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====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)
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