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====The Dovahkiin==== [[Image:Dovahkiin vs alduin.jpg|thumb|500px|right]] In the dark and song-barren days of the Fourth Era, when Nords shed their brothers' blood, as worshipers of Talos disappear in the night, a doom far more dire came upon the land. For the End Times had begun; the black-spined Dragon, Alduin World-Eater, Bane of Kings, Devourer of Souls, had returned, and every day Shouted awake a the dead Dragon of old. While Nords fought over Talos, all were united in their terror of the coming of the Dragons. All who knew that Alduin himself had returned knew that the final battle was nigh, that all would perish beneath Time itself, their souls reduced to long-forgotten nothingness. But just as the Elder Scrolls foretold that Alduin would return in this age of conflict, so they also predicted the coming of the Last Dragonborn, Dovahkiin in the tongue of the Dragons. For he alone bore the mantle of Shor's ghost, and mastered the Thu'um as weapon and a tool, a free gift of Akatosh. A man in shell, but a Dragon in spirit, the Dovahkiin discovered his true nature when he saved the city of Whiterun from the Dragon Mirmulnir. As the beast fell before him, the power of its timeless soul was revealed to the Dovahkiin, stolen that this mortal warrior might learn the Thu'um from it. The Storm Voice in his breath, the Dovahkiin ascended the Seven Thousand Steps, meeting with the Greybeards on the Throat of the World. Here he was proclaimed Ysmir, Dragon of the North, in the old Nordic way, his Dragon's soul meeting and swallowing the Shouts of the Greybeards that battered his mortal husk. He lent his hand to the ongoing war, but throughout it all battled the Thalmor in search of the answers toward the return of the Dragons. He learned nothing from the Elves, however; but with the remnants of the scattered Blades, the Dragonguard of the old emperors, he learned the truth of Alduin and of the end. Through the power of the Elder Scrolls, he learned the old Shout by which Alduin had been torn from the sky long ago. He bested Alduin, but the World-Eater retreated high into the mountains, to Sovngarde, to eat the souls of the newly fallen. In pursuit, the Dovahkiin called forth the dragon Odahviing, and bested him as well, imprisoning him in Dragonsreach as Olaf One-Eye had done long ago. Odahviing judged the Dovahkiin worthy, and offered to grant him a chance to battle Alduin once more. Odahviing was freed, and upon his back the Dovahkiin rode to high Skuldafn. There he battled the ancient Dragon Cult, arisen in cursed undeath, and through an Aetherial gate journeyed to Sovngarde. Among the heroes of Sovngarde he feasted, but his still-living eyes could not comprehend the true power of Shor, beyond that which dwelt within him. Gathering the ghosts of the Tongues who had banished Alduin long ago, he charged out of the gates of the Hall of Valor, and before the eyes of Shor and Tsun themselves shouted Alduin into ashes. Time dwelt within his soul, and through his strength the doom of the world was averted. Many are the other legends of the Dovahkiin, of deeds both great and small. All of them tell one tale; that of the valor of one hero in a sorrowful age, of a hero of even Ysgramor's stature. For even in an hour when all was lost, when the great men of old were all fallen, a warrior blessed with the power to change fate still came forth, and with the Thu'um sang the sagas of the future. 260 pts for the Hero of Skyrim profile. 145 pts for the Thane of Whiterun profile. Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. The Dovahkiin holds the place of a Thane in your army. His combinations of wargear, abilities, shouts and Mighty Deeds do not prevent other Thanes from having the same combinations. The Dovahkiin may take a single Housecarl bodyguard for +20 pts. The Dovahkiin may be a common race other than a Nord. If this is chosen, his rules are altered: see below. The Dovahkiin removes your army's 0-1 restriction on the Companions of Ysgramor and the Dawnguard. You may still only have one Harbinger in your army, however, if your army contains the Companions. You may choose for the Dovahkiin to count as two Core choices in addition to a hero choice. If this option is taken, your army may take no other choices, except for Odahviing, Housecarls and one other Hero choice. The Dovahkiin has two profiles and sets of special rules, each representing a different stage of his rise to glory. The Thane of Whiterun profile represents the Dovahkiin as a wandering hero, whose innate powers have only recently been discovered. The Hero of Skyrim profile represents the Dovahkiin at the peak of his might, at the time around when he traveled to Sovngarde itself to vanquish the great dragon Alduin World-Eater. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Hero of Skyrim | 7 | 5 | 5 | 5 | 3 | 5 | 4 | 10 | 5 | varies |- | Thane of Whiterun | 5 | 4 | 4 | 4 | 2 | 5 | 3 | 10 | 2 | varies |} Wargear and Spells: The Dovahkiin has ONE of the following: Adept's Robes Light Mail Armor Plate Armor The Dovahkiin has a hand weapon, shield, Spell:Flames and TWO of the following(he may take two of the same): *A second Hand Weapon, dagger *Bow *Short Bow *Crossbow(cannot be upgraded in quality except with Crossbow only upgrades, see below) *Poleaxe(+8 pts) *Greatsword(+8 pts) *Battle Axe(+8 pts) *War Hammer(+8 pts) *Wizard's Staff *One free spell from the Holds of Skyrim armory or from the Dovahkiin armory The Dovahkiin may replace one or more of his spells with any of the following: *Summon Flame Atronach (cast on 8+) +7 pts *Summon Frost Atronach (cast on 12+) +15 pts See Scrollhammer: Daedra Cults for rules for Daedra. The Dovahkiin may be mounted on a Warhorse for +25 pts. A mounted Dovahkiin may take a Lance for +10 pts. The Dovahkiin may make any of his weapons Master-Crafted for +8 pts per weapon. The Dovahkiin may upgrade any of his weapons to: *Skyforge Steel +8 pts per weapon *Dawn Weapon(hand weapon and War Hammer only) +2 pts per weapon *Enhanced Crossbow(Crossbow only) +4 pts per weapon The Dovahkiin may take the following if he does not take a magic helm: *Hunter's Cowl +6 pts The Dovahkiin may replace his armor or unarmored clothing with one of the following: *Leather Armor or Chainmail(free) *Dawnguard Armor or Dawnguard Heavy Armor +2 pts *Scaled Mail +2 pts *Full Plate Armor +12 pts The Dovahkiin(Thane of Whiterun) may take any number of magic items from the Holds of Skyrim armory, other than Artifacts. The Dovahkiin(Hero of Skyrim) may take any number of magic items, including Artifacts, and may carry up to 5 consumables. He may take(replacing similar items as always) any number of artifacts from the Dovahkiin armory, any number of the following artifacts from [[Scrollhammer: Artifacts of Tamriel]]: Auri'el's Bow, Auri'el's Shield, Azura's Star, Dawnbreaker, The Ebony Blade, Mace of Molag Bal, Mehrunes Razor, Oghma Infinium, Ring of Namira, Saviour's Hide, Sanguine Rose, Skull of Corruption, Spellbreaker, Staff of Magnus, Volendrung, Wabbajack, The White Phial. Artifacts may not be upgraded further except where normally allowed. The Dovahkiin(Hero of Skyrim) may take any number of artifacts from the Dovahkiin armory(instead of normally purchasing a similar item, as always). Artifacts may not be upgraded further except where normally allowed. The price of these items factors in the cost of the base item as well, as usual. *Runic Sun-Axe +20 pts *Blazing Rune-Shield +20 pts *Runic Inferno Hammer +30 pts *Shield of Ysgramor +35 pts *Wuuthrad +60 pts The Dovahkiin may purchase a single weapon upgrade enchantment from the Holds of Skyrim armory to upgrade Wuuthrad, granting it an additional ability. The Dovahkiin(Hero of Skyrim) may upgrade any of his weapons to: *Glass +4 pts per weapon *Ebony +8 pts per weapon *Daedric +20 pts per weapon *Dragonbone +30 pts per weapon *Dwarven Crossbow(Crossbow only) +8 pts per weapon *Enhanced Dwarven Crossbow(Crossbow only) +12 pts per weapon The Dovahkiin(Hero of Skyrim) may replace his armor or unarmored clothing with one of the following: *Master's Robes +15 pts *Nordic Relic Armor +20 pts *Dragonscale Armor +20 pts *Dragonbone Armor +25 pts *Daedric Armor +30 pts The Dovahkiin(Hero of Skyrim) may take an additional spell: *Any spell from the army spell list other than Summon Daedra +18 pts *Summon Flame Atronach (cast on 8+) (+15 pts) *Summon Frost Atronach (cast on 12+) (+30 pts) *Summon Storm Atronach (cast on 15+) (+50pts) *Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz) Special Rules: Stubborn, Dragonborn, Eternal Warrior, Tongue Mighty Deeds: Fight All Our Lives. In addition to this one, he has a unique Mighty Deed: Dragonslayer: The Dovahkiin has Preferred Enemy(Dragons) and is immune to Fear, Terror and Panic. If his unit is caught in a sweeping advance, they are not destroyed, but instead remain locked in combat and takes No Retreat wounds as if they had lost the combat while Fearless. The Dovahkiin may take a Guardian Stone Blessing for +10 pts. Shouts: The Dovahkiin knows the following Shouts: Unrelenting Force, Fire Breath, Whirlwind Sprint. The Dovahkiin(Hero of Skyrim) also knows the Shouts Dragonrend(see below) and Clear Skies. He may take additional Shouts from the rulebook with Cooldown 1 or less for +10 points each, Cooldown 2 for +20 pts each, and Cooldown 3 or higher for +30 pts each. He may take the shout Call of Valor for +20 pts(see below). '''Dovahkiin Armory''' Wargear: Dawn Axe: This is a Hand Weapon that re-rolls failed wounds against Vampires. Dawn Hammer: This is a War Hammer that re-rolls failed wounds against Vampires. Enhanced Crossbow: This weapon strikes with +2 AP. Dwarven Crossbow: This weapon strikes with +1 S. Enhanced Dwarven Crossbow: This weapon strikes with +1 S +2 AP. Dragonbone Weapon: This weapon strikes with +2 Strength +3 AP. Dawnguard Armor: This is Light Armor(6+) that grants a 4+ Ward Save against spells cast by Vampires. Dawnguard Heavy Armor: This is Heavy Armor(5+) that grants a 4+ Ward Save against spells cast by Vampires. Dragonscale Armor: This is Light Armor(4+) that grants bearer a 3+ Ward Save against flame damage. Dragonbone Armor: This is Heavy Armor(3+) the grants bearer a 3+ Ward Save against flame damage. Runic Sun-Axe: Artifact. This is a Runic hand weapon that ignores Feel No Pain. Rolls of 6 to hit with this weapon against units containing one or more undead cause two additional rolls to wound to be made against that unit. Those two additional wounds are considered to hit the unit, and must be allocated to Undead. Runic Inferno Hammer: Artifact. This is a Runic War Hammer that ignores Feel No Pain. If bearer is not engaged in combat, and has the Runic Inferno Hammer equipped, he may strike the ground with it after his unit marches or shoots during the shooting phase. If he does so, he automatically casts the spell Fire Rune without having to roll; he may do this even if he does not know the spell, he does not have enough power dice, or even if he is silenced. The range is always 3" for this casting, regardless of modifiers. Blazing Rune-Shield: Artifact. This is Shield. If bearer successfully makes an armor save, and is locked in combat with an enemy unit containing one or more vampires, each enemy unit bearer is locked in combat with takes D3 S4AP0 hits. These hits can only be allocated to Vampires in that unit. The Shield of Ysgramor: Shield, Artifact. The ancient shield of Ysgramor may only be wielded by the Harbinger of the Companions or by the Dovahkiin himself. Bearer has +1 Wound and a 4+ Ward save against spell damage. Wuuthrad: Artifact, Battle Axe. The mighty axe of Ysgramor himself may only be wielded by the Harbinger of the Companions or by the Dovahkiin. Wuuthrad is a Master-Crafted Runic Battle Axe that strikes with +2 Strength, and re-rolls all failed wounds against Elves(including Falmer, but not including Orcs). The sight of such a mythic weapon, reforged after millennia, causes all friendly units from this army book within 6" of wielder to become Fearless. Spells: Sun Fire: Restoration, cast on 4+, shooting attack, 1-handed. Move and Fire 1, range 18". This spell has no effect on the living. Against the Undead, it strikes at S4 AP0, Ignores Feel No Pain. Shouts: JOOR ZAH FRUL! ''Mortal''-''Finite''-'''Temporary''' Dragonrend: In the age of Alduin's tyranny, the Shout Dragonrend was crafted not by Dragons but by mortals. Turning the Dragons' own power over time and reality against them, the Shout Dragonrend forces a Dragon's soul to glimpse mortal, if only for a brief moment. The Dragon's powers are drained, and it falls to the ground, feeling a fear that it could never have imagined before. It is only with the secret of this Shout that the Dovahkiin was able to stand as an equal against dread Alduin. This Shout may be used at the beginning of any movement phase, and targets a Dragon within 24" and Line of Sight of the Dovahkiin. That Dragon takes a S5AP0 hit, and may not use Hit and Run, march or Fly until the end of next turn. In addition, it is reduced to Initiative 1 and must take Shout tests to use its Shouts, until the end of next turn. If it fails the Shout test, it may not use Shouts while under the effect of Dragonrend for the rest of the game.. Cooldown 1. HUN KAAL ZOOR! ''Hero''-''Champion''-''Legend'' Call of Valor: It was in the mists of Sovngarde itself, at the gates of the Hall of Shor high in Aetherius, that the Dovahkiin challenged Alduin on the eve of the dragon's victory. At his side fought three heroes of old, the very ones who had created the Shout Dragonrend, and banished Alduin into to the strands of time aeons ago. It was then that Alduin fell by the hands of these four heroes. The god Tsun, Shield-Thane of Shor, granted these three heroes the power to one day return to Mundus for a short time, that they might aid the Dovahkiin should the need be dire. When the Dovahkiin shouts the Call of Valor, one of the three heroes is summoned to fight at his side once more. This Shout may be used at the beginning of any movement phase. Until the end of next turn, the spirit of an honored hero is called upon to fight by the side of the Dovahkiin; that hero grants the Dovahkiin additional special rules until the end of next turn. Choose the hero each time you use the Shout: Gormlaith Golden-Hilt: The shield-maiden Gormlaith grants the Dovahkiin Frenzy, Fearless, and makes 4 attacks at Strength 5 AP1 magic damage Initiative 4 each round of combat; these attacks count as coming from the Dovahkiin's model, but are made separately, not using his profile or equipment. Felldir the Old: It was Felldir the Old, gifted in magic, who used the Elder Scroll to seal Alduin away in time until the Fourth Era. Calling upon Felldir immediately grants the Dovahkiin 3 Power Dice, and elemental weapons(including spells) used by the Dovahkiin strike at +1 Strength. Felldir makes 2 attacks at S6 AP1 magic damageInitiative 3 Critical Strike each round of combat; these attacks count as coming from the Dovahkiin's model, but are made separately, not using his profile or equipment. Hakon One-Eye: Hakon is a mighty and tireless warrior. Hakon makes 4 attacks at Strength 7 AP3 magic damage Initiative 1 each round of combat; these attacks count as coming from the Dovahkiin's model, but are made separately, not using his profile or equipment. Cooldown 3. '''Odahviing''' The dragon Odahviing may be taken as an Elite choice in an army containing the Dovahkiin(Hero of Skyrim) for +225 points. Skirmish, Monstrous Creature, Flyer, Dragon. Single Model. 50mm x 100mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Odahviing | 3 | 3 | 6 | 6 | 6 | 4 | 4 | 10 | 0 | 3+ |} Wargear: Odahviing is covered in dragonhide - scales that are tougher than steel, yet flow fluidly with his movement. This gives him an armor save as indicated in their profile. Their claws have the ''critical strike'' rule. Special Rules: Odahviing is a Character. It's Coming from Above!: Odahviing lurks in his eyrie, or else wanders the skies, until called to battle by the Dovahkiin. Odahviing always arrives by Deep Strike. If while arriving in this manner Odahviing would land on a friendly model, or land on an enemy unit, or land on impassable(or lethal) terrain, shorten the distance he scatters to place him as close as possible to that model, unit or terrain without triggering a mishap( or landing in lethal terrain). Serve the Strongest: Odahviing will only pledge his aid to the warrior with the mightiest Thu'um in the world; after the fall of Alduin, this happens to be the Dovahkiin. If the Dovahkiin is removed as a casualty, remove Odahviing from the game as a casualty as well; his service is fulfilled. Shouts: Unrelenting Force, Swallow Shout, Fire Breath, Frost Breath, Clear Skies '''The Race of the Dovahkiin''' The following rules are also in effect, based upon the Dovahkiin's choice of race: *Nord: Use the default rules shown above. The Dovahkiin may purchase a Mighty Deed from the Heroes section for +8 points, and a Mighty Deed from the Warriors section for +7 points. *Imperial: The forces of the Aldmeri Dominion become Desperate Allies. You win ties on the roll to go first. The Dovahkiin is not stubborn, but his unit may always rally regardless of the number of losses, and may shoot or march the turn it reforms in the movement phase. *Breton: The Forsworn become Desperate Allies. Alter the Dovahkiin's base profile so that he loses Stubborn, and has -1 Attacks and +1 Magicka. He may purchase a second additional spell from the armory(see above). *Redguard: Redguards of Hammerfell become Trusted Allies. Alter the Dovahkiin's base profile so that he has +1 Weapon Skill, +1 Attacks and -1 Magicka. The Dovahkiin loses Stubborn. *Altmer: The forces of the Aldmeri Dominion become Desperate Allies. Tribes of Valenwood become Grudging Allies. Alter the Dovahkiin's base profile so that he loses Stubborn, has -1 Strength, -1 Toughness, -1 Weapon Skill, and +2 Magicka. He may purchase a second additional spell from the armory(see above). *Bosmer: The forces of the Aldmeri Dominion become Desperate Allies. Tribes of Valenwood become Grudging Allies. Alter the Dovahkiin's base profile so that he loses Stubborn, has -1 Strength, -1 Toughness, -1 Weapon Skill, +1 Ballistic Skill, and +2 Initiative. *Dunmer: All Great Houses of Morrowind(other than Telvanni) become Trusted Allies. House Telvanni becomes a Desperate Ally. The Dovahkiin loses Stubborn, and may purchase up to two Destruction spells instead of his normal additional spell, for +10 points each. *Orc: Goblin-Ken become Grudging Allies. *Khajiit: Warriors of Elsweyr become Grudging Allies. The Dovahkiin gets -1 Strength, -1 Toughness, +2 Initiative, loses Stubborn and gains Fleet of Foot. *Argonian: The Dovahkiin loses Stubborn and gains Regeneration(6+).
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