Scrollhammer: Holds of Skyrim
Introduction
General Rules
Hale and Hardy:
The Men of the North value martial prowess and bravery in battle. Born into a frozen and dangerous realm, many Sons of Skyrim have fought since a young age, and long for a glorious death. Pain and fear are trivial. All Nord models in armies created using this list have the Stubborn universal special rule, and have increases to their base Strength and Toughness included in their profiles.
Bards:
To speak a wondrous tale, to breathe the past deeds of ancient heroes, is among the finest arts of the Nords. The Bard's College in the city of Solitude educates young Nords in music, song and history. Those who learn well earn an honored place in their Hold, and in times of war are able to provide inspiration to those who fight alongside them. Bards count as being Musicians, but in addition to this may choose a Song from the Bard list. Once per game, at the beginning of your turn, a Bard may invoke his Song, granting his unit a special rule until the beginning of your next turn.
Mighty Deeds
The heroes of Skyrim and their sagas are without number. Countless seasoned warriors aspire to attain such glory. To represent the feats of battle that a Nordic warrior performs, and the legend which he hopes to forge, many a variety of characters and units in the Holds of Skyrim army have a bonus special ability of your choice, in addition to their other, fixed abilities. An Independent Character only gets bonuses from his own Mighty Deeds, not those of the unit he is attached to. Mighty Deeds are taken as part of your army list like any other upgrades.
The following lists contain the Mighty Deeds available to a single character as well as those available to a unit, where called for by their entry in the army list. The Bards list contains a list of Songs that a Bard can invoke, to grant his unit an additional special rule until the beginning of your next turn.
Heroes
Bear of a Man: This warrior possesses incredible strength. His Strength is increased by 1.
Feller of Giants: Sagas are already being written and sung concerning the countless towering monsters that this man has slain. This model has the Monster Hunter special rule, and his melee attacks have Heroic Killing Blow.
Free of Cowardice: Some men fight until they know all hope is lost. Others fight on, despite impossible odds. This character is Fearless, and his unit may re-roll failed saves against No Retreat wounds.
Never Back Down: Blows that would cripple a lesser man are shrugged off as scratches by those marked for great things. A character with this Mighty Deed has the Feel No Pain universal special rule.
No Arrow Could Touch Him: Countless heroes have fallen to the bows of ordinary men. But many, at the height of their glory, charge on, great figures on both sides dying around them, and do not pause until their blades reach the throats of their foes. A character with this Mighty Deed may re-roll failed armor and cover saves against all attacks outside of close combat.
Skilled Hunter: The pursuit of wild game to feast upon is a timeless interest of almost all Nords. Such practice often comes to aid them in battle. A warrior with this ability may re-roll failed wounds against creatures with Bestial Instinct, and instead of shooting normally during the shooting phase, he make a special ranged attack, shooting a ranged weapon(but not a spell or shout) at Move or Fire 1. This shot has the Heroic Killing Blow special rule.
Son of the Sky: This warrior's attacks fall upon his foes like a torrent of hail and thunder. He gets +1 on all his rolls to hit(a roll of 1 still always fails).
Sovngarde Awaits: The wind that flows within some men cannot be expelled with ease. When at long last they fall, it is a momentous occasion. If a character with this Mighty Deed is slain in close combat, he immediately makes additional attacks equal to his normal number with whatever weapons he has equipped. These attacks are resolved after all other attacks are resolved in the combat.
Strong Will and Stout Heart: A Nord bearing an honest, indomitable spirit can endure, bent but not broken, against whatever lies are thrown at him by his enemies to control him. His Leadership is increased to 10, his unit is immune to Fear and Terror, and he may re-roll all Leadership checks except for Shout tests and tests taken for his entire unit.
Unstoppable Fury: This warrior is always first into battle, far ahead of his men, hewing his foes to pieces no matter the odds. He has the Frenzy special rule, and gets an additional +1 attack to his charge bonus.
Warriors
Battle Rage: This band of warriors are known for exceptional ferocity in battle. They have the Furious Charge universal special rule, and their close combat attacks strike with +1 AP for each point of Strength they have over 4(not counting bonuses from wargear).
Cleaving Blows: A weapon deemed too cumbersome for use by an elf can be wielded as easily as a dagger in the hands of a seasoned Nord warrior. A unit with this Mighty Deed do not treat Great Weapons as Unwieldy or Very Unwieldy. In addition, their attacks with Greatswords and Battle Axes are Rending.
Fight All Our Lives: The bravery of the men of the North is legendary. To live in Skyrim's harsh land is to endure endless hardship. It is those who do not fear death who are remembered. A unit with this Mighty Deed that is falling back may automatically regroup at the beginning of your turn when it would be allowed to do so normally. Any Independent Character with this ability may choose to not flee with the unit they attached to, and may rally on their own regardless of whether or not their unit can or does. If the Independent Character does not have this ability, he must continue to flee even if the unit rallies. Any unit or model that rallies in this manner gains the Counter-Attack universal special rule until the beginning of your next turn.
North Wind: The passion of a Nord in battle is exceeded only by that of a madman. A unit with this ability have the Counter-Attack universal special rule, and gets an additional +1 attack to their charge bonus.
Out of the Mists: Legends tell of hordes of men, beards white as snow, coming forth from the cloudy mountains and descending upon their foes. The rocky cliffs and bluffs of Skyrim are known at heart by their inhabitants. Woe betide those who would invade the homeland of Man. A unit with this Mighty Deed have the Move Through Cover special rule, the Stealth(+1) special rule, and treat difficult terrain as open ground while charging(roll for dangerous terrain as normal).
Resilience: Some soldiers of the Holds of Skyrim are blessed or conditioned to have great endurance. A unit with this Mighty Deed is not Encumbered by their armor(see the Scrollhammer rulebook).
Shield-Brothers: A Nord's companions in battle are as siblings to him, his closest friends with whom he feasts all winter, and fights alongside when the spring comes and the snow thaws in the lowlands, protecting them with his life while at the same time fighting for his own glory. A unit with this ability gain an additional +1 to their armor save in close combat while at least 50% of their models carry shields, and get +1 to combat resolution while at 90% or more of their original number(neither of these bonuses are cumulative for multiple friendly units in a single combat).
Sudden and Deadly: The wilds of Skyrim are rife with places for ambushes. A unit with this Mighty Deed may be Infiltrated. Any Independent Characters attached to it while being Infiltrated must also have Sudden and Deadly as a Mighty Deed, and may only use this Mighty Deed to Infiltrate with a unit that has this Mighty Deed.
Bards
Note: Multiples of the same song activated in the same turn do not stack on one unit.
Song of the Hero's Charge: The bard sings of a glorious battle, inspiring those near him. All models in the Bard's unit get +1 WS until the beginning of your next turn after this Song is invoked.
Song of the Hero's Stand: The bard reminds those by his side of how an ancient hero held out against all odds. All models in the Bard's unit cannot have their armor save reduced to worse than 6+ until the beginning of your next turn after this Song is invoked.
Song of the Hero's Fall: The bard tells the warriors of an honored hero who fell bravely in battle and passed on to Sovngarde, urging them to gladly make sacrifices if they must. His unit is Fearless until the beginning of your next turn after this Song is invoked.
Marching Song: The Bard's song keeps time to aid the movement of his men across the battlefield. His unit may march an additional 3" this turn, as long as they march through open terrain. If they do this, they may not begin or end their march within 9" of an enemy unit.
Sword Song: The bard recounts the tale of the forging of a blade of fantastic powers, and that weapon's name enters the battle-cry of the warriors around him. All the Bard's unit's non-spell weapons gain +1 AP until the beginning of your next turn after this Song is invoked.
The Dragonborn Comes: The Bard sings a battle-song famed across all of Skyrim. His unit may re-roll failed Morale checks and Shout tests until the beginning of your next turn after this Song is invoked.
Army List
A Holds of Skyrim army uses the following list:
Heroes: 0-1 Jarl, Holdcarl, Thane. 2 extra Thanes may be taken in addition to your other Heroes. 0-1 Court Wizard, Thaumaturgist or Wandering Bard may be taken as a Hero choice for each Jarl, Holdcarl or Thane in your army(you may not exceed your allowance of Heroes in this manner).
Core: Hold Guard, Huntsmen, Hold Riders
Elite: Honored Veterans, Warrior Clans, Horse-Veterans
Support: Wandering Bard, Thaumaturgist, Tongue, Catapult
Heroes
Jarls and Holdcarls
Jarl: 135 pts
Holdcarl: 100 pts
Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. You are limited to 0-1 Jarls in your army. A Jarl or Holdcarl may take a retinue of up to 3 Housecarls, for +20 pts per model. A character and his Housecarl bodyguards act together as a single Independent Character, and as a unit among themselves. An army containing a Jarl may elect to take a single unit of Honored Veterans as a Core unit if the Jarl is on foot, or Horse-Veterans if he is mounted.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Jarl | 6 | 4 | 4 | 4 | 3 | 4 | 4 | 10 | 1 | 5+ |
Holdcarl | 5 | 4 | 4 | 4 | 3 | 4 | 3 | 9 | 1 | 5+ |
Wargear: Great Weapon, Hand Weapon, Scaled Mail
Spells: None
Special Rules:
Stubborn.
Mighty Deeds: A Jarl or Holdcarl must choose one Mighty Deed from the Heroes list and one from the Warriors list.
Leader of Men: Friendly units within 6" of a Jarl or Holdcarl who is not fleeing may use his Leadership for all morale tests they make.
Legacy of Kings: Once per game, while your Jarl is alive, you may choose to have one of your Bards invoke his Mighty Deed for an additional turn(the turns need not be consecutive).
A Jarl or Holdcarl may replace his Great Weapon with one of the following:
- Poleaxe or Spear (free)
- Bow or Short Bow(free)
- Second Hand Weapon or Shield(free)
He may replace his Hand Weapon with one of the following:
- Dagger +1 pts
- Spear +4 pts
- Shield +6 pts
A Jarl or Holdcarl may replace his armor with one of the following:
- Full Plate Armor +14 pts
- Ancient Nordic Armor +28 pts
A Jarl or Holdcarl may upgrade any number of his one-handed weapons to the following:
- Glass +4 pts per weapon
- Skyforge Steel +8 pts per weapon
A Jarl or Holdcarl may upgrade any number of his two-handed weapons to the following:
- Glass +6 pts per weapon
- Skyforge Steel +10 pts per weapon
A Jarl or Holdcarl may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarls must be mounted as well, for +8 pts per model. If so, he may join units mounted the same as himself, and may take a Lance for +10 pts.
A Jarl or Holdcarl may be given a Guardian Stone Blessing for +10 pts.
A Holdcarl may take up to 60 pts of magic items from the armory where appropriate. A Jarl may take any number of magic items from the armory where appropriate.
Thane
75 pts
Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. You may take up to two Thanes in your army as fourth and fifth Hero choices. No two Thanes in your army may have the exact same combination of equipment, Shouts and upgrades, or of Mighty Deeds. A Thane may take a single Housecarl bodyguard for +20 pts. A character and his Housecarl bodyguard act together as a single Independent Character, and as a unit among themselves.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Thane | 5 | 4 | 4 | 4 | 2 | 4 | 3 | 9 | 1 | 5+ |
Wargear: Great Weapon, Hand Weapon, Scaled Mail.
Spells: None.
Special Rules:
Stubborn.
Mighty Deeds: A Thane must choose one Mighty Deed from the Heroes list and one from the Warriors list.
A Thane may replace his Great Weapon with one of the following:
- Poleaxe or Spear (free)
- Bow or Short Bow(free)
- Second Hand Weapon or Shield(free)
He may replace his Hand Weapon with one of the following:
- Dagger +1 pts
- Spear +4 pts
- Shield +6 pts
A Thane may replace his armor with one of the following:
- Full Plate Armor +12 pts
- Ancient Nordic Armor +24 pts
A Thane may upgrade any number of his one-handed weapons to the following:
- Glass +4 pts per weapon
- Skyforge Steel +8 pts per weapon
A Thane may upgrade any number of his two-handed weapons to the following:
- Glass +6 pts per weapon
- Skyforge Steel +10 pts per weapon
A Thane may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarl must be mounted as well, for +8 pts. If so, he may join units mounted the same as himself, and may take a Lance for +10 pts.
A Thane may take the following upgrade:
- Tongue: This model may purchase and use Shouts. +15 pts
A Thane with the Tongue upgrade may purchase up to two of the following Shouts:
- Throw Voice +10 pts
- Unrelenting Force +10 pts
- Whirlwind Sprint +10 pts
- Razor Edge +15 pts
- Elemental Fury +15 pts
- Disarm +15 pts
- Thunderous Siege +25 pts
- Swallow Shout +25 pts
A Thane may be given a Guardian Stone Blessing for +10 pts.
One Thane may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice.
A Thane may take up to 60 pts of magic items from the armory where appropriate.
Court Wizard
50 pts
0-1 Court Wizard, Thaumaturgist or Wandering Bard may be taken as a Hero choice for each Jarl, Holdcarl or Thane in your army(you may not exceed your allowance of Heroes in this manner). Independent Character, Skirmish, Infantry, Nord, Single Model. A Court Wizard may take a single Housecarl bodyguard for +20 pts. A character and his Housecarl bodyguard act together as a single Independent Character, and as a unit among themselves.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Court Wizard | 3 | 4 | 3 | 3 | 2 | 3 | 1 | 9 | 5(6) | - |
Wargear: Dagger, Adept's Robes
Spells: Bound Sword, Frostbite
Special Rules:
Stubborn.
A Court Wizard may take any number of following:
- Wizard's Staff +5 pts
- Shield +6 pts
A Court Wizard may replace his robes with:
- Light Mail (free)
- Chain Mail +10 pts
- Master's Robes +10 pts
A Court Wizard may replace Bound Sword and/or Frostbite with another spell from the armory that costs 1 to cast for free.
A Court Wizard may purchase an additional spell or replace Bound Sword and/or Frostbite with a higher costed spell for the following price:
Any Alteration Spell +5 pts
Any Bound Item Conjuration Spell +5 pts
Any Restoration Spell +5 pts
Any Mysticism Spell +10 pts
Any Illusion Spell +10 pts
Destruction spells costing 1-3 mana +10 pts
Destruction spells costing 4+ mana +20 pts
Summon Flame Atronach (cost 2) +15 pts
Summon Frost Atronach (Cost 3) +30 pts
Summon Storm Atronach(Cost 4) +50 pts
Summon Dremora Lord (cost 5) +150 pts
A Court Wizard may take an Atronach Familiar(in addition to any spells). This grants him the ability to buy a fourth spell from his spell list, and a summoning spell, for a cost depending on the nature of the creature summoned:
Summon Flame Atronach (cost 2) +51 pts
Summon Frost Atronach (cost 3) +64 pts
Summon Storm Atronach (cost 4) +80 pts
A Court Wizard may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarl must be mounted as well, for +8 pts. If so, he may join units mounted the same as himself.
A Court Wizard may take a Guardian Stone Blessing for +10 pts.
A Court Wizard's race may be changed to Imperial for free, to a Breton or a Dunmer for +5 pts, or to an Altmer for +10 pts. If he does so, he no longer has the Stubborn ability, except of course when attached to or protected by another model with that ability. If an Elvish race was chosen, he has -1 Strength on his default profile.
A Court Wizard may purchase any number of magic items from the armory where appropriate.
Housecarls
Housecarls are not Hero choices in their own right, but may be taken as bodyguard upgrades for various models. Infantry, Nord. Unit size and formation are determined by what model they are attached to.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Housecarl | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 1 | 4+ |
Wargear: Hand Weapon and Shield, Chainmail
Spells: None.
Special Rules:
Stubborn.
Bodyguard: Housecarls are always purchased along with an Independent Character. A character and his Housecarl bodyguard act together as a single Independent Character, and as a unit among themselves. A Housecarl adopts the unit size and formation of the unit he is attached to, and always functions as part of the Independent Character he is attached to(while remaining a separate model). He does not benefit from the Mighty Deeds of the character he is attached to, other than Fight All Our Lives, Out of the Mists, and Sudden and Deadly, or if the character he is attached to is a Bard.
Any number of Housecarls may replace their Hand Weapon with:
- Spear +2 pts per model
Any number of Housecarls may replace both hands with:
- Great Weapon or Poleaxe +6 pts per model
- Bow or Short Bow +2 pts per model
Any number of Housecarls may replace their armor with:
- Light Mail (free)
- Scaled Mail +2 pts per model
- Full Plate Armor +6 pts per model
Any number of Housecarls may upgrade any number of their weapons to:
- Skyforge Steel +6 pts per weapon
If the model protected by the Housecarls is mounted, each Housecarl must also be mounted for +8 pts each. A mounted Housecarl may take a Lance for +3 pts.
Each Housecarl may take up to 15 points of magic items from the armory where appropriate.
Core
Hold Guard
8 pts per model. Core. Fight in Ranks, Infantry, Nord. 10-20 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Hold Guard | 3 | 3 | 4 | 4 | 1 | 3 | 1 | 7 | 1 | 5+ |
Hold Sergeant | 3 | 3 | 4 | 4 | 1 | 3 | 2 | 8 | 1 | 5+ |
Wargear: Hand Weapon and Shield, Light Mail
Spells: None.
Special Rules:
Stubborn.
The entire unit may:
- Upgrade one model to Hold Sergeant for +8 pts
- Upgrade one model to Standard Bearer for +6 pts
- Upgrade one model to Bard for +16 pts. The Bard knows one song from the list provided above.
The entire unit may:
- Upgrade their armor to Chainmail or Plate Armor for +3 pts per model
The entire unit may replace both hands with:
- Bow or Short Bow +1 pts per model
- Great Weapon or Poleaxe +3 pts per model
The Hold Sergeant may upgrade his Light Mail to Scaled Mail for +5 pts, or upgrade his Chainmail to Scaled Mail for +2 pts. He may upgrade one of his weapons to Skyforge Steel for +5 pts. He may take up to 10 points worth of magic items where appropriate from the armory.
Huntsmen
9 pts per model. Core. Skirmish, Infantry, Nord. 5-15 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Huntsman | 2 | 4 | 4 | 4 | 1 | 3 | 1 | 7 | 1 | 6+ |
Huntmaster | 2 | 4 | 4 | 4 | 1 | 3 | 1 | 7 | 1 | 6+ |
Wargear: Short Bow, Dagger, Leather Armor
Spells: None
Special Rules:
Stubborn.
Move Through Cover.
One model per unit may be upgraded to Huntmaster for +15 pts. A unit containing a Huntmaster has the Scouts universal special rule.
The entire unit may replace their Short Bows with:
- Bows (free)
- Javelins (free)
- Crossbows (free)
The entire unit may take Huntsman's Cowls for +2 pts per model. Models with Huntsman's Cowls count as having the Stealth(+1) universal special rule(but not other models joined to the unit).
The Huntmaster may take up to 10 points of magic items from the armory where appropriate.
Elite
Honored Veterans
16 pts per model. Elite. Infantry, Nord. 10-20 models per unit. You may choose to deploy a unit of Honored Veterans in ranks or in Skirmish formation.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Honored Veteran | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 8 | 1 | 6+ |
Honored Champion | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 1 | 6+ |
Wargear: Great Weapon, Light Mail
Spells: None.
Special Rules:
Stubborn.
Mighty Deeds: Each unit of Honored Veterans must choose one Mighty Deed from the Warriors list.
Loose Formation: Nordic warriors are fierce and wild in battle, but also capable of fighting in a conventional manner when necessary. When a unit of Honored Veterans(and all attached Independent Characters) reforms during the movement phase, you may choose to change its formation type from Fight in Ranks to Skirmish, or vice versa. The models must reform into the coherency allowable by the new formation.
The entire unit may:
- Upgrade one model to Honored Champion for +8 pts
- Upgrade one model to Standard Bearer for +8 pts
- Upgrade one model to Bard for +18 pts. The Bard knows one song from the list provided above.
Any number of models may replace their Great Weapons with any of the following:
- Poleaxe (free)
- Hand Weapon and Shield (free)
- Spear and Shield (free)
- Two Hand Weapons (free)
- Bow (free)
- Short Bow (free)
Any number of models may replace their armor with any of the following:
- Chainmail or Plate Armor +4 pts per model
- Scaled Mail +5 pts per model
- Full Plate Armor +8 pts per model
Any number of models may take:
- Dagger +1 pt per model
Any number of models may give the following upgrades to any number of their weapons:
- Skyforge Steel (Hand Weapon or Dagger) +2 pts per weapon
- Skyforge Steel (Spear) +3 pts per weapon
- Skyforge Steel (Bow, Short Bow, Poleaxe or Great Weapon) +4 pts per weapon
The Honored Champion may upgrade his Full Plate Armor to Ancient Nord Armor for +5 pts
The Honored Champion may take up to 16 points of magic items from the armory where appropriate.
Warrior Clans
Horse-Veterans
30 pts per model. Elite. Cavalry, Nord. 8-15 models per unit. You may choose to deploy a unit of Horse Veterans in Ranks or in Skirmish formation.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Horse-Veteran | 4 | 4 | 4 | 4(5) | 1 | 4 | 2(3) | 8 | 1 | 5+ |
Horse-Master | 4 | 4 | 4 | 4(5) | 1 | 4 | 2(3) | 9 | 1 | 5+ |
Wargear: Lance, Hand Weapon, and Shield, Light Mail. Warhorse.
Spells: None.
Special Rules:
Stubborn.
Mighty Deeds: Each unit of Horse-Veterans must choose one Mighty Deed from the Warriors list.
Loose Formation: When a unit of Horse-Veterans(and all attached Independent Characters) reforms during the movement phase, you may choose to change its formation type from Fight in Ranks to Skirmish, or vice versa. The models must reform into coherency allowable by the new formation.
The entire unit may:
- Upgrade one model to Horse-Master for +12 pts
- Upgrade one model to Standard Bearer for +12 pts
- Upgrade one model to Bard for +24 pts. The Bard knows one song from the list provided above.
Any number of models may replace their hand weapon and shield with any of the following:
- Spear and Shield (free)
- Two Hand Weapons (free)
- Poleaxe +6 pts per model
- Great Weapon +6 pts per model
- Bow +3 pts per model
- Short Bow +3 pts per model
Any number of models may replace their armor with any of the following:
- Chainmail or Plate Armor +6 pts per model
- Scaled Mail +8 pts per model
- Full Plate Armor +12 pts per model
Any number of models may take:
- Dagger +1 pt per model
Any number of models may give the following upgrades to any number of their weapons:
- Skyforge Steel +7 pts per weapon
The Horse-Master may upgrade his Full Plate Armor to Ancient Nord Armor for +10 pts
The Horse-Master may take up to 16 points of magic items from the armory where appropriate.
Support
Hold Riders
16 pts per model. Support. Skirmish, Fast Cavalry, Nord. 5-15 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Hold Rider | 3 | 3 | 4 | 4(5) | 1 | 3 | 1(2) | 7 | 1 | 5+ |
Wargear: Hand Weapon and Shield, Light Mail(or Leather Armor). Light Horse.
Spells: None.
Special Rules:
Stubborn.
Scouts.
(gear options coming soon)
Wandering Bard
26 pts per model.
0-1 Court Wizard, Thaumaturgist or Wandering Bard may be taken as a Hero choice for each Jarl, Holdcarl or Thane in your army(you may not exceed your allowance of Heroes in this manner). Independent Character, Skirmish, Infantry, Nord. Single Model.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Wandering Bard | 4 | 3 | 4 | 4 | 1 | 3 | 1 | 8 | 1 | 6+ |
Wargear: Hand Weapon, Light Mail.
Spells: None
Special Rules:
Stubborn.
Master Storyteller: A Wandering Bard is a Bard according to the rules in this book. He acts as a musician for the unit he is attached to, allowing them to always rally. He also has access to two Songs as listed in this book. He may invoke a Song twice per game(either one each time).
Mighty Deeds: A Wandering Bard must choose one from the Warriors list.
(gear options coming soon)
Thaumaturgist
14 pts per model.
0-1 Court Wizard, Thaumaturgist or Wandering Bard may be taken as a Hero choice for each Jarl, Holdcarl or Thane in your army(you may not exceed your allowance of Heroes in this manner). Independent Character, Skirmish, Infantry, Nord. Single Model.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Thaumaturgist | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 3 | 6+ |
Wargear: Hand Weapon, Dagger, Leather Armor.
Spells: Heal Other
Special Rules:
Stubborn, Hit and Run.
Battlefield Healer: Other models in a Thaumaturgist's unit may use his potions as if they were their own. A Thaumaturgist may leave his own unit at the end of a round of combat using Hit and Run, if he successfully moves over 2" away from them and may join another unit that is not locked in combat if he chooses to do so. That unit may not use his potions until the phase ends, however.
(gear options coming soon)
Tongue
26 pts per model.
Independent Character, Skirmish, Infantry, Nord. Single Model.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Tongue | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2 | 4+ |
Wargear: Hand Weapon, Shield, Chain Mail
Spells: None
Shouts:
Unrelenting Force, Razor Edge, Thunderous Siege
Special Rules:
Stubborn.
(gear options coming soon)
Catapult
80 pts per artillery. Skirmish, Artillery, Nord. 1 to 3 artillery per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Catapult | - | - | - | 7 | 4 | - | - | - | - | - |
Crewman | 3 | 3 | 4 | 4 | 1 | 3 | 1 | 7 | 1 | 6+ |
Crew: 3 Crewmen
Wargear: Hand Weapon, Light Mail
Special Rules:
Catapult: Catapults are made up of crew and the actual artillery piece, with oncoming ranged attacks being split between the two, as per the normal Artillery rules. As a unit it may not move, only pivot, and requires at least one crewman to make use of the special shooting attack.
Catapults fire with the following profile: Heavy 1, Blast, Barrage, 12" to 96" range. All hits completely under the blast marker are resolved at S8 AP2 multiple wounds(d3). All hits on models partially under the blast marker are resolved at S4 AP0. A Catapult rolls 2d6 when calculating damage against structures.
Mechanical: The Catapult model is completely immune to disease and poison.
The Crewmen are Stubborn.
Special Characters
Jarl Ulfric Stormcloak of Eastmarch
215 pts
Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. Ulfric may be taken as a replacement for your army's Jarl. You are limited to 0-1 Jarls in your army. Ulfric may take a retinue of up to 3 Housecarls, for +20 pts per model. He and his Housecarl bodyguards act together as a single Independent Character, and as a unit among themselves. An army containing a Ulfric may elect to take a single unit of Honored Veterans as a Core unit if the Jarl is on foot, or Horse-Veterans if he is mounted.
Call to Rebellion: If the army contains both Ulfric Stormcloak and Galmar Stone-Fist, it may take any number of units of Honored Veterans and Horse-Veterans as Core units.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Ulfric Stormcloak | 7 | 4 | 4 | 4 | 3 | 4 | 4 | 10 | 1 | 5+ |
Wargear:
Sword of the King: This is an Ebony hand weapon. For each successful wound dealt with this weapon, roll a d6. On a 6, bearer regenerates a wound.
Cloak of Storms: This counts as 6+ Light Armor, and grants Ulfric +1 to his Feel No Pain against frost damage.
Shield of Dwindling Magic.
Spells: None
Shouts:
Unrelenting Force, Disarm, Razor Edge
Special Rules:
Stubborn, Preferred Enemy(Aldmeri Dominion)
Guardian Stone Blessing: The Lord
Mighty Deeds:
Sovngarde Awaits, North Wind
Leader of Men: Friendly units within 6" of Ulfric Stormcloak may use his Leadership for all morale tests they make, so long as he is not fleeing.
Throne of Ysgramor: Twice per game, while Ulfric is alive, you may choose to have one of your Bards invoke his Mighty Deed for an additional turn(the turns need not be consecutive).
Combat by Champion: Ulfric may challenge an Independent Character or a single model unit to a duel, at the beginning of each round of close combat involving him. If he does, and the challenge is accepted, both models must direct all their offensive spells and attacks against one another this round, and no other models may attack either of them. If the challenge is turned down, the challenged model may not attack or cast spells this round.
Ulfric may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarls must be mounted as well, for +8 pts per model. If so, he may join units mounted the same as himself, and may take a Lance for +10 pts.
Galmar Stone-Fist
130 pts
Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. Galmar may be taken as a replacement for a Holdcarl. He may take a retinue of up to 3 Housecarls, for +20 pts per model. He and his Housecarl bodyguards act together as a single Independent Character, and as a unit among themselves.
Call to Rebellion: If the army contains both Ulfric Stormcloak and Galmar Stone-Fist, it may take any number of units of Honored Veterans and Horse-Veterans as Core units.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Galmar Stone-Fist | 5 | 4 | 5 | 4 | 3 | 4 | 3 | 10 | 1 | 5+ |
Wargear:
Axe of Eastmarch: This is a Skyforge Steel Battle Axe that strikes at full initiative the first round of combat.
Wolfpelt Mail: This counts as Light Armor(5+).
Ice Wraith Essence(1), Hand Weapon
Spells: None
Special Rules:
Stubborn.
Mighty Deeds:
Bear of a Man, Sudden and Deadly
Leader of Men: Friendly units within 6" of Galmar Stone-Fist may use his Leadership for all morale tests they make, so long as he is not fleeing.
Highland Tactics: Galmar may infiltrate his unit, even if it does not have the Sudden and Deadly Mighty Deed.
Galmar may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarls must be mounted as well, for +8 pts per model. If so, he may join units mounted the same as himself, and may take a Lance for +10 pts.
Jarl Olaf One-Eye of Whiterun
Hrormir and Darfang, Champions of Evensnow
The Companions of Ysgramor
The Dawnguard
The Order of the Silver Hand
The Dovahkiin
Equipment
Basic Equipment
The following is a list of the base items found in the Holds of Skyrim army.
Daedric Armor is Heavy Armor(2+).
Ebony Armor and Ancient Nordic Armor count as Heavy Armor(3+).
Full Plate Armor is Heavy Armor(4+).
Chainmail and Plate Armor are Heavy Armor(5+).
Scaled Mail is Light Armor(5+).
Light Mail and Leather Armor are Light Armor(6+).
Adept's Robes are unarmored clothing that give +1 Mg.
Master's Robes are unarmored clothing that give +2 Mg.
Wizard's Staff is a staff which lets its bearer reroll 1 mana die per game turn.
Skyforge Steel weapons are weapons forged of exceptional power from the ancient forge atop the city of Whiterun. They strike with +1 Strength. Ebony Weapons likewise strike with +1 Strength.
Bound Weapons strike with +1 Strength +1 AP. Daedric Weapons strike with +2 Strength +2 AP. Glass weapons strike with +2 AP.
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.
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.
Magic Items
The Magic Items available to a Holds of Skyrim Army are sorted into several categories. Classes of weapons, staves, light armor, heavy armor, and shields may only be taken by a model which is holding that type of item, and replaces the one he is holding. A model may take up to 3 consumables. Other items can be taken freely. Certain items may be further restricted to a particular model. Daedric Artifacts are included in the Artifacts supplement of the Core Rules, and are taken wherever specified for a model.
Items listed as upgrades are enchantments that may be taken as a bonus on a weapon that has not already been enchanted; their cost is in addition to any other costs for the item. Items not listed as upgrades are replacements; their full cost is whatever amount is marked. (Replacements are only available to models which could take that class of item to begin with).
Weapons and Staves
Lunar Weapon: Weapon upgrade for +5 pts. Weapon strikes at +1 Strength while Night Fighting is active.
Holy Weapon: Weapon upgrade for +7 pts. Bearer gains Preferred Enemy (Undead).
Flame Weapon: Weapon upgrade for +8 pts. Weapon deals Flame damage and may re-roll failed rolls to wound. May be upgraded again to a weapon of Incineration for +12 pts, causing it to deal d3 wounds.
Spark Weapon: Weapon upgrade for +8 pts. Weapon deals Shock damage, drains 1 mana die next turn from targeted model per hit. May be upgraded again to a weapon of Lightning for +12 pts, causing it to resolve a S3AP0 shock hit(also draining mana dice) against the enemy unit for each unsaved wound it inflicts(whose wounds generate further similar hits until no wounds are dealt).
Frost Weapon: Weapon upgrade for +8 pts. Weapon deals Frost damage, model hit gets -1 I until the beginning of your next turn. May be upgraded again to a weapon of Blizzards for +12 pts, causing it to ignore armor saves.
Weapon of Striking: Melee weapons only, upgrade. +10 pts. +1 to hit.
Weapon of the Vampire: Weapon upgrade for +10 pts. For each successful wound dealt with weapon, roll a d6. On a 6, bearer regenerates a wound.
Weapon of the Sorcerer: Weapon upgrade for +10 pts. For each successful wound dealt with weapon, bearer gains a mana die at the beginning of next turn.
Weapon of Dismay: Weapon upgrade for +10 pts. Morale checks taken against casualties inflicted by a Weapon of Dismay are given a -1 modifier. This does not stack in multiple instances.
Weapon of Might: Melee weapons only, upgrade. +10 pts. +1 Strength.
Staff of Magelight: Staff. Wielder's unit may re-roll failed Night Fighting Checks. +8 pts.
Staff of Arcane Authority: Staff. Wielder causes Fear. +12 pts.
Staff of Daedric Command: Staff. Daedra must pass a Leadership test on their own value to attack wielder. +12 pts.
Staff of Flames: Staff. Wielder requires 1 less mana die to cast spells with a Flame effect, to a minimum of 1. +13 pts.
Staff of Frostbite: Staff. Wielder requires 1 less mana die to cast spells with a Frost effect, to a minimum of 1. +13 pts.
Staff of Sparks: Staff. Wielder requires 1 less mana die to cast spells with a Shock effect, to a minimum of 1. +13 pts.
Staff of the Healing Hand: Staff. Wielder requires 1 less mana die to cast spells that cause a model to regenerate wounds or to attempt to regenerate. +13 pts.
Staff of Inspiration: Staff. Wielder may spend 2 mana points to re-roll his unit's failed morale check. +16 pts.
Bow of the Hunt: Artifact, Short Bow. Strikes at +2 Strength against Beasts. +10 pts.
Windshear: Artifact, hand weapon. Enemy units wounded by this weapon strike at I 1 next round. +14 pts
Bolar's Oathblade: Artifact, Dagger. Morale checks taken against casualties inflicted by Bolar's Oathblade are given a -1 modifier. Enemies in base contact with wielder lose their charge or counter-charge +1 A bonus. +15 pts.
Trollsbane: Artifact, War Hammer. Trollsbane deals Flame Damage to Trolls, and may re-roll failed wounds against Trolls. +16 pts(+4 pts for a model that using a War hammer for no points cost)
Aegisbane: Artifact, War Hammer. Aegisbane deals Frost Damage, and ignores the armor saves granted by shields. An enemy unit wounded by Aegisbane gets -1 to its roll to flee and to its movement until the end of the next round of combat. +20 pts(+8 pts for a model using a War Hammer for no points cost)
Grimsever: Artifact, Glass hand weapon. Deals Frost damage. Enemy units hit by Grimsever get -1 I until the beginning of your next turn for each hit it inflicts. Grimsever ignores armor saves. +22 pts
Chillrend: Artifact, hand weapon. Weapon strikes at +1S, ignores armor, and deals Frost damage. Wounded models have -1 I and -1 A until the start of your following turn. (This may not stack.) +25 pts
The Longhammer: Artifact, War Hammer. The Longhammer's wielder strikes at full initiative. +30 pts(+18 pts for a model using a War Hammer for no points cost)
Wuuthrad: Artifact, Battle Axe. The mighty axe of Ysgramor himself may only be wielded by the Harbinger of the Companions or by the Dovahkiin. Wuuthrad is a Battle Axe that strikes with +3 Strength, and re-rolls all failed hits and wounds against Elves(including Falmer, but not including Orcs). The sight of such a mythic weapon, reforged after millennia, causes all friendly units within 6" of wielder to become Fearless. If wielded by the Dovahkiin, a single additional upgrade enchantment may be bought for this weapon. +60 pts (+48 pts for a model using a Battle Axe for no points cost)
Armor and Shields
Armor of Resist Element: Armor upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to armor of Elemental Negation for +15 pts, giving that element -1 to wound against bearer.
Flame/Shock/Frost Guard Robe: Unarmored Clothing upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Flame/Shock/Frost Eater Robe for +15 pts, giving that element -1 to wound against bearer.
Armor of Dwindling Magic: Armor upgrade for +8 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage.
Armor of Might: Armor upgrade for +15 pts. Bearer has +1 S.
Shield of Blocking: Shield upgrade for +8 pts. Bearer may take an Initiative test if rolling a save from a ranged attack. If bearer passes, and has a hand weapon, he gets the +1 parry bonus against the ranged attack.
Shield of Resist Element: Shield upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer gets +1 to his armor save against that element. May be upgraded again to shield of Elemental Negation for +10 pts, giving bearer Feel No Pain against that element.
Shield of Dwindling Magic: Shield upgrade for +10 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage.
The Targe of the Bloodied: Shield, Artifact. While wielding this shield in close combat, for each 6 that bearer rolls on his armor save, he may immediately make an AP0 attack with the Targe, treating it as a basic close combat weapon. +10 pts.
The Shield of Ysgramor: Shield, Artifact. The ancient shield of Ysgramor may only be wielded by the Harbinger of the Companions or by the Dovahkiin himself. Bearer has +1 Wound and a 4+ Ward save against spell damage. +35 pts.
Helm of the Knight: Helm(only one of this item type allowed per model). Once per game, bearer may re-roll a failed armor save. +5 pts.
Diadem of the Savant: Helm(only one of this item type allowed per model). Once per game, bearer may cast all spells for 1 less mana die, to a minimum of 1, this turn. +12 pts.
Gauntlets of Sure Grip: Gauntlet(only one of this item type allowed per model). Bearer gets +1 WS while using a 2-handed non-spell melee weapon. +12 pts.
Gauntlets of Wielding: Gauntlet(only one of this item type allowed per model). Bearer gets +1 WS while using a 1-handed non-spell melee weapon. +12 pts.
Gauntlets of Archery: Gauntlet(only one of this item type allowed per model). Bearer gets +1 BS while using a non-spell ranged weapon. +20 pts.
Belt of the North: Belt(only one of this item type allowed per model). Once per game, bearer may make a Feel No Pain roll, or increase an existing Feel No Pain roll to a 2+. +5 pts.
Braid of Severed Tongues: The tongues of mighty beasts are cut out by warriors in a long string, through which the Thu'um is channeled. Belt(only one of this item type allowed per model). Once per game, bearer may re-roll a failed Shout test. +6 pts.
Other Items
Amulet of the Knight: Once per game, bearer may add +1 to a single armor save roll(a base roll of 1 still always fails). +5 pts.
Amulet of Talos: Once per game, bearer may reduce the cooldown of a Shout by 1(to a minimum of 1). +12 pts.
Amulet of Protection: Bearer has a 6+ ward save. +15 pts.
Ring of Archery: Once per game, bearer may re-roll a missed attack with a non-spell ranged weapon. +2 pts.
Ring of Wielding: Once per game, bearer may re-roll a missed attack with a non-spell 1-handed melee weapon. +2 pts.
Ring of Sure Grip: Once per game, bearer may re-roll a missed attack with a non-spell 2-handed melee weapon. +2 pts.
Elemental Ring: Bearer has a 5+ Ward Save against Flame, Frost and Shock attacks. +20 pts.
Consumables
Consumables are available to all models which can purchase magic items. Consumables are 0-3. Scrolls can be read as many at a time as available at times where a model is casting spells with both hands. Scrolls autocast the spell written on them. Potions may be drunk once per player turn at the start of the turn.
Scrolls:
Scrolls are available for all spells in the army spell list except Summon/Necromancy spells.
Scroll of Cost 1 Spell: +5 pts
Scroll of Cost 2 spell: +10 pts
Scroll of Cost 3 spell: +20 pts
Scroll of Cost 4 spell: +30 pts
Scroll of Cost 5 spell: +45 pts
Scroll of Cost 6 spell: +60 pts
Scroll of Cost 7 spell: +75 pts
Potions:
The following potions are available to this army:
Potion of Healing: Regenerate 1 wound on a d6 4+ after consumption. +5 pts
Potion of Magicka: Restore 1 mana die after consumption. May be consumed at any time. +4 pts
Potion of Feather: Drinker is not encumbered by his armor this turn. +1 pts
Potion of Invisibility: Drinker is Invisible this turn. +12 pts
Potion of Cure Disease: Remove all ongoing Disease from caster's unit. +4 pts
Potion of Dispel: Remove all ongoing magical effects from caster's unit. +10 pts
Potion of Resist (Element): Choose Flame/Frost/Shock when purchasing this for your army list. Grants Feel No Pain from that element to drinker this player turn. +4 pts
Potion of Antivenom: Grants Feel No Pain from Poisoned attacks to drinker this player turn. +4 pts
Potion of Resistance: Drinker is unaffected by disease this player turn. +4 pts
Philter of the Knight: Drinker may re-roll a failed armor save this player turn. +4 pts
Philter of the Berserker: Drinker gains +1 WS this player turn. +4 pts
Philter of True Shot: Drinker gains +1 BS this player turn. +4 pts
Strong Mead: Drinker gains +1 Attack on the charge, but -1 Ld this player turn. +2 pts
Ice Wraith Essence: Frost damage gets -1 to wound against drinker this player turn. +4 pts
The Way of the Voice
The following is a list of Dragon Shouts that are used in this army list. If a number is given for a shouts cooldown, it is the number of turns until the model can Shout again: if the number is 1, the model using the Shout can Shout again at the start of your next turn. If it is 2, it can shout at the beginning of your turn after that, and so on and so forth.
FUS RO DAH!
- Force - Balance - Push -
Unrelenting Force: A silent shockwave flies forth from the hero's tongue, blasting away everything that it touches.
This Shout may be used at any time. If user is not in close combat, move another unit not in combat within 6" directly away from user d3". That unit must take a dangerous terrain test if it hits dangerous terrain. If user is in close combat, select a model in base contact with him. That model strikes last this round of combat.
Cooldown 1.
ZUN HAAL VIIK!
- Weapon - Hand - Defeat -
Disarm: The hero commands his foe's weapon to fly out of his hand, leaving him vulnerable as he dives to reclaim his blade.
This Shout may be used during the Assault phase in close combat. Select a model in base contact with user. That model loses his +attacks charge or counterattack bonus this round if he has one. He takes an initiative test. If he fails, he may not attack at all this round of combat.
Cooldown 1.
BEX MAH MIRAAD!
- Gate - Fall - Doorway -
Thunderous Siege: The Tongue commands a mortal gate to open. A blinding blast issues forth as the Thu'um is exhaled, shattering walls and ripping out bolts. Not even the gates of the mightiest fortress can long withstand the power of the Voice.
This Shout may be activated and fired as a Shooting attack targeting an enemy unit in range, with the following profile: S2, ignores armor saves, Assault 1, Template, rolls 4d6 for armor penetration against structures. Dragon Cooldown 1, Normal Cooldown 3.
YOL TOOR SHUL!
- Fire - Inferno - Sun -
Fire Breath: The hero invokes the famed power of the Dragons against his foe, exhaling an inferno: flames spew forth from his mouth in a molten jet as he breathes the ancient words, burning all in their path to ashes.
This Shout may be activated and fired as a Shooting attack targeting an enemy unit in range, with the following profile: S6 AP2, Assault 1, Template, flame, deals d3 wounds.
Dragon Cooldown 1, Normal Cooldown 3.
FO KRAH DIIN!
- Frost - Cold - Freeze -
Frost Breath: The hero exhales shards of ice and a wind of unfathomable cold from his mouth, tearing apart his enemies' freezing flesh.
This Shout may be activated and fired as a Shooting attack targeting an enemy unit in range, with the following profile: S6 AP2, Assault 1, Template, frost, models hit strike last this turn.
Dragon Cooldown 1, Normal Cooldown 3.
IIZ SLEN NUS!
- Ice - Flesh - Statue -
Ice Form: The hero commands its foes to turn to freeze solid in place. As they cringe before his breath, they are transformed into frozen statues. Their foes descend upon them, shattering the blanket of ice to bring them a painful death.
This Shout may be activated during your Shooting phase. Target unit within 18" and LOS becomes pinned, is hit automatically, and strikes last in close combat, until the beginning of your next turn or the phase after any form of attack hits the unit.
Cooldown 3.
KRII LUN AUS!
- Kill - Leech - Suffer -
Marked for Death: An enemy of the warrior becomes shrouded in darkness, screaming in pain as an aura of doom engulfs him. His strongest armor corrodes as the death consumes him, the primal mark of slaughter invoked by the Thu'um.
This Shout may be activated during your Shooting phase. Select an enemy model within 12" and LOS. Until the beginning of your next turn, at the beginning of every phase, that model suffers a spell damage wound(no cover saves) on a d6 5+. At the beginning of every phase, his armor save is reduced by -1 until your next turn(this effect is cumulative).
Cooldown 1.
VEY TUZ KINZON!
- Cut - Blade - Sharp -
Razor Edge: The power of the Thu'um sharpens its wielder's weapon. The weapon slashes through the toughest armor and flesh as if it were butter.
This Shout may be activated during the Assault phase. User ignores armor saves this round. If wielder's attack would already ignore armor saves, it also strikes with +1 Strength this round.
Cooldown 1.
FAAS RU MAAR!
- Fear - Run - Terror -
Dismay: The Tongue commands the power of fear against his foes. All who stand in his presence feel an eerie horror and blackness consume them, a blinding urge to flee and never return.
This Shout may be activated during your Shooting phase. Select a unit within 6" and LOS of user. That unit must pass a morale test or flee. If it is fleeing from combat, it may be pursued as normal.
Cooldown 1.
ZUL MEY GUT!
- Voice - Fool - Far -
Throw Voice: The Tongue makes this Shout to throw the sound of the Shout itself elsewhere, in an attempt to distract, confuse or fool his foe.
This Shout may be activated during your opponent's Assault phase. If your opponent's models would have to make a difficult terrain test to charge user this round, and user is the only model in his unit, they roll 1 less d6 in making the test(to a minimum of 1). Monstrous Creatures do not get this bonus unless they are completely concealed from the enemy. In stealth related scenarios, this Shout may be altered and given special rules for helping user's unit avoid detection. Cooldown: resets next turn.
RAAN MIR TAH!
- Animal - Allegiance - Pack -
Animal Allegiance: The Tongue commands all the beasts of the wilds to come to his aid in battle. Horses throw their masters, wolves and ravens prey upon unsuspecting warriors.
This Shout may be activated during the Assault phase in close combat. For this round and the next, a Beast in base contact with user fights as part of the Dragon's unit in the struggle. You may choose instead to target a mount: the rider must pass a Ld test on his own value. If he fails, he may not attack in this round or the next, and takes a S3AP0 hit.
Cooldown 1.
KAAN DREM OV!
- Kyne - Peace - Trust -
Kyne's Peace: The hero embraces the aspect of Kynareth within the Thu'um, bringing forth a calming wind upon the wilds. The instincts of all beasts near it fall flat, their ravenous urges tamed at his will.
This Shout may be activated during the Assault phase in close combat. Beasts in units within 6" of caster may not charge or attack in close combat this phase. If they would flee this phase, they are destroyed instead.
Cooldown 2.
LOK VAH KOOR!
- Sky - Spring - Summer -
Clear Skies: The Tongue invokes the beauty of spring and the warmth of summer to fall upon the plain of battle. Mists vanish, and clouds part to reveal the glowing rays of the sun.
This Shout may be activated at any time. All Weather effects are ignored this turn within 12" of user.
Cooldown: resets next turn.
SU GRAH DUN!
- Air - Battle - Grace -
Elemental Fury: The Tongue commands the winds to harmonize with his strikes, his weapon cleaving the foe asunder with impossible speed and grace. In a blink of an eye, he fights with impossible ferocity.
This Shout may be activated during the Assault phase in close combat. User gets +2 attacks this round.
Cooldown 1.
WULD NAH KEST!
- Vortex - Fury - Tempest -
Whirlwind Sprint: The hero commands a mighty whirlwind to form in the air, to carry him forward towards the foe.
This Shout may be activated during your Shooting phase if sprinting. User gains Fleet of Foot this turn, and does not have to take difficult or dangerous terrain tests this phase.
Cooldown 1.
VEN MUL RIIK!
- Wind - Strong - Gale -
Tempest Shroud: The warrior calls upon the great winds to aid him in battle. Thick torrents of rain and biting winds scour the field.
This Shout may be activated during your movement phase. Weather effect. Shooting Weapons get -1 to hit until the beginning of your next turn. Alternatively, if battle is taking place in a realm other than Nirn, where rain is impossible, Night Fighting rules apply until the beginning of your next turn instead(this rule is for optional use as part of a scenario).
Cooldown: 2
STRUN BAH QO!
- Storm - Wrath - Lightning -
Storm Call: Thunderclouds form above, as the Tongue commands them to unleash their lightning upon all who do battle below. Incredible destruction rains down, smiting friend and foe alike.
This Shout may be activated during your movement phase. Weather effect. Until the beginning of your next turn, at the start of every phase, roll a d6 for each unit within 36" of user, as well as all non-summoned units of fliers in reserve. On a 4+ that unit takes a S7, Blast, shock hit that ignores armor saves. All models hit lose all their mana next turn. Fliers in reserve take d6 hits rather than the blast. The Blast templates may cover one's own models(and certainly will if one's own units are hit!), and are placed by the opponent of the controller of the unit being hit. Cover saves are taken as if the attack was coming from directly above, and area terrain is not enough to grant a save! Units completely obscured from directly above are not hit, nor is user.
Cooldown 4.
SU'UM THU'UM DIIVON! - Swallow Shout: The Tongue inhales as his rival sends forth a Thu'um, challenging his foe's power and commanding it to be no more.
This Shout may be activated in response to an enemy Shout being used within 24". Choose a number "X" between 1 and 5, add d6, and then add it to user's Ld. Your opponent adds the cooldown number of his Shout being targeted, +d6, to the Ld of its source model. If user's result is higher than that of your opponent's model, your opponent's Shout is countered(its cooldown is still in effect, however). Cooldown X.
LAAS YAH NIR!
- Life - Seek - Hunt -
Aura Whisper: A Thu'um is released not in the form of a Shout, but as a Whisper. The energies of all objects surrounding the hero shine bright as stars to his eyes, no matter how well concealed their physical forms might be.
This Shout may be activated during your shooting phase. Enemy models within 12" of user do not get cover saves this phase.
Cooldown 1.
FEIM ZII GRON!
- Fade - Spirit - Bind -
Become Ethereal: The hero calls upon the void to shield himself. His physical form become as air before the blades of those who seek to slay him.
This Shout may be activated at any time. User immediately cancels all attacks, shooting attacks and spells he makes in this phase. User may ignore a single wound of any type against him this phase.
Cooldown 1.
FIIK LO SAH!
- Mirror - Deceive - Phantom -
Spectral Illusion: The Tongue creates a mirror image of himself, confusing his enemy and misdirecting his attacks.
This Shout may be activated at any time. For the duration of this turn, whenever user is hit by anything other than a template or blast market, roll a d6. On a 4+, that attack counts as having missed.
Cooldown 2.
TIID KLO UL!
- Time - Sand - Eternity -
Slow Time: The hero orders the frame of the universe to warp to his will through the power of the gods: his Thu'um commands time itself to bend around it. In what seems to them to be a single second, the routs his foes with ease.
This Shout may be activated at any time. During this phase, it may add d6" to its move, sprint, or charge. In addition, it any rerolls failed hits and wounds it would inflict.
Cooldown 2.
DAAN JOT WULD!
- Doom - Maw - Vortex -
Maelstrom: The hero tears a hole in the fabric of reality with its breath, and Shouts his foe into the maw of Oblivion itself. From there, certain death awaits him, at the fiery hands of horrors from beyond the realm of Nirn.
This shout may be activated during the assault phase. Select a model other than a Dragon, Dragonborn or Physical God in base contact with user. That model loses all mana dice next turn as well as all those it currently has, and must pass an initiative test or be immediately removed as a casualty.
Cooldown 3.
Spells
The following spells are available to wizards in the Holds of Skyrim army:
School of Destruction
Firebolt: Cost 1, shooting attack. S3 AP0, Assault 1, range 18", flame.
Shock: Cost 1, shooting attack. S3 AP0, range 18", regular 1, drain 1 mana from enemy unit next turn, shock.
Ice Spike: Cost 1, shooting attack. S3 AP0, range 18", regular 1, frost, model hit gets -1 I this turn.
Flames: Cost 1, 1-handed, shooting attack, or assault phase. Counts as hand weapon(but can only be dual wielded with a non-spell weapon) and flame if melee attack. If shooting attack, S2 AP0, Assault 3, range 6", flame.
Sparks: Cost 1, 1-handed, shooting attack, or assault phase. Counts as hand weapon(but can only be dual wielded with a non-spell weapon) and shock if melee attack. If shooting attack, S1 AP0, Assault 3, range 6", shock. Drains 1 mana die from enemy next turn per hit.
Frostbite: Cost 1, 1-handed, shooting attack, or assault phase. Counts as hand weapon(but can only be dual wielded with a non-spell weapon) and frost if melee attack. If shooting attack, S1 AP0, Assault 3, range 6", frost. Model hit gets -1 I next round of close combat.
Fireball: Cost 2, shooting attack. S4 AP1 Blast, Regular 1, Range 24", flame.
Chain Lightning: Cost 2, shooting attack. S3 AP0, Regular 1, Range 24", shock. For each hit, the targeted unit loses 1 mana die next turn. For each unsaved wound, the targeted unit takes an additional hit.
Ice Storm: Cost 2, shooting attack. S3 AP3, Template, Assault 1, frost.
Fire Rune: Cost 2, shooting phase. Cast only if caster is not locked in combat. Place a marker within 12" of caster. Until the beginning of your next turn, if an enemy unit moves within 3" of the marker, that unit takes S4AP0 flame hits equal to the number of models in that unit within 3" of the marker. Remove the marker once this damage is resolved.
Thunder Rune: Cost 2, shooting phase. Cast only if caster is not locked in combat. Place a marker within 12" of caster. Until the beginning of your next turn, if an enemy unit moves within 3" of the marker, that unit takes S3AP0 shock hits equal to the number of models in that unit within 3" of the marker, and each model within 3" of the marker loses a mana die next turn. Remove the marker once this damage is resolved.
Ice Rune: Cost 2, shooting phase. Cast only if caster is not locked in combat. Place a marker within 12" of caster. Until the beginning of your next turn, if an enemy unit moves within 3" of the marker, that unit takes S3AP2 frost hits equal to the number of models in that unit within 3" of the marker. Remove the marker once this damage is resolved.
Incinerate: Cost 3, shooting attack. S5 AP1, Regular 1, Range 36", deals d3 wounds, flame.
Lightning Bolt: Cost 3, shooting attack. S7 AP0, Regular 1, Range 48", drains 1 mana die next turn from the unit from the model hit, shock.
Icy Spear: Cost 3, shooting attack. S5 AP5, Regular 1. Range 36", model hit strikes last this turn, frost.
Flame Cloak: Cost 3, cast any time. Enemy models in base contact with caster take a S5AP0 flame hit each round of combat(after charging, but before blows are struck), until the beginning of your next turn. Only one Cloak can be active at once on a model.
Lightning Cloak: Cost 3, cast any time. Enemy models in base contact with caster take a S4AP0 shock hit each round of combat(after charging, but before blows are struck), until the beginning of your next turn. Models hit regenerate 1 less mana die next turn. Only one Cloak can be active at once on a model.
Frost Cloak: Cost 3, cast any time. Enemy models in base contact with caster take a S3AP5 frost hit each round of combat(after charging, but before blows are struck), until the beginning of your next turn. Only one Cloak can be active at once on a model.
Wall of Flames: Cost 4, shooting attack. Large Blast, Heavy 1, Range 12". The template remains in play until your next turn, affecting everyone in it. At the end of each player turn, while the wall lasts, each model touching it takes a S4 AP1 flame hit with no cover saves allowed. Each model which had touched it at any point this player turn then takes a S3 AP0 flame hit with no cover saves allowed. On your next turn, the spell continues to remain in play on a d6 4+
Firestorm: Cost 5. May only be cast during your shooting phase, if caster has not and will not move/sprint/charge this turn. Place the Large Blast Template over caster. Every enemy unit under the template is hit once for each model under the template. The hits are S8 AP1, reroll failed wounds, (no cover saves), deal d6 wounds, flame.
Lightning Storm: Cost 5, shooting attack. S5, ignores armor saves. Heavy 2d6, Range 72", drains one mana die next turn from unit per hit, shock.
Blizzard: Cost 7. Cast Blizzard during your shooting phase. May only be cast if caster does has not and will not move or charge this turn. Weather effect. Until the beginning of your next turn, all enemy models within 12" of caster take a S4 frost hit at the beginning of every phase and strike at -1 I.
School of Conjuration
Bound Sword: Cost 1, 1-handed, assault phase. Equips a Bound hand weapon in casting hand until end of turn.
Bound Armor: Cost 1, movement phase. Caster's armor/robe is replaced by 5+ heavy armor until end of turn.
Bound Dagger: Cost 1, 1-handed, any time. Equips a Bound Dagger in casting hand until end of turn.
Bound Shield: Cost 1, 1-handed, movement phase. Equips a Shield in casting hand until end of turn.
Bound Spear: Cost 1, 1-handed, assault phase. Equips a Bound Spear in casting hand until end of turn.
Bound Bow: Cost 2, shooting phase. Equips a Bound Bow in both hands until end of turn.
Bound Battleaxe: Cost 2, assault phase. Equips a Bound Battleaxe in both hands until end of turn.
Summon: (cost varies) A summoned unit is included in the caster's profile, kept in reserve, and may not enter play by any normal means. It may enter play via Deep Strike within 6" of caster if it is in reserve when the spell is cast. It counts as a separate unit, regardless of size. A summoned unit cannot hold objectives. If it is slain, it is not considered a kill point, but is placed back in reserve to be summoned again if the caster so chooses.
School of Alteration
Magelight: Cost 1, 1-handed, may be cast any time. Caster ignores Night Fighting, and enemies ignore Night Fighting against him, this turn.
Stoneflesh: Cost 2, 1-handed, may be cast any time. Caster gets +1 to his armor save this turn. Multiple instances do not stack.
Ironflesh: Cost 3, 1-handed, may be cast any time. Caster gets +2 to his armor save this turn. Multiple instances do not stack.
Ebonyflesh: Cost 4, 1-handed, may be cast any time. Caster gets +3 to his armor save this turn. Multiple instances do not stack.
Dragonhide: Cost 5, may be cast any time on a turn caster does not shoot. Caster gets Feel No Pain, except on a 2+, against all non-spell damage this turn.
School of Illusion
Rally: Cost 2, cast anytime on a fleeing unit within 36" and line of sight of caster. That unit may immediately attempt to rally, regardless of remaining models.
Paralyze: Cost 3, 1-handed, assault phase. Choose a model in base contact with caster. That model's I is reduced to 1 this phase, and it gets -1 attack. Multiple instances do not stack.
Invisibility: Cost 3, cast at the beginning of any phase. Until the beginning of your next turn caster is Invisible: he cannot be targeted or seen(but his unit still can be if it contains non-Invisible models), and enemies charge him as if through difficult terrain if all models in his unit are Invisible. He has Hit and Run, and strikes at Initiative 10 the first round of combat. He may choose not to attack. If he attacks in any way or tries to cast another spell, he forfeits the invisibility.
Call to Arms: Cost 6, cast during your movement phase. May only be cast by a model who does not move, sprint or charge this turn. All friendly units within 12" of caster gain +1 WS, +1 BS, +1 Attacks and Feel No Pain until the beginning of your next turn.
School of Mysticism
Soul Trap: Cost 1, 1-handed. Cast just as combat begins. If caster's attacks (nominate which ones are caster's) inflict a casualty, caster gets one free reroll to hit or to wound while using a magical weapon, for the duration of the game. An additional casualty is required for each instance of Soul Trap per round.Dispel: Cost 2, cast anytime. Remove all ongoing magical effects from caster's unit.
Detect Life: Cost 3, 1-handed, cast during your shooting phase. Target unit within 6" of caster, other than Automatons and Undead, loses its Cover Saves this turn.
Detect Dead: Cost 3, 1-handed, cast during your shooting phase. Target Undead unit within 6" of caster loses its Cover Saves this turn.
School of Restoration
Healing: Cost 1. Cast during any movement phase. Caster regenerates a wound on a 4+
Heal other: Cost 1. Cast during any movement phase. Target model within 6" of caster regenerates a wound on a 5+
Ward: Cost 2, 1-handed. Cast in response to an enemy spell which would target or immediately effect caster, caster's unit, or another one of caster's spells. Caster and the caster of the enemy spell roll d6's, and add their respective Mg values to them. If caster's final score is higher, he and his spells become immune to the effects of that spell for its duration. Hits resolved on him from the spell do nothing.
Repel Undead: Cost 2, any time. Range 6", requires LOS. Target unit consisting of majority Undead must take a Morale Test(even if Fearless). If the test fails, the unit flees (but cannot be pursued if they flee from combat this way).
Shout to Talos: Cost 4, cast any time. Caster's unit gets +1 Strength and +1 Weapon skill this turn. Multiple instances do not stack.
Guardian Circle: Cost 6, cast during your movement phase. May only be cast by a model who does not move, sprint or charge this turn. Undead units cannot voluntarily move within 6" of caster until the beginning of your next turn. Caster regenerates 1 wound automatically.