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==Army List== ===Overview=== Heroes: Master Necromancer, Lich, Sload Warlock Core: Skeletons, Zombies, Ghosts Elites: Skeleton Champions, Revenants, Wraiths, Mummies, Bone Colossus Support: Necromancer Cabal, Worm Anchorites, Unliving Beasts, Thrassian Plaguewrights, Worm Eremites ===Heroes=== [[Image:Necromancer.png|thumb|280px|right]] ====Master Necromancer==== [description goes here] ~100 pts (~130pts for Transcendent Necromancer) Hero. Independent Character, Skirmish, Infantry, Imperial. Single Model 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Master Necromancer | 2 | 4 | 2 | 3 | 2 | 2 | 2 | 9 | 6(7) | - |- | Transcendent Necromancer | 2 | 4 | 2 | 3 | 3 | 2 | 2 | 9 | 7(8) | - |} A Master Necromancer may be changed to *Breton for +? pts *Altmer for +? pts '''Wargear''': Necromancer Oblate's Robes, Sorcerer's Staff '''Spells''': Animate Skeletal Minion, Animate Skeletons, Animate Zombie Minion, Animate Zombies A Master Necromancer knows 2 spells, other than Summon Daedra or Reanimate Undead spells, of your choice. The Master Necromancer may take up to 2 additional spells(or 3 if a Transcendent Necromancer) from these schools of magic for the following costs: *Any spell(other than Summon Daedra or Reanimate Undead) cast on 13+ or lower from the spell list: +8 pts *Any spell(other than Summon Daedra or Reanimate Undead) cast on 14+ or higher from the spell list: +20 pts *Summon Flame Atronach (cast on 8+) +15pts *Summon Frost Atronach (cast on 12+) (+30pts) *Summon Storm Atronach (cast on 15+) (+50pts) *Summon Skeletal Minion +12 pts *Summon Skeletons +20 pts *Summon Skeletal Horde +40 pts *Invoke Ghost +12 pts *Animate Zombie Horde +25 pts *Animate Skeletal Horde +25 pts '''Special Rules''': Shade of the Revenant, Hatred (Servants of Arkay) A Master Necromancer may upgrade his Necromancer Oblate's Robes to Necromancer Nazirite's Robes for +? pts A Master Necromancer may replace his Sorcerer's Staff with a Hand Weapon or a Dagger for free. The Hand Weapon or Dagger may be upgraded to: *Elven (+4pts) *Glass for (+8pts) *Ebony for (+8pts) A Master Necromancer may take a Guardian Stone Blessing for +10 pts. A Master Necromancer may take any number of magic items from the armory where appropriate. [[Image:Lich.jpeg|thumb|300px|right]] ====Lich==== Unbound by the needs and the weaknesses of flesh, Liches were once great necromancers who sought to gain immortality by turning themselves undead through using spells and rituals. The intricacies of such a transformation are both complex and esoteric, and one must be a maverick arcanist in order even understand such a process, let alone properly execute it. The most common fate of those who seek lichdom is to waste years on fruitless research before simply giving up out of sheer frustration. For necromancers less cautious in their experimentation, death is not uncommon. There are some, however, who do not fail in achieving what the seek, who have the intellect and determination necessary to solve the Riddle of Life and Death. Those necromancers who succeed in their quest to transcend mortality become Liches, the Eternal Archimandrites of the Order of the Black Worm. All Liches are powerful spellcasters, and can resists various attacks. Liches are notoriously difficult to destroy, due to both the protective enchantments they carry and the unspeakable soul-binding magicks that anchor them to the mortal world. It is rumoured that the most powerful and ancient of Liches can not be stopped even by death, that their spirit persists after the destruction of their body so that they might return to wreak havoc in a new form. ~200 pts. Hero. Independent Character, Skirmish, Infantry, Undead. Single Model. 40mm x 40mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Lich | 2 | 5 | 4 | 4 | 5 | 2 | 2 | 10 | 8 | 6+ |} '''Wargear''': Sorcerer's Staff '''Spells''': Animate Skeletal Minion, Animate Skeletons, Animate Skeletal Horde, Animate Zombie Minion, Animate Zombies, Animate Zombie Horde A Lich knows 3 spells, other than Summon Daedra or Reanimate Undead spells, of your choice. '''Special Rules''': Shade of the Revenant, Hatred (Servants of Arkay) Liches cause Terror. A Lich may take: *Necromancer Oblate's Robes +? pts *Necromancer Nazirite's Robes +? pts The Lich may take up to 4 additional spells from these schools of magic for the following costs: *Any spell(other than Summon Daedra or Reanimate Undead) cast on 13+ or lower from the spell list: +8 pts *Any spell(other than Summon Daedra or Reanimate Undead) cast on 14+ or higher from the spell list: +20 pts *Summon Flame Atronach (cast on 8+) +15pts *Summon Frost Atronach (cast on 12+) (+30pts) *Summon Storm Atronach (cast on 15+) (+50pts) *Summon Skeletal Minion +12 pts *Summon Skeletons +20 pts *Summon Skeletal Horde +40 pts *Invoke Ghost +12 pts *Animate Dread Zombie Minion +? pts *Animate Dread Zombies +? pts *Animate Dread Zombie Horde +? pts A Lich may take up to three unbound familiars. For every 20 points spent in this fashion they may purchase an additional spell of your choice for the normal cost. Unbound familiars may not be re-summoned when slain, but multiples of the same kind may be purchased. *Dread Zombie (+?pts) *Skeleton Champion (+?pts) *Wraith (+?pts) A Lich may take any number of magic items from the armory where appropriate. [[Image:Sload.jpeg|thumb|485px|right]] ====Sload Warlock==== A powerful race of necromancers hailing from the Coral Kingdom of Thrass, the Sload are a force to be feared. Sworn enemies of the Altmer, they have plagued the Summerset Isles for centuries. They are perhaps most famous for the Thrassian Plague, a disease unleashed hundreds of years ago which led to the suffering and death of one-third of the inhabitants of Tamriel. These loathsome arcanists are masters in the spells of necromancy and teleportation, as well as other, forbidden magicks that are feared and shunned by other races. The Sload as a whole have no grasp of pity, altruism, or loyalty to anyone but themselves. They are willing to bypass any morals or laws to further advance themselves in the field of magic. Keen with flight technology, they are another race that has developed advanced airships. ~85 pts. Hero. Independent Character, Skirmish, Infantry, Sload. Single Model. 40mm x 40mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Sload Warlock | 1 | 4 | 3 | 2 | 2 | 2 | 1 | 7 | 6 (7) | - |} '''Wargear''': Necromancer Oblate's Robes '''Spells''': Animate Skeletal Minion, Animate Zombie Minion, Levitate, Teleport A Sload Warlock knows 3 spells, other than Summon Daedra or Reanimate Undead spells, of your choice. '''Special Rules''': Shade of the Revenant The Sload Warlock may take up to 2 additional spells from these schools of magic for the following costs: *Any spell (other than Summon Daedra or Reanimate Undead) cast on 13+ or lower from the spell list: +15 pts *Any spell (other than Summon Daedra or Reanimate Undead) cast on 14+ or higher from the spell list: +25 pts *Bound Weapon Spells: +8 pts each *Summon Scamp (cast on 4+) (+10pts) *Summon Hunger (cast on 7+) (+15pts) *Summon Flame Atronach (cast on 8+) +15pts *Summon Dremora (cast on 9+) (+20pts) *Summon Golden Saint (cast on 9+) (+20pts) *Summon Dark Seducer (cast on 9+) (+20pts) *Summon Winged Twilight (cast on 11+) (+30pts) *Summon Clannfear (cast on 11+) (+30pts) *Summon Frost Atronach (cast on 12+) (+30pts) *Summon Storm Atronach (cast on 15+) (+50pts) *Summon Daedroth (cast on 20+) (+100pts) *Invoke Ghost +12 pts *Animate Zombies +17 pts *Animate Skeletons +17 pts A Sload Warlock may upgrade his Necromancer Oblate's Robes to Necromancer Nazirite's Robes for +? pts A Sload Warlock may take up to 60 pts of magic items from the armory where appropriate. ===Core=== [[Image:Skeleton.png|thumb|300px|right]] ====Skeletons==== Throughout Tamriel, the long-dead lurk in the shadows, only bones remaining, but nevertheless moving with mysterious unlife. Many of these skeletons are servants of necromancers; others, damned souls cursed to walk Nirn even after all their flesh has rotted away. But all are silent, mindless killers, deserving no pity from the living. 4 pts per model. Core. Horde, Infantry, Undead. 10-40 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Skeleton | 3 | 3 | 2 | 2 | 1 | 2 | 1 | 5 | 0 | - |} '''Wargear''': Skeletons carry a Hand Weapon and Shield. '''Special rules''': Skeletons cause Fear. The entire unit may replace its Hand Weapons and Shields with: *Short Bow (free) *Longbow (free) *Spear and Shield (+1 pts/model) ====Zombies==== [[Image:Zombie.jpeg|thumb|265px|right]] Rotting corpses imbued with a false mockery of life, Zombies are often raised by Necromancers as expendable servants and soldiers. Zombies are not generally considered to be very dangerous, due to their slow gait and relative weakness. This is no reason to underestimate them, however, as hordes of such creatures can overwhelm even the greatest of warriors, and they are known to carry a multitude of infectious diseases. 4 pts per model. Core. Horde, Infantry, Undead. 10-40 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Zombie | 2 | 2 | 3 | 4 | 1 | 1 | 1 | 5 | 0 | - |- | Dread Zombie | 3 | 3 | 3 | 4 | 2 | 2 | 1 | 7 | 0 | - |} '''Wargear''': none '''Special rules''': Zombies cause Fear. '''Disease''' Dread Zombies have Brown Rot The entire unit may be upgraded to: *Dread Zombies +? pts per model The entire unit may take (or, in the case of Dread Zombies, replace their Brown Rot with) the following diseases: *Brown Rot +? pts per model *Chills +? pts per model *Astral Vapors +? pts per model *Crimson Plague +? pts per model *Carrion Worms +? pts per model *Slug Famine +? pts per model ====Ghosts==== Called upon and bound to the of service of a Necromancer, Ghosts were once mortals, but are now trapped between here and Aetherius. They exist as spirits only, but are more than capable of causing harm to those that they attack. Although relatively weak, the incorporeal nature of such beings makes them difficult and disturbing foes indeed. 4 pts per model. Core. Horde, Infantry, Undead. 10-60 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Ghost | 2 | 0 | 2 | 2 | 1 | 2 | 1 | 5 | 2 | - |} '''Wargear''': none '''Special Rules''': Ghostly: Ghostly models ignore difficult and dangerous terrain. They are Ethereal(see the Scrollhammer rulebook) and Immune to Frost. ===Elites=== [[Image:ArmoredSkeletons.jpeg|thumb|420px|right]] ====Skeleton Champions==== Created through more potent and time-consuming reanimation rituals, Skeleton Champions are far stronger than their lesser undead brethren. Knowing no fear, no pain, no rest, no compassion nor doubt, Skeleton Champions are implacable warriors that will stop at nothing to fulfill their master's ever order. ~21 pts per model. Elite. Skirmish, Infantry, Undead. 6-16 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Skeleton Champion | 4 | 3 | 4 | 4 | 2 | 3 | 2 | 8 | 0 | 6+ |} '''Wargear''': Skeleton Champions carry a Hand Weapon and Shield. '''Special rules''': Skeleton Champions cause Fear. The unit may upgrade one model to Skeleton Juggernaut(+1 W, +1 A) for +20 pts The entire unit may replace its Hand Weapons and Shields with: *Longbow (free) *Spear and Shield +1 pts per model *Pike +2 pts per model *Great Weapon or Poleaxe +3 pts per model The entire unit may take: *Plate Armour(5+) +3 pts per model *Full Plate Armor(4+) +6 pts per model The Skeleton Juggernaut may take up to 18 pts of magic items where appropriate from the armory. ====Revenants==== [description goes here] 16 pts per model. Elite. Horde, Infantry, Undead. 5-20 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Revenant | 3 | 3 | 3 | 4 | 2 | 3 | 1 | 8 | 3 | - |} '''Wargear''': Hand Weapon '''Spells''': Frostbite '''Special rules''': Revenants cause Fear. Any number of Revenants may each replace the Frostbite spell in their off hand with one of the following: *a Shield +2pts per model *Lower Resists +4pts per model *Magicka Drain +6pts per model *Icy Spear +6pts per model Any number of Revenants may each be given the following: *Light Mail(6+) +3pts per model [[Image:Wraith.jpeg|thumb|260px|right]] ====Wraiths==== Creatures seemingly wrought from pure shadow, the presence of a Wraith is preceded by a an almost palpable sense of dread. Wraiths are the spirits of long dead mages, trapped into this state either by the circumstances surrounding their death, or by being called up from the dead by a more powerful Wizard. Less than pleased with being denied their after life, Wraiths carry with them an unrelenting hatred for this plane of existence. So great is their malice towards the living that controlling them is less an issue of telling them what to kill, but what not to. ? pts per model. Elite. Horde, Infantry, Undead. ?-? models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Wraith | 3 | 0 | 3 | 3 | 1 | 3 | 2 | 7 | 2 | - |- | Gloom Wraith | 4 | 0 | 3 | 4 | 2 | 3 | 2 | 8 | 3 | - |} '''Wargear:''' none '''Special Rules:''' Wraiths cause Fear. Gloom Wraiths cause Terror. Ghostly: Ghostly models ignore difficult and dangerous terrain. They are Ethereal(see the Scrollhammer rulebook) and Immune to Frost. The entire unit may be upgraded to: *Gloom Wraiths +? pts per model ====Mummies==== There is far more that a Necromancer can create from a corpse than a mere Zombie. By soaking a fresh body in a bath of salts for a month and wraping it in linen, a Necromancer can preserve a corpse against decay. By ritually reanimating and imbuing a corpse prepared this way with stronger magicks, a necromancer might create a Mummy. Such creatures are not only stronger and more durable than lesser undead, but also more independent and understanding of orders. Barring damage or heavy use, a Mummy can serve its master almost indefinately. ? pts per model. Elite. Horde, Infantry, Undead. ?-? models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Mummy | 3 | 2 | 3 | 4 | 2 | 2 | 1 | 6 | 0 | 6+ |- | Greater Mummy | 3 | 2 | 4 | 5 | 3 | 2 | 1 | 7 | 0 | 6+ |} '''Wargear''': none '''Special rules''': Mummies cause Fear. '''Disease''' Mummies have Brown Rot One model may be upgraded to: *Greater Mummy +? pts The entire unit may take replace their Brown Rot with: *Crimson Plague +? pts per model *Slug Famine +? pts per model ====Bone Colossus==== [description goes here] 70 pts per model. Skirmish, Monstrous Creature 40mm x 40mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Bone Colossus | 4 | - | 5 | 6 | 4 | 1 | 2 | 8 | 0 | - |} '''Wargear''': none '''Special rules''': Bone Colossi cause Terror. ''(note: move to support?)'' ===Support=== [[Image:Necromancers.png|thumb|440px|right]] ====Necromancer Cabal==== Necromancy is all too often a taboo and shunned school of magic, it's practitioners feared and reviled by the common people in most lands; Only in Alinor and the Imperial Province are the Black Arts practiced openly. In order to avoid persecution of their works, those mages and sorcerers who would wish to learn and study Necromancy must do so in secret, away from the ignorant fears and inhibitions of populated areas. Hiding themselves in caves and ancient ruins, Necromancers will often organize themselves into small cabals, so that they might benefit from a collective security and work together in their dark research. Such cabals form the main body of the Order of the Black Worm, comprising the vast majority of its members. ~12 pts per model. Support. Skirmish, Infantry, Imperial. 10-20 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Necromancer | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 5 | - |} Necromancers may be changed to *Breton for +1 pts per model *Altmer for +2 pts per model '''Wargear''': Necromancer's Robes, Sorcerer's Staff OR Dagger '''Spells''':Animate Skeletal Minion, Animate Zombie Minion. Necromancers have up to two additional spells of your choice from the Schools of Destruction, Alteration, or Illusion(cast on 13+ or lower). Every model in the unit must take the same spells. '''Special Rules''': Shade of the Revenant, Hatred (Servants of Arkay) Emissaries are Characters The entire unit may: *Upgrade one model to Emissary(+1 Mg, +1 Ld) for +10 pts *Upgrade one model to Standard Bearer(+1 to combat resolution) for +5 pts *Upgrade one model to Musician(can always rally) for +5 pts The Emissary may take up to 10 pts of magic items where appropriate from the armory. The Emissary may take an additional appropriate spell(cast on 13+ or lower), or a spell from the school of Mysticism(cast on 13+ or lower) from the armory for +5 pts. ====Worm Anchorites==== There are those among the ranks of the Order of the Black Worm that see necromancy not merely as an art, but as a religion; Those who have accepted the words of the King of Worms, and realized the true potential of necromancy as a path to transcendence. Powerful in the Black Arts and wise in the teachings of Mannimarco, Worm Anchorites are the priests and curates of the Order. These dark sorcerers fully devote themselves to the mastery of their craft, ever seeking to become closer to their god. ~30 pts per model. Support. Skirmish, Infantry, Imperial. 3-6 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Worm Anchorite | 2 | 4 | 3 | 3 | 2 | 2 | 2 | 8 | 5 (6) | - |} Worm Anchorites may be changed to *Breton for +1 pts per model *Altmer for +2 pts per model *Sload for +? pts per model '''Wargear''': Necromancer Oblate's Robes, Sorcerer's Staff '''Spells''': Animate Skeletal Minion, Animate Zombie Minion. '''Special Rules''': Shade of the Revenant, Hatred (Servants of Arkay) A Worm Anchorite may purchase up to three spells from the armory, as included in this list: *Any Alteration Spell (+3pts) *Any Bound Item Conjuration Spell (+6pts) *Any Restoration Spell (+4pts) *Any Mysticism Spell (+6pts) *Illusion spells cast on a 12+ or lower (+6pts) *Illusion spells cast on a 13+ or higher (+11pts) *Destruction spells cast on a 12+ or lower (+6pts) *Destruction spells cast on a 13+ or higher (+11pts) *Necromancy spells cast on a 12+ or lower (+11pts) Any number of Worm Anchorites may replace their Sorcerer's Staff with a Hand Weapon or a Dagger for free. Worm Anchorites may take up to 16 points of magic items from the armory where appropriate. ====Unliving Beasts==== While the Arts of Necromancy can be practiced on animals, such experiments rarely produce interesting results. The servant's ability to follow directions seems to be related to the subject's intelligence in life. While raising the corpse of a man, elf, or beastman can produce a useful servant, the corpses of animals produce mere guard dogs at best. Often a raised animal is unable to distinguish its master from the rest of the living and many amateur practitioners have been torn apart by the animal servants they created. ~7 pts per model. Support. Horde, Beasts, Undead. 10-20 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Skinned Hound | 2 | 0 | 3 | 4 | 1 | 4 | 2 | 6 | 0 | - |- | Bonewolf | 3 | 0 | 3 | 3 | 1 | 5 | 2 | 6 | 0 | - |} '''Wargear''': Claws, Teeth '''Special rules''': Frenzy Unliving Beasts cause Fear. ====Thrassian Plaguewrights==== The slug-men of Thrass are infamous for their skill at creating and manipulating disease. Indeed, it was none other than the sload who were responsible for the outbreak of the Thrassian Plague, a devastating pandemic which wiped out more than half the population of Tamriel. Plaguewrights are sload sorcerers who have taken up the art of epidemic magicks, seeking control over the spread of all forms of pestilence. They dedicate their time to concocting and studying diseases, and are always on the lookout for new test subjects to practice their experiments on. ? pts per model. Support. Skirmish, Infantry, Sload. 3-6 models per unit. 40mm x 40mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Plaguewright | 1 | 4 | 3 | 3 | 2 | 2 | 1 | 6 | 6 | - |} '''Wargear''': Necromancer's Robes '''Spells''': Animate Zombie Minion, Animate Zombies, Bestow Illness, Bestow Contagion, Atrophy, Soul Trap, Levitate, Teleport '''Special Rules''': Shade of the Revenant Epidemiologist: ????? (Allows you raise zombies with a disease upgrade at the cost of increasing the difficulty of the spell.) *Chills: -1 to cast *Brown Rot: -1 to cast *Astral Vapors: -2 to cast *Crimson Plague: -3 to cast *Carrion Worms: -4 to cast *Slug Famine: -4 to cast Fleshshapers are Characters. The entire unit may: *Upgrade one model to Fleshshaper(+1Mg, +1 to cast Epidemiologist spells) for +? pts *Upgrade one model to Standard Bearer(+1 to combat resolution) for +? pts Plaguewrights may take up to 12 points of magic items from the armory where appropriate. The Fleshshaper may take up to 20 points of magic items from the armory where appropriate. [[Image:1000px-Skeleton_Mage01.png|thumb|310px|right]] ====Worm Eremites==== The process of becoming a Worm Eremite, the unliving martyrs of the Order of the Black Worm, is only undertaken by the most devoted and reverent of Mannimarco's followers. A creature very similar to a Lich, a Worm Eremite retains all the intellect and magickal potency they had once possessed in life. There is, however, one key factor which separates them from Liches; They lack free will. Worm Eremites are bound undead, meaning that they are forever compelled to serve the one who created them. For the Worm Eremites, however, this is not a curse or a scourge, but a blessing. Created by and beholden to only Liches and greatest of living Necromancers, Worm Eremites have bound themselves into a state in which they might never cease their sacred duty to the Order of the Black Worm, and to their eternal service to their God. ~55 pts per model. Support. Skirmish, Infantry, Undead. 1-4 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Worm Eremite | 2 | 4 | 4 | 4 | 2 | 4 | 2 | 9 | 6 (7) | - |} '''Wargear''': Necromancer Oblate's Robes, Sorcerer's Staff '''Spells''': Animate Skeletal Minion, Animate Skeletons, Animate Zombie Minion, Animate Zombies A Worm Eremite knows one of the following spells: *Firebolt *Flames *Fireball *Incinerate *Shock *Sparks *Chain Lightning *Lightning Bolt *Ice Spike *Frostbite *Ice Storm *Icy Spear *Poisonblast '''Special Rules''': Shade of the Revenant, Hatred (Servants of Arkay) Worm Eremites cause Fear. '''Disease''': Worm Eremites have Carrion Worms A Worm Eremite may purchase up to two spells from the armory, as included in this list: *Any Alteration Spell (+3pts) *Any Bound Item Conjuration Spell (+6pts) *Any Restoration Spell (+4pts) *Any Mysticism Spell (+6pts) *Illusion spells cast on a 12+ or lower (+6pts) *Illusion spells cast on a 13+ or higher (+11pts) *Destruction spells cast on a 12+ or lower (+6pts) *Destruction spells cast on a 13+ or higher (+11pts) *Necromancy spells cast on a 12+ or lower (+11pts) Any number of Worm Eremites may replace their Sorcerer's Staff with a Hand Weapon or a Dagger for free. Worm Eremite may take up to 30 points of magic items from the armory where appropriate. ===Special Characters=== [[Image:Mannimarco.jpg|thumb|360px|right]] ====Mannimarco, the King of Worms==== [description goes here] 475 pts. Mannimarco may be taken as a Hero choice. Independent Character, Skirmish, Infantry, Undead. Single Model. 50 x 50 base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Mannimarco | 3 | 5 | 4 | 4 | 7 | 4 | 3 | 10 | 10 | - (4++) |} '''Wargear''': Staff of Worms: Whenever Mannimarco casts a Reanimate Undead spell, he may take a -4 to cast in order to raise an additional 1d3 undead. All undead risen by Mannimarco have +1WS and +1S. Robes of the Worm King: Blood-red robes that float and shift as though living; When ever Mannimarco is wounded in close combat the attacker receives a 4+ poisoned hit. Additionally, each player turn the first hostile magick that would effect Mannimarco is ignored on a D6 4+. On a failure the ward save may still be taken. '''Spells''': Mannimarco knows all the Necromancy and Mysticism spells in this book, as well as Poisonblast, Incinerate, Icy Spear, Bestow Illness, Bestow Contagion, God's Fire, God's Frost, Toxic Cloud. Asystole: Cast on 19+. Shooting attack. S8 AP3, Move and Fire 1, Range 24". This spell only effects mortals. Thanasia: Cast on 23+, shooting attack. S6 AP2, Ignores Cover. Move or Fire 1, Large Blast, Range 24". This spell only effects mortals. ?????(needs more unique spells) '''Special Rules''': Shade of the Revenant, Hatred (Servants of Arkay) Invisible Woe: Mannimarco causes Terror, and, in addition, he also ignores enemy Undead's fearlessness. Demi-God: Mannimarco is a Physical God. However, his Ward Save granted by this rule is only a 4+. Lord of the Writhing Host: All Zombies and Dread Zombies raised by Mannimarco have the Carrion Worms upgrade. Acquainted With Death: Mannimarco recieves +10 to spellcasting rolls when casting Conjuration, Necromancy, and Destruction spells. As Above, So Below: ????? ?????: Mannimarco starts the game with a personal corpse count of 30. This personal corpse count can be used for reanimating both skeletal and fleshy undead. ?????(needs more special rules) ====N'Gasta==== [description goes here] 340 pts. N'Gasta may be taken as a Hero choice. Independent Character, Skirmish, Infantry, Sload. Single Model. 40 x 40 base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | N'Gasta | 2 | 5 | 3 | 3 | 3 | 2 | 2 | 8 | 9 | 6+ |} '''Wargear''': Crimson Robes of N'Gasta: N'Gasta counts as having Feels No Pain versus all spells and magical effects. Amulet of the Deep Ones: N'Gasta may automatically cast Levitate and Teleport for only 1 power die each. '''Spells''': Animate Skeletal Minion, Animate Skeletons, Animate Zombie Minion, Animate Zombies, Bestow Illness, Bestow Contagion, Atrophy, Apoptosis, Soul Trap, Levitate, Teleport, (needs a few deadra summoning spells) N'Gasta! Kvata! Kvakis!: Dark wispers fill the target's head with secrets mortal minds were never meant to know, either driving them insane or merely stunning them for a time. This is a shooting attack, cast on (3 dice or so) for enemy model. Cast on (5 dice or so) for target enemy unit. Range 18". Target must roll 2d6+3 under Ld. For each point of failure it/they are paralyzed for a game turn. At the start of the enemy player's turn the afflicted unit may roll 2d6+3 under LD to attempt to dispel the effect early. Gate: ????? (large blast. teleports all models within the AoE to wherever N'Gasta chooses within range. N'Gasta himself does not need to be included in the spells effects) Soul-Snare: Casts on 24+. Cast during your shooting phase. Weather effect. Until the beginning of your next turn, when ever any mortal model dies within 15" of Ngasta, he and his joined unit gain a re-roll die. Re-roll die may be used for striking, wounds, or spell casting. ?????(needs another unique spell or two) '''Special Rules''': Shade of the Revenant Venerable Sorcerer: N'Gasta gains +3 to all spellcasting rolls. The Time is Now, The Curse is Spoken: ????? Arise Demon and be Named Vengeance: ????? (some sort of bonus to daedra summoning spells, and some sort of bonus to the daedra summoned) Oblivion Portal: N'Gasta has Deep Strike. All the dead are fair curency: ????? (N'Gasta's Soul-Snare affects allied models as well as enemies. He may also cast Soul Trap on allied models aswell.) Favored of Clavicus Vile: At the begining of the game, N'Gasta receives 1d3 wish counters. At an appropriate time in the game, N'Gasta may expend a wish counter to make a wish as per the rules outlined in the ''Pacts with Clavicus Vile'' section of the ''Daedra Cults'' army list. N'Gasta has a +(1d2) bonus to his roll to determine the results of a wish. Rules for making pacts with Clavicus Vile are found here: [http://1d4chan.org/wiki/Scrollhammer:_Daedra_Cults_2.0#Clavicus_Vile.2C_Prince_of_Power.2C_Deals_and_Wishes Scrollhammer: Daedra Cults]. ====Beldoh the Undying==== [description goes here] 65 pts. Beldoh the Undying may be taken as an Elite choice. Independent Character, Skirmish, Infantry, Undead. Single Model. 25 x 25 base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Beldoh the Undying | ? | ? | 4 | 5 | 3 | ? | 2 | ? | ? | ? |} '''Wargear''': Shield of Blood Feast, Silver Hand Weapon w/ Leech Weapon upgrade '''Special Rules''': Beldoh the Undying may take: *Plate Armour(5+) +3 pts *Full Plate Armor(4+) +6 pts
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