Scrollhammer: Daedra Cults

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Even Daedric Princes have their days off.

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: Sorcerer-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, Knights of Order (in armies containing Jyggalag).

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 Sorcerer-Priest or High Priest with retinue of 4-9 Sorcerers and Blackguards.

Coven (Core): 1 Sorcerer 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.


Sorcerer Priests

Hero

A Sorcerer Priest may be any of the 10 common races of Tamriel. Sorcerer Priests must lead a unit of 4-9 Sorcerers and/or Blackguards (see 'Cultists' entry), and count as a single hero choice.

35 pts (55 pts for High Priest)

Name WS BS S T W I A Ld Mg Sv
Sorcerer-Priest 2 4 3 3 2 2 2 9 6 (7) -
High Sorcerer-Priest 2 4 3 3 3 2 3 9 7 (8) -

Special rules: skirmish, infantry.

Wargear: all sorcerer-priests and high sorcerer priests carry a cultist's staff, a dagger (poisoned: 4+), and wear wizard robes.

A Sorcerer Priest may replace his robes with one of the following:

  • light armor (6+, light) (free)
  • heavy armor (5+, heavy) (+10pts)
  • Glass armor (4+, light) (+25pts)
  • Daedric armor (2+, heavy) (+60pts)

A Sorcerer Priest may replace his cultist's staff with a hand weapon for free. This Hand Weapon may be upgraded to

  • Elven (+15pts)
  • Glass for (+25pts)
  • Ebony for (+25pts)
  • Daedric for (+60pts).

A Sorcerer Priest may take his Daedric Prince's artifact for the points cost listed in the Artifacts of Tamriel supplement.

A Sorcerer Priest may take a Guardian Stone Blessing for +10pts.

A Sorcerer Priest may take magic items from the armory where appropriate.

Spells: A Sorcerer 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 (+5pts) (only if worshipped Prince has such a spell available)
  • any Alteration Spell (+5pts)
  • any Bound Item Conjuration Spell (+5pts)
  • any Restoration Spell (+5pts)
  • any Mysticism Spell (+10pts)
  • Illusion spells costing 1-3 mana (+10pts)
  • Illusion spells costing 4+ mana (+20pts)
  • Destruction spells costing 1-3 mana (+10pts)
  • Destruction spells costing 4+ mana (+20pts)
  • Summon Scamp (cost 1) (+10pts) (Mehrunes Dagon only)
  • Summon Hunger (cost 2) (+15pts) (Boethiah only)
  • Summon Flame Atronach (cost 2) +15pts
  • Summon Dremora (cost 2) (+20pts)
  • Summon Golden Saint or Dark Seducer (cost 2) (+20pts) (Sheogorath only, only one type can be summoned per army)
  • Summon Winged Twilight (cost 3) (+30pts) (Azura only)
  • Summon Clannfear (cost 3) (+30pts)
  • Summon Frost Atronach (cost 3) (+30pts)
  • Summon Auroran (cost 4) (+45pts) (Meridia only)
  • Summon Storm Atronach (cost 4) (+50pts)
  • Summon Flesh Atronach (cost 4) (+50pts) (Sheogorath only)
  • Summon Spider Daedra (cost 5) (+75pts) (Mephala only)
  • Summon Daedroth (cost 5) (+100pts) (Molag Bal only)
  • Summon Dremora Lord (cost 5) (+150pts)
  • Summon Xivilai (cost 6) (+160pts) (Mehrunes Dagon only)

A Sorcerer-Priest may take an Atronach Familiar(in addition to any spells). This grants the Sorcerer-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) (+51pts)
  • Summon Frost Atronach (cost 3) (+64pts)
  • Summon Storm Atronach (cost 4) (+80pts)
  • Summon Flesh Atronach (cost 4) (+78pts) (Sheogorath only)


Cultists

Core

Members of cultist units may be any of the 10 common races of Tamriel. 9-19 Cultists and/or Minions, and 0-10 Initiates, may be led by a Sorcerer or Blackguard, as a single core choice.


12 pts per Sorceror, 18 pts per Blackguard

− 5 pts per Cultist, 5 pts per Minion

− 3 pts per Initiate


Name WS BS S T W I A Ld Mg Sv
Sorcerer 2 4 2 3 1 2 1 8 4 (5) -
Cultist 2 3 2 3 1 2 1 6 4 -
Blackguard 4 4 3 3 2 4 2 8 2 5+
Minion 3 3 3 3 1 3 1 6 1 5+
Initiate 2 2 2 3 1 2 1 5 1 -

Special rules: skirmish, infantry.

Wargear: All Sorcerers carry a cultist staff, a dagger (poisoned: 4+), and wear wizard robes. All Cultists and Initiates carry a dagger, and wear cultist robes. All Blackguards and Minions carry a hand weapon and shield, and wear light armor

All Cultists in the unit may take:

  • the poisoned: 4+ upgrade for their daggers (+2pts/model)
  • cultist staves (+2pts/model)

All Cultists in the unit may replace their cultist robes with:

  • Wizard Robes (+2pts/model)

Sorcerers may buy any one additional spell from the Sorcerer Priest's spell list, and may take up to 20pts worth of appropriate magic items. A Sorcerer may also take his Daedric Prince's artifact for its points cost. One Sorcerer in your army may bear a Personal Shrine for +60pts. 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 (and any number of Blackguards) may take:

  • the poisoned: 4+ upgrade for hand weapons (+2pts/model)
  • spears to replace their hand weapons (+1pts/model)

All Minions in the unit (and any number of Blackguards) may choose to replace their light armor with:

  • Heavy Armor (+3 pts/model)
  • Glass Armor (Blackguard only) (+12pts/model)
  • Ebony Armor(Blackguard only) (+18pts/model)

All Minions in the unit (and any number of Blackguards) may choose to replace their shield with:

  • Spell: Flames or Spell: Sparks (+2pts/model)
  • A second Hand Weapon (+1pts/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) (+1pts/model)

Blackguards may take up to 20pts of magic items from the armoury where appropriate. A Blackguard may also take his Daedric Prince's artifact for its points cost.

Sorcerers and Blackguards may upgrade their weapons to

  • Elven (+4pts/model)
  • Glass (+6pts/model
  • Ebony (+6pts/model)

Spells:

All Cultists may have up to 2 spells from the army spell list with a mana cost of 1-3 (other than Daedric Prince unique spells, Dispel, Dispulsion, Silence and Summon). All Cultists in one unit must have the same spells.

All Sorcerers may have up to 2 spells from the army spell list of mana cost 1-3.


Heroes

Dremora Lord

Hero

100 pts (150 pts for Valkynaz)

Name WS BS S T W I A Ld Mg Sv
Dremora Markynaz 6 4 4 4 3 4 3 10 4 4+
Dremora Valkynaz 6 4 5 5 3 4 4 10 5 4+

Special rules: independent character, infantry, Daedra. May not join units of Golden Saints or Dark Seducers. Herald of Doom: Dremora Valkynaz and Markynaz cause fear.

Wargear: all Dremora Markynaz and Valkynaz carry a Dremora Mace and a Dremora Shield, and wear Dremora Armor.

They may replace their shield with

  • A second Dremora Mace (free)
  • Spell: Flames) (+5 pts)

They may replace equipment in both hands with a Dremora War Hammer for +20pts.

They may upgrade any weapon to Daedric for +25pts.

They may replace their Dremora Armor with

  • Black robes (+10pts)
  • Daedric Armour (+35pts)

They may take magic items from armory where appropriate.

Spells: Firebolt, Bound Sword.

They may take one of the following:

  • Drain strength (+10pts)
  • Disintegrate (+10pts)
  • Daedric Bite (+15pts)
  • Command Mortal (+15pts)
  • Bound Battleaxe (+15pts)
  • Bound bow (+15pts)
  • Burden (+15pts)
  • Fireball (+15pts)
  • Incinerate (+30pts)
  • Cripple (+30pts)
  • Disintegrating blast (+30pts)
  • Sound of Screams (+30pts)

They may take an Atronach Familiar. This grants the Dremora Markynaz or Valkynaz the ability to buy a second spell from their 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)

Golden Saint Pelaurig

Hero 100 pts

Name WS BS S T W I A Ld Mg Sv
Golden Saint Pelaurig 5 4 4 4 3 4 3 10 5 5+

Special rules: independent character, infantry, Daedra. Pelaurigs may not join Dremora or Dark Seducers.

Wargear: Pelaurigs carry a Golden Sword and Golden Shield, and wear Golden Armor.

They may replace their equipment in both hands with a Golden Bow, or Golden Short Bow, for +10pts.

They may upgrade any weapon to Amber for +15pts.

They may replace their Golden Armour with Amber Armor for +25pts.

May take magic items from armory where applicable.

Spells: Shock Shield, Healing, Dispel

They may replace any of their spells for free for any of the following:

  • Sparks
  • Shock Repulsion
  • Chain Lightning
  • Bound Bow
  • Dispulsion
  • Shock
  • Bound Armor

They may purchase one of the following spells:

  • Lightning Bolt (+30pts)
  • Lightning Cone (+30pts)
  • Oblivion Lightning (+35pts)

They 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

Dark Seducer Grakedrig

Hero 100 pts

Name WS BS S T W I A Ld Mg Sv
Dark Seducer Grakedrig 5 4 4 4 3 4 3 10 5 5+

Special rules: independent character, infantry, Daedra. Grakedrigs may not join Dremora or Golden Saints.

Wargear: Grakedrigs carry a Dark Sword and Dark Shield, and wear Dark Armor.

They may replace their equipment in both hands with a Dark Bow, or Dark Short Bow, for +10pts.

They may upgrade any weapon to Madness for +15pts.

They may replace their Dark Armour with Madness Armor for +25pts.

May take magic items from armory where applicable.

Spells: Flame Shield, Healing, Ward.

They may replace any of their spells for free for any of the following:

  • Bound Sword
  • Flame Repulsion
  • Fireball
  • Lower Resist
  • Terrify
  • Mindless
  • Frenzy
  • Bound Armor

They may purchase one of the following spells:

  • Flamewave (+30pts)
  • Silence (+30pts)
  • Heat Blast (+35pts)

They 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

Core

Scamps

Core 6pts/model. Scamps may be taken in units of 10-40 models.

Name WS BS S T W I A Ld Mg Sv
Scamp 2 2 3 3 1 2 1 6 2 -

Special rules: Horde, Infantry, Daedra.

Rift-summoned: Scamps can Deep Strike in scenarios allowing such an ability to be used.

Wargear: none

Spells: Firebolt

The entire unit may replace their Firebolt spell with the Flames spell for free.

Dremora Warriors

Core 14 pts per model. Dremora Warriors may be taken in units of 5-20 models. Dremora are 0-1 in an army whose general is not a Dremora Lord or a special character saying otherwise.

Name WS BS S T W I A Ld Mg Sv
Dremora Warrior 4 4 4 4 1 4 2 8 2 4+
Dremora Kynreeve 4 4 4 4 2 4 3 8 3 4+

Special rules: Fight in Ranks, Infantry, Daedra, Heralds of Doom (Dremora cause fear).

Wargear: Dremora carry a Dremora Mace and Dremora Shield, and wear Dremora Armor.

All models in the unit may replace their weapons in both hands with a Dremora War Hammer for +4pts/model.

All models in the unit may replace their shields with:

  • A second Dremora Mace (free)
  • Spell: Flames (+2/pts/model)

All models in the unit may replace Dremora Armor with Black Robes (unarmored, +1 Mg) (+2pts/model).

Spells: Firebolt.

One Dremora Warrior may be upgraded to a Dremora Kynreeve for +26pts.

The Kynreeve may take up to 10 points of magic items where appropriate from the armory.

The Kynreeve may take any one of the following spells:

  • Bound Sword (+5pts)
  • Bound Armor (+5pts)
  • Disintegrate (+5pts)
  • Drain Strength (+5pts)
  • Daedric Bite (+10pts)
  • Bound Battleaxe (+10pts)
  • Fireball (+10pts)
  • Burden (+15pts)
  • Bound Bow (+15pts)

Lowly servants: The Dremora Warriors may be accompanied by 0-5 Scamps as part of their unit, for 6pts/model.

Golden Saints

Core 14 pts per model. Golden Saints may be taken in units of 5-20 models. Golden Saints are 0-1 in an army whose general is not a Golden Saint Pelaurig or a special character saying otherwise.

Name WS BS S T W I A Ld Mg Sv
Golden Saint 4 4 4 4 1 4 2 8 2 5+
Aurig 4 4 4 4 2 4 3 8 3 5+

Special rules: Fight in Ranks, Infantry, Daedra.

Wargear: Golden Saints carry a Golden Sword and Golden Shield, and wear Golden Armor.

All models in the unit may replace their weapons in both hands with a Golden Bow or Golden Short Bow for +2pts/model.

Spells: Shock Repulsion, Sparks.

All models in the unit may replace either of their spells with

  • Bound armour (+2pts)
  • Daedric Bite (+2pts)
  • Chain Lightning (+2pts)

One Golden Saint may be upgraded to an Aurig for +26pts.

The Aurig may take up to 10 points of magic items where appropriate from the armory.

The Aurig may take any one of the following spells:

  • Healing (+5pts)
  • Stoneflesh (+5pts)
  • Shock Shield (+10pts)
  • Bound Bow (+10pts)
  • Command Mortal (+10pts)
  • Dispel (+15pts)
  • Lightning Bolt (+15pts)
  • Lightning Cone (+15pts)


Dark Seducers

Core 14 pts per model. Dark Seducers may be taken in units of 5-20 models. Dark Seducers are 0-1 in an army whose general is not a Dark Seducer Grakedrig or a special character saying otherwise.

Name WS BS S T W I A Ld Mg Sv
Dark Seducer 4 4 4 4 1 4 2 8 2 5+
Autkendo 4 4 4 4 2 4 3 8 3 5+

Special rules: Fight in Ranks, Infantry, Daedra.

Wargear: Dark Seducers carry a Dark Sword and Dark Shield, and wear Dark Armor.

All models in the unit may replace their weapons in both hands with a Dark Bow or Dark Short Bow for +2pts/model.

Spells: Ward, Flame Repulsion.

All models in the unit may replace either of their spells with

  • Bound sword (+2pts)
  • Daedric Bite (+2pts)
  • Fireball (+2pts)

One Dark Seducer may be upgraded to an Autkendo for +26pts.

The Autkendo may take up to 10 points of magic items where appropriate from the armory.

The Autkendo may take any one of the following spells:

  • Bound Sword (+5pts)
  • Flame Shield (+10pts)
  • Lower Resists (+10pts)
  • Terrify (+10pts)
  • Mindless Frenzy (+10pts)
  • Incinerate (+15pts)
  • Flamewave (+15pts)
  • Silence (+15pts)

Flame Atronachs

Core 11pts/model. Flame Atronachs may be taken in units of 3-20.

Name WS BS S T W I A Ld Mg Sv
Flame Atronach 3 3 3 3 1 5 2 6 2 -

Special Rules: Skirmish, Infantry, Daedra, 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.

Wargear: Flame Atronachs have a shooting attack with the following profile: S4 AP0, Assault 1, Range 24". Spell damage, flame.

Knights of Order

Core 14pts/model. Flame Atronachs may be taken in units of 5-20.

Name WS BS S T W I A Ld Mg Sv
Knight of Order 7 3 4 4 1 3 2 10 1 4+

Special Rules: Daedra, Infantry, Fight in Ranks.

Wargear: Knights of Order wear Crystal Armor, and wield Crystal Swords.

Crystal Armor grants a 4+ armor save. They are unaffected by Illusion spells.

Crystal Swords are the equivalent of Elven hand weapons.

Perfect Harmony: 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.

Elite

Aurorans

Elite 35pts/model. Aurorans may be taken in units of 5-20.

Name WS BS S T W I A Ld Mg Sv
Auroran 4 4 4 4 2 5 2 10 3 5+

Special Rules: Fight in Ranks, Infantry, Daedra, preferred enemy (undead), furious charge, blinding strength (may wield two-handed weapons in one hand).

Wargear: Axe of Light, Meridia's mantle.

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

Daedroths

'Elite 80pts/model. Daedroths may be taken in units of 1-10. Units of Daedroth are 0-1 unless the army general is a Dremora Lord.

Name WS BS S T W I A Ld Mg Sv
Daedroth 4 0 5 5 3 2 3 9 3 4+
Greater Daedroth 4 0 6 6 5 2 4 9 3 3+

Special Rules: Horde, Monstrous creature, Daedra, cause terror, regenerate (6+), The Third Barrier (a Daedroth's armour save may not be made worse than 4+ (3+ if Greater Daedroth)).

Wargear: Daedroths may breath flame (shooting attack, Assault 1, Template, S4 AP1, flame), and are covered in Daedroth Hide (which gives them a 4+ armour save, or 3+ in the case of Greater Daedroths).

Any number of Daedroth may be upgraded to Greater Daedroths for +80 pts per model.


Frost Atronachs

Elite 24pts/model. Frost Atronachs may be taken in units of 1-12

Name WS BS S T W I A Ld Mg Sv
Frost Atronach 3 3 5 5 2 2 2 7 2 6+

Special Rules: Skirmish, Infantry, Daedra, Atronach.

Element of Cold: Flame damage rerolls to wound Frost Atronachs. Frost Atronachs are immune to frost damage, and their attacks deal frost damage

Wargear: Frost Atronachs are covered in Permafrost Skin (6+ armour save), and have Fists of Ice (a Frost Atronach's melee attacks are AP2. Models attacking a Frost Atronach strike last next round).

Storm Atronachs

Elite 40pts/model. Storm Atronachs may be taken in units of 1-8. 1-8 per unit

Name WS BS S T W I A Ld Mg Sv
Storm Atronach 3 3 4 4 3 7 3 7 2 - / 3++

Special Rules: Skirmish, Infantry, Daedra, 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.

Wargear: A Storm Atronach may project a Void Bolt, 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

Elite 38pts/model. Flesh Atronachs may be taken in units of 1-10. Only 0-1 units of Flesh Atronachs may be taken unless the army general is a Golden Saint Pelaurig or a Dark Seducer Grakedrig,

Name WS BS S T W I A Ld Mg Sv
Flesh Atronach 3 3 5 4 3 3 2 6 2 -

Special rules: Skirmish, Infantry, Daedra, 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.

Wargear: none.

Spells: Healing

Support

Clannfears

Support Clannfears may be taken in units of 5-20 models. They cost 21pts/model. 21 pts per model,

Name WS BS S T W I A Ld Mg Sv
Clannfear 4 0 4 5 1 4 2 7 0 5+

Special Rules: Horde, Beast, Daedra.

Wargear: all Clannfears have sharp claws (their attacks are rending), and are covered in Clannfear hide, which gives them a 5+ armor save, and a 5+ ward save against damage caused by spells.


Hungers

Support Hungers may be taken in units of 10-30 models. They cost 11pts/model.

Name WS BS S T W I A Ld Mg Sv
Hunger 3 0 3 3 1 5 3 7 3 -

Special Rules: Skirmish, Infantry, Daedra, 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.

Wargear: none.

Spider Daedra

Support Spider Daedra may be taken in units of 3-10. They cost 60pts/model.

Name WS BS S T W I A Ld Mg Sv
Spider Daedra 4 4 4 3 2 6 3 7 3 -
Spiderling 2 0 2 2 1 3 1 4 0 -

Special Rules (Spider Daedra): Skirmish, Beasts, 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.

Wargear (Spider Daedra): Spider Daedra have poison spit (the melee attacks of Spider Daedra are Poisoned: 4+).

Spiderlings do not have wargear.

Spells (Spider Daedra): Shock, Healing.

Special Rules (Spiderling): Skirmish, Beasts, Daedra.

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.

Spiderlings do not have spells or wargear.


Winged Twilights

Support 24pts/model. Winged Twilights may be taken in units of 5-20.

Name WS BS S T W I A Ld Mg Sv
Winged Twilight 5 0 3 3 2 5 2 8 2 -

Special Rules: Skirmish, Flier, Daedra.

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.

Wargear: none.

Xivilai

Support 140pts/model. Xivilai may be taken in units of 1-3.

Name WS BS S T W I A Ld Mg Sv
Xivilai 4 4 5 4 3 3 2 9 7 -

Special Rules: Skirmish, Infantry, Daedra.

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.

Wargear: None

Each Xiviliai may be equipped with one of the following:

  • Ebony Greatsword +20pts
  • Ebony Battle Axe +20pts
  • Ebony Warhammer +25pts
  • Daedric Greatswords +30pts
  • Daedric Battle Axe +30pts
  • Daedric Warhammer +35pts

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.

A unit of Xivilai may be accompanied by up 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

Support 450pts. Siege Crawlers are a single model unit.

Name WS BS S T W I A Ld Mg Sv
Siege Crawler 2 2 10 8 6 1 2 10 1 2+

Special Rules: Skirmish, Monstrous Creature, Daedra, Single Model, Fearless, causes terror.

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.

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.

Wargear: Adamantine Skin(2+ armour).

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 sorcerer 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.

2250pts. 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.

Name WS BS S T W I A Ld Mg Sv
Mehrunes Dagon 10 5 10 10 10 5 10 10 10 - / 2++

Special Rules: Skirmish, Monstrous Creature, Physical God, Daedra, 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.

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.

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 Sorcerer 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 Sorcerer Priest.

Name WS BS S T W I A Ld Mg Sv
Mankar Camoran 3 5 3 3 3 2 3 10 8(9) - / 4++

'Special Rules: Skirmish, Infantry, High Elf, Guardian Stone: The Mage.

Prophet of Dagon: Cultist units of all types within 12" of Mankar Camoran may use his Leadership and are Stubborn.

Wargear: Mankor Camoran carries the Staff of Camoran and the Mysterium Xarxes, and wear the Robes of Camoran.

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.

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.

Name WS BS S T W I A Ld Mg Sv
Sheogorath 4 4 4 4 6 10 1d6 10 10 - / 4++

Special Rules: Independent Character, Skirmish, Infantry, Daedra.

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 - at least one 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: Moment of Clarity. 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.

Wargear: Sheogorath carries the Staff of Sheogorath.

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.

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.

Name WS BS S T W I A Ld Mg Sv
The Gatekeeper 4 0 6 6 6 3 5 10 2 - / 3++

Special Rules: Skirmish, Monstrous Creature, Daedra, 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.

Wargear: One of the Gatekeeper's arms has been replaced by the Scythehand.

Scythehand: This weapon has Critical Strike. Enemies struck by the Scythehand strike at I1 next turn.

Spells: Healing

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.

Name WS BS S T W I A Ld Mg Sv
Jyggalag 10 5 7 7 6 5 5 10 10 2+ / 2++

Special Rules: Skirmish, Monstrous Creature, Daedra, Regenerate 6+, Causes Fear.

Physical God: Jyggalag has a 2+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, and Feel No Pain.

Commands of Order: If Jyggalag is in play, you may choose for any random game length rolls to either pass or fail.

Perfect Harmony: Jyggalag does not take wounds for being Fearless and beaten in combat.

Wargear: Jyggalag wears the Armor of Jyggalag, and wields the Sword of Jyggalag. He also wields the Touch of Order.

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.

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+.

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.

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 them down and earns the title for themselves.

140 pts

Boethiah's Champion may replace a Sorcerer Priest in a Boethiah Cult army. They still take a retinue, and must be the general.

Name WS BS S T W I A Ld Mg Sv
Boethiah's Champion 7 3 5 4 3 5 4 10 2 3+

Special Rule: Independent Character, Skirmish, Infantry. Boethiah's champion may be any of the ten common races of Tamriel.

The Champion of Boethiah, and any unit they join, is 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.

Wargear: Boethiah's Champion wears Ebony Mail, and may wield one of the following:

  • Ebony Greatsword
  • Ebony Sword and Shield
  • Ebony Short Bow
  • Ebony Bow

Ebony Mail: Daedric Artifact. The Ebony Mail is heavy armor, grants a 3+ armor save, stealth, and poisoned: 3+.

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.

200 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.

Name WS BS S T W I A Ld Mg Sv
Umaril 7 5 5 5 4 5 4 10 6 3+ / 4++

Special Rules: Skirmish, Monstrous Creature, High Elf.

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.

Proud Ruler: Umaril may challenge an Independent Character or a single model unit to a duel, at the beginning of each round of close combat involving him. If he does, and the challenge is accepted, both models must direct all their offensive spells and attacks against one another this round, and no other models may attack either of them. If the challenge is turned down, the challenged model may not attack or cast spells this round.

Wargear: Umaril wields Umaril's Sword, and wears the Armor of Aetherius.

Umaril's Sword: This hand weapon deals shock damage. Units charging or counter-attacking Umaril lose their +attack charge bonus.

Armor of Aetherius: 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.

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.

160 pts

Umbra may be taken in any Cult army as a Hero, but never a general.

Name WS BS S T W I A Ld Mg Sv
Umbra 7 3 4 4 3 4 3 10 2 2+

Special rules: Skirmish, Infantry. Umbra may be any of the ten common races of Tamriel.

Umbra's Challenge: Umbra may challenge an Independent Character or a single model unit to a duel, at the beginning of each round of close combat involving him. If they do, and the challenge is accepted, both models must direct all their offensive spells and attacks against one another this round, and no other models may attack either of them. If the challenge is turned down, the challenged model may not attack or cast spells this round.

A Worthy Death: Umbra must always charge the nearest unit if possible.

Umbra may bear the blessing of a Guardian Stone for +10 pts.

Wargear: Umbra carries the sword Umbra and a shield, and wears Ebony Armor.

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.

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 model 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. Multiple instances do not stack.

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. Multiple instances do not stack.

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. Multiple instances per element do not stack.

Stoneflesh: Cost 2, 1-handed, any time. Caster gets +1 to his armor save this turn. Multiple instances do not stack.

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). Multiple instances per element do not stack.


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. May only be cast on a particular model once per turn.

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, 1-handed. Range 12", requires LOS. Targets a single enemy model(for the purpose of this spell, monsters and each of their riders count as distinct models). That model takes an Mg test(using its base value) on 3d6. If he fails, he cannot 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(instant death is still calculated using base toughness), 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. Each additional Soul Trap requires an additional casualties to be dealt.

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, caster's unit, or another one of caster's spells. 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 and his spells become 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).