Scrollhammer: Daedra Cults: Difference between revisions
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May take one of the following spells: | May take one of the following spells: | ||
Drain Strength, Bound Battleaxe, Bound Bow, or Disintegrate +10 pts | |||
Fireball +15 pts | Daedric Bite, Burden or Fireball +15 pts | ||
Incinerate, Cripple, Disintegrating Blast, or Sound of Screams +30 pts | |||
Fire of Oblivion or Wall of Flames +35 pts | |||
May take an Atronach Familiar. This grants the ability to buy a second spell from his spell list, and a summoning spell, for a cost depending on the nature of the creature summoned: | |||
May take an Atronach Familiar. This grants the ability to buy a second spell from | |||
Summon Flame Atronach(cost 2) +51 pts | Summon Flame Atronach(cost 2) +51 pts | ||
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Black Robes (unarmored, +1 Mg) +2 pts per model | Black Robes (unarmored, +1 Mg) +2 pts per model | ||
Kynreeve may take any of the following spells: | Kynreeve may take any one of the following spells: | ||
Bound Sword +5 pts | Bound Sword, Bound Armor, Disintegrate, or Drain Strength +5 pts | ||
Fireball +10 pts | Daedric Bite, Bound Battleaxe, or Fireball +10 pts | ||
Burden, Bound Bow +15 pts | |||
Burden +15 pts | |||
The Kynreeve may take up to 10 points of magic items where appropriate from the armory. | The Kynreeve may take up to 10 points of magic items where appropriate from the armory. | ||
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Element of Fire: Cold Damage rerolls to wound Flame Atronachs. Flame Atronachs always ignore fire damage. Their close combat attacks deal fire damage, and deal d3 wounds. | Element of Fire: Cold Damage rerolls to wound Flame Atronachs. Flame Atronachs always ignore fire damage. Their close combat attacks deal fire damage, and deal d3 wounds. | ||
Hands of Flame: Flame Atronachs | Hands of Flame: | ||
Flame Atronachs have a shooting attack with the following profile: S4 AP0, Assault 1, Range 24". Spell damage, flame. | |||
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Living Storm: Storm Atronachs may pass over flat terrain which would normally be difficult, such as marshes and rivers, with ease. Storm Atronachs have a 3+ ward save. | Living Storm: Storm Atronachs may pass over flat terrain which would normally be difficult, such as marshes and rivers, with ease. Storm Atronachs have a 3+ ward save. | ||
Void Bolt: | Void Bolt: | ||
Storm Atronachs have a shooting attack with the following profile: | |||
S3, ignores armor, Regular 1, Range 24". For each unsaved wound dealt, Void Bolt scores an additional hit. For each hit, the unit recovers 1 less mana die the next turn. Spell damage, shock. | |||
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Wargear: | Wargear: | ||
none | none | ||
Spells: | |||
Healing | |||
Special Rules: | Special Rules: | ||
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Power of Flesh: | Power of Flesh: | ||
Flesh Atronachs may discard 1 mana die to gain Poisoned(3+) on their attacks for a round. | Flesh Atronachs may discard 1 mana die to gain Poisoned(3+) on their attacks for a round. | ||
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Fireball: Cost 2, shooting attack. S4 AP1 Blast, Regular 1, Range 24", flame. | Fireball: Cost 2, shooting attack. S4 AP1 Blast, Regular 1, Range 24", flame. | ||
Chain Lightning: Cost 2, shooting attack. S3 AP0, Regular 1, Range 24", shock. For each hit, the targeted unit loses 1 mana die next turn. For each | Chain Lightning: Cost 2, shooting attack. S3 AP0, Regular 1, Range 24", shock. For each hit, the targeted unit loses 1 mana die next turn. For each unsaved wound, the targeted unit takes an additional hit. | ||
Lower Resists: Cost 2, shooting attack. Assault 1, Range 18". If the enemy unit is hit, until the beginning of your next turn, you may choose to resolve any magic damage dealt to the unit as having no element, or as not being magic or spell damage. | Lower Resists: Cost 2, shooting attack. Assault 1, Range 18". If the enemy unit is hit, until the beginning of your next turn, you may choose to resolve any magic damage dealt to the unit as having no element, or as not being magic or spell damage. | ||
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Bound Battleaxe: Cost 2, assault phase. Equips a Bound Battleaxe in both hands until end of turn. | Bound Battleaxe: Cost 2, assault phase. Equips a Bound Battleaxe in both hands until end of turn. | ||
Bound Armor: Cost 1, movement phase. Caster's armor/robe is replaced by 5+ heavy armor until end of turn. | |||
Summon: (cost varies) A summoned unit is included in the caster's profile, kept in reserve, and may not enter play by any normal means. It may enter play via Deep Strike within 6" of caster if it is in reserve when the spell is cast. It counts as a separate unit, regardless of size. A summoned unit cannot hold objectives. If it is slain, it is not considered a kill point, but is placed back in reserve to be summoned again if the caster so chooses. | Summon: (cost varies) A summoned unit is included in the caster's profile, kept in reserve, and may not enter play by any normal means. It may enter play via Deep Strike within 6" of caster if it is in reserve when the spell is cast. It counts as a separate unit, regardless of size. A summoned unit cannot hold objectives. If it is slain, it is not considered a kill point, but is placed back in reserve to be summoned again if the caster so chooses. | ||
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Burden: Cost 2, opponents movement phase. Range 24", requires LOS. Target unit moves 1" slower per move, sprint and charge, and gets -1 to Sweeping advance rolls, this turn. | Burden: Cost 2, opponents movement phase. Range 24", requires LOS. Target unit moves 1" slower per move, sprint and charge, and gets -1 to Sweeping advance rolls, this turn. | ||
Stoneflesh: Cost 2, 1-handed, any time. Caster gets +1 to his armor save this turn. | |||
Flame/Frost/Shock Shield: Cost 3, 1-handed, any time. Caster gets +1 to his armor save this turn, and gets a 5+ ward save against chosen element(flame/frost/shock). | Flame/Frost/Shock Shield: Cost 3, 1-handed, any time. Caster gets +1 to his armor save this turn, and gets a 5+ ward save against chosen element(flame/frost/shock). |
Revision as of 15:10, 5 April 2012
Daedra Cults are the armies of the great Daedric Princes who dwell in the realm Oblivion, and the mortal worshippers who summon demonic hordes to do their bidding. Included are the rules for fielding this army in Scrollhammer.
General Rules
Daedra Racial Traits:
Daedra are Fearless and have Eternal Warrior.
Otherworldly: Daedra get a 4+ Ward Save against non-magical attacks. Silver and Daedric weapons ignore this effect. Daedra cannot be affected by Beast Tongue and Command spells unless a rule states otherwise.
Summon: Daedra can be summoned by some spells. A summoned Daedra deep strikes within 6" of the summoning model once the spell is cast. A summoned Daedra fights as a single model, but can be joined by an Independent character. If the Daedra is slain, it may be summoned again. Summoned Daedra do not grant kill points or hold objectives, and are part of the summoner's profile on the Force Org chart unless otherwise noted.
Atronach: An Atronach is an elemental golem native to the realms of Oblivion. Atronachs are unable to hold objectives.
Army List
[work in progress] More will be added later
Heroes
Dremora Lord
100 pts (150 pts for Valkynaz)
Hero Independent Character(skirmish default), Infantry, Daedra Single Model
Markynaz WS6 BS4 S4 T4 W3 I4 A3 Ld10 Mg4 Sv4+ Valkynaz WS6 BS4 S5 T5 W3 I4 A4 Ld10 Mg5 Sv4+
Wargear: Dremora Mace, Dremora Shield, Dremora Armor
Spells: Firebolt, Bound Sword
Special Rules:
Heralds of Doom: Dremora cause fear.
May replace weapon in both hands with
Dremora Greatsword for +20 pts
Dremora War Hammer for +20 pts
May replace shield with:
A second Dremora Mace free
Spell: Flames +5 pts
May replace Dremora Armor with:
Black Robes +20 pts per model
Daedric Armor +35 pts per model
May take one of the following spells:
Drain Strength, Bound Battleaxe, Bound Bow, or Disintegrate +10 pts
Daedric Bite, Burden or Fireball +15 pts
Incinerate, Cripple, Disintegrating Blast, or Sound of Screams +30 pts
Fire of Oblivion or Wall of Flames +35 pts
May take an Atronach Familiar. This grants the ability to buy a second spell from his spell list, and a summoning spell, for a cost depending on the nature of the creature summoned:
Summon Flame Atronach(cost 2) +51 pts
Summon Frost Atronach(cost 3) +64 pts
Summon Storm Atronach(cost 4) +80 pts
May take magic items from armory where applicable.
May upgrade any weapon to Daedric for +25 pts.
Core
Scamps
6 pts per model Core Horde, Infantry, Daedra Unit Size: 10-40 models
WS2 BS2 S3 T3 W1 I2 A1 Ld6 Mg2 Sv-
Wargear: none
Spells: Firebolt
Special Rules:
Rift-summoned: Scamps can Deep Strike in scenarios allowing such an ability to be used.
Lowly Servants: 0-5 Scamps may be bought as an upgrade to a unit of Dremora, in which case, they fight in ranks.
The entire horde may replace the spell Firebolt with the spell: Flames (free)
Dremora Warriors
14 pts per model Core. Dremora are 0-1 in an army whose general not a Dremora Lord or a special character saying otherwise. Fight in Ranks, Infantry, Daedra Unit Size 5-20
WS4 BS4 S4 T4 W1 I4 A2 Ld8 Mg2 Sv4+
Wargear: Dremora Mace Dremora Shield Dremora Armor
Spells: Firebolt
Special Rules:
Heralds of Doom: Dremora cause Fear.
May upgrade a model to:
Kynreeve (+1W, +1A, +1Mg) for +26 pts
The entire regiment may replace weapons in both hands with:
Dremora Greatsword for +4 pts per model
Dremora War Hammer for +4 pts per model
The entire regiment may replace shields with:
A second Dremora Mace (free)
Spell: Flames +2 pts per model
The entire regiment may replace Dremora Armor with:
Black Robes (unarmored, +1 Mg) +2 pts per model
Kynreeve may take any one of the following spells:
Bound Sword, Bound Armor, Disintegrate, or Drain Strength +5 pts
Daedric Bite, Bound Battleaxe, or Fireball +10 pts
Burden, Bound Bow +15 pts
The Kynreeve may take up to 10 points of magic items where appropriate from the armory.
Flame Atronachs
11 pts per model Core Skirmish, Infantry, Daedra Unit Size: 3-20
WS3 BS3 S3 T3 W1 I5 A2 Ld6 Mg2 Sv-
Wargear: None
Special Rules: Atronach
Element of Fire: Cold Damage rerolls to wound Flame Atronachs. Flame Atronachs always ignore fire damage. Their close combat attacks deal fire damage, and deal d3 wounds.
Hands of Flame:
Flame Atronachs have a shooting attack with the following profile: S4 AP0, Assault 1, Range 24". Spell damage, flame.
Elite
Frost Atronachs
24 pts per model Elite Skirmish, Infantry, Daedra Unit Size: 1-12 WS3 BS3 S5 T5 W2 I2 A2 Ld7 Mg2 Sv6+
Wargear: Permafrost Skin(6+ armor save)
Special Rules:
Atronach
Element of Cold: Flame damage rerolls to wound Frost Atronachs. Frost Atronachs are immune to frost damage, and their attacks deal frost damage
Fists of Ice: A Frost Atronach's melee attacks are AP2. Models attacking a Frost Atronach strike last next round.
Storm Atronachs
40 pts per model Elite Skirmish, Infantry, Daedra 1-8 per unit
WS3 BS3 S4 T4 W3 I7 A3 Ld7 Mg2 Sv-
Wargear: none
Special Rules:
Atronach
Element of Lightning: Storm Atronachs are immune to shock damage, and deal shock damage with their melee attacks.
Living Storm: Storm Atronachs may pass over flat terrain which would normally be difficult, such as marshes and rivers, with ease. Storm Atronachs have a 3+ ward save.
Void Bolt:
Storm Atronachs have a shooting attack with the following profile: S3, ignores armor, Regular 1, Range 24". For each unsaved wound dealt, Void Bolt scores an additional hit. For each hit, the unit recovers 1 less mana die the next turn. Spell damage, shock.
Flesh Atronachs
38 pts per model Elite, 0-1 unless army general is a Golden Saint Pelaurig or a Dark Seducer Grakedrig Skirmish, Infantry, Daedra 1-10 models per unit.
WS3 BS3 S5 T4 W3 I3 A2 Ld6 Mg2 Sv-
Wargear: none
Spells:
Healing
Special Rules: Atronach, Frenzy, Cause Fear
Element of Flesh: Flesh Atronachs are not affected by poison. Poisoned weapons wound them normally. In addition, they have 4+ ward save against spells. If it succeeds, they get +1 mana die the next turn.
Power of Flesh: Flesh Atronachs may discard 1 mana die to gain Poisoned(3+) on their attacks for a round.
Support
Clannfears
19 pts per model Support Horde, Beast, Daedra Unit size 5-20
WS4 BS0 S4 T5 W1 I4 A2 Ld7 Mg0 Sv5+
Wargear: Clannfear Hide (5+ armor save 5+ ward save against spell damage)
Special Rules:
Rending
Equipment
[work in progress]Will be updated alongside army list.
A compendium of the equipment found in the army list.
Dremora maces are hand weapons.
Dremora armor is Heavy Armor.
Black Robes are not armor. They grant +1 Mg.
Spells
A compendium of the spells used for a Daedra Cults army.
School of Destruction:
Firebolt: Cost 1, shooting attack. S3 AP0, Assault 1, range 18", flame.
Flames: Cost 1, 1-handed, shooting attack, or assault phase. Counts as second hand weapon and flame if melee attack. If shooting attack, S2 AP0, Assault 3, range 6", flame.
Sparks: Cost 1, 1-handed, shooting attack, or assault phase. Counts as second hand weapon and shock if melee attack. If shooting attack, S1 AP0, Assault 3, range 6", shock. Drains 1 mana die from enemy next turn per hit.
Drain Strength: Cost 1, assault phase, 1-handed. A model in base contact with caster gets -1 Str this round.
Disintegrate: Cost 1, assault phase, 1-handed. A model in base contact with caster loses its second hand weapon +1 A bonus, or all shield bonuses to its armor save, this round.
Daedric Bite: Cost 2, shooting attack. S6 AP2, Regular 1, range 24"
Fireball: Cost 2, shooting attack. S4 AP1 Blast, Regular 1, Range 24", flame.
Chain Lightning: Cost 2, shooting attack. S3 AP0, Regular 1, Range 24", shock. For each hit, the targeted unit loses 1 mana die next turn. For each unsaved wound, the targeted unit takes an additional hit.
Lower Resists: Cost 2, shooting attack. Assault 1, Range 18". If the enemy unit is hit, until the beginning of your next turn, you may choose to resolve any magic damage dealt to the unit as having no element, or as not being magic or spell damage.
Incinerate: Cost 3, shooting attack. S5 AP1, Regular 1, Range 36", deals d3 wounds, flame.
Flamewave: Cost 3, shooting attack. S4 AP1, Assault 1, Template, deals d3 wounds, flame.
Lightning Bolt: Cost 3, shooting attack. S7 AP0, Regular 1, Range 48", drains 1 mana die next turn from the model hit, shock.
Lightning Cone: Cost 3, shooting attack. S3 AP0, Assault 2, Template, drains 1 mana die next turn per model hit, shock.
Cripple: Cost 3, Cast anytime. Range 12", requires LOS. Targeted unit gets -1 S this turn.
Disintegrating Blast: Cost 3, Cast anytime. Range 12", requires LOS. Targeted unit's shields have no effect this turn. That unit loses second hand weapon +1 A bonuses if it has them.
Peryite's Entropy(Peryite cultists only): Cost 4, Cast anytime. Range 12", requires LOS. Targeted unit's close combat weapons count as lowest quality hand weapons, and its ranged weapons count as their lowest quality, non-magical versions, this turn.
Wall of Flames: Cost 4, shooting attack. Large Blast, Heavy 1, Range 12". The template remains in play until your next turn, affecting everyone in it. At the end of each player turn, while the wall lasts, each model touching it takes a S4 AP1 flame hit with no cover saves allowed. Each model which had touched it at any point this player turn then takes a S3 AP0 flame hit with no cover saves allowed. On your next turn, the spell continues to remain in play on a d6 4+
Fire of Oblivion: Cost 4, shooting attack. S4 AP1 Large Blast, Regular 1, Range 18", reroll failed wounds, deals d3 wounds, flame.
Oblivion Lightning: Cost 4, shooting attack. S7, Ignores armor saves. Assault 1, Template, units touched lose all mana dice in pool next turn, shock.
Heat Blast: Cost 4, shooting attack. S6, Ignore armor saves. Assault 1, Template, reroll failed wounds, flame.
Firestorm: Cost 5. May only be cast during your shooting phase, if caster has not and will not move/sprint/charge this turn. Place the Large Blast Template over caster. Every enemy unit under the template is hit once for each model under the template. The hits are S8 AP1, reroll failed wounds, (no cover saves), deal d6 wounds, flame.
Lightning Storm: Cost 5, shooting attack. S5, ignores armor saves. Heavy 2d6, Range 72", drains one mana die next turn per hit, shock.
Voidscream Lightning: Cost 6, shooting attack. S10, ignores armor saves and cover saves. Heavy 1, Range 72", drains all mana dice next turn from hit unit, causes Instant Death, shock.
Maw of the Wastes: Cost 7, cast during your movement phase. Range 18", requires LOS. Target unit's saves are ignored until the beginning of your next turn. That unit's Strength, and Strength of all its weapons, becomes an unmodifiable 1 until the beginning of your next turn.
School of Conjuration:
Bound Sword: Cost 1, 1-handed, assault phase. Equips a Bound hand weapon in casting hand until end of turn.
Bound Bow: Cost 2, shooting phase. Equips a Bound Bow in both hands until end of turn.
Bound Battleaxe: Cost 2, assault phase. Equips a Bound Battleaxe in both hands until end of turn.
Bound Armor: Cost 1, movement phase. Caster's armor/robe is replaced by 5+ heavy armor until end of turn.
Summon: (cost varies) A summoned unit is included in the caster's profile, kept in reserve, and may not enter play by any normal means. It may enter play via Deep Strike within 6" of caster if it is in reserve when the spell is cast. It counts as a separate unit, regardless of size. A summoned unit cannot hold objectives. If it is slain, it is not considered a kill point, but is placed back in reserve to be summoned again if the caster so chooses.
School of Alteration:
The Light That Burns(Aurorans only): Cost 1, 1-handed. May be used either as a spell or as a hand weapon. If a hand weapon, it deals Shock damage, and counts as a hand weapon for all other purposes. If a spell, it allows the unit to reroll night fighting rolls, as well as having night fighting be rerolled against it.
Burden: Cost 2, opponents movement phase. Range 24", requires LOS. Target unit moves 1" slower per move, sprint and charge, and gets -1 to Sweeping advance rolls, this turn.
Stoneflesh: Cost 2, 1-handed, any time. Caster gets +1 to his armor save this turn.
Flame/Frost/Shock Shield: Cost 3, 1-handed, any time. Caster gets +1 to his armor save this turn, and gets a 5+ ward save against chosen element(flame/frost/shock).
School of Illusion:
Command Mortal: Cost 2. Cast during either player's shooting phase. Chose a model within 6". That model makes a Ld test on its on value. If it fails, it attacks the nearest model in its own unit (randomly picked if tied), and then is attacked back by that model, the following round of close combat. Those models fight each other: they cannot attack their enemies that round.
Terrify: Cost 2, any time. Target unit within 6" gets -1 Ld until end of turn.
Sound of Screams: Cost 3, your shooting phase. Range 18", requires LOS. Targets an enemy unit. That unit must score a roll of 6 on a mana die to successfully cast part of a spell until the beginning of your next turn.
Nightmare(Vaermina Cultists only): Cost 3, your shooting phase. Range 12", requires LOS. Target enemy unit not in melee combat must immediately pass a Morale check or flee.
Silence: Cost 3, your shooting phase. Range 18", requires LOS. Targets a single enemy model. That model may not cast spells until the beginning of your next turn.
Namira's Touch(Namira Cultists only): Cost 5, cast anytime. Select a unit within 6" of caster. Until the beginning of your next turn, that unit's WS and BS are reduced to 1.
Torments of Oblivion: Cost 5, cast anytime. Select a unit within 6" of caster. Until the beginning of your next turn, that unit's toughness is reduced to 1, and its armor save is reduced to "-".
Bal's Temptation(Molag Bal cultists only): Cost 7, cast during your movement phase. Select an enemy unit within 6" of caster. Every model in that unit must take an Ld test on its own value. Models that fail are removed from the game, and placed into reserve under your control for the rest of the game.
School of Mysticism:
Dispel: Cost 2, cast anytime. Remove all ongoing magical effects from caster's unit.
Dispulsion: Cost 2, cast anytime. Range 18", requires LOS. Remove all ongoing magical effects from another target unit.
Soul Trap: Cost 1, 1-handed. Cast just as combat begins. If caster's attacks (nominate which ones are caster's) inflict a casualty, caster gets one free reroll to hit or to wound while using a magical weapon for the duration of the game.
School of Restoration:
Healing: Cost 1. Cast during any movement phase. Caster regenerates a wound on a 4+
Heal other: Cost 1. Cast during any movement phase. Model within 6" of caster regenerates a wound on a 5+
Ward: Cost 2, 1-handed. Cast in response to an enemy spell which would target or immediately effect caster or caster's unit. Caster and the caster of the enemy spell roll d6's, and add their respective Mg values to them. If caster's final score is higher, he unit becomes immune to the effects of that spell for its duration. Hits resolved on him from the spell do nothing.
Light of Dawn(Azura Cultists only): Cost 2. Cast in response to an enemy spell which would target or immediately effect caster or caster's unit. Roll a d6. On a roll of 6, the spell is countered, and immediately recast by caster against the enemy unit which originally cast it.