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===Magic Items=== The Magic Items available to House Dagoth 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. (Replacements are only available to models which could take that class of item to begin with). ====Weapons and Staves==== Weapon of Wounds: Weapon upgrade for +8 pts. Enchanted weapon has Critical Strike. Leech Weapon: Weapon upgrade for +10 pts. For each successful wound dealt with weapon, roll a d6. On a 6, bearer regenerates a wound. Weapon of Striking: Melee weapons only, upgrade. +10 pts. +1 to hit. Weapon of Might: Melee weapons only, upgrade. +10 pts. +1 Strength. Weapon of Wasting: Ranged weapons only, upgrade. +2 pts. Models hit by this weapon have Lowered Resists until the end of next turn. Weapon of Unraveling: Ranged weapons only, upgrade. +4 pts. For each hit with this weapon, roll a d6. On a 6, all ongoing magical effects on hit unit are removed. Weapon of Gibbering: Ranged weapons only, upgrade. +8 pts. Models hit by weapon are Silenced until the beginning of your next turn. Staff of Black Hope: A model wielding a Staff of Black Hope is allowed to cast Curse-of-Flesh once per turn at no Mg cost. +12 pts. Staff of Reckoning: Staff. If wielder is casting spells with both hands on one of your turns, he may fire this magical shooting attack once in addition to those spells: Move and Fire 1, Range 18". Models hit get -1 WS, -1 BS, -1 I, and -1 Mg until the beginning of your next turn. +8 pts. Staff of Forgetfulness: Staff. Once per game the wielder may designate a model within 24" that is in line of sight. Remove a random spell from the targeted model. +20 pts. Dagoth Dagger: Magic Damage. Ignores armor when charging from cover or out of a state of Invisibility. A model wounded by a Dagoth Dagger has its natural movement speed halved for the next two turns. Ash Staff: +1 Magicka. Bearer gets +4 to rolls to cast spells that grant disease while using this staff. Sixth House Dagger: +1 Strength. Ignores armor when charging from cover or out of a state of Invisibility. On a melee attack with an Ash Dagger, the bearer may reroll failed tests to infect the attacked opponent with a disease. ====Armor and Shields==== Flame/Shock/Frost Guard Robe: Unarmored Clothing upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Flame/Shock/Frost Eater Robe for +15 pts, giving that element -1 to wound against bearer. Shield of Warding: 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 Resist Element: Shield upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer gets +1 to his armour save against that element. May be upgraded again to shield of Elemental Negation for +10 pts, giving bearer Feel No Pain against that element. Shield of Blood Feast: Shield upgrade for +8 pts. Bearer gets +2 to their regeneration rolls for all spells or enchantments which grant regeneration after having dealt an unsaved wound. Shield of Dwindling Magic: Shield upgrade for +10 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage. Robes of the Watchful Touch: Robes. Provides wearer with a 6+ Ward save (Or +1 to their ward save, should they have one) 10 pts. Cowl of Blackened Heart: (Helm) Ash Ghouls, Ash Deathguard, Ascended Sleepers, and Sixth House Minister only. Grants the bearer Hatred (all Common Races except Dark Elf). +12 pts Robes of Tainted Marrow: Artifact. Robes. Caster loses 1T, gains 1Mg, and receives +2 to all spellcasting rolls. +25 pts. Shield of Mourning: Bearer causes Fear to Dark Elves. If the bearer already has Causes Fear, then instead the bearer causes Terror to Dark Elves. +10 pts Belt of Wisdom: Belt. Bearer has +1 Magicka. +12 pts. Belt of Heartfire: Artifact, Belt, Ash Vampire only. Bearer has a 5+ Ward Save against Poisoned and Flame attacks. Bearer has +1 Wound. ====Other Items==== A model may only have one amulet and one ring. Sixth House Amulet: Bearer has a 6+ ward save. +15 pts Amulet of Slow Falling: Bearer never has to make Dangerous Terrain Tests. +5 pts. Ring of Pitted Dreams: Should the bearer have a Disease Aura the roll required to bestow Diseases is decreased by 1, down to a minimum of 3+. +8 pts. Ring of Flame/Frost/Shock Bite: Once per turn, bearer may re-roll a Power Die while attempting to cast a spell of the chosen element. You must abide by the second result. +9 pts. Ring of Resist Magic: Bearer has 6+ ward save( or +1 to his ward save) against spells. +12 pts. Sigil of Awakening: (amulet) Bearer's Mg counts as an unmodified 10 when resisting silence effects and they additionally have +1 Mg. +12 pts. Ash Statue: All enemy models within 3" of a model carrying an Ash Statue receive -1 Ld. Blood Ring: Artifact, Ash Vampire only. Bearer has a 3+ Ward Save against Flame attacks, and Flame attacks lose any Multiple Wounds effect against bearer. Bearer has Feel No Pain(6+). Soul Ring: Artifact, Ash Vampire only. Bearer may ignore illusion spells on a d6 3+. Bearer's Magicka dice cannot be drained by any enemy effects. Heart Ring: Artifact, Ash Vampire only. Bearer has a 3+ Ward save against Flame, Shock, Frost, and Magic attacks. Additionally, the bearer is allowed to cast Dispel once per turn at no Mg cost. Amulet of Heartheal: Artifact, Ash Vampire only. Flying movement type. +1 Strength. Amulet of Heartthrum: Artifact, Ash Vampire only. Bearer has a 3+ Ward Save against Shock damage, and cannot lose Magicka dice from effects that deal Shock damage. Bearer has +3 Magicka. Amulet of Heartfire: Artifact, Ash Vampire only. 4+ cover save, including in close combat. +2 Initiative. Amulet of Heartrime: Artifact, Ash Vampire only. Enemy attacks get -1 to hit bearer(but not his unit). Conjuration spells cost 1 less Magicka for bearer to cast, to a minimum of 1. +1 Magicka. ====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: Potion of the Waves: Drinker treats water features as Open Terrain and gains a 6+ cover save from being in them this turn. +2 pts Potion of Dispel: Remove all ongoing magical effects from drinker's unit. +10 pts Potion of Resist Element: Choose Flame/Frost/Shock when purchasing this for your army list. Grants Feel No Pain to drinker against that element this turn. +4 pts Potion of Resist Poison: Grants Feel No Pain against Poisoned attacks to drinker this player turn. +4 pts Potion of Element Shield: Choose Flame/Frost/Shock when purchasing this for your army list. Until end of turn, drinker gets a 6+ armor save if he does not already have an armor save, and a 4+ Ward Save against chosen element. +4 pts Potion of Strength: Drinker gets +1 S this turn. +4 pts Potion of Agility: Drinker gets +1 I this turn. +4 pts Potion of Wisdom: Drinker counts as having +1 Mg at the beginning of your next turn. +4 pts Potion of Endurance: Drinker gets +1 T this turn. +5 pts Potion of Skill: Drinker gets +1 WS this turn. +3 pts Potion of Marksmanship: Drinker gets +1 BS this turn. +4 pts Corprus Weepings: Corprus weepings are hardened secretions that fall from the fleshy sores of corprus victims. Heals eater on a d6 5+ on consumption. +5 pts Ash Salt Brine: Ash salts are hard grey crystals formed from the ash deposited by ash storms in the ash wastes and lava fields. Drinker gets a 6+ Ward save (or +1 to his ward save) against magic for the duration of this turn. + 5 pts Sacrament of Flesh: Heals eater on a d6 2+ on consumption. +25 pts Sacrament of Blood: Replenishes Power Dice up to drinker's Mg on consumption. May be consumed at any time. +15 pts. Ancient Dagoth Brandy: A well matured spirit produced by House Dagoth sometime before the War of the First Council. It is a rare nectar beyond compare, distilled ages before your ancestor's ancestors. Drinker gains +1S and +1T this turn. +10 pts
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