Scrollhammer: Falmer
This is a rough draft that will be updated.
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:
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.
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 Falmer Warlord
Falmer, Independent Character, Infantry, Skirmish
50 pts(70 pts for Warmonger)
Warmonger WS4 BS3 S4 T4 W3 I4 A3 Ld9 Mg3 Sv6+ Nightprowler WS4 BS3 S4 T4 W2 I4 A3 Ld8 Mg3 Sv6+
Hatred(Everything!), The Hordes Beneath
Tyrants of the World Below: An army containing a Warmonger gets +1 to its Reserve Rolls
Poisoned(4+) Hand Weapon, Chitin Armour
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
Replace Hand Weapon with Poisoned(4+) Dagger (free) Poisoned(4+) Spear +2 pts
May take a spell: Icy Spear, Chain Lightning, Shock, Ice Spike, Minor Healing for +6 pts
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
May take Hardened Chitin armor for +8 pts 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
50 pts
Shadowmaster WS4 BS4 S3 T4 W2 I3 A2 Ld9 Mg6 Sv-
Hatred(Everything!), The Hordes Beneath
Bound Sword, Frostbite, Ward, Oakflesh
May replace any number of starting spells with
13+ or lower (free) 14+ or higher +10 pts
May take Blowgun for + pts, may take a poison from list above
May take Chitin armor for +2 pts May take Hardened Chitin armor for +10 pts May be mounted on Chaurus for +45 pts May be mounted on Giant Frostbite Spider for + 55pts
Falmer Warriors
Falmer, Horde, Infantry
10-25 models per unit
8 pts per model
Warrior WS3 BS3 S3 T4 W1 I3 A1 Ld6 Mg2 Sv6+ Raid Leader WS3 BS3 S4 T4 W1 I3 A2 Ld7 Mg2 Sv6+ Shaman WS3 BS3 S3 T4 W1 I3 A1 Ld7 Mg4 Sv-
Hatred(Everything!), The Hordes Beneath, Character(Shaman and Raid Leader)
Hand Weapon(Poisoned 4+), Chitin Armour
May take a Shaman or Raid Leader 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
Replace Hand Weapon with Poisoned(4+) Dagger (free) Poisoned(4+) Spear +1 pt per model
Hardened Chitin for +2 pts per model
Chaurus
Horde, Scuttling Beasts
3-15 models per unit
15 pts per model
Chaurus WS2 BS2 S3 T3 W2 I2 A1 Ld5 Mg0 Sv4+
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”.
Wretches
Falmer, Horde, Infantry
10-40 models per unit
10 pts per model
WS2 BS0 S4 T4 W1 I3 A2 Ld2 Mg0 Sv-
Blood Frenzy(cannot be shaken), Hatred(Everything!), Fearless, Cannot Hold Objectives
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
Slave WS1 BS1 S2 T3 W1 I2 A1 Ld2 Mg1 Sv- Slavemaster WS3 BS3 S3 T4 W1 I3 A1 Ld7 Mg2 Sv6+
Slaves: no equipment Slavemaster: Hand Weapon(Poisoned 4+), Chitin Armour, Hatred(Everything!)
Unimaginable Cruelty: If morale check failed, Slavemaster may kill d3 slaves to reroll.
Nightmarish Existence: Stubborn. If flee, cannot rally, even if caught.
Deepcrawlers
Falmer, Horde, Scuttling Cavalry
3-10 models per unit, may take 0-5 Chaurus
24 pts per model
Deepcrawler WS3 BS3 S3 T4 W2 I3 A1(2) Ld6 Mg2 Sv4+ Raid Master WS3 BS3 S4 T4 W2 I3 A2(3) Ld7 Mg2 Sv4+
Mounted on Chaurus. Chaurus may fire Virulent Maw: Fire and Charge 1, S1 AP0, Poisoned(2+), range 12”. in addition to other attacks.
Raid Leader cost +16 pts
Hatred(Everything!), The Hordes Beneath, Character(Raid Leader)
Hand Weapon(Poisoned 4+), Chitin Armour
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
Gloomweavers
Falmer, Skirmish, Infantry
5-20 models per unit
16 pts per model
Gloomweaver WS3 BS3 S3 T4 W1 I3 A2 Ld7 Mg3 Sv6+
Hatred(Everything!), The Hordes Beneath
Shroud of Darkness: Gloomweavers, and any attached Shadowmaster, have Chameleon(+1)
Hand Weapon(Poisoned 4+), Chitin Armour
Any model 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
Replace Hand Weapon with 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
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
Any number of models may take Hardened Chitin for +2 pts per model, or choose not to use armour at all for free 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)
Spider WS2 BS2 S3 T3 W1 I4 A2 Ld5 Mg0 Sv- Giant Spider WS2 BS2 S6 T5 W3 I4 A3 Ld8 Mg0 Sv-
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.
Frost Fangs(Frostbite Venom)
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.
Spidermasters
Skirmish, Infantry, Monstrous Cavalry
1-3 Spidermasters, 0-10 Frostbite Spiders per unit.
65 pts per model
Spidermaster WS3 BS3 S3 T4 W1 I3 A2 Ld8 Mg2 Sv6+ Giant Spider WS2 BS2 S6 T5 W3 I4 A3 Ld8 Mg0 Sv-
Hatred(Everything!), The Hordes Beneath
Hand Weapon(Poisoned 4+), Chitin Armour
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 Hunter
Skirmish, Scuttling Flyer Beasts
3-15 models per unit
30 pts per model
Chaurus Hunter WS2 BS2 S3 T3 W2 I4 A2 Ld5 Mg0 Sv5+
Beasts of the Sightless Realm, The Hordes Beneath, Immune to Poison
Chitin Carapace
Stinger Claws: This is a Poisoned(2+) melee weapon that strikes at AP4.
Skeever Swarm
Horde, Beasts
3-20 bases per unit
16 pts per base
Skeever Swarm WS2 BS0 S2 T2 W3 I3 A3 Ld3 Mg0 Sv-
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
Spiderling Swarm WS2 BS0 S2 T2 W3 I4 A3 Ld4 Mg0 Sv-
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.
Frost Fangs(Frostbite Venom)
Grudging Allies: Aldmeri Dominion Orc Hordes Dragons Sixth House
Desperate Allies: Undead Daedra Cults
Blowgun: Range 6”, Move and Fire 1, S2 AP2, Sniper
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+.