Scrollhammer: Great Houses of Morrowind
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
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
Javelins +6 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
The Tribunal Temple provides spiritual rule over the Dunmer of Morrowind. Countless pilgrims make dangerous journeys through the Ashlands to bow at the shrines of noble saints or appease the Daedra. Escorting such travelers is taken as a duty by many disciples of the Temple, in the hopes of proving themselves worthy of ALSMIVI, or out of aspirations of sainthood. The masters of the Temple are therefore skilled in the arts of both healing and battle, and have been known to put these twin talents to use in times of war.
60 pts
Hero. Independent Character, Skirmish, Infantry, Dark Elf Single Model
Warrior Priest WS5 BS3 S3 T3 W2 I4 A2 Ld9 Mg6 Sv-(6++)
Wargear:
Priest Robes, Hand Weapon, Dagger.
Spells:
Heal, Heal Other, Flames. Warrior Priests have up to two additional spells of your choice from the Schools of Mysticism, Restoration and Alteration.
Special Rules:
Preferred Enemy(Undead and Daedra)
Sotha's Grace: Warrior Priests have a 6+ Ward Save.
Vigilant Faith: Warrior Priests grant their unit immunity to Fear, Terror and Panic.
A Warrior Priest may take one of the following:
Shield +5 pts
Priest's Staff +8 pts
War Hammer +18 pts
A Warrior Priest may upgrade any number of his weapons to the following:
Glass +6 pts
Ebony +10 pts
A Warrior Priest may take one of the following:
Chitin Armor +6 pts
Glass Armor +14 pts
A Warrior Priest may be mounted on a Nix Hound for +20 pts(he may join units riding Nix Hounds if he does so).
A Warrior Priest may be mounted on a Silt Strider for +75 pts(but loses Independent Character if he does so).
A Warrior Priest may be given an additional spell of your choice from the School of Mysticism, Restoration or Alteration for +18 pts.
A Warrior Priest may be given a Guardian Stone Blessing for +10 pts.
A Warrior Priest may take up to 70 pts of magic items from the armory where appropriate.
Sorceror
The mad Sorcerors who rule Great House Telvanni are rarely seen by other Dunmer. Sitting high in their fungal towers, they ponder the heretical tomes, and perform unthinkable rituals. A Telvanni wizard hollows out the living space of his tower at the very peak, keeping out those incapable of magical flight. In doing so, he ensures that no meddlesome commoners will interrupt his studies, and no Temple Priests will lay hands on him for consorting with Daedra or enslaving the dead. But after spending centuries in their isolated lairs, the mages of House Telvanni hone their magical talents to nigh-perfection, and proceed to utterly destroy all who once sought to thwart them.
140 pts (170 pts for Magister)
Hero. Independent Character, Skirmish, Infantry, Dark Elf. Single Model
Sorceror WS2 BS4 S2 T3 W2 I2 A2 Ld9 Mg7(8) Sv-
Magister WS2 BS4 S2 T3 W3 I2 A2 Ld10 Mg8(9) Sv-
Wargear:
Wizard Robes, Sorceror Staff.
Spells:
A Telvanni Sorceror knows 4 appropriate(he may not take spells labelled Warrior Priest/Priest only) spells, other than Summon Daedra, of your choice from the lists in this book.
Special Rules:
Bound Daedra: A Telvanni Sorceror may have all his summoned Daedra he has payed for in play simultaneously, and may take multiples of the same Daedra spell in order to summon multiples of that Daedra.
The Sorceror may take up to 2 additional spells(or 3 if a Magister) from these schools of magic for the following costs:
Any appropriate non-summon Daedra spell costing 1-3 mana from the spell list: +15 pts
Any appropriate non-summon Daedra spell costing 4+ mana from the spell list: +25 pts
Summon Scamp (cost 1) +10 pts
Summon Hunger (cost 2) +15 pts
Summon Flame Atronach (cost 2) +15 pts
Summon Winged Twilight (cost 2) +20 pts
Summon Dremora (cost 2) +20 pts
Summon Golden Saint (cost 2) +20 pts
Summon Dark Seducer (cost 2) +20 pts
Summon Clannfear (cost 3) +30 pts
Summon Frost Atronach (Cost 3) +30 pts
Summon Storm Atronach(Cost 4) +50 pts
Summon Spider Daedra (cost 5) +75 pts
Summon Daedroth (cost 5) +100 pts
Summon Dremora Lord (cost 5) +150 pts
Summon Xivilai (cost 6) +160 pts
A Sorceror may take an Atronach Familiar(in addition to any spells). This grants the Sorceror the ability to buy a seventh(or eighth if he is a Magister) spell from his spell list, and a summoning spell, for a cost depending on the nature of the creature summoned:
Summon Flame Atronach (cost 2)
Summon Frost Atronach (cost 3)
Summon Storm Atronach (cost 4)
Rules for summoning Daedra are found here: Scrollhammer: Daedra Cults.
A Sorceror may be mounted on a Silt Strider for +75 pts(but loses Independent Character if he does so).
A Sorceror may be given a Guardian Stone Blessing for +10 pts.
A Sorceror may purchase any amount of magic items from the armory where appropriate.
Core
Rough Draft:
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
Slavery is widely practiced throughout Morrowind. The warriors of House Dres go forth on raids into the jungles of the southern half of Tamriel, bringing back throngs of Khajiiti and Argonians in chains. These unfortunates are sold to every Great House: Hlaalu, Dres and Indoril use slaves for farm and house labor, the warriors of Redoran use them for gladatorial combat, and the wizards of Telvanni consider their slaves to be laboratory assistants or test subjects. Cursed manacles are often bought for slaves, preventing those suspected of knowing magic from using it effectively to escape. The Khajiit and Argonian species are considered by Dunmer to be worthy of slavery, a little bit wiser than animals, but still mere beasts compared to Merkind. Slaves of other races are found only in very small numbers, most often from among criminals who have offended House Dres.
Slaves are often mobilized for war in time of need. They are poor substitutes for the warrior retainers of the Great Houses, and rebellion is a constant danger while slaves are armed; nevertheless they are an inexpensive army for a Dunmer lord to raise, and a far less costly one to lose.
3 pts per Slave, 6 pts for Slavedriver. Core. Horde, Infantry. Each Slave is either Khajiit or Argonian. Slavedrivers are Dark Elves. 19-79 Slaves, 1 Slavedriver per unit.
Khajiit Slave WS2 BS2 S3 T3 W1 I2 A1 Ld2 Mg0 Sv-
Argonian Slave WS2 BS2 S3 T3 W1 I3 A1 Ld2 Mg0 Sv-
Slavedriver WS3 BS3 S3 T3 W1 I4 A1 Ld6 Mg2 Sv5+
Wargear:
Khajiit Slaves have their Claws(2x hand weapon).
Argonian Slaves have Spears.
A Slavedriver is armed with Hand Weapon, Shield and Leather Armor.
Special Rules:
"Do as I say, you animals!": If a unit of Slaves with a Slavedriver fails a morale test(including Fear or Terror), you may immediately remove one Slave as a casualty to re-roll the test. Units of Slaves locked in combat cannot use this ability.
Escape to Freedom: If a unit of Slaves flees, the Slavedriver and any Independent Characters joined to the unit(if any) are immediately removed as casualties. Slaves can never rally except in reaction to being charged.
All Slaves in the unit may take Leather Armor for +1/2 pt per model.
Warriors
Dunmer Warriors make up the core of the standing armies of the Great Houses. Some regiments of warriors consist of retainers and Oathmen, the guards of the Great House who both enforce law and order in the streets of their cities and fight for the nobles when the House goes to war. Others are mercenary thugs, sell-swords sent to do the House's dirty work. The Blade, Bow and Spell are the three great Dunmer arts of combat; garrisons of Dunmer warriors vary in their choice of weapon from village to village.
6 pts per model. Core. Fight in Ranks, Infantry, Dark Elf. 10-25 models per unit.
Warrior WS3 BS3 S3 T3 W1 I4 A1 Ld7 Mg2 Sv4+
Wargear:
Hand Weapon, Shield, Bonemold Armor.
Special Rules:
Great House Loyalties:
The Warriors of each Great House hold different specialties, based on the character of the Great House and the personal experiences of its soldiers.
House Indoril: The piety of the Warriors of House Indoril gives them +1 Ld.
House Hlaalu: The streetwise Warriors of House Hlaalu have +1 I.
House Redoran: The noble arts of combat practiced by Warriors of House Redoran give them +1 WS.
House Dres: The swift raids of the Warriors of House Dres make them experienced marksmen. They have +1 BS.
House Telvanni: The Warriors of House Telvanni are highly familiar with magic. They have +1 Mg.
The entire unit may:
Upgrade one model to Champion(+1 A) for +4 pts
Upgrade one model to Standard Bearer(+1 to combat resolution) for +4 pts
Upgrade one model to Musician(can always rally) for +4 pts
The entire unit may replace Hand Weapons with:
Spears +1 pt per model
Javelins +1 pt per model
The entire unit may replace Shields with:
Spell: Flames, Frostbite or Sparks (free)
The entire unit may replace both hands with:
Bows +1 pt per model
Short Bows +1 pt per model
Halberds +1 pt per model
The entire unit may replace their Bonemold Armor with:
Chitin Armor (free)
The entire unit may purchase one of the following spells:
Firebolt, Icy Spike or Shock +1 pt per model
The Champion may replace his armor with Glass Armor for +4 pts.
The Champion may take up to 10 pts of magic items where appropriate from the armory.
Nix Hound Outriders
The Nix Hound is a strange beast. Its figure is hunched and gangly, yet it is nevertheless quite fast, and has a strong back. Nix Hounds hunt in packs, the long tendrils protruding from their needle-like faces catching the scent of prey; they have been known to sometimes attack travelers. Long ago, many broods of these creatures were domesticated by the ancient Dunmer; Nix Hounds serve as mounts for the Dunmer in battle, lending their speed and pack ferocity to their elven masters. Nix Hounds were found to be weaker steeds than the horses tamed by Men, but their low profile and sheer speed make up for their lack of strength in battle.
10 pts per model. Core. Skirmish, Fast Cavalry, Dark Elf. 5 to 15 models per unit.
Outrider WS3 BS3 S3 T3 W1 I4 A1(2) Ld7 Mg2 Sv5+
Wargear:
Hand Weapon, Shield, Chitin Armor.
Nix Hound: Nix Hounds do not grant the normal +1 Toughness bonus to their riders.
Special Rules:
Scouts.
The entire unit may:
Upgrade one model to Champion(+1 A) for +6 pts
Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts
The entire unit may take:
Lance +2 pts per model
The entire unit may replace their Hand Weapon and Shield with:
Javelins and Shield +1 pts per model
Short Bow +2 pts per model
The Champion may replace his armor with Glass Armor for +4 pts
The Champion may take up to 10 pts of Magic Items where appropriate from the armory.
Redoran Knights
The warriors of Great House Redoran have a long and great history. Duty, Gravity and Piety are their vows, and they take pride in them. Redoran Knights are the bravest of the House's retainers; their fury in battle is legendary among their foes. Many who have served in the armies of Redoran have gone on to be great leaders of the House, or to trod along the path of Holy Vehk as Buoyant Armigers.
14 pts per model Core. Fight in Ranks, Infantry, Dark Elf. 10-20 models per unit.
Redoran Knight WS5 BS3 S3 T3 W1 I5 A2 Ld8 Mg2 Sv5+
Wargear: Greatswords, Bows, Bonemold Armor.
Special Rules:
Furious Charge.
Duty, Gravity, Piety: Should they lose a combat, Redoran Knights and any Independent Characters in their unit count as using an unmodifiable Leadership of 10 when rolling to see if they flee.
The entire unit may:
Upgrade one model to Champion(+1 A) for +10 pts
Upgrade one model to Standard Bearer(+1 to combat resolution) for +10 pts
Upgrade one model to Musician(can always rally) for +10 pts
The entire unit may replace their armor with:
Glass Armor +5 pts per model
Ebony Armor +8 pts per model
The entire unit may upgrade either or both of their weapons to:
Glass +3 pts per model(+6 pts for both weapons)
Ebony +4 pts per model(+8 pts for both weapons)
The Champion may take up to 20 pts of appropriate Magic Items from the Armory.
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+).
Priest Robes are unarmored clothing. Wizard Robes are unarmored clothing that give +1 Mg.
Priest's Staff is a staff which makes allows gives bearer +1 to his Ward Save. Sorceror's Staff is a staff which lets bearer reroll 1 mana die per game turn.
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.