Scrollhammer: Holds of Skyrim: Difference between revisions

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*Hunter's Cowl +6 pts
*Hunter's Cowl +6 pts


A Thane may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarl must be mounted as well, for +8 pts. If so, he may join units mounted the same as himself, and may take a Lance for +10 pts.
A Thane may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarl must be mounted as well, for +8 pts. If so, he may take a Lance for +10 pts.


A Thane may take the following special rule:
A Thane may take the following special rule:
Line 559: Line 559:


The entire unit may replace both hands with:
The entire unit may replace both hands with:
*Spear and Shield +1 pts per model


*Bow or Short Bow +1 pts per model
*Bow or Short Bow +1 pts per model
Line 856: Line 858:
====Horse-Veterans====
====Horse-Veterans====


30 pts per model. Elite. Cavalry, Nord. 8-15 models per unit. You may choose to deploy a unit of Horse Veterans in Ranks or in Skirmish formation.
30 pts per model. Elite. Cavalry, Nord. 8-15 models per unit. You may choose to deploy a unit of Horse Veterans in Ranks or in Skirmish formation. Horse-Veterans may only be joined by Independent Characters mounted on horses.


{| class="wikitable"
{| class="wikitable"
Line 961: Line 963:
====Hold Riders====
====Hold Riders====


16 pts per model. Support. Skirmish, Fast Cavalry, Nord. 5-15 models per unit.
16 pts per model. Support. Skirmish, Fast Cavalry, Nord. 5-15 models per unit. Hold Riders may only be joined by Independent Characters mounted on horses.


{| class="wikitable"
{| class="wikitable"
Line 1,002: Line 1,004:
Scouts.
Scouts.


(gear options coming soon)
The entire unit may trade their Hand Weapons and Shields for:
 
*Short Bow +1 pt per model
*Bow +1 pt per model
 
The entire unit may take:
 
*Hunter's Cowl +2 pts per model




Line 1,048: Line 1,057:
Stubborn.
Stubborn.


Master Storyteller: A Wandering Bard is a Bard according to the rules in this book. He acts as a musician for the unit he is attached to, allowing them to always rally. He also has access to two Songs as listed in this book. He may invoke a Song twice per game(either one each time).
Master Storyteller: A Wandering Bard is a Bard according to the rules in this book. He counts as a Musician for the unit he is attached to. He also has 2 Songs, as listed in this book. He may invoke a Song twice per game(or both one time each).
 
Mighty Deeds: A Wandering Bard must choose a Mighty Deed from the Warriors list.
 
A Wandering Bard may take one of the following:
 
*Bow +3 pts
 
*Short Bow +3 pts
 
He may take the following:
 
*Dagger +3 pts
 
A Wandering Bard may replace his armor with one of the following:
 
*Leather Armor (free)
 
*Chainmail +3 pts
 
*Scaled Mail +4 pts
 
A Wandering Bard may upgrade any number of his weapons to one or both of the following:
 
*Skyforge Steel +7 pts per weapon
 
*Master-Crafted +6 pts per weapon
 
A Wandering Bard may take the following if he does not take a magic helm:


Mighty Deeds: A Wandering Bard must choose one from the Warriors list.
*Hunter's Cowl +4 pts


(gear options coming soon)
A Wandering Bard may take up to 10 pts of magic items from the armory where appropriate.





Revision as of 19:15, 28 October 2012

Introduction

General Rules

Hale and Hardy:

The Men of the North value martial prowess and bravery in battle. Born into a frozen and dangerous realm, many Sons of Skyrim have fought since a young age, and long for a glorious death. Pain and fear are trivial. All Nord models in armies created using this list have the Stubborn universal special rule, and have increases to their base Strength and Toughness included in their profiles.

Bards:

To speak a wondrous tale, to breathe the past deeds of ancient heroes, is among the finest arts of the Nords. The Bard's College in the city of Solitude educates young Nords in music, song and history. Those who learn well earn an honored place in their Hold, and in times of war are able to provide inspiration to those who fight alongside them. Bards count as being Musicians, but in addition to this may choose a Song from the Bard list. Once per game, at the beginning of your turn, a Bard may invoke his Song, granting his unit a special rule until the beginning of your next turn.

Mighty Deeds

The heroes of Skyrim and their sagas are without number. Countless seasoned warriors aspire to attain such glory. To represent the feats of battle that a Nordic warrior performs, and the legend which he hopes to forge, many a variety of characters and units in the Holds of Skyrim army have a bonus special ability of your choice, in addition to their other, fixed abilities. An Independent Character only gets bonuses from his own Mighty Deeds, not those of the unit he is attached to. Mighty Deeds are taken as part of your army list like any other upgrades.

The following lists contain the Mighty Deeds available to a single character as well as those available to a unit, where called for by their entry in the army list. The Bards list contains a list of Songs that a Bard can invoke, to grant his unit an additional special rule until the beginning of your next turn.

Heroes

Bear of a Man: This warrior possesses incredible strength. His Strength is increased by 1.

Feller of Giants: Sagas are already being written and sung concerning the countless towering monsters that this man has slain. This model has the Monster Hunter special rule, and his melee attacks have Heroic Killing Blow.

Free of Cowardice: Some men fight until they know all hope is lost. Others fight on, despite impossible odds. This character is Fearless, and his unit may re-roll failed saves against No Retreat wounds.

Never Back Down: Blows that would cripple a lesser man are shrugged off as scratches by those marked for great things. A character with this Mighty Deed has the Feel No Pain universal special rule.

No Arrow Could Touch Him: Countless heroes have fallen to the bows of ordinary men. But many, at the height of their glory, charge on, great figures on both sides dying around them, and do not pause until their blades reach the throats of their foes. A character with this Mighty Deed may re-roll failed armor and cover saves against all attacks outside of close combat.

Skilled Hunter: The pursuit of wild game to feast upon is a timeless interest of almost all Nords. Such practice often comes to aid them in battle. A warrior with this ability may re-roll failed wounds against creatures with Bestial Instinct, and instead of shooting normally during the shooting phase, he make a special ranged attack, shooting a ranged weapon(but not a spell or shout) at Move or Fire 1. This shot has the Heroic Killing Blow special rule.

Son of the Sky: This warrior's attacks fall upon his foes like a torrent of hail and thunder. He gets +1 on all his rolls to hit(a roll of 1 still always fails).

Sovngarde Awaits: The wind that flows within some men cannot be expelled with ease. When at long last they fall, it is a momentous occasion. If a character with this Mighty Deed is slain in close combat, he immediately makes additional attacks equal to his normal number with whatever weapons he has equipped. These attacks are resolved after all other attacks are resolved in the combat.

Strong Will and Stout Heart: A Nord bearing an honest, indomitable spirit can endure, bent but not broken, against whatever lies are thrown at him by his enemies to control him. His Leadership is increased to 10, his unit is immune to Fear and Terror, and he may re-roll all Leadership checks except for Shout tests and tests taken for his entire unit.

Unstoppable Fury: This warrior is always first into battle, far ahead of his men, hewing his foes to pieces no matter the odds. He has the Frenzy special rule, and gets an additional +1 attack to his charge bonus.


Warriors

Battle Rage: This band of warriors are known for exceptional ferocity in battle. They have the Furious Charge universal special rule, and their close combat attacks strike with +1 AP for each point of Strength they have over 4(not counting bonuses from wargear).

Cleaving Blows: A weapon deemed too cumbersome for use by an elf can be wielded as easily as a dagger in the hands of a seasoned Nord warrior. A unit with this Mighty Deed do not treat Great Weapons as Unwieldy or Very Unwieldy. In addition, their attacks with Greatswords and Battle Axes are Rending.

Fight All Our Lives: The bravery of the men of the North is legendary. To live in Skyrim's harsh land is to endure endless hardship. It is those who do not fear death who are remembered. A unit with this Mighty Deed that is falling back may automatically regroup at the beginning of your turn when it would be allowed to do so normally. Any Independent Character with this ability may choose to not flee with the unit they attached to, and may rally on their own regardless of whether or not their unit can or does. If the Independent Character does not have this ability, he must continue to flee even if the unit rallies. Any unit or model that rallies in this manner gains the Counter-Attack universal special rule until the beginning of your next turn.

North Wind: The passion of a Nord in battle is exceeded only by that of a madman. A unit with this ability have the Counter-Attack universal special rule, and gets an additional +1 attack to their charge bonus.

Out of the Mists: Legends tell of hordes of men, beards white as snow, coming forth from the cloudy mountains and descending upon their foes. The rocky cliffs and bluffs of Skyrim are known at heart by their inhabitants. Woe betide those who would invade the homeland of Man. A unit with this Mighty Deed have the Move Through Cover special rule, the Stealth(+1) special rule, and treat difficult terrain as open ground while charging(roll for dangerous terrain as normal).

Resilience: Some soldiers of the Holds of Skyrim are blessed or conditioned to have great endurance. A unit with this Mighty Deed is not Encumbered by their armor(see the Scrollhammer rulebook).

Shield-Brothers: A Nord's companions in battle are as siblings to him, his closest friends with whom he feasts all winter, and fights alongside when the spring comes and the snow thaws in the lowlands, protecting them with his life while at the same time fighting for his own glory. A unit with this ability gain an additional +1 to their armor save in close combat while at least 50% of their models carry shields, and get +1 to combat resolution while at 90% or more of their original number(neither of these bonuses are cumulative for multiple friendly units in a single combat).

Sudden and Deadly: The wilds of Skyrim are rife with places for ambushes. A unit with this Mighty Deed may be Infiltrated. Any Independent Characters attached to it while being Infiltrated must also have Sudden and Deadly as a Mighty Deed, and may only use this Mighty Deed to Infiltrate with a unit that has this Mighty Deed.


Bards

Note: Multiples of the same song activated in the same turn do not stack on one unit.

Song of the Hero's Charge: The bard sings of a glorious battle, inspiring those near him. All models in the Bard's unit get +1 WS until the beginning of your next turn after this Song is invoked.

Song of the Hero's Stand: The bard reminds those by his side of how an ancient hero held out against all odds. All models in the Bard's unit cannot have their armor save reduced to worse than 6+ until the beginning of your next turn after this Song is invoked.

Song of the Hero's Fall: The bard tells the warriors of an honored hero who fell bravely in battle and passed on to Sovngarde, urging them to gladly make sacrifices if they must. His unit is Fearless until the beginning of your next turn after this Song is invoked.

Marching Song: The Bard's song keeps time to aid the movement of his men across the battlefield. His unit may march an additional 3" this turn, as long as they march through open terrain. If they do this, they may not begin or end their march within 9" of an enemy unit.

Sword Song: The bard recounts the tale of the forging of a blade of fantastic powers, and that weapon's name enters the battle-cry of the warriors around him. All the Bard's unit's non-spell weapons gain +1 AP until the beginning of your next turn after this Song is invoked.

The Dragonborn Comes: The Bard sings a battle-song famed across all of Skyrim. His unit may re-roll failed Morale checks and Shout tests until the beginning of your next turn after this Song is invoked.


Army List

A Holds of Skyrim army uses the following list:

Heroes: 0-1 Jarl, Holdcarl, Thane. 2 extra Thanes may be taken in addition to your other Heroes. 0-1 Court Wizard, Thaumaturgist or Wandering Bard may be taken as a Hero choice for each Jarl, Holdcarl or Thane in your army(you may not exceed your allowance of Heroes in this manner).

Core: Hold Guard, Huntsmen, Hold Riders

Elite: Honored Veterans, Warrior Clans, Horse-Veterans

Support: Wandering Bard, Thaumaturgist, Tongue, Catapult


Heroes

Jarls and Holdcarls

Jarl: 135 pts

Holdcarl: 100 pts

Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. You are limited to 0-1 Jarls in your army. A Jarl or Holdcarl may take a retinue of up to 3 Housecarls, for +20 pts per model. An army containing a Jarl may elect to take a single unit of Honored Veterans as a Core unit if the Jarl is on foot, or Horse-Veterans if he is mounted.

Name WS BS S T W I A Ld Mg Sv
Jarl 6 4 4 4 3 4 4 10 1 5+
Holdcarl 5 4 4 4 3 4 3 9 1 5+

Wargear: Great Weapon, Hand Weapon, Scaled Mail

Spells: None

Special Rules:

Stubborn.

Mighty Deeds: A Jarl or Holdcarl must choose one Mighty Deed from the Heroes list and one from the Warriors list.

Leader of Men: Friendly units within 6" of a Jarl or Holdcarl who is not fleeing may use his Leadership for all morale tests they make.

Legacy of Kings: Once per game, while your Jarl is alive, you may choose to have one of your Bards invoke his Song for an additional turn(the turns need not be consecutive).

A Jarl or Holdcarl may replace his Great Weapon with one of the following:

  • Poleaxe or Spear (free)
  • Bow or Short Bow(free)
  • Second Hand Weapon or Shield(free)

He may replace his Hand Weapon with one of the following:

  • Dagger +1 pts
  • Spear +4 pts
  • Shield +6 pts

A Jarl or Holdcarl may replace his armor with one of the following:

  • Full Plate Armor +12 pts
  • Nordic Relic Armor +24 pts

A Jarl or Holdcarl may upgrade any number of his one-handed weapons to the following:

  • Glass +4 pts per weapon
  • Skyforge Steel +8 pts per weapon

A Jarl or Holdcarl may upgrade any number of his two-handed weapons to the following:

  • Glass +6 pts per weapon
  • Skyforge Steel +10 pts per weapon

A Jarl or Holdcarl may upgrade one of his weapons to the following:

  • Master-Crafted +8 pts per weapon

A Jarl or Holdcarl may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarls must be mounted as well, for +8 pts per model. If so, he may take a Lance for +10 pts.

A Jarl or Holdcarl may be given a Guardian Stone Blessing for +10 pts.

A Holdcarl may take up to 60 pts of magic items from the armory where appropriate. A Jarl may take any number of magic items from the armory where appropriate.


Thane

75 pts

Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. You may take up to two Thanes in your army as fourth and fifth Hero choices. No two Thanes in your army may have the exact same combination of equipment, Shouts and upgrades, or of Mighty Deeds. A Thane may take a single Housecarl bodyguard for +20 pts.

Name WS BS S T W I A Ld Mg Sv
Thane 5 4 4 4 2 4 3 9 1 5+

Wargear: Great Weapon, Hand Weapon, Scaled Mail.

Spells: None.

Special Rules:

Stubborn.

Mighty Deeds: A Thane must choose one Mighty Deed from the Heroes list and one from the Warriors list.

A Thane may replace his Great Weapon with one of the following:

  • Poleaxe or Spear (free)
  • Bow or Short Bow(free)
  • Second Hand Weapon or Shield(free)

He may replace his Hand Weapon with one of the following:

  • Dagger +1 pts
  • Spear +4 pts
  • Shield +6 pts

A Thane may replace his armor with one of the following:

  • Full Plate Armor +12 pts
  • Nordic Relic Armor +24 pts

A Thane may upgrade any number of his one-handed weapons to the following:

  • Glass +4 pts per weapon
  • Skyforge Steel +8 pts per weapon

A Thane may upgrade any number of his two-handed weapons to the following:

  • Glass +6 pts per weapon
  • Skyforge Steel +10 pts per weapon

A Thane may upgrade one of his weapons to the following:

  • Master-Crafted +8 pts per weapon

A Thane may take the following if he does not take a magic helm:

  • Hunter's Cowl +6 pts

A Thane may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarl must be mounted as well, for +8 pts. If so, he may take a Lance for +10 pts.

A Thane may take the following special rule:

  • Tongue +15 pts

A Thane with the Tongue upgrade may purchase up to two of the following Shouts:

  • Throw Voice +8 pts
  • Unrelenting Force +10 pts
  • Whirlwind Sprint +10 pts
  • Razor Edge +12 pts
  • Elemental Fury +12 pts
  • Disarm +15 pts
  • Thunderous Siege +25 pts
  • Swallow Shout +25 pts

A Thane may be given a Guardian Stone Blessing for +10 pts.

One Thane may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice.

A Thane may take up to 60 pts of magic items from the armory where appropriate.


Court Wizard

50 pts

0-1 Court Wizard, Thaumaturgist or Wandering Bard may be taken as a Hero choice for each Jarl, Holdcarl or Thane in your army(you may not exceed your allowance of Heroes in this manner). Independent Character, Skirmish, Infantry, Nord, Single Model. A Court Wizard may take a single Housecarl bodyguard for +20 pts.

Name WS BS S T W I A Ld Mg Sv
Court Wizard 3 4 3 3 2 3 1 9 5(6) -

Wargear: Dagger, Adept's Robes

Spells: Bound Sword, Frostbite

Special Rules:

Stubborn.

A Court Wizard may take any number of following:

  • Wizard's Staff +5 pts
  • Shield +6 pts

A Court Wizard may replace his robes with:

  • Light Mail (free)
  • Chain Mail +10 pts
  • Master's Robes +10 pts

A Court Wizard may replace Bound Sword and/or Frostbite with another spell from the armory (that casts on 5+ or less to cast) for free.

A Court Wizard may purchase an additional spell or replace Bound Sword and/or Frostbite with any spell for the following price:

Any Alteration Spell +5 pts

Any Bound Item Conjuration Spell +5 pts

Any Restoration Spell +5 pts

Any Mysticism Spell +10 pts

Any Illusion Spell +10 pts

Destruction spells cast on 13+ or less +10 pts

Destruction spells costing 4+ mana +20 pts

Summon Flame Atronach (cast on 8+) +15 pts

Summon Frost Atronach (cast on 12+) +30 pts

Summon Storm Atronach(cast on 15+) +50 pts

Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz)

A Court Wizard may take an Atronach Familiar(in addition to any spells). This grants him the ability to buy a fourth spell from his spell list, and a summoning spell, for a cost depending on the nature of the creature summoned:

Summon Flame Atronach (cast on 8+) +51 pts

Summon Frost Atronach (cast on 12+) +64 pts

Summon Storm Atronach (cast on 15+) +80 pts

See Scrollhammer: Daedra Cults for rules for Daedra.

A Court Wizard may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarl must be mounted as well, for +8 pts.

A Court Wizard may take a Guardian Stone Blessing for +10 pts.

A Court Wizard's race may be changed to Imperial for free, to a Breton or a Dunmer for +5 pts, or to an Altmer for +10 pts. If he does so, he no longer has the Stubborn ability, except of course when attached to or protected by another model with that ability. If an Elf race was chosen, he has -1 Strength on his default profile.

A Court Wizard may purchase any number of magic items from the armory where appropriate.


Housecarls

Housecarls are not Hero choices in their own right, but may be taken as bodyguard upgrades for various models. Infantry, Nord. Unit size and formation are determined by what model they are attached to.

Name WS BS S T W I A Ld Mg Sv
Housecarl 4 4 4 4 1 4 2 9 1 4+

Wargear: Hand Weapon and Shield, Chainmail

Spells: None.

Special Rules:

Stubborn.

Bodyguard:

Housecarls are always purchased along with an Independent Character. The Character and his Housecarls function together as a single Independent Character, except while he Character is in a challenge. Housecarls do not have the Precision ability, and cannot Look out Sir!, but may receive Look out Sir! hits, wounds and effects from the character they are protecting.

A Housecarl adopts the unit size and formation of the unit he is attached to, and always functions as part of the Independent Character he is attached to(while remaining a separate model), with the exceptions described above. He does not benefit from the Mighty Deeds of the character he is attached to, other than Fight All Our Lives, Out of the Mists, and Sudden and Deadly. If the character he is attached to is a Bard, he still benefits from his Songs.

Any number of Housecarls may replace their Hand Weapon with:

  • Spear +2 pts per model

Any number of Housecarls may replace both hands with:

  • Great Weapon or Poleaxe +6 pts per model
  • Bow or Short Bow +2 pts per model

Any number of Housecarls may replace their armor with:

  • Light Mail (free)
  • Scaled Mail +2 pts per model
  • Full Plate Armor +6 pts per model

Any number of Housecarls may upgrade any number of their weapons to:

  • Skyforge Steel +6 pts per weapon

If the model protected by the Housecarls is mounted, each Housecarl must also be mounted for +8 pts each. A mounted Housecarl may take a Lance for +3 pts.

Each Housecarl may take up to 15 points of magic items from the armory where appropriate.


Core

Hold Guard

8 pts per model. Core. Fight in Ranks, Infantry, Nord. 10-20 models per unit.

Name WS BS S T W I A Ld Mg Sv
Hold Guard 3 3 4 4 1 3 1 7 1 5+
Hold Sergeant 3 3 4 4 1 3 2 8 1 5+

Wargear: Hand Weapon and Shield, Light Mail

Spells: None.

Special Rules:

Stubborn.

The Hold Sergeant is a Character.

The entire unit may:

  • Upgrade one model to Hold Sergeant for +8 pts.
  • Upgrade one model to Standard Bearer for +6 pts
  • Upgrade one model to Musician for +6 pts. The Musician may be further upgraded to Bard for +10 additional pts. The Bard knows one song from the list provided above.

The entire unit may:

  • Upgrade their armor to Chainmail or Plate Armor for +2 pts per model

The entire unit may replace both hands with:

  • Spear and Shield +1 pts per model
  • Bow or Short Bow +1 pts per model
  • Great Weapon or Poleaxe +3 pts per model

The Hold Sergeant may upgrade his Light Mail to Scaled Mail for +3 pts, or upgrade his Chainmail to Scaled Mail for +1 pts. He may upgrade one of his weapons to Skyforge Steel for +5 pts. He may take up to 10 points worth of magic items where appropriate from the armory.


Huntsmen

9 pts per model. Core. Skirmish, Infantry, Nord. 5-15 models per unit.

Name WS BS S T W I A Ld Mg Sv
Huntsman 2 4 4 4 1 3 1 7 1 6+
Huntmaster 2 4 4 4 1 3 1 7 1 6+

Wargear: Short Bow, Dagger, Leather Armor

Spells: None

Special Rules:

Stubborn.

Move Through Cover.

One model per unit may be upgraded to Huntmaster for +15 pts. A unit containing a Huntmaster has the Scouts universal special rule.

The entire unit may replace their Short Bows with:

  • Bows (free)
  • Javelins (free)
  • Crossbows (free)

The entire unit may take Huntsman's Cowls for +2 pts per model.

The Huntmaster may take up to 10 points of magic items from the armory where appropriate.


Elite

Honored Veterans

15 pts per model. Elite. Infantry, Nord. 10-20 models per unit. You may choose to deploy a unit of Honored Veterans in ranks or in Skirmish formation.

Name WS BS S T W I A Ld Mg Sv
Honored Veteran 4 4 4 4 1 4 2 8 1 6+
Honored Champion 4 4 4 4 1 4 2 9 1 6+

Wargear: Great Weapon, Light Mail

Spells: None.

Special Rules:

The Honored Champion is a Character.

Stubborn.

Mighty Deeds: Each unit of Honored Veterans must choose one Mighty Deed from the Warriors list.

Loose Formation: Nordic warriors are fierce and wild in battle, but also capable of fighting in a conventional manner when necessary. When a unit of Honored Veterans(and all attached Independent Characters) reforms during the movement phase, you may choose to change its formation type from Fight in Ranks to Skirmish, or vice versa. The models must reform into the coherency allowable by the new formation.

The entire unit may:

  • Upgrade one model to Honored Champion for +8 pts
  • Upgrade one model to Standard Bearer for +6 pts
  • Upgrade one model to Musician for +6 pts. The Musician may be further upgraded to Bard for +10 additional pts. The Bard knows one song from the list provided above.

Any number of models may replace their Great Weapons with any of the following:

  • Poleaxe (free)
  • Hand Weapon and Shield (free)
  • Spear and Shield (free)
  • Two Hand Weapons (free)
  • Bow (free)
  • Short Bow (free)

Any number of models may replace their armor with any of the following:

  • Chainmail or Plate Armor +2 pts per model
  • Scaled Mail +3 pts per model
  • Full Plate Armor +6 pts per model

Any number of models may take:

  • Dagger +1 pt per model

Any number of models may give the following upgrades to any number of their weapons:

  • Skyforge Steel (Hand Weapon or Dagger) +2 pts per weapon
  • Skyforge Steel (Spear) +3 pts per weapon
  • Skyforge Steel (Bow, Short Bow, Poleaxe or Great Weapon) +4 pts per weapon

The Honored Champion may upgrade his Full Plate Armor to Nordic Relic Armor for +5 pts

The Honored Champion may take up to 16 points of magic items from the armory where appropriate.


Warrior Clans

9 pts per model. Elite. Infantry, Skirmish, Nord. 5-20 models per unit.

Name WS BS S T W I A Ld Mg Sv
Warrior 3 3 4 4 1 3 1 8 1 5+
Champion 4 4 4 4 1 4 2 9 1 5+

Wargear: Hand Weapon and Shield. Light Mail Armor.

Spells: None

Special Rules:

The Champion is a character.

Stubborn.

Battle-Prowess: Each Warrior Clan has its own history of deeds, be they great, small, for good or for bad. Along the way, they may have picked up some unusual skills. Each Warrior Clan may purchase one of the following upgrades for every model in the unit:

  • Skilled Fighters: All models in the unit have +1 WS. +1 pt per model.
  • Fiendhunters: All models in the unit have Preferred Enemy(Undead, Daedra and Werewolves). +1 pt per model.
  • Beastslayers: All models in the unit have the Monster Hunter special rule, and re-roll failed wounds against creatures with Bestial Instinct. +1 pt per model.
  • Deadeye: All models in the unit get +1 BS. +2 pts per model.
  • Expert Trackers: All models in the unit have Stealth and Acute Senses, and the unit may Outflank. +3 pts per model.
  • Legendary Fury: All models in the unit have +1 A. +3 pts per model.

The entire unit may:

  • Upgrade one model to Champion for +14 pts

Any number of models may replace their Hand Weapon and Shield with any of the following:

  • Poleaxe +3 pts per model
  • Great Weapon +3 pts per model
  • Spear and Shield +1 pt per model
  • Two Hand Weapons (free)
  • Bow +1 pt per model
  • Short Bow +1 pt per model

Any number of models may replace their armor with any of the following:

  • Chainmail or Plate Armor +2 pts per model
  • Scaled Mail +3 pts per model
  • Full Plate Armor +6 pts per model

Any number of models may take:

  • Dagger +1 pt per model

Any number of models may give the following upgrades to any number of their weapons:

  • Skyforge Steel +4 pts per weapon

The Champion may make one of his weapons Master-Crafted for +6 pts

For every 5 models in the unit, one model may take up to 10 points of magic items from the armory where appropriate.

The Champion may take up to 15 points of magic items from the armory where appropriate.


Horse-Veterans

30 pts per model. Elite. Cavalry, Nord. 8-15 models per unit. You may choose to deploy a unit of Horse Veterans in Ranks or in Skirmish formation. Horse-Veterans may only be joined by Independent Characters mounted on horses.

Name WS BS S T W I A Ld Mg Sv
Horse-Veteran 4 4 4 4(5) 1 4 2(3) 8 1 5+
Horse-Master 4 4 4 4(5) 1 4 2(3) 9 1 5+

Wargear: Lance, Hand Weapon, Shield, Light Mail. Warhorse.

Spells: None.

Special Rules:

The Horse-Master is a Character.

Stubborn.

Mighty Deeds: Each unit of Horse-Veterans must choose one Mighty Deed from the Warriors list.

Loose Formation: When a unit of Horse-Veterans(and all attached Independent Characters) reforms during the movement phase, you may choose to change its formation type from Fight in Ranks to Skirmish, or vice versa. The models must reform into coherency allowable by the new formation.

The entire unit may:

  • Upgrade one model to Horse-Master for +12 pts
  • Upgrade one model to Standard Bearer for +8 pts
  • Upgrade one model to Musician for +8 pts. The Musician may be further upgraded to Bard for +16 additional pts. The Bard knows one song from the list provided above.

Any number of models may replace their hand weapon and shield with any of the following:

  • Spear and Shield (free)
  • Two Hand Weapons (free)
  • Poleaxe +5 pts per model
  • Great Weapon +5 pts per model
  • Bow +3 pts per model
  • Short Bow +3 pts per model

Any number of models may replace their armor with any of the following:

  • Chainmail or Plate Armor +4 pts per model
  • Scaled Mail +5 pts per model
  • Full Plate Armor +10 pts per model

Any number of models may take:

  • Dagger +1 pt per model

Any number of models may give the following upgrades to any number of their weapons:

  • Skyforge Steel +7 pts per weapon

The Horse-Master may upgrade his Full Plate Armor to Nordic Relic Armor for +10 pts

The Horse-Master may take up to 16 points of magic items from the armory where appropriate.


Support

Hold Riders

16 pts per model. Support. Skirmish, Fast Cavalry, Nord. 5-15 models per unit. Hold Riders may only be joined by Independent Characters mounted on horses.

Name WS BS S T W I A Ld Mg Sv
Hold Rider 3 3 4 4(5) 1 3 1(2) 7 1 5+

Wargear: Hand Weapon and Shield, Light Mail(or Leather Armor). Riding Horse.

Spells: None.

Special Rules:

Stubborn.

Scouts.

The entire unit may trade their Hand Weapons and Shields for:

  • Short Bow +1 pt per model
  • Bow +1 pt per model

The entire unit may take:

  • Hunter's Cowl +2 pts per model


Wandering Bard

26 pts per model.

0-1 Court Wizard, Thaumaturgist or Wandering Bard may be taken as a Hero choice for each Jarl, Holdcarl or Thane in your army(you may not exceed your allowance of Heroes in this manner). Independent Character, Skirmish, Infantry, Nord. Single Model.

Name WS BS S T W I A Ld Mg Sv
Wandering Bard 4 3 4 4 1 3 1 8 1 6+

Wargear: Hand Weapon, Light Mail.

Spells: None

Special Rules:

Stubborn.

Master Storyteller: A Wandering Bard is a Bard according to the rules in this book. He counts as a Musician for the unit he is attached to. He also has 2 Songs, as listed in this book. He may invoke a Song twice per game(or both one time each).

Mighty Deeds: A Wandering Bard must choose a Mighty Deed from the Warriors list.

A Wandering Bard may take one of the following:

  • Bow +3 pts
  • Short Bow +3 pts

He may take the following:

  • Dagger +3 pts

A Wandering Bard may replace his armor with one of the following:

  • Leather Armor (free)
  • Chainmail +3 pts
  • Scaled Mail +4 pts

A Wandering Bard may upgrade any number of his weapons to one or both of the following:

  • Skyforge Steel +7 pts per weapon
  • Master-Crafted +6 pts per weapon

A Wandering Bard may take the following if he does not take a magic helm:

  • Hunter's Cowl +4 pts

A Wandering Bard may take up to 10 pts of magic items from the armory where appropriate.


Thaumaturgist

14 pts per model.

0-1 Court Wizard, Thaumaturgist or Wandering Bard may be taken as a Hero choice for each Jarl, Holdcarl or Thane in your army(you may not exceed your allowance of Heroes in this manner). Independent Character, Skirmish, Infantry, Nord. Single Model.

Name WS BS S T W I A Ld Mg Sv
Thaumaturgist 3 3 3 3 1 3 1 7 3 6+

Wargear: Hand Weapon, Dagger, Leather Armor.

Spells: Heal Other

Special Rules:

Stubborn, Hit and Run.

Battlefield Healer: Other models in a Thaumaturgist's unit may use his potions as if they were their own. A Thaumaturgist may leave his own unit at the end of a round of combat using Hit and Run, if he successfully moves over 2" away from them and may join another unit that is not locked in combat if he chooses to do so. That unit may not use his potions until the phase ends, however.

(gear options coming soon)


Tongue

26 pts per model.

Independent Character, Skirmish, Infantry, Nord. Single Model.

Name WS BS S T W I A Ld Mg Sv
Tongue 4 4 4 4 1 4 2 9 2 4+

Wargear: Hand Weapon, Shield, Chain Mail

Spells: None

Shouts:

Unrelenting Force, Razor Edge, Thunderous Siege

Special Rules:

Stubborn.

(gear options coming soon)


Catapult

80 pts per artillery. Skirmish, Artillery, Nord. 1 to 3 artillery per unit.

Name WS BS S T W I A Ld Mg Sv
Catapult - - - 7 4 - - - - -
Crewman 3 3 4 4 1 3 1 7 1 6+

Crew: 3 Crewmen

Wargear: Hand Weapon, Light Mail

Special Rules:

Catapult: Catapults are made up of crew and the actual artillery piece, with oncoming ranged attacks being split between the two, as per the normal Artillery rules. As a unit it may not move, only pivot, and requires at least one crewman to make use of the special shooting attack.

Catapults fire with the following profile: Heavy 1, Blast, Barrage, 12" to 96" range. All hits completely under the blast marker are resolved at S8 AP2 multiple wounds(d3). All hits on models partially under the blast marker are resolved at S4 AP0. A Catapult rolls 2d6 when calculating damage against structures.

Mechanical: The Catapult model is completely immune to disease and poison.

The Crewmen are Stubborn.


Special Characters

Jarl Ulfric Stormcloak of Eastmarch

215 pts

Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. Ulfric may be taken as a replacement for your army's Jarl. You are limited to 0-1 Jarls in your army. Ulfric may take a retinue of up to 3 Housecarls, for +20 pts per model. He and his Housecarl bodyguards act together as a single Independent Character, and as a unit among themselves. An army containing a Ulfric may elect to take a single unit of Honored Veterans as a Core unit if the Jarl is on foot, or Horse-Veterans if he is mounted.

Call to Rebellion: If the army contains both Ulfric Stormcloak and Galmar Stone-Fist, it may take any number of units of Honored Veterans and Horse-Veterans as Core units.

Name WS BS S T W I A Ld Mg Sv
Ulfric Stormcloak 7 4 4 4 3 4 4 10 1 5+

Wargear:

Sword of the King: This is an Ebony hand weapon. For each successful wound dealt with this weapon, roll a d6. On a 6, bearer regenerates a wound.

Cloak of Storms: This counts as 6+ Light Armor, and grants Ulfric +1 to his Feel No Pain against frost damage.

Shield of Dwindling Magic.

Spells: None

Shouts:

Unrelenting Force, Disarm, Razor Edge

Special Rules:

Stubborn, Preferred Enemy(Aldmeri Dominion)

Guardian Stone Blessing: The Lord

Mighty Deeds:

Sovngarde Awaits, North Wind

Leader of Men: Friendly units within 6" of Ulfric Stormcloak may use his Leadership for all morale tests they make, so long as he is not fleeing.

Throne of Ysgramor: Twice per game, while Ulfric is alive, you may choose to have one of your Bards invoke his Mighty Deed for an additional turn(the turns need not be consecutive).

Combat by Champion: Ulfric may challenge an Independent Character or a single model unit to a duel, at the beginning of each round of close combat involving him. If he does, and the challenge is accepted, both models must direct all their offensive spells and attacks against one another this round, and no other models may attack either of them. If the challenge is turned down, the challenged model may not attack or cast spells this round.

Ulfric may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarls must be mounted as well, for +8 pts per model. If so, he may join units mounted the same as himself, and may take a Lance for +10 pts.


Galmar Stone-Fist

130 pts

Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. Galmar may be taken as a replacement for a Holdcarl. He may take a retinue of up to 3 Housecarls, for +20 pts per model. He and his Housecarl bodyguards act together as a single Independent Character, and as a unit among themselves.

Call to Rebellion: If the army contains both Ulfric Stormcloak and Galmar Stone-Fist, it may take any number of units of Honored Veterans and Horse-Veterans as Core units.

Name WS BS S T W I A Ld Mg Sv
Galmar Stone-Fist 5 4 5 4 3 4 3 10 1 5+

Wargear:

Axe of Eastmarch: This is a Skyforge Steel Battle Axe that strikes at full initiative the first round of combat.

Wolfpelt Mail: This counts as Light Armor(5+).

Ice Wraith Essence(1), Hand Weapon

Spells: None

Special Rules:

Stubborn.

Mighty Deeds:

Bear of a Man, Sudden and Deadly

Leader of Men: Friendly units within 6" of Galmar Stone-Fist may use his Leadership for all morale tests they make, so long as he is not fleeing.

Highland Tactics: Galmar may infiltrate his unit, even if it does not have the Sudden and Deadly Mighty Deed.

Galmar may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarls must be mounted as well, for +8 pts per model. If so, he may join units mounted the same as himself, and may take a Lance for +10 pts.


Jarl Olaf One-Eye of Whiterun

Hrormir and Darfang, Champions of Evensnow

The Companions of Ysgramor

The Dawnguard

The Order of the Silver Hand

The Dovahkiin

Equipment

Basic Equipment

The following is a list of the base items found in the Holds of Skyrim army.

Daedric Armor is Heavy Armor(2+).

Ebony Armor and Ancient Nordic Armor count as Heavy Armor(3+).

Full Plate Armor is Heavy Armor(4+).

Chainmail and Plate Armor are Heavy Armor(5+).

Scaled Mail is Light Armor(5+).

Light Mail and Leather Armor are Light Armor(6+).

Adept's Robes are unarmored clothing that give +1 Mg.

Master's Robes are unarmored clothing that give +2 Mg.

Wizard's Staff is a staff which lets its bearer reroll 1 mana die per game turn.

Skyforge Steel weapons are weapons of exceptional power crafted at the ancient forge atop the city of Whiterun. They strike with +1 Strength. Ebony Weapons likewise strike with +1 Strength.

Bound Weapons strike with +1 Strength +1 AP. Daedric Weapons strike with +2 Strength +2 AP. Glass weapons strike with +2 AP.

Huntsman's Cowls are non-magic Helms that grant Stealth to models wearing them.


Mounts

Warhorse: Models riding a Warhorse count as Cavalry. They provide +1 T to their riders for being armored, as well as providing an extra attack.

Riding Horse: Models riding Riding Horses count as Fast Cavalry. They provide +1 T to their riders for being armored, as well as providing an extra attack.


Magic Items

The Magic Items available to a Holds of Skyrim Army are sorted into several categories. Classes of weapons, staves, light armor, heavy armor, and shields may only be taken by a model which is holding that type of item, and replaces the one he is holding. A model may take up to 3 consumables. Other items can be taken freely. Certain items may be further restricted to a particular model. Daedric Artifacts are included in the Artifacts supplement of the Core Rules, and are taken wherever specified for a model.

Items listed as upgrades are enchantments that may be taken as a bonus on a weapon that has not already been enchanted; their cost is in addition to any other costs for the item. Items not listed as upgrades are replacements; their full cost is whatever amount is marked. (Replacements are only available to models which could take that class of item to begin with).


Weapons and Staves

Lunar Weapon: Weapon upgrade for +5 pts. Weapon strikes at +1 Strength while Night Fighting is active.

Holy Weapon: Weapon upgrade for +7 pts. Bearer gains Preferred Enemy (Undead).

Flame Weapon: Weapon upgrade for +8 pts. Weapon deals Flame damage and may re-roll failed rolls to wound. May be upgraded again to a weapon of Incineration for +12 pts, causing it to deal d3 wounds.

Spark Weapon: Weapon upgrade for +8 pts. Weapon deals Shock damage, drains 1 mana die next turn from targeted model per hit. May be upgraded again to a weapon of Lightning for +12 pts, causing it to resolve a S3AP0 shock hit(also draining mana dice) against the enemy unit for each unsaved wound it inflicts(whose wounds generate further similar hits until no wounds are dealt).

Frost Weapon: Weapon upgrade for +8 pts. Weapon deals Frost damage, model hit gets -1 I until the beginning of your next turn. May be upgraded again to a weapon of Blizzards for +12 pts, causing it to ignore armor saves.

Weapon of Striking: Melee weapons only, upgrade. +10 pts. +1 to hit.

Weapon of the Vampire: Weapon upgrade for +10 pts. For each successful wound dealt with weapon, roll a d6. On a 6, bearer regenerates a wound.

Weapon of the Sorcerer: Weapon upgrade for +10 pts. For each successful wound dealt with weapon, bearer gains a mana die at the beginning of next turn.

Weapon of Dismay: Weapon upgrade for +10 pts. Morale checks taken against casualties inflicted by a Weapon of Dismay are given a -1 modifier. This does not stack in multiple instances.

Weapon of Might: Melee weapons only, upgrade. +10 pts. +1 Strength.

Staff of Magelight: Staff. Wielder's unit may re-roll failed Night Fighting Checks. +8 pts.

Staff of Arcane Authority: Staff. Wielder causes Fear. +12 pts.

Staff of Daedric Command: Staff. Daedra must pass a Leadership test on their own value to attack wielder. +12 pts.

Staff of Flames: Staff. Wielder requires 1 less mana die to cast spells with a Flame effect, to a minimum of 1. +13 pts.

Staff of Frostbite: Staff. Wielder requires 1 less mana die to cast spells with a Frost effect, to a minimum of 1. +13 pts.

Staff of Sparks: Staff. Wielder requires 1 less mana die to cast spells with a Shock effect, to a minimum of 1. +13 pts.

Staff of the Healing Hand: Staff. Wielder requires 1 less mana die to cast spells that cause a model to regenerate wounds or to attempt to regenerate. +13 pts.

Staff of Inspiration: Staff. Wielder may spend 2 mana points to re-roll his unit's failed morale check. +16 pts.

Bow of the Hunt: Artifact, Short Bow. Strikes at +2 Strength against Beasts. +10 pts.

Windshear: Artifact, hand weapon. Enemy units wounded by this weapon strike at I 1 next round. +14 pts

Bolar's Oathblade: Artifact, Dagger. Morale checks taken against casualties inflicted by Bolar's Oathblade are given a -1 modifier. Enemies in base contact with wielder lose their charge or counter-charge +1 A bonus. +15 pts.

Trollsbane: Artifact, War Hammer. Trollsbane deals Flame Damage to Trolls, and may re-roll failed wounds against Trolls. +16 pts(+4 pts for a model that using a War hammer for no points cost)

Aegisbane: Artifact, War Hammer. Aegisbane deals Frost Damage, and ignores the armor saves granted by shields. An enemy unit wounded by Aegisbane gets -1 to its roll to flee and to its movement until the end of the next round of combat. +20 pts(+8 pts for a model using a War Hammer for no points cost)

Grimsever: Artifact, Glass hand weapon. Deals Frost damage. Enemy units hit by Grimsever get -1 I until the beginning of your next turn for each hit it inflicts. Grimsever ignores armor saves. +22 pts

Chillrend: Artifact, hand weapon. Weapon strikes at +1S, ignores armor, and deals Frost damage. Wounded models have -1 I and -1 A until the start of your following turn. (This may not stack.) +25 pts

The Longhammer: Artifact, War Hammer. The Longhammer's wielder strikes at full initiative. +30 pts(+18 pts for a model using a War Hammer for no points cost)

Wuuthrad: Artifact, Battle Axe. The mighty axe of Ysgramor himself may only be wielded by the Harbinger of the Companions or by the Dovahkiin. Wuuthrad is a Battle Axe that strikes with +3 Strength, and re-rolls all failed hits and wounds against Elves(including Falmer, but not including Orcs). The sight of such a mythic weapon, reforged after millennia, causes all friendly units within 6" of wielder to become Fearless. If wielded by the Dovahkiin, a single additional upgrade enchantment may be bought for this weapon. +60 pts (+48 pts for a model using a Battle Axe for no points cost)

Armor and Shields

Armor of Resist Element: Armor upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to armor of Elemental Negation for +15 pts, giving that element -1 to wound against bearer.

Flame/Shock/Frost Guard Robe: Unarmored Clothing upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Flame/Shock/Frost Eater Robe for +15 pts, giving that element -1 to wound against bearer.

Armor of Dwindling Magic: Armor upgrade for +8 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage.

Armor of Might: Armor upgrade for +15 pts. Bearer has +1 S.

Shield of Blocking: Shield upgrade for +8 pts. Bearer may take an Initiative test if rolling a save from a ranged attack. If bearer passes, and has a hand weapon, he gets the +1 parry bonus against the ranged attack.

Shield of Resist Element: Shield upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer gets +1 to his armor save against that element. May be upgraded again to shield of Elemental Negation for +10 pts, giving bearer Feel No Pain against that element.

Shield of Dwindling Magic: Shield upgrade for +10 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage.

The Targe of the Bloodied: Shield, Artifact. While wielding this shield in close combat, for each 6 that bearer rolls on his armor save, he may immediately make an AP0 attack with the Targe, treating it as a basic close combat weapon. +10 pts.

The Shield of Ysgramor: Shield, Artifact. The ancient shield of Ysgramor may only be wielded by the Harbinger of the Companions or by the Dovahkiin himself. Bearer has +1 Wound and a 4+ Ward save against spell damage. +35 pts.

Helm of the Knight: Helm(only one of this item type allowed per model). Once per game, bearer may re-roll a failed armor save. +5 pts.

Diadem of the Savant: Helm(only one of this item type allowed per model). Once per game, bearer may cast all spells for 1 less mana die, to a minimum of 1, this turn. +12 pts.

Gauntlets of Sure Grip: Gauntlet(only one of this item type allowed per model). Bearer gets +1 WS while using a 2-handed non-spell melee weapon. +12 pts.

Gauntlets of Wielding: Gauntlet(only one of this item type allowed per model). Bearer gets +1 WS while using a 1-handed non-spell melee weapon. +12 pts.

Gauntlets of Archery: Gauntlet(only one of this item type allowed per model). Bearer gets +1 BS while using a non-spell ranged weapon. +20 pts.

Belt of the North: Belt(only one of this item type allowed per model). Once per game, bearer may make a Feel No Pain roll, or increase an existing Feel No Pain roll to a 2+. +5 pts.

Braid of Severed Tongues: The tongues of mighty beasts are cut out by warriors in a long string, through which the Thu'um is channeled. Belt(only one of this item type allowed per model). Once per game, bearer may re-roll a failed Shout test. +6 pts.

Other Items

Amulet of the Knight: Once per game, bearer may add +1 to a single armor save roll(a base roll of 1 still always fails). +5 pts.

Amulet of Talos: Once per game, bearer may reduce the cooldown of a Shout by 1(to a minimum of 1). +12 pts.

Amulet of Protection: Bearer has a 6+ ward save. +15 pts.

Ring of Archery: Once per game, bearer may re-roll a missed attack with a non-spell ranged weapon. +2 pts.

Ring of Wielding: Once per game, bearer may re-roll a missed attack with a non-spell 1-handed melee weapon. +2 pts.

Ring of Sure Grip: Once per game, bearer may re-roll a missed attack with a non-spell 2-handed melee weapon. +2 pts.

Elemental Ring: Bearer has a 5+ Ward Save against Flame, Frost and Shock attacks. +20 pts.

Consumables

Consumables are available to all models which can purchase magic items. Consumables are 0-3. Scrolls can be read as many at a time as available at times where a model is casting spells with both hands. Scrolls autocast the spell written on them. Potions may be drunk once per player turn at the start of the turn.

Scrolls:

Scrolls are available for all spells in the army spell list except Summon/Necromancy spells.

Scroll of Cost 1 Spell: +5 pts

Scroll of Cost 2 spell: +10 pts

Scroll of Cost 3 spell: +20 pts

Scroll of Cost 4 spell: +30 pts

Scroll of Cost 5 spell: +45 pts

Scroll of Cost 6 spell: +60 pts

Scroll of Cost 7 spell: +75 pts

Potions:

The following potions are available to this army:

Potion of Healing: Regenerate 1 wound on a d6 4+ after consumption. +5 pts

Potion of Magicka: Restore 1 mana die after consumption. May be consumed at any time. +4 pts

Potion of Feather: Drinker is not encumbered by his armor this turn. +1 pts

Potion of Invisibility: Drinker is Invisible this turn. +12 pts

Potion of Cure Disease: Remove all ongoing Disease from caster's unit. +4 pts

Potion of Dispel: Remove all ongoing magical effects from caster's unit. +10 pts

Potion of Resist (Element): Choose Flame/Frost/Shock when purchasing this for your army list. Grants Feel No Pain from that element to drinker this player turn. +4 pts

Potion of Antivenom: Grants Feel No Pain from Poisoned attacks to drinker this player turn. +4 pts

Potion of Resistance: Drinker is unaffected by disease this player turn. +4 pts

Philter of the Knight: Drinker may re-roll a failed armor save this player turn. +4 pts

Philter of the Berserker: Drinker gains +1 WS this player turn. +4 pts

Philter of True Shot: Drinker gains +1 BS this player turn. +4 pts

Strong Mead: Drinker gains +1 Attack on the charge, but -1 Ld this player turn. +2 pts

Ice Wraith Essence: Frost damage gets -1 to wound against drinker this player turn. +4 pts


The Way of the Voice

Spells

The following spells are available to wizards in the Holds of Skyrim army:


School of Destruction

Firebolt: Cost 1, shooting attack. S3 AP0, Assault 1, range 18", flame.

Shock: Cost 1, shooting attack. S3 AP0, range 18", regular 1, drain 1 mana from enemy unit next turn, shock.

Ice Spike: Cost 1, shooting attack. S3 AP0, range 18", regular 1, frost, model hit gets -1 I this turn.

Flames: Cost 1, 1-handed, shooting attack, or assault phase. Counts as hand weapon(but can only be dual wielded with a non-spell weapon) and flame if melee attack. If shooting attack, S2 AP0, Assault 3, range 6", flame.

Sparks: Cost 1, 1-handed, shooting attack, or assault phase. Counts as hand weapon(but can only be dual wielded with a non-spell weapon) and shock if melee attack. If shooting attack, S1 AP0, Assault 3, range 6", shock. Drains 1 mana die from enemy next turn per hit.

Frostbite: Cost 1, 1-handed, shooting attack, or assault phase. Counts as hand weapon(but can only be dual wielded with a non-spell weapon) and frost if melee attack. If shooting attack, S1 AP0, Assault 3, range 6", frost. Model hit gets -1 I next round of close combat.

Fireball: Cost 2, shooting attack. S4 AP1 Blast, Regular 1, Range 24", flame.

Chain Lightning: Cost 2, shooting attack. S3 AP0, Regular 1, Range 24", shock. For each hit, the targeted unit loses 1 mana die next turn. For each unsaved wound, the targeted unit takes an additional hit.

Ice Storm: Cost 2, shooting attack. S3 AP3, Template, Assault 1, frost.

Fire Rune: Cost 2, shooting phase. Cast only if caster is not locked in combat. Place a marker within 12" of caster. Until the beginning of your next turn, if an enemy unit moves within 3" of the marker, that unit takes S4AP0 flame hits equal to the number of models in that unit within 3" of the marker. Remove the marker once this damage is resolved.

Thunder Rune: Cost 2, shooting phase. Cast only if caster is not locked in combat. Place a marker within 12" of caster. Until the beginning of your next turn, if an enemy unit moves within 3" of the marker, that unit takes S3AP0 shock hits equal to the number of models in that unit within 3" of the marker, and each model within 3" of the marker loses a mana die next turn. Remove the marker once this damage is resolved.

Ice Rune: Cost 2, shooting phase. Cast only if caster is not locked in combat. Place a marker within 12" of caster. Until the beginning of your next turn, if an enemy unit moves within 3" of the marker, that unit takes S3AP2 frost hits equal to the number of models in that unit within 3" of the marker. Remove the marker once this damage is resolved.

Incinerate: Cost 3, shooting attack. S5 AP1, Regular 1, Range 36", deals d3 wounds, flame.

Lightning Bolt: Cost 3, shooting attack. S7 AP0, Regular 1, Range 48", drains 1 mana die next turn from the unit from the model hit, shock.

Icy Spear: Cost 3, shooting attack. S5 AP5, Regular 1. Range 36", model hit strikes last this turn, frost.

Flame Cloak: Cost 3, cast any time. Enemy models in base contact with caster take a S5AP0 flame hit each round of combat(after charging, but before blows are struck), until the beginning of your next turn. Only one Cloak can be active at once on a model.

Lightning Cloak: Cost 3, cast any time. Enemy models in base contact with caster take a S4AP0 shock hit each round of combat(after charging, but before blows are struck), until the beginning of your next turn. Models hit regenerate 1 less mana die next turn. Only one Cloak can be active at once on a model.

Frost Cloak: Cost 3, cast any time. Enemy models in base contact with caster take a S3AP5 frost hit each round of combat(after charging, but before blows are struck), until the beginning of your next turn. Only one Cloak can be active at once on a model.

Wall of Flames: Cost 4, shooting attack. Large Blast, Heavy 1, Range 12". The template remains in play until your next turn, affecting everyone in it. At the end of each player turn, while the wall lasts, each model touching it takes a S4 AP1 flame hit with no cover saves allowed. Each model which had touched it at any point this player turn then takes a S3 AP0 flame hit with no cover saves allowed. On your next turn, the spell continues to remain in play on a d6 4+

Firestorm: Cost 5. May only be cast during your shooting phase, if caster has not and will not move/sprint/charge this turn. Place the Large Blast Template over caster. Every enemy unit under the template is hit once for each model under the template. The hits are S8 AP1, reroll failed wounds, (no cover saves), deal d6 wounds, flame.

Lightning Storm: Cost 5, shooting attack. S5, ignores armor saves. Heavy 2d6, Range 72", drains one mana die next turn from unit per hit, shock.

Blizzard: Cost 7. Cast Blizzard during your shooting phase. May only be cast if caster does has not and will not move or charge this turn. Weather effect. Until the beginning of your next turn, all enemy models within 12" of caster take a S4 frost hit at the beginning of every phase and strike at -1 I.


School of Conjuration

Bound Sword: Cost 1, 1-handed, assault phase. Equips a Bound hand weapon in casting hand until end of turn.

Bound Armor: Cost 1, movement phase. Caster's armor/robe is replaced by 5+ heavy armor until end of turn.

Bound Dagger: Cost 1, 1-handed, any time. Equips a Bound Dagger in casting hand until end of turn.

Bound Shield: Cost 1, 1-handed, movement phase. Equips a Shield in casting hand until end of turn.

Bound Spear: Cost 1, 1-handed, assault phase. Equips a Bound Spear in casting hand until end of turn.

Bound Bow: Cost 2, shooting phase. Equips a Bound Bow in both hands until end of turn.

Bound Battleaxe: Cost 2, assault phase. Equips a Bound Battleaxe in both hands until end of turn.

Summon: (cost varies) A summoned unit is included in the caster's profile, kept in reserve, and may not enter play by any normal means. It may enter play via Deep Strike within 6" of caster if it is in reserve when the spell is cast. It counts as a separate unit, regardless of size. A summoned unit cannot hold objectives. If it is slain, it is not considered a kill point, but is placed back in reserve to be summoned again if the caster so chooses.


School of Alteration

Magelight: Cost 1, 1-handed, may be cast any time. Caster ignores Night Fighting, and enemies ignore Night Fighting against him, this turn.

Stoneflesh: Cost 2, 1-handed, may be cast any time. Caster gets +1 to his armor save this turn. Multiple instances do not stack.

Ironflesh: Cost 3, 1-handed, may be cast any time. Caster gets +2 to his armor save this turn. Multiple instances do not stack.

Ebonyflesh: Cost 4, 1-handed, may be cast any time. Caster gets +3 to his armor save this turn. Multiple instances do not stack.

Dragonhide: Cost 5, may be cast any time on a turn caster does not shoot. Caster gets Feel No Pain, except on a 2+, against all non-spell damage this turn.


School of Illusion

Rally: Cost 2, cast anytime on a fleeing unit within 36" and line of sight of caster. That unit may immediately attempt to rally, regardless of remaining models.

Paralyze: Cost 3, 1-handed, assault phase. Choose a model in base contact with caster. That model's I is reduced to 1 this phase, and it gets -1 attack. Multiple instances do not stack.

Invisibility: Cost 3, cast at the beginning of any phase. Until the beginning of your next turn caster is Invisible: he cannot be targeted or seen(but his unit still can be if it contains non-Invisible models), and enemies charge him as if through difficult terrain if all models in his unit are Invisible. He has Hit and Run, and strikes at Initiative 10 the first round of combat. He may choose not to attack. If he attacks in any way or tries to cast another spell, he forfeits the invisibility.

Call to Arms: Cost 6, cast during your movement phase. May only be cast by a model who does not move, sprint or charge this turn. All friendly units within 12" of caster gain +1 WS, +1 BS, +1 Attacks and Feel No Pain until the beginning of your next turn.


School of Mysticism

Soul Trap: Cost 1, 1-handed. Cast just as combat begins. If caster's attacks (nominate which ones are caster's) inflict a casualty, caster gets one free reroll to hit or to wound while using a magical weapon, for the duration of the game. An additional casualty is required for each instance of Soul Trap per round.Dispel: Cost 2, cast anytime. Remove all ongoing magical effects from caster's unit.

Detect Life: Cost 3, 1-handed, cast during your shooting phase. Target unit within 6" of caster, other than Automatons and Undead, loses its Cover Saves this turn.

Detect Dead: Cost 3, 1-handed, cast during your shooting phase. Target Undead unit within 6" of caster loses its Cover Saves this turn.


School of Restoration

Healing: Cost 1. Cast during any movement phase. Caster regenerates a wound on a 4+

Heal other: Cost 1. Cast during any movement phase. Target model within 6" of caster regenerates a wound on a 5+

Ward: Cost 2, 1-handed. Cast in response to an enemy spell which would target or immediately effect caster, caster's unit, or another one of caster's spells. Caster and the caster of the enemy spell roll d6's, and add their respective Mg values to them. If caster's final score is higher, he and his spells become immune to the effects of that spell for its duration. Hits resolved on him from the spell do nothing.

Repel Undead: Cost 2, any time. Range 6", requires LOS. Target unit consisting of majority Undead must take a Morale Test(even if Fearless). If the test fails, the unit flees (but cannot be pursued if they flee from combat this way).

Shout to Talos: Cost 4, cast any time. Caster's unit gets +1 Strength and +1 Weapon skill this turn. Multiple instances do not stack.

Guardian Circle: Cost 6, cast during your movement phase. May only be cast by a model who does not move, sprint or charge this turn. Undead units cannot voluntarily move within 6" of caster until the beginning of your next turn. Caster regenerates 1 wound automatically.