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==Equipment== ===Basic Equipment=== The following is a list of the base items found in the Holds of Skyrim army unique to this army book. Items not listed here are found in the Scrollhammer Rulebook. Nordic Relic Armor is ancient armor of incredible strength, crafted only by one of the finest smiths in history. Heavy Armor(3+). Adept's Robes are unarmored clothing that give +1 Mg. Master's Robes are unarmored clothing that give +2 Mg. Wizard's Staff is a staff which lets its bearer reroll 1 Power Die per game turn(you must abide by the second result). Skyforge Steel weapons are weapons of exceptional power crafted at the ancient forge atop the city of Whiterun. Only melee weapons can be Skyforge Steel. They strike at +1 Strength. Runic Weapons are ancient weapons of might, forged long ago of an art long forgotten. Covered in runes, and made strong through mysterious enchantments and steel honed to perfection, they strike with +1 Strength +1 AP, and are Otherworldly. Huntsman's Cowls are non-magic Helms that grant Stealth to models wearing them. ===Mounts=== Warhorse: Models riding a Warhorse count as Cavalry. They provide +1 T to their riders for being armored, as well as providing an extra attack. Mounted models use a 25mm x 50mm base size. Riding Horse: Models riding Riding Horses count as Fast Cavalry. They provide +1 T to their riders for being armored, as well as providing an extra attack. Mounted models use a 25mm x 50mm base size. ===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, and they may not be upgraded further. (Replacements are only available to models which could take that class of item to begin with). ====Weapons and Staves==== Lunar Weapon: Weapon upgrade for +5 pts. This weapon strikes at +1 Strength while Night Fighting is active. Holy Weapon: Weapon upgrade for +7 pts. Bearer gains Preferred Enemy (Undead). Weapon of Flames: Weapon upgrade for +8 pts. Weapon deals Flame damage and has Shred. May be upgraded again to a weapon of Incineration for +12 pts, granting it Multiple Wounds(d3). Weapon of Sparks: Weapon upgrade for +8 pts. Weapon deals Shock damage and has Magicka Drain(1) on striking. May be upgraded again to a weapon of Lightning for +12 pts, causing it to resolve a S3AP0 shock hit with Magicka Drain(1) against the enemy unit for each unsaved wound it inflicts(whose wounds generate further similar hits until no wounds are dealt). Weapon of Frost: Weapon upgrade for +8 pts. Weapon deals Frost damage, and models hit are Chilled until the end of next turn. May be upgraded again to a weapon of Blizzards for +12 pts, causing it to ignore armor saves. Weapon of Striking: Melee weapons only, upgrade. +10 pts. Attacks with this weapon get +1 to hit. Weapon of the Vampire: Weapon upgrade for +10 pts. This weapon has Absorb Health(6+) Weapon of the Sorcerer: Weapon upgrade for +10 pts. For each successful wound dealt with weapon, bearer gains a bonus Power Die when his power dice are replenished next turn. Weapon of Dismay: Weapon upgrade for +10 pts. Morale checks taken against casualties inflicted by one or more Weapons of Dismay are given a -1 modifier. This does not stack multiple times on the same unit. Weapon of Might: Melee weapons only, upgrade. +10 pts. Strikes at +1 Strength. Staff of Magelight: Staff. Night Fighting never grants a cover save better than +1 against bearers unit's shots. +7 pts. Staff of Daedric Command: Staff. Each time a Daedra would assign any number of attacks, hits or wounds directly to wielder, or assign Precision hits or wounds to wielder, it must pass a Leadership test on its own value. If it fails, those attacks, hits or wounds are cancelled this phase(it may not assign them elsewhere this phase) +10 pts. Staff of Arcane Authority: Staff. Wielder causes Fear. +13 pts. Staff of Flames: Staff. Wielder gets +3 to casting spells with a Flame effect. +13 pts. Staff of Frostbite: Staff. Wielder gets +3 to casting spells with a Frost effect. +13 pts. Staff of Sparks: Staff. Wielder gets +3 to casting spells with a Shock effect. +13 pts. Staff of the Healing Hand: Staff. Wielder gets +3 to casting spells with a Heal effect. +13 pts. Staff of Inspiration: Staff. Wielder may discard 2 Power Dice to re-roll failed morale checks. +16 pts. Bow of the Hunt: Artifact, Short Bow. Strikes at +2 Strength against creatures with Bestial Instinct. +10 pts. Windshear: Artifact, hand weapon. Enemy units suffering one or more unsaved wounds from this weapon strike at Initiative 1 until the end of next turn. +15 pts Bolar's Oathblade: Artifact, Dagger. Morale checks taken against casualties inflicted by Bolar's Oathblade are given a -1 modifier. Enemies in base contact with wielder lose their charge bonus. +15 pts. Trollsbane: Artifact, War Hammer. Trollsbane deals Flame Damage to Trolls, and may re-roll failed wounds against Trolls. +16 pts(+4 pts for a model that using a War hammer for no points cost) Aegisbane: Artifact, War Hammer. Aegisbane deals Frost Damage, and ignores the armor saves granted by shields. Its strikes cannot be parried. An enemy unit suffering one or more wounds by Aegisbane gets -1 to its roll to Sweeping Advances and to its movement, until the end of the next turn. +20 pts(+8 pts for a model using a War Hammer for no points cost) Grimsever: Artifact, Glass hand weapon. Deals Frost damage. Grimsever Chills on striking and ignores armor saves. +22 pts Chillrend: Artifact, hand weapon. Weapon strikes at +1S, ignores armor, and deals Frost damage. Wounded models are Paralyzed until the end of next turn. +25 pts. The Longhammer: Artifact, War Hammer. The Longhammer's wielder strikes at full initiative in close combat. +30 pts(+18 pts for a model using a War Hammer for no points cost) ====Armor and Shields==== Armour of Resist Element: Armour upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Armour of Elemental Negation for +15 pts, giving that same element -1 to wound against bearer. Flame/Shock/Frost Guard Robe: Unarmored Clothing upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Flame/Shock/Frost Eater Robe for +15 pts, giving that element -1 to wound against bearer. Armor of Dwindling Magic. Armor upgrade for +8 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage. Armor of Might: Armor upgrade for +15 pts. Bearer has +1 S. Shield of Blocking: Shield upgrade for +5 pts. Bearer may take an Initiative test each phase that he suffers one or more wounds from a shooting attack, before rolling saves. If bearer passes, and has a hand weapon that can normally be used to parry, he may use Parry against shooting attacks this phase(even if it came from a Monstrous Creature or a model with more than twice his WS). He may not, however, Parry any shooting attack that does not roll to hit in the normal manner. Shield of Resist Element: Shield upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer gets +1 to his armour save against that element. May be upgraded again to shield of Elemental Negation for +10 pts, giving bearer Feel No Pain against that element. Shield of Dwindling Magic: Shield upgrade for +10 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage. The Targe of the Bloodied: Shield, Artifact. While wielding this shield in close combat, for each 6 that bearer rolls on his armor save, he may immediately make an attack with the Targe, treating it as a basic close combat weapon. +10 pts. Helm of the Knight: Helm. Once per game, bearer may re-roll a failed armor save. +5 pts. Diadem of the Savant: Helm. Once per game, bearer may add +3 to all his rolls to cast spells this turn. +12 pts. Gauntlets of Sure Grip: Gauntlet. Bearer gets +1 WS while using a 2-handed non-spell melee weapon. +12 pts. Gauntlets of Wielding: Gauntlet. Bearer gets +1 WS while using a 1-handed non-spell melee weapon. +12 pts. Gauntlets of Archery: Gauntlet. Bearer gets +1 BS while using a non-spell ranged weapon. +20 pts. Belt of the North: Belt. Once per game, bearer may make a Feel No Pain roll, or increase an existing Feel No Pain roll to a 2+. +5 pts. Braid of Severed Tongues: The tongues of mighty beasts are cut out by warriors in a long string, through which the Thu'um is channeled. Belt. Once per game, bearer may re-roll a failed Shout test. +6 pts. ====Other Items==== Amulet of the Knight: Once per game, bearer may add +1 to a single armor save roll(a base roll of 1 still always fails). +5 pts. Amulet of Talos: Once per game, bearer may reduce the cooldown number of a Shout he is attempting to make by 1(to a minimum of 1). +12 pts. Amulet of Protection: Bearer has a 6+ ward save. +15 pts. Ring of Archery: Once per game, bearer may re-roll a missed attack with a non-spell ranged weapon. +2 pts. Ring of Wielding: Once per game, bearer may re-roll a missed attack with a non-spell 1-handed melee weapon. +2 pts. Ring of Sure Grip: Once per game, bearer may re-roll a missed attack with a non-spell 2-handed melee weapon. +2 pts. Elemental Ring: Bearer has a 5+ Ward Save against Flame, Frost and Shock attacks. +20 pts. Tome of the Rune Master: Artifact. Bearer may place markers for Rune spells at a range of up to 18", and may re-roll failed attempts at casting Rune Spells(he must abide by the second result). +20 pts. Tome of the Power of the Elements: Artifact. Bearer knows the spells Firestorm, Lightning Storm and Blizzard in addition to his other spells. He gets +3 to his attempts to cast these spells. +80 pts. ====Consumables==== Consumables are available to all models which can purchase magic items. Consumables are 0-3. Scrolls can be read as many at a time as available at times where a model is casting spells with both hands. Scrolls autocast the spell written on them. Potions may be drunk once per player turn at the start of the turn. Scrolls: Scrolls are available for all spells in the army spell list except Summon/Necromancy spells. Scroll of Cast on 4+ or Lower Spell: +5 pts Scroll of Cast on 5-8+ spell: +10 pts Scroll of Cast on 9-12+ spell: +20 pts Scroll of Cast on 13-19+ spell: +30 pts Scroll of Cast on 20-25+ spell: +45 pts Scroll of Cast on 26+ or Higher spell: +60 pts Potions: The following potions are available to this army: Potion of Healing: Heals drinker on a d6 5+ on consumption. +5 pts Potion of Magicka: Replenishes 1 Power Die on consumption. May be consumed at any time. +4 pts Potion of Feather: Drinker is not encumbered by his armor this turn. +1 pts Potion of Invisibility: Drinker is Invisible this turn. +12 pts Potion of Cure Disease: Cures all Disease from caster's unit. +6 pts Potion of Dispel: Remove all ongoing magical effects from caster's unit. +10 pts Potion of Resist Element: Choose Flame/Frost/Shock when purchasing this for your army list. Grants Feel No Pain to drinker against that element this turn. +4 pts Potion of Antivenom: Grants Feel No Pain against Poisoned attacks to drinker this player turn. +4 pts Potion of Resistance: Drinker is unaffected by disease this player turn. +3 pts Philter of the Knight: Drinker may re-roll a failed armor save this player turn. +4 pts Philter of the Berserker: Drinker gains +1 WS this player turn. +4 pts Philter of True Shot: Drinker gains +1 BS this player turn. +4 pts Strong Mead: Drinker gains +1 additional Attack as part of his charge bonus, but gets -1 Ld this turn. +2 pts Ice Wraith Essence: Frost damage gets -1 to wound against drinker this turn. +4 pts
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