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Scrollhammer: Great Houses of Morrowind
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====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.
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