Scrollhammer: Falmer: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Lolpwnt
Created page with "This is a rough draft that will be updated. Falmer Heroes Warlord, Shadowmaster Core 1+ Warriors, Chaurus, 0-1 Slaves Elite Spidermasters Deepcrawlers Gloomweavers Wretche..."
 
1d4chan>Dagoth Guy
No edit summary
Line 3: Line 3:
Falmer
Falmer


Heroes
Warlord, Shadowmaster
Core
1+ Warriors, Chaurus, 0-1 Slaves
Elite
Spidermasters
Deepcrawlers
Gloomweavers
Wretches
Trappers
Support
Frostbite Spiders
Chaurus Hunters
Skeever Swarms
Spiderling Swarms


Army special rules:
==General Rules==


Twisted Souls: Falmer have Hatred(Everything!)
Twisted Souls: Falmer have Hatred(Everything!)
Line 32: Line 14:
Scuttling: This Beast does not have Fleet.
Scuttling: This Beast does not have Fleet.


Mounts:
===Mounts===


A Chaurus grants the mounted model +2 to armour , +1 A, +1 Wound, spittle attack, 25x50 base.
A Chaurus grants the mounted model +2 to armour , +1 A, +1 Wound, spittle attack, 25x50 base.


Unique Poisons:
[Giant Frostbite Spider]
 
 
===Unique Poisons===


Chaurus Bile: Poison(2+)
Chaurus Bile: Poison(2+)
Fleshwilt Poison: Poison(3+)
Fleshwilt Poison: Poison(3+)
Mindbreak Poison: Unsaved wound causes Magicka Drain(total)
Mindbreak Poison: Unsaved wound causes Magicka Drain(total)
Lingering Death: Wound, saved or otherwise, causes toughness test to be taken at end of turn. If failed, take a wound, no armour save allowed.
Lingering Death: Wound, saved or otherwise, causes toughness test to be taken at end of turn. If failed, take a wound, no armour save allowed.
Frostbite Venom: Poison(5+), counts as Frost Damage, not Poison damage, wound, saved or not, chills  
Frostbite Venom: Poison(5+), counts as Frost Damage, not Poison damage, wound, saved or not, chills  
Nervegrasp: Poison(4+), wound, saved or not, paralyzes.
Nervegrasp: Poison(4+), wound, saved or not, paralyzes.
Wearyblood Draught: wound, saved or not, forces initiative test or attacks reduced to 1 next round
 
Wearyblood Draught: wound, saved or not, forces initiative test or attacks reduced to 1 next round.
 
Steelbane Acid: Poison(4+), strikes at AP3
Steelbane Acid: Poison(4+), strikes at AP3
Falmer Warlord
 
 
===Allies===
 
Grudging Allies:
Aldmeri Dominion
Orc Hordes
Dragons
Sixth House
 
Desperate Allies:
Undead
Daedra Cults
 
 
==Army List==
 
 
===Overview===
 
Heroes
Warlord,
Shadowmaster
 
Core
1+ Warriors,
Chaurus,
0-1 Slaves
 
Elite
Spidermasters,
Deepcrawlers,
Gloomweavers,
Wretches,
Trappers,
 
Support
Frostbite Spiders,
Chaurus Hunters,
Skeever Swarms,
Spiderling Swarms,
 
 
===Heroes===
 
====Falmer Warlord====


Falmer, Independent Character, Infantry, Skirmish
Falmer, Independent Character, Infantry, Skirmish
Line 52: Line 89:
50 pts(70 pts for Warmonger)
50 pts(70 pts for Warmonger)


Warmonger WS4 BS3 S4 T4 W3 I4 A3 Ld9 Mg3 Sv6+
{| class="wikitable"
Nightprowler WS4 BS3 S4 T4 W2 I4 A3 Ld8 Mg3 Sv6+
|-
! Name
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Mg
! Sv
|-
| Nightprowler
| 4
| 3
| 4
| 4
| 2
| 4
| 3
| 8
| 3
| 6+
|-
| Warmonger
| 4
| 3
| 4
| 4
| 3
| 4
| 3
| 9
| 3
| 6+
|}
 
'''Wargear:'''
Poisoned(4+) Hand Weapon, Chitin Armour


'''Special Rules:'''
Hatred(Everything!), The Hordes Beneath
Hatred(Everything!), The Hordes Beneath


Tyrants of the World Below: An army containing a Warmonger gets +1 to its Reserve Rolls
Tyrants of the World Below: An army containing a Warmonger gets +1 to its Reserve Rolls


Poisoned(4+) Hand Weapon, Chitin Armour
A Falmer Warlord may take:
*Poisoned(4+) Short Bow or Poisoned(4+) Bow for +6 pts
*Shield +5 pts
*Second Poisoned(4+) Hand Weapon or Poisoned(4+) Dagger +6 pts
*Spell: Frostbite or Sparks +6 pts
*Blowgun + pts
 
A Falmer Warlord may replace his Hand Weapon with:
*Poisoned(4+) Dagger (free)
*Poisoned(4+) Spear +2 pts


May take
A Falmer Warlord may take one of the following spells:
Poisoned(4+) Short Bow or Poisoned(4+) Bow for +6 pts
Icy Spear, Chain Lightning, Shock, Ice Spike, Minor Healing for +6 pts
Shield +5 pts
Second Poisoned(4+) Hand Weapon or Poisoned(4+) Dagger +6 pts
Spell: Frostbite or Sparks +6 pts
Blowgun + pts


Replace Hand Weapon with
A Falmer Warlord may take any of the following Poisons on one or more weapon:
Poisoned(4+) Dagger (free)
*Fleshwilt Poison +10 pts per weapon
Poisoned(4+) Spear +2 pts
*Chaurus Bile +20 pts per weapon
*Mindbreak Poison +4 pts per weapon
*Lingering Death +6 pts per weapon
*Frostbite Venom (free)
*Nervegrasp +10 pts per weapon
*Wearyblood Draught +10 pts per weapon
*Steelbane Acid +8 pts per weapon


May take a spell:
A Falmer Warlord may upgrade his Chitin Armour to Hardened Chitin armor for +8 pts
Icy Spear, Chain Lightning, Shock, Ice Spike, Minor Healing for +6 pts


May take any of the following Poisons on one or more weapon:
A Falmer Warlord may be mounted on one of the following:
*Chaurus +45 pts
*Giant Frostbite Spider + 55 pts


Fleshwilt Poison +10 pts per weapon
Chaurus Bile +20 pts per weapon
Mindbreak Poison +4 pts per weapon
Lingering Death +6 pts per weapon
Frostbite Venom (free)
Nervegrasp +10 pts per weapon
Wearyblood Draught +10 pts per weapon
Steelbane Acid +8 pts per weapon


May take Hardened Chitin armor for +8 pts
====Falmer Shadowmaster====
May be mounted on Chaurus for +45 pts
May be mounted on Giant Frostbite Spider for + 55 pts
Falmer Shadowmaster


Falmer, Independent Character, Infantry, Skirmish
Falmer, Independent Character, Infantry, Skirmish


50 pts
50 pts
{| class="wikitable"
|-
! Name
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Mg
! Sv
|-
| Shadowmaster
| 4
| 4
| 3
| 4
| 2
| 3
| 2
| 9
| 6
| -
|}


Shadowmaster WS4 BS4 S3 T4 W2 I3 A2 Ld9 Mg6 Sv-
'''Spells:''' Bound Sword, Frostbite, Ward, Oakflesh


'''Special Rules:'''
Hatred(Everything!), The Hordes Beneath
Hatred(Everything!), The Hordes Beneath


Bound Sword, Frostbite, Ward, Oakflesh
A Falmer Shadowmaster may replace any number of their starting spells with:
*13+ or lower (free)
*14+ or higher +10 pts


May replace any number of starting spells  with
A Falmer Shadowmaster may take Blowgun for + pts,


13+ or lower (free)
A Falmer Shadowmaster may take any of the following Poisons on one or more weapon:
14+ or higher +10 pts
*Fleshwilt Poison +10 pts per weapon
*Chaurus Bile +20 pts per weapon
*Mindbreak Poison +4 pts per weapon
*Lingering Death +6 pts per weapon
*Frostbite Venom (free)
*Nervegrasp +10 pts per weapon
*Wearyblood Draught +10 pts per weapon
*Steelbane Acid +8 pts per weapon


May take Blowgun for + pts, may take a poison from list above
A Falmer Shadowmaster may take one of the following:
*Chitin armor for +2 pts
*Hardened Chitin armor for +10 pts


May take Chitin armor for +2 pts
A Falmer Shadowmaster may be mounted on one of the following:
May take Hardened Chitin armor for +10 pts
*Chaurus +45 pts
May be mounted on Chaurus for +45 pts
*Giant Frostbite Spider + 55 pts
May be mounted on Giant Frostbite Spider for + 55pts




===Core===


Falmer Warriors
====Falmer Warriors====


Falmer, Horde, Infantry
Falmer, Horde, Infantry
Line 123: Line 239:
8 pts per model
8 pts per model


Warrior WS3 BS3 S3 T4 W1 I3 A1 Ld6 Mg2 Sv6+
{| class="wikitable"
Raid Leader WS3 BS3 S4 T4 W1 I3 A2 Ld7 Mg2 Sv6+
|-
Shaman WS3 BS3 S3 T4 W1 I3 A1 Ld7 Mg4 Sv-
! Name
 
! WS
Hatred(Everything!), The Hordes Beneath, Character(Shaman and Raid Leader)
! BS
! S
! T
! W
! I
! A
! Ld
! Mg
! Sv
|-
| Warriors
| 3
| 3
| 3
| 4
| 1
| 3
| 1
| 6
| 2
| 6+
|-
| Raid Leader
| 3
| 3
| 4
| 4
| 1
| 3
| 2
| 7
| 2
| 6+
|-
| Shaman
| 3
| 3
| 3
| 4
| 1
| 3
| 1
| 7
| 4
| -
|}


'''Wargear:'''
Hand Weapon(Poisoned 4+), Chitin Armour
Hand Weapon(Poisoned 4+), Chitin Armour


May take a Shaman or Raid Leader for +16 pts
'''Special Rules:'''
Hatred(Everything!), The Hordes Beneath, Character(Shaman and Raid Leader)


Shaman has Bound Sword, Frostbite, may exchange for other spells 9+ lower
One Model may be upgraded to one of the following for +16 pts
 
*Shaman (has Bound Sword, Frostbite, may exchange for other spells 9+ lower)
Raid Leader has Chitin Armour and HW Poisoned 4+
*Raid Leader (has Chitin Armour and HW Poisoned 4+)


The entire unit may take one of the following:
The entire unit may take one of the following:
Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model
*Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model
Shield +1 pt per model
*Shield +1 pt per model
Second Poisoned(4+) Hand Weapon or Poisoned(4+) Dagger +1 pt per model
*Second Poisoned(4+) Hand Weapon or Poisoned(4+) Dagger +1 pt per model
Spell: Frostbite or Sparks +2 pt per model
*Spell: Frostbite or Sparks +2 pt per model


Replace Hand Weapon with
The entire unit may replace their Hand Weapon with:
Poisoned(4+) Dagger (free)
*Poisoned(4+) Dagger (free)
Poisoned(4+) Spear +1 pt per model
*Poisoned(4+) Spear +1 pt per model


Hardened Chitin for +2 pts per model
The entire unit may upgrade their Chitin Armour to Hardened Chitin for +2 pts per model




Chaurus
====Chaurus====


Horde, Scuttling Beasts
Horde, Scuttling Beasts
Line 158: Line 321:
15 pts per model
15 pts per model


Chaurus WS2 BS2 S3 T3 W2 I2 A1 Ld5 Mg0 Sv4+
{| class="wikitable"
|-
! Name
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Mg
! Sv
|-
| Chaurus
| 2
| 2
| 3
| 3
| 2
| 2
| 1
| 5
| 0
| 4+
|}
 
'''Wargear:'''
Chitin Carapace


'''Special Rules:'''
Beasts of the Sightless Realm, The Hordes Beneath, Immune to Poison
Beasts of the Sightless Realm, The Hordes Beneath, Immune to Poison
Chitin Carapace


Virulent Maw: Fire and Charge 1, S1 AP0, Poisoned(2+), range 12”.
Virulent Maw: Fire and Charge 1, S1 AP0, Poisoned(2+), range 12”.




Wretches
====0-1 Slaves====


Falmer, Horde, Infantry
Mix of races, must be at least 66% Nord, +1 pt for Argonian, Khajiit, Altmer, Bosmer
Horde, Infantry


10-40 models per unit  
10-80 models per unit


10 pts per model
2 pts per Slave, 10 for Slavemaster


WS2 BS0 S4 T4 W1 I3 A2 Ld2 Mg0 Sv-
{| class="wikitable"
|-
! Name
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Mg
! Sv
|-
| Slave
| 1
| 1
| 2
| 3
| 1
| 2
| 1
| 2
| 1
| -
|-
| Slavemaster
| 3
| 3
| 3
| 4
| 1
| 3
| 1
| 7
| 2
| 6+
|}


Blood Frenzy(cannot be shaken), Hatred(Everything!), Fearless, Cannot Hold Objectives
'''Slave Special Rules:'''


Nightmarish Existence: Stubborn. If flee, cannot rally, even if caught.


'''Slavemaster Wargear:'''
Hand Weapon(Poisoned 4+), Chitin Armour


'''Slavemaster Special Rules:'''
Hatred(Everything!)


Unimaginable Cruelty: If morale check failed, Slavemaster may kill d3 slaves to reroll.




===Elite===


====Spidermasters====


Skirmish, Infantry, Monstrous Cavalry


0-1 Slaves
1-3 Spidermasters, 0-10 Frostbite Spiders per unit.


Mix of races, must be at least 66% Nord, +1 pt for Argonian, Khajiit, Altmer, Bosmer
65 pts per model
Horde, Infantry


10-80 models per unit
{| class="wikitable"
|-
! Name
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Mg
! Sv
|-
| Spidermaster
| 3
| 3
| 3
| 4
| 1
| 3
| 2
| 8
| 2
| 6+
|-
| Giant Spider
| 2
| 2
| 6
| 5
| 3
| 4
| 3
| 8
| 0
| -
|}


2 pts per Slave, 10 for Slavemaster
'''Wargear:'''
Hand Weapon(Poisoned 4+), Chitin Armour


Slave WS1 BS1 S2 T3 W1 I2 A1 Ld2 Mg1 Sv-
'''Special Rules:'''
Slavemaster WS3 BS3 S3 T4 W1 I3 A1 Ld7 Mg2 Sv6+
Hatred(Everything!), The Hordes Beneath


Slaves: no equipment
The entire unit may take one of the following:
Slavemaster: Hand Weapon(Poisoned 4+), Chitin Armour, Hatred(Everything!)
*Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model
 
*Shield +1 pt per model
Unimaginable Cruelty: If morale check failed, Slavemaster may kill d3 slaves to reroll.
*Second Poisoned(4+) Hand Weapon +1 pt per model
 
*Spell: Frostbite or Sparks or Bound Sword+2 pt per model
Nightmarish Existence: Stubborn. If flee, cannot rally, even if caught.


The entire unit may upgrade their Chitin Armour to Hardened Chitin for +2 pts per model




Deepcrawlers
====Deepcrawlers====


Falmer, Horde, Scuttling Cavalry
Falmer, Horde, Scuttling Cavalry
Line 216: Line 490:
24 pts per model
24 pts per model


Deepcrawler WS3 BS3 S3 T4 W2 I3 A1(2) Ld6 Mg2 Sv4+
{| class="wikitable"
Raid Master WS3 BS3 S4 T4 W2 I3 A2(3) Ld7 Mg2 Sv4+
|-
! Name
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Mg
! Sv
|-
| Deepcrawler
| 3
| 3
| 3
| 4
| 2
| 3
| 1(2)
| 6
| 2
| 4+
|-
| Raid Master
| 3
| 3
| 4
| 4
| 2
| 3
| 2(3)
| 7
| 2
| 4+
|}


Mounted on Chaurus. Chaurus may fire
'''Wargear:'''
Virulent Maw: Fire and Charge 1, S1 AP0, Poisoned(2+), range 12”. in addition to other attacks.
Hand Weapon(Poisoned 4+), Chitin Armour


Raid Leader cost +16 pts
The entire unit is mounted on Chaurus. Chaurus may fire:
*Virulent Maw: Fire and Charge 1, S1 AP0, Poisoned(2+), range 12”. in addition to other attacks.


'''Special Rules:'''
Hatred(Everything!), The Hordes Beneath, Character(Raid Leader)
Hatred(Everything!), The Hordes Beneath, Character(Raid Leader)


Hand Weapon(Poisoned 4+), Chitin Armour
One model may be upgraded to Raid Leader for +16 pts


The entire unit may take one of the following:
The entire unit may take one of the following:
Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model
*Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model
Shield +1 pt per model
*Shield +1 pt per model
Second Poisoned(4+) Hand Weapon +1 pt per model
*Second Poisoned(4+) Hand Weapon +1 pt per model
Spell: Frostbite or Sparks or Bound Sword+2 pt per model
*Spell: Frostbite or Sparks or Bound Sword +2 pt per model


Hardened Chitin for +2 pts per model
The entire unit may upgrade their Chitin Armour to Hardened Chitin for +2 pts per model


Gloomweavers
 
====Gloomweavers====


Falmer, Skirmish, Infantry
Falmer, Skirmish, Infantry
Line 244: Line 557:
16 pts per model
16 pts per model


Gloomweaver WS3 BS3 S3 T4 W1 I3 A2 Ld7 Mg3 Sv6+
{| class="wikitable"
|-
! Name
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Mg
! Sv
|-
| Gloomweaver
| 3
| 3
| 3
| 4
| 1
| 3
| 2
| 7
| 3
| 6+
|}


Hatred(Everything!), The Hordes Beneath
'''Wargear:'''
Hand Weapon(Poisoned 4+), Chitin Armour
 
'''Special Rules:'''
Hatred(Everything!), The Hordes Beneath  


Shroud of Darkness: Gloomweavers, and any attached Shadowmaster, have Chameleon(+1)
Shroud of Darkness: Gloomweavers, and any attached Shadowmaster, have Chameleon(+1)


Hand Weapon(Poisoned 4+), Chitin Armour
Any number of Gloomweavers may take one of the following:
*Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model
*Shield +1 pt per model
*Second Poisoned(4+) Hand Weapon or Poisoned(4+) Dagger +1 pt per model
*Spell: Frostbite or Sparks +2 pt per model
*Blowgun + pts per model


Any model may take one of the following:
The entire unit may replace their Hand Weapon with:
Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model
*Poisoned(4+) Dagger (free)
Shield +1 pt per model
*Poisoned(4+) Spear +1 pt per model
Second Poisoned(4+) Hand Weapon or Poisoned(4+) Dagger +1 pt per model
Spell: Frostbite or Sparks +2 pt per model
Blowgun + pts per model


Replace Hand Weapon with
The entire unit may replace 4+ Poison on a weapon with Frostbite Venom(free)
Poisoned(4+) Dagger (free)
Poisoned(4+) Spear +1 pt per model


Replace 4+ Poison on a weapon with Frostbite Venom(free)
Each model may take a Destruction, Alteration, Conjuration, Restoration or Mysticism spell cast on 13+ or lower


Each model may take a Destruction, Alteration, Conjuration, Restoration or Mysticism spell cast on 13+ or lower
For every 5 models, one model may take any additional spell for +8 pts
 
For every 5 models, one model may a unique poison on a weapon:
*Fleshwilt Poison, Nervegrasp, Wearyblood Draught +8 pts per weapon
*Steelbane Acid, Lingering Death +6 pts per weapon
*Mindbreak Poison +4 pts per weapon


For every 5 models, 1 model may take any additional spell for +8 pts
For every 5 models, 1 model may a unique poison on a weapon:
Fleshwilt Poison, Nervegrasp, Wearyblood Draught +8 pts per weapon
Steelbane Acid, Lingering Death +6 pts per weapon
Mindbreak Poison +4 pts per weapon
For every 5 models, 1 model may take up to 15 pts of magic items
For every 5 models, 1 model may take up to 15 pts of magic items


Any number of models may take Hardened Chitin for +2 pts per model, or choose not to use armour at all for free
Any number of Gloomweavers may upgrade their Chitin Armour to Hardened Chitin for +2 pts per model, or choose not to use armour at all for free
Frostbite Spiders
 
 
====Wretches====
 
Falmer, Horde, Infantry
 
10-40 models per unit
 
10 pts per model
 
{| class="wikitable"
|-
! Name
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Mg
! Sv
|-
| Wretch
| 2
| 0
| 4
| 4
| 1
| 3
| 2
| 2
| 0
| -
|}
 
'''Special Rules:'''
Blood Frenzy(cannot be shaken), Hatred(Everything!), Fearless, Cannot Hold Objectives


Skirmish, Infantry, Monstrous Creature(Giant Frostbite Spider)


0-3 Giant Frostbite Spiders,  3-20 Frostbite Spiders per unit
====Trappers====


8 pts per model(55 pts per Giant Frostbite Spider)
{| class="wikitable"
|-
! Name
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Mg
! Sv
|-
| Trapper
|
|
|
|
|
|
|
|
|
|
|}


Spider WS2 BS2 S3 T3 W1 I4 A2 Ld5 Mg0 Sv-
'''Wargear:'''
Giant Spider WS2 BS2 S6 T5 W3 I4 A3 Ld8 Mg0 Sv-


Beasts of the Sightless Realm, The Hordes Beneath
'''Special Rules:'''


Cave Crawlers: Frostbite Spiders treat Difficult Terrain, other than water features, as open ground. Dangerous Terrain tests must be taken as normal.


Frost Fangs(Frostbite Venom)
===Support===


Spider's Web: If a unit directs any of its attacks in close combat against a unit of Frostbite Spiders, it gets -1 Initiative until end of turn. Multiple instances of this effect on any one unit do not stack.
====Frostbite Spiders====


Webspittle: Shooting attack. Move and Fire 1, S2 AP0, range 18”. Units hit count as caught in the Spider's Web(see above) this turn.
Skirmish, Infantry, Monstrous Creature(Giant Frostbite Spider)


Giant Spiders cause Fear.
0-3 Giant Frostbite Spiders,  3-20 Frostbite Spiders per unit


8 pts per model(55 pts per Giant Frostbite Spider)


Spidermasters
{| class="wikitable"
|-
! Name
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Mg
! Sv
|-
| Spider
| 2
| 2
| 3
| 3
| 1
| 4
| 2
| 5
| 0
| -
|-
| Giant Spider
| 2
| 2
| 6
| 5
| 3
| 4
| 3
| 8
| 0
| -
|}


Skirmish, Infantry, Monstrous Cavalry
'''Wargear:'''
Frost Fangs(Frostbite Venom)


1-3 Spidermasters, 0-10 Frostbite Spiders per unit.
'''Special Rules:'''
Beasts of the Sightless Realm, The Hordes Beneath


65 pts per model
Cave Crawlers: Frostbite Spiders treat Difficult Terrain, other than water features, as open ground. Dangerous Terrain tests must be taken as normal.


Spidermaster WS3 BS3 S3 T4 W1 I3 A2 Ld8 Mg2 Sv6+
Spider's Web: If a unit directs any of its attacks in close combat against a unit of Frostbite Spiders, it gets -1 Initiative until end of turn. Multiple instances of this effect on any one unit do not stack.
Giant Spider WS2 BS2 S6 T5 W3 I4 A3 Ld8 Mg0 Sv-


Hatred(Everything!), The Hordes Beneath
Webspittle: Shooting attack. Move and Fire 1, S2 AP0, range 18”. Units hit count as caught in the Spider's Web(see above) this turn.


Hand Weapon(Poisoned 4+), Chitin Armour
Giant Spiders cause Fear.


The entire unit may take one of the following:
Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model
Shield +1 pt per model
Second Poisoned(4+) Hand Weapon +1 pt per model
Spell: Frostbite or Sparks or Bound Sword+2 pt per model


Hardened Chitin for +2 pts per model
====Chaurus Hunters====
Chaurus Hunter


Skirmish, Scuttling Flyer Beasts
Skirmish, Scuttling Flyer Beasts
Line 329: Line 764:
30 pts per model
30 pts per model


Chaurus Hunter WS2 BS2 S3 T3 W2 I4 A2 Ld5 Mg0 Sv5+
{| class="wikitable"
 
|-
Beasts of the Sightless Realm, The Hordes Beneath, Immune to Poison
! Name
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Mg
! Sv
|-
| Chaurus Hunter
| 2
| 2
| 3
| 3
| 2
| 4
| 2
| 5
| 0
| 5+
|}


'''Wargear:'''
Chitin Carapace
Chitin Carapace


Stinger Claws: This is a Poisoned(2+) melee weapon that strikes at AP4.
Stinger Claws: This is a Poisoned(2+) melee weapon that strikes at AP4.
'''Special Rules:'''
Beasts of the Sightless Realm, The Hordes Beneath, Immune to Poison




Skeever Swarm
====Skeever Swarm====


Horde, Beasts
Horde, Beasts
Line 346: Line 808:
16 pts per base
16 pts per base


Skeever Swarm WS2 BS0 S2 T2 W3 I3 A3 Ld3 Mg0 Sv-
{| class="wikitable"
|-
! Name
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Mg
! Sv
|-
| Skeever Swarm
| 2
| 0
| 2
| 2
| 3
| 3
| 3
| 3
| 0
| -
|}


'''Special Rules:'''
Beasts of the Sightless Realm, The Hordes Beneath, Swarms
Beasts of the Sightless Realm, The Hordes Beneath, Swarms


Line 353: Line 841:




Spiderling Swarm
====Spiderling Swarm====


Horde, Infantry
Horde, Infantry
Line 361: Line 849:
13 pts per base
13 pts per base


Spiderling Swarm WS2 BS0 S2 T2 W3 I4 A3 Ld4 Mg0 Sv-
{| class="wikitable"
|-
! Name
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Mg
! Sv
|-
| Spiderling Swarm
| 2
| 0
| 2
| 2
| 3
| 4
| 3
| 4
| 0
| -
|}


'''Wargear:'''
Frost Fangs(Frostbite Venom)
'''Special Rules:'''
Beasts of the Sightless Realm, The Hordes Beneath, Swarms
Beasts of the Sightless Realm, The Hordes Beneath, Swarms


Cave Crawlers: Spiderlings treat Difficult Terrain, other than water features, as open ground. Dangerous Terrain tests must be taken as normal.
Cave Crawlers: Spiderlings treat Difficult Terrain, other than water features, as open ground. Dangerous Terrain tests must be taken as normal.


Frost Fangs(Frostbite Venom)


Grudging Allies:
==Equipment==
Aldmeri Dominion
 
Orc Hordes
Blowgun: Range 6”, Move and Fire 1, S2 AP2, Sniper
Dragons
Sixth House


Desperate Allies:
Undead
Daedra Cults


Blowgun: Range 6”, Move and Fire 1, S2 AP2, Sniper
==Spells==


Destruction
===Destruction===


Sparks: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S1 AP0, Fire and Charge 2, range 6", shock, Magicka Drain(1) on striking. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a shock spell weapon with Magicka Drain(1) on striking.  
Sparks: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S1 AP0, Fire and Charge 2, range 6", shock, Magicka Drain(1) on striking. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a shock spell weapon with Magicka Drain(1) on striking.  
Frostbite: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S1 AP0, Fire and Charge 2, range 6", frost, chills on striking. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a frost spell weapon with Chills on striking.  
Frostbite: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S1 AP0, Fire and Charge 2, range 6", frost, chills on striking. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a frost spell weapon with Chills on striking.  
Shock: Cast on 4+. Shooting attack. S3 AP0, range 18", Move and Fire 1, Magicka Drain(1) on striking, shock.  
Shock: Cast on 4+. Shooting attack. S3 AP0, range 18", Move and Fire 1, Magicka Drain(1) on striking, shock.  
Ice Spike: Cast on 4+, shooting attack. S3 AP0, range 18", Move and Fire 1, Chills on striking, frost.  
Ice Spike: Cast on 4+, shooting attack. S3 AP0, range 18", Move and Fire 1, Chills on striking, frost.  
Chain Lightning: Cast on 8+, shooting attack. S3 AP0, Move and Fire 1, Range 24", shock. Hits from Chain Lightning cause Magicka Drain(1). For each unsaved wound, the targeted unit takes an additional hit. These additional hits, if they wound, generate additional hits of their own, and so on.  
Chain Lightning: Cast on 8+, shooting attack. S3 AP0, Move and Fire 1, Range 24", shock. Hits from Chain Lightning cause Magicka Drain(1). For each unsaved wound, the targeted unit takes an additional hit. These additional hits, if they wound, generate additional hits of their own, and so on.  
Ice Storm: Cast on 9+, shooting attack. S3 AP3, Template, Fire and Charge 1, frost.  
Ice Storm: Cast on 9+, shooting attack. S3 AP3, Template, Fire and Charge 1, frost.  
Lightning Bolt: Cast on 10+, shooting attack. S7 AP0, Move and Fire 1, Range 48", hit causes Magicka Drain(1), shock.  
Lightning Bolt: Cast on 10+, shooting attack. S7 AP0, Move and Fire 1, Range 48", hit causes Magicka Drain(1), shock.  
Icy Spear: Cast on 11+, Shooting attack. S5 AP5, Move and Fire 1. Range 36", model hit strikes at Initiative 1 this turn, frost  
Icy Spear: Cast on 11+, Shooting attack. S5 AP5, Move and Fire 1. Range 36", model hit strikes at Initiative 1 this turn, frost  
Frost Cloak: Cast on 14+, cast any time, Cloak. Enemy models in base contact with caster(and enemy models in base contact with those) take a S3AP5 frost hit at Initiative 10 each round of combat, until the beginning of your next turn. Only one Cloak can be active at once on a model.  
Frost Cloak: Cast on 14+, cast any time, Cloak. Enemy models in base contact with caster(and enemy models in base contact with those) take a S3AP5 frost hit at Initiative 10 each round of combat, until the beginning of your next turn. Only one Cloak can be active at once on a model.  
Wall of Frost: Cast on 16+. Shooting attack. Large Blast, Move or Fire 1, Range 12". This shooting attack does not have to target a unit; the rest of caster's unit not also shooting a weapon that does not have to target a unit cannot shoot or run this round as per the normal rules. Instead simply target a spot on the table(within range, and no friendly models underneath) with all models in the unit that can target in this way, and roll for scatter. Note exactly where the large blast marker hits. The marker remains in play where it lands until your next turn, affecting everyone underneath it; it represents a wall of frost. At the end of each turn, while the wall lasts, each model with any part of its base underneath it takes a S3 AP0 Ignores Cover frost hit that Chills on striking. Each model that was underneath it(with any part of its base) at any point during this player turn then takes a S3 AP0 Ignores Cover frost hit that Chills on striking. At the beginning of your next turn, remove the wall from play.
Wall of Frost: Cast on 16+. Shooting attack. Large Blast, Move or Fire 1, Range 12". This shooting attack does not have to target a unit; the rest of caster's unit not also shooting a weapon that does not have to target a unit cannot shoot or run this round as per the normal rules. Instead simply target a spot on the table(within range, and no friendly models underneath) with all models in the unit that can target in this way, and roll for scatter. Note exactly where the large blast marker hits. The marker remains in play where it lands until your next turn, affecting everyone underneath it; it represents a wall of frost. At the end of each turn, while the wall lasts, each model with any part of its base underneath it takes a S3 AP0 Ignores Cover frost hit that Chills on striking. Each model that was underneath it(with any part of its base) at any point during this player turn then takes a S3 AP0 Ignores Cover frost hit that Chills on striking. At the beginning of your next turn, remove the wall from play.


Conjuration
 
===Conjuration===
 
Bound Sword: Cast on 4+, 1-handed, close combat phase. Equips a Bound hand weapon in casting hand until end of turn.  
Bound Sword: Cast on 4+, 1-handed, close combat phase. Equips a Bound hand weapon in casting hand until end of turn.  
Bound Dagger: Cast on 4+, 1-handed, close combat phase. Equips a Bound Dagger in casting hand until end of turn.
Bound Dagger: Cast on 4+, 1-handed, close combat phase. Equips a Bound Dagger in casting hand until end of turn.
Bound Spear: Cast on 4+, 1-handed, close combat phase. Equips a Bound Spear in casting hand until end of turn.  
Bound Spear: Cast on 4+, 1-handed, close combat phase. Equips a Bound Spear in casting hand until end of turn.  
Bound Bow: Cast on 6+, shooting phase. Equips a Bound Bow in both hands until end of turn.  
Bound Bow: Cast on 6+, shooting phase. Equips a Bound Bow in both hands until end of turn.  
Bound Battleaxe: Cast on 6+, close combat phase. Equips a Bound Battleaxe in both hands until end of turn.  
Bound Battleaxe: Cast on 6+, close combat phase. Equips a Bound Battleaxe in both hands until end of turn.  


Alteration
 
===Alteration===
 
Stoneflesh: Casts on 8+. 1-handed, may be cast any time. Caster gets +1 to his armor save this turn. Multiple instances do not stack.  
Stoneflesh: Casts on 8+. 1-handed, may be cast any time. Caster gets +1 to his armor save this turn. Multiple instances do not stack.  
Ironflesh: Casts on 12+. 1-handed, may be cast any time. Caster gets +2 to his armor save this turn. Multiple instances do not stack.  
Ironflesh: Casts on 12+. 1-handed, may be cast any time. Caster gets +2 to his armor save this turn. Multiple instances do not stack.  
Ebonyflesh: Casts on 16+, 1-handed, may be cast any time. Caster gets +3 to his armor save this turn. Multiple instances do not stack.
Ebonyflesh: Casts on 16+, 1-handed, may be cast any time. Caster gets +3 to his armor save this turn. Multiple instances do not stack.
Soften the Meal: Casts on 18+, 1-handed, may be cast at the beginning of any phase. Select a unit within 6" of caster. Until the beginning of your next turn, every model in that unit has -1 Toughness. Multiple instances do not stack.
Soften the Meal: Casts on 18+, 1-handed, may be cast at the beginning of any phase. Select a unit within 6" of caster. Until the beginning of your next turn, every model in that unit has -1 Toughness. Multiple instances do not stack.


Illusion
 
===Illusion===
 
Screams from Beneath:  Cast on 4+, shooting attack. Fire and Charge 1, Range 36". Models hit must must re-roll all Power Dice whenever they successfully cast a spell until the end of next turn, and abide by the second result(remember that each die can only ever be re-rolled once).
Screams from Beneath:  Cast on 4+, shooting attack. Fire and Charge 1, Range 36". Models hit must must re-roll all Power Dice whenever they successfully cast a spell until the end of next turn, and abide by the second result(remember that each die can only ever be re-rolled once).
Vision of Eyelessness: Cast on 5+, close combat phase, 1-handed. A model in base contact with caster is Blinded this round.
Vision of Eyelessness: Cast on 5+, close combat phase, 1-handed. A model in base contact with caster is Blinded this round.
Lure Prey: Cast on 7+ at the beginning of your opponent's close combat phase. Targets an enemy unit that could charge caster's unit this phase. That unit must take a Leadership test on its lowest value. If it fails, it must attempt to charge caster's unit.
Lure Prey: Cast on 7+ at the beginning of your opponent's close combat phase. Targets an enemy unit that could charge caster's unit this phase. That unit must take a Leadership test on its lowest value. If it fails, it must attempt to charge caster's unit.
Deathly Trance: Cast on 8+. Cast at the beginning of either player's shooting phase. Chose a Mortal model other than a Monstrous Creature within 6" of caster. That model takes a Leadership test on its own value. If it succeeds, that model resists this spell, and cannot be Commanded until the beginning of your next turn. If it fails, you Command that model until the end of this turn.
Deathly Trance: Cast on 8+. Cast at the beginning of either player's shooting phase. Chose a Mortal model other than a Monstrous Creature within 6" of caster. That model takes a Leadership test on its own value. If it succeeds, that model resists this spell, and cannot be Commanded until the beginning of your next turn. If it fails, you Command that model until the end of this turn.
Shadow Walk: Cast on 8+, at the beginning of any phase. This phase, caster is Invisible.  
Shadow Walk: Cast on 8+, at the beginning of any phase. This phase, caster is Invisible.  
Shadow Weave: Cast on 11+, any time. Caster gets Chameleon(+2) this turn. Multiple instances do not stack.
Shadow Weave: Cast on 11+, any time. Caster gets Chameleon(+2) this turn. Multiple instances do not stack.
Enslave: Cast on 14+. Cast at the beginning of either player's shooting phase. Chose a Mortal model other than a Monstrous Creature within 6" of caster. That model takes a Leadership test on its own value. If it succeeds, that model resists this spell, and cannot be Commanded until the beginning of your next turn. If it fails, you Command that model until the end of next turn.
Enslave: Cast on 14+. Cast at the beginning of either player's shooting phase. Chose a Mortal model other than a Monstrous Creature within 6" of caster. That model takes a Leadership test on its own value. If it succeeds, that model resists this spell, and cannot be Commanded until the beginning of your next turn. If it fails, you Command that model until the end of next turn.
Cripple Prey: Cast on 14+. Shooting attack. Move and Fire 1, range 18”. Models hit are Paralyzed until the end of next turn.
Cripple Prey: Cast on 14+. Shooting attack. Move and Fire 1, range 18”. Models hit are Paralyzed until the end of next turn.
Feast of Suffering: Cast on 14+. Shooting attack. Move and Fire 2d6, range 12”. Models hit are Blinded until end of turn. For each enemy model hit, caster immediately takes a S2AP0 hit.
Feast of Suffering: Cast on 14+. Shooting attack. Move and Fire 2d6, range 12”. Models hit are Blinded until end of turn. For each enemy model hit, caster immediately takes a S2AP0 hit.
Wail of the Wretched: Cast on 18+, shooting attack. Fire and Charge 1, Range 36”. The unit hit, if it has not already taken a Morale check this turn, must immediately pass a Morale check or flee. All models in the unit must must re-roll all Power Dice whenever they successfully cast a spell until the end of next turn, and abide by the second result(remember that each die can only ever be re-rolled once).
Wail of the Wretched: Cast on 18+, shooting attack. Fire and Charge 1, Range 36”. The unit hit, if it has not already taken a Morale check this turn, must immediately pass a Morale check or flee. All models in the unit must must re-roll all Power Dice whenever they successfully cast a spell until the end of next turn, and abide by the second result(remember that each die can only ever be re-rolled once).
Impenetrable Gloom: Cast on 19+ at the beginning of any phase. Caster's unit gain Chameleon(+2) until end of turn. This does not stack with other Chameleon effects, or with multiple instances of itself, but it does stack with all other types of cover saves as normal.
Impenetrable Gloom: Cast on 19+ at the beginning of any phase. Caster's unit gain Chameleon(+2) until end of turn. This does not stack with other Chameleon effects, or with multiple instances of itself, but it does stack with all other types of cover saves as normal.


Mysticism:
 
===Mysticism===
 
Soul Trap: Cast on 4+, 1-handed. Cast at the start of the Fight sub-phase during the close combat phase. Caster's attacks gain the Soul Trap special rule until end of turn.
Soul Trap: Cast on 4+, 1-handed. Cast at the start of the Fight sub-phase during the close combat phase. Caster's attacks gain the Soul Trap special rule until end of turn.


Restoration:
 
===Restoration===
 
Scargrowth: Cast on 6+ during any movement phase, 1-handed. Caster is Healed on a 6.  
Scargrowth: Cast on 6+ during any movement phase, 1-handed. Caster is Healed on a 6.  
Ward: Cast on 7+, 1-handed. Cast in response to an enemy spell which would target or immediately effect caster, caster's unit, or another one of caster's spells. If this spell is successfully cast, caster attempts to Ward the targeted spell(see the Scrollhammer Rulebook for details).  
Ward: Cast on 7+, 1-handed. Cast in response to an enemy spell which would target or immediately effect caster, caster's unit, or another one of caster's spells. If this spell is successfully cast, caster attempts to Ward the targeted spell(see the Scrollhammer Rulebook for details).  
Flesh Mend: Cast on 9+ during any movement phase, 1-handed. Caster is Healed on a 5+.
Flesh Mend: Cast on 9+ during any movement phase, 1-handed. Caster is Healed on a 5+.

Revision as of 18:51, 5 December 2012

This is a rough draft that will be updated.

Falmer


General Rules

Twisted Souls: Falmer have Hatred(Everything!)

Beasts of the Sightless Realm: This model may use the Leadership of any Falmer model within 12” instead of its own for all morale checks, and has Bestial Instinct

The Hordes Beneath: When you deploy your army, you may nominate up to half of the units(including Independent Characters) in your army with this Special Rule as arriving by Hive Tunnel. They are kept in reserve, and may choose to either arrive by Outflank or Deep Strike the turn they arrive. Independent Characters arriving in this manner with another unit must be assigned to that unit before the game begins, as per the usual rules.

Scuttling: This Beast does not have Fleet.

Mounts

A Chaurus grants the mounted model +2 to armour , +1 A, +1 Wound, spittle attack, 25x50 base.

[Giant Frostbite Spider]


Unique Poisons

Chaurus Bile: Poison(2+)

Fleshwilt Poison: Poison(3+)

Mindbreak Poison: Unsaved wound causes Magicka Drain(total)

Lingering Death: Wound, saved or otherwise, causes toughness test to be taken at end of turn. If failed, take a wound, no armour save allowed.

Frostbite Venom: Poison(5+), counts as Frost Damage, not Poison damage, wound, saved or not, chills

Nervegrasp: Poison(4+), wound, saved or not, paralyzes.

Wearyblood Draught: wound, saved or not, forces initiative test or attacks reduced to 1 next round.

Steelbane Acid: Poison(4+), strikes at AP3


Allies

Grudging Allies: Aldmeri Dominion Orc Hordes Dragons Sixth House

Desperate Allies: Undead Daedra Cults


Army List

Overview

Heroes Warlord, Shadowmaster

Core 1+ Warriors, Chaurus, 0-1 Slaves

Elite Spidermasters, Deepcrawlers, Gloomweavers, Wretches, Trappers,

Support Frostbite Spiders, Chaurus Hunters, Skeever Swarms, Spiderling Swarms,


Heroes

Falmer Warlord

Falmer, Independent Character, Infantry, Skirmish

50 pts(70 pts for Warmonger)

Name WS BS S T W I A Ld Mg Sv
Nightprowler 4 3 4 4 2 4 3 8 3 6+
Warmonger 4 3 4 4 3 4 3 9 3 6+

Wargear: Poisoned(4+) Hand Weapon, Chitin Armour

Special Rules: Hatred(Everything!), The Hordes Beneath

Tyrants of the World Below: An army containing a Warmonger gets +1 to its Reserve Rolls

A Falmer Warlord may take:

  • Poisoned(4+) Short Bow or Poisoned(4+) Bow for +6 pts
  • Shield +5 pts
  • Second Poisoned(4+) Hand Weapon or Poisoned(4+) Dagger +6 pts
  • Spell: Frostbite or Sparks +6 pts
  • Blowgun + pts

A Falmer Warlord may replace his Hand Weapon with:

  • Poisoned(4+) Dagger (free)
  • Poisoned(4+) Spear +2 pts

A Falmer Warlord may take one of the following spells: Icy Spear, Chain Lightning, Shock, Ice Spike, Minor Healing for +6 pts

A Falmer Warlord may take any of the following Poisons on one or more weapon:

  • Fleshwilt Poison +10 pts per weapon
  • Chaurus Bile +20 pts per weapon
  • Mindbreak Poison +4 pts per weapon
  • Lingering Death +6 pts per weapon
  • Frostbite Venom (free)
  • Nervegrasp +10 pts per weapon
  • Wearyblood Draught +10 pts per weapon
  • Steelbane Acid +8 pts per weapon

A Falmer Warlord may upgrade his Chitin Armour to Hardened Chitin armor for +8 pts

A Falmer Warlord may be mounted on one of the following:

  • Chaurus +45 pts
  • Giant Frostbite Spider + 55 pts


Falmer Shadowmaster

Falmer, Independent Character, Infantry, Skirmish

50 pts

Name WS BS S T W I A Ld Mg Sv
Shadowmaster 4 4 3 4 2 3 2 9 6 -

Spells: Bound Sword, Frostbite, Ward, Oakflesh

Special Rules: Hatred(Everything!), The Hordes Beneath

A Falmer Shadowmaster may replace any number of their starting spells with:

  • 13+ or lower (free)
  • 14+ or higher +10 pts

A Falmer Shadowmaster may take Blowgun for + pts,

A Falmer Shadowmaster may take any of the following Poisons on one or more weapon:

  • Fleshwilt Poison +10 pts per weapon
  • Chaurus Bile +20 pts per weapon
  • Mindbreak Poison +4 pts per weapon
  • Lingering Death +6 pts per weapon
  • Frostbite Venom (free)
  • Nervegrasp +10 pts per weapon
  • Wearyblood Draught +10 pts per weapon
  • Steelbane Acid +8 pts per weapon

A Falmer Shadowmaster may take one of the following:

  • Chitin armor for +2 pts
  • Hardened Chitin armor for +10 pts

A Falmer Shadowmaster may be mounted on one of the following:

  • Chaurus +45 pts
  • Giant Frostbite Spider + 55 pts


Core

Falmer Warriors

Falmer, Horde, Infantry

10-25 models per unit

8 pts per model

Name WS BS S T W I A Ld Mg Sv
Warriors 3 3 3 4 1 3 1 6 2 6+
Raid Leader 3 3 4 4 1 3 2 7 2 6+
Shaman 3 3 3 4 1 3 1 7 4 -

Wargear: Hand Weapon(Poisoned 4+), Chitin Armour

Special Rules: Hatred(Everything!), The Hordes Beneath, Character(Shaman and Raid Leader)

One Model may be upgraded to one of the following for +16 pts

  • Shaman (has Bound Sword, Frostbite, may exchange for other spells 9+ lower)
  • Raid Leader (has Chitin Armour and HW Poisoned 4+)

The entire unit may take one of the following:

  • Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model
  • Shield +1 pt per model
  • Second Poisoned(4+) Hand Weapon or Poisoned(4+) Dagger +1 pt per model
  • Spell: Frostbite or Sparks +2 pt per model

The entire unit may replace their Hand Weapon with:

  • Poisoned(4+) Dagger (free)
  • Poisoned(4+) Spear +1 pt per model

The entire unit may upgrade their Chitin Armour to Hardened Chitin for +2 pts per model


Chaurus

Horde, Scuttling Beasts

3-15 models per unit

15 pts per model

Name WS BS S T W I A Ld Mg Sv
Chaurus 2 2 3 3 2 2 1 5 0 4+

Wargear: Chitin Carapace

Special Rules: Beasts of the Sightless Realm, The Hordes Beneath, Immune to Poison

Virulent Maw: Fire and Charge 1, S1 AP0, Poisoned(2+), range 12”.


0-1 Slaves

Mix of races, must be at least 66% Nord, +1 pt for Argonian, Khajiit, Altmer, Bosmer Horde, Infantry

10-80 models per unit

2 pts per Slave, 10 for Slavemaster

Name WS BS S T W I A Ld Mg Sv
Slave 1 1 2 3 1 2 1 2 1 -
Slavemaster 3 3 3 4 1 3 1 7 2 6+

Slave Special Rules:

Nightmarish Existence: Stubborn. If flee, cannot rally, even if caught.

Slavemaster Wargear: Hand Weapon(Poisoned 4+), Chitin Armour

Slavemaster Special Rules: Hatred(Everything!)

Unimaginable Cruelty: If morale check failed, Slavemaster may kill d3 slaves to reroll.


Elite

Spidermasters

Skirmish, Infantry, Monstrous Cavalry

1-3 Spidermasters, 0-10 Frostbite Spiders per unit.

65 pts per model

Name WS BS S T W I A Ld Mg Sv
Spidermaster 3 3 3 4 1 3 2 8 2 6+
Giant Spider 2 2 6 5 3 4 3 8 0 -

Wargear: Hand Weapon(Poisoned 4+), Chitin Armour

Special Rules: Hatred(Everything!), The Hordes Beneath

The entire unit may take one of the following:

  • Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model
  • Shield +1 pt per model
  • Second Poisoned(4+) Hand Weapon +1 pt per model
  • Spell: Frostbite or Sparks or Bound Sword+2 pt per model

The entire unit may upgrade their Chitin Armour to Hardened Chitin for +2 pts per model


Deepcrawlers

Falmer, Horde, Scuttling Cavalry

3-10 models per unit, may take 0-5 Chaurus

24 pts per model

Name WS BS S T W I A Ld Mg Sv
Deepcrawler 3 3 3 4 2 3 1(2) 6 2 4+
Raid Master 3 3 4 4 2 3 2(3) 7 2 4+

Wargear: Hand Weapon(Poisoned 4+), Chitin Armour

The entire unit is mounted on Chaurus. Chaurus may fire:

  • Virulent Maw: Fire and Charge 1, S1 AP0, Poisoned(2+), range 12”. in addition to other attacks.

Special Rules: Hatred(Everything!), The Hordes Beneath, Character(Raid Leader)

One model may be upgraded to Raid Leader for +16 pts

The entire unit may take one of the following:

  • Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model
  • Shield +1 pt per model
  • Second Poisoned(4+) Hand Weapon +1 pt per model
  • Spell: Frostbite or Sparks or Bound Sword +2 pt per model

The entire unit may upgrade their Chitin Armour to Hardened Chitin for +2 pts per model


Gloomweavers

Falmer, Skirmish, Infantry

5-20 models per unit

16 pts per model

Name WS BS S T W I A Ld Mg Sv
Gloomweaver 3 3 3 4 1 3 2 7 3 6+

Wargear: Hand Weapon(Poisoned 4+), Chitin Armour

Special Rules: Hatred(Everything!), The Hordes Beneath

Shroud of Darkness: Gloomweavers, and any attached Shadowmaster, have Chameleon(+1)

Any number of Gloomweavers may take one of the following:

  • Poisoned(4+) Short Bow or Poisoned(4+) Bow for +3 pts per model
  • Shield +1 pt per model
  • Second Poisoned(4+) Hand Weapon or Poisoned(4+) Dagger +1 pt per model
  • Spell: Frostbite or Sparks +2 pt per model
  • Blowgun + pts per model

The entire unit may replace their Hand Weapon with:

  • Poisoned(4+) Dagger (free)
  • Poisoned(4+) Spear +1 pt per model

The entire unit may replace 4+ Poison on a weapon with Frostbite Venom(free)

Each model may take a Destruction, Alteration, Conjuration, Restoration or Mysticism spell cast on 13+ or lower

For every 5 models, one model may take any additional spell for +8 pts

For every 5 models, one model may a unique poison on a weapon:

  • Fleshwilt Poison, Nervegrasp, Wearyblood Draught +8 pts per weapon
  • Steelbane Acid, Lingering Death +6 pts per weapon
  • Mindbreak Poison +4 pts per weapon

For every 5 models, 1 model may take up to 15 pts of magic items

Any number of Gloomweavers may upgrade their Chitin Armour to Hardened Chitin for +2 pts per model, or choose not to use armour at all for free


Wretches

Falmer, Horde, Infantry

10-40 models per unit

10 pts per model

Name WS BS S T W I A Ld Mg Sv
Wretch 2 0 4 4 1 3 2 2 0 -

Special Rules: Blood Frenzy(cannot be shaken), Hatred(Everything!), Fearless, Cannot Hold Objectives


Trappers

Name WS BS S T W I A Ld Mg Sv
Trapper

Wargear:

Special Rules:


Support

Frostbite Spiders

Skirmish, Infantry, Monstrous Creature(Giant Frostbite Spider)

0-3 Giant Frostbite Spiders, 3-20 Frostbite Spiders per unit

8 pts per model(55 pts per Giant Frostbite Spider)

Name WS BS S T W I A Ld Mg Sv
Spider 2 2 3 3 1 4 2 5 0 -
Giant Spider 2 2 6 5 3 4 3 8 0 -

Wargear: Frost Fangs(Frostbite Venom)

Special Rules: Beasts of the Sightless Realm, The Hordes Beneath

Cave Crawlers: Frostbite Spiders treat Difficult Terrain, other than water features, as open ground. Dangerous Terrain tests must be taken as normal.

Spider's Web: If a unit directs any of its attacks in close combat against a unit of Frostbite Spiders, it gets -1 Initiative until end of turn. Multiple instances of this effect on any one unit do not stack.

Webspittle: Shooting attack. Move and Fire 1, S2 AP0, range 18”. Units hit count as caught in the Spider's Web(see above) this turn.

Giant Spiders cause Fear.


Chaurus Hunters

Skirmish, Scuttling Flyer Beasts

3-15 models per unit

30 pts per model

Name WS BS S T W I A Ld Mg Sv
Chaurus Hunter 2 2 3 3 2 4 2 5 0 5+

Wargear: Chitin Carapace

Stinger Claws: This is a Poisoned(2+) melee weapon that strikes at AP4.

Special Rules: Beasts of the Sightless Realm, The Hordes Beneath, Immune to Poison


Skeever Swarm

Horde, Beasts

3-20 bases per unit

16 pts per base

Name WS BS S T W I A Ld Mg Sv
Skeever Swarm 2 0 2 2 3 3 3 3 0 -

Special Rules: Beasts of the Sightless Realm, The Hordes Beneath, Swarms

Ataxia: This infectious disease carried by Skeevers sickens and weakens the coordination of its victims. If a unit suffers one or more unsaved wounds from a Skeever Swarm, the models in that unit contracts Ataxia at end of turn. You may put a marker on the unit to represent this(multiple cases of Ataxia do not stack). Once per turn, you may force the player controlling that unit to re-roll a single d6 for a unit with Ataxia(or for a model in the unit), other than a roll to wound or a roll to cast a spell. The second result must be abided by. If Ataxia is cured, it no longer affects the unit.


Spiderling Swarm

Horde, Infantry

3-20 bases per unit

13 pts per base

Name WS BS S T W I A Ld Mg Sv
Spiderling Swarm 2 0 2 2 3 4 3 4 0 -

Wargear: Frost Fangs(Frostbite Venom)

Special Rules: Beasts of the Sightless Realm, The Hordes Beneath, Swarms

Cave Crawlers: Spiderlings treat Difficult Terrain, other than water features, as open ground. Dangerous Terrain tests must be taken as normal.


Equipment

Blowgun: Range 6”, Move and Fire 1, S2 AP2, Sniper


Spells

Destruction

Sparks: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S1 AP0, Fire and Charge 2, range 6", shock, Magicka Drain(1) on striking. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a shock spell weapon with Magicka Drain(1) on striking.

Frostbite: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S1 AP0, Fire and Charge 2, range 6", frost, chills on striking. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a frost spell weapon with Chills on striking.

Shock: Cast on 4+. Shooting attack. S3 AP0, range 18", Move and Fire 1, Magicka Drain(1) on striking, shock.

Ice Spike: Cast on 4+, shooting attack. S3 AP0, range 18", Move and Fire 1, Chills on striking, frost.

Chain Lightning: Cast on 8+, shooting attack. S3 AP0, Move and Fire 1, Range 24", shock. Hits from Chain Lightning cause Magicka Drain(1). For each unsaved wound, the targeted unit takes an additional hit. These additional hits, if they wound, generate additional hits of their own, and so on.

Ice Storm: Cast on 9+, shooting attack. S3 AP3, Template, Fire and Charge 1, frost.

Lightning Bolt: Cast on 10+, shooting attack. S7 AP0, Move and Fire 1, Range 48", hit causes Magicka Drain(1), shock.

Icy Spear: Cast on 11+, Shooting attack. S5 AP5, Move and Fire 1. Range 36", model hit strikes at Initiative 1 this turn, frost

Frost Cloak: Cast on 14+, cast any time, Cloak. Enemy models in base contact with caster(and enemy models in base contact with those) take a S3AP5 frost hit at Initiative 10 each round of combat, until the beginning of your next turn. Only one Cloak can be active at once on a model.

Wall of Frost: Cast on 16+. Shooting attack. Large Blast, Move or Fire 1, Range 12". This shooting attack does not have to target a unit; the rest of caster's unit not also shooting a weapon that does not have to target a unit cannot shoot or run this round as per the normal rules. Instead simply target a spot on the table(within range, and no friendly models underneath) with all models in the unit that can target in this way, and roll for scatter. Note exactly where the large blast marker hits. The marker remains in play where it lands until your next turn, affecting everyone underneath it; it represents a wall of frost. At the end of each turn, while the wall lasts, each model with any part of its base underneath it takes a S3 AP0 Ignores Cover frost hit that Chills on striking. Each model that was underneath it(with any part of its base) at any point during this player turn then takes a S3 AP0 Ignores Cover frost hit that Chills on striking. At the beginning of your next turn, remove the wall from play.


Conjuration

Bound Sword: Cast on 4+, 1-handed, close combat phase. Equips a Bound hand weapon in casting hand until end of turn.

Bound Dagger: Cast on 4+, 1-handed, close combat phase. Equips a Bound Dagger in casting hand until end of turn.

Bound Spear: Cast on 4+, 1-handed, close combat phase. Equips a Bound Spear in casting hand until end of turn.

Bound Bow: Cast on 6+, shooting phase. Equips a Bound Bow in both hands until end of turn.

Bound Battleaxe: Cast on 6+, close combat phase. Equips a Bound Battleaxe in both hands until end of turn.


Alteration

Stoneflesh: Casts on 8+. 1-handed, may be cast any time. Caster gets +1 to his armor save this turn. Multiple instances do not stack.

Ironflesh: Casts on 12+. 1-handed, may be cast any time. Caster gets +2 to his armor save this turn. Multiple instances do not stack.

Ebonyflesh: Casts on 16+, 1-handed, may be cast any time. Caster gets +3 to his armor save this turn. Multiple instances do not stack.

Soften the Meal: Casts on 18+, 1-handed, may be cast at the beginning of any phase. Select a unit within 6" of caster. Until the beginning of your next turn, every model in that unit has -1 Toughness. Multiple instances do not stack.


Illusion

Screams from Beneath: Cast on 4+, shooting attack. Fire and Charge 1, Range 36". Models hit must must re-roll all Power Dice whenever they successfully cast a spell until the end of next turn, and abide by the second result(remember that each die can only ever be re-rolled once).

Vision of Eyelessness: Cast on 5+, close combat phase, 1-handed. A model in base contact with caster is Blinded this round.

Lure Prey: Cast on 7+ at the beginning of your opponent's close combat phase. Targets an enemy unit that could charge caster's unit this phase. That unit must take a Leadership test on its lowest value. If it fails, it must attempt to charge caster's unit.

Deathly Trance: Cast on 8+. Cast at the beginning of either player's shooting phase. Chose a Mortal model other than a Monstrous Creature within 6" of caster. That model takes a Leadership test on its own value. If it succeeds, that model resists this spell, and cannot be Commanded until the beginning of your next turn. If it fails, you Command that model until the end of this turn.

Shadow Walk: Cast on 8+, at the beginning of any phase. This phase, caster is Invisible.

Shadow Weave: Cast on 11+, any time. Caster gets Chameleon(+2) this turn. Multiple instances do not stack.

Enslave: Cast on 14+. Cast at the beginning of either player's shooting phase. Chose a Mortal model other than a Monstrous Creature within 6" of caster. That model takes a Leadership test on its own value. If it succeeds, that model resists this spell, and cannot be Commanded until the beginning of your next turn. If it fails, you Command that model until the end of next turn.

Cripple Prey: Cast on 14+. Shooting attack. Move and Fire 1, range 18”. Models hit are Paralyzed until the end of next turn.

Feast of Suffering: Cast on 14+. Shooting attack. Move and Fire 2d6, range 12”. Models hit are Blinded until end of turn. For each enemy model hit, caster immediately takes a S2AP0 hit.

Wail of the Wretched: Cast on 18+, shooting attack. Fire and Charge 1, Range 36”. The unit hit, if it has not already taken a Morale check this turn, must immediately pass a Morale check or flee. All models in the unit must must re-roll all Power Dice whenever they successfully cast a spell until the end of next turn, and abide by the second result(remember that each die can only ever be re-rolled once).

Impenetrable Gloom: Cast on 19+ at the beginning of any phase. Caster's unit gain Chameleon(+2) until end of turn. This does not stack with other Chameleon effects, or with multiple instances of itself, but it does stack with all other types of cover saves as normal.


Mysticism

Soul Trap: Cast on 4+, 1-handed. Cast at the start of the Fight sub-phase during the close combat phase. Caster's attacks gain the Soul Trap special rule until end of turn.


Restoration

Scargrowth: Cast on 6+ during any movement phase, 1-handed. Caster is Healed on a 6.

Ward: Cast on 7+, 1-handed. Cast in response to an enemy spell which would target or immediately effect caster, caster's unit, or another one of caster's spells. If this spell is successfully cast, caster attempts to Ward the targeted spell(see the Scrollhammer Rulebook for details).

Flesh Mend: Cast on 9+ during any movement phase, 1-handed. Caster is Healed on a 5+.