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===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 main army(even in a Daedra army), of all units and types, must be declared as dedicated to a single Daedric Prince in the army list. This gives them access to unique spells (including the ability to summon Daedra associated with that Prince), special rules, and access to that Prince's artifacts as described in the [[Scrollhammer: Artifacts of Tamriel| Artifacts of Tamriel supplement]]. A Daedric Prince's associated Daedra, if it has one, are not 0-1 in a Cult Army serving that Daedric Prince. Two Cultist unit types may be formed. Priest with Retinue (Hero): 1 Sorcerer-Priest or High Priest with retinue of 4-9 Sorcerers and Blackguards. Coven (Core): 1 Sorcerer 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. All the cultists in an allied detachment using this army book, whether a Cult or Daedra army, must also be aligned to a particular Daedric Prince. This Daedric Prince may be the same as the one in the primary army, or it may be a different one, if a Cult army allies with a Daedra army. Note, however, that if the Daedric Princes served are different, the two armies will be Grudging Allies, rather than Trusted Allies. Servants of Jyggalag and Sheogorath can never ally with one another. ====The Daedric Princes and their Blessings==== Not all Daedric Princes are represented in this army list. The units relevant to some Princes are found in other lists. When a player decides to run any Cult units in his army, he must decide which of the Daedric Princes 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 Power Dice per game for spells being cast by any of the Azura worshipers in an army serving her. You must abide by the second result, however. =====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 models in that unit cannot move, shoot, march or charge this turn. Those models must 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. =====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. At the start of each game, assign each cultist Independent Character and each other unit of Clavicus Vile cultists in your army a wish counter. At an appropriate time in the game, a unit or 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 unit is falling back, it may wish for courage immediately before rolling to see how far it fall backs. 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, a character in a unit 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 unit may wish to become invisible. On a 4+, your unit gains Stealth(+2), applying even in combat. 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 make a sweeping advance if normally allowed. At the beginning of your movement phase, the unit may wish to appear terrifying. On a 4+, the unit causes Terror for the rest of the game. On a 1-3, the 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). Each model must then take an Ld 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 unit may wish for good luck. On a 4+, it gains 3 free re-rolls it can spend on any rolls of d6 for the remainder of the game. On a 1-3, it has the good luck of getting lost on the way and not having to die in the battle: it is immediately removed from the game and considered 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 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 the unit is afflicted by 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 is said to be within the libraries of lost tomes in 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 buy an additional spell to the ones they already have. Followers of Hermaeus Mora have +1 Mg, and get +2 to their rolls when attempting to cast spells. If multiple 6's, before any modifiers, are rolled by a servant of Hermaeus Mora attempting to cast a spell, however, you must remove one model from that unit as a casualty who cast a spell this phase when this phase ends: he has lost his mind to secrets forbidden unto him. =====Jyggalag, Prince of Order===== Jyggalag is a crystal being of perfect order and law, and 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. Jyggalag favours Knights of Order. His mortal cultists have the ''Stealth'' special rule, and their daggers are Bound Daggers. Their Personal Shrines cost +10 points, and are upgraded automatically to Obelisks of Order. 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 the Obelisk's 6" radius. 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. 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 models in a Sheogoric Force. An army dedicated to Jyggalag can never contain or ally with a force containing any servants of Sheogorath. =====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 Third 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 Mehrunes Razor. His followers have access to the special character Mankar Camoran. Mortal servants of Mehrunes Dagon who can buy spells may purchase 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 cult army that worships her steals the initiative on a 4+ through their cunning, if they are the primary detachment of your forces. =====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 mortal servants have Hatred(Undead), and re-roll failed morale tests. =====Molag Bal, Prince of Domination 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. Molag Bal favors Daedroths. His unique spell is Bal's Temptation. His artifact is the Mace of Molag Bal. Cultists 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 cult followers have Feel No Pain, but your opponent's mortal units have Hatred against 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 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. ====Sorcerer Priests==== '''Hero''' A Sorcerer Priest may be any of the 10 common races of Tamriel. Sorcerer Priests must lead a unit of 4-9 Sorcerers and/or Blackguards (see 'Cultists' entry), and count as a single Hero choice. Base Size: 25mm x 25mm. 35 pts (55 pts for High Priest) {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Sorcerer-Priest | 2 | 4 | 3 | 3 | 2 | 2 | 2 | 9 | 6 (7) | - |- | High Sorcerer-Priest | 2 | 4 | 3 | 3 | 3 | 2 | 3 | 9 | 7 (8) | - |} '''Special rules''': skirmish, infantry. Sorcerer-Priests(and High Sorcerer-Priests) are Characters. '''Wargear''': All Sorcerer-Priests and high sorcerer priests carry a cultist's staff, a dagger (Poisoned (4+)), and wear wizard robes. A Sorcerer-Priest may replace his robes with one of the following: *light armor (6+, light) (free) *heavy armor (5+, heavy) (+8 pts) *Glass armor (4+, light) (+24 pts) *Daedric armor (2+, heavy) (+48 pts) A Sorcerer-Priest may replace his cultist's staff with a hand weapon for free. This Hand Weapon may be upgraded to *Elven (+4pts) *Glass for (+8pts) *Ebony for (+8pts) *Daedric for (+24pts). A Sorcerer-Priest may take his Daedric Prince's artifact for the points cost listed in the [[Scrollhammer: Artifacts of Tamriel| Artifacts of Tamriel supplement]]. A Sorcerer-Priest may take a Guardian Stone Blessing for +10 pts. A Sorcerer-Priest may take magic items from the armory where appropriate. '''Spells''': A Sorcerer-Priest may purchase up to three spells(or four if he is a High Priest) from the armory, as included in this list: *Daedra Prince's Unique Spell (+5pts) (only if worshiped Prince has such a spell available) *any Alteration Spell (+5pts) *any Bound Item Conjuration Spell (+5pts) *any Restoration Spell (+5pts) *any Mysticism Spell (+10pts) *Illusion spells cast on a 12+ or lower (+10pts) *Illusion spells cast on a 13+ or higher (+20pts) *Destruction spells cast on a 12+ or lower (+10pts) *Destruction spells cast on a 13+ or higher (+20pts) *Summon Scamp (cast on 4+) (+10pts) (Mehrunes Dagon only) *Summon Hunger (cast on 7+) (+15pts) (Boethiah only) *Summon Flame Atronach (cast on 8+) +15pts *Summon Dremora (cast on 9+) (+20pts) *Summon Golden Saint ''or'' Dark Seducer (cast on 9+) (+20pts) (Sheogorath only, only one type can be summoned per army) *Summon Knight of Order (cast on 9+) (+20pts) (Jyggalag only) *Summon Winged Twilight (cast on 11+) (+30pts) (Azura only) *Summon Clannfear (cast on 11+) (+30pts) *Summon Frost Atronach (cast on 12+) (+30pts) *Summon Auroran (cast on 15+) (+45pts) (Meridia only) *Summon Storm Atronach (cast on 15+) (+50pts) *Summon Flesh Atronach (cast on 15+) (+50pts) (Sheogorath only) *Summon Spider Daedra (cast on 20+) (+75pts) (Mephala only) *Summon Daedroth (cast on 20+) (+100pts) (Molag Bal only) *Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz) *Summon Xivilai (cast on 24+) (+160pts) (Mehrunes Dagon only) A Sorcerer-Priest may take an Atronach Familiar(in addition to any spells). This grants the Sorcerer-Priest the ability to buy a fourth (or fifth, if High Priest) spell from his spell list, and a summoning spell, for a cost depending on the nature of the creature summoned: *Summon Flame Atronach (cast on 8+) (+51pts) *Summon Frost Atronach (cast on 12+) (+64pts) *Summon Storm Atronach (cast on 15+) (+80pts) *Summon Flesh Atronach (cast on 15+) (+78pts) (Sheogorath only) Summon spells listed here use the rules for Summoning found in the Scrollhammer Rulebook. ====Cultists==== '''Core''' Members of cultist units may be any of the 10 common races of Tamriel. 9-19 Cultists and/or Minions, and 0-10 Initiates, may be led by a Sorcerer or Blackguard, as a single core choice. Base Size: 25mm x 25mm. 12 pts per Sorcerer, 18 pts per Blackguard β 5 pts per Cultist, 5 pts per Minion β 3 pts per Initiate {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Sorcerer | 2 | 4 | 2 | 3 | 1 | 2 | 1 | 8 | 4 (5) | - |- | Cultist | 2 | 3 | 2 | 3 | 1 | 2 | 1 | 6 | 4 | - |- | Blackguard | 4 | 4 | 3 | 3 | 2 | 4 | 2 | 8 | 2 | 5+ |- | Minion | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | 1 | 5+ |- | Initiate | 2 | 2 | 2 | 3 | 1 | 2 | 1 | 5 | 1 | - |} '''Special rules''': skirmish, infantry. Sorcerers and Blackguards that are taken as leaders of units of cultists, minions and/or initiates are Characters. '''Wargear''': All Sorcerers carry a cultist staff, a dagger (Poisoned(4+)), and wear wizard robes. All Cultists and Initiates carry a dagger, and wear cultist robes. All Blackguards and Minions carry a hand weapon and shield, and wear light armor All Cultists in the unit may take: *poisoned (4+) upgrade for their daggers (+2pts/model) *cultist staves (+2pts/model) All Cultists in the unit may replace their cultist robes with: *Wizard Robes (+2pts/model) Sorcerers may buy any one additional spell from the Sorcerer Priest's spell list, and may take up to 20pts worth of appropriate magic items. A Sorcerer may also take his Daedric Prince's [[Scrollhammer: Artifacts of Tamriel| artifact]] for its points cost. One Sorcerer in your army may bear a Personal Shrine for +50pts. This model counts as your Battle Standard Bearer. In addition, all non-summonable Daedra in your army kept in reserve may choose at the time when they arrive from reserve to instead Deep Strike within 12" of the Personal Shrine. All Minions in the unit (and any number of Blackguards) may take: *Poisoned (4+) upgrade for hand weapons (+2pts/model) *Spears to replace their hand weapons (+1pts/model) All Minions in the unit (and any number of Blackguards) may choose to replace their light armor with: *Heavy Armor (+2 pts/model) *Glass Armor (Blackguard only) (+12pts/model) *Ebony Armor(Blackguard only) (+18pts/model) All Minions in the unit (and any number of Blackguards) may choose to replace their shield with: *Spell: Flames or Spell: Sparks (+2pts/model) *A second Hand Weapon (+1pts/model) All Minions in the unit may(and any number of Blackguards may choose to) replace equipment in both hands with: *Bow (or short bow) (+1pts/model) Blackguards may take up to 20pts of magic items from the armoury where appropriate. A Blackguard may also take his Daedric Prince's [[Scrollhammer: Artifacts of Tamriel| artifact]] for its points cost. Sorcerers and Blackguards may upgrade their weapons to *Elven (+4pts/model) *Glass (+6pts/model *Ebony (+6pts/model) '''Spells''': All Cultists may have up to 2 spells from the army spell list with a casting cost of 14+ or lower (other than Daedric Prince unique spells, Dispel, Dispulsion, Silence and Summon). All Cultists in one unit must take the same spells. All Sorcerers may have up to 2 spells from the army spell list of casting cost of 14+ or lower.
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