There are a few different types of unit cards in Elder Scrolls Call to Arms, there are hero cards, follower card and adversary cards. In this tutorial I’m going to focus on hero cards as a lot of the information is transferrable and I’ll fill in any gaps later in the article.
So, this is a hero character card, at the top we have the name of the character, some characters may have an asterisk by their name and this just means you can’t have more than one of that character in any Party (so for example you can’t have a party made up of 6 Dragonborn's).
We also have a faction symbol which tells us which faction the character is a part of, a character can be a part of more than one faction but their primary faction will always be the larger icon that is coloured gold.
Beside the image of the character we have some extra pieces of information like their race, path, the characters perks, keywords and special abilities which all have their own special rules which we’ll go through in a separate tutorial.
At the bottom we have the characters reserves, each model will start with their own health, stamina and magic pool and as they use these reserves, by taking damage for example, you’ll add tokens to this area to show that.
Just beside that we have an icon that lets us know the height of the model which will affect how they interact with terrain.
Beside that we have the points value, or Septim value of that model. All models, upgrades, adversaries and weapons have a value and this is how much they cost to field on your tabletop.
On the right side of the card we have the attributes, these are the points that you’ll refer to when carrying out a skill test. Which attribute you roll for on a skill test is dictated by these icons to the right, so for example on the Dragonborn, in order to carry out a ranged attack I need to carry out an agility test.
Along the bottom, this is where we get to upgrade our character with armour and weapons and is where we store those cards for easy reference.
Once you understand the hero cards, the rest of the cards are incredibly simple to understand but I’m just going to highlight some key differences for you.
On the follower card we don’t have upgrade slots as followers come ready equipped for battle, like a Stormcloak soldier. Here on the left we see the stats for their melee weapon and armour which we’ll refer to when making attacks or defensive rolls. Aside from that the rest of the information is communicated in a similar way to a hero card.
Adversary cards contain some further info, here we can see the attitude on the adversary card and this helps us know how to modify its actions. The weapons and armour are listed the same as a follower card but if you look at the symbol down at the bottom left, this lets us know which adversary type the enemy is.
There are three levels of adversary; minions, elites and masters. Minions are your run-of-the-mill enemies, quite low-level cannon fodder really, they only have one health and when they reach zero health they’re just removed from play instead of getting an endurance test which other models would get to make. An elite adversary is a little stronger and has a health reserve so that you can’t just one-shot them off the table and finally Masters are powerful adversaries that often lead the lesser enemies into battle, like the Draugr Overlord. Adversaries will treat any friendly Master from the same faction as the Party Champion which is useful to know when making morale checks.
When a Master Adversary is removed from play as a casualty by a Hero in melee combat, that Hero gets to draw a treasure card once which is pretty cool. If you take down a Master Adversary with a ranged attack that loot is lost in the confusion of battle, never to be seen again.
And with all of that said you should now be able to better understand Unit Cards in Elder Scrolls Call to Arms.