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*Full Plate Armor +3 pts per model
*Full Plate Armor +3 pts per model
*Nordic Relic Armor +10 pts per model


Each Circle Champion may purchase up to 20 points of magic items where appropriate from the armory. The Harbinger may purchase any number of magic items where appropriate from the armory.
Each Circle Champion may purchase up to 20 points of magic items where appropriate from the armory. The Harbinger may purchase any number of magic items where appropriate from the armory.

Revision as of 22:56, 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 a Bard 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 +5 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).

Skilled Bladesman: A Wandering Bard may dual wield a Hand Weapon with a Dagger, and may Parry while doing so as if he had a shield..

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.

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 the rules for Hit and Run, if he successfully moves over 2" away from that unit. He 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.

A Thaumaturgist may replace his Hand Weapon with one of the following:

  • Bow +2 pts
  • Short Bow +2 pts

A Thaumaturgist may upgrade one or more weapons to the following:

  • Poisoned(4+) +2 pts per weapon

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

  • Hunter's Cowl +4 pts

A Thaumaturgist may replace his armor with:

  • Adept's Robes +2 pts

A Thaumaturgist may purchase up to 25 points of potions and 10 points of other magic items from the armory where appropriate.


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, Tongue.

A Tongue may replace one both hands with one of the following:

  • Poleaxe +4 pts
  • Great Weapon +4 pts
  • Spear and Shield +1 pt
  • Two Hand Weapons (free)
  • Bow +2 pts
  • Short Bow +2 pts

He may replace his armor with any of the following:

  • Light Mail or Leather Armor (free)
  • Plate Armor (free)
  • Scaled Mail +1 pt
  • Full Plate Armor +4 pts
  • Nordic Relic Armor +10 pts

He may take:

  • Dagger +1 pt

He may give the following upgrades to any number of his weapons:

  • Skyforge Steel +4 pts per weapon

A Tongue may take one of the following Shouts(see the Scrollhammer Rulebook for the list of Shouts):

Throw Voice, Animal Allegiance, Clear Skies +8 pts

Disarm, Elemental Fury, Whirlwind Sprint, Aura Whisper +10 pts

Become Ethereal, Spectral Illusion, Swallow Shout +15 pts

Ice Form, Kyne's Peace +25 pts

A Tongue may take up to 15 points of magic items from the armory where appropriate.


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(see rules for artillery in the Scrollhammer rulebook). The Catapult artillery model may not move, only pivot, and requires at least one crewman to make use of the special shooting attack. If a Catapult unit is forced to Fall Back while not locked in combat, and contains one or more artillery pieces, instead remove an artillery piece as a casualty.

Catapults fire with the following profile:

Move or Fire 1, Blast, Barrage, 12" to 96" range. All hits where a model's base is completely under the blast marker are resolved at S8 AP2, Multiple Wounds(d3). All hits where a model's base partially under the blast marker are resolved at S4 AP0. A Catapult always strikes buildings at Strength 8 AP2, and rolls 3d6 for armor penetration against them.

Mechanical: The Catapult model is Immune to Poison and Immune to Disease.

The Crewmen are Stubborn.


Special Characters

Jarl Olaf One-Eye of Whiterun

250 pts

Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. Olaf may be taken as your army's Jarl. You are limited to 0-1 Jarls in your army. Olaf may take a retinue of up to 3 Housecarls, for +20 pts per model. An army containing a Olaf 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
Olaf One-Eye 6 4 4 4 3 4(5) 4 10 1 2+

Wargear:

Dragon-Cleaver: The axe of Olaf One-Eye is a Skyforge Steel Hand Weapon.

Warmonger: This is a Skyforge Steel War Hammer.

Nordic Relic Armor, Shield of Resist Flame.

Spells: None

Shouts:

Unrelenting Force, Disarm, Frost Breath

Special Rules:

Stubborn, Preferred Enemy(Dragons), Tongue

Guardian Stone Blessing: The Thief

Mighty Deeds: Feller of Giants, Fight All Our Lives

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

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

Olaf 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.


Jarl Ulfric Stormcloak of Eastmarch

220 pts

Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. Ulfric may be taken as 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. 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 a Master-Crafted Ebony hand weapon whose blows cannot be Parried.

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), Tongue

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 a Bard invoke his Song for an additional turn(the turns need not be consecutive).

Combat by Champion: Unsaved wounds inflicted by Ulfric in a challenge give +3 to combat resolution instead of the normal +1.

Ulfric may replace the Cloak of Storms with one of the following:

  • Wolfpelt Mail(5+ Light Armor) +10 pts
  • Nordic Relic Armor +35 pts

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 take a Lance for +10 pts.


Galmar Stone-Fist

140 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.

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 4(5) 4 3 4 3 10 1 5+

Wargear:

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

Wolfpelt Mail: This is Light Armor(5+).

Hand Weapon.

Spells: None

Special Rules:

Stubborn.

Mighty Deeds:

Bear of a Man, Strong Will and Stout Heart

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.

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 take a Lance for +10 pts.


Hrormir and Darfang, Champions of Evensnow

150 pts for Hrormir, 150 pts for Darfang

2 Hero choices. Independent Character, Skirmish, Infantry, Nord, Single Model. Hrormir and Darfang count as two Thanes in your army, and must always be taken together. Other Thanes in your army may take the same combinations of wargear, upgrades, Shouts and Mighty Deeds as them.

Name WS BS S T W I A Ld Mg Sv
Hrormir 4 5 4 4 2 4 2 9 5(7) -
Darfang 7 4 4 4 2 4 3 9 1 2+

Hrormir

Wargear:

The Icestaff: The fabled Icestaff freezes Hrormir's foes while cloaking them in a fey glow. Models Chilled by Hrormir's frost spells are Chilled for -2 Initiative rather than just 1, and lose their Night Fighting cover saves.

Master's Robes.

Spells:

Frostbite, Bound Sword, Bound Armor, Ice Storm.

Special Rules:

Stubborn.

Mighty Deeds:

Never Back Down, Out of the Mists.

Gift of Nocturnal: Hrormir may take the Guardian Stone Blessings of the Shadow and the Thief for +10 points each.

Darfang

Wargear:

Blade of Darfang: This is a Master-Crafted Glass Hand Weapon of Striking.

Shield, Nordic Relic Armor.

Shouts:

Elemental Fury, Disarm.

Special Rules:

Stubborn, Tongue.

Mighty Deeds:

Son of the Sky, Shield-Brothers

The Companions of Ysgramor

23 pts per model

Elite. Infantry, Skirmish, Nord. 5-20 models per unit. You may take 0-1 units of the Companions of Ysgramor as a unique Warrior Clan in your army.

Name WS BS S T W I A Ld Mg Sv
Companion 4 4 4 4 1 3 2 8 1 6+
Circle Champion 4 4 4 4 1 4 3 9 1 5+
Harbinger 4 4 4 4 2 4 3 10 1 5+
(Wolf Form) 3 0 5 5 2 4 4 9 0 -(6++)

The entire unit has the following Special Rules:

Stubborn.

For every 5 models, you may upgrade one model to Circle Champion for +35 pts

In a unit numbering 10 or more models, you may upgrade one model to the Harbinger for +50 pts

A unit of Companions containing a Circle Champion or the Harbinger have the Fight All Our Lives Mighty Deed.

Companions

Wargear: Master-Crafted Skyforge Steel Great Weapon, Master-Crafted Skyforge Steel Hand Weapon, Shield, Light Mail.

Any number of models may replace their Great Weapon or Shield with any of the following:

  • Master-Crafted Skyforge Steel Poleaxe (free)
  • Master-Crafted Skyforge Steel Hand Weapon (free)
  • Master-Crafted Skyforge Steel Spear (free)
  • Master-Crafted Skyforge Steel Dagger (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

Spells: None

Circle Champions and Harbinger

Wargear: Master-Crafted Skyforge Steel Great Weapon, Master-Crafted Skyforge Steel Hand Weapon, Wolf Armor(5+ Light Armor).

Any number of models may replace their Great Weapon or Shield with any of the following:

  • Master-Crafted Skyforge Steel Poleaxe (free)
  • Master-Crafted Skyforge Steel Hand Weapon (free)
  • Master-Crafted Skyforge Steel Spear (free)
  • Master-Crafted Skyforge Steel Dagger (free)
  • Bow (free)
  • Short Bow (free)

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

  • Full Plate Armor +3 pts per model
  • Nordic Relic Armor +10 pts per model

Each Circle Champion may purchase up to 20 points of magic items where appropriate from the armory. The Harbinger may purchase any number of magic items where appropriate from the armory.

Spells: None

Special Rules:

Character. The Harbinger is a Special Character, and so only one may be taken.

Mighty Deeds: In addition, each Circle Champion and the Harbinger must also take of the following Mighty Deeds: Battle Rage, Cleaving Blows, Skilled Hunter, Feller of Giants, Resilience, Shield Brothers(these Mighty Deeds only apply to them individually, not to the entire unit).

Battle-Prowess: Each Circle Champion and the Harbinger may take Skilled Fighter for +3 pts, Deadeye for +6 pts, or Legendary Fury for +10 pts. (See the Warrior Clans rules for further details). These upgrades only apply to the model purchasing them, not to the entire unit.

The Beast Blood: Once per game, at the beginning of your movement phase, if there are no Independent Characters (other than the Dovahkiin) attached to a unit of Companions, and no other friendly or allied units within 6" of a unit of the Companions, all Circle Champions and the Harbinger in the unit may call upon the power of Hircine. In a span of mere seconds, their bodies undergo a terrible transformation, from men into great savage wolves. While in this form, they use the Wolf Form profile rather than their own, and bear no wargear. \

Replace each model in Wolf Form with a more appropriate model if you wish; note that models in Wolf Form are mounted on 40mm x 40mm bases. At the end of each of your turns, if a model in Wolf Form has not slain a model, return that model to his normal profile, with all his previous wargear and abilities. No Independent Character (other than the Dovahkiin) can join a unit of Companions with one or more models currently in Wolf Form.

Wolf Form

Beasts, Skirmish, Werewolf.

The characteristics of a model in Wolf Form are included in the profile for Companions above.

Wargear: None

Spells: None

Special Rules:

Fearless, Rending

Hircine's Blessing: This model is Ethereal, but the Ward Save granted against mundane attacks is only 6+.

Controlled Savagery: To enter the shape of a wolf is to endanger one's sanity, to subject oneself to the rage of a mindless killer. As each model that enters Wolf Form, that model must take a Leadership test on its own value. If that model fails, it gains Frenzied and Bestial Instinct, and if any of its attacks miss in close combat, you must instead allocate them to a non-Werewolf model in the same unit as the model that failed the Leadership check. These rules apply for as long as the model remains in Wolf Form. It cannot be shaken from its Frenzied state by any means other than leaving Wolf Form. If the Leadership check is passed, however, the model instead may continue to use its Mighty Deeds and Battle Prowess while in Wolf Form.

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 Nordic Relic 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 Power Die per game turn(you must abide by the second result).

Skyforge Steel weapons are weapons of exceptional power crafted at the ancient forge atop the city of Whiterun. They strike at +1 Strength. Ebony Weapons likewise strike at +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. This weapon strikes at +1 Strength while Night Fighting is active.

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

Weapon of Flames: Weapon upgrade for +8 pts. Weapon deals Flame damage and has Shred. May be upgraded again to a weapon of Incineration for +12 pts, granting it Multiple Wounds(d3).

Weapon of Sparks: Weapon upgrade for +8 pts. Weapon deals Shock damage and has Magicka Drain(1) on striking. May be upgraded again to a weapon of Lightning for +12 pts, causing it to resolve a S3AP0 shock hit with Magicka Drain(1) against the enemy unit for each unsaved wound it inflicts(whose wounds generate further similar hits until no wounds are dealt).

Weapon of Frost: Weapon upgrade for +8 pts. Weapon deals Frost damage, and models hit are Chilled until the end of 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. Attacks with this weapon get +1 to hit.

Weapon of the Vampire: Weapon upgrade for +10 pts. This weapon has Absorb Health(6+)

Weapon of the Sorcerer: Weapon upgrade for +10 pts. For each successful wound dealt with weapon, bearer gains a bonus Power Die when his power dice are replenished next turn.

Weapon of Dismay: Weapon upgrade for +10 pts. Morale checks taken against casualties inflicted by one or more Weapons of Dismay are given a -1 modifier. This does not stack multiple times on the same unit.

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

Staff of Magelight: Staff. Night Fighting never grants a cover save better than +1 against bearers unit's shots. +7 pts.

Staff of Daedric Command: Staff. Each time a Daedra would assign any number of attacks, hits or wounds directly to wielder, or assign Precision hits or wounds to wielder, it must pass a Leadership test on its own value. If it fails, those attacks, hits or wounds are cancelled this phase(it may not assign them elsewhere this phase) +10 pts.

Staff of Arcane Authority: Staff. Wielder causes Fear. +13 pts.

Staff of Flames: Staff. Wielder gets +3 to casting spells with a Flame effect. +13 pts.

Staff of Frostbite: Staff. Wielder gets +3 to casting spells with a Frost effect. +13 pts.

Staff of Sparks: Staff. Wielder gets +3 to casting spells with a Shock effect. +13 pts.

Staff of the Healing Hand: Staff. Wielder gets +3 to casting spells with a Heal effect. +13 pts.

Staff of Inspiration: Staff. Wielder may discard 2 Power Dice to re-roll failed morale checks. +16 pts.

Bow of the Hunt: Artifact, Short Bow. Strikes at +2 Strength against creatures with Bestial Instinct. +10 pts.

Windshear: Artifact, hand weapon. Enemy units suffering one or more unsaved wounds from this weapon strike at Initiative 1 until the end of next turn. +15 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 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. Its strikes cannot be parried. An enemy unit suffering one or more wounds by Aegisbane gets -1 to its roll to Sweeping Advances and to its movement, until the end of the next turn. +20 pts(+8 pts for a model using a War Hammer for no points cost)

Grimsever: Artifact, Glass hand weapon. Deals Frost damage. Grimsever Chills on striking and ignores armor saves. +22 pts

Chillrend: Artifact, hand weapon. Weapon strikes at +1S, ignores armor, and deals Frost damage. Wounded models are Paralyzed until the end of next turn. +25 pts.

The Longhammer: Artifact, War Hammer. The Longhammer's wielder strikes at full initiative in close combat. +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

Armour of Resist Element: Armour 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 Armour of Elemental Negation for +15 pts, giving that same 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 +5 pts. Bearer may take an Initiative test each phase that he suffers one or more wounds from a shooting attack, before rolling saves. If bearer passes, and has a hand weapon that can normally be used to parry, he may use Parry against shooting attacks this phase(even if it came from a Monstrous Creature or a model with more than twice his WS). He may not, however, Parry any shooting attack that does not roll to hit in the normal manner.

Shield of Resist Element: Shield upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer gets +1 to his armour 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 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. Once per game, bearer may re-roll a failed armor save. +5 pts.

Diadem of the Savant: Helm. Once per game, bearer may add +3 to all his rolls to cast spells this turn. +12 pts.

Gauntlets of Sure Grip: Gauntlet. Bearer gets +1 WS while using a 2-handed non-spell melee weapon. +12 pts.

Gauntlets of Wielding: Gauntlet. Bearer gets +1 WS while using a 1-handed non-spell melee weapon. +12 pts.

Gauntlets of Archery: Gauntlet. Bearer gets +1 BS while using a non-spell ranged weapon. +20 pts.

Belt of the North: Belt. 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. 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 number of a Shout he is attempting to make 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.

Tome of the Rune Master: Artifact. Bearer may place markers for Rune spells at a range of up to 18", and may re-roll failed attempts at casting Rune Spells(he must abide by the second result). +20 pts.

Tome of the Power of the Elements: Artifact. Bearer knows the spells Firestorm, Lightning Storm and Blizzard in addition to his other spells. He gets +3 to his attempts to cast these spells. +80 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 Cast on 4+ or Lower Spell: +5 pts

Scroll of Cast on 5-8+ spell: +10 pts

Scroll of Cast on 9-12+ spell: +20 pts

Scroll of Cast on 13-19+ spell: +30 pts

Scroll of Cast on 20-25+ spell: +45 pts

Scroll of Cast on 26+ or Higher spell: +60 pts

Potions:

The following potions are available to this army:

Potion of Healing: Heals drinker on a d6 5+ on consumption. +5 pts

Potion of Magicka: Replenishes 1 Power Die on 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: Cures all Disease from caster's unit. +6 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 to drinker against that element this turn. +4 pts

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

Potion of Resistance: Drinker is unaffected by disease this player turn. +3 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 additional Attack as part of his charge bonus, but gets -1 Ld this turn. +2 pts

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


The Way of the Voice

Many units in a Holds of Skyrim army use the Thu'um. The rules for the Thu'um, as well as a list of Shouts available, are found here:

http://1d4chan.org/wiki/Scrollhammer_Rulebook#The_Power_of_the_Thu.27um


Spells

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


School of Destruction

Flames: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S2 AP0, Fire and Charge 2, range 6", flame. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a flame spell weapon.

Sparks: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S1 AP0, Fire and Charge 2, range 6", shock, Magicka Drain(1) on striking. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a shock spell weapon with Magicka Drain(1) on striking.

Frostbite: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S1 AP0, Fire and Charge 2, range 6", frost, chills on striking. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a frost spell weapon with Chills on striking.

Firebolt: Cast on 3+. Shooting attack. S3 AP0, Move and Fire 1,range 18", flame.

Shock: Cast on 4+. Shooting attack. S3 AP0, range 18", Move and Fire 1, Magicka Drain(1) on striking, shock.

Ice Spike: Cast on 4+, shooting attack. S3 AP0, range 18", Move and Fire 1, Chills on striking, frost.

Chain Lightning: Cast on 8+, shooting attack. S3 AP0, Move and Fire 1, Range 24", shock. Hits from Chain Lightning cause Magicka Drain(1). For each unsaved wound, the targeted unit takes an additional hit. These additional hits, if they wound, generate additional hits of their own, and so on.

Fire Rune: Cast on 8+ during your shooting phase, Rune. Cast only if caster is not locked in combat. Place a marker within 12" of caster. If an enemy unit moves, marches or charges to anywhere 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 or at the beginning of your next turn.

Thunder Rune: Cast on 8+ during your shooting phase, Rune. Cast only if caster is not locked in combat. Place a marker within 12" of caster. If an enemy unit moves, marches or charges to anywhere within 3" of the marker, that unit takes S3AP0 shock hits that cause Magicka Drain(1) equal to the number of models in that unit within 3" of the marker. Remove the marker once this damage is resolved or at the beginning of your next turn.

Ice Rune: Cast on 8+ during your shooting phase, Rune. Cast only if caster is not locked in combat. Place a marker within 12" of caster. If an enemy unit moves, marches or charges to anywhere within 3" of the marker, that unit takes S3AP0 frost hits that Chill on striking equal to the number of models in that unit within 3" of the marker. Remove the marker once this damage is resolved or at the beginning of your next turn.

Fireball: Cast on 9+, shooting attack. S4 AP1 Blast, Move and Fire 1, Range 24", flame.

Ice Storm: Cast on 9+, shooting attack. S3 AP3, Template, Fire and Charge 1, frost.

Lightning Bolt: Cast on 10+, shooting attack. S7 AP0, Move and Fire 1, Range 48", hit causes Magicka Drain(1), shock.

Incinerate: Cast on 11+. Shooting attack. S5 AP1, Move and Fire 1, Range 36", Multiple Wounds(d3), flame.

Icy Spear: Cast on 11+, Shooting attack. S5 AP5, Move and Fire 1. Range 36", model hit strikes at Initiative 1 this turn, frost

Flame Cloak: Cast on 14+, cast any time, Cloak. Enemy models in base contact with caster(and enemy models in base contact with those) take a S5AP0 flame hit at Initiative 10 each round of combat, until the beginning of your next turn. Only one Cloak can be active at once on a model.

Lightning Cloak: Cast on 14+, cast any time, Cloak. Enemy models in base contact with caster(and enemy models in base contact with those) take a S4AP0 shock hit at Initiative 10 each round of combat, until the beginning of your next turn. Models hit suffer Magicka Drain(1). Only one Cloak can be active at once on a model.

Frost Cloak: Cast on 14+, cast any time, Cloak. Enemy models in base contact with caster(and enemy models in base contact with those) take a S3AP5 frost hit at Initiative 10 each round of combat, until the beginning of your next turn. Only one Cloak can be active at once on a model.

Wall of Flames: Cast on 16+. Shooting attack. Large Blast, Move or Fire 1, Range 12". This shooting attack does not have to target a unit; the rest of caster's unit not also shooting a weapon that does not have to target a unit cannot shoot or run this round as per the normal rules. Instead simply target a spot on the table(within range, and no friendly models underneath) with all models in the unit that can target in this way, and roll for scatter. Note exactly where the large blast marker hits. The marker remains in play where it lands until your next turn, affecting everyone underneath it; it represents a wall of flames. At the end of each turn, while the wall lasts, each model with any part of its base underneath it takes a S4 AP1 Ignores Cover flame hit. Each model that was underneath it(with any part of its base) at any point during this player turn then takes a S3 AP0 Ignores Cover flame hit. At the beginning of your next turn, remove the wall from play.

Lightning Storm: Cast on 19+, shooting attack. S5 AP6. Move or Fire 2d6(roll each time), Range 72", hits causes Magicka Drain(1), shock.

Firestorm: Cast on 20+. May only be cast during your shooting phase. A model casting Firestorm cannot do so if it could not fire a Move or Fire weapon either, and counts as having fired a Move or Fire weapon after using it. Place the Large Blast Marker over caster so that the center circle is entirely within caster's base. Every enemy unit under the marker is hit once for each model under it. These hits are S8 AP1, Shred, Ignores Cover, Multiple Wounds(d6), flame.

Blizzard: Cast on 27+. Cast Blizzard during your shooting phase. A model casting Blizzard cannot do so if it could not fire a Move or Fire weapon either, and counts as having fired a Move or Fire weapon after using it. Weather effect. Until the end of next turn, all enemy models within 12" of caster take a S4AP0 frost hit at the beginning of every phase that Chills them until the end of next turn.


School of Conjuration

Bound Sword: Cast on 4+, 1-handed, close combat phase. Equips a Bound hand weapon in casting hand until end of turn.

Bound Armour: Cast on 4+, movement phase. Caster's armor or robe is replaced by magic Heavy Armour(5+) until end of turn.

Bound Helm: Cast on 4+, 1-handed, movement phase. Caster's Helm(or lack thereof) is replaced by a magic Helm with "bearer may re-roll one failed armour saving throw of 1 per turn" until end of turn.

Bound Dagger: Cast on 4+, 1-handed, close combat phase. Equips a Bound Dagger in casting hand until end of turn.

Bound Shield: Cast on 4+, 1-handed, movement phase. Equips a Shield in casting hand until end of turn.

Bound Spear: Cast on 4+, 1-handed, close combat phase. Equips a Bound Spear in casting hand until end of turn.

Bound Bow: Cast on 6+, shooting phase. Equips a Bound Bow in both hands until end of turn.

Bound Battleaxe: Cast on 6+, close combat phase. Equips a Bound Battleaxe in both hands until end of turn.

Summon: (casting requirements vary) A Summoned unit is an upgrade for caster, kept in reserve, and may not enter play by any normal means. See the Scrollhammer Rulebook for further information on Summoning.


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.

Blade Rune: Cast on 8+ during your shooting phase, Rune. Cast only if caster is not locked in combat. Place a marker within 12" of caster. If an enemy unit moves, marches or charges to anywhere within 3" of the marker, until the beginning of your next turn friendly units that are locked in combat with that unit get +1 WS. Remove the marker at the beginning of your next turn.

Shatter Rune: Cast on 8+ during your shooting phase, Rune. Cast only if caster is not locked in combat. Place a marker within 12" of caster. If an enemy unit moves, marches or charges to anywhere within 3" of the marker, all models in that unit that are within 3" of the marker get -1 to their armor saves until the beginning of your next turn. Remove the marker when an enemy unit moves within 3" of it, or at the beginning of your next turn.

Stoneflesh: Casts on 8+. 1-handed, may be cast any time. Caster gets +1 to his armor save this turn. Multiple instances do not stack.

Ironflesh: Casts on 12+. 1-handed, may be cast any time. Caster gets +2 to his armor save this turn. Multiple instances do not stack.

Ebonyflesh: Casts on 16+, 1-handed, may be cast any time. Caster gets +3 to his armor save this turn. Multiple instances do not stack.

Dragonhide: Cast on 20+, may be cast any time on a turn caster does not shoot. Caster gets Feel No Pain(2+) against non-spell damage this turn.


School of Illusion

Rally: Cast on 8+, during your movement phase, on a fleeing unit within 36" and line of sight of caster. That unit may immediately attempt to rally at its full Leadership value, regardless of how many models remain.

Paralyze: Casts on 11+. 1-handed, close combat phase, beginning of Fight sub-phase. Choose a model in base contact with caster. That model is Paralyzed this phase.

Invisibility: Casts on 12+. Cast at the beginning of any phase. Until the beginning of your next turn, caster is Invisible.

Call to Arms: Cast on 26+, during your movement phase. A model casting Call to Arms cannot do so if it could not fire a Move or Fire weapon either, and counts as having fired a Move or Fire weapon after using it. 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: Cast on 4+, 1-handed. Cast at the start of the Fight sub-phase during the close combat phase. Caster's attacks gain the Soul Trap special rule until end of turn.

Detect Life: Casts on 12+. 1-handed, cast during your shooting phase. Models in target unit within 6" of caster that are not artillery pieces, Automatons or Undead lose all Cover Saves until end of turn.

Detect Dead: Casts on 12+. 1-handed, cast during your shooting phase. Undead models in target unit within 6" of caster loses all Cover Saves until end of turn.

School of Restoration

Minor Healing: Cast on 5+ during any movement phase. Caster is Healed on a 6.

Ward: Cast on 7+, 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. If this spell is successfully cast, caster attempts to Ward the targeted spell(see the Scrollhammer Rulebook for details).

Healing: Cast on 8+ during any movement phase. Caster is Healed on a 5+.

Heal other: Cast on 8+ during any movement phase. Target model, other than caster, within 6" of caster is Healed on a 6.

Repel Undead: Casts on 9+, at the start of any Shooting Phase. Range 6", requires LOS. Target unit consisting of majority Undead must take a Morale Test(even if Fearless). If the test fails, the unit falls back, losing Fearless until they regroup. They cannot be pursued by a sweeping advance if they flee from melee combat this way.

Shout to Talos: Casts on 18+. Any time. Caster's unit gets +1 Strength and +1 Weapon skill this phase. Multiple instances do not stack.

Guardian Circle: Casts on 24+, during your movement phase. A model casting Guardian Circle cannot do so if it could not fire a Move or Fire weapon either, and counts as having fired a Move or Fire weapon after using it. Undead units cannot voluntarily move within 6" of caster until the beginning of your next turn. Caster Heals 1 wound automatically.