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Scrollhammer: Daedra Cults
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====Armour and Shields==== Armour of Resist Element: Armour upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Armour of Elemental Negation for +15 pts, giving that same element -1 to wound against bearer. Armour of Resist Magic. Armour upgrade for +8 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage. Armour of Strength: Armour upgrade for +15 pts. Bearer has +1 S. Shield of Warding: Shield upgrade for +5 pts. Bearer may take an Initiative test each phase that he suffers one or more wounds from a shooting attack, before rolling saves. If bearer passes, and has a hand weapon that can normally be used to parry, he may use Parry against shooting attacks this phase(even if it came from a Monstrous Creature or a model with more than twice his WS). He may not, however, Parry any shooting attack that does not roll to hit in the normal manner. Shield of Resist Element: Shield upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer gets +1 to his armour save against that element. May be upgraded again to shield of Elemental Negation for +10 pts, giving bearer Feel No Pain against that element. Robes of the Heretic: Mortal cultists only. Unarmored clothing. Bearer's summons may choose to ignore effects from spells or magic weapons that specifically target Daedra, on a d6 roll of 2+. +10 pts. Robes of the Demoniac: Mortal cultists only. Unarmored clothing. Once per game, bearer may inflict 1 wound on himself, no saves allowed, to automatically cast a Summon Daedra spell that he knows without having to roll or spend Power Dice. +10 pts. Robes of Forbidden Sorcery: Mortal cultists only. Unarmored clothing. If bearer fails to cast a spell, but is not already killed by any effects triggering on the attempt, you may remove him as a casualty to cast that spell successfully instead. +10 pts. Glass of the Inferno: Daedric Artifact. This is Glass Armor that grants bearer a 3+ ward save against flame damage. +30 pts for mortal cultists, +20 pts for Daedra. Hide of the Daedroth: Heavy armor with 4+ armor save. This save cannot be reduced to less than 4+ or ignored. +35 pts. Robes of the Gaping Abyss: Daedric Artifact. Unarmored clothing. Bearer has a 4+ Ward Save. +35 pts.
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