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 competed for the control of the Land of Ash in the days of Nerevarine. 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
A House Indoril army may choose to take Great House Agents as Core. If Great House Agents are taken as Core, Ordinators, Warriors and Nix Hound Outriders must be taken as Elite instead.
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.
A House Hlaalu army may choose to take Great House Agents as Core. If Great House Agents are taken as Core, Warriors and Nix Hound Outriders must be taken as Elite instead.
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. The knights of Redoran bear a grim and gloomy temperament, battling endless hardships with a strict sense of duty. 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.
A House Redoran army may choose to take Great House Agents as Core. If Great House Agents are taken as Core, Warriors, Knights and Nix Hound Outriders must be taken as Elite instead.
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.
A House Dres army may choose to take Great House Agents as Core. If Great House Agents are taken as Core, Warriors and Nix Hound Outriders must be taken as Elite instead.
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.
A House Telvanni army may choose to take Great House Agents as Core. If Great House Agents are taken as Core, Warriors, Spellswords, and Nix Hound Outriders must be taken as Elite instead.
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 (90 pts for House Father)
Hero. Independent Character, Skirmish, Infantry, Dark Elf Single Model
Dunmer Noble WS5 BS4 S4 T4 W2 I5 A3 Ld8 Mg4 Sv5+
Dunmer House Father WS5 BS4 S4 T4 W3 I5 A3 Ld9 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 +14 pts
A Noble may upgrade any number of his weapons to the following:
Glass +6 pts per weapon
Ebony +10 pts per weapon
Daedric +25 pts per weapon (House Father only)(A Greatsword upgrades to a Daedric Katana)
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 mounted on a Silt Strider is given the Standard Bearer upgrade(+1 to combat resolution).
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.
One Noble may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice.
A Noble may take up to 70 pts of magic items from the armory where appropriate. A House Father may take any number 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
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 gladiatorial 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
The Camonna Tong is an infamous organized syndicate. Led by none other by Orvas Dren, brother of the Duke of Vvardenfell, the Camonna Tong is well known for its dominance in the black market, smuggling Skooma and other banned goods. Agents of the Camonna Tong have a heavy influence on House Hlaalu, bribing and threatening the nobles, and even joining the House to influence it from within. Profitable commerce with foreigners, of the criminal sort, is among their primary goals; however, they also wish to give Morrowind complete independence from the Empire, and to expel the vast majority of Imperial organizations and citizens from the land of the Dunmer.
7 pts per model. Core. Skirmish, Infantry, Dark Elf. 5-20 models per unit.
Camonna Tong Thug WS3 BS3 S3 T3 W1 I5 A1 Ld7 Mg2 Sv6+
Wargear:
Chitin Armor, Poisoned(4+) Dagger.
Special Rules:
Fleet of Foot.
Street Fighters: The evasive skills of Camonna Tong Thugs grant them a 6+ Cover Save in Close Combat. Their Daggers always get the charging from cover bonus the first round of combat.
One model per unit may be upgraded to Strongman (+1 S, +1 A) for +6 pts.
Any number of models in the unit may each take one of the following of your choice:
A Pair of Poisoned(4+) Hand Weapons +1 pts per model
A Pair of Poisoned(4+) Hand Crossbows +3 pts per model
A Pair of Poisoned(4+) Javelins +3 pts per model
A Pair of Poisoned(4+) Throwing Knives +3 pts per model
The Strongman may be given Glass Armor for +3 pts
The Strongman may upgrade all his weapons to Glass for +6 pts
The Strongman may be given up to 10 pts of magic items where appropriate from the armory.
Elite
Spellswords
The armies of the Dunmer Great Houses each contain groups of warriors with incredible skills. Mercenaries, champions and young nobles fill the ranks of these elite warbands, fighting with the traditional ancient weapons of the Dunmer: the Blade, Bow and Spell. The Spellswords are exemplars of the Dunmer on the field of battle, and are well-respected by the armies of Men who have faced them.
14 pts per model. Elite. Skirmish, Infantry, Dark Elf. 10-20 models per unit.
Spellsword WS4 BS4 S3 T3 W1 I4 A1 Ld7 Mg4 Sv5+
Wargear:
Hand Weapon, Bonemold Armor, Bow.
Spells:
Flames, Daedric Bite
Special Rules:
Fleet of Foot, Relentless. An Noble joining a unit of Spellswords also gains Fleet of Foot and Relentless.
Battle Mastery: The most skilled warriors of Morrowind are known to be able to use their various weapons fluidly and in harmony with one another. A unit of Spellswords and any Noble or Special Character attached to it may equip up to 2 hands worth each of magic, ranged weapons, and close combat weapons in a single turn (i.e. they can fire their ranged weapons and cast spells, and use two Hand Weapons, all in the same turn).
Great House Telvanni Spellswords: Spellswords of Great House Telvanni have great familiarity with magic. If you are fielding Spellswords in a Telvanni army, the entire unit may replace their armor with Wizard Robes for free, and the maximum mana cost of spells they can purchase is increased(from 2) to 3. They may not, however, take the Glass or Ebony weapons upgrades.
A unit of Spellswords 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 their Bows with:
Short Bow (free)
Pair of Javelins (free)
Crossbow +1 pts per model
The entire unit may replace the spell Flames with:
Spell: Frostbite or Sparks (free)
Second Hand Weapon (free)
Spear (free)
The entire unit may replace the spell Daedric Bite with:
Any Destruction or Alteration spell from the army spell list(mana cost 2 or less) (free)
The entire unit may replace their Bonemold Armor with:
Chitin Armor (free)
The entire unit may take one of the following:
Any Destruction or Alteration spell from the army spell list(mana cost 2 or less) +3 pts per model
The entire unit may upgrade any or all of their weapons to:
Glass +3 pts per weapon per model(or +6 pts for all weapons)
Ebony +4 pts per weapon per model(or +8 pts for all weapons)
The Champion may replace his armor with:
Glass Armor +4 pts
Ebony Armor +6 pts
The Champion may take up to 20 pts of magic items, where appropriate, from the armory. For every four models in the unit, a Spellsword may take up to 10 pts of magic items, where appropriate, from the armory.
The Champion may take an additional appropriate Destruction, Illusion or Alteration spell(mana cost 2 or less) from the armory for +5 pts.
Great House Agents
The intrigues between the Great Houses are legendary in scale. The law of Morrowind restrains the Houses from engaging in large scale wars, but all forms of underhanded activity are tolerated. Espionage, sabotage and assassination are frequently carried between Houses by hired thugs. Those who are caught are often may find themselves subject to heavy fines or outlawry, depending on the severity of their actions and the number of friends they have in high places. It is by this indirect means that the various factions of Morrowind vie for power over land, people and resources.
Elite. Skirmish, Infantry, Dark Elf. 5-20 models per unit. The unit must contain at least three types of agents, and and no single type of agent may make up more than two-thirds of the unit.
Hireling WS3 BS3 S3 T3 W1 I3 A1 Ld6 Mg2 Sv6+, 6 pts
Guard WS3 BS3 S3 T3 W1 I4 A2 Ld7 Mg2 Sv4+, 9 pts
Marksman WS2 BS4 S3 T3 W1 I3 A1 Ld7 Mg2 Sv6+, 7 pts
Thief WS3 BS3 S2 T2 W1 I5 A1 Ld6 Mg2 Sv6+, 7 pts
Mage WS2 BS3 S2 T3 W1 I3 A1 Ld7 Mg4(5) Sv-, 7 pts
Alchemist WS2 BS2 S2 T3 W1 I3 A1 Ld6 Mg4 Sv6+, 8 pts
Special Rules:
Fleet of Foot.
Specialists: Each unit may be composed of any combination of the six types of Agents, representing the different specialties of the freelance adventurers hired to serve the Great Houses. Each Agent has different choices of weapons and talents, as described below.
Hirelings: Armed with Hand Weapon, Leather Armor, Short Bow OR Pair of Javelins, Second Hand Weapon OR Halberd.
Guards: Armed with Hand Weapon OR Spear, Shield, Bonemold Armor.
Marksmen: Armed with Bow OR Crossbow, Leather Armor. Marksmen may split their fire away from the unit being shot at/charged by the unit of Agents.
Thieves: Armed with Dagger, Pair of Throwing Knives OR Pair of Hand Crossbows, Chitin Armor. Stealth(only the thieves get the save), Move Through Cover.
Mages: Armed with Sorceror's Staff and Wizard Robes. Know one appropriate Destruction Spell and one Alteration spell (of mana cost 2 or less).
Alchemist: Armed with Hand Weapon and Leather Armor. Knows one appropriate Restoration spell of mana cost 2 or less. May take Bow(Poisoned 2+) OR Feel No Pain.
Great House Underlings: The various Great Houses look for certain qualities in their hirelings. Great House Agents get bonuses based on which Great House they are part of.
House Indoril: All Agents have +1 Ld.
House Hlaalu: All Agents have +1 I.
House Redoran: All Agents have +1 WS.
House Dres: All Agents have +1 BS.
House Telvanni: All Agents have +1 Mg.
For every four models in the unit, one of the following upgrades may be made to any model in the unit:
Hireling: Upgrade armor to Glass Armor for +4 pts OR Upgrade one weapon to Glass for +3 pts.
Guard: Upgrade armor to Glass Armor for +3 pts OR Upgrade one weapon to Glass for +3 pts OR upgrade one weapon to Ebony for +4 pts.
Marksman: Upgrade ranged weapon to Glass for +3 pts OR upgrade ranged weapon to Ebony for +4 pts OR purchase Magic Item ranged weapon worth 10 pts or less.
Thief: Upgrade one weapon to Poisoned(4+) for +2 pts OR an additional +1 to Cover Save for +4 pts OR "rolls 3d6 for Armor Penetration against structures" for +5 pts.
Mage: May take an additional appropriate Destruction Spell or Alteration spell (of mana cost 2 or less) for +5 pts.
Alchemist: Upgrade armor to Glass Armor for +4 pts OR purchase up to 10 pts of Potions from the armory.
Morag Tong Assassins
The secretive brotherhood known as the Morag Tong are the Temple's primary means of keeping the peace among the Great Houses. Followers of Mephala, the Morag Tong venerate the art of murder, performing assassinations in exchange for money or equipment. They are not savage killers, however, but instruments of a strange form of justice; most criminal convictions in Morrowind result in heavy fines, with the wronged party being given the legal right to use that money to pay the Morag Tong to assassinate the guilty party. The Morag Tong send forth an assassin, bearing an Honorable Writ of Execution, who bears the legal authority to track and kill the criminal. It is only rarely that the Morag Tong will use their power and resources to conduct illegal assassinations, or to kill outlanders; they prefer to keep their hands clean all blood that they are not sanctioned to shed.
It is by this means that the Great Houses are able to war with one another and rarely set off overtly bloody feuds or pitched battles. Should there be a misconduct among members of two Houses, the Morag Tong is permitted to avenge whatever grievances result from the action. As a primarily internal organization, whenever the Morag Tong appear in battle, it is only in time of dire need, or when they are tracking an enemy leader to prepare for the kill.
95 pts per model. Elite. Skirmish, Infantry, Dark Elf. 1-3 models per unit.
Morag Tong Assassin WS8 BS8 S3 T3 W2 I8 A3 Ld10 Mg4 Sv6+
Wargear:
Dagger.
Throwing Stars: The Throwing Stars of the Morag Tong count are thrown in succession, with blinding speed, as an assassin leaps at his target. The Throwing Stars are a pair of dual wielded 1-handed ranged weapons, each with the following profile: Strength=model S, Assault 4, Range 3". They may be equipped on the same turn as a Morag Tong Assassin's other weapons.
Morag Tong Armor: The grey and red robes of the Morag Tong are padded with strong leather, and filled with enchantments of concealment. This is Light Armor(6+) which grants the bearer Stealth, and does not reduce his number of mana dice.
Writ of Execution: This sealed document bears the name of the target of the Morag Tong. At the beginning of the game, if your army contains any number of Morag Tong Assassins, choose a model in your opponent's army. All the Morag Tong Assassins in your army target that model for assassination. They may specifically target it in close combat, re-rolling to hit and wound(regardless of whether it is an Independent Character). They may target that model separately from its unit with their shooting (they hit the target on a 4+, no re-rolls, should they attempt this).
Spells:
Each Assassin knows an Illusion spell from the army spell list of your choice(mana cost 3 or less).
Special Rules:
Infiltrate, Fleet of Foot, Move through Cover, Hit and Run.
Lightning Reflexes: Morag Tong assassins have 4+ cover saves while in Close Combat.
Secret Orders: Morag Tong units may not be joined by Independent Characters.
Any number of Morag Tong Assassins may each replace their Throwing Stars with:
Bow (free)
Short Bow (free)
Pair of Hand Crossbows(free)
Any number of Morag Tong Assassins may each be given:
Katana +20 pts per model
Each Morag Tong Assassin may upgrade any number of its weapons to:
Glass +7 pts per weapon
Ebony +10 pts per weapon
Daedric +25 pts per weapon
Bonewalkers
Among the sacred duties of the Tribunal Temple is the preservation of the bones of Dunmer ancestors. The tombs of every great family are scattered all across Morrowind, endless mazes filled with thousands of years of buried dead. The Holy City of Necrom, in the east of east, contains thousands of such tombs. To guard these tombs, the priests of the Temple call back the spirits of the strongest bodies buried there, reanimating their corpses as Bonewalkers. These rites are necromantic in nature, but are sanctioned under the Temple's traditions. When these blessed guardians of flesh and bone appear upon the battlefield, they instill dread in the enemies of ALMSIVI.
14 pts per model. Elite. Horde, Infantry, Undead. 10-30 models per unit.
Bonewalker WS3 BS0 S3 T4 W1 I3 A2 Ld5 Mg2 Sv-
Greater Bonewalker WS3 BS0 S4 T4 W2 I3 A2 Ld5 Mg2 Sv-
Wargear:
none
Special Rules:
Cause Fear.
Almalexian Embalming: Bonewalkers have 3+ Ward Saves against Frost and Shock damage.
The Brown Rot: Disease. Enemy models in base contact with a Bonewalker have -1 Strength.
Dread Curse: Models wounded by a Greater Bonewalker have -1 Strength and -1 Toughness for the remainder of the game.
For every five Bonewalkers in a unit, one may be upgraded to a Greater Bonewalker for +10 pts.
Ordinators
Clad in gilded armor with sky-blue drapings, the Ordinators form the military forces of the Tribunal Temple. Every Ordinator is the product of years of training, a master of both arms and magic, a force of unwavering loyalty to ALMSIVI. The Ordinators hail primarily from House Indoril, their golden masks bearing the visage of Saint Nerevar himself. The various sects of Ordinators are devoted to the Temple's many militant endeavors: the execution of heretics, the quelling of Daedric uprisings, and the guardianship of the Holy Cities.
18 pts per model. Elite. Fight in Ranks, Infantry, Dark Elf. 10-20 models per unit.
Ordinator WS6 BS4 S3 T3 W1 I6 A2 Ld9 Mg4 Sv4+
Wargear:
Ebony Hand Weapon, Shield, Indoril Armor.
Spells:
Ordinators may have up to 2 Destruction spells (mana cost 2 or less). The spells must be the same for every Ordinator in the unit.
Special Rules:
Preferred Enemy(Undead and Daedra)
Sotha's Grace: Ordinators have a 6+ Ward Save.
A unit of Ordinators may:
Upgrade one model to Ordinator Captain(+1 A, +1 Ld) for +10 pts
Upgrade one model to Standard Bearer(+1 to combat resolution) for +6 pts
Upgrade one model to Musician(can always rally) for +6 pts
The Ordinator Captain may take up to 20 pts of magic items where appropriate from the armory.
Silt Strider
The Silt Striders are among the largest insects of the swamps of Morrowind, standing nearly forty feet tall. Tamed long ago, the shells of Silt Striders can be carved in a manner allowing them to carry passengers. Many owners of these creatures offer travel services across the more dangerous parts of Morrowind, a very successful business, due to the safety offered to those inside the Strider's shell. Others ride the great beasts into battle, towering above the enemy and raining arrows upon them.
75 pts for Silt Strider, 8 pts per Rider. Elite. Skirmish, Monstrous Cavalry, Dark Elf(rider). Single Model (1 Silt Strider, 1-5 Riders)
Rider WS3 BS4 S3 T3(4) W1 I4 A1 Ld8 Mg4 Sv5+
Silt Strider WS3 BS0 S7 T5 W5 I3 A3 Ld7 Mg0 Sv5+
Wargear:
Riders have Bows and Bonemold Armor.
Chitinous Exoskeleton: Silt Striders have a 5+ armor save.
Special Rules:
Silt Striders cause Fear.
Amphibious: Silt Striders ignore water terrain features when moving.
War Tower: Multiple Riders may be mounted on a Silt Strider. If you do this, if any number of wounds are resolved against the Riders, you allocate the wounds among them as if they were independent models. A Monster Reaction test is only required if all Riders are killed.
One Rider may be given a Lance for +2 pts.
One Rider may be upgraded to Strider Trainer(+2 Ld) for +12 pts.
One Rider (not the Trainer) may be upgraded to Standard Bearer(+1 to combat resolution) for +6 pts.
The entire unit of Riders may replace their Bows with:
Short Bows (free)
Crossbows +1 pt per Rider
The entire unit of Riders may take one of the following:
Any appropriate Destruction or Alteration spell from the list (mana cost 2 or less) +2 pts per Model
The entire unit of Riders may upgrade their weapons to
Glass +3 pts per Rider
Support
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
Temple Priests
To be a Priest of the Tribunal Temple is to give one's life to ALMSIVI. The priestly orders hold important positions throughout all of Morrowind. The living are inspired by their sermons, and the dead are consecrated by their rites. Hymns, poems, and wild chants of worship are made to the Tribunal. Some priests wear common robes, others don elaborate trappings and veils covered in sacred symbols. Initiates to the Tribunal Temple are taught the mysteries of Dunmer religion, but are also instructed in the use of magical powers granted to them by their ALMSIVI on their thrones.
8 pts per model. Support. Fight in Ranks, Infantry, Dark Elf 10-20 models per unit.
Priest WS2 BS3 S3 T3 W1 I4 A1 Ld8 Mg4 Sv-(6++)
Wargear:
Priest's Robes, Dagger, Hand Weapon
Spells:
Heal Other. Priests have up to two additional spells of your choice from the Schools of Restoration, Mysticism or Alteration(Mana cost 2 or less). Every model in the unit must take the same spells.
Special Rules:
Preferred Enemy(Undead and Daedra)
Sotha's Grace: Priests have a 6+ Ward Save.
One model may be upgraded to Curate(+1 Mg, +1 Ld) for +7 pts.
The entire unit may take:
Priest's Staff +2 pts per model
The entire unit may upgrade their Hand Weapons to:
Ebony +2 pts per model
The Curate may take an additional spell of your choice from the School of Restoration, Mysticism or Alteration for +15 pts
The Curate may purchase up to 20 pts worth of Magic Items where appropriate from the armory.
Ancestral Ghosts
To enter unwarranted into an Ancestral Tomb is to profane the bodies of the Dunmer, to blaspheme against the Tribunal Temple. And often, it is to join the dead who rest there. For those who are awakened from their slumber return as the worshipped Ancestral Guardians, protecting the cadavers of their kin and bringing destruction upon the living.
4 pts per model. Support. Horde, Infantry, Undead 10-60 models per unit.
Ancestral Ghost WS2 BS0 S2 T2 W1 I2 A1 Ld5 Mg2 Sv-
Wargear: none
Special Rules:
Ghostly: Ghostly models ignore difficult and dangerous terrain. They are unaffected by frost damage. They get a 4+ Ward Save against non-magical attacks (Silver and Daedric weapons ignore this effect)
One Ancestral Ghost per unit may be upgraded to Ancient One(+1 WS, +1 BS, +1 S, +1 T, +1 I, +1 A, +2 Ld) for +6 pts
Bonelords
The greatest of the horrors sanctioned to guard the tombs of Dunmer ancestors is the Bonelord. Appearing as a hooded, pale skeletal figure, the Bonelord sprouts forth two pairs of arms, by which it calls curses upon all who enter its domain.
35 pts per model Support. Horde, Infantry, Undead. 3-15 models per unit.
Bonelord WS3 BS0 S3 T3 W2 I2 A3 Ld8 Mg3 Sv5+
Wargear:
Ritual Blades: A Bonelord counts as being equipped with two Katanas, dual wielded like hand weapons for +1 A.
Veil of Darkness: Bonelords have a 5+ Armor Save.
Special Rules:
Cause Terror.
Ghostly: Ghostly models ignore difficult and dangerous terrain. They are unaffected by frost damage. They get a 4+ Ward Save against non-magical attacks (Silver and Daedric weapons ignore this effect
Ward of the Second Barrier: A Bonelord's Armor Save can never be reduced to worse than 5+.
The Inescapable Grave: Enemy models within 6" of a Bonelord get -1 Initiative, and -1" to the max distance of every move of any kind they make(i.e. a sprint roll of 5 counts as a 5, but a roll of 6 also counts as a 5).
Siege Strider
A Silt Strider is capable of carrying an incredible amount of weight with its sturdy insectoid legs. Some carry warbands or nobles with their retinues; others, however, may be outfitted to carry mighty siege weapons. Within the walking towers, all manner of siege weapons are kept safe from the blows of the enemy.
140 pts. Support. Skirmish, Monstrous Cavalry, Dark Elf(Rider), Single Model (1 Silt Strider, 3 Riders)
Rider WS3 BS4 S3 T3(4) W1 I4 A1 Ld8 Mg4 Sv5+
Silt Strider WS3 BS0 S7 T5 W5 I3 A3 Ld7 Mg0 Sv5+
Wargear:
Riders have a single Siege Weapon which they fire together, Hand Weapon, and Bonemold Armor. Choose the Siege Weapon from the following list:
Glaive Thresher: An enormous repeating crossbow, the Glaive Thresher rests comfortably and securely within the Strider's shell. S10AP5, Heavy 4, Range 48".
Siege Ballista: The Siege Ballista is a crossbow-like machine converted to fire enormous boulders at the enemy. S8AP4, Heavy 1, Blast, Range 48", rolls 2d6 for armor penetration against structures.
Ashflame Flinger: The Ashflame Flinger's blasts contain a mix of tars and flammable chemicals found within the endless swamps and wastelands of Vvardenfell. Everything caught beneath the magically lit mixture is immolated. S5AP3, Heavy 1, Large Blast, Range 24", flame, rolls 2d6 for armor penetration against structures. Mark the location hit by the blast on the table. Until the beginning of your next turn, at the beginning of every phase, every unit at that location takes a S4AP3 flame hit for each model fully or partially under the marked location.
Spellwright(Telvanni only): A Telvanni noble skilled in the arts of sorcery is among the riders. This does not count as a shared Siege Weapon, but rather replaces one. One model, other than the Standard Bearer or Strider Trainer, gets +2 Mg, Sorceror's Staff, and Wizard Robes(instead of Armor). That model knows up to 2 Destruction spells (costing 3 or more mana) and an Alteration spell from the army spell list.
Chitinous Exoskeleton: Silt Striders have a 5+ armor save.
Special Rules:
Silt Striders cause Fear.
Amphibious: Silt Striders ignore water terrain features when moving.
War Tower: Multiple Riders may be mounted on a Silt Strider. If you do this, if any number of wounds are resolved against the Riders, you allocate the wounds among them as if they were independent models. A Monster Reaction test is only required if all Riders are killed.
Weapon Crew: The Siege Weapon on the back of the Silt Strider is equipped and shared by all three Riders. As long as at least one Rider is alive, it may be fired by the Riders.
One Rider may be upgraded to Strider Trainer(+2 Ld) for +12 pts.
One Rider (not the Trainer) may be upgraded to Standard Bearer(+1 to combat resolution) for +6 pts.
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).
Hand Crossbows are 1-handed ranged weapons with S4AP1, Regular 1, Range 6". They count as Hand Weapons(dual wieldable) in close combat.
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 Striders 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.