Skorne

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Skorne art1.jpg

The Skorne are a brutal warrior people from beyond the Bloodstone Desert that has only recently begun to invade the Iron Kingdoms. They mobilize their forces from the great city of Halaak, a large desert city built on the blood and lives of slaves. The Skorne race is unique among the major races of Immoren in that they have no gods. The Skorne know that the only thing waiting for them after death is eternal torment in the void. The only salvation from this fate is to become an Exalted, which is a state of immortality reserved only for the most worthy of the warrior caste. Thus their entire culture is built around martial discipline, conquest, suffering and pain. Torture is an art form for the Skorne and compassion is non-existent. The goal of the Skorne empire is to conquer and enslave all other nations in Immoren.

On the table, Skorne is a somewhat slow, durable and hard-hitting melee force with debilitating spells and necromancy. They are designed to take a punch and hit back harder. Martial prowess, pain and torment encapsulate the Skorne theme.

Thematically, Skorne are a mix of Ancient Rome, Shogunate Japan, Spartans, Persia, and the Klingon Empire.


Skorne for Beginners[edit]

A good place to start Skorne would be a Battle Box and possibly Makeda1 or Hexeris1.

Expanding from there, most Skorne lists are built around a core of Paingiver Beast Handlers, as these can really increase the beasts' efficiency and survivability. Another excellent support piece is the Basilisk Krea, who sports an outstanding Animus.

Skorne offers superb support in general, but new players should be advised to avoid bloating their support choices. The internal balance of the Skorne is excellent and if a model looks as if it is supposed to do something it almost certainly does. About the only lack in the Skorne collection right now is a control caster (other than by getting ARM values up into the mid 20s) and that is almost certainly deliberate; no one fighting against the Skorne finds them tooth-grindingly annoying in the way they do certain casters in other factions. On the other hand Skorne have tools to deal with most opposition including gunlines and solid armour. If tooled correctly, the Skorne can be extremely resilient. It may be configured many ways, but many armies will tend to be somewhat slow and attrition oriented. Most Skorne warlocks fall into the categories of Tyrants (warrior caste) like Xerxis1, or mortitheurges (blood magic users) like Rasheth1 or Mordikaar1. They CAN also play as a limited artillery force (see Winds of Death theme force). Finally, Skorne is fairly minion-friendly in a lot of ways (debuffs, etc.)

Theme Forces[edit]

Disciples of Agony

Allows for the inclusion of Minions into a Skorne theme force.

The Exalted

Exalted and Extoller focused theme.

Imperial Warhost

Focus on warbeasts.

Masters of War

Praetorian and Cataphract focused theme.

Winds of Death

Focuses on Venator models and ranged attacks.

Models and Units[edit]

Skorne army1.png

Current as of: 20 Feb 2018

Warlocks[edit]

Hexeris 1Lord Tyrant Hexeris
2Lord Arbiter Hexeris
Jalaam 1Primus Jalaam
Makeda 1Archdomina Makeda
2Supreme Archdomina Makeda
3Makeda & the Exalted Court
Mordikaar 1Void Seer Mordikaar
Morghoul 1Master Tormentor Morghoul
2Lord Assassin Morghoul
3Dominar Morghoul & Escorts
Naaresh 1Master Ascetic Naaresh
Rasheth 1Dominar Rasheth
Xekaar 1Beast Master Xekaar
Xerxis 1Tyrant Xerxis
2Xerxis Fury of Halaak
Zaal 1Supreme Aptimus Zaal & Kovaas
2Zaal, the Ancestral Advocate
Zaadesh 1Tyrant Zaadesh is a solo
2Lord Tyrant Zaadesh

Warbeasts[edit]

Warbeast pack

Lesser

Light

Heavy

Character Heavy

Gargantuans


Battle Engines[edit]

Units[edit]

Character Units


Solos[edit]

Character Solos


Minions[edit]

Current as of: 20 Feb 2018

These are Minion models that can work for Skorne. [Expand/Collapse]

Warlocks

These can only be included in lists that allow for more than one warlock.

Warbeasts

All non-character Minion warbeasts can be included in the Disciples of Agony Theme.

Outside of the DoA theme the warbeasts must be attached to an appropriate warlock or lesser warlock.


Units
Solos


Skornergy[edit]

Unlike most forces, Skorne used to be plagued with anti-synergy - small traps making army designs tricky. In previous editions it was so agonizingly prevalent in Skorne that it was named after them. Skornergy is the opposite of synergy - whenever two good abilities or features are mutually exclusive or contradictory. Skornergy is not very present in skorne anymore, but might be found here and there in other factions. Classic examples of skornergy included Hexeris1 feat (control killed enemies) was accompanied by an attack spell that would annihilate enemies and remove them from the table before he could take control of them. Or Makeda2, who had a feat that basically allowed her Elite Cadre swordsmen to do the same thing the swordsman UA allowed them to do. Or Ancestral Guardians, who could both enable immortals to move faster but would also require souls from living units (immortals had no souls). Most skornergy (in skorne, at least) have been ironed out, but the concept still exists to describe anti-synergetic connections.

Deep Lore[edit]

Far to the east, beyond the great canyon known as the Abyss dwells the warrior people of the Skorne Empire. The most important thing to realize about the Skorne is this; they know exactly what awaits them after death. Ever since the legendary Voksune discovered the secrets of looking beyond death, the Skorne have known that the realm beyond contains nothing but madness and pain. Their worldview is fundamentally based on the idea that death is ultimately a form of failure. The Skorne are determined to cheat death by whatever means they can -- either metaphorically, by having their exploits enter Skorne legend, or literally, by earning the right to have their spiritual essence locked into one of the Sacral Stones in which the Skorne keep the souls of their ancestors. It has also given them a fascination with pain and anatomy, and numerous castes have arisen in Skorne society dedicated to the study of these things. From these studies arose the arts of Mortitheurgy, a necromantic form of blood magic which draws of the energy of the Void beyond death, and Beast Handling, the skills of breeding beasts fit for use as weapons of war. The Skorne civilisation arose under the dominance of the empire of a race called the Lyoss. Skorne history tells us little about the Lyoss, other than the fact that they were a religious people, something the Skorne see as predicting their downfall. When a great cataclysm stretched across western Immoren, the Skorne easily outlasted the Lyoss, and changed from a nomadic lifestyle to a race with an empire of their own. The loosely-affiliated archdominars of the great houses of the Skorne empire happily made war amongst themselves for nearly 250 generations, until the coming of Vinter Raelthorne, the ousted King of Cygnar. Vinter was the first human the Skorne had ever seen. He had crossed the desert and found his way past the Abyss. As they had a fierce respect for his martial prowess, he gained a place among them, and conquered a continuously larger army of Skorne warriors. As such he was able to slaughter his way through the Skorne ranks and establish himself as their Conqueror after his army besieged and secured the great city of Halaak. This ended what the Skorne now refers to as the First Unification War. Vinter was hailed as a Skorne reborn in human flesh, creates the new title the of Supreme Archdominar and told the Skorne that he would lead them back into human lands, granting them a vast new territory for their new empire.

With the aid of Saxon Orrik, the Skorne built bridges across the Abyss dividing Eastern and Western Immoren, and Vinter led an army across them. His campaign failed to return, and the Skorne elders assumed that he had died and so fell back on their old ways. However, Vinter returned once again and assisted by the archdomina Makeda of house Balaash he killed those who had usurped in his abscence. He had realised that his previous campaign was too small and ill-equipped to make a serious dent in the Iron Kingdoms, and so he supervised the militarisation of the entire Skorne nation. They built even mighter engines of war and marched across the Abyss once again, slaying their way through human and trollkin armies alike. However, it was not long after the second invasion that Vinter revealed his betrayal; he had never intended the Skorne to overtake the human lands. Rather, his consolidation of their armies was in the hope that he could retake the throne of Cygnar, and drive the Skorne out of the human nations to consolidate his rule. Fearing the power of the army he had created, Vinter ordered a futile attack on Fort Falk, which ended in a massive rout of his skorne soldiers. Archdomina Makeda learned of Vinter's treachery, and took control of the army, becoming the new Supreme Archdomina. Vinter has fled, and the Skorne are ready to subjugate all of humanity under their rule.

References[edit]

  • Skorne description on Privateer Press' website.