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==Equipment== ===Basic Equipment=== Chitin Armour made from the hide of Chaurus is Heavy Armour(6+). Hardened Chitin Armor is Heavy Armour(5+). Carapace Armour is harvested from the greatest of the Chaurus broodmothers, or even from the legendary, solitary shellbugs. It is Heavy Armour(3+). Blowgun: This ranged weapon is fired with the following profile: Range 6β, Move and Fire 1, S2 AP2, Sniper. Two hands. ===Mounts=== Chaurus Reaper: Models riding a Chaurus Reaper count as Cavalry. A Chaurus Reaper grants the mounted model +2 to armour , +1 A, +1 Wound, spittle attack. Chaurus Reapers are armed with Virulent Maw. This is a natural, head-mounted shooting weapon with the following profile: Fire and Charge 1, S1 AP0, Poisoned(2+), range 12β, which is fired at BS2 in addition to other ranged weapons. A model mounted on a Chaurus Reaper uses the 25mmx50mm cavalry base. Giant Frostbite Spider: Models riding Giant Frostbite Spiders count as Monstrous Cavalry. Giant Frostbite Spiders are Monstrous Creatures with the following profile: {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Giant Spider | 2 | 2 | 6 | 5 | 3 | 4 | 3 | 8 | 0 | - |} '''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. A model mounted on a Giant Frostbite Spider uses a 50mm x 50mm Monstrous Creature base. ===Unique Poisons=== The means of sustenance are scarce beneath the surface, and just as many dreadful substances as benign ones are found in the strange creatures, mushrooms and streams of the world below. The Falmer have long learned to differentiate and extract poisons from everything around them, and to make use of them to torture or kill their enemies with terrifying effectiveness. Falmer can use a variety of poisons on their weapons. At the beginning of each turn, announce which poisons will be used on which weapons, if a weapon has multiple poisons available to it. A poisoned weapon counts as doing Poison damage, and as such an Immunity to Poison will negate the effect of whatever poison is on it, unless stated otherwise(see Frostbite Venom and Steelbane Acid below). The default "Poisoned(4+)" on many weapons counts as being among the poisons to choose from each turn if it is available, although some more lethal poisons are strictly better. *Fleshwilt Poison: This exceptionally toxic mixture causes the skin and flesh around the bloodstream in which it was injected to dry and wither, causing its victim to quickly collapse as his heart ceases to beat. A weapon with this poison equipped is Poisoned(3+). *Chaurus Bile: A refined mixture of the digestive fluids of the Chaurus, this noxious liquid chews through whatever livings thing it touches, causing massive destruction of flesh and pus-filled ruptures of all parts of the body. The poisoned weapon is Poisoned(2+). *Mindbreak Poison: This poison affects not the body, but rather the mind. In a fit of insanity, the brain affected becomes unable to concentrate. Unsaved wounds inflicted by a weapon coated in this poison cause Magicka Drain(total). *Lingering Death: Certain ingredients are renowned among assassins for being slow-acting in their effects. The cruel minds of the Falmer have engineered means to use such concoctions in battle, to bring their enemies into a dying coma: a perfect condition for capture. For each wound, saved or not, caused by this weapon, mark the affected model as poisoned by a dose of Lingering Death. At the end of turn, each model affected must take a Toughness test for each dose they have been poisoned by. For each failed test, that model takes a wound (that cannot be re-allocated), no armour save allowed. *Frostbite Venom: The poison found in the fangs of the Frostbite Spider freezes the foe. Attacks by a weapon with Frostbite Venom are Poisoned(5+), and wounds they inflict, saved or not, Chill the wounded model until the end of next turn. Frostbite Venom counts as dealing Frost Damage, not as being a poisoned weapon. *Nervegrasp: The Nervegrasp is made from the deadliest of blossoms in the depths and high in the mountains. A weapon coated in Nervegrasp is Poisoned(4+), and wounds inflicted, saved or not, Paralyze until the end of next turn. *Wearyblood Draught: The Wearyblood Draught is known to create incredible fatigue in its victim, while not outright killing him. A wound by a weapon poisoned in Wearyblood Draught, saved or not, prompts an immediate initiative test after it damage resolution by the affected model. If the test is failed, the model may only make a single attack(regardless of modifiers) the next round of combat. *Steelbane Acid: Steelbane Acid is among the most caustic poisons in existence, not merely to corrosive to flesh, but equally dangerous to wood, stone, steel and even ebony. A weapon bearing Steelbane Acid is Poisoned(4+). It gains +3 AP, regardless of its status as a poisoned weapon or any Immunity to Poison the enemy might have. ===Magic Items=== The Magic Items available to an Falmer army are sorted into several categories. Classes of weapons, staves, light armor, heavy armor, and shields may only be taken by a model which is holding that type of item, and replaces the one he is holding. A model may take up to 3 consumables. Other items can be taken freely. Certain items may be further restricted to a particular model. Daedric Artifacts are included in the Artifacts supplement of the Core Rules, and are taken wherever specified for a model. Items listed as upgrades are enchantments that may be taken as a bonus on a weapon that has not already been enchanted; their cost is in addition to any other costs for the item. Items not listed as upgrades are replacements; their full cost is whatever amount is marked, and they may not be upgraded further. (Replacements are only available to models which could take that class of item to begin with). ====Weapons and Staves==== Weapon of Frost: Weapon upgrade for +8 pts. Weapon deals Frost damage, and models hit are Chilled until the end of next turn. May be upgraded again to a weapon of Blizzards for +12 pts, causing it to ignore armor saves. Weapon of Darkness: Weapon upgrade for +8 pts. Models hit are Blinded until the end of next turn. Weapon of Screeches: Weapon upgrade for +8 pts. Models hit by weapon re-roll successful casting of spells until the beginning of next turn. Weapon of Terror: Weapon upgrade for +10 pts. Morale checks taken against casualties inflicted by one or more Weapons of Terror are given a -1 modifier. This does not stack multiple times on the same unit. Flaying-Blade: This is a Dagger. Bearer's attacks have Absorb Health(6+) and Absorb Magicka(1 on a 4+). +10 pts. Spear of the Snow Prince: Artifact, Spear, Warmonger only. The relic of the great Snow Prince, the last of the Falmer heroes, a warrior without peer who defended Solstheim to the last against the armies of Ysgramor. Many northmen fell before it's ravages. This weapon was scavenged from the Snow Prince's tomb in the latter part of the 3rd era, and has never been seen since. The Spear of the Snow Prince is a Spear that strikes with +1 Strength, ignores armor, and models hit are Paralyzed until end of next turn. It counts as dealing Frost Damage. +60 pts. Any magic weapon may be made Poisoned(4+) for +6 pts, and this poison may be exchanged or upgraded further as normal. ====Armor and Shields==== Armor of Grime: Armor upgrade for +4 pts. Poisoned attacks get their normal re-roll to wound against Bearer, regardless of strength. Armor of Dwindling Magic. Armor upgrade for +8 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage. Shield of Blocking: Shield upgrade for +5 pts. Bearer may take an Initiative test each phase that he suffers one or more wounds from a shooting attack, before rolling saves. If bearer passes, and has a hand weapon that can normally be used to parry, he may use Parry against shooting attacks this phase(even if it came from a Monstrous Creature or a model with more than twice his WS). He may not, however, Parry any shooting attack that does not roll to hit in the normal manner. Shield of Dwindling Magic: Shield upgrade for +10 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage. Woe Mask: Helm. This weeping mask grants its bearer +1 Mg and -1 WS. +5 pts. Ancestor Mask: Helm. This eerie ritual mask grants its bearer +2 Mg and -2 WS. Bearer Causes Fear. +20 pts. ====Other Items==== Shadow Pearl: Amulet. Bearer has Chameleon(+1). +15 pts. Star-Eater: Amulet. Enemies within 12" of Bearer gain no benefit from Guardian Stone Blessings. +15 pts. Duskbringer: Amulet. Enemies shooting at bearer's unit must do so as though Night Fighting were in effect. +30 pts. Grappleblade: Enemies attempting to flee from bearer's unit get -2 to their roll to break away. +15 pts. ====Consumables==== Consumables are available to all models which can purchase magic items. Consumables are 0-3. Scrolls can be read as many at a time as available at times where a model is casting spells with both hands. Scrolls autocast the spell written on them. Potions may be drunk once per player turn at the start of the turn. Scrolls: Scrolls are available for all spells in the army spell list. Scroll of Cast on 4+ or Lower Spell: +5 pts Scroll of Cast on 5-8+ spell: +10 pts Scroll of Cast on 9-12+ spell: +20 pts Scroll of Cast on 13-19+ spell: +30 pts Scroll of Cast on 20-25+ spell: +45 pts Scroll of Cast on 26+ or Higher spell: +60 pts Potions: The following potions are available to this army: Healing Brew: Heals drinker on a d6 5+ on consumption. +5 pts Magicka Brew: Replenishes 1 Power Die on consumption. May be consumed at any time. +4 pts Potion of Invisibility: Drinker is Invisible this turn. +12 pts Noxious Medicine: Cures all Disease from caster's unit. Caster's unit is Paralyzed this turn. +6 pts Potion of Antivenom: Grants Feel No Pain against Poisoned attacks to drinker this player turn. +4 pts Flesh of Innocents: Bearer enters a Frenzied state when consumed. Bearer has -2 Leadership for the remainder of the game. +8 pts Glowing Mushroom: Bearer's Destruction spells strike at +1 Strength the turn this item is consumed. +10 pts.
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