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==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, War Elephant ===Heroes=== ====Noble==== The Nobles of Elsweyr are the politicians, diplomats, and leaders of the southern Khajiit cities. Nobles are not necessarily 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 Elsweyr- trading, fighting, or even smuggling goods. Because they frequently have questionably 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 that these opportunistic scoundrels form the high ranks of the Khajiit. Hero. Independent Character, Skirmish, Infantry, Khajiit, Single Model {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv ! Cost |- | Suthay | 4 | 4 | 3 | 3 | 2 | 5 | 2 | 9 | 2 | 6+ | 50 |- | Ohmes | 4 | 4 | 3 | 3 | 2 | 4 | 2* | 9 | 3 | 6+ | 55 |- | Ohmes-raht | 4 | 4 | 3 | 4 | 2 | 5 | 2* | 9 | 4 | 6+ | 60 |- | Suthay-raht | 4 | 4 | 4 | 4 | 2 | 5 | 2 | 8 | 2 | 6+ | 60 |} '''Wargear: ''' Hand Weapon, Claws (*The Ohmes and Ohmes-raht do not have claws), Leather Armor. '''Spells:''' None '''Special Rules:''' 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 The noble may replace his or her shield with an additional hand weapon for free A noble may take one of the following: *Shield or Second Hand Weapon +6 pts *Longbow or Shortbow +6 pts A noble may purchase: *Throwing weapons +6 pts A noble may replace items in both hands with: *Halberd +8 pts *Quarterstaff +10 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 noble may be mounted on a War Elephant for +155 pts. If so, he loses Independent Character and becomes a Character instead. He becomes Monstrous Cavalry, and the War Elephant grants him +1 Toughness and +1 Leadership. The War Elephant is a Monstrous Creature with the following rules: :{| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | War Elephant | 4 | 0 | 6 | 6 | 5 | 2 | 4 | 6 | 0 | 4+ |} :'''Special Rules:''' Causes Terror, Stubborn :Implacable: The Elephant is naturally durable and additionally armored with quilted canvas and maille. This all provides it with a 4+ armor save. :Tamed Monster: War Elephants have the Bestial Instinct special rule, but while the Handler is alive, they may make any Leadership tests (even those required to be made on their own value) on the Handler's value instead. :The War Elephant may :*Upgrade its armor to Banded Mail for +20 pts, increasing the armor save to 3+. :*Upgrade to petulant, for +10 pts. When rolling for charge distance Petulant elephants roll four dice and select the three highest. When charging through cover simply roll three dice. 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, casting cost 9+ or lower: +8 pts each *Alteration Spells, casting cost 9+ or lower: +8 pts each *Bound Weapon Spells: +8 pts each *Restoration Spells, casting cost 9+ or lower: +8 pts each, (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 Great Noble 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==== [[Image:khajiit_chief.jpg|thumb|300px|right]] The far north end of Elsweyr 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 Elsweyr. Within this realm these Khajiit are led by their chieftains. 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, chieftains are able to be challenged by their clan-mates. This is normally a rare occurrence 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 {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv ! Cost |- | Suthay | 5 | 3 | 4 | 4 | 2 | 5 | 2 | 9 | 2 | 4+ | 60 |- | Suthay-raht | 5 | 3 | 4 | 5 | 2 | 5 | 2 | 9 | 2 | 4+ | 65 |- | Cathay | 5 | 3 | 4 | 5 | 2 | 5 | 3 | 8 | 2 | 4+ | 75 |- | Cathay-raht | 5 | 3 | 5 | 5 | 2 | 4 | 3 | 8 | 2 | 4+ | 85 |} '''Wargear: ''' Hand Weapon, 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 The chieftain may replace his or her shield with an additional hand weapon for free. A chieftain may take one of the following: *Second Hand Weapon +6 pts *Longbow or Shortbow +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 Chieftain 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/Cathay-raht chieftain may be mounted on a senche for +40 pts. A Cathay or Cathay-raht chieftain may be mounted on a battlecat for +95 pts. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Cathay | 5 | 4 | 4 | 4(5) | 2 | 5 | 3 | 8 | 2 | 4+ |- | Cathay-raht | 5 | 4 | 5 | 4(5) | 2 | 5 | 3 | 8 | 2 | 4+ |- | Battlecat | 4 | 0 | 7 | 5 | 4 | 4 | 3 | 7 | 0 | 5+ |} :'''Special rules:''' :Monstrous Creatures, ridden as Monstrous Fast Cavalry. A Chieftain mounted on a Battle-cat loses Independent Character, becoming a Character instead. The Battle-Cat gives him +1 Toughness. :Supreme Predator: The Senche-raht causes Fear. Against horse Cavalry, it causes Terror. The Senche-raht has the movement speed of Fast Cavalry, while retaining the other rules of a Monstrous Creature. :Handler: If the rider is slain, the Battle-Cat gains the Frenzy special rule. When hits or effects are directed between the two models, the rider is hit on a d6 1-3, rather than merely a 1-2. A mounted chieftain may take a Lance for +10 pts. A mounted chieftain, 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 Great Chieftain may not take the Battle Standard. A chieftain may take up to 80 pts of magic items from the armory where appropriate. A Great Chieftain 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 disapproval over a Mane's action it is immediately redacted. Beloved and immensely 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 {| class="wikitable" |- ! 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:''' Any combination of four spells from Mysticism or Restoration '''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: *Wizardโs 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 three additional spells from this book's spell list as follows: *Alteration Spells, casting cost 13+ or lower: +6 pts each *Restoration Spells, casting cost 9+ or lower: +8 pts each *Mysticism Spells, casting cost 13+ or lower: +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==== [[Image:alfiq-raht.jpg|thumb|400px|right]] Similar to the Alfiq, the Alfiq-raht is an immensely 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 acquire - 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, Fast Beast, Khajiit, Single Model {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Alfiq-raht | 2 | 4 | 2 | 2 | 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 Power Die to be spent but otherwise automatically succeeds. The Alfiq-raht is then moved to join a different friendly unit within 12" 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 additional spells from this book's spell list as follows: *Any Alteration Spell +8 pts *Any Destruction Spell +20 pts *Any Illusion Spell +20 pts *Any Mysticism Spell +10 pts *Any Restoration Spell +8 pts *Destruction Spells, casting cost 13+ or lower: +10 pts *Illusion Spells, casting cost 13+ or lower: +10 pts *Summon Scamp (cast on 4+) +10 pts *Summon Flame Atronach (cast on 8+) +15 pts *Summon Dremora (cast on 9+) +20 pts *Summon Clannfear (cast on 11+) +30 pts *Summon Frost Atronach (cast on 12+) +30 pts *Summon Storm Atronach(cast on 15+) +50 pts *Summon Dremora Lord (cast on 22+) +130 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==== [[Image:khajiit_spearman.jpg|thumb|300px|right]] The mainstay bulk of Elsweyr Forces, most frequently these warriors are the race of Suthay-raht. While on average slightly less imposing than some Orcs or Nords, the innate ferocity and natural claws easily make up for this. The armament and gear of Khajiit very greatly by clan and region, though they normally wear light leather armor and use curved swords, spears, or their claws. The Elsweyr 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. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Suthay-raht | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 1 | 6+ |- | Dro | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 1 | 6+ |} '''Special Rules:''' Fleet of Foot Dro are Characters. '''Wargear: ''' Hand Weapon and Claws, Leather Armor. 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 shortbows for +2 pt per model The Dro may take up to 10 pts of magic items where appropriate from the armory. ====Khajdar==== [[Image:khajiit_desertwalkers.jpg|thumb|200px|right]] The Khajdar, or Desert Walkers, are the warriors of the deep desert. Dwelling where no other man or mer can live, the Khajiit live off of the inhospitable land, carving out an existence in the dunes and flats. It is there they live an excruciatingly difficult life - slaying monstrous beasts for food, trawling the sands for precious water, and occasionally fighting opposing clans. These Khajiiti are also naturally exceptionally skilled desert warriors. Often they appear out of the howling sands with little to no warning, striking down interlopers that tread upon Elsweyr. During large incursions the Khajdar will form a warband with their Chieftain and besiege enemies under the cover of night. 8 pts per model. Core. Skirmish, Infantry, Khajiit. 10-20 models per unit. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Suthay-raht | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 7 | 1 | 6+ |- | Dro | 4 | 3 | 3 | 3 | 1 | 4 | 2 | 8 | 1 | 6+ |} '''Special Rules:''' Fleet of Foot, Scout Dro are Characters. Veil of Darkness: Should the Core of a Khajiit army consist of 75% or more Khajdar, and the Khajiit army goes first, the Khajiit player may declare it to be Night Fighting the first turn if the scenario uses that ability. '''Wargear: ''' Dual hand weapons 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 a hand weapon with: *Spear for +1 pt per model *Shield for +1 pt per model The entire unit may: *Take shortbows for +1 pt per model *Take throwing weapons for +1 pt per model The Dro may take up to 10 pts of magic items where appropriate from the armory. ====Ohmes Skirmishers==== [[Image:ohmes.gif|right]] 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 foliage, laying wait in ambush for enemies to pass by. Upon receiving a signal they are than 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 sandwich 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. 7 pts per model. Core. Skirmish, Infantry, Khajiit. 10-20 models per unit. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Ohmes | 2 | 3 | 3 | 3 | 1 | 4 | 1 | 7 | 1 | 6+ |- | Dro | 2 | 3 | 3 | 3 | 1 | 4 | 2 | 8 | 1 | 6+ |} '''Special Rules:''' *Clawless, Fleet of Foot Dro are Characters. 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 to Ambush. When an Ambushing unit arrives from reserve, designate a spot at least 4" from enemy units. The unit takes an Initiative Test. On a success, the unit is deployed at the position of the token and may still perform all actions as normal this turn. On a failure, the ambush goes wrong and the unit is destroyed. Ohmes can only Ambush with joined characters that are Alfiq, Alfiq-raht, or Ohmes. '''Wargear: ''' Hand Weapon, Shield. 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+ Light Armor) for +1 pt 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 throwing weapons for +0.5 pt per model *Take javelins for +1 pt per model *Take shortbows for +1 pt per model The Dro may take up to 10 pts of magic items where appropriate from the armory. ===Elite=== [[Image:cathay.jpg|thumb|500px|right]] ====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 prominent than 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 equipped the Cathay are a force to be reckoned with - and it's for this reason that the Mane favors them as Warrior Guard. 13 pts per model. Elite. Fight in Ranks, Infantry, Khajiit. 10-20 models per unit. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Cathay | 3 | 3 | 4 | 4 | 1 | 3 | 2 | 8 | 1 | 4+ |- | Dro | 3 | 3 | 4 | 4 | 1 | 3 | 3 | 9 | 1 | 4+ |- |} '''Wargear:''' Hand weapon, Shield, Battle Garb. '''Special Rules:''' Cause Fear, Fleet of Foot. Dro are Characters. The entire unit may: *Replace shields with an additional hand weapon for free *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 +2 pt per model *Upgrade Battle Garb to Glass Armor (4+ save) for +5 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 +3 pt per model *Greatswords +3 pt per model *Warhammers +3 pt per model The entire unit may upgrade all weapons to Glass for +2 pts per model The entire unit may take up to 10 pts of magic upgrades to weapons or armor. If this is done all the Cathay must be similarly equip. The Dro may take up to 20 pts of magic items where appropriate from the armory. [[Image:khajiit_hussar.jpg|thumb|250px|right]] ====Hussars==== Rather then using horses Khajiit instead use the Senche- massive tiger-like beasts, for transportation and warmounts. Each Senche is staggeringly massive, some larger than draft horses in both size and weight. The beasts intellect also makes them perfectly suited as steeds. Despite their bestial 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. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Rider | 3 | 3 | 3(5) | 3(4) | 1 | 5 | 1(2) | 7 | 1 | 6+ |} '''Wargear:''' Hand Weapon and Shield. '''Special Rules:''' (Fleet of Foot) Predators: This unit causes Fear to Cavalry units mounted on horses. 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 *Take Leather Armor (6+ save) for +2 pts a model *Take Battle Garb (5+ save) for +4 pts a model The entire unit may replace their Hand Weapon and Shield with: *Dual hand weapons for free *Javelins and Shield +1 pts per model *Shortbow +2 pts per model [[Image:pahmar.jpg|thumb|390px|right]] ====Pahmar Pride==== Smaller than the Senche, Pahmars 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 bestial 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. 16 pts per model. Elite. Horde, Beast, Khajiit. 5-15 models per unit. {| class="wikitable" |- ! 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, Rending Protect the Little One: The unit automatically succeeds Look Out, Sir! rolls directed toward a joined Khajiit character that is not Cathay or Cathay-raht. Alphas are Characters. The entire unit may: *Upgrade one model to Alpha (+1 A, +1 Ld) for +15 pts *If an Alpha is taken, the entire unit may likewise be upgraded to Alphas for +4 pts a model Alphas may take up to 15 pts of magic items where appropriate from the armory, but only rings or amulets. ====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 Elsweyr there exist monasteries of monks, those that practice and teach the use of these martial arts. It is somewhat uncommon for the warrior monks to leave the monasteries. Under times of great need or cajoling 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. Though less common, Whispering Fang and Rawlith Khaj are equally as lethal as Goutfang. Whispering Fang teaches the art of making sudden and viciously fast attacks from a stand-still, striking down an enemy, hard, before they can even react. Rawlith Khaj is more of a self-defense style than the others- normally it teaches the non-lethal subduing of a foe, pinning them or deflecting oncoming attacks. Although this one is mostly passive it can still be butchered into an offensive style by breaking joints and limbs. Regardless of the style, Dos warriors are able to form an impassible line of infantry, shielding weaker portions of an army with expert fighting skills and stubborn toughness. 20 pts per model. Elite. Skirmish, Infantry, Khajiit. 8-20 models per unit. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Dos | 5 | 2 | 3 | 3 | 2 | 5 | 2 | 8 | 2 | -(6++) |- | Champion | 5 | 2 | 3 | 3 | 2 | 5 | 3 | 8 | 2 | -(6++) |- |} '''Wargear:''' Claws, Monk Robes (6++ save). '''Special Rules:''' Stubborn. Champions are Characters. Fighting Disciplines: Select which of the following styles for the unit to have- *''Goutfang'': The unit gains Critical Strike *''Whispering Fang'': The unit gains Counter-attack and +1 I *''Rawlith Khaj'': The unit Ignores Armor in melee 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: *Quarterstaves for +6 pts per model *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==== [[Image:dagi2.jpg|thumb|400px|right]] Dagi are small and nimble Khajiit native to the Tenmar Forest. These Khajiit are able to swing from tree to tree, flinging themselves between cover with surprising alacrity. 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. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Dagi | 3 | 4 | 2 | 2 | 1 | 5 | 2 | 8 | 3 | - |- |} '''Special Rules:''' Hit and Run, Fleet of Foot, Stealth (+1) Woodland Swing: Dagi have Move Through Cover while passing through woods and jungle. '''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: *Replace either spell with Shortbows for free *Replace both spells with Longbows for free *Take javelins for +1 pt a model *Take daggers for +1 pt a model *Take shields for +1 pt a model *Take Leather armor (6+) for +1 pt a model *Take longbows for +2 pts a model The entire unit may purchase up to two additional spells from destruction or illusion, with a maximum casting cost of 9+, for +2 pts a model The Dro may be given up to 10 pts of magic items where appropriate from the armory. ====Alfiq Jos==== [[Image:Alfiq.jpg|thumb|300px|right|These are the mainstay magick artillery of the Khajiit forces.]] 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. Independent Characters, Fast Beast, Khajiit. 2-5 models per unit. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Alfiq | 2 | 4 | 1 | 1 | 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 the Fight sub-step of any close combat 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 Destruction Spell +15 pts *Any Illusion Spell +20 pts *Any Mysticism Spell +10 pts *Any Restoration Spell +5 pts *Destruction Spells, casting cost 13+ or lower: +8 pts *Illusion Spells, casting cost 13+ or lower: +8 pts *Summon Scamp (cast on 4+) (+10pts) +10 pts *Summon Flame Atronach (cast on 8+) +15 pts *Summon Dremora (cast on 9+) +20 pts *Summon Clannfear (cast on 11+) +30 pts 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 than other Khajiit, they stand nearly twelve feet tall and are very heavily muscled, more reminiscent of a gorilla or bear than cat. Their front legs are also somewhat longer than the rear, giving them a plodding 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 litter-mate, 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 its wrath. Senche-rahts have something of a history with fighting the Imperial Legion. After the very first encounters commanders became wary of the beasts, not only for their fighting prowess, but also because of the effect on horses. Native Cyrodilic equines 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 moniker 'Battlecats'. 120 pts for Battlecat and riders. Support. Skirmish, Monstrous Creature, Khajiit. Single Model (1 Senche-raht, 1 Litter-Mate, 2 Riders). (Monstrous Fast Cavalry). {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Litter-Mate | 4 | 2 | 3 | 3 (4) | 1 | 3 | 0 | 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 Shortbows and Battle Garb. The Litter-mate 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. Against horse Cavalry, it causes Terror. The Senche-raht has the movement speed of Fast Cavalry, while retaining the other rules of a Monstrous Creature. Handler: If the Litter-Mate 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 Litter-Mate, 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 free). One of the riders is 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. The unit may not move or charge the turn the platform is deployed. Deploy a 5" long barricade within 3" of the Senche-raht. This counts as difficult terrain that provides a 5+ cover save for the remainder of the game. *War, for +20 pts. The Senche-raht's, rider's, and litter-mate's armor are upgraded to Banded Mail, upgrading the armor saves to 4+. One of the riders may replace his shortbow with a Lance. ====War Elephant==== In addition to the Battle-cats, Khajiiti have also trained and tamed local Elephants. Much like the other beasts, these creatures are used for construction, safe travel, and for war. There are two different kinds native to Elsweyr- the larger desert ones and smaller, more intelligent ones native to Terromar and the northern grazelands. The massive Elephant's size rivals the weight of other similarly-used animals, such as mammoths and silt striders, making them terrors to behold in combat. Clever, tough, and immensely strong, they are quite able to carry a handful of Khajiit upon their backs in addition to heavy armor. Thick pocked hide covered with maille sheets makes them nearly impervious to harm. More often than not War Elephants are simply thrown into enemy formations with almost reckless wanton. 160 pts for War Elephant and riders. Support. Skirmish, Monstrous Creature, Khajiit(rider). Single Model (1 Mahavat, 3 Riders). (Monstrous Cavalry) {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Rider | 2 | 3 | 3 | 3 (4) | 1 | 4 | 1 | 9 | 1 | 5+ |- | Elephant | 4 | 0 | 6 | 6 | 5 | 2 | 4 | 6 | 0 | 4+ |} '''Wargear:''' Riders have Bows and Battle Garb. The Mahavat has no weapons and wears Battle Garb. Implacable: The Elephant is naturally durable and is armored with both quilted canvas and maille. This provides it with a 4+ armor save. '''Special Rules:''' Causes Terror, Stubborn Handler: If the Mahavat is slain the Elephant must automatically take its Monster Reaction test(see the Scrollhammer Rulebook). The Mahavat may not make any attacks or fire weapons while he is alive- all of his attention is spent on keeping the beast under control. Tamed Monster: War Elephants have the Bestial Instinct special rule, but while the Mahavat is alive, they may make any Leadership tests (even those required to be made on their own value) on the Mahavat's value instead. The entire unit of Riders may upgrade their weapons to *Silver +2 pts per rider *Glass +4 pts per Rider The War Elephant may *Upgrade its armor to Banded Mail for +20 pts, increasing the armor save to 3+. *Replace one rider, and all bows with a mounted Ballistae for +20 pts. This weapon fires with the following profile- ''Move And Fire, 36โ range, S6 AP6, Multiple Wounds (d3), rolls 3d6 for armour penetration against buildings. For each unsaved wound(before multiplying) caused by a shot, resolve a hit at -1S -1AP against the closest model(randomly chosen if tied) in that same unit that is directly behind the wounded model(from the perspective of the shortest distance that can be fired between the Ballistae pieces and the unit being shot at)''. The Ballistae requires one rider (ignoring the handler) in order to fire. *Add wrecking balls and chains to the tusks, for +20 pts. When charging(but not counter-attacking), the War Elephant automatically inflicts an additional d3 hits against the enemy. This occurs regardless of whether or not it is allowed a charge bonus. *Upgrade to petulant, for +10 pts. When rolling for charge distance Petulant elephants roll four dice and select the three highest. When charging through cover simply roll three dice. ===Special Characters=== ====J'zargo==== [[Image:jzargo.jpg|thumb|400px|right]] A powerful and arrogant sorcerer of rare caliber, J'zargo was a member of The College of Winterhold during the Skyrim crisis. Something of a complex fellow, the Khajiit was at times humble, mostly arrogant, and shared many outlooks of the dead Dunmer house of Telvanni. In his own words, J'zargo felt that he needed to prove himself, due to Khajiit not being known as wizards. Whether or not this was true, he recklessly perused all forms of magic power available to him. Everything short of rituals and forbidden magic tests were used in his quest for power. In addition to his overbearing confidence, J'zargo was also highly competitive, using less-than-honest methods to rise in rank. For a time it seemed as though he would rise to become Archmage of the College. As luck would have it this turned out not to be the case. 210 pts. J'zargo can be taken as a replacement for an Alfiq-raht, or as a replacement for a Court Wizard in a Holds of Skyrim list that contains the Dovahkiin. Independent Character, Skirmish, Infantry, Khajiit, Single Model. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | J'zargo | 3 | 5 | 3 | 3 | 3 | 4 | 3 | 10 | 7(9) | - |} '''Wargear:''' Magick Robes, the Fulmination The Fulmination: Is a staff that causes all electric-type Destruction spells to strike at +1S. * J'zargo may replace his robes with a personally enchanted suit of Ebony Plate (3+ armor save, 5+ ward save) for +40 pts. '''Spells:''' Lightning Storm, Lightning Bolt, Flames, Lower Resists, Magicka Drain, Silence, Ward, Flame/Frost/Shock Shell. '''Special Rules:''' Claws (Already included in profile), Fleet of Foot, Guardian Stone: The Mage Great Scholar: While mages frequently carry ambitions of political power, J'zargo greatly eschews such practices, instead only wishing to grow in magical might. J'zargo is meticulously trained- he has +2 to his spellcasting rolls and worn armor does not give him Weakened Magicka. ====The Mane==== [[Image:the_mane.jpg|thumb|200px|right]] The Mane is a holy king of the Khajiit people, only born under the rare occurrence of an aligned Messa and Secunda. History tells that the first Mane to appear united class disputes among the Khajiiti people, prevented war, and instituted the two-moons-dance. All of the Khajiiti people look to the mane as a nearly divine being, and hold him in deepest regard. Such is their reverence for him that the Mane dwells within his own palace-city, known as Torval- a massive bastion made up of palaces, grown of Valenwood trees, surrounded by meadows and sugarcane gardens. Holy as the city is outsiders are not allowed to walk upon its streets. Astronomer, prophet, and king, the Mane sees to it that Elsweyr prospers and the peace is kept. Since the coming of Rid-T'har-ri'Datta, the Manes have been the ones to measure and enforce the bi-lunar shadow of the two-moons-dance, or the seasonal passing of power from North to South. As can be expected this grants the Mane great political power- if need be a simple word could remove a noble from power, or shut down a clan. Naturally the Mane's words might be vetoed by large disapproval of the Clan-Mothers, but even then, the Mane holds great military power as well. It is tradition among the Khajiit to shave their manes, and for the holy king to then braid these into his own massive hair-locks. Since time immaterial this has become impractical- though personal manes are still ritually shaved, the prophet now only bears the hair of his own warrior guard. Many hundred Khajiit in size, this clan is made up of only the most gnarled and physically strong Khajiiti. Sworn to serve him unto death, the mane's warrior guard are nearly warrior-slaves, possessionless, fighting for and protecting the Khajiiti with mindless passion. Though the Mane seldom exposes himself to the rigors of war (Or his people would allow him to), there comes a time when the holy king himself must be called to battle. When such a thing happens his entire warrior clan marches into action. Cathay-rahts, Pahmar-rahts, Senche-raht, all are laden up with sacred gear and doted upon with many enhancing drugs. The mane himself is carried upon a massive stone Palanquin by countless Cathays, garbed in lacquered plates, bearing the sacred crown of Ja'Khajiit. Though no fighter by any definition, his personal guard are countless and unmatched, his mere presence able to whip the army into a fervor. 300 pts for Mane and Palanquin. Hero. Skirmish, Artillery, Khajiit. Single Model (1 Palanquin) {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | The Mane | 5 | 4 | 3 | 3(5) | 4 | 3 | 1 | 10 | 2 | 5+ |- | Cathay-rahts | 5 | 4 | 5 | 4(5) | 10 | 3 | 2d6 | 8 | 1 | - |} '''Wargear:''' The Mane is equip with Battle Garb (5+) and carries Symbols of Office and the Mantle of Ja'Khajiit. The Cathay-rahts are equipped with a silver hand weapon and claws. Note that the Cathay-raht do not gain any bonuses for wielding two close combat weapons. Symbols of Office: Count as two silver close combat weapons. Mantle of Ja'Khajiit: The Mantle of Ja'Khajiit is an ancient Elven headrest that confers great powers upon the wearer. It provides The Mane with +1T, a 5+ ward save against Magick, and allows him to make a special shooting attack once per turn with the following profile: * ''S4 AP5. Move And Fire 4, Range 24", Flame, spell damage.'' '''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, and it also offers protection from its sturdy construction. These following rules apply- * The Cathay-raht attack 2d6 times in melee and cannot gain a bonus for charging * The Cathay-raht ignore the Critical Strike and Multiple Wounds special rules. * If the Cathay-raht suffer an unsaved Wound from a Blast, Large Blast or Template weapon, each unsaved wound is multiplied to two unsaved Wounds. * Marching is not allowed due to the extremely heavy Palanquin, and charge range is only 1D6", whether through cover or not. *The Palanquin grants +1 toughness to its carriers and to the Mane himself Leader of the Khajiit: The Mane is the official leader (As official as one can be, with the Clan Mothers) of Elsweyr, and as such holds the absolute loyalty and faith of his peers. All units within 12" may re-roll morale and tests to march within 9" of the enemy. 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 use the profiles of Jaguar Men, save that they cost 17 pts per model and are Core. Warrior Guard have +1A and Ld over the listed profile. Should the Mane be slain in combat, all Warrior Guard units gain the Hatred and Frenzy special rules for the remainder of the game. ====Keirgo of Anequina==== In the northern deserts of Elsweyr, there exists little but ruins and sand. The harsh lands of Anequina are home to desert wanderers and nomads. Only but a city or two remains in the land of Anequina- trade hubs that allow the spread of culture and goods to the otherwise barren region. The natives of the northern reaches are warlike and barbarous, stubborn and proud. Time and time again they have expanded outward to take land from the fringes of Cyrodiil and Pellitine, each time undefeated but pushed back by diplomacy. In the early third era, the Khajiit of Anequina were united under a single warlord for the first time in centuries. Originally an unknown son from a small clan, Keirgo soon took control of his people and led them in war against his neighbors. Slowly at first, but with tremendous speed, the man forced all to join him or have their clan subjugated and disbanded. Stories abound of sacking entire clans and leaving but one survivor to spread the news. It became common for warrior bands to simply lay their weapons at his feet, or cities to surrender upon hearing of his arrival. By terror and clever stratagem the Cathay soon held all of Anequina under his control. After engaging in war with Cyrodiil and Pellitine for decades, the Cathay grew weary of the war between Khajiit, and formed a revolutionary plan with his enemy Eshita. Together they agreed to politically marry, in order to mend the strife and unite both kingdoms. Upon looking at the Khajiit one would think nothing of a loyal leader, or clever strategist. Appearance haggard and scarred, motions fraught with twitches and after-effects of combat drugs, Keirgo looks more like a rabid gladiator than any form of king. It would not be remiss to assume he prefers it this way- his enemies only see the hulking scar-ridden form of a large Cathay, riding upon the back of an even more hulking Senche. Those that know the man personally could speak of his ambition, sense of duty, and bond made with fellow clanmates. 190 pts. Hero. Skirmish, Cavalry, Khajiit. Single model. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Keirgo | 6 | 4 | 4(6) | 5(6) | 3 | 5 | 3(4) | 8 | 2 | 5+ |} '''Wargear:''' Keirgo is equip with a Shield and Battle Garb. He rides a faithful Senche companion named Zhookr. He has the following three artifacts: *Ralib: Is a sword (hand weapon) that ignores armor. *Gondion: Is a dagger with Critical Strike (5+). *Carandini: Is an elvish battleaxe that strikes with +2S, +1 AP, deals Frost Damage, and is Unwieldy. '''Spells:''' None '''Special Rules:''' Feel No Pain(5+), Stubborn. Young and Proud: Keirgo must always issue and accept challenges when possible. While in a challenge, he gets +1 to hit, and becomes Fearless. War Spoils: Keirgo generates 2 DRUGS tokens each turn instead of 1. ====Eshita of Pellitine==== A polar opposite to the Northern Wastes, Pellitine is a lush and fertile land ripe with mercantilism. Lush with jungles and airy soil, the land's primary industry is that of sugarcane and saltrice plantations, grown along one of many powerful rivers. It is widely held that the region has been trading since before even the Atmorans had came to the shores of Tamriel in the late Merithic era. As a result of this quiet plantation life, and past of trading, the people of Pellitine are said to be wholly pleasant and civilized. This is equally true, especially when casting a blind eye toward the abundance of skooma and non-ritual moon sugar. In the early third era, the normally peaceful lands of Pellitine were again shadowed by coming war. For years a band of warriors, led by Keirgo, had begun to amass and congregate into a massive warparty. In the upper nobility of Pellitine, this had long been ignored or looked down upon as an ignorable issue. Barbarians would kill barbarians like they always had, after all. Only one voice cast doubt to this outlook- that of the young Eshita. While she had a less distinguished past than other nobles, the young Ohmes-raht's voice rang true, and she had no trouble swaying others to prepare for war. As an ally and practitioner of Rawlith Khaj, the noble called upon the monasteries, and all able-bodied, to pick up arms and assemble for the inevitable. Soon her fears turned out to be correct- northern forces had mobilized and appeared before Corinthe, where they were soon met upon by the combined forces of Pellitine. Wild barbarians broke upon the ranks of calm Dos warriors, Khajiit killing Khajiit in a massive bloodbath. After this act the remaining nobles hastily agreed to name Eshita war-leader of Pellitine. She would go on to defend the southern cities from the north for decades. After growing weary of the bloodshed Eshita masterminded a plan. Meeting her enemy counterpart, Keirgo, they eventually agreed to marry politically and unite both kingdoms. For a short period of time the newly formed kingdom of Elsweyr knew only peace. Fair-skinned and of Ohmes-raht build, Eshita is easily mistaken for a mer. A natural diplomat and leader, the female had a knack for politics and even fighting- from a young age Eshita had been given lessons in Rawlith Khaj. With discipline granted by training, and with lessons from Dos and parents, the young Khajiit was ingrained with an unparalleled sense of justice and honor. Soft-spoken and graceful, she was a beloved leader to the southern cities for nearly half a century. During wartime Eshita would often be joined by masters of martial arts, who looked to her as a pronouncedly benevolent figure, one worth giving their lives for. 180 pts for Eshita and Retinue. Hero. Skirmish, Infantry, Khajiit. 5 models (Eshita, 3 Dos, and a Cathay). Eshita and her bodyguards act together as a single Independent Character, and as a unit among themselves, except while Eshita is in a challenge. Her bodyguards do not have the Precision ability, and cannot Look out Sir!, but may receive Look out Sir! hits, wounds and effects from Eshita. The bodyguards adopt the unit size and formation of the unit Eshita is attached to. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Eshita | 4 | 3 | 3 | 3 | 3 | 4 | 2 | 10 | 2 | 5+ |- | Dos | 5 | 2 | 3 | 3 | 2 | 5 | 2 | 8 | 2 | 5+ |- | Cathay | 5 | 4 | 4 | 4 | 2 | 5 | 3 | 8 | 2 | 5+ |} '''Wargear:''' Eshita is equip with a Hand Weapon, Dagger, and Battle Garb. The Dos wear Battlegarb and use Staves of Peace, and the Cathay uses Battle Garb and a Silver Warhammer. '''Spells:''' None '''Special Rules:''' Stubborn, Eshita has Guardian Stone: The Serpent. Voice of Command: Friendly units within 12" of Eshita are Stubborn. Wealth of the South: Eshita generates 2 DRUGS tokens each turn instead of 1.
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