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===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. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Spellsword | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 7 | 4 | 5+ |} Wargear: Hand Weapon, Bonemold Armor, Bow. Spells: Inferno Hand, 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 they may purchase spells with casting requirements up to 13+. They may not, however, take the Glass or Ebony weapons upgrades. A unit of Spellswords may: Upgrade one model to Champion(+1 A) for +6 pts. The Champion is a Character. Upgrade one model to Standard Bearer for +4 pts Upgrade one model to Musician 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: Winter Hand, Storm Hand or Black Hand (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(cast on 9+ or lower, cannot be a Temple spell) (free) The entire unit may replace their Bonemold Armor with: *Chitin Armor (free) The entire unit may take one of the following: *Any Destruction, Bound Item, or Alteration spell from the army spell list(cast on 9+ or lower, cannot be a Temple spell) +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, Bound Item, Illusion or Alteration spell(cast on 9+ or lower, cannot be a Temple spell) from the armory for +4 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. Hirelings are 6 pts per model. Marksmen, Thieves and Mages are 7 pts per model. Alchemists are 8 pts per model. Guards are 9 pts per model. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Hireling | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | 2 | 6+ |- | Guard | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 7 | 2 | 4+ |- | Marksman | 2 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 2 | 6+ |- | Thief | 3 | 3 | 2 | 2 | 1 | 5 | 1 | 6 | 2 | 6+ |- | Mage | 2 | 3 | 2 | 3 | 1 | 3 | 1 | 7 | 4 (5) | - |- | Alchemist | 2 | 2 | 2 | 3 | 1 | 3 | 1 | 6 | 4 | 6+ |} 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. A Hireling must take a Short Bow OR Javelin OR Second Hand Weapon OR Halberd. Guards: Armed with Shield, Bonemold Armor. A Guard must take a Hand Weapon OR a Spear. Marksmen: Armed with Bow OR Crossbow, and always wears Leather Armor. Marksmen have the Split Fire special rule. Thieves: Armed with Dagger, Chitin Armor, and either a Pair of Throwing Knives OR a Pair of Hand Crossbows. Thieves have the Stealth and Move Through Cover special rules. Mages: Armed with Sorcerer's Staff and Wizard Robes. Know one appropriate Destruction Spell and one Alteration spell (cast on 9+ or less, cannot take Temple spells). Alchemist: Armed with Hand Weapon and Leather Armor. Knows one non-Temple Restoration spell cast on a 9+ or less. May take Bow(Poisoned (2+)) OR the Feel No Pain special rule. 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 may upgrade his Stealth special rule to Stealth(+2) for +4 pts OR "rolls 3d6 for Armor Penetration against buildings" for +5 pts. Mage: May take an additional appropriate Destruction Spell or Alteration spell (cast on 9+ or less, cannot take Temple spells) 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==== [[Image:Moragtong.jpg|thumb|400px|right]] 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 of all blood that they are not sanctioned to shed. It is by this means that the Great Houses are able to go to war with one another, while rarely setting 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 an organization primarily internal to Morrowind, 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. 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Morag Tong Assassin | 8 | 8 | 3 | 3 | 2 | 8 | 3 | 10 | 4 | 6+ |} 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, Fire and Charge 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 give him Weakened Magicka(see the Armor rules in the Scrollhammer rulebook). 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. The Morag Tong Assassins in your army target that model for assassination. They may choose to have any number of attacks made against that models unit in close combat assigned to that model, re-rolling misses and failed wounds against it. All hits and wounds caused in this manner must be allocated to that model. Spells: Each Assassin knows an Illusion spell from the army spell list of your choice(cast on 13+ or less), or Black Hand. Special Rules: Infiltrate, Fleet of Foot, Move through Cover, Hit and Run, Precision Strikes, Precision Shots. 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 his weapons to: Glass +6 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. 25mm x 25mm base(Bonewalker). 40mm x 40mm base(Greater Bonewalker) {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Bonewalker | 3 | 0 | 3 | 4 | 1 | 3 | 2 | 5 | 2 | - |- | Greater Bonewalker | 3 | 0 | 4 | 4 | 2 | 3 | 2 | 5 | 2 | - |} Wargear: none Special Rules: Bonewalkers 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 suffering an unsaved wound from a Greater Bonewalker get -1 Strength and -1 Toughness for the remainder of the game. This does not stack. For every five Bonewalkers in a unit, one may be upgraded to a Greater Bonewalker for +10 pts. ====Ordinators==== [[Image:Ordinator.jpg|thumb|400px|right]] 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 and the quelling of Daedric uprisings. Others guard the sacred cities of the Temple, keeping close watch on the scum who roam the streets, and slaying those who commit sacrilege against the ancient shrines. 18 pts per model. Elite. 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 |- | Ordinator | 6 | 4 | 3 | 3 | 1 | 6 | 2 | 9 | 4 | 4+ |} Wargear: Ebony Hand Weapon, Shield, Indoril Armor. Spells: Ordinators may have up to 2 Destruction spells (cast on 9+ or lower). The spells must be the same for every Ordinator in the unit. Special Rules: Hatred(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. The Ordinator Captain is a Character. Upgrade one model to Standard Bearer for +6 pts Upgrade one model to Musician for +6 pts A unit of Ordinators may replace their Ebony Hand Weapons with: Ebony Spear +2 pts per model The Ordinator Captain may take up to 20 pts of magic items where appropriate from the armory. ====Silt Strider==== [[Image:Siltstrider.jpg|thumb|400px|right]] The Silt Striders are among the largest insects of the swamps of Morrowind, standing up to a hundred feet tall. The shells of tamed Silt Striders have be carved in a manner allowing them to carry passengers, by an art practiced since time immemorial. 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) 50mm x 100mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Rider | 3 | 4 | 3 | 3 (4) | 1 | 4 | 1 | 8 | 4 | 5+ |- | Silt Strider | 3 | 0 | 7 | 5 | 5 | 3 | 3 | 7 | 0 | 5+ |} Wargear: Riders have Bows and Bonemold Armor. Chitinous Exoskeleton: Silt Striders have a 5+ armor save. Special Rules: Silt Striders cause Fear. Tamed Monster: Silt Striders have the Bestial Instinct special rule, but while at least one Rider is alive, they may make any Leadership tests (even those required to be made on their own value) on the Rider's value instead. Amphibious: Silt Striders ignore water terrain features when moving. War Tower: Silt Striders are Monstrous Creatures, ridden as Monstrous Cavalry by the Riders, who are Infantry should they cease to be mounted on the Silt Strider. 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 (cast on 9+ or less, cannot be a Temple spell) +2 pts per Model The entire unit of Riders may upgrade all their weapons to *Glass +3 pts per Rider
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