Scrollhammer: Daedra Cults

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Even Daedric Princes have their days off.

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, 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 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

Types of Lists

A Daedra Cults army may be taken using one of three lists, representing the various types of Daedric armies in existence. One Hero choice is nominated as the army's general. Which model is the general determines what will be contained in the list. Certain models become 0-1 depending on the makeup of the army. Special Characters which are allowed for a list can replace the required nominated general and still use the same list. Special Character may not be used outside the list they are nominated for.

Cult Army

Heroes: Sorceror-Priest w/ retinue, allowed special characters. 0-1 total of any other Hero choices.

Core: 1+ Cultist Covens, Flame Atronachs. 0-1 of each other Core choice.

Elite: Frost Atronachs, Storm Atronachs. 0-1 of each other Elite choice.

Support: 0-1 of each Support choice.

Special Characters: Mankar Camoran w/ retinue, Umbra, Champion of Boethiah w/ retinue

Certain Daedra are associated with a specific Daedric Prince. If the cult worships that Prince, those Daedra are do not have the regular 0-1 restriction.

Daedric Army

Heroes: Dremora Lord, allowed special characters. 0-1 total of any other Hero choices.

Core: Scamps, Dremora Warriors, Flame Atronachs, 0-1 of each other Core choice.

Elite: Aurorans, Daedroths, Frost Atronachs, Storm Atronachs, 0-1 of each other Elite choice.

Support: Clannfears, Hungers, Spider Daedra, Winged Twilights, Xivilai.

Special Characters: Mankar Camoran w/ retinue, Mehrunes Dagon, Umaril the Unfeathered

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.

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).

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.

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 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 supplement. A Daedric Prince's associated Daedra are not 0-1 in a Cult Army.

Two Cultist units types may be formed.

Priest with Retinue (Hero): 1 Sorceror-Priest or High Priest with retinue of 4-9 Sorcerors and Blackguards.

Coven (Core): 1 Sorceror or Blackguard (unit leader) with 9-19 Cultists and Minions, and 0-10 Initiates.

Priest and Coven are both 0-1 unless the Priest is nominated as your general, in the case of a cult army.


The Daedric Princes and their Blessings

Not all Daedric Princes are represented in this army list. The units relevant to some are found in other lists. When a player decides to run any Cultists in his army, he must decide which Daedric Prince 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 worshippers.


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.

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 within the lost tomes of 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 Mehrune's 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 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 their souls. 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.


Sheogorath, The Mad God

Sheogorath is insane. It is said that nobody but himself can guess his motives, but even he's wrong 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 out Sheogorath, only to find themselves going mad in due time.

Sheogorath favors Golden Saints and Dark Seducers, although any particular group of cultists may only choose one. Sheogorath's artifacts are the Spear of Bitter Mercy, Fork of Horripilation, and Wabbajack. His worshippers may be up to 4" apart and still be in coherency. His worshippers 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 things. 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, and Rage, this game turn. 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 this game turn.


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 artifact is the Skull of Corruption. Vaermina's cultists cause Terror.


Heroes

Dremora Lord

100 pts (150 pts for Valkynaz)

Hero Independent Character(skirmish default), Infantry, Daedra. Dremora Lords may not join Golden Saints or Dark Seducers. Single Model

Markynaz WS6 BS4 S4 T4 W3 I4 A3 Ld10 Mg4 Sv4+

Valkynaz WS6 BS4 S5 T5 W3 I4 A4 Ld10 Mg5 Sv4+

Wargear: Dremora Mace, Dremora Shield, Dremora Armor

Spells: Firebolt, Bound Sword

Special Rules:

Heralds of Doom: Dremora cause fear.

May replace weapon in both hands with

Dremora War Hammer for +20 pts

May replace shield with:

A second Dremora Mace free

Spell: Flames +5 pts

May replace Dremora Armor with:

Black Robes +10 pts per model

Daedric Armor +35 pts per model

May take one of the following spells:

Drain Strength or Disintegrate +10 pts

Daedric Bite, Command Mortal, Bound Battleaxe, Bound Bow, Burden or Fireball +15 pts

Incinerate, Cripple, Disintegrating Blast, or Sound of Screams +30 pts

Fire of Oblivion or Wall of Flames +35 pts

May take an Atronach Familiar. This grants the Dremora Lord the ability to buy a second spell from his spell list, and a summoning spell, for a cost depending on the nature of the creature summoned:

Summon Flame Atronach(cost 2) +51 pts

Summon Frost Atronach(cost 3) +64 pts

Summon Storm Atronach(cost 4) +80 pts

May take magic items from armory where applicable.

May upgrade any weapon to Daedric for +25 pts.


Golden Saint Pelaurig

100 pts

Hero Independent Character(skirmish default), Infantry, Daedra. Pelaurigs may not join Dremora or Dark Seducers. Single Model

Pelaurig WS5 BS4 S4 T4 W3 I4 A3 Ld10 Mg5 Sv5+

Wargear: Golden Sword, Golden Shield, Golden Armor

Spells: Shock Shield, Healing, Dispel

May replace weapon in both hands with:

Golden Bow(or Golden Short Bow) +10 pts

May replace Golden Armor with:

Amber Armor +25 pts per model

May replace any spell with:

Sparks, Shock Repulsion, Chain Lightning, Bound Bow, Dispulsion, or Shock, Bound Armor (free)

May take one of the following spells:

Lightning Bolt or Lightning Cone +30 pts Oblivion Lightning +35 pts

May take an Atronach Familiar. This grants the Pelaurig to buy a second spell from her spell list, and a summoning spell, for a cost depending on the nature of the creature summoned:

Summon Flesh Atronach (cost 4) +80 pts

May take magic items from armory where applicable.

May upgrade any weapon to Amber for +15 pts.


Dark Seducer Grakedrig

100 pts

Hero Independent Character(skirmish default), Infantry, Daedra. Grakedrigs may not join Dremora or Golden Saints. Single Model

Grakedrig WS5 BS4 S4 T4 W3 I4 A3 Ld10 Mg5 Sv5+

Wargear: Dark Sword, Dark Shield, Dark Armor

Spells: Flame Shield, Healing, Ward

May replace weapon in both hands with:

Dark Bow(or Dark Short Bow) +10 pts

May replace Dark Armor with:

Madness Armor +25 pts per model

May replace any spell with:

Bound Sword, Flame Repulsion, Fireball, Lower Resist, Terrify, Mindless Frenzy, Bound Armor (free)

May take one of the following spells: Flamewave, Silence +30 pts Heat Blast +35 pts

May take an Atronach Familiar. This grants the Grakedrig to buy a second spell from her spell list, and a summoning spell, for a cost depending on the nature of the creature summoned:

Summon Flesh Atronach (cost 4) +80 pts

May take magic items from armory where applicable.

May upgrade any weapon to Madness for +15 pts.


Core

Scamps

6 pts per model Core Horde, Infantry, Daedra Unit Size: 10-40 models

WS2 BS2 S3 T3 W1 I2 A1 Ld6 Mg2 Sv-

Wargear: none

Spells: Firebolt

Special Rules:

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

Lowly Servants: 0-5 Scamps may be bought as an upgrade to 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 War Hammer +4 pts per model

The entire regiment may replace shields with:

A second Dremora Mace (free)

Spell: Flames +2 pts per model

The entire regiment may replace Dremora Armor with:

Black Robes (unarmored, +1 Mg) +2 pts per model

Kynreeve may take any one of the following spells:

Bound Sword, Bound Armor, Disintegrate, or Drain Strength +5 pts

Daedric Bite, Bound Battleaxe, or Fireball +10 pts

Burden, Bound Bow +15 pts

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


Golden Saints

14 pts per model Core, 0-1 unless army general is a Golden Saint Pelaurig Fight in Ranks, Infantry, Daedra Unit Size 5-20

Golden Saint WS4 BS4 S4 T4 W1 I4 A2 Ld8 Mg2 Sv5+

Wargear: Golden Sword, Golden Shield, Golden Armor

Spells: Shock Repulsion, Sparks

May upgrade a model to: Champion (+1W, +1A, +1 Mg) +26 pts

The entire regiment may replace their weapons in both hands with:

Golden Bow (or Golden Short Bow) +2 pts per model

The entire regiment may replace either of their spells with:

Bound Armor, Daedric Bite or Chain Lightning +2 pts per model

The Champion may take one of the following spells in addition to the others:

Healing or Stoneflesh +5 pts

Shock Shield, Bound Bow or Command Mortal +10 pts

Dispel, Lightning Bolt or Lightning Cone +15 pts

The Champion may take up to 10 pts of magic items from the armory where appropriate.


Dark Seducers

14 pts per model Core, 0-1 unless army general is a Dark Seducer Grakedrig Fight in Ranks, Infantry, Daedra Unit Size 5-20

Dark Seducer WS4 BS4 S4 T4 W1 I4 A2 Ld8 Mg2 Sv5+

Wargear: Dark Sword, Dark Shield, Dark Armor

Spells: Ward, Flame Repulsion

May upgrade a model to: Champion (+1W, +1A, +1 Mg) +26 pts

The entire regiment may replace their weapons in both hands with:

Dark Bow (or Dark Short Bow) +2 pts per model

The entire regiment may replace either of their spells with:

Bound Armor, Daedric Bite or Fireball +2 pts per model

The Champion may take one of the following spells in addition to the others:

Bound Sword +5 pts

Flame Shield, Lower Resists, Terrify, or Mindless Frenzy +10 pts

Incinerate, Flamewave, or Silence +15 pts

The Champion may take up to 10 pts of magic items from the armory where appropriate.


Flame Atronachs

11 pts per model Core Skirmish, Infantry, Daedra Unit Size: 3-20

WS3 BS3 S3 T3 W1 I5 A2 Ld6 Mg2 Sv-

Wargear: None

Special Rules: Atronach

Element of Fire: Cold Damage rerolls to wound Flame Atronachs. Flame Atronachs always ignore fire damage. Their close combat attacks deal fire damage, and deal d3 wounds.

Hands of Flame:

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


Elite

Aurorans

35 pts per model Elite Fight in Ranks, Infantry, Daedra Unit Size: 5-20

Auroran WS4 BS4 S4 T4 W2 I5 A2 Ld10 Mg3 Sv5+

Wargear:

Axe of Light: An Axe of Light is an Elven Battle Axe, which deals shock damage, and each hit drains 1 mana die next turn from enemy. For every unsaved wound, the enemy unit's surviving models have 1 mana die drained from them next turn, allocated by their controller as normal.

Meridia's Mantle: This Heavy Armor provides a 5+ armor save, and a 4+ Ward Save from spell damage.

Spells:

The Light that Burns, Shock Repulsion

Special Rules:

Preferred Enemy (Undead)

Blinding Strength: Aurorans have Furious Charge, and can wield their Axes of Light with only one hand.


Daedroths

80 pts per model Elite, 0-1 unless army general is Dremora Lord Horde, Monstrous creature, Daedra Unit Size: 1-10

Daedroth WS4 BS0 S5 T5 W3 I2 A3 Ld9 Mg3 Sv4+

Greater Daedroth WS4 BS0 S6 T6 W5 I2 A4 Ld9 Mg3 Sv3+

Wargear:

Daedroth Hide(4+ armor save, 3+ on Greater Daedroth)

Flame Breath: Shooting attack, Assault 1, Template, S4 AP1, flame

Special Rules:

Causes Terror, Regenerate(6+)

The Third Barrier: A Daedroth's armor save may not be made worse than 4+ (3+ if Greater Daedroth)

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


Frost Atronachs

24 pts per model Elite Skirmish, Infantry, Daedra Unit Size: 1-12 WS3 BS3 S5 T5 W2 I2 A2 Ld7 Mg2 Sv6+

Wargear: Permafrost Skin(6+ armor save)

Special Rules:

Atronach

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

Fists of Ice: A Frost Atronach's melee attacks are AP2. Models attacking a Frost Atronach strike last next round.


Storm Atronachs

40 pts per model Elite Skirmish, Infantry, Daedra 1-8 per unit

WS3 BS3 S4 T4 W3 I7 A3 Ld7 Mg2 Sv-

Wargear: none

Special Rules:

Atronach

Element of Lightning: Storm Atronachs are immune to shock damage, and deal shock damage with their melee attacks.

Living Storm: Storm Atronachs may pass over flat terrain which would normally be difficult, such as marshes and rivers, with ease. Storm Atronachs have a 3+ ward save.

Void Bolt:

Storm Atronachs have a shooting attack with the following profile: S3, ignores armor, Regular 1, Range 24". For each unsaved wound dealt, Void Bolt scores an additional hit. For each hit, the unit recovers 1 less mana die the next turn. Spell damage, shock.


Flesh Atronachs

38 pts per model Elite, 0-1 unless army general is a Golden Saint Pelaurig or a Dark Seducer Grakedrig or a special character saying otherwise Skirmish, Infantry, Daedra 1-10 models per unit.

WS3 BS3 S5 T4 W3 I3 A2 Ld6 Mg2 Sv-

Wargear: none

Spells:

Healing

Special Rules: Atronach, Frenzy, Cause Fear

Element of Flesh: Flesh Atronachs are not affected by poison. Poisoned weapons wound them normally. In addition, they have 4+ ward save against spells. If it succeeds, they get +1 mana die the next turn.

Power of Flesh: Flesh Atronachs may discard 1 mana die to gain Poisoned(3+) on their attacks for a round.


Support

Clannfears

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


Hungers

11 pts per model Support Skirmish, Infantry, Daedra Unit size: 10-30

Hunger WS3 BS0 S3 T3 W1 I5 A3 Ld7 Mg3 Sv-

Wargear: none

Special Rules:

Cause Fear.

The Hunger: A pack of Hungers which has destroyed an enemy unit gains Feel No Pain for the duration of the game.

Feast of Strength: Units attacking a pack of Hungers lose their +attacks charge bonus or counter-attack bonus.


Spider Daedra

60 pts per model Support Skirmish, Beasts, Daedra Unit Size 3-10 Spider Daedra

Spider Daedra WS4 BS4 S4 T3 W2 I6 A3 Ld7 Mg3 Sv-

Spiderling WS2 BS0 S2 T2 W1 I3 A1 Ld4 Mg0 Sv-

Wargear: Poison Spit (melee attacks of Spider Daedra are Poisoned(4+))

Spiderlings do not have wargear.

Spells: Spider Daedra have Shock and Healing.

Spiderlings do not have spells.

Special Abilities:

Spider Daedra cause Fear.

Spawn Spiderlings: Spiderlings are sent forth from Spider Daedra over the course of the battle. At the beginning of each of your turns, roll a d6 for each Spider Daedra in the unit which is not in melee combat. For each roll of a 5+, you may add a Spiderling model to the unit if you have a proper location to deploy it. If all the Spider Daedra in the unit are killed, the Spiderlings perish as well.

Web of Mephala: Enemy units within 6" of a Spider Daedra get -1 I and move as if through difficult terrain.

Neurotoxin Cloud: Enemies in base contact with a Spiderling must pass an initiative test every round of combat. If they fail, their WS is reduced to 1 for the duration of the round.


Winged Twilights

14 pts per model Support Skirmish, Flier, Daedra Unit Size: 5-20

Winged Twilight WS5 BS0 S3 T3 W1 I5 A2 Ld8 Mg2 Sv-

Wargear:

Wings

Special Rules:

Azura's Beauty: Winged Twilights may choose to ignore enemy spells targeting or affecting them on a 5+. If this is successful, they automatically recast the spell for free against its source(even there is not sufficient range/LOS/Winged Twilights are silenced)

Touch of Dusk: Winged Twilights wound on a 2+ regardless of toughness.


Xivilai

140 pts per model Support Skirmish, Infantry, Daedra 1-3 Xivilai per unit

Xivilai WS4 BS4 S5 T4 W3 I3 A2 Ld9 Mg7 Sv-

Wargear: None

Spells:

Each Xivilai in the unit may take up to 4 appropriate spells of your choice from the Destruction and/or Mysticism schools available in the Daedra Cults army book.

Special Rules:

Absorb Magicka: Spells get -1 to wound against Xivilai. Each time a spell hits but fails to wound a Xivilai, it gains a mana die.

Incredible Might: Xivilai can wield 2-handed weapons with one hand, and no penalty to initiative.

Any number of Xivilai in the unit may be given one of the following:

Ebony Greatsword or Battle Axe +20 pts

Ebony War Hammer +25 pts

Daedric Greatsword or Battle Axe +30 pts

Daedric War Hammer +35 pts

A unit of Xivilai may take to 2 Clannfears per Xivilai, for +20 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.


Equipment

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

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)

Dremora Maces, Golden Swords, and Dark Swords are hand weapons.

Golden and Dark armor are Light Armor. Dremora, Amber and Madness armor are Heavy Armor.

Black Robes are unarmored clothing. They grant +1 Mg.


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.

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 unsaved wound, the targeted unit takes an additional hit.

Lower Resists: Cost 2, shooting attack. Assault 1, Range 18". If the enemy unit is hit, until the beginning of your next turn, you may choose to resolve any magic damage dealt to the unit as having no element, or as not being magic or spell damage.

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

Flamewave: Cost 3, shooting attack. S4 AP1, Assault 1, Template, deals d3 wounds, flame.

Lightning Bolt: Cost 3, shooting attack. S7 AP0, Regular 1, Range 48", drains 1 mana die next turn from the unit from the model hit, shock.

Lightning Cone: Cost 3, shooting attack. S3 AP0, Assault 2, Template, drains 1 mana die from the unit next turn per model hit, shock.

Cripple: Cost 3, Cast anytime. Range 12", requires LOS. Targeted unit gets -1 S this turn.

Disintegrating Blast: Cost 3, Cast anytime. Range 12", requires LOS. Targeted unit's shields have no effect this turn. That unit loses second hand weapon +1 A bonuses if it has them.

Peryite's Reordering(Peryite cultists only): Cost 4, Cast anytime. Range 12", requires LOS. Targeted unit's close combat weapons count as lowest quality hand weapons, and its ranged weapons count as their lowest quality, non-magical versions, this turn.

Wall of Flames: Cost 4, shooting attack. Large Blast, Heavy 1, Range 12". The template remains in play until your next turn, affecting everyone in it. At the end of each player turn, while the wall lasts, each model touching it takes a S4 AP1 flame hit with no cover saves allowed. Each model which had touched it at any point this player turn then takes a S3 AP0 flame hit with no cover saves allowed. On your next turn, the spell continues to remain in play on a d6 4+

Fire of Oblivion: Cost 4, shooting attack. S4 AP1 Large Blast, Regular 1, Range 18", reroll failed wounds, deals d3 wounds, flame.

Oblivion Lightning: Cost 4, shooting attack. S7, Ignores armor saves. Assault 1, Template, units touched lose all mana dice in pool next turn, shock.

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

Firestorm: Cost 5. May only be cast during your shooting phase, if caster has not and will not move/sprint/charge this turn. Place the Large Blast Template over caster. Every enemy unit under the template is hit once for each model under the template. The hits are S8 AP1, reroll failed wounds, (no cover saves), deal d6 wounds, flame.

Lightning Storm: Cost 5, shooting attack. S5, ignores armor saves. Heavy 2d6, Range 72", drains one mana die next turn from unit per hit, shock.

Voidscream Lightning: Cost 6, shooting attack. S10, ignores armor saves and cover saves. Heavy 1, Range 72", drains all mana dice next turn from hit unit, causes Instant Death, shock.

Maw of the Wastes: Cost 7, cast during your movement phase. Range 18", requires LOS. Target unit's saves are ignored until the beginning of your next turn. That unit's Strength, and Strength of all its weapons, becomes an unmodifiable 1 until the beginning of your next turn.


School of Conjuration

Bound Sword: Cost 1, 1-handed, assault phase. Equips a Bound hand weapon in casting hand until end of turn.

Bound Bow: Cost 2, shooting phase. Equips a Bound Bow in both hands until end of turn.

Bound Battleaxe: Cost 2, assault phase. Equips a Bound Battleaxe in both hands until end of turn.

Bound Armor: Cost 1, movement phase. Caster's armor/robe is replaced by 5+ heavy armor until end of turn.

Summon: (cost varies) A summoned unit is included in the caster's profile, kept in reserve, and may not enter play by any normal means. It may enter play via Deep Strike within 6" of caster if it is in reserve when the spell is cast. It counts as a separate unit, regardless of size. A summoned unit cannot hold objectives. If it is slain, it is not considered a kill point, but is placed back in reserve to be summoned again if the caster so chooses.


School of Alteration

The Light That Burns(Aurorans only): Cost 1, 1-handed. May be used either as a spell or as a hand weapon. If a hand weapon, it deals Shock damage, and counts as a hand weapon for all other purposes. 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.

Flame/Frost/Shock Repulsion: Cost 1, 1-handed, any time. Caster gets +2 to Ward Save (or a 5+ Ward Save if no such save already exists for him) against chosen element.

Stoneflesh: Cost 2, 1-handed, any time. Caster gets +1 to his armor save this turn.

Flame/Frost/Shock Shield: Cost 3, 1-handed, any time. Caster gets +1 to his armor save this turn, and gets a 4+ ward save against chosen element(flame/frost/shock).

School of Illusion

Command Mortal: Cost 2. Cast during either player's shooting phase. Chose a model which is not Fearless within 6". That model makes a Ld test on its own value. If it fails, it attacks the nearest model in its own unit (randomly picked if tied), and then is attacked back by that model, the following round of close combat. Those models fight each other: they cannot attack their enemies that round.

Terrify: Cost 2, any time. Target unit within 6" gets -1 Ld until end of turn.

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.

Silence: Cost 3, your shooting phase. Range 18", requires LOS. Targets a single enemy model. That model may not cast spells until the beginning of your next turn.

Namira's Touch(Namira Cultists only): Cost 4, cast anytime. Select a unit within 6" of caster. Until the beginning of your next turn, that unit's WS and BS are reduced to 1.

Torments of Oblivion: Cost 5, cast anytime. Select a unit within 6" of caster. Until the beginning of your next turn, that unit's toughness is reduced to 1, and its armor save is reduced to "-".

Bal's Temptation(Molag Bal cultists only): Cost 7, cast during your movement phase. Select an enemy unit within 6" of caster. Every model in that unit must take an Ld test on its own value. Models that fail are removed from the game, and placed into reserve under your control for the rest of the game.

School of Mysticism

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.

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.

School of Restoration

Healing: Cost 1. Cast during any movement phase. Caster regenerates a wound on a 4+

Heal other: Cost 1. Cast during any movement phase. Target model within 6" of caster regenerates a wound on a 5+

Ward: Cost 2, 1-handed. Cast in response to an enemy spell which would target or immediately effect caster or caster's unit. Caster and the caster of the enemy spell roll d6's, and add their respective Mg values to them. If caster's final score is higher, he unit becomes immune to the effects of that spell for its duration. Hits resolved on him from the spell do nothing.

Light of Dawn(Azura Cultists only): Cost 2. Cast in response to an enemy spell which would target or immediately effect caster or caster's unit. Roll a d6. On a roll of 6, the spell is negated, and immediately recast by caster of Light of Dawn for free against the enemy unit which originally cast it(even if out of range/LOS).