User:FatherDuke/Aldmeri sandbox
I don't want to make the Aldmeri Dominion list, but you know, if I did, this is what I would do...[edit]
Everyone loves nazi elves. I've begun brainstorming what an armylist might look like for the Aldmeri Dominion, for Scrollhammer. I am not quite educated enough in their background fluff (I've only read a few books and the In Pedo Impedimenta, which isn't necessarily cannon. On that note, what the hell did I read?), but am seeing what can be read to learn more of them. I don't intend upon creating such an army list- in fact, my laziness is kicking in. I may possibly collaborate to make the army list in the future, or get off my ass and do so, but that will be in a while from now. Consider these works as crude brainstormings.
So. Aldmeri Dominion. Throughout all the lore books, it's mentioned that goblins are heavily enslaved by the Altmer, often sent ahead before their main army to wear down opponents. Mer are also considerably magick in nature so it's natural to assume they might have some profound effects on magick, in addition to having an army-wide high M stat. There's also bound to be insane critters over in the Summerset Isles which I will learn of in due time. This leaves me with elite magick army, emphasis on goblins/slaves, and pseudo-Nazism. Fun fun fun. Also, they seem to have a caste system, and are implied to make use of automatons.
Goblins and Altmer (plus associated Bosmer) will interact much the same way that peasants and knights do in Brettonia, where possible. Perhaps have it so that when an Altmer unit panics and flees, Goblins within X inches must roll against Ld or do the same.
Question: Why aren't there any elves in the core choices? Even with Goblin enslavement I think there should be SOME Elves....
-Yeaaaah, don't know what I was thinking earlier. This was before the current rulebook with allies, when I'd been going for a sort of 'goblin heavy' core. Fixed. --FatherDuke 08:25, 9 January 2013 (UTC)
Idea: For special characters we could use the Thalmor Ambassador from Skyrim. And if we aren't restrained to the fourth era dominion Queen Ayrenn form ESO might make a good char(admittedly we know little of her ......)
HQ
- Magister/Archmagister
- Justicar/Inquisitor
- Lord
CORE
- Goblin Warparty
- Durzog Scouts
- Thalmor Soldiers
ELITE
- Cataphractarii
- Mounted Sentinels
- Battlemages
- Ogre Slaves
- Dwemer Automatons
SUPPORT
- Sun Bird of Alinor
- Neonates
- Varla Crystal Constellation Array
- Monolith
- Helioballista
- Mnemolic Resonance Crystal
SPECIAL CHARACTERS
- Derp
Special Rules:
Aetherius Closed: Through secret, arcane construction, or sheer force of will, this unit prevents enemy mages from readily accessing magick. All enemy units have -1 to their casting rolls so long as this unit is alive. The maximum penalty for enemies is -2.
Altmer Racial Traits:
- Highborn: At the beginning of each of your turns, immediately after Power Dice Pools are replenished, add 1 extra Power Die to the pool of each Altmer in your army. For Altmer with at least 4 Mg, add 2 Power Dice instead.
- Weakness: All Elemental damage re-rolls failed wounds against Altmer, unless that Altmer is completely immune to that element.
- Horrors of the Past: All units that are majority Altmer have Hatred (Thras) and Hatred (Sload).
Goblinoid Racial Traits:
- Primitive Arms: If the unit has hand weapons, or great weapons, all Goblins armed as such have Furious Charge, but only once per game. Ogres and Trolls ignore this rule.
- Weak Willed: This unit is driven forward by their elven masters. Should a unit of a majority Altmer flee for any reason within 12" of this unit, it must immediately make a morale test or similarly fall back.
HEROES
Altmer Lord
90 pts
Hero. Independent Character, Skirmish, Infantry, Altmer. Single Model.
25mm x 25mm base.
| Name | WS | BS | S | T | W | I | A | Ld | Mg | Sv |
|---|---|---|---|---|---|---|---|---|---|---|
| Lord | 6 | 6 | 4 | 3 | 2 | 7 | 3 | 9 | 4 | 5+ |
Wargear: Elven Hand Weapon, Elven armor.
Spells: None
Special Rules: Counter-attack, Fleet of Foot
A Noble may replace their hand weapon with:
- Elven Spear +3 pts
A Noble may take one of the following:
- Second Elven Hand Weapon +6 pts
- Shield +2 pts
A Noble may take any of the following:
- Elven Halberd +6 pts
- Elven Greatsword +10 pts
- Elven Battle Axe +10 pts
- Elven Longbow +12 pts
A Noble may upgrade any number of their weapons to the following:
- Glass +6 pts per weapon
- Ebony +10 pts per weapon
- Varliance +15 pts per weapon
- Long Varliance +20 pts per weapon
- Daedric +25 pts per weapon
A Noble may replace his armor with:
- Gilded Elven Armor +8 pts
- Full Plate Armor +12 pts
- Ebony Armor +18 pts
- Daedric +40 pts
A Noble may be mounted on a Warhorse for +25 pts.
A Noble may be mounted on a (ohgodwhatisthat) for +x pts.
A mounted Noble may take an Elven Lance for +12 pts.
A Noble may take up to three spells from this book's spell list as follows:
- Alteration Spells, cast on 9+ or less: +5 pts each
- Destruction Spells, cast on 10+ to 13+: +12 pts each
- Destruction Spells, cast on 9+ or less: +8 pts each
- Illusion Spells, cast on 9+ or less: +5 pts each
- Restoration Spells, cast on 9+ or less: +5 pts each
- Bound Weapon Spells: +8 pts each
A Noble may be given a Guardian Stone Blessing for +10 pts.
A Noble may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice.
A Noble may take any number of magic items from the armory where appropriate.
Magister
100 pts
WS4 BS4 S3 T3 W3 I5 A1 Ld8 Mg7 Sv-
SR: Counter-attack, Fleet of Foot, Aetherius Closed
Gear: Magick staff, hand weapon, wizard robes
+replace robes with elven armor for +12 pts
+elven steed +12pts
+Barded (creature) steed +16pts
+Up to 50 pts of magic items
+Guardian Stone blessing for +10pts
- Can be upgraded to Archmagister for +60 points (+1w, +1a, +1Ld, +1M)
- Can take any number of magick upgrades
Justiciar
75 pts
WS6 BS5 S4 T3 W2 I6 A3 ld9 Mg4 Sv-
SR: Counter-attack, Fleet of Foot, Hatred(Nords)
+Lance +4pts
+Spear +2pts
+Wizards staff +6pts
+Great weapon +8pts
+Halberd +4 pts
+Additional hand weapon +4pts
+Shield +2pts
+Longbow +10pts
+Elven armor +12 pts
+Elven steed +12pts
+Barded (creature) +16pts
+50 pts of magic items
+Guardian Stone blessing for +10pts
- May carry battle standard for +25 pts, if not general
- Can be upgraded to Inquisitor for +40 pts (+1w, +1WS, +2I, +2Mg)
Justicars may take a retinue worth up to 100 pts
Inquisitors may take a retinue worth up to 150 pts
- Retinue: Dwemer Animinculi, Battlemages, Thalmor Soldiers, Tamed Trolls
TROOPS
Goblin Warparty
5 pts per model, 15-30 models per unit
WS3 BS3 S4 T4 W1 I2 A2 Ld6 Mg1 Sv-
SR: Crudely Armed
Gear: Hand weapon
+Shields for 0.5 pts per model
+Leather armor for +1 pts per model
Can upgrade two of the goblins into the following-
- +Warchief for +20 pts (WS4 BS3 S5 T5 W1 I2 A3 Ld7 Mg0 Sv6+), hand weapon and shield
- +Officer for +16 pts (WS3 BS3 S3 T4 W1 I2 A2 Ld7 Mg4 Sv-), goblin staff
Entire unit can be upgraded to have Overwhelming Numbers, for +30 pts-
Should this unit be destroyed you may begin rolling for reserves on your following turns. On a succesful roll you may redeploy the unit into your deployment zone, with the same size and upgrades, but is no longer scoring/can hold terrain. If you like, when one of your Overwhelming Forces unit flees you may simply remove the unit altogether, and roll for a new one in the following turns.
Durzog Scouts
30 pts per Durzog, 3-6 per pack, 1-3 handlers per pack (10 pts each)
D: WS3 BS- S5 T4 W2 I4 A2(3) Ld5 Mg1 Sv5+ SR: Rending, Frenzy, Bestial Instinct, Single Models
H: WS3 BS3 S4 T4 W1 I2 A1 Ld7 Mg1 Sv6+ SR: Scout
Gear: Durzogs have claws and hide (5+ save). Handlers have hand weapon and leather armor
+Shields (handlers) for +2 pts each
Thalmor Soldiers almter and bosmer
10 pts per model, 10-20 models
WS4 BS4 S3 T3 W1 I5 A1 Mg2 Ld8 Sv4+
SR: Counter-attack, Fleet of Foot
Gear: Hand weapon, elven armor (5+ light), shield
+Replace both hands with great weapons for +6pts
+Replace both hands with longbows for +2pts
+Sentinel (extra attack) +10 points
+Musician +5 pts
+Standard Bearer +10 pts
- Sentinel should be able to take spells, possibly like a cone-fire attack
- Sentinel can take 16pts of magic items where appropriate
ELITE Cataphractarii
21 pts per model, 5-10 models
WS4 BS4 S3 T3(4) W1 I5 A1(2) Mg2 Ld8 Sv3+
SR: Furious Charge
Gear: Hand weapon, Lance, gilded elven armor
+Shields for 2pts
+Sentinel for +16pts (extra attack)
+Musician for +8pts
+Standard bearer for +16pts
Take up to 8pts of magic upgrades per model
Sentinel can take 20pts of magic items where appropriate
Mounted Sentinels
30 pts per model, 3-5 models
WS4 BS4 S3 T3(4) W1 I5 A1(2) Mg5(4) Ld9 Sv5+
SR: Furious Charge, Fluid Casting (may cast move-or-fire as though it were fire-then-assault)
Spells: Bound sword, firecone, firebolt
- replace firebolt with shock
- replace firecone with icecone
- replace bound sword with some kind of armor spell
Gear: Magick staff, elven armor
+Replace elven armor with wizard robes for free
+Champion for +16 pts (extra attack)
+Musician for +8 pts
+Standard bearer for +16 pts
Battlemages
16 pts per model, 8-16 models
WS4 BS4 S3 T3 W1 I5 A1 Mg5(4) Ld9 Sv4+
SR: Counter-attack, Counter-spell (enemies have -1 to cast spells targeting this unit)
Spells: Flames, chain lightning, armor-spell
Gear: Hand weapon, shield, elven armor
+Upgrade elven armor to gilded elven armor for +4 pts
+Champion for +12 pts
+Musician for +8 pts
+Standard bearer for +12 pts
Take up to 8pts of magic upgrades per model
Champion can take 20pts of magic items where appropriate
Ogre Slaves
34 pts per ogre, 12 pts per slavedriver 4-8 ogres, 1-3 slave-driver
O: WS3 BS0 S6 T4 W3 I3 A3 Mg0 Ld6 Sv- bestial instinct, cause fear
H: WS4 BS4 S3 T3 W1 I5 A1 Mg2 Ld8 Sv5+ may cause a wound to an ogre to reroll a morale test
Gear: Slaves have handweapon, driver has whip, elven armor, and shield
SUPPORT
Sun Bird of Alinor
265 pts, monstrous flier
WS3 BS4 S7 T7 W6 I4 A4 Ld10 Mg- Sv3+
SR: Immune to Flame
- Melee Attacks deal your choice of Physical or Flame damage
- Conflagrant Shedding: Once per game may make the following special attack: S4 AP5. Move Or Fire 3, 12-24" range, Blast, Flame, spell damage, barrage.
Neonates
Average hordey caster unit, cheap and powerful
Varla Crystal Constellation Array: Immobile artillery unit that has a high MG stat and otherwise is pretty tanky. Doesn't actually take up a support slot. Spellcasting units can attempt to tap into it (by rolling under MG) to transfer MG points. Also required to power other siege units within X".
Monolith
300 pts, artillery
WS- BS- S5 T7 W5 I1 A- Mg5 Ld9 Sv4+
SR: Fearless, Dwemer Animinculi, Cannot be Silenced, Cannot Be Magick-Drained
- Threads of Magick: Has the following spells, all are 10+ to cast. The Monolith does not require a VCCA.
- Intuitive Casting- All spells in one school have +2 to be cast
- Magicka Surge- Enemies within 2d6 inches take D6 S4 hits, AP7, cast any time
- Aegis Sphere- Friendly units within 12" get a 5+ ward save against spells and ranged weapons
Helioballista
This intricate siege engine looks closer to a sextant fused with two-thirds of armillary sphere than to a genuine ballista. The Helioballista, a fruit of superior Aldmeri engineering, is the most efficacious of the Dominion's war machines, if only for the fact that it is their most prolific. Like all things made by the High Elves, Helioballistae are fashioned to be beautiful in their appearance, their graceful forms complimented with inlaid Sun-Bird iconography and inscription upon inscription of calligraphic ancestor hagiographies. However, while graceful in form, these war machines are anything but elegant in design; There are many, even with in the Aldmeri Dominion itself, who deride the Helioballista as overly complex, and not without good reason. Indeed, the the working mechanism of these siege engines, while effective in its performance, is so convoluted that those untrained in its operating procedure are rarely at anything other than a complete loss when they try to fathom how the thing functions at even a basic level. It's complexity is not the only thing that set this device apart from its counterparts; whereas other, mundane ballistae use mere bolts as their ammunition, the Helioballista instead fires rods of solidified sunlight that, upon impact, destabilize into pure aetheric fire. It is this destructive force at its command, in hand with its ubiquitous presence within the Aldmeri army, that makes the Helioballista one of the Dominion's most powerful tools.
? pts per artillery. Support. Skirmish, Artillery, High Elf. ? to ? artillery per unit.
25mm x 25mm base(crew). 75mm x 75mm base(Helioballista).
Helioballista Unit
Helioballista: WS- BS5 S- T7 W4 I- A- Mg- Ld- Sv-
Crewman: WS3 BS4 S3 T3 W1 I5 A1 Mg2 Ld7 Sv5+
Engineer: WS3 BS5 S3 T3 W1 I5 A1 Mg2 Ld8 Sv5+
Crew: 4 Crewmen.
Wargear: Hand weapon, elven armor (5+ light)
Special Rules:
Mechanical: The Helioballistae model is Immune to Poison and Immune to Disease.
Each artillery unit may:
- Upgrade one model to [Engineer or possibly something more fancy sounding] (1 BS, +1 Ld) for +10 pts
- Take shields for each model for +1 pt per model
Mnemolic Resonance Crystal
The Mnemolic Resonance Crystal is an amplituhedronic, crystalline morpholith which has been formed into a shape complimentary to the myth-shadow of the Mnemoli by means of [ERROR: CLEARANCE LEVEL INSUFFICIENT]. When saturated with an magnitude of varliance equivalent to that of a Nu-class star, such a crystal will resonate with the Mnemolic un-time between the kalpas. In such a state, chronocules colliding with the crystal are halted, and are entrapped within its possipoint matrix. Through the stimulated emission of varliance, the captured chronocules can be directed in an amplified ray towards a target of the operating Mirror Logician's chosing. Targets in the path of the amplified chronocule ray are dedraconated, and are temporally moved in a direction perpendicular to their time-shape, effectively removing them from the present Mundex Terrene subsample.
BE FOREWARNED: Superfluous use of Mnemolic Resonance Crystals and like artifacts is EXPLICITLY FORBIDDEN by the Thalm[OR] and the Anuielectorate. ANY and ALL deployments of Mnemolic materials will be subject to subsequent chrysalinspection. Unnecessary expenditure of matutinal resources is grounds for preemptive retro-execution.
x pts, artillery, 2-3 Mirror Logicians
WS- BS5 S- T7 W4 I- A- Mg- Ld10 Sv3+
SR: Machine, Immobile
- Calibrations: The MRS is either concentrated or diffuse, keep note of this. During your movement phase you may change from Concentrated to Diffuse, or the reverse, so long as the unit has at least two Mirror Logicians. When all Logicians are removed the Artillery piece itself remains in play.
- Amplified Chronocule Ray: Requires at least one Mirror Logician, and 4MG from a VCCA within 12", in order to fire.
- Diffuse Fire: 36" range, large blast. Hit models (that are not monstrous or artillery) are removed from the game on 4+. Monstrous units, artillery, and gods instead take 1d3 S8 hits as creatia is stripped from them.
- Concentrated Fire: 36" range, blast. Hit models are removed from the game on 4+. Gods are instead dealt 1d6 S10 hits.
- Whenever the MRC suffers a wound roll a D6 on the following table-
| (D6) | Effect |
|---|---|
| 1 | No effect: The Mirror Logicians manage to control the damage. Reroll if there are no more Mirror Logicians. |
| 2 | Mostly okay...: The Mirror Logicians scramble to fix the Crystal. Reroll on this table, ignoring results of 5+. If there are no Mirror Logicians treat this reroll as (5). |
| 3 | Aetherius Fire: A burst of fire emits from the crystals. All Logicians take a S3 flame hit. If there are no Mirror Logicians instead treat this as (5). |
| 4 | Discharge: A bolt of lightning erupts from the focusing crystal. A random foe selects one of your units within 18" to take a S10 shock hit. The MRS group is of itself a valid target. |
| 5 | Overload: The crystals begin to crack and displace, building up a tremendous amount of varliance. It may not fire this turn. At the start of your upcoming turn remove the MRC and all units within 2d6". |
| 6 | Catastrophic Overload: The crystals undergo an impossipoint detonation, emitting a giant, wheezing cloud of charged chronocules and raw, burning creatia. Instantly remove all units within 2d6+3". All other units on the map take D3 S4 magick hits. |
Gear
Weapon of Varliance: 15 pts, +1S +1AP, Otherwordly.
Weapon of Long Varliance: 20 pts, +1S, Ignores Armor, Otherwordly.