Scrollhammer: Daedra Cults
by Lolpwnt
Daedra Cults are the armies of the great Daedric Princes who rule the realms of 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, and are unaffected by disease.
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 certain spells. A summoned Daedra deep strikes within 6" of the summoning model once the spell is cast, and can move and assault as normal the turn it is summoned. A summoned Daedra fights as a single model, but may join caster's unit as 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. Summoned models are always taken with no upgrades, and each model may only have one summoned model at any given time.
Atronach: An Atronach is an elemental golem native to the realms of Oblivion. Atronachs are unable to hold objectives.
Army List
Types of Lists
A Daedra Cults army may be taken using one of three lists, representing the various types of Daedric armies in existence. One Hero choice is nominated as the army's general. Which model is the general determines what will be contained in the list. Certain models become 0-1 depending on the makeup of the army. Special Characters which are allowed for a list can replace the required nominated general and still use the same list. Special Character may not be used outside the list they are nominated for.
Cult Army
Heroes: Sorceror-Priest w/ retinue, allowed special characters. 0-1 total of any other Hero choices.
Core: 1+ Cultist Covens, Flame Atronachs. 0-1 of each other Core choice.
Elite: Frost Atronachs, Storm Atronachs. 0-1 of each other Elite choice.
Support: 0-1 of each Support choice.
Special Characters: Mankar Camoran w/ retinue, Umbra, Champion of Boethiah w/ retinue
Certain Daedra are associated with a specific Daedric Prince. If the cult worships that Prince, those Daedra are do not have the regular 0-1 restriction.
Daedric Army
Heroes: Dremora Lord, allowed special characters. 0-1 total of any other Hero choices.
Core: Scamps, Dremora Warriors, Flame Atronachs, 0-1 of each other Core choice.
Elite: Aurorans, Daedroths, Frost Atronachs, Storm Atronachs, 0-1 of each other Elite choice.
Support: Clannfears, Hungers, Spider Daedra, Winged Twilights, Xivilai, Siege Crawler.
Special Characters: Mankar Camoran w/ retinue, Mehrunes Dagon, Umaril the Unfeathered, Jyggalag
Sheogoric Army
Heroes: Golden Saint Pelaurig OR Dark Seducer Grakedrig, allowed special characters. 0-1 total of any other Hero choices, including Pelaurigs/Grakedrigs when the other type is the general. Cultist retinues must serve Sheogorath.
Core: Golden Saints(if Pelaurig is general) OR Dark Seducers(if Grakedrig is general), Flame Atronachs, 0-1 of each other Core choice(including Saints/Seducers if the one of the other type is the general). Cultist Covens must serve Sheogorath.
Elite: Frost Atronachs, Storm Atronachs, Flesh Atronachs, allowed special characters. 0-1 total of any other Elite choice.
Support: Clannfears, Hungers, Spider Daedra, Winged Twilights, Xivilai, Siege Crawler.
Special Characters: Sheogorath, The Gatekeeper.
Daedra Cultists
Cultists are the mortal pawns of the Daedric Princes, erecting shrines on Mundus by which to commune with them, and performing rituals by which to summon them.
All the cultists in your army, of all units and types, must be declared as dedicated to a single Daedric Prince in the army list. This gives them access to unique spells, the ability to summon Daedra associated with that Prince, special bonuses, and access to that Prince's artifacts as described in the Artifacts of Tamriel supplement. A Daedric Prince's associated Daedra are not 0-1 in a Cult Army.
Two Cultist unit types may be formed.
Priest with Retinue (Hero): 1 Sorceror-Priest or High Priest with retinue of 4-9 Sorcerors and Blackguards.
Coven (Core): 1 Sorceror or Blackguard (unit leader) with 9-19 Cultists and Minions, and 0-10 Initiates.
Priest and Coven are both 0-1 unless the Priest is nominated as your general, in the case of a cult army.
The Daedric Princes and their Blessings
Not all Daedric Princes are represented in this army list. The units relevant to some Princes are found in other lists. When a player decides to run any Cult units in his army, he must decide which of the Daedric Princes his army will be dedicated to:
Azura, Prince of Dusk and Dawn
Azura is among the friendlier Daedra to mortals. Appearing in the form of a beautiful woman, she embodies aesthetically pleasing and sublime ideals. She is a major figure in Dunmer religion, having guided the Nerevarine on his quest against the Sixth House.
Azura favors Winged Twilights. Her unique spell is Light of Dawn. Her artifact is Azura's Star. You may reroll three mana dice per game for spells being cast by Azura worshipers.
Boethiah, Prince of Plots and Ambition
Boethiah is among the more evil of the Daedra, but is thought well of by the Dunmer. Appearing as either a woman or a man, but always wielding a mighty weapon and a flowing cape, Boethiah embodies the idea that Might makes Right. Treachery, rebellion, and battles to the death are indulged in by Boethiah's followers, that whoever might be able to seize power should have it.
Boethiah favors Hungers. His/Her artifact is Goldbrand. Boethiah's followers have access to the Special Character Boethiah's Champion. Boethiah's followers have +1 WS, +1 S, and +1 Ld. Any cult unit of Boethiah's, if further than 6" from the enemy and containing more than 1 model, must make an Ld check at the beginning of each of your turns. If the test fails, the unit does nothing this turn, and each model attacks in close combat this turn, except blows are scored against his own unit. This can never reduce a unit to less than one model. If the unit is reduced to one model this way, that model is healed fully and gifted with +1T +2W +1A +2Mg and becomes an Independent character for the remainder of the battle.
Clavicus Vile, Prince of Deals and Wishes
Clavicus Vile is a horned Daedra accompanied by his talking dog, Barbas. While appearing harmless on the outside, Clavicus Vile is heartless on the inside. Foolish mortals go to him to make pacts, asking that their wishes come true in exchange for a service rendered. Upon completing their service, they find that their reward is not necessarily what they had hoped for...
Clavicus Vile's artifact is the Bitter Cup. Once per game, each unit of Clavicus Vile's mortal followers may attempt to use a wish from him. Declare a wish when you use one, and roll a d6:
If the unit is fleeing, it may wish for courage before rolling their fleeing move. On a 4+, it rallies. On a 1-3, it becomes courageous without abandon, and throws itself at the enemy, fleeing instead towards the enemy's table edge until it rallies or is destroyed.
At the beginning of your movement phase, the leader of the unit may wish for a weapon or armor of incredible destruction. On a 4+, his weapon or armor (your choice) becomes Daedric for the rest of the game. On a 1-3, his weapon destroys him with an incredible explosion; he is removed as a casualty.
At the beginning of your movement phase, the unit may wish to become invisible. On a 4+, your unit gains Stealth(+2), applying even in combat. On a 1-3, they become invisible, but only to one another, and in a state of sheer panic must immediately flee. If in combat, the enemy may attempt to pursue it as normal.
At the beginning of your movement phase, the unit may wish to appear terrifying. On a 4+, the unit causes Terror for the rest of the game. On a 1-3, the unit appears in a manner so terrifying that they terrify themselves; the unit must immediately pass a morale test or flee(even out of combat, pursued as normal), and each model must take an Ld test on his own value, and is removed as a casualty if he fails. After this, their appearance reverts to normal, they play out the rest of the game as normal.
At the beginning of the game, before you deploy, the unit may wish for good luck. On a 4+, it gains 3 free rerolls it can spend at any time during the game. On a 1-3, it has the good luck of getting lost on the way and not having to die in the battle: it is immediately removed from the game and considered a casualty.
At the beginning of the game, before you deploy, the unit may wish to make an unusually complicated deal with Clavicus Vile. Do not roll the d6 immediately. The unit may make up to two wishes, instead of one, after the game begins. When the first wish is made, roll the d6 for this deal. On a 4+, the unit gets both wishes. On a 1-3, Clavicus Vile decided to give them the short of the deal: their rolls for both wishes are automatic 1's.
If the unit loses a combat, it may wish for survival. On a 4+, the unit does not flee and may immediately make a second series of attacks against the enemy, without being hit back. On a 1-3, the unit is allowed to survive as the enemy's prisoners: it is removed as a casualty.
If the unit has a disease, it may wish for a cure. On a 4+, it is cured. On a 1-3, nothing happens: the "cure" is whatever enemy eventually kills them!
Hermaeus Mora, Prince of Forbidden Knowledge
A strange entity of inscrutable form and motives, Hermaeus Mora is the most secretive of the Daedra. All knowledge in existence is said to be within the libraries of lost tomes in his realm, hidden from the mortal world. It is utterly unknowable how much power he has attained, or what plans he has made over the aeons that men and mer have lived, breathed, fought and died.
Hermaeus Mora's artifact is the Oghma Infinium. Followers of Hermaeus Mora who can buy spells may take an additional spell to the ones they already have, have +1 Mg, and use mana successfully on a 3+. If multiple 1's are rolled on one of their attempts to cast spells, however, one of the casting models goes insane, and is removed as a casualty for every two 1's rolled.
Mehrunes Dagon, Prince of Destruction and Change
Mehrunes Dagon is the mightiest of the lords of Oblivion, who desires nothing more than the conquest and destruction of the mortal world. During the Oblivion Crisis at the end of the Fourth Era, Dagon led his army into the Imperial City to destroy the Empire of Tamriel forever. Were it not for the sacrifice of Martin Septim, mortalkind would forever be enslaved to the most monstrous of masters.
Mehrunes Dagon favors Scamps and Xivilai. His artifact is Mehrunes Razor. His followers have access to the special character Mankar Camoran. Mortal servants of Mehrunes Dagon who can buy spells may take an additional Destruction spell to the spells they already have.
Mephala, the Webspinner
Appearing as a crooked-shaped hermaphrodite, Mephala spins webs of treachery and lies, murder and adultery. She is honored by the Morag Tong of Morrowind as the patron of assassins, but her influence stretches across all Tamriel.
Mephala favors Spider Daedra. His/Her artifact is the Ebony Blade. A mortal army which worships her steals the initiative on a 4+ through their cunning.
Meridia, Prince of Light and Living Things
Little is known concerning this winged goddess. Her hatred for the undead is matched only by her secretiveness. Her reputation among mortals is favorable for her willingness to fight the hordes of the damned who wander the caverns of Tamriel, yet her servants the Aurorans cast their lot against mankind, fighting for Umaril the Unfeathered in the days of his return.
Meridia favors Aurorans. Her artifacts are the Ring of the Khajiiti and Dawnbreaker. Her mortal servants have Preferred Enemy(Undead) and re-roll failed morale tests.
Molag Bal, Prince of Schemes and Enslavement
The most dreaded and most unholy of all the fiends of Oblivion is Molag Bal, the King of Rape. An utterly malignant entity, Molag Bal seeks only to enslave mortals, or to corrupt and damn them for eternity. Vampires are his spawn, and souls are his currency. Woe betide the fool who trifles with him.
Molag Bal favors Daedroths. His unique spell is Bal's Temptation. His artifact is the Mace of Molag Bal. Followers of Molag Bal have the Frenzy universal special rule.
Namira, Prince of Ancient Darkness
The shrouded female figure of Namira is filled with horrors unimaginable. Namira is the goddess of all that is vile, repulsive, unnatural, disgusting and wretched. Namira's followers indulge in urges of the darkest sort, and revel in the hatred they draw in from those appalled at the extent of their evil.
Namira's unique spell is Namira's Touch. Her artifact is the Ring of Namira. Her followers have Feel No Pain, but your opponent's units which are not Monstrous Creatures, Daedra or Undead have Preferred Enemy when rolling to hit them.
Peryite, the Taskmaster
Peryite orders the lowest realms of Oblivion. He takes the form of a dragon to mock Akatosh, yet is far too weak to be worthy of such an image. Peryite obsesses over the smallest of details in everything, take the utmost precaution to all he presides over.
Peryite's unique spell is Peryite's Reordering. His artifact is Spellbreaker. Peryite's worshippers are carriers of a Disease which does not effect your units. At the end of each player turn, all enemy units within 3" of a Peryite Cultist unit are infected on a 6+, and from starting at the end of the next player turn the infection spreads on a 4+ within 3" of them. After infections are determined at the end of turn, d3 models in each infected unit take a toughness test. For each failure, that model takes a wound with no saves allowed.
Sanguine, Prince of Revels
Sanguine is a jolly yet perverse daedra who embodies the philosophy of hedonism. Tempting mortals with their guiltiest desires, he leads them to live lives of debauchery and excess.
Sanguine's artifact is the Sanguine Rose. Sanguine's followers have -1 Ld, but his Covens may take up to 30 Initiates per unit for only 2 pts per model.
Sheogorath, The Mad God
Sheogorath is insane. It is said that nobody but himself can guess his motives, but even he's wrong about them half the time. Sheogorath and his followers are utterly unpredictable, to an almost comic extent, but can be just as dangerous and evil as they are foolish. Many have sought to be granted powers from Sheogorath, only to find themselves going mad in due time.
Sheogorath favors Golden Saints and Dark Seducers, although any particular cultist army may only choose one. He also favors Flesh Atronachs, which can be taken as familiars by certain cult members. Sheogorath's artifacts are the Spear of Bitter Mercy, Dawnfang, and Wabbajack. His worshipers may be up to 4" apart and still be in coherency. Each unit of worshipers must take a Leadership check at the beginning of each game turn. If they fail, their sanity slips away, and they must roll a d6:
1 The cultists fall into a gibbering fit of dementia. They cannot do anything, even fight, this game turn.
2 The cultists enter a psychotic rage. They have Rage, Fleet of Foot, and Frenzy, and cannot cast spells or shoot, this game turn.
3 The cultists weep miserably over trivial matters. They have -1 Ld this game turn.
4 The cultists run wild, doing strange and random things. They gain Hit and Run and Furious Charge, but have -1 WS -1 BS this game turn. They have Rage this game turn, except they can use Hit and Run.
5 The cultists become ecstatic over bright lights. On your player turn, randomly choose a spell capable of targeting the closest unit, friend or enemy, for each group of models in the unit with an identical spell list. The cultists automatically cast those spells on that unit(if a friendly unit, opponent chooses how to place templates) during the appropriate phases this turn, even if they are in close combat. They also can fight in close combat this game turn, but can do nothing else.
6 The cultists fall into a bliss of mania. They are Fearless and have Feel No Pain this game turn, but do not get a +Attacks charge or counter-attack from cover bonus.
Vaermina, Prince of Dreams and Nightmares
The world one enters in his dreams is the domain of Vaermina. Every horror, every surrealistic shock, is the power of Vaermina twisting the mind of mortals. Vaermina brings torment and hopelessness down upon mortals, even the smallest ripples of her power causing copious suffering the material world.
Vaermina's unique spell is Nightmare. Her artifact is the Skull of Corruption. Vaermina's mortal servants cause Terror, but are not immune to Fear or Terror.
Sorceror Priests
35 pts (55 pts for High Priest)
Hero, Skirmish, Infantry. A Sorceror Priest may be any of the 10 common races of Tamriel. Sorceror Priests lead a unit of 4-9 Sorcerors and/or Blackguards.
Sorceror Priest WS2 BS4 S3 T3 W2 I2 A2 Ld9 Mg6(7) Sv-
High Priest WS2 BS4 S3 T3 W3 I2 A3 Ld9 Mg7(8) Sv-
Wargear:
Wizard Robes, Cultist's Staff, Dagger(poisoned 4+)
A Sorceror Priest may purchase up to three spells(or four if he is a High Priest) from the armory, as included in this list:
Daedra Prince's Unique Spell +5 pts (only if worshipped Prince has such a spell available)
Any Alteration Spell +5 pts
Any Bound Item Conjuration Spell +5 pts
Any Restoration Spell +5 pts
Any Mysticism Spell +10 pts
Illusion spells costing 1-3 mana +10 pts
Illusion spells costing 4+ mana +20 pts
Destruction spells costing 1-3 mana +10 pts
Destruction spells costing 4+ mana +20 pts
Summon Scamp (cost 1) +10 pts (Mehrunes Dagon only)
Summon Hunger (cost 2) +15 pts (Boethiah only)
Summon Flame Atronach (cost 2) +15 pts
Summon Winged Twilight (cost 2) +20 pts (Azura only)
Summon Dremora (cost 2) +20 pts
Summon Golden Saint OR Dark Seducer (cost 2) +20 pts (Sheogorath only, only one type can be summoned per army)
Summon Clannfear (cost 3) +30 pts
Summon Frost Atronach (Cost 3) +30 pts
Summon Auroran (cost 4) +45 pts (Meridia only)
Summon Storm Atronach(Cost 4) +50 pts
Summon Flesh Atronach(Cost 4) +50 pts (Sheogorath only)
Summon Spider Daedra (cost 5) +75 pts (Mephala only)
Summon Daedroth (cost 5) +100 pts (Molag Bal only)
Summon Dremora Lord (cost 5) +150 pts
Summon Xivilai (cost 6) +160 pts (Mehrunes Dagon only)
A Sorceror Priest may take an Atronach Familiar(in addition to any spells). This grants the Priest the ability to buy a fourth(or fifth if High Priest) 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
Summon Flesh Atronach (cost 4) +78 pts (Sheogorath only)
A Sorceror Priest may replace his robes with one of the following:
Light Armor(6+, light) (free)
Heavy Armor(5+, heavy) +10 pts
Glass Armor(4+, light) +25 pts
Daedric Armor (2+, heavy) +60 pts
A Sorceror Priest may replace his staff with:
Hand weapon (free)(This Hand Weapon may be upgraded to Elven for +15 pts, Glass for +25 pts, Ebony for +25 pts, or Daedric for +60 pts)
A Sorceror Priest may take his Daedric Prince's artifact for the points cost listed in the Artifacts of Tamriel supplement.
A Sorceror Priest may take a Guardian Stone Blessing for +10 pts.
A Sorceror Priest may take magic items from the armory where appropriate.
Cultists
12 pts per Sorceror, 18 pts per Blackguard
5 pts per Cultist, 5 pts per Minion
3 pts per Initiate
Skirmish, Infantry. 4-9 Sorcerors and/or Blackguards must be taken in a Sorceror Priest's unit, as part of a Hero choice. 9-19 Cultists and/or Minions and 0-10 initiates may be led by a Sorceror or Blackguard, and taken as a Core choice. All forms of Cultists may be any of the 10 common races of Tamriel.
Sorceror WS2 BS4 S2 T3 W1 I2 A1 Ld8 Mg4(5) Sv-
Cultist WS2 BS3 S2 T3 W1 I2 A1 Ld6 Mg4 Sv-
Blackguard WS4 BS4 S3 T3 W2 I4 A2 Ld8 Mg2 Sv5+
Minion WS3 BS3 S3 T3 W1 I3 A1 Ld6 Mg1 Sv5+
Initiate WS2 BS2 S2 T3 W1 I2 A1 Ld5 Mg1 Sv-
Wargear:
Sorcerors are armed with Wizard Robes, Cultist's Staff, Dagger(Poisoned 4+)
Cultists and Initiates are armed with Cultist Robes, Dagger
Blackguards and Minions are armed with Hand Weapon, Shield, Light Armor
Spells:
All Cultists may have up to 2 spells from the army spell list of mana cost 1-3(other than Daedric Prince unique spells, Dispel, Dispulsion, Silence and Summon). All Cultists in one unit must have the same spells.
All Sorcerors may have up to 2 spells from the army spell list of mana cost 1-3.
All Cultists in the unit may take:
Poisoned(4+) upgrade for Daggers +2 pts per model
Cultist's Staff +2 pts per model
All Cultists in the unit may replace their Cultist robes with:
Wizard Robes +2 pts per model
Sorcerors may buy any one additional spell from the Sorceror Priest's spell list, and may take up to 20 pts worth of appropriate magic items. A Sorceror may also take his Daedric Prince's artifact for its points cost.
One Sorceror in your army may bear a Personal Shrine for +60 pts. This counts as a Battle Standard (+1 to combat resolution, allies within 6" may use this unit's Ld for morale checks). In addition, all non-summonable Daedra in your army kept in reserve may Deep Strike within 6" of the Personal Shrine.
All Minions in the unit may take(and any number of Blackguards may choose to take:
Poisoned(4+) upgrade for hand weapons +2 pts per model
Replace hand weapon with Spear +1 pts per model
All Minions in the unit may(and any number of Blackguards may choose to) replace their light armor with:
Heavy Armor +3 pts per model
Glass Armor(Blackguard only) +12 pts per model
Ebony Armor(Blackguard only) +18 pts per model
All Minions in the unit may(and any number of Blackguards may choose to) replace their shield with:
Spell: Flames or Spell: Sparks +2 pts per model
Second Hand Weapon: +1 pts per model
All Minions in the unit may(and any number of Blackguards may choose to) replace equipment in both hands with:
Bow(or short bow): +1 pts per model
Blackguards may take up to 20 pts of appropriate magic items. A Blackguard may also take his Daedric Prince's artifact for its points cost.
Sorcerors and Blackguards may upgrade their weapons to:
Elven +4 pts per model Glass +6 pts per model Ebony +6 pts per model
Heroes
Dremora Lord
100 pts (150 pts for Valkynaz)
Hero, Independent Character(skirmish default), Infantry, Daedra. Dremora Lords may not join Golden Saints or Dark Seducers. 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 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 +10 pts per model
Daedric Armor +35 pts per model
May take one of the following spells:
Drain Strength or Disintegrate +10 pts
Daedric Bite, Command Mortal, Bound Battleaxe, Bound Bow, 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 Dremora Lord 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.
Golden Saint Pelaurig
100 pts
Hero, Independent Character(skirmish default), Infantry, Daedra. Pelaurigs may not join Dremora or Dark Seducers. Single Model
Pelaurig WS5 BS4 S4 T4 W3 I4 A3 Ld10 Mg5 Sv5+
Wargear: Golden Sword, Golden Shield, Golden Armor
Spells: Shock Shield, Healing, Dispel
May replace weapon in both hands with:
Golden Bow(or Golden Short Bow) +10 pts
May replace Golden Armor with:
Amber Armor +25 pts per model
May replace any spell with:
Sparks, Shock Repulsion, Chain Lightning, Bound Bow, Dispulsion, or Shock, Bound Armor (free)
May take one of the following spells:
Lightning Bolt or Lightning Cone +30 pts Oblivion Lightning +35 pts
May take an Atronach Familiar. This grants the Pelaurig the ability to buy a second spell from her spell list, and a summoning spell, for a cost depending on the nature of the creature summoned:
Summon Flesh Atronach (cost 4) +80 pts
May take magic items from armory where applicable.
May upgrade any weapon to Amber for +15 pts.
Dark Seducer Grakedrig
100 pts
Hero, Independent Character(skirmish default), Infantry, Daedra. Grakedrigs may not join Dremora or Golden Saints. Single Model
Grakedrig WS5 BS4 S4 T4 W3 I4 A3 Ld10 Mg5 Sv5+
Wargear: Dark Sword, Dark Shield, Dark Armor
Spells: Flame Shield, Healing, Ward
May replace weapon in both hands with:
Dark Bow(or Dark Short Bow) +10 pts
May replace Dark Armor with:
Madness Armor +25 pts per model
May replace any spell with:
Bound Sword, Flame Repulsion, Fireball, Lower Resist, Terrify, Mindless Frenzy, Bound Armor (free)
May take one of the following spells: Flamewave, Silence +30 pts Heat Blast +35 pts
May take an Atronach Familiar. This grants the Grakedrig the ability to buy a second spell from her spell list, and a summoning spell, for a cost depending on the nature of the creature summoned:
Summon Flesh Atronach (cost 4) +80 pts
May take magic items from armory where applicable.
May upgrade any weapon to Madness for +15 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 each 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 is 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 War Hammer +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.
Golden Saints
14 pts per model, Core, 0-1 unless army general is a Golden Saint Pelaurig, Fight in Ranks, Infantry, Daedra Unit Size 5-20
Golden Saint WS4 BS4 S4 T4 W1 I4 A2 Ld8 Mg2 Sv5+
Wargear: Golden Sword, Golden Shield, Golden Armor
Spells: Shock Repulsion, Sparks
May upgrade a model to: Champion (+1W, +1A, +1 Mg) +26 pts
The entire regiment may replace their weapons in both hands with:
Golden Bow (or Golden Short Bow) +2 pts per model
The entire regiment may replace either of their spells with:
Bound Armor, Daedric Bite or Chain Lightning +2 pts per model
The Champion may take one of the following spells in addition to the others:
Healing or Stoneflesh +5 pts
Shock Shield, Bound Bow or Command Mortal +10 pts
Dispel, Lightning Bolt or Lightning Cone +15 pts
The Champion may take up to 10 pts of magic items from the armory where appropriate.
Dark Seducers
14 pts per model, Core, 0-1 unless army general is a Dark Seducer Grakedrig, Fight in Ranks, Infantry, Daedra, Unit Size 5-20
Dark Seducer WS4 BS4 S4 T4 W1 I4 A2 Ld8 Mg2 Sv5+
Wargear: Dark Sword, Dark Shield, Dark Armor
Spells: Ward, Flame Repulsion
May upgrade a model to: Champion (+1W, +1A, +1 Mg) +26 pts
The entire regiment may replace their weapons in both hands with:
Dark Bow (or Dark Short Bow) +2 pts per model
The entire regiment may replace either of their spells with:
Bound Armor, Daedric Bite or Fireball +2 pts per model
The Champion may take one of the following spells in addition to the others:
Bound Sword +5 pts
Flame Shield, Lower Resists, Terrify, or Mindless Frenzy +10 pts
Incinerate, Flamewave, or Silence +15 pts
The Champion may take up to 10 pts of magic items from the armory where appropriate.
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
Aurorans
35 pts per model, Elite, Fight in Ranks, Infantry, Daedra, Unit Size: 5-20
Auroran WS4 BS4 S4 T4 W2 I5 A2 Ld10 Mg3 Sv5+
Wargear:
Axe of Light: An Axe of Light is an Elven Battle Axe, which deals shock damage, and each hit drains 1 mana die next turn from enemy. For every unsaved wound, the enemy unit's surviving models have 1 mana die drained from them next turn, allocated by their controller as normal.
Meridia's Mantle: This Heavy Armor provides a 5+ armor save, and a 4+ Ward Save from spell damage.
Spells:
The Light that Burns, Shock Repulsion
Special Rules:
Preferred Enemy (Undead)
Blinding Strength: Aurorans have Furious Charge, and can wield their Axes of Light with only one hand.
Daedroths
80 pts per model, Elite, 0-1 unless army general is Dremora Lord, Horde, Monstrous creature, Daedra, Unit Size: 1-10
Daedroth WS4 BS0 S5 T5 W3 I2 A3 Ld9 Mg3 Sv4+
Greater Daedroth WS4 BS0 S6 T6 W5 I2 A4 Ld9 Mg3 Sv3+
Wargear:
Daedroth Hide(4+ armor save, 3+ on Greater Daedroth)
Flame Breath: Shooting attack, Assault 1, Template, S4 AP1, flame
Special Rules:
Causes Terror, Regenerate(6+)
The Third Barrier: A Daedroth's armor save may not be made worse than 4+ (3+ if Greater Daedroth)
Any number of Daedroth may be upgraded to Greater Daedroths for +80 pts per model.
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
21 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
Hungers
11 pts per model, Support, Skirmish, Infantry, Daedra, Unit size: 10-30
Hunger WS3 BS0 S3 T3 W1 I5 A3 Ld7 Mg3 Sv-
Wargear: none
Special Rules:
Cause Fear.
The Hunger: A pack of Hungers which has destroyed an enemy unit gains Feel No Pain for the remainder of the game.
Feast of Strength: Units attacking a pack of Hungers lose their +attacks charge bonus or counter-attack bonus.
Spider Daedra
60 pts per model, Support, Skirmish, Beasts, Daedra, Unit Size 3-10 Spider Daedra
Spider Daedra WS4 BS4 S4 T3 W2 I6 A3 Ld7 Mg3 Sv-
Spiderling WS2 BS0 S2 T2 W1 I3 A1 Ld4 Mg0 Sv-
Wargear: Poison Spit (melee attacks of Spider Daedra are Poisoned(4+))
Spiderlings do not have wargear.
Spells: Spider Daedra have Shock and Healing.
Spiderlings do not have spells.
Special Abilities:
Spider Daedra cause Fear.
Spawn Spiderlings: Spiderlings are sent forth from Spider Daedra over the course of the battle. At the beginning of each of your turns, roll a d6 for each Spider Daedra in the unit that is not in melee combat. For each roll of a 5+, you may add a Spiderling model to the unit if you have a proper location to deploy it. If all the Spider Daedra in the unit are killed, the Spiderlings perish as well.
Web of Mephala: Enemy units within 6" of a Spider Daedra get -1 I and move as if through difficult terrain.
Neurotoxin Cloud: Enemies in base contact with a Spiderling must pass an initiative test every round of combat. If they fail, their WS is reduced to 1 for the duration of the round.
Winged Twilights
14 pts per model, Support, Skirmish, Flier, Daedra, Unit Size: 5-20
Winged Twilight WS5 BS0 S3 T3 W1 I5 A2 Ld8 Mg2 Sv-
Wargear:
Wings
Special Rules:
Azura's Beauty: Winged Twilights may choose to ignore enemy spells targeting or affecting them on a 5+. If this is successful, they automatically recast the spell for free against its source(even there is not sufficient range/LOS/Winged Twilights are silenced)
Touch of Dusk: Winged Twilights wound on a 2+ regardless of toughness.
Xivilai
140 pts per model, Support, Skirmish, Infantry, Daedra, 1-3 Xivilai per unit
Xivilai WS4 BS4 S5 T4 W3 I3 A2 Ld9 Mg7 Sv-
Wargear: None
Spells:
Each Xivilai in the unit may take up to 4 appropriate spells of your choice from the Destruction and/or Mysticism schools available in the Daedra Cults army book.
Special Rules:
Absorb Magicka: Spells get -1 to wound against Xivilai. Each time a spell hits but fails to wound a Xivilai, it gains a mana die.
Incredible Might: Xivilai can wield 2-handed weapons with one hand, and no penalty to initiative.
Any number of Xivilai in the unit may be given one of the following:
Ebony Greatsword or Battle Axe +20 pts
Ebony War Hammer +25 pts
Daedric Greatsword or Battle Axe +30 pts
Daedric War Hammer +35 pts
A unit of Xivilai may take to 2 Clannfears per Xivilai, for +25 pts each. These Clannfears fight in Skirmish Formation as part of the Xivilai unit, and must take a morale test if all the Xivilai in the unit are slain.
Siege Crawler
225 pts per model, Support, Skirmish, Monstrous Creature, Daedra, Single Model
Siege Crawler WS2 BS2 S10 T8 W6 I1 A2 Ld10 Mg1 Sv2+
Wargear:
Adamantine Skin(2+ armor)
Raging Inferno: This is a shooting attack. S6 AP1, Assault 3, Template, deals d3 wounds, flame. Range 6-24": face the template away from the Siege Crawler, targeting an enemy unit, with the short end anywhere between 6" and 24" of the model's base, for each shot it fires.
Special Rules:
Lumbering Hulk: The Siege Crawler cannot run, and rolls 2d6 and chooses the highest to determine charge range and movement speed. It is hit automatically in close combat.
Leveller of Cities: The Siege Crawler's melee attacks cause Instant Death due to their incredible strength. The Siege Crawler may roll 3d6 for armor penetration against walls, should players use fortifications in their games.
Special Characters
Mehrunes Dagon, Prince of Destruction
During the height of the Oblivion crisis, the lost heir Martin Septim used Mankar Camoran's own tome, the Mysterium Xarxes, to send a champion in pursuit of the treacherous sorceror and reclaim the amulet of kings. But it was too late, for the Daedric Prince Mehrunes Dagon himself had entered the material world. With countless Daedra in tow, he laid siege to the Imperial City. Centuries-old buildings shattered into dust while entire armies of mortals perished at the hands of the God of Entropy. It was only when Akatosh himself took form among the ruins that the mightiest of the Daedra was beaten back to the abyss from which he sprang.
2250 pts
Mehrunes Dagon may be taken as a Hero choice in a Daedra army of 4000 or more points whose cultists are dedicated to him. If so, he is the general.
Skirmish, Monstrous Creature, Physical God, Daedra.
Mehrunes Dagon WS10 BS5 S10 T10 W10 I5 A10 Ld10 Mg10 Sv-(2++)
Wargear: None
Spells:
Mehrunes Dagon knows all the Destruction spells in this army book not associated with other Daedra Princes.
He knows the unique Destruction spell Infinite Flame: S10, ignores armor saves, Heavy d6, Large Blast, Range 36", inflicts 2d6 wounds, flame. Cost 10.
Special Rules:
Causes Terror.
Physical God: Mehrunes Dagon has a 2+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, and Feel No Pain.
Power of Destruction: Mehrunes Dagon successfully casts mana dice on a 1+ and may cast Regular and Heavy spells as if they were Assault.
Mightiest of the Daedra: Mehrunes Dagon and all allied units in a close combat involving him are Fearless, but do not take Fearless wounds from losing combat. His blows inflict Instant Death. If he would be removed as a casualty in any way, except by another Physical God, he is placed back in reserve, and only counts as a casualty if he continues to be in Reserve turn 5 or later.
Apocalyptic Summoning: Mehrunes Dagon always begins the game in reserve. When he would normally arrive from reserve, he must first be summoned instead by a spellcaster. Any unit with spellcasters can combine their mana dice each turn in an attempt to summon him. 12 successes are required this way to summon him. When he is summoned, he is placed in any legal location within 12" of the summoning unit.
Reality Warp: Enemy units must move as though through difficult and dangerous terrain while Mehrunes Dagon is in play.
Mankar Camoran, Prophet of Dagon
The Oblivion Crisis was masterminded by a single despicable traitor: Mankar Camoran. The embittered yet resolute descendant of a deposed Elven dynasty, Camoran searched deep into forbidden lore for a means to knowledge and power. Declaring the Eight and One Divines to be impostors, he taught to his disciples that the Missing God Lorkhan was the final Daedric Prince; that Nirn was the rightful domain of the powers of Oblivion. Thus he forged a pact with Mehrunes Dagon, that he and his servants would give the mortal world over to the Prince of Destruction in exchange for immortality. His cultists murdered the final Septim emperor, and seized the Amulet of Kings. With all the pieces in place, the barrier between Mundus and Oblivion was broken, and an infinite tide of Daedra flowed forth into the realm of mortals.
265 pts
Mankar Camoran may be taken as a unique Sorceror Priest in an Cult army, or Daedra army devoted to Mehrunes Dagon. He may be nominated as the general for either type of army. He takes a retinue like a normal Sorceror Priest.
Skirmish, Infantry, High Elf.
Mankar Camoran WS3 BS5 S3 T3 W3 I2 A3 Ld10 Mg8(9) Sv-
Wargear:
Staff of Camoran: Units hit by Mankar Camoran's shock spells get -1 to their armor saves until end of turn.
Robes of Camoran: Mankar Camoran has a 4+ Ward Save. Any wound which this save protects Camoran from is immediately inflicted upon its source model, Armor and Ward saves allowed. Camoran does not have the High Elf Weakness racial trait.
Mysterium Xarxes: Daedric Artifact. The Mysterium Xarxes allows Daedra kept in reserve to Deep Strike within 12" of Mankar Camoran. Mankar Camoran may re-roll failed attempts to spend mana on Conjuration spells.
Spells:
Sparks, Chain Lightning, Lightning Storm, Bound Armor, Summon Storm Atronach(cost 4)(Storm Atronach included in Camoran's points cost), Silence, Ward.
Special Rules:
Guardian Stone Blessing: The Mage (noted in profile)
Prophet of Dagon: Cultists(all types) within 12" of Mankar Camoran may use his Leadership and are Stubborn.
Sheogorath, the Mad God
The Mad God appears to mortals and rules the realm of the Shivering Isles in the form of a bearded man wearing lavish clothing and carrying a walking stick. It is in this incarnation, too, that he wanders the worlds, curing madness in some and spreading it in others. None can predict his whims, and all wise men dread his caprices.
450 pts
Sheogorath may be taken as a hero choice of a Sheogoric army. If he is taken, he is the general.
Independent Character, Skirmish, Infantry, Physical God, Daedra
Sheogorath WS4 BS4 S4 T4 W6 I10 A(d6) Ld10 Mg10 Sv-(2++)
Wargear:
Staff of Sheogorath: Daedric Artifact. Sheogorath successfully uses mana dice on a 1+(automatically). He has d6 attacks in close combat.
Spells:
Sheogorath knows all the Illusion, Alteration and Mysticism spells in this book except those related to other Daedric Princes.
Sheogorath knows the unique Alteration spell Control Weather. This spell costs 5 to cast, is a Weather effect, and remains in play until the spell is re-cast. It has one of three effects:
If Sheogorath is neither in Mania or Dementia(see below), he casts Fog. Night Fighting rules enter effect until the spell is re-cast.
If Sheogorath is in Mania, he casts Sunlight. All weather conditions are cleared, including Night Fighting.
If Sheogorath is in Dementia, he casts Rain. All flame attacks have -1 to wound, and bows and crossbows have -1 to hit, while Rain is in effect.
Special Rules:
Physical God: Sheogorath has a 2+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, and Feel No Pain.
God of Insanity: Sheogorath's mind has no rhyme or reason to its caprices recognizable by mortals. No one knows how he will next use his nigh-omnipotence. At the beginning of each game turn, you must roll 2d6 to determine what Sheogorath does:
2: Insane despair. Sheogorath cannot do anything, even fight back in close combat, until he rolls an 8 on this table.
3: Headached Spellslinging. Sheogorath may cast spells this turn, but may not move or charge. He takes a wound for each spell he casts.
4: Toxic Rage. Sheogorath cannot cast spells this turn, but his attacks are Poisoned(2+).
5: "Scratch that, cheese for no one!" Sheogorath may cast spells this turn, but may not move or charge.
6: Dementia. Sheogorath enters a state of Dementia. His attacks inflict Instant Death, and his weather effect is rain, until an 8+ is rolled on this table. Sheogorath cannot cast spells this turn.
7: Sheogorath pays attention to the battle. He works as a normal unit this turn.
8: Mania. Sheogorath enters a state of Mania. He has Regenerate(6+), and his weather effect is Sunlight, until a 2-6 is rolled on this table. Sheogorath cannot cast spells this turn.
9:"Cheese for everyone!" Sheogorath may cast spells this turn, but may not move or charge.
10:Greenmote Overdose. Sheogorath cannot cast spells this turn, and has his WS and I reduced to 1.
11:Hallucinatory Spellslinging. Sheogorath may cast spells this turn, but may not move or charge. He can move enemy units within 12" 2d6" directly towards him or away from him.
12: Insane Bliss. Every other model within 6" of Sheogorath, friend or foe, is turned into a sweetroll and eaten. All Sheogorath's wounds are restored.
The Gatekeeper
The realm of the Shivering Isles is guarded by a monster of incredible strength, a hulking mass of flesh and steel born from the womb of an unfortunate mortal woman. All who would test their luck(and sanity) seeking glory in the realm of the Mad God must first defeat his Gatekeeper.
200 pts
The Gatekeeper may be taken as an Elite choice in a Sheogoric Army.
Skirmish, Monstrous Creature, Daedra.
The Gatekeeper WS4 BS0 S6 T6 W6 I3 A5 Ld10 Mg2 Sv-
Wargear:
Scythehand: This weapon has Critical Strike. Enemies struck by the Scythehand strike at I1 next turn.
Spells:
Healing
Special Rules:
Causes Terror, Frenzy, Regenerate(4+)
Protection of the Eldritch Womb: The Gatekeeper is shielded from all things but the tears of his mother and arrows made of bone. He has a 3+ Ward Save.
Jyggalag, Prince of Order
Jyggalag is the sane half of Sheogorath's personality. A tall, armored figure of pale grey, Jyggalag and his servants seek infinite logic of all physical forms and total control over all thoughts. Jyggalag hates above all else the insanity and creativity he spreads as Sheogorath. Such is his power and tyranny, that he is only permitted by the other Daedra to manifest at the end of every era: it is then that he leads his host forward upon the Greymarch, cleansing all the folly he had created while bearing the mantle of Sheogorath. It is only after destroying the Madhouse that he finds himself once more losing his mind, slipping back again to becoming Sheogorath and raising up all that he had destroyed. Such is truly the extent of the Mad God's lunacy.
500 pts
Jyggalag may may replace a Dremora Lord in a Daedra army, and if so, is the general. No Golden Saints, Dark Seducers, or Flesh Atronachs of any kind may be taken in such an army. Dremora are 0-1 in his army. Any Cult units in the army must be dedicated to him: their bonuses are stated below.
Jyggalag's army may field a unique unit, Knights of Order, as Core choices. Knights of order are 14 pts per model and may be taken in units of 5-20. They are Daedra Infantry which Fight in Ranks. Jyggalag may lead them as an independent character; if so, he may not be specifically targeted by shooting.
Skirmish, Monstrous Creature, Physical God, Daedra.
Jyggalag WS10 BS5 S7 T7 W6 I5 A5 Ld10 Mg10 Sv2+
Knight of Order WS7 BS3 S4 T4 W1 I3 A2 Ld10 Mg1 Sv4+
Wargear:
Armor of Jyggalag: Jyggalag wears Heavy Armor granting a 2+ armor save. He is unaffected by Illusion spells.
Sword of Jyggalag: This is a Daedric Greatsword which has Jyggalag wields with one hand and no loss of Initiative. It automatically performs Critical strikes and Ward saves succeeding against it must be re-rolled.
Crystal Armor: Knights of Order wear Heavy Armor granting a 4+ armor save. They are unaffected by Illusion spells.
Crystal Sword: Knights of Order wield the equivalent of Elven hand weapons.
Spells:
Jyggalag knows Chain Lightning and Voidscream Lightning. His Chain Lightning ignores armor saves. He may cast these spells with 1 hand and always move and charge the same turn he casts them.
Special Rules:
Jyggalag has Regenerate (6+) and Causes Fear.
Physical God: Jyggalag has a 2+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, and Feel No Pain.
Forces of Order: Jyggalag and his servants despise all Sheogorath stands for. Every model in an army taking Jyggalag has Preferred Enemy against Sheogorath, all types of Golden Saints and Dark Seducers, Flesh Atronachs, The Gatekeeper, and Sheogorath worshipers.
Touch of Order: Jyggalag may choose whether to use this ability each round of combat. If so, he counts as dual wielding a second hand weapon and deals frost damage in close combat. For each wound he inflicts this way, he regenerates a wound on a 5+.
Perfect Harmony: Jyggalag and Knights of Order do not take wounds for being Fearless and beaten in combat. Knights of Order fighting in ranks automatically succeed on every special maneuver they attempt to make.
Commands of Order: If Jyggalag is in play, you may choose for any random game length rolls to either pass or fail.
Priests of Order: Jyggalag's mortal cults have the following bonuses:
Their unique summon spell is "Summon Knight of Order" for +20 pts. It costs 2 to cast.
Their daggers count as Bound Daggers. They have the Stealth universal special rule, and the cover save it grants them applies even in close combat.
Their Personal Shrines are upgraded to Obelisks of Order. At the beginning of each of your turns, roll a d6 for each slain mortal servant of Jyggalag which is part of a Cult unit within the Obelisk's 6" radius. On a roll of a 6, if there is available space, that model is resurrected with full Wounds and Mana dice, and redeployed as part of the unit.
Boethiah's Champion
The greatest tournament in all of Tamriel, as well as the bloodiest and most fatal, is Boethiah's Proving. All who would serve proud Boethiah gather at her shrine on the border of the provinces of Skyrim and Morrowind, and do battle. At day's end, but one remains alive. It is this warrior who puts on the ancient Ebony Mail and becomes the Champion of Boethiah, until another strikes him down and earns the title himself.
140 pts
Boethiah's Champion may replace a Sorceror Priest in a Boethiah Cult army. He still takes a retinue, and must be the general.
Independent Character, Skirmish, Infantry. Boethiah's champion may be any of the ten common races of Tamriel(your choice).
Boethiah's Champion WS7 BS3 S5 T4 W3 I5 A4 Ld10 Mg2 Sv3+
Wargear:
Ebony Mail: Daedric Artifact. The Ebony Mail is heavy armor, grants a 3+ armor save, stealth, and Poisoned(3+)
Ebony Greatsword OR Ebony Sword and Shield OR Ebony Bow OR Ebony Short Bow.
Special Rules:
The Champion of Boethiah and any unit he joins are Fearless.
Mark of Boethiah: Boethiah's Champion has the bonuses for being a servant of Boethiah already included in his profile. He may only join Boethiah cult units, or fight alone, as an Independent character.
Boethiah's Champion may bear the blessing of a Guardian Stone for +10 pts.
Umaril the Unfeathered
The Last King of the Ayleids, Umaril the Unfeathered, once ruled over all Cyrodiil. Half-god and half-elf, he ruled with extreme pride, imposing unthinkable tyrannies upon the human slaves who toiled and catered to the every need of elves. When mankind rose up, the bloodthirsty warrior of legend, Pelinal Whitestrake, did battle with Umaril, and struck him down. Umaril lived on, however, and having made a pact with the Daedric Prince Meridia, prepared to take his vengeance upon the once-slaves who now rule his kingdom.
175 pts
Umaril the Unfeathered may replace a Dremora Lord in a Daedra army, and if so, is the general. Aurorans are Core and Dremora are Elite in his army. Any mortals in his army serve Meridia. Umaril may join a group of Aurorans as an Independent Character, and if doing so, fights in ranks and may not be specifically targeted by shooting.
Skirmish, Monstrous Creature, High Elf.
Umaril WS7 BS5 S5 T5 W4 I5 A4 Ld10 Mg6 Sv3+
Wargear:
Umaril's Sword: This hand weapon deals shock damage. Units charging or counter-attacking Umaril lose their +attack charge bonus.
Armor of Aether: This heavy armor provides Umaril with a 3+ save and a complete immunity to shock damage, including mana dice reduced by shock attacks.
Spells:
The Light that Burns
Special Rules:
Divine Blood: Umaril has a 4+ Ward Save, is immune to disease, lacks the Weakness racial trait of High Elves, and has Eternal Warrior. He is not considered a mortal.
Mortal Light: Enemy models in base contact with Umaril only recharge 1 mana die on their controller's turns.
Umbra
Throughout the history of Tamriel, a mysterious figure has been spoken of in myth and legend, both mortal and immortal, passing in and out like a fleeting shadow. This warrior is Umbra. A wanderer who has served kings and fools, empires and rebels. A fiend, living only to steal the soul of its master forever, before passing to the service of whoever defeats her corrupted lord, only to go on to corrupt anew. This warrior is the sword Umbra.
140 pts
Umbra may be taken in any Cult army as a Hero, but never a general.
Skirmish, Infantry. Umbra may be any of the ten common races of Tamriel.
Umbra WS7 BS3 S4 T4 W3 I4 A3 Ld10 Mg2 Sv2+
Wargear:
Ebony Armor, shield.
Umbra: Daedric Artifact. The dread sword lends its name to its bearer, become one with him as she sucks out his very soul. Umbra is an Ebony Hand Weapon that grants its bearer has Feel No Pain and Fearless. A model wounded by Umbra must take an Ld test. If it fails, it suffers instant death, as its soul becomes trapped within the weapon.
Special Rules:
A Worthy Death: Umbra must always charge the nearest unit if possible.
Umbra may bear the blessing of a Guardian Stone for +10 pts.
Equipment
This is the armory for Daedra Cults wargear.
Basic Equipment
Dremora weapons are normal weapons. Golden and Dark weapons are equivalent to Silver weapons(ignore resists to physical damage). Amber and Madness weapons are equivalent to Ebony weapons(+1 S) and Amber and Madness armors are equivalent to Ebony Armor(3+ save)
Katanas are Greatswords which do not reduce the initiative of the wielder. Daedric katanas strike with +2 I +2 AP, rather than +2 S +2 AP.
Dremora Maces, Golden Swords, and Dark Swords are hand weapons.
Cultist's Staff gives bearer a benefit when his spells are equipped. Once per game turn, bearer may reroll a failed mana die. However, if this reroll results in a 1, he immediately takes a wound.
Golden and Dark armor are Light Armor. Dremora, Amber and Madness armor are Heavy Armor.
Cultist Robes are unarmored clothing.
Black Robes are unarmored clothing. They grant +1 Mg.
Wizard Robes are unarmored clothing. They grant +1 Mg.
Magic Items
The Magic Items available to a Daedric 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 may be taken in addition to other items unless stated otherwise.
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 Flames: Weapon upgrade for +8 pts. Weapon deals Flame damage and may re-roll failed rolls to wound. May be upgraded again to a weapon of Incineration for +12 pts, causing it to deal d3 wounds.
Weapon of Sparks: Weapon upgrade for +8 pts. Weapon deals Shock damage, drains 1 mana die next turn from targeted unit per hit. May be upgraded again to a weapon of Lightning for +12 pts, causing it to resolve a S3AP0 shock hit(also draining mana dice) against the enemy unit for each unsaved wound it inflicts(whose wounds generate further similar hits until no wounds are dealt).
Weapon of Withering: Weapon upgrade for +8 pts. Models hit by weapon have -1 S until the end of next player turn.
Weapon of Convulsion: Weapon upgrade for +8 pts. Models hit by weapon have -1 T during the next round of combat.
Weapon of Draining: Weapon upgrade for +8 pts. Models hit by weapon have -1 Mg until the end of next player turn.
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 Light: Ranged weapons only, upgrade. +2 pts. Models hit by weapon while Night Fighting are automatically spotted by other units for the rest of this shooting phase.
Weapon of Screams: Ranged weapons only, upgrade. +5 pts. Models hit by weapon must roll 6's to successfully cast spells next player turn.
Staff of Sorcery: Staff. +10 pts. Wielder gets +1 Mg.
Staff of Oblivion: Staff. +20 pts. Wielder requires 1 less successful mana die to cast Destruction and Illusion spells, to a minimum of 1.
Soul Needle: Staff. Daedric Artifact. At the beginning of your shooting phase, if wielder is casting spells with both hands this turn, you may target any unit within 12" and line of sight. That unit must take an Ld check on its own highest value. If it fails, you may choose for it to either flee, or gain the Rage special rule until the beginning of your next turn. +35 pts.
Scepter of the Screaming Beyond: Staff. Daedric Artifact. If wielder has not yet cast any spells since the beginning of your last turn, he may choose to not cast any spells until the beginning of your next turn, to automatically cast any Illusion or Destruction spell he knows, can cast, and has enough mana dice to cast. +40 pts.
Rod of Doom: Staff. Daedric Artifact. 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: S8, ignores armor saves, Heavy 3, Range 36", Large Blast. +50 pts.
Shortbow of Devotion: This is a Short Bow with +1 to hit. +10 pts.
Mace of Dagon's Crushing: This is a hand weapon which ignores armor saves. +10 pts.
Blade of Destruction: Daedric Artifact. This is a Daedric hand weapon which deals flame damage and re-rolls failed rolls to wound. Every enemy model in base contact with wielder takes a S4 AP0 flame hit in addition to wielder's attacks whenever he strikes. +50 pts.
Maelstrom Blade: Daedric Artifact. This is a Daedric Katana, which replaces a Dremora's 2-handed weapon. Whenever bearer attacks in close combat, roll a d6. On a 1-3, until your next turn, every model hit by a Maelstrom Blade gets -1 WS -1BS +1S +1T while bearer gets +1 WS +1BS -1S -1T. On a 4+, until your next turn, every model hit gets +1 WS +1BS -1S -1T and bearer gets -1 WS -1BS +1S +1T instead. +50 pts.
Daedric Crescent: Daedric Artifact. This is a Daedric Katana, which replaces a Dremora's 2-handed weapon. Bearers attacks ignore armor saves. Models struck by the Daedric Crescent strike at WS1 and I1 this round of combat, assuming the Crescent struck them before their attack. +60 pts.
Oblivion Hammer: This is War Hammer. Enemies hit by an Oblivion Hammer strike last alongside it next turn. +30 pts.
Armor and Shields
Armor of Resist Element: Armor 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 armor of Elemental Negation for +15 pts, giving that element -1 to wound against bearer.
Armor of Resist Magic. Armor upgrade for +8 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage.
Armor of Strength: Armor upgrade for +15 pts. Bearer has +1 S.
Shield of Warding: Shield upgrade for +5 pts. Bearer may take an Initiative test if rolling a save from a ranged attack. If bearer passes, and has a hand weapon, he gets the +1 parry bonus against the ranged attack.
Shield of Resist Element: Shield upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer gets +1 to his armor save against that element. May be upgraded again to shield of Elemental Negation for +10 pts, giving bearer Feel No Pain against that element.
Robes of the Heretic: Mortal cultists only. Unarmored clothing. Bearer's summons are immune to Banish Daedra or Smite Daedra effects. +10 pts.
Robes of the Demoniac: Mortal cultists only. Unarmored clothing. Once per game, bearer may inflict 1 wound on himself, no saves allowed, to summon a Daedra without paying mana. +10 pts.
Robes of Forbidden Sorcery: Mortal cultists only. Unarmored clothing. If bearer fails to cast a spell, but is not already killed by any side effects of the attempt you may remove him as a casualty to cast it successfully. +10 pts.
Glass of the Inferno: Daedric Artifact. Light armor with 4+ armor save. Bearer has a 3+ ward save against flame damage. +30 pts.
Hide of the Daedroth: Heavy armor with 4+ armor save. This save cannot be reduced to less than 4+ or ignored. +35 pts.
Robes of the Gaping Abyss: Daedric Artifact. Unarmored clothing. Bearer has a 4+ Ward Save. +35 pts.
Other Items
A model may only have one amulet and one ring.
Amulet of Resist Magic: Bearer has 6+ ward save( or +1 to his ward save) against spells. +12 pts.
Amulet of Protection: Bearer has a 6+ ward save. +15 pts.
Ring of Resist Magic: Bearer has 6+ ward save( or +1 to his ward save) against spells. +12 pts.
Ring of Resist Element: Choose Fire, Frost, or Lightning. Bearer has 6+ ward save( or +1 to his ward save) against that element. +10 pts.
Sigil Stone: Bearer's unit, if deep striking, only scatters a single d6". +10 pts.
Tormented Soul Gem: Bearer's unit gains the Causes Terror special rule if it destroys an enemy unit. +20 pts.
Cursed Orb: Bearer and all models in base contact with him get -1WS -1S. +10 pts
Magicka Singularity: Bearer may take up to five consumables. +30 pts
Tome of Damnation: Bearer may spend mana dice equal to the cost of a spell he is attempting to cast, and then take a Ld test instead of rolling the dice. If he passes the test, the spell is cast. If he fails, he is removed as a casualty. +40 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 except Unique Daedra Prince spells and Summon spells.
Scroll of Cost 1 Spell: +5 pts
Scroll of Cost 2 spell: +10 pts
Scroll of Cost 3 spell: +20 pts
Scroll of Cost 4 spell: +30 pts
Scroll of Cost 5 spell: +45 pts
Scroll of Cost 6 spell: +60 pts
Scroll of Cost 7 spell: +75 pts
Potions:
The following potions are available to this army:
Healing Potion: Regenerate 1 wound on a d6 3+ after consumption. +5 pts
Mana Potion: Restore 1 mana die after consumption. May be consumed at any time. +4 pts
Water-Breathing Potion: Ignore water for movement and gain a 6+ cover save from it this turn. +2 pts
Strong Potion of Healing: Regenerate 1 wound after consumption. +25 pts
Strong Potion of Mana: Fully restores mana after consumption. May be consumed at any time. +15 pts.
Potion of Resist Element: Choose Flame/Frost/Shock when purchasing this for your army list. Grants Feel No Pain from that element to drinker this player turn. +4 pts
Potion of Strength: +1 S this player turn. +4 pts.
Daedra Heart: A model which eats a Daedra heart must pass a toughness test. If it fails, it permanently loses 1 strength and 1 toughness for the rest of the game. If it succeeds, all its wounds are restored and all ongoing magical effects are dispelled from it. +35 pts
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.
Shock: Cost 1, shooting attack. S3 AP0, range 18", regular 1, drain 1 mana from enemy unit next turn, shock.
Flames: Cost 1, 1-handed, shooting attack, or assault phase. Counts as hand weapon(but can only be dual wielded with a non-spell 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 hand weapon(but can only be dual wielded with a non-spell 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 unit from the model hit, shock.
Lightning Cone: Cost 3, shooting attack. S3 AP0, Assault 2, Template, drains 1 mana die from the unit 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 Reordering(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 from unit 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(it cannot be dual wielded with another spell, though). 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. Multiple instances do not stack.
Flame/Frost/Shock Repulsion: Cost 1, 1-handed, any time. Caster gets +2 to Ward Save (or a 5+ Ward Save if no such save already exists for him) against chosen element.
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 4+ ward save against chosen element(flame/frost/shock).
School of Illusion
Command Mortal: Cost 2. Cast during either player's shooting phase. Chose a mortal model other than a Monstrous Creature (one of the ten common races, a beast, or a creature of another mortal race, but never any Undead, Physical God, or Daedra) within 6". That model makes a Ld test on its own 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. Multiple instances do not stack.
Mindless Frenzy: Cost 2, assault phase. Target unit within 6" takes an Ld test. If it fails, and the unit is in close combat, their failed rolls to hit strike their own unit instead of missing this round.
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. Can only affect any one unit once per turn.
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 4, 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
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.
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.
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. Target 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 negated, and immediately recast by caster of Light of Dawn for free against the enemy unit which originally cast it(even if out of range/LOS).