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===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. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Khajiit Slave | 2 | 2 | 3 | 3 | 1 | 2 | 1 | 2 | 0 | - |- | Argonian Slave | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 2 | 0 | - |- | Slavedriver | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 6 | 2 | 5+ |} Wargear: Khajiit Slaves use their Claws(dual wielded hand weapons). 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==== [[Image:Dunmerwarrior.jpg|thumb|400px|right|Dunmer Warrior in Netch Leather armor]] 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. 7 pts per model. Core. Fight in Ranks, Infantry, Dark Elf. 10-25 models per unit. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Warrior | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 7 | 2 | 4+ |} 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 +6 pts. A Champion is a Character. Upgrade one model to Standard Bearer for +3 pts Upgrade one model to Musician for +3 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: Inferno Hand, Winter Hand, Storm Hand or Black Hand (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) *Leather 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. ====Outriders==== The Guar is among the most common form of livestock in Morrowind. A two-legged predator with wide jaws, they have been domesticated as steeds and pack animals for generations. They often are ridden into battle, providing an element of speed to the Dunmer war-host. Horses, normally considered a delicacy by Dunmer, are occasionally ridden into battle as well, but not as often as Guars; the ash storms and blight of the Red Mountain sicken them. 12 pts per model. Core. Skirmish, Cavalry, Dark Elf. 5 to 15 models per unit. May only be joined by Independent Characters who are also riding Battle-Guars or Horses. 25mm x 50mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Outrider | 3 | 3 | 3 | 3(4) | 1 | 4 | 1 (2) | 7 | 2 | 5+ |} Wargear: Hand Weapon, Shield, Chitin Armor. The entire unit is mounted either on Battle-Guars or on Warhorses. Special Rules: Scouts. Attached Independent Characters also have the Scouts special rule. The entire unit may: Upgrade one model to Champion(+1 A) The Champion is a Character. for +6 pts Upgrade one model to Standard Bearer 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 +1 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==== [[Image:Redoran.jpg|thumb|400px|right|Redoran Knights in Bonemold Armor]] 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. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Redoran Knight | 5 | 3 | 3 | 3 | 1 | 5 | 2 | 8 | 2 | 5+ |} Wargear: Greatswords, Bows, Bonemold Armor. Special Rules: Furious Charge. Duty, Gravity, Piety: Redoran Knights are Stubborn. 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. The Champion is a Character. Upgrade one model to Standard Bearer for +5 pts Upgrade one model to Musician for +5 pts The entire unit may replace their armor with: *Glass Armor +4 pts per model *Ebony Armor +7 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. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Camonna Tong Thug | 3 | 3 | 3 | 3 | 1 | 5 | 1 | 7 | 2 | 6+ |} Wargear: 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 have Killing Blow the first round of combat. One model per unit may be upgraded to Strongman (+1 S, +1 A) for +6 pts. A Strongman is a Character. 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 entire unit may take: *Chitin Armor +1 pt 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.
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