Scrollhammer: Daedra Cults
Daedra Cults are the armies of the great Daedric Princes who dwell in the realm Oblivion, and the mortal worshippers who summon demonic hordes to do their bidding. Included are the rules for fielding this army in Scrollhammer.
General Rules
Daedra Racial Traits:
Daedra are Fearless and have Eternal Warrior.
Otherworldly: Daedra get a 4+ Ward Save against non-magical attacks. Silver and Daedric weapons ignore this effect. Daedra cannot be affected by Beast Tongue and Command spells unless a rule states otherwise.
Summon: Daedra can be summoned by some spells. A summoned Daedra deep strikes within 6" of the summoning model once the spell is cast. A summoned Daedra fights as a single model, but can be joined by an Independent character. If the Daedra is slain, it may be summoned again. Summoned Daedra do not grant kill points or hold objectives, and are part of the summoner's profile on the Force Org chart unless otherwise noted.
Atronach: An Atronach is an elemental golem native to the realms of Oblivion. Atronachs are unable to hold objectives.
Army List
[work in progress] More will be added later
Heroes
Dremora Lord
100 pts (150 pts for Valkynaz)
Hero Independent Character(skirmish default), Infantry, Daedra Single Model
Markynaz WS6 BS4 S4 T4 W3 I4 A3 Ld10 Mg4 Sv4+ Valkynaz WS6 BS4 S5 T5 W3 I4 A4 Ld10 Mg5 Sv4+
Wargear: Dremora Mace, Dremora Shield, Dremora Armor
Spells: Firebolt, Bound Sword
Special Rules:
Heralds of Doom: Dremora cause fear.
May replace weapon in both hands with
Dremora Greatsword for +20 pts
Dremora War Hammer for +20 pts
May replace shield with:
A second Dremora Mace free
Spell: Flames +5 pts
May replace Dremora Armor with:
Black Robes +20 pts per model
Daedric Armor +35 pts per model
May take one of the following spells:
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 next turn per hit.
Drain Strength: Cost 1, assault phase, 1-handed. A model in base contact with caster gets -1 Str this round.
Disintegrate: Cost 1, assault phase, 1-handed. A model in base contact with caster loses its second hand weapon +1 A bonus, or all shield bonuses to its armor save, this round.
Daedric Bite: Cost 2, shooting attack. S6 AP2, Regular 1, range 24"
Fireball: Cost 2, shooting attack. S4 AP1 Blast, Regular 1, Range 24", flame.
Chain Lightning: Cost 2, shooting attack. S3 AP0, Regular 1, Range 24", shock. For each hit, the targeted unit loses 1 mana die next turn. For each successful wound, the targeted unit takes an additional hit.
Lower Resists: Cost 2, shooting attack. Assault 1, Range 18". If the enemy unit is hit, until the beginning of your next turn, you may choose to resolve any magic damage dealt to the unit as having no element, or as not being magic or spell damage.
Incinerate: Cost 3, shooting attack. S5 AP1, Regular 1, Range 36", deals d3 wounds, flame.
Flamewave: Cost 3, shooting attack. S4 AP1, Assault 1, Template, deals d3 wounds, flame.
Lightning Bolt: Cost 3, shooting attack. S7 AP0, Regular 1, Range 48", drains 1 mana die next turn from the model hit, shock.
Lightning Cone: Cost 3, shooting attack. S3 AP0, Assault 2, Template, drains 1 mana die next turn per model hit, shock.
Cripple: Cost 3, Cast anytime. Range 12", requires LOS. Targeted unit gets -1 S this turn.
Peryite's Entropy: 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.
Wall of Flames: Cost 4, shooting attack. Large Blast, Heavy 1, Range 12". The template remains in play until your next turn, affecting everyone in it. At the end of each player turn, while the wall lasts, each model touching it takes a S4 AP1 flame hit with no cover saves allowed. Each model which had touched it at any point this player turn then takes a S3 AP0 flame hit with no cover saves allowed. On your next turn, the spell continues to remain in play on a d6 4+
Fire of Oblivion: Cost 4, shooting attack. S4 AP1 Large Blast, Regular 1, Range 18", reroll failed wounds, deals d3 wounds, flame.
Oblivion Lightning: Cost 4, shooting attack. S7, Ignores armor saves. Assault 1, Template, units touched lose all mana dice in pool next turn, shock.
Heat Blast: Cost 4, shooting attack. S6, Ignore armor saves. Assault 1, Template, reroll failed wounds, flame.
Firestorm: Cost 5. May only be cast during your shooting phase, if caster has not and will not move/sprint/charge this turn. Place the Large Blast Template over caster. Every enemy unit under the template is hit once for each model under the template. The hits are S8 AP1, reroll failed wounds, (no cover saves), deal d6 wounds, flame.
Lightning Storm: Cost 5, shooting attack. S5, ignores armor saves. Heavy 2d6, Range 72", drains one mana die next turn per hit, shock.
Voidscream Lightning: Cost 6, shooting attack. S10, ignores armor saves and cover saves. Heavy 1, Range 72", drains all mana dice next turn from hit unit, causes Instant Death, shock.
Maw of the Wastes: Cost 7, cast during your movement phase, if caster has not and will not move/sprint/charge this turn. 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.
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:
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.
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.
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.