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===Support=== ====Hold Riders==== The outriders of a Hold are experienced fieldsmen, trackers and mountaineers. Their skill riding their steeds through the snow and tundra is as useful on the battlefield as it is during the hunt. Hold Riders outmaneuver their foes through the fast traversing of the roughest of terrain, scouting the areas ahead for their lords, or else charging their foe and routing them in the blink of an eye. 15 pts per model. Support. Skirmish, Fast Cavalry, Nord. 5-15 models per unit. Hold Riders may only be joined by Independent Characters mounted on horses. 25mm x 50mm base. {| class="wikitable" |- ! 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+ |- | Snow-Tracker | 3 | 3 | 4 | 4(5) | 1 | 3 | 1(2) | 8 | 1 | 5+ |} Wargear: Hand Weapon and Shield, Light Mail(or Leather Armor). Riding Horse. Spells: None. Special Rules: Stubborn, Move through Cover. The Snow-Tracker is a Character and grants the unit the Scouts special rule. One model may be upgraded to Snow-Tracker for +15 pts The entire unit may trade their Hand Weapons and Shields for: *Short Bow +1 pt per model *Bow +1 pt per model The entire unit may take: *Hunter's Cowl +2 pts per model ====Wandering Bard==== To be a Bard of Skyrim is an art and an honor. Trained by master musicians, often at the Bard's College of Solitude, it is the task of these minstrels to sing the sagas of past heroes. In battle, they provide companionship, mirth and inspiration to those around them. Some Bards are payed to sing at the court of a Jarl, or hired by innkeepers and traders to entertain their customers. Others wander the land, singing songs as they go for those with the coin, all while wooing fair maidens and dispatching brigands and monsters with a blade kept close at hand. Some call them vagabonds, and seek to reign in their exploits; others see them as adventurers of the finest sort, and have no qualms in seeking their assistance in battle. 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. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Wandering Bard | 4 | 3 | 4 | 4 | 1 | 3 | 1 | 8 | 1 | 6+ |} Wargear: Hand Weapon, Light Mail. Spells: None Special Rules: Stubborn. Master Storyteller: A Wandering Bard is a Bard according to the rules in this book. He counts as a Musician for the unit he is attached to. He also has 2 Songs, as listed in this book. He may invoke a Song twice per game(or both one time each). Skilled Bladesman: A Wandering Bard may dual wield a Hand Weapon with a Dagger, and may Parry while doing so as if he had a shield.. Mighty Deeds: A Wandering Bard must choose a Mighty Deed from the Warriors list. A Wandering Bard may take one of the following: *Bow +3 pts *Short Bow +3 pts He may take the following: *Dagger +3 pts A Wandering Bard may replace his armor with one of the following: *Leather Armor (free) *Chainmail +3 pts *Scaled Mail +4 pts A Wandering Bard may upgrade any number of his weapons to one or both of the following: *Skyforge Steel +7 pts per weapon *Master-Crafted +6 pts per weapon A Wandering Bard may take the following if he does not take a magic helm: *Hunter's Cowl +4 pts A Wandering Bard may take up to 10 pts of magic items from the armory where appropriate. ====Thaumaturgist==== The villages of Skyrim are rural settlements, their people vulnerable to disease and injury from all the dangers of the land. It is the profession of the wizards living in those villages, trained in the art of magicka yet not corrupted by promises of dark power, to render assistance to farmers, smiths and watchmen through the sale of salves, potions and services in healing. By no means are they as skilled as the alchemists of great cities, as priests of the Divines or as Imperial physicians, but their skill is invaluable in times of need. These village healers, if conscripted, save many lives of their fellow soldiers on the battlefield. 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. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Thaumaturgist | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 3 | 6+ |} Wargear: Hand Weapon, Dagger, Leather Armor. Spells: Heal Other Special Rules: Stubborn. Battlefield Healer: Other models in a Thaumaturgist's unit may use his potions as if they were their own. A Thaumaturgist may leave his own unit at the end of a round of combat using the rules for Hit and Run, if he successfully moves over 2" away from that unit. He join another unit that is not locked in combat if he chooses to do so. That unit may not use his potions until the phase ends, however. A Thaumaturgist may replace his Hand Weapon with one of the following: *Bow +2 pts *Short Bow +2 pts A Thaumaturgist may upgrade one or more weapons to the following: *Poisoned(4+) +2 pts per weapon A Thaumaturgist may take the following if he does not take a magic helm: *Hunter's Cowl +4 pts A Thaumaturgist may replace his armor with: *Adept's Robes +2 pts A Thaumaturgist may purchase up to 25 points of potions and 10 points of other magic items from the armory where appropriate. ====Tongue==== For centuries, the power of the Thu'um was the most powerful weapon of the Nords. Many aspiring heroes of the Hold, or wise sages, would shout their enemies to death, and with their breath shatter the gates of cities. It was these Tongues that truly brought fear into the hearts of Skyrim's foes, and countless sagas relate the deeds of ancient heroes and their deadly Shouts. It was only under Jurgen Windcaller that the Tongues became restrained, practicing their art as a monastic discipline rather than as a weapon. The sight of the Tongues upon the battlefield is a fading tale, as fewer and fewer of the pupils of the Greybeards dare to use the Way of the Voice as a weapon. But when a Tongue appears, it is truly awe-inspiring, as the fabrics of Mundus are warped to the mighty words in his breath. 26 pts per model. Independent Character, Skirmish, Infantry, Nord. Single Model. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Tongue | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2 | 4+ |} Wargear: Hand Weapon, Shield, Chain Mail Spells: None Shouts: Unrelenting Force, Razor Edge, Thunderous Siege Special Rules: Stubborn, Tongue. A Tongue may replace one both hands with one of the following: *Poleaxe +4 pts *Great Weapon +4 pts *Spear and Shield +1 pt *Two Hand Weapons (free) *Bow +2 pts *Short Bow +2 pts He may replace his armor with any of the following: *Light Mail or Leather Armor (free) *Plate Armor (free) *Scaled Mail +1 pt *Full Plate Armor +4 pts *Nordic Relic Armor +10 pts He may take: *Dagger +1 pt He may give the following upgrades to any number of his weapons: *Skyforge Steel +4 pts per weapon A Tongue may take one of the following Shouts(see the Scrollhammer Rulebook for the list of Shouts): Throw Voice, Animal Allegiance, Clear Skies +8 pts Disarm, Elemental Fury, Whirlwind Sprint, Aura Whisper +10 pts Become Ethereal, Spectral Illusion, Swallow Shout +15 pts Ice Form, Kyne's Peace +25 pts A Tongue may take up to 15 points of magic items from the armory where appropriate. ====Catapult==== Although the Tongues have often served as the traditional siege weapon of the Nords, their armies are not without conventional catapults as well. Although crude by the standards of the devices of many other lands, their construction is simple, durable and efficient. It is with these weapons that the walls of cities are broken, followed by the great hosts of the North flooding in through the rubble. Such weapons can also be used on occasion on the battlefield, being able to obliterate lines of infantry if placed in the right location. 80 pts per artillery. Skirmish, Artillery, Nord(crew). 1 to 3 artillery per unit. 25mm x 25mm base(crew), 50mm x 100mm base(catapult). {| class="wikitable" |- ! 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 per Catapult Wargear: Hand Weapon, Light Mail Special Rules: Catapult: Catapults are made up of crew and the actual artillery piece, with oncoming ranged attacks being split between the two(see rules for artillery in the Scrollhammer rulebook). The Catapult artillery model may not move, only pivot, and requires at least one crewman to make use of the special shooting attack. If a Catapult unit is forced to Fall Back while not locked in combat, and contains one or more artillery pieces, instead remove an artillery piece as a casualty. Catapults fire with the following profile: Move or Fire 1, Blast, Barrage, 12" to 96" range. All hits where a model's base is completely under the blast marker are resolved at S8 AP2, Multiple Wounds(d3). All hits where a model's base partially under the blast marker are resolved at S4 AP0. A Catapult always strikes buildings at Strength 8 AP2, and rolls 3d6 for armor penetration against them. Mechanical: The Catapult model is Immune to Poison and Immune to Disease. The Crewmen are Stubborn.
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