Editing
Scrollhammer: Falmer
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Vyrthur, Arch-Curate of Auri'El==== Snow Elf(uncorrupted Falmer), Vampire, Independent Character, Infantry, Skirmish 300 pts Vyrthur may be taken as a Hero choice in a Falmer army. Host of the Frozen Chantry: If Vyrthur is taken as a Hero choice, no other Hero Choices may be taken in your army from this army book. Wretches are a Core choice, while Slaves and Warriors are Elite choices. Certain models may be upgraded to Frozen(see below). Vyrthur uses a 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Vyrthur | 6 | 6 | 4 | 4 | 3 | 5 | 2 | 10 | 8 | 4+ |} Wargear: Elven(+1 AP) Dagger of Blizzards, 1x Healing Brew, 1x Magicka Brew, 1x Potion of Invisibility Ancient Falmer Armor: This is Light Armor(4+) that grants Vyrthur a 5+ Ward Save against spell damage. Spells: Lightning Bolt, Frost Cloak, Icy Spear, Ice Storm, Wall of Frost Command Daedra(Cast on 8+), Illusion: during either player's shooting phase. Chose a Daedra other than a Physical God within 6". That model makes a Ld test on its own value. If it succeeds, that model resists this spell, and cannot be targeted by it again until the beginning of your next turn. If it fails, you Command that model until end of turn. Repel Daedra(Cast on 8+), Restoration: during either player's shooting phase. Chose a Daedra other than a Physical God within 6". That model makes a Toughness test on its own value. If it succeeds, that model resists this spell, and cannot be targeted by it again until the beginning of your next turn. If it fails, that model suffers a wound with no saves of any kind allowed. Summon Frost Atronach(cast on 12+), Conjuration: Summons a Frost Atronach. This Summoned unit is an upgrade for caster, kept in reserve, and may not enter play by any normal means. See the Scrollhammer Rulebook for further information on Summoning. Thunderous Quake(cast on 20+), Alteration: Every unit, friend or foe, within 24" of Vyrthur must take an Initiative test on its lowest value. Roll two d6's. Each unit that fails must test for Pinning, is Chilled and Slowed until the end of next turn, and must take 2d6 hits at Strength equal to the first d6 that was rolled, and AP equal to the second. Special Rules: Guardian Stone Blessing: The Serpent Power of the Night: Vyrthur is a rogue Vampire of the Volkihar bloodline. As a result, he follows the normal Vampire rules, and has the following special rules: *Ice Blood: Vyrthur has Feel No Pain against Frost attacks *Vampire's Grasp: Vyrthur's melee attacks have Absorb Health(6+). *Creature of the Night: Vyrthur may attempt to vanish once per game. He may use this ability at the beginning of any phase. When he does, he becomes Invisible until end of turn. *Puppet Mastery: Units of Wretches within 12" of Vyrthur, as well as Vyrthur's summoned Atronachs, may hold objectives. Above the Betrayed: Vyrthur may not join units with Twisted Souls or Beasts of the Sightless Realm special rules, except for Frozen models, whom he may join(even if he would normally not be able to do so). Vyrthur and his unit may never arrive via The Hordes Beneath. Flawless Plans: If a random scenario is rolled to be chosen before the game, an army containing Vyrthur may choose to re-roll the die to choose the scenario. In addition, Vyrthur has the Cover of Darkness rule(see the Warlord entry), and his army may re-roll the die to determine whether or not it will be Night Fighting the first turn(if it is rolled for normally). If it is Night Fighting the first turn, it will always last 3 turns as per the Cover of Darkness rule, and if it is not, then it will always begin Turn 4. Whatever dice are rolled, both players must abide by the second result. Vengeance Upon a God: Due to his centuries of bitter plotting, Vyrthur is Stubborn and has Hatred(Everything!). However, due to his state as a pariah and his monstrous goals, Restoration spells able to harm him re-roll failed wounds against him: the gifts of the gods to mortals strike him with incredible vigor. Frozen Horrors: The labyrinths and arches of the Chantry of Auri'El are dotted with strange sculptures of ice, each a sightless Falmer or a strange beast turned to solid ice. These creatures dwell in endless frozen agony, awakening only to share their suffering with any intruders. For these are Vyrthur's minions, enslaved to his vampiric will. Frozen models gain Feel No Pain, Fearless, and are Immune to Frost, but Flame attacks get +2 to wound against them. Vyrthur may target units locked in combat with them with shooting attacks, and may place templates so that they cover Frozen models, so long as those models are not part of a unit he is attached to. An army containing Vyrthur may upgrade all models in a unit to Frozen, for the following points costs: *Wretches: +3 pts per model *Chaurus: +2 pts per model, +4 pts per Chaurus Reaper *Skeever Swarms: +3 pts per base Vyrthur may purchase Auri'El's Bow and/or Auri'El's Shield from the Artifacts of Tamriel Supplement.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information