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===The Imperial Province===
===The Imperial Province===


[[Image:Cyrodiil1.jpg|thumb|400px|right|Despite initial appearances, The Imperial province can be distinguished from Australia by the fact that liquid water is present.]]
[[Image:Cyrodiil1.jpg|thumb|400px|right|Despite initial appearances, The Imperial province can be distinguished from Australia by the fact that liquid water is present, and only some of the things there are trying to kill you.]]


The Imperial Province covers a vast portion of Tamriel, stretching its western coast over a thousand miles to Morrowind, and south to the great Niben Bay. North of the bay, upstream of the great Nibenay Valley, lies the Imperial City. Docks bustle with ships bringing goods to and from every part of the Empire. Alabaster apartments and parks filled with towering trees and statues stand high above the endless winding streets. Dignitaries from all the known world congregate in this city, all swearing loyalty to the great Emperor of Tamriel. Ladies and gentlemen of fine breeding live their entire lives within the city's shining walls, while strange cults and goblin outlaws inhabit its sewers. For this city the Emperor's seat, and the ancient White Gold Tower, pride of the conquered Ayleid elves, is his palace. The tower can be seen for hundreds of miles, a landmark for travelers, a monument as great and mysterious as it is ancient.
The Imperial Province covers a vast portion of Tamriel, stretching its western coast over a thousand miles to Morrowind, and south to the great Niben Bay. North of the bay, upstream of the great Nibenay Valley, lies the Imperial City. Docks bustle with ships bringing goods to and from every part of the Empire. Alabaster apartments and parks filled with towering trees and statues stand high above the endless winding streets. Dignitaries from all the known world congregate in this city, all swearing loyalty to the great Emperor of Tamriel. Ladies and gentlemen of fine breeding live their entire lives within the city's shining walls, while strange cults and goblin outlaws inhabit its sewers. For this city the Emperor's seat, and the ancient White Gold Tower, pride of the conquered Ayleid elves, is his palace. The tower can be seen for hundreds of miles, a landmark for travelers, a monument as great and mysterious as it is ancient.

Revision as of 08:10, 25 November 2013

by Duke and Lolpwnt

Introduction

Legion VI of Cyrodiil forms ranks for battle


History

For millennia, the Empire of Cyrodiil has ruled over all Tamriel since the First Era. The Dragon-Throne of the Emperor has long been the most sacred and powerful seat in all of Tamriel. The Emperors have long commanded endless realms and armies by their decrees, and by the edicts of the Elder Council. In the height of its power, not an inch of land in all Tamriel was not at least nominally part of the Empire.

But the beginnings of the Empire were humble. For in the dark days of the First Era, the High Elves of the Heartland, the Ayleids, made slaves of the humans who dwelt in their lands, and treated them with unimaginable cruelty. It was after centuries of oppression that the human slaves who inhabited the Nibenland rose up and overthrew their Elven masters. Saint Alessia, the queen of the rebel armies, made a pact with the gods, that she and all her descendants would be Dragon-Born in exchange for divine protection. The gods gave her the Amulet of Kings, a gem of great power, the sigil of the Eight Divines willing to come to the aid of Man. The power of the Amulet granted all who possessed the mark of the Dragon-Born the power to seal off the realms of the damned from the mortal world, that as long as one who wore the Amulet lived, the hosts of Oblivion would be held at bay.

The Empire has struggled and lived on, in many forms, rises and falls. The Empire of Alessia conquered many foes after the Ayleids, uniting much of Tamriel. It was this First Empire that established monotheism, the faith of Shezarr, known elsewhere as Shor and Lorkhan, the God of Nirn, the vigilant protector of the human race. The Empire eventually would return to primarily worshiping the Eight, but many, especially the Men of the North, would never falter in their loyalty to mighty Shor.

The First Empire reigned for many centuries, but came to an end after its age of glory. Tamriel shattered into an era of strife and destruction. The Amulet of Kings was lost. It was in these days that great king of the North pursued the ghost of Alessia, and upon his final discovery of her, received her blessing. Through many strange portents, a child, Reman Cyrodiil, was born of this blessing, and upon his brow wore the Amulet of Kings. Reman was Dragonborn, and grew to be a conqueror of an even greater legacy than even Alessia; for even the God-Kings of the East, the indomitable Tribunal, swore their fealty to his throne.

It was in the age of Reman's Empire that the armies of the Akavir, the mysterious Orient, landed upon Tamriel, and made war upon his legions. For years and years the armies did battle; at last peace was made, and many of the warriors of Akavir settled in the lands of the west. In the many interregna of the latter half of the Second Empire, many a descendant of the Akaviri served as regent over the Empire, holding the title of Potentate of Tamriel, but not carrying the Dragon Blood.

And so it came to pass that the Second Empire dwindled away. But in the final days of the Second Era, out of the great northern woods of Falkreath came a mighty warrior. Within his blood flowed the power of the Dragons, and within his soul flowed a great destiny. Like the heroes of myth, he bore the mark of Shor himself, and under his banner all Tamriel, man and elf, orc and beastman, were united. He was the Emperor Tiber Septim in life, and in death was rewarded with godhood. The Eight Divines took him into their number as Talos, God of Statecraft and War. The Eight became the Nine.

The Third Era was a golden age for the Empire. Never before were the peoples of Tamriel so affluent, and never before was the Empire's influence so great. But from this peace there came decadence and unrest. In the later years of the Third Empire the Battlemage Jagar Tharn, chief advisor to Emperor Uriel VII, imprisoned his liege in a pocket realm by sorcery, and impersonated him for ten years. In mockery of Talos, the accursed lich Mannimarco became a god, and his army of the damned attempted to conquer the world. Hannibal Traven, Archmage of Cyrodiil, sacrificed his life to defeat Mannimarco's avatar, but the long-standing Guild of Mages was torn apart. And in the final years of the era, Uriel and his three legitimate sons were murdered by Daedra cultists. The leader of this cult, the Dragonborn Altmer Mankar Camoran, stole the Amulet of Kings, and severed its power to allow the armies of Oblivion to ravage the world. All Tamriel burned in hell-fire and darkness descended. It was only then that the last surviving Septim, the priest Martin of Kvatch, reclaimed the Amulet and fulfilled Alessia's pact with the gods: from the Amulet sprang forth Akatosh himself, who battled with the Daedric Prince of Destruction upon the soil of Mundus. Martin ascended to be with his forefather Talos through this ritual, and the Blood of the Dragons was no more.

The Mede family succeeded the Septims, beginning the Fourth Empire. But the Empire could not be restored to its former glory. The Hellspawn of the Deadlands had destroyed much of what was once Tamriel. The half-daedric Ayleid king and nemesis of Alessia, Umaril, returned to Mundus leading a Daedric army of his own, desecrating the Chapels of the Nine. The most decorated veteran of the Oblivion Crisis, the Hero of Kvatch, disappeared into the realm of the Mad God Sheogorath and was never seen again. The God-Kings of Morrowind were made mortal by the Nerevarine, and vanished. Without their guidance, the cities of the Dark Elves were destroyed by civil war and natural disaster, and the Red Mountain erupted. Anarchy reigned over the Eastern Provinces as hordes of lizard-men came forth from Argonia and butchered the armies of both the Empire and the Dunmer Great Houses.

In the south of Tamriel, the Elves of Summurset Isle seceded from the Empire. The government of the Thalmor, cruel-hearted sorcerers, were welcomed by the Bosmer and Khajiit into the Southern Provinces; having wrenched their lands from the hands of the Empire, the Thalmor turned against them, enslaving and murdering countless innocents. The Thalmor vowed to recreate the Elven empires of old, and destroy the human race where the Ayleids had failed.

So it was that the Mede Dynasty went to war with the Thalmor. After a long and devastating war, the Thalmor took the Imperial City, and savagely butchered its inhabitants. Emperor Titus II rallied his armies for a final heroic charge, and slaughtered the elves to a man. The cruel general of the Thalmor was publicly shamed at the center of the city for an entire month, and then put to death for his crimes. But the Empire was too weak to fight on. The Elves had all but won. And so the surrendered to them, accepting the infamous White-Gold Concordat.

Among the terms of the Concordat were the granting of the extraterritorial jurisdiction to Thalmor officials in Imperial territory, and the disbanding of the ancient protectors of the Dragon-Born Emperors, the Blades. Half of the Province of Hammerfell granted to the Thalmor; the Redguards responded to this insult by seceding from the Empire and driving out the Elves. But worst of all the agreements was the banning of the Cult of Tiber Septim; to worship Talos as a god became a capital crime throughout the lands of the Empire. The Divines were declared to be Eight in number again. The Elves brutally kidnapped and tortured all still loyal to the great hero of Mankind. As a final symbol of the Empire's impending fall, the Jarl of the East March, the northern shores upon which Man first came to Tamriel, declared war upon Cyrodiil. With the power of the Voice, once wielded by Talos himself, he slew the High King of Skyrim, and proclaimed that Man's northern homeland would be free from Elven tyranny once more. It was the darkest hour. Only if a final hero with newfound Dragon Blood were to arise could the Empire be reunited.


The Imperial Province

Despite initial appearances, The Imperial province can be distinguished from Australia by the fact that liquid water is present, and only some of the things there are trying to kill you.

The Imperial Province covers a vast portion of Tamriel, stretching its western coast over a thousand miles to Morrowind, and south to the great Niben Bay. North of the bay, upstream of the great Nibenay Valley, lies the Imperial City. Docks bustle with ships bringing goods to and from every part of the Empire. Alabaster apartments and parks filled with towering trees and statues stand high above the endless winding streets. Dignitaries from all the known world congregate in this city, all swearing loyalty to the great Emperor of Tamriel. Ladies and gentlemen of fine breeding live their entire lives within the city's shining walls, while strange cults and goblin outlaws inhabit its sewers. For this city the Emperor's seat, and the ancient White Gold Tower, pride of the conquered Ayleid elves, is his palace. The tower can be seen for hundreds of miles, a landmark for travelers, a monument as great and mysterious as it is ancient.

The Nibenay Valley is a cosmopolitan center of trade and agriculture. The climate is rainy yet temperate; its excellent condition for crops is a gift from the Voice of Talos himself, a reward to his armies and all their descendants for their years service. West of the Heartland are the highlands of Colovia. The people of Colovia are hardier than the Nibenese, and embrace a rural lifestyle. It is among the sons of these humble farmers that many of the great generals of the Legion are found.

The people of Cyrodiil follow the most orthodox form of the worship of the Divines. The Divines consist a mix of Elven and Human deities, the most righteous and holy of the gods, the ones to whom Alessia prayed for help. For the Divines are prayed to by mortals, and deliver them protection. It is the Empire upon whom they smile, and grant their blessings. The Divines are as follows:

Akatosh, God of Time: Akatosh is the mightiest of all the Divines. The father of the Dragons, Akatosh metaphysically embodies time itself. His guardianship of the world of mortals is the greatest powers made manifest through the Amulet of Kings. But as the spirit of time itself, he can be manipulated through the making or breaking of prophecy, and his alliance with the human race may be merely tentative.

Arkay, God of Life and Death: Arkay is among the more powerful of the Nine. He is the holy protector of mortals; his faithful, should they be buried with the proper rites, can never be enslaved after death to the whims of dark sorcery. It is Arkay's will that the righteous die in peace, and enter the Aether for eternal rest.

Dibella, Goddess of Beauty: Dibella embodies the arts and the sensual. She is the patron goddess of all that is lovely, romantic, or pleasing to mortals. Many great sonnets and hymns are made in her name; the erotic is also within her sphere.

Julianos, God of Law: Julianos is a god of wisdom and logic, and a judge of mortals. The keepers of the Elder Scrolls hold a special devotion to him.

Kynareth, Goddess of Air: Kynareth watches over the elements of the world. The sky is her domain, and she blesses Nirn with her living breath.

Mara, Goddess of Love: Mara is the consort of Akatosh. She grants love and kindness to mortals, and teaches them to love one another as she does. Her blessing is given to those who wish to marry; in some provinces, her icon is worn around the necks of those proposing marriage.

Stendarr, God of Might and Mercy: Stendarr teaches the kings of mortals to rule those beneath them with a firm, yet merciful, hand. He watches over the Imperial Legion and over those who abide by the laws of their land, blessing all who would be just and righteous at once.

Zenithar, God of Work: Zenithar is a god to whom all who toil for a living are devoted. His blessings are upon all those who would seek prosperity through honest work.

Talos, God of War: When Tiber Septim died he ascended to godhood. He became the entity known as Talos, a Divine of incredible power, dedicated to the protection of Man and this smiting of his foes.

The Empire stretched across all Tamriel at its height. Depending on the Emperor, the Empire was often a unifying force, promoting trade and prosperity between provinces. At other times, it was known to be corrupt and tyrannical. The provinces of the Empire each swear nominal loyalty to the Emperor; nevertheless, the various provincial nobility are known to war amongst each other, or against the Empire itself. Such actions often relegate the position of Empire to becoming one nations among many; maintaining true authority is a constant struggle for Imperial officials outside of Cyrodiil. It is through the power of the Legions that strong Emperors maintain their will among the squabbling peoples of Tamriel.


The Imperial Legion

The Imperial Legion is one of the the largest and most powerful armies of all Tamriel. Its Legionnaires are recruited from Imperials looking for adventure, from hardy Nordic stock, and even from the Orcish tribes who wander the northern hills. Auxiliary forces are raised in every province. The Legion's training and discipline are legendary and its commanders are among the finest tacticians on the continent.

The Legion's primary function is the defense of the Empire in times of war or insurrection. Should pillaging tribes of goblins or hordes of Daedra threaten any part of Tamriel, the armies of Cyrodiil are prepared. In times of peace, the Legion are tasked with building roads and maintaining forts. Watchmen and militia, including the famous Imperial Dragoons, are called upon to help enforce the law in times of peace, and to fight for the Legion in times of war.

This book contains the rules for fielding the Imperial Legion in games of Scrollhammer.


General Rules

The Imperial Legion is a well-trained and veteran force, their resolve nearly unbreakable. As such many of their units have the following rules-


Legionnaire Drilling:

Almost all Imperial Soldiers are heavily trained and gruelingly drilled. Even in the most desperate situations the troops are able to keep their cool and continue striving for victory. Units with this special rule may always rally normally, regardless of their number of losses.

Imperial Legion Musicians with this special rule, while still alive, allow their units to shoot or march the turn they reform in the movement phase.


Emperor of Tamriel:

For every 200 points that an Emperor costs, they may take a 0-5 retinue of Blades. The Emperor also holds the absolute loyalty and faith of his peers- as such any unit that they join become fearless, as do all units within 24".

Only one unit with the 'Emperor of Tamriel' special rule may be taken.


Army List

Imperial Legion

An Imperial Legion army uses the following list:

Heroes: Imperial Legion Captain, Decanus Magus

Core: Legionnaires, Milites, Imperial Militia, Crossbowmen, Dragoons.

Elite: Battle Magi, Nobles, Guild Forces, Imperial Knights, Orc Auxiliaries.

Support: 0-1 Spellcasters, Bosmer Auxiliary, Light Cavalry, Onager, Ballistae

Emperor's Strategy: An army whose primary force is the Imperial Legion, in which the majority of the models are Imperials, wins ties on the roll to go first, chooses the scenario should it roll a 6 to pick table edge, and steals the initiative on 5+.


Heroes

Captain

Few men and women are ever given the honor to lead the Imperial Legion into battle. Those that do are often members of the royal bloodline, rich and powerful noble folk, and less commonly some uplifted common citizen who has shown their merit over decades of battle. Regardless, the commanders and captains embody all that the Legion holds dear- discipline, power, nobleness. Naturally they have all gone through Legionnaire training earlier in their life then also been schooled for lengthy periods of time in the use of tactics and strategy. That is not to say they are pencil pushers- Imperial leaders are each an immensely powerful warrior or mage.

60 pts (80 pts for Legatus)

Hero. Independent Character, Skirmish, Infantry, Imperial, Single Model

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Captain 5 4 4 4 2 4 3 9 2 3+
Legatus 5 4 4 4 3 4 3 10 2 3+

Wargear: Hand Weapon, Shield, Full Plate Armor.

Spells: None

Special Rules: Legionnaire Drilling

Grand Strategy: All allied units within 24” of the Imperial Captain/Legatus may re-roll failed Morale Tests.

The leader may replace his or her hand weapon with:

  • Spear +3 pts
  • Javelins +5 pts
  • Wizard’s staff +5 pts

A leader may take one of the following:

  • Shield or Second Hand Weapon +5 pts
  • Bow or Short Bow +5 pts

A leader may replace items in both hands with:

  • Halberd +8 pts
  • Greatsword +14 pts
  • Battle Axe +14 pts
  • War Hammer +14 pts

A leader may upgrade any number of his weapons to the following:

  • Silver +2 pts per weapon
  • Glass +6 pts per weapon
  • Ebony +10 pts per weapon
  • Daedric +25 pts per weapon (Legatus only)

A leader may replace his armor with:

  • Leather Armor(free)
  • Glass Armor +4 pts
  • Ebony Armor +18 pts

A captain may be mounted on a warhorse for +25 pts.

A mounted captain may take a Lance for +10 pts. A mounted captain, if an Independent Character, may join a unit riding the same mount as himself/herself.

A captain may take up to three spells from this book's spell list as follows:

  • Destruction Spells, casting cost 9+ or lower: +8 pts each
  • Alteration Spells, casting cost 9+ or lower: +8 pts each
  • Bound Weapon Spells: +8 pts each
  • Restoration Spells, casting cost 9+ or lower: +8 pts each, (Legatus only)

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

One captain may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice. A Legatus may not take the Battle Standard.

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


Decanus Magus

While sorcerers and wizards are normally forced into battle-support roles, the Imperial Legion is all too willing to advance the rank of a proficient and ambitious warmage. The rank of Decanus, or watcher over ten squads, is often giving to particularly established and intelligent mages from their ranks. From this position the clever individual is able to lead a decent sized force into war for the glory of the Imperial Legion.

50 pts (70 pts for Decurio)

Hero. Independent Character, Skirmish, Infantry, Imperial, Single Model

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Decanus 3 4 3 3 2 3 2 9 6 (7) -
Decurio 3 4 3 3 3 3 3 9 7 (8) -

Special rules: Legionnaire Training

Foreigner: The hero may be changed to an Altmer or Breton for +8 pts.

Wargear: Magick Robes, Wizard’s Staff, Hand weapon.

A Decanus may purchase up to three spells(or four if they are a Decurio) from the armory, as included in this list:

  • Any Alteration Spell +5 pts
  • Any Bound Item Conjuration Spell +5 pts
  • Any Restoration Spell +5 pts
  • Any Mysticism Spell +10 pts
  • Illusion spells, casting cost 13+ or lower +10 pts
  • Illusion spells, casting cost 14+ or higher +20 pts
  • Destruction spells, casting cost 13+ or lower +10 pts
  • Destruction spells, casting cost 14+ or higher +20 pts
  • Summon Scamp (cast on 4+) (+10pts) +10 pts
  • Summon Flame Atronach (cast on 8+) +15 pts
  • Summon Dremora (cast on 9+) +20 pts
  • Summon Clannfear (cast on 11+) +30 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)

Rules for Daedra are found here: 1d4chan.org/wiki/Scrollhammer:_Daedra_Cults

A Decanus may take an Atronach Familiar(in addition to any spells). This grants the mage the ability to buy a fourth(or fifth if Decurio) spell from their 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

A Decanus may replace their robes with one of the following:

  • Light Armor(6+, light) (free)
  • Heavy Armor(5+, heavy) +8 pts
  • Glass Armor(4+, light) +24 pts
  • Daedric Armor (2+, heavy) +60 pts

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

A Decanus may take magic items from the armory where appropriate.

A Decurio may be mounted on a warhorse for +25 pts.


Core

Legionnaires

A Legionnaire of Legion IV, stationed in Skyrim

Imperial Legionnaires make up the bulk of the Imperial Legion. Compared to many other armies the average Legionnaire is heavily armed, rugged, and rigidly disciplined. Recruiting standards are incredibly high- only candidates at the utmost peak of physical fitness are even considered. What trustworthiness and virtue that does not already exist in the recruits are beaten into them over lengthy and tortuous drills. The combination of rigid discipline, effective organization, and cost-effective arming make the Legionnaires especially potent. Every member is clad in thick and well fitting skirted plate armor. Laden up with sword, shield, and spear. In formation, shields locked together, the mainstay warriors of the Empire are a fearsome sight to behold.

8 pts per model. Core. Fight in Ranks, Infantry, Imperial. 10-40 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Legionnaire 4 3 3 3 1 3 1 8 1 4+
Centurion 4 3 3 3 1 3 2 9 1 4+

Special Rules: Legionnaire Drilling.

Centurions are Characters.

Foreign Regiments: The race of the unit may be changed to Nord, costing +1 pts per model. It may be a mix of Imperial and Nord. A unit purchased containing at least 75% Nords has the Stubborn special rule.

Wargear: Hand Weapon, Shield, Javelins, Plate Armor.

The entire unit may:

  • Upgrade one model to Centurion(+1 A, +1 LD) for +8 pts
  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts
  • Upgrade one model to Musician(can shoot/march after reforming) for +6 pts
  • Upgrade Plate Armor to Full Plate (4+ save) for +3 pts per model
  • Replace Plate Armor with Leather Armor (6+ save) for free.
  • Replace Plate Armor with Chainmail (5+ save) for free.

The entire unit may:

  • Replace hand weapon with spears for +1 pt per model
  • Replace javelins with a bow for +1 pts per model
  • Upgrade all weapons to silver +1 pts per model

The Centurion may replace his or her armor with Ebony Armor for +6 pts.

The Centurion may take up to 10 pts of magic items where appropriate from the armory.


Milites

After years of service within the legion and demonstrating their worth a Legionnaire might be promoted to the rank of Milite. These units normally have one particular role that they perform during the battle, normally supportive in nature. Different Milite units focus on entirely different subjects- some perform as woodsmen, others field surgeons. Especially trained Militae are even able to act as combat engineers, assisting the attack of fortifications and backing up siege weapon crews as needed. That the Imperial Army has such an abundance of elite trained soldiers only further bespeaks its strength.

12 pts per model. Core. Skirmish, Infantry, Imperial. 10-20 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Militae 4 4 3 3 1 3 1 9 1 -
Centurion 4 4 3 3 1 3 2 9 1 -

Special Rules: Legionnaire Drilling

Centurions are Characters.

Foreign Regiment: The race of the unit may be changed to Nord, costing +1 pt per model. It may be a mix of Imperial and Nord. A unit purchased containing at least 75% Nords has the Stubborn special rule.

Specialists: Each unit is composed of one of three troop types, representing the different roles that might be required of them on the battle. Depending on the role chosen the Militae unit is differently armed, and gains special rules-

  • Woodsmen: Leather armor (6+ save), hand weapon, bows, javelins. Have the Move Through Cover and Fleet of Foot special rules.
  • Field Surgeons: Plate armor (5+ save), hand weapons. Mg+3, each Militae has the following spells: Mara’s Embrace, Cure Poison.
  • Combat Engineers: Plate armor (5+ save), hand weapon, bows. Have the Siege-Weapon Training special rule.

Siege-Weapon Training: (Combat Engineers) If the unit did not move during your movement phase, at the end of that phase you may have them take a Leadership check. On a success, you may remove any number of of men from the unit, then restore that many slain crewmen models to a siege weapon within 4”. Treat these crewmen in every way like the crewmen that come with the target siege weapon.

The entire unit may:

  • Upgrade one model to a Centurion (+1 A) for +8 pts
  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts
  • Upgrade one model to Musician(can shoot/march after reforming) for +6 pts
  • Upgrade all weapons to silver +1 pts per model

The Centurion may replace his or her armor with Glass Armor for +4 pts, or Ebony Armor for +10 points.

The Centurion may take up to 20 pts of magic items where appropriate from the armory.


Imperial Militia

Most Imperial Citizens maintain at least small amounts of Militiamen. All of these volunteer forces normally work as guards during peacetime, watching over their hamlets and towns. Occasionally when war marches upon Cyrodil they march right back upon it, joining up with the more elite Imperial Legion. This only further bolsters the number of fighting men and women. While not nearly as trained as the Legionnaires, or well armed by any definition, the sheer numbers and tenacity of these fighters can overwhelm unprepared opponents. Militiamen often are the unsung heroes of war; not fighting for coin or honor but for the defense of what they hold dear.

5 pts per model. Core. Fight in Ranks, Infantry, Imperial. 10-40 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Militia 2 2 3 3 1 3 1 6 1 6+
Warden 2 2 3 3 1 3 3 7 1 6+

Special Rules:

Wardens are Characters.


Wargear: Hand Weapon, Shield, Leather Armor

The entire unit may:

  • Upgrade one model to a Warden(+2 A, +1 Ld) for +10 pts
  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +4 pts
  • Upgrade one model to Musician(can always rally) for +4 pts

The entire unit may replace Hand Weapons with:

  • Spears +1 pt per model
  • Javelins +1 pt per model

The entire unit may replace both hands with:

  • Bows +1 pt per model
  • Short Bows +1 pt per model
  • Halberds +1 pt per model

The entire unit may replace their Leather Armor with:

  • Chainmail (5+) for +1 pt per model


Crossbowmen

A Crossbowman of Legion XXV, stationed in Hammerfell

The Imperial Legion makes great use of technology and is generally much more accepting of it then comparable armies. In particular the force favors the ranged weapon of the Crossbow. While the armor-penetrating weapon is deadly by itself, when armed en masse by trained Legionnaires it becomes entirely overwhelming. Volley after volley of armor-penetrating bolts can be fired from the formation, the men and women within grimly determined and unshakable.

9 pts per model. Core. Fight in Ranks, Infantry, Imperial. 10-20 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Crossbowman 3 4 3 3 1 3 1 8 1 5+
Centurion 3 5 3 3 1 3 1 9 1 5+

Special Rules: Legionnaire Drilling

Centurions are Characters.

Foreign Regiment: The race of the unit may be changed to Nord, costing +1 pt per model. It may be a mix of Imperial and Nord. A unit purchased containing at least 75% Nords has the Stubborn special rule.

Wargear: Crossbow, Hand weapon, Chain Mail.

The entire unit may:

  • Upgrade one model to Centurion(+1 BS, +1 LD) for +8 pts. The centurion loses the crossbow and is instead equip with a hand weapon, shield, and javelins.
  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts
  • Upgrade one model to Musician(can shoot/march after reforming) for +6 pts
  • Replace Plate Armor with Leather Armor (6+ save) for free.
  • Upgrade all weapons to silver +1 pts per model

The entire unit may replace Crossbows with:

  • Bows (free)

The Centurion may replace his or her armor with Full Plate Armor for +4 pts.

The Centurion may take up to 10 pts of magic items where appropriate from the armory.


Dragoons

Dragoons are heavily armored cavalry organized in companies much like non-mounted infantry. As a whole they are more experienced and battle hardened Legionnaires, those that have some experience with fighting on horseback. While not at war these cavalry perform as internal security, patrolling against smugglers, trouble-doers, and monsters on the roads between cities. Many an adventurer has been assisted by such a patrolling Dragoon. In combat they are a sight to behold- clad in dark, thick armor, only slightly catching rays off the sun. Nearly no infantry in Tamriel can survive the charge of a full unit of Imperial Dragoons.

19 pts per model. Core. Fight in Ranks, Cavalry, Imperial. 5-15 models per unit. May only be joined by Independent Characters who are also riding Horses.

25mm x 50mm base.

Name WS BS S T W I A Ld Mg Sv
Dragoon 4 4 3 3(4) 1 3 1(2) 8 1 3+
Centurion 4 4 3 3(4) 1 3 2(3) 9 1 3+

Special Rules: Legionnaire Drilling

Centurions are Characters.

Wargear: Silver Hand Weapons, Shield, Full Plate Armor.

The entire unit may:

  • Upgrade one model to Centurion(+1 A, +1 LD) for +8 pts
  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts
  • Upgrade one model to Musician(can shoot/march after reforming) for +6 pts

The entire unit may take:

  • Lances (Silver) +2 pts per model
  • Great Weapons (Silver) +2 pts per model

The Centurion may replace his or her armor with Ebony Armor for +6 pts.

The Centurion may take up to 30 pts of magic items where appropriate from the armory.


Elite

Battle Magi

Within the Imperial Legion it is entirely common to find large units of trained Battle Magi, or combat sorcerers. The Legion takes in the best of the best, so it is not uncommon for them to find those with high magical talents. These candidates are then run through the standard Legionnaire training and then some. While the resulting unit is not as potent as other more dedicated units, such as spellswords or sorcerers, Battle Magi are surprisingly resilient and deadly in their own right. Unlike other sorcerers, Imperial Battle Magi are extensively trained in the use of heavy armor.

14 pts per model. Elite. Skirmish, Infantry, Imperial. 10-20 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Magus 4 4 3 3 1 3 1 8 4 4+
Centurion 4 4 3 3 1 3 2 9 4 -

Special Rules: Legionnaire Drilling

Centurions are Characters.

Foreign Regiment: The race of the unit may be changed to Altmer or Breton, costing +1 pts per model. It may be a mix of Imperial and these races.

Maser Tacticians: The most skilled warriors of the Imperial Legion are known for rapidly performing new and wild tactics, in addition to their sometimes frightening enthusiasm for battle. A unit of Battle Magi and Special Characters attached may volley fire their spells.

Wargear: Hand Weapon, Shield, Plate armor

Spells: Flames, Fireball, Bound Sword

A unit of Battle Magi may:

  • Upgrade one model to a Centurion(+1 A, +1 LD) for +10 pts
  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +8 pts
  • Upgrade one model to Musician(can shoot/march after reforming) for +8 pts

The entire unit may replace their hand weapon and shield with any of the following:

  • Two Hand Weapons (free)
  • Halberd +2 pts per model
  • Great Weapon +5 pts per model

Each model may replace the spell Flames with:

  • Spell: Chill, Sparks, Shock, or Walk the Depths (free)
  • Second Hand Weapon (free)
  • Spear (free)

Each model may replace the spell Bound Sword with:

  • Any Destruction or Alteration spell from the army spell list(cast on 9+ or lower) (free)

The entire unit may replace their Plate Armor with:

  • Leather Armor (6+) (free)
  • Full-Plate (4+) +3 pts per model

Each model may take one of the following:

  • Any Destruction, Bound Item, or Alteration spell from the army spell list(cast on 9+ or lower), +3 pts per model

The entire unit may upgrade any or all of their weapons to:

  • Glass +3 pts per weapon per model(or +6 pts for all weapons)
  • Ebony +4 pts per weapon per model(or +8 pts for all weapons)

The Centurion may replace his or her armor with:

  • Ebony Armor +6 pts

For every four models in the unit, a Battle Mage may take up to 10 pts of magic items, where appropriate, from the armory.

The Centurion may take up to 20 pts of magic items, where appropriate, from the armory.

The Centurion may take an additional appropriate Destruction, Bound Item, Alteration, Illusion or Mysticism spell(cast on 9+ or lower) from the armory for +5 pts.


Nobles

It is not infrequent for rich or noble folk to take up arms within the Imperial Legion. Some may seek fame, political power, or perhaps just wish to serve their duty for the great nation of the Empire. The end result is the same- the respective men and women are tested for physical fitness and the Legion determines if they are fit to join their ranks. The nobles that are accepted receive the normal training, but normally are able to arm themselves with their own personal weapons, most frequently Ebony or enchanted. Noble Legionnaires fight much like their more mundane brethren but are much better equip, and thus more potent.

13 pts per model. Elite. Fight in Ranks, Infantry, Imperial. 10-20 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Noble 4 3 3 3 1 4 1 8 2 (1) 3+
Centurion 4 3 3 3 1 4 2 9 2 (1) 3+

Special Rules: Legionnaire Drilling, Stubborn.

Centurions are Characters.

Wargear: Silver Hand Weapon, Shield, Silver Javelins, Full Plate Armor.

The entire unit may:

  • Upgrade one model to Centurion(+1 A, +1 Ld) for +11 pts
  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +9 pts
  • Upgrade one model to Musician(can shoot/march after reforming) for +9 pts
  • Replace Plate Armor with Ebony Armor (3+ save) for +6 pts per model.

The entire unit may replace Hand Weapons with:

  • Spears (Silver) +1 pt per model

Any number of models may upgrade their weapons to:

  • Weapon of Flames/Sparks/Frost +6 pts per model.
  • Ebony for +6 pts per model.

The Centurion may take up to 25 pts of magic items where appropriate from the armory.


Guild Forces

While not at all a part of the Legion at times the army might hire along a small cohort of men from the Fighters Guild. This act is quite often looked down upon by other commanders- after all, what reason is there to dilute the Legion with common rabble and brawlers? Unscrupulous (or pragmatic) commanders often ignore such prejudices, treating the guild like any other number of common auxiliary. The Guild fighters also perform decently in combat- charging forward in an often unorganized rabble that none-the-less strikes hard, felling enemies and receiving blows in almost equal measure. They may not fight prettily but they often get the job done.

Elite. Skirmish, Infantry. Fighters may be any of the 10 common races of Tamriel. 5-20 models per unit. The unit must contain at least three types of model, and and no single type of model may make up more than two-thirds of the entire unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv Points cost
Skirmisher 3 3 3 3 2 4 1 7 1 6+ 13 pts
Breaker 3 2 4 3 2 3 2 7 1 5+ 13 pts
Crusader 3 3 3 3 2 3 1 7 3 4+ 18 pts
Monk 4 0 3 4 2 4 2 7 2 6++ 13 pts

Special Rules:

Specialists: Each unit may be composed of any combination of the four types of fighter, representing the different specialties of the freelance adventurers that have joined the local Fighters Guild. Each fighter has different choices of weapons and talents, as described below.

  • Skirmisher: Armed with Hand Weapon, Leather Armor, Short Bow OR Pair of Javelins. Both Hand Weapon and ranged weapon may be swapped for a pair of Hand-Crossbows.
  • Breaker: Armed with great weapon, Chainmail.
  • Crusader: Armed with hand weapon, shield, plate armor. They have the spell Heal Other.
  • Monk: Monks are armed with a hand weapon and priest robes, which grant them a 6+ ward save.

For every four models in the unit, one of the following upgrades may be made to any model in the unit:

  • Skirmisher: Upgrade armor to Glass Armor for +4 pts OR Upgrade one weapon to Glass for +3 pts.
  • Breaker: Upgrade armor to Glass Armor for +3 pts OR Upgrade one weapon to Glass for +3 pts OR upgrade one weapon to Ebony for +4 pts.
  • Crusader: Upgrade armor to Full Plate armor for +3 pts OR purchase an additional Restoration spell from the list worth cast on a 9+ or lower.
  • Monk: Increase the ward save to 5+ for +3 pts.

One of the models may take the Helm of Oreyn Bearclaw for the cost listed in the armory.


Imperial Knights

Imperial Knights are members of the knightly orders of Tamriel. Though they are technically not a part of the Imperial Legion, and enjoy independence from it, the group is often called into battle on the Legion's behalf. Normally the blessed knights are only called when the need is dire- such as during the Oblivion Crisis, or one of many revolts. It goes without saying that Imperial Knights are a cut above nearly all cavalry. Each knight maintains their own personal arms and armor, most of which is nearly silver in color. Long capes and billowing decorations flutter off the men and their mounts, more often then not embroidered detailing past deeds and exploits. To their allies the sight of the Imperial Knights are rallying and joyful, to their enemies a sight to despair.

28 pts per model. Elite. Fight in Ranks, Cavalry, Imperial. 5-12 models per unit. May only be joined by Independent Characters who are also riding Horses.

25mm x 50mm base.

Name WS BS S T W I A Ld Mg Sv
Knight 5 4 4 3(4) 1 4 1(2) 9 2(1) 3+
Lord 5 4 4 3(4) 1 4 2(3) 9 2(1) 3+

Special Rules: Legionnaire Drilling, Hatred(Daedra and Undead).

Lords are Characters.

Unbreakable: Imperial Knights are Fearless as long as they are locked in combat.

Kingly Presence: Allied units within 12" may substitute their Leadership with the Knight's.

Knightly Order: Rather then fight for glory and fame, a unit of Imperial Knights may crusade in the name of the Nine Divines(almost always one in particular). This is an upgrade for the entire unit that costs +30 points and may only be taken once. Select which of the Nines the unit fights for-

  • Akatosh: Order of the Hour. Knights have +1 Ld, to a maximum of 10
  • Arkay: Order of the Circle. Knights strike at +1S against Undead and ignore enemy's Feel No Pain.
  • Dibella: Order of the Lilly. Kingly Presence's range is increased by a further 3"
  • Julianos: Knights Mentor. The unit is unaffected by Illusion spells
  • Kynareth: Kynaran Order. Armor is replaced with Glass (4+), and the unit has Move Through Cover
  • Mara: Maran Hospitalliers. Knights have +2 Mg and Spell:Mara's Embrace
  • Stendarr: Stendarr Crusaders. The unit gets -1 WS and +1 Attack. The unit must always charge the nearest unit of Daedra and Undead in charge range, if possible.
  • Zenithar: The Knights of Iron. The Knights get +1 on their rolls to Parry.


Wargear: Silver Great Weapon, Silver Hand Weapon, Shield, Full Plate Armor.

The entire unit may:

  • Upgrade one model to Lord(+1 A) for +10 pts
  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +10 pts
  • Upgrade one model to Musician(can shoot/march after reforming) for +10 pts
  • Replace Great Weapon with Lances (Silver) for free
  • Upgrade Full Plate Armor to Ebony (3+) for +6 pts a model
  • Upgrade all weapons to Ebony for +8 pts a model

The Lord may take up to 40 pts of magic items where appropriate from the armory.


Orc Auxiliaries

The race of Orcs have long held a distinguished place in the Imperial Legion. The pariah children of Malacath, the Orcs have long inhabited the mountains of the north, forming barbarian tribes and hordes, ruled from the fortress-city of Orsinium. When small numbers of Orcs left their homes and wandered the empire, it soon became apparent to the Legion that the beast-like men were exceptionally hardy and skilled. Naturally strong warriors and smiths, they fit best into the role of heavy front-line infantry. To this day, male and female Orc alike are honored members of the legion. Wielding great weapons, their tempers honed like a weapon from the Legionnaire training, the Auxiliaries throw themselves headlong at weak infantry formations with joy. Beneath their stoic demeanor lies an incredible rage, ready to be unleashed at any moment. Truly there is no greater sport then war- and in the Legion they get paid well for it.

15 pts per model. Elite. Fight in Ranks, Infantry, Orc. 10-20 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Orc Auxiliary 4 3 4 4 1 3 2 8 1 4+
Champion 4 3 4 4 1 3 3 8 1 4+

Wargear: Silver Greatswords, Orcish Armor.

Special Rules: Legionnaire Drilling, Stubborn

The Champion is a Character.

The entire unit may:

  • Upgrade one model to Champion(+1 A) for +10 pts
  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +8 pts
  • Upgrade one model to Musician(can shoot/march after reforming) for +8 pts

The entire unit may replace their armor with:

  • Ebony Armor +8 pts per model

The entire unit may upgrade either or both of their weapons to:

  • Ebony +4 pts per model(+8 pts for both weapons)

The Champion may take up to 20 pts of appropriate Magic Items from the Armory.


Support

Spellcasters

More often then not magic dominates the battlefield. Wizards and disciples are able to turn the conflict in their favor through stubborn determination or sheer destructive potential. The Imperial guard quickly sets aside enlisted Legionnaires who show promising magical potential, rushing them through the standard training regiment. By the time they finish the already strong spell casters are infused with a excellent grasp of tactics and unit dynamics. Something arguably lacking in many of the magical sorts.

While less flashy and dangerous then their Destruction casting brethren Imperial Cult priests can be found not too far from combat. During peacetime there is normally a large presence of the Cult within the Imperial forts, tending to the physical and spiritual needs of the Legionnaires. And during especially dire circumstances they might march out with the Legionnaires, out onto the battlefield, to lend their support. There they are quite useful- protecting against magical and mental attack by all manner of monster or beast.

12 pts per model. Support. Fight in Ranks, Infantry, Imperial. 10-20 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Wizard 3 3 3 3 1 3 1 8 5 -
Priest 3 3 3 3 1 3 1 8 4 6++

Special Rules: Legionnaire Drilling

  • Wizards may be changed to Altmer or Breton for +1 pts each
  • Priests may be changed to Breton or Nord for +1 pts each

Veterans are Characters.

Wargear:

  • Wizards are armed with a Wizard’s staff.
  • Priests are armed with a hand weapon and Priest Garb.

Spells (Wizards): Firebolt. Wizards have up to two additional spells of your choice from the Schools of Destruction, Alteration, or Illusion(cast on 13+ or lower). Every model in the unit must take the same spells. One of these two spells may be replaced by the spell Ward.

Spells (Priests): Priests may select two spells from the following list- Arkay's Chastisement, Grace of the Nine, Mara's Embrace. In addition to your choice of these two, the Priests may also take one spell of your choice from the Schools of Restoration or Alteration(cast on 9+ or lower). Every model in the unit must take the same spells.

The entire unit may:

  • Upgrade one model to Veteran(+1 Mg, +1 Ld) for +10 pts
  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +5 pts
  • Upgrade one model to Musician(can always rally) for +5 pts

The entire unit (If priests) may:

  • Be upgraded to Vigilants of Stendarr for +4 pts per model. Vigilants gain an additional hand weapon and Hatred(Daedra and Undead), and are not limited to 0-1. Vigilants may take Chainmail (5+) for +2 pts per model, and replace hand weapons with greatswords for +4 pts per model. An army containing one or more units of Vigilants cannot ally with Daedra Cults.

The Veteran may take up to 10 pts of magic items where appropriate from the armory.

The Veteran may take an additional appropriate spell(cast on 13+ or lower), or a spell from the school of Mysticism(cast on 13+ or lower) from the armory for +5 pts.


Bosmer Auxiliary

What few shortcomings the Imperial Legion has are often patched over with the neat use of Auxiliary troops. Of particular mention are the Bosmer bowmen from Valenwood. Since a young age native Bosmer are trained in the use of the longbow. Their keen eyes, and racial knackness for using the weapons are entirely unmatched. For this reason the Imperial Legion often hire on a group of such men and women, especially when they lack ranged firepower, or are moving into thickly wooded areas. It is in that terrain where the mercenaries perform exceptionally.

10 pts per model. Support. Skirmish, Infantry, Bosmer. 5-20 models per unit.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Bosmer Auxiliary 3 5 3 3 1 4 1 7 2 6+
Pathfinder 3 5 3 3 1 4 1 8 2 6+

Special Rules: Move Through Cover

Pathfinders are Characters.

Wargear: Leather Armor, Elven Longbows, Dagger

One model per unit may be upgraded to Pathfinder (+1 Ld) for +5 pts.

Upgrade one model to Standard Bearer(+1 to combat resolution) for +5 pts

Upgrade one model to Musician (can always rally) for +5 pts

Any number of models in the unit may each take one of the following of your choice:

  • A Pair of Poisoned(4+) Hand Weapons +3 pts per model
  • Upgrade their Longbows to Poisoned(4+) +2 pts per model

The Pathfinder may be given Glass Armor for +3 pts

The Pathfinder may upgrade all his weapons to Glass for +6 pts

The Pathfinder may be given up to 10 pts of magic items where appropriate from the armory.


Light Cavalry

The Imperial Legion has a fondness for horse cavalry, well acquainted with their uses and tactical advantages. Rather then being solely intended for combat (Such as the Dragoons), Light Cavalry fulfill a large number of equally important tasks- reconnaissance, raiding, screening, and most often communications. During battle the cavalry are still able to be a thorn in the enemy commanders side, quickly galloping about the battlefield, striking where lines are weakest. A suitably large wing can soften foes with their ranged weaponry before crushing them beneath a lightning-fast charge.

13 pts per model. Support. Skirmish, Fast Cavalry, Imperial. 5 to 20 models per unit. May only be joined by Independent Characters who are also Fast Cavalry.

25mm x 50mm base.

Name WS BS S T W I A Ld Mg Sv
Light Cavalry 4 4 3 3(4) 1 3 1(2) 8 1 5+
Centurion 4 4 3 3(4) 1 3 2(3) 9 1 5+

Wargear: Hand Weapon, Shield, Javelins, Leather Armor.

Centurions are Characters.

Special Rules: Legionnaire Drilling, Scouts.

Foreign Regiment: The race of the unit may be changed to Bosmer, Dunmer, Khajiit, or Nord, costing +1 pts per model. It may be a mix of Imperial and these races.

The entire unit may:

  • Upgrade one model to Centurion(+1 A, +1 Ld) for +10 pts
  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts
  • Upgrade one model to Musician(can shoot/march after rally) for +6 pts

The entire unit may take:

  • Lance +2 pts per model

The entire unit may replace their Hand weapon with:

  • Spear +1 pts per model
  • Great weapon +3 pts per model

The entire unit may replace their Javelins with:

  • Bow +1 pts per model

The Centurion may replace his or her armor with Glass Armor for +4 pts

The Centurion may take up to 15 pts of Magic Items where appropriate from the armory.


Onager

The onager is an Imperial Legion siege engine, a catapult, that uses torsional force to fling like rocks at the enemy. When fired the arm spins around and slams into the padded bed causing the whole device to flinch and shake. It is from this motion that the onager draws its name. In combat the weapon is used to batter infantry with showers of rock, or fling especially large ones at enemy fortifications to batter them down.

90 pts per artillery. Support. Skirmish, Artillery, Imperial. 1 to 3 artillery per unit.

25mm x 25mm base(crew). 50mm x 100mm base(Onager).

Onager Unit

Name WS BS S T W I A Ld Mg Sv
Onager - - - 7 4 - - - - -
Crewman 3 3 3 3 1 3 1 7 1 5+
Engineer 3 4 3 3 1 3 1 8 1 5+

Crew: 4 Crewman per artillery

Wargear: Hand Weapon, Plate Armor.

Special Rules:

Catapult: Onagers 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 Onager artillery model may not move, only pivot, and requires at least one crewman to make use of the special shooting attack. If an Onager 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.

Onagers fire with the following profile-

  • Move or Fire 1, Blast, Barrage, 12-60” range, S7AP3, Multiple Wounds (d6), rolls 2d6 armor penetration against buildings.

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

The crew of each artillery may:

  • Upgrade one model to Engineer(+1 BS, +1 Ld) for +10 pts
  • Take shields for +1 pts per model

Each Engineer may replace his or her armor with Glass Armor for +4 pts


Field Ballistae

Similar to the Onager, Field Ballistae are another torsion powered siege weapon. These are somewhat more elaborate and large; their destructive power that of springs and flexed wood. These ballistae are able to fire one of a number of different ammunition types- grapeshot, armor piercing spears, so on. While less effective at destroying fortified buildings, field ballistae are a menace to large blocks of infantry, the bolts tearing through enemy ranks with surprising ease.

90 pts per artillery. Support. Skirmish, Artillery, Imperial. 1 to 3 artillery per unit.

25mm x 25mm base(crew). 50mm x 100mm base(ballistae).

Field Ballistae Unit

Name WS BS S T W I A Ld Mg Sv
Ballistae - - - 7 4 - - - - -
Crewman 3 3 3 3 1 3 1 7 1 5+
Engineer 3 4 3 3 1 3 1 8 1 5+

Crew: 4 Crewman

Wargear: Hand Weapon, Plate Armor.

Special Rules: Ballistae: Ballistae 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 Ballistae models may not move, only pivot, and requires at least one crewman to make use of the special shooting attack. If a Ballistae 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.

Each shooting phase, the unit may choose to fire single bolts, or a grapeshot of rocks, with the following profiles-

  • Single bolt: Move or Fire 1, 48” range, S6 AP6, Multiple Wounds (d3), rolls 3d6 for armour penetration against buildings. For each unsaved wound(before muliplying) caused by a Single Bolt shot, resolve a hit at -1S -1AP against the closest model(randomly chosen if tied) in that same unit that is directly behind the wounded model(from the perspective of the shortest distance that can be fired between the Ballistae artillery pieces and the unit being shot at).
  • Grapeshot: Move or Fire 3d6(roll number of shots for each model each time), 36” range, S4AP0

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

Each artillery unit may:

  • Upgrade one model to Engineer(+1 BS, +1 Ld) for +10 pts
  • Take shields for each model for +1 pt per model

Each Engineer may replace his or her armor with Glass Armor for +4 pts

Special Characters

The Blades

The Blades are the hidden agents of the Emperor, those that perform the function of his eyes, hands, and ears. Before becoming extinct in the late fourth era the blades were an honored class, one that often could be seen in public. Many served as diplomats or in courts. While out in the field the Blades were excellent in the acts of espionage and disguise, often passing themselves off as commoners or beggars. They trace their routes back to the original Akavir Dragonguard, who first came to Tamriel to exterminate the monsters. The men and women ended up being defeated by the Dragonborn Reman, and swore fealty to the man, becoming his personal bodyguard. As the ages passed their numbers swelled, and they continued to protect the successive Dragonborn Emperors, with their lives when needed. Masters of both deception and combat, the Blades are some of the most capable warriors in Tamriel. Clever and strong alike, they have had a crucial role in many of histories most notable events, such as personally discovering the Nerevarine reborn and helping end the Oblivion Crisis.

75 pts per model. Elite(0-1). Skirmish, Infantry, Imperial. 3-10 models per unit

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Blade 6 4 4 4 2 5 3 10 3 3+

Wargear: Ebony Armor, Two Hand Weapons.

Akaviri Katana: This is a magic katana that strikes at +2S, +2AP, and has Critical Strike(6+)

Special Rules: Legionnaire Drilling, Stubborn, Infiltrate, Preferred Enemy(Dragons and Altmer)

Death Before Failure: The Blades have occasionally failed to protect the Emperor in the past, and loathe to do so again. Whenever an unsaved wound might be taken to an Emperor hero in the same unit as the Blades, they instead take the wound on a d6 roll of 2+(no saves allowed, obviously). Emperors protected in this manner may not be challenged.

Champions are Characters.

One model may be upgraded to Champion (+1 A) for +15 pts

Each model may choose to replace his hand weapons with:

  • A Pair of Hand Crossbows for +3pts per model
  • A Short Bow (free)

Each model may upgrade any or all of his weapons to:

  • Daedric +20 pts per weapon

Each Blade may take up to 20 pts of magic items where appropriate from the armory.


Tiber Septim, God-Emperor

General Talos, Hjalti Early-Beard, the Great Dragonborn, Ysmir

For a man that ascended to the rank of divinity, it is hardly surprising that most of Tiber Septims life is shrouded in mystery and debate. What is known and agreed upon him is that Septim had once been a man, albeit a gifted and troubled one. His tale is such-

At a young age Tiber Septim found himself in the frozen lands of Skyrim, drawn to the High Peak of the Greybeards. It was there that they recognized his Dragon blood. For many a year he journeyed between various chieftains and the Greybeards learning all he could about both the power of the Thuum and also the careful application of war. It was here, in Skyrim, that he lay the foundations for his upcoming conquests of Tamriel. At the age of twenty, already an accomplished shouter and tactician, he led the invasion of Old Hrol'dan- taking the place back from the Witchmen of High Rock. Now with both Colovia and Skyrim at his command, the Greybeards soon began gathering great storms to their peak, letting all know that something important must be spoken to the world. They removed their gags and spoke Tiber Septims name- causing the very foundations of the World to shake. They then told him that to rule Tamriel and save the world from the Elves he must first look to the South.

His forces marched upon Cyrodil in the coldest breath of winter using their natural affinity for the cold to their advantage. For a while their armies were stalled by the citadel of Sancre Tor. There Tiber received a vision, one that revealed to him the hidden artifact called the Amulet of Kings. Leaving behind a small detachment to keep on the siege, the rest of his forces set out in search for the particular item. By the time he had returned the siege had turned to chaos, the two armies becoming embroiled in combat with heavy casualties on each side. With his personal handful of men Tiber Septim entered the citadel and confronted the enemy lords and nobles. Here he gave them his ultimatum- swear fealty to him or die. The vast majority of them agreed, and it was then that he demonstrated his Thuum to the Cyrodilic Army, demonstrating his power of the voice, Dragonblood, and mantle of Talos.

Working his way into Cyrodil, Talos-Septim began rallying many of the disparate groups of Imperials to his side. The King of Falkreath, in Western Cyrodil, adopted Talos as his general. Together the two of them united that nation within a year. At the end of it all Cuhlecain sought to crown himself emperor. Dissatisfied with this Talos saw to it that the king be assassinated. To cover the evidence he ended up burning the capital, and some say even slit his own throat to try to pass the blame from himself.

With the cosmopolitan of Cyrodil under his belt, and Skyrim and West Rock alike, the rest of his conquests over disparate states were somewhat straight-forward. His forces became especially dug into Morrowind eventually when the Emperor wished for control over Vvardenfell's ebony supplies. His long-time ally (and arguably a different aspect of Talos) Ysmir had also stressed that he might be able to take the Tribunals power. Septim and the Tribunal eventually made a deal called the Armistice, one that would submit them to this new Empire but allow them to keep their beliefs. An ancient enemy of Morrowind, Ysmir soon left Talos's side out of disgust.

After invading the Elven lands Tiber led a long and prosperous life as the Emperor of Tamriel. A number of attempted coups were made against him, but all failed. On his deathbed Tiber named Pelagius, his grandson as his heir, and ascended to godhood.

So ends the tale of Septim, Shezzarine, Hjalti Early-Beard, Ysmir, the warrior imbued with the power of Shor, he who embodies the myth of the great king who founds empires. Almost single handedly he had turned the pantheon of the Eight Divines to the Nine Divines, and united all of Tamriel, eternally earning a place in history.

450 pts. Tiber Septim can be taken as a replacement for a Captain in an Imperial Legion list greater than or equal to 2000 points, or as a replacement for a Jarl in a Holds of Skyrim list greater than or equal to 2000 points. Independent Character, Skirmish, Infantry, Nord. Single Model.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Tiber Septim 8(9) 5 5 4 4 5 4 10 4 2+/4++

Wargear:

  • Blessed Nord Armor: This set of armor is made up of finely crafted ebony, created back in ancient times. It provides Tiber with a 2+ armor save, a 4+ ward save, and does not encumber him.
  • Blade of Talos: The Blade of Talos is an enchanted ebony greatsword that strikes at +1 S and +1 AP. It has Multiple Wounds(d3).
  • Amulet of Kings: Tiber Septim may choose to ignore any spell targeting or affecting him or his unit on a d6 roll of 5+. If this is successful, he automatically recasts the spell(without having to roll for casting) against its source(even if there is not sufficient range or Line of Sight, and even if he is currently Silenced)

Spells: None

Shouts: Unrelenting Force, Thunderous Siege, Frost Breath, Marked for Death, Elemental Fury, Swallow Shout

Special Rules: Dragonborn, Emperor of Tamriel, Eternal Warrior, Tongue, Fearless, Preferred Enemy (Elves), Guardian Stone: The Warrior, Legionnaire Drilling, Independent Character

Tiber Septim may be mounted on a warhorse for +25 pts.


The famed red dragon Nafaalilargus fought many a time at Tiber Septim's side. Swearing allegiance to the Empire, this ancient creature fought fiercely for Talos before its defeat by the Redguard hero Cyrus.

Nafaalilargus may be taken as a mount for Tiber Septim or as a separate, single model unit in an army containing him. Either way, it takes up a Hero Slot in your army, and costs 250 pts. Skirmish, Monstrous Flyer (and possibly Monstrous Cavalry mount), Dragon, Single Model (unless serving as a mount).

If Tiber Septim is mounted on Nafaalilargus, he is a Character, not an Independent Character.

50mm x 100mm base.

Name WS BS S T W I A Ld Mg Sv
Nafaalilargus 4 3 7 6 6 4 5 10 0 3+

Wargear:

Nafaalilargus is covered in dragonhide - scales that are tougher than steel, yet flow fluidly with its movement. This gives it an armor save as indicated in its profile. Its claws have the critical strike rule.

Shouts:

Unrelenting Force, Fire Breath, Swallow Shout, Elemental Fury, Become Ethereal


Martin Septim

At the turning of the Fourth Age, Emperor Uriel Septim VII was assassinated by the Mythic Dawn, who were part of a conspiracy to summon Mehrunes Dagon and lay waste to Tamriel. While all the Emperor's known heirs had been killed, one unknown son had survived- Martin Septim. The illegitimate son of Uriel Septim VII, he had been cast out at a young age. As an act of kindness the Grand Master of the Blades Jauffre agreed to whisk him away to safety.

Little is know about Martin's early life, save that he used to worship Sanguine and indulge in hedonism. Later in his years he ended up joining the Imperial Cult to atone for a horrid tragedy. And during the late parts of the Oblivion Crisis Martin contributed greatly to defeating Mehrunes Dagon. A kind and good natured soul, his past experience in Daedra Worship made him exceptionally useful in combating the fiends during the crisis. Not only was he able to translate the Mysterium Xarxes, and still later assist his men fight Daedra, but also impart upon the troops knowledge of the Daedra weaknesses and strengths. He fell in the Battle for the Imperial City- it was there he transformed into the Avatar of Akatosh, engaged the Daedra Prince in personal combat, and banished Mehrunes Dagon from the material plane.

Many of the Imperials view Martin with great reverence nearing that of Tiber Septim himself. The hardened statue of the Avatar of Akatosh, which was once Martin, can still be seen in the Temple of the One. There it remains crouched in a ferocious pose, looking much as it did when it struck down the Daedric Prince Mehrunes Dagon.

280 pts. Martin Septim can be taken as a replacement for a Captain. Independent Character, Skirmish, Infantry, Imperial. Single Model.

An army containing Martin Septim cannot ally with Daedra Cults dedicated to Mehrunes Dagon, but are Grudging Allies with Daedra Cults aligned with Azura, Boethiah, Clavicus Vile, Hermaeus Mora, Mephala, and Meridia.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Martin Septim 3 4 4 4 3 4 3 9 7(8) 3+/5++

Wargear:

  • Armor of Tiber Septim: The set of armor is finely crafted ebony, reforged from the same armor worn by Tiber Septim, riddled with some of the most powerful and concentrate enchantments in existence. The armor provides Martin with a 3+ save, 5+ ward save, does not encumber him, and increases his Mg by a net total of 1.
  • Martin's Blade: A weapon fit for an Emperor, Martin's Blade is an enchanted ebony hand weapon. It strikes with +1 S, +1 AP, and whenever a model is wounded by it the model immediately takes a S4 shock hit with Magicka Drain(1).
  • Amulet of Kings: see the rules in Tiber Septim's profile above

Spells: Frostbite, Ice Spike, Blizzard, Shock Barrier, Healing Touch.

Special Rules: Dragonborn, Emperor of Tamriel, Preferred Enemy (Daedra), Guardian Stone: The Mage

Blessed of the Nine: Martin Septim may re-roll three d6's over the duration of the game, so long as they are an attack, save, or casting roll made by him. He must always abide by the second result of these rolls.

Daedra Familiarity: Daedra get -2 to their Ward saves against Martin's shots and attacks. He grants Preferred Enemy(Daedra) to his unit.


Saint Alessia

Slave-queen, the First Empress of Man, Bringer of the Nine

Long ago, during the first Era, mankind as a whole suffered greatly under the control of the Ayleids. The Nedes (or ancient ancestors of both Cyrodil and Nord) were forced into slavery by the elves, those arriving from far off-lands to the Nibenay Bay quickly being forced into population centers. Man served as beasts of burden, and playthings, festering beneath their masters. It was a rare and pleasant occurrence that they might be treated more then animals, the vast majority of them not even holding a name.

While much of her early life is unknown, it is in this environment that Saint Allesia grew up. A compassionate soul, and kind being of the truest sort, the young woman found hope in helping her fellow Nedes. This is how she spent her time, up until finding a beacon of hope. In the second century of the first Era, the Nordic King managed to force the Ayleids completely out of Skyrim, also forming the first human kingdom of Tamriel. The Cyrodil slaves looked to this great act and began wondering why they could not do the same. It is then that Alessia began praying to the Nordic Divines, hoping that these new gods might help lead her people to freedom.

This came sooner then she might have guessed. Kynareth, Nordic Kyne, sent unto her his demigod son Morihaus. Aiding and helping her as needed, Alessia soon was able to began rallying slaves under her banner. It was then that her subordinates began referring to her as the Slave-queen. It is also known that at this time some radical Ayleids had also begun growing sympathetic to the humans cause, the resulting confusion and strife further helping Alessia gather forces. As time passed the divines lent her more help, such as granting her visions, and sending her another demi-god assistant, this time the fabled Pelinal Whitestrake.

It was he who led her first army against the Ayleids in 1E, 242, and quickly devastated them, entirely crushing the elves. Almost immediately after their great victory, impressed by the Grand Crusader, the Nordic King agreed to join their forces and together launch an offense against the Ayleids. After a long and bloody battle, Pelinus, the Grand Crusader, struck down the equally divine Ayleid King. Gloating and taunting the enemy forces, they quickly chopped him into eight pieces and left them for Alessia and Morihaus. Even with the great general dead however Alessia continued to fight the Ayleids, eventually driving them free from Cyrodil and the White Tower, ending the Ayleid reign over man. Soon after the Saint was crowned as the first Empress of Cyrodil and led a long and happy reign over her subjects.

Upon her deathbed Alessia was visited by Lorkhan, who brought with him a pact from Akatosh himself. Alessia was infused with the god's divine blood then placed within the newly formed Amulet of Kings. The Oblivion Gates that had so long been open, spilling misery into the lands, were closed. It was then decreed that her soul would function as a seal, and so long as one of heir bloodline wore the amulet, the gates would be kept shut. Posthumously named a saint, it is said she finally joined Pelinal in the divine realms above.

The legacy Saint Alessia has left on Tamriel is awing- over the course of her life she had freed mankind from slavery, formed the first Empire of Cyrodil. Cut off Daedric access to the world. Founded the religion of the Eight Divines. Few figures in history can even begin to compare.

200 pts. Alessia can be taken as a replacement for a Captain. Independent Character, Skirmish, Infantry, Imperial. Single Model.

Purchasing Saint Alessia will require that only Nordic Auxiliaries be taken- the only races that may be deployed with Alessia are Imperials or Nords. Furthermore, an army containing her cannot ally with Aldmeri Dominion, Daedra Cults in service to Meridia, or Tribes of Valenwood.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Saint Alessia 4 4 3 3 3 3 3 10 6(7) 3+/5++

Wargear: Nordic Relic Armor (heavy 3+), Wizard's Staff, Weapon of Flames

Spells: Gaze Upon Dibella, Purge Magic, Dispel, Ward, Mara's Embrace, Mara's Balm, Holy Word.

Special Rules: Emperor of Tamriel, Hatred (Elves), Guardian Stone: The Mage

Herald of the Divines: Alessia may re-roll one d6 each player turn; she must abide by the second result. In addition to this, she gets +10 to attempts to cast Mysticism and Restoration spells, and has a ward save of 5+.

First Empress: Alessia holds the absolute loyalty and faith of her peers- as such any unit that she joins become fearless, as do all units within 24".

Grand Redemption: Such is the belief and faith in Saint Alessia in the idea of freedom, that all units of Imperial Militia in your army are immune to Fear, Terror and Panic, and have Hatred(Elves).

Saint Alessia may:

  • Be mounted on a warhorse for +25 points


Pelinal Whitestrake, the Divine Crusader

In the times of legend it is said that the semi-divine Pelinal wandered the world fighting for man under many aliases. It is when he joined forces with Alessia, however, that he would forever mark his place in history.

When the son of Shor, champion of Akatosh heard of Alessia the slave-queen, he came to her camp to pledge his loyalty. He met her holding a mace and sword, both encrusted with smashed Elven intestines, feathers, and pearls- the markings of the Ayleids. (So was he like) Though this figure seemed raving mad, and full of fury, Alessia also saw that he was unworldly and wished to help her people.

The man soon became feared and hated by every Ayleid that walked Tamriel- rather then engage them in open combat, or lead rallied men upon them, he instead sought out each of their sorcerer-kings in turn and challenged them to personal combat. Acts such as eating their neck-veins while screaming praises to unknown gods, smashing their skulls upon altars, and bathing in their blood were entirely too common. For this reason it was said that Whitestrake "Had no heart under his armor, only the rage of a mindless dragon." This is rather accurate. When a favored hopilite slave, Huna, fell, the man went into such a rage that he began destroying all of Cyrodil- and it was only when Alessia begged the gods for help that he ceased.

Late towards the end of the war for freedom the Nedic forces were unnerved by the site of the White Gold tower, and the storms that raged about it. Halting to take council, and prepare for the attack, Whitestrake shouted unto them that they were all cowards, insulting each of them in turn, and set into the city by himself. There he challenged their half-daedric sorcerer king, Umaril the Unfeathered, to personal combat. It was only when Pelinal had already been wounded by many Daedra, his blood spilled for the first time, that Umaril heeded his screams to face him. The battle that raged was fearsome, and the two struck and wounded each other in equal measure. Facing the end of his life, Whitestrake managed to rip off the half-ayleid's wings and kill him.

Pelinal was struck down by the Ayleids soon after when he had begun laughing about the ugliness of Umaril's angel helmet, also heatedly and recklessly insulting the heritage of all the elves about him. They chopped the wounded Whitestrake into eight pieces, a symbolic number, and left these to later be found by Alessia. It was then his disembodied head hushedly spoke unto her, telling Alessia that Umaril had not been slain entirely since the sorcerer was part-daedra, and that he had failed his duty.

Later Whitestrake somehow appeared at Alessia's deathbed, and then joined her in the divine realms. And while saintly orders would later fight in his name, and he was instrumental in freeing man, even later defeating Umaril Returned with the Hero of Cyrodil, Whitestrake is remembered particularly for his divine strength and madness.

370 pts. Pelinal Whitestrake may be taken as a replacement for a Captain. Independent Character, Skirmish, Infantry, Imperial. Single Model.

Purchasing Pelinal Whitestrake will require that only Nordic Auxiliaries be taken- the only races that may be deployed alongside him are Imperials or Nords. Furthermore, an army containing him cannot ally with Aldmeri Dominion, Great Houses of Morrowind, Daedra Cults in service to Meridia, or Tribes of Valenwood.

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
Pelinal Whitestrake 8 5 5 5 4 4 4 10 2 2+/4++

Wargear:

  • Elf-friend: Pelinal's blade Elf-friend is a daedric-counting hand weapon that grants him Heroic Killing Blow, multiple wounds(d3), and does Flame damage.
  • Star-Forged Armor: Pelinal wears a shimmering suit of armor that effortlessly flows with his movements yet is nigh-indestructible. He gains a 2+ armor save, as indicated in his profile, and never counts as being Encumbered.

Special Rules: Eternal Warrior, Fearless, Feel No Pain, Frenzy, Hatred (Elves), Hatred (models with elven armor), Independent Character.

Hand of Killing Light: Once per game Pelinal may unleash a mighty, blinding ray of light that kills all in its path. This is a shooting attack that uses the following profile: S10 AP7, Move or Fire 3, Range 24", magic.

Might of Shor: Whitestrake has a 4+ ward save.

Reckless Insults: Pelinal must always issue and accept challenges when possible. If Pelinal issues a challenge, the enemy must accept!


Knights of the Nine Divines

The Knights of the Nine are the crusaders charged with searching, and retrieving the artifacts of the Divine Crusader, Pelinal Whitestrake. They were first founded in the second century of the Third Era, and it is when they defeated the Wyrm of Elyngleen that they began to grow in fame. Their numbers had swollen and they proceeded to retrieve a handful of more relics from the many quests. Sadly the great triumphs and deeds of the knights were fated to fall to ruin. In 3E 121 the knights became troubled during the War of the Red Diamond, the forces split and wishing to fight for their own respective sides. Many of the Knights had families with stakes in the war, such as loss of wealth or death, and thusly quit the order.

After the war the Knights grew more and more distant from what their order had originally intended. Where they had once been noble and mighty individuals, they now began to grow greedy and violent. Those Knights that did not rise to positions of power, or get themselves killed, were often cursed by the Nine Divines themselves, punishing them for their recklessness. Sir Amiel, the leader of the Knights, remained true to what they had said. After the Oblivion Crisis in 3E 433, with the fruits of the last knight's mission, it is said that the Hero of Kvatch had begun rallying knights to the order to go set out and destroy the returned Umaril.

The Knights themselves are a glory to behold- while at a glance they may seem somewhat mundanely armored, and hardly decorated, they carry with them an overwhelming aura of fidelity and serenity. To look upon the Knights of the Nine is to feel at peace... save when one is at the charging end of them. It is also said that each of the Knights fights with the strength of five men- and considering they carry the blessings of the gods this is hardly circumspect.

50 pts per model. Elite. Fight in Ranks, Cavalry, Imperial. 5-9 models per unit. May only be joined by Independent Characters who are also riding Horses.

25mm x 50mm base.

Name WS BS S T W I A Ld Mg Sv
Knight of the Nine 5 4 4 4(5) 2 4 1(2) 10 2 2+/5++

Special Rules: Eternal Warrior, Unbreakable(see Imperial Knights rules), Hatred (Daedra and Undead).

Aura of Serenity: Units that wish to fire upon the Knights of the Nine with a ranged weapon do so at -1 BS. Enemy units in base contact with them melee fight at -1 WS.

Blessings of the Gods: Knights of the Nine are blessed by the gods so long as they continue venerating them and acting according to their codes. Knights of the Nine have a 5+ ward save.

Foreigners: Any of the Knights may be upgraded to a Bosmer, Breton, or Nord for +5 pts a model. The Knights of the Nine may be a combination of these races and Imperial.

Wargear: Great Weapon of Might, Hand Weapon of Might, Shield, Finely Crafted Plate (3+ heavy armor).

The entire unit may:

  • Upgrade one model to Standard Bearer(+1 to combat resolution) for +10 pts
  • Replace Great Weapon with Lances of Might for free

The unit may carry a magical banner worth up to 50 points

Each of the Knights may take up to 30 pts of magic items where appropriate from the armory.


General Tullius

General Tullius was the commander of the Imperial Legion, and military governor in Skyrim, during the Skyrim civil war.

An extremely clever individual, and shrewd tactician, Tullius was one of the the most capable men of ending the war besieging Skyrim. During Alduin's attack on Helgen he displayed an impressive knack for command, whipping the present Legion forces into a serviceable defense, also managing to have all the townsfolk lead to safety. He even managed to capture Ulfric Stormcloak, for a time, which clearly says something about his espionage abilities.

General Tullius bears a particularly strong hatred for the Thalmor- not only for causing war and death across all of Tamriel, but also for forcing the White-Gold Concordat upon the Empire and banning the worship of Talos. And while he does not understand the traditions of the Nords, or why they fight, he eventually came to respect them greatly.

145 pts. General Tullius can be taken as a replacement for a Captain. Independent Character, Skirmish, Infantry, Imperial, Single Model

25mm x 25mm base.

Name WS BS S T W I A Ld Mg Sv
General Tullius 5 4 4 4 3 4 3 10 2 4+
Legate Rikke 5 4 4 4 3 4 4 10 2 3+

Spells: None

Special Rules: Legionnaire Drilling, Preferred Enemy (Altmer), Stubborn

Grand Strategy: (see rules for Captain)

Tactical Genius: Select any one of your units at deployment- that unit gains the Outflank special rule. Additionally, you get +1 to your reserve rolls while Tullius is alive.

Anti-Agents: (Requires Legate Rikke upgrade) When leading alongside her general, the man's safety is Rikke's primary concern. Counter-agents scour the nearby terrain, searching for those that might wish harm to him. Infiltrators cannot infiltrate within 24" of Tullius, and Scouts cannot re-deploy to within 24" of Tullius.

Wargear: Silver bow, Shield

  • Tullius's Blade: This is an enchanted ebony hand weapon that strikes with +1 S, +1 AP, Absorb Health(5+).
  • Armor of the Grand General: Tulius has a well-crafted suit of leather, as befits his station. It counts as 5+ light armor.

General Tullius may be deployed on a Warhorse for +25 points

Legate Rikke may be taken as a Hero choice for an army with General Tullius for +90 points. She is a Legate with +1 attack, and has a Hand Weapon of Wounding. Legate Rikke may be mounted on a warhorse for +25 points. She cannot be further upgraded.


Equipment

Basic Equipment

The following is a list of the base items found in the Imperial Legion army.

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

Full Plate Armor and Orcish Armor count as Heavy (4+).

Chainmail and Plate Armor count as Heavy(5+).

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

Priest Robes are unarmored clothing that provide their wearer with a 6+ Ward save (Or +1 to their ward save, should they have one).

Magick Robes are unarmored clothing that give +1 Mg.

Wizard's Staff is a staff which lets the bearer reroll 1 Power die per game turn(the second result must be kept).

Katanas are 2-handed weapons that strike with +1 Strength, and have the Critical Strike special rule. If a Weapon Quality upgrade on a Katana would grant it additional Strength, it grants it additional Initiative instead. If a model must have an item type available (as a class of weapon as default wargear or an upgrade) in order to purchase item, upgrades or artifacts of that type, Katanas as unit options are available to models that can take either Katanas or Greatswords(assuming that the unit can take a particular Katana as an upgrade, that is).

Hand Crossbows are 1-handed shooting weapons. S3AP1, Fire and Charge 1, Range 6". If a Hand Crossbow is fired, it becomes Move and Fire 1 until the end of the controlling player's next turn, to represent the difficulty of quickly reloading it. They count as Hand Weapons(dual wieldable) in close combat.


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. A model mounted on a warhorse uses the 25mmx50mm cavalry base.

Light Horse: Models riding Light Horses count as Fast Cavalry. They provide +1 T to their riders for being armored, as well as providing an extra attack. A model mounted on a Light Horse uses the 25mmx50mm cavalry base.


Magic Items

The Magic Items available to an Imperial 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, and they may not be upgraded further. (Replacements are only available to models which could take that class of item to begin with).


Weapons and Staves

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 Wounds: Weapon upgrade for +8 pts. Enchanted weapon has Critical Strike.

Honor Blade: Melee weapons only, upgrade. +8 pts. Strikes with Preferred Enemy(Undead and Daedra).

Weapon of Striking: Melee weapons only, upgrade. +10 pts. Attacks with this weapon get +1 to hit.

Thornblade: Weapon upgrade for +10 pts. This weapon gets +3 AP.

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

Weapon of Transmogrify: 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 Dispel: Weapon upgrade for +10 pts. Units hit must immediately make a single d6 Mg test on their highest value. If it fails, all magical effects on that unit are removed.

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

Weapon of Light: Ranged weapons only, upgrade. +2 pts. Models hit by weapon whilst Night Fighting is active lose their Night Fighting cover save bonus for the remainder of the phase.

Weapon of Quietus: Ranged weapons only, upgrade. +5 pts. Models hit by weapon must take a Mg test on 3d6. If they fail, they are Silenced until the end of next turn.

Light Staff: Staff. Night Fighting never grants a cover save better than +1 against bearers unit's shots. +2 pts.

Battle Staff: Staff. Wielder gets +2 to casting rolls for Destruction Spells. +10 pts.

Summoning Staff. Staff. Wielder gets +2 to casting rolls for Conjuration Spells. +10 pts.

Shield Staff. Staff. Wielder gets +2 to casting rolls for Alteration Spells. +10 pts.

Guild Staff: Staff. Wielder gets +2 to casting rolls for Illusion Spells. +10 pts.

Astral Staff: Staff. Wielder gets +2 to casting rolls for Mysticism Spells. +10 pts.

Balm Staff: Staff. Wielder gets +2 to casting rolls for Restoration Spells. +10 pts.

Staff of the Mundane: Staff. Enemies get -2 to their casting rolls when targeting wielder's spells, cannot Surge against wielder's spells, and if an enemy targets one of wielder's spells, he suffers Magicka Drain(total) immediately afterwards. +12 pts.

Calliben's Grim Retort: Artifact. Deals Frost damage. Also grants the bearer +2 S, except against models that have an enchanted helmet or an unmodified 4+ armor save (Discounting shields and other possible bonuses). +10 pts.

Magebane: Artifact, Glass Greatsword. Spells targeting or immediately effecting bearer or his unit are countered on a 6+. This weapon causes Magicka Drain(2) on striking. +25 pts.

Light of Day: Artifact, hand weapon. Grants the bearer the Preferred Enemy (Vampires) special rule, and does fire damage. When attacking vampires the bearer strikes with +1 S. +25 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.

Captain Kordan's Sabre: Artifact, Hand Weapon. This weapon strikes at +1 AP and strikes with +1 WS for each enemy model in base contact with him(and each enemy in base contact with one of those models). Each enemy model in base contact with him gets -1 WS. +30 pts.

Soul Drinker: Artifact, Daedric Dagger. This weapon has Soul Trap. +30 pts.

Akavari Sunderblade: Artifact, Katana. Bearer strikes at +2 S, +2 AP. Whenever an enemy model is wounded by this weapon, that model has -1S until the end of next turn. This effect may stack multiple times. +40 pts.

Skull Crusher: Artifact, War Hammer. It strikes with +1 Strength, +1 AP, +1 to hit, and wielder is not encumbered by his armor. +40 pts.

Apotheosis: Artifact, Staff. This staff may be fired as a shooting weapon in addition to spells cast with it. S6, ignores armor saves, Move and Fire 3, Range 48", spell damage. Nominate one of the shots as dealing Flame damage(Shred), one as Frost damage(d3 models in hit unit are Chilled), and one as Shock damage(Magicka Drain(1) on hit). +40 pts.


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

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

Heart Wall: Heavy Armor(5+). Bearer has a 4+ Ward Save against Spells. +20 pts.

Birthright of Astalon: Artifact, Glass armor (4+). Bearer has a 4+ Ward Save against spells. +25 pts.

Shield of Warding: 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.

Blessed Shield: Shield. Bearer has Regeneration(6+). +15 pts.

Riverwalking Boots: Boots. Bearer treats water features as Open Ground. +4 pts.

Crystal Boots: Boots. Bearer may shoot and march in the same Shooting Phase(if he does this, the rest of the models must hold their fire unless their rules would also permit them to shoot). +8 pts.

Shoes of Conviction: Boots. Bearer gets +1 Leadership. +12 pts.

Belt of Wisdom: Belt. Bearer gets +1 Magicka. +12 pts.

Mage's Circlet: Helm. Bearer has +1 Magicka. +12 pts.

Imperial Bulwark: Shield. Bearer is not encumbered by armor. +10 pts.

Eyes of Akatosh: Artifact, Helm. Enemies get -1 to their Cover saves against bearer's attacks. +5 pts.

Belt of Stendarr: Artifact, Belt. Bearer has +1 WS. +15 pts

Hands of the Atronach: Artifact, Gauntlet(only one of this item type allowed per model). Bearer has a 5+ Ward Save against Flame, Frost and Shock attacks. +15 pts.

Hands of Zenithar: Artifact, Gauntlet. Bearer may re-roll one d6 during each of its controllers turns(but must abide by the second result). +18 pts.

Boots of Quicksilver: Artifact, Boots. Bearer's gets +1 I, and his unit gets +1 to march distance. +18 pts.

Helm of Graff the White: Artifact, Helm. Bearer has a 4+ Ward save against spells. +25 pts.

Boots of the Atronach: Artifact, Boots. Bearer has a 4+ Ward Save against Flame, Frost and Shock attacks. +26 pts.

Tower of the Nine: Artifact, Shield. Bearer gets +1 to his armor save and +1 to his ward save(or a 6+ Ward save if he has none). +35 pts.

Archmage Robes: Artifact. Unarmored clothing. Grants the bearer +1 Magicka and they have +2 to all casting rolls. +35 pts.

Helm of Oreyn Bearclaw: Artifact, Helm, Fighters Guild forces only. Bearer has +1 Wound and +2 WS. +35 pts.

Lord's Mail: Artifact. Lord's Mail is 3+ Heavy Armor that does not encumber the bearer. Bearer gains a 5+ Ward save against spells. Once per turn the bearer may make a bonus melee attack that hits with the following profile- (spell), S5AP0, Absorb Health(4+), in addition to his other melee attacks. +40 pts.


Other Items

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

Maran Amulet: Bearer has +1 Magicka. +12 pts.

Spelldrinker Amulet: Bearer has an unmodifiable 5+ ward save against spells that may be taken instead of another Ward Save. If this save is successful, he gains Power Dice equal to the number of Power Dice spent casting the spell at the start of your next turn(in addition to replenishing his normal amount). +30 pts.

Ring of the Mundane: Bearer has 6+ ward save( or +1 to his ward save) against spells. +12 pts.

Ring of Empathy: Wielder gets +2 to casting rolls for Restoration Spells. +15 pts.

Ring of Regeneration: Bearer has Regeneration(6+). +15 pts.

Ring of War: Bearer gets +1 to hit in close combat. +15 pts.

Ring of Wizardry: Bearer gets +1 Power Die at the beginning of your turn. +15 pts.

Ring of Treachery: Bearer gets +1 to his cover save(if he has one). +15 pts.

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

Ring of Vitality: Bearer is unaffected by disease and Illusion spells, and is Immune to Poison. +30 pts.

Septim Ring: Artifact. Bearer has +1 Ld and +2 WS. +35 pts.

Banner of the Imperial Dragon: It is a great honor to bear the standard of one's Legion, and a great shame to lose it to the enemy. Magic Banner. The Banner of the Imperial Dragon is an upgrade to a Battle Standard for +10 pts. The range of the Battle Standard is increased to 12". If bearer is slain, place a token where he fell. While bearer is dead, all Imperial-majority units are fearless. An Imperial-majority unit in your army may attempt to reclaim the banner at the end of each of your turns if it has one or more models in base contact with the token. On a d6 4+, the banner is reclaimed, but may not be used for the remainder of the game (your units are no longer fearless). On 3 or less, the banner remains on the ground this turn. If the game ends with the banner still lost, 2 victory points are awarded to the enemy.

Valorous Standard: The unit rolls 3d6 for all Leadership based tests (Including morale checks) and discards the highest. Magic Banner. The Standard Bearer of a unit of Imperial Knights may take a Valorous Standard for +25 pts.

Crest of Honors: This standard is decorated with countless symbols of veterancy bestowed upon its bearer's detachment, the marks of countless heroic struggles. It adds +2 to Combat Resolution, rather than the normal +1. Magic Banner. The Standard Bearer of a unit of Imperial Knights may take a Crest of Honors for +25 pts.

Defender's Banner: This banner bears the mark of the Imperial City, and fallen elvenkind. The unit has a 5+ ward save against all ranged weaponry with a Strength of 5 or more. Magic Banner. The Standard Bearer of a unit of Imperial Knights may take a Defender's Banner for +25 pts.

The Unconquered: This is the mark of the Colovian folk who refused to retreat during the Great War against the Thalmor, but fought to the last behind enemy lines in defense of their homes. The unit gains the Scout special rule. Magic Banner. The Standard Bearer of a unit of Imperial Knights may take The Unconquered for +25 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 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:

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

Magicka Potion: Replenishes 1 Power Die on consumption. May be consumed at any time. +4 pts

Potion of Health: Heals drinker on a d6 2+ on consumption. +25 pts

Potion of the Mind: Replenishes Power Dice up to drinker's Mg on consumption. May be consumed at any time. +15 pts.

Potion of the Sea: Drinker treats water features as Open Terrain and gains a 6+ cover save from being in them this turn. +2 pts

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

Potion of Buoyancy: Drinker treats water features as Open Terrain this turn, and may march through water an additional d6". +2 pts

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

Potion of Reflection: This turn, whenever an enemy shooting attack, melee attack or spell of any kind which would target or immediately effect drinker or drinker's unit, you may roll a d6. On a roll of 6, the attack or spell is negated, and unit from which it came takes a Strength d6 AP d6 hit. +5 pts

Potion of Cure Paralysis: Remove all ongoing Paralysis and Chill effects from drinker's unit. +4 pts

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

Potion of Dispel: Remove all ongoing magical effects from drinker'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

Potion of Element Shield: Choose Flame/Frost/Shock when purchasing this for your army list. Until end of turn, drinker gets a 6+ armor save if he does not already have an armor save, and a 4+ Ward Save against chosen element. +4 pts

Potion of Strength: Drinker gets +1 S this turn. +4 pts

Potion of Agility: Drinker gets +1 I this turn. +4 pts

Potion of Intelligence: Drinker counts as having +1 Mg at the beginning of your next turn. +4 pts

Potion of Endurance: Drinker gets +1 T this turn. +5 pts

Spells

A compendium of the spells used by the Imperial Legion.


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.

Lower Resists: Cast on 7+, shooting attack. Fire and Charge 1, Range 18". If the enemy unit is hit, until the beginning of your next turn, that unit has Lowered Resists(see the spell effects rules in the Scrollhammer Rulebook)

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.

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

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.

Hailstorm: Casts on 12+. Shooting attack. S3 AP0, Move and Fire 6, Range 30", frost.

Magicka Drain: Cast on 12+, 1-handed, cast anytime. Choose a model in base contact with caster. That model suffers Magicka Drain(total).

Flamewave: Cast on 13+. Shooting attack. S4 AP1, Fire and Charge 1, Template, Multiple Wounds(d3), flame.

Lightning Cone: Cast on 14+, shooting attack. S3 AP0, Fire and Charge 2, Template, hits cause Magicka Drain(1), shock.

Arctic Blow: Casts on 14+. 1-handed, shooting attack. S3, ignores armor saves, Fire and Charge 1, Range 36", model hit is Paralyzed until end of turn.

Wizard's Fury: Casts on 16+. Shooting attack. Range of 24". Uses a profile of your choice when fired-

  • Fire: S4 AP1 Blast, Move and Fire 1, flame.
  • Ice: S2 AP3 Large Blast, Move and Fire 1, frost. Hit models are Chilled until the end of next turn.
  • Lightning: S5 AP5, Move and Fire 2, shock. Hits cause Magicka Drain(1).

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.

Enemies Explode: Cast on 27+. Shooting attack. S5 AP0. Large Blast, Move or Fire 4, Range 24", Shred, Flame.

Finger of the Mountain: Cast on 27+. Shooting attack. S10 AP6. Large Blast, Move or Fire 1, Infinite Range, shock, each hit causes Magicka Drain(1).

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.

Bound Katana: Cast on 8+, close combat phase. Equips a Bound Katana 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

Feather: Cast on 3+ at any time. 1-handed. Caster is not encumbered by his armor this turn.

Flame/Frost/Shock Shell: Casts on 6+, 1-handed, and may be cast any time. Caster gets +2 to his Ward Save (or a 5+ Ward Save if no such save already exists for him) against chosen element. Multiple instances per element do not stack.

Burden: Casts on 7+. Cast at the beginning of your opponent's movement phase. Range 24", requires LOS. Target unit moves, marches and charges 1" slower than normal, and gets -1 to Sweeping advance rolls, this turn. Multiple instances do not stack.

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.

Pack Mule: Casts on 10+. Caster's unit is not encumbered by their armor this turn.

Flame/Frost/Shock Shield: Casts on 12+, 1-handed, at any time. Caster gets +1 to his armour save this turn, and gets a 4+ ward save against chosen element(flame/frost/shock). Multiple instances of the armour bonus or of any one element do not stack.

Levitate: Casts on 12+ during your movement phase. If caster is on foot, he counts as a Flyer this turn.

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.

Walk the Depths: Casts on 14+ during your movement phase. Caster's unit does not have to roll for difficult terrain while moving through water this turn, and may march an additional d6" through water features. Multiple instances prolong the duration of the effect- two casts will cause this spell to last for two turns, and so on.

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.

Protect: Casts on 17+. Caster's unit gets +1 to its armor save this turn. Multiple instances do not stack.

Aegis: Casts on 20+. 1-handed, may be cast any time. Caster gets +4 to his armor save this turn. Multiple instances do not stack.


School of Illusion

Night Eye: Casts on 4+. 1-handed, your shooting phase. Caster ignores Night Fighting cover saves this phase.

Light: Casts on 6+. Your shooting phase. Cast on any enemy unit that caster's unit shot at this turn. Neither that unit nor caster's unit gain cover saves from Night Fighting until the beginning of your next turn.

Cacophony: Casts on 6+, your shooting phase. Range 18", requires LOS. Targets an enemy unit. Each model in that unit that rolls power dice must re-roll results of 6, until the end of next turn, and abide by the second result(remember that each die can only ever be re-rolled once).

Chameleon: Casts on 6+. 1-handed, any time. Caster gains Chameleon(+1) until end of turn. Multiple instances do not stack.

Silence: Cast on 11+, 1-handed. This is a shooting weapon with Move and Fire 1, Range 12". If it hits, choose a single enemy model in the unit hit. That model takes a Mg test(using its base value) on 3d6. If it fails, it is Silenced until the beginning of your next turn.

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.

Muffletongue: Casts on 14+. Your shooting phase, 1-handed. Range 12", requires LOS. Targets an enemy unit. Each model in that unit takes an Mg test(using its base value) on d6. Each model that fails are Silenced until the end of next turn.

Daylight: Casts on 16+. Cast at the beginning of your turn. Weather. Night Fighting is no longer in effect until the end of your next turn.

Gaze Upon Dibella: Casts on 18+. Close combat phase. Target a unit within 6" of caster. That unit is Paralyzed this phase.

Spectral Form: Casts on 20+. Cast at the beginning of any phase. Caster becomes Invisible(this effect lasts indefinitely).


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.

Dispel: Cast on 8+ at any time. Remove all ongoing magical effects from caster's unit.

Purge Magic: Cast on 9+ at any time. Range 18", requires LOS. Remove all ongoing magical effects from another target unit.

Reflection: Casts on 9+. Cast in response to a single enemy shooting attack, melee attack or spell of any kind which would target or immediately effect caster or caster's unit. Roll a d6. On a roll of 6, the attack or spell is negated, and its original source unit takes a S4 spell damage hit that ignores armor saves.

Telekinesis: Casts on 10+. Your movement phase. Caster's unit gains Move Through Cover until end of turn.

Absorption: Casts on 12+. Cast in response to a single enemy spell that would target or immediately effect caster or caster's unit. Roll a d6. On a roll of 5+, the spell is negated, and caster gains an additional +d3 Power Dice when he replenishes his Power Dice at the beginning of your next 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.

Stendarr's Rest: Casts on 14+. Cast at the beginning of your shooting phase. Caster nominates a target model within 12" that has only 1 wound, or has only 1 wound remaining. Should caster hit this model in melee or with a ranged weapon this turn, that model suffers Instant Death.

Psychic Motion: Casts on 15+. Your movement phase, may be cast even if spells are not equipped. Target unit within 6" of caster gains Move Through Cover until end of turn.


School of Restoration

Fortify Swordsmanship: Casts on 4+. 1-handed, any time. Caster gets +1 Weapon Skill this turn. Multiple instances do not stack.

Fortify Marksmanship: Casts on 4+. 1-handed, any time. Caster gets +1 Ballistic Skill this turn. Multiple instances do not stack.

Fortify Strength: Casts on 4+. 1-handed, any time. Caster gets +1 Strength this turn. Multiple instances do not stack.

Fortify Endurance: Casts on 4+. 1-handed, any time. Caster gets +1 Toughness this turn. Multiple instances do not stack.

Fortify Speed: Casts on 4+. 1-handed, any time. Caster gets +1 basic movement speed and charge range this turn. Multiple instances do not stack.

Fortify Agility: Casts on 4+. 1-handed, any time. Caster gets +1 Initiative this turn. Multiple instances do not stack.

Fortify Willpower: Casts on 4+. 1-handed, any time. Caster counts as having +d3 Magicka at the beginning of your next turn. Multiple instances do not stack.

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

Mara's Balm: Casts on 5+. Cast anytime. Remove from caster of ONE enemy ongoing negative effect that is reducing one or more of his following stats: WS, BS, S, T, I, or movement speed.

Prayer to Zenithar: Casts on 5+. Cast any time. Caster gets one free re-roll of a d6 this phase. You must abide by the second result. This spell can only be cast once per phase.

Resist Flame/Frost/Shock/Poison: Casts on 7+. 1-handed. Caster gets Feel No Pain against the chosen element this turn.

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.

Fortify Health: Casts on 9+. Cast at the beginning of any phase. Caster counts as having +1 W this phase. At the end of the phase, he loses the +1 W this ability gave him; if this would bring him down to 0 Wounds, it brings him down to 1 Wound instead. Multiple instances do not stack.

Turn 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.

Banish Daedra: Casts on 9+, at the start of any Shooting Phase. Range 6", requires LOS. Target a Daedra model, other than a Physical God, within 6" of caster. That model must take a Leadership test on its own value. If it succeeds, neither it nor any model in the unit it is currently in may be targeted by this spell again this turn. If it fails, it is removed as a casualty.

Mara's Embrace: Casts on 10+ during your movement phase. Target model, other than caster, within 6" of caster is Healed on a 6. Alternatively, you may target a model with a Wounds characteristic of 1 in a Core unit from this army book. Roll a d6. On a 6, a slain model in that unit of the exact same profile as the model targeted is immediately placed back in that unit, and may perform all actions as normal this turn. This cannot bring back a model that has not already been slain. This alternative effect may only revive on model in each of your units per turn.

Arkay's Chastisement: Casts on 12+. Shooting attack, Fire and Charge 1, template. A unit hit by this weapon must take a Leadership test on the lowest value available. If the test is failed, the unit suffers a number S5AP0 flame hits that ignores Feel No Pain equal to the number of Undead models hit by the template, with all wounds allocated against Undead models in the unit. If the unit consists entirely of Undead and failed the Leadership test, the unit must fall back, losing Fearless until they regroup. They cannot be pursued by a sweeping advance if they flee from melee combat this way.

Finesse: Casts on 13+. Any time. Caster's unit gets +1 Weapon Skill this turn. Multiple instances do not stack.

Aim: Casts on 13+. Any time. Caster's unit gets +1 Ballistic Skill this turn. Multiple instances do not stack.

Might: Casts on 13+. Any time. Caster's unit gets +1 Strength this turn. Multiple instances do not stack.

Resilience: Casts on 13+. Any time. Caster's unit gets +1 Toughness this turn. Multiple instances do not stack.

Quicksilver: Casts on 13+. Any time. Caster's unit gets +1 basic movement speed and charge range this turn. Multiple instances do not stack.

Nimbleness: Casts on 13+. Any time. Caster's unit gets +1 Initiative this turn. Multiple instances do not stack.

Wisdom: Casts on 13+. Any time. Every model in caster's unit counts as having +1 Magicka at the beginning of your next turn. Multiple instances do not stack.

Grace of the Nines: Casts on 14+. Any time. Target friendly unit within 12" becomes Immune to Fear, Terror and Panic this turn.

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.