Scrollhammer: Great Houses of Morrowind

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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. Consequently, each Great House forms its armies from a different combination of the units in this book.


Great House Indoril

At the heart of Morrowind, the far east of Tamriel, lies the great cities of House Indoril. House Indoril owes its name to Indoril Nerevar, the greatest hero of the Dunmer, who led the alliance of Elves and Dwarves against the human King Wulfharth at Red Mountain. House Indoril is steeped in countless millennia-old traditions, providing secular governance where needed in the sacred cities of the Tribunal. Its banners are white, pure as its faith in the God-Kings of Morrowind.

A House Indoril army uses the following list:

Heroes: Noble(Indoril), Warrior Priest.

Core: Ordinators, Temple Priests, Warriors(Indoril), Slaves, Nix Hound Outriders.

Elite: Great House Agents(Indoril), Morag Tong Assassins, Bonewalkers, Silt Strider, 0-1 Holy Orders

Support: Ancestral Ghosts, Bonelords, Siege Strider


Great House Hlaalu

The wealthiest and most influential of the Great Houses is Hlaalu. Owning mines and plantations all across Morrowind and Vvardenfell, and bordering the Imperial Province itself, House Hlaalu makes lucrative trade with the Empire, and accepts a certain amount of Imperial authority over their lands and people. As a result, by the time of the Nerevarine, both the Duke of Vvardenfell and the King of Morrowind were both Hlaalu councilors. Hlaalu is not a full ally of the Empire, however; its most corrupt faction, a criminal organization known as the Camonna Tong, wishes to expel the Empire and its citizens from Morrowind. House Hlaalu's banners are yellow, for money is its only master.

A House Hlaalu army uses the following list:

Heroes: Noble(Hlaalu).

Core: Warriors(Hlaalu), Slaves, Nix Hound Outriders, Camonna Tong Thugs.

Elite: Spellswords, Great House Agents(Hlaalu), Morag Tong Assassins, Bonewalkers, Silt Strider, 0-1 Ordinators, 0-1 Holy Orders.

Support: Temple Priests, Ancestral Ghosts, Bonelords, Siege Strider.


Great House Redoran

Along the border with Skyrim lies the Great House Redoran. Forged in martial tradition and vows of honor, Redoran's nobles brave the Ashlands themselves to hold their great councils. On the slopes of Red Mountain, they defend their fortress, the hollowed shell of a city-sized Emperor Crab, from all the terrors of the wastes. In the west of their territory, they proudly make war against the kingdoms of the Nords. House Redoran's banners are crimson, as is the blood they shed for the defense of the Morrowind, the honor of their House, and the glory of the Tribunal.

A House Redoran army uses the following list:

Heroes: Noble(Redoran), Warrior Priest.

Core: Warriors(Redoran), Slaves, Nix Hound Outriders, Redoran Knights.

Elite: Spellswords, Great House Agents(Redoran), Morag Tong Assassins, Bonewalkers, Silt Strider, Ordinators, 0-1 Holy Orders.

Support: Temple Priests, Ancestral Ghosts, Bonelords, Siege Strider.


Great House Dres

In the south of Morrowind is an endless spread of farms and jungles, wondrously fertile land, cultivated by the labor of millions of wretched slaves. It is Great House Dres that rules these lands. Followers of the most ancient Dunmer ways, House Dres is a rigid society that only rarely does business outside of Morrowind. When warriors of Dres do leave their homeland, it is most often on raids into Argonia and Elsweyr, to kidnap Lizardmen and Khajiiti by the thousand. These captives are taken by sail to the great port of Tear; there they are sold as slaves to Dunmer from all across Morrowind, never to see their homes again. The banners of House Dres are dark blue, the color of the seas they cross to make slaves of the beast-folk.

A House Dres army uses the following list:

Heroes: Noble(Dres), Warrior Priest.

Core: Warriors(Dres), Slaves, Nix Hound Outriders

Elite: Spellswords, Great House Agents(Dres), Morag Tong Assassins, Bonewalkers, Silt Strider, 0-1 Ordinators, 0-1 Holy Orders.

Support: Temple Priests, Ancestral Ghosts, Bonelords, Siege Strider, Ash Wasp Riders.


Great House Telvanni

In the far north-east of Tamriel, across the grey islands of the Sea of Ghosts, are the spiraling towers of House Telvanni. Otherworldly in shape, the towers are giant mushrooms, magically grown and hollowed out to form the abodes of the great Sorceror-Magisters. These lords of House Telvanni pay little attention to the people they rule, and ignore the dictates of the Temple and the envoys of the Empire. They spend their lives hidden in their towers, performing forbidden rituals and conducting gruesome experiments. Some wizards of House Telvanni live unnaturally long lives, reaping the rewards of the secret magics they have long pondered. Others are murdered by rival sorcerors, covetous of their title or research. Still others have gone mad, their minds twisted into fried shells by the powers that have flowed through them. The banners of House Telvanni is brown like the towers of fungus they dwell in; "knowledge is power" is their only creed.

A House Telvanni army uses the following list:

Heroes: Sorceror.

Core: Spellswords(Telvanni), Warriors(Telvanni), Slaves, Nix Hound Outriders.

Elite: Great House Agents(Telvanni), Morag Tong Assassins, Silt Strider.

Support: Siege Strider(Telvanni).

Various models in a Telvanni army use summoned Daedra, according to the rules in Scrollhammer: Daedra Cults.


Heroes

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 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


Noble

The Great Houses of Morrowind are ruled by councils of nobles. Some of these magnates hold their position by birth; others by wealth, others by merit. The nobles embody the great ambition and pride considered high virtues among the Dunmer; they lead their House's armies and thugs against its enemies, ever seeking to improve their status above that of their many bitter rivals.

70 pts

Hero. Independent Character, Skirmish, Infantry, Dark Elf Single Model

Dunmer Noble WS5 BS4 S4 T4 W2 I5 A3 Ld8 Mg4 Sv5+

Wargear: Hand Weapon, Bonemold Armor.

Spells: none

Special Rules:

Oath of Allegiance: A Dunmer noble's experience working inside or alongside his affiliate Great House has led him to acquire a set of skills and contacts from his rise to power. Depending on the Great House he fights for, the noble has a particular in-game benefit.

House Indoril: A noble of House Indoril fights for the traditions of Morrowind and for the Tribunal Temple. He gets +1 Ld. A Noble of House Indoril wears Indoril Armor instead of Bonemold, and his unit has Preferred Enemy(Undead and Daedra).

House Hlaalu: The nobles of House Hlaalu bear great wealth and influence, and prefer tactics of stealth and surprise in battle. A Noble of House Hlaalu has +1 I. A Hlaalu army containing at least one noble gets +1 to its reserve rolls.

House Redoran: The nobles of House Redoran are experienced warriors, skilled in the arts of both battles and honorable duels. A Noble of House Redoran has +1 WS and Furious Charge.

House Dres: The nobles of House Dres are feared by the slaves they rule, and fight in battle according to the most ancient customs. A Noble of House Dres has +1 BS, and all friendly units of Slaves within 12" of him may use his Leadership value and are stubborn.

A Noble may replace his hand weapon with:

Spear +4 pts

A Noble may take one of the following:

Shield or Second Hand Weapon +6 pts

Bow or Short Bow +6 pts

A Noble may replace items in both hands with:

Greatsword +16 pts

A Noble may upgrade any number of his weapons to the following:

Glass +6 pts

Ebony +10 pts

A Noble may replace his armor with:

Chitin Armor(free)

Glass Armor +10 pts

Ebony Armor +18 pts

A Noble may be mounted on a Nix Hound for +20 pts, as long as he is wearing Light Armor.

A Noble may be mounted on a Silt Strider for +75 pts(but loses Independent Character if he does so).

A Noble of House Dres may be mounted on an Ash Wasp for +45 pts.

A mounted Noble may take a Lance for +10 pts. A mounted Noble, if an Independent Character, may join a unit riding the same mount as himself.

A Noble may take up to two spells from this book's spell list as follows:

Destruction Spells, mana cost 2 or less: +10 pts each

Alteration Spells, mana cost 2 or less: +8 pts each

Bound Weapon Spells: +14 pts each

Restoration Spells, mana cost 2 or less: +8 pts each, (Indoril and Redoran only)

Illusion Spells, mana cost 2 or less: +8 pts each,(Hlaalu and Dres only)

A Noble may be given a Guardian Stone Blessing for +10 pts.

A Noble other than the General may bear the army's Battle Standard for +40 pts.

A Noble may take up to 70 pts of magic items from the armory where appropriate.


Warrior Priest

Sorceror

Core

Rough Draft:

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

Slaves

Warriors

Nix Hound Outriders

Redoran Knights

Camonna Tong Thugs

Elite

Rough Draft:

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

Spellswords

Great House Agents

Morag Tong Assassins

Bonewalkers

Ordinators

Silt Strider

Support

Rough Draft:

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.

Temple Priests

Ancestral Ghosts

Bonelords

Siege Strider

Ash Wasp Riders

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

Basic Equipment

Bonemold armor is Heavy Armor(5+). Chitin Armor and Netch Leather Armor are Light Armor(6+). Indoril Armor is Light Armor(5+).

Katanas count as Greatswords, except the do not strike with an initiative penalty. A Daedric Katana gets +2I +2AP, (rather than the normal +2S +2AP).

Mounts

Nix Hounds: Models riding Nix Hounds are Fast Cavalry. Nix Hounds do not grant +1 T to their riders, being gangly and low-set creatures.

Silt Striders: Models riding Silt Striders are Monstrous Cavalry. Silt Striders have the following profile:

Monstrous Creature. WS3 BS0 S7 T5 W5 I3 A3 Ld7 Mg0 Sv5+

Chitinous Exoskeleton: Silt Strider have a 5+ armor save.

Causes Fear. Amphibious: Silt Striders ignore water terrain features when moving.

Ash Wasp: Models riding Ash Wasps are Cavalry. Their movement ignores terrain features, and they may move 12" in the movement phase. They grant their rider Hit and Run.


Nerevarine Specific Artifacts

Rough draft.

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.