Scrollhammer: Warriors of Elsweyr: Difference between revisions
1d4chan>FatherDuke mNo edit summary |
1d4chan>FatherDuke mNo edit summary |
||
Line 998: | Line 998: | ||
The entire unit may: | The entire unit may: | ||
*Replace shields with an additional hand weapon for free | |||
*Upgrade one model to Dro(+1 A and Ld) for +11 pts | *Upgrade one model to Dro(+1 A and Ld) for +11 pts | ||
Line 1,005: | Line 1,007: | ||
*Upgrade one model to Musician(can always rally) for +8 pts | *Upgrade one model to Musician(can always rally) for +8 pts | ||
*Upgrade Battle Garb to Splint Mail (4+ save) for + | *Upgrade Battle Garb to Splint Mail (4+ save) for +2 pt per model | ||
*Upgrade Battle Garb to Glass Armor (4+ save) for +5 pt per model | |||
The entire unit may replace Hand Weapons with: | The entire unit may replace Hand Weapons with: | ||
Line 1,021: | Line 1,025: | ||
*Warhammers +2 pt per model | *Warhammers +2 pt per model | ||
The entire unit may | The entire unit may upgrade all weapons to Glass for +2 pts per model | ||
The Champion may take up to 15 pts of magic items where appropriate from the armory. | The Champion may take up to 15 pts of magic items where appropriate from the armory. | ||
Line 1,071: | Line 1,075: | ||
*Upgrade one model to Musician(can always rally) for +12 pts | *Upgrade one model to Musician(can always rally) for +12 pts | ||
*Take Leather Armor (6+ save) for +2 pts a model | |||
*Take Battle Garb (5+ save) for +4 pts a model | |||
The entire unit may replace their Hand Weapon and Shield with: | The entire unit may replace their Hand Weapon and Shield with: | ||
*Dual hand weapons for free | |||
*Javelins and Shield +1 pts per model | *Javelins and Shield +1 pts per model | ||
Line 1,133: | Line 1,143: | ||
Furious Charge | Furious Charge | ||
Protect the Little One: | Protect the Little One: The unit automatically succeeds Look Out, Sir! rolls directed toward a joined Khajiit character that is not Cathay or Cathay-raht. | ||
Alphas are Characters. | Alphas are Characters. | ||
Line 1,265: | Line 1,275: | ||
|} | |} | ||
'''Special Rules:''' Hit and Run, Fleet of Foot | '''Special Rules:''' Hit and Run, Fleet of Foot, Stealth (6+) | ||
Woodland Swing: Dagi have Move-Through Cover but only in woods and jungle | Woodland Swing: Dagi have Move-Through Cover but only in woods and jungle. | ||
'''Wargear:''' | '''Wargear:''' Claws. | ||
Claws. | |||
'''Spells:''' | '''Spells:'''Firebolt, Flames. | ||
Firebolt, Flames. | |||
One model per unit may be upgraded to Dro (+1 Ld) for +6 pts. | One model per unit may be upgraded to Dro (+1 Ld) for +6 pts. | ||
Line 1,283: | Line 1,291: | ||
The entire unit may: | The entire unit may: | ||
*Take | *Replace either spell with Shortbows for free | ||
*Replace both spells with Longbows for free | |||
*Take javelins for +1 pt a model | |||
*Take daggers for +1 pt a model | *Take daggers for +1 pt a model | ||
Line 1,289: | Line 1,301: | ||
*Take shields for +1 pt a model | *Take shields for +1 pt a model | ||
* | *Take Leather armor (6+) for +1 pt a model | ||
*Take longbows for +2 pts a model | *Take longbows for +2 pts a model | ||
Line 1,349: | Line 1,361: | ||
*Any Alteration Spell +5 pts | *Any Alteration Spell +5 pts | ||
*Any Destruction Spell + | *Any Destruction Spell +15 pts | ||
*Any Illusion Spell +20 pts | *Any Illusion Spell +20 pts | ||
Line 1,357: | Line 1,369: | ||
*Any Restoration Spell +5 pts | *Any Restoration Spell +5 pts | ||
*Destruction Spells, casting cost 13+ or lower: + | *Destruction Spells, casting cost 13+ or lower: +8 pts | ||
*Illusion Spells, casting cost 13+ or lower: + | *Illusion Spells, casting cost 13+ or lower: +8 pts | ||
*Summon Scamp (cast on 4+) (+10pts) +10 pts | *Summon Scamp (cast on 4+) (+10pts) +10 pts |
Revision as of 02:38, 29 October 2012
This is a work in progress of Warriors of Elswyr, for Scrollhammer.

Introduction
Note: I actually went ahead and began writing up an introduction for the army list. For all your sakes, I will never use any of it at all, ever. Believe me it was pretty horrible. Instead I'll do as Lolpwnt suggested and slap together an outline for him. Hopefully this should be extensive enough to provide for an introduction. One not done by me.
-Duke
- Place untouched by time
- Once contained hundreds of cities, spreading across much of tamriel
- Now home of the decaying husks and ruins of the Khajiiti people- proud, complex, and often-time considered insane by man and mer, region full of strife and conflict, drug afflicted and unscrupulous
- Two surviving kingdoms- pellitine and anequina
- Much of their civilization is ruled and dictated by the alignment of the twin moons Massa and Secunda
- Not only do the moons dictate their morphology at birth, but control is passed back and forth between the two parts of Elswyr in accordance with the two-moons-dance.
- Two-moons-dance created by the first Mane, holy king, in order to mend the strife between Pelletine and Anequina
- In addition the the mane they are also led by spiritual clan mothers, who see to the harvest of moon sugar
- Pretty extensive part for moon sugar- goes into foods, inscense, snorted directly, refined into skooma, used in combat, seen as crystalized moon slivers from creation-time. Most Khajiiti have built up a resilience to it.
Good page to rip data from- http://theskyrimblog.ning.com/group/lore/forum/topics/khajiit-part-3-culture
History

- Believed to have evolved from the smart cats of the dunes, though this is somewhat doubted, since they used to contain Cyrodil and Valenwood
- these societies were preliterate, having the Ta'agra but no written component to their language
- said to have progressed quickly and had developed into something approximating modern culture by the time of the Atmorans arrival and even the Aldmer's consolidation phase
- were sixteen Kingdoms rather than that two remaining ones
- 1E 2260 with the coming of the Thrassian plague. While the plague itself wiped out enormous portions of the Tamrielic population, wiping out half the population, it was able to destroy areas of the Khajiiti kingdom entirely. The Khajiit suffered worse than most.
- In the aftermath of the plague the structure of the area was all but destroyed, forcing the survivors to diversify. Part of this was necessary for survival, others was because of the decimated kingdoms had fled to the surviving kingdoms
- Anequine and Pellitine fought each other for dominance, spurred on by the massive growths of other Khajiiti kingdoms folding into their territory.
- In 2E 309 the two kingdoms of the Khajiit seemed no closer to unification in practice though in principle it was discussed. The people were just as divided along sectionalist lines as they had since the Thrassian plague. However, Keirgo of Anequina and Eshita of Pellitine moved forward with a radical motion, they signed pact and a marriage that would combine their kingdoms into a single entity. In the light of the negotiations it is suggested the old Khajiiti saying was issued, “a perfect society is always found elsewhere”. With this, the Kingdom of Elsweyr was created, it's capitol to be in Ne Quin-al.
- Didn't last long, in 2E 324 Potentate Versidue Shaie was murdered by the Morag Tong in Senchal, the Empire was close to impoverished, and the rebel Khajiit had sacked Ne Quin-al forcing the royal family to flee.
- Peace was restored by the Mane Rid-T'har-ri'Datta. Ri'Datta set out the cyclical pattern of power sharing that relied on the lunar patterns. He stated that Ne Quin-al would hold power during a full moon, Senchal the new moon, and Torval his own capitol, would hold power when the moon was at half.
- Five year war with the Bosmer in 3E 396
- In 4E 115 a coup led to the dissolution of the Kingdom of Elsweyr. The two independent realms of Anequine and Pallitine were re-established. These were, subsequently, placed under the auspice of the Aldmeri dominion as client states.
Khajiit Sub-Species
The Khajiit are bound to the mystical force called the Lunar Lattice, or ja'Kha'jay. Depending on the phases of Masser and Secunda, at their bith, a Khajiit will be marked and fated to grow into a particular subrace. At birth all Khajiit bear an uncanny resemblance to kittens. Over a mere few weeks they begin to grow and change rapidly, at the end of this time clearly showing what their subrace shall be.
Ohmes: (New Messer, Full Secunda)
Ohmes are short and wispy, greatly resembling the Bosmer of Valenwood. Because of the easy association, and the Khajiit dislike for Bosmer, the Ohmes frequently tattoo their faces to resemble a feline-aspect. They are the most common form seen outside of the province of Elsweyr, taking advantage of other races' preference to their appearance to serve in positions of ambassadorship and trade.
Ohmes-raht: (New Messer, Waxing Secunda)
Ohmes-raht are potentially the most man-like in physiology and temperament, their only physical difference that of a short wispy layer of fur. Because they so greatly resemble man they are often mistaken for such at a distance.
Suthay: (New Messer, New Secunda)
Suthay are similar to Suthay-rahts in all respects, save that they are slightly smaller.
Suthay-raht: (New Messer, Waning Secunda)
The most common breed encountered in Oblivion and Skyrim, the Suthay-raht is nearly man-like in size and strength, and for this reason make suitable warriors. The coloring of their fur varies wildly, in various different shades, some with or without spots and stripes. Suthay-raht are often referred to as "Ja'Khajiit" (meaning "kitten") by those of other races; this appellation often strikes the Khajiit as odd, said title being one of their names for Mehrunes Dagon. Like nearly all forms of Khajiit they walk upon the balls of their feet.
Cathay: (Waxing Masser, Full Secunda)
Greatly resemble the Suthay-raht. They are somewhat larger in stature and strength, and much more heavy set, comparable to a large Orc or Nord.
Cathay-raht: (Waxing Masser, Waxing Secunda)
Standing in at more then eight feet tall, Cathay-rahts are the most beastly and huge bipedal form of Khajiit. Their fangs and claws are much more prominent then their brethren, their body much more solid and heavily muscled. All Khajiit greatly value this subrace as bodyguards and heavy attack infantry, their sheer bulk and strength nearly unmatched by any man or mer. Other races have dubbed these Khajiiti 'Jaguar Men' for their signature morphology and frequent spotted fur.
Tojay: (Waxing Masser, New Secunda)
Live in the southern marshes and jungle regions of Elsweyr, as well as the Tenmar forest. Further study is required.
Tojay-raht: (Waxing Masser, Waning Secunda))
Probably a larger version of the Tojay. Further study is required.
Alfiq: (Waning Masser, Full Secunda))
Greatly resemble housecats in size and shape. Although rather diminutive they are just as intelligent as the other forms of Khajiit, if not more-so. They are unable to converse with their brethren but can frequently make their will known, in usual house-cat fashion. Alfiq are able to manipulate magicka and cast spells.
Alfiq-raht: (Waning Masser, Waxing Secunda))
Much larger then their Alfiq brethren, this subspecies weighs in at nearly sixty pounds. They are more lean and shorter haired then the Alfiq, giving them a skeletal appearance, and have something of a more man-like face. Alfiq-rahts are part magical in nature, which leads to them all being powerful spellcasters. Their magical might is only matched by their laziness.
Dagi: (Waning Masser, New Secunda)
A less-common form of Khajiit, Dagi live in the trees of the Tenmar forrest. Due to their smaller size and light weight, they are able to dwell in the higher branches which even the Bosmer cannot reach. The Dagi have a natural affinity for magic, and are known spellcasters, a characteristic often taken advantage of in Khajiiti battle-tactics.
Dagi-raht: (Waning Masser, Waning Secunda)
Similar in all respects to the Dagi, while somewhat larger, however not overly so as they are able to dwell in higher tree branches, like the Dagi. It can be assumed that, like their smaller cousins, they are naturally skilled in the use of magic.
Pahmar: (Full Masser, New Secunda)
Greatly resemble tigers in morphology, though they frequently weigh a bit more. These loyal beasts are unable to speak, like the Alfiq, but like the tiny Khajiit are intelligent. Among the Khajiit it is thought there is no better companion then that of a Pahmar- not only for their devotion but also their immense strength and speed.
Pahmar-raht: (Full Masser, Waning Secunda)
Larger then the Pahmar. Stronger set and weighter, but rather short-limbed and slow. Their ursine-like morphology makes them unsuitable as mounts. They probably prefer it that way.
Senche: (Full Masser, Full Secunda)
Seven feet tall at the shoulders, and weighing as much as twenty men, the Senche are the willing steeds of the Khajiit race. Though temper-minded the Senche's minds are slightly dull- they are not nearly as bright as the other subraces. This is not to say they are dumb- these Khajiit are well smarter then horses or dogs, or nearly any animal. Senche are very warm and protective toward their bipedal cousins.
Senche-raht: (Full Masser, Waxing Secunda)
Undoubtedly the most massive breed of Khajiit, Senche-rahts can grow to more then twice an Altmer's height, and weigh more then fifty men. They are built much more stocky then other Khajiit, with short front limbs, greatly resembling a bear in morphology. Their minds seem to have regressed as their bodies flourished leaving the beasts rather dim-witted. They are gentle in disposition, making them ideal beasts of burden. During wartime they are frequently armored up and used as war platforms.
The Mane: (Moons Aligned)
A Mane can be born only under a rare alignment of Masser and Secunda when, according to legend, a third moon appears in the sky. In olden times, the Khajiit would shave off their own manes in deference to the Mane, braiding them into locks that he would incorporate into his own, gigantic mane. Over time, as the population grew, this ritual became impractical. Thus, while all Khajiit continue to remove their manes in deferential respect, they do so largely as a symbolic sacrifice, disposing of the shorn locks. The current Mane, however, continues to wear the braids of his own tribe, as well as those of his Warrior Guard, which encompasses hundreds of Khajiit. In fact, so weighted down by the hair of his kinsmen is he that the Mane cannot move without aid, and travels about the countryside by means of a Cathay-raht supported palanquin.
Army
- Mostly raiding force made up of lightly armored infantry and beasts
- Don't believe in using heavy armor- too tiring/conductive in Elswyr
- Make extensive use of the larger and stronger forms of khajiit, even the more beastial ones
- Exceed at night attacks
- Contained within is the rough draft for slapping an army together for Scrollhammer
General Rules
Khajiit Racial Traits:
All Khajiiti have Eye of Night (do not need to roll for night fighting). Most of the supspecies have Claws (open hands are considered Hand Weapons, duel wielded if both are open), sans for Ohmes and Ohmes-raht, both of whom are nearly human in form. Any bonus attack for having claws is not included in unit attributes unless otherwise noted.
Note that all Khajiiti that have a Beast unit type are Fleet of Foot.
Reserved:
Some units are reserved and cautious- when joining a unit they form up in the middle of the rear rank (Or rear if joined unit is not rank and file) and are not required to move forward to engage in close combat. So long as there are no enemy units adjacent to the reserved unit it may use ranged weapons and cast spells as though a seperate unit, also being able to draw line of sight through the unit it is joined to.
Moon Sugar
At the start of the Khajiit player's turn they recieve a DRUGS token for each Hero unit alive, deployed on the battlefield. Clan Mothers instead provide 2 tokens. At any time these tokens may be spent to increase the power of a Khajiit unit. For each token spent you may grant a target unit or target character one of the following bonuses. These effects last for the rest of that turn-
- +1 Weapon Skill and -1 Leadership
- +1 Strength and -1 Leadership
- +1 Initiative and -1 Leadership
While multiple different bonuses can be granted to the same unit the same modifier cannot be applied twice in the same turn. A khajiit player may also spend 3 DRUGS tokens at the same time on a single unit to provide a more powerful effect. If this is done the target Khajiit unit has a permanent -1 Ld penalty for the remainder of the game and gains one of the following special rules for the rest of that turn-
- Feel No Pain
- Furious Charge
Unspent DRUGS tokens are lost at the start of the Khajiit player's turn, then new DRUG tokens are granted based on surviving deployed HQ units.
Army List
Overview
The following is an outline for armies using this book:
Heroes: Noble, Chieftain, Clan Mother, Alfiq-raht(0-1)
Core: Warriors, Khajdar, Ohmes Skirmishers
Elite: Cathay, Hussars, Pahmar Pride, Goutfang Dos
Support: Dagi, Alfiq Jos, Battlecat, War Elephant
Heroes
Noble
The Nobles of Elswyr are the politicians, diplomats, and leaders of the southern Khajiit cities. Nobles are not necessarily born to nobility, as it is more of a honorary title for a financially and politically powerful Khajiit. The paths to wealth are many in Elswyr- trading, fighting, or even smuggling goods. Because they frequently have questionably legal methods of financial backing, these 'noble' are all-to-often targets of backstabbing and power attempts by rivals. Still, the common Khajiit look up to these men and women, to a degree. For they too were once part of the common rabble, only to claw their way up onto the top of the heap. It is only fitting these these opportunistic scoundrels form the high ranks of the Khajiit.
Hero. Independent Character, Skirmish, Infantry, Khajiit, Single Model
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv | Cost |
---|---|---|---|---|---|---|---|---|---|---|---|
Suthay | 4 | 4 | 3 | 3 | 2 | 5 | 2 | 9 | 2 | 6+ | 50 |
Ohmes | 4 | 4 | 3 | 3 | 2 | 4 | 2* | 9 | 3 | 6+ | 55 |
Ohmes-raht | 4 | 4 | 3 | 4 | 2 | 5 | 2* | 9 | 4 | 6+ | 60 |
Suthay-raht | 4 | 4 | 4 | 4 | 2 | 5 | 2 | 8 | 2 | 6+ | 60 |
Wargear: Hand Weapon, Claws (*The Ohmes and Ohmes-raht do not have claws), Leather Armor.
Spells: None
Special Rules:
The noble may be upgraded to a Great Noble for +20 pts. This provides the hero with +1 Ld and +1W.
The noble may replace his or her hand weapon with:
- Spear +4 pts
- Javelins +6 pts
The noble may replace his or her shield with an additional hand weapon for free
A noble may take one of the following:
- Shield or Second Hand Weapon +6 pts
- Longbow or Shortbow +6 pts
A noble may purchase:
- Throwing weapons +6 pts
A noble may replace items in both hands with:
- Halberd +8 pts
- Greatsword +14 pts
- Battle Axe +14 pts
A noble may upgrade any number of his or her weapons to the following:
- Silver +2 pts per weapon
- Glass +6 pts per weapon
- Ebony +10 pts per weapon
- Daedric +25 pts per weapon (Great Noble only)
A noble may replace his or her armor with:
- Battle Garb +6 pts
- Banded Mail +10 pts
- Glass Armor +18 pts
A noble may be mounted on a senche for +40 pts.
A mounted noble may take a lance for +10 pts. A mounted noble, if an Independent Character, may join a unit riding the same mount as himself/herself.
A noble may take up to three spells from this book's spell list as follows:
- Destruction Spells, casting cost 9+ or lower: +8 pts each
- Alteration Spells, casting cost 9+ or lower: +8 pts each
- Bound Weapon Spells: +8 pts each
- Restoration Spells, casting cost 9+ or lower: +8 pts each, (Great Noble only)
A noble may be given a Guardian Stone Blessing for +10 pts.
One noble may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice. A Great Noble may not take the Battle Standard.
A noble may take up to 60 pts of magic items from the armory where appropriate. A Great Noble may take any number of magic items from the armory where appropriate.
Chieftain

The far north end of Elswyr is home to warbands and nomadic tribes. Basic daily activities for these folk are a great strain, sometimes even a literal struggle, leaving many bitter and harried. Rival tribes are fought, wild-life hunted, and goods scrapped from the decaying husks of the once great civilization of Elswyr. Within this realm these Khajiit are led by their chieftans. Born and raised to be warriors and leaders to their clans, these men and women fight for well-being and glory of their people. While not leading their men into war, or settling disputes, chieftans are able to be challenged by their clan-mates. This is normally a rare occurance due to the high amount of respect chieftains command, but as a result these figures are only the most grizzled and capable of Khajiit warrior.
Hero. Independent Character, Skirmish, Infantry, Khajiit, Single Model
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv | Cost |
---|---|---|---|---|---|---|---|---|---|---|---|
Suthay | 5 | 3 | 4 | 4 | 2 | 5 | 2 | 9 | 2 | 5+ | 60 |
Suthay-raht | 5 | 3 | 4 | 5 | 2 | 5 | 2 | 9 | 2 | 5+ | 65 |
Cathay | 5 | 3 | 4 | 5 | 2 | 5 | 3 | 8 | 2 | 5+ | 75 |
Cathay-raht | 5 | 3 | 5 | 5 | 2 | 4 | 3 | 8 | 2 | 5+ | 85 |
Wargear: Hand Weapon, Claws, Shield, Battle Garb.
Spells: None
Special Rules: Stubborn
The chieftain may be upgraded to a Great Chieftain for +20 pts. This provides the hero with +1A and +1W.
The chieftain may replace his or her hand weapon with:
- Spear +4 pts
- Javelins +6 pts
The chieftain may replace his or her shield with an additional hand weapon for free.
A chieftain may take one of the following:
- Second Hand Weapon +6 pts
- Longbow or Shortbow +6 pts
A chieftain may purchase:
A chieftain may replace items in both hands with:
- Halberd +8 pts
- Greatsword +14 pts
- Battle Axe +14 pts
- Warhammer +16 pts
A chieftain may upgrade any number of his or her weapons to the following:
- Silver +2 pts per weapon
- Glass +6 pts per weapon
- Ebony +10 pts per weapon
- Daedric +25 pts per weapon (Great Noble only)
A chieftain may replace his armor with:
- Banded Mail +6 pts
- Glass Armor +12 pts
- Daedric Armor +30 pts (Great Chieftain only)
A non Cathay/Chathay-raht chieftain may be mounted on a senche for +40 pts.
A Cathay or Cathay-raht chieftain may mounted on a battlecat for +160 pts.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Cathay | 5 | 4 | 4 | 4(5) | 2 | 5 | 3 | 8 | 2 | 5+ |
Cathay-raht | 5 | 4 | 5 | 4(5) | 2 | 5 | 3 | 8 | 2 | 5+ |
Battlecat | 4 | 0 | 7 | 5 | 4 | 4 | 3 | 7 | 0 | 5+ |
A mounted chieftain may take a Lance for +10 pts. A mounted chieftain, if an Independent Character, may join a unit riding the same mount as himself/herself.
A chieftain may be given a Guardian Stone Blessing for +10 pts.
One chieftain may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice. A Great Chieftain may not take the Battle Standard.
A chieftain may take up to 80 pts of magic items from the armory where appropriate. A Great Chieftain may take any number of magic items from the armory where appropriate.
Clan Mother
Where the Nobles and Chieftains see to the bodily and mental needs of the people, the enigmatic Clan Mothers provide spiritual support for the Khajiit. These elderly women easily hold the most power among the Khajiit- for not only do they whisper of the teachings and lessons of Ahnurr and Fadomai, and of past myths and legends, but also see to the production and manufacture of the beloved Moon Sugar. Not even the Mane, or leader of the Khajiit is above the Clan Mothers in power- should they widely voice dissaproval over a Mane's action it is immediately redacted. Beloved and immensly respected by the Khajiiti, the words and teachings of the Clan Mothers are regarded as law.
While not a warrior-per-se, Clan Mothers are fully capable of marching out with their Khajiit clan. During battle these elderly Khajiit compliment the mainstay infantry with spells and commands, also providing much needed leadership.
140 pts (160 pts for Old Mother)
Hero. Independent Character, Skirmish, Infantry, Khajiit, Single Model
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Clan Mother | 3 | 5 | 2 | 3 | 3 | 2 | 1 | 9 | 6 | -(5++) |
Old Mother | 3 | 5 | 2 | 3 | 4 | 2 | 1 | 10 | 6 | -(5++) |
Wargear: Hand Weapon, Claws, Robes (Unarmored clothing).
Spells: Any combination of four spells from Mysticism or Restoration
Special Rules: Fearless, Reserved
Lessons of the Ancestral Mother: Clan Mothers may re-roll one dice each player turn and have a 5+ invulnerable save. If they are joined by a unit this reroll may be used for either the Clan Mother or the joined unit.
The clan-mother may replace her hand weapon with:
- Wizard’s staff +6 pts
A clan mother may purchase:
- Leather Armor +2 pts
- Battle Garb +6 pts
- Glass Armor +10 pts
A clan mother may be mounted on a senche for +40 pts.
A mounted clan mother, if an Independent Character, may join a unit riding the same mount as herself.
A clan mother may take up to three additional spells from this book's spell list as follows:
- Alteration Spells, casting cost 13+ or lower: +6 pts each
- Restoration Spells, casting cost 9+ or lower: +8 pts each
- Mysticism Spells, casting cost 13+ or lower: +8 pts each
- Any Alteration Spell +10 pts
- Any Restoration Spell +15 pts
- Any Mysticism Spell +15 pts
A clan mother may be given a Guardian Stone Blessing for +10 pts.
A clan mother may take any number of magic items from the armory where appropriate.
Alfiq-raht

Similar to the Alfiq, the Alfiq-raht is an immensly rare and uncommon form of Khajiit. In stature they are very similar to their smaller brethren, and equally intelligent. The main difference is that of their size- while the smaller Alfiq might be as much as twenty pounds, this particular kind weighs easily thrice that.
In the presence of an Alfiq-raht it quickly becomes apparent that the beast is somewhat otherworldly. A mage might note the crackling nimbus of energy surrounding the thing, a warrior the intense glint in their eyes. Both observations would be acute- while the Alfiq-rahts are laziest among lazy forms of Khajiit, they are also surprisingly powerful spellcasters. That's not to say their services are easy to aquire- to beckon the beasts into combat or servitude they must first be heavily bribed by other Khajiit, doted upon with Moon Sugar and trinkets. When they are actually convinced to enter battle they are a spectacle to behold- gliding along the ground with graceful ease, silently dishing out impressive feats of magick, even hopping between Mundus and Oblivion seemingly at will.
100 pts
Hero. Independent Character, Skirmish, Fast Beast, Khajiit, Single Model
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Alfiq-raht | 2 | 4 | 2 | 2 | 2 | 4 | 1 | 8 | 8 | 5+ |
Wargear: Claws
Spells: Flames, Chain Lightning, Levitate, Ward
Special Rules: Reserved
The Second Barrier (an Alfiq-raht's armour save may not be made worse than 5+)
Nirnwalk: At any time during your turn you may announce the Alfiq-raht will nirnwalk, displacing itself from the mortal realm. This requires 2 Power Die to be spent but otherwise automatically succeeds. The Alfiq-raht is then moved to join a different friendly unit within 12" of its last position. This may only be done once per turn. If the Alfiq-raht is silenced or otherwise gains an effect that does not allow spellcasting it may not Nirnwalk.
An Alfiq-raht may take up to three additional spells from this book's spell list as follows:
- Any Alteration Spell +8 pts
- Any Destruction Spell +20 pts
- Any Illusion Spell +20 pts
- Any Mysticism Spell +10 pts
- Any Restoration Spell +8 pts
- Destruction Spells, casting cost 13+ or lower: +10 pts
- Illusion Spells, casting cost 13+ or lower: +10 pts
- Summon Scamp (cast on 4+) +10 pts
- Summon Flame Atronach (cast on 8+) +15 pts
- Summon Dremora (cast on 9+) +20 pts
- Summon Clannfear (cast on 11+) +30 pts
- Summon Frost Atronach (cast on 12+) +30 pts
- Summon Storm Atronach(cast on 15+) +50 pts
- Summon Dremora Lord (cast on 22+) +130 pts
An Alfiq-raht may be given a Guardian Stone Blessing for +10 pts.
An Alfiq-raht may purchase any amount of magic items from the armory where appropriate- though it may only purchase rings and amulets.
Core
Warriors

The mainstay bulk of Elswyr Forces, most frequently these warriors are the race of Suthay-raht. While on average slightly less imposing then some Imperials or Nords, the innate ferocity and natural claws easily make up for this. The armament and gear of Khajiits very greatly by clan and region, though they normally wear light leather armor and use curved swords, spears, or their claws. The Elswyr Warrior's preferred tactic is to hit hard and fast at night when other races are at a disadvantage.
6 pts per model. Core. Fight in Ranks, Infantry, Khajiit. 10-30 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Suthay-raht | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 1 | 6+ |
Dro | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 1 | 6+ |
Special Rules: Fleet of Foot
Dro are Characters.
Wargear: Hand Weapon and Claws.
The entire unit may:
- Upgrade one model to Dro(+1 A, +1 LD) for +6 pts
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts
- Upgrade one model to Musician(can always rally) for +6 pts
- Upgrade Leather Armor to Battle Garb (5+ save) for +1 pt per model
The entire unit may:
- Replace hand weapon with spears for +1 pt per model
- Take an additional hand weapon for +1 pt per model
- Take shields for +1 pt per model
- Take shortbows for +2 pt per model
The Dro may take up to 10 pts of magic items where appropriate from the armory.
Khajdar
The Khajdar, or Desert Walkers, are the warriors of the deep desert. Dwelling where no other man or mer can live, the Khajiit live off of the inhospitable land, carving out an existence in the dunes and flats. It is there they live a excruciatingly difficult life- slaying monstrous beasts for food, trawling the sands for precious water, and occasionally fighting opposing clans. These Khajiiti are also naturally exceptionally skilled desert warriors. Often they appear out of the howling sands with little to no warning, striking down interlopers that tred upon Elswyr. During large incursions the Khajdar will form a warband with their Chieftain and besiege enemies under the cover of night.
8 pts per model. Core. Skirmish, Infantry, Khajiit. 10-20 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Suthay-raht | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 7 | 1 | 6+ |
Dro | 4 | 3 | 3 | 3 | 1 | 4 | 2 | 8 | 1 | 6+ |
Special Rules: Fleet of Foot, Scout
Dro are Characters.
Veil of Darkness: Should the Core of a Khajiit army be mostly Khajdar, and the Khajiit army happens to be the attacking force, then the battle gains the Night Fighting special rule.
Wargear: Dual hand weapons
The entire unit may:
- Upgrade one model to Dro(+1 A, +1 LD) for +6 pts
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts
- Upgrade one model to Musician(can always rally) for +6 pts
- Upgrade Leather Armor to Battle Garb (5+ save) for +1 pt per model
The entire unit may replace a hand weapon with:
- Spear for +1 pt per model
- Shield for +1 pt per model
The entire unit may:
- Take shortbows for +1 pt per model
- Take throwing weapons for +1 pt per model
The Dro may take up to 10 pts of magic items where appropriate from the armory.
Ohmes Skirmishers

Due to their natural agility and small size, Ohmes make ideal skirmishing infantry. The nimble Khajiit are able to dance around larger forces, peppering them with stones and arrows. Their strongest skill is not straight-up fighting however but trap-laying. Ohmes are masters of hiding themselves in foilage, laying wait in ambush for enemies to pass by. Upon recieving a signal they are then able to sprint out of cover in the ground and take foes by surprise, often outflanking them entirely. This ambush role can compliment Cathay or Suthay-raht well- once the initial lines meet the Ohmes can sandwhich the unsuspecting foe, or simply attack first to set up a charge for allies. When used well they can throw enemy forces entirely into disarray.
5 pts per model. Core. Skirmish, Infantry, Khajiit. 10-20 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Ohmes | 2 | 3 | 3 | 3 | 1 | 4 | 1 | 7 | 1 | - |
Dro | 2 | 3 | 3 | 3 | 1 | 4 | 2 | 8 | 1 | - |
Special Rules: *Clawless, Fleet of Foot
Dro are Characters.
Ambushers: Ohmes are master trap layers, expertly able to lay in wait and take enemy forces by surprise. The unit (and any joined characters) may be kept in reserve. At the start of your movement phase you may designate a spot at least 4" from enemy units and perform an initiative test. On a success the unit is deployed at the position of the token and may still perform all actions as normal this turn. On a failure the ambush goes wrong and the unit is destroyed.
Ohmes can only Ambush with joined characters that are Alfiq, Alfiq-raht, or Ohmes.
Wargear: Hand Weapon, Shield.
The entire unit may:
- Upgrade one model to Dro(+1 A, +1 LD) for +5 pts
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +5 pts
- Take leather armor (6+ save) for +0.5 pts per model
The entire unit may:
- Take an additional hand weapon for +0.5 pts per model
- Replace hand weapon with spears for +0.5 pts per model
- Take throwing weapons for +0.5 pt per model
- Take javelins for +1 pt per model
- Take shortbows for +1 pt per model
The Dro may take up to 10 pts of magic items where appropriate from the armory.
Elite
Jaguar Men

Dubbed Jaguar Men by the Imperials, the ferocious Cathay are among the largest and beefiest bipedal Khajiit. Each stands nearly seven feet tall and are heavily muscled, their claws and teeth more promenant then the other subspecies. The Khajiit favor them as personal bodyguards or shock-and-awe troops, frequently giving them heavier armor and great weapons. When properly equipt the Catahy are a force to be reckoned with- and it's for this reason that the Mane favors them as Warrior Guard.
11 pts per model. Elite. Fight in Ranks, Infantry, Khajiit. 10-20 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Cathay | 3 | 3 | 4 | 4 | 1 | 3 | 2 | 8 | 1 | 5+ |
Dro | 3 | 3 | 4 | 4 | 1 | 3 | 3 | 9 | 1 | 5+ |
Wargear: Hand weapon, Shield, Battle Garb.
Special Rules: Cause Fear, Fleet of Foot.
Dro are Characters.
The entire unit may:
- Replace shields with an additional hand weapon for free
- Upgrade one model to Dro(+1 A and Ld) for +11 pts
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +8 pts
- Upgrade one model to Musician(can always rally) for +8 pts
- Upgrade Battle Garb to Splint Mail (4+ save) for +2 pt per model
- Upgrade Battle Garb to Glass Armor (4+ save) for +5 pt per model
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:
- Halberds +2 pt per model
- Greatswords +2 pt per model
- Warhammers +2 pt per model
The entire unit may upgrade all weapons to Glass for +2 pts per model
The Champion may take up to 15 pts of magic items where appropriate from the armory.
Desert Riders
Rather then using horses, Khajiit instead use the Senche, massive tiger-like beasts, for transportation and warmounts. Each Senche is staggeringly massive, some larger then draft horses in both size and weight. The beasts intellect also makes them perfectly suited as steeds. Despite their bestial stature they are equally as intelligent as their bipedal brothers and sisters. On the battlefield their handlers can whip the Senche into a frenzy, carried forth by them across the battlefield on large hops and strides. There is no more frightening cavalry then the senche- claws and teeth flashing and tearing apart foes with alarming ease. The so called Desert Riders also make fine anti-cavalry units due to the beasts very scent frightening horses.
20 pts per model. Elite. Skirmish, Cavalry, Khajiit. 5 to 15 models per unit. May only be joined by Independent Characters who are also riding Senche.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Rider | 3 | 3 | 3(5) | 3(4) | 1 | 5 | 1 (2) | 7 | 1 | - |
Wargear: Hand Weapon and shield.
Special Rules: Fleet of Foot
Predators: This unit causes Fear, but only to horse cavalry.
The entire unit may:
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +12 pts
- Upgrade one model to Musician(can always rally) for +12 pts
- Take Leather Armor (6+ save) for +2 pts a model
- Take Battle Garb (5+ save) for +4 pts a model
The entire unit may replace their Hand Weapon and Shield with:
- Dual hand weapons for free
- Javelins and Shield +1 pts per model
- Shortbow +2 pts per model
Pahmar Pride

Smaller then the Senche, Phamars greatly resemble lions and tigers in shape and size. Though they may not be ridden as mounts by the Suthay-raht, or similar Khajiit, they instead form large packs and act as a fast-attacking infantry unit. Their ferocity is unmatched by the other subraces- the Pahmar are bestial enough, and mean enough to let their instincts wholly take over in combat. It is on battlefields that they pounce into enemy infantry amid feral cries and howls, teeth and claws searching for weak spots in armor, exposed vital points. Nearly no infantry can stand before an angry pack of Pahmar and not be torn asunder.
15 pts per model. Elite. Horde, Beast, Khajiit. 5-15 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Pahmar | 3 | - | 4 | 3 | 1 | 4 | 2* | 6 | 2 | - |
Alpha | 3 | - | 4 | 4 | 1 | 4 | 3* | 7 | 2 | - |
Wargear: Claws (*Already included in profile)
Special Rules: Furious Charge
Protect the Little One: The unit automatically succeeds Look Out, Sir! rolls directed toward a joined Khajiit character that is not Cathay or Cathay-raht.
Alphas are Characters.
The entire unit may:
- Upgrade one model to Alpha (+1 A, +1 Ld) for +15 pts
The Alpha may take up to 20 pts of magic items where appropriate from the armory, but only rings or amulets.
Dos
The Khajiit have long been captured and traded as slaves by the other races, torn from their homes and forever placed into servitude. As a result the felines take the topic of self-defense very seriously. Complimented by their natural claws, Khajiit have mastered forms of martial arts over centuries of worry. Many styles have been created, including Goutfang, Whispering Fang, and Rawlith Khaj.
In various places within Elswyr there exist monasteries of monks, those that practice and teach the use of these martial arts. It is somewhat uncommon for the warrior monks to leave the monasteries. Under times of great need or cajouling they might set out to join another fighting unit. The most common battlefield style is that of Goutfang, which teaches how to make short work of infantry, either by tearing open vital spots or transmitting force through armor.
Though less common, Whispering Fang and Rawlith Khaj are equally as lethal as Goutfang. Whispering Fang teaches the art of making sudden and viciously fast attacks from a stand-still, striking down an enemy, hard, before they can even react. Rawlith Khaj is more of a self-defense style then the others- normally it teaches the non-lethal subduing of a foe, pinning them or deflecting oncoming attacks. Although this one is mostly passive it can still be butchered into an offensive style by breaking joints and limbs.
Regardless of the style, Dos warriors are able to form an impassible line of infantry, shielding weaker portions of an army with expert fighting skills and stubborn toughness.
16 pts per model. Elite. Skirmish, Infantry, Khajiit. 8-20 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Dos | 5 | 2 | 3 | 3 | 2 | 5 | 1 | 8 | 2 | -(6++) |
Champion | 5 | 2 | 3 | 3 | 2 | 5 | 2 | 8 | 2 | -(6++) |
Wargear: Claws, Monk Robes (6++ save).
Special Rules: Stubborn.
Champions are Characters.
Fighting Disciplines: Select which of the following styles for the unit to have-
- Goutfang: The unit gains Critical Strike
- Whispering Fang: The unit gains Counter-attack and +1 I
- Rawlith Khaj: The unit Ignores Armor in melee
The entire unit may:
- Upgrade one model to Champion(+1 A) for +8 pts
- Upgrade one model to Standard Bearer(+1 to combat resolution) for +8 pts
- Upgrade one model to Musician(can always rally) for +8 pts
- Upgrade Monk Robes to Battle Garb (5+ save) for +3 pt per model
The entire unit may take:
- Quarterstaves for +5 pts per model
- Throwing weapons for +2 pts per model
The Champion may take up to 15 pts of magic items where appropriate from the armory.
Support
Dagi
Dagi are small and nimble Khajiit native to the the Tenmar Forest. These Khajiit are able to swing from tree to tree, flinging themselves between cover with surprising alacricity. The beasts are somewhat unrefined and uncivilized, sharing many quirks and personality traits with monkeys. Still, they are natural at using bow, throwing weapons, and even rocks from the canopy. Dagi are also naturals with a few schools of magic such as Destruction and Illusion. Many a foe has suddenly had fire reigned down upon them from treetops by until-then unnoticed Dagi.
10 pts per model. Support. Skirmish, Infantry, Khajiit. 10-20 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Dagi | 3 | 4 | 2 | 2 | 1 | 5 | 2 | 8 | 3 | - |
Special Rules: Hit and Run, Fleet of Foot, Stealth (6+)
Woodland Swing: Dagi have Move-Through Cover but only in woods and jungle.
Wargear: Claws.
Spells:Firebolt, Flames.
One model per unit may be upgraded to Dro (+1 Ld) for +6 pts.
Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts
Upgrade one model to Musician (can always rally) for +6 pts
The entire unit may:
- Replace either spell with Shortbows for free
- Replace both spells with Longbows for free
- Take javelins for +1 pt a model
- Take daggers for +1 pt a model
- Take shields for +1 pt a model
- Take Leather armor (6+) for +1 pt a model
- Take longbows for +2 pts a model
The entire unit may purchase up to two additional spells from destruction or illusion, with a maximum casting cost of 9+, for +2 pts a model
The Dro may be given up to 10 pts of magic items where appropriate from the armory.
Alfiq Jos

For a long time believed to not exist, Alfiq are a small subspecies of Khajiit that greatly resemble housecats. Despite their tiny size, and inability to speak, these beasts are remarkably intelligent. All of them are able to understand spoken words, though they seldom give any acknowledgement or attempt to communicate with the other subraces.
What is most remarkable about the Alfiq is their ability to use magic. Small as they are, contained within each is a mind comparable to any man or mer sorcerer, though much more lazy. When hired on to fight during wartime the tiny Alfiq follow around a unit of larger Khajiit, using their bigger brothers and sisters as literal meatshields, casting magic as needed.
45 pts per model. Support. Independent Characters, Fast Beast, Khajiit. 2-5 models per unit.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Alfiq | 2 | 4 | 1 | 1 | 2 | 4 | 1 | 7 | 8 | 5+ |
Wargear: Claws
Spells: Firebolt, Shock
Special Rules: Reserved
The Second Barrier (an Alfiq's armour save may not be made worse than 5+)
Fight Another Day: At the start of any assault phase you may have the Alfiq attempt to disengage from the unit it is joined to. Perform an initiative test for the Alfiq- on a success it immediately leaves the unit and moves 6" in a direction of your choosing, potentially joining a different unit in the process.
An Alfiq may take up to two spells from this book's spell list as follows:
- Any Alteration Spell +5 pts
- Any Destruction Spell +15 pts
- Any Illusion Spell +20 pts
- Any Mysticism Spell +10 pts
- Any Restoration Spell +5 pts
- Destruction Spells, casting cost 13+ or lower: +8 pts
- Illusion Spells, casting cost 13+ or lower: +8 pts
- Summon Scamp (cast on 4+) (+10pts) +10 pts
- Summon Flame Atronach (cast on 8+) +15 pts
- Summon Dremora (cast on 9+) +20 pts
- Summon Clannfear (cast on 11+) +30 pts
An Alfiq may purchase 20 points of magic items from the armory where appropriate- though it may only purchase rings and amulets.
Battlecat
The Senche-raht is the largest of all the sub-species of Khajiit, easily weighing the equivalent of fifty men. Wildly different in form then other Khajiit, they stand nearly twelve feet tall and are very heavily muscled, more reminiscent of a gorilla or bear then cat. Their front legs are also somewhat longer then the rear, giving them a plauding shuffle of a walk. The massive cats are surprisingly lax with their brethren- frequently serving as beasts of labor and muscle for odd jobs. It is in the battlefield, however, that the Senche-rahts truly shine. For in wartime the massive Khajiit are laden with wooden shields, thick quilted canvas, and ridden upon as mobile war platforms. From the height the Mahavat, or master, is able to goad the beast into viciously attacking any foes. Other riders balance along the rear of the Senche-raht with bow or spear, picking off stragglers that escape it's wrath.
Senche-rahts have something of a history with fighting the Imperial Guard. After the very first encounters commanders became wary of the beasts, not only for their fighting prowess, but also because of the effect on horses. Native Cyrodilic equine seemed to nearly go insane at the sheer scent of the beasts. This, in addition to their ferocity, has led to the Imperial Guard to give them the moniker 'Battlecats'.
105 pts for Battlecat and riders. Support. Skirmish, Monsterous Creature, Khajiit(rider). Single Model (1 Senche-raht, 1 Madhavat, 2 Riders)
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Mahavat | 4 | - | - | 3 (4) | 1 | 3 | - | 9 | 1 | 5+ |
Rider | 4 | 4 | 3 | 3 (4) | 1 | 3 | 1 | 7 | 1 | 5+ |
Senche-raht | 4 | 0 | 7 | 5 | 4 | 4 | 3 | 7 | 0 | 5+ |
Wargear:
Riders have Shortbows and Battle Garb. Mahavat has Battle Garb and is unarmed.
Shields: The Senche-raht is protected by thick canvas and shields along the flanks. This provides it with a 5+ armor save.
Special Rules:
Supreme Predator: The Senche-raht causes fear, and terror against horse cavalry.
Handler: If the Mahavat is slain the Senche-raht gains the Frenzy special rule.
War Platform: Attack and ranged hits are randomly distributed among the types of models- on 1- they strike the Mahavat, 2-3 the riders, and 4+ the Senche-raht.
The entire unit of Riders may upgrade their weapons to
- Glass +3 pts per Rider
The entire unit may be upgraded to
- Support, for 0 pts. One of the riders are removed to make room for extra shields. This allows the unit to deploy a wooden platform once per game, after deployment or during your movement phase. Doing so will not allow the unit to move that turn. The deployed cover is 5" long and provides 5+ cover for adjacent infantry units.
- War, for +20 pts. The Senche-raht's and rider's armor are upgraded to Banded Mail, upgrading the armor saves to 4+. One of the riders have their shortbow replaced with a spear.
War Elephant
In addition to the Battle-cats, Khajiiti have also trained and tamed local Elephants. Much like the other beasts, these creatures are used for construction, safe travel, and for war. There are two different kinds native to Elswyr- the larger desert ones and smaller, more intelligent ones native to Terromar and the northern grazelands. The massive Elephant's size rivals the weight of other similarly-used animals, such as mammoths and silt striders, making them terrors to behold in combat. Clever, tough, and immensely strong, they are quite able to carry a handful of Khajiit upon their backs in addition to heavy armor. Thick pocked hide covered with maille sheets makes them nearly impervious to harm. More often then not War Elephants are simply thrown into enemy formations with almost reckless wanton.
160 pts for War Elephant and riders. Support. Skirmish, Monstrous Creature, Khajiit(rider). Single Model (1 Handler, 3 Riders)
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Rider | 2 | 3 | 3 | 3 (4) | 1 | 4 | 1 | 8 | 1 | 5+ |
Elephant | 4 | - | 5 | 6 | 5 | 2 | 4 | 6 | 0 | 4+ |
Wargear:
Riders have Bows and Battle Garb. The handler has no weapons and wears Battle Garb.
Implacable: The Elephant is naturally durable and then additionally is armored with quilted canvas and maille. This all provides it with a 4+ armor save.
Special Rules: Causes terror, Stubborn
Handler: If the Handler is slain the Elephant must make a Creature Reaction test. In addition to this the handler may not make any attacks- all of his attention is spent on keeping the beast under control.
The entire unit of Riders may upgrade their weapons to
- Silver +2 pts per rider
- Glass +4 pts per Rider
The War Elephant may
- Upgrade its armor to Banded Mail for +20 pts, increasing the armor save to 3+.
- Replace one rider, and all bows with a mounted Ballistae for +20 pts. This weapon fires with the following profile- Move And Fire, 36” range, S6 AP6, Multiple Wounds (d3), rolls 3d6 for armour penetration against buildings. For each unsaved wound(before multiplying) caused by a shot, resolve a hit at -1S -1AP against the closest model(randomly chosen if tied) in that same unit that is directly behind the wounded model(from the perspective of the shortest distance that can be fired between the Ballistae pieces and the unit being shot at). The Ballistae requires one rider (ignoring the handler) in order to fire.
- Add wrecking balls and chains to the tusks, for +20 pts. When charging the War Elephant deals an additional D3 hits.
Special Characters
J'zargo
Q
250 pts. J'zargo can be taken as a replacement for an Alfiq-raht, or as a replacement for a Court Wizard in a Holds of Skyrim list that contains the Dovakiin. Independent Character, Skirmish, Infantry, Khajiit, Single Model.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
J'zargo | 3 | 5 | 3 | 3 | 3 | 4 | 3 | 10 | 7(8) | 3+/5+ |
Wargear: J'zargo wears a personally-enchanted suit of Ebony plate and bears The Fulmination. The plate grants him a 3+ armor save and 5+ ward save.
The Fulmination: Is a staff that causes all electric-type Destruction spells to strike at +1S.
Spells: Lightning Storm, Lightning Bolt, Flames, Lower Resists, Magicka Drain, Silence, Ward, Flame/Frost/Shock Shell.
Special Rules: Claws (Already included in profile), Fleet of Foot, Guardian Stone: The Mage
Great Scholar: While mages frequently carry ambitions of political power, J'azrgo greatly eschews such practices, instead only wishing to grow in magical might. J'zargo is meticulously trained- he has +2 to his spellcasting rolls and his armor does not give him Weakened Magicka
The Mane
Q
300 pts for Mane and Palanquin. Hero. Skirmish, Artillery, Khajiit. Single Model (1 Palanquin)
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
The Mane | 5 | 4 | 3 | 3(5) | 4 | 3 | 1 | 10 | 2 | 5+ |
Cathay-rahts | 5 | 4 | 5 | 4(5) | 10 | 3 | 2d6 | 8 | 1 | - |
Wargear: The Mane is equip with Battle Garb (5+) and carries Symbols of Office and the Mantle of Ja'Khajiit. The Cathay-rahts are equipt with a silver hand weapon and claws. Note that the Cathay-raht do not gain any bonuses for wielding two close combat weapons.
Symbols of Office: Count as two silver close combat weapons.
Mantle of Ja'Khajiit: The Mantle of Ja'Khajiit is an ancient Elven headrest that confers great powers upon the wearer. It provides The Mane with +1T, a 5+ ward save against Magick, and allows him to make a special shooting attack once per turn with the following profile:
- S4 AP5. Move And Fire 4, Range 24", Flame.
Spells: None
Special Rules: Fear, Eternal Warrior
Great Palanquin: The Mane's palanquin is supported upon the backs of countless Cathay-raht, or jaguar men. Foes that come too close can be pawed and bit at by these Khajiit, and it also offers protection from its sturdy construction. These following rules apply-
- The Cathay-raht attack 2d6 times in melee and cannot gain a bonus for charging
- The Cathay-raht ignore the Critical Strike and Multiple Wound special rules.
- If the Cathay-raht suffer an unsaved Wound from a Blast, Large Blast or Template weapon, each unsaved wound is multiplied to two unsaved Wounds.
- Marching is not allowed due to the extremely heavy Palanquin and assault range is only 1D6".
Leader of the Khajiit: The Mane is the official leader (As official as one can be, with the Clan Mothers) of Elswyr, and as such holds absolute loyalty and faith of his peers. All units within 12" may re-roll morale and tactics tests. Each turn the Mane also provides 4 DRUGS tokens instead of the usual 1.
Warrior Guard: Purchasing the Mane allows his Warrior Guard to be purchased. These units count as Jaguar Men, save that they cost 15 pts a model and are Core. Warrior Guard have +1A and Ld over the listed profile. Should the Mane be slain in combat all Warrior Guard units gain the Prefered Enemy and Frenzy special rules.
Keirgo of Anequina
Q
190 pts. Hero. Skirmish, Cavalry, Khajiit. Single model.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Keirgo | 6 | 4 | 4(6) | 5(6) | 3 | 5 | 3(4) | 8 | 2 | 5+ |
Wargear: Keirgo is equip with a Shield and Battle Garb. He rides a faithful Senche companion named Zhookr.
- Ralib: Is a sword (hand weapon) that ignores armor.
- Gondion: Is a dagger with Critical Strike (5+).
- Carandini: Is an elvish battleaxe that strikes with +2S, +1 AP, deals Frost Damage, and is Unwieldy.
Spells: None
Special Rules: Feel No Pain(5+), Stubborn.
Young and Proud: Keirgo 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. He may never refuse a challenge from another character, under any condition.
Weapon for every task: Keirgo may choose which of his weapons to use at the start of each round of combat.
War Spoils: Keirgo generates 2 DRUGS tokens each turn instead of 1.
Eshita of Pellitine
Q
180 pts for Eshita and Retinue. Hero. Skirmish, Infantry, Khajiit. 5 models (Eshita, 3 Dos, and a Cathay). Eshita and her bodyguards act together as a single Independent Character, and as a unit among themselves.
Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
---|---|---|---|---|---|---|---|---|---|---|
Eshita | 4 | 3 | 3 | 3 | 3 | 4 | 2 | 10 | 2 | 5+ |
Dos | 5 | 2 | 3 | 3 | 2 | 5 | 2 | 8 | 2 | 5+ |
Cathay | 5 | 4 | 4 | 4 | 2 | 5 | 3 | 8 | 2 | 5+ |
Wargear: Eshita is equip with a Hand Weapon, Dagger, and Battle Garb. The Dos wear Battlegarb and use Staves of Peace, and the Cathay uses Battle Garb and a Silver Warhammer.
Spells: None
Special Rules: Guardian Stone: The Lady, Stubborn. The Dos have Critical Strike.
Voice of Command: Units within 12" of Eshita count as Stubborn.
Wealth of the South: Eshita generates 2 DRUGS tokens each turn instead of 1.
Equipment
Basic Equipment
The following is a list of the base items used by the Khajiit.
Banded Mail counts as Heavy Armor(4+).
Battle Garb counts as Light Armor(5+).
Leather is 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 Power die per game turn(the second result must be kept).
Quarterstaff is a staff that strikes at +1S, with no initiative penalty. Two hands.
Katanas count as Greatswords, except they do not strike with an initiative penalty. A Bound Katana gets +1I +1AP(rather than the normal +1S +1AP). 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 AP2, Heavy 1, Range 24".
Throwing weapons are 1-handed ranged weapons with S-X, AP0, Assault 1, Range 6".
Mounts
Senche: Models riding a Senche count as Cavalry. Their ferocity and bulk provides their riders with +2S and +1T, as well as providing an extra attack.
Senche-Raht: Count as Monstrous Creatures with or without riders.
Magic Items
The Magic Items available to Warriors of Elswyr 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
Staff of Levitation. Staff. Bearer now casts levitate as though it were 9+ to cast. +5 pts.
Hypha Weapon: Weapon has poison(5+) for +5 pts.
Flameweapon: Weapon upgrade for +8 pts. Weapon deals Flame damage and may re-roll failed rolls to wound. May be upgraded again to a Scaldweapon for +12 pts, causing it to deal d3 wounds.
Sparkweapon: 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 Blastingweapon 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).
Frostweapon: 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 Coldweapon for +12 pts, causing it to ignore armor saves.
Wounding Weapon: Weapon upgrade for +8 pts. Enchanted weapon has Critical Strike.
Devil Weapon: Weapon upgrade for +14 pts. You may choose for this weapon to count as a Bound Weapon (instead of its normal rules) each time you use it. If you do, bearer has a 6+ Ward Save against shock until the beginning of your next turn.
Weapon of Striking: Melee weapons only, upgrade. +10 pts. +1 to hit.
Weapon of Might: Melee weapons only, upgrade. +10 pts. +1 Strength.
Thornblade: Weapon upgrade for +10 pts. This weapon ignores armor saves.
Baadargo's Beatstick: Artifact. Hand weapon. +1 WS. 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.
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.
Hellfire Staff: Staff. Flame spells cast by bearer ignore armor saves. +10 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.
Merrunz Blade: Artifact, Dagger. Once per game may be used as though it were a claymore, and yet still only use one hand. +15 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.
Jinkblade: Sword or Dagger only, upgrade. +18 pts. Models hit strike at WS1 I1 next round.
Staff of Hasedoki: Artifact, Staff. Bearer has a 4+ Ward Save against Spells. 25 pts.
Armor and Shields
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.
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.
Intravenous Muzzle: Helm(only one of this item type allowed per model). A DRUGS token spent on this model instead counts as two DRUGS tokens. +15 pts.
Blood Belt: Belt(only one of this item type allowed per model). Bearer has +1 Wound. +25 pts.
Berserker's Helm: Artifact. Helm(only one of this item type allowed per model). Bearer loses 2 Ld, gains +1 T, and now has the Frenzy Special rule. A DRUGS token spent on this model instead counts as two DRUGS tokens. +35 pts.
Armor of the Mad Cat: Artifact. Armor of the Mad Cat is 5+ Light Armor. Bearer gains +1 I, +1 W, and Regenerate(5+). +40 pts.
Other Items
A model may only have one amulet and one ring.
Adornments of Lorkhaj: Amulet(only one of this item type allowed per model). Bearer has +1 Magicka. +12 pts.
Magus Ring: Ring(only one of this item type allowed per model). Bearer has +1 Magicka. +15 pts.
Amulet of Khenarthi: Amulet(only one of this item type allowed per model). Bearer has +1 Initiative. +6 pts.
Thauma Amulet: Amulet(only one of this item type allowed per model). Wielder gets +2 to casting rolls for Destruction Spells. +12 pts.
Bounding Amulet: Amulet(only one of this item type allowed per model). Wielder gets +2 to casting rolls for Conjuration Spells. +12 pts.
Warded Amulet: Amulet(only one of this item type allowed per model). Wielder gets +2 to casting rolls for Alteration Spells. +12 pts.
Rajhin Pendum: Amulet(only one of this item type allowed per model). Wielder gets +2 to casting rolls for Illusion Spells. +12 pts.
Amulet of the Stars: Amulet(only one of this item type allowed per model). Wielder gets +2 to casting rolls for Mysticism Spells. +12 pts.
Balm Amulet: Amulet(only one of this item type allowed per model). Wielder gets +2 to casting rolls for Restoration Spells. +12 pts.
Sheggorath Pendant: Amulet(only one of this item type allowed per model). Wielder gets +2 to casting rolls for Illusion Spells, and uses 1 less Power to Nirnwalk, should they be able. +25 pts.
Obsidian Phylactery: Ring(only one of this item type allowed per model). Model gains +1 T and gets +2 to casting rolls for Alteration Spells. +30 pts.
Charms of Enlightenment: Artifact. Amulet(only one of this item type allowed per model). Grants the bearer +1 Mg and they have +2 to all casting rolls. +40 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.
- 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:
Healing Potion: Regenerate 1 wound on a d6 5+ after consumption. +5 pts
Mana Potion: Restore 1 Power Die after consumption. May be consumed at any time. +4 pts
Great Potion of Healing: Regenerate 1 wound on a d6 2+ after consumption. +25 pts
Great Potion of Mana: Fully restores mana after consumption. May be consumed at any time. +15 pts
Water-Walking Potion: Ignore water for movement this turn. +2 pts
Potion of Jump: Drinker does not have to take Difficult terrain tests this turn if on foot. +2 pts
Potion of Slowfall: Drinker does not have to take Dangerous terrain tests this turn. Drink at any time. +2 pts
Potion of Levitation: Drinker is a Flier this turn if on foot. +5 pts
Potion of Invisibility: Drinker is Invisible this turn. +12 pts
Potion of Reflect: 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 Dispel: Remove all ongoing magical effects from caster's unit. +10 pts
Potion of Resist Element: 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 Resist Poison: 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 Agility: +1 I this player turn. +3 pts
Potion of Skill: +1 WS this player turn. +3 pts
Potion of Marksmanship: +1 BS this player turn. +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
Skooma: Drinker gets -3 Ld this player turn and loses all his mana dice, only regenerating half(rounded down) at the beginning of your next turn. Drinker gets +1 I and may move, sprint and charge an additional 3" this player turn. +4 pts.
Pinch of Moon Sugar: Eater gets -1 Ld and +1 I this player turn. If non-Khajiiti the character additionally loses all their current Power Die. +2 pts.
Spells
A compendium of the spells used by Warriors of Elswyr.
School of Destruction
Firebolt: Casts on 3+. Shooting attack. S3 AP0, Assault 1, range 18", flame.
Shock: Casts on 4+. Shooting attack. S3 AP0, range 18", regular 1, drain 1 mana from enemy unit next turn, shock.
Ice Spike: Casts on 4+. Shooting attack. S3 AP0, range 18", regular 1, frost, model hit gets -1 I this turn.
Flames: Casts on 3+. 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: Casts on 3+. 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: Casts on 3+. 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, S1 AP0, Assault 1, template, frost.
Fireball: Casts on 9+. Shooting attack. S4 AP1 Blast, Regular 1, Range 24", flame.
Chain Lightning: Casts on 9+. 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: Casts on 7+. 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.
Magicka Drain: Casts on 12+. 1-handed, cast anytime. Choose a model in base contact with caster. That model loses all its current mana dice, and does not regenerate any mana dice next turn.
Incinerate: Casts on 11+. Shooting attack. S5 AP1, Regular 1, Range 36", deals d3 wounds, flame.
Flamewave: Casts on 13+. Shooting attack. S4 AP1, Assault 1, Template, deals d3 wounds, flame.
Lightning Bolt: Casts on 13+. Shooting attack. S7 AP0, Regular 1, Range 48", drains 1 mana die next turn from the unit from the model hit, shock.
Flash of Light: Casts on 14+. Shooting attack. S3 AP0, Regular 5, Range 30", fire. Wounded models may not use ranged weapons their upcoming turn.
Lightning Cone: Casts on 14+. Shooting attack. S3 AP0, Assault 2, Template, drains 1 mana die from the unit next turn per model hit, shock.
Arctic Blow: Casts on 14+. 1-handed, shooting attack. S3, ignores armor saves, Assault 1, Range 36", model hit reduced to WS1 I1 until the beginning of your next turn.
Lightning Storm: Casts on 19+. Shooting attack. S5, ignores armor saves. Heavy 2d6, Range 72", drains one mana die next turn from unit per hit, shock.
Firestorm: Casts on 20+. 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.
The Light That Burns: Casts on 20+. Shooting attack. S7 AP1, ignores cover saves. Heavy 4, range 40", flame.
Glass Storm: Casts on 22+. Cast Glass Storm 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 S3 (physical) hit at the beginning of every phase, strike at -1 I, and fire ranged weapons as though under the effects of Night Fighting.
School of Conjuration
Bound Sword: Casts on 4+. 1-handed, assault phase. Equips a Bound hand weapon in casting hand until end of turn.
Bound Armor: Casts on 4+. movement phase. Caster's armor/robe is replaced by 5+ heavy armor until end of turn.
Bound Dagger: Casts on 4+. 1-handed, any time. Equips a Bound Dagger in casting hand until end of turn.
Bound Shield: Casts on 4+. 1-handed, movement phase. Equips a Shield in casting hand until end of turn.
Bound Spear: Casts on 4+. 1-handed, assault phase. Equips a Bound Spear in casting hand until end of turn.
Bound Bow: Casts on 6+. Shooting phase. Equips a Bound Bow in both hands until end of turn.
Bound Battleaxe: Casts on 8+. Assault phase. Equips a Bound Battleaxe in both hands until end of turn.
Bound Katana: Casts on 8+. Assault phase. Equips a Bound Katana 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
Feather: Casts on 5+. 1-handed. Caster is not encumbered by his armor this turn.
Flame/Frost/Shock Shell: Casts on 6+. 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: Casts on 7+. 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.
Stoneflesh: Casts on 8+. 1-handed, may be cast any time. Caster gets +1 to his armor save this turn. Multiple instances do not stack.
Strength of Senche: Casts on 10+. Caster's unit is not encumbered by their armor this turn.
Flame/Frost/Shock Shield: Casts on 12+. 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: Casts on 12+. Your movement phase. If caster is on foot he counts as a Flier this turn.
Ironflesh: Casts on 12+. 1-handed, may be cast any time. Caster gets +2 to his armor save this turn. Multiple instances do not stack.
Ebonyflesh: Casts on 14+. 1-handed, may be cast any time. Caster gets +3 to his armor save this turn. Multiple instances do not stack.
Protect: Casts on 16+. Caster's unit, but not the caster, have +1 to their armor save this turn. Multiple instances do not stack.
Great Burden: Casts on 17+. Opponents movement phase, Range 18", requires LOS. Target unit moves 2" slower per move, sprint and charge, and gets -1 to Sweeping advance rolls, this turn. Multiple instances do not stack.
Aegis: Casts on 18+. 1-handed, may be cast any time. Caster gets +4 to his armor save this turn. Multiple instances do not stack.
Great Protect: Casts on 21+. Caster's unit, but not the caster, have +2 to their armor save this turn. Multiple instances do not stack. Does not stack with Protect.
School of Illusion
Sand in the Eyes: A blinding darkness obscures the vision of the enemy. Casts on 5+. Assault phase, 1-handed. A model in base contact with caster gets -1 to hit this round. Multiple instances do not stack.
Cacophony: Casts on 6+, your shooting phase. Range 18", requires LOS. Targets an enemy unit. Each model in that unit that rolls power dice must re-roll dice of 6, until the end of next turn, and abide by the second result(remember that each die can only ever be re-rolled once).
Chameleon: Casts on 8+. 1-handed, any time. Caster (and only caster) gets Stealth(+1) this turn, and even gets it in close combat. Multiple instances do not stack.
Silence: Casts on 11+. Your shooting phase, 1-handed. Range 12", requires LOS. Targets a single enemy model(for the purpose of this spell, monsters and each of their riders count as distinct models). That model takes an Mg test(using its base value) on 3d6. If he fails, he cannot cast spells until the beginning of your next turn.
Paralyze: Casts on 12+. 1-handed, assault phase. Choose a model in base contact with caster. That model's I is reduced to 1 this phase, and it gets -1 attack. Multiple instances do not stack.
Muffletongue: Casts on 12+. Your shooting phase, 1-handed. Range 12", requires LOS. Targets an enemy unit. Each model (for the purpose of this spell, monsters and each of their riders count as distinct models) in that unit takes an Mg test(using its base value) on d6. Each model that fails cannot cast spells until the beginning of your next turn.
Invisibility: Casts on 12+. Cast at the beginning of any phase. Until the beginning 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.
Shadow Weave: Casts on 14+. Any time. Caster gets Stealth(+2) this turn, and even gets it in close combat. Multiple instances do not stack.
Concealment: Casts on 18+. Cast at the beginning of any phase. Until he decides to end his invisibility, 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: Casts on 20+. Assault phase. Target unit within 12". That unit's WS and I are reduced to 1 this phase.
Mass Paralysis: Casts on 24+. Shooting attack. Heavy 1, Range 18". A unit hit by Mass Paralysis is reduced to WS1 I1, and cannot move in any way, until the beginning of your next turn.
School of Mysticism
Soul Trap: Casts on 4+. 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.
Dispel: Casts on 8+. Cast anytime. Remove all ongoing magical effects from caster's unit.
Purge Magic: Casts on 9+. Cast anytime. Range 18", requires LOS. Remove all ongoing magical effects from another target unit.
Telekinesis: Casts on 10+. Your movement phase. Caster's unit gains Move Through Cover until end of turn.
Reflection: Casts on 10+. Cast in response to 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 S4 spell damage hit that ignores armor saves.
Absorption: Casts on 12+. Cast in response to a spell of any kind which would target or immediately effect caster or caster's unit. Roll a d6. On a roll of 5+, the spell is negated, and caster gains d3 mana dice next turn.
Detect Life: Casts on 12+. 1-handed, cast during your shooting phase. Target unit within 6" of caster, other than Automatons and Undead, loses its Cover Saves this turn.
Detect Dead: Casts on 12+. 1-handed, cast during your shooting phase. Target Undead unit within 6" of caster loses its Cover Saves this turn.
S'rendarr's Rest: Casts on 14+. 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 or a ranged weapon then remove it from the game. This effect lasts for that player turn.
Psychic Motion: Casts on 16+. Your movement phase, no hands required to equip. Target unit within 6" of caster gains Move Through Cover until end of turn.
School of Restoration
Lick Wounds: Casts on 5+. Cast during any movement phase. Caster regenerates a wound on a 6+.
Fortify Strength: Casts on 4+. 1-handed, any time. Caster gets +1 Strength this turn. Multiple instances do not stack.
Fortify Speed: Casts on 4+. 1-handed, any time. Caster gets +1 basic movement speed and charge range this turn. Multiple instances do not stack.
Fortify Agility: Casts on 4+. 1-handed, any time. Caster gets +1 Initiative this turn. Multiple instances do not stack.
Powerwell: Casts on 5+. Any time. Caster counts as having +d3 Magicka at the beginning of your next turn. Multiple instances do not stack.
Fadomai's Blessing: Casts on 4+. Any time. Caster gets one free re-roll this phase. Can only be cast once per phase.
Flame/Frost/Shock/Poison Guard: Casts on 7+. 1-handed. Caster gets Feel No Pain against the chosen element this turn.
Ward: Casts on 7+. 1-handed. Cast in response to an enemy spell which would target or immediately effect caster, caster's unit, or another one of caster's spells. 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 and his spells become immune to the effects of that spell for its duration. Hits resolved on him from the spell do nothing.
Howl of S'rendarr: Casts on 9+. Any time (Clan Mother). 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).
Hearth Heal: Casts on 10+. Cast during any movement phase. On a 5+, caster regenerates 1d2 wounds.
Quicksilver: Casts on 10+. Any time. Caster's unit gets +1 basic movement speed and charge range this turn. Multiple instances do not stack.
Nimbleness: Casts on 10+. Any time. Caster's unit gets +1 Initiative this turn. Multiple instances do not stack.
Wisdom: Casts on 10+. Any time. Caster's unit counts as having +1 Magicka at the beginning of your next turn. Multiple instances do not stack.
Mara's Blessing: Casts on 10+. Any time (Clan Mother). Remove all diseases(including Blight) currently affecting caster's unit.
Mara's Touch: Casts on 11+. Any time (Clan Mother). Remove all diseases(including Blight) currently affecting another unit within 6" of caster.