Scrollhammer: Imperial Legion: Difference between revisions

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Weapon of Wasting: Ranged weapons only, upgrade. +2 pts. Until the beginning of your next turn, you may choose to resolve any magic damage dealt to models hit by this weapon as having no element, or as not being magic or spell damage.
Weapon of Wasting: Ranged weapons only, upgrade. +2 pts. Until the beginning of your next turn, you may choose to resolve any magic damage dealt to models hit by this weapon as having no element, or as not being magic or spell damage.


Caliben's Grim Retort: Artifact.  This is a hand weapon, deals Frost damage.  When the bearer attacks a model that does not have a helmet item, or one modeled on the physical representation of it, then Caliben's Grim Retort grants the bearer +2 S against that particular model.  +8 pts.
Caliben's Grim Retort: Artifact.  Deals Frost damage.  Also grants the bearer +2 S, except against models that have an enchanted helmet or an unmodified 4+ armor save (Discounting shields and other possible bonuses).  +10 pts.


Dwemer Harvester: This is a Halberd. For each casualty inflicted with this weapon, its bearer gets 1 re-roll of to hit or to wound with this weapon for the remainder of the game. +18 pts.
Dwemer Harvester: This is a Halberd. For each casualty inflicted with this weapon, its bearer gets 1 re-roll of to hit or to wound with this weapon for the remainder of the game. +18 pts.

Revision as of 04:55, 27 April 2012

Work in progress by Duke and Lolpwnt. Rules listed as such are not final and subject to change. Expect quite a few of said changes to be done before it is completed.

Feel free to yell ideas or complaints under the Talk page.

Also, shameless copy and pasting of some things from the other army books. Come at me.

Introduction

The Imperial Legion, sometimes called the Imperial Army, is the land-bound component of the armed forces ruled by the Empire of Tamriel. The army has forces deployed under every auspice within the continent, who then operate with the authority of the Emperor himself. Their numbers are vast, their training impeccable, rigidly disciplined and flexible in use. It is easily considered one of the most powerful fighting forces ever assembled.

During peacetime the Legion primarily serves as a garrison force- manning forts, patrolling roads, and providing guardsmen for towns or cities. In wartime the Legion's power and responsibilities are greatly increased- and it is during this time that they serve as an invading and occupying force, overwhelming opponents with numerical superiority and efficient combat.

The primary mission of the Imperial Legion is to preserve the peace and rule of law in the Empire.

General Rules

The Imperial Legion is a well-trained and veteran force, their resolve nearly unbreakable. As such many of their units have the following rules-


Emperor's Strategy: An Imperial Legion army wins ties on roll to go first, chooses scenario rolling 6 to go first, and steals initiative on 5+.

Legionnaire Drilling: Almost all Imperial Soldiers are heavily trained and gruelingly drilled. Even in the most desperate situations the troops are able to keep their cool and continue striving for victory. Units with this special rule may always rally despite their number of losses. Imperial Legion musicians, rather then allowing their unit to always rally, instead allow them to shoot or sprint the turn they re-form in the movement phase.

Emperor of Tamriel: For every 200 points that an Emperor costs, they may take a 0-5 retinue of Blades. The Emperor also holds the absolute loyalty and faith of his peers- as such any unit that they join become fearless, as do all units within 24".

Only one unit with the 'Emperor of Tamriel' special rule may be taken.


Army List

Imperial Legion

An Imperial Legion army uses the following list:


Heroes: Imperial Legion Captain, Decanus Magus

Core: Legionnaires, Milites, Imperial Militia, Crossbowmen, Dragoons.

Elite: Battle Magi, Nobles, Guild Forces, Imperial Knights, Orc Auxiliaries.

Support: Spellcasters, Bosmer Auxiliary, Light Cavalry, Onager, Ballistae


Heroes

Captain

Few men and women ever given the honor to lead the Imperial Legion into battle. Those that do are often members of the royal bloodline, rich and powerful noble folk, and less commonly some uplifted common citizen who has shown their merit over decades of battle. Regardless, the commanders and captains embody all that the Legion holds dear- discipline, power, nobleness. Naturally they have all gone through Legionnaire training earlier in their life, then also been schooled for lengthy periods of time in the use of tactics and strategy. That is not to say they are pencil pushers- Imperial leaders are each an immensely powerful warrior or mage.

60 pts (80 pts for Legatus)

Hero. Independent Character, Skirmish, Infantry, Imperial, Single Model

Captain WS5 BS4 S4 T4 W2 I4 A3 Ld9 Mg2 Sv3+

Legatus WS5 BS4 S4 T4 W3 I4 A3 Ld10 Mg2 Sv3+

Wargear:

Hand Weapon, Shield, Full Plate Armor.

Spells: None

Special Rules: Legionnaire Drilling

Grand Strategy: All allied units within 24” of the Imperial Captain/Legatus may re-roll failed Leadership tests of any kind.

The leader may replace his or her hand weapon with:

Spear +4 pts

Javelins +6 pts

Wizard’s staff +6 pts

A leader may take one of the following:

Shield or Second Hand Weapon +6 pts

Bow or Short Bow +6 pts

A leader may replace items in both hands with:

Halberd +8 pts

Greatsword +14 pts

Battle Axe +14 pts

War Hammer +14 pts

A leader may upgrade any number of his weapons to the following:

Silver +2 pts per weapon

Glass +6 pts per weapon

Ebony +10 pts per weapon

Daedric +25 pts per weapon (Legatus only)

A leader may replace his armor with:

Glass Armor(free)

Ebony Armor +18 pts

A captain may be mounted on a warhorse for +20 pts.

A mounted captain may take a Lance for +10 pts. A mounted captain, if an Independent Character, may join a unit riding the same mount as himself.

A captain may take up to three spells from this book's spell list as follows:

Destruction Spells, mana cost 2 or less: +10 pts each

Alteration Spells, mana cost 2 or less: +8 pts each

Bound Weapon Spells: +14 pts each

Restoration Spells, mana cost 2 or less: +8 pts each, (Legatus only)

A captain may be given a Guardian Stone Blessing for +10 pts.

One captain may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice. A legatus may not take the Battle Standard.

A captain may take up to 60 pts of magic items from the armory where appropriate. A Legatus may take any number of magic items from the armory where appropriate.


Decanus Magus

While sorcerers and wizards are normally forced into battle-support roles, the Imperial Legion is all too willing to advance the rank of a proficient and ambitious warmage. The rank of Decanus, or watcher over ten squads, is often giving to particularly established and intelligent mages from their ranks. From this position the clever individual is able to lead a decent sized force into war for the glory of the Imperial Legion.

Decanus Magus

50 pts (70 pts for Decurio)

Hero, Skirmish, Infantry. Imperial.

Decanus WS3 BS4 S3 T3 W2 I3 A2(3) Ld9 Mg6(7) Sv-

Decurio WS3 BS4 S3 T3 W3 I3 A3(4) Ld9 Mg7(8) Sv-

Special rules: Legionaire Training

Foreigner: The hero may be changed to a Bosmer or Altmer for +5 pts


Wargear:

Magick Robes, Wizard’s Staff, Hand weapon.

A Decanus may purchase up to three spells(or four if he is a Decurio) from the armory, as included in this list:

Any Alteration Spell +5 pts

Any Bound Item Conjuration Spell +5 pts

Any Restoration Spell +5 pts

Any Mysticism Spell +10 pts

Illusion spells costing 1-3 mana +10 pts

Illusion spells costing 4+ mana +20 pts

Destruction spells costing 1-3 mana +10 pts

Destruction spells costing 4+ mana +20 pts

Summon Scamp (cost 1) +10 pts

Summon Flame Atronach (cost 2) +15 pts

Summon Dremora (cost 2) +20 pts

Summon Clannfear (cost 3) +30 pts

Summon Frost Atronach (Cost 3) +30 pts

Summon Storm Atronach(Cost 4) +50 pts

Summon Dremora Lord (cost 5) +150 pts

A Decanus may take an Atronach Familiar(in addition to any spells). This grants the mage the ability to buy a fourth(or fifth if Decanus) spell from his spell list, and a summoning spell, for a cost depending on the nature of the creature summoned:

Summon Flame Atronach (cost 2) +51 pts

Summon Frost Atronach (cost 3) +64 pts

Summon Storm Atronach (cost 4) +80 pts

A Decanus may replace his robes with one of the following:

Light Armor(6+, light) (free)

Heavy Armor(5+, heavy) +10 pts

Glass Armor(4+, light) +25 pts

Daedric Armor (2+, heavy) +60 pts

A Decanus may take a Guardian Stone Blessing for +10 pts.

A Decanus may take magic items from the armory where appropriate.

Core

Legionnaires

Imperial Legionnaires make up the bulk of the Imperial Legion. Compared to many other armies the average Legionnaire is heavily armed, rugged, and rigidly disciplined. Recruiting standards are incredibly high- only candidates at the utmost peak of physical fitness are even considered. What trustworthiness and virtue that does not already exist in the recruits are beaten into them over lengthy and tortuous drills. The combination of rigid discipline, effective organization, and cost-effective arming make the Legionnaires especially potent. Every member is clad in thick and well fitting skirted plate armor. Laden up with sword, shield, and spear. In formation, shields locked together, the mainstay warriors of the Empire are a fearsome sight to behold.

9 pts per model. Core. Fight in Ranks, Infantry, Imperial. 10-40 models per unit.

Legionnaire WS4 BS3 S3 T3 W1 I3 A1 Ld8 Mg1 Sv4+

Special Rules: Legionnaire Drilling

Foreign Regiment: The race of the unit may be changed to Nord, costing +1 pt per model. It may be a mix of Imperial and Nord.


Wargear:

Hand Weapon, Shield, Javelins, Plate Armor.

The entire unit may:

Upgrade one model to Centurion(+1 A, +1 LD) for +8 pts

Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts

Upgrade one model to Musician(can shoot/sprint after reforming) for +6 pts

Upgrade Plate Armor to Full Plate (4+ save) for +3 pts per model

Replace Plate Armor with Leather Armor (6+ save) for free.

Replace Plate Armor with Chainmaille (5+ save) for free.

The entire unit may replace Hand Weapons and Shield with:

Spears +1 pt per model

Bows +2 pt per model

Upgrade all weapons to silver +1 pts per model

The Centurion may replace his or her armor with Ebony Armor for +6 pts.

The Centurion may take up to 10 pts of magic items where appropriate from the armory.


Milites

After years of service within the legion and demonstrating their worth a Legionnaire might be promoted to the rank of Milite. These units normally have one particular role that they perform during the battle, normally supportive in nature. Different Milite units focus on entirely different subjects- some perform as woodsmen, others field surgeons. Especially trained Militae are even able to act as combat engineers, assisting the attack of fortifications and backing up siege weapon crews as needed. That the Imperial Army has such an abundance of elite trained soldiers only bespeaks its strength.

12 pts per model. Core. Skirmish, Infantry, Imperial. 10-20 models per unit.

Militae WS4 BS4 S3 T3 W1 I3 A1 Ld9 Mg1 Sv-

Special Rules: Legionnaire Drilling

Foreign Regiment: The race of the unit may be changed to Nord, costing +1 pt per model. It may be a mix of Imperial and Nord.

Specialists: Each unit is composed of one of three troop types, representing the different roles that might be required of them on the battle. Depending on the role chosen the Militae unit is differently armed, and gains special rules-

Woodsmen: Leather armor (6+ save), hand weapon, bows, javelins. Have the Move Through Cover and Fleet of Foot special rule.

Field Surgeons: Plate armor (5+ save), hand weapons. Mg+3, each Militae has the following spells: Mara’s Embrace, Cure Poison.

Combat Engineers: Plate armor (5+ save), hand weapon, bows. Have the Siege-Weapon Training special rule.

Siege-Weapon Training: If the unit has not moved, you may roll 2d6 against Leadership. On a success, you may remove X amount of men from the unit, then restore X amount of crewmen to a siege weapon within 4”. Treat these crewmen in every way like the crewmen that come with the target siege weapon.

The entire unit may:

Upgrade one model to a Centurion (+1 A) for +8 pts

Upgrade one model to Standard Bearer(+1 to combat resolution) for +8 pts

Upgrade one model to Musician(can shoot/sprint after reforming) for +8 pts

Upgrade all weapons to silver +1 pts per model

The Centurion may replace his or her armor with Glass Armor for +4 pts, or Ebony Armor for +10 points.

The Centurion may take up to 20 pts of magic items where appropriate from the armory.


Imperial Militia

Most Imperial Citizens maintain at least small amounts of Militiamen. All of these men and women have volunteered to safeguard their homes, frequently performing guard duty. Occasionally when war marches upon Cyrodil they march right back upon it, joining up with the more elite Imperial Legion. This only further bolsters the number of fighting men and women. While not nearly as trained as the Legionnaires, or well armed by any definition, the sheer amount and tenacity of these fighters can overwhelm unprepared opponents. Militiamen often are the unsung heroes of war; not fighting for coin or honor but for the defense of what they hold dear.

5 pts per model. Core. Fight in Ranks, Infantry, Imperial. 10-40 models per unit.

Militia WS2 BS2 S3 T3 W1 I3 A1 Ld6 Mg1 Sv5+

Special Rules:

Foreign Regiment: The race of the unit may be changed to Nord, costing +1 pt per model. It may be a mix of Imperial and Nord.

Wargear:

Hand Weapon, Shield, Leather Armor

The entire unit may:

Upgrade one model to a Warden(+2 A, +1 Ld) for +10 pts

Upgrade one model to Standard Bearer(+1 to combat resolution) for +4 pts

Upgrade one model to Musician(can always rally) for +4 pts

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:

Bows +1 pt per model

Short Bows +1 pt per model

Halberds +1 pt per model

The entire unit may replace their Leather Armor with:

Chitin Armor (free)

Chain Mail (5+) for +2 pts per model


Crossbowmen

The Imperial Legion makes great use of technology and is generally much more accepting of it then comparable armies. In particular the force favors the ranged weapon of the Crossbow. While the armor-penetrating weapon is deadly by itself, when armed en masse by trained Legionnaires it becomes entirely overwhelming. Volley after volley of armor-penetrating bolts can be fired from the formation, the men and women within grimly determined and unshakable.

10 pts per model. Core. Fight in Ranks, Infantry, Imperial. 10-20 models per unit.

Crossbowman WS3 BS4 S3 T3 W1 I3 A1 Ld8 Mg1 Sv5+

Special Rules: Battle-Tactics

Foreign Regiment: The race of the unit may be changed to Nord, costing +1 pt per model. It may be a mix of Imperial and Nord.

Wargear: Crossbow, Hand weapon, Chain Mail.

The entire unit may:

Upgrade one model to Centurion(+1 A, +1 LD) for +8 pts. The centurion loses the crossbow and is instead equip with a hand weapon, shield, and javelins.

Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts

Upgrade one model to Musician(can shoot/sprint after reforming) for +6 pts

Replace Plate Armor with Leather Armor (6+ save) for free.

Upgrade all weapons to silver +1 pts per model

The entire unit may replace Crossbows with:

Bows (free)

The Centurion may replace his or her armor with Full Plate Armor for +4 pts.

The Centurion may take up to 10 pts of magic items where appropriate from the armory.


Dragoons

Dragoons are heavily armored cavalry, organized in companies much like non-mounted infantry. As a whole they are more experienced and battle hardened Legionnaires, those that have some experience with fighting on horseback. While not at war, these cavalry perform as internal security, patrolling against smugglers, trouble-doers, and monsters on the roads between cities. Many an adventurer has been assisted by such a patrolling one. In combat they are a sight to behold- clad in dark, adamantine looking armor, only slightly catching rays off the sun. Nearly no infantry in Tamriel can survive the charge of a full unit of Imperial Dragoons.

19 pts per model. Elite. Skirmish, Cavalry, Imperial. 5-15 models per unit. May only be joined by Independent Characters who are also riding Horses.

Dragoon WS4 BS4 S3 T3(4) W1 I3 A1(2) Ld8 Mg1 Sv3+

Special Rules: Legionnaire Drilling

Wargear:

Silver Hand Weapons, Shield, Full Plate Armor.

The entire unit may:

Upgrade one model to Centurion(+1 A, +1 LD) for +8 pts

Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts

The entire unit may take:

Lances (Silver) +2 pts per model

Great Weapons (Silver) +2 pts per model

The Centurion may replace his or her armor with Ebony Armor for +6 pts.

The Centurion may take up to 30 pts of magic items where appropriate from the armory.


Elite

Battle Magi

Within the Imperial Legion it is entirely common to find large units of trained Battle Magi, or combat sorcerers. The Legion takes in the best of the best, so it is not uncommon for them to find those with high magical talents. These candidates are then run through the standard Legionnaire training and then some. While the resulting unit is not as potent as other more dedicated units, such as spellswords or sorcerers, Battle Magi are surprisingly resilient and deadly in their own right.

14 pts per model. Elite. Skirmish, Infantry. Battle Magi may be any of the 10 common races of Tamriel. 10-20 models per unit.

Magi WS4 BS4 S3 T3 W1 I3 A1 Ld8 Mg4(3) Sv4+

Special Rules: Legionnaire Drilling.

Foreign Regiment: The race of the unit may be changed to Altmer or Bosmer, costing +1 pt per model. It may be a mix of Imperial and these races.

Maser Tacticians: The most skilled warriors of the Imperial Legion are known for rapidly performing new and wild tactics, in addition to their sometimes frightening enthusiasm for battle. A unit of Battle Magi and Special Character attached to it may perform a Stand and Fire manuever with spells, then use their hand weapons and shields in the upcoming melee.

Wargear:

Hand Weapon, Shield, Plate armor.

Spells:

Flames, Drain Strength, Fireball

A unit of Battle Magi may:

Upgrade one model to a Centurion(+1 A, +1 LD) for +10 pts

Upgrade one model to Standard Bearer(+1 to combat resolution) for +8 pts

Upgrade one model to Musician(can shoot/sprint after reforming) for +8 pts

The entire unit may replace their shields with:

Short Bow (free)

Pair of Javelins (free)

The entire unit may replace the spell Flames with:

Spell: Chill, Sparks or Black Hand (free)

Second Hand Weapon (free)

Spear (free)

The entire unit may replace the spell Drain Strength with:

Any Destruction or Alteration spell from the army spell list(mana cost 2 or less) (free)

The entire unit may replace their Plate Armor with:

Leather Armor (6+) (free)

Full-Plate (4+) +3 pts per model

The entire unit may take one of the following:

Any Destruction, Bound Item, or Alteration spell from the army spell list(mana cost 2 or less) +3 pts per model

The entire unit may upgrade any or all of their weapons to:

Glass +3 pts per weapon per model(or +6 pts for all weapons)

Ebony +4 pts per weapon per model(or +8 pts for all weapons)

The Centurion may replace his or her armor with:

Ebony Armor +6 pts

The Centurion may take up to 20 pts of magic items, where appropriate, from the armory. For every four models in the unit, a Battle Magi may take up to 10 pts of magic items, where appropriate, from the armory.

The Centurion may take an additional appropriate Destruction, Bound Item, Illusion or Alteration spell(mana cost 2 or less) from the armory for +5 pts.


Nobles

It is not entirely infrequent for rich or noble folk to take up arms within the Imperial Legion. Some may seek fame, political power, or perhaps just wish to serve their duty within for the great nation of the Empire. The end result is the same- the respective men and women are tested for physical fitness, determined whether or not they are capable to join the Legion. Those that are receive the normal training, but normally are able to arm themselves with their own personal weapons, normally Ebony or enchanted. Noble Legionnaires fight much like their more mundane brethren, but are much better equip, and thus more potent.

13 pts per model. Elite. Fight in Ranks, Infantry, Imperial. 10-20 models per unit.

Noble WS4 BS3 S3 T3 W1 I4 A1 Ld8 Mg2(1) Sv3+

Special Rules: Legionnaire Drilling, Stubborn.

Wargear:

Silver Hand Weapon, Shield, Silver Javelins, Full Plate Armor.

The entire unit may:

Upgrade one model to Centurion(+1 A, +1 Ld) for +11 pts

Upgrade one model to Standard Bearer(+1 to combat resolution) for +9 pts

Replace Plate Armor with Ebony Armor (3+ save) for +6 pts per model.

The entire unit may replace Hand Weapons with:

Spears (Silver) +1 pt per model

Weapon of Flames/Sparks/Frost +6 pts per model.

Upgrade all weapons to Ebony for +6 pts per model.

The Centurion may take up to 25 pts of magic items where appropriate from the armory.


Guild Forces

While not at all a part of the Legion, at times the army might hire along a small cohort of men from the Fighters Guild. This act is quite often looked down upon by other commanders- after all, what reason is there to dilute the Legion with common rabble and brawlers? Unscrupulous (or pragmatic) commanders often ignore such prejudices, treating the guild like any other number of common auxiliary. The Guild fighters also perform decently in combat- charging forward in an often unorganized rabble that none-the-less strikes hard, felling enemies and receiving blows in almost equal measure. They may not fight prettily but they often get the job done.

Elite. Skirmish, Infantry. Fighters may be any of the 10 common races of Tamriel. 5-20 models per unit. The unit must contain at least three types of unit, and and no single type of unit may make up more than two-thirds of the whole squad.

Skirmisher WS3 BS3 S3 T3 W2 I4 A1 Ld7 Mg1 Sv6+, 13 pts

Breaker WS3 BS2 S4 T3 W2 I3 A2 Ld7 Mg1 Sv5+, 13 pts

Crusader WS3 BS3 S3 T3 W2 I3 A1 Ld7 Mg2 Sv4+, 18 pts

Monk WS4 BS- S3 T4 W2 I4 A2 Ld7 Mg2 Sv6++, 13 pts

Special Rules:

Specialists: Each unit may be composed of any combination of the four types of fighter, representing the different specialties of the freelance adventurers that have joined the local Fighters Guild. Each fighter has different choices of weapons and talents, as described below.

Skirmisher: Armed with Hand Weapon, Leather Armor, Short Bow OR Pair of Javelins. Both Hand Weapon and ranged weapon may be removed for a pair of hand-crossbows.

Breaker: Armed with great weapon, Bonemold Armor.

Crusader: Armed with hand weapon, shield, plate armor. They have the spell Heal Other.

Monk: Monks are armed with a hand weapon and priest robes, which grant them a 6+ ward save.

For every four models in the unit, one of the following upgrades may be made to any model in the unit:

Skirmisher: Upgrade armor to Glass Armor for +4 pts OR Upgrade one weapon to Glass for +3 pts.

Breaker: Upgrade armor to Glass Armor for +3 pts OR Upgrade one weapon to Glass for +3 pts OR upgrade one weapon to Ebony for +4 pts.

Crusader: Upgrade armor to Full Plate armor for +3 pts OR purchase an additional Restoration spell from the list worth 2 or less.

Monk: Increase the ward save to 5+ for +3 pts.


Imperial Knights

Imperial Knights are a somewhat rare knightly order of Tamriel. Though they are technically not a part of the Imperial Legion, and enjoy independence from it, the group is able to be called into battle on the Legions behalf. Normally the blessed knights are only called into battle when the need is dire, such as during the Oblivion Crisis, or one of many revolts. It goes without saying that Imperial Knights are a cut above nearly all cavalry. Each knight maintains their own personal arms and armor, most of which is nearly silver in color. Long capes and billowing decorations flutter off the men and their mounts, more often then not embroidered detailing past deeds and exploits. To their allies the sight of the Imperial Knights are rallying and joyful, to their enemies a sight to despair.

28 pts per model. Elite. Fight in Ranks, Cavalry, Imperial. 5-12 models per unit. May only be joined by Independent Characters who are also riding Horses.

Knight WS5 BS4 S4 T3(4) W1 I4 A1(2) Ld9 Mg2(1) Sv3+

Special Rules: Legionnaire Drilling, Unbreakable, Preferred Enemy (Daedra and Undead).

Kingly Presence: Allied units within 12" may substitute their Leadership with the Knight's.

Wargear:

Silver Great Weapon, Silver Hand Weapon, Shield, Full Plate Armor.

The entire unit may:

Upgrade one model to Lord(+1 A) for +10 pts

Upgrade one model to Standard Bearer(+1 to combat resolution) for +10 pts

Replace Great Weapon with Lances (Silver) for free

Upgrade Full Plate Armor to Ebony (3+) for +6 pts a model

Upgrade all weapons to Ebony for +8 pts a model

Any unit may carry a magical banner worth up to 50 points

The Lord may take up to 40 pts of magic items where appropriate from the armory.


Orc Auxiliaries

While once treated as monsters, and brutes to be killed on sight, Orcs have a distinguished history serving the Empire. Once allowed to enlist, it soon became apparent to all the Legion that the beast-like men were exceptionally hardy and skilled. Naturally strong warriors, and smiths, they fit best into the role of heavy front-line infantry. To this day, male and female Orc alike are honored members of the legion. Wielding great weapons, their tempers honed like a weapon from the Legionnare training, the Auxiliaries throw themselves headlong at weak infantry formations with joy. Truly there is no greater sport then war- and in the Legion they get paid well for it.

15 pts per model. Elite. Fight in Ranks, Infantry, Orc. 10-20 models per unit.

Orc Auxiliary WS4 BS3 S4 T4 W1 I3 A2 Ld8 Mg1 Sv4+

Wargear: Silver Greatswords, Orcish Armor.

Special Rules: Legionnaire Drilling, Stubborn

The entire unit may:

Upgrade one model to Champion(+1 A) for +10 pts

Upgrade one model to Standard Bearer(+1 to combat resolution) for +10 pts

Upgrade one model to Musician(can shoot/sprint after reforming) for +10 pts

The entire unit may replace their armor with:

Ebony Armor +8 pts per model

The entire unit may upgrade either or both of their weapons to:

Ebony +4 pts per model(+8 pts for both weapons)

The Champion may take up to 20 pts of appropriate Magic Items from the Armory.


Support

Spellcasters

Most of the magic-oriented units of the Imperial Legion fall under one of two categories- sorcerers or priests. The former are normally sorcerers or mages who had signed into service of the Imperial Legion. These men and women are then hurried through the standard Legionnaire training. By the time they finish, the already strong spell casters are infused with a strong grasp of tactics and unit dynamics, something arguably lacking in many of the magical sorts. The other type of spell casters are those of the Imperial Cult- missionaries who preach and inspire faith in the Nine Divines, and also the veneration of the god-hero Tiber Septim. While the laymen and women normally provide worship and services in quiet, peaceful shrines, the militant crusaders among them are entirely willing to take up arms and fight beside their Legionnaire brethren.

12 pts per model. Support. Fight in Ranks, Infantry, Imperial. 10-20 models per unit.

Sorcerer WS3 BS3 S3 T3 W1 I3 A1 Ld8 Mg4(5) Sv-

Priest WS3 BS3 S3 T3 W1 I3 A1(2) Ld8 Mg4 Sv 6++

Special Rules: Legionnaire Drilling, Foreign Regiment. -Sorcerers may be changed to Altmer or Bosmer for +1 pt each -Priests have Preferred Enemy (Undead and Daedra)

Wargear:

Sorcerers are armed with a Wizard’s staff.

Priests are armed with two hand weapons and Priest Garb.

Spells (Sorcerers): Firebolt. Sorcerers have an additional spell of your choice from the Schools of Destruction or Alteration(Mana cost 3 or less). Every model in the unit must take the same spells. One of these spells may be replaced by the spell Ward.

Spells (Priests): Mara’s Embrace. Priests have up to two additional spells of your choice from the Schools of Restoration or Alteration(Mana cost 2 or less). One of these two spells may be replaced by the spell Arkay's Chastiment. Every model in the unit must take the same spells.

The entire unit may:

Upgrade one model to Veteran(+1 A) for +7 pts

Upgrade one model to Standard Bearer(+1 to combat resolution) for +5 pts

Upgrade one model to Musician(can always rally) for +5 pts

The Veteran may take up to 10 pts of magic items where appropriate from the armory.

The Champion may take an additional appropriate spell (mana cost 3 or less) from the armory for +5 pts.


Bosmer Auxiliary

What few shortcomings the Imperial Legion has are often patched over with the neat use of Auxiliary troops. Of particular mention are the Bosmer bowmen from Valenwood. Since a young age native Bosmer are trained in the use of the longbow. Their keen eyes, and racial knackness for using the weapon are entirely unmatched. Frequently the Imperial Legion hires on a group of such men and women when they lack ranged firepower, or are moving into thickly wooded areas. It is in that terrain where the mercenaries perform exceptionally.

9 pts per model. Core. Skirmish, Infantry, Bosmer. 5-20 models per unit.

Bosmer Auxiliary WS3 BS5 S3 T3 W1 I4 A1 Ld7 Mg2 Sv6+

Special Rules: Move Through Cover.

Wargear:

Leather Armor, Elven Longbows, Dagger.

One model per unit may be upgraded to Veteran (+1 Ld) for +9 pts.

Upgrade one model to Standard Bearer(+1 to combat resolution) for +7 pts

Upgrade one model to Musician (can always rally) for +7 pts

Any number of models in the unit may each take one of the following of your choice:

A Pair of Poisoned(4+) Hand Weapons +1 pts per model

Poisoned(4+) Longbows +3 pts per model

The Pathfinder may be given Glass Armor for +3 pts

The Pathfinder may upgrade all his weapons to Glass for +6 pts

The Pathfinder may be given up to 10 pts of magic items where appropriate from the armory.


Light Cavalry

The Imperial Legion has a fondness for horse cavalry, well acquainted with their uses and tactical advantages. Rather then being solely intended for combat (Such as the Dragoons), Light Cavalry fulfill a large number of equally important tasks- reconnaissance, raiding, screening, and most often communications. During battle the cavalry are still able to be a thorn in the enemy commanders side, quickly galloping about the battlefield, striking where lines are weakest, pummeling the enemy with ranged weapons before letting loose with a deadly charge.

13 pts per model. Support. Skirmish, Fast Cavalry, Imperial. 5 to 20 models per unit. May only be joined by Independent Characters who are also riding Horses.

Light Cavalry WS4 BS4 S3 T3(4) W1 I3 A1(2) Ld8 Mg2 Sv5+

Wargear:

Hand Weapon, Shield, Javelins, Leather Armor.

Special Rules: Legionnaire Drilling, Scouts.

Foreign Regiment: The race of the unit may be changed to Bosmer, Dunmer, Khajiit, or Nord, costing +1 pt per model. It may be a mix of Imperial and these races.

The entire unit may:

Upgrade one model to Centurion(+1 A, +1 Ld) for +13 pts

Upgrade one model to Standard Bearer(+1 to combat resolution) for +8 pts

The entire unit may take:

Lance +2 pts per model

The entire unit may replace their Hand weapon with:

Spear +1 pts per model

Great weapon +2 pts per model

The entire unit may replace their Javelins with:

Bow +2 pts per model

The Centurion may replace his or her armor with Glass Armor for +4 pts

The Centurion may take up to 15 pts of Magic Items where appropriate from the armory.


Onager

The onager is an Imperial Legion siege engine, a catapult, that uses torsional force to fling like rocks at the enemy. When fired the arm spins around and slams into the padded bed, causing the whole device to flinch and shake. It is from this motion that the onager draws its name. In combat, the weapon is used to batter infantry with showers of rock, or fling especially large ones at enemy fortifications to batter them down.

90 pts per artillery. Support. Skirmish, Artillery, Imperial. 1 to 3 artillery per unit.

Onager Unit

Onager WS- BS- S- T7 W4 I- A- Ld- Mg- Sv-

Crewman WS3 BS3 S3 T3 W1 I3 A1 Ld7 Mg2 Sv5+

Engineer WS3 BS3 S3 T3 W1 I3 A2 Ld8 Mg2 Sv5+

Crew: 4 Crewman

Wargear:

Hand Weapon, Plate Armor.

Special Rules: None

Catapult: Onagers are made up of crew and the actual artillery piece, with oncoming ranged attacks being split between the two. As a unit it may not move, only pivot, and requires at least one crewman to make use of the special shooting attack.

Onagers fire with the following profile- Heavy blast, 12-60” range, 4(9) strength, Multiple Wounds (d6)

Mechanical: The Onager model is Immune to Poison and Immune to Disease.

Each artillery unit may:

Upgrade one model to Engineer(+1 A, +1 Ld) for +10 pts

Each artillery unit may take:

Shields for +4 pts

The Engineer may replace his or her armor with Glass Armor for +4 pts


Field Ballistae

Similar to the Onager, Field Ballistae are another torsion powered siege weapon. These are somewhat more elaborate and large; their destructive power that of springs and flexed wood. These ballistae are able to fire one of a number of different ammunition types- grapeshot, armor piercing spears, so on. While less effective at destroying fortified buildings, field ballistae are a menace to large blocks of infantry, the bolts tearing through enemy ranks with surprising ease.

100 pts per artillery. Support. Skirmish, Artillery, Imperial. 1 to 3 artillery per unit.

Field Ballistae Unit

Ballistae WS- BS- S- T7 W4 I- A- Ld- Mg- Sv-

Crewman WS3 BS3 S3 T3 W1 I3 A1 Ld7 Mg2 Sv5+

Engineer WS3 BS3 S3 T3 W1 I3 A2 Ld8 Mg2 Sv5+

Crew: 4 Crewman

Wargear:

Hand Weapon, Plate Armor.

Special Rules: None

Ballistae: Ballistae are made up of crew and the actual artillery piece, with oncoming ranged attacks being split between the two. As a unit it may not move, only pivot, and requires at least one crewman to make use of the special shooting attack.

They can choose to fire a single bolt, or a grapeshot of rocks, with the following profiles-

Single bolt: Heavy Blast, 48” range, 6 strength, Multiple Wounds (d3), Ignores Armor or

Grapeshot: Heavy 6, 48” range, 4 strength, AP2

Mechanical: The Ballistae model is Immune to Poison and Immune to Disease.


Each artillery unit may:

Upgrade one model to Engineer(+1 A, +1 Ld) for +10 pts

Each artillery unit may take:

Shields for +4 pts

The Engineer may replace his or her armor with Glass Armor for +4 pts


Special Characters

The Blades

Blades are the hidden agents of the Emperor, those that perform the function of his eyes, hands, and ears. Before becoming extinct in the late fourth era, the blades were an honored class, one that often could be seen in public. Many served as diplomats or in courts. While out in the field, the Blades were excellent in the acts of espionage and disguise, often passing themselves off as commoners or beggars. They trace their routes back to the original Akavir Dragonguard, who first came to Tamriel to exterminante the monsters. The men and women ended up being defeated by the Dragonborn Reman, and swore fealty to the man, becoming his personal bodyguard. As the ages passed their numbers swelled, and they continued to protect the successive Dragonborn Emperors, with their lives when needed. Masters of both deception and combat, the Blades are some of the most capable warriors in Tamriel. Clever and strong alike, they have had a crucial role in many of histories most notable events, such as personally discovering the Nerevarine reborn and helping end the Oblivion Crisis.

50 pts per model. Elite(0-1). Skirmish, Infantry, Imperial. 3-10 models per unit

Blade WS6 BS4 S3 T4 W2 I5 A3 Ld10 Mg3 Sv3+

Wargear:

Akaviri Katana, Ebony Armor, Hand Weapons.

Akaviri Katana: Count as an enchanted katana that strikes at +2S, +2AP, and has Critical Strike(6+)

Special Rules:

Legionnaire Drilling, Stubborn, Infiltrate, Preferred Enemy(Dragons and Altmer)

Death Before Failure: The Blades have occasionally failed to protect the Emperor in the past, and loathe to do so again. Whenever a wound might be taken to an Emperor hero, that is joined to the Blades, they may instead take the wound on a d6 roll of 2+, no armor or ward saves allowed. This should be taken to wounded blades whenever possible. Joined Emperors may not be challenged to combat.

One model may be upgraded to Champion (+1 A) for +10 pts

Each model may choose to replace his hand weapons with:

A Pair of Hand Crossbows for +3pts per model

A Short Bow (free)

Each model may upgrade any or all of his weapons to:

Daedric +10 pts per weapon, if the Akaviri Blade then it loses the Critical Strike bonus. (or +20 for all weapons)

Each Blade may take up to 20 pts of magic items where appropriate from the armory.


Tiber Septim, God-Emperor

General Talos, Hjalti Early-Beard, the Great Dragonborn, Ysmir

For a man that ascended to the rank of divinity, it is hardly surprising that most of Tiber Septims life is shrouded in mystery and debate. What is known and agreed upon him is that Septim had once been a man, albeit a gifted and troubled one. His tale is such-

At a young age Tiber Septim found himself in the frozen lands of Skyrim, drawn to the High Peak of the Greybeards. It was there that they recognized his Dragon blood. For many a year he journied between various chieftains and the Greybeards, learning all he could about both the power of the Thuum, and also the careful application of war. It was here, in Skyrim, that he lay the foundations for his upcoming conquests of Tamriel. At the age of twenty, already an accomplished shouter and tactician, he led the invasion of Old Hrol'dan- taking the place back from the Witchmen of High Rock. Now with both Colovia and Skyrim at his command, the Greybeards soon began gathering great storms to their peak, letting all know that something important must be spoken to the world. They removed their gags and spoke Tiber Septims name, causing the very foundations of the World to shake. They then told him that to rule Tamriel, and save the world from the Elves, he must first look to the South.

His forces marched upon Cyrodil in the coldest breath of winter, using their natural affinity for winter to their advantage. For a while their armies were stalled by the citadel of Sancre Tor. There Tiber received a vision, one that revealed to him the hidden artifact called the Amulet of Kings. Leaving behind a small detachment to keep on the siege, the rest of his forces set out in search for the particular item. By the time he had returned the siege had turned out of his favor, the two armies becoming embroiled in combat, heavy casualties on each side. With his personal handful of men, Tiber Septim entered the citadel, confronting the enemy lords and nobles. Here he gave them his ultimatum- swear fealty to him or die. The vast majority of them agred, and it was then that he demonstrated his Thuum to the Cyrodilic Army, demonstrating his power of the voice, Dragonblood, and mantle of Talos.

Working his way into Cyrodil, Talos-Septim began rallying many of the diseperate groups of Imperials to his side. The King of Falkreath, in Western Cyrodil, adopted Talos as his general. Together the two of them united that nation within a year. At the end of it all, Cuhlecain sought to crown himself emperor. Dissatisfied with this, Talos saw to it that the king be assassinated. To cover the evidence he ended up burning the capital, and some say even slit his own throat to try to hide the blame.

With the cosmopolitan of Cyrodil under his belt, and Skyrim and West Rock alike, the rest of his conquests over dispparate states was somewhat straight-forward. His forces became especially dug into Morrowind eventually, when the Emperor wished for control over Vvardenfell's ebony supplies. His long-time ally (and arguably a different aspect of Talos) Ysmir had also stressed that he might be able to take the Tribunals power. Septim and the Tribunal made a deal called the Armistice, one that would submit them to this new Empire, but allow them to keep their beliefs. An ancient enemy of Morrowind, Ysmir soon left Talos's side out of disgust.

After invading the Elven lands, Tiber led a long and prosperous life as the Emperor of Tamriel. A number of attempted coups were made against him, but all failed. On his deathbed Tiber named Pelagius, his grandson as his heir, and ascended to godhood.

So ends the tale of Septim, Shezzarine, Hjalti Early-Beard, Ysmir, the warrior imbued with the power of Shor, he who embodies the myth of the great king who founds empires. Almost single handedly he had turned the pantheon of the Eight Divines to the Nine Divines, and united all of Tamriel, eternally earning a place in history.


450 pts. Tiber Septim can be taken as a replacement for a Captain, in an Imperial or Nord list greater then or equal to 2000 points. Independent Character, Skirmish, Infantry, Nord. Single Model.

Tiber Septim WS8(9) BS5 S5 T4 W4 I5 A4 Ld10 Mg4 Sv 2+/4++

Wargear:

Ancient Nord Armor: The set of armor is made up of finely crafted ebony, created back in ancient times. The armor provides Tiber with a 2+ save, 4+ ward save, and does not encumber him.

Blade of Talos: The Blade of Talos counts as an ebony great weapon that strikes with +1 S and +1 AP. It has Critical Strike, deals 1d3 wounds. The weapon counts as enchanted.

Amulet of Kings: The fabled amulet grants Tiber Septim a chance to reflect spells that hit his joined unit, doing so on a d6 roll of 5+.

Spells: None

Shouts: Unrelenting Force, Thunderous Siege, Frost Breath, Marked for Death, Elemental Fury, Swallow Shout

Special Rules: Dragonborn, Emperor, Eternal Warrior, Fearless, Preferred Enemy (Elves), Guardian Stone: The Warrior


Martin Septim

At the turning of the Fourth Age, Emperor Uriel Septim VII was assassinated by the Mythic Dawn, who were part of a conspiracy to summon Mehrunes Dagon and lay waste to Tamriel. While all the Emperor's known heirs had been killed one unknown son had survived- Martin Septim. The illegitimate son of Uriel Septim VII, he was cast out at a young age. As an act of kindness the Grand Master of the Blades Jauffre agreed to whisk him away to safety.

Little is know about Martin's early life, save that he used to worship Sanguine and indulge in hedonism. Later in his years he ended up joining the Imperial Cult to atone for a horrid tragedy. During the late parts of the Oblivion Crisis, Martin contributed greatly to defeating Mehrunes Dagon. A kind and good natured soul, his past experience in Daedra Worship made him exceptionally useful in combating the fiends during the crisis. Not only was he able to translate the Mysterium Xarxes, and still later assist his men fight Daedra, imparting upon them the knowledge of their weaknesses and strengths. He fell in the Battle for the Imperial City- it was there he transformed into the Avatar of Akatosh, engaged the Daedra Prince in personal combat, and banished Mehrunes Dagon from the material plane.

Many of the Imperials view Martin with great reverence, nearing that of Tiber Septim himself. The hardened statue of the Avatar of Akatosh, which was once Martin, can still be seen in the Temple of the One. There it remains crouched in a ferocious pose, looking much as it did when it struck down the Daedric Prince Mehrunes Dagon.


280 pts. Martin Septim can be taken as a replacement for a Captain. Independent Character, Skirmish, Infantry, Imperial. Single Model.

Martin Septim WS3 BS4 S4 T4 W3 I4 A3 Ld9 Mg7(8) Sv 3+/5++

Wargear:

Armor of Tiber Septim: The set of armor is finely crafted ebony, reforged from the same armor worn by Tiber Septim, riddled with some of the most powerful and concentrate enchantments in existence. The armor provides Martin with a 3+ save, 5+ ward save, does not encumber him, and increases his Mg by a net total of 1.

Martin's Blade: A weapon fit for the Emperor, Martin's Blade is an enchanted ebony weapon. It strikes with +1 S, +1 AP, and whenever a model is wounded by it the model immediately takes a S4 shock hit and loses one magic dice.

Amulet of Kings: The fabled amulet grants Martin a chance to reflect spells that hit his joined unit, doing so on a d6 roll of 5+.

Spells:

Frostbite, Ice Spike, Blizzard, Shock Barrier, Healing Touch.

Special Rules: Dragonborn, Emperor, Preferred Enemy (Daedra), Guardian Stone: The Mage

Blessed by the Gods: Martin Septim may re-roll three dice over the duration of the game, so long as they are an attack, save, or casting roll made by him. Once these three dice are used he loses this special rule.

Daedra Familiarity: All Daedra that Martin attacks in melee or with spells (Even Daedric gods) have their ward save decreased by two increments. While his joined unit does not benefit by this, they do gain the rule Preferred Enemy (Daedra).


Saint Alessia

Slave-queen, the First Empress of Man, Bringer of the Nine

Long ago, during the first Era, mankind as a whole suffered greatly under the control of the Ayleids. The Nedes (or ancient ancestors of both Cyrodil and Nord) were forced into slavery by the elves, those arriving from far off-lands to the Nibenay Bay quickly being forced into population centers. Man served as beasts of burden, and playthings, festering beneath their masters. It was a rare and pleasant occurrence that they might be treated more then animals, the vast majority of them not even holding a name.

While much of her early life is unknown, it is in this environment that Saint Allesia grew up. A compassionate soul, and kind heart of the truest kind, the young woman found hope in helping her fellow Nedes. This is how she spent her time, up until finding a beacon of hope. In the second century of the first Era, the Nordic King managed to force the Ayleids completely out of Skyrim, also forming the first human kingdom of Tamriel. The Cyrodil slaves looked to this great act and began wondering why they could not do the same. It is then that Alessia began praying to the Nordic Divines, hoping that these new gods might help lead her people to freedom.

This came sooner then she might have guessed. Kynareth, Nordic Kyne, sent unto her his demigod son Morihaus. Aiding and helping her as needed, Alessia soon was able to began rallying slaves under her banner. It was then that her subordinates began refering to her as the Slave-queen. It is also known that at this time some radical Ayleids had also begun growing sympathetic to the humans cause, the resulting confusion and strife further helping Alessia. As time passed the divines lent her more help, such as granting her visions, and sending her another demi-god assistant, this time the fabled Pelinal Whitestrake.

It was he who led her first army against the Ayleids in 1E, 242, and quickly devastated them, entirely crushing the elves. Almost immediately after their great victory, impressed by the Grand Crusader, the Nordic King agreed to join their forces and together launch an offense against the Ayleids.After a long and bloody battle, Pelinus, the Grand Crusader, struck down the equally divine Ayleid King. Gloating and taunting the enemy forces, they quickly chopped him into eight pieces and left them for Alessia and Morihaus. Even with the great general dead however, Alessia continued to fight the Ayleids, eventually driving them free from Cyrodil and the White Tower, ending the Ayleid reign over man. Soon after the Saint was crowned as the first Empress of Cyrodil and led a long and happy reign over her subjects.

Upon her deathbed Alessia was visited by Lorkhan, who brought with him a pact from Akatosh himself. Alessia was infused with the god's divine blood, then placed within the newly formed Amulet of Kings. The Oblivion Gates that had so long been open, spilling misery into the lands, were closed. It was then decreed that her soul would function as a seal, and so long as one of heir bloodline wore the amulet, the gates would be kept shut. Posthumously named a saint, it is said she finally joined Pelinal in the divine realms above.

The legacy Saint Alessia has left on Tamriel is awing- over the course of her life she had freed mankind from slavery, formed the first Empire of Cyrodil. Cut off Daedric access to the world. Founded the religion of the Eight Divines. Few figures in history can even begin to compare.


200 pts. Alessia can be taken as a replacement for a Captain. Independent Character, Skirmish, Infantry, Imperial. Single Model. Purchasing Saint Alessia will require that only Nordic Auxiliaries be taken- the only races that may be deployed with Alessia are Imperials or Nords.

Saint Alessia WS4 BS4 S3 T4 W3 I3 A3 Ld10 Mg7(7) Sv 3+/5++

Wargear: Ebony Armor, Wizard's Staff, Weapon of Flames

Spells:

Gaze Upon Dibella, Purge Magic, Dispel, Ward, Mara's Embrace, Mara's Balm, Holy Word.

Special Rules:

Eternal Warrior, Preferred Enemy (Elves), Guardian Stone: The Mage

Herald of the Divines: Alessia may re-roll one dice each player turn. In addition to this she succesfully casts Mysticism and Restoration spells on 2+ and has a ward save of 5+.

First Empress: Alessia holds the absolute loyalty and faith of her peers- as such any unit that she joins become fearless, as do all units within 24". You may not take any heroes with the 'Emperor' special rule in addition to Saint Alessia.

Grand Redemption: Such is the belief and faith in Saint Allesia, in the idea of freedom, that all deployed Imperial Militia gain the Immune to Psychology special rule.


Pelinal Whitestrake, the Grand Crusader

Back in pre-history, it is said that the semi-divine Pelinal wandered the world, fighting for man under many aliases. It is when he joined forces wihh Alessia, however, that he forever became known.

When the son of Shor, champion of Akatosh heard of Alessia, he came to her camp to pledge his loyalty. It is said that he came to her holding a mace and sword, both encrusted with smashed Elven intestines, feathers, and pearls- the markings of the Ayleids. (So he was like) Though this figure seemed raving mad, and full of fury, Alessia also saw that he was unworldly and wished to help her people.

The man soon became feared and hated by every Ayleid that walked Tamriel- rather then engage them in open combat, or lead rallied men upon them, he instead sought out each of their sorcerer-kings in turn and challenged them to personal combat. Acts such as eating their neck-veins while screaming praises to unknown gods, smashing their skulls upon altars, and bathing in their blood were entirely too common. For this reason it was said that Whitestrake "Had no heart under his armor, only the rage of a mindless dragon." This is rather accurate. When a favored hopilite slave, Huna, fell, the man went into such a rage that he began destroying Cyrodil- and it was only when Alessia begged the gods for help that he ceased.

Late towards the end of the war for freedom the Nedic forces were unnerved by the site of the White Gold tower, and the storms that raged about it. Halting to take council, and prepare for the attack, Whitestrake shouted unto them that they were all cowards, insulting each of them in turn, and set into the city by himself. There he challenged their half-daedric sorcerer king, Umaril the Unfeathered, to personal combat. It was only when Pelinal had already been wounded by many Daedra, his blood spilled for the first time, that Umaril heeded his screams to face him. The battle that raged was fearsome, and the two struck and wounded each other in equal measure. Facing the end of his life, Whitestrake managed to rip off the half-ayleid's wings and kill him.

Pelinal was struck down by the Ayleids soon after when he had begun laughing about the ugliness of Umaril's angel helmet, also heatedly and recklessly insulting the heritage of all the elves about him. They chopped the wounded Whitestrake into eight pieces, a symbolic number, and left these to later be found by Alessia. It was when his disembodied head was found that he hushedly spoke unto her that Umaril had not been slain entirely, since the sorcerer was part-daedra, and that he had failed his duty.

It is said that Whitestrake later somehow appeared at Alessia's deathbed, and then joined her in the divine realms. And while saintly orders would later fight in his name, and he was instrumental in freeing man, even later defeating Umaril Returned with the Hero of Cyrodil, Whitestrake is remembered particularly for his divine strength and madness.


350 pts. Pelinal Whitestrake may be taken as a replacement for a Captain. Independent Character, Skirmish, Infantry, Imperial. Single Model. Purchasing Pelinal Whitestrake will require that only Nordic Auxiliaries be taken- the only races that may be deployed alongside him are Imperials or Nords.

Pelinal Whitestrake WS8 BS5 S5 T5 W4 I4 A4(5) Ld10 Mg2 Sv2+/4++

Wargear:

Ebony Armor, Shield.

Elf-friend: Pelinal's blade Elf-friend is a daedric-counting hand weapon that has Critical Strike(5+), deals 1d3 wounds, and does Flame damage.

Special Rules:

Eternal Warrior, Fearless, Feel No Pain, Frenzy (Included in profile), Hatred (Elves), Hatred (Characters with elven armor).

Might of Shor: Whitestrake has a 5+ ward save and any units he joins become Fearless.

Reckless Insults: Pelinal Whitestrake may challenge an Independent Character or a single model unit to a duel, at the beginning of each round of close combat involving him. If he does, and the challenge is accepted, both models must direct all their offensive spells and attacks against one another this round, and no other models may attack either of them. If the challenge is turned down, the challenged model may not attack or cast spells this round. Whitestrake may not challenge a non-elf special character if an elf is nearby- the Hatred special rule over-rides any challenges he might make.


Knights of the Nine Divines

The Knights of the Nine are the crusaders charged with searching, and retrieving the artifacts of the Divine Crusader, Pelinal Whitestrake. They were first founded in the second century of the Third Era, and it is when they defeated the Wyrm of Elyngleen that they began to grow in fame. There numbers had swollen, and they proceeded to retrieve a handful of more relics from the many quests. Sadly the great triumphs and deeds of the knights were fated to fall to ruin. In 3E 121 the knights became troubled during the War of the Red Diamond, the forces split and wishing to fight for their own respective sides. Many of the Knights had families with stakes in the war, such as loss of life or death, and thusly quit the order.

After the war the Knights grew more and more distant from what their order had originally intended. Where they had once been noble and mighty individuals, they now began to grow greedy and violent. Those Knights that did not rise to positions of power, or get themselves killed, were often cursed by the Nine Divines themselves, punishing them for their recklessness. Sir Amiel, the leader of the Knights, remained true to what they had said. After the Oblivion Crisis in 3E 433, with the fruits of the last knight's mission, it is said that the Hero of Kvatch had begun rallying knights to the order to go set out and destroy the returned Umaril.

The Knights themselves are a glory to behold- while at a glance they may seem somewhat mundanely armored, and hardly decorated, they carry with them an overwhelming aura of fidelity and serenity. To look upon the Knights of the Nine is to feel at peace... save when one is at the charging end of them. It is also said that each of the Knights fights with the strength of five men- and considering they carry the blessings of the gods this is hardly circumspect.

45 pts per model. Elite. Fight in Ranks, Cavalry, Imperial. 5-9 models per unit. May only be joined by Independent Characters who are also riding Horses.

Knight of the Nine WS5 BS4 S4 T4(5) W2 I4 A1(2) Ld10 Mg2(1) Sv 2+/5++

Special Rules: Eternal Warrior, Foreign Regiment, Unbreakable, Preferred Enemy (Daedra and Undead).

Blessings of the Gods: Knights of the Nine are blessed by the gods and so long as they continue venerating them and acting according to their codes. Knights of the Nine have a 5+ ward save.

Aura of Serenity: Units that wish to fire upon the Knights of the Nine with a ranged weapon (Or spell) do so at -1 BS. Units engaged to them in melee fight at -1 WS.

Wargear:

Great Weapon of Might, Hand Weapon of Might, Shield, Ebony Armor.

The entire unit may:

Upgrade one model to Standard Bearer(+1 to combat resolution) for +10 pts

Replace Great Weapon with Lances (of Might) for free

Any unit may carry a magical banner worth up to 50 points

Each of the Knights may take up to 30 pts of magic items where appropriate from the armory.


General Tullius

General Tullius was the commander of the Imperial Legion, and military governor in Skyrim, during the Skyrim civil war.

An extremely clever individual, and shrewd tactician, Tullius was one of the the most capable men of ending the war besieging Skyrim. During the dragon crisis he displayed an impressive knack for command when he had whipped the present forces into a serviceable defense, also managing to have all the townsfolk lead to safety. He even managed to capture Ulfric Stormcloak, for a time, which clearly says something about his espionage abilities.

General Tullius bears a particularly strong hatred for the Thalmor- not only for causing war and death across all of Tamriel, but also for forcing the White-Gold Concordat upon the Empire and banning the worship of Talos.

145 pts. General Tullius can be taken as a replacement for a Captain. Independent Character, Skirmish, Infantry, Imperial, Single Model

General Tullius WS5 BS4 S4 T4 W3 I4 A3 Ld10 Mg2 Sv4+

Spells: None

Special Rules: Legionnaire Drilling, Preferred Enemy (Altmer), Stubborn

Tactical Genius: Select any one of your units at deployment- that unit gains the Outflank special rule. Additionally reserves always arrive on at least 3+.

Agents: (Requires Legate Rikke upgrade) When leading alongsid her her general, the man's safety is Rikke's primary concern. Counter-agents scour the nearby terrain, searching for those that might wish harm to him. Scouts may not start within 24" of General Tullius.

Wargear:

Silver bow, Shield

Tullius's Blade: Counts as an enchanted ebony hand weapon. Strikes with +1 S, +1 AP, and for every would dealt with the weapon Tullius may regenerate a wound on a d6 roll of 5+.

Armor of the Grand General: Tulius has a well-crafted suit of leather, as befits his station. It counts as 5+ light armor.

General Tullius may:

Be deployed on a Warhorse for +20 points

Be joined by Legate Rikke, for +90 points. She counts as a Legate in every respect, save for having +1 attack, and has a Weapon of Wounding. Legate Rikke may be mounted on a warhorse for +20 points.


Equipment

Basic Equipment

The following is a list of the base items found in the Imperial Legion army.

Full Plate Armor and Orcish Armor count as Heavy (4+).

Chainmaille and Plate Armor count as Heavy(5+). Chitin Armor and Leather Armor are Light Armor(6+).

Priest Robes are unarmored clothing that provide their wearer with a 6+ Ward save (Or +1 to their ward save, should they have one).

Magick Robes are unarmored clothing that give +1 Mg.

Wizard's Staff is a staff which lets the bearer reroll 1 mana die per game turn.

Katanas count as Greatswords, except they do not strike with an initiative penalty. A Daedric Katana gets +2I +2AP, (rather than the normal +2S +2AP).

Hand Crossbows are 1-handed ranged weapons with S4AP1, Regular 1, Range 6". They count as Hand Weapons(dual wieldable) in close combat.

Crossbows are two handed weapons with S4 AP1, Heavy 1, Range 30".

Mounts

Warhorse: Models riding a Warhorse count as Cavalry. They provide +1 T to their riders for being armored, as well as providing an extra attack.

Light Horse: Models riding Light Horses count as Fast Cavalry. They provide +1 T to their riders for being armored, as well as providing an extra attack.

Magic Items

The Magic Items available to an Imperial Army are sorted into several categories. Classes of weapons, staves, light armor, heavy armor, and shields may only be taken by a model which is holding that type of item, and replaces the one he is holding. A model may take up to 3 consumables. Other items can be taken freely. Certain items may be further restricted to a particular model. Daedric Artifacts are included in the Artifacts supplement of the Core Rules, and are taken wherever specified for a model.

Items listed as upgrades are enchantments that may be taken as a bonus on a weapon that has not already been enchanted; their cost is in addition to any other costs for the item. Items not listed as upgrades are replacements; their full cost is whatever amount is marked. (Replacements are only available to models which could take that class of item to begin with).

Weapons and Staves

Flame weapon: Weapon upgrade for +8 pts. Weapon deals Flame damage and may re-roll failed rolls to wound. May be upgraded again to a weapon of Incineration for +12 pts, causing it to deal d3 wounds.

Spark Weapon: Weapon upgrade for +8 pts. Weapon deals Shock damage, drains 1 mana die next turn from targeted model per hit. May be upgraded again to a weapon of Lightning for +12 pts, causing it to resolve a S3AP0 shock hit(also draining mana dice) against the enemy unit for each unsaved wound it inflicts(whose wounds generate further similar hits until no wounds are dealt).

Weapon of Frost: Weapon upgrade for +8 pts. Weapon deals Frost damage, model hit gets -1 I until the beginning of your next turn. May be upgraded again to a weapon of Blizzards for +12 pts, causing it to ignore armor saves.

Weapon of Wounds: Weapon upgrade for +8 pts. Enchanted weapon has Critical Strike.

Honor Blade: Melee weapons only, upgrade. +8 pts. Bearer gains Preffered Enemy (Undead and Daedra).

Leech Weapon: Weapon upgrade for +10 pts. For each successful wound dealt with weapon, roll a d6. On a 6, bearer regenerates a wound.

Weapon of Striking: Melee weapons only, upgrade. +10 pts. +1 to hit.

Weapon of Might: Melee weapons only, upgrade. +10 pts. +1 Strength.

Weapon of Light: Ranged weapons only, upgrade. +2 pts. Models hit by weapon while Night Fighting are automatically spotted by other units for the rest of this shooting phase.

Weapon of Wasting: Ranged weapons only, upgrade. +2 pts. Until the beginning of your next turn, you may choose to resolve any magic damage dealt to models hit by this weapon as having no element, or as not being magic or spell damage.

Caliben's Grim Retort: Artifact. Deals Frost damage. Also grants the bearer +2 S, except against models that have an enchanted helmet or an unmodified 4+ armor save (Discounting shields and other possible bonuses). +10 pts.

Dwemer Harvester: This is a Halberd. For each casualty inflicted with this weapon, its bearer gets 1 re-roll of to hit or to wound with this weapon for the remainder of the game. +18 pts.

Fury: Artifact. This is a Greatsword. Bearer gets -1 to his armor save, -1 to hit, and +1 WS +1 A while wielding it. +15 pts.

Skull Crusher: Artifact. This is a War Hammer. It strikes with +1 Strength, +1 AP, +1 to hit, and wielder is not encumbered by his armor. +40 pts.

Light Staff: Staff. Wielder's unit may re-roll failed Night Fighting Checks. +2 pts.

Staff of Reckoning: Staff. If wielder is casting spells with both hands on one of your turns, he may fire this magical shooting attack once in addition to those spells: Regular 1, Range 18". Models hit get -1 WS, -1 BS, -1 I, and -1 Mg until the beginning of your next turn. +8 pts.

Staff of Peace: Staff. Enemy models in base contact with caster must make an Initiative check at the beginning of each round of combat. If they fail, their WS and I are reduced to 1 until end of turn. +15 pts.

Magebane: Glass Claymore. Grants the bearer +1 Spell Resistance, and each hit drains two magic dice from attacked model their upcoming turn. +25 pts.

Staff of Hasedoki: Artifact, Staff. Bearer has a 4+ Ward Save against Spells. +25 pts.

Light of Day: Artifact. Grants the bearer the Preffered Enemy (Vampire) special rule, and does fire damage. When attacking vampires the bearer strikes with +1 S. +25 pts.

Chillrend: Artifact, hand weapon. Weapon strikes at +1S, ignores armor, and deals Frost damage. Wounded models have -1 I and -1 A until the start of your following turn. (This may not stack.) +30 pts.

Akavari Sunderblade: Artifact, Katana. Bearer strikes at +2 S, +2 AP, and has Critical Strike(6+). Whenever an enemy model is wounded, that model has -1S until the start of your following turn. This effect may stack multiple times. +40 pts.

Armor and Shields

Work in progress, should differentiate from Other Items from the other armies.

Armor of Resist Element: Armor upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to armor of Elemental Negation for +15 pts, giving that element -1 to wound against bearer.

Flame/Shock/Frost Guard Robe: Unarmored Clothing upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Flame/Shock/Frost Eater Robe for +15 pts, giving that element -1 to wound against bearer.

Armor of Resist Magic. Armor upgrade for +8 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage.

Armor of Strength: Armor upgrade for +15 pts. Bearer has +1 S.

Heart Wall: Heavy Armor(5+). Bearer has a 4+ Ward Save against Spells. +25 pts.

Birthright of Astalon: Glass armor (4+). Bearer has a 4+ Ward Save against spells. +31 pts.

Shield of Warding: Shield upgrade for +5 pts. Bearer may take an Initiative test if rolling a save from a ranged attack. If bearer passes, and has a hand weapon, he gets the +1 parry bonus against the ranged attack.

Shield of Resist Element: Shield upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer gets +1 to his armor save against that element. May be upgraded again to shield of Elemental Negation for +10 pts, giving bearer Feel No Pain against that element.

Hands of Zenithar: Artifact, Gauntlet(only one of this item type allowed per model). Bearer may re-roll one dice each of that player's turns. +15 pts.

Imperial Bulwark: Shield. Bearer is not encumbered by armor. +10 pts.

Blessed Shield: Shield. Bearer has Regenerate(6+). +15 pts.

Belt of Wisdom: Belt(only one of this item type allowed per model). Bearer has +1 Magicka. +12 pts.

First Barrier Belt: Belt(only one of this item type allowed per model). Bearer has a 6+ Armor Save if he doesn't already have an armor save, and his armor save cannot be reduced to less than 6+. +15 pts.

Stendarran Belt: Artifact, Belt(only one of this item type allowed per model). Bearer has +1 WS. +15 pts

Ten Pace Boots: Artifact, Boots(only one of this item type allowed per model). Bearer's unit has Move Through Cover, and may roll 3d6 and choose the highest to determine sprint distance. +20 pts.

Fists of Randagulf: Artifact, Gauntlet(only one of this item type allowed per model). Bearer gets +1 WS, +1 S, and +1 I. +25 pts.

Helm of Graff the White: Artifact, Helm(only one of this item types allowed per model). Bearer has a 4+ Ward save against spells. 25 pts.

Helm of Oreyn Bearclaw: Artifact, Helm(only one of this item types allowed per model). Bearer has +1 Wound and +2 WS. +35 pts.

Lord's Mail: Artifact. Counts as Ebony armor that does not encumber the wearer, and the bearer gains a 5+ Ward save against spells. Once per turn the bearer may make a special melee attack that hits with the following profile- (Magick), S5, if it wounds the bearer restores a wound on a D6 roll of 4+. 40 pts.

Other Items

A model may only have one amulet and one ring.

Amulet of Slow Falling: Bearer never has to make Dangerous Terrain Tests. 6 pts.

Amulet of Balyna's Antidote: Poisoned attacks do not count as poisoned against bearer. Those which have no specified Strength cannot harm bearer. 15 pts.

Amulet of Protection: Bearer has a 6+ ward save. 15 pts.

Amulet of Barrier: Bearer has a 6+ armor save, if he doesn't already have an armor save, and his armor save cannot be reduced to less than 6+. 15 pts.

Ring of Flame/Frost/Shock Bite: Once per turn, bearer may re-roll a failed mana die being spent on a spell of the chosen element. +10 pts.

Shoes of Conviction: Boots(only one of this item type allowed per model). Bearer has their Ld increased by 1.

Ring of Resist Magic: Bearer has 6+ ward save( or +1 to his ward save) against spells. +12 pts.

Maran Amulet: Bearer has +1 Magicka. +12 pts.

Ring of Empathy: Bearer requires 1 less successful mana die to cast Restoration spells, to a minimum of 1. +15 pts.

Ring of Regeneration: Bearer has Regenerate(6+). 15 pts.

Shadow-Weave Ring: Bearer has a personal Stealth(+2), gaining the cover save even in close combat. This does not stack with the spell Shadow Weave. 30 pts.

Ring of the Five Fingers of Pain: Artifact. Each round of combat, bearer may choose one for his attacks: +1 Strength, Poisoned(4+), +1 Attack and Flame damage, +1 Attack and Frost damage, or +1 Attack and Shock Damage. +25 pts.

Septim Ring: Artifact. Bearer has +1 Ld and +2 WS. +35 pts.

Consumables

Consumables are available to all models which can purchase magic items. Consumables are 0-3. Scrolls can be read as many at a time as available at times where a model is casting spells with both hands. Scrolls autocast the spell written on them. Potions may be drunk once per player turn at the start of the turn.

Scrolls:

Scrolls are available for all spells in the army spell list except Summon/Necromancy spells.

Scroll of Cost 1 Spell: +5 pts

Scroll of Cost 2 spell: +10 pts

Scroll of Cost 3 spell: +20 pts

Scroll of Cost 4 spell: +30 pts

Scroll of Cost 5 spell: +45 pts

Scroll of Cost 6 spell: +60 pts

Scroll of Cost 7 spell: +75 pts

Potions:

The following potions are available to this army:

Potion of Healing: Regenerate 1 wound on a d6 3+ after consumption. +5 pts

Potion of Magicka: Restore 1 mana die after consumption. May be consumed at any time. +4 pts

Potion of Health: Regenerate 1 wound after consumption. +25 pts

Potion of Mind: Fully restores mana after consumption. May be consumed at any time. +15 pts

Potion of the Sea: Ignore water for movement and gain a 6+ cover save from it this turn. +2 pts

Potion of Buoyancy: Ignore water for movement and sprint an extra d6" through it this turn. +2 pts

Potion of Slowfall: Drinker does not have to take Dangerous terrain tests this turn. Drink at any time. +2 pts

Potion of Invisibility: Drinker is Invisible this turn. +12 pts

Potion of Disbelief: This turn, whenever an enemy attack or spell of any kind which would target or immediately effect caster or caster's unit, roll a d6. On a roll of 6, the attack or spell is negated, and its original source model takes a Strength d6 AP d6 hit. +4 pts

Potion of Cure Paralysis: Remove all ongoing Illusion effects from caster's unit. +5 pts

Potion of the Divine's Blessing: Remove all ongoing Disease(including Blight) from caster's unit. +6 pts

Potion of Dispel: Remove all ongoing magical effects from caster's unit. +10 pts

Potion of (Element) Guard: Choose Flame/Frost/Shock when purchasing this for your army list. Grants Feel No Pain from that element to drinker this player turn. +4 pts

Potion of Antivenom: Bearer has Feel No Pain against Poisoned attacks this player turn. +4 pts

Potion of Element Shield: Choose Flame/Frost/Shock when purchasing this for your army list. Until end of turn, drinker gets a 6+ armor save if he does not already have an armor save, and a 4+ Ward Save against chosen element. +4 pts

Potion of Strength: +1 S this player turn. +4 pts

Potion of Wisdom: +1 Mg at the beginning of your next turn. +4 pts

Potion of Endurance: +1 T this player turn. +5 pts

Spells

A compendium of the spells used for the Imperial Legion.

School of Destruction

Firebolt: Cost 1, shooting attack. S3 AP0, Assault 1, range 18", flame.

Shock: Cost 1, shooting attack. S3 AP0, range 18", regular 1, drain 1 mana from enemy unit next turn, shock.

Flames: Cost 1, 1-handed, shooting attack, or assault phase. Counts as hand weapon(but can only be dual wielded with a non-spell weapon) and flame if melee attack. If shooting attack, S2 AP0, Assault 3, range 6", flame.

Sparks: Cost 1, 1-handed, shooting attack, or assault phase. Counts as hand weapon(but can only be dual wielded with a non-spell weapon) and shock if melee attack. If shooting attack, S1 AP0, Assault 3, range 6", shock. Drains 1 mana die from enemy next turn per hit.

Chill: Cost 1, 1-handed, shooting attack, or assault phase. Counts as hand weapon(but can only be dual wielded with a non-spell weapon) and frost if melee attack. If shooting attack, S2 AP0, Assault 1, template, frost. Hit models have –1 to their Initiative their following turn. Multiple instances may stack.

Ice Spike: Cost 1, shooting attack. S3 AP0, range 18", regular 1, frost, model hit gets -1 I this turn.

Drain Strength: Cost 1, assault phase, 1-handed. A model in base contact with caster gets -1 Str this round. Multiple instances do not stack.

Disintegrate: Cost 1, assault phase, 1-handed. A model in base contact with caster loses its second hand weapon +1 A bonus, or all shield bonuses to its armor save, this round.

Fireball: Cost 2, shooting attack. S4 AP1 Blast, Regular 1, Range 24", flame.

Chain Lightning: Cost 2, shooting attack. S3 AP0, Regular 1, Range 24", shock. For each hit, the targeted unit loses 1 mana die next turn. For each unsaved wound, the targeted unit takes an additional hit.

Lower Resists: Cost 2, shooting attack. Assault 1, Range 18". If the enemy unit is hit, until the beginning of your next turn, you may choose to resolve any magic damage dealt to the unit as having no element, or as not being magic or spell damage.

Incinerate: Cost 3, shooting attack. S5 AP1, Regular 1, Range 36", deals d3 wounds, flame.

Flamewave: Cost 3, shooting attack. S4 AP1, Assault 1, Template, deals d3 wounds, flame.

Lightning Bolt: Cost 3, shooting attack. S7 AP0, Regular 1, Range 48", drains 1 mana die next turn from the unit from the model hit, shock.

Lightning Cone: Cost 3, shooting attack. S3 AP0, Assault 2, Template, drains 1 mana die from the unit next turn per model hit, shock.

Cripple: Cost 3, Cast anytime. Range 12", requires LOS. Targeted unit gets -1 S this turn.

Heat Blast: Cost 4, shooting attack. S6, Ignore armor saves. Assault 1, Template, reroll failed wounds, flame.

Firestorm: Cost 5. May only be cast during your shooting phase, if caster has not and will not move/sprint/charge this turn. Place the Large Blast Template over caster. Every enemy unit under the template is hit once for each model under the template. The hits are S8 AP1, reroll failed wounds, (no cover saves), deal d6 wounds, flame.

Lightning Storm: Cost 5, shooting attack. S5, ignores armor saves. Heavy 2d6, Range 72", drains one mana die next turn from unit per hit, shock.

Blizzard: Cost 7. Cast Blizzard during your shooting phase. May only be cast if caster does has not and will not move or charge this turn. Weather effect. Until the beginning of your next turn, all enemy models within 12" of caster take a S4 frost hit at the beginning of every phase and strike at -1 I.


School of Conjuration

Bound Sword: Cost 1, 1-handed, assault phase. Equips a Bound hand weapon in casting hand until end of turn.

Bound Armor: Cost 1, movement phase. Caster's armor/robe is replaced by 5+ heavy armor until end of turn.

Bound Dagger: Cost 1, 1-handed, any time. Equips a Bound Dagger in casting hand until end of turn.

Bound Shield: Cost 1, 1-handed, movement phase. Equips a Shield in casting hand until end of turn.

Bound Spear: Cost 1, 1-handed, assault phase. Equips a Bound Spear in casting hand until end of turn.

Bound Bow: Cost 2, shooting phase. Equips a Bound Bow in both hands until end of turn.

Bound Battleaxe: Cost 2, assault phase. Equips a Bound Battleaxe in both hands until end of turn.

Bound Katanna: Cost 3, assault phase. Equips a Bound Katanna in both hands until end of turn.

Summon: (cost varies) A summoned unit is included in the caster's profile, kept in reserve, and may not enter play by any normal means. It may enter play via Deep Strike within 6" of caster if it is in reserve when the spell is cast. It counts as a separate unit, regardless of size. A summoned unit cannot hold objectives. If it is slain, it is not considered a kill point, but is placed back in reserve to be summoned again if the caster so chooses.


School of Alteration

Flame/Frost/Shock Barrier: Cost 1, 1-handed, any time. Caster gets +2 to Ward Save (or a 5+ Ward Save if no such save already exists for him) against chosen element. Multiple instances per element do not stack.

Burden: Cost 2, opponents movement phase. Range 24", requires LOS. Target unit moves 1" slower per move, sprint and charge, and gets -1 to Sweeping advance rolls, this turn. Multiple instances do not stack.

First Barrier: Cost 2, 1-handed, may be cast any time. If caster has no armor save, his armor save becomes 6+ this turn. Caster's armor save cannot be reduced to worse than 6+ this turn.

Flame/Frost/Shock Shield: Cost 3, 1-handed, any time. Caster gets +1 to his armor save this turn, and gets a 4+ ward save against chosen element(flame/frost/shock). Multiple instances per element do not stack.

Levitate: Cost 3, your movement phase. If caster is on foot, he counts as a Flier this turn.

Walk the Depths: Cost 3, your movement phase. Caster's unit does not have to roll for difficult terrain while moving through water this turn, and may sprint an additional d6" through water. Multiple instances prolong the duration of the effect- two casts will cause it to last for two turns, and so on.

Third Barrier: Cost 4, 1-handed, may be cast any time. If caster has an armor save of less than 4+, his armor save becomes 4+ this turn. Caster's armor save cannot be reduced to worse than 4+ this turn.

Sixth Barrier: Cost 6, 1-handed, may be cast any time. If caster has an armor save of less than 2+, his armor save becomes 2+ this turn. Caster's armor save cannot be reduced to worse than 2+ this turn.

Ascendant Shield: Cost 7, your movement phase. Until the beginning of your next turn, caster has a 4+ Ward Save (or +3 to his Ward Save if he already has a Ward Save) against spells, is a Flier, and should his Ward Save succeed against spell damage, he gains +1 mana die at the beginning of your next turn. Multiple instances do not stack.


School of Illusion

Earwig: The casting Wizard unleashes a painful, nerve-breaking sound upon the enemy, confusing them. Cost 1, shooting attack. Assault 3, Range 18". Opponent declares which models in the unit are hit: those models must must score a roll of 6 on a mana die to successfully cast part of a spell until the beginning of your next turn.

Light: Cost 1, your shooting phase. Cast on any enemy unit within 24" of caster(if Night Fighting is in effect). Night Fighting does not have to be rolled for against that unit this turn, and Night Fighting does not have to be rolled for against caster's unit until the beginning of your next turn.

Night Eye: Cost 1, 1-handed, your shooting phase. Caster ignores Night Fighting this phase.

Medusa's Gaze: Cost 3, 1-handed, assault phase. Choose a model in base contact with caster. That model's WS and I are reduced to 1 this phase.

Silence: Cost 3, your shooting phase. Range 18", requires LOS. Targets a single enemy model. That model may not cast spells until the beginning of your next turn.

Shadow Weave: Cost 3, any time. Caster gets Stealth(+2) this turn, and even gets it in close combat. Multiple instances do not stack.

Concealment: Cost 5, cast at the beginning of any phase. Until the end of your next turn caster is Invisible: he cannot be targeted or seen(but his unit still can be if it contains non-Invisible models), and enemies charge him as if through difficult terrain if all models in his unit are Invisible. He has Hit and Run, and strikes at Initiative 10 the first round of combat. He may choose not to attack. If he attacks in any way or tries to cast another spell, he forfeits the invisibility.

Gaze Upon Dibella: Costs 6, assault phase. Target unit within 12". That unit's WS and I are reduced to 1 this phase.


School of Mysticism

Soul Trap: Cost 1, 1-handed. Cast just as combat begins. If caster's attacks (nominate which ones are caster's) inflict a casualty, caster gets one free reroll to hit or to wound while using a magical weapon, for the duration of the game. An additional casualty is required for each instance of Soul Trap per round.Dispel: Cost 2, cast anytime. Remove all ongoing magical effects from caster's unit.

Purge Magic: Cost 2, cast anytime. Range 18", requires LOS. Remove all ongoing magical effects from another target unit.

Dispel: Cost 2, cast anytime. Remove all ongoing magical effects from caster's unit.

Word of Motion: Caster performs a telekinetic incantation, causing objects to create a path for him. Cost 2, your movement phase. Caster's unit gains Move Through Cover until end of turn.

Stendarr's Rest: Cost 3, any time. Caster nominates a target model within 12" that has only 1 wound, or 1 wound remaining. Should the caster hit this model in melee then remove it from the game. This effect lasts for that player turn.


School of Restoration

Fortify Strength: Cost 1, 1-handed, any time. Caster gets +1 Strength this turn. Multiple instances do not stack.

Fortify Speed: Cost 1, 1-handed, any time. Caster gets +1 basic movement speed and charge range this turn. Multiple instances do not stack.

Fortify Agility: Cost 1, 1-handed, any time. Caster gets +1 Initiative this turn. Multiple instances do not stack.

Powerwell: Cost 1, any time. Caster counts as having +d3 Magicka at the beginning of your next turn. Multiple instances do not stack.

Prayer to Zenithar: Cost 1, any time. Caster gets one free re-roll this phase. Can only be cast once per phase.

Mara's Balm: Cost 1, cast anytime. Remove from caster of ONE enemy ongoing negative effect that is reducing one of his following stats: WS, BS, S, T, I, or movement speed.

Flame/Frost/Shock/Poison Guard: Cost 2, 1-handed. Caster gets Feel No Pain against the chosen element this turn.

Ward: Cost 2, 1-handed. Cast in response to an enemy spell which would target or immediately effect caster or caster's unit. Caster and the caster of the enemy spell roll d6's, and add their respective Mg values to them. If caster's final score is higher, he becomes immune to the effects of that spell for its duration. Hits resolved on him from the spell do nothing.

Healing Touch: Cost 2. Cast during any movement phase. Target unit within 2" of caster, or caster themself, regenerate a wound on 4+. A unit that casts Healing Touch on themself may not fight in melee- they have 0 attacks for the rest of this turn.

Mara's Embrace: Cost 2. Cast during any movement phase. A model within target unit, and 6" of caster regenerates a wound on a 5+. If targeted at a unit with 1-wound models, two successful casts will combine to restore 1 man to the unit. Cannot take units over deployed size.

Blood Gift: Cost 2, cast at the beginning of any phase. Caster counts as having +1 W this phase. At the end of the phase, he loses the +1 W this ability gave him; if this would bring him down to 0 Wound, it brings him down to 1 Wound instead. Multiple instances do not stack.

Holy Word: Cost 2, any time. Range 6", requires LOS. Target unit consisting of majority Undead must take a Morale Test(even if Fearless). If the test fails, the unit flees (but cannot be pursued if they flee from combat this way).

Might: Cost 3, any time. Caster's unit gets +1 Strength this turn. Multiple instances do not stack.

Quicksilver: Cost 3, any time. Caster's unit gets +1 basic movement speed and charge range this turn. Multiple instances do not stack.

Nimbleness: Cost 3, any time. Caster's unit gets +1 Initiative this turn. Multiple instances do not stack.

Wisdom: Cost 3, any time. Caster's unit counts as having +1 Magicka at the beginning of your next turn. Multiple instances do not stack.

Shout to Talos: Cost 4, cast any time. Caster's unit gets +1 Strength and +1 Weapon skill this turn. Multiple instances do not stack.

Arkay's Chastisement: Cost 5, assault, template. The first enemy unit of a majority Undead struck by this spell must pass a Morale Test(even if Fearless). If the unit fails this test each model hit by the blast also suffers a S5, AP2 hit.