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®

®
© 2023 Bethesda Softworks LLC. The Elder Scrolls® and related logos are trademarks or registered trademarks of ZeniMax Media Inc.
or its affiliates in the U.S. and/or other countries. All Rights Reserved.
®
CREDITS
Game Design Editing Photography
STATUS EFFECT
STATUS AND EFFECT
REMOVAL
Any Staggered Tokens are removed at the end
Mark Latham Jen Farrant and Bryce Johnston Salwar Azar, Fátima Martín Pérez, Cannot Boost any Actions, and models attacking
and Rocío Martín Pérez Staggered of a model’s activation, providing that the model
Line Development Interior Art this target gain -2 to Melee Attacks
Gavin Dady Bethesda Softworks Project Management started their activation with said tokens
Design/Development Mapsheet Artist Gavin Dady Can perform no Actions and only Recover
Jono Green, Ethan Heywood, Jason Enos, Damien Mammoliti Production Management and can not replenish Reserves. Damage or
Giles Neville,Charlie Perkins, 3D Design Peter Grochulski Being target of an Aid Action, flipped to Staggered
Incapacitated a Damage Effect Token will cause the model
Kieran Street, Aled Lawlor, Paul Howell, Joana Abbott, Ben de Bosdari, Studio Painting during Recover
Adam Potts, and James Barry Sean Bullough, Domingo Diaz Fermin, to be removed from the board, and models
Castlebrush
Playtesting and Quality Assurance Colin Grayson, Jonny La Trobe-Lewis, attacking this target in melee automatically hit
Terrain
Samantha Laydon, Nathan Perry, and and Chris “Chrispy” Peacey
Gamemat.eu, DeepcutStudio.com, Shaken Lose one Action Wisdom Attribute Test at start of Activation
Dominic Westerland Additional 3D Design UrbanMatz.com, Tony Harwood,
Matthew Clarke, Gael Goumon, and Dreamspirit Being target of an Aid Action, Agility Attribute Test
Graphic Design One damage (ignoring Armor) at start of
Andrew Martin, Ben Misenar,
Mark Raynor, Michal E. Cross,
Niklas Norman, Jamie Phipps,
Burning as a Special Action, ending a Move in a piece of
Stephanie Toro Gurumendi, activation
Ana Román Peña, Gary Storkamp, water, recieve Frost Type Damage
Mark Whittington, Richard L. Gale,
and Alain Viesca
and Chris Webb Being target of an Aid Action, Endurance
MODIPHIUS ENTERTAINMENT Bleed One damage (ignoring Armor) per Action Attribute Test at start of turn, 1 removed per
Chief Creative Officer Audio and Video Producer Tool Makers Action performed
Chris Birch Steve Daldry Luke Gill and David Hextall
Removes one point of a specific Reserve,
Chief Operations Officer Editing Customer Service and Accounts Manager Being target of an Aid Action, removed after
Rita Birch Bryce Johnston Lloyd Gyan Poison dependant on Reserve Token on Poison Token
resolving damage
Managing Director Development Coordinator Events Manager
(Health, Magicka, or Stamina)
Cameron Dicks Jason Enos Gregoire Boisbelaud Slowed Basic Move Allowance lowered by 2" per token 1 token removed at end of Activation
Head of Product Developers Community Manager
Adds to Armor Rating, or can be discarded Taking an Attack Action, becoming Incapacitated
Samantha Webb Jono Green and Ethan Heywood April Hill
Block when attacked to take a Block Skill Test to add
Head of Development 2D20 Developer Translations and Publishing Manager or Boosting any Action
Sophie Williams Nathan Dowdell Matt Timm Shield’s Block Dice to Armor Rating
Head of Creative Services QA Testers Distribution and Discarded to take an Attack Action, becoming
May be spent in response to an enemy Action
Jon Webb Samantha Laydon, Nathan Perry, Key Accounts Manager Ready Incapacitated, removed at the start of the model’s
and Dominic Westerland Gary Moore to take an Attack Action
Creative Coordinator next activation
Kieran Street Senior Project Manager Marketing Manager
Gavin Dady Ben O’Brien Any Action taken unless model can Sneak,
Financial Controller Treat Height as 1 level lower, and enables
removed at any point by choice, detected by an
Luc Woolfenden Project Managers Marketing Coordinator Hidden a model to Sneak if it has the skill. Hidden
James Barry, Daniel Lade, Ben Maunder, Shaun Hocking enemy, triggering a trap, taking damage, receiving
Logistics and Production Manager models cannot be targeted
Peter Grochulski and Chris Shepperson Customer Support Representative a Damage Status Token or Boosting any Action
Art Directors Assistant Project Manager Chris Dann Weapon cannot be used until the Reloading
Kris Aubin, Rocío Martín Pérez, Haralampos Tsakiris Webstore Manager Slow to Fire Token is removed. Represented by the Special Taking a Special Action and using 1 Stamina
and Ariel Orea Operations Manager Apinya Ramakomud Token.
Studio Coordinator John Wilson Bookkeeper
Rocío Martín Pérez Factory Manager Valya Mkrtchyan Berserk Add to a Melee Attack, but cannot Block Discard token during a Melee Attack
Photography Martin Jones With Thanks to until the token is spent
Fátima Martín Pérez Senior Production Operatives The Bethesda design team: Blessed Effect varies dependent on Blessing Dependant on Blessing
Lead 3D Designer Drew Cox and Warrick Voyzey Michael Kochis, David Evans,
Jonny La Trobe-Lewis Lauren Syzmanski, Jessica Williams, Gain the Disease Diminishing
Lead Production Operative Diseased Cured or by waiting until fully diminished
Anthony Morris Alan Nanes, Matt Daniels, Kurt Kuhlmann, Effect Card
Senior 3D Designers
Jon Paul Duvall, Jessica Daniels
Domingo Díaz Fermín and Production Operatives and Emil Pagliarulo
Chris “Chrispy” Peacey Thomas Bull, Louis Hartley-Edwards,
Lead Graphic Designer Jake Pink, Jake Skinner-Guy, Wargames: Painting And Terrain INJURED MODELS
Michal E. Cross and Miles Turner MINIATURE PAINTING - Castle Brush Studios An injured Hero or Master Adversary takes an Endurance Followers and Minions are immediately removed from
Assembly Team TERRAIN - Gamemat.eu, Dreamspirit,
Graphic Designers Attribute Test when its’ Health Reserve is reduced to 0. the table if their Health Reserve drops to 0.
Elaine Elizabeth Hughes DeepcutStudio.com, UrbanMatz.com,
Stephanie Toro Gurumendi, Chris Webb,
and Nichola Jones Tony Harwood,
Mark Whittington, and Leigh Woosey
❖ If passed, the model is incapacitated.
ELDER SCROLLS: CALL TO ARMS BETHESDA ❖ If the result is a Critical Hit, the model is
Based on Fallout Wasteland Warfare by Special Thanks staggered and set to 1 Health.
James Sheahan The Bethesda design team: Michael Kochis, David Evans, Jessica Williams, Alan Nanes,
Matt Daniels, Kurt Kuhlmann, Jon Paul Duvall, Jessica Daniels and Emil Pagliarulo ❖ If the test is failed, the model is immediately
removed from play.
REVISED PRINTING VERSION 1.1 JUNE 2023 APPENDICES 129
CONTENTS
INTRODUCTION p.2 SPELLS p.50
Playing The Elder Scrolls: Call To Arms p.4 Spell Cards p.50
Summary of Gameplay p.6 Targeting Types p.52
Prepare for Battle/Conventions p.8 Spell Subtypes p.54
Line of Sight p.9
Pre-game Sequence p.11 DRAGON SHOUTS p.58
Character Cards p.12
Upgrade Cards p.14 TERRAIN p.60
Skill Tests p.17
Skills p.20 ADVERSARIES p.67
Adversary Models p.67
THE GAME ROUND p.21 Using Adversaries p.69
The Activation Phase p.22 Adversary Activations p.72
The Event Phase p.23 Adversary Responses p.74
Notes on Adversary Activations p.82
THE ACTIONS p.24
Move p.24 SPECIAL RULES p.84
Attack p.26 Keywords p.84
Block/Ready p.32 Special Attack Rules p.92
Command/Aid p.33 Perks p.94
Hide p.34
Pickpocket p.35 RACES OF TAMRIEL
p.102
Search p.36 Other Races p.104
Swap Items/Special Actions p.37 Paths p.105

DAMAGE p.38 SCENARIO RULES p.106


Health/ Applying Damage p.38 Scenarios p.106
Armor p.39 Scenario Special Rules p.112
Special Effects p.41 Victory Conditions p.115

THE EVENT PHASE p.42 GATHERING THE PARTY p.116


Adversaries Activate p.42 Gold Septims p.116
Draw an Event Card p.43 Factions p.116
End of Round p.45 Party Composition p.117
Player Factions p.118
MORALE p.46 Upgrades p.119
The Morale Check p.46 Equipping the Party p.120
Flee p.47
APPENDICES p.124
STATUS EFFECTS p.48 Tokens Index p.124
Incapacitated p.48 Icons Index p.125
Shaken/Staggered p.49 Index p.126

Modiphius Entertainment, 39 Harwood Road, London, SW6 4QP, United Kingdom.


info@modiphius.com www.modiphius.net
Product Number: MUH0330301 ISBN: 978-1-80281-078-3 Printed in the UK.
©2023 Bethesda Softworks LLC, a ZeniMax Media company. THE ELDER SCROLLS V:
SKYRIM, BETHESDA and related logos are trademarks or registered trademarks of ZeniMax Media
Inc. in the U.S. and/or other countries. All Rights Reserved to their respective owners.
Any trademarked names are used in a fictional manner; no infringement is intended. This is a work
of fiction. Any similarity with actual people and events, past or present, is purely coincidental and
unintentional except for those people and events described in an historical context.

THE ELDER SCROLLS: CALL TO ARMS 1


Chapter 1
INTRODUCTION
THE SCROLLS HAVE FORETOLD…
Welcome to Tamriel – a realm of adventure and opponent, using a combination of strength, stealth,
wonder. A realm where danger lies around every and magic to win the day. The Elder Scrolls: Call
corner and where fame and fortune await the bold. to Arms is a simple game to learn, but a challenge
It is a realm you can enter today, if you have the to master; your Party can be assembled in an
courage to answer the Call to Arms! almost endless variety of ways, each unlocking new
tactics and abilities with which to test your skill as a
The Elder Scrolls: Call to Arms is a tab letop
commander and challenge your enemies.
wargame set against the epic, sprawling backdrop
of Tamriel. From the teeming cities of Cyrodiil to the Whether exploring trap-filled dungeons or battling
towering mountains of Skyrim, across the ash-plains in some windswept wilderness, Tamriel is yours to
of Morrowind, and through the steaming swamps explore – or exploit – as you see fit, building your
of Black Marsh, you must lead your Party of bold forces to take on all comers. This rich setting provides
warriors on the path to glory. In this game, you must opportunities for a vast array of different game types
select a mighty champion to lead your Party, then and play styles, as well as collecting and modeling
surround them with heroes and staunch followers. highly detailed, characterful miniatures from The
You can take on quests, unearth magical artifacts, and Elder Scrolls universe. This book contains everything
fight roaming monsters as you do battle against your you need to carve out your own legend!

THE WILDS OF TAMRIEL HIDE MANY FORGOTTEN TOMBS


AND RUINS, WAITING FOR THE BOLD TO EXPLORE

2 THE ELDER SCROLLS: CALL TO ARMS


CHAPTER 1: INTRODUCTION 3
PLAYING THE ELDER SCROLLS:
CALL TO ARMS
You only need a handful of things to start your adventures in
Tamriel! To begin, you’ll need a playing area for your game
(most scenarios require a space 3 x 3 feet in size). If you
have any terrain, you can use it to populate this area to
better represent the field of battle. While The Elder Scrolls:
Call to Arms can be played on an empty board, the game
is far more fun on a table of rolling hills and scattered ruins.
You will also need something to measure distances with, a
1 - ORSIMER AND DRAUGR ENGAGE
measuring tape from a DIY store will do fine. And let’s not IN DEADLY MELEE COMBAT.
forget the most important part - the miniatures! Finally,
all the tokens and rules you will need are in one place,
The Elder Scrolls: Call to Arms Rules Box is practically
brimming with content to keep you busy!

4 - A SKELETON ARCHER ATTEMPTS TO


CATCH THE BRETON RANGER OFF GUARD, 5 - LYDIA AND THE BRETON RANGER PLAN THEIR
FIRING ON HER POSITION FROM AFAR. APPROACH TOWARD THEIR UNDEAD FOE.

4 THE ELDER SCROLLS: CALL TO ARMS


2 - AN EPIC SHOWDOWN BETWEEN A
DRAGON AND THE MIGHTY DOVHAKIIN! 3 - WHILST THE REST OF THE PARTY FIGHTS,
THE DRAGONBORN LEVELS UP BEFORE AN AN ENTERPRISING KHAJIIT HAS SPOTTED
ENCOUNTER WITH ITS KIN! SOME LOOT.

THE BATTLEFIELD
Tamriel is a land of spectacular and varied terrain, from dusty tombs to sprawling cities. The battlefields of The
Elder Scrolls: Call to Arms are no different! This game excels on boards that are full of characterful terrain, with
enough space for your miniatures to move around freely. A few larger pieces with a healthy amount of smaller,
scattered terrain like walls or crates will provide an interactive battlefield to fight over. The smaller pieces of terrain
are useful for providing cover to models, while larger pieces such as a watch tower or a Word Wall add to the
cinematic feel of a game. Having said that, you don’t need to spend an age making terrain for your table. You could
use anything you have lying around (with a healthy bit of imagination!) or if you really want something that’ll stand
out, you can visit the Modiphius web store for top quality terrain straight from the video game!

CHAPTER 1: INTRODUCTION 5
SUMMARY OF GAMEPLAY
1. MOVE ACTION
The Breton Ranger performs a Move Action. They can move the Standard Movement Distance of 6". Measurements
are taken from the front of the model’s base, and no part of the Breton Ranger’s base may move beyond 6".

Lydia too performs a Move Action,


and additionally performs the Move
Action Boost: Sprint, adding 3" to
her Standard Movement Distance
for a total of 9"! She uses this extra
distance to move into Base-to-Base
contact with an enemy Draugr. When
a model is in base-to-base contact
with an enemy model it is considered
to be Engaged. Engaged models can
perform Melee Attack Actions against
Enemy models. MOVE ACTION

2. ATTACK ACTION
An Orc Barbarian is engaged in mortal combat with a
Draugr. The Orc Barbarian gathers a dice pool of the
Skill and Effect Dice from their weapon, and rolls all of
them at once. The Orc’s attack hits, so the Draugr will
be forced to roll its Armor. Any damage over the value
rolled will be inflicted upon the Draugr. Luckily for our
adventurers, the Draugr is unable to block any damage
and is smashed to pieces. Other models in the game are
able to attack from further away with ranged weapons
or arcane spells.
ATTACK ACTION

3. SEARCH ACTION
The Khajiit Thief has stumbled across a Treasure
Chest - but it is locked! They roll a Skill Dice, scoring
a 2. Comparing this to their Lockpicking Skill of 4,
they have rolled below it. A success - Divines be
praised! Rubbing their hands with glee, the Khajiit
Thief draws a card from the Treasure Deck and the
Treasure Chest token is discarded.

SEARCH ACTION

6 THE ELDER SCROLLS: CALL TO ARMS


4. ADVERSARY ACTIVATION
It is time for a Skeleton Archer Adversary to go! Each
Adversary has a Path - the Skeleton Archer is on
the Path of Shadow. The player rolls a Black Dice,
comparing the result rolled to the corresponding
section on the Draugr AI Matrix. This matrix will
determine if the Skeleton Archer moves, attacks or
does something else when they activate. The AI Matrix
Target Priority will determine the target of the Skeleton
Archer’s ire, whilst the model’s Attitude will explain
how the Adversary navigates the battlefield.

ADVERSARY ACTIVATION

5. LEVEL UP!
During the course of a game, a force can acquire
Victory Points (or VPs) through means such as
completing scenario objectives or opening a Treasure
Chest like the Khajiit Thief did earlier. Hero models
can use these VPs to level up, becoming stronger
and unlocking new abilities! The Dragonborn has
just done this by turning their character card over,
getting an increased Strength attribute and a few
new abilities too.

LEVEL UP!

Battles are won or lost by the actions of the Warriors and


the feats of their Champions. The victors will often be the
party that kills well, and often, but this is not always the
case. Battles have been won in the shadows, in the courts,
in the streets. Just as there is more than one way to kill a
man, there is more than one way to win a war.

CHAPTER 1: INTRODUCTION 7
PREPARE FOR BATTLE
The Elder Scrolls: Call to Arms uses a number of conventions and unique game components to keep track of the
action. In this section we’ll cover these conventions, and break down all the custom components. Take a moment to
familiarize yourself with these basics before diving into the thick of battle!

CONVENTIONS
THE BATTLEFIELD FRIENDS AND ENEMIES
Every game takes place on a flat gaming area,
A friendly model is any model from your own Party (or
referred to as the ‘battlefield’. Page 3 of the Quests
from an allied Party, if the Game Mode being played has
book describes the ideal size of gaming area for
allied Parties). An enemy model is any model that is not
games of different sizes. A battlefield of 36" (3')
one of your own, or an ally’s. All opposing models and
square is the most common size for most battles.
Adversaries are ‘enemies’. A player may not declare an
Attack targeting a friendly model.
MEASURING
All distances in the game are measured in inches (").
A measuring tape is particularly useful for checking
THE DICE
long ranges and getting into hard-to-reach areas of
The game includes five special dice of different colors
the battlefield.
and shapes. These will be referenced throughout the
rules using the following icons:
COMPONENTS
The Elder Scrolls: Call to Arms uses a variety of White Skill Dice (20-sided)
custom components. We’ll give an overview of these
Green Accuracy Dice (6-sided)
here, and explain them in detail throughout the rulebook.
Yellow Effect Dice (6-sided)
❖ Tokens: These are card counters
of various sizes and designs. Tokens Red Effect Dice (6-sided)
can either show effects that remain
Black Effect Dice (6-sided)
in play for lengthy periods of the
game, like Battlefield Objectives and As well as numbers and ‘pips’, these dice contain
Treasure Chests, or more temporary icons, which produce various Special Effects.
effects such as Burning and Incapacitated.
REROLLS
❖ Terrain: Players may wish to enhance their
gaming setups with three-dimensional scenic Occasionally, a rule may instruct a player to ‘reroll’ one
elements, like those used in the photographs or more dice. The player should pick up the dice they
throughout the book. All of these, from walls and are asked to reroll and roll them again. The new result
small houses to ruined temples and magical gates replaces the old one. No dice may be rerolled more than
counts as ‘Terrain’. Modiphius also produces a once as part of the same Test, no matter how many
range of scenic Terrain items, including token reroll rules there may be. The result of a reroll must be
upgrade sets, terrain elements and gaming mats, accepted, even if it is worse than the first roll.
available from Modiphius.net.

8 THE ELDER SCROLLS: CALL TO ARMS


LINE OF SIGHT
‘Line of Sight’ (or ‘LoS’) lets you know what a
model can ‘see’ on the battlefield. The model
checking Line of Sight is the ‘Attacker’ and the
other model is the ‘Target’.
Lin
All game boards are different and models can be eo
fS
assembled in a variety of creative ways, so we igh
t
abstract Line of Sight in The Elder Scrolls: Call to
Arms in order to remove ambiguity.

Line of Sight will either be Clear, Blocked, or


Obscured. To check a model’s Line of Sight, draw an
imaginary straight line from any edge of the Attacker’s
base to any edge of the target model’s base. LINE OF SIGHT IS CLEAR

❖ LoS is Clear if any line drawn between the two


models does not cross any Terrain or any bases of
other enemy models.

❖ LoS is Blocked if a line cannot be drawn without


crossing either Terrain of equal or greater Height
Level than either the Attacker or the Target or the
base of another enemy model that is of equal or
greater Height Level than either the Attacker or
the Target.

❖ Friendly models never block Line of Sight unless


they’re Engaged in melee with an enemy model
– they are assumed to get out of the way due to a
LINES OF SIGHT ARE BLOCKED
shout from their comrade.

❖ Otherwise, LoS is Obscured.  

A model referred to as ‘within LoS’ will either have


Clear or Obscured LoS to the other relevant model. A
model referred to having no LoS will have Blocked LoS
to the other relevant model. Clear... ...but not completely
A model always has Clear LoS to itself.

Note: If the Attacker is in base contact with terrain


that is a lower Height Level than itself, or in base
contact with the edge of Terrain that Blocks LoS, that
Terrain does not Obscure the target – the Attacker is
assumed to lean over or around it.
LINE OF SIGHT IS OBSCURED

CHAPTER 1: INTRODUCTION 9
THE PARTY Quest Cards - Quest cards are A RARE GIFT

The things you’ll do to

Players group their models together into a fighting additional tasks that your party
make friends and
influence people… You
must find a rare
talisman for a contact
back at Whiterun.
Unfortunately, it’s in
the possession of a very
protective creature.

force, called a ‘Party’. This usually contains in the can undertake during games Requirements: At least three
Each time you remove an
Adversaries.
Adversary from
play with a Melee Attack, take
an Agility
Attribute Test. When the test
is passed, you

region of 5-12 models, although some Parties will be that generate rewards.
have found the talisman! The
model that
finds the talisman must survive
the game.

larger or smaller than this. Choosing a Party is covered 1x


3

#144

in detail on pages 116-121.


VOICE
T H E WAY O F T H E

You have been summoned


to High Hrothgar,
Event Cards - Event cards
CARDS
. Now, you must
and proclaimed Dragonborn
series of tests.
prove your power in a

Requirements: Your Party


must include at
least one model with the Dragon
Shouts
represent random chance and
keyword.

The Elder Scrolls: Call to Arms uses a number of Deal damage and/or inflict
on enemy models at least
Status Effects
three times using
game ends.
events that can help or hinder you.
Dragon Shouts before the

different types of cards. The types of cards in the 2 3

game are as follows: #169

BEAR TRAP

Hero Cards - Hero Cards are the large cards which


Trap Cards - Traps will activate
give all the information you need about Heroes.
when triggered, and can be very
46
4 dangerous for your adventurers. Apply the following damage
model:
to the target

H A DVA R * GEN $: Bleed


HERO OF HEL

Race: Nord
4
Path: Might #103

PE R K S
Persuasion, Sword and Board
K E Y WO R D S 4
Frost Resistance
S PE C I A L A B I L I T Y
Hold Your Ground: When Hadvar
an Objective, Hadvar and friendly
is within 3” of
Imperial Faction Effect Cards - Effect
Followers within 3” may reroll
their Armor Rating.
3
DISEASE
cards represent different
46
4
3 0 2
conditions, bonuses, and
-1 -1

4
-2 -1 -1

penalties a model can be


affected by on the battlefield.

22 3
Follower Cards -
I M P E R I ASLH ISE O LDIER
LD

Behavior Matrix Cards -


SWORD &

Race: Imperial Path: Might 3 Follower cards are R E S P O N S E M AT

DRAUGR
RIX

AT TAC K

smaller than Hero These cards let you know


Melee : Damage:
% : Piercing 1 4
ARMOR
Armor : Rating:
:
$
DEFENSE
Shield
2
cards, and contain all how Adversaries will react
2 2 0 2 22 4
the information you during games. MIGHT S H A D OW S O RC E RY
2
O
need for Followers.
F O
** O R ***
A M M
OR
M A A
TA RG E T P R I O R I T
Y:

1. N E A R E S T
2. E N G AG E D
3. WO U N D E D

Adversary Cards - D R AU G R
G R E AT S W O R D W
ARRIOR 3

Adversaries represent
Race: Undead Path: Might Attitude: Aggressive
AT TAC K
Melee : Damage: 3
$
: Piercing 1
% : Punishing

many foes which can be Treasure/Master Treasure


TREASURE
Keyword: Two-Handed Block GOLD
4
ARMOR
Armor : Rating: MASTER TREAS
U
B AT T L E A X RE
WUUTHRAE

found all over Tamriel. Cards - These cards are used


D*
1

1 2

when your models search for


24
2

This card adds 1VP to your


score if the
the game
things in game, and cover a
Hero carrying it is in play when

wide variety of effects.


ends.
D A M AG E K E Y WO R D S

UPGRADE (ITEM
)

S TA F F O F F L A M
ES
Upgrade Cards - These include #81
(+

$
%:
vs Elves)
: Bleed
Cumbersome,
Two-Handed Block,
Enchanted

Armor, Weapons, Spells, Shouts,


#89

and Items, all the gear you need to


12
adventure successfully!
Fire. Add
Ranged Attack. Range 8”.
spent.
for each additional Soul Charge
K E Y WO R D S
Soul Charges (3)
#33

10 THE ELDER SCROLLS: CALL TO ARMS


PRE-GAME SEQUENCE
Before you begin a game of The Elder Scrolls: Call to Arms, there’s a few things you should do to set up for the
clash to come. The full Pre-Game sequence is on Page 1 of the Quests book, but this sequence provides a quick
run down so you can get straight into the action.

1. Choose the Game Mode. The Elder Scrolls: Call 4. Choose a Scenario. There are dozens of
to Arms features two Game Modes: Battle and Scenarios to play, many are listed in the
Delve. Battle Mode is for playing a two player game Quests book.
against an opponent. Delve Mode is for playing solo
5. Set up the decks and tokens. Separate out the
or cooperative games against Adversaries who will
Quest Deck , Trap Deck , Event Deck ,
be activated by their AI rules.
and Treasure Deck Treasure
, shuffle each of
2. Choose a Party. Parties can be made up of a them, and place them face down near the playing
wide variety of models. You can find the full rules area, ideally where all playersMaster Treasurethem. In
can reach
for choosing Parties on page 116. Place the Hero addition, take all the game tokens out, separate
and Follower cards for each player’s Party close them out, and place them near the playing area
Consumable

to where that player will be playing the game so where all players can reach them.
they can see them. Junk
6. Draw Quest Cards and select Oaths for the
3. Set up the battlefield. A 3' by 3' board will be Parties (see pages 6-7 of the Quests book).
Superior
big enough for most battles, but the size of the
7. Deploy any Adversaries according to the
battlefield can vary depending on the Septim count
Scenario being played. Bonus
and the scenario for the game. In terms of Terrain,
we recommend one large piece (6" diameter or 8. Deploy the Party or Parties according to the
more) or two smaller Terrain pieces per square foot Scenario and Mode being played.
(12") of table area. You can find more information
9. Fight! Start the first round and begin the battle!
on this on page 3 of the The Elder Scrolls: Call to
Arms Quests book.

CHAPTER 1: INTRODUCTION 11
CHARACTER CARDS
Every model has a corresponding reference card, called a Character Card, which illustrates its key abilities,
current damage taken, and a wealth of other useful information. There are two types of Character Cards; Hero
and Follower. Heroes are powerful and mighty warriors who can serve as leaders for your Party. Followers are
the common soldiers, mages, and people of Tamriel who follow your Heroes into battle. Followers are individually
weaker than Heroes, but naturally, you can field a great deal more of them.

HERO CHARACTER CARDS Paths are often taken into account when choosing
These large Character Cards are for Heroes. The base a Party. See page 105 for more information.
side has a beige background, and is used for adding
5. Perks: This section of the Character Card lists the
Heroes to your Party before a game; it has the Hero’s
Hero’s Perks. Perks are special rules that are tied
Septim cost listed. The Leveled Up side has a blue
to Hero Skills and Attributes. See pages 94-101
background, and is used when your Heroes Level Up
for more information.
throughout the game. Here’s a breakdown of all the
information contained on a Hero Character Card. 6. Keywords: This section of the Character Card
lists the Hero’s Keywords. Keywords tend to be
1. Name & Title: All models have a name. Some
racial bonuses, active effects, and weapon or
characters have multiple different models and
damage properties. See pages 84-91 for a list
cards, representing different versions of the
of Keywords.
character at various stages of their adventuring
career. Different titles are used to distinguish 7. Special Abilities: Some Heroes possess one
between these versions. These are unique or more unique Special Abilities they can use
characters from the lore of Tamriel, and have an during a game, such as Banish the Wicked or The
asterisk (*) next to their name to indicate this. You Strong Survive. These are explained on the Hero
can only include one of any unique character in a Character Cards.
Party, so you could not include The Dragonborn,
8. Reserves: These are the three vital figures that
Champion of Skyrim and The Dragonborn,
show how tough, energetic, or magically powerful
Steadfast Adventurer in the same Party.
a model is. Each model starts with a pool of
2. Faction Symbol(s): This symbol denotes which Health, Stamina, and Magicka equal to the
faction(s) the model belongs to. Factions have numbers shown on their card. At the start of a
their own Special Rules which usually dictate game, all models begin with their Reserve pools
what models can be in a Party of that Faction. A at maximum. As models use Stamina or Magicka,
model with more than one faction icon always has or lose Health, add tokens to the respective
one icon larger than the others, colored gold – pools to show the current figure. During battle,
this is their ‘primary’ faction. these tokens will be added and removed as the
Reserves are restored or used. The number of
3. Race: The races of Tamriel have various traits that
tokens in a pool may never exceed the maximum
offer unique options on the battlefield. See pages
value printed on the model’s card. So for instance
102-104 for more information.
a model has Health 5. If they suffer 2 damage,
4. Path: All models belong to one of three broad place two tokens on the model’s Health Reserve
paths – Might, Shadow, or Sorcery – which in order to show that the model only has 3
represents their expertise and preferred tactics. remaining Health.

12 THE ELDER SCROLLS: CALL TO ARMS


1 2 11

1
attacked.
has already
if this model
Action, even
as a Free
Melee Attack
Perform a
13 THE DRAGONBORN* 5
CHAMPION OF SKYRIM

E L E M E N TA L F U R Y
DRAGON SHOUT
12
3

2
round.
keyword this
the Follow-Up
weapon gains
Primary
attacked.
has already
if this model
Action, even
as a Free
Melee Attack
Perform a
Race: Nord
4
#63

Path: Might

4 PE R K S
5
Dual Savagery, Intimidation, Treasure Hunter

3
round.
keywords this
Lightweight
Follow-Up and
ons gain the
melee weap-
All equipped
attacked.
has already
if this model
Action, even
as a Free
Melee Attack
Perform a
K E Y WO R D S
Dragon Shouts, Frost Resistance
6 4
S PE C I A L A B I L I T Y

12
Banish the Wicked: The Dragonborn adds to all

7
Attacks performed against models of the Daedra,
Undead, Vampire and Werewolf races.
3

5 3 2 2 74 5

8 9 10
Reserve
tokens 13 13 13
UPGRADE (WEAPON) UPGRADE (ARMOR)
N O R D I C C A RV E D
S T E E L WA R A X E ARMOR

6 18

D A M AG E ARMOR RATING S PE C I A L
Add to Heavy
$ : Bleed ^ : Armor skill tests.

#12 #29

9. Height Level: Every model has a Height Level, 12. Skills: Most models have one or more Skill icons.
which affects how they interact with terrain. See Each Skill is assigned to a specific Attribute.
page 16. These are integral to gameplay (see ‘Skill Tests’,
page 17, and ‘Summary of Skills’, page 20).
10. Gold Septims: All models, Upgrades, and
Adversaries in the game are assigned a cost in 13. Upgrade Slots: All Heroes have five Upgrade
Gold Septims, representing their comparative worth Slots, 2x Hand Slots, 1x Body Slot, and 2x Fbs.
in battle. These values are used at the start of the Each Upgrade Card in the game can be Equipped
game to create evenly matched Parties. This is to one of these five slots. Heroes can start the
covered in ‘Gathering the Party’ on page 116. game with Upgrades Equipped, and can also find
additional Upgrade Cards throughout their games.
11. Attributes: All models, from the mightiest general
to the lowliest beggar, have a set of five attributes
on their Character Card: Strength, Agility,
Endurance, Intelligence, and Wisdom. These are
each represented by a numeric value, indicating
how good a model is at combat, how tough they
are, how well they interact with other models and
objectives, and so on (see page 18).

CHAPTER 1: INTRODUCTION 13
FOLLOWERS CHARACTER CARDS ATTRIBUTES
These smaller cards are for Followers and Familiars.
The five Attributes at the heart of a model’s abilities are:
These models cannot Equip Upgrades. Instead, all their
default Attacks, defense options, and Special Rules are Strength:
 Physical prowess, inner power,
detailed on the Character Card (shown below). and might of arms.

14. Attacks: Followers’ models generally come ready Agility:


 Stealth, marksmanship, and
Equipped, and therefore their Attacks are listed dexterity.
on their Character Cards rather than on Upgrades.
Most Followers have one or two Attacks, of Endurance:
 Toughness, fortitude, and
physical resistances.
varying types.

15. Armor and Defense: Most Followers have Intelligence: Book-learning, tactical
acumen, and spellcraft.
an Armor Rating, representing either natural
resistances or equipped Armor. They may also Wisdom: Courage, faith, and worldly
have a bonus to their defenses (such as Block). knowledge.
See ‘Armor’, pages 39-40.

22
STORMCLOAK SOLDIER 4
G R E AT S W O R D

Race: Nord Path: Might


3
14 AT TAC K
Melee : Damage:
: Add
% : Follow-Up
$
Keywords: Cumbersome, Two-Handed Block 4
ARMOR
15 Armor : Rating:
S PE C I A L A B I L I T Y 2
Frost Resistance

3 2 0 2 20 3
2

UPGRADE CARDS
UPGRADE (RANGE
D)

I M PE R I A L B OW These smaller cards represent a cards can be carried by a model but are kept in a small
range of items and abilities which pile near to the Character Card. This is the model’s
you can use to make your Heroes ‘Inventory’ – those Upgrades are not Equipped and have
more powerful. Upgrades are no in game effect until they are, but they are considered
10

D A M AG E

selected when choosing the Party and to be in the model’s possession.


Short Range: 10"
Long Range: 20"
: Piercing 1 (Short Range Only)
$

represent everything from Weapons


#18

During the game, Heroes might also obtain Treasure


and Armor to Spells and Potions.
Cards. Many of these cards are normal Upgrade cards
There are five Upgrade Slots on each Character card and can be Equipped or kept in an inventory as normal.
(2x Hand Slots, 1x Body Slot, and 2x Quick Slots). However, these Treasure Cards will not have a Septim
All Upgrades have an icon that shows they can be cost on them, since they cannot be purchased during
Equipped to one of these Upgrade Slots. Any Upgrade Party Selection. Other Treasure Cards will be related to
card assigned to an Upgrade Slot is ‘Equipped’. Other the specific Quest being played.

14 THE ELDER SCROLLS: CALL TO ARMS


RANGED WEAPON 5. Special Effects: This shows any effects that can be
1. Slot Icon(s): Will be resolved when a , , or symbol is rolled.
1 UPGRADE (RANGED)
I M PE R I A L B OW
either a single hand icon or
6. Keywords: Some items will have Keywords. They
two hands icon. This denotes
will be listed under the Special Effects.
how many Hand Upgrade Slots
3 on a Character Card this item
2
10
ARMOR
takes up.
D A M AG E 1. Slot Icon(s): This
4 Short Range: 10"
Long Range: 20"
5 1 UPGRADE (ARMOR)
N O R D I C C A RV E D

2. Skill Icon: A red circle shows that the Armor


ARMOR
$ : Piercing 1 (Short Range Only)

6
denoting the associated Skill must be Equipped to the
#18

with this item. Most Ranged Weapons will have the Body Upgrade Slot on a
, linking these items to the Archery Skill. 3 Character Card. Clothing is
18
2 also Equipped to the Body
3. Gold Septim Cost: This shows how many Gold ARMOR RATING S PE C I A L
4 ^ :
Add to Heavy
Armor skill tests. Upgrade Slot, but are not
Septims the card is worth.
#29
5 6 considered to be Armor.
4. Range and Effect: Will always be ordered with
2. Skill Icon: A red circle denoting the associated
Short Range first, then Long Range (if applicable).
Skill with this item. Armor will have either a
5. Special Effects: This shows any effects that are or , linking the item to the Light or Heavy
resolved when a , , or symbol is rolled. Armor Skill respectively.

6. Keywords: Some items will have Keywords. They 3. Gold Septim Cost: Shows how many Gold
will be listed under the Special Effects. Septims the card is worth.

4. Armor Rating: This tells you which dice to use


MELEE WEAPON
when preventing damage with this Armor.
1. Slot Icon(s): Will be
1 UPGRADE (WEAPON)
STEEL SWORD
either a single hand icon or 5. Special Effects: This shows any effects that can be
two hands icon. This denotes resolved when a , , or symbol is rolled.
how many Hand Upgrade
6. Special Rules: If the armor has any Special
3 Slots on a Character Card this
2
5 Effects, they will be listed here.
item takes up.
D A M AG E
4 5
$ : Restore 1 Stamina 2. Skill Icon: A red circle ITEM
6
denoting the associated Skill 1. Icon Type: A number
#11

UPGRADE (ITEM)
POTION OF
MINOR HEALING
with this item (A melee weapon will have a or of different types of Upgrade
a , linking this item to either the One-Handed Card are classed as Items,
or Two-Handed Skill respectively). including Potions, Food, and
2 Poisons. For the full list of
3. Gold Septim Cost: This shows how many Gold 3
1 Items, see page 121.
Septims the card is worth. One Use. Free Action. Restore Health
3 points.

2. Gold Septim Cost:


4. Damage: Melee Weapons don’t have Short and
Shows how many Gold
#34

Long Range like Ranged Weapons. This section


Septims the card is worth.
will tell you the dice that are added to a Skill
Check when this weapon is used. 3. Rules Text: Consumables can have a wide variety
of unique rules text, they will be shown here.

CHAPTER 1: INTRODUCTION 15
HEIGHT LEVEL AND BASE SIZE
Every model in the game is assigned a being unable to fit through narrow gaps or being
Height Level of 1-5, according to its card. able to attack several models at once due to the
2
The model’s Height Level is the number larger area covered). As an example, an average
shown in the arrowed circle shown here. human, such as a Nord or Imperial, is Height Level 2,
and is usually mounted on a 30mm base. Note that
The model’s actual height is not taken into account,
base width does not always correlate to a model’s
as it might be modeled on a tall, scenic base for
height (see above).
example, which might give anyone shooting at it an
unfair advantage. See page 66 for more on Height Levels.

A model should be mounted on the base provided


to prevent any advantage or disadvantage being
gleaned in certain situations (such as a wide base

1 Height 1 2 Height 2 2 Height 2 3 Height 3 4 Height 4


(each with 30mm base) (with 50mm base) (with 40mm base) (with 50mm base)

OTHER CARDS ❖ Event Cards represent random happenings and


The other main types of card in the game are twists of fate during battle. The Event Deck is
Adversary Cards, Event Cards, Quest Cards and created at the start of every game. The Event
Trap Cards (shown below). Phase and Deck are detailed on pages 42-44.

5
THE
W AY
OF
THE
VOI
GH
OS BA
❖ Quest Cards represent secondary objectives,
D
O V E R LNO R You CE T TT
D R A U GL R and
have
been Th OF

which are drawn at the start of a battle. Quest


GUARDIA pro e ER
LS
B L E A K FA prove claimed
summo im spirit KJ IN
ned to pl EN
your Dr intr orin of a N G
s 3 power agonbor High Hr g ST
n. othga uders you ord w RA
Attitude: Cautiou in a
series Now, yo r, who to se arri AG M
Path: Might Requ of tes u mu are rve ju or ap
Race: Undead ire ts. Req st ran pe
TR
least ments: You uire st
sack ice u ars, AP
AT TAC K S on
keyw e model wi r Party mu R men ing pon
: Damage: 6"

Cards are explained in detail in the Quests book


Ranged ord. th the st inc du emove ts: At his the
tom
: Piercing 1 5 Dr lud
e at th le
ast b.
$ % : Piercing 2 ted, Force +3" Push Back
Deal da
on en mage and/o
agon
Shmou
rin g
ovts the
as a ed, im game.
ree
enem
ym
thre
e Ad
vers
Keywords: Enchan em
Dragon y models r inflict Sta rew media Whe odels arie
ard n as ca s.
Shouts at lea tus Eff from tely dr the th Asu
Melee : Damag
e: before st three tim ects the aw a ird ism ppallytieths
3
(page 6).
: Punishing the ga es us ghos Trea reod-
sure el: e follo
ARMOR
$ me en
ds.
ing t.
Car
d
win
gd
Armor : Rating:
(1) $ :
Sta
am
age
to th
gge e ta
SHIELD
50
4 red rge
2 1 t
4 2 x
3
#169
#145 1 #104
❖ Traps are triggered by Event Cards or when rolling
an whilst resolving a Treasure (page 36) or
❖ Adversaries are monsters and roaming foes that Puzzle (page 114).
are not controlled by either player, but instead
wander the lands and dungeons of Tamriel, ready
to pounce on the unwary. Their cards are much like
Character Cards. The full rules for Adversaries are
covered in Chapter 11 (page 67).

16 THE ELDER SCROLLS: CALL TO ARMS


SKILL TESTS
During a game of The Elder Scrolls: Call to Arms, appears next to the Endurance Attribute on any model’s
models perform Actions such as Attacking, Searching, card that has this Skill. Any time that model makes a
and Hiding. Often, success or failure in these actions Heavy Armor Skill Test, it uses its Endurance Attribute
is determined by a Skill Test. A model taking a Skill to check whether the Test succeeds or not. Usually, a
Test is very simple: the player rolls the Skill Dice, model must have a particular Skill in order to perform
often accompanied by one or more Effect Dice, the corresponding Skill Test, however some special
applies any modifiers, and that result determines rules and abilities give models the chance to perform
success or failure in the model’s Action. an Action even without the right Skill. This is referred
to as an Attribute Test. In this case, the model uses its
As we mentioned earlier, most models have some
Attribute value as normal, however some results on the
Skills that make them the fearsome warriors they are.
Skill Dice are ignored without the relevant Skill.
A model with the One-Handed Skill is adept at using
single handed weapons to destroy their foes, while a To make a Skill Test, roll the Skill Dice plus any relevant
model with the Sneak Skill is much better at skulking Effect Dice all at once. If the result rolled on the Skill
around the battlefield, hiding from their enemies until Dice is equal to or lower than the corresponding
the time is right to strike! Attribute value, the Skill Test is a success! Many results
on the Effect Dice (as well as some other gameplay
Every model’s Character Card includes five Attributes.
effects) can modify the number rolled on the Skill Dice,
A Skill always directly relates to one of these Attributes.
however, so make sure to check all dice rolled and
For example, the Heavy Armor Skill is tied to the
apply all modifiers before moving on.
Endurance Attribute, and so the Heavy Armor Skill

THE SKILL DICE


The Skill Dice is a white, 20-sided dice with numbered results from 2 to 10, and icons on its other faces. All
possible results on the Skill Dice, and what they mean, are listed in the following table.
SKILL DICE RESULTS
ICON NAME EFFECT DESCRIPTION
The number faces – ranging from 2 to 10 – are the unmodified
Numbered The numerical result of the roll. Any numerical modifiers from the and any

Face result of the roll relevant bonuses or penalties are applied to this number, and the
total is then compared to the Attribute value.

In addition to the rolled result, the appearance of the Potion Bottle


Replenishes a
Potion Bottle means the model immediately restores 1 point of any Reserve lost
Reserve
earlier in the game (choose Health, Stamina or Magicka).

Allows some models


This result counts as a result of 1. In addition, if the Skill Test
to land more powerful
Critical Hit was for an Attack of any kind, it’s a Critical Hit. Add to the roll
blows or achieve
(unless you are already rolling the maximum of 3 ).
spectacular results

This icon means the Skill Test has failed. Accuracy bonuses
The Skill Test
cannot modify it into a Success. One also bears a Potion
Failure has not been
icon , which restores Health, Stamina or Magicka even
successful
though the test is unsuccessful.

CHAPTER 1: INTRODUCTION 17
ATTRIBUTE AND SKILL MODIFIERS
MODIFIERS Most modifiers are applied to the score rolled on
Some Special Rules, Potions and Magical Effects apply the Skill Dice. These will usually take the form of
temporary bonuses to a model’s Attributes or specific penalties, which increase the score, and thus reduce
skills, modifying the value up or down. These are the chance of success. For example, if a Test has a
always applied before rolling the Skill Dice. +2 penalty and the player rolled a 5, the +2 penalty
would change the result to a 7.
ATTRIBUTE TESTS
Note: Regardless of how many penalties or bonuses
Sometimes a model will be asked to make an
are applied to an Attribute value, the final result can
Attribute Test instead of a Skill Test. In addition,
never be greater than 10, or less than 1.
in some instances a model may be able to use an
Attribute in place of a Skill. The Path of Might, for
FAILURE
instance, allows a model to use its Strength in place
If is rolled on the Skill Dice, the Test is always a
of a Weapon Skill. In this instance the Attribute value
failure regardless of any modifiers.
is still used for the Skill Test, but it is an Attribute
Test instead. Attribute Tests work exactly the same
as Skill Tests, with one exception. The symbol
does not inflict a Critical Hit when taking an Attribute
Test. The symbol still counts as a result of a ‘1’, but
no additional damage is rolled for critical hits. A
result still provides the benefits of the result.

18 THE ELDER SCROLLS: CALL TO ARMS


EFFECT DICE ICONS
ICON NAME EFFECT DESCRIPTION
These are treated like ‘pips’ on a conventional dice, and can be
rolled in combinations of 1, 2, or 3 depending on the color of
Adds damage or
Success the Effect Dice. The number of Successes are added together
Successes
to determine a final score. Special icons on some faces are not
treated as Successes – see below.

Increases chances Found only on , these bonuses modify the number rolled on
-1 -2 -3 Skill Bonus of success from a the Skill Dice during a Skill or Attribute Test, making success more
Skill Test likely. Bonus modifiers can never reduce a score to less than 1.

These icons are primarily used to trigger specific effects awarded


by Special Rules and Perks, or those shown on Weapons,
Trigger one
Special Effects Armor, Spells, Traps, and other items. Only 1 Special Effect can
Special Effect
be triggered during a single roll. These do not carry over to
subsequent Actions. See Special Effects, page 41.

EFFECT DICE
❖ Accuracy Dice ( ): These primarily modify the Example: If a model’s equipment and abilities confer
target value when taking a Skill Test. If an effect a total bonus of 5 Black Dice and 2 Yellow Dice to a
generates additional Green Dice, roll all of them Skill Test, the player would actually roll 3 Black Dice
before determining success or failure. and 2 Yellow Dice, discarding the two extra Black Dice
before rolling.
❖ Effect Dice ( , and ): These primarily
add Successes and Special Effects to attack and
defense rolls. SKILL TEST SUMMARY
1. Select the Skill to use and find the corresponding
Results rolled on the Accuracy Dice ( ) modify the
Attribute.
Skill Dice roll. Minus numbers help achieve a lower
result (which is better since you’re trying to roll under 2. Apply bonuses and penalties to the Attribute or
or equal to the model’s relevant Attribute). Skill Value if applicable.

One or more six-sided Effect Dice are usually rolled 3. Gather the Skill Dice and any Effect Dice the Skill
alongside the Skill Dice to determine extra effects. Test requires, then roll them all at once.
There are three types of Effect Dice, each of a
4. Apply any modifiers to the Test.
different color. The exact type and quantity rolled is
dictated by the Action a model is performing. 5. If the final total rolled is equal to or lower than
the Attribute being tested against, the Test is
THE RULE OF THREE successful. If it is higher, the Test has failed.
A single Skill or Attribute Test cannot contain more
6. If the Test was successful, resolve the effect of
than 3 Effect Dice of the same color. Any dice over this
the Test. In addition, whether the Test succeeded
limit go unused. This also applies to Armor Rolls.
or failed, resolve any Special Effects and
symbols rolled.

CHAPTER 1: INTRODUCTION 19
SKILLS
Each Skill is assigned to an Attribute. The full list of ENDURANCE SKILLS
Skills and their associated icons are listed below.
Heavy Armor: This Skill allows the model to
Note: Many Upgrade Cards display a prominent fight in battle while wearing Heavy Armor.
Skill, which is tested against when the card is used.
Light Armor: This Skill allows the model to
Unless a special ability or Perk allows otherwise, a
fight while wearing Light Armor.
model must have the specified Skill in order to Equip
the Upgrade Card in one of their Upgrade Slots. Smithing: The art of creating items with
various materials.
STRENGTH SKILLS
INTELLIGENCE SKILLS
Block: This Skill determines how well the
model can use a Shield to fend off incoming Alteration: This type of magic deals with
attacks. altering the world around your models. 

One-Handed: This Skill determines how well C


 onjuration: This type of magic deals with
the model can use One-Handed Weapons, summoning creatures and creating
such as swords, axes and maces. Weapons of pure magic. 

Two-Handed: This Skill determines how well Destruction: This type of magic deals with
the model can use Two-Handed Weapons, channeling the elements into destructive
like greatswords and battleaxes. properties. 

Illusion: This type of magic deals with


AGILITY SKILLS
creating illusions and manipulating the mind.
Archery: This Skill determines a model’s
marksmanship. WISDOM SKILLS
Lockpicking: The ability to open locks Alchemy: The art of creating and using
without the need of a key. Potions and Poisons.

Pickpocket: The ability to steal an enemy’s Enchanting: The art of imbuing mundane
items or peruse their secrets. Weapons and items with powerful charms
and magical properties.
Sneak: The ability to move around without
being seen or heard. Restoration: This type of magic deals
with healing the model and their companions. 

Speech: The art of the silver tongue, used for


bartering and persuasion.

20 THE ELDER SCROLLS: CALL TO ARMS


Chapter 2
THE GAME ROUND
To represent the brutal reality of dungeon brawls, will tell you the round limit (how many rounds the
botched assassinations and bandit ambushes in the game will go on for) and the victory conditions. If any
dangerous corners of Tamriel, we structure the game player achieves the victory conditions, the game will
into a series of rounds, during which players alternate end regardless of the current round. This is explained
moving and fighting with their models. in more detail on page 9 in the Quests book.

During each round, players should execute the


SEQUENCE OF PLAY
following three phases consecutively.

When all players have completed the sequence of play, 1. ADVANTAGE PHASE
a new round begins, and the process starts again. 2. ACTIVATION PHASE
Rounds go on until the round limit is reached, or the 3. EVENT PHASE
victory conditions for the game are met. Each scenario

THE ADVANTAGE PHASE


Advantage can be a vital factor in games of The Elder ADVANTAGE PHASE
Scrolls: Call to Arms, as it not only dictates who gets
1. ASSIGN THE ADVANTAGE TOKEN
to Activate their models first, but can sometimes be a
2. START-OF-ROUND EFFECTS
deciding factor in resolving tiebreakers.

THE ADVANTAGE TOKEN START-OF-ROUND EFFECTS


The first thing to do at the start of the
Resolve any Special Rule or ongoing effect that is
round is assign the Advantage Token to
resolved ‘at the start of the round’. If both players
one player. Among other benefits, the
have effects to resolve, the player with the Advantage
player with the Advantage Token decides which player
resolves one of theirs, then the opponent does
will begin Activating their models in the next phase.
likewise, and then players alternate until all effects are
❖ Unless a scenario set-up says otherwise, at the resolved. Then move on to the Activation phase.
start of the first round, the Advantage Token
is given to the player who did not have setup
priority (see the Quests book).

❖ At the start of each round, the player who had the


Advantage Token last time passes the token to
their opponent. If there are more than two players,
the token is passed clockwise around the gaming
table to the next opponent, following the same
order each time.

CHAPTER 2: THE GAME ROUND 21


THE ACTIVATION PHASE
In this phase, players take it in turns to Activate their REPLENISH RESERVES
models, explore the battlefield, and engage with the enemy! When a model Activates, if it has any tokens in its
Stamina or Magicka pools, it removes one token from
ACTIVATION PHASE each of these pools. Health is never restored in this way.

1. The player with the Advantage Activates a


PERFORM ACTIONS
model, performing all of that model’s Actions as
During a model’s activation, it can perform up to two
described below.
Actions from the list below. Some models have unique
2. Play passes to the next player, who Activates a Actions due to their abilities or Equipment that they
model as above. can also use during their Activation. A model may not
perform the same Action twice in one Activation.
3. Play continues alternating between players until
all models that can Activate have done so. A model does not have to perform all of its Actions, or
indeed any Actions at all when it is Activated.
Note: If there are more than two players, the player
with Advantage chooses the order in which their A new Action cannot be started until the current
opponents take their turns. Action is complete; i.e. a model cannot stop to Shoot
part-way through a Move Action, and then complete
the Move.
PASSES
At the start of each Activation Phase, the player with the
ADVERSARY REACTIONS
fewest models in their Party receives one Pass for every
Sometimes a model may have to pause its turn to
two full models difference. Any leftover single models
allow an Adversary model to React. See page 71.
are ignored for working out passes. So if one player had
7 models and the other had 4, the player with 4 would
ACTION LIST
receive 1 Pass. When it is a player’s turn to Activate a
The normal Actions that a model can choose to perform
model, they may instead declare the use of one Pass.
are listed here, in alphabetical order. The rules for these
Play is immediately handed back to the opponent. A
Actions are detailed fully in Section 3: Actions.
player may not Pass twice consecutively.

STANDARD ACTIONS
ACTIVATING A MODEL ❖ Aid
Players take it in turns to Activate one model at a
❖ Attack
time, until all models that can Activate have done so.
❖ Block
Occasionally, a player may be instructed to Activate
❖ Command (Heroes Only)
two or more models consecutively, interrupting the
❖ Hide
normal sequence of play. The player must finish one
❖ Move
model’s Activation entirely before beginning the next.
❖ Pickpocket (Heroes only)
The Activation sequence for each model is as follows: ❖ Ready
❖ Search
1. Replenish Reserves
❖ Special Action
2. Perform Actions
❖ Swap Items
3. Recover

22 THE ELDER SCROLLS: CALL TO ARMS


FREE ACTIONS RECOVER
A Free Action is an Action that does not take one The last thing a model must do is attempt to Recover
of the model’s two Actions for that Activation. Free from adverse effects; staggered, shaken, and
Actions do not count as Actions at all and can be incapacitated. The full rules for those effects are
performed in addition to a model’s two normal covered on page 48.
Actions (even if the model is Engaged). The most
❖ Models with an Incapacitated Token flip it to
common uses of a Free Action are to drink a Potion
staggered. If the Incapacitated model has any
or apply Poison to a Weapon. Free Actions still can’t
Damage Effect Tokens (such as bleed or burning),
be done partway through another Action.
it is removed from play instead. Each Damage Effect
has its own rules for removing the associated Token.
BOOSTS
❖ Models that began their Activation with a
Some Actions can be ‘Boosted’ using Stamina.
Staggered Token remove it.
This either increases the Action’s efficacy, or
adds a Special Effect. Boosts are part of the same ❖ Shaken Tokens remain in place – the model must
Action and must be resolved before moving on to a Test to remove it at the start of its Activation.
different Action.
ENDING AN ACTIVATION
The same Boost cannot be applied more than
Once an Activation is complete, place an
once to the same Action, although if there are
Activated Token on the model. Models
multiple Boosts available, and the model has
with Activated Tokens may not be
sufficient Stamina, Boosts can be combined.
Activated again this round.

THE EVENT PHASE


In this phase, random events are generated that The Event Phase is when Adversary Activations,
reflect the fickle will of the Divines, while dangerous events, and any end of round effects are determined.
creatures and malign foes strike at the Parties from It is described fully on page 42.
the shadows.

Day follows night, death follows life,riposte follows parry.

In war, the advantage that one side possesses over the other
can be lost in a heartbeat as each side seeks to exploit their
enemies to wrest back control. From the machinations of
fate to the obstacles that confound the best laid plans, every
battle has similarities but no two fights are the same.

CHAPTER 2: THE GAME ROUND 23


Chapter 3
THE ACTIONS
There are many Actions that your models can take in a game of The Elder Scrolls: Call to Arms. All normal Actions
are listed here. Some Upgrade Cards and models may have special Actions of their own in addition to these; those
Actions will be described fully on the card.

MOVE
When a model makes a Move Action it can move up ❖ Models cannot move through enemy models,
to 6" – this is its ‘Basic Move Allowance’. and if moving around an enemy model without
wishing to Engage, a model must leave a gap of
❖ Movement is always measured from the front
at least ½" at all times during the Move Action.
edge of the model’s base to the destination
point. When placing the model at the destination,
ENGAGEMENT
the front edge of the base must not exceed the
The only way a model can Move into base contact
measured distance.
with an enemy model is if that model chooses to do so
❖ A model does not have to move the full 6" – they during a Move Action. When a model is in base contact
can move any distance up to 6", including 0". with one or more enemy models, it is Engaged. A
model is Unengaged if it is not in base contact with
❖ A model does not have to move in a straight
any enemy models. If a model Moves into Engagement
line, but when moving around obstacles or other
with an enemy model, that model must end its Move
models, the player must measure around the
Action immediately, even if it has some Movement
obstruction carefully.
Allowance left. If a player does not wish to start a
combat, they should ensure that the Moving model
stays at least 1⁄2" away from an enemy throughout
the whole Move to be clear that the models are not
Engaged. A model cannot Move if it is Engaged with
an enemy unless all the enemies in base contact are
Incapacitated or it Withdraws (see below).

Models can move through Unengaged friendly


models. Models cannot end their move with their base
overlapping any other models.

THE OBSTRUCTION HAS FORCED HADVAR


TO BREAK HIS MOVE UP IN ORDER TO
CLEAR THE OBSTACLE.

24 THE ELDER SCROLLS: CALL TO ARMS


must end the Climb Move with its base fully flat
1 2 3 4 on a surface, having moved no further than its
remaining movement. Deduct the width of the
Terrain Climbed from the model’s remaining
movement. If the Agility Test is failed, the model
stays where it was and its Move Action ends.

A model may take any number of Jump and Climb Tests


during its turn, in any combination, as long as it has
6" 5"
enough movement left to complete each one.

MOVE BOOSTS
½"
The following Boosts are available when making a
Move Action:

SPRINT (ANY MODEL)


1. MEASUREMENTS ARE FRONT TO FRONT. A model may spend 1 Stamina to Sprint.
2. MOVEMENT DISTANCES ARE MEASURED
FRONT EDGE TO DESTINATION.
3. MODELS SHOULD STOP SHORT IF THEY DO ❖ A model with Light Armor Equipped in its Body
NOT WANT TO ENGAGE WITH A MODEL.
4. OVERLAPPING BASES IS NOT ALLOWED. Slot, no Armor at all, or a Follower with the Light
Armor Defense, adds +3" to the current Move
Action if it Sprints.
JUMPING AND CLIMBING ❖ A model with Heavy Armor Equipped to the Body
Models may leap over gaps and climb over obstacles
Slot, or a Follower with the Heavy Armor Defense,
as part of a Move Action, by taking an Agility Attribute
adds +2" to the current Move Action if it Sprints.
Test as soon as the gap or obstacle is reached.
HEROIC MOVE (HEROES ONLY)
❖ A model may Jump a gap as long as it has
A Hero may spend 1 Stamina during its Move Action
enough movement remaining to place its base
to make a Heroic Move. For the duration of this move
fully on the other side. The model must take an
action, the Hero may add to all Agility Tests it is
Agility Attribute Test. If the Attribute Test is
required to take.
successful, place the model on the closest point
on the opposite side of the gap, and continue the
move if the model has any movement left. If the
Test is failed, the model takes Falling Damage
(page 60) and is placed on the lower terrain level,
in contact with the ledge, as close to its start
position as possible. A model can’t move any
further after a failed Jump.

❖ A model may Climb any Barrier or Tall Obstacle


up to its own Height Level, either to reach a
higher platform, or to get to the other side of
the piece of Terrain. The model must take an
Agility Attribute Test. If successful, the model

CHAPTER 3: THE ACTIONS 25


WITHDRAW ❖ If the Withdrawing model has a Block Token, it
A model that begins an Action Engaged with an may be used against a Parting Blow.
enemy can use a Move Action to Withdraw from
❖ If there are models from more than one side
Engagement. Withdrawing follows all of the rules for a
Engaged with the Withdrawing model, the player
normal Move Action, except where noted below.
with Advantage chooses which model Attacks
Before the model Withdraws, one enemy model with from those eligible. Only one model can make a
which they were Engaged, chosen by the opponent, Parting Blow regardless of how many models are
performs a Melee Attack that targets the Withdrawing Engaging the Withdrawing model.
model. This is called a Parting Blow. Models that
A Parting Blow is made after the player has committed
are staggered or Engaged by any model other than
to the model Moving out of Engagement and before
the one Withdrawing cannot make a Parting Blow. A
the model begins its Move.
Parting Blow is a Free Action that can be performed
outside of the model’s activation. The Withdrawing model must finish its Move at least
1⁄2" away from any enemy models, and as such
A Parting Blow is performed immediately and out of
cannot Engage any models during this Move. Note
sequence. It follows the Melee Attack rules (page 29)
that models may not Withdraw if they are surrounded
with the following exceptions:
by enemies and/or Impassable terrain such that they
❖ The Attacker may not use any Boosts during a could not ordinarily Move – in this case they are
Parting Blow. trapped in combat.

ATTACK
UPGRADE (RANGED)
I M PE R I A L B OW
When performing an Attack Action, a model must ❖ The Attacker must not be Engaged with an enemy.
choose whether to make a Ranged Attack or a Melee
❖ The Target must be within the Weapon’s Range.
Attack. The model performing an Attack is referred to
as the Attacker. The target enemy is the Target. ❖ The Attacker’s Line of Sight to the Target must be
either Clear or Obscured, it cannot be Blocked.
RANGED ATTACK (SHOOT)
10
This Action allows a model to shoot at a OTHER RANGED ATTACKS
target enemy with an equipped Ranged
M AG E Some Spells, Shouts, Scrolls, Wands, and Staffs
Range: 10” Weapon or Spell. It is sometimes called a Shoot
Range: 20” use the Ranged Attack rules in addition to Ranged
PIERCING 1 (ShortAction. Ranged Weapons are recognizable by the
Range Only)
Weapons. These items follow all of the rules below,
Archery Skill icon on the Upgrade Card.
#19 and may have their own
Followers and Adversaries have a summary of additional Special Rules,
UPGRADE (ITEM)
S TA F F O F F L A M E S

their Ranged Attack options, if any, printed on their detailed later. The main
Character Card, denoted by the word “Ranged” thing to note is that not all
followed by the Attack details. To make a Ranged of these abilities use the
Attack with a Ranged Weapon: Archery Skill to resolve the 12

Attack – the relevant Skill Ranged Attack. Range 8”. Fire. Add

❖ The Attacker must have the relevant Skill to use


for each additional Soul Charge spent.
K E Y WO R D S
or Attribute will be clearly Soul Charges (3)

the Weapon. #33

shown on the card.

26 THE ELDER SCROLLS: CALL TO ARMS


0" Short range Long range
1" (targets up to 10") (targets between 10" and 20")
2"
3"
4"
5"
6"
7"
8"
UPGRA
DE (RA
B OW
NGE D)
9"
H UNTING 10"
11"
12" Targets even partially
Targets partially 13" within long range
in both ranges 14" still count as
15" long range
count as 16"
short range 17"
14 18"
19"
20"
D A M AG E
10"
Short Range:
20"
Long Range:
: Piercing 1
$% : Piercing 2 SHOOTING ATTACKS MAY HAVE A SHORT AND LONG RANGE,
#20 WITH DIFFERENT EFFECT DICE BEING USED, DEPENDING
ON THE DISTANCE TO THE TARGET

RANGE RANGED ATTACK BOOSTS


Ranged Weapons usually list two ranges on their
The following Boost is available when a model is
card: short and long. Both of these ranges are
performing a Ranged Attack with a Bow or Crossbow:
accompanied by a distance in inches ("). When
measuring Weapon range, long range starts where AIMED SHOT
short range ends. Note that some Weapons do not At a cost of 1 Stamina, the Attacker adds to the
have a long range. Skill Test.

Example: A Hunting Bow has a short range of 10",


and a long range of 20" – this means any distance DUAL SHOT
even a fraction over 10" but less than 20" is treated If a model is Equipped with two Ranged Weapons
as long range. (taking up one Hand Slot each), it may fire both as a
single Action. As Bows and Crossbows require two
hands, this usually happens when a model has two
THE SKILL TEST
Ranged Attack Spells Equipped, or two Throwing
Attacks are resolved by taking a Skill Test (see page 17).
Weapons. One Weapon may be fired as normal. As
Roll all of the Effect Dice shown next to the Attack’s soon as the shot is resolved, the other Weapon may
Range alongside the Skill Dice. Effect Dice gained also be fired, following all the normal rules for a
from the Weapon, other Equipment, or Perks (page 94) Ranged Attack (in the case of Spells, remember to
may modify the result. pay the Magicka cost for the second Attack as well).
However, this second shot adds a +2 modifier to the
DAMAGE Skill Test.
Upon a successful hit, the player must see whether
the Target is wounded. See ‘Damage’, page 38.

CHAPTER 3: THE ACTIONS 27


COVER RANGED ATTACKS AT ENGAGED MODELS
If Line of Sight is Obscured, the target gains to A model may not declare a Ranged Attack at a Target if
its Armor Rating (see page 39 Armor) when hit by a a friendly model is Engaged with it. However, there are
Ranged Attack. Remember that models friendly to many situations where enemies from different sides
the Attacker do not provide Cover – they are working (such as an opponent’s models and Adversaries) are
together and are assumed to duck out of the way. fighting each other. In these instances, a model may
make a Ranged Attack at a specific Engaged enemy,
Note: If the Attacker is in base contact with Terrain
but with little control over which enemy will be hit.
that is a lower Height Level than itself, or in base
contact with the edge of Blocking terrain, that Terrain The Attacker chooses their Target as usual and rolls
does not Obscure the target – the Attacker is assumed the Attack. A success hits the initial target. A failure
to lean over or around it. (with a numeric value) is a miss. However, if is
rolled on the Skill Dice, the initial target is not hit;
instead the owner of the target model chooses which
Archer model Engaged with the Target, and in either Clear
Mage or Obscured LoS of the Attacker is hit. If there is no
owner of the Target model, the player with Advantage
Low wall chooses which model, other than the Target, is hit.
Building
SPECIAL AMMUNITION
Some Ranged Attacks make use of special or finite
Cover means both ammunition (such as arrows which are ‘Attached’
Mage and Archer gain to a Bow Weapon Card, or Throwing Knives). To
+ Armor Rating represent the risk of running out, each time the
Ralof ammunition is used, roll  after the Attack. If the
A MAGE IS IN CONTACT WITH A LOW WALL... player rolls a , the card is discarded (so the
WHILE AN IMPERIAL ARCHER IS SIMILARLY
OBSCURED BUT IN CONTACT WITH THE CORNER weapon has no more of that ammunition). On any
OF THE BUILDING. BOTH HAVE A CLEAR SHOT
ON RALOF, BUT HAVE COVER AGAINST HIM. other roll, they continue using the item as normal.

In the case of Attached ammunition, it is only the


Attachment card that is discarded, not the Weapon
that fired it – it’s assumed the model has a reserve of
‘normal’ ammunition as a backup.

“The poison on that arrow took me a year to perfect.


I only had enough for a single shot and yet I used it on you.”
– Karliah

28 THE ELDER SCROLLS: CALL TO ARMS


MELEE ATTACK ❖ If the target of the Attack is Staggered, the
Models can only make Melee Attacks against enemy attacker gains a -2 modifier to the Skill Test.
models they are Engaged with. In order to Attack an
❖ If the target of the Attack is Incapacitated, the Attack
Engaged enemy, a model must resolve a Skill Test
hits on any Skill Dice result other than an .
using an equipped Melee Weapon. Melee Weapons are
easily recognizable by the Skill icons on the Upgrade
DAMAGE
Card (either One-Handed or Two-Handed). To Attack
If the Skill Test is successful, see ‘Damage’, page 38,
with a Melee Weapon, the Attacking model must have
to see what happens.
the relevant Skill to use the Weapon.

OTHER MELEE ATTACKS


4 Many other abilities allow models to Attack in melee,
not just weapon cards. Some Spells, Shouts, Scrolls,
Wands, and Staffs also use the Melee Attack rules.
: Nord
: Might
URE
TREAS
ANCIE
NT NO
XE
RD
4 These items follow all of the rules here, and may have
WA R A
RKS
uasion, Sword and Board their own additional Special Rules. Sometimes these
Y WO R D S
Resistance 4 Attacks use a specified Skill or Attribute other than the
CIAL ABILITY
Your Ground: When Hadvar is within 3” of usual One-Handed or Two-Handed Skills.
bjective, Hadvar and friendly Imperial Faction
wers within 3” may reroll their Armor Rating.
3
DUAL WIELD STRIKE
E
D A M AG
ed A model with two One-Handed Weapons may Attack
$% ::BlePunishing
0 2 46
#67
4 with both as part of the same Action. One of the
Weapons must be declared as the Primary Weapon
this Action, and the other as the Secondary Weapon.
In order to use this Ancient Nord War Axe (which has the
One-Handed Skill icon), a model also needs to have the Once the initial Melee Attack with the Primary Weapon
One-Handed Skill assigned to their Attributes. is complete, the model may immediately Attack with
the Secondary Weapon, with a +2 modifier to the Skill
Followers and Adversaries have a summary of their
Test. This is a new Attack, and may target any Engaged
Melee Attack options, if any, printed on their Character
enemy, not just the original target.
Card, denoted by the word “Melee” followed by the
Attack details. As both Attacks are part of the same Action, the model
may not use the same Boost twice, even if it is with
Note: Heroes from the Path of Might can Equip any
different Weapons. However, the Secondary Weapon
Melee Weapon Card, even if they don’t have the
may still trigger its own Special Effects.
corresponding Skill, Attacking instead with a Strength
Attribute Test instead of a Skill Test. Followers and Adversaries with two separate One-
Handed Melee Attacks listed on their card are eligible
THE SKILL TEST to Dual Wield Strike.
Attacks are resolved by taking a Skill Test.

Roll all of the Effect Dice shown next to the Attack’s


Range alongside the Skill Dice. Effect Dice gained
from the Weapon, other Equipment, or Perks (page 94)
may modify the result.

CHAPTER 3: THE ACTIONS 29


OUTNUMBERED! UNUSUAL ENGAGEMENTS
A model that is Engaged with multiple enemies is Sometimes models from opposing sides might be
Outnumbered, if those enemy models are not themselves Engaged in combat even though it looks as though
Engaged with multiple enemies. Any Melee Attacks that they aren’t. The most common occurrences are
target an Outnumbered model gain 1 bonus . summarized here.

FIGHTING OVER A BARRIER


Imperial
Models count as Engaged when on opposite sides of
soldiers
a narrow barrier, and attacks can be made across it,
so long as:

Stormcloak ❖ The models are no further than 1" apart.


soldier
❖ Both models are in base contact with the Barrier.

❖ The Barrier does not Block Line of Sight between


OUTNUMBERED: THE IMPERIAL MODELS
OUTNUMBER THE STORMCLOAK SOLDIER the models.
2-1 AND RECEIVE 1 EXTRA IN MELEE
The Target adds to its Armor Rating when Attacked
in melee across a Barrier. If it has no Armor, it gains an
Armor Rating of for the purposes of the Attack.
Imperial
soldiers
A model can make a Withdraw Move from an
Engagement over a Barrier without consequence –
enemies cannot make Parting Blows.
A second
Stormcloak
soldier joins
the melee B

NOW THERE ARE AN EQUAL AMOUNT OF


COMBATANTS AND NO ADVANTAGE IS GIVEN
<1"
3
>1"
MELEE ATTACK BOOSTS 7 C
A
The following Boosts are available when a model is
performing a Melee Attack. Melee Attack Boosts may
not be used if a model is fighting Unarmed.
MODEL A IS ENGAGED WITH MODEL B OVER
POWER ATTACK THE BARRIER. MODEL C IS TOO FAR AWAY.
Spend 1 Stamina to add to the Attack roll. If the
Attack inflicts any damage, but the target is not
staggered, incapacitated, or removed from play, the
target gains a Staggered Token.

PRECISION STRIKE
Spend 1 Stamina to add to the Attack roll.

30 THE ELDER SCROLLS: CALL TO ARMS


HIGH GROUND ATTACKING INCAPACITATED MODELS
A model may Engage an enemy that is higher up or Although incapacitated enemies cannot be Engaged,
further down a slope, on a platform, stairway, and so a model may Target them with a Melee or Ranged
on, as long as their bases would be in contact if viewed Attack, as long as the Attacker is not also Engaged
from above (see example, lower left), and they are no with any other enemies. Roll to Attack as normal but
more than 1 Height Level above the enemy’s base. the target is hit on any result other than an . Any
or results are applied as usual. See page 48
A model Attacking from High Ground gains a -1
for more details.
modifier to the Skill Test when rolling to hit the Target.

Model on
terrain piece
1 Height Level
higher

Model standing on
ground level

VIEWED FROM ABOVE, THESE MODELS –


STANDING ON TERRAIN ONLY ONE HEIGHT
LEVEL DIFFERENT – ARE STILL ENGAGED

UNARMED ATTACKS
A model with no Attacks listed on its Character
Card, and no equipped Melee Weapons or special
UPGRA
DE (WE
AP ON)
UNARM
ED
Melee Attacks can still fight in melee, but will
have to fight Unarmed. Every model in the game UPGRA
TEETH
DE (WE
AP ON)
& C L AW
S
is capable of fighting Unarmed if the situation
becomes desperate enough, so this type of
Attack is listed here for ease of reference.
-
An Unarmed Attack is always a Strength
D A M AG
E
Attribute Test. It may never be used to / * * Use the sec
dice value if
ond
the
attacker ha
Dual Wield. Strength of
sa
6 or
-
more. D A M AG
E * Use the sec
/ ond
Beasts and Khajiit can go one better – when #1 * dice value if
the
attacker ha
sa
they fight Unarmed, they instead use Teeth and Claws, Strength of
more.
6 or

which follows the rules for Unarmed Attacks, but with #2

the improved profile shown to the right.

CHAPTER 3: THE ACTIONS 31


BLOCK
Only models with Shields can perform the If a model with a Block Token loses or unequips its
Block Action. Place a Block Token Shield, or becomes Incapacitated, the Block Token
beside the model. A model cannot have is removed.
more than one Block Token at any one time unless
a rule states otherwise. While a model has a Block TWO-HANDED BLOCK
Token, it may not perform an Attack of any kind, nor A model with an Equipped weapon with the Two-
may it Boost any other Action. It can discard the token Handed Block Keyword may also perform a Block
at any time during its activation. Action of sorts, albeit less effectively. See page 91.

A model with an Equipped Shield that has a Block


Token adds to its Armor Rating. BLOCK BOOST
In addition, a model with an Equipped Shield and a The following Boost is available when a model
Block Token may discard the Block Token whenever performs a Block Action:
the model is targeted by a Melee Attack, losing the
SHIELD BASH
bonus , to take a Block Skill Test. On a successful
If the Block Token is spent in response to an enemy
Block Test, add the Shield’s Block dice to this model’s
Melee Attack, the model may use 1 Stamina to
Armor Rating vs the Attack.
assign a Staggered Token to one enemy they are
If a model with a Block Token loses or Unequips its Engaged with. Only a model Equipped with a Shield
Shield, or becomes incapacitated, the Block Token may perform a Shield Bash.
is removed. If a model with a Block Token ever Falls
(page 60), remove its Block Token.

READY
The Ready Action may not be performed ❖ A model with an Equipped Melee Weapon may
in the same Activation as an Attack spend its Ready Token to perform a Melee Attack
Action. Place a Ready Token beside the against an enemy it is Engaged with, as soon as
model. The Ready Token stays in place until it is that enemy completes an Action (for example,
used, or until the start of the model’s next Activation, Attack or Move). This Attack follows all of the
whichever comes first. normal Melee Attack rules.

The token may be spent out-of-sequence whenever an A Ready token cannot be used in response to a Ready
eligible enemy model completes an Action, as follows: Action or an Action taken as a result of a Ready token.

❖ A model with an Equipped Ranged Weapon may If multiple players can use Ready tokens to respond to
spend a Ready Token to make a Ranged Attack the same Action, the player with Advantage chooses
at an enemy in Range and Line of Sight as soon the order.
as that enemy completes an Action. This Attack
follows all of the normal Ranged Attack rules.

32 THE ELDER SCROLLS: CALL TO ARMS


COMMAND
Only Faction Heroes (see page 117) may perform RALLY
this Action. A model may not perform the Command The Hero targets one eligible friendly model within 6"
Action if it has a Hidden or Shaken Token. The model and Line of Sight that has a Shaken Token. Remove
chooses one of the three Commands; Hold, Rally, and the Shaken Token.
With Me - detailed below. Note that:
RALLY BOOST
❖ Party Champions may target any friendly Faction
Hero or Follower. The following Boost is available when performing a
Rally Action:
❖ Faction Heroes may only target friendly
Followers. VIGOR
A Party Champion may target more than one friendly
❖ Hirelings (page 117) may never use or be the
model at a cost of 1 additional Stamina for each
target of Commands.
model after the first.

HOLD
The Hero targets one eligible friendly model within 6"
WITH ME!
and Line of Sight. The target model adds to Morale
The Hero targets one eligible friendly model within 6"
Checks until the end of the round.
and Line of Sight that is yet to Activate. As soon as the
Hero’s Activation is over, the target model Activates
next, interrupting the usual sequence of play.

AID
A model may come to the assistance of a comrade in ❖ Flip an Incapacitated Token to Staggered.
need by performing the Aid Action. A model cannot
❖ Remove one Damage Effect Token (such as
perform an Aid Action if it is shaken or staggered, or if
Bleed or Fire) or Poison Token.
it has any Damage Effect Tokens.
❖ Use one of the Activating model’s Potions as if it
Target one friendly model in base contact with this
were their own.
model. It may choose one of the following options:

“They say Ulfric Stormcloak murdered the High King...


with his voice! Shouted him apart!”
- Hold Guard

CHAPTER 3: THE ACTIONS 33


HIDE
A model that is further than 6" from all enemy If the Test is failed, the enemy model may choose a
models may Hide, to conceal themselves from view. different Target for the Action, even if this means rolling
This Action may only be performed if no enemy has to Detect a different enemy. If there is no viable Target,
Clear Line of Sight to this model. When this Action is the model may choose a different Action. If the original
performed, place a Hidden Token next to the model. A Action was intended to Engage the Target, the model
model with a Hidden Token is Hidden. may continue its Move, Engaging a different enemy if it
wishes (and it has enough Movement left to do so).
While Hidden, models treat their Height
as one level lower than usual, to a A model may not attempt to Detect the same enemy
minimum of 1. Remove any Hidden more than once per Activation.
Tokens a model has after the model performs any
other Action unless it has the Sneak Skill (page 35).
Ralof
Hidden models cannot control Objectives, and do not
Block or Obscure Line of Sight. 6"
A model may voluntarily remove its Hidden Token
at any point during its Activation. A model with the 5"
Sneak Skill may begin the game with a Hidden Token
as long as no enemy has a Clear Line of Sight to it 4"
after deployment.
3"
If an enemy model moves into base contact with and
Engages a Hidden model, the Hidden Token is removed. 2"

DETECTING 1"
HIDDEN MODELS
While a model is Hidden, enemy models may not 0"
Target it or move into base contact with it, unless
they first roll to Detect it. Declare the action the model
is attempting (Ranged Attack, for instance) then roll
to Detect the Hidden model. Models cannot Detect RALOF IS OUTSIDE OF 6" AND LINE OF SIGHT
AND CAN NOW PERFORM THE HIDE ACTION
Hidden models to which their LoS is Blocked. Detecting
Hidden models is an Intelligence Attribute Test. Add
to the Test if the Hidden model is within 6" of the
model trying to Detect it. If the Test succeeds, the
Hidden model is targeted successfully and the Hidden
Token is removed. Continue the Action as normal.

34 THE ELDER SCROLLS: CALL TO ARMS


SNEAK ATTACKS SNEAK
Hidden models can perform Sneak Attacks. These When a model with the Sneak Skill begins its
Attacks gain benefits from hitting the enemy from an Activation with a Hidden Token, it may retain the token
unexpected angle. even while it performs other Actions. However, the
Hidden Token is removed at the end of the Action if:
RANGED SNEAK ATTACKS
A Hidden model that performs a Ranged Attack adds ❖ The model performs any Stamina Boost.
to the Skill Test for the Shoot Action. If the shot hits, ❖ The model triggers a Trap (page 36 and
even if no damage is inflicted, the Hidden model must page 114).
pass a Sneak Skill Test or remove the Hidden Token. ❖ The model suffers damage or receives a Status or
If the shot misses, the model does not need to perform Damage Effect Token.
this Sneak Skill Test.
Attacks performed while Hidden follow the Sneak
MELEE SNEAK ATTACKS Attack rules.
A Hidden model that performs a Melee Attack discards
Finally, after each Action performed while Hidden,
the Hidden token to add one to the Skill Test. The
check for enemies within 6" and LoS. If there are any,
Target receives no bonus dice for a Block Token against
the Hidden model must pass a Sneak Skill Test or
a melee Sneak Attack, nor can it discard its Block Token
discard its Hidden token. If there are none, the Token
to gain an additional Block Bonus.
remains. Sneak Attacks in melee and Dragon Shouts
A model cannot perform a Sneak Attack with a Two- (page 58) remove Hidden Tokens once performed, even
Handed Weapon. If for any reason a model with a if the model has the Sneak Skill.
Hidden token has a Two-Handed Weapon Equipped
when it chooses to Attack in melee, it discards the
Hidden Token without gaining a bonus.

PICKPOCKET
Only Heroes with the Sneak and Pickpocket Skills ❖ Next, the Pickpocketing model must choose:
can make this action while Hidden. To attempt a remain Engaged, or move 1” away from the
Pickpocket, a Hero must be Engaged with an enemy target. This move may not be used to Engage
Hero, or an enemy Follower with an Upgrade Card in another enemy. The enemy model may not make
its Inventory. a Parting Blow as a result of this move.

The model makes a Pickpocket Skill Test. If the Test If the Pickpocket Test is failed, however, the thief
is passed: has been detected! The Hidden Token is removed
immediately, and the models are now Engaged
❖ Shuffle any Equipment Cards (i.e. not
as normal.
Enchantments, Spells, or Shouts) in the Target’s
Inventory, and randomly take one. Put this Upgrade If a model is Engaged with more than one enemy, the
Card in the Pickpocketing model’s own Inventory, Pickpocket Action may not be used by that model.
or Equip it immediately, swapping it for an already
Equipped Upgrade if necessary.

CHAPTER 3: THE ACTIONS 35


SEARCH
An Unengaged model may perform this Action when LOCKED CHESTS
it is in base contact with a Treasure Token while there Some Treasure Tokens represent Locked
are no enemy models in base contact with the same Chests, which can only be Searched by a
token. As soon as the Search Action is declared, model with the Lockpicking Skill or those
flip the Treasure Token - this will reveal either a wishing to use brute force. Locked Chests have a
blank token (an Unlocked Chest) or a Locked Chest’s Resistance Rating , which represents the physical
Complexity Rating. sturdiness of the lock and a Complexity Rating ,
which represents how intricate the mechanisms are.
If the token is a Locked Chest, the Search Action
These are used, respectively, when a Searching model
can only be completed by picking the lock with the
tries to force the lock or use the Lockpicking Skill on
Lockpicking Skill, or forcing the lock with a Strength
the Locked Chest
Attribute Test.
To open a Locked Chest, a model must perform
TREASURE CHESTS a Search Action, and choose to either take a
For Unlocked Chests, roll the Skill Dice: Lockpicking Skill Test, modifying the Skill Dice
result by the number shown on the Complexity
❖ On a , something unexpected happens – draw
Rating, or take a Strength Attribute Test,
and resolve a Trap Card. Then draw a Treasure Card.
modifying the Skill Dice result by the number
❖ On any other result, draw a Treasure Card.
shown on the Resistance Rating.
Whatever happens, remove the Treasure Token from
❖ Any score of on the Skill Dice triggers a Trap!
the board.
Draw a Trap Card and resolve it. If the Searching
model survives, the lock is opened. Draw a
DRAWING TREASURE CARDS
Treasure Card.
Most Treasure Cards take the form of Upgrades, while
some are Bonus Cards (providing bonus Victory Points or ❖ Any roll of on the Skill Dice indicates a lucky
similar). Bonus Cards with an immediate effect apply the find! Draw two Treasure Cards instead of one.
bonus to the model, or the model’s Party. Bonus Cards
❖ On any other successful roll, draw a Treasure Card.
which have to be held until the end of the game should
be kept to one side by the player who holds them. They ❖ On any other unsuccessful roll, nothing happens.
do not apply their effect until the game ends. The Locked Chest can be Searched again after
this activation.
If an Upgrade Card is drawn by a Hero, that model may
immediately make a free Swap Items Action (even if Forcing a Lock risks damaging precious treasure
they have already performed this Action this turn). – a model that uses a Strength Attribute Test
to open a Locked Chest does not gain any Victory
If an Upgrade Card is drawn by a Follower (including
Points (VP) if the scenario being played rewards
Hireling Followers), the card is placed beside that
VPs for successfully searching a Treasure Token.
model’s Character Card, in the Follower’s Inventory.
It may not be Equipped or used by the Follower. A
friendly Hero can use a Swap Items action to acquire
the item from the Follower.

36 THE ELDER SCROLLS: CALL TO ARMS


SPECIAL TOKENS

Sometimes a scenario or Quest rule will


allow a model to Search a token other
than a Treasure Token. In these instances,
instead of simply drawing a Treasure Card, follow the
instructions for the Special Token (shown).

SWAP ITEMS
A Hero may use this action to rearrange their ❖ If the target friendly model is a Follower with
Inventory and Equipped Upgrades, swapping around one or more Treasure Cards, the Hero takes any
any currently Equipped Upgrade Cards they like from or all of the Follower’s Treasure Cards and may
their Slots or replacing them with their Unequipped rearrange their Inventory and Equipment as
Upgrade Cards. Spells, Shouts, and additional abilities normal. Follower models without any Treasure
that need to be Equipped may also be swapped using Cards may be given Treasure Cards, however
this Action. these go into the Follower model’s Inventory and
cannot be Equipped by that model.
❖ If the Hero is Unengaged, Swap Items uses a
single Action.
FOLLOWERS AND
❖ If the Hero is Engaged with one or more enemies, THE SWAP ITEMS ACTION
Swap Items uses two Actions. A Follower may only perform the Swap Items Action if
they have one or more Treasure Cards, and there is a
Additionally, a model that performs a Swap Items
friendly model within 2" and Line of Sight. If the target
Action within 2" and LoS of a friendly Unengaged
is a Hero, they may take any or all of the Follower’s
model may target that model as part of this Action:
Treasure Cards, and then may rearrange their
❖ If the target friendly model is a Hero, this model Inventory and Equipped cards. If a piece of Equipment
may exchange any of its Equipment Cards (other is swapped to a Follower (including Hireling
than Spells or Shouts) with that Hero. Both Heroes Followers), the card is placed into that model’s
may freely exchange Equipment Cards and Equip Inventory. It may not be Equipped by the Follower.
whichever Equipment Cards they like from their
Inventories (as long as they meet all prerequisites
and restrictions for those cards).

SPECIAL ACTIONS
Some models are able to use Special Actions or use A model may perform more than one Special Action a
a particular rule or piece of Equipment ‘as an Action’. turn but each individual Special Actions may only be
Unless stated otherwise, such rules follow all of the used once per turn.
normal rules for performing Actions.

CHAPTER 3: THE ACTIONS 37


Chapter 4
DAMAGE
HEALTH
All models have a Health Reserve on their Character If the number of tokens equals the number on the
Card, represented as a number. Each time a model character’s Health Reserve, the model becomes
suffers damage, place tokens on top of their reserve. Injured.

APPLYING DAMAGE
After an Attack roll is successful, follow the sequence ❖ If the Test is passed, the model is no longer
below to see how much damage is inflicted. Injured, and remains in play with 1 Health
remaining but is incapacitated. It gains an
1. Count up the total number of Successes ( ) from
Incapicitated token.
the Damage Effect Dice rolled during the Attack.
❖ If the dice rolls a icon, the model is no longer
2. Any Special Effect icons rolled may indicate
Injured, and remains in play with 1 Health remaining
additional damage, as well as other effects
but is staggered. It gains a Staggered token.
described on the Weapon Card. See ‘Special
Effects’ on page 41.
REMOVED FROM PLAY
3. The target rolls its Armor Rating. Each Success When a model is removed from play by being reduced
cancels out one of the Attacker’s Successes (see to 0 Health or for any other reason, physically remove
‘Armor’, below). the model from the tabletop and place it to the side. It
will take no further part in this battle (unless it can be
4. Each remaining Success from the Attack roll
revived via some dark magic!).
inflicts one point of damage – add one token to the
target’s Health reserve for each point of damage.
OVERKILL
If the amount of damage inflicted by an Attack
INJURED MODELS
is equal to or more than double the target’s
When a Follower or an Adversary (other than an
remaining Health, the target suffers a +2 modifier
Adversary Master) is Injured, it is removed from play.
on the Endurance Attribute Test (this is cumulative
When a Hero or Adversary Master is reduced to less with other Special Rules that affect Endurance Tests
than 1 Health, however, it is not necessarily dead. when a model becomes Injured, such as Punishing).
Remove tokens from the model’s Health Reserve until
the model has 1 Health remaining, then the model DAMAGING
takes an Endurance Attribute Test. INCAPACITATED MODELS
If an incapacitated model becomes Injured, it cannot
❖ If the Test is failed, the model is removed
roll an Endurance Attribute Test, it is automatically
from play.
removed from play.

38 THE ELDER SCROLLS: CALL TO ARMS


ARMOR
Many models wear some kind of Armor, which affords ARMOR BONUSES
them protection from Attacks in the form of an Armor Armor Rating can be improved through various
Rating (a number of dice icons). Models without any sources, such as Perks or Attachments. Upgrade
Armor cannot make an Armor roll. Cards with Armor Ratings are not cumulative with
other Armor Ratings currently Equipped, except as
❖ Heroes usually have to purchase Armor in
described below.
the form of Equipment Cards, which must be
Equipped to use. Some Heroes have other ❖ Any Upgrade Card with an Armor rating followed
Equipment or Perks that also grant them bonuses by a modifier (such as + ) adds that bonus
to their Armor Rating. to the model’s total Armor Rating. Usually these
items do not confer an Armor Rating on their own,
❖ A Follower’s Armor Rating is always marked
unless the card displays two separate icons (one
under the Armor heading of their Character Card.
with a rating, and one with a (+) bonus).
Once an Attack roll has succeeded, the Target rolls
❖ Some Armor Bonuses are only applied as a
its Armor Rating dice and deducts the number of
result of a special options (such as a Block
Successes from the Attacker’s Successes. Each
Bonus). These bonuses are identified by the
point of Armor Rating cancels out one Success. Each
accompanying Skill icon and are treated in
remaining Success from the Attack roll inflicts one
the same way as other Armor Bonuses upon a
point of damage on the Target.
successful Test.

SPECIAL EFFECTS Example: Hadvar is wearing Imperial Heavy Armor and


Some Armor Cards display Special Effect icons. If the
carries an Imperial Shield. He has also found a Ring of
Armor dice rolls the corresponding Special Effect, apply
Fortify Armor attachment. He has an Armor Rating of
the result (or choose a result if there is more than one
  and can add if he uses his shield.
applicable). If the Special Effect indicates an Effect Dice
icon, roll the specified dice and add any successes to the
Armor Rating Successes rolled.

.
TREASURE
UPGRADE (ARMOR) U PP G
U G RR AA D
D EE (( AA RR M
MOO RR ))
R I N G O F F O RT I F Y
IMPERIAL ARMOR ARMOR II M
M PP EE R
R II A
A LL SS H
H II EE LL D
D

10 55

A R M O R R AT I N G Attachment. Armor Rating + BLO


B LOC
CKKR
RAT
ATIIN
NGG
(1)

$ :
$ ::
#28 #86 #32
#32

CHAPTER 4: DAMAGE 39
DON’T INTERFERE WITH IMPERIAL LEGION BUSINESS

STRONG ARMOR Example 2: Hadvar is equipped with Imperial Heavy


If an Armor Rating shows a number in parentheses Armor (Armor Rating ) and an Imperial Shield
– i.e. (1), this is its ‘Strong Armor’ value. No matter (Block Rating ). He has taken a Block Action, so he
how many Armor reducing effects or Special Rules has a Block Token. Later in the round he is targeted
the Attacker might have, the defender’s Armor Rating by an Attack from a Draugr. Confident his armor can
can never be reduced below this value. If the defender resist any damage from a Draugr, Hadvar does not
rolls no Armor Rating at all, however (all blanks), spend his Block Token. He gets his Armor Rating,
Strong Armor cannot help! plus a passive for an unspent Block Token.

STRONG ARMOR BONUS Example 3: Later, Hadvar is Attacked by Yrsarald


If an Upgrade Card displays a Strong Armor value with Thrice-Pierced. Hadvar knows that Yrsarald is a
a plus sign before it (such as (+1)), it adds that value to formidable foe, so he decides to spend his Block
the Strong Armor, and not to the overall Armor Rating. Token. He takes a Block Skill Test, needing to roll
These bonuses also grant Strong Armor where a model less than his Strength of 4. He rolls his Skill Dice and
might not have had it; so a (+1) Strong Armor bonus the Block Dice, getting a 3, and . He can
also gives Strong Armor (1) to a model’s Armor Rating. now roll for his Armor and add the from the
Imperial Shield.
Example 1: Hadvar is wearing Imperial Armor with a
rating (1). He is shot by a Longbow with Piercing 1.
NO ARMOR?
His Attacker rolls and Hadvar rolls just on his
A model with no Armor Rating is usually at the mercy
armor. Normally the Piercing 1 of the Longbow would
of an Attacker, unless it has some Special Rule to
negate Hadvar’s of armor, but because he has
provide a measure of protection.
Strong Armor (1) the one point of Piercing is ignored.
of damage is blocked by Hadvar’s armor, so he
suffers one point of damage.

40 THE ELDER SCROLLS: CALL TO ARMS


SPECIAL EFFECTS
Some Weapons, Spells, Special Attacks, Armor, and 22
IMPERIAL SOLDIER 3
other Upgrades include Special Effects, signified by SWORD & SHIELD

the Dragonborn icon , the Crossed Swords icon Race: Imperial Path: Might
AT TAC K
3
, or the Oblivion icon . Melee : Damage:
% : Piercing 1
ARMOR 4
If a piece of Equipment has one or more Special Armor : Rating:

$ :

Effects, one of them is triggered when the DEFENSE


Shield 2
corresponding icons are rolled when Attacking or
defending with that Equipment. 2 2 0 2 22 4
2
❖ If there are several Special Effects that could
be triggered, only one can be chosen to apply
to a single roll. This rule applies whether the
Examples: The Imperial Soldier’s one-handed attack
Special Effects all come from the same source,
(above) always does      . On a it also becomes
or from several items (such as a Weapon and its
Piercing 1. The Imperial Soldier’s Light Armor
Enchantment when making an Attack).
provides Protection. On a it provides an
❖ Special Effects are not cumulative – so if the roll additional  . If the second also produced another
of a adds to the roll, for example, rolling the soldier would not get a third  since only
three does not add three ! one Special Effect can be used per roll.

When a Special Effect roll indicates that extra dice are The Steel Warhammer (right)
UPGRADE (

to be added to the Test, take all the specified dice and will always do a base of  
WEAPON )
S T E E L WA R H
AMME R

roll them, adding the results to the Test. damage on a hit.


If a   is rolled it has
❖ If any of these bonus dice are Accuracy Effect dice
a chance to Stagger the
(   ), they can potentially transform a failed roll
target, if a is rolled it will
into a success!
do extra damage. If both 9

❖ If any of the Bonus dice score further Special and are rolled the D A M AG E
K E Y WO R D S
Cumbersome,
Effects, the icons are ignored – remember that payer has to choose either $ : Stagger
%:
Two-Handed Block

only one Special Effect can be triggered per Test. Staggered or an extra   .
#16

❖ If, after rolling all the bonus dice, the Skill Test is
still a failure, none of the effects apply.

“I used to be an adventurer like you,


then I took an arrow to the knee.”
– Hold Guard

CHAPTER 4: DAMAGE 41
Chapter 5
THE EVENT PHASE
The Event phase plays slightly differently depending 3. End of Round: Check to see if any Objectives are
upon which Game Mode is being played (see the controlled, bonus VPs awarded, or Special Effects
Quests book for more on Game Modes). The Event need to be resolved. Then, the round ends.
phase follows the sequence below:
A NOTE ON ADVERSARIES
1. Adversaries Activate (Battle Mode Only):
In Battle Mode games, a random number of An Adversary model is an ‘enemy’ to all player models.
Adversaries Activate at the start of the They are a force of nature, acting according to their
Event phase. own artificial intelligence rules (AI), and pose a threat
to all Parties. Detailed information on Adversary
2. Draw Event Card: The player with Advantage draws
Behaviors can be found on page 72.
and resolves the top card from the Event Deck, and
resolves it immediately, in the following order:

❖ Spawn Adversaries.
❖ Resolve Event Card text.

ADVERSARIES ACTIVATE
In Battle Mode games, some of the Adversaries in ADVERSARY ACTIVATIONS -
BATTLE MODE
play not already Activated earlier in the round (due to PLAYER PARTY ACTIVATION LIMIT
Reacting) will now Activate (see page 70). This step is GOLD SEPTIM LIMIT (Not including Reactions)
skipped in Delve Mode games (see page 70). 0-99 1
100-199 2
If there aren’t enough eligible Adversaries to
200-299 3
Activate, move onto the Draw an Event Card part of
300-399 4
the phase.
400+ 5

“Hey, you. You’re finally awake. You were trying to cross


the border, right? Walked right into that imperial ambush,
same as us, and that thief over there.”
– Ralof

42 THE ELDER SCROLLS: CALL TO ARMS


DRAW AN EVENT CARD
Once any Adversaries able to Activate have done T H E WAY O F T H E V O I C E

so, the player with Advantage draws the top card of You have been summoned to High Hrothgar,
and proclaimed Dragonborn. Now, you must

the Event Deck. Event Cards will do one or more of prove your power in a series of tests.

Requirements: Your Party must include at


the following: least one model with the Dragon Shouts
keyword.

Deal damage and/or inflict Status Effects

Spawn Adversaries on enemy models at least three times using


Dragon Shouts before the game ends.

Begin a Radiant Quest


Begin a Special Quest 2 3

Detail an Incident #169

When an Event Card is fully resolved, it is placed on


the discard pile beside the Event Deck. If at any point RADIANT QUEST
during a game there are no Event Cards left to draw, When a Radiant Quest Event is drawn, it is placed at
the discard pile is reshuffled and replaced face-down, the side of the board where all players can see it. All
forming a new Event Deck. players must meet the Quest Requirements when the
card is drawn – if not, draw another Event Card.
SPAWN ADVERSARIES
This card is treated just like any other Quest Card,
Most Event Cards have a Spawn value in the bottom-
except that it applies to all players equally. When the
right corner, with a number between 0 and 3. The Spawn
game ends, any player who has completed the Quest
must be resolved before the text of the Event Card.
receives the reward.
Take the corresponding Number Token for each
There is no limit to how many Radiant Quests can be
Adversary not yet in play (Minion Adversaries that
in play at any one time (although the number in the
have been removed from play always return to the
Event Deck is limited).
Spawn pool). Draw a number of these tokens equal
to the Spawn value on the Event Card, one at a
SPECIAL QUEST
time, placing each model as described below before
A Special Quest always involves a specific Quest
drawing the next Number Token.
Treasure Card. Place the Special Quest at the side of
Place the corresponding Adversary Card(s) on the the board, where all players can see it. Then take the
tabletop alongside any other Adversary Cards, and place top 3 cards from the Treasure Deck and shuffle the
the spawned Adversary models in to play as follows: named Quest Treasure Card with them. Replace all
four cards on top of the Treasure Deck.
❖ The player who drew the card places the first
model in contact with one of the board edges A model in possession of the Quest Treasure Card
marked on the scenario map. If there is no when the game ends earns the bonus Victory Points
marked edge, any board edge may be chosen. stated on the Special Quest.
The Adversary must be positioned at least 6"
If there are fewer than four Treasure Tokens in play, place
away from any player model if possible, otherwise
spare Treasure Tokens in play, until there are four in
as far away from the model as possible.
total. Beginning with the player with Advantage, players
❖ Players then alternate placing the other models alternate placing one Treasure Token at a time, no closer
in the same way, until all of the Spawned models than 10" to a player model if possible (or as far away
have been placed, or they run out of Adversaries. from any player model as can be if this is not possible).

CHAPTER 5: THE EVENT PHASE 43


CURATING THE
VICTORY POINTS
EVENT DECK
Once all prerequisites defined by a Quest are complete,
If you have multiple sets and expansions, you might
the player that fulfilled them is awarded a number
wish to customize your Event Deck. We encourage
of Victory Points (VPs) (see page 115). The number
this, as it makes for a more diverse game. You must
awarded will be equal to the value shown next to the
bear in mind the following guidelines:
Victory Point icon in the bottom right corner of the card.
❖ The deck must comprise 11 cards: 7 Incident
INCIDENT cards ( ), 1 Radiant Quest ( ), and 3
Incident Cards represent a variety of unexpected Environment Events (these will be a mix of types
events – both good and bad – that might befall a – see page 107-108).
Party. This could be anything from the triggering of a
❖ The deck cannot include more than one card with
deadly Trap, to the discovery of a cache of Treasure.
the same title.
When an Incident Card is drawn, resolve the instructions
❖ Cards marked Battle or Delve may only
on the card. The card is then discarded, unless it states
be used in a game of the specified Mode (see
that it ‘Remains in Play’, in which case place it next to
page 106). Cards that don’t have either of these
the battlefield where all players can see it.
icons may be freely used in any game.

PLACE TOKEN ❖ Some expansions contain Event Cards with a


small icon specific to that set. While you are free
If an Event Card gives the instruction to place any kind
to use these cards in any game you like, do so
of token (such as a Trap), the player with Advantage
with care, as sometimes they are very specifically
takes the specified token, and places it anywhere on
tailored to the expansion in which they were
the battlefield, but no closer than 3" to a model or to
included, and might have an unbalancing effect in
another token. If there are several tokens to place, the
normal games (or no effect at all!).
next player in sequence places the second token in
the same way, then players alternate placing tokens
until all tokens have been placed.

“To be sure, this coarse, uncivilized province is far from


hospitable, but it is also a place of fierce, wild beauty,
with grand vistas and inspiring natural wonders
awaiting those with the will to seek them out and
the refinement to truly appreciate them.”
– Marcius Carvain, Viscount Bruma
(‘An Explorer’s Guide to Skyrim’)

44 THE ELDER SCROLLS: CALL TO ARMS


END OF ROUND
At the end of the round, players must take stock Example: At the end of the turn, the player controlling
of the battle. Resolve outstanding effects in the the Imperial Party has accumulated 7 Victory Points.
following order: They can now flip 5 of these to the “spent” side,
exchanging larger counters for smaller values as
1. Objectives and Scoring
needed, and turns Hadvar to the Leveled side. The
2. Level Up
three Reserve pools are replenished to their maximum
3. Remaining Effects
values. Hadvar’s Endurance, Wisdom and Stamina are
all increased, and he gains the Tower of Strength Perk.
OBJECTIVES AND SCORING
Any models that control Objectives and Special
Objectives score Victory Points (see page 115) in this REMAINING EFFECTS
part of the phase. Any cards or scenario rules that If any Adversaries are in play, and still have an
bestow bonus VPs ‘at the end of the round’ also take Incapacitated Token, flip it to staggered.
effect at this step.
Any rule not already covered that specifies it must be
resolved ‘at the end of the round’ takes effect now.
LEVEL UP
The player with Advantage should resolve all such
Players with enough VPs can Level Up one of their
rules for their Party before going clockwise to the next
Heroes at this stage of the game. Only one Hero per
player to do likewise.
Party can Level Up per round.
Once remaining effects are resolved for player models,
Leveling Up a Hero costs 5 Victory Points. Flip the
all Activated Tokens are removed from play.
requisite VP Tokens over to the silver side to show that
they have been used to Level Up. Those tokens still Once that’s done, the round ends and a new one
count towards the final score for the game but cannot begins (unless the round limit has been reached, in
be used to Level Up another Hero. which case the game ends).

Choose one non-Incapacitated Hero and flip its


Character Card to the Leveled (blue) side. The Hero’s
Health, Stamina, and Magicka reserves are set to their
maximum level. The Hero uses that side of their card
for the remainder of the battle.

Note: Some rare Upgrades can only be Equipped by a


Leveled Hero – in this case, they may be carried in a
model’s inventory, but cannot be Equipped until a Hero
has Leveled Up.

CHAPTER 5: THE EVENT PHASE 45


Chapter 6
MORALE
Against the many dangers of Tamriel, perhaps the ❖ When the Party’s Champion is removed as a
greatest asset a warrior can possess is courage. Many casualty while within 6" and Line of Sight.
a battle is won or lost on the ability to stay in the fight
Some Special Rules can also trigger Morale Checks
when all others have lost heart.
– regardless of the trigger, the process of taking the
A model must take a Morale Check in the following check is always the same (see below).
circumstances:

❖ When it is attempting to Move into Engage a


Terrifying enemy, or when a Terrifying enemy
moves into Engage that model.

THE MORALE CHECK


A Morale Check, is a Wisdom Attribute Test, with the
following modifiers:

❖ If there are no friendly models within 6" and Line of


Sight, the model suffers a +1 modifier on the Test. Terrifying
Model
❖ If the Party’s Champion is within 6" and Line of
Sight, any Faction Hero or Follower may use the
10
"a

Champion’s Wisdom value instead of its own.


nd
no

If a Morale Check is passed, the model suffers no ill


Lo

Flees
S

effects, and play continues as normal. If a Morale Check movement


is failed, however, the model immediately Flees. if test failed

THERE ARE NO FRIENDLY MODELS


WITHIN 6" AND LINE OF SIGHT.
WISDOM TEST MODIFIED BY +1

“Sovngarde awaits those who die with weapons in their


hands, and courage in their hearts.”
– Ulfric Stormcloak

46 THE ELDER SCROLLS: CALL TO ARMS


FLEE
When a model Flees, it must move its full Basic Move FLEEING FROM COMBAT
Allowance directly away from the closest enemy model A model that is Engaged and forced to Flee follows all
in Line of Sight. If the model was forced to Flee due to of the rules for fleeing above. However, one enemy in
the presence of a Terrifying enemy, or an enemy Spell contact may make a Parting Blow, exactly as if it was
or special ability, the model must move directly away a Withdraw move.
from that enemy, even if it’s not the closest.
TERRIFYING MODELS
❖ If there is no enemy visible, the model moves
Models with the Terrifying Keyword prompt Morale
towards the closest edge of the battlefield.
Checks in models that do not have this Keyword. The
❖ The model moves by the most direct route possible, results depend on what triggered the Morale Check.
even if that means moving through Difficult Terrain
(which will affect Flee Movement as normal). ENGAGING A TERRIFYING MODEL
A model that wishes to Engage a Terrifying enemy
❖ The Fleeing model cannot Climb or Jump over
during a Move Action must stop 1" away and take a
Terrain, and if it would be forced to, it Moves
Morale Check. If the Test is passed, they may finish
around the Terrain by the shortest possible
their Move and Engage the Terrifying enemy as
distance to avoid it – it must still end its move
normal. If the Test is failed, the model flees as normal.
as far away as possible from the enemy it was
fleeing from. If it can’t move around, it will stop in
ATTACKED BY A TERRIFYING MODEL
contact with the Terrain.
After a Terrifying model makes a Melee Attack against
❖ A Fleeing model moves in a blind panic and may an enemy model, the enemy model must take a
sometimes move closer to an enemy than it Morale Check.
began. It cannot move into base contact with an
enemy, and will attempt to move around them,
treating them like Terrain.

❖ If the model is under any effect that reduces its


Movement, then these effects also apply to a
Flee move.

❖ If it is impossible to move a model its full distance


(or at all) due to the presence of intervening
terrain or enemy models, move the model as far
as possible, following the criteria above.

As soon as the Flee Move is complete, the model gains


a Shaken Token. A model with a Shaken Token cannot
take further Morale Checks for any reason – however,
effects that cause the model to Flee without a check
(such as the Fear Spell) still apply, though a model can
never have more than one Shaken Token.

CHAPTER 6: MORALE 47
Chapter 7
STATUS EFFECTS
During the course of a game, warriors take both physical and psychological punishment; this is reflected by three
common Status Effect Tokens.

A model may never have more than one of the same type of Status Effect Token.

INCAPACITATED
An Incapacitated Token replaces any Models with an Incapacitated Token flip it to staggered
other Status Effect Tokens assigned to at the end of their activation. An Incapacitated model
the model. A model may not receive with any Damage Effect Tokens (i.e. bleed or burning)
further Status Effects whilst incapacitated. A model is unable to Recover at the end of its Activation.
with an Incapacitated Token: Instead of flipping the token to staggered, the model
is removed from play (this cannot be avoided by an
❖ Immediately loses any Block or Ready Token it
Endurance Attribute Test if the model is a Hero or
had, and cannot gain new ones while it has an
Adversary Master).
Incapacitated Token.
In addition, an Attacker hits incapacitated models in
❖ Cannot Replenish Reserves or perform Actions.
melee on any roll that doesn’t include an . They
incapacitated models do not count towards the
must roll damage as normal. A roll of will add a
Party’s total number of models for the purposes of
bonus damage dice as normal).
Passing an Activation.
If an incapacitated model becomes Injured, it does not
❖ Never counts as Engaged, although it may be the
take an Endurance Attribute Test, it is just removed
target of enemy Attack Actions.
from play.
❖ Cannot control Objectives.

Battles are won or lost by the actions of the Warriors and


the feats of their Champions. The victors will often be the
party that kills well, and often, but this is not always the
case. Battles have been won in the shadows, in the courts,
in the streets. Just as there is more than one way to kill a
man, there is more than one way to win a war.

48 THE ELDER SCROLLS: CALL TO ARMS


SHAKEN
A model with a Shaken Token must take Models with Shaken Tokens do not take further Morale
a Wisdom Attribute Test when it is Checks. However, they may not voluntarily move into
Activated. Faction Heroes and Followers base contact with an enemy during their Activation.
within 6" and Line of Sight of the Party’s Champion may
Remove a model’s Shaken Token if it is targeted by a
use the Champion’s Wisdom for the test.
Rally Command Action.
❖ If the Test is passed, the Shaken Token is removed.

❖ If the Test is failed, the Shaken Token remains in


place, and the model loses one Action during this
Activation.

STAGGERED
A model with a Staggered Token cannot At the end of a model’s Activation, remove any
use Stamina Boosts of any kind. Staggered Token it began its Activation with.

In addition, an Attacker gains a bonus -2


modifier to the Attack roll when targeting a model with
a Staggered Token with a Melee Attack.

C H A P T E R 7 : S TAT U S E F F E C T S 49
Chapter 8
SPELLS
Magic is an integral part of adventuring and warfare in Tamriel. Those who dabble in the arcane arts, from the mages of
Winterhold to the humble priests of the Divines, can bring terrible energies to bear in battle, just as easily as a warrior can
swing a sword. All Spells require a Skill Test to use, whether they are an Attack or something more esoteric.

MAGICKA
Magicka is a Reserve pool, like Health and Stamina, which is primarily used to power Spells.

SPELL CARDS
For Heroes, Spells take the form of Upgrade Cards, just 2. Name: This is the Spell’s name.
like Weapons, Armor and other items. Some Followers
3. Difficulty: All Spells have a Difficulty modifier, either
can also cast Spells, and their spells are detailed on
a bonus, a penalty, or 0, representing how easy or
the Follower’s card.
hard the Spell is to cast. This modifier is applied to
Spell Cards contain the following information: the Skill Dice result when making the Test to cast
the Spell (Note: this modifier is not applied to the
1. Equipment Slot: This icon corresponds to one
Attack roll when using Bound Weapons).
of a Hero’s Equipment Slots. A Spell cannot
be used unless it is Equipped (the exception 4. Magicka Cost: This value is the amount of
being Personal Spells, see page 52). Spells are Magicka that must be spent each time the Spell
Equipped at the start of the game or with the is used. For example, a magical Melee Attack
Swap Items Action, just like other Upgrade Cards. might require only 1 Magicka to strike in combat,
whereas summoning an Atronach might require
3 or more Magicka. A model cannot Equip a Spell
DESTRUCTION SPELL
that requires more Magicka to cast than that
FLAMES
1 2 model’s maximum Magicka Reserve.

5. Gold Septims: All models, Upgrades, and


Adversaries in the game are assigned a value
in Gold Septims, representing their comparative
worth in battle.
3 -2 4 1 5 6

6. Targeting Type: A Spell’s Targeting Type determines


6"
6 7 8 the target of the Spell, and thus how it is ‘cast’.
D A M AG E S PE C I A L
6” Fire Magicka Boost
7. Range: The Spell’s maximum range. This works
9 (2): Add per
point. in exactly the same way as Ranged Weapons. Not
#41 all Spells have a Range value – some can only
target the caster or are used like Melee Weapons.

50 THE ELDER SCROLLS: CALL TO ARMS


8. School/Skill: This icon represents which School FOLLOWERS WITH SPELLS
of Magic the spell is from (Alteration, Conjuration, Follower’s Spells are detailed on their card, this is all
Destruction, Illusion, or Restoration), and the Skill the information needed for Followers to use spells.
required to use the Spell.
3
9. Effect: The Spell’s rules are described here. If the VA M P I R E
OUTCAST IMPERIAL

Spell is an Attack, this information will be similar to Race: Imperial (Vampire) Path: Shadow Attitude: Cautious
4
AT TAC K S ARMOR

that found on a Weapon of the same type (Ranged Melee : Damage:


$ : Bleed
Armor : Rating:
S PE C I A L A B I L I T Y
Ranged : MAG 1; Damage: 6"
Immunity (Poison); Night Eye;
4
or Melee), including range, damage, and Special Keywords: Absorb
Resistance (Frost); Weakness (Fire)
Health (1), Enchanted

Effects. The effect rules may include one or more 4


Keywords found elsewhere in this book.
1 2 21 3
All Spells have the Enchanted Keyword (page 87) and
gain the Magic Damage Type (page 93) in addition to
any other Damage Types listed.

CASTING A SPELL

CASTING PROCEDURE 2. Pay Magicka cost. The Magicka cost for the spell
Although Spells come in a variety of types, the basic must be paid before the Skill Test is made. The
procedure for casting a Spell is always the same. The Magicka remains spent whether the Skill Test is
model using a spell is called the Caster. successful or not.

1. Select a Spell from those Equipped to one of the 3. Take a Skill Test, modified by the Spell’s Difficulty.
Caster’s upgrade slots. The Caster must meet all
4. If the Skill Test is successful, resolve the Spell
the criteria for casting the chosen Spell (note that
effect plus any applicable rules for its Targeting
some Targeting Types restrict which Spells can be
Type. If the Skill Test is unsuccessful, the spell is
cast at any given time – Ranged Attack Spells, for
not cast and has no effect.
example, can’t be cast if the model is Engaged).

DANGER LURKS IN THE FORESTS OF TAMRIEL

CHAPTER 8: SPELLS 51
TARGETING TYPES
The Targeting Type of the Spell dictates who or what ENVIRONMENT
the target has to be. There are eight Targeting Types, As a Special Action, pay the Magicka cost to
which dictate how a Spell is cast: Aura, Blessing, choose a point on the battlefield within range and
Curse, Environment, Melee Attack, Personal, Line of Sight as the initial target. Mark this point
Ranged Attack, and Rune. Each Type shows the with a spare token while performing the Action. The
Action required to cast the Spell – if the Action has target cannot be a model or overlap a model’s base.
its own rules (such as Ranged Attack), they all apply These Types of Spells often result in an Area Effect,
except where noted. token, or even another model being centered on the
target point.
Some Spells (such as Flames) have more than one
Targeting Type – each time these Spells are cast, the
player must choose one of the Targeting Types. For MELEE ATTACK
that cast, only the rules for the chosen Type apply. Equipped Melee Attack Spells count as One-Handed
Melee Weapons and follow all of the rules for Melee
Attacks (page 29).
AURA
As a Special Action, pay the Magicka cost to target ❖ The Spell’s Magicka cost must be paid each time
the caster. The Spell’s effect extends outwards from an Attack is performed with that spell, before
the caster’s base a number of inches equal to the taking the Skill Test.
listed range, affecting the caster and all models within
❖ When taking the Skill Test to Attack with a Melee
its Area (see Area Effect, page 92)
Attack Spell, the Spell’s associated Magic Skill
(usually Destruction) is used, rather than the One-
BLESSING Handed Skill.
As a Special Action, pay the Magicka cost to target
❖ The Difficulty of the Spell applies to the Skill Test.
one friendly model (which may be the caster themself)
within range and Line of Sight. Melee Attack Spells may be Dual Wielded alongside an
identical or different Spell, or with a Weapon Card.

CURSE A Hero’s Melee Spells cannot benefit from any Melee


As a Special Action, pay the Magicka cost to target Attack Boosts, but may have their own Spell Boosts
one enemy model within range and Line of Sight. listed on the Spell Card.

“Magic is a true power, not something to be shunned


by commoners or treated as an amusing diversion by
politicians. It shapes worlds, creates and destroys life…
It deserves proper respect and study.”
– Arch-Mage Savos Aren

52 THE ELDER SCROLLS: CALL TO ARMS


MANY DANGERS LURK IN SKYRIM’S WILDERNESS

HYBRID ATTACKS RANGED ATTACK


Some spells have both the Melee Attack and Ranged Equipped Ranged Attack Spells may be used in lieu
Attack Targeting Type. These spells follow their respective of Ranged Weapons as a Shoot Action. These Spells
Attack Type rules as defined previously in this section. follow all of the rules for Ranged Attacks (page 26),
with the following exceptions:

PERSONAL ❖ The Spell’s Magicka cost must be paid each time


A Spell Card with the Personal Targeting Type must be an Attack is performed with that spell, before
Equipped to a Quick Slot to use. taking the Skill Test.

As a Special Action, the caster targets themselves. ❖ Ranged Attack Spells have only a single
If successful, for a Hero Caster, the Spell is Equipped Range value.
to the slot specified on the Spell Card (e.g. Hand
❖ When taking the Skill Test to Attack with a
Slot, Body Slot, or Quick Slot), and remains active
Ranged Attack Spell, the Spell’s associated
while Equipped using the Upkeep rules. If the Spell’s
Magic Skill (usually Destruction) is used.
specified slot is also a Quick Slot, the Upkeep Token
signifies that it is active. ❖ The Difficulty of the Spell applies to the Skill Test.

When the Spell ends, it is removed from the specified A Hero’s Ranged Spells cannot benefit from any
Slot and placed back in a Quick Slot (if available), or Ranged Attack Boosts but may have their own Spell
in the model’s Inventory. Remove the Upkeep Token to Boosts listed on the Spell Card.
show that it is not active.

Followers do not use Spell Cards or Slots so the


Effect of any Personal spell will be detailed on their
Follower Card.

CHAPTER 8: SPELLS 53
3
7

7
SOME RUNES CAN BE THROWN AND CREATE AREA EFFECTS. LIKE
SUMMONING, THEY CANNOT BE PLACED NEXT TO ANOTHER MODEL.

BLAST RADIUS
RUNE
If a Rune specifies that it has an Area Effect, the Rune
A Rune Spell is a Special Action. Pay the
uses the Area Effect rules on page 92, centering the
Magicka cost, then make a Skill Test.
Area Effect on the Rune Token.
Don’t roll any , , or dice during
this Skill Test and ignore Special Effects on the
UPKEEP
Accuracy Dice. If the Skill Test is successful, choose
a point on the battlefield within range and LoS of the Some Spells have an ongoing effect, which
Caster, and place a Rune Token there. continues into subsequent rounds. As soon as
a Spell with an Upkeep Token is used, place the
The target may not be a model, and the Rune Token
Upkeep Token on the Spell Card. At the start of each
may not be placed so that it overlaps or touches a
of this model’s Activations, after it has replenished
model’s base, or on any scenic item on which the token
Reserves, it must pay 1 Magicka for each Spell with
will not fit. The Rune Token shows the center of the
an Upkeep Token it wishes to maintain.
proximity trigger area – an area around the token equal
to the Radius value shown on the card in inches.
For each Spell, in order the Player with Advantage
Once in place, a Rune is triggered whenever an enemy Chooses, pay 1 Magicka and immediately apply the
model moves (even involuntarily) within the proximity effect (if the effect is limited to a specific target, the
trigger area or ends any Action within the proximity same target receives the Spell’s effect again).
trigger area. Movement is paused to resolve the effects of
the Rune before the model’s Action is completed. If the Magicka cannot be paid, or the caster chooses
When the Rune Spell is triggered by an enemy model, roll not to pay it, the Spell ends immediately.
all the Effect dice shown in the spell effect plus any dice
If a model wishes to re-cast the Spell again (perhaps
which would normally modify the Skill Test or Attack
to choose a different target), the original effect
and resolve damage and any other effects generated by
automatically ends.
the Effect dice. Rules which affect Attacks of this Type
will also affect this Damage Roll (e.g. the Disintegrate
or Intense Flames Perks). Note: This means you roll the
accuracy Dice twice, once for the Skill Test and once with
the Effects Dice to check for Special Effects.

54 THE ELDER SCROLLS: CALL TO ARMS


SPELL SUBTYPES
There are four common subtypes of Spell: Bound Weapon, Bound Armour, Summon and Ward. These Spells
modify their associated Targeting Type.

❖ Ranged Attacks with a Bound Weapon use the


BOUND WEAPON
Archery Skill rather than the magical School.
A Bound Weapon is a subtype of Personal Spell.
If the model does not have the Archery Skill, it
As a Special Action, a Hero may cast the Spell, targeting may make an Agility Attribute Test instead. The
itself. Spend the Magicka, and take the Skill Test, with the Spell’s Difficulty modifier is not applied to the Test.
usual Difficulty modifier. If the Test is successful, Equip
Followers do not use Spell Cards or Slots so the
the Bound Weapon to a Hand Slot – any item(s) already
Effect of any Personal spell will be detailed on their
Equipped to the chosen Hand Slot(s) is placed in the
Follower Card.
model’s Inventory. Turn the Bound Weapon card on its
side when Equipped to a Hand Slot to show that it is now The Caster can choose to end the Spell at any point,
in its ‘Weapon Form’. Use the rules that are now on the Unequipping it from the Hand Slot and returning it
left-hand side of the card when performing Attacks. to their Inventory. Likewise, if a Swap Items Action
is used to Equip an Item in the same slot, or another
While the Spell is Equipped to a Hand Slot, the Bound
Bound Spell is cast to that slot, the Bound Weapon
Weapon is used exactly like a normal Weapon Card
is returned to the Inventory.
– no Magicka is used when Attacking with a Bound
Weapon. The cost is considered paid when the Spell is Up to two single-handed Bound Weapons may be cast
Equipped, and it remains in play. simultaneously, in which case they may be Dual Wielded.

❖ Melee Attacks with a Bound Weapon use the One- Note: Unlike Melee and Ranged Attack Spells, Bound
Handed or Two-Handed Skill rather than the magical Weapons may benefit from Boosts when Attacking,
School. If the model does not have the requisite Skill, just like ordinary Weapons. The Caster must pay the
it may make a Strength Attribute Test instead. The Stamina cost as normal.
Spell’s Difficulty modifier is not applied to the Test.

36
IMPERIAL MAGE 3
Bound Weapon as a Spell,
SPELLSWORD

placed in a Quick Slot, using Race: Imperial


Path: Sorcery 3
keywords shown at (1)
PE R K S
Destruction Mastery, Evocation
K E Y WO R D S
Imperial Luck 3

4
Ranged
:

+2
Keywords: Enchanted
$
Damage: 10”
% : Piercing 1

B O U N D B OW
C O N J U R AT I O N S P E L L

3 2 4 2 36 4
:
#345

2
; 20”

15

1 C O N J U R AT I O N S P E L L
B O U N D B OW

+2 2 15

Bound Weapon equipped


to a Hand Slot in Weapon form, using Ranged : Damage: 10” ; 20”

2 $ :

the Weapon rules shown at (2) % : Piercing 1


Keywords: Enchanted

#345

CHAPTER 8: SPELLS 55
When a Summoned Creature appears, it must Activate
BOUND ARMOR
as soon as the caster’s Activation is complete,
Bound Armor is a subtype of Personal Spell.
ignoring the usual sequence of play. In subsequent
As a Special Action, a Hero model may cast the rounds, the creature activates as a normal member of
Spell, targeting itself. Spend the Magicka, and take the Party, with the exceptions noted below.
the Skill Test, with the usual Difficulty modifier. If
Unless otherwise specified, Summon Spells receive
the Test is successful, Equip the Bound Armor to the
an Upkeep Token – unlike normal Upkeep, 1 Magicka
Body Slot – any Upgrade Card already Equipped to
must be paid each time the creature Activates, not the
the Body Slot is placed in the model’s Inventory. Turn
Caster. The Upkeep is not paid in the Round in which
the card on its side when Equipped to the Body Slot
the creature is Summoned. A Summoned Creature
to show that it is now in its ‘Armor Form’ and use the
remains in play for as long as the caster is able to
rules that are now on the bottom of the card when
pay the Upkeep. If the Upkeep cannot be paid (or the
defending against Attacks.
caster chooses not to pay it), the creature is removed
While the Spell is Equipped to the Body Slot, the from play immediately.
Bound Armor is used exactly like a normal Armor
Summoned models are subject to the following
Card – no Magicka is expended when defending with
restrictions:
Bound Armor. The cost is considered paid when the
Spell is Equipped, and it remains in play. ❖ Any Summoned model that ends its Activation
more than 12" from the model that summoned it
❖ Skill Tests using Bound Armor use the Light Armor
is removed from play.
or Heavy Armor Skill rather than the magical
School. If the model does not have the requisite ❖ If the caster chooses to end the Spell, remove the
Skill, it may make an Endurance Attribute Test Upkeep Token – all the models summoned by that
instead. The Spell’s Difficulty modifier is not Spell are removed from play.
applied to the Test.
❖ A model may not have more than one Spell of the
Followers do not use Spell Cards or Slots so the Summon sub-type active at any one time. If the
Effect of any Personal spell will be detailed on their user casts another Summoning Spell, or re-casts
Follower Card. the same Spell, Summoned Creatures from the
previous iteration are removed from play.
SUMMON
❖ If there are no models left from the same
Summoning Spells are subtypes of Environment
Summoning Spell for whatever reason, the Spell
Spells. When a Spell with this subtype is successfully
ends, and the Upkeep Token is removed. For
cast, it results in a model being placed on the board,
example, if a Summoned Creature is removed
in accordance with the Environment Targeting Types
from play, and no other Summoned Creatures
Rules. These models (or Summoned Creatures) are
placed by that spell remain, the Spell ends.
treated exactly like friendly Followers while the Spell
has an Upkeep Token.

Summoned Creatures cannot be placed in base


contact with an enemy model but may otherwise be
placed anywhere within Range of the Caster.

56 THE ELDER SCROLLS: CALL TO ARMS


7
3
SUMMONED CREATURES CANNOT BE PLACED IN CONTACT WITH ANOTHER MODELS BASE

❖ The Block Token can be spent as normal to gain


WARD
the Block bonus to Armor Rating. If the model
A Ward is a subtype of Personal Spell and is effectively
does not have the Block Skill, it makes a Strength
a magical Shield.
Attribute Test instead.
As a Special Action, a Hero model may cast the Spell,
❖ An active Ward cannot be used to Shield Bash.
targeting itself. Deduct the Magicka cost, and take a
Skill Test, with the usual Difficulty modifier. If the Test is Unlike normal shields, a model may Equip a Ward
successful, Equip the Ward to a Hand Slot – any item(s) to each Hand Slot, forgoing offensive capability in
already Equipped to the chosen Hand Slot(s) is/are placed exchange for defense (it may not, however, Equip a
in the model’s Inventory instead. Turn the card on its side Ward and a normal Shield at the same time). A model
when Equipped to a Hand Slot to show that it is now in so Equipped may perform a Block Action while it
its active form and use the rules that are now on the left- already has a Block Token. This is the only way that a
hand side of the card to resolve the Ward’s effects. model can possess two Block Tokens at the same time.

While the Spell is Equipped to a Hand Slot, the Ward is Followers do not use Spell Cards or Slots so the
used exactly like a normal Shield Card – no Magicka Effect of any Personal spell will be detailed on their
is expended when Blocking with a Ward. The cost is Follower Card.
considered paid when the Spell is Equipped, and it
remains in play. SPELLS AND INCAPACITATED
If a spell caster is incapacitated, all active Spells
When the Block Action is performed with an Equipped
cease to be active. Rune Spells are an exception to
Ward, the model gains a Block Token as normal.
this rule and will remain in play even if the model that
❖ While the model has a Block Token, the Special cast them is Incapacitated.
Rules on the Ward Card are in effect (for example,
Lesser Ward provides the caster Resistance:
Magic as long as the Block Token is assigned).

CHAPTER 8: SPELLS 57
Chapter 9
DRAGON SHOUTS
A Dragon Shout, or simply a ‘Shout’, is similar to a ENCHANTED ATTACKS
Spell, and is unique to certain Heroes, most notably
Just like Spells, all Shouts automatically have the
a Dragonborn. If a model can perform Shouts, it
Enchanted Keyword (page 87).
will have the Dragon Shouts Keyword listed on its
Character Card. To perform a Dragon Shout a model
must use a Special Action, then use the following BOOSTING SHOUTS
rules to resolve the Shout. Each Shout has three ‘levels’, based on the utterance
of one, two, or three Words of Power. These words
Much like Spells, a Shout must be Equipped before it
channel a model’s ‘Thu’um’ into incredible feats of
can be used, representing a Hero steeling themselves
magical power!
in preparation to unleash a mighty roar. However:
By spending one, two, or three Thu’um, a model
❖ Shouts can only be equipped to the Quick Slot.
performs the corresponding level of Shout shown on
❖ Each model can only have one Shout Equipped at the card – these effects are not cumulative.
any time.
Some Shouts have a ‘default’ effect or rule that is
Before the game begins, each Hero with the supplemented by the level of Thu’um (for example,
Dragon Shouts Keyword takes a Thu’um Card Unrelenting Force always has a Range of 6", but its
and a Thu’um Token, and places these beside the damage changes depending on the Thu’um level).
Character Card. Thu’um is spent in varying numbers
(either 1, 2, or 3 points at a time) whenever a Shout is RANGE AND
performed. To spend Thu’um, move the Thu’um Token TARGETING TYPES
up by the number of points you want to spend. The These are exactly the same as the rules for Spells.
number of Thu’um spent alters the effect of the Shout, The only exception, as noted above, is that Shouts are
as shown on the Shout Card, and must therefore be fueled by Thu’um rather than Magicka.
chosen before rolling any dice to perform the Action.
If a Shout would require a Skill Test (such as when
performing a Ranged Attack Shout), it instead uses a
Strength Attribute Test. Remember that this means
Critical Hit results are ignored.

“FUS RO DAH – Unrelenting force.


Your Voice is raw power, pushing aside anything –
or anyone – who stands in your path.”
– The Wisdom of the Greybeards

58 THE ELDER SCROLLS: CALL TO ARMS


DOVAHKIIN AND DRAUGR, WIELDERS OF THU’UM

SNEAK
The Dragonborn wants to use Unrelenting Force on the
Dragon Shouts that are Attacks benefit from the usual
Draugr Overlord. She has 2 Thu’um available and decides
Sneak Attack rules if the Attacker is Hidden.
to use them both. Unrelenting Force is a Ranged Attack
with the Force Damage Type, so the Dragonborn makes When a model performs any Dragon Shout while
a Strength Attribute Test with the Skill Dice and the   Hidden, the Hidden Token is always removed after the
  from the Shout. She rolls , so the Action is complete.
Shout has struck the Draugr. It blocks 2 damage with
its Armor roll, takes 1 damage, and is pushed directly RECOVERING THU’UM
away from the Dragonborn by + 1 + 2 inches. (The Each time it is Activated, a model with a Thu’um Card
distance is calculated by and less than 3 Thu’um restores 1 Thu’um, up to the
DRAGON SHOUT

rolling the black dice, adding U N R E L E N T I N G F O RC E


maximum of 3.
the damage inflicted, and
6
6"
adding 2" for the boosted
1 2 3
Shout effect.) Although the Force
Force (+2” Force (+2”
Push Back) Push Back)
Dragonborn rolled a critical,
she does not get any extra
damage dice as this was
an Attribute Test and not a #66

Skill Test.

CHAPTER 9: DRAGON SHOUTS 59


Chapter 10
TERRAIN
Although it’s perfectly possible to play games of The Elder Scrolls: Call to Arms across a flat, featureless tabletop,
the game really comes to life when populated with three-dimensional scenery.

The following rules explain how models and scenery interact in the game.

JUMPING AND CLIMBING


Models may leap over Gaps and climb over Barriers FALLING
and Tall Obstacles as part of a Move Action. A Climb or Models will sometimes fail in their heroic efforts to
Jump requires an Agility Attribute Test. leap mighty Gaps and Climb Tall Barriers. In this case,
the model will suffer Falling Damage. The amount of
❖ A model may Jump a Gap as long as it has enough
damage a model takes depends on the distance fallen.
movement remaining to place its base fully on
Work out the total Height Level of the model’s starting
the other side. The model must make an Agility
position, deduct the model’s own Height Level, and
Attribute Test. If the Attribute Test is successful,
look at the Falling Damage Chart. Models may make
place the model on the closest point on the
an Armor Roll against Falling Damage.
opposite side of the Gap, and continue the move
if the model has any movement left. If the Test If a model suffers any damage (after their Armor Roll),
is failed, the model takes Falling Damage and is their Movement Action ends where they land. If they are
placed on the lower terrain level, in contact with undamaged and still have remaining Movement left,
the ledge, as close to its start position as possible. they may keep moving. Subtract the distance fallen from
A model can’t move any further after a failed Jump. their Movement before the model continues its move.

❖ A model may Climb any Barrier or Tall Obstacle FALLING DAMAGE


up to its own Height Level, either to reach a HEIGHT LEVEL DIFFERENCE DAMAGE

higher platform, or to land on the other side of 1


the piece of scenery. The model must take an 2
Agility Attribute Test. If successful, the model
3
must end the Climb Move with its base fully flat
4
on a surface, having moved no further than its
remaining movement. Deduct the width of the 5+ Remove as casualty
scenery Climbed from the remaining movement. If
the Agility Test is failed, the model stays where it CLIMBING BONUS
was and its Move Action ends. If during Setup the players decide, or if the scenario
specifies, that a section of Climbable scenery has
A model may take any number of Jump and Climb
a ladder, knotted rope, or other obvious means of
Tests during its turn, in any combination, as long as it
assisting any model Climbing it, add to that
has enough movement left to complete each one.
model’s Agility Attribute Test.

60 THE ELDER SCROLLS: CALL TO ARMS


JUMPING DOWN Each piece of scenery on the battlefield should be
A model that is at the top of a piece of scenery can classified as one of the following:
decide to jump down instead of Climbing down. Place
❖ Normal Terrain
the model in base contact with the piece of scenery
❖ Difficult Terrain
they just jumped from and check for Falling Damage.
❖ Barriers
In this case, the distance of the drop is not deducted
❖ Impassable Terrain
from the model’s remaining Movement Allowance, if
❖ Gaps
the model does not suffer Falling Damage and could
❖ Large Obstacles
continue to move.
❖ Area Terrain
Before the game, after the scenery is set up, both ❖ Deadly Terrain
players should agree what each piece of scenery
is classified as. Each piece will remain with that
classification for the duration of the game.

NORMAL TERRAIN
Examples: Flat, open ground; paths and roads; shallow There are no restrictions, bonuses, or penalties for
water and fords; gently sloping hills; steps and stairs. movement across Normal Terrain. This is the default
type of terrain. Everything on the battlefield that isn’t
classified as another type of scenery is Normal Terrain.

DIFFICULT TERRAIN
Examples: Rocky, ruinous, or unstable surfaces; Character Card, and it is important that players agree
deep water and marshland; thick undergrowth and on a piece of scenery’s ‘type’ for the purposes of any
overgrown fields. such rules before the game begins.

All movement through an area of Difficult Terrain is


halved. So for example, a model that moved 2" to the
edge of Difficult Terrain could only move a maximum 0" 1" 2" 3"
of 2" further through the difficult terrain, as it has 4"
of total Movement left. Deep Water
(Difficult Terrain)
Models cannot perform Shouts, Spells, or Attacks
while in deep water, so be sure to clarify whether any
water Terrain pieces on the table are Deep Water, or
shallow water, which is normal Difficult Terrain.
0" 1" 2" 3" 4" 5" 6"
Note that some models are unaffected by Difficult
Terrain (or specific types of Difficult Terrain, such (Standard Terrain)
as water). These models may Move over it as they
WADING THROUGH DEEP WATER HALVES
would over Normal Terrain. This ability is noted on the MOVEMENT AS IT IS DIFFICULT TERRAIN

CHAPTER 10: TERRAIN 61


BARRIERS
Examples: Low walls, fences and hedges; barricades; Models can Climb over Barriers (see below).
crates and barrels.
Remember that models on opposite sides of a Barrier
can fight each other in melee, as long as they are
Barriers are low, often linear, terrain features that
within 1" of each other.
break up the battlefield. A model treats a Terrain
feature as a Barrier if it is: Small Barriers that are two or more levels lower than a
model’s own Height Level are treated as Open Terrain.
❖ 1 level less than its own Height Level;
❖ No wider than its base.

IMPASSABLE TERRAIN
Examples: Tall dungeon pillars; locked and barred ❖ The model can take a Lockpick Test – if the Test
gates and buildings; wide lava pits and magical is passed, the door is unlocked and the model
vortices; castle walls. may continue the Move, passing through the door
if the player wishes. Once the door is unlocked,
Unless otherwise agreed, no model can move through it no longer counts as Impassable Terrain and is
Impassable Terrain, nor may they deploy or end any form instead considered Normal Terrain.
of Move on it. If a model contacts Impassable Terrain
❖ If the Test is failed, the door remains locked and
during a Move, the Move immediately stops. The model
the model may continue its move, but may not
can Move away from the Impassable Terrain if it has any
pass through the door.
Movement Allowance left, but no part of its base can
overlap the Impassable Terrain at any point. Tokens of ❖ If an is rolled in the Test, the door remains
any kind cannot be placed on Impassable Terrain. locked, and the model’s Move Action ends
immediately.
LOCKED DOORS
Note that some scenarios specify that a door is Magically
Locked Doors are Impassable Terrain. A model that
Locked. These doors may only be opened with a Key,
moves into base contact with a Locked Door may try
usually provided by a specific scenario instruction.
to open it as part of the Move Action.

GAPS
Examples: Deep ditches and narrow crevasses; rivulets (page 93) it will fall into the Gap. If the Gap is a drop
of lava or acid; sharp drops between rooftops or ledges. to a lower level of the gaming area, the model takes
Falling Damage and, if it survives, is placed at the
A Gap is any drop that is either Impassable or whose bottom of the drop, in contact with the ledge, as close
depth is greater than the model’s own Height Level to its start position as possible.
but is narrow enough to be crossed by Jumping.
If the Gap is filled with something more deadly, check
If a model fails its Agility Test when jumping a Gap, the Deadly Terrain section for suggestions on what
or is pushed into the Gap by a rule such as Force could happen to the unfortunate soul.

62 THE ELDER SCROLLS: CALL TO ARMS


AN ELEVATED VANTAGE POINT IS AN ARCHERS FRIEND, FOR STORMCLOAK AND SKELETON ALIKE

LARGE OBSTACLES
Examples: High walls; wagons; large stacks of crates; TALL LINEAR BARRIERS
palisade outposts; rocky outcrops. If the Large Obstacle is a wall, fence, or similar, the rules
above still apply – the Climb move counts as Difficult
A Large Obstacle is any significant battlefield feature that Terrain, so any wall with a Height greater than half
could reasonably be Climbed over, up, or down, so that the Model’s Movement Allowance in inches cannot be
a model either ends up on the other side (in the case Climbed. Only measure the Climb to the top of the wall.
of tall but narrow walls, for example), or could end its From there, the model can drop down over the other
Move in a stable position on the obstacle itself where its side without using any Movement Allowance.
base wholly fits. A model must have enough Movement
❖ If the drop is greater than the model’s own Height
Allowance remaining to reach a stable point of the
Level, it counts as falling from the top of the wall
terrain feature, or the Climb may not be attempted. Large
and will suffer Falling Damage. If it survives, place
Obstacles cannot be traversed by using a Sprint Boost.
the model as near to the point it started the Climb
At the start of any vertical or near-vertical movement, as possible, on the opposite side of the wall, and
the climbing model must make an Agility Attribute (if it took no damage) continue the Move if the
Test for Climbing. If successful, the model Climbs up/ model has movement remaining.
down the surface as if traversing Difficult Terrain (i.e.
❖ If it is equal to or less than the model’s Height Level,
halving its movement rate) – place the model in its new
no damage is taken, and the distance of the drop is
position. If the Test fails, the model falls to the ground
not deducted from the model’s remaining Movement
(calculating Falling Damage from the start position),
Allowance. Place the model as near to the point it
and their Move Action ends. If the model was already at
started the climb as possible, on the opposite side of
ground level, it does not suffer Falling Damage.
the wall, and continue the move if required.

CHAPTER 10: TERRAIN 63


AREA TERRAIN
Examples: Forests; swamps; ruins; rubble; ponds; Note: When setting up a battlefield, it’s important to
quicksand. clarify what is Area Terrain and what is a Large Obstacle
or Barrier. For example, a few trees mounted on
This type of terrain covers an area of the battlefield individual bases might be Impassable features, which
– it can be moved through, but not always easily. It is may provide Cover or block Line of Sight depending on
usually represented by several scenic items affixed to their size. But those same trees collected together on a
a single large base. The edges of Area Terrain must scenic base become representative of a forest, which is
be clearly defined. Area Terrain is usually also Difficult Difficult Area Terrain.
Terrain, although it does not have to be – players
should decide before the game whether this applies. Obscured LoS: Soldier 1 Soldier 2
+ Armor Rating
Some Area Terrain, especially forests, affects Line
of Sight and provides Cover differently from normal
obstacles. If players agree that a piece of Area Blocked LoS
Terrain fits this description, then when LoS passes
through that Area Terrain, the target may claim Ralof
Cover from it. Even if the model is not Obscured by
individual features of the terrain, they may still claim
Cover while within the Area Terrain. Models on the THE PLAYERS AGREE THAT A GREEN CLOTH
REPRESENTS A THICKET: AREA TERRAIN. COVER
opposite side of the Area Terrain cannot be seen OBSCURES LINE OF SIGHT BETWEEN SOLDIER 1
AND RALOF. ITS FULL WIDTH BLOCKS LINE OF
at all – the terrain is considered too dense to see SIGHT BETWEEN SOLDIER 2 AND RALOF.
SEE AREA TERRAIN SECTION (PAGE 64).
through completely.

BE EVER ON YOUR GUARD, DANGEROUS ADVERSARIES CAN APPEAR AT ANY MOMENT

64 THE ELDER SCROLLS: CALL TO ARMS


DEADLY TERRAIN EFFECTS
Many times, a model may move, fall, or be pushed into its Activation is removed from play (unless it has
scenery that is potentially deadly (even more so than Immunity: Fire, in which case it is also immune to this
a simple drop into thin air). It is impossible to cater for effect – see page 88).
every terrain collection, and so some suggested rules
BOTTOMLESS PITS
are collected here; players should feel free to modify
Any model that fails to jump across or is pushed into a
these or come up with their own, as long as their
Bottomless Pit is removed from play.
opponent agrees.

Note: Deadly Terrain can have a big impact on HEIGHT LEVELS


games. Unless the scenario dictates otherwise, it’s All Terrain is assigned a Height Level, just like models.
recommended that no more than one area of Deadly Because models are often modeled crouching or
Terrain is included for every three ordinary terrain standing on rocks or barrels, relative size between
pieces of comparable size. model and scenery can become tricky to work out.
Height Levels allow relative size to be abstracted for
ACID POOLS
the purposes of LoS and uneven engagements.
A model may wade or swim through these pools or
streams, treating them as Difficult Terrain. However, for When moving around or over three-dimensional
every inch (or partial inch) moved through acid, the model terrain pieces, their actual heights and widths should
suffers damage, to a maximum of for a be measured just as they would be for any other
Move of 3" or more through an Acid Pool. Armor Ratings distance on the battlefield. Height Levels are only used
apply as usual, but models may not Block, and Strong in situations where disputes may arise. When using
Armor is ignored. Any model even partially within an Acid two-dimensional scenery, if an exact height is required
Pool at the end of its Activation is removed from play. for movement purposes, use the greater value in the
table below.
FIRE PITS
A model may move through a Fire Pit at its normal TYPICAL TERRAIN HEIGHT LEVELS
movement rate. However, for every inch (or partial inch) RECOMMENDED HEIGHT
moved through fire, the model suffers Fire damage, to SCENERY
HEIGHT (") LEVEL
a maximum of for a Move of 3" or more through
Low fence, hedge, drystone
a Fire Pit. Armor Ratings apply as usual, but models may <1.5 1
wall, crates and barrels.
not Block. Any models that suffer damage receive a Fire Palisade, market stall, cart 1.5-2.5 2
Token. Any Incapacitated model even partially within a Single-story house, hill 2.5-3.5 3
Fire Pit at any point during its Activation is removed from Two-story house,
3.5-5 4
play (unless it has Immunity: Fire, in which case it is also forest, cliff
immune to this effect – see page 88). Tall pillar, guard tower 5> 5

LAVA
A model may wade or crawl through lava, treating it
as Difficult Terrain. However, for every inch (or partial
inch) moved through lava, the model suffers Fire
damage (with no maximum). Armor Ratings (even
Strong Armor) are ignored against lava damage.
Any model even partially within Lava at the end of

CHAPTER 10: TERRAIN 65


ELEVATED TERRAIN
When a Target is on a piece of terrain of a greater
Height Level than the Attacker, it is possible that it can
still be seen. In this instance, Line of Sight is Obscured
as normal, but is only Blocked when:

❖ The target is more than its own Height Level in


inches from the edge nearest the Attacker. This Height Level 3
rule applies both ways; shooting upwards from
below or down from above.

❖ There is intervening terrain on top of the platform


that would completely block LoS (such as a
battlement, balustrade or rocky outcrop).
Height Level 1
❖ To shoot down at a target from a raised platform,
follow the same process as above; ie, if LoS Ground level
would be Obscured or Blocked when shooting
upwards, it will also be Obscured or Blocked DIFFERING TERRAIN HEIGHTS
when shooting downwards.

2 Target

The Dragonborn’s
card states a Obscured
Height Level of 2 LoS

Attacker
2"
Blocked
LoS
Target is standing
more than 2 height
levels above attacker

THE ATTACKER ON THE GROUND CANNOT SEE THE TARGET WHEN THE LATTER IS MORE THAN HIS
HEIGHT (2) IN INCHES AWAY FROM THE EDGE. ONCE THE TARGET MOVES WITHIN 2 INCHES OF THE
EDGE, THE SKELETON CAN ATTACK, ALTHOUGH THE DRAGONBORN TARGET IS STILL OBSCURED.

EDGE OF THE BATTLEFIELD


Unless the scenario dictates otherwise, models cannot Some scenarios allow a model to voluntarily leave the
leave the edge of the battlefield. When they reach it for battlefield. To do so, a model must have enough remaining
any reason, they stop in contact with the edge, as if Movement Allowance for its whole base to leave the
they had contacted Impassable Terrain. battlefield. The model is then removed from the battlefield.
It has not been removed from play, and does not count
towards the player’s model count for the rest of the game.

66 THE ELDER SCROLLS: CALL TO ARMS


Chapter 11
ADVERSARIES
The world of Tamriel is full of danger, and it is not just parties of adventurers and soldiers who are to be met with
caution. Undead overlords, ravenous monsters, and gangs of roaming bandits will stop at nothing to slaughter
intruders to their territory – whatever side they might be on!

ADVERSARY MODELS
All Adversary Models have corresponding Adversary All Adversaries selected for a game must be
Character Cards. These are presented as follows: from the same Adversary Faction. Monsters and
Beasts can be included in any Adversary Force,
1. Name & Subtype: The name and type of the
regardless of Faction.
Adversary is shown here. The ‘subtype’ is a
distinguishing feature, which usually refers to the 3. Race: An Adversary’s Race will be noted on the
Adversary’s armament or other characteristics. card if it provides any pertinent Special Rules
Like other models in the game, some Adversaries (such as Undead, for instance, see page 104).
are unique, which is shown by an asterisk (*) after
4. Path: All Adversaries belong to one of three broad
their Name. No more than one of each unique
‘Paths’ – Might, Shadow, or Sorcery – which
model can be included in an Adversary set for the
represents their expertise and preferred tactics.
same scenario.
Paths are used for Adversaries when determining
2. Faction: Like player Factions, Adversaries usually their Actions using the Adversary Reference Card.
belong to one or more Factions, and have their
5. Attitude: An Adversary’s Attitude will be listed
own associated Special Rules. These are provided
as either Aggressive or Cautious and modifies its
on the Faction Cards for convenience during play,
Actions.
which also details how Adversaries behave when
they Activate.

1 2 9
Y R S A R A L D T H R I C E - PI E RC E D* 5
STORMCLOAK COMMANDER

3
Race: Nord Path: Might Attitude: Aggressive
4 AT TAC K
3
Melee : Damage:
5
6 $
: Bleed
% : Follow-Up
4
ARMOR
7 Armor :
^:
8 S PE C I A L A B I L I T Y 2
Frost Resistance, The Strong Survive: Stormcloak Adver-
saries within 3" of Ysarald gain +1 Strength.

4 2 50 5

10 11 12 13

CHAPTER 11: ADVERSARIES 67


6. Attacks: Like Followers, an Adversary’s Attacks 12. Height Level: Every model has a Height Level,
are marked with a small icon to remind players which affects how they interact with terrain. See
what type they are (Melee, Ranged, or Special), page 16 and page 66.
and those Attacks follow the corresponding rules
13. Gold Septims: All Adversary models have a value
for targeting. Every Adversary model will have at
in Gold Septims, just like player models. These
least one Attack, listed in order of preference, with
are used to select Adversaries for a scenario –
their Preferred Attack being at the top of the list.
Adversaries are chosen up to the agreed Gold
7. Armor Rating: The Adversary’s Armor Rating is Septim limit (see page 69).
displayed here. A model with a shield will have
its Block Bonus and any additional effects shown USING PLAYABLE RACES AS ADVERSARIES.
after its Armor Rating.
While some races and foes are specifically designed
8. Special Rules: This section of the card lists any to be antagonistic to players, others are variations of
Keywords and unique Special Rules (page 84). existing, playable races. Both Battle Mode and Delve
Scenarios may suggest specific enemies to fight
9. Attributes and Skills: Adversaries perform the
against (or as spawning Adversaries) but you can
same Actions as player models, and thus have a
use other models from The Elder Scrolls range and
range of Attributes and associated Skills that they
playable Factions for this instead if you choose – not
will use when required.
every tomb is stalked by Draugr after all! Use the
10. Adversary Type: All Adversary models are one of Adversary Cards for the models that you wish to use,
three types: Minion, Elite, and Master (see below). following the rules for Adversaries as normal.

11. Health: Elite and Master Adversaries have a Health


pool, just like player models. Adversary models do
not have reserves of Stamina and Magicka.

ADVERSARY TYPES
All Adversary models are one of three types. Elite Adversaries do not take an Endurance Test when
reduced to 0 Health; they are automatically removed
MINIONS
from play.
Minions only have 1 Health, and do not take an
Endurance Test when reduced to 0 Health; they MASTERS
are automatically removed from play. However, in a Elite and Minion Adversaries treat any friendly
scenario that uses the Spawn rules, as soon as a Minion Master from the same Faction as a Party
is removed from play, place it in the Spawn Pool (Victory Champion – this most often comes up when taking
Points are scored for the casualty if applicable to the Morale Checks.
scenario, but the Minions may return to play later).
When a Master Adversary is removed as a casualty by
ELITE Melee Attack from a Hero, that Hero draws a Treasure
Elite Adversaries have a Health Reserve, and Card. If the Master is destroyed by any other means,
never re-enter the Spawn Pool once destroyed. their treasure is lost in the confusion of battle.

68 THE ELDER SCROLLS: CALL TO ARMS


USING ADVERSARIES
The following rules for Adversaries are for scenarios Septim limit of the game (or as close as possible
that indicate that they should be included. These without going over). In Delve mode games (see page
scenarios will display the Adversaries Scenario Special 70), add an extra 25% to the limit for the Adversary
Rule at the beginning of the Special Rules section. force, rounding fractions up (so, in a 150 Septim
game, the Adversary force would be chosen up to
The game mode you’re playing will determine the round
188 Gold Septims).
sequence, and the number of Adversary activations per
round. See the Quest Book for more details. The types of Adversaries players may choose depends
on the size of the game, as summarized below. If the
ADVERSARY FORCES minimum value is 0, players do not have to take any
Adversary forces must be composed according to the model of that type if they do not wish to, or do not
following rules: have them available.

❖ An Adversary force must comprise a minimum of ADVERSARY FORCE COMPOSITION


4 models (unless otherwise stated in a scenario). GOLD SEPTIM
MINION ELITE MASTER
LIMIT
❖ All models in the Adversary force must be from 0-99 1+ 0-3 0-1
the same Faction. 100-199 1+ 0-5 0-1

❖ Models within Adversary forces always consider 200-299 1+ 0-6 1-2

all player models as enemies, unless otherwise 300-399 1+ 0+ 1-3

stated in a scenario. 400+ 1+ 0+ 1+

❖ If there are multiple Adversary Forces, they also


Note: Some scenarios may dictate a particular
consider other Adversary Forces as enemies
Adversary type to be included in the scenario setup.
unless stated in a scenario.
In these instances the scenario overrules the above
Players must choose a number of Adversary models force composition table.
from their collection with a total equal to the Gold

STORMCLOAKS BATTLE THE UNQUIET DRAUGR TO RETAKE A FALLEN HOLD

CHAPTER 11: ADVERSARIES 69


BATTLE MODE DELVE MODE
In a Battle Mode scenario, two player forces clash Delve mode games match the player against an
against each other with an Adversary force fighting Adversary force, with player models and Adversaries
both. In Battle Mode games, the Adversary force alternating their activations until both sides have no
activates during the first step of the Event phase more eligible models to Activate. Because there is
(page 42). Take the corresponding Number Token for only a single player, or a team of players, the standard
each Adversary in play that does not already have an sequence of play is slightly different.
Activated Token (due to Reacting, below) and is not
Incapacitated, and place them into the activation pool. ADVANTAGE
Advantage is determined as normal (see p.xx),
When it is an Adversary’s turn to Activate, randomly
alternating between the party and the Adversary
draw a single token from the activation pool and
force. During instances where the Adversaries
activate the corresponding Adversary model. Only a
have advantage, but a rule requires the player with
certain number of Adversary models will Activate each
Advantage to split a tie, the player chooses.
round, as shown on the chart below. The Adversary
models Activate one at a time in the order they are
ACTIVATIONS
drawn, until either the Activation limit is reached or
Take the corresponding Number Token for each
there are no eligible Adversaries left to Activate.
Adversary in play that does not already have an Activated
Once all eligible Adversaries have been Activated, Token (due to Reacting, below), and is not Incapacitated.
continue with the next steps of the Event phase. Place these tokens into the activation pool.

ADVERSARY ACTIVATIONS - When it is an Adversary’s turn to Activate, randomly


BATTLE MODE draw a single token from the activation pool and
PLAYER PARTY ACTIVATION LIMIT Activate the corresponding Adversary. The Adversary
GOLD SEPTIM LIMIT (NOT INCLUDING REACTIONS) force can only Activate a number of models per round,
0-99 1 as shown on the chart below.
100-199 2
200-299 3 ADVERSARY ACTIVATIONS -
DELVE MODE
300-399 4
PARTY GOLD ADVERSARY ACTIVATIONST
400+ 5
SEPTIM LIMIT (NOT INCLUDING REACTIONS)
0-99 3
100-199 4
200-299 5
300-399 6
400+ 7

THE EVENT PHASE


During Delve Mode games, the Adversaries do not Activate
in the Event Phase.

70 THE ELDER SCROLLS: CALL TO ARMS


ALL THE LIVING SHALL FEAR THE DEAD

REACTIONS READY!

Whenever a player model completes an Action within Some Adversary Actions allow the model to be given
6" and Line of Sight of an Adversary that does not have a Ready Token, in much the same way as player
an Activated Token, that Adversary will React as soon models. An Adversary with a Ready Token will React
as the player model ends its activation. as soon as a player model completes any Action
within 6" and Line of Sight (instead of waiting until
A Reaction is treated exactly like a normal Adversary
the player model has completed their full activation,
activation, interrupting the usual sequence of play.
as described above). As soon as the Reaction is
If a player model triggers Reactions from multiple
complete, the Ready Token is discarded. Note that
Adversaries, the player with Advantage determines the
there is no choice whether or not to spend the token
order of those activations.
– an Adversary will always use its Ready Token the
❖ When an Unengaged Adversary Activates as a result first time an enemy triggers it.
of a Reaction, the player model that triggered the
Reaction is always the target where possible. If the
Adversary cannot use that player model as the target,
use the Target Priority rules as normal (see below).

❖ If an Adversary is Engaged when it Reacts, it may


only React to the models it is Engaged with.

When the reacting Adversary’s activation is complete,


flip its Number Token to the Activated side and return
to the normal sequence of play. An Adversary cannot
React after it has Activated, and vice versa.

Hidden Player Models: If the triggering model has a


Hidden Token, each Adversary that would React must
roll to Detect the player model (see page 34). If this
Test is failed, the Adversary does not React this time.

CHAPTER 11: ADVERSARIES 71


ADVERSARY ACTIVATIONS
An Adversary model is Activated in one of two DETERMINE RESPONSE
situations: An Adversary’s response is determined by the
Response Matrix on the model’s Faction Reference
❖ It Reacts to the presence of a player model
card. Neutral Models and Summoned Creatures
❖ Its Number Token is drawn from the activation within an Adversary force use the Response Matrix
pool. of the Faction that the majority of the models in the
Adversary force belong to.
When an Adversary Activates, it will perform up to
two Actions, which are determined by following a To determine the Response, check the Path on the
Response Matrix (see below). When an Adversary is model’s Adversary Card (either Might, Shadow, or
Activated, it does not Replenish Reserves, and follows Sorcery), and roll . The Path determines which
this sequence: column to look at, and the die result determines the
row. Where the two intersect, a letter shows which
1. Determine Response
Response the Adversary makes this turn. Finally,
2. Perform Actions
check the model’s Attitude (Cautious or Aggressive)
3. Recover
– this will change the specifics of the Response. The
When its Activation is complete, the Adversary’s results and how they work are listed on pages 74-81.
Number Token is flipped to the Activated side.
There are five Responses:

STATUS EFFECTS ❖ A Attack (page 74)


The way Status Effects affect Adversaries slightly ❖ M Move (page 76)
different to player models:
❖ O Objective (page 77)
Incapacitated: An Incapacitated Adversary cannot
❖ D Defend (page 79)
Activate, and its Number token is not placed in
the activation pool. At the end of the round, all ❖ F Fall Back (page 80)
Incapacitated Adversaries that also have other Status
Some scenarios may include scenario-specific
Effects (such as Burning, for example) are removed
behaviors that Adversaries must follow, such as a
from play. Incapacitated Adversaries that do not have
guard following a patrol route. In these instances, the
any other Status Effects flip the token to Staggered.
scenario rules override the usual Response rules.
Shaken: Adversaries do not Test to remove Shaken
Tokens. Instead, a Shaken Adversary may only perform Example: A player is activating an Adversary – in this
one Action during its activation (when working out their case, a Skeleton Archer. Skeleton Archers are part of
Response, they perform only the first eligible Action, the Draugr Faction, and so the player checks the
then end their activation). During the Recover step of Response Matrix on the Draugr Faction Reference
their activation, the Shaken Token is removed. Card. The player rolls , resulting in . Cross-
referencing this result with the Skeleton’s Path
Staggered: Just like player models, Adversaries with a
(Shadow), the Response is A – Attack.
Staggered Token cannot perform Boosts (see page 23).

72 THE ELDER SCROLLS: CALL TO ARMS


PERFORM ACTIONS TARGET PRIORITIES
An Adversary’s Response is used for the whole of PRIORITY DEFINITION
its activation. After resolving the first Action of the Lowest penalties / greatest bonus for
Best Chance
Response, do not roll again on the Response Matrix Skill Roll vs target
– the second Action is always listed after the first. Engaged Currently Engaged
However, the player must re-check the model’s Target Fastest Highest current Stamina
Priority after resolving the first Action (see below), Healthiest Most remaining Health
as the situation may have changed (most commonly Largest Greatest Size
because the original target has been removed from Most Dangerous Target is Terrifying
play, or forced to Flee). Shortest distance (for movement and
Nearest charging, the measured distance must
If an Adversary model only has one Action available to it factor in the effects of terrain)
(because it is Shaken, for example), it resolves the first
Prepared Target has a Ready or Block Token
Action of the Response, and then ends its activation.
Slowest Lowest current Stamina
Unlike player models, Adversaries have no Stamina or Unengaged Not currently Engaged
Magicka Reserves. Adversaries are always assumed Lowest Armor Rating (lowest Strong
to have enough Stamina or Magicka to perform the Armor value used to break ties).
Assign numbers to Armor Rating Effect
Attacks listed on their Adversary cards. Vulnerable
Dice: = 1, = 2, = 3. Then
add them together. Lowest score is the
BOOSTS most vulnerable.
Unless they’re Staggered, Adversaries are assumed Weakest Lowest remaining Health
to have enough Stamina to use a single Boost per Highest current Magicka (Highest
activation, specified by the Response. See Notes on Wizard
Intelligence is used to break ties)
Adversary Activations, page 82, for more detail on how Wounded Most Health lost
Adversaries use Combat Boosts.
O OBJECTIVE AND D DEFEND ACTIONS
TARGET PRIORITY AND TARGET PRIORITY
Target Priority is shown on the Adversary Faction When an O or D is rolled, the target priority on the
Reference Card, below the Response Matrix. This Adversary Faction Reference Card is not used. Instead,
shows the type of target that the model will direct use the Target Priority listed under the O Objective
its Action towards. When there are multiple models or D Defend Response as appropriate. If the Target
eligible to be targeted by an Adversary, consult the Priority for neither of these Responses is available,
target priority list on the Faction Reference Card to revert back to the Faction’s Target Priority list.
determine which model to target first. Use each target
priority in order as the tiebreaker between current
potential targets, until only one target remains. If
no single model results after all the model’s target
priorities are assessed, the player with Advantage
chooses between them. In a Delve Mode scenario
the player must choose the result that would be most
detrimental to them.

CHAPTER 11: ADVERSARIES 73


ADVERSARY RESPONSES
There are five main Adversary Responses: PREFERRED ATTACK: MELEE
If an Adversary’s Preferred Attack is a Melee weapon,
❖ A Attack
they will perform the A Response as follows:
❖ M Move
❖ If the Adversary begins its activation Engaged, its
❖ O Objective first Action will be a Melee Attack against an enemy
it is Engaged with (using Target Priority to pick if
❖ F Fall Back
there are several possible targets). As its second
❖ D Defend Action, it will then Block if possible. If Block is not
possible, the Adversary will end its activation.
A ATTACK ❖ If the Adversary begins its activation Unengaged,
During this Response, an Adversary will attempt to
it must check if there are any enemies within
Attack an enemy model. The target enemy will either
Engagement range (i.e. can the model Move –
be a model in contact (if it began the activation
and Sprint, if required) and Engage an enemy. Use
Engaged), or a model determined by the Adversary’s
the Target Priority list to work out the preferred
Target Priority. The Adversary’s Response will depend
target if there are several eligible. If there is an
on whether it is using a Melee Attack, or a Ranged
enemy in range, the model’s first Action will be
Attack (see Preferred Attack, below).
to Move into contact with the target. Its second
Action will be a Melee Attack against the target.
PREFERRED ATTACK
If it has not already used its Boost to Sprint, it will
An Adversary’s methods of Attack are listed on its use a Boost for this Attack.
Adversary Card. The first Attack on the list is the
• If there is no enemy within Engagement range,
Preferred Attack. If for any reason the Adversary
and the Adversary has a Ranged Attack on
cannot Attack using its Preferred Attack, it will instead
its Attacks list, it will immediately switch its
attempt to use the next Attack on the list, and so on.
Response type to Preferred Attack: Ranged,
If the Adversary has no other Attacks listed, it will
as described below.
attempt an Unarmed Attack.
• If there is no enemy within Engagement range,
and the Adversary does not have a Ranged
SPECIAL ABILITIES Attack, then its first Action will be to Move as
far as possible directly towards its preferred
Some Adversary Cards may list a Spell or Ability in
target (It will Sprint to move as close as
place of a Preferred Attack. If this ability requires a
possible to the target). Its second Action will be
target at range, treat it as a Ranged Attack for the
Block, if possible, or Ready if not.
purposes of a response. For any other type of effect,
the Adversary will use its first Action to resolve the
ability (if possible), then perform its second Action
following the method for the next Attack on its list. If
the model is unable to use the special ability at all, then
treat the entire activation as using the next Attack on
the list as the Preferred Attack.

74 THE ELDER SCROLLS: CALL TO ARMS


PREFERRED ATTACK: RANGED Aimed Shot. For its second Action, the model will
If an Adversary’s Preferred Attack is a Ranged weapon Move directly away from the target model – it will
(including Spells, Shouts, and other effects that not enter Engagement with any enemies during
require a target at range), they will perform the A this Move, stopping ½" away if it would otherwise
Response as follows: be unavoidable.

❖ If the Adversary begins its activation Engaged, ❖ If the Adversary is not within Range or Line of
its first Action will be a Melee Attack against an Sight of its Target, then its first Action will be to
enemy in contact (using Target Priority to pick if Move the shortest possible distance towards the
there are several possible targets). As its second Target until there is a viable target within Range
Action, it will Withdraw if possible. and Line of Sight. It will Sprint if required. Its
second Action will be to Shoot at the target. If it
• In the rare situation that an Engaged Adversary
has not already used its Boost to Sprint, this will
does not have a Melee Attack listed on its
be an Aimed Shot.
Adversary Card, it will instead Withdraw as its
first Action; then Shoot. If it cannot Shoot or ❖ If it is not possible to Move into Range and Line
use any ranged Spell or special effect, it will of Sight of a target, then as its first Action the
instead use its second Action to Ready. Adversary will Move as close as possible to its
preferred target. As its second Action, it will Hide.
❖ If the Adversary is within Range and Line of Sight
If it’s not possible to Hide, it Readies instead.
of its target, then its first Action will be to Shoot at
that target using its Preferred Weapon. This is an

[A] ATTACK
PREFERRED ATTACK: MELEE PREFERRED ATTACK: RANGED

ENGAGED? ENGAGED?

YES NO YES NO

Melee ENEMY IN Melee IN RANGE &


Attack ENGAGEMENT Attack LOS?
YES RANGE? NO YES NO
Block Withdraw
Move RANGED Shoot Move Within
(+ Sprint) ATTACK? Range & LoS
To Engage YES
NO Move
Away IN RANGE &
Treat as
Melee Move LOS?
Preferred
Attack (+ Sprint) YES
Attack:
Ranged Close To NO
Target Shoot
Hide
Block

CHAPTER 11: ADVERSARIES 75


M MOVE CAUTIOUS ADVERSARIES:
Using this Response, an Adversary will Move towards ❖ For its first Action, the Adversary will Move directly
the target in order to reach an advantageous position. towards the target, moving as close as possible
The Actions performed will depend on whether the by the shortest possible route (factoring in the
Adversary is Aggressive or Cautious. effects of Terrain). It will not Sprint. The Adversary
will stop short of its maximum movement
AGGRESSIVE ADVERSARIES: allowance in order to end its movement behind
❖ For its first Action, the Adversary will Move a piece of Terrain that provides Cover (from the
directly towards the target, moving as close as point of view of the target model). If it is not
possible by the shortest possible route (factoring possible to do this without deviating from the
in the effects of Terrain). It will always Sprint if shortest path, it will complete the maximum move
possible. If its Preferred Attack is Ranged, the as normal. The Adversary will not move closer
Adversary will not move closer than 1" to the than 1" to the target (and will stop 1" short of any
target (and will stop 1" short of any intervening intervening enemy).
enemy). If its Preferred Attack is Melee, it will
❖ For its second Action, the Adversary will Block if
Engage the target if possible, or Engage the first
possible. If the Adversary cannot Block, it will Hide
enemy along its path if it cannot reach its target.
if possible.
❖ For its second Action, the Adversary will then
Attack the target if possible, using its Preferred
Attack (either a Melee Attack, or a Shoot Action).
If no Attack is possible, the Adversary will Block
if it is able to do so. If the Adversary is not able to
Block, it will take a Ready Action.

[M] MOVE
AGRESSIVE CAUTIOUS

PREFERRED MOVE TOWARDS


ATTACK? TARGET &
MELEE RANGED INTERVENING COVER

Move Towards Move Towards


Target Target Block or Hide

ENGAGED? IN RANGE &


LOS?
YES NO YES NO

Melee Block Shoot Block


Attack

76 THE ELDER SCROLLS: CALL TO ARMS


O OBJECTIVE ❖ If there are no enemies within Line of Sight,
This Response requires that the Adversary move the Adversary will Ready if possible as its
towards an objective. This usually involves Moving second Action.
towards the scenario objective (where possible) and
❖ If there are enemies within Line of Sight, then
then Attacking. When O is rolled as a Response, the
as its second Action the Adversary will Shoot at
Target Priority changes from that on the Adversary
the nearest enemy in Range and Line of Sight if
Reference Card to the Target Priority below. If there
possible. If it has no Ranged Attack, it will instead
are any ties, the player with Advantage (or the human
Block as above. If the Adversary is not able to
player in Delve Mode) breaks the tie:
Block, it will Ready.
1. Nearest Special Objective
CAUTIOUS MODELS:
2. If not able – Nearest Objective
❖ If there is an enemy within 3" of the target, that
3. If not able – Nearest Treasure Tokens model becomes the new target and the Adversary
will instead attempt to perform the A Attack
4. If not able – revert to Target Priority on Adversary
Response, page 74. If there is more than one
Reference Card
enemy model within 3" of the target, revert to
Once the target objective is decided, the Adversary the normal Target Priority for the models within
will take the Actions listed below. The Actions 3" of the objective. This is the new target for the
performed will depend on whether the Adversary is duration of the Attack Response.
Aggressive or Cautious.
❖ If there is no enemy within 3" of the target, then
as its first Action the Adversary will Move directly
AGGRESSIVE MODELS:
towards the target, moving as close as possible
❖ If there is an enemy within 3" of the target, that
by the shortest possible route (factoring in the
model becomes the new target and the Adversary
effects of Terrain). The model will not Sprint.
will instead attempt to perform the A Attack
Note: If the Adversary is already as close as
Response, page 74. If there is more than one
possible to the target, it will instead move on to its
enemy model within 3" of the target, revert to
second Action, below.
the normal Target Priority for the models within
3" of the objective. This is the new target for the ❖ If there are no enemies within Line of Sight, the
duration of the Attack Response. Adversary will Hide as its second Action.

❖ If there is no enemy within 3" of the target, ❖ If there are enemies within Line of Sight, the
then as its first Action the Adversary will Move Adversary will Block if possible as its second
directly towards the target, moving as close as Action. If it cannot Block, it will instead Shoot at
possible by the shortest possible route (factoring the nearest enemy in Range and Line of Sight
in the effects of Terrain). The model will Sprint if if possible.
necessary. Note: If the Adversary is already as
close as possible to the target, it will instead move
on to its second Action, below.

CHAPTER 11: ADVERSARIES 77


[O] OBJECTIVE
AGRESSIVE MODELS CAUTIOUS MODELS

ENEMY ENEMY
WITHIN 3" OF WITHIN 3" OF
YES OBJECTIVE? NO YES OBJECTIVE? NO

Perform Move Towards Perform Move (+ Sprint)


[A] Attack Objective (No [A] Attack Towards
Response Sprinting) Response Objective

ENEMY IN ENEMY IN
RANGE & LOS? RANGE & LOS?

YES YES
NO NO
Block or Shoot or
Shoot Hide Block Block

Stormcloaks and Imperials clash on the fields of Skyrim,


and brother fights brother for control of the holds. In these
turbulent times, you may think the greatest threat was a
Nordic battlecry or advancing columns of Imperial soldiers.
It is the foolhardy who do not respect the anger of Skyrim
itself, and such foolish wanderers rarely live long.

Chittering Frost Spiders scuttle from their burrows.


The howls of wolves carry on the midnight wind.
Bellowing trolls protect their icy caves from intruders,
and restless Draugr stir in their tombs, orbs of
corpse-light burning in long-dead eyes.

Dare you disturb their slumber?

78 THE ELDER SCROLLS: CALL TO ARMS


D DEFEND The Response is the same regardless of whether the
This Action requires that the Adversary actively model is Aggressive or Cautious.
defends a ‘Special Target’. This involves targeting an
❖ If the Special Target is any of 1 – 4 above,
enemy that currently threatens the ‘Special Target’.
determine the closest enemy model to it. This
When D is rolled as a Response, the Target Priority
model then becomes the ‘threat target’.
changes from that on the Adversary Reference Card
to the target priority below. If there are any ties, the ❖ Perform the A Attack Response, ignoring the
player with Advantage (or the human player in Delve usual Target Priority. The threat target replaces
Mode) breaks the tie: the normal Target Priority for the duration of the
Response.
1. Nearest Special Objective
❖ If the Special Target is 5, above, perform the A
2. If there is no Special Objective in play, the Subject
Attack Response as normal.
is another Adversary from the same Adversary
Faction. This will be a Master or, if there is no
Master in play, the Adversary with the highest
Gold Septim value in play.

3. If not able – Nearest Objective

4. If not able – Nearest Treasure Tokens

5. If not able – revert to Target Priority on Adversary


Reference Card

SKELETONS ARE WEAK OPPONENTS, BUT DANGEROUS IN NUMBERS TO EVEN A FEARSOME WARRIOR

CHAPTER 11: ADVERSARIES 79


F  FALL BACK ability). If the initial target is no longer viable for
This Response indicates that the Adversary favors this Attack, use the Target Priority list to find a new
self-preservation at this moment, or is regrouping to get target of the Attack.
a better vantage for a later Attack. This Response sees
❖ If the model is unable to perform a Ranged Attack
the Adversary moving away from the target.
or use a special ability, it will Block as its
When F is rolled as a Response, Aggressive models second Action.
follow the Target Priority list on the Adversary Reference
Card as usual. However, Cautious models ignore the CAUTIOUS ADVERSARIES:
Target Priority list, and instead treat the closest enemy ❖ As its first Action, the Adversary will Move as
model as the target. far away from the target as possible. They will
deviate from a direct course in order to place
AGGRESSIVE ADVERSARIES: the nearest piece of Terrain that provides Cover
❖ As its first Action, the Adversary will Move as far between themselves and the target, and will stop
away from the target as possible. They will deviate as soon as this is achieved. The model will Sprint
from a direct course in order to place the nearest only in order to reach Cover. The model must not
piece of Terrain that provides Cover between move within ½" of another enemy during this
themselves and the target, and will stop as soon as Action. If there is no Cover available, the model
this is achieved. The model will Sprint only in order will move as far from the target as possible,
to reach Cover. The model must not move within Sprinting to do so (If possible) and then perform
½" of another enemy during this Action. If there their second action.
is no Cover available, the model will move as far
❖ If possible, the Adversary will Hide as its
from the target as possible, Sprinting to do so (if
second Action.
possible) and then perform their second action.
❖ If it cannot Hide, it will instead Block as its
❖ As its second Action, the model will Shoot the
second Action.
target if possible (or perform a ranged special

[F] FALL BACK


AGRESSIVE CAUTIOUS

Move & Sprint Away From Move & Sprint Away From
Target & Into Cover Target & Into Cover

ENEMY IN RANGE & LOS OF


Block or Hide
RANGED ATTACK?
YES NO/N/A

Shoot Block

80 THE ELDER SCROLLS: CALL TO ARMS


IMPOSSIBLE RESPONSES AND
UNFORESEEN CIRCUMSTANCES
In very rare cases, you may follow the Response as ❖ A Master Adversary will Rally a Minion within
written and find that the Adversary cannot perform 6" (if possible). The closest friendly Minion or Elite
any Actions at all this turn. If this happens, the Adversary with a Shaken Token removes the token.
Adversary will default to the [M] Move Response. If If the Master has not yet used their Boost this
it still cannot act, then it will try to perform one Action turn, all Shaken Tokens are removed from friendly
from the ‘Only One Action?’ list, below, and then its Minion and Elite Adversaries within 6".
activation will end.
❖ An Adversary with a Shield, or weapon with the
ONLY ONE ACTION? Two-Handed Block rule, will Block.
If, after following the Response Matrix, an Unengaged
❖ A model from the Path of Shadow will Hide if able
Adversary has only performed a single Action, but
to do so.
was eligible for two, it will spend its second Action in
one of the following ways (perform the first possible ❖ The model gains a Ready Token, if it doesn’t
Action on the list, in order of priority). If the Adversary already have one, and it has not already Attacked
model can do none of these, then it does not perform this round.
a second Action this round, and its activation ends.

STEEL, LOYALTY AND TRAINING MAKE THE LEGION A FORCE TO BE RECKONED WITH

CHAPTER 11: ADVERSARIES 81


NOTES ON ADVERSARY ACTIVATIONS
The following rules commentary seeks to clarify how When performing a Shoot Action, a Cautious Adversary
Adversary Responses work in a variety of situations. will use an Aimed Shot Boost if it has not yet used its
Boost for the round. Aggressive Adversaries do not use
BLOCKING AND DEFENDING the Aimed Shot Boost unless their Response instructs
If an Adversary has a Block Token, it will always spend them to do so.
it against the first successful Melee Attack directed
at it. DAMAGE TYPES
Adversaries are affected by Damage Types just like
Aggressive enemies will always Shield Bash when
ordinary models. If an effect triggers ‘at the start of
Blocking if possible, provided they have not already
a model’s Activation’, this applies to the Adversary
performed a Boost this turn.
model when it is Activated either due to a Reaction, or
Wards: Some Adversaries prefer the use of magic when its Number Token is drawn.
over steel to defend themselves. If an Adversary’s
If an Adversary has a Burning Token when it Activates,
Defense slot shows they have a Ward Equipped
then after resolving the Burning effect it must Test to
(where it would usually state Shield), when it performs
remove the token as its first Action (see page 93).
a response that instructs it to Block, it instead casts
a Ward. This is always successful, and a Block Token
DETECTING AND TARGETING HIDDEN MODELS
is assigned to the activating Adversary model. In
When an enemy in an Adversary’s Target Priority is
addition to the standard rules for models with a Block
Hidden, the Adversary must Test to Detect that enemy
Token (page 32), casting a Ward grants the Resistance
(see page 34). If they fail, work out the next enemy
(Magic) Keyword to the caster until the Block Token is
on the Target Priority list instead. If that enemy is also
discarded. Adversaries may not gain more than one
Hidden, repeat the procedure until either an enemy
Block Token from Wards.
can be targeted, or it runs out of viable targets.
The Adversary discards the Block Token as normal
against the first successful incoming Melee Attack. DRAGON SHOUTS
When the Block Token is discarded, immediately Unlike Heroes with Dragon Shouts (see page 58),
perform a Restoration Skill Test. On a success, the Adversaries do not track their Thu’um, nor do they
Ward’s Block Rating is added to the Adversary’s Armor choose to boost the level of the Shout. The Adversary
Rating against the incoming Attack. A model that gains uses a fixed form of the Shout, shown as an Attack on
a Block Token because of a ward may never perform a their Adversary Card, and is assumed to have sufficient
Shield Bash using that token. Thu’um to power it each time the model Activates.

COMBAT BOOSTS DUAL WIELD STRIKES


When an Adversary performs a Melee Attack, it will Adversaries with two One-Handed weapons listed in
always use a Combat Boost if it has not yet used its the Attacks section of their Adversary card will always
Boost for the round. Aggressive Adversaries always Dual Wield Strike. The model’s Preferred Melee Attack
choose a Power Attack, while Cautious Adversaries is always considered the Primary weapon, and the
always choose Precision Strike. next Melee Attack on its list is the Secondary weapon.

82 THE ELDER SCROLLS: CALL TO ARMS


ENGAGED ADVERSARIES 1" of it. The Summoned model Activates as soon as
Models that are already Engaged with an enemy the casting model’s activation is over. Remember to
model do not roll to determine their Response. Instead assign the Summoned Adversary a Number Token while
they always perform the A Attack Response, it is in play, and remove them when the Spell ends.
targeting one of the Engaged enemies (use the Summoned Adversaries do not return to the Spawn Pool
model’s Target Priority to determine which enemy it when removed under any circumstances.
will Attack if there are several to choose from).
While a Summoned model is in play, its caster will not
MORALE attempt to Summon any other model until the current
Adversaries only take Morale Checks when attempting Summoned model is removed from play. If the caster’s
to Engage, or when Engaged by, a Terrifying enemy. Preferred Attack is a Summoning Spell, it treats the
second Attack method on its Adversary Card as its
They can also be forced to Flee due to a Spell or other
Preferred Attack until it is able to Summon again.
effect. Adversaries Flee just like player models and
receive a Shaken Token at the end of the move.
TEMPLATES
Note: Adversaries treat any Master from their own When an Adversary performs an Attack with a
faction as a Party Champion, and may use its Wisdom Template, it will always attempt to cover the
Attribute for Morale Checks if it is within 6" and Line maximum number of enemy models possible in
of Sight. If there is more than one Master in range, the addition to the target.
one with the highest Wisdom Attribute is used. The
death of a Master does not trigger a Morale Check. RECOVER
Once its Response is complete, the last thing an
SNEAKING Adversary must do is recover from adverse effects.
An Adversary with the Sneak Skill that has a Hidden
❖ Models with a Staggered Token remove it.
Token will attempt to keep the token for as long as
possible, and will therefore perform no Boosts except ❖ Models with a Shaken Token remove it.
as part of a Sneak Attack.
❖ Models with an Incapacitated Token automatically
flip it to Staggered. However, if the Incapacitated
SPECIAL EFFECTS
model has any Damage Effect Tokens (i.e. bleed or
When an Adversary model’s Attack could trigger more
burning), it is removed as a casualty instead.
than one Special Effect, it will always choose if
Path of Might or Path of Shadow, or if Path of
ENDING AN ACTIVATION
Sorcery, before choosing .
Once the Adversary’s Activation is complete, its
Number Token is flipped to reveal the Activated side,
SUMMONING SPELLS
and it cannot again be Activated until the next round.
Some Adversaries have Summoning Spells listed on
their Adversary Card in place of an Attack. Models
summoned by Adversaries are always placed within
Range between the Adversary and the closest enemy
model, as close as possible to that enemy but not within

CHAPTER 11: ADVERSARIES 83


Chapter 12
SPECIAL RULES
That’s all the core rules for the game! It’s time to look at the Special Rules that add extra excitement, flavor, and
tactical options to games. Special Rules can be found on Character, Follower, and Adversary cards.

LIMITED USE ABILITIES [X]


Example: Mjoll The Lioness has Sweep [1].
A model’s character card may include a Keyword,
Perk, or Special Ability followed with a number in
Normally, the Sweep Perk has no limitations. On
Square Brackets [X]. These rules are Limited Use
a character card with Sweep [1], this limits the
Abilities, meaning they can only be used the amount
character to using this Perk once per Activation as
of times shown within the bracket.
described above.
Unless a rule states that the Limited Use is [X] per
Action, [X] per round, or [X] per game, all Limited Use
Abilities default to [X] per Activation.

KEYWORDS
Many Character Cards, Weapons, Spells and other ADRENALINE RUSH
Upgrades contain Keywords that reference the  Heroes only. This model begins the game
following rules. These are the most common Special with a single Adrenaline Rush Token.
Rules in the game, the effects of which will become Once per game, during one of their
familiar as you become more experienced. They are Activations, the Hero may discard the Adrenaline
listed here in alphabetical order for ease of reference. Rush Token as a Free Action to restore their Stamina
to maximum.
ABSORB (RESERVE) (X)
If an Attack with this Keyword inflicts any damage, the
Attacker immediately restores a number of points of
the specified Reserve (Health, Stamina, or Magicka),
equal to the amount of damage inflicted on the target,
up to a maximum of X. If the specified Reserve is
already full, this rule has no effect.

ACUTE SENSES
This model ignores all Line of Sight penalties for
fighting in Darkness. In addition, it adds to its
Intelligence Attribute Tests when attempting to Detect
a Hidden model.

84 THE ELDER SCROLLS: CALL TO ARMS


ADVERSARY SHAPESHIFT (X) ATTACHMENT (TYPE)
Some Adversaries have the Adversary Shapeshift (X) A card with this Keyword can be ‘attached’ to another
rules (where ‘X’ is the name of the alternate form item of a specific Type, and does not take up an
Adversary card). Each time this Adversary activates, Equipment Slot of its own (although any Attachment card
roll  . On an , the model transforms into the with an Equipment Slot icon of its own can be Equipped
alternate form, replacing the model with the alternate in its own right without needing to be attached to an
version. If for whatever reason there’s not enough item). Place it under the attached item to show that it
room to place the new model in the space previously is attached. Attachments can be removed and changed
occupied by the Adversary, the model does not with the Swap Items Action as normal. Each Equipment
Shapeshift and instead Shapeshifts at the beginning of Slot can only have one Attachment at any time.
its next subsequent Activation when there is enough
Attachments may never be assigned to Bound Spells.
space to place the alternate model.

An Adversary’s Reserves (if any) are transferred BERSERKER RAGE


between the two forms. If one form has a higher This model begins the game with a single
maximum value in any pool than the other when Berserk Token. Once per game, when
the model Shapeshifts, that pool must be reduced targeting an enemy with a Melee Attack,
accordingly so as not to exceed the maximum value. this model may discard the Berserk Token to add
to the Attack roll. A model that has a Berserk
Repeat this same process for the alternate form when
Token can never have a Block Token.
it next activates – on an , it switches back to its
original form following the same process defined above.
BLEED
If an Attack with this Keyword, shown by
AGENT OF MARA
the Bleed icon (), causes any damage
This model adds to its Armor Rating against Spells
but does not cause the target to be
of the Ranged and Melee Attack Types, and against
removed from play, place a Bleed Token next to the
damage from Runes.
target. No more than one Bleed Token may be placed on
a model by a single Attack unless a Special Rule states
ANCESTOR’S WRATH
otherwise. A model may have multiple Bleed Tokens.
Dunmer only. Any enemy that wishes to perform an
Action while Engaged with this model must first pass Whenever a model with a Bleed Token is Activated,
an Agility Attribute Test, or suffer Fire damage. it must take one Endurance Attribute Test for each
Bleed Token it has. For each Test that is passed, one
ANCIENT KNOWLEDGE Bleed Token is removed. If, after this, the model has
This model adds Strong Armor (+1) to any Dwarven any Bleed Tokens left, each time the model performs
Armor Equipped to its Body Slot. an Action during this activation, it suffers 1 damage
(ignoring Armor rolls) and removes 1 Bleed Token.

If any Bleed Tokens remain at the end of the model’s


Activation, they are not removed. If a model becomes
Incapacitated while it has any Bleed Tokens, it is
immediately removed from play. Remember, a model
does not have to perform all of its Actions, or any
Actions at all when it is Activated.

CHAPTER 12: SPECIAL RULES 85


SKELETONS FEEL NO PAIN OR REMORSE... AND DESERVE NO MERCY

BODYGUARD BORN LEADER


This model may never be the Party Champion. Only one model with this Keyword may be included
As long as this model is Unengaged and not in your Party. If this model is included in your Party, it
Incapacitated, if the Party Champion is within 3" must be the Party Champion.
and Line of Sight of this model, and is targeted by a
Ranged Attack, this model may choose to become CHARM ANIMAL
the target of the Attack, even if they were not in Enemy Beasts may not Attack this model unless
Range or Line of Sight of the Attacker. they first pass a Wisdom Attribute Test. In
addition, one Beast in this model’s Party may gain
In addition, if this model is Unengaged and not
the Bodyguard Keyword, targeting this model rather
Incapacitated, and within 3" when an enemy ends
than the Party Champion.
a Move Action Engaged with the Party Champion,
this model must immediately perform a free, out-
CUMBERSOME
of-sequence Move Action (even if it has already
A Weapon Card with this Keyword requires the
Activated this round, and even if it already Moved).
expenditure of one extra Stamina for each Melee Attack
This special Move follows all of the normal Move
Boost performed while using it. However, if the Power
Action rules, but must be towards the Engaged
Attack Boost is used while Attacking with this Weapon
enemy, by the shortest possible route (deviating only
Card, the bonus Effect Dice is instead of .
to avoid other models and Impassable Terrain). If
possible, this Move must end in base contact with A Shield with this Keyword requires the expenditure
the Engaged enemy (thus, Engaging the model at the of one extra Stamina when performing the Shield
end of the Move). Once this Move is completed, play Bash Boost.
immediately returns to the usual sequence.

86 THE ELDER SCROLLS: CALL TO ARMS


CURE DISEASE Enchanted. In addition, all Spells and Dragon Shouts
As a Special Action, this model may target a friendly are considered ‘Enchanted’. Enchantment has no innate
model within 3" and Line of Sight. That model effect, but a Special Rule may specify an interaction with
removes any Diseased Diminishing Effect card an Enchanted item, or a certain foe might be resistant to
currently assigned to it. or vulnerable to Enchanted Attacks.

DAWNGUARD ARMOR ENTOURAGE (MODEL) (X)


This model adds to its Armor Rating against any This always begins the game accompanied by X
Damage inflicted by an enemy Vampire. models of the specificed type, which are included
in its septim cost. The Entourage models must be
DAWNGUARD WEAPON deployed at the same time as this model, within 3"
This Attack inflicts an extra damage against of it. If this model is a Party Champion, all members
Vampires. of the Entourage have the Bodyguard keyword. If this
model is an Adversary that begins play in the Spawn
DEATH EXPLOSION (TYPE) Pool, its Enturage will only deploy when this model
When this model is removed from play, before Spawns (treating them all as a single Adversary).
removing it from the battlefield, first measure an
ETHEREAL
Area Effect 3" from the model. All models, friendly
This model may Move through other models and
and enemy, within the radius immediately suffer
Impassable Terrain as though they were not there
damage – Armor Ratings may negate damage
(although it may not end its Move on top of or
as normal, but models may not Block. This damage
overlapping them) and adds to its Armor Rating
normally has a Type (such as Fire) in parentheses.
against non-Enchanted Attacks.

DISEASE
EXTRA ACTION
If an Attack with this Keyword causes one or more
This model gains one extra Action in each Activation
points of damage, the target gains a Diseased
in which the Keyword applies. A model can never
Diminishing Effect card. A model cannot have more than
benefit from more than one Extra Action Keyword at
one Diseased Diminishing Effect Card at any one time.
the same time.

DRAGON INFUSION EXTRA DAMAGE


This model adds to its Armor Rating against Melee Once per round after hitting an enemy with an Attack,
Attacks from Dragons. this model may add to the roll.

DRAGON SHOUTS FEEBLE


This model may purchase and use Dragon Shouts This model cannot score Critical Hits when performing
as Upgrades. Attacks. Any roll of on the Skill Dice instead
counts as a score of 1 and can be modified as usual.
ENCHANTED
An Equipment Card with the Enchanted Keyword already
FLEET
possesses the maximum number of Enchantments and
This model has a Basic Movement Allowance of 9"
may not be enhanced by attaching further Enchantments
rather than 6".
unless a Perk allows otherwise. As soon as a Weapon
Card receives an Enchantment Attachment, it becomes

CHAPTER 12: SPECIAL RULES 87


FLY GLADEWALKER
Some creatures are able to Fly. This model may This model treats areas of Difficult Terrain that are
choose to Move using its normal Basic Movement woodland-based (forests, jungle, dense undergrowth,
Allowance, or by Flying instead. etc.) as Normal Terrain. Decide before the game which
terrain pieces in play are eligible.
A model that chooses to Fly modifies its Move Action
in the following ways: HISTSKIN
Argonians only. As a Special Action, this model may
❖ The model may move up to 12". This distance
restore 1 Health lost earlier in the game.
cannot be increased by Sprinting

❖ The model ignores Terrain and intervening IMMUNITY (TYPE)


models when moving. However, it may not end This model has Immunity to a specific Damage Type.
its move on top of or overlapping another model, They disregard all damage inflicted of the specified
Impassable Terrain, or in Difficult Terrain. Type, and never receive a token or Diminishing Effect
card of that Type. If a model gains Immunity (Type),
Note: Models within an enclosed space (such as a
remove all tokens of that type from it.
chamber or house) with a Height Level of less than
double its own Height, may not move by Flying.
IMPERIAL LUCK
Imperial Heroes only. Once per game, before rolling the
FOLLOW-UP
Skill Dice, this model may declare use of this ability to
When a Melee Attack with this Keyword is resolved,
score 1 on the Test (this score may still be modified).
the Attacker may immediately perform another Attack
of the same type (using the same Weapon) against an INCAPACITATE
enemy it is Engaged with. A Follow-Up Attack follows If an Attack with this Keyword causes
all the normal Melee Attack rules. It is considered part one or more damage, but does not
of the same Action (and therefore cannot be Boosted reduce the target to less than one
if the same Boost was used in the initial Attack). A Health, the target must pass an Endurance
Follow-Up using a Primary Weapon while Dual Wielding Attribute Test or become incapacitated. If this
does not prevent the use of the Secondary Weapon. Attack ever forces a target to Test Endurance as a
result of Injured (see page 38), it must treat results
FORCE WITHOUT EFFORT of incapacitated as staggered, since a model cannot
Each time an enemy model within 6" assigns a be incapacitated twice.
Staggered Token to this model, assign a Staggered
Token to the Attacker as well. INVISIBLE
Line of Sight cannot be drawn to this model by any
GHOSTLY STRIKE means. This Keyword ceases to apply as soon as
This model adds the Enchanted and Piercing (1) the Invisible model performs an Attack or Engages
keywords to its Unarmed Melee Attacks. an enemy.

GIFT OF THE GAB LIGHTWEIGHT


This model may add to all Speech Skill Tests. When a Weapon Card with this Keyword is used as
a Secondary Weapon, the Attack ignores the Skill
Dice penalty.

88 THE ELDER SCROLLS: CALL TO ARMS


LINEBREAKER PIERCING (X)
A model or Attack with this Keyword removes Attacks with this Keyword negate X Successes from
an enemy Block Token upon a successful Melee the target’s Armor Roll.
Attack Test.
Note: Strong Armor (X) cannot be negated by Piercing
(X). For example, a model with an Armor Rating of
MAGICKA BOOST (X)
(1) rolls for its Armor when hit by a
A Spell with this Keyword may be Boosted when cast
damage attack with Piercing (2). Ordinarily the model
by using up to X Magicka (in addition to the Spell’s
would suffer 2 damage but because of the Strong
Magicka Cost). This Keyword is always accompanied
Armor (1) bonus, the model would still negate one
by an additional effect, describing what happens when
and so only suffers one damage.
the extra Magicka is used. If the Magicka Boost value is
∞, as much Magicka as remains may be expended. POISON
A model that suffers at least one point of
Example: A Flames Spell costs 1 Magicka and
damage from an Attack with this
inflicts damage. It has Magicka Boost (2),
Keyword and the Poison Icon ( )
meaning that the caster can spend up to two additional
must place a Poison Token on its Character Card. Place
Magicka, adding one per Magicka. The caster uses 3
an unnumbered Health, Stamina, or Magicka Token
Magicka in total, rolling for the Spell’s damage.
matching the type of Poison used on the Poison Token.

If a model has any Poison Tokens at the start of its


MOUNTED
Activation, it loses 1 Health for each Health Token
This model rides to battle on the back of a steed of
on the Poison Tokens, 1 Magicka for each Magicka
some description. A Mounted model is treated as a
Token on the Poison Tokens, and 1 Stamina for
single model for all rules purposes, and any bonuses
each Stamina Token on the Poison Tokens.
gained from the mount are incorporated into the
model’s Attributes and Special Rules. All of the damage of the same type is inflicted at
once, so, if multiple Poison Tokens with Health
❖ Mounted models always count as wearing no
Tokens on them cause a Hero to lose their last
Armor for the purposes of Sprinting: the Mount
point of Health, only one Endurance Attribute Test
bears the extra load effortlessly.
for injured is made.
❖ Mounted models cannot Hide, may not climb
Poison Tokens can only be removed by the Aid Action.
Large Obstacles, nor can they move through any
space (such as a doorway) less than their own PONDEROUS
Height level, and narrower than the model’s base. This model has a Basic Move Allowance of 4" rather
than 6".
❖ A Mounted model adds to any melee attack
that targets a model less than its own Height Level. PROWLER’S PROFIT
This model gains 1 bonus VP each time it successfully
MUFFLED
picks a lock.
When this model is Hidden, enemy models must add +2 to
their Intelligence Attribute Tests when rolling to Detect it. PUNISHING X
When an Attack with this keyword reduces a Hero or
NIGHT EYE
Adversary Master to less than one Health, the target must
In scenarios using the Darkness rules, a model with
modify its Endurance Attribute Test for injury by +(X).
this Keyword can see an extra 6".

CHAPTER 12: SPECIAL RULES 89


REGENERATE HEALTH As a Special Action once per round, a model with
This model restores one lost Health point at the end of the Shapeshift Keyword can shift between its forms.
each Round, unless it is Incapacitated. Replace the original model’s Character Card with
the alternate form Character Card and replace the
REGENERATE MAGICKA model with the altered form model in the exact same
This model restores one lost Magicka point at the end position on the battlefield. When Shapeshifting back
of each Round, unless it is Incapacitated. into the model’s original form, replace the model again
and remove the alternate form Character Card. If for
REGENERATE STAMINA whatever reason there’s not enough room to place the
This model restores one lost Stamina point at the end new model in the space previously occupied then the
of each Round, unless it is Incapacitated. model cannot Shapeshift.

A model’s Reserves are transferred between the two


RELENTLESS
forms. If one form has a higher maximum value in any
This model can never receive a Staggered Token. If it
pool than the other when the model Shapeshifts, that
would be assigned a Staggered Token as a result of
pool must be reduced accordingly so as not to exceed
Injury, it remains in play with 1 Health and no token.
the maximum value.
If a model gains Relentless while it has a Staggered
Token, remove the Staggered Token. If a model that starts a Scenario with a Hero Character
Card Shapeshifts, and their Character Card is replaced
RESISTANCE (TYPE) with a Follower Card, that model is still considered to
This model has a Resistance to a specific Damage be a Hero.
Type. They add Armor Rating against Attacks of
SIGNATURE LOOT (X)
that Type. If a model would ever be assigned a Token
At the start of the game, this model equips the specified
that it is Resistant to (i.e. fire or poison), it must take
Treasure card (X) - the card’s septim value is included in
an Endurance Attribute Test. If the Test is passed, no
the model’s own cost. When this model is removed as a
Token is assigned.
casualty by means of a Melee Attack, the attacking model
If a model ever has two or more Resistance types, it immediately gains the specified Treasure card. If the
can only use one of these Resistances to add to its model is an Adversary Master, the card is not equipped,
Armor Rating. This is most commonly seen against but this effect replaces the usual random Treasure card
magical Attacks that have multiple Damage Types. draw for removing the model as a casualty.

SAILOR’S REPOSE SLOW TO FIRE


Each time this model is successfully targeted by a Weapons with the Slow to Fire Keyword
Spell or Potion that restores lost Health; it restores 1 receive a Special Token to show they must
bonus Health. be reloaded each time they are fired.
After a weapon with this Keyword is used to make
SHAMBLING
an Attack, place a Special Token on the Weapon Card
This model may never Sprint.
used. A Weapon Card with a Special Token may not be
used to make an Attack. During a model’s Activation,
SHAPESHIFT (X)
it may use a Special Action and spend 1 Stamina to
A model with this Special Rule has a second Character
remove the Special Token from a Weapon card with
Card detailing its alternate form (where ‘X’ is the
this Keyword.
name of the alternate form Character Card).

90 THE ELDER SCROLLS: CALL TO ARMS


SLOWED TWO-HANDED BLOCK
A model may receive a Slowed Token as a A model with an item with this Keyword Equipped
result of a magical effect, or by receiving may perform the Block Action (and gain a Block
damage from an Attack with the slowed Token) even if they do not have a Shield.
Keyword. The slowed effect is applied in addition to
A model that has a Block Token but does not have a
a Weapon’s Damage Type (if any). A model with one
shield Equipped, does not add to its Armor Rating.
or more Slowed Tokens reduces its Basic Movement
A model with an item with this Keyword Equipped
allowance by -2" per token ( to a minimum of 0"). A
may discard the Block Token whenever it is targeted
model with the Fly Special Rule applies this penalty
by a Melee Attack to take a Two-Handed Skill Test.
to their Fly Move. The penalty is always incurred after
On a successful Test, add to this model’s Armor
any bonuses to the Basic Move Allowance have been
Rating for the duration of this Attack.
applied. If a model has any Slowed Tokens, it removes
one Slowed Token at the end of each Activation. If a model with a Block Token and no Equipped shield
loses or Unequips all weapons with this Keyword, the
SOUL CHARGES (X) token is removed.
Items with this Keyword (notably Staffs)
begin the game with a limited number of UPKEEP
Soul Charges, equal to X. This is marked A Spell with this Keyword remains in play if the caster
on the Upgrade Card by means of Soul Charge Tokens, pays an upkeep cost in Magicka. The same Spell
which are used to track expended Charges much like may not be cast again until the previous iteration has
a model’s Reserves. One Soul Charge is expended ended (see page 54).
each time the item is used (some items allow the
expenditure of additional Charges to increase the WATERBREATHING
effects). Soul Charges may never be increased above This model treats areas of Difficult and Impassable
the starting value (X). Terrain that are water-based (swamps, rivers, ponds,
etc.) as Normal Terrain.
TEETH AND CLAWS
When this model makes a Melee Attack while WEAKNESS (TYPE)
Unarmed, it uses the Teeth and Claws card instead of This model has a Weakness to a specific Damage
the Unarmed card. Type. They suffer 1 additional damage whenever
they lose one or more Health from an Attack of the
TERRIFYING specified Type. At least one damage must be caused
This model prompts a Morale Check for any enemy in order for the extra damage to be inflicted.
model that wishes to Engage it. It also prompts a Morale
Check for any model it makes a Melee Attack against.
Models with this Keyword are immune to this effect.

TURN UNDEAD (X)


When a Target Undead model with a Wisdom value of
X or less suffers one or more damage from an Attack
with this Keyword, it immediately Flees. No Morale
Check can be taken to avoid this effect.

CHAPTER 12: SPECIAL RULES 91


SPECIAL ATTACK RULES
Some Attacks have additional rules governing how SCATTER DIRECTION
they affect targets on the battlefield, detailed here. The direction in which the scatter goes is
random. To determine the direction, take the
AREA EFFECT (X") Advantage Token and physically flip
Any Attack with the Area Effect Keyword is it onto the battlefield as if tossing a coin. The direction
accompanied by a range in inches (X"), which of the scatter is shown by the arrow.
indicates the radius of the Area Effect. The Attacker
may measure this range from any point on the SCATTER COLLISIONS WITH OBSTACLES
target model’s base (or from the point of the If the line from the Attacker to the new target location
battlefield if the target was not a model). Damage passes through any Terrain, the effect is resolved
from an Area Effect Attack is applied to every model where the line contacts the Terrain.
(friendly or enemy) whose base is partially or wholly
within this radius. Damage is resolved against each DAMAGE TYPES
affected model individually. Many Special Effects add damage of a particular type
to an Attack, or converts the damage already inflicted
Objects that offer Cover between the center of the
to that type. The only exception to this rule is the
area of effect and an affected model either block
Magic Damage Type which can never be converted
the effect completely (if Line of Sight is Blocked), or
into a different Damage Type, instead gaining a
count as Cover, giving the target model bonus to
second Damage Type. The most common damage
its Armor Rating. If a model has no Armor, it gains an
types are detailed below (namely Fire, Force, Frost,
Armor Rating of for the duration of the Attack.
Magic, Physical, and Shock).

SCATTER Most often, a Special Effect will cause bonus damage


When a Skill Test fails while using an Attack with the of a particular type to be added to an Attack (for
Scatter Keyword, it deviates from the intended target example, the Ebony Greatsword of Embers adds
to a new location. (Fire) if the Attack roll includes the icon. If the
Special Effect damage is different from the Weapon’s
When resolving a scatter, first work out how far the
normal Damage Type, all of the damage inflicted is
Attack scatters, and the direction in which it scatters.
converted into the special type.
Once this is resolved, draw an imaginary straight line
from the Attacker to the new target location. If the line
Example: Yrsarald attacks Jenassa with the Ebony
is unobstructed by Terrain, the new target location is
Greatsword of Embers. The Attack results in 4 Physical
where the effect is resolved.
damage. He also rolls a , adding 1 Fire damage to
the roll, for a total of 5 damage. All of this damage is
SCATTER DISTANCE
now considered Fire damage. Good news for Jenassa
The distance of the scatter is equal to the amount
– as a Dunmer, she has Fire Resistance, and adds
by which the modified Skill Dice result failed, to
to her Armor Rating for the duration of this Attack!
a maximum of 6" (so if the target number for the
Test was 5, for example, but a 7 is rolled, the Attack
scatters 2").

If an is rolled, the scatter distance is 6".

92 THE ELDER SCROLLS: CALL TO ARMS


FIRE FROST
If an Attack of the Fire type causes any If an Attack of the Frost type causes any damage
damage but does not cause the target to but does not cause the target to be removed from
be removed from play, the target gains a play, the target loses Stamina. If the target had a
Burning Token. A model may only have one Burning Burning Token, the Burning Token is removed.
Token at any time.
MAGIC
A model with a Burning Token can Activate and
The Magic Damage Type inflicts no extra effects, as
perform Actions as normal. However, if a model has a
usually magical Attacks will also confer one of the
Burning Token at the start of its Activation, it suffers
3 elemental Damage Types (Fire, Frost, or Shock).
1 damage (with no Armor Roll). As a Special Action,
The Magic Damage Type is unique in that Magical
a model with a Burning Token may take an Agility
Attacks can be both the Magic Damage Type and one
Attribute Test. If successful, the fire goes out and the
additional Damage Type.
Burning Token is removed.
All Spells gain the Magic Damage Type and the
A Burning Token is also removed if:
Enchanted Keyword in addition to any other Damage
❖ The model receives Frost type damage. Types listed on their card.
OR
❖ The model ends a Move Action in a piece of PHYSICAL
Terrain categorized as water. All damage is Physical unless a rule specifically
states otherwise. There are no special rules covering
If a Burning Token remains at the end of the model’s
Physical damage.
Activation, it carries over to the next round. If a model
with a Burning Token ever becomes incapacitated, it is SHOCK
removed from play. If an Attack of the Shock type causes any damage but
does not cause the target to be removed from play, the
FORCE target loses Magicka.
If an Attack of the Force type causes any damage but
does not cause the target to be removed from play,
the target model is moved in a straight line directly
away from the Attacker (on a line drawn center-to-
center between both models’ bases). The distance
moved is equal to the number of damage inflicted
plus a roll of in inches. Sometimes, an additional
bonus distance will be specified by the Attack.

The pushed model is moved the full distance if


possible. However, if the pushed model contacts
Terrain or another model, the Move immediately
ends, and the pushed model receives a Staggered
Token. If the model is pushed over an edge and
falls a greater distance than its Height Level it takes
Falling Damage, ends the Move after Falling, and
receives a Staggered Token.

CHAPTER 12: SPECIAL RULES 93


PERKS
These Special Rules, usually applied in various combinations, are what give Heroes the edge over lesser warriors.
Perks are collected here for convenience, grouped beneath their associated Skill.

❖ Paralyzing Strike: When this model declares


ONE-HANDED
a Melee Attack with a One-Handed Weapon,
❖ Armsman: This model adds to its Melee
the Weapon gains the Special Effect:
Attacks with One-Handed Weapons.
Incapacitate, for the duration of the Attack, in
❖ Bladesman: This model adds to its Melee addition to any other Special Effect already listed.
Attack with Swords.
❖ Puncture: Melee Attack Boost. When Attacking with
❖ Bonebreaker: This model adds to its Melee a Sword, this model may spend 1 Stamina to add the
Attack with Maces. Bleed Keyword to the Attack.

❖ Critical Charge: If this model performs a Melee ❖ Sword and Board: When this model is Equipped
Attack with an One-Handed Weapon after with both a Sword and a Shield, it may spend a
performing a Move Action in the same Activation, Block Token when making a Melee Attack with the
it adds to the Attack. Sword to add to the Attack.

❖ Defensive Posture: When Equipped with a One- ❖ Twin Slashes: When this model is Equipped
Handed Weapon, if this model is successfully hit by an with two One-Handed Weapons, it may add
enemy Melee Attack, this model may spend 1 Stamina to any Melee Attack with the Primary Weapon
to force the Attacker to reroll the Skill Test. instead of performing an extra strike with the
Secondary Weapon.
❖ Dual Savagery: When this model performs a Dual
Wield Strike, it adds to the extra strike with the
Secondary Weapon. ARCHERY
❖ Bullseye: When this model inflicts 1 or more
❖ Fighting Stance: When this model spends a
points of damage with a Ranged Weapon, the
Ready Token to make a Melee Attack with a One-
target loses Stamina.
Handed Weapon, it adds to the Attack.
❖ Critical Shot: This model’s Ranged Attacks gain
❖ Flurry: When this model is Equipped with two One-
the Piercing (1) Keyword. If the Attack already has
Handed Weapons and rolls a on a Melee Attack,
the Piercing rule, the Piercing value is increased
it may immediately perform a Follow-Up (see page
by 1 to a maximum of Piercing (3).
88) with the same Weapon instead of adding to
the Attack. Only one Follow-Up may be gained this ❖ Eagle Eye: This model increases the Long Range
way per Weapon in a single Activation. of any Ranged Weapon it uses by 6".

❖ Hack and Slash: This model adds to its Melee ❖ Hasty Retreat: When this model successfully
Attacks with War Axes. Withdraws from Engagement, it may immediately
Shoot as a Free Action with a Ranged Weapon,
❖ Low Slash: Melee Attack Boost. When declaring
even if it has already Attacked this round.
an attack with a One-Handed Weapon, this model
may spend 1 Stamina to add the Slowed Keyword ❖ Hunter’s Discipline: This model never runs out of
to the Attack. Special Ammunition.

94 THE ELDER SCROLLS: CALL TO ARMS


❖ Long Shots: Shoot Attack Boost. When Attacking ❖ Great Critical Charge: When this model performs
at Long Range, this model may spend 1 Stamina a Melee Attack with a Two-Handed Weapon after
point to add to the Attack. performing a Move Action in the same Activation,
it adds to the Attack.
❖ Overdraw: This model adds to its Ranged
Attacks with a Bow. ❖ Limbsplitter: When this model makes a Melee
Attack with a Battleaxe, the Attack gains the
❖ Power Shot: Shoot Attack Boost. When this model
Punishing (1) Keyword. If the Attack already
makes an Attack with a Bow at Short Range, the
has the Punishing rule, the Punishing value is
Weapon gains the Special Effect: Stagger.
increased by 1 to a maximum of Punishing (3).
❖ Quick Shot: This model may perform two Shoot
❖ Momentum: When performing a Melee Attack with
Actions with the same Bow in a single Activation.
a Two-Handed Weapon, this model restores 1 Health
❖ Ranger: When it is Engaged, this model may for every 3 points of damage inflicted on the target.
exchange an Equipped Bow for another Weapon in
❖ Skullcrusher: When this model makes a Melee
its inventory as a Free Action.
Attack with a Warhammer, the Attack gains the
❖ Steady Hand: When performing an Aimed Shot Punishing (1) Keyword. If the Attack already
Boost, this model may spend 1 Stamina to add has the Punishing rule, the Punishing value is
as well as to the Attack. increased by 1 to a maximum of Punishing (3).

❖ Sweep: When Attacking with a Two-Handed


TWO-HANDED Weapon, if the target is removed from play or
❖ Battle-Rush: When performing a Melee Attack incapacitated, this model may immediately make
with a Two-Handed Weapon, this model restores 1 an extra Attack with the same Weapon against a
Stamina for every 3 points of damage inflicted on new, non-incapacitated enemy it is Engaged with.
the target. This Perk is cumulative with the Absorb Treat this exactly as a Follow-Up (see page 88). If
Stamina Keyword. the target of this Attack is removed from play or
incapacitated as a result of the new Attack, choose
❖ Barbarian: This model adds to its Melee
another non-incapacitated enemy this model is
Attacks with Two-Handed Weapons.
Engaged with and Attack again, and so on, until
❖ Champion’s Stance: This model adds to this model is no longer Engaged with any non-
Melee Attacks with Two-Handed Weapons when incapacitated enemies or makes an Attack which
spending a Ready Token. does not incapacitate or remove an enemy model
from play.
❖ Deep Wounds: When this model makes a
Melee Attack with a Greatsword, the Attack ❖ Uppercut: Melee Attack Boost. When Attacking with a
gains the Punishing (1) Keyword. If the Attack Two-Handed Weapon, this model may use 1 Stamina
already has the Punishing rule, the Punishing to add the Force Damage Type to the Attack.
value is increased by 1 to a maximum of
❖ Warmaster: This model does not have to pay the
Punishing (3).
additional Stamina cost for Power Attacks for Two-
❖ Devastating Blow: When this model scores a Handed weapons with the Cumbersome Keyword.
Critical Hit on a Melee Attack with a Two-Handed This model still gains the dice.
Weapon, it gains a bonus in addition to .

CHAPTER 12: SPECIAL RULES 95


Token is ignored. If a model gains Tower of Strength
HEAVY ARMOR while staggered, remove the Staggered Token.
❖ Conditioning: While Sprinting, this model
❖ Well Fitted: When this model has Heavy Armor
counts as wearing no Armor for the purposes of
Equipped, it may take a Heavy Armor Skill Test
calculating its movement, no matter the actual
each time it is Attacked. If successful, add to
type of Armor it has Equipped.
its Armor Rating for the duration of that Attack.
❖ Constitution: While it has Heavy Armor Equipped,
this model may take a Heavy Armor Skill Test as
BLOCK
a Special Action. If the Test is passed, the model
❖ Block Runner: This model may Sprint while it has
restores 1 point of its choice of Health, Stamina,
a Block Token.
or Magicka.
❖ Deadly Bash: If this model successfully performs
❖ Cushioned: This model treats Falling Damage
the Shield Bash Boost, the Attacker suffers  
as if it were 1 Height Level lower if it has Heavy
damage. Armor Rating is deducted as normal.
Armor Equipped.
❖ Deflect Arrows: This model may spend a Block
❖ Fists of Steel: This model adds to Unarmed
Token to defend against a Ranged Attack, exactly
Attacks if it has Heavy Armor Equipped.
as if defending against a Melee Attack. Note: It may
❖ Invulnerable: When this model has Heavy Armor not Shield Bash.
Equipped, it may spend a Ready Token when it is
❖ Disarming Bash: After this model successfully
Attacked to add to its Armor Rating until the
performs a Shield Bash against an enemy Hero, it
end of the current round.
may make a Strength Attribute Test. If successful,
❖ Juggernaut: This model adds to the Armor the target of the Shield Bash must choose one
Rating of any Heavy Armor it has Equipped. Equipped Melee Weapon of their choice, if they had
one, and flip it face-down. The Weapon may not be
❖ Reflect Blows: When this model has Heavy Armor
used while it is face-down. The model must spend
Equipped and survives an enemy Melee Attack
an Action to turn the Weapon face-up again. Note:
without being incapacitated or removed from play,
that only Melee Weapons may be flipped, never a
it may make a Heavy Armor Skill Test, rolling its
Bound Weapon or other Spell.
Armor Rating as though it were a Melee Attack,
targeting the enemy that Attacked it. No Special ❖ Elemental Protection: While this model has a Block
Effects can be applied to this Attack. The enemy Token, it gains Resistance (Fire), (Frost), and (Shock).
model may defend itself as normal.
❖ Fortress: While this model has a Block Token, it
❖ Revitalize: Once per round, when this model adds to its Armor Rating instead of .
suffers any damage while it has Heavy Armor
❖ Power Bash: If this model performs a Shield Bash,
Equipped, it may make a Heavy Armor Skill Test.
the target is pushed directly away as if it had been
If the Test is passed, this model adds to all of
damaged by an Attack with the Force Type.
its Attacks until the end of the round.
❖ Quick Reflexes: Each time this model spends
❖ Tower of Strength: When this model has Heavy
a Block Token, as long as it is not incapacitated,
Armor Equipped, it may make a Heavy Armor Skill
it may take a Block Skill Test. If successful, the
Test each time it would be assigned a Staggered
Block Token is not removed and may be used again.
Token. If the Test is successful, the Staggered

96 THE ELDER SCROLLS: CALL TO ARMS


❖ Shield Charge: Move Boost. When this model
has a Shield Equipped, it may nominate a target  SNEAK
enemy in Line of Sight and within its maximum ❖ Assassin’s Blade: When this model makes a
Move Distance (including the Sprint distance if Melee Sneak Attack with a Dagger, it adds to
it has any Stamina), taking Terrain into account. the Skill Test.
This model then moves in the most direct route
❖ Backstab: This model gains one extra on its
possible into base contact with the target enemy.
Melee Sneak Attacks.
It may Move ‘through’ intervening enemy models
(it still may not end its move overlapping another ❖ Caltrops: Once per game, this model may drop
model’s base). If this move successfully ends in Caltrops as a Special Action. Until the end of the
base contact with the target enemy, every enemy Round, any enemy model that moves within 3" of
model moved through en route with a Strength this model must pass an Agility Attribute Test
value lower than this model’s Strength receives a or end its Move immediately. Models with the Fly
Staggered Token. Keyword are immune to this effect.

❖ Shield Wall: This model gains to its Block ❖ Deadly Aim: This model gains one extra on its
Skill Tests while it has a Shield Equipped. Ranged Sneak Attacks.

❖ Light Foot: When this model is affected by


LIGHT ARMOR any type of Trap Event, it may take an Agility
❖ Agile Defender: This model adds to the Armor Attribute Test. If the Test is passed, this model
Rating of any Light Armor it has Equipped. is not affected by the Trap (if it is an Area Effect
Trap, other models within the Area of Effect will
❖ Annulment: When this model has Light Armor
still be affected).
Equipped, it may make a Light Armor Skill Test
as a Special Action. If the Test is passed, it ❖ Shadow Warrior: If this model is Unengaged,
gains the Resistance (Magic) Keyword until the it may perform the Hide Action even if there are
end of the round. enemies within 6" and Line of Sight.

❖ Custom Fit: When this model has Light Armor ❖ Silence: When this model is Hidden, enemy models
Equipped, it may make a Light Armor Skill Test add +2 to the Attribute Test when rolling to Detect
each time it is targeted by an Attack. If successful, it (this is cumulative with the Muffled Keyword).
add to the Armor Rating versus that Attack.
❖ Silent Roll: This model may Sprint while Hidden.
❖ Deft Movement: When this model has Light Armor
❖ Stealth: This model adds to its Sneak Skill Tests.
Equipped, it gains -1 to Agility Attribute Tests.
❖ Timely Escape: When this model successfully
❖ Evocation: This model gains the Regenerate
Withdraws, it may Hide as a Free Action if it meets
Magicka Keyword while it has Light Armor Equipped.
the criteria.
❖ Prodigy: This model adds to all Skill and
Attribute Tests taken to cast Spells while it has
Light Armor Equipped.

❖ Wind Walker: This model gains the Regenerate


Stamina Keyword while it has Light Armor Equipped.

CHAPTER 12: SPECIAL RULES 97


❖ Poisoned Pocket: When this model performs a
LOCKPICKING Pickpocket Skill Test, it may choose not to take
❖ Expert Locks (X): When this model attempts to an item, but instead place a single Poison Token on
pick a lock, the Complexity is reduced by X, to a the target (choose a Health, Stamina, or Magicka
minimum of 1. token to put on the Poison token as normal).

❖ Golden Touch: Each time this model successfully


Searches a Treasure Token or Master Chest, it SPEECH
gains 1VP. ❖ Bribery: This model may discard one Equipment
Card when performing a Speech Skill Test to add
❖ Locksmith: This model adds to its Lockpick
to the Test.
Skill Tests.
❖ Intimidation: This model may use a Special Action
❖ Treasure Hunter: When this model searches
to become Terrifying until the end of the round.
a Treasure Token, it may draw an extra
Treasure Card. This Perk does not apply to ❖ Merchant: When this model draws an Upgrade
Master Chests. Card from the Treasure Deck, it may discard the
card to gain 1VP.
❖ Wax Key: This model automatically succeeds in
opening Locked Doors. ❖ Persuasion: This model may perform the Rally
Command Action even if it is not the Party
Champion. In addition, when it does so, this model
PICKPOCKET
and the initial target model each restore 1 Stamina.
❖ Cutpurse: When this model performs a
Pickpocket Skill Test, it may choose not to take
an item, but instead gain 1VP. ALCHEMY
❖ Alchemist: Each time this model uses a Potion or
❖ Extra Pockets: This model has one extra Quick
Poison Card, take an Alchemy Skill Test. If the
Slot (make sure the extra card is clearly separate
Test is passed, the card is not discarded.
from the model’s Inventory).
❖ Benefactor: Any Potion with a Diminishing Effect
❖ Light Fingers: This model adds to its
used by this model remains at the final stage of
Pickpocket Skill Tests.
the effect for one additional round.
❖ Misdirection: This model can choose which
❖ Concentrated Poison: When this model applies
Upgrade Card to Pickpocket instead of drawing
Poison to a Weapon, add to the next Attack
randomly.
performed with that Weapon.
❖ Night Thief: This model gains -2 to its Pickpocket
❖ Experimenter: Each time this model draws a
and Sneak Skill Tests when the Darkness scenario
Treasure or Master Treasure Card, it may make
rules are in effect.
an Alchemy Skill Test. If the Test is successful,
❖ Perfect Touch: When this model performs a this model restores 1 point of Health, Stamina, or
Pickpocket Skill Test, it may add the target’s Magicka (player’s choice).
Equipped items to the draw pile (remember to
❖ Physician: Potions that restore Health, Stamina,
put all items back in the correct slots when the
or Magicka used by this model (either on itself or
Pickpocket Action is finished).
as an Aid Action) restore additional points.

98 THE ELDER SCROLLS: CALL TO ARMS


❖ Poisoner: When this model causes a Poison Token ❖ Mystic Binding: This model adds to Melee
to be assigned to an enemy, add one additional Attacks with Bound Weapons.
token of the same type to the Poison Token.
❖ Necromancy: Any Spell cast by this model that
❖ Snakeblood: This model gains Resistance (Poison). Summons Zombies does not receive an Upkeep
Token. The Zombies remain in play until they are
removed from play, this model is removed from
ILLUSION
play, chooses to end the Spell, or casts the same
❖ Animage: This model adds +1 to the maximum
Spell again.
Wisdom restriction of Illusion Spells when
targeting Beasts. ❖ Oblivion Binding: If this model damages an
enemy Summoned creature with a Bound Weapon,
❖ Aspect of Terror: Any Illusion Spell cast by this
it may choose to cancel all damage inflicted.
model that causes the target to Flee adds +2 to
Instead, the target creature is treated as a friendly
the maximum Wisdom restriction.
model (under the control of the model’s player)
❖ Hypnotic Gaze: This model adds +1 to the until the end of the creature’s next Activation. The
maximum Wisdom restriction of Illusion Spells original Spell ends, and the caster may use the
when targeting Followers, Minions, and Elite Spell again to summon a new creature without
Adversaries. affecting this one (assuming the player has
enough models).
❖ Illusion Mastery: This model adds to all
Illusion Skill Tests. ❖ Soul Stealer: Each time this model damages an
enemy with a Bound Weapon, it restores 1 Soul
❖ Kindred Mage: This model adds +1 to the
Charge to an Equipped item with the Soul Charge
maximum Wisdom restriction of the targets when
Keyword.
casting Illusion Spells.
❖ Summoner: This model doubles the Range of
❖ Master of the Mind: This model reduces the
Summoning Spells it casts.
Magicka cost of all Illusion Spells by -1 (to a
minimum of 0). ❖ Twin Souls: This model may have up to two
Summoned creatures in play at any time.
❖ Quiet Casting: This model may use Illusion Spells
while Hidden without the need for a Sneak Skill Test.
ALTERATION
❖ Alteration Mastery: This model adds to all
CONJURATION
Alteration Skill Tests.
❖ Atromancy: All Atronachs Summoned by this
model add to their Armor Rating. ❖ Atronach: This model restores +1 Magicka
whenever it is the target of a Spell.
❖ Conjuration Mastery: This model adds to all
Conjuration Skill Tests. ❖ Mage Armor: As long as this model has no Armor
Equipped, it gains an Armor Rating of .
❖ Dark Souls: All Zombies summoned by this model
are summoned with one extra Health. ❖ Stability: Each time this model must pay 1
Magicka for a Spell’s Upkeep, take an Alteration
❖ Elemental Potency: All Atronachs Summoned
Skill Test. If successful, no Magicka is expended,
by this model gain one extra Action in their first
and the Spell remains in play.
Activation.

CHAPTER 12: SPECIAL RULES 99


DESTRUCTION RESTORATION
❖ Augmented Flames: Any Destruction Spell cast ❖ Avoid Death: The first time each game this model
as an Attack by this model that causes Fire Type is forced to take an Endurance Attribute Test
damage adds to the Attack. as a result of Injury, it does not need to roll, and
treats the result as .
❖ Augmented Frost: Any Destruction Spell cast by
this model that causes Frost Type damage adds ❖ Force Siphon: This model can use a Special
to the Attack. Action to target one enemy model within 3". The
enemy model must pass a Wisdom Attribute
❖ Augmented Shock: Any Destruction Spell cast by
Test or lose 1 Health. If 1 Health is lost, the caster
this model that causes Shock Type damage adds
immediately restores 1 Health.
to the Attack.
❖ Grand Healing: Each time this model restores 2
❖ Deep Freeze: Any Destruction Spell cast by this
or more Health to itself or a friendly model with
model that causes Frost Type damage gains the
a Staff or Restoration Spell, all friendly models
Incapacitate Keyword.
within 3" restore 1 Health.
❖ Destruction Mastery: This model adds to all
❖ Necromage: The Magicka cost of all Spells cast
Destruction Skill Tests.
by this model are reduced by 1 if the target is
❖ Disintegrate: When this model makes an Attack Undead (to a minimum of 0).
with a Destruction Spell that causes Shock Type
❖ Recovery: This model can use a Special Action
damage, the Attack gains the Punishing (1)
to restore Magicka to itself.
Keyword. If the Attack already has the Punishing
Keyword, the Punishing value is increased by 1 to ❖ Regeneration: Any Restoration Spell cast by this
a maximum of Punishing (3). model that restores Health restores an extra
Health to the target.
❖ Impact: When this model inflicts any damage
with a Destruction Spell, the target gains a ❖ Respite: Any Restoration Spell cast by this model
Staggered Token. that restores Health also restores Stamina to
the target.
❖ Impulse: When this model suffers damage, and
is not removed from play or incapacitated, choose ❖ Restoration Mastery: This model adds to all
an enemy model within 3" of it. The enemy model Restoration Skill Tests.
suffers damage with the Force Damage Type
❖ Ward Absorb: If this model has a Ward Spell
(reduced by Armor Rating as normal).
Equipped, it restores 1 Magicka to itself each time
❖ Intense Flames: When this model causes an it is hit by an enemy Attack (whether or not the
enemy model to gain a Burning Token as a result Attack causes damage).
of an Attack with a Destruction spell, the enemy
model must take a Morale Check.

❖ Rune Master: This model doubles the Range at


which its Rune Spells can be placed.

100 THE ELDER SCROLLS: CALL TO ARMS


ENCHANTING  SMITHING
❖ Extra Effect: This model may attach up to two ❖ Arcane Blacksmith: When this model adds an
Enchantments to a single Weapon or Armor Card. Enchantment Card to a Weapon, it may choose
to add either or each time it Attacks with
❖ Fire Enchanter: When this model makes an
that Weapon.
Attack with a weapon that has an Enchantment
that causes Fire Damage, add to the Attack. ❖ Smithing (Type): When using a Weapon made of
a specific material (i.e. Steel, which will always be
❖ Frost Enchanter: When this model makes an
listed in the Weapon name), this model adds
Attack with a weapon that has an Enchantment
to the Attack.
that causes Frost Damage, add to the Attack.

❖ Storm Enchanter: When this model makes an


CHARACTER
Attack with a weapon that has an Enchantment
SPECIAL RULES
that causes Shock Damage, add to the Attack.
In addition to its perks and racial bonuses, some
models have other Special Rules listed on their
Character Card or Adversary Card. In this section, any
Keywords will be listed first. Then, any Special Rules
unique to that model will be described in full.

CHAPTER 12: SPECIAL RULES 101


Chapter 13
RACES OF TAMRIEL
There are many strange and exotic races hailing from A model’s race is important primarily for the effects
the far corners of Tamriel, each with their own unique of certain Attacks, Spells, and Special Rules that
traits. Even humans, perhaps the most widespread, may apply specifically to certain races. Models of a
have developed abilities and characteristics that set particular race gain the Keywords listed in that race’s
each nation’s inhabitants apart from their neighbors. section below. Some of the racial abilities listed only
Most player models will hail from one of the ten main affect Heroes, which is also shown here. Any racial
races detailed here. rules that apply will be listed in the Special Rules box
of a Hero or Follower’s Character Card.

A TYPE OF ELEMENTAL DAEDRA, FLAME ATRONACHS COMBINE DANGER AND BEAUTY

102 THE ELDER SCROLLS: CALL TO ARMS


ALTMER (HIGH ELF) IMPERIAL
The Altmer are one of the longest-lived and most The natives of Cyrodiil have proven to be shrewd
intelligent races in Tamriel. They have a natural affinity tacticians and diplomats.
for Spells.
❖ Imperial Luck (Heroes only)
❖ Regenerate Magicka (Heroes only)
KHAJIIT
ARGONIAN Khajiit are quick and agile, making them some of the
Born in the treacherous swamps of the Black Marsh, most adept thieves in Tamriel.
this reptilian race is known for its ability to regenerate
❖ All Khajiit use the Teeth & Claws Attack when
through the power of the Histskin.
fighting without an Weapon Equipped.
❖ Histskin (Heroes only) ❖ Night Eye
❖ Waterbreathing
NORD
Hailing from the inhospitable mountains of Skyrim,
BOSMER (WOOD ELF)
Nords are fearsome and hardy warriors.
The clanfolk of the Valenwood are the finest archers in
Tamriel, excelling at hunting and dispatching the unwary. ❖ Resistance (Frost)

❖ Charm Animal (Heroes only)


ORSIMER (ORC)
❖ Resistance (Poison)
The people of the Wrothgarian and Dragontail Mountains
are renowned as both craftsmen and berserkers.
BRETON
The men and women of High Rock are known for their ❖ Berserker Rage
clever spellcraft, which often lets them avoid harm. 
REDGUARD
❖ Resistance (Magic)
The people of Hammerfell are Tamriel’s most talented
and resourceful warriors.
DUNMER (DARK ELF)
Dunmer are renowned for both their magical prowess ❖ Adrenaline Rush (Heroes only)
and their stealth.

❖ Resistance (Fire).

ELVES

The Altmer, Bosmer, and Dunmer make up the ancient


kindreds of Elves across Tamriel. In addition, their dark
and twisted kin, the Falmer, bear a common ancestry,
though it pains other Elves to admit it.

If ever a Special Rule applies to ‘Elves’, it applies to all


four of these races.

C H A P T E R 1 3 : R A C E S O F TA M R I E L 103
OTHER RACES
There are many strange creatures, supernatural DWEMER
beings, and deadly predators in the world of Tamriel ANIMUNCULI
beyond the ten sentient races detailed above. Some of The guardian machines of the ancient Dwemer holds
the most common are detailed here, while others will are all that remain of that lost civilization. Fueled by
follow in future expansions. soul gems and steam power, these golden constructs
patrol empty halls, executing their duty even though
BEASTS their masters are long gone.
While most wild beasts would rather just be left alone,
❖ Immunity (Bleed, Frost, Poison)
some are often forced to fight to defend their territory
❖ Resistance (Magic). These constructs cannot be
or pressed into the service of adventuring parties.
targeted by Illusion Spells.
❖ All Beasts gain the Fleet Keyword.
❖ Unless otherwise specified, Beasts always fight MONSTERS
with Teeth & Claws. It is almost impossible to travel far in the wilds of
Tamriel without encountering some dangerous
DAEDRA monstrosity. Whether it is one of the three-eyed Frost
Daedra are powerful, elemental creatures native to Trolls of Skyrim, or a fearsome Kagouti of Black
Oblivion. This ‘race’ covers a variety of monsters, Marsh, monsters rarely shy from the chance to slay
warriors, and entities, from hulking Atronachs to the unwary.
humanoid Dremora.
❖ Monsters have the Terrifying Keyword.
All Daedra are immune to the effects of Illusion ❖ Unless otherwise specified on their Character
Spells. In addition, Daedra fall into one of the Card, Monsters always fight with Teeth & Claws.
following three subtypes:
UNDEAD
❖ Flame Daedra have Immunity (Fire),
Across Tamriel, the dead do not rest easy in their
Weakness (Frost), and Death Explosion (Fire).
graves. From the shambling Zombies stitched together
❖ Frost Daedra have Immunity (Frost),
by dark-souled Necromancers, to the formidable
Weakness (Fire), and Death Explosion (Frost).
Draugr who guard their ancient crypts across the
❖ Storm Daedra have Immunity (Shock), and
frozen north of Skyrim, there are many forms of
Death Explosion (Shock).
Undead revenant waiting to beckon the unwary into
their ranks.

❖ Resistance (Frost, Poison)


❖ Immunity (Bleed)

“Those warriors from Hammerfell?


They’ve got curved swords. Curved. Swords.”
– Hold Guard

104 THE ELDER SCROLLS: CALL TO ARMS


PATHS
Every model in the game belongs to one of three paths, which reflect their natural aptitudes and battle experience. Paths
are primarily used when constructing a Party, as most factions have one or more restrictions on the number of models that
may be recruited from each path. However, Heroes of a given Path also gain the bonuses from their Path detailed below.

THE PATH OF MIGHT THE PATH OF SORCERY


Models from the Path of Might favor open combat and Models from the Path of Sorcery are skilled in the
feats of strength. magical arts and make excellent priests and mages.

Heroes from the Path of Might may Equip and use any Heroes from the Path of Sorcery may Equip and
Melee Weapon, Shield, or Armor Upgrade cards, even if use any Spell Card, even if they do not possess
they do not possess the required Skill. When required the required Skill. When required to perform a Skill
to perform a Skill Test of the associated type, they Test of the associated type, they may make the
may make the corresponding Attribute Test instead. corresponding Attribute Test instead. Remember that
Remember that Attribute Tests do not trigger bonuses Attribute Tests do not trigger bonuses from rolls on
from rolls on the Skill Dice. the Skill Dice.

=
=

=
=

THE PATH OF SHADOW


Models from the Path of Shadow excel at Sneak
Attacks, scouting and seeking treasure.

Heroes from the Path of Shadow may Attack using the


Archery Skill, Sneak, Lockpick, and Pickpocket even
if they do not possess the associated Skills – when
required to perform a Skill Test of the associated
type, they may make the corresponding Attribute Test
instead. Remember that Attribute Tests do not trigger
bonuses from rolls on the Skill Dice.

In addition, models from this path add to their


Sneak Attacks instead of .

C H A P T E R 1 3 : R A C E S O F TA M R I E L 105
Chapter 14
SCENARIO RULES
In this section, we’ll cover the different Game Modes, where you can battle with your friends or take on the wilds of
Tamriel alone.

SCENARIOS
A scenario is an outline for a game, providing the Delve Mode: Players fight alone or cooperatively
essential information that allows players to set up their against Adversaries that will activate and Attack
Terrain, deploy their Parties, and achieve the objectives according to their own behavior sequences. See page 26
required for victory. A beginner scenario is outlined at of the Quests book for Delve Mode scenarios.
the end of this section, which is perfect for the first time
Each Game Mode has a variety of scenarios and
you wander into the wilds of Tamriel. A number of more
Special Rules to enhance games. Additional Game
advanced scenarios can be found in the Quests book.
Modes will be introduced in future expansions.

THE PRE-GAME SEQUENCE 2 . CHOOSE PARTIES


Before play begins, players use the following Before determining which scenario to play, players will
sequence to set up: need to choose their Parties, as described on page
117. The mode of play (Battle or Delve) may affect
1. Choose Game Mode
potential Party compositions.
2. Choose Parties
3. Determine Setup Priority (Battle Mode only)
3 . DETERMINE SETUP
4. Choose a Scenario
PRIORITY
5. Choose Environment and Set Up the Battlefield
In Battle Mode, after the players have chosen their
6. Draw Quest Cards and Select Oaths
Party compositions, each player rolls the Skill Dice
7. Deploy Parties
( ). The player with the lowest numerical result
8. Fight!
chooses which player has Setup Priority. In the case
of a tie, each player re-rolls until the roll is not tied.
The player with Setup Priority chooses the deployment
1 . CHOOSE GAME MODE
zone they would like, and has priority on placing
Before starting a game, players will first need to
tokens and Terrain. The player who does not have
choose a Game Mode. There are two ways to play The
Setup Priority will have Advantage during the first turn
Elder Scrolls: Call to Arms:
of the game unless stated otherwise by the scenario.
Battle Mode: Two or more parties fight over
Objectives and Treasure in the wilds and
dungeons of Tamriel. See page 10 of the Quests book
for Battle Mode scenarios.

106 THE ELDER SCROLLS: CALL TO ARMS


4 . CHOOSE A SCENARIO 5 . CHOOSE ENVIRONMENT
The simplest way to play a one-off game is for the AND SET UP THE
players to agree on a scenario and follow the set BATTLEFIELD
up guidelines. If players wish to select a scenario at The scenario maps show where to place the important
random, each Mode of Play provides a simple table to features for the game, but there’s much more to
help pick one. creating an interactive and memorable battlefield than
placing tokens…
SCENARIO FORMAT
Each scenario is presented in the same way, so that SIZE OF GAMING AREA
players can find the essential information at a glance.
The minimum sized battlefield is a 24" square, but
❖ Name and Description: Here players will find this varies depending on the size of the game being
the background information about the scenario – played, as shown below:
where the parties are fighting, and why.
SETTLEMENT SPECIAL RULES
MINIMUM
❖ Round Limit: This is the maximum number
SIZE OF DISTANCE FROM
of rounds the game will take. If neither side GOLD SEPTIM GAMING DEPLOYMENT
LIMIT AREA ZONE TOKENS
achieves their objectives before the round limit CAN BE PLACED
is reached, the game finishes at the end of the
<150 24" Square 6"
specified round. Victory Points are usually used to
determine a winner once the game ends.
150-399 36" Square 10"
❖ Environment: The environmental rules for the
400+ 48" Square 10"
battlefield. If this is not present, the rules for
determining an Environment are as described below.

❖ Setup: This section of the scenario rules provides


a map of the gaming area with key points marked ENVIRONMENTS
upon it, and may provide specific rules for the A game will usually take place in one of three
placement of Treasure Tokens, Objectives, and the Environments: Dungeon, Wilderness, or Settlement.
deployment of models.
Future expansions will add new Environments and
❖ Special Rules: Some scenarios will require introduce rules for using them.
more specific setups, such as Special Objectives
Players may agree on an Environment mutually, based
or placement of Adversaries as detailed in each
on the available scenery or specific models in their
Special Rules section.
collection. Otherwise, to determine an Environment
❖ Victory Conditions: This section outlines the randomly, take one of each Environment specific Event
feats required to gain Victory Points and win Card, shuffle them, and draw one at random. This is
the battle! the Environment for the scenario.

❖ Oaths: Each scenario includes a number of If a scenario specifies an Environment, then that
optional Oaths that players can attempt to Environment must be used for that game.
accomplish in addition to the scenario’s
Victory Conditions.

CHAPTER 14: SCENARIO RULES 107


B L O O D C U R D LK
INHGA J I I T H A S
BOOBY TRAP
H OW L… WA R E S …

Choose one of your own models


Choose(not of your own You
onean may spend
standing models.3VP if you have them (flip
Shuffle
Adversary). three Environment-specific
That model has
That
triggered
model must Event
a Trap!pass a them to the
Wisdom Cards
spent
Attribute – they still count Settlement: At the start of any Settlement game, roll
side into
towards your total, but cannot be used to
Test or gain a shaken token.
the
Draw Event deck.
a card from Note
the Traps Deck,that
usingthese
the will be a mix of types
Level Up). If you do, immediately draw a
and consult the table below to see which Special
chosen model as the target.
– Incidents, Radiant Quests, and Treasure
SpecialCardQuests
and assign it to a Hero.
– and Rules are in play (if any).
are included in addition to the usual quantities of each
SETTLEMENT SPECIAL RULES
type when curating the Event Deck. Cards that display
ROLL RESULT
the specific Environment icon (below) may only be
used in games set in that Environment. Darkness

2 3 1 - No Additional Special Rules

Civilians
Dungeon Wilderness Settlement
#137 #139 #142

The gaming area is always set up in the same order:


Occasionally, Adversary Cards may display one or more
Environment icon(s). Like Event Cards, these Adversaries 1. Place Scenery
may only be used in the specified Environments. 2. Place Tokens
3. Place Adversaries (if required by the scenario)
ENVIRONMENT SPECIAL RULES
The different Environments each have associated SCENERY
Special Rules, which modify the scenario being As a general guide, unless the scenario requires a
played. These are used in addition to any Scenario specific type of Terrain, players should aim to place at
Keywords listed in the scenario. least one large piece (6" diameter or larger), or two
smaller pieces (up to 6" across, or long in the case of
Dungeon: At the start of a Dungeon game, roll and
walls or hedges), for every square foot (12") of table
consult the table below to see which Special Rules are
area. So, for example, a 36" square board has 9 square
in play (if any).
feet of table area, which might contain six buildings
DUNGEON SPECIAL RULES and six walls. Players with really large Terrain pieces
ROLL RESULT should feel free to count them as two (or more) pieces
Darkness − whatever looks good on the tabletop. However, it
or
should be noted that the more Terrain in play, the more
- No Additional Special Rules tactically restricted the game becomes.

Although you can place small pieces of ‘Scatter Terrain’


Wilderness: At the start of any Wilderness game, roll
around the board, such as individual trees, rocks,
and consult the table below to see which Special
monoliths, etc., grouping these pieces together will
Rules are in play (if any).
make for a more attractive setup and, if placed together
WILDERNESS SPECIAL RULES on a base, can easily define areas of Difficult Terrain.
ROLL RESULT
When placing Terrain, players should agree on the
Breaking Dawn number of pieces they want, and then take turns to

-
place one until all Terrain has been placed on the board.
No Additional Special Rules
Players should start with the larger pieces of Terrain,
Blizzard and move down to the smaller ones. If a player places
a very large piece, the next player should place the
equivalent number of pieces (for example, a three-piece
equivalent followed by three regular pieces).

108 THE ELDER SCROLLS: CALL TO ARMS


TREASURE TOKENS ADVERSARIES
Players should check the Scenario Special Rules to Some scenarios specify how to choose scenarios,
see if Treasure is included in the scenario they are otherwise to play a scenario that uses Adversaries,
playing. Unless the scenario rules specify otherwise, players choose a number of Adversary models from
during setup, take six standard Treasure Tokens and their collection with a total value equal to the Gold
four Locked Chest Tokens. Place them face-down and Septim limit of the game (or as close as possible
mix them up randomly. Some Scenarios dictate the without going over). The types of Adversaries players
amount of Treasure, otherwise the number of Treasure may choose depends on the size of the game, as
Tokens in play is determined by the size of the game, summarized below (note that if the minimum value is
as detailed on the table below. 0, players do not have to take any model of that type if
they do not wish to, or do not have them available).
AMOUNT OF TREASURE
GOLD SEPTIM COST TREASURE TOKENS NUMBER OF ADVERSARIES
GOLD SEPTIM MINIONS ELITES MASTERS
0-99 3 COST

0-99 1+ 0-3 0-1


100-199 4

200-299 5 100-199 1+ 0-5 0-1

300-399 7 200-299 1+ 0-6 1-2

400+ 9 300-399 1+ 0+ 1-3

400+ 1+ 0+ 1+
Players place the required number of Treasure Tokens
one at a time, in turn, face-down so that neither player
Note: Some scenarios might specify that a particular
knows which is which.
Adversary type must be included in the scenario
No Treasure Token may be placed within 3" of another setup. These specifications overrule the restrictions on
Treasure Token or Objective. In addition, there are the table above.
limits on how close to deployment zones Treasure
Follow the steps below to set-up the Adversaries:
Tokens and Objectives can be placed. Consult the
chart under ‘Size of Gaming Area’ to see how close 1. Lay out the Adversary cards face-up near the
these can be placed based on the size of the game. battlefield.
A model cannot end a move overlapping a Treasure
2. Take Number Tokens equal to the number of
Token. Treasure Tokens must be placed in accessible
models in the Adversary force and place them at
positions, not on or surrounded by Impassable Terrain.
random on the cards.
When a model comes into contact with a Treasure
3. Take the duplicate Number Tokens with the
Token, the player flips the Token to see if the Token
matching numbers and add them to a pool next
is Open or Locked, then can choose to perform the
to the battlefield (or put them in an opaque bag or
Search Action (see page 36).
container to draw from later). These will be used for
determining which Adversaries enter play, and the
order in which the Adversary models are Activated.

CHAPTER 14: SCENARIO RULES 109


player takes the Quest Card with the same letter, but
6. DRAW QUEST CARDS AND
the number ‘2’; this is their next Quest. For example, if
SELECT OATHS
they just finished Quest 1a, their next quest is 2a.
Story Quests are drawn from the Quest Deck. These
can come in the forms of one-stage quests, where the Players continue in this way, taking the next Quest
Quest is resolved after completing the requirements Card in the sequence (1, 2, 3, etc) until they complete
on the card, or linked quests, where one Quest’s the Quest Chain and there are no further Quest Cards
reward would lead on to another that carries on with the same number. Initially, the most Quests you
the story. Story Quests are personal, unlike Radiant will encounter in a chain is 3, but longer Quests will
Quests from the Events Deck that any player can be added as your collection grows.
attempt. Each player can only complete the quests
Battle Mode Once a Quest Chain is completed, at the start of the
that they have drawn that game.
next game, the player must draw a new Quest from
Delve Mode
Quest Cards display both a number and a letter the cards marked ‘1’. This may be a quest previously
adjacent to the Quest Chain ( ) icon at the bottom
Quest Chain completed by another player, but cannot be the same
of the card. In standalone games, players shuffle 12 quest this player just finished – if it is, discard it and
Radiant Quest
Random Quest Cards featuring the number ‘1’ into draw another.
their Quest Deck, leaving out the Quests
I Questthat don’t

match the Environment they are playing in, and place


Special Quest
OTHER QUESTS
the other cards to one side. In campaign games, Certain Quest Cards also form part of the Event Deck.
however, rewards are to be had for completing
Spawn
an When drawn, read these Quest cards out loud and
entire ‘Quest Chain’. place them at the side of the board. Any player can try
to achieve them.
QUESTS IN CAMPAIGNS
Radiant Quests are Quests
To begin, players take all the Quest Cards marked
A RARE GIFT
where players compete
‘1’ and shuffle them together as normal. Each player The things you’ll do to
influence people… You
make friends and
must find a rare to achieve a goal. Some
in the campaign then draws one card. If the letter talisman for a contact
Unfortunately, it’s in
back at Whiterun.
the possession of a very
protective creature.
Radiant Quests may result in
following the number 1 is ‘x’, there are no additional Requirements: At least three
Adversaries.

Each time you remove an


Adversary from
an Agility only one player completing
cards in the chain – this is a ‘one-stage’ Quest. play with a Melee Attack, take
Attribute Test. When the test
is passed, you
have found the talisman! The
finds the talisman must survive
model that
the game. the Quest while others allow
Players complete it (or fail it) as normal, and draw a
3 multiple players to achieve
new card from the Quest Deck next time. See page 22
1x

the same goal, and therefore


of the Quests book for more on campaigns. #144

receive the same Rewards.


However, if there is any other letter following the
Special Quests are Quests focusing on a Quest Item.
number, this is the start of a Quest Chain!
These are potentially valuable or magical items that
If the Quest is not completed by the end of the game, have been lost through the ages. Players must search
the player retains the same Quest Card and tries again for the item, and complete the Quest upon finding it.
next game (no new card is drawn). Unlike Radiant Quests, Special Quests can only be
claimed by one player, so it is a race to see who can
Once the Quest is completed, the player receives the
find the Treasure first.
listed reward as normal.

At the start of the next game after the Quest is


completed, instead of drawing a Quest Card, the
player searches for the next Quest in the chain: The

110 THE ELDER SCROLLS: CALL TO ARMS


QUEST ITEMS If by the end of the game a player has failed to
Most Quest Items have no bearing on game play. complete any Oath that they declared at the start,
Some, however, take the form of Upgrade Cards, they must subtract 1VP from their total VPs for each
usually in the same format as a Treasure Card. uncompleted Oath.
Unless specified in the Quest description, any Quest
During Delve Mode, each Party shares the Oaths they
Item Upgrade Card may be retained by your Party in
want to attempt to complete. In addition, when an
subsequent games in the campaign. You do not have
Oath is not completed in Delve mode, the VPs lost
to give the item to the same model that found it – any
is equal to the number of players. Players need to
eligible model in a Party may Equip the item.
choose their Oaths carefully, and ensure they work
together to complete them, or the whole Party suffers
REQUIREMENTS
the consequences.
All Quest Cards have a Requirements category. A
Quest Card can only be retained if the requirements
7. DEPLOY PARTIES
are met, otherwise the player must draw another card.
This section explains how and where players should
deploy their models. Ordinarily, the map will display
OATHS
a marked deployment zone showing the area in
Each scenario contains a set of legendary feats that
which models may be deployed. Some scenarios will
the bards of Tamriel will sing about for Ages to come.
show a deployment edge, these work in the same
Each player may choose any amount of these Oaths
way as a deployment zone except that the models
to try and accomplish during the game.
must be placed in contact with the marked edge of
Before the beginning of the game each player the playing area.
may announce which (if any) Oaths they will try to
The player with Setup Priority places half of their Party
complete. Oaths can be completed at any point of
(rounding up) in their deployment zone. The opponent
the game. The player who completes an Oath must
then does the same in the opposite zone. The player
announce that the requirements of the Oath have
with Setup Priority places their remaining models in
been met and immediately score the number of VPs
their deployment zone, then their opponent then does
associated with that Oath. Each Oath may only be
the same.
completed once per game by each player.

“Simply put, the schism in the Human/Aldmeri worldview


is the mortal’s relationship to the divine. Humans take the
humble path that they were created by the immortal forces,
while the Aldmer claim descent from them.”
– The Monomyth

CHAPTER 14: SCENARIO RULES 111


SCENARIO SPECIAL RULES
Most scenarios have one or more Special Rules that SUNRISE
reflect the environment in which players are fighting ROUND NUMBER ROLL REQUIRED

or the special conditions of the battle. The more 2 <3


common Scenario Special Rules are collected here as 3 <4
Special Rules, while some scenarios also have their 4 <5
own unique rules.
5 Auto

ADVERSARIES CIVILIANS
The scenario requires the involvement of a group of
Civilians have a habit of running around in a panic,
Adversaries as described in the scenario being played.
getting in the way, and generally causing a nuisance.
At the start of the game, after placing Objectives and
BLIZZARD
Treasure Tokens, each player takes a number of NPC
The game takes place during a fierce snowstorm.
Tokens determined by the Gold Septim limit:
While the Blizzard rules are in play, any Burning
Tokens are removed at the start of each round. In NUMBER OF CIVILIANS
addition, Line of Sight is severely limited – at the start GOLD SEPTIM LIMIT CIVILIANS PER PLAYER
of each round, the player with Advantage rolls and 0-99 1
compares the result to the table below to determine 100-199 2
the maximum Line of Sight range that round. Note that
200-299 3
light sources cannot mitigate this effect.
300+ 4
The Blizzard rules do not apply to models that are
within buildings, but do apply if a model is within a Civilians usually remain stationary and are treated as
building and shooting at a target outside a building, enemy models with a Height Level of 2 (although they
through a door or window, for instance. never perform actions or reactions, or do anything else
except as described below). Adversaries treat them
BLIZZARD LINE OF SIGHT
as enemies but will always target a player-controlled
ROLL RESULT
model in preference, if possible.
12"
At the end of each round, up to three NPC Tokens may
- Normal Line Of Sight be moved, starting with the player who has

8" Advantage and then alternating between players. These


NPC Tokens have the following stats; Basic Movement
Allowance of 4", 0 Stamina, and an Agility value of 2.
BREAKING DAWN
The game begins following the Darkness rules, see A Civilian’s Token is removed from play immediately if:
below. However, from the start of the second round
❖ any model expends an Action to Attack the Token,
onwards, the player with Advantage rolls . If the
– OR –
score on the dice is equal to or lower than the value
❖ an Adversary model moves into contact with the Token.
on the table below, the sun rises and the Darkness
rules cease to apply (remember, a always counts Each time a player controlled model removes an NPC
as 1, and always fails). Token from play, roll . On a , that player loses 1 VP.

112 THE ELDER SCROLLS: CALL TO ARMS


DARKNESS LIGHT SOURCES
While the Darkness rules are in play, Line of Sight Some Upgrade cards (such as Torches or the
is limited to 12". However, any model within the Candlelight spell) provide a source of light. In
radius of a light source can be seen at any distance scenarios with the Darkness rule, these can come in
(following the normal rules for Line of Sight). In very useful! The radius and any other effect of a light
addition, models within the radius of a light source source will be printed on the cards. Some scenarios
incur a +1 modifier to their Sneak Skill Tests, but gain might also specify other light sources; all relevant
a -1 modifier to their Morale Checks. rules for these will be in the scenario.

AT HOME IN THE DARKNESS, VAMPIRES STALK THE NIGHT

CHAPTER 14: SCENARIO RULES 113


OBJECTIVES Strategic: These objectives represent different
Objective Tokens represent areas of great strategic important points on the battlefield. See the individual
value; they might be buried artifacts of great power, scenario being played for details.
schematics for Dwemer weaponry, books of lore,
scrolls containing enemy intelligence, or various other Puzzle: In the Objectives and Scoring step
points of importance. of the Event Phase, the player who
controls this Objective Token nominates
Objective Tokens are not treated as terrain, but a
one of their models within 3" of it to take an
model cannot end a move overlapping a Token.
Intelligence Attribute Test. On a result of , draw a
Objectives are only used when the scenario Trap Card and resolve it immediately. On a success,
has the Objectives Special Rule. Each scenario the model that took the Test gains one Treasure card
description will also state how the Objectives behave and the Objective Token is removed.
in that scenario.
Master Chest: A Master Chest Token may
PLACING OBJECTIVES be searched and removed like a Treasure
Unless the Scenario Special Rules specify otherwise, Token. If a Master Chest is revealed when
starting with the player with Advantage, the players flipping an Objective Token, replace the Objective
place the required number of Objectives one at a time, Token with a random Master Chest Token. After
in turn, after deploying their models. Take ten of the successfully Searching a Master Chest Token the
Objective Tokens (4 Strategic, 4 Puzzle, and 2 Master player receives one Master Treasure Card. Note that
Chests) and mix them up, face-down, so players can’t some Master Chests are Locked, and are treated like
tell which is which. Then randomly take the required any other Locked Chest; a roll of on the Lockpick
number for the scenario, and place them – still face- or Strength Test provides a draw from the standard
down – on the gaming area as instructed. Objective Treasure Deck in addition to a Master Treasure Card.
Tokens must be placed outside of the minimum
distance from deployment zones as shown in the Size CONTROLLING OBJECTIVES
of Gaming Area table (see page 107). To control an Objective, a player must have more
Unengaged models within 3" of it than their opponent
Objective Tokens must be placed in an accessible
at the end of the round. Incapacitated models do not
position, not on or surrounded by Impassable Terrain.
count for the purposes of controlling an Objective. If the
AMOUNT OF OBJECTIVES number of Unengaged models within 3" is equal, the
GOLD SEPTIM LIMIT OBJECTIVE TOKENS Objective is ‘contested’, and neither side controls it.

0-199 3 If ever a single model must be chosen to receive a


benefit for controlling an Objective, the closest model
200-299 5 gains that benefit. If there are several equidistant
models, the controlling player chooses one of them.
300-399 7

400+ 9

As soon as a player moves one of their models within


3" of an Objective Token, flip it over to see what it is.

114 THE ELDER SCROLLS: CALL TO ARMS


SPECIAL OBJECTIVES ❖ As soon as the Party Champion’s activation is
Some scenarios specify the inclusion of one or over, the new model Activates, interrupting the
more Special Objectives. These are treated just usual sequence of play.
like Objective Tokens for the purposes of interaction
and control, as described above, but have their own SPAWN
Special Rules for scoring, detailed in the scenario Unless otherwise specified by the scenario, Adversaries
rules. If these require a Token to represent them, use do not begin the game in play, but are instead held off
any Objective Token type that is not in use. the board to one side in a Spawn Pool. When an Event
Card instructs players to Spawn one or more Adversaries,
REINFORCEMENTS (X) they place them on the gaming area as described in the
When the Reinforcements Scenario Special Rule is in Scenario Setup section. Once removed from play, certain
effect, a Party Champion may spend a Special Action types of Adversaries return to the Spawn Pool and might
to choose one friendly Follower removed as a casualty be brought back into play later. The scenario map will
earlier in the game. The chosen Follower is returned often indicate where an Adversary may appear.
to play. Place the model anywhere in its deployment
zone (or on its deployment edge), but no closer than TREASURE
6" to an enemy. The value (X) indicates the number The scenario requires the placement of Treasure
of removed Followers that may be returned to play by Tokens, as described in the scenario being played.
each side in total throughout the game.

❖ Returned models are regarded as brand new


Followers of the same type: Their Reserves are
set to maximum, and any Tokens or Treasure they
were previously carrying are discarded.

VICTORY CONDITIONS
This section explains how to win the game, and is the battlefield, gold face up. Multiple 1 VP Tokens can
usually based on the accumulation of Victory Points. be exchanged for 3 and 5 VP Tokens as necessary. Your
VP total can never go below 0 VP. VPs can be Spent
VICTORY POINTS during a game to level up Heroes. Scenarios will also
Victory Points (VPs) are used to work sometimes provide other ways to spend VPs. Spent
out the winner of a game. Each scenario VPs still count towards winning the game, but cannot
will explain how to score VPs, and bonus be spent again. When a VP is Spent, flip it to the gray
VPs available through the completion side. At the end of the game, the side with the most VPs
of; Quests, Events, succeeding at certain Skills, or wins. If the number of VPs is equal, the game is a draw.
accomplishing Oaths during the course of the battle.

VPs are won as the game progresses, so it is important


to keep note of how many VPs players score. Each time
a player scores one or more VPs, place that number of
Victory Point Tokens next to the table on their side of

CHAPTER 14: SCENARIO RULES 115


Chapter 15
GATHERING THE PARTY
In this section, players will find guidelines for shaping their collection of models and cards into a Party of hard-
bitten warriors and explorers, ready to do battle in the far-flung corners of Tamriel.

GOLD SEPTIMS
Before a game of The Elder Scrolls: Call to Arms, would call the ensuing game a ‘200-Septim battle’.
players choose a number of Gold Septims as the The limit refers to the total used by each side, not all
amount for the game they wish to play. Players select the participants together.
the models and Upgrades they wish to use for their
Throughout this section, reference will be made to
Party, adding up the Gold Septim value of each model
‘purchasing’ models, Equipment, and other upgrades.
and Upgrade as they go. The final total can be up to
This means spending some of the Gold Septim limit in
the agreed limit.
exchange for those items.
As an example, if two opposing Parties were
comprised of around 200 Gold Septims each, they

FACTIONS
The choice of Faction is one of the most important Some models have more than one faction icon. One
choices players will make in games of The Elder of these is always larger than the others and is gold
Scrolls: Call to Arms. Each faction has its own bordered – this is that model’s primary faction. The
Faction Reference Card, containing the Faction other, smaller icons are their secondary factions. A
Special Rule, and any composition restrictions on the Hero with several faction icons may only be the
Party. As more stories of Tamriel are told, additional Champion of a Party of their primary faction. They
factions and faction rules will be added to those may join Parties of their secondary factions and are
available. Four factions are detailed over the treated exactly like a member of that faction if they
following page. do, but they may not be the Champion of a Party of
one of their secondary factions.
Many of the Party composition restrictions refer to
a portion of the overall Party (i.e. half the models). If
there is an odd number of models in the Party, round
fractions up (so half of 13 models would be 7).

116 THE ELDER SCROLLS: CALL TO ARMS


PARTY COMPOSITION
All Parties comprise one or more of the model types Example: An Imperial Legion Party can include the
detailed below. Imperial Mage as its Party Champion, as the Imperial
Mage character card has the Imperial Legion faction
THE PARTY CHAMPION icon listed as its primary faction. In addition, we could
Every Party needs someone to lead it. Even in small include a number of Faction Heroes such as Hadvar,
bands with no obvious structure, warriors tend to rally although Imperial Legion Parties cannot include more
around one Hero, who commands the respect of their Heroes in the Party than Followers. After adding 2
fellows. When you want to build a Party, the first step Imperial Soldiers into the Party, we can add Hadvar.
is to pick one Hero to be the Party Champion. The Finally, as the Party Champion is the exception to
Party Champion’s primary faction is the Party’s faction. the above rule, we can add the Dragonborn to this
All other models in the Party must either be a member Imperial Legion party as a Hireling. Note that because
of that faction, or be able to play for that faction. All this is an Imperial Legion party, the Dragonborn (or
models of the Party’s faction will benefit from the any model) may not purchase an Amulet of Talos
Faction Special Rule. Upgrade Card to reinforce its Thu’um regeneration.
This leaves us with an Imperial Legion Party
FACTION HEROES consisting of an Imperial Mage as its Party Champion,
A Faction Hero is any Hero model of the same Hadvar and the Dragonborn as supporting Heroes, and
faction as the Party. 2 Imperial Soldier Followers.

FOLLOWERS FACTION REFERENCE


Followers must have the same faction icon as their
Every faction has a unique Faction Reference Card. One
Party Champion’s primary faction.
side of this card details how members of that faction
behave if they are used as Adversaries in Delve Mode
FAMILIARS
games. The reverse side contains the Faction Special
Familiars are a special type of Follower. They work
Rule. This is a rule that applies to all models from that
exactly like normal Followers, with the exception that
faction, providing each faction with a unique play style.
during Party selection, players may choose no more
than one Familiar for every Hero in their Party.
AT R I X
RESPONSE M
S
ADVENTURER FA C T I O N

ADVENTURER

HIRELINGS
S

“Well, when I say fetch,


I really mean delve into
dangerous ruin in search a
Any model (Hero or Follower) from a different faction of an ancient stone tablet
may or may not actuall
y be there.”
that

that is able to be included in the Party is called a FAC T I O N


S PE C I A L RU L E PA RT Y

Hireling. Normally, these will be models with the S H A D OW S O RC E RY COMPOSITION


MIGHT Fortune Hunters: The
party
Champion and all friendly No more than half (50%)
of the
A O Faction Heroes and Followe models in the party may
D rs be

Adventurers or Neutral faction icons.


within 3” treat Search from the same path, unless
as a it
Free Action. is the same path as your
M A Party
** O R *** A Champion.

O F Models with the Adventu


rers
OR O Faction icon may be included

Hirelings cannot benefit from their Party’s Faction


as Hirelings in another
party,
unless that party’s compos
ition
restrictions specify otherwis
I T Y: e.
TA RG E T P R I O R

Special Rule and can never use the Party Champion’s 1. N E A R E S T


2. B E S T C H A N C
E 3. W I Z A R D

Wisdom value for Morale Checks.

C H A P T E R 1 5 : G AT H E R I N G T H E PA RT Y 117
PLAYER FACTIONS
ADVENTURERS IMPERIAL LEGION
“May you die with a sword in your hand.” “Long live the Emperor! Long live the Empire!”

❖ No more than half (50%) of the models in the ❖ At least a quarter (25%) of the models in the Party
Party may be from the same Path, unless it is the must be from the Path of Might.
same path as the Party Champion.
❖ Ignoring the Party Champion, Imperial Legion parties
❖ Models with the Adventurers faction icon may be may not include more Heroes than Followers (for
included as Hirelings in another Party, unless that example, a Party may contain one Party Champion,
Party’s composition restrictions specify otherwise. two Heroes, and two Followers models).

❖ No more than a quarter (25%) of the Party’s


BANDITS models may be Hirelings.
“You’ll be so much easier to rob when you’re dead!”
❖ No model in an Imperial Legion Party may
❖ At least a quarter (25%) of the models in the Party purchase an Amulet of Talos, nor may they ever
must be from the Path of Might. benefit from a Blessing of Talos.

❖ At least a quarter (25%) of the models in the Party


must be Followers. STORMCLOAKS
“Be true to your blood, to your homeland.”
❖ Bandit parties may not recruit any Hireling that
is either unique (*), or that belongs to more than ❖ At least half (50%) of the models in the Party must
one faction. be from the Path of Might.

❖ At least a quarter (25%) of the models in the Party


DRAUGR must be Followers.
“Bolog aaz, mal lir!”
❖ The Party may include no more than one Hireling
❖ The Party Champion must be the Faction Hero model for every Faction Hero.
with the highest total Septim value, unless a
❖ No more a quarter (25%) of the models in the
model has the Born Leader rule. If several eligible
Party may be of the Dunmer (Dark Elves) race.
models have the Born Leader rule, the one with
the highest total septim cost takes precedence.
NEUTRAL MODELS
❖ Draugr Parties cannot include Hirelings except for
Models with this faction icon are not treated as a
Necromancers, Dragons, and Frostbite Spiders.
faction in their own right. They have no Faction Special
No more than a quarter (25%) of the party’s
Rule. Models with Neutral as their Primary Faction
models may be Hirelings.
can never form a Party and thus can never be a Party
Champion. However, any model with the Neutral icon
may be included as a Hireling in another Party, unless
that Party’s composition restrictions specify otherwise.

118 THE ELDER SCROLLS: CALL TO ARMS


UPGRADES
When choosing a Party for upcoming battles, it’s not Some cards – notably Two-Handed Weapons and
just the warriors under their command that players Bows – have two Hand icons . When such an
need to think about, but also how they are armed, and Upgrade is Equipped, place it in one of the model’s
what skills they bring to the field. Upgrade Cards are Hand Slots as normal. However, it requires both hands
used to customize the Party to best suit the player’s to use, and therefore nothing may be Equipped to the
particular play style. other Hand Slot while this is Equipped.

Note: A model carrying a Ranged Weapon that


GOLD SEPTIMS
requires two hands to use may still perform an
Just like models, all Upgrade Cards have a Gold
Unarmed Attack in melee if it wishes.
Septims value, which is used to purchase them when
building a Party.
RESTRICTIONS
Most Upgrade Cards display a prominent Skill icon.
UPGRADE SLOTS
This shows which Skill is used when making any kind
All Upgrades have an icon that corresponds to one of
of Skill Test to use the Upgrade. It also means that
a Hero’s Upgrade Slots: Hand Slot (x2), Body Slot, and
models without the relevant Skill may not equip
Quick Slot (x2). No model can be bought than more
the Upgrade in question. An Upgrade Card without a
than five total Weapon, Armor, or Item cards during
Skill icon may be used by any model. Remember that
Party construction. Any Upgrade Card assigned to an
a model’s Path may allow it to Equip certain Upgrades
Upgrade Slot is ‘Equipped’. Any Upgrade Card that
even if it does not possess the requisite Skill.
a model cannot Equip (if for instance during Party
Construction a player purchases three weapons for Some Upgrade Cards also have certain prerequisites
one model) are in the model’s Inventory. Keep these before they can be Equipped. These specify that a
cards to the side, next to the model’s card but clearly model must possess a certain Skill, a minimum score
not in any of their Upgrade Slots. Models can swap to in a specified Attribute, be of a certain race, Path, or
these Upgrade Cards using a Swap Items Action. faction, and so on. Some cards might even be limited
to a particular Hero. Any such restrictions will be
clearly noted on the Upgrade Card.

Hand Slot Body Slot Quick Slot UNIQUE CARDS


Like models, some Upgrades have an asterisk (*) after
their name. This denotes that the Upgrade is unique,
Throughout adventures in Tamriel, players will find
or at least incredibly rare, and no more than one may
additional Upgrade Cards, for example in Treasure
be selected for the same Party.
Chests, and possibly by Pickpocketing them from
enemy models! These Upgrade cards can be
immediately Equipped by the model who found them.
If the model does not have a free Upgrade Slot, the
cards are put into the model’s Inventory.

C H A P T E R 1 5 : G AT H E R I N G T H E PA RT Y 119
EQUIPPING THE PARTY
No more than five cards between Weapons, Armor, and any one model during Party construction. Models
Items may be purchased during Party building for a must fulfill all the criteria for the Spell or Shout they
single model. If there is no room to Equip any of these wish to buy.
at the start of the game, they are held in the model’s
A model can choose a number of Spell Cards equal
Inventory instead. Attachments are not counted
to its Intelligence Attribute, and a number of Shout
towards this total, but players may not choose more
Cards equal to its Strength Attribute. A model can
Attachments than they have other Weapon, Armor, or
select both Spells and Shouts if it has the option
Item Cards.
available. If there is no room to Equip any of these at
the start of the game (or if the card requires an Action
SPELLS AND SHOUTS
to Equip), they are put in the model’s Inventory.
Some models are able to choose Spells and/or
Shouts during Party construction. They do not count
towards the five card maximum for Equipment for

DIMINISHING EFFECTS
There are various items, Event Cards, and Magical Character Card, protruding to the right so that the
Effects that modify a model’s Attributes positively or column farthest to the left is showing. Be sure to
negatively. These have Diminishing Effects which align the Attributes correctly. The card will display
last for several turns, but change over time, such various bonuses or penalties, which are applied to
as a Potion of Strength which provides a dwindling the Attributes.
Strength bonus to a model until the effect expires.
At the end of each of the model’s Activations, slide
When a Diminishing Effect is first applied, the Diminishing Effect card one column to the
the corresponding card is placed beneath the left, aligning the next effect. Only ever apply the
modifiers of each card in the column nearest the
Attribute; they are not cumulative. When the card
+2 +1 slides to the left and there are no more modifiers at
all, the effect has ended. Discard the card.
P OT I O N O F S T R E N G T H

A model may only have one item with a Diminishing


Effect in progress at any time. No other Diminishing
Effect Upgrade card may be used by that model
whilst a Diminishing Effect is active. If a Diminishing
Effect from another source, such as an Event
Card or Trap, is encountered, any existing Effect is
discarded and replaced with the new one, beginning
the process afresh.

120 THE ELDER SCROLLS: CALL TO ARMS


UPGRADE CARDS Equipped to a Quick Slot. They may be discarded
Upgrade Cards are all one of the following types. as a Free Action to use. Food cards include both
food and drink, but not magical Potions or Poisons
WEAPONS (see below).
The weapons of Tamriel – including staffs and wands
❖ Potions & Poisons: These Items are Consumables
used by wizards – come in all shapes and sizes. A
and are Equipped to a Quick Slot. They are
Weapon must be Equipped to a Hand Slot to be used.
discarded when used. Poisons are always used as
Some Weapons take up both Hand Slots and are
part of an Attack Action; Potions can be used as a
marked with two Hand icons. Single-handed Weapons
Free Action to provide a bonus to the Hero – either
may be Dual-Wielded. Note that all Weapons have a
an instant effect, such as restoring Health, or a
Type in their name (i.e. Sword, Axe, Bow, etc.). Some
Diminishing Effect.
Special Rules and Perks only work in conjunction with
a Weapon of the correct Type. ❖ Rings: These Items are Equipped to a Hand Slot.
All Rings also have the Attachment rule. A Hero
ARMOR may never have more than one Ring Equipped at
These cards are Equipped to a Body Slot, and once.
represent a typical suit of Armor or clothing, including
❖ Scrolls: These Items are Consumables and are
headgear, gauntlets, boots, robes, and enchanted
Equipped to a Quick Slot. They are discarded when
items. There are two types of Armor, Heavy Armor
used. Scrolls require a Special Action to use. The
and Light Armor .
Skill or Attribute displayed on the card is the one
used for any Tests.
ITEMS
Items are the broadest category of Upgrade Cards, ❖ Shields: These Items are Equipped to a Hand
with many subtypes. All of these are listed below. Slot. A model must have the Block Skill to Equip
a Shield (or be from the Path of Might). A model
❖ Amulets: Equipped to the Body Slot, all Amulets
may only have one Shield Equipped at once.
also have the Attachment rule. A Hero may never
have more than one Amulet Equipped at once. ❖ Special Ammunition: These Items can be
Attached to Weapons of the specified type (usually
❖ Clothing: Clothing includes Robes. Clothing is
Bows or Crossbows). Some, such as Throwing
Equipped to the Body Slot, but is not Armor.
Knives, may be Equipped in their own right; these
❖ Food: These Items are Consumables and are will have their own Range and Skill icons.

“Iron sword, huh? What are you killing? Butterflies?”


– Hold Guard

C H A P T E R 1 5 : G AT H E R I N G T H E PA RT Y 121
TREASURE CARDS MASTER TREASURE
Whenever a Treasure Card is drawn during a battle Master Treasure Cards represent some of the most
(by using the Search Action or by defeating an enemy famous, rare, and powerful artifacts in all Tamriel.
model), it may be a card of one of the categories These cards are treated like normal Treasure Cards,
detailed above. These Treasure Cards are treated but form their own deck. The Master Treasure Deck
exactly like normal Upgrade Cards – they may be is most commonly drawn from when a Master Chest
Equipped immediately or placed in the model’s Objective is Searched (see page 114), or when a Quest
Inventory until the model is ready to Equip them. Card or scenario Special Rule specifies it.

There are no restrictions on creating a Master Treasure


CURATING THE
Deck – players can add all the Master Treasure Cards
TREASURE DECK
they own. It is recommended that there are at least 6
There are 4 types of Treasure Card; Bonus,
cards in the deck.
Consumable, Junk and Superior. They can be easily
identified via the Icon located on the card itself (see
ENCHANTMENTS
table below).
A player may purchase an Enchantment for a
Weapon, Shield, or Armor that does not have the
More Treasure Cards will be released over time,
Enchanted Keyword. Upgrade Cards with the
and players may wish to form a deck of their own
Enchanted Keyword cannot be Enchanted again
composition. All Treasure Cards are assigned one of
unless a Special Rule specifically allows it. The
four icons. When forming a Treasure Deck, it must
Enchantment will specify the precise card type to
include 18 cards in total, using the following quantities
which it can be assigned. An Enchantment must be
of each type of card:
Attached to another Equipment Card of the given type
TREASURE CARD DECK as soon as it is purchased. The Enchantment may not
CARD TYPE ICON NO. IN DECK be removed or swapped to a different Upgrade Card
during the game by any means. If the Upgrade Card is
Superior Item 8
ever lost, the Enchantment is also lost.
Consumable 7 Any item with an Attached Enchantment gains the
Enchanted Keyword.
Bonus 2

Junk 1 REMOVED FROM PLAY AND


UPGRADE CARDS
When a model is removed from play, any Upgrade
QUEST ITEMS Cards it was carrying are lost, and may not be picked
These items are included in the Treasure Deck only up by other models during the game.
when the corresponding Event Card is included
in the Event Deck. They have no intrinsic value, PREPARE FOR BATTLE…
and are usually stored in a model’s Inventory once
That’s it! You’ve learned all you need to enter the fray.
drawn. Some may need to be Equipped. If so, the
Now turn to the Quests book to set up and play your
item will show a Hand Slot, Quick Slot, Attachment,
first games in the world of Tamriel.
or Body Slot.

122 THE ELDER SCROLLS: CALL TO ARMS


APPENDICES 123
Appendix A
TOKENS INDEX
Activated. Slowed. STATUS EFFECTS
(See page 23) (See page 91) Incapacitated.
Adrenaline Rush. Soul Charge. (See pages 48 and 88)
(See page 84) (See page 91) Shaken.
Advantage Token (Heads / Tails). Special. (See page 49)
Doubles as the Scatter Arrow. (See page 37) Staggered.
(See page 21 and page 92) (See page 49)
Spiked Pit.
Adversaries. Tokens are
numbered 1-7 on one side Thuum. TREASURE
for random determination. (See page 58) Treasure Chest. This Token
(See Quests book page 5) Upkeep. flips to reveal either a blank
(See page 54) token (an Unlocked Chest) or
Berserk.
a Locked Chest’s Complexity
(See page 85)
and Resistance Ratings. These
Bleed. OBJECTIVES ratings are used when a model
(See page 85) Objective Symbol. tries to force or Lockpicking
(See Quests book, page 3) a Locked Chest.(See page 36
Block. and page 122)
(See page 32) Strategic Objective.
Burning. (See Quests book, page 4) Master Treasure Chest.
(See page 93) Puzzle Objective. This Token flips to reveal
(See Quests book, page 4) either a blank token (an
Hidden.
Unlocked Chest) or a Locked
(See page 34)
Chest’s Complexity and
NPC / Hostile. Flip to indicate RESERVES Resistance Ratings. These
whether an NPC is Hostile. Magicka. These tokens come ratings are used when
(See ‘Civilians’ in the Quests In denominations of 1, 2, and a model tries to force or
book, page 8) 5, as well as an unnumbered Lockpicking a Locked Master
version. (See pages 12-13) Treasure Chest. (See page
Poison.
36, page 114, page 122, and
Poison Tokens are numbered
Quests book, page 4)
to indicate dosage.
Unnumbered Health, Stamina Stamina. These tokens come
or Magicka tokens are placed In denominations of 1, 2, and VICTORY
on top of this to denote the 5, as well as an unnumbered POINTS
type of poison. (See page 89) version. (See pages 12-13) Victory Points. These tokens
Ready. come In denominations of 1,
(See page 32) 2, and 5, each backed by the
Health. These tokens come Spent Victory Points Token.
Rune. In denominations of 1, 2, and (See page 115 and Quests
(See page 53) 5, as well as an unnumbered book, page 9)
version. (See pages 12-13) Spent Victory Points.
Secret Passage.
(See Quests book, page 9)

124 THE ELDER SCROLLS: CALL TO ARMS


Appendix B
ICONS INDEX
Adversary Response: Hidden������������������������������������34 One-Handed Skill/Melee�����20
A Attack���������������������������������74 Oblivion����������������������������19, 41 Pickpocket Skill������������������20
D Defend��������������������������������79 Objective���������������������������Q3-4 Restoration Skill������������������20
F Fallback������������������������������80 Puzzle Objective����������������� Q4 Smithing Skill����������������������20
M Move����������������������������������76 Strategic Objective������������� Q4 Sneak Skill��������������������������20
O Objective����������������������������77 Poison�������������������������������������89 Speech Skill������������������������20
Adversary Types: Quest Card������������������������������11 Two-Handed Skill/Melee�����20
Elite������������������������������������68 Quest Icons: Slot Icons:
Master��������������������������������68 Battle Mode��������������� Q1, Q10 Hand Slot���������������������� 12-13
Minion��������������������������������68 Delve Mode���������������� Q1, Q26 Quick Slot��������������������� 12-13
Attributes: Dungeon���������������������������� Q2 Torso Slot���������������������� 12-13
Agility���������������������������������14 Incident������������������������������44 Thu’um�����������������������������������58
Endurance��������������������������14 Quest Chain����������������������� Q5 Targeting Types:
Intelligence�������������������������14 Radiant Quest���������������������43 Aura������������������������������������52
Strength������������������������������14 Settlement������������������� Q2, Q3 Blessing������������������������������52
Wisdom������������������������������14 Spawn��������������������������������43 Curse����������������������������������52
Dice Icons: Special Quest����������������������43 Environment�����������������������52
Black Effect Dice�������������8, 19 Wilderness������������������� Q2, Q3 Summon�����������������������������56
Green Accuracy Dice�������8, 19 Races: Melee Attack�����������������������52
Yellow Effect Dice�����������8, 19 Beast race������������������������104 Hybrid Attack����������������������53
Red Effect Dice���������������8, 19 Dwemer Animunculi race��104 Personal�����������������������������52
White Skill Dice:��������������8, 17 Monster race��������������������104 Ranged Attack��������������������53
Dice Results: Undead race���������������������104 Rune�����������������������������������53
Crossed Swords������������19, 41 Reserves: Two Hand Upgrade����������������119
Critical Hit���������������������������17 Health��������������������������� 12-13 Trap Card��������������������������������10
Success������������������������19, 38 Magicka������������������������ 12-13 Treasure:
Dragonborn�������������������19, 41 Stamina������������������������ 12-13 Complexity��������������������������36
Failure��������������������������������17 Skills: Resistance��������������������������36
Numbered Result (2)�����������17 Archery Skill�����������������������20 Treasure���������������������������122
  Potion Bottle�����������������������17 Alchemy Skill����������������������20 Master Treasure��������� 122, Q4
Event Card������������������������������11 Alteration Skill��������������������20 Treasure Card Types:
Factions: Block Skill���������������������������20 Bonus�������������������������������122
Adventurer faction������������118 Conjuration Skill������������������20 Consumable����������������������122
Bandits faction������������������118 Destruction Skill������������������20 Junk���������������������������������122
Draugr faction�������������������118 Enchanting Skill������������������20 Superior Item��������������������122
Imperial faction�����������������118 Heavy Armor Skill����������������20
Neutral faction������������������118 Illusion Skill������������������������20
Page references starting with ‘Q’ refer
Stormcloak faction������������118 Light Armor Skill�����������������20 to the Quests book.
Height Level ���������������������������16 Lockpicking Skill�����������������20

APPENDICES 125
Appendix C
INDEX
Accuracy Dice ����������������������������� 8, 19 Body Slots �������������������������������������� 13 Flee ������������������������������������������������ 47
Action �������������������������������� 22, 24-37 Boost ���������������������������������������������� 23 Follower ��������������������� 14, 37, 51, 117
Aid ���������������������������������������������� 33 Casting a Spell �������������������������������� 51 Free Action ������������������������������������� 23
Attack ����������������������������������������� 26 Character Card �������������������������� 12-13 Gaming Area Size�������������������� 107, Q3
Block ������������������������������������������� 32 Chests, Locked ������������������������������� 36 Gold Septims �������������������������������� 116
Command ����������������������������������� 33 Chests, Treasure ����������������������������� 36 Hand Slots �������������������������������������� 13
Hide �������������������������������������������� 34 Clear ����������������������� (see Line of Sight) Health (Reserve) ����������������������������� 38
Move ������������������������������������������� 24 Climb ���������������������������������������� 25, 60 Heavy Armor (Skill) ������������������� 20, 96
Pickpocket ���������������������������������� 35 Command (Action) ���������� (see Actions) Hero ��������������������������������������� 12, 117
Ready ������������������������������������������ 32 Conjuration (Skill) ��������������������� 20, 99 Height Level ����������������������������� 13, 16
Search ���������������������������������������� 36 Cover ���������������������������������������������� 28 Heroic Move ����������������������������������� 25
Special Action ����������������������������� 37 Critical Hit ��������������������������������������� 17 Hidden �������������������������������������������� 34
Swap Items ��������������������������������� 37 Damage ������������������������������������������ 38 Hide (Action)���������������������(see Actions)
Withdraw ������������������������������������ 26 Damage Types �������������������������� 92-93 Hidden �������������������������������������������� 34
Activated Token ������������������������������ 23 Darkness �������������������������������� 113, Q8 High Ground ����������������������������������� 31
Activation ��������������������������������� 22, 70 Delve Mode ��������������������� 70, Q1, Q26 Hirelings......................................... 117
Activation Phase ����������������������������� 22 Destruction (Skill) ������������������� 20, 100 Hold ������������������������������������������������ 33
Advantage��������������������������������������� 21 Dice �������������������������������������������������� 8 Illusion (Skill) ���������������������������� 20, 99
Adversaries ����������������������������� 67, Q5 Difficulty (Spell) ������������������������������ 50 Incapacitated �����������������������������48, 57
Adversary Cards ����������������������� 10, 16 Diminishing Effects ����������������������� 120 Intelligence ������������������������������� 13, 20
Adversary Faction Reference Card Dragon Shout ������������������� 58, 87, 120 Items.............................................. 121
��������������� (see Faction Reference Card) Draugr (Undead)���������������������������� 104 Jump ���������������������������������������� 25, 60
Adversary Activations ��� 42, 70, 72, 82 Dual Shot ���������������������������������������� 27 Keywords �������������������������� 12, 84-91
Adversary Reactions ����������������� 22, 71 Dual Wield Strike ���������������������������� 29 Level Up ����������������������������������������� 45
Adversary Responses ������������� 72, 74 Edge of the Battlefield ��������������������� 66 Light Armor (Skill) ��������������������� 20, 97
Attack ����������������������������������������� 74 Effect Dice ���������������������������������� 8, 19 Line of Sight (LoS) ���������������������������� 9
Defend ���������������������������������������� 79 Elite ������������������������������������������������ 68 Lockpicking (Skill)���������������������� 20, 98
Fall Back ������������������������������������� 80 Enchanting (Skill) �������������������� 20, 101 Magicka (Reserve) �������������������������� 50
Move ������������������������������������������� 76 Enchantments ������������������������������ 122 Master �������������������������������������������� 68
Objective ������������������������������������� 77 Endurance �������������������������������� 13, 20 Measuring ���������������������������������������� 8
Adversary Types ����������������������������� 68 Engaged ����������������������������������� 24, 30 Melee Attack ����������������������������������� 29
Agility ��������������������������������������� 13, 20 Environments������������������������� 108, Q2 Melee Weapon �������������������������������� 15
Aimed Shot ������������������������������������� 27 Equipment ���������������������������� 120-121 Minion �������������������������������������������� 68
Alchemy (Skill) �������������������������� 20, 98 Event Card ������������������������������� 16, 43 Modifiers ���������������������������������������� 18
Alteration (Skill) ������������������������ 20, 99 Incident ��������������������������������������� 44 Morale �������������������������������������������� 46
Archery (Skill) ��������������������������� 20, 94 Radiant Quest ������������������������������ 43 Move (Action)��������������������(see Actions)
Area Effect �������������������������������������� 92 Spawn Adversaries ���������������������� 43 No Armour �������������������������������������� 40
Armor ��������������������������������������� 15, 39 Special Quest ������������������������������ 43 Oaths �������������������������������������� 111, Q7
Armor Bonuses ������������������������������� 39 Event Phase ������������������������ 23, 42-45 Objectives ��������������������� 45, 114, Q3-4
Armor Rating ���������������������������������� 39 Faction Reference Card ������������������117 Obscured ���������������� (see Line of Sight)
Attitude ������������������������������������������� 67 Faction ���������������������������������������� 116 One-Handed (Skill) �������������������� 20, 94
Attributes ���������������������������������� 13, 14 Adventurers ������������������������������� 118 Outnumbered ��������������������������������� 30
Attribute Test ���������������������������������� 18 Bandits �������������������������������������� 118 Overkill ������������������������������������������� 38
Barriers ������������������������������������������ 62 Draugr ��������������������������������������� 118 Party ��������������������������������������������� 116
Battle Mode ������������������������������ 70, Q1 Imperial Legion ������������������������� 118 Party Champion ���������������������������� 117
Blast Radius ����������������������������������� 54 Stormcloaks ������������������������������ 118 Paths �������������������������������������������� 105
Block (Action) ����������������� (see Actions) Neutral �������������������������������������� 118 Perks ���������������������������������������������� 94
Block (Skill) ������������������������������ 20, 96 Falling �������������������������������������������� 60 Pickpocket (Action)�����������(see Actions)
Blocked/Blocking �����(see Line of Sight) Familiars ��������������������������������������� 117 Pickpocket (Skill)������������������������20, 98

126 THE ELDER SCROLLS: CALL TO ARMS


Poison �������������������������������������������� 89 Shout �������������������� (see Dragon Shout) Summoning ��������������������������������� 56
Potion Bottle ����������������������������������� 17 Shout Cards ������������������������������������ 10 Ward ������������������������������������������� 57
Power Attack ���������������������������������� 30 Skill Bonus ������������������������������������� 19 Target Priorities ������������������������������ 73
Precision Strike ������������������������������ 30 Skill Dice ������������������������������ 8, 17-19 Teeth and Claws ����������������������������� 91
Preferred Attack ������������������������ 74-75 Skills ���������������������������������������������� 20 Terrain ������������������������������������������� 60
Pre-Game Sequence ���������������� 11, Q1 Skill Test ����������������������������� 17, 27, 29 Area Terrain ��������������������������������� 64
Quest Cards �������������������� 10, 16, Q5-6 Smithing (Skill) ����������������������� 20, 101 Elevated Terrain ��������������������������� 66
Quest Items ���������������������������������� 111 Sneak (Skill) ����������������������� 20, 35, 97 Deadly terrain effects ������������������ 65
Quick Slots ������������������������������������� 13 Sneak Attacks ��������������������������������� 35 Acid Pools �������������������������������� 65
Races of Tamriel ������������������������� 102 Special Ammunition ������������������������ 28 Fire Pits ����������������������������������� 65
Other Races ������������������������������ 104 Special Action (Action)������(see Actions) Lava ���������������������������������������� 65
Rally ����������������������������������������������� 33 Special Attack Rule ������������������������� 92 Difficult Terrain ���������������������������� 61
Rally Boost�������������������������������������� 33 Special Effect ��������������������������� 39, 41 Gaps ������������������������������������������� 62
Range ��������������������������������������������� 27 Special Rules ������������������������ 84, Q7-9 Height Levels ������������������������������ 65
Ranged Attack ������������������ (see Shoot) Special Token ��������������������������������� 37 Impassable Terrain ���������������������� 62
Ranged Weapons ���������������������������� 15 Speech (Skill) ���������������������������� 20, 98 Large Obstacles �������������������������� 63
Ready (Action) ���������������� (see Actions) Spells ��������������������������������������������� 50 Terrifying ���������������������������������� 47, 91
Recover ������������������������������������ 23, 83 Spell Cards�������������������������������� 10, 50 Thu’um ������������������������������������������� 59
Reserves ������������������������������������������ 8 Spell Subtypes ������������������������������� 54 Tokens �������������������������������������������� 44
Replenish Reserves ��������������������� 22 Sprint ��������������������������������������������� 25 Trap Cards �������������������������������� 10, 16
Restoration (Skill) ������������������� 20, 100 Staggered ��������������������������������������� 49 Treasure ������������������� 36, 115, 122, Q4
Round (Sequence of Play) ��������� 21, 45 Stamina (Reserve) �������������������������� 12 Two-Handed (Skill) �������������������� 20, 95
Scatter ������������������������������������������� 92 Status Effects ��������������������������� 48, 72 Two-Handed Block �������������������� 32, 91
Scenarios ������������������������� 106, Q1, Q7 Strength ����������������������������������� 13, 20 Unarmed ���������������������������������������� 31
Scenario Special Rules ��������������� 112 Strong Armor ���������������������������������� 40 Undead�������������������������������������������104
Blizzard ������������������������������������� 112 Success ������������������������������������������ 19 Unique Cards��������������������������������� 119
Breaking Dawn �������������������������� 112 Swap Items (Action)����������(see Actions) Upgrade �������������������� 14, 15, 121, 123
Civilians ������������������������������������ 112 Targeting Types ���������������������������� 52 Upkeep ������������������������������������� 54, 91
Darkness ����������������������������������� 113 Aura �������������������������������������������� 52 Victory Conditions........................... 115
Objectives ��������������������������������� 114 Blessing �������������������������������������� 52 Victory Points (VPs) ������������������ 44, Q9
Reinforcements ������������������������� 115 Bound Armour ����������������������������� 56 Vigor ����������������������������������������������� 33
Spawn ��������������������������������������� 115 Bound Weapon ���������������������������� 55 Wisdom ������������������������������������ 13, 20
Treasure ������������������������������������ 115 Curse ������������������������������������������ 52 Withdraw (Action)�������������(see Actions)
Scenery �������� 108, Q3 (also see Terrain) Environment �������������������������������� 52 With Me ������������������������������������������ 33
Search (Action)�����������������(see Actions) Hybrid Attack ������������������������������� 53
Shaken ������������������������������������������� 49 Melee Attack�������������������������������� 52
Shield Bash ������������������������������������ 32 Personal ���������������������������������������53 Page references starting with ‘Q’ refer
Shield ������������������������������������������� 121 Ranged Attack ����������������������������� 53 to the Quests book.
Shoot ���������������������������������������������� 26 Rune ������������������������������������������� 54

“When misrule takes its place at the eight corners of the world.
When the Brass Tower walks and Time is reshaped
When the thrice-blessed fail and the Red Tower trembles
When the Dragonborn ruler loses his throne, and the White Tower falls
When the Snow Tower lies sundered, kingless, bleeding
The World-Eater wakes, and the Wheel turns upon the Last Dragonborn”.
– The Prophecy of the Dragonborn

APPENDICES 127
Appendix D
QUICK REFERENCE
SKILL DICE RESULTS
ICON NAME EFFECT DESCRIPTION
The number faces – ranging from 2 to 10 – represent the
unmodified result of the roll. To determine whether the result of a
– Numbered The numerical
Skill or Attribute Test is a success, any numerical modifiers from
Face result of the roll
and any relevant bonus are applied to this number, and the
total is then compared to the Attribute value – see page 13.

In addition to the rolled result, the appearance of the Potion


Replenishes Bottle means the model immediately restores 1 point of any
Potion Bottle
Reserve Reserve lost earlier in the game (choose Health, Stamina or
Magicka) – see page 12.

Allows some models This result counts as a result of 1. In addition, if the Skill Test
to land more powerful was for an Attack of any kind, a Critical Hit has landed.
Critical Hit
blows or achieve Immediately add to the roll (unless you are already rolling
spectacular results the maximum of 3 ).

This icon means the Skill Test has failed. As it is not a number,
The Skill Test
Accuracy bonuses cannot modify it into a Success. One
Failure has not been
also bears a Potion icon , which restores Health, Stamina or
successful
Magicka even though the test is unsuccessful.

EFFECT DICE ICONS


ICON NAME EFFECT DESCRIPTION
These are treated like ‘pips’ on a conventional dice, and can be
rolled in combinations of 1, 2, or 3 depending on the color of
Adds damage or
Success the Effect Dice. The number of Successes are added together
Successes
to determine a final score. Special icons on some faces are not
treated as successes – see below.

Increases chances Found only on , these bonuses modify the number rolled on
-1 -2 -3 Skill Bonus of success from a the Skill Dice during a Skill or Attribute Test, making success more
Skill Test likely. Bonus modifiers can never reduce a score to less than 1.

These icons are primarily used to trigger specific effects awarded


by Special Rules and Perks, or those marked on Weapons, Armor,
Trigger one
Special Effects Spells, Traps, and other items. One of these is applied as soon as
Special Effect
the icon is rolled, and do not carry over to subsequent Actions.
See Special Effects, page 41.

128 THE ELDER SCROLLS: CALL TO ARMS

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