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===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. Base Size: 125mm x 125mm. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Mehrunes Dagon | 10 | 5 | 10 | 10 | 10 | 5 | 10 | 10 | 12 | - / 2++ |} '''Special Rules''': Skirmish, Monstrous Creature, Physical God, Daedra, Character. Mehrunes Dagon causes Terror. Power of Destruction: Mehrunes Dagon may cast any spell the same turn he moves and/or charges. He may choose to automatically cast a spell regardless of his roll; he must still spend the minimum number of Power Dice required to cast that spell if he does this. Mightiest of the Daedra: Mehrunes Dagon and all allied units in a close combat involving him are Fearless, but do not take No Retreat 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, if the game has not yet reached turn 5, he is instead placed in Ongoing Reserves. Apocalyptic Summoning: Mehrunes Dagon always begins the game in reserve. Whenever he would normally arrive from reserve, he must first be summoned instead by a spellcaster: *Summon Mehrunes Dagon: This spell may be cast by any number of units whenever Mehrunes Dagon attempts to arrive from reserve. Any number of models in the unit who know at least one other spell may attempt to cast this spell, and may combine their Power Dice to attempt to cast it together. This spell is cast on a 50+. If it succeeds, Mehrunes Dagon arrives from reserve; place him in a legal location within 9" of one of the models who succeeded in casting this spell. Mehrunes Dagon may move, shoot, march and charge as normal this turn. Reality Collapse: 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 this unique Destruction spell: Infinite Flame: Shooting Attack, S10 AP7, Move or Fire d6(roll each time you succeed in casting it), Large Blast, Range 36", Multiple Wounds(2d6), flame. Casts on a 60+. ====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 Mehrunes Dagon 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. Base Size: 25mm x 25mm. {| class="wikitable" |- ! 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, Character, Guardian Stone: The Mage. Prophet of Dagon: Cultist units of all types within 12" of Mankar Camoran may use his Leadership instead of their own for any tests they are required to make, and are Stubborn. '''Wargear''': Mankor Camoran carries the Staff of Camoran and the Mysterium Xarxes, and wear the Robes of Camoran. Staff of Camoran: Models hit by Mankar Camoran's shock spells get -1 to their armor saves until end of turn. Robes of Camoran: Mankar Camoran has an unmodifiable 4+ Ward Save. This may be taken instead of another Ward Save Mankar Camoran might gain during the course of the game. Any wound saved by this ward save Camoran from is immediately inflicted upon its source model with Ignores Cover, armour and ward saves allowed as normal. Camoran does not have the Weakness racial special rule(for being a High Elf) while he wears his robes. Mysterium Xarxes: Daedric Artifact. The Mysterium Xarxes allows any non-Summoned Daedra in your army arriving from reserve to choose the turn they arrive to Deep Strike within 12" of Mankar Camoran instead of arriving normally. Mankar Camoran may re-roll failed attempts to cast Conjuration spells, either before or after Surging. '''Spells''': Sparks, Chain Lightning, Lightning Storm, Bound Armor, Summon Storm Atronach(cast on 15+)(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 Daedra army. If he is taken, he is the general. Base Size: 25mm x 25mm. {| class="wikitable" |- ! 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, Physical God, Daedra. God of Insanity: Sheogorath's mind has no rhyme or reason to its caprices - at least not 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 move, shoot, cast spells, activate abilities other than this one, march, charge or make attacks 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, saves allowed as normal. *4: ''Toxic Rage''. Sheogorath cannot cast spells this turn, but his melee 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 melee attacks inflict Instant Death, and his weather effect is Rain(see below), until an 8+ is rolled on this table. Sheogorath cannot cast spells this turn other than Control Weather. *7: ''Moment of Clarity''. Sheogorath pays attention to the battle. He has no special rules from this table this turn. *8: ''Mania''. Sheogorath enters a state of Mania. He has Regeneration(6+), and his weather effect is Sunlight(see below), until a 2-6 is rolled on this table. Sheogorath cannot cast spells this turn other than Control Weather. *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 is Paralyzed as well. *11:''Hallucinatory Spellslinging''. Sheogorath may cast spells this turn, but may not move or charge. He can move one enemy unit within 12" of him 2d6" during the shooting phase in addition to whatever else he does. Once this move is rolled for, move that unit either directly towards him or away from him. That unit is affected by dangerous and lethal terrain as normal on this move, but stops its movement if any model in the unit encounters impassable terrain. *12: ''Insane Bliss''. Every other model within 6" of Sheogorath, friend or foe, is turned into a sweetroll and eaten. They are removed as casualties. All Sheogorath's wounds are restored. '''Wargear''': Sheogorath carries the Staff of Sheogorath. Staff of Sheogorath: Daedric Artifact. Sheogorath may choose to automatically cast a spell regardless of his roll; he must still spend the minimum number of Power Dice required to cast that spell if he does this. He has d6 attacks in close combat(roll each time he attacks). '''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 is cast on a 25+, 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 table above), he casts Fog. Night Fighting rules enter effect (artificially) until Control Weather 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 get -1 to wound, and bows and crossbows get -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 Daedra Army. Base Size: 50mm x 50mm. {| class="wikitable" |- ! 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, Frenzy, Regeneration (4+). The Gatekeeper causes Terror. Gift 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 until the end of the next round of combat. '''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 devoted to him, 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, and Dremora Lords cannot be taken. Base Size: 50mm x 50mm. {| class="wikitable" |- ! 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, Physical God, Regeneration (6+), Causes Fear. Anathema to His Padomaic: Jyggalag has Hatred(Servants of Sheogorath). This Hatred does not end the first round of combat! In addition, he causes Terror to Servants of Sheogorath. Commands of Order: While Jyggalag is alive and on the battlefield, you may choose for any random game length rolls to either pass or fail. Perfect Harmony: Jyggalag does not take No Retreat when beaten in combat. '''Wargear''': Jyggalag wears the Armour of Jyggalag, and wields the Sword of Jyggalag. He also wields the Touch of Order. Armour of Jyggalag: Jyggalag wears Heavy Armour granting him a 2+ armor save. He is unaffected by Illusion spells. Sword of Jyggalag: This is a Daedric Greatsword that Jyggalag wields with one hand. It triggers a Critical Strike on every successful Wound it inflicts, and successful Ward Saves must be re-rolled against its blows. Touch of Order: Jyggalag may choose whether to use this ability each round of combat, at the beginning of the Fight Sub-Phase, if he has a spell equipped in one of his hands. If so, he counts as dual wielding a second one-handed weapon with the Sword of Jyggalag. If he activates the Touch of Order, his attacks with the Sword of Jyggalag deals frost damage and have Absorb Health(5+). '''Spells''': Jyggalag knows Chain Lightning and Voidscream Lightning. His Chain Lightning ignores armor saves. He may cast these spells with 1 hand. ====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. He still takes a retinue, and must be the general. Base Size: 25mm x 25mm. {| class="wikitable" |- ! 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 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 units of Hungers. Otherwise, he must fight alone. 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 that grants a 3+ armor save, Stealth(+1), and makes its bearer's close combat attacks Poisoned(4+). ====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 devoted to Meridia, and if so, is the general. Aurorans are Core and Dremora are Elite in his army. Umaril may join a group of Aurorans as an Independent Character, and if doing so, Fights in Ranks while in that unit. Base Size: 50mm x 50mm. {| class="wikitable" |- ! 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, Character, Ayleid. Divine Blood: Umaril has a 4+ Ward Save, is Immune to Disease, lacks the Weakness racial trait of Ayleids, and has Eternal Warrior. He is not considered a mortal. Mortal Light: Enemy models in base contact with Umaril only replenish 1 Power Die at the beginning of 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. Models attacking Umaril's unit lose their charge bonus. Armor of Aetherius: This heavy armor provides Umaril with a 3+ save and Immune to Shock. Effects that would deal Shock Damage to him cannot Magicka Drain him, either. '''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. 170 pts Umbra may be taken in any Cult army as a Hero, but never a general. Base Size: 25mm x 25mm. {| class="wikitable" |- ! 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, Independent Character. Umbra may be any of the ten common races of Tamriel. Umbra's Challenge: Umbra gets +1 to hit while in a challenge. A Worthy Death: Umbra must always charge the nearest unit if possible, cannot flee as a charge reaction, and must always issue and accept challenges. 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, becoming one with him as she sucks out his very soul. Umbra is an Ebony Hand Weapon that grants its bearer Feel No Pain and Fearless. Wounds caused by Umbra Soul Trap, even against models with Arkay's Protection.
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