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====The Dawnguard==== The Dawnguard are an order of vampire hunters whose named reached legend in Skyrim during their heyday. When the adventurous son of the Jarl of the southern Hold of Riften was infected with vampirism, he was unable to control his desire to drink the blood of the living. With great sorrow, the Jarl ordered him to be held under house arrest in a fortress near the border between the Rift and the land of the Dark Elves of Redoran. The Dawnguard were formed to protect this youth, and to protect any others who might from further predations of the undead. The vampiric prince attempted an escape, and died in the process. The order began to lose favor at this point, and became more and more desperate in its methods. After several generations, the Dawnguard no longer held any righteousness at all in its cause, using the prison fortress as a base for leading raids against innocents to be robbed and tortured. The Dawnguard, having indulged in the tyranny it once sought to destroy, were eventually disbanded, sinking into outlawry. In the Fourth Era, however, the Dawnguard were reformed. Vampires had begun a resurgence, each clan openly attacking travelers and villages, the most dangerous of them even plotting to blot out the sun itself. As the Vigilants of Stendarr fell against this rising menace, the strongest blades and brightest minds in Skyrim congregated under the old banner of the Dawnguard, to make a final stand against the night. 14 pts per Dawnguard model Elite. Infantry, Skirmish, Nord. 5-20 Dawnguard(including Captain) per unit, plus 0-1 Battle-Trolls for every 10 Dawnguard. Battle-Trolls are Beasts, and are not Nords. You may take 0-1 units of the Dawnguard as a unique Warrior Clan in your army. 25mm x 25mm base(Dawnguard). 40mm x 40mm base(Battle-Troll). {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Dawnguard | 3 | 3(4) | 4 | 4 | 1 | 3 | 1 | 9 | 2 | 6+ |- | Dawn Captain | 4 | 4(5) | 4 | 4 | 1 | 4 | 2 | 10 | 4 | 6+ |- | Battle-Troll | 3 | 0 | 5 | 4 | 3 | 4 | 3 | 8 | 0 | 5+ |} '''Dawnguard''' Wargear: Crossbow, Dawn Axe, Dawnguard Armor. Spells: None Special Rules: Stubborn, Hatred(Vampires), Immune to Fear and Terror. The Dawn Captain is a character, who must always challenge and accept challenges from Vampires when able to. Battle Prowess: Fiendhunters, Deadeye(see the rules for Warrior Clans). One model may be upgraded to Dawn Captain for +16 pts. The unit may take a Battle-Troll(see below) for every 10 Dawnguard(including Captain) for +32 pts each Any number of models may take one of the following: *A second Dawn Axe +1 pt per model *Shield +1 pts per model *Spell: Flames +2 pts per model *Spell: Sun Fire +2 pts per model *Dawn Hammer +4 pts per model Any number of models may replace their armor with: *Dawnguard Heavy Armor +2 pts per model Any number of models may upgrade their crossbows to: *Enhanced Crossbow +3 pts per model The Dawn Captain may take a Restoration spell from the Holds of Skyrim armory for +5 pts. The Dawn Captain may upgrade his Dawn Axe: *Runic Sun-Axe +15 pts The Dawn Captain may upgrade his Dawn Hammer to: *Runic Inferno Hammer +15 pts The Dawn Captain may upgrade his Shield to: *Blazing Rune-Shield +15 pts The Dawn Captain may upgrade his crossbow to: *Dwarven Crossbow +6 pts *Enhanced Dwarven Crossbow +9 pts '''Dawnguard Armory''' Dawn Axe: This is a Hand Weapon that re-rolls failed wounds against Vampires. Dawn Hammer: This is a War Hammer that re-rolls failed wounds against Vampires. Dawnguard Armor: This is Light Armor(6+) that grants a 4+ Ward Save against spells cast by Vampires. Dawnguard Heavy Armor: This is Heavy Armor(5+) that grants a 4+ Ward Save against spells cast by Vampires. Enhanced Crossbow: This weapon strikes with +2 AP. Dwarven Crossbow: This weapon strikes with +1 S. Enhanced Dwarven Crossbow: This weapon strikes with +1 S +2 AP. Runic Sun-Axe: Artifact. This is a Runic hand weapon that ignores Feel No Pain. Rolls of 6 to hit with this weapon against units containing one or more undead cause two additional rolls to wound to be made against that unit. Those two additional wounds are considered to hit the unit, and must be allocated to Undead. Runic Inferno Hammer: Artifact. This is a Runic War Hammer that ignores Feel No Pain. If bearer is not engaged in combat, and has the Runic Inferno Hammer equipped, he may strike the ground with it after his unit marches or shoots during the shooting phase. If he does so, he automatically casts the spell Fire Rune without having to roll; he may do this even if he does not know the spell, he does not have enough power dice, or even if he is silenced. The range is always 3" for this casting, regardless of modifiers. Blazing Rune-Shield: Artifact. This is Shield. If bearer successfully makes an armor save, and is locked in combat with an enemy unit containing one or more vampires, each enemy unit bearer is locked in combat with takes D3 S4AP0 hits. These hits can only be allocated to Vampires in that unit. Sun Fire: Restoration, cast on 4+, shooting attack, 1-handed. Move and Fire 1, range 18". This spell has no effect on the living. Against the Undead, it strikes at S4 AP0, Ignores Feel No Pain. '''Battle-Troll''' Wargear: Troll Armor: This is Light Armor(5+) Spells: None Special Rules: Bestial Instinct, Stubborn, Causes Fear Trollsblood: Battle-Trolls have Regeneration(6+), but flame attacks get +1 to wound against them. Pummeling Blows: Melee attacks from Battle-Trolls get +2 AP. Each Battle-Troll may take one of the following (mundane) Gauntlets: *Bladed Bracers(Melee attacks gain the Rending special rule) +4 pts *Flail Bracers(bearer gains the Rampage special rule as part of its Charge Bonus) +6 pts Each Battle-Troll may replace his armor with the following: *Heavy Troll Armor(4+ Heavy Armor) +8 pts
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