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===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 that can take that type of item, and replaces that item(or follows that item's rules for replacing other items, if it can only be taken as an option). A model that may purchase Magic Items from this armory may take up to 3 consumables. Other items can be taken freely. Certain items may be further restricted to a particular model. The Daedra Prince's personal 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, and they may not be upgraded further. (Replacements are only available to models that 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 has Shred. May be upgraded again to a weapon of Incineration for +12 pts, granting it Multiple Wounds(d3). Weapon of Sparks: Weapon upgrade for +8 pts. Weapon deals Shock damage and has Magicka Drain(1) on striking. May be upgraded again to a weapon of Lightning for +12 pts, causing it to resolve a S3AP0 shock hit with Magicka Drain(1) 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 turn. Weapon of Convulsion: Weapon upgrade for +8 pts. Models hit by weapon have -1 T during this round of combat(if the hit is in melee) and 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 their controller's next turn. Leech Weapon: Weapon upgrade for +10 pts. Weapon has Absorb Health(6+). Weapon of Striking: Melee weapons only, upgrade. +10 pts. Weapon gets +1 to hit. Weapon of Might: Melee weapons only, upgrade. +10 pts. Weapon strikes at +1 Strength. Weapon of Light: Ranged weapons only, upgrade. +2 pts. Models hit by weapon whilst Night Fighting is active lose their Night Fighting cover save bonus for the remainder of the phase. Weapon of Screams: Ranged weapons only, upgrade. +6 pts. Models hit by weapon must re-roll all Power Dice whenever they successfully cast a spell until the end of next turn, and abide by the second result(remember that each die can only ever be re-rolled once). Staff of Sorcery: Staff. +10 pts. Wielder gets +1 Mg. Staff of Oblivion: Staff. +20 pts. Wielder gets +2 to rolls to cast Destruction and Illusion spells. 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 Morale check on its own highest value. If it fails, you may choose for it to fall back. Alternatively, you may force it to move as quickly as possible along the shortest possible route towards the nearest unit it can see that its controller's opponent controls(if marching it must do the same), and must always charge the nearest enemy unit that it is allowed to charge, 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 one Illusion or Destruction spell he knows, can cast, and has enough Power Dice to be able to cast normally. +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: ''Doomstrike'': S8 AP7, Move or Fire 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 that strikes with +5 AP. +10 pts. Blade of Destruction: Daedric Artifact. This is a Daedric hand weapon that deals flame damage and has Shred. Each enemy model in base contact with wielder takes a S4 AP0 Shred flame hit in addition to wielder's attacks whenever he strikes. +45 pts. Maelstrom Blade: Daedric Artifact. This is a Daedric Katana, that must replace a Dremora's 2-handed weapon if taken. Whenever bearer attacks in close combat, roll a d6. On a 1-3, until your next turn, every model hit by the 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. If a model hit or bearer already one of these effects on it, no further effect is made. +50 pts. Daedric Crescent: Daedric Artifact. This is a Daedric Katana, that must replace a Dremora's 2-handed weapon if taken. Bearers attacks get +7 AP. Models struck by the Daedric Crescent strike are Paralyzed until end of turn. +60 pts. Oblivion Hammer: This is War Hammer. Enemies hit by an Oblivion Hammer are reduced to Initiative 1 until the end of next turn. +30 pts. ====Armour and Shields==== Armour of Resist Element: Armour 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 Armour of Elemental Negation for +15 pts, giving that same element -1 to wound against bearer. Armour of Resist Magic. Armour upgrade for +8 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage. Armour of Strength: Armour upgrade for +15 pts. Bearer has +1 S. Shield of Warding: Shield upgrade for +5 pts. Bearer may take an Initiative test each phase that he suffers one or more wounds from a shooting attack, before rolling saves. If bearer passes, and has a hand weapon that can normally be used to parry, he may use Parry against shooting attacks this phase(even if it came from a Monstrous Creature or a model with more than twice his WS). He may not, however, Parry any shooting attack that does not roll to hit in the normal manner. Shield of Resist Element: Shield upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer gets +1 to his armour save against that element. May be upgraded again to shield of Elemental Negation for +10 pts, giving bearer Feel No Pain against that element. Robes of the Heretic: Mortal cultists only. Unarmored clothing. Bearer's summons may choose to ignore effects from spells or magic weapons that specifically target Daedra, on a d6 roll of 2+. +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 automatically cast a Summon Daedra spell that he knows without having to roll or spend Power Dice. +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 effects triggering on the attempt, you may remove him as a casualty to cast that spell successfully instead. +10 pts. Glass of the Inferno: Daedric Artifact. This is Glass Armor that grants bearer a 3+ ward save against flame damage. +30 pts for mortal cultists, +20 pts for Daedra. 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==== Amulet of Resist Magic: Bearer has 6+ ward save( or +1 to his ward save) against spells. +10 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. +10 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 arriving by Deep Strike, 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, as well as enemies in base contact with those models, get -1WS -1S. +15 pts Magicka Singularity: Bearer may take up to five consumables. +30 pts Tome of Damnation: Daedric Artifact. Bearer may spend Power Dice equal to the minimum number required for him to cast a spell that he is attempting to cast, and then take a Ld test on his own value instead of rolling normally. 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 per model. Scrolls: Scrolls are available for all spells in the army spell list except Unique Daedra Prince spells and Summon spells. Scroll of Cast on 4+ or Lower Spell: +5 pts Scroll of Cast on 5-8+ spell: +10 pts Scroll of Cast on 9-12+ spell: +20 pts Scroll of Cast on 13-19+ spell: +30 pts Scroll of Cast on 20-25+ spell: +45 pts Scroll of Cast on 26+ or Higher spell: +60 pts Potions: The following potions are available to this army: Healing Potion: Heals drinker on a d6 5+ on consumption. +5 pts Magicka Potion: Replenishes 1 Power Die on consumption. May be consumed at any time. +4 pts Water-Breathing Potion: Drinker treats water features as Open Terrain and gains a 6+ cover save from being in them this turn. +2 pts Strong Potion of Healing: Heals drinker on a d6 2+ on consumption. +25 pts Strong Potion of Magicka: Replenishes Power Dice up to drinker's Mg on 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 to drinker against that element this turn. +4 pts Potion of Strength: Drinker gets +1 S this turn. +4 pts. Daedra Heart: A model that eats a Daedra heart must immediately take a toughness test. If it fails, it permanently loses 1 Strength and 1 Toughness for the remainder of the game. If it succeeds, all its missing wounds are regenerated and all ongoing magical effects are dispelled from it. +35 pts
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