr Deathlord, Draugr Scourge. Special Characters: Alduin World-Eater, High Priests of the Dragon Cult. Core: Draugr, Skeletons, Dragon(Lesser)(0-2 per Hero choice Dragon). Elite: Draugr Wights, Spectral Draugr, Dragons(Greater and Lesser)(may only be taken if at least one Dragon of equal or greater rank takes up a hero slot). Support: Skeletal Dragons, Dragon Cultists, Wisps, Ice Wraiths. ===Dragons=== The mighty Dragons come in many shapes and sizes. Though all are beyond ancient, the wisdom or strength of some exceeds that of others. Dragons may be taken as Hero choices, and for each one taken as a hero choice, 0-2 Lesser Dragons may be fielded as Core units. If a Dragon is taken as a Hero choice, Greater and/or Lesser Dragons (of equal or lesser rank to the most powerful hero choice Dragon) may take up Elite slots. The ranks of Dragons are as follows: Alduin World-Eater > Ancient Dragon > Elder Dragon > Greater Dragon > Lesser Dragon. ====Elder Dragon==== The mightiest of the Dragons are those whose Thu'ums are the strongest. The Elder Dragons hold the power of demigods in their breath, and their fire-colored scales are all but immune to the blows of mortals. Such Dragons are among the most deadly creatures in existence, crushing houses beneath their feet, and swallowing renowned heroes whole. An Elder Dragon costs 265pts. An Ancient Dragon costs 315pts. 50mm x 100mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Ancient Dragon | 4 | 4 | 7 | 7 | 7 | 4 | 5 | 10 | 0 | 2+ |- | Elder Dragon | 3 | 3 | 7 | 7 | 6 | 4 | 5 | 10 | 0 | 3+ |} '''Special rules''': Skirmish, Monstrous Creature, Flyer, Dragon, Character. Single Model. Swath of Destruction: Elder and Ancient Dragons do not take difficult or dangerous terrain tests. '''Wargear''': Dragons are covered in dragonhide - scales that are tougher than steel, yet flow fluidly with their movement. This gives them an armour save as indicated in their profile. Their claws have the ''critical strike'' rule. '''Shouts''': An Elder or Ancient Dragon knows the Shouts Unrelenting Force, Thunderous Siege, Fire Breath, Frost Breath, Dominate, Clear Skies, and Swallow Shout. An Elder Dragon may take any number of the following in addition to its other Shouts: *Disarm (+10pts) *Marked For Death (+10pts) *Razor Edge (+10pts) *Dismay (+10pts) *Throw Voice (+10pts) *Animal Allegiance (+10pts) *Kyne's Peace (+10pts) *Elemental Fury (+10pts) *Whirlwind Sprint (+10pts) *Become Ethereal (+10pts) *Ice Form (+25pts) *Tempest Shroud (+25pts) *Spectral Illusion (+25pts) *Slow Time (+25pts) *Storm Call (+25pts) *Maelstrom (+25pts) *Teleport (+25pts) ====Greater Dragon==== The most common of the stronger varieties of Dragons are the Dragons of Frost and Blood. The Frost Dragons fly high through the northern skies, raining down icy death upon their prey. The Blood Dragons are green and bear fins and a spade-shaped tail. They are tireless trackers, pursuing their foes for weeks on end before killing them. 200 pts for Blood Dragon 225 pts for Frost Dragon A Blood Dragon costs 200pts. A Frost Dragon costs 225pts. 50mm x 100mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Frost Dragon | 3 | 3 | 6 | 6 | 6 | 4 | 4 | 10 | 0 | 3+ |- | Blood Dragon | 3 | 3 | 6 | 6 | 5 | 4 | 4 | 10 | 0 | 3+ |} '''Special rules''': Skirmish, Monstrous Creature, Flyer, Dragon, Character. Single Model. Elemental Skin: Frost Dragons have Feel No Pain against Frost damage, but Flame damage gets +1 to wound against them. Blood Dragons have Feel No Pain against Fire damage, but Frost damage gets +1 to wound against them. '''Wargear''': Dragons are covered in dragonhide - scales that are tougher than steel, yet flow fluidly with their movement. This gives them an armor save as indicated in their profile. Their claws have the ''critical strike'' rule. '''Shouts''': A Frost Dragon knows the Shouts Unrelenting Force, Frost Breath, Dominate, and Swallow Shout. A Frost Dragon may take any number of the following in addition to its other Shouts: *Disarm (+10pts) *Dismay (+10pts) *Throw Voice (+10pts) *Elemental Fury (+10pts) *Whirlwind Sprint (+10pts) *Become Ethereal (+10pts) *Ice Form (+25pts) *Tempest Shroud (+25pts) A Blood Dragon knows the Shouts Unrelenting Force, Fire Breath, Dominate, and Swallow Shout. A Blood Dragon may take any number of the following in addition to its other Shouts: *Marked For Death (+10pts) *Razor Edge (+10pts) *Throw Voice (+10pts) *Animal Allegiance (+10pts) *Kyne's Peace (+10pts) *Clear Skies (+10pts) *Spectral Illusion (+25pts) *Slow Time (+25pts) ====Lesser Dragon==== A Dragon whose Thu'um is weak subordinates itself to those greater than it, following their lead. Nevertheless, even the smallest of the Dragons is a living engine of destruction, and a breathing master of the Voice. Not a brave warrior nor a vast army can claim safety against the destruction that the Thu'um of a single Child of Akatosh can wield. A Lesser Dragon costs 150 pts. 50mm x 100mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Lesser Dragon | 3 | 3 | 6 | 6 | 4 | 4 | 4 | 10 | 0 | 3+ |} '''Special rules''': Skirmish, Monstrous Creature, Flyer, Dragon. Single Model. '''Wargear''': Dragons are covered in dragonhide - scales that are tougher than steel, yet flow fluidly with their movement. This gives them an armor save as indicated in their profile. Their claws have the ''critical strike'' rule. '''Shouts''': A Lesser Dragon may choose one of the following for free: *Fire Breath (free) *Frost Breath (free) *Thunderous Siege(free) A Lesser Dragon may take any number of the following in addition to its other Shouts: *Unrelenting Force (+10pts) *Disarm (+10pts) *Marked For Death (+10pts) *Razor Edge (+10pts) *Dismay (+10pts) *Dominate (+10pts) *Throw Voice (+10pts) *Animal Allegiance (+10pts) *Kyne's Peace (+10pts) *Clear Skies (+10pts) *Elemental Fury (+10pts) *Whirlwind Sprint (+10pts) *Become Ethereal (+10pts) *Swallow Shout (+10pts) ===Heroes=== ====Dragon Priest==== In the days when Dragons were worshiped by mankind, a great order of ancient sorcerers was founded. Members of this order served as a priesthood to to the Dragons, mediating between them and mortal men. Great power they held in the number of mankind, and great ceremonies they performed for the honor of their masters, or for the mummification and burial of the dead. Upon the defeat of the Dragons, they fled with their most loyal retainers to construct burial mounds in the honor of their fallen masters. They continued the Dragon's war, against their fellow mortals, until but few remained. This remainder transformed themselves into liches, preserving themselves with a bitter immortality, to guard the ancient tombs, and await the return of their masters. '''Hero''' A Dragon Priest costs 185 pts 40mm x 40mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Dragon Priest | 2 | 5 | 4 | 4 | 6 | 2 | 2 | 10 | 8 | - |} '''Special rules''': Independent Character, Skirmish, Infantry, Undead Dragon Priests cause Fear. Wargear: Dragon Staff: The Staff of a Dragon Priest is filled with the powers of the great elements. For each Dragon Priest in your army, choose Flame, Frost or Shock. Bearer gets +4 to his casting roll when casting Destruction spells and summoning Atronachs of the chosen element. Priest Robes. Dragon Priests may purchase magic items, where appropriate, from the armory. '''Spells''': Command Daedra, Ward. A Dragon Priest knows two of the following spells: *Firebolt *Flames *Fireball *Incinerate *Shock *Sparks *Chain Lightning, *Lightning Bolt *Ice Spike *Frostbite *Ice Storm *Icy Spear A Dragon Priest may take up to two additional spells from this book's spell list as follows: *Any spell(other than Conjuration) cast on 13+ or lower (+8pts) *Any spell(other than Conjuration) cast on 14+ or higher (+20pts) *Raise Skeletons (+20pts) *Raise Skeletal Horde (+40pts) A Dragon Priest may take an Atronach Familiar, in addition to any other spells. This grants him the ability to buy a third spell from his spell list, and gives him a Summoning spell, for a cost depending on the type of creature summoned: *Summon Flame Atronach (cast on 8+) (+50 pts) *Summon Frost Atronach (cast on 12+) (+65 pts) *Summon Storm Atronach (cast on 15+) (+80pts) Rules for Atronachs are found in [[Scrollhammer: Daedra Cults]]. ====Draugr Deathlord==== In the ages before written history, even the great kings of Men served the Dragons. Mummified and entombed after their deaths in the great barrows, their bodies are preserved for eternity, cursed with blasphemous unlife. When Man rebelled against Dragon, the great lords who remained loyal to their masters became schooled in the Thu'um themselves. Tyrants of later eras were oft entombed with the ancients as well. All these dishonored dead now arise, lords of their people once more, in death as in life. Draugr Deathlords cost 180 pts. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Draugr Deathlord | 7 | 4 | 5 | 5 | 5 | 4 | 4 | 10 | 1 | 4+ |} '''Special rules''': Independent Character, Skirmish, Infantry, Undead Draugr Deathlords cause Fear. Frozen Dead: Frost attacks get -1 to wound against all Draugr. '''Wargear''': Draugr Deathlords carry an Ancient Nordic Hand Weapon and a shield, and wear Ancient Nordic Armor. A Deathlord may replace their Ancient Nordic Hand Weapon with one of the following: *Ancient Nordic Spear (+4pts) *Ebony Hand Weapon (+10pts) *Ebony Spear (+14pts) A Deathlord may replace their shield with one of the following: *A second Ancient Nordic Hand Weapon (free) *An Ancient Nordic Bow (+4 pts) *An Ebony Bow or Ebony Short Bow (+10pts) A Deathlord may replace their equipment in both hands with one of the following: *Ebony Greatsword (+20pts) *Ebony Battle Axe (+20pts) *Ebony War Hammer (+20pts) A Deathlord may replace their armour with Ebony Armor for +20pts. Deathlords may purchase magic items, where appropriate, from the armory. '''Shouts''': Unrelenting Force, Disarm. A Deathlord may also take any of the following shouts: *Razor Edge (+15pts) *Dismay (+15pts) *Throw Voice (+15pts) *Elemental Fury (+15pts) *Frost Breath (+30pts) *Ice Form (+30pts) *Dominate (+30pts) *Swallow Shout (+30pts) ====Draugr Scourge==== Among the most dreaded of the undead are the great Scourge Lords of the Draugr. Masters of many forms of combat and magic, these ghouls were once famed warriors in eras. Now they lurk in the darkness of their tombs, plotting the woeful slaughter of the living. A Draugr Scourge costs 95pts. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Draugr Scourge | 5 | 3 | 4 | 4 | 4 | 4 | 3 | 10 | 5 | 4+ |} '''Special rules''': Independent Character, Skirmish, Infantry, Undead, Scourges cause Fear. Frozen Dead: frost attacks get -1 to wound against all Draugr. '''Wargear''': Draugr Scourges carry an Ancient Nordic Hand Weapon and a shield, and wear Ancient Nordic Armor. A Scourge may replace their Ancient Nordic Hand Weapon with an Ancient Nordic Spear (+4pts). A Scourge may replace their shield with one of the following: *A second Ancient Nordic Hand Weapon (free) *Spell:Frostbite (+2pts) *An Ancient Nordic Bow or Ancient Nordic Short Bow (+4pts) A Scourge may replace their equipment in both hands with one of the following: *Ancient Nordic Greatsword (+20pts) *Ancient Nordic Battle Axe (+20pts) *Ancient Nordic War Hammer (+20pts) Scourges may purchase magic items, where appropriate, from the armory. '''Spells''': A Draugr Scourge may take an Atronach Familiar. This grants him the summoning spell as detailed below: *Summon Frost Atronach (cast on 12+) +65 pts Rules for Atronachs are found in [[Scrollhammer: Daedra Cults]]. A Draugr Scourge with an Atronach Familiar may also take one spell from the following list: *Ice Spike (+4pts) *Fortify Strength (+5pts) *Icy Spear (+8pts) *Might (+10pts) *Ice Storm (+10pts) '''Shouts''': A Draugr Scourge may take up to three of the following shouts. *Unrelenting Force (+15pts) *Disarm (+15pts) *Throw Voice (+15pts) *Frost Breath (+30pts) *Ice Form (+30pts) ===Core=== ====Draugr==== Many legends are told of how a man becomes a Draugr: some are said to be damned for their allegiance with the Dragons, others for the rites of cannibalism indulged in by the ancient cults. But all now roam the northern parts of Tamriel, slaying all who wander too near the ruins of their once-great civilization. And within the windswept barrows, tens of thousands more sleep embalmed, awaiting a foolish fortune-hunter to awaken them and meet his death. '''Core''' Draugr cost 4pts/model. They may be fielded in units of 10-40. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Draugr | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 7 | 1 | - |} '''Special rules''': Horde, Infantry, Undead. Draugr Lords are Characters and cause Fear. Frozen Dead: frost attacks get -1 to wound against all Draugr. '''Wargear''': Draugr carry an Ancient Nordic Hand Weapon. Any number of Draugr in the unit may each be given one of the following: *Shield (+1pts/model) *A second Ancient Nordic Hand Weapon (+1pts/model) *Spell: Frostbite (+1pts/model) Any number of Draugr in the unit may each replace their Ancient Nord Hand Weapon with the following: *Ancient Nordic Spear (+1pts/model) Any number of Draugr in the unit may each replace both hands with one of the following: *Ancient Nordic Bow (+1pts/model) *Ancient Nordic Short Bow (+1pts/model) Any number of Draugr in the unit may take Ancient Nordic Armor (+1pts/model). One model in the unit may be upgraded to a Draugr Lord for +16 pts. Draugr Lords cause Fear, and may purchase up to 10pts of magic items, where appropriate, from the armoury. The Draugr Lord may be given one of the following Shouts: *Unrelenting Force (+20pts) *Disarm (+20pts) ====Skeletons==== Throughout Tamriel, the long-dead lurk in the shadows, only bones remaining, but nevertheless moving with mysterious unlife. Many of these skeletons are servants of necromancers; others, damned souls cursed to walk Nirn even after all their flesh has rotted away. But all are silent, mindless killers, deserving no pity from the living. '''Core''' Skeletons cost 4pts/model. They may be fielded in units of 10-40. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Skeleton | 3 | 3 | 2 | 2 | 1 | 2 | 1 | 5 | 0 | - |} '''Special rules''': Horde, Infantry, Undead Skeletons cause Fear. '''Wargear''': Skeletons carry an Ancient Nordic Bow. The entire unit may replace its bows with: *Ancient Nordic Short Bow (free) *Ancient Nordic Hand Weapon and Shield (free) *Ancient Nordic Spear and Shield (+1 pts/model) ===Elite=== ====Draugr Wights==== Haunting the darkest depths of the barrows are the Wights. Unusually resistant to their enemies blows, these undead charge into battle casting icy curses upon their foes, before tearing them to pieces with their incredible strength. Beware, all who would enter the burial-places of the Dragon Cults. '''Elite''' Draugr Wights cost 16pts/model. They may be fielded in units of 5-20. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Draugr Wights | 3 | 3 | 4 | 3 | 2 | 3 | 1 | 8 | 3 | - |- | Draugr Wight Lord | 3 | 3 | 4 | 3 | 2 | 3 | 2 | 8 | 4 | - |} '''Special rules''': Horde, Infantry, Undead. Draugr Wights cause Fear. Draugr Wight Lords are Characters. Frozen Dead: frost attacks get -1 to wound against all Draugr. '''Wargear''': Draugr Wights carry an Ancient Nordic Hand Weapon, and know the Frostbite Spell. Any number of Draugr Wights may each replace Frostbite with one of the following: *Ancient Nordic Bow or Ancient Nordic Short Bow (+2pts/model) *Shield (+2pts/model) Any number of Draugr Wights may each be given the following: *Ancient Nordic Armor (+4pts/model) One model in the unit may be upgraded to a Wight Lord for +13pts. The Wight Lord may purchase up to 10pts of magic items, where appropriate, from the armoury. '''Spells''': Frostbite. Any number of Draugr Wights may be given one of the following spells: *Fortify Strength (+2pts/model) *Ice Spike (+2pts/model) *Ice Storm (+6pts/model) *Icy Spear (+6pts/model) '''Shouts''': Unrelenting Force. The entire unit may replace Unrelenting Force for Disarm for free. ====Spectral Draugr==== Deep within the ancient ruin of Labyrinthian, far beneath the eponymous Maze of Shalidor, lies the great Tribune chamber, burial-place of countless Dragon Priests. The Draugr cursed to forever guard these halls are ghostly in form, and wield shadowy blades which drain the essences of their foes. At their beck and call are packs of wraith-hounds, which aid them in tearing the foe. Neither the nature of the magic nor the history behind these undoubtedly real horrors is known, nor the extent of their numbers. '''Elite''' Spectral Draugr cost 8pts/model. Spectral Warhounds cost 7pts/model. 10-30 Spectral Draugr and 0-10 Spectral Warhounds may be fielded as a single elites choice. 25mm x 25mm base(Both Spectral Draugr and Spectral Warhounds). {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Spectral Draugr | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 7 | 2 | 6+ |- | Spectral Warhound | 3 | 0 | 4 | 2 | 1 | 4 | 2 | 6 | 0 | - |} '''Special rules''': Skirmish, Infantry(Spectral Draugr), Beasts(Spectral Warhounds), Undead Spectral Draugr and Warhounds cause Fear. Frozen Dead: frost attacks get -1 to wound against all Draugr. '''Wargear''': Spectral Draugr carry a Drainheart Sword, and a shield. Spectral Warhounds are unarmed. Any number of Spectral Draugr may replace their shields with one of the following: *Second Drainheart Sword (free) *Spell: Frostbite (free) Any number of Spectral Draugr may replace their equipment in both hands with one of the following: *Drainspell Bow (+1pts/model) *Drainblood Battle Axe (+4pts/model) Any number of Spectral Draugr may be given one of the following: *Ancient Nordic Armor (+2pts/model) Drainblood Battle Axe: Battle axe. If bearer deals an unsaved wound with this weapon, attacks against him until the end of next round of combat get -1 to wound. Drainheart Sword: Hand Weapon. If bearer deals an unsaved wound with this weapon, he gains +1 A in the next round of combat. Drainspell Bow: Bow. For each unsaved wound caused by shooting with this weapon, the unit shot at suffers Magicka Drain(2), allocated by its controlling player. '''Shouts''': Any number of Spectral Draugr may each take any of the following: *Shout:Unrelenting Force (+3pts/model) *Shout:Become Ethereal (+3pts/model) ===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. ===Special Characters=== ====Alduin World-Eater, Firstborn of Akatosh==== Before Time began, a different world existed in Nirn's place. Its inhabitants were born, and they lived, loved and died. For millennia they toiled, and built up great civilizations. In their halls they sang tales of glorious heroes to feasts of wine and boar. But their doom was already sealed. For Alduin came forth, mightiest of the Dragons, and glutted himself upon the souls of the living and the dead, swallowing the world with his Thu'um. Thus was the ending of the First Kalpa. And so it came to pass that every world, every one of the many hundred beautiful creations of the gods, was consumed, turned into nothingness, and forgotten, all before the dawn of time. For Alduin is eternal, an aspect of time itself, the final Doom of all mortals. Alduin led the Dragons into the present Kalpa, and watched as the newborn races of mortals grew. All the wisdom of the present world was his to ruminate upon, but to his proud Eternity, the lives of mortals meant nothing but the antics of fools fast approaching their doom. The race of men raised great temples to Alduin, bowing before the one who would consume them. The elves denied this fate, believing themselves gods, but mankind trembled at the true knowledge of the end of all things. And then, when all was lost, an unforeseen event transpired. Alduin, ruler of Dragons and Men, was betrayed by his most trusted brother, who let Man steal the Thu'um from the Lords of the Sky. With the power of the Thu'um, Man rebelled, and with the power of the Scrolls, cast him out his father's domain: Time itself. From this prison, the Firstborn of Akatosh sought revenge upon Mankind. Though an impotent force in the world of mortals, he mustered what strength he had to ally with the god Orkey. Together, the two gods reversed the course of time, turning all mankind back into children that they might be soon perish. But Shor, God of Nirn, did battle with Alduin in the land of the dead. In this battle, he demonstrated his Thu'um to the Dragonborn hero Wulfharth, who sacrificed himself to reverse the curse. Alduin was defeated again. By a Scroll was Alduin banished from Time, and by a Scroll he is prophesied to return. The day swift approaches, when the Time-Eater shall once more come to rule all Nirn. The kingdoms of men shall fall before the dawn of the Dragons, and at the very end of time, the mists of Aetherius and the fires of Oblivion shall offer up their dead. And all shall be plunged into everlasting nothingness, their lives and histories made futile as another doomed Kalpa is born from their ashes. '''Support''' Alduin costs 635pts. Alduin is taken as a Hero choice. An army that contains Alduin may take any number of Lesser Dragons as Core choices, and may take multiple Elder Dragons. Elder Dragons(but not Ancient Dragons) may be taken as Elite choices. 125mm x 125mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Alduin | 4 | 4 | 8 | 8 | 7 | 4 | 5 | 10 | 0 | 1+ |} '''Special rules''': Skirmish, Monstrous Creature, Flyer, Dragon, Character. Swath of Destruction: (see the rules for Elder Dragons) The Eternal: Alduin is a Physical God. However, he does not get any extra abilities from this status. Strongest of the Thu'ums: Alduin's Shouts (that have a cooldown number) have -1 to their cooldowns, to a minimum of 1(the normal cooldown of the Shout is still the same for calculation purposes). Alduin gets +1 to his roll when using or being targeted by Swallow Shout. His Fire Breath Shout strikes with +2 Strength. '''Wargear''': Alduin's spined, shadow-black scales contain the power of countless aeons, the strength of the innumerable souls he has devoured. Alduin has a 1+ armor save(a roll of 1 still fails) and a 6+ Ward Save. Alduin's close combat attacks have the ''Critical Strike'' ability. '''Shouts''': Alduin knows all the Shouts in this book and in the Scrollhammer Rulebook. Alduin has two unique Shouts: Alduin's Roar- Meteor Storm: Alduin unleashes a roar of incredible power, and within it a Thu'um only comprehensible to himself. He calls upon the heavens themselves, cracking them open and unleashing a flood of molten slag upon his foes. This Shout may be activated during your movement phase. Weather effect. Until the beginning of your next turn, at the start of every phase, roll a d6 for each enemy unit within 18" of Alduin. On a 4+, place a Blast marker on that unit(even if Alduin cannot see it). Roll to hit with a scatter die and a single d6, but not subtracting Alduin's ballistic skill. For each model completely or partially under the marker, a S6AP1 flame hit is scored against that unit. Cover saves are taken as if the attack was coming from directly above, and area terrain is not enough to grant a save! Units completely obscured from directly above do not have to roll to see if they are hit, and nor does Alduin. Cooldown 4(3). SLEN TIID VO- Resurrect: Alduin commands the flesh of a fallen Dragon to re-form, once more imbuing it with its eternal soul to do battle for him. It is by this means that the Dragons remain truly immortal. If Alduin is in your army, mark the location of all slain Dragons or Skeletal Dragons in your army. Resurrect may be used during your movement phase. Return a slain Dragon whose marker is within 6" of Alduin to the battlefield, fully healed. A slain Skeletal Dragon returns to the battlefield as a Lesser Dragon with no upgrades. The resurrected model may move this turn, but may not shoot or charge. If, however, an enemy Dragon or Dragonborn gets within 6" of the marker first, it is removed- the Dragon cannot be resurrected! Cooldown 5(4) ====High Priests of the Dragon Cult==== At the heart of the vast city that would one day be known as Labyrinthian, there once lay a citadel known as Bromjunaar. Within this chamber, the High Priests of the Dragon Cult met and sat upon their thrones, ruling over ancient Man. Cruel-hearted and proud, this council made prayers to the Dragons for gifts: they were granted immortal, indestructible masks, existing both in and out of time. With these eternal masks concealing their faces, they invoked great power, and ruled Man with an iron fist until the time of rebellion. It was then they fled, and became liches of incredible power, hiding in the shadows, awaiting the time when they might once more conquer the North and hail their winged masters. 0-1 Dragons Priests in your army may be replaced by one of the eight High Priests: Hevnoraak, Krosis, Morokei, Nahkriin, Otar the Mad, Rahgot, Vokun or Volsung. High Priests are taken for the points cost specified. 40mm x 40mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | High Dragon Priest | 2 | 5 | 4 | 4 | 6 | 2 | 2 | 10 | 10 | - |} '''Special rules''' (universal to all Dragon Priests): Independent Character, Skirmish, Infantry, Undead, Eternal Warrior. =====<u>Hevnoraak</u>===== Hevnoraak held the power to dominate his fellow mortals while he lived. Countless souls were corrupted by his powers, made puppets for his tortures. None of his victims fled, so great was their fear of him. In death, he transformed into a lich within his tomb, but as he performed the ritual, the hero Valdar intervened, sacrificing himself to bind himself to Hevnoraak. Now, for all eternity, Valdar stands vigilant, sealing Hevnoraak's tomb, lest the tyrant be unleashed upon the world once more. Hevnoraak costs 325 pts. '''Wargear''': Hevnoraak carries the Staff of Hevnoraak, and wears Priest Robes and the Mask of Hevnoraak. Staff of Hevnoraak: This is a Dragon Staff of Shock. Models assaulting Hevnoraak's unit take a S4AP1 Magicka Drain(1) shock hit. Mask of Hevnoraak: The red iron mask of Hevnoraak granted him protection from sickness in life, and through it, he spoke and enthralled his fellow mortals. Artifact, Helm. At the start of every Fight sub-phase during close combat, choose an enemy mortal in base contact with Hevnoraak. That model makes a Leadership test on its own value. If it fails, you Command that model this round. '''Spells''': Summon Storm Atronach (cost included in Hevnoraak's cost), Chain Lightning, Lightning Bolt, Ebonyflesh, Command Daedra, Ward, Raise Skeletons. =====<u>Krosis</u>===== The Lich of Shearpoint sleeps in a dusty coffin atop a high peak overlooking the Pale. Ancient ruins and inscriptions in the language of Dragons lie around his resting place. Woe betide the foolhardy mountaineer who awakens him. Krosis costs 265 pts. '''Wargear''': Krosis carries the Staff of Krosis, and wears Priest Robes and the Mask of Krosis. Staff of Krosis: This is a Dragon Staff of Flame. Krosis may automatically cast Fireball without having to spend Power Dice or roll during each of your shooting phases, in addition to his other spells. Mask of Krosis: The mask of Krosis emits a green-and-gold glow. It improves the dexterity and craft of its bearer's hands. Artifact, Helm. The mask grants Krosis +2 Initiative. '''Spells''': Summon Flame Atronach (cost included in Krosis' cost), Fireball, Incinerate, Wall of Flames, Ebonyflesh, Command Daedra, Ward. =====<u>Morokei</u>===== Within the deepest halls of Labyrinthian, guarded by legions of Spectral Draugr and their ghastly hounds, Morokei wanders. Very much awake, this servant of the Dragons has long sought power at all costs, gathering whatever artifacts and forbidden knowledge he can acquire. Morokei costs 425 pts '''Wargear''': Morokei carries the Staff of Magnus, and wears Priest Robes and the Mask of Morokei. Staff of Magnus: The Staff of Magnus is a renowned artifact, the staff of the God of Magic himself. Its rules are found in the supplement [[Scrollhammer: Artifacts of Tamriel]]. Mask of Morokei: The violet Mask of the Glorious makes its bearer one with the magicka that flows through him, letting his mind concentrate on his spells for an indefinite amount of time. Artifact, Helm. Morokei replenishes up to 5 of his Power Dice on every other player's turn, in addition to the full replenishment on his own turn. '''Spells''': Summon Storm Atronach (cost included in Morokei's cost), Chain Lightning, Lightning Bolt, Ebonyflesh, Command Daedra, Ward, Raise Skeletons. =====<u>Nahkriin</u>===== In his state of undeath, Nahkriin takes upon himself the holiest of tasks. He is the Guardian of the Afterlife, for he watches, ever vigilant, the great Gate of Skuldafn. For here, atop a peak inaccessible by those without the wings of a Dragon, lies a portal to Aetherius itself. No living mortal can seek to enter this land of beauty without defeating undying Nahkriin in battle. And it is through this gateway that Alduin World-Eater shall lead his host forth at the end of time, to devour the souls of all who dwell in the Land of the Gods. Nahkriin costs 325 pts. '''Wargear''': Nahkriin carries the Staff of the Storm Wall, and wears Priest Robes and the Mask of Nahkriin. Staff of the Storm Wall: At the end of each round of combat, every enemy model in base contact (or in base contact with a model in base contact) with Nahkriin takes a S3AP1 Magicka Drain(1) shock hit. Mask of Nahkriin: The Mask of Vengeance emits of golden glow, and greatly enhances his magical powers. Artifact, Helm. Nahkriin gets +3 to rolls to cast Destruction and Restoration spells. '''Spells''': Summon Storm Atronach (cost included in Nahkriin's cost), Chain Lightning, Lightning Bolt, Ebonyflesh, Command Daedra, Ward, Icy Spear, Incinerate. =====<u>Otar the Mad</u>===== Otar was utterly insane in his mortal life, and was feared for his rampages and cruelties throughout the valley of the Reach. Now he lies buried in his temple, his mask of incredible power lying upon his brow. Two mighty warriors of old are bound to guard his tomb for eternity as Draugr. He slumbers for aeons, but is not without the power to strike down whosoever trespasses his tomb, and then go forth on a mad war against the living. Otar the Mad costs 340 pts. '''Special Rules''': Bound Guardians: Otar's tomb is guarded by two servants bound to serve him through eternity, Torsten and Saerek. Torsten and Saerek are Draugr Deathlords with Ebony Greatswords, and no other upgrades. They may be taken as a retinue for Otar for +150 pts each, counting as part of his unit. This unit functions together as a single Independent Character, except while Otar is in a challenge. These guards do not have the Precision ability, and cannot Look out Sir!, but may receive Look out Sir! hits, wounds and effects from Otar. '''Wargear''': Otar carries a Dragon Staff of Shock, wears Priest Robes, and the Mask of Otar. Mask of Otar: The Mask of Otar glows with a vivid magical shield. Artifact, Helm. Otar has a 4+ Ward Save against flame, frost and shock damage. '''Spells''': Summon Storm Atronach (cost included in Otar's cost), Chain Lightning, Lightning Bolt, Ebonyflesh, Command Daedra, Ward. =====<u>Rahgot</u>===== Rahgot was among the more stubborn of the Dragon Priests, continuing to fight the new kingdoms of Men, centuries after the Dragons had been overthrown. In the First Era, the remnants of his army were tracked to their temple at Forelhost by Harald, the first High King of Skyrim. There, in the face of a final defeat, Rahgot and his cultists drank poison. Now they haunt the ruin in undeath, damned for eternity. Rahgot costs 270 pts. '''Special Rules''': Lord of Forelhost: An army containing Rahgot may take Dragon Cultists as Core units. '''Wargear''': Rahgot carries a Dragon Staff of Flame, and wears Priest Robes and the Mask of Rahgot. Mask of Rahgot: The emerald-green mask of Rahgot is made of Orichalcum. It grants incredible endurance to the one who wears it. Artifact, Helm. Rahgot has the Counter-Attack special rule, and continues to have his charge bonus every round of a combat that he is locked in. '''Spells''': Summon Flame Atronach (cost included in Rahgot's cost), Fireball, Incinerate, Wall of Flames, Ebonyflesh, Command Daedra, Ward. =====<u>Vokun</u>===== Vokun's name means "Shadow" the language of the Dragons. Vokun lurks in the shadows of a great ruin, ruling it from his throne as if he still lived. His power and deeds are great and mysterious. Vokun costs 335 pts. '''Wargear''': Vokun carries the Staff of Vokun, and wears Priest Robes and the Mask of Vokun. Priest's Robes. Staff of Vokun: This is a Dragon Staff of Flame. Vokun may automatically cast Fireball without having to use Power Dice or roll during each of your shooting phases, in addition to his other spells. Mask of Vokun. The grey Mask of Shadows grants its wearer mastery of the powers of darkness. Artifact, Helm. Vokun gets +3 to rolls to cast Conjuration, Illusion, and Alteration spells. '''Spells''': Summon Flame Atronach (cost included in Vokun's cost), Fireball, Incinerate, Ebonyflesh, Command Daedra, Ward, Raise Skeletons, Raise Skeletal Horde. =====<u>Volsung</u>===== Among all the High Priests, it is only Volsung who mastered the element of Frost while he lived. Guarding an ancient draconic inscription in Haafingar, he brings icy death upon all who approach the temple of his masters. Volsung costs 285 pts. '''Wargear''': Volsung carries a Dragon Staff of Frost, and wears Priest Robes and the Mask of Volsung. Mask of Volsung: The Mask of Volsung emits a ruby glow. It grants the one who wears it mastery of witty bargaining and light travel. Artifact, Helm. Volsung and his unit treat difficult terrain as open ground(dangerous terrain taken as normal), and get +2 to their roll to make a Sweeping Advance. '''Spells''': Summon Frost Atronach (cost included in Volsung's cost), Ice Storm, Icy Spear, Blizzard, Ebonyflesh, Command Daedra, Ward.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information