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===Special Characters=== ====Alduin World-Eater, Firstborn of Akatosh==== Before Time began, a different world existed in Nirn's place. Its inhabitants were born, and they lived, loved and died. For millennia they toiled, and built up great civilizations. In their halls they sang tales of glorious heroes to feasts of wine and boar. But their doom was already sealed. For Alduin came forth, mightiest of the Dragons, and glutted himself upon the souls of the living and the dead, swallowing the world with his Thu'um. Thus was the ending of the First Kalpa. And so it came to pass that every world, every one of the many hundred beautiful creations of the gods, was consumed, turned into nothingness, and forgotten, all before the dawn of time. For Alduin is eternal, an aspect of time itself, the final Doom of all mortals. Alduin led the Dragons into the present Kalpa, and watched as the newborn races of mortals grew. All the wisdom of the present world was his to ruminate upon, but to his proud Eternity, the lives of mortals meant nothing but the antics of fools fast approaching their doom. The race of men raised great temples to Alduin, bowing before the one who would consume them. The elves denied this fate, believing themselves gods, but mankind trembled at the true knowledge of the end of all things. And then, when all was lost, an unforeseen event transpired. Alduin, ruler of Dragons and Men, was betrayed by his most trusted brother, who let Man steal the Thu'um from the Lords of the Sky. With the power of the Thu'um, Man rebelled, and with the power of the Scrolls, cast him out his father's domain: Time itself. From this prison, the Firstborn of Akatosh sought revenge upon Mankind. Though an impotent force in the world of mortals, he mustered what strength he had to ally with the god Orkey. Together, the two gods reversed the course of time, turning all mankind back into children that they might be soon perish. But Shor, God of Nirn, did battle with Alduin in the land of the dead. In this battle, he demonstrated his Thu'um to the Dragonborn hero Wulfharth, who sacrificed himself to reverse the curse. Alduin was defeated again. By a Scroll was Alduin banished from Time, and by a Scroll he is prophesied to return. The day swift approaches, when the Time-Eater shall once more come to rule all Nirn. The kingdoms of men shall fall before the dawn of the Dragons, and at the very end of time, the mists of Aetherius and the fires of Oblivion shall offer up their dead. And all shall be plunged into everlasting nothingness, their lives and histories made futile as another doomed Kalpa is born from their ashes. '''Support''' Alduin costs 635pts. Alduin is taken as a Hero choice. An army that contains Alduin may take any number of Lesser Dragons as Core choices, and may take multiple Elder Dragons. Elder Dragons(but not Ancient Dragons) may be taken as Elite choices. 125mm x 125mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Alduin | 4 | 4 | 8 | 8 | 7 | 4 | 5 | 10 | 0 | 1+ |} '''Special rules''': Skirmish, Monstrous Creature, Flyer, Dragon, Character. Swath of Destruction: (see the rules for Elder Dragons) The Eternal: Alduin is a Physical God. However, he does not get any extra abilities from this status. Strongest of the Thu'ums: Alduin's Shouts (that have a cooldown number) have -1 to their cooldowns, to a minimum of 1(the normal cooldown of the Shout is still the same for calculation purposes). Alduin gets +1 to his roll when using or being targeted by Swallow Shout. His Fire Breath Shout strikes with +2 Strength. '''Wargear''': Alduin's spined, shadow-black scales contain the power of countless aeons, the strength of the innumerable souls he has devoured. Alduin has a 1+ armor save(a roll of 1 still fails) and a 6+ Ward Save. Alduin's close combat attacks have the ''Critical Strike'' ability. '''Shouts''': Alduin knows all the Shouts in this book and in the Scrollhammer Rulebook. Alduin has two unique Shouts: Alduin's Roar- Meteor Storm: Alduin unleashes a roar of incredible power, and within it a Thu'um only comprehensible to himself. He calls upon the heavens themselves, cracking them open and unleashing a flood of molten slag upon his foes. 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 enemy unit within 18" of Alduin. On a 4+, place a Blast marker on that unit(even if Alduin cannot see it). Roll to hit with a scatter die and a single d6, but not subtracting Alduin's ballistic skill. For each model completely or partially under the marker, a S6AP1 flame hit is scored against that unit. 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 do not have to roll to see if they are hit, and nor does Alduin. Cooldown 4(3). SLEN TIID VO- Resurrect: Alduin commands the flesh of a fallen Dragon to re-form, once more imbuing it with its eternal soul to do battle for him. It is by this means that the Dragons remain truly immortal. If Alduin is in your army, mark the location of all slain Dragons or Skeletal Dragons in your army. Resurrect may be used during your movement phase. Return a slain Dragon whose marker is within 6" of Alduin to the battlefield, fully healed. A slain Skeletal Dragon returns to the battlefield as a Lesser Dragon with no upgrades. The resurrected model may move this turn, but may not shoot or charge. If, however, an enemy Dragon or Dragonborn gets within 6" of the marker first, it is removed- the Dragon cannot be resurrected! Cooldown 5(4) ====High Priests of the Dragon Cult==== At the heart of the vast city that would one day be known as Labyrinthian, there once lay a citadel known as Bromjunaar. Within this chamber, the High Priests of the Dragon Cult met and sat upon their thrones, ruling over ancient Man. Cruel-hearted and proud, this council made prayers to the Dragons for gifts: they were granted immortal, indestructible masks, existing both in and out of time. With these eternal masks concealing their faces, they invoked great power, and ruled Man with an iron fist until the time of rebellion. It was then they fled, and became liches of incredible power, hiding in the shadows, awaiting the time when they might once more conquer the North and hail their winged masters. 0-1 Dragons Priests in your army may be replaced by one of the eight High Priests: Hevnoraak, Krosis, Morokei, Nahkriin, Otar the Mad, Rahgot, Vokun or Volsung. High Priests are taken for the points cost specified. 40mm x 40mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | High Dragon Priest | 2 | 5 | 4 | 4 | 6 | 2 | 2 | 10 | 10 | - |} '''Special rules''' (universal to all Dragon Priests): Independent Character, Skirmish, Infantry, Undead, Eternal Warrior. =====<u>Hevnoraak</u>===== Hevnoraak held the power to dominate his fellow mortals while he lived. Countless souls were corrupted by his powers, made puppets for his tortures. None of his victims fled, so great was their fear of him. In death, he transformed into a lich within his tomb, but as he performed the ritual, the hero Valdar intervened, sacrificing himself to bind himself to Hevnoraak. Now, for all eternity, Valdar stands vigilant, sealing Hevnoraak's tomb, lest the tyrant be unleashed upon the world once more. Hevnoraak costs 325 pts. '''Wargear''': Hevnoraak carries the Staff of Hevnoraak, and wears Priest Robes and the Mask of Hevnoraak. Staff of Hevnoraak: This is a Dragon Staff of Shock. Models assaulting Hevnoraak's unit take a S4AP1 Magicka Drain(1) shock hit. Mask of Hevnoraak: The red iron mask of Hevnoraak granted him protection from sickness in life, and through it, he spoke and enthralled his fellow mortals. Artifact, Helm. At the start of every Fight sub-phase during close combat, choose an enemy mortal in base contact with Hevnoraak. That model makes a Leadership test on its own value. If it fails, you Command that model this round. '''Spells''': Summon Storm Atronach (cost included in Hevnoraak's cost), Chain Lightning, Lightning Bolt, Ebonyflesh, Command Daedra, Ward, Raise Skeletons. =====<u>Krosis</u>===== The Lich of Shearpoint sleeps in a dusty coffin atop a high peak overlooking the Pale. Ancient ruins and inscriptions in the language of Dragons lie around his resting place. Woe betide the foolhardy mountaineer who awakens him. Krosis costs 265 pts. '''Wargear''': Krosis carries the Staff of Krosis, and wears Priest Robes and the Mask of Krosis. Staff of Krosis: This is a Dragon Staff of Flame. Krosis may automatically cast Fireball without having to spend Power Dice or roll during each of your shooting phases, in addition to his other spells. Mask of Krosis: The mask of Krosis emits a green-and-gold glow. It improves the dexterity and craft of its bearer's hands. Artifact, Helm. The mask grants Krosis +2 Initiative. '''Spells''': Summon Flame Atronach (cost included in Krosis' cost), Fireball, Incinerate, Wall of Flames, Ebonyflesh, Command Daedra, Ward. =====<u>Morokei</u>===== Within the deepest halls of Labyrinthian, guarded by legions of Spectral Draugr and their ghastly hounds, Morokei wanders. Very much awake, this servant of the Dragons has long sought power at all costs, gathering whatever artifacts and forbidden knowledge he can acquire. Morokei costs 425 pts '''Wargear''': Morokei carries the Staff of Magnus, and wears Priest Robes and the Mask of Morokei. Staff of Magnus: The Staff of Magnus is a renowned artifact, the staff of the God of Magic himself. Its rules are found in the supplement [[Scrollhammer: Artifacts of Tamriel]]. Mask of Morokei: The violet Mask of the Glorious makes its bearer one with the magicka that flows through him, letting his mind concentrate on his spells for an indefinite amount of time. Artifact, Helm. Morokei replenishes up to 5 of his Power Dice on every other player's turn, in addition to the full replenishment on his own turn. '''Spells''': Summon Storm Atronach (cost included in Morokei's cost), Chain Lightning, Lightning Bolt, Ebonyflesh, Command Daedra, Ward, Raise Skeletons. =====<u>Nahkriin</u>===== In his state of undeath, Nahkriin takes upon himself the holiest of tasks. He is the Guardian of the Afterlife, for he watches, ever vigilant, the great Gate of Skuldafn. For here, atop a peak inaccessible by those without the wings of a Dragon, lies a portal to Aetherius itself. No living mortal can seek to enter this land of beauty without defeating undying Nahkriin in battle. And it is through this gateway that Alduin World-Eater shall lead his host forth at the end of time, to devour the souls of all who dwell in the Land of the Gods. Nahkriin costs 325 pts. '''Wargear''': Nahkriin carries the Staff of the Storm Wall, and wears Priest Robes and the Mask of Nahkriin. Staff of the Storm Wall: At the end of each round of combat, every enemy model in base contact (or in base contact with a model in base contact) with Nahkriin takes a S3AP1 Magicka Drain(1) shock hit. Mask of Nahkriin: The Mask of Vengeance emits of golden glow, and greatly enhances his magical powers. Artifact, Helm. Nahkriin gets +3 to rolls to cast Destruction and Restoration spells. '''Spells''': Summon Storm Atronach (cost included in Nahkriin's cost), Chain Lightning, Lightning Bolt, Ebonyflesh, Command Daedra, Ward, Icy Spear, Incinerate. =====<u>Otar the Mad</u>===== Otar was utterly insane in his mortal life, and was feared for his rampages and cruelties throughout the valley of the Reach. Now he lies buried in his temple, his mask of incredible power lying upon his brow. Two mighty warriors of old are bound to guard his tomb for eternity as Draugr. He slumbers for aeons, but is not without the power to strike down whosoever trespasses his tomb, and then go forth on a mad war against the living. Otar the Mad costs 340 pts. '''Special Rules''': Bound Guardians: Otar's tomb is guarded by two servants bound to serve him through eternity, Torsten and Saerek. Torsten and Saerek are Draugr Deathlords with Ebony Greatswords, and no other upgrades. They may be taken as a retinue for Otar for +150 pts each, counting as part of his unit. This unit functions together as a single Independent Character, except while Otar is in a challenge. These guards do not have the Precision ability, and cannot Look out Sir!, but may receive Look out Sir! hits, wounds and effects from Otar. '''Wargear''': Otar carries a Dragon Staff of Shock, wears Priest Robes, and the Mask of Otar. Mask of Otar: The Mask of Otar glows with a vivid magical shield. Artifact, Helm. Otar has a 4+ Ward Save against flame, frost and shock damage. '''Spells''': Summon Storm Atronach (cost included in Otar's cost), Chain Lightning, Lightning Bolt, Ebonyflesh, Command Daedra, Ward. =====<u>Rahgot</u>===== Rahgot was among the more stubborn of the Dragon Priests, continuing to fight the new kingdoms of Men, centuries after the Dragons had been overthrown. In the First Era, the remnants of his army were tracked to their temple at Forelhost by Harald, the first High King of Skyrim. There, in the face of a final defeat, Rahgot and his cultists drank poison. Now they haunt the ruin in undeath, damned for eternity. Rahgot costs 270 pts. '''Special Rules''': Lord of Forelhost: An army containing Rahgot may take Dragon Cultists as Core units. '''Wargear''': Rahgot carries a Dragon Staff of Flame, and wears Priest Robes and the Mask of Rahgot. Mask of Rahgot: The emerald-green mask of Rahgot is made of Orichalcum. It grants incredible endurance to the one who wears it. Artifact, Helm. Rahgot has the Counter-Attack special rule, and continues to have his charge bonus every round of a combat that he is locked in. '''Spells''': Summon Flame Atronach (cost included in Rahgot's cost), Fireball, Incinerate, Wall of Flames, Ebonyflesh, Command Daedra, Ward. =====<u>Vokun</u>===== Vokun's name means "Shadow" the language of the Dragons. Vokun lurks in the shadows of a great ruin, ruling it from his throne as if he still lived. His power and deeds are great and mysterious. Vokun costs 335 pts. '''Wargear''': Vokun carries the Staff of Vokun, and wears Priest Robes and the Mask of Vokun. Priest's Robes. Staff of Vokun: This is a Dragon Staff of Flame. Vokun may automatically cast Fireball without having to use Power Dice or roll during each of your shooting phases, in addition to his other spells. Mask of Vokun. The grey Mask of Shadows grants its wearer mastery of the powers of darkness. Artifact, Helm. Vokun gets +3 to rolls to cast Conjuration, Illusion, and Alteration spells. '''Spells''': Summon Flame Atronach (cost included in Vokun's cost), Fireball, Incinerate, Ebonyflesh, Command Daedra, Ward, Raise Skeletons, Raise Skeletal Horde. =====<u>Volsung</u>===== Among all the High Priests, it is only Volsung who mastered the element of Frost while he lived. Guarding an ancient draconic inscription in Haafingar, he brings icy death upon all who approach the temple of his masters. Volsung costs 285 pts. '''Wargear''': Volsung carries a Dragon Staff of Frost, and wears Priest Robes and the Mask of Volsung. Mask of Volsung: The Mask of Volsung emits a ruby glow. It grants the one who wears it mastery of witty bargaining and light travel. Artifact, Helm. Volsung and his unit treat difficult terrain as open ground(dangerous terrain taken as normal), and get +2 to their roll to make a Sweeping Advance. '''Spells''': Summon Frost Atronach (cost included in Volsung's cost), Ice Storm, Icy Spear, Blizzard, Ebonyflesh, Command Daedra, Ward.
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