Scrollhammer: Warriors of Elsweyr
Introduction
This is a work in progress of Warriors of Elswyr, for Scrollhammer. Everything is subject to change. Expect about a thousand rewordings and description rewrites.
Consider this list unofficial until the good-to-go is recieved from Lolpwnt. Not sure if he already has plans for the army or not.
History
The Province of Elswyr
Khajiit Sub-Species
General Rules
Khajiit Racial Traits:
All Khajiiti have Eye of Night (do not need to roll for night fighting). Most of the supspecies have Claws (open hands are considered Hand Weapons, duel wielded if both are open), sans for Ohmes and Ohmes-raht, both of whom are nearly human in form. Any bonus attack for having claws is not included in unit attributes unless otherwise noted.
Reserved:
Some units are reserved and cautious- when joining a unit they form up in the middle of the rear rank (Or rear if joined unit is not rank and file) and are not required to move forward to engage in close combat. So long as there are no enemy units adjacent to the reserved unit it may use ranged weapons and cast spells as though a seperate unit, also being able to draw line of sight through the unit it is joined to.
Moon Sugar
At the start of the Khajiit player's turn they recieve a DRUGS token for each Hero unit alive, deployed on the battlefield. Clan Mothers instead provide 2 tokens. At any time these tokens may be spent to increase the power of a Khajiit unit. For each token spent you may grant a target unit or target character one of the following bonuses. These effects last for the rest of that turn-
- +1 Weapon Skill and -1 Leadership
- +1 Attack and -1 Leadership
- +1 Strength and -1 Leadership
While multiple different bonuses can be granted to the same unit the same modifier cannot be applied twice in the same turn. A khajiit player may also spend 3 DRUGS tokens at the same time on a single unit to provide a more powerful effect. If this is done the target Khajiit unit has a permanent -1 Ld penalty for the remainder of the game and gains one of the following special rules for the rest of that turn-
- Feel No Pain
- Furious Charge
Unspent DRUGS tokens are lost at the start of the Khajiit player's turn, then new DRUG tokens are granted based on surviving deployed HQ units.
Army List
Overview
The following is an outline for armies using this book:
Heroes: Noble, Chieftain, Clan Mother, Alfiq-Raht(0-1)
Core: Warriors, Khajdar, Ohmes Skirmishers
Elite: Cathay, Hussars, Pahmar Pride, Goutfang Dos
Support: Dagi, Alfiq Jos, Battlecat
Heroes
Noble
The Nobles of Elswyr are the politicians, diplomats, and leaders of the southern Khajiit cities. Nobles are not neccasarily born to nobility, as it is more of a honorary title for a financially and politically powerful Khajiit. The paths to wealth are many in Elswyr- trading, fighting, or even smuggling goods. Because they frequently have questionablly legal methods of financial backing, these 'noble' are all-to-often targets of backstabbing and power attempts by rivals. Still, the common Khajiit look up to these men and women, to a degree. For they too were once part of the common rabble, only to claw their way up onto the top of the heap. It is only fitting these these opportunistic scoundrels form the high ranks of the Khajiit.
Hero. Independent Character, Skirmish, Infantry, Khajiit, Single Model
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv | Cost |
---|---|---|---|---|---|---|---|---|---|---|---|
Suthay | 4 | 4 | 3 | 3 | 2 | 5 | 3 | 9 | 2 | 6+ | 50 |
Ohmes | 4 | 4 | 3 | 4 | 2 | 4 | 2* | 9 | 2 | 6+ | 55 |
Suthay-raht | 4 | 4 | 3 | 4 | 2 | 4 | 2 | 8 | 2 | 6+ | 60 |
Cathay | 4 | 4 | 4 | 4 | 2 | 4 | 3 | 8 | 2 | 6+ | 70 |
Wargear: Hand Weapon, Claws (*The Ohmes does not have claws), Leather Armor.
Spells: None
Special Rules: None
The noble may be upgraded to a Great Noble for +20 pts. This provides the hero with +1 Ld and +1W.
The noble may replace his or her hand weapon with:
- Spear +4 pts
- Javelins +6 pts
A noble may take one of the following:
- Shield or Second Hand Weapon +6 pts
- Bow or Short Bow +6 pts
A noble may purchase:
- Throwing weapons +6 pts
A noble may replace items in both hands with:
- Halberd +8 pts
- Greatsword +14 pts
- Battle Axe +14 pts
A noble may upgrade any number of his or her weapons to the following:
- Silver +2 pts per weapon
- Glass +6 pts per weapon
- Ebony +10 pts per weapon
- Daedric +25 pts per weapon (Great Noble only)
A noble may replace his or her armor with:
- Battle Garb +6 pts
- Banded Mail +10 pts
- Glass Armor +18 pts
A noble may be mounted on a senche for +40 pts.
A mounted noble may take a Lance for +10 pts. A mounted noble, if an Independent Character, may join a unit riding the same mount as himself/herself.
A noble may take up to three spells from this book's spell list as follows:
- Destruction Spells, mana cost 2 or less: +10 pts each
- Alteration Spells, mana cost 2 or less: +8 pts each
- Bound Weapon Spells: +14 pts each
- Restoration Spells, mana cost 2 or less: +8 pts each, (Great Noble only)
A noble may be given a Guardian Stone Blessing for +10 pts.
One noble 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 noble may take up to 60 pts of magic items from the armory where appropriate. A Great Noble may take any number of magic items from the armory where appropriate.
Chieftain
The far north end of Elswyr is home to warbands and nomadic tribes. Basic daily activities for these folk are a great strain, sometimes even a literal struggle, leaving many bitter and harried. Rival tribes are fought, wild-life hunted, and goods scrapped from the decaying husks of the once great civilization of Elswyr. Within this realm these Khajiit are led by their chieftans. Born and raised to be warriors and leaders to their clans, these men and women fight for well-being and glory of their people. While not leading their men into war, or settling disputes, chieftans are able to be challenged by their clan-mates. This is normally a rare occurance due to the high amount of respect chieftains command, but as a result these figures are only the most grizzled and capable of Khajiit warrior.
Hero. Independent Character, Skirmish, Infantry, Khajiit, Single Model
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv | Cost |
---|---|---|---|---|---|---|---|---|---|---|---|
Ohmes-Raht | 5 | 4 | 3 | 4 | 2 | 5 | 2* | 8 | 2 | 5+ | 55 |
Suthay-raht | 5 | 4 | 3 | 4 | 2 | 5 | 2 | 9 | 2 | 5+ | 60 |
Cathay | 5 | 4 | 4 | 4 | 2 | 5 | 3 | 8 | 2 | 5+ | 70 |
Cathay-raht | 5 | 4 | 5 | 4 | 2 | 5 | 3 | 8 | 2 | 5+ | 80 |
Wargear: Hand Weapon, Claws (*The Ohmes-raht does not have claws), Shield, Battle Garb.
Spells: None
Special Rules: Stubborn
The chieftain may be upgraded to a Great Chieftain for +20 pts. This provides the hero with +1A and +1W.
The chieftain may replace his or her hand weapon with:
- Spear +4 pts
- Javelins +6 pts
A chieftain may take one of the following:
- Second Hand Weapon +6 pts
- Bow or Short Bow +6 pts
A chieftain may purchase:
A chieftain may replace items in both hands with:
- Halberd +8 pts
- Greatsword +14 pts
- Battle Axe +14 pts
- Warhammer +16 pts
A chieftain may upgrade any number of his or her weapons to the following:
- Silver +2 pts per weapon
- Glass +6 pts per weapon
- Ebony +10 pts per weapon
- Daedric +25 pts per weapon (Great Noble only)
A chieftain may replace his armor with:
- Banded Mail +6 pts
- Glass Armor +12 pts
- Daedric Armor +30 pts (Great Chieftain only)
A non Cathay-raht chieftain may be mounted on a senche for +40 pts.
A Cathay-raht chieftan may mounted on a battlecat for +160 pts.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Cathay-raht | 5 | 4 | 5(7) | 4(5) | 2 | 5 | 3 | 8 | 2 | 5+ |
Battlecat | 4 | 0 | 7 | 5 | 4 | 4 | 3 | 7 | 0 | 5+ |
A mounted chieftain may take a Lance for +10 pts. A mounted cheiftain, if an Independent Character, may join a unit riding the same mount as himself/herself.
A chieftain may be given a Guardian Stone Blessing for +10 pts.
One chieftain 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 chieftain may take up to 80 pts of magic items from the armory where appropriate. A Great Cheiftain may take any number of magic items from the armory where appropriate.
Clan Mother
Where the Nobles and Chieftains see to the bodily and mental needs of the people, the enigmatic Clan Mothers provide spiritual support for the Khajiit. These elderly women easily hold the most power among the Khajiit- for not only do they whisper of the teachings and lessons of Ahnurr and Fadomai, and of past myths and legends, but also see to the production and manufacture of the beloved Moon Sugar. Not even the Mane, or leader of the Khajiit is above the Clan Mothers in power- should they widely voice dissaproval over a Mane's action it is immediately redacted. Beloved and immensly respected by the Khajiiti, the words and teachings of the Clan Mothers are regarded as law.
While not a warrior-per-se, Clan Mothers are fully capable of marching out with their Khajiit clan. During battle these elderly Khajiit compliment the mainstay infantry with spells and commands, also providing much needed leadership.
140 pts (160 pts for Old Mother)
Hero. Independent Character, Skirmish, Infantry, Khajiit, Single Model
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Clan Mother | 3 | 5 | 2 | 3 | 3 | 2 | 1 | 9 | 6 | -(5++) |
Old Mother | 3 | 5 | 2 | 3 | 4 | 2 | 1 | 10 | 6 | -(5++) |
Wargear: Hand Weapon, Claws, Robes (Unarmored clothing).
Spells: Blah, blah
Special Rules: Fearless, Reserved
Lessons of the Ancestral Mother: Clan Mothers may re-roll one dice each player turn and have a 5+ invulnerable save. If they are joined by a unit this reroll may be used for either the Clan Mother or the joined unit.
The clan-mother may replace her hand weapon with:
- Wizard’s staff +6 pts
A clan mother may purchase:
- Leather Armor +2 pts
- Battle Garb +6 pts
- Glass Armor +10 pts
A clan mother may be mounted on a senche for +40 pts.
A mounted clan mother, if an Independent Character, may join a unit riding the same mount as herself.
A clan mother may take up to four spells from this book's spell list as follows:
- Alteration Spells, mana cost 3 or less: +6 pts each
- Restoration Spells, mana cost 3 or less: +8 pts each
- Mysticism Spells, mana cost 3 or less: +8 pts each
- Any Alteration Spell +10 pts
- Any Restoration Spell +15 pts
- Any Mysticism Spell +15 pts
A clan mother may be given a Guardian Stone Blessing for +10 pts.
A clan mother may take any number of magic items from the armory where appropriate.
Alfiq-raht
Similar to the Alfiq, the Alfiq-raht is an immensly rare and uncommon form of Khajiit. In stature they are very similar to their smaller brethren, and equally intelligent. The main difference is that of their size- while the smaller Alfiq might be as much as twenty pounds, this particular kind weighs easily thrice that.
In the presence of an Alfiq-raht it quickly becomes apparent that the beast is somewhat otherworldly. A mage might note the crackling nimbus of energy surrounding the thing, a warrior the intense glint in their eyes. Both observations would be acute- while the Alfiq-rahts are laziest among lazy forms of Khajiit, they are also surprisingly powerful spellcasters. That's not to say their services are easy to aquire- to beckon the beasts into combat or servitude they must first be heavily bribed by other Khajiit, doted upon with Moon Sugar and trinkets. When they are actually convinced to enter battle they are a spectacle to behold- gliding along the ground with graceful ease, silently dishing out impressive feats of magick, even hopping between Mundus and Oblivion seemingly at will.
100 pts
Hero. Independent Character, Skirmish, Beast, Khajiit, Single Model
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Alfiq-raht | 2 | 4 | 2 | 3 | 2 | 4 | 1 | 8 | 8 | 5+ |
Wargear: Claws
Spells: Flames, Chain Lightning, Levitate, Ward
Special Rules: Reserved
The Second Barrier (an Alfiq-Raht's armour save may not be made worse than 5+)
Nirnwalk: At any time during your turn you may announce the Alfiq-raht will nirnwalk, displacing itself from the mortal realm. This requires 2 MG to be spent but otherwise automatically succeeds. The Alfiq-raht is then moved to join a different friendly unit within 18" of its last position. This may only be done once per turn. If the Alfiq-Raht is silenced or otherwise gains an effect that does not allow spellcasting it may not Nirnwalk.
An Alfiq-raht may take up to three spells from this book's spell list as follows:
- Any Alteration Spell +5 pts
- Any Restoration Spell +5 pts
- Any Mysticism Spell +10 pts
- Illusion spells costing 1-3 mana +10 pts
- Illusion spells costing 4+ mana +20 pts
- Destruction spells costing 1-3 mana +10 pts
- Destruction spells costing 4+ mana +20 pts
- Summon Scamp (cost 1) +10 pts
- Summon Flame Atronach (cost 2) +15 pts
- Summon Dremora (cost 2) +20 pts
- Summon Clannfear (cost 3) +30 pts
- Summon Frost Atronach (Cost 3) +30 pts
- Summon Storm Atronach(Cost 4) +50 pts
- Summon Dremora Lord (cost 5) +150 pts
An Alfiq-Raht may be given a Guardian Stone Blessing for +10 pts.
An Alfiq-Raht may purchase any amount of magic items from the armory where appropriate- though it may only purchase rings and amulets.
Core
Warriors
The mainstay bulk of Elswyr Forces, most frequently these warriors are the race of Suthay-raht. While on average slightly less imposing then some Imperials or Nords, the innate ferocity and natural claws easily make up for this. The armament and gear of Khajiits very greatly by clan and region, though they normally wear light leather armor and use curved swords, spears, or their claws. The Elswyr Warrior's preferred tactic is to hit hard and fast at night when other races are at a disadvantage.
6 pts per model. Core. Fight in Ranks, Infantry, Khajiit. 10-30 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Suthay-raht | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 7 | 1 | 6+ |
Dro | 2 | 2 | 3 | 3 | 1 | 3 | 2 | 8 | 1 | 6+ |
Special Rules: None.
Wargear: Hand Weapon and Claws.
The entire unit may:
- Upgrade one model to Dro(+1 A, +1 LD) for +6 pts
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts
- Upgrade one model to Musician(can always rally) for +6 pts
- Upgrade Leather Armor to Battle Garb (5+ save) for +1 pt per model
The entire unit may:
- Replace hand weapon with spears for +1 pt per model
- Take an additional hand weapon for +1 pt per model
- Take shields for +1 pt per model
- Take bows for +2 pt per model
The Dro may take up to 10 pts of magic items where appropriate from the armory.
Khajdar
Ohmes Skirmishers
Due to their natural agility and small size, Ohmes make ideal skirmishing infantry. The nimble Khajiit are able to dance around larger forces, peppering them with stones and arrows. Their strongest skill is not straight-up fighting however but trap-laying. Ohmes are masters of hiding themselves in foilage, laying wait in ambush for enemies to pass by. Upon recieving a signal they are then able to sprint out of cover in the ground and take foes by surprise, often outflanking them entirely. This ambush role can compliment Cathay or Suthay-raht well- once the initial lines meet the Ohmes can sandwhich the unsuspecting foe, or simply attack first to set up a charge for allies. When used well they can throw enemy forces entirely into disarray.
5 pts per model. Core. Skirmish, Infantry, Khajiit. 10-20 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Ohmes | 3 | 2 | 2 | 3 | 1 | 4 | 1 | 7 | 1 | - |
Dro | 3 | 2 | 2 | 3 | 1 | 4 | 2 | 8 | 1 | - |
Special Rules: *Clawless
Ambushers: Ohmes are master trap layers, expertly able to lay in wait and take enemy forces by surprise. The unit (and any joined characters) may be kept in reserve. At the start of your movement phase you may designate a spot and perform an initiative test for the unit. On a success the unit is deployed anywhere onto the battlefield at least 4" from enemy units, and may still perform all actions as normal this turn. On a failure the ambush goes wrong and the unit is destroyed.
Wargear: Hand Weapon.
The entire unit may:
- Upgrade one model to Dro(+1 A, +1 LD) for +5 pts
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +5 pts
- Take leather armor (6+ save) for +0.5 pts per model
The entire unit may:
- Take an additional hand weapon for +0.5 pts per model
- Replace hand weapon with spears for +0.5 pts per model
- Take shields for +0.5 pt per model
- Take throwing weapons for +1 pt per model
- Take bows for +1 pt per model
The Dro may take up to 10 pts of magic items where appropriate from the armory.
Elite
Jaguar Men
Dubbed Jaguar Men by the Imperials, the ferocious Cathay are among the largest and beefiest bipedal Khajiit. Each stands nearly seven feet tall and are heavily muscled, their claws and teeth more promenant then the other subspecies. The Khajiit favor them as personal bodyguards or shock-and-awe troops, frequently giving them heavier armor and great weapons. When properly equipt the Catahy are a force to be reckoned with- and it's for this reason that the Mane favors them as Warrior Guard.
11 pts per model. Elite. Fight in Ranks, Infantry, Khajiit. 10-20 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Cathay | 3 | 3 | 4 | 3 | 1 | 3 | 2 | 8 | 1 | 5+ |
Dro | 3 | 3 | 4 | 3 | 1 | 3 | 3 | 9 | 1 | 5+ |
Wargear: Hand weapon, Shield.
Special Rules: Cause Fear.
The entire unit may:
- Upgrade one model to Dro(+1 A and Ld) for +11 pts
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +8 pts
- Upgrade one model to Musician(can always rally) for +8 pts
- Upgrade Battle Garb to Splint Mail (4+ save) for +3 pt per model
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:
- Halberds +2 pt per model
- Greatswords +2 pt per model
- Warhammers +2 pt per model
The entire unit may replace all weapons with Glass for +3 pts per model
The Champion may take up to 15 pts of magic items where appropriate from the armory.
Desert Riders
Rather then using horses, Khajiit instead use the Senche, massive tiger-like beasts, for transportation and warmounts. Each Senche is staggeringly massive, some larger then draft horses in both size and weight. The beasts intellect also makes them perfectly suited as steeds. Despite their beastial stature they are equally as intelligent as their bipedal brothers and sisters. On the battlefield their handlers can whip the Senche into a frenzy, carried forth by them across the battlefield on large hops and strides. There is no more frightening cavalry then the senche, claws and teeth flashing and tearing apart foes with alarming ease. The so called Desert Riders also make fine anti-cavalry units due to the beasts very scent frightening horses.
20 pts per model. Elite. Skirmish, Cavalry, Khajiit. 5 to 15 models per unit. May only be joined by Independent Characters who are also riding Senche.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Rider | 3 | 3 | 3(5) | 3(4) | 1 | 5 | 1 (2) | 7 | 1 | - |
Wargear: Hand Weapon and shield.
Special Rules:
Predators: This unit causes Fear, but only to horse cavalry.
The entire unit may:
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +12 pts
- Upgrade one model to Musician(can always rally) for +12 pts
The entire unit may replace their Hand Weapon and Shield with:
- Javelins and Shield +1 pts per model
- Short Bow +2 pts per model
Pahmar Pride
Smaller then the Senche, Phamars greatly resemble lions and tigers in shape and size. Though they may not be ridden as mounts by the Suthay-raht, or similar Khajiit, they instead form large packs and act as a fast-attacking infantry unit. Their ferocity is unmatched by the other subraces- the Pahmar are beastial enough, and mean enough to let their instincts wholly take over in combat. It is on battlefields that they pounce into enemy infantry amid feral cries and howls, teeth and claws searching for weak spots in armor, exposed vital points. Nearly no infantry can stand before an angry pack of Pahmar and not be torn asunder.
15 pts per model. Elite. Horde, Beast, Khajiit. 5-15 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Pahmar | 3 | - | 4 | 3 | 1 | 4 | 2* | 6 | 2 | - |
Alpha | 3 | - | 4 | 4 | 1 | 4 | 3* | 7 | 2 | - |
Wargear: Claws (*Already included in profile)
Special Rules: Furious Charge
The entire unit may:
- Upgrade one model to Alpha (+1 A, +1 Ld) for +15 pts
The Alpha may take up to 20 pts of magic items where appropriate from the armory, but only rings or amulets.
Goutfang Dos
The Khajiit have long been captured and traded as slaves by the other races, torn from their homes and forever placed into servitude. As a result the felines take the topic of self-defense very seriously. Complimented by their natural claws, Khajiit have mastered forms of martial arts over centuries of worry. Many styles have been created, including Goutfang, Whispering Fang, and Rawlith Khaj.
In various places within Elswyr there exist monastaries of monks, those that practice and teach the use of these martial arts. It is somewhat uncommon for the warrior monks to leave the monastaries. Under times of great need or cajouling they might set out to join another fighting unit. The most common battlefield style is that of Goutfang, which teaches how to make short work of infantry, either by tearing open vital spots or transmitting force through armor. These Goutfang Dos are able to form an impassible line of infantry, shielding weaker portions of an army with expert fighting skills and stubborn toughness.
16 pts per model. Elite. Skirmish, Infantry, Khajiit. 8-20 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Goutfang | 5 | 2 | 3 | 3 | 2 | 5 | 1 | 8 | 2 | -(6++) |
Champion | 5 | 2 | 3 | 3 | 2 | 5 | 2 | 8 | 2 | -(6++) |
Wargear: Claws, Monk Robes (6++ save).
Special Rules: Critical Strike, Stubborn.
The entire unit may:
- Upgrade one model to Champion(+1 A) for +8 pts
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +8 pts
- Upgrade one model to Musician(can always rally) for +8 pts
- Upgrade Monk Robes to Battle Garb (5+ save) for +3 pt per model
The entire unit may take throwing weapons for +2 pts per model
The Champion may take up to 15 pts of magic items where appropriate from the armory.
Support
Dagi
Dagi are small and nimble Khajiit native to the the Tenmar Forest. These Khajiit are able to swing from tree to tree, flinging themselves between cover with surprising alacricity. The beasts are somewhat unrefined and uncivilized, sharing many quirks and personality traits with monkeys. Still, they are natural at using bow, throwing weapons, and even rocks from the canopy. Dagi are also naturals with a few schools of magic such as Destruction and Illusion. Many a foe has suddenly had fire reigned down upon them from treetops by until-then unnoticed Dagi.
10 pts per model. Support. Skirmish, Infantry, Khajiit. 10-20 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Dagi | 3 | 4 | 2 | 2 | 1 | 5 | 2 | 8 | 3 | - |
Special Rules:
Woodland Swing: Dagi have Move-Through Cover but only in woods and jungle. While inside forested terrain their cover save is increased by 1.
Disengage: At the end of any assault phase the unit may make a tactics test to immediately disengage 6" from combat.
Wargear: Claws.
Spells: Firebolt, Flames.
One model per unit may be upgraded to Dro (+1 Ld) for +6 pts.
Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts
Upgrade one model to Musician (can always rally) for +6 pts
The entire unit may:
- Take Javelins for +1 pt a model
- Take daggers for +1 pt a model
- Take shields for +1 pt a model
- Upgrade their armor to Leather (6+) for +1 pt a model
- Take longbows for +2 pt a model
The entire unit may purchase up to two additional spells from destruction or illusion, mana cost 1-2, for +2 pts a model
The Dro may be given up to 10 pts of magic items where appropriate from the armory.
Alfiq Jos
For a long time believed to not exist, Alfiq are a small subspecies of Khajiit that greatly resemble housecats. Despite their tiny size, and inability to speak, these beasts are remarkably intelligent. All of them are able to understand spoken words, though they seldom give any acknowledgement or attempt to communicate with the other subraces.
What is most remarkable about the Alfiq is their ability to use magic. Small as they are, contained within each is a mind comparable to any man or mer sorcerer, though much more lazy. When hired on to fight during wartime the tiny Alfiq follow around a unit of larger Khajiit, using their bigger brothers and sisters as literal meatshields, casting magic as needed.
45 pts per model. Support. Independant Characters, Infantry, Khajiit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Alfiq | 2 | 4 | 2 | 2 | 2 | 4 | 1 | 7 | 8 | 5+ |
Wargear: Claws
Spells: Firebolt, Shock
Special Rules: Reserved
The Second Barrier (an Alfiq's armour save may not be made worse than 5+)
Fight Another Day: At the start of any assault phase you may have the Alfiq attempt to disengage from the unit it is joined to. Perform an initiative test for the Alfiq- on a success it immediately leaves the unit and moves 6" in a direction of your choosing, potentially joining a different unit in the process.
An Alfiq may take up to two spells from this book's spell list as follows:
- Any Alteration Spell +5 pts
- Any Bound Item Conjuration Spell +5 pts
- Any Restoration Spell +5 pts
- Any Mysticism Spell +10 pts
- Illusion spells costing 1-3 mana +10 pts
- Illusion spells costing 4+ mana +20 pts
- Destruction spells costing 1-3 mana +10 pts
- Destruction spells costing 4+ mana +20 pts
- Summon Scamp (cost 1) +10 pts
- Summon Flame Atronach (cost 2) +15 pts
- Summon Dremora (cost 2) +20 pts
- Summon Clannfear (cost 3) +30 pts
An Alfiq may purchase 20 points of magic items from the armory where appropriate- though it may only purchase rings and amulets.
Battlecat
The Senche-raht is the largest of all the sub-species of Khajiit, easily weighing the equivalent of fifty men. Wildly different in form then other Khajiit, they stand nearly twelve feet tall and are very heavily muscled, more reminiscent of a gorilla or bear then cat. Their front legs are also somewhat longer then the rear, giving them a plauding shuffle of a walk. The massive cats are surprisingly lax with their brethren- frequently serving as beasts of labor and muscle for odd jobs. It is in the battlefield, however, that the Senche-rahts truly shine. For in wartime the massive Khajiit are laden with wooden shields, thick quilted canvas, and ridden upon as mobile war platforms. From the height the Mahavat, or master, is able to goad the beast into viciously attacking any foes. Other riders balance along the rear of the Senche-raht with bow or spear, picking off stragglers that escape it's wrath.
Senche-rahts have something of a history with fighting the Imperial Guard. After the very first encounters commanders became wary of the beasts, not only for their fighting prowness, but also because of the effect on horses. Native Cyrodilic equinne seemed to nearly go insane at the sheer scent of the beasts. This, in addition to their ferocity, has led to the Imperial Guard to give them the monicker 'Battlecats'.
105 pts for Battlecat and riders. Support. Skirmish, Monsterous Creature, Khajiit(rider). Single Model (1 Senche-raht, 1 Madhavat, 2 Riders)
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Mahavat | 4 | - | - | 3 (4) | 1 | 3 | - | 9 | 1 | 5+ |
Rider | 4 | 4 | 3 | 3 (4) | 1 | 3 | 1 | 7 | 1 | 5+ |
Senche-raht | 4 | 0 | 7 | 5 | 4 | 4 | 3 | 7 | 0 | 5+ |
Wargear:
Riders have Bows and Battle Garb. Mahavat has Battle Garb and is unarmed.
Shields: The Senche-raht is protected by thick canvas and shields along the flanks. This provides it with a 5+ armor save.
Special Rules:
Supreme Predator: The Senche-raht causes fear, and terror against horse cavalry.
Handler: If the Mahavat is slain the Senche-raht gains the Frenzy special rule.
War Platform: Attack and ranged hits are randomly distributed among the types of models- on 1- they strike the Mahavat, 2-3 the riders, and 4+ the Senche-raht.
The entire unit of Riders may upgrade their weapons to
- Glass +3 pts per Rider
The entire unit may be upgraded to
- Support, for 0 pts. One of the riders are removed to make room for extra shields. This allows the unit to deploy a wooden platform once per game, after deployment or during your movement phase. Doing so will not allow the unit to move that turn. The deployed cover is 5" long and provides 5+ cover for adjacent infantry units.
- War, for +20 pts. The Senche-raht's and rider's armor are upgraded to Banded Mail, upgrading the armor saves to 4+. One of the riders have their Bow replaced with a spear.
Special Characters
J'zargo
The Mane
Q
300 pts for Mane and Palenquin. Hero. Skirmish, Artillery, Khajiit. Single Model (1 Palenquin)
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
The Mane | 5 | 4 | 3 | 3(4) | 4 | 3 | 1 | 10 | 2 | 5+ |
Cathay-rahts | 5 | 4 | 4 | 4(5) | 10 | 3 | 2d6 | 8 | 1 | - |
Wargear: The Mane is equip with Battle Garb (5+) and carries
Spells: None
Special Rules: Fear, Eternal Warrior
Great Palanquin: The Mane's palanquin is supported upon the backs of countless Cathay-raht, or jaguar men. Foes that come too close can be pawed and bit at by these Khajiit- when an enemy engages this unit in close combat it strikes back 2d6 times, using the Cathay-rahts profile, who cannot gain a bonus for charging. The sturdy construction of the palanquin offers the Mane and Cathay-rahts additional protection, providing +1 T. Sprinting is not allowed due to the extremely heavy weight and assault range is halved.
In melee combat hits may not be directed toward the Mane- instead only being able to hit the Cathay-rahts. Ranged hits are more random in application- spells or ranged attacks are taken to the Mane on 2- and the Catahy-rahts on 3+.
Leader of the Khajiit: The Mane is the unofficial dictator of Elswyr, and as such holds absolute loyalty and faith of his peers. All units within 12" may re-roll morale and tactics tests. Each turn the Mane also provides 4 DRUGS tokens instead of the usual 1.
Warrior Guard: Purchasing the Mane allows his Warrior Guard to be purchased. These units count as Jaguar Men, save that they cost 18 pts a model and are Core. Warrior Guard have +1 attack over the listed profile. Should the Mane be slain in combat all Warrior Guard units gain the Prefered Enemy and Frenzy special rules.
Keirgo of Anequina
Eshita of Pellitine
Equipment
Basic Equipment
The following is a list of the base items used by the Khajiit.
Banded Mail counts as Heavy Armor(4+).
Battle Garb counts as Light Armor(5+).
Leather and Chitin 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 mana die per game turn.
Katanas count as Greatswords, except they do not strike with an initiative penalty. A Bound Katana gets +1I +1AP(rather than the normal +1S +1AP). A Daedric Katana gets +2I +2AP, (rather than the normal +2S +2AP).
Hand Crossbows are 1-handed ranged weapons with S4AP1, Regular 1, Range 6". They count as Hand Weapons(dual wieldable) in close combat.
Crossbows are two handed weapons with S4 AP2, Heavy 1, Range 24".
Throwing weapons are 1-handed ranged weapons with Sx, AP0, Assault 1, Range 6".
Mounts
Senche: Models riding a Senche count as Cavalry. Their ferocity and bulk provides their riders with +2S and +1T, as well as providing an extra attack.
Senche-Raht: Count as Monsterous Creatures with or without riders.
Magic Items
The Magic Items available to Warriors of Elswyr 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
Armor and Shields
Other Items
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.
Spells
A compendium of the spells used by Warriors of Elswyr.