Scrollhammer: Great Houses of Morrowind: Difference between revisions

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The following codex is still in rough draft, written by Duke. I will periodically update and expand it.
The following codex is still in a (very) rough draft, written by Duke. I will periodically update and expand it. Please do not consider anything written here as the final rules: some things may be added, removed or changed.
-Lolpwnt   
-Lolpwnt   


==Introduction==


==Army List==
===Types of Lists===
There are five Great Houses which in the days of Nerevarine competed for the control of the Land of Ash. Each of the Great Houses has its own personal history, traditions and beliefs. Running a Great House army




Telvanni Army
    Heroes: Telvanni Sorcerer 1+            Core: Slaves 1+
    May not take Warrior Priests, Ordinators, or Dunmer Priests
    Unlocked unit: Telvanni Sorcerer, Telvanni Sorcerer Lord, Vampires
      
      
    Dres Army
===Heroes===
    Core: Slaves 2+
    May not take Ordinators or Vampires
    Unlocked unit: Insect Riders
      
      
    Hlaalu Army
WS BS S T W I A Ld Sv
    Core: Camonna Tong Gang 1+
Dunmer Noble    5  3  4 4 2 5 3 8  5+   60 points
    May not take Ordinators, Insect Riders, or Vampires
Hand weapon, heavy armor
    Unlocked unit: Camonna Tong Gang
Any armor+ (Ebony is +18)
Shield +2pts
2H weapon +4pts
60 or less points of magic items
      
      
    Indoril Army
    Heroes: Hand of Almalexia 0-1          Core: Ordinator 2+.  Ordinators become TROOPS.
    May not take Gangs, Insect Riders, or Vampires    Warriors, Bowmen, Slaves become special
    Unlocked Unit: Ordinators
      
      
    Redoran Army
WS BS S T W I A Ld MG Sv
    Lord: Warrior Priest 1+                 Core: Redoran Knights 1+
Warrior Priest 5  3  4 4 2 4 2 9  5  -        55 points
    May not take Insect Riders, Vampires, or Ancestors
Hand weapon
    Unlocked unit: Redoran Knights, Ordinators
Any armor+
Shield +2pts
2H weapon +4pts
50 or less points of magic items
Spells: Can take up to 3 from Destruction and Resto
1-3 MG costs 10 points
4 MG costs 20 points
      
      
      
      
WS BS S T W I A Ld Mg Sv
Bouyant Armiger    6  6  4 3 2 8 3 9  5  4+        80 points
Two hand weapons, bow, glass armor
Shield +2pts
2H weapon +4pts
60 or less points of magic items
      
      
      
      
WS BS S T W I  A Ld Mg Sv
Master Assassin        9  9  4 3 2 10 3 10  6 6+        90 points
Hand weapon, throwing knives (javelins)
Special: Scout, Poisoned Attacks, Always Strikes First, Deep Strike
Any armor+
2H weapon +4pts
60 or less points of magic items
Spells: Any illusion or alteration for listed cost
      
      
      
      
    HEROES
WS BS S T W I A Ld Mg
Sorcerer Lord  2  4  3 3 2 2 2 9  6(7)        45 points
Telvanni        2  4  3 3 2 2 2 9  7(8)        55 points
Telvanni Lord  2  4  3 3 3 2 3 10 8(9)        +10 points
      
      
Slave          3  3  3 3 1 3 1 5              4 points each
Mage            2  4  2 3 1 2 1 8  4(5)        12 pts each
Heroes: Wizards Robes, Hand weapon
Slaves: Hand weapon
Mages: Wizard Robes, Hand weapon
Can take normal hero crap
Can take a retinue of 0-9 slaves
Can take a retinue 0-4 mages
      
      
                    WS BS S T W I A Ld Sv
    Dunmer Noble    5  3  4 4 2 5 3 8  5+  60 points
    Hand weapon, heavy armor
            Any armor+ (Ebony is +18)
            Shield +2pts
            2H weapon +4pts
            60 or less points of magic items
      
      
      
      
                    WS BS S T W I A Ld MG Sv
===Core===
    Warrior Priest  5  3  4 4 2 4 2 9  5  -        55 points
    Hand weapon
            Any armor+
            Shield +2pts
            2H weapon +4pts
            50 or less points of magic items
            Spells: Can take up to 3 from Destruction and Resto
                    1-3 MG costs 10 points
                    4 MG costs 20 points
      
      
10+            WS BS S T W I A Ld
Warriors        3  3  3 3 1 3 1 7      6 points each
Seargent        4  3  3 3 1 3 2 7      +6 points
Any armor+
Standard bearer +10pts
Hand weapon, shield
      
      
                      WS BS S T W I A Ld Mg Sv
    Bouyant Armiger    6  6  4 3 2 8 3 9  5  4+        80 points
    Two hand weapons, bow, glass armor
            Shield +2pts
            2H weapon +4pts
            60 or less points of magic items
      
      
10+            WS BS S T W I A Ld
Dunmer Bowmen  2  3  3 3 1 3 1 6      6 points each
Seargent        2  4  3 3 1 3 1 7      +6 points
Any armor+
Flaming arrows - 5pt-model
Standard bearer +10pts
Hand weapon, Longbow
      
      
                          WS BS S T W I  A Ld Mg Sv
    Master Assassin        9  9  4 3 2 10 3 10  6 6+        90 points
    Hand weapon, throwing knives (javelins)
    Special: Scout, Poisoned Attacks, Always Strikes First, Deep Strike
            Any armor+
            2H weapon +4pts
            60 or less points of magic items
                    Spells: Any illusion or alteration for listed cost
      
      
WS BS S T W I A Ld Sv
19+ Slaves      3  3  3 3 1 3 1 5  -    4 points each
1 Slavemaster  3  3  3 3 1 3 2 6  6+  10 points
Special: This unit has +LD equal to its rank bonus
      
      
                    WS BS S T W I A Ld Mg
Slaves have: Hand Weapon                +Spear 1/2pt-model      +Shields 1/2pt-model
    Sorcerer Lord  2  4  3 3 2 2 2 9  6(7)        45 points
Master has: Hand Weapon, Light Armor    May take a Guardian Stone blessing
    Telvanni        2  4  3 3 2 2 2 9  7(8)        55 points
Special: Slaves are always Khajiit or Argonians.
    Telvanni Lord  2  4  3 3 3 2 3 10 8(9)        +10 points
      
      
    Slave          3  3  3 3 1 3 1 5              4 points each
    Mage            2  4  2 3 1 2 1 8  4(5)        12 pts each
    Heroes: Wizards Robes, Hand weapon
    Slaves: Hand weapon
    Mages: Wizard Robes, Hand weapon
            Can take normal hero crap
            Can take a retinue of 0-9 slaves
            Can take a retinue 0-4 mages
      
      
5+                  WS BS S T W I A Ld Sv
Redoran Knight      5  3  4 3 1 5 1 8  4+      18 points
Knight Lord        5  3  4 3 1 5 2 9  4+      +18 points
Special: Killing Blow
Great weapon, hand weapon, Full Plate
Standard bearer +12pts
May upgrade to ebony armor for 6pt-model
May upgrade to daedric armor for 25pt-model
Weapons may upgrade for listed cost
      
      
      
      
     CORE
10+            WS BS S T W I A Ld Sv
Gang Member     3  3  3 3 1 3 1 6  -    6 points each
Special: Skirmishers
Any armor+
Standard bearer +8pts
Javelins - 2pt-model
Hand Crossbows - 1pt-model
Two hand weapons
      
      
      
      
    10+            WS BS S T W I A Ld
10+            WS BS S T W I A Ld Sv
    Warriors        3  3  3 3 1 3 1 7       6 points each
Camonna Tong    3  3  3 3 1 3 1 7 -    7 points each
    Seargent        4  3  3 3 1 3 2 7      +6 points
Special: Skirmishers, Poisoned Weapons
            Any armor+
Any armor+
            Standard bearer +10pts
Standard bearer +8pts
    Hand weapon, shield
Javelins - 2pt-model
Hand Crossbows - 1pt-model
Two hand weapons
      
      
      
      
    10+            WS BS S T W I A Ld
    Dunmer Bowmen  2  3  3 3 1 3 1 6      6 points each
    Seargent        2  4  3 3 1 3 1 7      +6 points
            Any armor+
            Flaming arrows - 5pt-model
            Standard bearer +10pts
    Hand weapon, Longbow
      
      
===Elite===
      
      
                    WS BS S T W I A Ld Sv
    19+ Slaves      3  3  3 3 1 3 1 5  -    4 points each
    1 Slavemaster  3  3  3 3 1 3 2 6  6+  10 points
    Special: This unit has +LD equal to its rank bonus
      
      
    Slaves have: Hand Weapon                +Spear 1/2pt-model      +Shields 1/2pt-model
5+             WS BS S T W I A Ld Mg Sv
    Master has: Hand Weapon, Light Armor   May take a Guardian Stone blessing
Ordinators      5  4  3 3 1 6 2 9  4  4+        21 points each
    Special: Slaves are always Khajiit or Argonians.
High Ordinator  5  5  3 3 2 6 2 10 5  4+        +9 points
Hand weapon, Shield, Ordinator Armor (4+ save)
Spells: Can take up to 2 from Destruction'
1-3 MG costs 10 points
4 MG costs 20 points
      
      
      
      
    5+                 WS BS S T W I A Ld Sv
3+             WS BS S T W I A Ld Mg Sv       50 points each
    Redoran Knight      5 3 4 3 1 5 1 8  4+      18 points
Bonelords      3  0 3 3 2 2 3 7 3  5++
    Knight Lord        5 4 3 1 5 2 9  4+       +18 points
Special: Undead, Terror, Deep Strike            Spells: Burden
    Special: Killing Blow
Levetation: Bonelords may pass over flat terrain which would normally be difficult, such as marshes and rivers, with ease.
    Great weapon, hand weapon, Full Plate
Second Barrier: A Bonelord's armor save may not be made worse than 5+
            Standard bearer +12pts
Ritual blades (Great weapon)
            May upgrade to ebony armor for 6pt-model
            May upgrade to daedric armor for 25pt-model
            Weapons may upgrade for listed cost
      
      
      
      
    10+             WS BS S T W I A Ld Sv
3+             WS BS S T W I A Ld Mg Sv
    Gang Member    3  3  3 3 1 3 1 6  -    6 points each
Insect Rider    3  3  3 4 2 4 1 6  2  6+        30 points each
    Special: Skirmishers
Rider Leader    4  3 3 4 2 4 1 6  6+        +10 points
            Any armor+
Hand weapon, Lance
            Standard bearer +8pts
Special: Flying Cavalry, Hit and Run
            Javelins - 2pt-model
May take Javelins or a Bow for +5pt-model
            Hand Crossbows - 1pt-model
    Two hand weapons
      
      
      
      
    10+            WS BS S T W I A Ld Sv
===Support===
    Camonna Tong    3  3  3 3 1 3 1 7  -    7 points each
    Special: Skirmishers, Poisoned Weapons
            Any armor+
            Standard bearer +8pts
            Javelins - 2pt-model
            Hand Crossbows - 1pt-model
    Two hand weapons
      
      
WS BS S T W I A Ld Mg
Dunmer Priest  2  4  2 3 1 2 1 8  4(5)        4-9, 12 pts each
Initiate        2  3  2 3 1 2 1 6  4            9-19, 7 pts each
Priests have: Wizard robes, Dagger      Personal shrine +60 pts
Initiates have: Robes, Dagger          Wizard robes +2pt-model        2nd weapon +2pt-m
      
      
Initiates may take any 2 spells for the points listed, mana 1-3
Priests may take any 3 spells for the points listed, mana 1-3
      
      
    ELITE
      
      
5+              WS BS S T W I A Ld Mg Sv
Battlemages    4  5  3 3 1 6 2 9  5  5+        16 points each
Mage Lord      4  6  3 3 2 6 2 10 6  5+        +8 points
Hand weapon, Heavy Armor (5+ save)
Spells: Can take up to 3 from any school
1-3 MG costs 10 points
4-5 MG costs 20 points
      
      
    5+              WS BS S T W I A Ld Mg Sv
    Ordinators      5  4  3 3 1 6 2 9  4  4+        21 points each
    High Ordinator  5  5  3 3 2 6 2 10 5  4+        +9 points
    Hand weapon, Shield, Ordinator Armor (4+ save)
            Spells: Can take up to 2 from Destruction'
                    1-3 MG costs 10 points
                    4 MG costs 20 points
      
      
10-30          WS BS S T W I A Ld
Ancestors      2  2  3 3 1 2 1 5              4 points per
Ancient One    3  3  3 3 1 3 2 7              +8 points
Special: Undead
Hand weapon & Shield
May take light armor for +1pt-model
May take 2H weapons for +2pt-model
May take bows for +2pt-model
      
      
    3+              WS BS S T W I A Ld Mg Sv        50 points each
    Bonelords      3  0  3 3 2 2 3 7  3  5++
    Special: Undead, Terror, Deep Strike            Spells: Burden
    Levetation: Bonelords may pass over flat terrain which would normally be difficult, such as marshes and rivers, with ease.
    Second Barrier: A Bonelord's armor save may not be made worse than 5+
    Ritual blades (Great weapon)
      
      
5-10                    WS BS S T W I A Ld Sv
Bonewalker              3  0  3 4 1 3 2 5  5+  16 pts each
Greater Bonewalker      4  0  4 4 2 3 2 5  5+  32 pts each
Special: Undead, Fear
Brown Rot: Enemy units engaged to this one in melee combat have -1S.  Units that are Immune to Disease ignore this rule.
      
      
    3+              WS BS S T W I A Ld Mg Sv
    Insect Rider    3  3  3 4 2 4 1 6  2  6+        30 points each
    Rider Leader    4  3  3 4 2 4 1 6  2  6+        +10 points
    Hand weapon, Lance
    Special: Flying Cavalry, Hit and Run
            May take Javelins or a Bow for +5pt-model
      
      
      
      
    4+              WS BS S T W I A Ld Mg    Sv
===Special Characters===
    Vampire        5  3  5 4 1 4 2 7  2(1)  4+    29 points each
    Elder          5  3  5 4 2 4 2 8  2(1)  4+    +15 points
    Hand weapon, shield, full plate armor
    Special: Undead, Vampiric, Vampire Touch, Weakness to Fire, Clans
            Vampiric: Heavy armor does not encumber Vampires
            Vampire Touch: Each unsaved wound dealt to enemies heals a wound on a D6 of 5+
            Clans: Select one of these clans at deployment-
                    Berne: +1 initiative, +1A, -1S
                    Aundae: +4 Mg, -1S, -1A. Loses the shield.
                    Quarra: +1T, -2 Mg. -Shield
      
      
      
      
    SUPPORT
WS BS S T W I A Ld MG    Sv
Saint Jiub      4  3  3 4 2 3 2 9  6(7)  6++    75 points
Hand Weapon, Enchanted Robes
Enchanted Robes: Increases Magic by 1 and grants a 6++ Ward Save.
Beastslayer: When fighting Beasts and Monsters Jiub has +1S.  Jiub may re-roll missed attacks directed at Cliffracers.
Spells: Can take up to 3 from Mysticism and Restoration
1-3 MG costs 5 points
4-5 MG costs 10 points
      
      
      
      
                    WS BS S T W I A Ld Mg
WS BS S T W I A Ld Mg Sv
    Dunmer Priest  2 4 2 3 1 2 1 4(5)         4-9, 12 pts each
Nerevarine      7  6 4 3 3 8 4 10 5++      140 points  (100?)
    Initiate        2  3  2 3 1 2 1 6  4            9-19, 7 pts each
Hand weapon
    Priests have: Wizard robes, Dagger      Personal shrine +60 pts
Special: Eternal warrior, Immune to Psychology, NERVARINE
    Initiates have: Robes, Dagger          Wizard robes +2pt-model        2nd weapon +2pt-m
NERVARINE: This unit has no point cap on spells, artifacts, and items.  They additionally have a 5+ ward save.
Great weapon +6pts, Additiona hand weapon +6pts, Shield +3pts
Can take any upgrade
Can take any artifact, daedric or not
      
      
    Initiates may take any 2 spells for the points listed, mana 1-3
    Priests may take any 3 spells for the points listed, mana 1-3
      
      
WS BS S    T W I A Ld Mg Sv
Hand of Almalexia      5  5  4(5) 4 4 6 4 10 7  2+/4++        190 points  (120?)
Hand's Mace, High Ordinator Armor (2+ save)
Hand's Mace: Counts as Ebony (+1 STR).  Each enemy that takes a wound is dealt a S3 frost hit and has a Magic Dice absorbed.  This can take the Hand's Magic over the usual 7.  Magic weapon.
Special: 4+ ward save, Immune to Psychology
Spells: Cripple, Flamewave, Healing, Heal Other, Ward
      
      
    5+              WS BS S T W I A Ld Mg Sv
    Battlemages    4  5  3 3 1 6 2 9  5  5+        16 points each
    Mage Lord      4  6  3 3 2 6 2 10 6  5+        +8 points
    Hand weapon, Heavy Armor (5+ save)
            Spells: Can take up to 3 from any school
                    1-3 MG costs 10 points
                    4-5 MG costs 20 points
      
      
WS BS S T W I A Ld Mg Sv
Barenziah      3  3  3 3 3 3 1 9  8  5++      200 points
Hand weapon, Queen's Amulet
Queens Amulet: Grants a 5++ ward save.
Special: Her Highness, Royal Guards
Her Highness: All allied units of a Dunmer-Majority become Fearless.
Royal Guards: A unit of Royal Guards may be purchased and form a retinue for Barenziah.  They are 4-9, count as Redoran Knights, and cost an additional 3 points each.  The Royal Guards have +1 attack over their listed attributes.
Barenziah can take up to 100 points of magic items and artifacts, though she may not take magic weapons or any armor.
Spells: Barenziah may take two spells for free, then may take up to an additional three for the costs listed.
      
      
    10-30          WS BS S T W I A Ld
    Ancestors      2  2  3 3 1 2 1 5              4 points per
    Ancient One    3  3  3 3 1 3 2 7              +8 points
    Special: Undead
    Hand weapon & Shield
            May take light armor for +1pt-model
            May take 2H weapons for +2pt-model
            May take bows for +2pt-model
      
      
WS BS S T W I A Ld Mg Sv
Divayth Fyr            5  6  3 3 3 5 1 10 15 1+/3++            475 points
Fyr's Armor, Fyr's Sword
Fyr's Armor: Counts as daedric.  Grants a 1+ armor save and a 3++ ward save.  Fyr is not encumbered from this armor due to his levitation, and neither does it decrease his Magic.
Fyr's Sword: Counts as daedric.  Each wound dealt restores a wound on d6 5+.  Magic.
Special: Age Beyond Counting, Eternal Warrior, Immune to Disease, Cannot Be Silenced, Flier, Daughters
Age Beyond Counting: Vivec sucessfully casts mana dice on 3+ and may cast Regular              and heavy spells as though they were Assault.
Daughters: Should you include a retinue of Fyr's daughters then the entire unit                becomes Fearless.  While Fyr is joined by his daughters he loses the Flier type.
Spells: Select any 5 at deployment.
Divayth Fyr may take a retinue of his daughters and form a unit with them.
Divayth Fyr also satisfies the 1+ Telvanni Sorcerer requirement for Telvanni
      
      
    5-10                    WS BS S T W I A Ld Sv
WS BS S T W I A Ld Mg Sv
    Bonewalker              3 0 3 4 1 3 2 5  5+   16 pts each
Alfe Fyr        7 6 3 4 3 7 4 10 7 4+/5++    145 points
    Greater Bonewalker      0 4 4 2 3 2 5 5+   32 pts each
Beyte Fyr      7 6  3 4 3 8 4 10 7 4+/5++    150 points
    Special: Undead, Fear
Delte Fyr      7  6  3 4 3 7 4 9 6 4+/5++    135 points
    Brown Rot: Enemy units engaged to this one in melee combat have -1SUnits that are Immune to Disease ignore this rule.
Uupse Fyr      6  5  3 3 3 6 4 8  6 4+/5++    120 points
Enchanted Bonemold armor, Enchanted Daedric Handweapon.
E Bonemold Armor: Grants a 4+ armor save and a 5++ ward save.  Does not decrease Magic.
ED Handweapon: Deals 1d3 wounds with each hit.  Each unsaved wound drains a magic dice from the enemy on their following turn and adds it to this unitMagic.
Special: Eternal Warrior
Spells: Select any 3 at deployment.
      
      
Fyr's Daughters may be purchased and form up a unit with Divayth Fyr, or they may be purchased seperate from him.  Doing the later will only occupy 1 hero slot total, and each daughter then becomes an independant character.  They may join other units as normal.
      
      
      
      
    SPECIAL CHARS
WS BS S    T W I A Ld Mg Sv
Vivec          8  8  4(6) 4 4 8 4 10 10 3++            800 points
Wargear: Vivec's actual Spear
Vivecs actual spear: +2 STR, +2 AP, 1 handed.  Each unsaved wound becomes 1d3, crits on 5+.  When Vivec slays an enemy he gains 1 Magic Die for the following turn.  This may take his Mg over the normal 10.  Magic.
      
      
Special rules: Daedra Familiarity, Fading Divinity, Power of Alteration, Godly Presence
      
      
                    WS BS S T W I A Ld MG    Sv
Daedra Familiarity: Daedra lose the OTHERWORLDLY special when fighting Vivec in melee combat and he has Killing Blow against them.
    Saint Jiub      4  3  3 4 2 3 2 9  6(7)  6++    75 points
Fading Divinity: Vivic has a 3+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, and Feel no Pain
    Hand Weapon, Enchanted Robes
Power of Alteration: Vivec sucessfully casts mana dice on 2+ and may cast Regular and Heavy spells as though they were Assault.
    Enchanted Robes: Increases Magic by 1 and grants a 6++ Ward Save.
Godly Presence: All friendly units within 24" of Vivec are FearlessHe causes Fear to enemies, causes Terror to Daedra.
    Beastslayer: When fighting Beasts and Monsters Jiub has +1SJiub may re-roll missed attacks directed at Cliffracers.
Spells: Select any 4 from the spell list
            Spells: Can take up to 3 from Mysticism and Restoration
                    1-3 MG costs 5 points
                    4-5 MG costs 10 points
      
      
      
      
                    WS BS S T W I A Ld Mg Sv
WS BS S     T W I A Ld Mg Sv
    Nerevarine      7 4 3 3 8 4 10 5++       140 points   (100?)
Almalexia, the Mad God          10 7(8)  6 6 10 5 10 10 2++         1300 points
    Hand weapon
Wargear: Face of Inspiration, Hopesfire
    Special: Eternal warrior, Immune to Psychology, NERVARINE
Face of Inspiration: Hostile enemy spells targeting Almalexia are ignored on 4+.
    NERVARINE: This unit has no point cap on spells, artifacts, and items.  They additionally have a 5+ ward save.
Hopesfire: +1S, deals 1d3 wounds, achieves a Critical Strike on 5+.  Deals Flame damage.
            Great weapon +6pts, Additiona hand weapon +6pts, Shield +3pts
            Can take any upgrade
            Can take any artifact, daedric or not
      
      
Special rules:
Fading Divinity, Power of Alteration, Just and Merciful, Causes Terror, Frenzy
      
      
                            WS BS S    T W I A Ld Mg Sv
Fading Divinity: Almalexia has a 2+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, and Feel no Pain
    Hand of Almalexia       5  5  4(5) 4 4 6 4 10 7  2+/4++        190 points  (120?)
    Hand's Mace, High Ordinator Armor (2+ save)
    Hand's Mace: Counts as Ebony (+1 STR).  Each enemy that takes a wound is dealt a S3 frost hit and has a Magic Dice absorbed.  This can take the Hand's Magic over the usual 7.  Magic weapon.
    Special: 4+ ward save, Immune to Psychology
            Spells: Cripple, Flamewave, Healing, Heal Other, Ward
      
      
Power of Alteration: Almalexia sucessfully casts mana dice on 2+ and may cast Regular and Heavy spells as though they were Assault.
      
      
                    WS BS S T W I A Ld Mg Sv
Just and Merciful: All friendly units within 24" of Almalexia are Fearless. In addition to this the spell 'Levitation' may not be cast while she is in play and all units that count as a Flier (sans Beasts, Monsters, or Flying Cavalry) lose that subtype.
    Barenziah      3  3  3 3 3 3 1 9  8  5++      200 points
    Hand weapon, Queen's Amulet
    Queens Amulet: Grants a 5++ ward save.
    Special: Her Highness, Royal Guards
    Her Highness: All allied units of a Dunmer-Majority become Fearless.
    Royal Guards: A unit of Royal Guards may be purchased and form a retinue for Barenziah.  They are 4-9, count as Redoran Knights, and cost an additional 3 points each.  The Royal Guards have +1 attack over their listed attributes.
            Barenziah can take up to 100 points of magic items and artifacts, though she may not take magic weapons or any armor.
            Spells: Barenziah may take two spells for free, then may take up to an additional three for the costs listed.
      
      
Spells: Almalexia's Wrath-
S10, ignores armor saves, Large Blast, Range 36", inflicts 1d3 wounds, flame. Cost 8.
      
      
                            WS BS S T W I A Ld Mg Sv
    Divayth Fyr            5  6  3 3 3 5 1 10 15 1+/3++            475 points
    Fyr's Armor, Fyr's Sword
    Fyr's Armor: Counts as daedric.  Grants a 1+ armor save and a 3++ ward save.  Fyr is not encumbered from this armor due to his levitation, and neither does it decrease his Magic.
    Fyr's Sword: Counts as daedric.  Each wound dealt restores a wound on d6 5+.  Magic.
    Special: Age Beyond Counting, Eternal Warrior, Immune to Disease, Cannot Be Silenced, Flier, Daughters
            Age Beyond Counting: Vivec sucessfully casts mana dice on 3+ and may cast Regular              and heavy spells as though they were Assault.
            Daughters: Should you include a retinue of Fyr's daughters then the entire unit                becomes Fearless.  While Fyr is joined by his daughters he loses the Flier type.
    Spells: Select any 5 at deployment.
            Divayth Fyr may take a retinue of his daughters and form a unit with them.
            Divayth Fyr also satisfies the 1+ Telvanni Sorcerer requirement for Telvanni
      
      
                    WS BS S T W I A Ld Mg Sv
==Equipment==
    Alfe Fyr        7  6  3 4 3 7 4 10 7 4+/5++    145 points
    Beyte Fyr      7  6  3 4 3 8 4 10 7 4+/5++    150 points
    Delte Fyr      7  6  3 4 3 7 4 9  6  4+/5++    135 points
    Uupse Fyr      6  5  3 3 3 6 4 8  6  4+/5++    120 points
    Enchanted Bonemold armor, Enchanted Daedric Handweapon.
    E Bonemold Armor: Grants a 4+ armor save and a 5++ ward save.  Does not decrease Magic.
    ED Handweapon: Deals 1d3 wounds with each hit.  Each unsaved wound drains a magic dice from the enemy on their following turn and adds it to this unit.  Magic.
    Special: Eternal Warrior
    Spells: Select any 3 at deployment.
      
      
    Fyr's Daughters may be purchased and form up a unit with Divayth Fyr, or they may be purchased seperate from him.  Doing the later will only occupy 1 hero slot total, and each daughter then becomes an independant character.  They may join other units as normal.
ARMOR                          WEAPONS
Heavy armor +3 pts              Elven +8 pts
Full plate +10 pts              Glass +12 pts
Glass +12 pts                  Ebony +12 pts
Ebony +18 pts                  Daedric +30 pts
Daedric +35 pts
      
      
      
      
                    WS BS S    T W I A Ld Mg Sv
    Vivec          8  8  4(6) 4 4 8 4 10 10 3++            800 points
    Wargear: Vivec's actual Spear
    Vivecs actual spear: +2 STR, +2 AP, 1 handed.  Each unsaved wound becomes 1d3, crits on 5+.  When Vivec slays an enemy he gains 1 Magic Die for the following turn.  This may take his Mg over the normal 10.  Magic.
      
      
    Special rules: Daedra Familiarity, Fading Divinity, Power of Alteration, Godly Presence
Nerevarine Specific Artifacts-
The Nerevarine may take as many of these artifacts as he likes, so long as they do not share the same part/item location.  He may take as many weapons as you wish, and choose which to use at the start of each player turn.
      
      
    Daedra Familiarity: Daedra lose the OTHERWORLDLY special when fighting Vivec in melee combat and he has Killing Blow against them.
    Fading Divinity: Vivic has a 3+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, and Feel no Pain
    Power of Alteration: Vivec sucessfully casts mana dice on 2+ and may cast Regular and Heavy spells as though they were Assault.
    Godly Presence: All friendly units within 24" of Vivec are Fearless.  He causes Fear to enemies, causes Terror to Daedra.
            Spells: Select any 4 from the spell list
      
      
Madstone of the Ahemmusa        x points
Once per turn, shooting phase: target in LoS, d6 5+ silences until start of your next turn
      
      
                                    WS  BS S    T W I  A Ld Mg Sv
Blood Ring      x points
    Almalexia, the Mad God          10  6  7(8)  6 6 10 5 10 10 2++        1300 points
Increases Wounds by 1Removes any Weakness to Fire or Frost the Nerevarine has.
    Wargear: Face of Inspiration, Hopesfire
    Face of Inspiration: Hostile enemy spells targeting Almalexia are ignored on 4+.
    Hopesfire: +1S, deals 1d3 wounds, achieves a Critical Strike on 5+Deals Flame damage.
      
      
    Special rules:
Moon and Star  x points
    Fading Divinity, Power of Alteration, Just and Merciful, Causes Terror, Frenzy
Joined units that are a Majority Dunmer become fearless.
      
      
    Fading Divinity: Almalexia has a 2+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, and Feel no Pain
Soul Ring      x points
Grants the Nerevarine 5+ Spell Resistance.  If he already has SR it increases by +2.
      
      
    Power of Alteration: Almalexia sucessfully casts mana dice on 2+ and may cast Regular and Heavy spells as though they were Assault.
Staff of Hasedoki      x points        Hand weapon
Oncoming spells are ignored by the Nerevarine on 4+.  Increases Magic by 1.
      
      
    Just and Merciful: All friendly units within 24" of Almalexia are Fearless. In addition to this the spell 'Levitation' may not be cast while she is in play and all units that count as a Flier (sans Beasts, Monsters, or Flying Cavalry) lose that subtype.
Umbra          x points                2-handed weapon
Daedric Artifact. The dread sword lends its name to its bearer, who becomes one with itas it sucks out their very soul. Umbra is an Ebony Hand Weapon that grants its bearer Feel No Pain and Fearless. A model wounded by Umbra must take an Ld test. If it fails, it suffers instant death, as its soul becomes trapped within the weapon.
      
      
     Spells: Almalexia's Wrath-
Wraithguard     x points                Gauntlets
    S10, ignores armor saves, Large Blast, Range 36", inflicts 1d3 wounds, flame. Cost 8.
Bearer becomes immune to disease, has a +1 armor save, a +1 ward save, and reflects spells on a D6 of 5+.
      
      
Keening        x points                Hand weapon
Increases S by 1, WS by 1, Attacks by 1, Wounds by 1, Init by 1, and move speed by 2".  Requires the Wraithguard or at the start of each player turn the Nerevarine loses 1 wound automatically with no save allowed.
      
      
Dragonbone Curiass      x points        Armor
Counts as full-plate armor (4+ save) and also makes the wearer immune to fire damage.
      
      
Fists of Randagulf      x points        Gauntlets
Increases Init by 1, S by 1, and move speed by 1".
      
      
Helm of Oreyn Bearclaw          x points        Helmet
Increases wounds by 2 and WS by 1
      
      
Eleidon's Ward          x points        Shield
Counts as an Ebony Shield.  During the magic phase you may roll a dice.  On a roll of 3+ the shield restores a wound to the Nerevarine.  On 2 or less it loses this ability.
      
      
Heap of Random Enchants        x points
The Nerevarine gains access to every spell in the lists with a Magic Cost of 2 or less.
      
      
      
      
    Gear cost-
      
      
    ARMOR                          WEAPONS
    Heavy armor +3 pts              Elven +8 pts
    Full plate +10 pts              Glass +12 pts
    Glass +12 pts                  Ebony +12 pts
    Ebony +18 pts                  Daedric +30 pts
    Daedric +35 pts
      
      
      
      
      
      
    Nerevarine Specific Artifacts-
==Spells==
    The Nerevarine may take as many of these artifacts as he likes, so long as they do not share the same part/item location.  He may take as many weapons as you wish, and choose which to use at the start of each player turn.
 
   
Absorb Health: 10 points        Cost 2, shooting attack.
   
S3, AP1, Assault 1, Range 18".  Unsaved wound heals caster on a roll of 4+.
    Madstone of the Ahemmusa        x points
    Once per turn, shooting phase: target in LoS, d6 5+ silences until start of your next turn
   
    Blood Ring      x points
    Increases Wounds by 1.  Removes any Weakness to Fire or Frost the Nerevarine has.
   
    Moon and Star  x points
    Joined units that are a Majority Dunmer become fearless.
   
    Soul Ring      x points
    Grants the Nerevarine 5+ Spell Resistance.  If he already has SR it increases by +2.
   
    Staff of Hasedoki      x points        Hand weapon
    Oncoming spells are ignored by the Nerevarine on 4+.  Increases Magic by 1.
   
    Umbra          x points                2-handed weapon
    Daedric Artifact. The dread sword lends its name to its bearer, who becomes one with itas it sucks out their very soul. Umbra is an Ebony Hand Weapon that grants its bearer Feel No Pain and Fearless. A model wounded by Umbra must take an Ld test. If it fails, it suffers instant death, as its soul becomes trapped within the weapon.
   
    Wraithguard    x points                Gauntlets
    Bearer becomes immune to disease, has a +1 armor save, a +1 ward save, and reflects spells on a D6 of 5+.
   
    Keening        x points                Hand weapon
    Increases S by 1, WS by 1, Attacks by 1, Wounds by 1, Init by 1, and move speed by 2".  Requires the Wraithguard or at the start of each player turn the Nerevarine loses 1 wound automatically with no save allowed.
   
    Dragonbone Curiass      x points        Armor
    Counts as full-plate armor (4+ save) and also makes the wearer immune to fire damage.
   
    Fists of Randagulf      x points        Gauntlets
    Increases Init by 1, S by 1, and move speed by 1".
   
    Helm of Oreyn Bearclaw          x points        Helmet
    Increases wounds by 2 and WS by 1
   
    Eleidon's Ward          x points        Shield
    Counts as an Ebony Shield.  During the magic phase you may roll a dice.  On a roll of 3+ the shield restores a wound to the Nerevarine.  On 2 or less it loses this ability.
   
    Heap of Random Enchants        x points
    The Nerevarine gains access to every spell in the lists with a Magic Cost of 2 or less.
   
   
   
   
   
   
    Spells-
    Absorb Health: 10 points        Cost 2, shooting attack.
    S3, AP1, Assault 1, Range 18".  Unsaved wound heals caster on a roll of 4+.
      
      
    Damage Health: 10 points        Cost 3, shooting attack.
Damage Health: 10 points        Cost 3, shooting attack.
    S5 AP2, Assault 1, Range 24", deals d3 wounds
S5 AP2, Assault 1, Range 24", deals d3 wounds
      
      
    Poisonblast: 10 points          Cost 3, shooting attack.
Poisonblast: 10 points          Cost 3, shooting attack.
    S3, AP0, Assault 2, Template, wounds on 6+
S3, AP0, Assault 2, Template, wounds on 6+
      
      
    Levitation: 25 points          Costs 5, cast anytime.
Levitation: 25 points          Costs 5, cast anytime.
    The casting unit counts as a flier for the rest of the game.
The casting unit counts as a flier for the rest of the game.

Revision as of 19:22, 12 April 2012

The following codex is still in a (very) rough draft, written by Duke. I will periodically update and expand it. Please do not consider anything written here as the final rules: some things may be added, removed or changed. -Lolpwnt

Introduction

Army List

Types of Lists

There are five Great Houses which in the days of Nerevarine competed for the control of the Land of Ash. Each of the Great Houses has its own personal history, traditions and beliefs. Running a Great House army


Heroes

WS BS S T W I A Ld Sv Dunmer Noble 5 3 4 4 2 5 3 8 5+ 60 points Hand weapon, heavy armor Any armor+ (Ebony is +18) Shield +2pts 2H weapon +4pts 60 or less points of magic items


WS BS S T W I A Ld MG Sv Warrior Priest 5 3 4 4 2 4 2 9 5 - 55 points Hand weapon Any armor+ Shield +2pts 2H weapon +4pts 50 or less points of magic items Spells: Can take up to 3 from Destruction and Resto 1-3 MG costs 10 points 4 MG costs 20 points


WS BS S T W I A Ld Mg Sv Bouyant Armiger 6 6 4 3 2 8 3 9 5 4+ 80 points Two hand weapons, bow, glass armor Shield +2pts 2H weapon +4pts 60 or less points of magic items


WS BS S T W I A Ld Mg Sv Master Assassin 9 9 4 3 2 10 3 10 6 6+ 90 points Hand weapon, throwing knives (javelins) Special: Scout, Poisoned Attacks, Always Strikes First, Deep Strike Any armor+ 2H weapon +4pts 60 or less points of magic items Spells: Any illusion or alteration for listed cost


WS BS S T W I A Ld Mg Sorcerer Lord 2 4 3 3 2 2 2 9 6(7) 45 points Telvanni 2 4 3 3 2 2 2 9 7(8) 55 points Telvanni Lord 2 4 3 3 3 2 3 10 8(9) +10 points

Slave 3 3 3 3 1 3 1 5 4 points each Mage 2 4 2 3 1 2 1 8 4(5) 12 pts each Heroes: Wizards Robes, Hand weapon Slaves: Hand weapon Mages: Wizard Robes, Hand weapon Can take normal hero crap Can take a retinue of 0-9 slaves Can take a retinue 0-4 mages


Core

10+ WS BS S T W I A Ld Warriors 3 3 3 3 1 3 1 7 6 points each Seargent 4 3 3 3 1 3 2 7 +6 points Any armor+ Standard bearer +10pts Hand weapon, shield


10+ WS BS S T W I A Ld Dunmer Bowmen 2 3 3 3 1 3 1 6 6 points each Seargent 2 4 3 3 1 3 1 7 +6 points Any armor+ Flaming arrows - 5pt-model Standard bearer +10pts Hand weapon, Longbow


WS BS S T W I A Ld Sv 19+ Slaves 3 3 3 3 1 3 1 5 - 4 points each 1 Slavemaster 3 3 3 3 1 3 2 6 6+ 10 points Special: This unit has +LD equal to its rank bonus

Slaves have: Hand Weapon +Spear 1/2pt-model +Shields 1/2pt-model Master has: Hand Weapon, Light Armor May take a Guardian Stone blessing Special: Slaves are always Khajiit or Argonians.


5+ WS BS S T W I A Ld Sv Redoran Knight 5 3 4 3 1 5 1 8 4+ 18 points Knight Lord 5 3 4 3 1 5 2 9 4+ +18 points Special: Killing Blow Great weapon, hand weapon, Full Plate Standard bearer +12pts May upgrade to ebony armor for 6pt-model May upgrade to daedric armor for 25pt-model Weapons may upgrade for listed cost


10+ WS BS S T W I A Ld Sv Gang Member 3 3 3 3 1 3 1 6 - 6 points each Special: Skirmishers Any armor+ Standard bearer +8pts Javelins - 2pt-model Hand Crossbows - 1pt-model Two hand weapons


10+ WS BS S T W I A Ld Sv Camonna Tong 3 3 3 3 1 3 1 7 - 7 points each Special: Skirmishers, Poisoned Weapons Any armor+ Standard bearer +8pts Javelins - 2pt-model Hand Crossbows - 1pt-model Two hand weapons


Elite

5+ WS BS S T W I A Ld Mg Sv Ordinators 5 4 3 3 1 6 2 9 4 4+ 21 points each High Ordinator 5 5 3 3 2 6 2 10 5 4+ +9 points Hand weapon, Shield, Ordinator Armor (4+ save) Spells: Can take up to 2 from Destruction' 1-3 MG costs 10 points 4 MG costs 20 points


3+ WS BS S T W I A Ld Mg Sv 50 points each Bonelords 3 0 3 3 2 2 3 7 3 5++ Special: Undead, Terror, Deep Strike Spells: Burden Levetation: Bonelords may pass over flat terrain which would normally be difficult, such as marshes and rivers, with ease. Second Barrier: A Bonelord's armor save may not be made worse than 5+ Ritual blades (Great weapon)


3+ WS BS S T W I A Ld Mg Sv Insect Rider 3 3 3 4 2 4 1 6 2 6+ 30 points each Rider Leader 4 3 3 4 2 4 1 6 2 6+ +10 points Hand weapon, Lance Special: Flying Cavalry, Hit and Run May take Javelins or a Bow for +5pt-model


Support

WS BS S T W I A Ld Mg Dunmer Priest 2 4 2 3 1 2 1 8 4(5) 4-9, 12 pts each Initiate 2 3 2 3 1 2 1 6 4 9-19, 7 pts each Priests have: Wizard robes, Dagger Personal shrine +60 pts Initiates have: Robes, Dagger Wizard robes +2pt-model 2nd weapon +2pt-m

Initiates may take any 2 spells for the points listed, mana 1-3 Priests may take any 3 spells for the points listed, mana 1-3


5+ WS BS S T W I A Ld Mg Sv Battlemages 4 5 3 3 1 6 2 9 5 5+ 16 points each Mage Lord 4 6 3 3 2 6 2 10 6 5+ +8 points Hand weapon, Heavy Armor (5+ save) Spells: Can take up to 3 from any school 1-3 MG costs 10 points 4-5 MG costs 20 points


10-30 WS BS S T W I A Ld Ancestors 2 2 3 3 1 2 1 5 4 points per Ancient One 3 3 3 3 1 3 2 7 +8 points Special: Undead Hand weapon & Shield May take light armor for +1pt-model May take 2H weapons for +2pt-model May take bows for +2pt-model


5-10 WS BS S T W I A Ld Sv Bonewalker 3 0 3 4 1 3 2 5 5+ 16 pts each Greater Bonewalker 4 0 4 4 2 3 2 5 5+ 32 pts each Special: Undead, Fear Brown Rot: Enemy units engaged to this one in melee combat have -1S. Units that are Immune to Disease ignore this rule.


Special Characters

WS BS S T W I A Ld MG Sv Saint Jiub 4 3 3 4 2 3 2 9 6(7) 6++ 75 points Hand Weapon, Enchanted Robes Enchanted Robes: Increases Magic by 1 and grants a 6++ Ward Save. Beastslayer: When fighting Beasts and Monsters Jiub has +1S. Jiub may re-roll missed attacks directed at Cliffracers. Spells: Can take up to 3 from Mysticism and Restoration 1-3 MG costs 5 points 4-5 MG costs 10 points


WS BS S T W I A Ld Mg Sv Nerevarine 7 6 4 3 3 8 4 10 8 5++ 140 points (100?) Hand weapon Special: Eternal warrior, Immune to Psychology, NERVARINE NERVARINE: This unit has no point cap on spells, artifacts, and items. They additionally have a 5+ ward save. Great weapon +6pts, Additiona hand weapon +6pts, Shield +3pts Can take any upgrade Can take any artifact, daedric or not


WS BS S T W I A Ld Mg Sv Hand of Almalexia 5 5 4(5) 4 4 6 4 10 7 2+/4++ 190 points (120?) Hand's Mace, High Ordinator Armor (2+ save) Hand's Mace: Counts as Ebony (+1 STR). Each enemy that takes a wound is dealt a S3 frost hit and has a Magic Dice absorbed. This can take the Hand's Magic over the usual 7. Magic weapon. Special: 4+ ward save, Immune to Psychology Spells: Cripple, Flamewave, Healing, Heal Other, Ward


WS BS S T W I A Ld Mg Sv Barenziah 3 3 3 3 3 3 1 9 8 5++ 200 points Hand weapon, Queen's Amulet Queens Amulet: Grants a 5++ ward save. Special: Her Highness, Royal Guards Her Highness: All allied units of a Dunmer-Majority become Fearless. Royal Guards: A unit of Royal Guards may be purchased and form a retinue for Barenziah. They are 4-9, count as Redoran Knights, and cost an additional 3 points each. The Royal Guards have +1 attack over their listed attributes. Barenziah can take up to 100 points of magic items and artifacts, though she may not take magic weapons or any armor. Spells: Barenziah may take two spells for free, then may take up to an additional three for the costs listed.


WS BS S T W I A Ld Mg Sv Divayth Fyr 5 6 3 3 3 5 1 10 15 1+/3++ 475 points Fyr's Armor, Fyr's Sword Fyr's Armor: Counts as daedric. Grants a 1+ armor save and a 3++ ward save. Fyr is not encumbered from this armor due to his levitation, and neither does it decrease his Magic. Fyr's Sword: Counts as daedric. Each wound dealt restores a wound on d6 5+. Magic. Special: Age Beyond Counting, Eternal Warrior, Immune to Disease, Cannot Be Silenced, Flier, Daughters Age Beyond Counting: Vivec sucessfully casts mana dice on 3+ and may cast Regular and heavy spells as though they were Assault. Daughters: Should you include a retinue of Fyr's daughters then the entire unit becomes Fearless. While Fyr is joined by his daughters he loses the Flier type. Spells: Select any 5 at deployment. Divayth Fyr may take a retinue of his daughters and form a unit with them.

Divayth Fyr also satisfies the 1+ Telvanni Sorcerer requirement for Telvanni
    

WS BS S T W I A Ld Mg Sv Alfe Fyr 7 6 3 4 3 7 4 10 7 4+/5++ 145 points Beyte Fyr 7 6 3 4 3 8 4 10 7 4+/5++ 150 points Delte Fyr 7 6 3 4 3 7 4 9 6 4+/5++ 135 points Uupse Fyr 6 5 3 3 3 6 4 8 6 4+/5++ 120 points Enchanted Bonemold armor, Enchanted Daedric Handweapon. E Bonemold Armor: Grants a 4+ armor save and a 5++ ward save. Does not decrease Magic. ED Handweapon: Deals 1d3 wounds with each hit. Each unsaved wound drains a magic dice from the enemy on their following turn and adds it to this unit. Magic. Special: Eternal Warrior Spells: Select any 3 at deployment.

Fyr's Daughters may be purchased and form up a unit with Divayth Fyr, or they may be purchased seperate from him. Doing the later will only occupy 1 hero slot total, and each daughter then becomes an independant character. They may join other units as normal.


WS BS S T W I A Ld Mg Sv Vivec 8 8 4(6) 4 4 8 4 10 10 3++ 800 points Wargear: Vivec's actual Spear Vivecs actual spear: +2 STR, +2 AP, 1 handed. Each unsaved wound becomes 1d3, crits on 5+. When Vivec slays an enemy he gains 1 Magic Die for the following turn. This may take his Mg over the normal 10. Magic.

Special rules: Daedra Familiarity, Fading Divinity, Power of Alteration, Godly Presence

Daedra Familiarity: Daedra lose the OTHERWORLDLY special when fighting Vivec in melee combat and he has Killing Blow against them. Fading Divinity: Vivic has a 3+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, and Feel no Pain Power of Alteration: Vivec sucessfully casts mana dice on 2+ and may cast Regular and Heavy spells as though they were Assault. Godly Presence: All friendly units within 24" of Vivec are Fearless. He causes Fear to enemies, causes Terror to Daedra. Spells: Select any 4 from the spell list


WS BS S T W I A Ld Mg Sv Almalexia, the Mad God 10 6 7(8) 6 6 10 5 10 10 2++ 1300 points Wargear: Face of Inspiration, Hopesfire Face of Inspiration: Hostile enemy spells targeting Almalexia are ignored on 4+. Hopesfire: +1S, deals 1d3 wounds, achieves a Critical Strike on 5+. Deals Flame damage.

Special rules: Fading Divinity, Power of Alteration, Just and Merciful, Causes Terror, Frenzy

Fading Divinity: Almalexia has a 2+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, and Feel no Pain

Power of Alteration: Almalexia sucessfully casts mana dice on 2+ and may cast Regular and Heavy spells as though they were Assault.

Just and Merciful: All friendly units within 24" of Almalexia are Fearless. In addition to this the spell 'Levitation' may not be cast while she is in play and all units that count as a Flier (sans Beasts, Monsters, or Flying Cavalry) lose that subtype.

Spells: Almalexia's Wrath- S10, ignores armor saves, Large Blast, Range 36", inflicts 1d3 wounds, flame. Cost 8.


Equipment

ARMOR WEAPONS Heavy armor +3 pts Elven +8 pts Full plate +10 pts Glass +12 pts Glass +12 pts Ebony +12 pts Ebony +18 pts Daedric +30 pts Daedric +35 pts


Nerevarine Specific Artifacts- The Nerevarine may take as many of these artifacts as he likes, so long as they do not share the same part/item location. He may take as many weapons as you wish, and choose which to use at the start of each player turn.


Madstone of the Ahemmusa x points Once per turn, shooting phase: target in LoS, d6 5+ silences until start of your next turn

Blood Ring x points Increases Wounds by 1. Removes any Weakness to Fire or Frost the Nerevarine has.

Moon and Star x points Joined units that are a Majority Dunmer become fearless.

Soul Ring x points Grants the Nerevarine 5+ Spell Resistance. If he already has SR it increases by +2.

Staff of Hasedoki x points Hand weapon Oncoming spells are ignored by the Nerevarine on 4+. Increases Magic by 1.

Umbra x points 2-handed weapon Daedric Artifact. The dread sword lends its name to its bearer, who becomes one with itas it sucks out their very soul. Umbra is an Ebony Hand Weapon that grants its bearer Feel No Pain and Fearless. A model wounded by Umbra must take an Ld test. If it fails, it suffers instant death, as its soul becomes trapped within the weapon.

Wraithguard x points Gauntlets Bearer becomes immune to disease, has a +1 armor save, a +1 ward save, and reflects spells on a D6 of 5+.

Keening x points Hand weapon Increases S by 1, WS by 1, Attacks by 1, Wounds by 1, Init by 1, and move speed by 2". Requires the Wraithguard or at the start of each player turn the Nerevarine loses 1 wound automatically with no save allowed.

Dragonbone Curiass x points Armor Counts as full-plate armor (4+ save) and also makes the wearer immune to fire damage.

Fists of Randagulf x points Gauntlets Increases Init by 1, S by 1, and move speed by 1".

Helm of Oreyn Bearclaw x points Helmet Increases wounds by 2 and WS by 1

Eleidon's Ward x points Shield Counts as an Ebony Shield. During the magic phase you may roll a dice. On a roll of 3+ the shield restores a wound to the Nerevarine. On 2 or less it loses this ability.

Heap of Random Enchants x points The Nerevarine gains access to every spell in the lists with a Magic Cost of 2 or less.




Spells

Absorb Health: 10 points Cost 2, shooting attack. S3, AP1, Assault 1, Range 18". Unsaved wound heals caster on a roll of 4+.

Damage Health: 10 points Cost 3, shooting attack. S5 AP2, Assault 1, Range 24", deals d3 wounds

Poisonblast: 10 points Cost 3, shooting attack. S3, AP0, Assault 2, Template, wounds on 6+

Levitation: 25 points Costs 5, cast anytime. The casting unit counts as a flier for the rest of the game.