Scrollhammer: Daedra Cults

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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.

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:

Daedric Bite +15 pts

Fireball +15 pts

Drain Strength +10 pts

Burden +20 pts

Incinerate +30 pts

Sound of Screams +30 pts

Fire of Oblivion +35 pts

May take an Atronach Familiar. This grants the ability to buy a second spell from the 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 of the following spells:

Daedric Bite +10 pts

Bound Sword +5 pts

Fireball +10 pts

Drain Strength +5 pts

Burden +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 may use the spell Atronach Firebolt(cost 1, shooting attack, assault 1, range 24", S4, flame) as a ranged attack, with no casting roll required.


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 may use this spell as a shooting attack, without having to roll to cast it: Void Bolt (no cost, shooting attack, range 24", regular fire(one shot) S3, ignores armor, for each successful wound, it hits the unit an additional time, for each hit, they unit recovers 1 less mana die the next turn, 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

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. They may also cast the following spell: Healing: (cost 1, model regenerates a wound on a 4+)


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

[work in progress]Will be updated alongside army list.

A compendium of the spells found in the army list.


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 per hit.

Drain Strength: Cost 1, assault phase, 1-handed. A model in base contact with caster gets -1 Str 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.

Incinerate: Cost 3, shooting attack. S5 AP1, Regular 1, Range 36", deals d3 wounds, flame.

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. Assault 1, Template. S7, Ignores armor saves, units affected lose all mana dice in pool, shock.

Heat Blast: Cost 4, shooting attack. Assault 1, Template. S6, ignore armor saves, reroll failed wounds, flame.


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.

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:

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.


School of Illusion:

Sound of Screams: Cost 3, your shooting phase. Range 18", requires LOS. Targets a single model. That model must score a roll of 6 on a mana die to successfully cast part of a spell until the beginning of your next turn.

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.

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 "-".


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.