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====The Daedric Princes==== The various Daedric Princes constantly quarrel and vie for the service of mortals. Each has its own retinue of servants, both in the Daedra of Oblivion and in the races of Mundus. The army list that you may take for a Daedra Cult army depends on which Daedric Prince you choose. Each Daedric Prince has a list for Cult forces, and some have separate lists for a Daedra army. Each Daedric Prince also has special rules governing its army. Note: Not all of the powers of Oblivion are represented in this army book. The units relevant to some Daedric Princes and other otherworldly beings are found in other books. =====Azura, Prince of Dusk and Dawn===== Azura is to mortals considered to be among the friendlier Daedra. 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 prophet Veloth in his long journey to Resdayn long ago, and later guided the Nerevarine on his quest against the Sixth House. '''Cult Army(Azura)''' *Heroes: 1+ Sorcerer-Priest w/ retinue. 0-1 Winged Twilight Handmaiden. *Core: 1+ Cultist Covens, Flame Atronachs, 0-1 Scamps. *Elite: Frost Atronachs, Storm Atronachs, 0-1 Aurorans, 0-1 Daedroth, 0-1 Vermai, Shrine of Azura. *Support: Winged Twilights, 0-1 Clannfears, 0-1 Hungers, 0-1 Spider Daedra. '''Daedra Army(Azura)''' *Heroes: Winged Twilight Handmaiden. *Core: Winged Twilights, Scamps, Flame Atronachs. *Elite: Aurorans, Daedroths, Frost Atronachs, Storm Atronachs, Vermai, 0-1 Shrine of Azura. *Support: Clannfears, Hungers, Spider Daedra, Xivilai, Cultist Covens, 0-1 Sorcerer-Priest w/ retinue. '''Specific Rules''' Artifact: Azura's Star Unique Spell: Light of Dawn Shrine's Blessing: *Star of Dusk and Dawn. At the beginning of each of your turns, nominate up to d3 units within 48" of the Shrine of Azura. That unit gets +1 to their Ward Save against spells(or a 6+ Ward Save if they do not already have one) until the beginning of your next turn. During dawn or dusk(the turn after Night Fighting ends if the game begins at night, or the first turn of naturally occurring Night Fighting, if the game does not begin at night), you may nominate up to d6 units, and this bonus is increased to +2(or a base 5+ save for models normally without one). Multiple instances of this effect do not stack. Special Rules: *Mirrored Shadow: You may reroll three Power Dice per game for spells being cast by models in an army serving Azura. You must abide by the second result. An Azura Cult army is Desperate Allies with all Dunmer Great Houses, and Trusted Allies with a Lone Hero Nerevarine. An Azura army can never ally with a force serving Sheogorath, Mehrunes Dagon or Molag Bal. =====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. '''Cult Army(Boethiah)''' *Heroes: 1+ Sorcerer-Priest w/ retinue. 0-1 Dremora Lord. *Core: 1+ Cultist Covens, Flame Atronachs, 0-1 Scamps, 0-1 Dremora Warriors OR Golden Saints. *Elite: Frost Atronachs, Storm Atronachs, 0-1 Aurorans, 0-1 Daedroth, 0-1 Vermai, Shrine of Boethiah. *Support: Hungers, 0-1 Winged Twilights, 0-1 Clannfears, 0-1 Spider Daedra, 0-1 Xivilai. *Special Characters: Boethiah's Champion. '''Daedra Army(Boethiah)''' *Heroes: Dremora Lord. *Core: Hungers, Scamps, Flame Atronachs, 0-1 Dremora Warriors OR Golden Saints. *Elite: 0-1 Aurorans, Daedroths, Frost Atronachs, Storm Atronachs, Vermai, 0-1 Shrine of Boethiah. *Support: Clannfears, Hungers, Spider Daedra, Xivilai, Cultist Covens, 0-1 Sorcerer-Priest w/ retinue. Artifact: Goldbrand Shrine's Blessing: *Call to Treason: At the beginning of each of your turns, you may nominate any unit, even an opponent's, within 6" of the Shrine of Boethiah. That unit becomes subject to the Quest for Worthiness rule until the beginning of your next turn, even if it would normally not have that power. *Idol of the Plotting God: Boethiah cultist units within 18" of the Shrine of Boethiah have +1 Leadership. Special Rules: *Honed by Ambition: Boethiah's mortal followers have +1 WS, +1 S, and +1 Ld. *Quest for Worthiness: Any cult unit of Boethiah's, if further than 6" from the enemy and containing more than 1 model, must make an Leadership check at the beginning of each of your turns. If the test fails, the models in that unit cannot move, shoot, march or charge this turn. Those models must fully equip wargear and spells if they have any available. Each model in that unit attacks in close combat this Close Combat phase, scoring his blows against his own unit(each model is considered to be engaged with his entire unit, no models pile in, and no challenges can be declared; the blows are simply rolled, struck and allocated). This can never reduce a unit to less than one model; if the unit would be reduced to less than one model, discount all the wounds inflicted at that step on one model and keep it in play. If the unit is reduced to one model this way, that model's wounds are restored to their starting amount, and he is gifted with +1T +2W +1A +2Mg. He becomes an Independent Character for the remainder of the battle: any unit he joins is no longer subject to Quest for Worthiness. A Boethiah Cult army is Grudging Allies with House Telvanni, Desperate Allies with all other Dunmer Great Houses, and Trusted Allies with a Lone Hero Nerevarine. A Boethiah army can never ally with a force serving Sheogorath, Mehrunes Dagon or Molag Bal. =====Clavicus Vile, Prince of Power, 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... '''Cult Army(Clavicus Vile)''' *Heroes: 1+ Sorcerer-Priest w/ retinue. 0-1 Dremora Lord. *Core: 1+ Cultist Covens, Flame Atronachs, 0-1 Scamps, 0-1 Dremora Warriors, 0-1 Golden Saints, 0-1 Dark Seducers. *Elite: Frost Atronachs, Storm Atronachs, 0-1 Aurorans, 0-1 Daedroth, 0-1 Vermai, 0-1 Ogrim, 0-1 Flesh Atronachs, Shrine of Clavicus Vile. *Support: 0-1 Hungers, 0-1 Seekers, 0-1 Winged Twilights, 0-1 Clannfears, 0-1 Spider Daedra, 0-1 Xivilai, 0-1 Siege Crawler. Artifacts: The Bitter Cup, The Rueful Axe(see the Armory). Shrine's Blessing: *Granting of Wishes: At the beginning of each of your turns, you may have any one cultist Character within 24" of the Shrine make a Pact with Clavicus Vile(see below), just as if he had expended a wish counter. *Convoluted Bargaining: For each Shrine of Clavicus Vile in your army, you may once per game re-roll one of your character's wish rolls. If you do this, your opponent may at any point later in the game force you to re-roll any d6, including a wish roll. In either case, you must accept the second result(as always). Special Rules: Pacts with Clavicus Vile: At the start of each game, assign each cultist Character in your army a wish counter. At an appropriate time in the game, a model may expend a wish counter to make a wish(Independent Characters are considered to be making the wish for the entire unit that they are attached to). Declare which wish you are making, and roll a d6: *If the character's unit is falling back, he may wish for courage immediately before rolling to see how far it fall backs. On a 4+, the unit 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 character may wish for a weapon or armor of incredible destruction. On a 4+, one of his weapons or his 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 character may wish his unit may wish to become invisible. On a 4+, his unit gains Chameleon(+2). On a 1-3, they become invisible, but only to one another, and in a state of sheer panic must immediately fall back(unless they are Fearless). If in combat, the enemy may attempt to pursue if it would normally be allowed to do so. *At the beginning of your movement phase, the character may wish to appear terrifying. On a 4+, he causes Terror for the rest of the game. On a 1-3, he and his unit appears in a manner so terrifying that they terrify themselves; the unit must immediately pass a morale check or flee(even out of combat, sweeping advances taken as normal). The character must then take an Leadership 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 character may wish for good luck. On a 4+, he gains 3 free re-rolls of that he or his unit can spend on any of their rolls of d6 for the remainder of the game. On a 1-3, he has the good luck of getting lost on the way and not having to die in the battle: he(and his unit) are immediately removed from the game and considered a casualty. *If the character's unit loses a combat, the character may wish for survival. On a 4+, the unit does not flee and may immediately make a second round 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 a character or any model(s) in his unit are afflicted by a disease, he may wish for a cure. On a 4+, all models in the unit are cured of all diseases. On a 1-3, nothing happens: the "cure" is whatever enemy eventually kills them! =====Hermaeus Mora, Demon of 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 Apocrypha, hidden from the mortal world. It is utterly unknowable what the true nature of Hermaeus Mora is, 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. But again and again he appears and vanishes in history, a whisper of things far beyond the reasoning mortals. '''Cult Army(Hermaeus Mora)''' *Heroes: 1+ Sorcerer-Priest w/ retinue, 0-1 High Seeker. *Core: 1+ Cultist Covens, Flame Atronachs, 0-1 Scamps. *Elite: Frost Atronachs, Storm Atronachs, 0-1 Benthic Lurkers, 0-1 Vermai, 0-1 Shrine of Hermaeus Mora. *Support: Seekers, 0-1 Unthinkable One. *Special Characters: Miraak. '''Daedra Army(Hermaeus Mora)''' *Heroes: High Seeker. *Core: Seekers, Scamps, Flame Atronachs. *Elite: Frost Atronachs, Storm Atronachs, Benthic Lurkers, Vermai, 0-1 Shrine of Hermaeus Mora. *Support: Cultist Covens, 0-1 Sorcerer-Priest w/ retinue, Unthinkable One. *Special Characters: Miraak. Artifact: Oghma Infinium Unique Spells: Polyplaneurist Scryings, Toxic Convulsion Unique Item: Black Book(see Armory) Shrine's Blessing: *Sight of the Forgotten: All models serving Hermaeus Mora within 12" of the Shrine get +1 to spellcasting rolls. *Ripples in Reality: All enemies within 12" of the Shrine get -1 to their spellcasting rolls. Special Rules: *Mad Savants: Sorcerers and Sorcerer-Priests of Hermaeus Mora may buy an additional spell to the ones they can normally take, and have +1 Mg. Once per phase, when choosing to cast a spell, a Sorcerer or Sorcerer-Priest may choose for one of his Power dice to automatically roll a 6. *The Price of Knowledge: For each time multiple 6's, before any modifiers, are rolled by a mortal servant of Hermaeus Mora attempting to cast a spell, you must remove one model that cast a spell this phase in that unit as a casualty, once this phase ends: one of the cultists has lost his mind to secrets forbidden unto him. *God of Fate: The secrets buried in Apocrypha stretch far beyond the mere barriers of the time and space, recalling the forbidden names of the realms never seen by mortals, the forgotten tales of the lost kalpas. It is only with flawless deliberation on the mythic scale that those who have truly explored Hermaeus Mora's realm will ever be moved to act: for they anticipate the very ebb and flow of time before and after it is warped. No opponent may ever steal the initiative against an army whose primary force serves Hermaeus Mora. =====Jyggalag, Prince of Order===== Jyggalag is a crystal being of perfect order and law, one of the lesser-known Daedric Princes. Despised by the other lords of Oblivion for his aggressive and power-hungry nature, he was cursed to live as Sheogorath, the incarnation of the thing he hated most - madness - and only permitted to return once at the end of each Era, in a savage campaign of destruction and subjugation known as the Greymarch. Cult Army(Jyggalag) *Heroes: 1+ Sorcerer-Priest w/ retinue. *Core: 1+ Cultist Covens, Flame Atronachs, 0-1 Knights of Order. *Elite: Frost Atronachs, Storm Atronachs, 0-1 Aurorans, 0-1 Daedroth, Knights of Order, Obelisk of Order. *Support: 0-1 Winged Twilights, 0-1 Hungers, 0-1 Seekers, Knights of Order, 0-1 Siege Crawler. *Special Characters: Jyggalag. Daedra Army(Jyggalag) *Heroes: Knights of Order. *Core: Knights of Order, Flame Atronachs. *Elite: Frost Atronachs, Storm Atronachs, 0-1 Aurorans, 0-1 Daedroth, Obelisk of Order. *Support: Cultist Covens, 0-1 Sorcerer-Priest w/ retinue, 0-1 Winged Twilights, 0-1 Hungers, 0-1 Seekers, Siege Crawler. *Special Characters: Jyggalag. Unique Spell: Touch of Order Shrine's Blessing: The Shrines of Jyggalag are called Obelisks of Order. *Soul-Lock: At the beginning of each of your turns, roll a d6 for each slain mortal servant of Jyggalag that is part of a Cult unit within 6" of the Obelisk, as well as each slain Knight of Order that is within 6" of the Obelisk. On a roll of a 6, if there is available space, that model is resurrected with full Wounds and Power Dice, and redeployed as part of the unit. *Unbending Monotony: Enemy units may not Deep Strike within 6" of the Obelisk. Weather effects do not affect units, friend or enemy, within 6" of the Obelisk. All units(friend or enemy) within 6" of the Obelisk are Fearless, immune to Instant Death and Multiple Wounds, and all weapons within 6" of the Obelisk lose Backfire if they have it normally. Special Rules: *Priesthood of Order: Jyggalag's mortal cultists have the ''Stealth'' special rule, and their daggers are upgraded to Bound Daggers for free. *The Greymarch: All models in an army dedicated to Jyggalag have Hatred(Servants of Sheogorath). This includes Sheogorath, Golden Saints and Dark Seducers of all kinds, Flesh Atronachs, the Gatekeeper, and all other models in an army devoted to Sheogorath. *Perfect Stasis: An army whose main force is devoted to Jyggalag can never Seize the Initiative. If Variable Game Length is included in a scenario's rules, it is considered to have been determined before the game begins: the game ends on Turn 6. An army dedicated to Jyggalag can never ally with a Sheogorath army, or any army containing Golen Saints, Dark Seducers, or Flesh Atronachs. His forces are Grudging Allies, rather than Trusted Allies, with all other lists in this army book. =====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. Cult Army(Mehrunes Dagon) *Heroes: 1+ Sorcerer-Priest w/ retinue, 0-1 Dremora Lord. *Core: 1+ Cultist Covens, Flame Atronachs, 0-1 Scamps, 0-1 Dremora Warriors. *Elite: Frost Atronachs, Storm Atronachs, Dremora Warriors, 0-1 Aurorans, 0-1 Daedroth, 0-1 Vermai, 0-1 Ogrim, 0-1 Dark Seducers, 0-1 Golden Saints, Shrine of Mehrunes Dagon. *Support: Dremora, 0-1 Hungers, 0-1 Winged Twilights, 0-1 Clannfears, 0-1 Spider Daedra, 0-1 Xivilai, 0-1 Siege Crawler. *Special Characters: Mankar Camoran w/ retinue Daedra Army(Mehrunes Dagon) *Heroes: Dremora Lord. *Core: Dremora Warriors, Scamps, Flame Atronachs. *Elite: Aurorans, Daedroth, Frost Atronachs, Storm Atronachs, Vermai, Ogrim, Dark Seducers, Golden Saints, 0-1 Shrine of Mehrunes Dagon. *Support: Clannfears, Hungers, Spider Daedra, Winged Twilights, Xivilai, Siege Crawler, Cultist Covens, 0-1 Sorcerer-Priest w/ retinue. *Special Characters: Mankar Camoran w/ retinue Artifact: Mehrunes Razor Unique Item: Daedric Crescent Shrine's Blessing: You may choose to declare one of these two abilities to be activated at the start of each of your turns: *Entropy Storm: Mehrunes Dagon's worshipers call upon him to tear open the Aether and bring forth the wrath of Oblivion. If this ability is activated, until the beginning of your next turn, spell weapons and shooting attacks cast by friendly models within 12" of the Shrine strike at +1 Strength and have Backfire. *Molten Thunder: As enemies approach the Shrine, the very ground quakes with thunderclaps, flame and lightning as the Shrine places dire curses upon them. If this ability is activated, until the beginning of your next turn, all ground within 12" of the Shrine is both Difficult and Dangerous Terrain in addition to its other types. Special Rules: *Prince of Destruction: Mortal servants of Mehrunes Dagon who can buy spells may purchase an additional Destruction spell to the spells they already have available. =====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. Cult Army(Mephala) *Heroes: 1+ Sorcerer-Priest w/ retinue. 0-1 Spider Daedra Broodmother. *Core: 1+ Cultist Covens, Flame Atronachs, 0-1 Scamps. *Elite: Frost Atronachs, Storm Atronachs, 0-1 Daedroth, 0-1 Vermai, 0-1 Dremora Warriors, Shrine of Mephala. *Support: Spider Daedra, 0-1 Hungers, 0-1 Winged Twilights, 0-1 Seekers, 0-1 Spider Daedra, 0-1 Xivilai. Daedra Army(Mephala) *Heroes: Spider Daedra Broodmother. *Core: Spider Daedra, Scamps, Flame Atronachs. *Elite: Frost Atronachs, Storm Atronachs, Daedroths, Vermai, Dremora Warriors, 0-1 Shrine of Mephala. *Support: Clannfears, Hungers, Seekers, Xivilai, Cultist Covens, 0-1 Sorcerer-Priest w/ retinue. Artifact: The Ebony Blade Shrine's Blessing: *Blessing of Cunning: Friendly models within 12" of the Shrine have +1 Initiative *Murderous Trickery: Once per Close Combat phase, you may Look Out Sir! a wound received in a challenge by a Character in your force whose serves Mephala, as long as that character is within 12" of the Shrine. This roll is made as normal, as if the Character is not in a challenge. Special Rules: Web of Betrayal: An army that worships Mephala steals the initiative on a 4+ through their cunning, if they are the primary detachment of your forces. A Mephala Cult army is Grudging Allies with all Dunmer Great Houses and with a Lone Hero Nerevarine. A Mephala army can never ally with a force serving Sheogorath, Mehrunes Dagon or Molag Bal. =====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. Cult Army(Meridia) *Heroes: 1+ Sorcerer-Priest w/ retinue, 0-1 Auroran Chromarch *Core: 1+ Cultist Covens, Flame Atronachs, 0-1 Scamps. *Elite: Frost Atronachs, Storm Atronachs, Aurorans, 0-1 Dremora Warriors, 0-1 Daedroth, Shrine of Meridia. *Support: 0-1 Winged Twilights, 0-1 Clannfears, 0-1 Xivilai, 0-1 Siege Crawler. *Special Characters: Umaril the Unfeathered Daedra Army(Mehrunes Dagon) *Heroes: Auroran Chromarch. *Core: Aurorans, Scamps, Flame Atronachs. *Elite: Dremora Warriors, Daedroths, Frost Atronachs, Storm Atronachs, 0-1 Shrine of Meridia. *Support: Clannfears, Winged Twilights, Xivilai, Siege Crawler, Cultist Covens, 0-1 Sorcerer-Priest w/ retinue. *Special Characters: Umaril the Unfeathered Artifacts: Ring of the Khajiiti, Dawnbreaker Shrine's Blessing: *Brilliant Beacon: For each Shrine of Meridia that is in play, her servants' Restoration spells as well as their attacks with The Light that Burns get +1 Strength. Special Rules: *Cleansing Light: All models in a Meridia army have Hatred(Undead), and re-roll failed Morale Checks. =====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. Cult Army(Molag Bal) *Heroes: 1+ Sorcerer-Priest w/ retinue. *Core: 1+ Cultist Covens, Flame Atronachs, 0-1 Scamps. *Elite: Frost Atronachs, Storm Atronachs, Daedroth, 0-1 Vermai, 0-1 Dremora Warriors, 0-1 Dark Seducers, Shrine of Molag Bal. *Support: 0-1 Clannfears, 0-1 Spider Daedra, 0-1 Hungers, 0-1 Spider Daedra, 0-1 Xivilai, 0-1 Siege Crawler. Daedra Army(Molag Bal) *Heroes: Dremora Lord. *Core: Daedroths, Scamps, Flame Atronachs, 0-1 Dremora Warriors, 0-1 Dark Seducers. *Elite: Frost Atronachs, Storm Atronachs, Vermai, Dremora Warriors, Dark Seducers, Daedroth Titan, 0-1 Shrine of Molag Bal. *Support: Clannfears, Spider Daedra, Hungers, Xivilai, Cultist Covens, 0-1 Sorcerer-Priest w/ retinue. Artifact: The Mace of Molag Bal Unique Spell: Bal's Temptation, Soul Steal Shrine's Blessing: At the beginning of each of your turns, each Shrine in your army may activate one of the following abilities: *Defiling of the Body: A unit(friend or foe) within 24" of the Shrine takes a Leadership test on its own value(your own units may choose to automatically fail this test). If the test is failed, the unit enters a Frenzied state. If you do this, all those models' attacks gain Backfire for as long as they remain in their Frenzied state. *Corruption of the Mind: An enemy unit within 24" of the Shrine gets -1 Leadership until the beginning of your next turn. *Damnation of the Soul: Target an enemy unit within 24" of the Shrine. If that unit is destroyed before the beginning of your next turn, heal a missing wound on the Shrine. If the unit is destroyed, you gain a Victory Point, if the scenario uses Victory Points. Special Rules: *Will to Dominate: Your Cultist units get +1 to combat resolution. If they win combat, they get +1 to their roll to pursue. If they catch and destroy the enemy, they enter a Frenzied state. Molag Bal's forces are Trusted Allies with Vampires. =====Namira, the 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. Cult Army(Namira) *Heroes: 1+ Sorcerer-Priest w/ retinue. 0-1 Dremora Lord. *Core: 1+ Cultist Covens, Flame Atronachs, 0-1 Scamps, 0-1 Dremora Warriors. *Elite: Frost Atronachs, Storm Atronachs, 0-1 Daedroth, 0-1 Vermai, 0-1 Ogrim, 0-1 Benthic Lurkers, 0-1 Flesh Atronachs, Shrine of Namira. *Support: 0-1 Hungers, 0-1 Seekers, 0-1 Clannfears, 0-1 Spider Daedra, 0-1 Xivilai, 0-1 Abomination, 0-1 Siege Crawler. Artifact: Ring of Namira Unique Spell: Namira's Touch Shrine's Blessing: *Glimpse of the Scuttling Void: To approach the Shrine of Namira is to risk being granted a vision of the most loathsome things that exist, and even to glimpse those that do not. At the beginning of each of your turns, you may target a unit within 12" of the Shrine with this ability. Until the beginning of your next turn, that unit gets +1 WS +1 BS if it is a friendly unit. If it is an enemy unit, it gets -1 WS -1 BS instead. Special Rules: *Hunger for Flesh: Followers of Namira have Frenzy. If a unit of them destroy a unit containing one or more mortals in close combat or in pursuit, they regain their Frenzied state if they have lost it. If they are already in a Frenzied state, they gain Feel No Pain as long as they are also Frenzied for the rest of the game. In either case, enemy mortal units have Hatred against them. All armies (except for ones created using this book) that can ally with a Namira cult count as Desperate Allies. =====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 cult worshipers are carriers of a Disease that your own units are immune to. At the end of each turn, all enemy units within 3" of a Peryite Cultist unit are infected on a d6 roll of 6+. Starting at the end of the turn after they are infected, the infection spreads from infected units on a 4+ to any other unit within 3" of them. After infections are determined at the end of turn, d3 models in each infected unit must 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 mortal followers have -1 Ld, but his Covens may take up to 30 Initiates per unit. Initiates of Sanguine cost 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 or allied detachment may only choose one to be favored for their army list. 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 move, shoot, march, charge, fight in close combat or activate abilities until the beginning of the next game turn. 2 The cultists enter a psychotic rage. They have Fleet of Foot, and Frenzy, and cannot cast spells, march 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, for the duration of this game turn. 5 The cultists become ecstatic over bright lights. On your player turn, randomly choose a spell capable of targeting a unit, friend or enemy, for each group of models in the unit who know the exact same set of spells. They may target friendly models this turn, even with things that can normally only target enemies; they may also target allied units, regardless of the type of alliance. The cultists automatically cast those spells on that unit(if it is a friendly unit, opponent chooses how to place templates and blast markers) during the appropriate phases this game turn, even if they are in close combat. They may not move, march or charge normally this game turn. 6 The cultists fall into a bliss of mania. They are Fearless and have Feel No Pain this game turn, but do not get any charge bonuses for the duration of their mania. =====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 and Terror.
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