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===List of Shouts=== The following is a list of common Shouts available to several of the armies in Scrollhammer. Additional Shouts may be found in various army books. FUS RO DAH! - Force - Balance - Push - Unrelenting Force: A silent shockwave flies forth from the hero'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 locked in combat within 6" directly away from user d3". That unit must take a dangerous terrain test if it hits dangerous terrain. A unit never be moved more than 6" per turn due to Unrelenting Force. 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! - Weapon - Hand - Defeat - Disarm: The hero commands his foe's weapon to fly out of his hand, leaving him vulnerable as he dives to reclaim his blade. This Shout may be used during the Close Combat phase by a model locked in close combat. Select a model in base contact with user. That model loses his charge bonus this round if he has one, unless he is using a Spell melee weapon. He takes an Initiative test. If he fails, he may not attack at all this round of combat with non-Spell melee weapons. Cooldown 1. BEX MAH MIRAAD! - Gate - Fall - Doorway - Thunderous Siege: The Tongue 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 Buildings. Cooldown 3 (Cooldown 1 for Dragons). YOL TOOR SHUL! - Fire - Inferno - Sun - Fire Breath: The hero invokes the famed power of the Dragons against his foe, exhaling an inferno: 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, Multiple Wounds(d3). Cooldown 3 (Cooldown 1 for Dragons). FO KRAH DIIN! - Frost - Cold - Freeze - Frost Breath: The hero exhales shards of ice and a wind of unfathomable cold from his mouth, tearing apart his enemies' freezing flesh. 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 at Initiative 1 this turn. Cooldown 3 (Cooldown 1 for Dragons). IIZ SLEN NUS! - Ice - Flesh - Statue - Ice Form: The hero commands its foes to turn to freeze solid in place. As they cringe before his breath, they are transformed into frozen statues. Their foes descend upon them, shattering the blanket of ice to bring them a painful death. This Shout may be activated during your Shooting phase. Target unit within 18" and LOS becomes pinned, and is hit automatically and is reduced to Initiative 1, until the beginning of your next turn or the phase after any form of attack hits the unit. Cooldown 3. KRII LUN AUS! - Kill - Leech - Suffer - Marked for Death: An enemy of the warrior 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 with Ignores Cover on a d6 5+. At the beginning of every phase, his armor save is reduced by -1 until the beginning of your next turn(this effect is cumulative). Cooldown 1. VEY TUZ KINZON! - Cut - Blade - Sharp - Razor Edge: The power of the Thu'um sharpens its wielder's weapon. The weapon slashes through the toughest armor and flesh as if it were butter. This Shout may be activated during the Close Combat phase. User strikes at +5 AP this round. If his attacks are already at least AP5, he also strikes with +1 Strength this round. Cooldown 1. FAAS RU MAAR! - Fear - Run - Terror - Dismay: The Tongue commands the power of fear against his foes. All who stand in his presence 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 Check or flee. If it is fleeing from combat, a Sweeping Advance may be attempted as normal. Cooldown 1. ZUL MEY GUT! - Voice - Fool - Far - Throw Voice: The Tongue makes this Shout to throw the sound of the Shout itself elsewhere, in an attempt to distract, confuse or fool his foe. This Shout may be activated during your opponent's Close Combat phase. If your opponent's models would have to make a difficult terrain test to charge user's unit this round, and every other model in user's unit(if any) have also used this Shout, the charging enemy must re-roll all rolls of 5 or better on their Charge Range roll. Monstrous Creatures do not get this bonus unless they are at least 50% concealed from the enemy. 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 - Pack - Animal Allegiance: The Tongue 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 Close Combat phase by a model in close combat. You may choose to target a model with Bestial Instinct: until the end of the next round of combat(or until user or the target are no longer in this combat), Command a model with Bestial Instinct either in base contact with user, or in base contact with another model in base contact with user. You may choose instead to target a Cavalry model: the rider must pass a Ld test on his own value. If he fails, he may not attack until the end of the next round of combat(or until user or the target are no longer in this combat), and takes a S3AP0 hit. Cooldown 1. KAAN DREM OV! - Kyne - Peace - Trust - Kyne's Peace: The hero 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 his will. This Shout may be activated during the Close Combat phase. Models that have Bestial Instinct in units within 6" of caster may not charge any unit, and or make attacks in close combat against user's unit this phase. If they would flee this phase, they are destroyed instead. Cooldown 2. LOK VAH KOOR! - Sky - Spring - Summer - Clear Skies: The Tongue 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! - Air - Battle - Grace - Elemental Fury: The Tongue commands the winds to harmonize with his strikes, his weapon cleaving the foe asunder with impossible speed and grace. In a blink of an eye, he fights with impossible ferocity. This Shout may be activated during the Close Combat phase by a model in close combat. User gets +2 attacks this round. Cooldown 1. WULD NAH KEST! - Vortex - Fury - Tempest - Whirlwind Sprint: The hero 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 marching. User(but not other models in his unit) may march an additional 3" this phase, ignoring both difficult and dangerous terrain. Cooldown 1. VEN MUL RIIK! - Wind - Strong - Gale - Tempest Shroud: The warrior calls upon the great winds to aid him in battle. Thick torrents of rain and biting winds scour the field. 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 - Wrath - Lightning - Storm Call: Thunderclouds form above, as the Tongue 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 units of Flyers. On a 4+ that unit takes a S7 AP6, Blast, Shock hit with Magicka Drain(total). These Blast templates may be placed cover one's own models(and certainly will if one's own units are hit!), and are placed by the opponent of the controller of the unit being hit. They cannot be placed so that they cover user, however. Cover saves are taken as if the attack was coming from directly above. Units completely obscured from directly above are not hit. Cooldown 4. SU'UM THU'UM DIIVON! Swallow Shout: The Tongue inhales as his rival sends forth a Thu'um, challenging his 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! - Life - Seek - Hunt - Aura Whisper: A Thu'um is released not in the form of a Shout, but of a Whisper. The energies of all objects surrounding the hero shine bright as stars to his eyes, no matter how well concealed their physical forms might be. This Shout may be activated during your Shooting Phase. Enemy models other than Undead and Automatons within 12" of user do not get cover saves from user's unit this phase. Cooldown 1. FEIM ZII GRON! - Fade - Spirit - Bind - Become Ethereal: The hero calls upon the void to shield himself. His physical form become as air before the blades of those who seek to slay him. This Shout may be activated at any time(this includes in response to user being hit, wounded, or failing a save). User immediately cancels all attacks, shooting attacks and spells he makes in this phase. User may ignore a single wound of any type against him this phase. Cooldown 1. FIIK LO SAH! - Mirror - Deceive - Phantom - Spectral Illusion: The Tongue creates a mirror image of himself, confusing his 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 marker, roll a d6. On a 4+, that attack counts as having missed. Cooldown 2. TIID KLO UL! - Time - Sand - Eternity - Slow Time: The hero orders the frame of the universe to warp to his will through the power of the gods: his Thu'um commands time itself to bend around it. In what seems to them to be a single second, the routs his foes with ease. This Shout may be activated at any time. During this phase, user may add d6" to his move, march, or charge(but not that of his unit). In addition, he rerolls all failed hits and wounds, and all failed cover saves and Parry attempts. Cooldown 2. DAAN JOT WULD! - Doom - Maw - Vortex - Maelstrom: The hero tears a hole in the fabric of reality with its breath, and Shouts his 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 suffers Magicka Drain(total), and must pass an Initiative test or be immediately removed as a casualty. Cooldown 3.
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