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===Elite=== ====Spidermasters==== Skirmish, Infantry, Monstrous Cavalry 1-3 Spidermasters, 0-10 Frostbite Spiders per unit(see profile below). Spidermasters and their monstrous mounts use 50mm x 50mm bases. 65 pts per Spidermaster {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Spidermaster | 3 | 3 | 3 | 4 | 1 | 3 | 2 | 8 | 2 | 6+ |- | Giant Spider | 2 | 2 | 6 | 5 | 3 | 4 | 3 | 8 | 0 | - |} Profile(Spidermasters): '''Wargear:''' Hand Weapon(Poisoned 4+), Chitin Armour '''Special Rules:''' Twisted Souls, The Hordes Beneath The entire unit may take one of the following: *Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model *Shield +1 pt per model *Second Poisoned(4+) Hand Weapon +1 pt per model *Spell: Frostbite or Sparks or Bound Sword +2 pt per model The entire unit may upgrade their Chitin Armour to Hardened Chitin for +2 pts per model Profile(Giant Spiders): '''Wargear:''' Frost Fangs: These count as a hand weapon poisoned with Frostbite Venom. '''Special Rules:''' Beasts of the Sightless Realm, The Hordes Beneath Cave Crawlers: Frostbite Spiders treat Difficult Terrain, other than water features, as open ground. Dangerous Terrain tests must be taken as normal. Spider's Web: If a unit directs any of its attacks in close combat against a unit containing one or more Frostbite Spiders, it gets -1 Initiative until end of turn. Multiple instances of this effect on any one unit do not stack. Webspittle: Shooting attack. Move and Fire 1, S2 AP0, range 18β. Units hit count as caught in the Spider's Web(see above) this turn. Giant Spiders cause Fear. [[Image:FalmerDeepcrawler.jpg|thumb|475px|right|]] ====Deepcrawlers==== Falmer, Horde, Scuttling Cavalry 3-10 models per unit, may take 0-5 Chaurus(not Reapers), see profile above Deepcrawlers use 25mm x 50mm bases. 24 pts per Deepcrawler {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Deepcrawler | 3 | 3 | 3 | 4 | 2 | 3 | 1(2) | 6 | 2 | 4+ |- | Raid Master | 3 | 3 | 4 | 4 | 2 | 3 | 2(3) | 7 | 2 | 4+ |} '''Wargear:''' Hand Weapon(Poisoned 4+), Chitin Armour The entire unit is mounted on Chaurus Reapers. Each model's Chaurus Reaper may use the following ranged spittle weapon at BS2: *Virulent Maw: Fire and Charge 1, S1 AP0, Poisoned(2+), range 12β, in addition to the unit's other ranged weapons. '''Special Rules:''' Twisted Souls, The Hordes Beneath, Character(Raid Master) One model may be upgraded to Raid Master for +16 pts The entire unit may take one of the following: *Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model *Shield +1 pt per model *Second Poisoned(4+) Hand Weapon +1 pt per model *Spell: Frostbite or Sparks or Bound Sword +2 pt per model The entire unit may upgrade their Chitin Armour to Hardened Chitin for +2 pts per model The Raid Master may take up to 15 pts of magic items from the armory where appropriate. ====Gloomweavers==== Falmer, Skirmish, Infantry 5-20 models per unit, 25mm x 25mm base 16 pts per model {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Gloomweaver | 3 | 3 | 3 | 4 | 1 | 3 | 2 | 7 | 3 | 6+ |} '''Wargear:''' Hand Weapon(Poisoned 4+), Chitin Armour '''Special Rules:''' Twisted Souls, The Hordes Beneath Shroud of Darkness: Gloomweavers, and any attached Shadowmaster, have Chameleon(+1) Any number of Gloomweavers may take one of the following: *Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model *Shield +1 pt per model *Second Poisoned(4+) Hand Weapon or Poisoned(4+) Dagger +1 pt per model *Spell: Frostbite or Sparks +2 pt per model *Poisoned(4+) Blowgun for +3 pts per model The entire unit may replace their Hand Weapon with: *Poisoned(4+) Dagger (free) *Poisoned(4+) Spear +1 pt per model The entire unit may replace 4+ Poison on a weapon with Frostbite Venom(free) Each model may take a Destruction, Alteration, Conjuration, Restoration or Mysticism spell cast on 13+ or lower For every 5 models, one model may take any additional spell for +8 pts For every 5 models, one model may put a unique poison on a weapon: *Fleshwilt Poison, Nervegrasp, Wearyblood Draught +8 pts per weapon *Steelbane Acid, Lingering Death +6 pts per weapon *Mindbreak Poison +4 pts per weapon For every 5 models, 1 model may take up to 15 pts of magic items from the armory where appropriate Any number of Gloomweavers may upgrade their Chitin Armour to Hardened Chitin for +2 pts per model, or choose not to use armour at all for free. [[Image:FalmerWretch.jpg|thumb|400px|right|]] ====Wretches==== Falmer, Horde, Infantry 10-40 models per unit, 25mm x 25mm base 10 pts per model {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Wretch | 2 | 0 | 4 | 4 | 1 | 3 | 2 | 2 | 0 | - |} '''Special Rules:''' Twisted Souls, Fearless, The Hordes Beneath Feral: Wretches' insane craving for flesh make them a threat to friend and foe alike. Wretches are Frenzied, and can never be shaken from their Frenzied state. However, they cannot hold objectives or be joined by Independent Characters under any circumstances. Nor do they allow nearby models with Beasts of the Sightless Realm to use their Leadership. ====Trappers==== Falmer, Skirmish, Infantry 5-12 models per unit, 25mm x 25mm base 12 pts per model {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Trapper | 3 | 3 | 3 | 4 | 1 | 3 | 1 | 7 | 2 | 6+ |} '''Wargear:''' Hand Weapon(Poisoned 4+), Chitin Armour '''Special Rules:''' Twisted Souls, The Hordes Beneath Trap Riggings: When it is your turn to deploy, for each unit of Trappers in your army, you may declare a Trap to be set. Write down secretly which type of Trap is to be used, and the reveal it to your opponent when it first comes into effect. Volley Trap: A tripwire releases a flurry of poisoned darts against the enemy. When you deploy this trap in secret, write down which piece of area terrain the trap is in. The first time a unit moves into, out of or through that piece of terrain, reveal the trap to be in it: the unit must take an initiative test on its lowest value. If it fails, it takes 3d6 S2AP2 Poisoned(4+) hits. If it passes, the trap has no effect. Pitfall Chasm: Pits are dug, leading into rock crevices, spikes, or perhaps even the abyss. When you deploy this trap in secret, write down which piece of area terrain the trap is in. The marked terrain is to be treated as Dangerous Terrain for the duration of the game(reveal it to be so once necessary). Expanded Tunnels: The Trappers have made use of a precise network of tunnels under the entire battlefield. Both the Trapper unit and another unit marked in secret in your army, if arriving via The Hordes Beneath, may re-roll reserve rolls and only roll a single die to scatter. Cripplefoot Snares: Enemy units attempting to charge this unit of Trappers must do so as if through difficult terrain if they contain one or more non-Monstrous Creature, non-Flyer model. Non-Monstrous Creature models and non-Flyer models must take a Dangerous Terrain test when making this charge. Cavalry models must re-roll successful Dangerous Terrain tests on this charge. If a model is wounded by this dangerous terrain test, it loses all charge bonuses. Any number of enemy models in the unit may choose to take an initiative test to avoid taking the dangerous terrain test. If this occurs, the entire unit loses its charge bonuses. Poisoned Stream: The water supply of the enemy has been clandestinely poisoned before the battle. After both armies are deployed, but before Scout moves are made, roll a d6 for each enemy unit. On the roll of a 6, that unit takes d6 S1 Poisoned(4+) hits that ignore armour. Each model may take the following: *Poisoned(4+) Blowgun for +3 pts per model Each model may replace his Chitin Armour with the following: *Hardened Chitin Armour +2 pts per model For every 3 models, one model may put a unique poison on a weapon: *Fleshwilt Poison, Nervegrasp, Wearyblood Draught +8 pts per weapon *Steelbane Acid, Lingering Death +6 pts per weapon *Mindbreak Poison +4 pts per weapon
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