Scrollhammer: Dragons: Difference between revisions

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Core: Draugr, Skeletons, Dragon(Lesser)(0-2)(may only be taken if at least one Dragon takes up a hero slot).
Core: Draugr, Skeletons, Dragon(Lesser)(0-2)(may only be taken if at least one Dragon takes up a hero slot).


Elite: Draugr Wights, Spectral Draugr, Skeletal Dragon(0-1), Dragons(may only be taken if at least one Dragon of equal or greater rank takes up a hero slot).
Elite: Draugr Wights, Spectral Draugr, Skeletal Dragon(0-1), Dragons(Greater and Lesser)(may only be taken if at least one Dragon of equal or greater rank takes up a hero slot).


Support: Dragon Cultists, Wisps, Ice Wraiths.
Support: Dragon Cultists, Wisps, Ice Wraiths.
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===Dragons===
===Dragons===


The mighty Dragons come in many shapes and sizes. Though all are beyond ancient, the wisdom or strength of some exceeds that of others. Dragons may be taken as Hero choices, and should one be taken as a hero choice, 0-2 Lesser Dragons may be fielded as Core units, and Dragons of equal or lesser rank to the most powerful hero choice Dragon may take up Elite slots.
The mighty Dragons come in many shapes and sizes. Though all are beyond ancient, the wisdom or strength of some exceeds that of others. Dragons may be taken as Hero choices, and should one be taken as a hero choice, 0-2 Lesser Dragons may be fielded as Core units, and Greater and/or Lesser Dragons of equal or lesser rank to the most powerful hero choice Dragon may take up Elite slots.


The ranks of Dragons are as follows: Alduin World-Eater > Ancient Dragon > Elder Dragon > Greater Dragon > Lesser Dragon.
The ranks of Dragons are as follows: Alduin World-Eater > Ancient Dragon > Elder Dragon > Greater Dragon > Lesser Dragon.
Line 206: Line 206:


====Elder Dragon====
====Elder Dragon====
The mightiest of the Dragons are those whose Thu'ums are the strongest. The Elder Dragons have the power of demigods in their breath, and their fire-colored scales are all but immune to the blows of mortals.


pts
pts


Ancient Dragon
Ancient Dragon WS4 BS4 S7 T7 W7 I4 A5 Ld10 Mg0 Sv2+
 
Elder Dragon WS3 BS3 S7 T7 W6 I4 A5 Ld10 Mg0 Sv3+
 
Wargear:


Elder Dragon
Dragon Skin: A Dragon's hide is tougher than steel, yet flows fluidly with its movement. Dragons have armor saves as indicated in their profiles.
 
Shouts:
 
Special Rules:






====Greater Dragon====
====Greater Dragon====
pts
Frost Dragon WS3 BS3 S6 T6 W6 I4 A4 Ld10 Mg0 Sv3+
Blood Dragon WS3 BS3 S6 T6 W6 I3 A5 Ld10 Mg0 Sv3+


====Lesser Dragon====
====Lesser Dragon====
pts
Dragon WS3 BS3 S6 T6 W4 I3 A3 Ld10 Mg0 Sv3+


===Heroes===
===Heroes===

Revision as of 15:08, 10 April 2012

by Lolpwnt

In ancient times, the skies of the North were ruled by the great Dragons, the Dov, immortal sons of the time-god Akatosh, who had lived eternal from before the creation of the world. The Dragons appear to mortals as winged creatures of incredible majesty, yet their power is far beyond their mere physical strength. Each Dragon is imbued with the very power of the gods themselves in its breath- the power of the Thu'um. For whatsoever a Dragon speaks aloud in its language, it speaks in royalty, and that very thing beckons to the command of its tongue. Mortals know this ancient power as the Voice, for those men who are born with the blood and soul of a Dragon may likewise master the Thu'um.

The Dragons are truly eternal, for their souls come from before the creation of time itself. They cannot comprehend the concept of mortality. Should a Dragon be slain, it may be brought back with a powerful enough Thu'um. Dragons alone hold the power to slay their own kind: for should one Dragon defeat another, it steals the power of the vanquished one's soul, and banishes its foe from the world forever.

It is the nature of a Dragon to dominate all life. Thus it came to pass in that at the height of their power, the Dragons sought to make all mankind their slaves, to one day feast upon their souls and devour all the world 'til it be created anew. The early men submitted to the Dragons, and worshiped them as gods. Great temples and barrows were built by mortal hands to their glory. But those ages are long gone, for great heroes of man arose, and stole the power of the Thu'um from the Dragons to do battle with them. One by one the Dragons were slain, until but a few remained. The great barrows still stand, haunted by the Draugr, or Wights, the restless long-dead remains of the damned who once bowed down to the Dragons in awe.

But the time of dragons comes again. For thus it is prophesied in the Elder Scrolls, and thus it is sung in the Song of the Dragonborn:

"And the scrolls have foretold,

Of black wings in the cold,

That when brothers wage war come unfurled!

Alduin bane of kings,

Ancient shadow unbound,

With a hunger to swallow the world!"

This book provides rules to field armies of Dragons and their undead worshipers in games of Scrollhammer.


General Rules

Dragons and Undead are not mortal races. They have special rules specifying their capabilities:


Dragon Racial Traits:

Dragons have Fearless and Eternal Warrior, cause Terror, and are unaffected by disease. They are Monstrous Fliers, and cannot carry/hold wargear, other than the natural weapons and armor granted by their draconic form.

Tongues of the Thu'um: Dragons automatically pass the Leadership test required to use Shouts.

Rulers of the Sky: A Dragon may, once per game, immediately fly upwards. It is placed back into reserve, and may Deep Strike again the next turn. Dragons entering play via Deep Strike adjust their position towards the scatter die to avoid mishaps.


Undead Racial Traits:

The Undead have Fearless and Feel No Pain, and are unaffected by disease. Poisoned weapons do not count as being poisoned against them, rolling with a normal comparison of Strength and Toughness instead (if the poison attack has no Strength value given, the Undead are immune to it).

Lumbering Walk: Undead cannot sprint. They cannot go to ground. If a group of Undead would fail a pinning test, they take wounds equal to the amount the lost by.


The Power of the Thu'um

The use of the Thu'um, the Dragon Shout, or the Voice is devastating weapon. The power of the Dragons who wield it is to rule the world; whatsoever they command, should it be unleashed in the correct time and manner, it is so.

An individual Shout consists of certain words in the ancient language of the Dragons, expressing the ideas to be commanded, and given power through the divine power of the Dragon's soul.When a pair of Dragons debate, they grant their claims power and form through their Thu'ums. When a Dragon breathes fire upon his foes, he breathes the Draconic word for Fire in a Thu'um. Certain undead who had learned the Thu'um in life, after its gift had been granted to mortals, speak it in death too.

The following is a list of Dragon Shouts that are used in this army list. If a number is given for a shouts cooldown, it is the number of turns until the model can Shout again: if the number is 1, the model using the Shout can Shout again at the start of your next turn. If it is 2, it can shout at the beginning of your turn after that, and so on and so forth.


FUS RO DAH- Unrelenting Force: A silent shockwave flies forth from the Dragon's tongue, blasting away everything that it touches.

This Shout may be used at any time. If user is not in close combat, move another unit not in combat within 6" directly away from user d3". That unit must take a dangerous terrain test if it hits dangerous terrain. If user is in close combat, select a model in base contact with him. That model strikes last this round of combat. Cooldown 1.


ZUN HAAL VIIK- Disarm: The Dragon commands its foe's weapon to fly out of his hand, exposing the mortal as he dives to reclaim his blade.

This Shout may be used during the Assault phase in close combat. Select a model in base contact with user. That model loses his +attacks charge or counterattack bonus this round if he has one. He takes an initiative test. If he fails, he may not attack at all this round of combat. Cooldown 1.


BEX MAH MIRAAD- Thunderous Siege: The Dragon commands a mortal gate to open. A blinding blast issues forth as the Thu'um is exhaled, shattering walls and ripping out bolts. Not even the gates of the mightiest fortress can long withstand the power of the Voice.

This Shout may be activated and fired as a Shooting attack targeting an enemy unit in range, with the following profile: S2, ignores armor saves, Assault 1, Template, rolls 4d6 for armor penetration against structures. Dragon Cooldown 1, Normal Cooldown 3.


YOL TOOR SHUL- Fire Breath: The Dragon unleashes his most infamous weapon upon the foe: flames spew forth from his mouth in a molten jet as he breathes the ancient words, burning all in their path to ashes.

This Shout may be activated and fired as a Shooting attack targeting an enemy unit in range, with the following profile: S6 AP2, Assault 1, Template, flame, deals d3 wounds. Dragon Cooldown 1, Normal Cooldown 3.


FO KRAH DIIN- Frost Breath: The mighty Frost Dragons of the Northlands choose to command not fire, but ice. A torrent of impossibly cold air and ice blast forth from Dragon's mouth, bringing a numbing pain and a bitter death to all its path.

This Shout may be activated and fired as a Shooting attack targeting an enemy unit in range, with the following profile: S6 AP2, Assault 1, Template, frost, models hit strike last this turn. Dragon Cooldown 1, Normal Cooldown 3.


IISS SLEN NUS- Ice Form: The Dragon commands its foes to turn to freeze solid in place. As they cringe before the Dragon's breath, they are transformed into frozen statues. Their foes descend upon them, shattering the blanket of ice to bring them the painful death.

This Shout may be activated during your Shooting phase. Target unit within 18" and LOS becomes pinned, is hit automatically, and strikes last in close combat, until the beginning of your next turn or the phase after any form of attack hits the unit. Cooldown 3.


KRII LUN AUS- Marked for Death: An enemy of the Dragon becomes shrouded in darkness, screaming in pain as an aura of doom engulfs him. His strongest armor corrodes as the death consumes him, the primal mark of slaughter invoked by the Thu'um.

This Shout may be activated during your Shooting phase. Select an enemy model within 12" and LOS. Until the beginning of your next turn, at the beginning of every phase, that model suffers a spell damage wound(no cover saves) on a d6 5+. At the beginning of every phase, his armor save is reduced by -1 until your next turn(this effect is cumulative). Cooldown 1.


VEY TUZ KINZON- Razor Edge: The power of the Thu'um sharpens its wielder's weapon, be it a Dragon's talon or a Draugr's blade. The weapon slashes through the toughest armor and flesh as if it were butter.

This Shout may be activated during the Assault phase. User ignores armor saves this round. If wielder's attack would already ignore armor saves, it also strikes with +1 Strength this round. Cooldown 1.


FAAS RU MAAR- Dismay: The Dragon commands the power of fear against its foes. All who stand in the presence of the Dragon feel an eerie horror and blackness consume them, a blinding urge to flee and never return.

This Shout may be activated during your Shooting phase. Select a unit within 6" and LOS of user. That unit must pass a morale test or flee. If it is fleeing from combat, it may be pursued as normal. Cooldown 1.


REL DU'UL IN- Dominate: The Dragon commands a lesser being to do its bidding. An implacable compulsion overwhelms its foe, as the Thu'um drains his willpower and bends his knee.

This Shout may be activated during the Assault phase. Choose a model other than a Dragon or a Physical God within 6" of user. That model makes an Ld test on its own value. If it fails, it fights on the side of wielder's army should it be in combat this round, attacking the closest model in his own unit(randomly chosen if tied). The model attacked strikes last, and uses all his attacks against the Dominated model this round. Dragon Cooldown 1, Normal Cooldown 2.


ZUL MEY GUT- Throw Voice: This Shout is rarely used by Dragons, due to its nature. It is more commonly heard from the tongues of the smaller and sneakier races. The one who wields it throws the sound of the Shout elsewhere as part of its effect, in an attempt to distract, confuse or fool his foe.

This Shout may be activated during your opponent's Assault phase. If your opponent's models would have to make a difficult terrain test to charge user this round, and user is the only model in his unit, they roll 1 less d6 in making the test(to a minimum of 1). In stealth related scenarios, this Shout may be altered and given special rules for helping user's unit avoid detection. Cooldown: resets next turn.


RAAN MIR TAH- Animal Allegiance: The Dragon commands all the beasts of the wilds to come to his aid in battle. Horses throw their masters, wolves and ravens prey upon unsuspecting warriors.

This Shout may be activated during the Assault phase in close combat. For this round and the next, a Beast in base contact with user fights as part of the Dragon's unit in the struggle. You may choose instead to target a mount: the rider must pass a Ld test on his own value. If he fails, he may not attack in this round or the next, and takes a S3AP0 hit. Cooldown 1.


KAAN DREM OV- Kyne's Peace: The Dragon embraces the aspect of Kynareth within the Thu'um, bringing forth a calming wind upon the wilds. The instincts of all beasts near it fall flat, their ravenous urges tamed at the Dragon's will.

This Shout may be activated during the Assault phase in close combat. Beasts in units within 6" of caster may not charge or attack in close combat this phase. If they would flee this phase, they are destroyed instead. Cooldown 2.


LOK VAH KOOR- Clear Skies: The Dragon invokes the beauty of spring and the warmth of summer to fall upon the plain of battle. Mists vanish, and clouds part to reveal the glowing rays of the sun.

This Shout may be activated at any time. All Weather effects are ignored this turn within 12" of user. Cooldown: resets next turn.


SU GRAH DUN- Elemental Fury: The Dragon commands the winds to harmonize with his strikes, his fangs tearing the foe with impossible speed and grace. In a blink of an eye, the Dragon fights with impossible ferocity.

This Shout may be activated during the Assault phase in close combat. User gets +2 attacks this round. Cooldown 1.


WULD NAH KEST- Whirlwind Sprint: The Dragon commands a mighty whirlwind to form in the air, to carry him forward towards the foe.

This Shout may be activated during your Shooting phase if sprinting. User gains Fleet of Foot this turn, and does not have to take difficult or dangerous terrain tests this phase. Cooldown 1.


VEN MUL RIIK- Tempest Shroud: The Dragon calls upon the great winds to aid him in battle. Thick torrents of rain and biting winds scour the field. Within the realm of Sovngarde, it is with this Thu'um that Alduin will create the great Mists to stalk and devour the souls of the dead.

This Shout may be activated during your movement phase. Weather effect. Shooting Weapons get -1 to hit until the beginning of your next turn. Alternatively, if battle is taking place in a realm other than Nirn, where rain is impossible, Night Fighting rules apply until the beginning of your next turn instead(this rule is for optional use as part of a scenario). Cooldown: 2


STRUN BAH QO- Storm Call: Thunderclouds form above the Dragon, as it commands them to unleash their lightning upon all who do battle below. Incredible destruction rains down, smiting friend and foe alike.

This Shout may be activated during your movement phase. Weather effect. Until the beginning of your next turn, at the start of every phase, roll a d6 for each unit within 36" of user, as well as all non-summoned units of fliers in reserve. On a 4+ that unit takes a S7, Blast, shock hit that ignores armor saves. All models hit lose all their mana next turn. Fliers in reserve take d6 hits rather than the blast. The Blast templates may cover one s own models(and certainly will of one's own units are hit!) Cover saves are taken as if the attack was coming from directly above, and area terrain is not enough to grant a save! Units completely obscured from directly above are not hit, nor is user. Cooldown 4.


SU'UM THU'UM DIIVON- Swallow Shout: The Dragon inhales as its rival sends forth a Thu'um, challenging its foe's power and commanding it to be no more.

This Shout may be activated in response to an enemy Shout being used within 24". Choose a number "X" between 1 and 5, add d6, and then add it to user's Ld. Your opponent adds the cooldown number of his Shout being targeted, +d6, to the Ld of its source model. If user's result is higher than that of your opponent's model, your opponent's Shout is countered(its cooldown is still in effect, however). Cooldown X.


LAAS YAH NIR- Aura Whisper: A Thu'um is released not in the form of a Shout, but as a Whisper. The energies of all objects surrounding the Dragon shine bright as stars to its eyes, no matter how well concealed their physical forms might be.

This Shout may be activated during your shooting phase. Enemy models within 12" of user do not get cover saves this phase. Cooldown 1.


FEIM ZII GRON- Become Ethereal: The Dragon calls upon the void to shield it. Its flesh and scales become as air before the blades of those who seek to slay it.

This Shout may be activated at any time. User immediately cancels all attacks, shooting attacks and spells used in this phase. User may ignore a single wound of any type against him this phase. Cooldown 1.


FIIK LO SAH- Spectral Illusion: The Dragon creates a mirror image of itself, confusing its enemy and misdirecting his attacks.

This Shout may be activated at any time. For the duration of this turn, whenever user is hit by anything other than a template or blast market, roll a d6. On a 4+, that attack counts as having missed. Cooldown 2.


TIID KLO UL- Slow Time: The Dragon invokes its soul's birthright, ordering the frame of the universe to warp to its will: its Thu'um commands time itself to bend around it. In what seems to them to be a single second, the Dragon routs its foes with ease.

This Shout may be activated at any time. During this phase, it may add d6" to its move, sprint, or charge. In addition, it any rerolls failed hits and wounds it would inflict. Cooldown 2.


DAAN JOT WULD- Maelstrom: The Dragon tears a hole in the fabric of reality with its breath, and Shouts its foe into the maw of Oblivion itself. From there, certain death awaits him, at the fiery hands of horrors from beyond the realm of Nirn.

This shout may be activated during the assault phase. Select a model other than a Dragon, Dragonborn or Physical God in base contact with user. That model loses all mana dice next turn as well as all those it currently has, and must pass an initiative test or be immediately removed as a casualty. Cooldown 3.


MIRAAD AAK WUNDUN- Teleport: The Dragon summons a fey portal across the field of battle, which it sucks itself through in a burst of wind and flame. At first it is a mile from its foes: in an instant, it is upon them.

This shout may activated during your movement phase. Instead of moving this phase, place user in any legal location within 36" of his current location. Roll a scatter die and 2d6 to determine scatter, exactly as if the user just used Deep Strike. This Shout may remove user from combat. Cooldown 3.


Army List

This set of rules will allow one to field an army of Dragons or the undead who served them in life, or a mix of both. The "Dragons" section provides rules for fielding all types of Dragons, which appear in a variety of places in the army list. The other sections provide rules for the undead who dwell within the dark barrows of Skyrim, awaiting the return of their masters.

Overview

The following is an outline for armies using this book:

Heroes: Dragon(Greater and Lesser), Elder Dragon(0-1), Dragon Priest, Draugr Deathlord, Draugr Scourge. Special Characters: Alduin World-Eater, High Priests of the Dragon Cult, Sons of Gauldur.

Core: Draugr, Skeletons, Dragon(Lesser)(0-2)(may only be taken if at least one Dragon takes up a hero slot).

Elite: Draugr Wights, Spectral Draugr, Skeletal Dragon(0-1), Dragons(Greater and Lesser)(may only be taken if at least one Dragon of equal or greater rank takes up a hero slot).

Support: Dragon Cultists, Wisps, Ice Wraiths.


Dragons

The mighty Dragons come in many shapes and sizes. Though all are beyond ancient, the wisdom or strength of some exceeds that of others. Dragons may be taken as Hero choices, and should one be taken as a hero choice, 0-2 Lesser Dragons may be fielded as Core units, and Greater and/or Lesser Dragons of equal or lesser rank to the most powerful hero choice Dragon may take up Elite slots.

The ranks of Dragons are as follows: Alduin World-Eater > Ancient Dragon > Elder Dragon > Greater Dragon > Lesser Dragon.

All Dragons have the following profile: Skirmish, Monstrous Flier, Dragon. Single Model.

Elder Dragon

The mightiest of the Dragons are those whose Thu'ums are the strongest. The Elder Dragons have the power of demigods in their breath, and their fire-colored scales are all but immune to the blows of mortals.

pts

Ancient Dragon WS4 BS4 S7 T7 W7 I4 A5 Ld10 Mg0 Sv2+

Elder Dragon WS3 BS3 S7 T7 W6 I4 A5 Ld10 Mg0 Sv3+

Wargear:

Dragon Skin: A Dragon's hide is tougher than steel, yet flows fluidly with its movement. Dragons have armor saves as indicated in their profiles.

Shouts:

Special Rules:


Greater Dragon

pts

Frost Dragon WS3 BS3 S6 T6 W6 I4 A4 Ld10 Mg0 Sv3+

Blood Dragon WS3 BS3 S6 T6 W6 I3 A5 Ld10 Mg0 Sv3+


Lesser Dragon

pts

Dragon WS3 BS3 S6 T6 W4 I3 A3 Ld10 Mg0 Sv3+


Heroes

Dragon Priest

Draugr Deathlord

Draugr Scourge

Core

Draugr

Skeletons

Elite

Draugr Wights

Spectral Draugr

Skeletal Dragon

Support

Dragon Cultists

Wisps

Ice Wraiths

Special Characters

Alduin World-Eater, Firstborn of Akatosh

High Priests of the Dragon Cult

The Sons of Gauldur

Equipment

Spells