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===Support=== ====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 the ALMSIVI on their thrones. 8 pts per model. Support. 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 |- | Priest | 2 | 3 | 3 | 3 | 1 | 4 | 1 | 8 | 4 | - (6++) |} Wargear: Priest's Robes, Dagger, Hand Weapon Spells: Mother's Embrace. Priests have up to two additional spells of your choice from the Schools of Restoration or Alteration(casting cost 9+ or lower). One of these two spells may be replaced by the spell Father's Hand. Every model in the unit must take the same spells. Special Rules: Hatred(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 Curate is a Character. The entire unit may take: *Priest's Staff +2 pts per model The entire unit may upgrade their Hand Weapons to: *Ebony +3 pts per model The Curate may take an additional spell of your choice from the School of Restoration, Mysticism or Alteration, or instead take Summon Ancestral Ghost or one of the Temple Only Illusion spells, for +15 pts, and may trade any number of his 2 starting spells for spells from the School of Mysticism. 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. 25mm x 25mm base(Ancestral Ghost). 40mm x 40mm base(Ancient One). {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Ancestral Ghost | 2 | 0 | 2 | 2 | 1 | 2 | 1 | 5 | 2 | - |- | Ancient One | 3 | 0 | 3 | 3 | 1 | 3 | 2 | 7 | 2 | - |} Wargear: none Special Rules: Ghostly: Ghostly models ignore difficult and dangerous terrain. They are Ethereal(see the Scrollhammer rulebook) and Immune to Frost. One Ancestral Ghost per unit may be upgraded to Ancient One for +6 pts ====Bonelords==== [[Image:Bonelord.jpg|thumb|400px|right]] 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. 40mm x 40mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Bonelord | 3 | 0 | 3 | 3 | 2 | 2 | 3 | 8 | 3 | 5+ |} 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: Bonelords cause Terror. Ghostly: Ghostly models ignore difficult and dangerous terrain. They are Ethereal(see the Scrollhammer rulebook) and Immune to Frost. 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 maximum distance of every move of any kind they make(i.e. an Infantry model's difficult terrain test roll of 5 moves 5", but a roll of 6 becomes 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 heavy firepower, whether mundane or magical, are kept safe from the blows of the enemy. 160 pts. Support. Skirmish, Monstrous Cavalry, Dark Elf(Rider), Single Model (1 Silt Strider, 3 Riders) 50mm x 100mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Rider | 2 | 4 | 3 | 3 (4) | 1 | 3 | 1 | 8 | 4 | 5+ |- | Silt Strider | 3 | 0 | 7 | 5 | 5 | 3 | 3 | 7 | 0 | 5+ |} Rider WS2 BS4 S3 T3(4) W1 I3 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, Move or Fire 4, Range 48". Siege Ballista: The Siege Ballista is a crossbow-like machine converted to fire enormous boulders at the enemy. S8AP4, Move or Fire 1, Blast, Range 48", rolls 3d6 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 lit mixture is immolated. S4AP0, Move or Fire 1, Large Blast, Range 24", flame. 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 S3AP0 flame hit for each model fully or partially under the marked location. Cover saves are allowed against these extra hits. Spellwrights(Telvanni only): The riders are Telvanni nobles skilled in the arts of siege magic. This does not count as a shared Siege Weapon, but rather replaces one. All three Riders get +2 Mg, and Wizard Robes(replacing their armor). Each Rider knows a (non-Temple)spell of your choice from the list. All Riders must take spells from the same school of Magic. For one of your Riders to take a Necromancy/Summon Daedra spell, you must pay the following amounts of points: Necromancy/Summon Daedra spell cast on 9+ or lower: +5 pts Necromancy/Summon Daedra spell cast on 10-13+: +10 pts Necromancy/Summon Daedra spell cast on 14-18+: +30 pts Necromancy/Summon Daedra spell cast on 19-22+: +75 pts Necromancy/Summon Daedra spell cast on 23+ or higher: +120 pts 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: 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. 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. Weapon Crew: The Siege Weapon on the back of the Silt Strider is shared as wargear among all three Riders. As long as at least one Rider is alive, all the riders may equip it at once and fire it; this counts as them firing a weapon for the turn. The Siege Weapon is never treated as a separate model, only as a single piece of wargear that must be equipped by all riders currently alive. It is fired using the highest Ballistic Skill of models firing it. One Rider may be upgraded to Strider Trainer(+2 Ld) for +15 pts. One Rider (not the Trainer) may be upgraded to Standard Bearer for +10 pts. ====Ash Wasp Raiders==== The Ash Wasps of Morrowind's southern wastes and jungles are ferocious insects, both swift and deadly. The nobles of House Dres for centuries tamed these creatures, riding them into battle, with uncanny speed snatching up unfortunates to sell into slavery. With the sudden whir of wings, the flying swarm descends upon the enemies of House Dres, their poisonous stings combining with their rider's lances to spread chaos amongst even the most disciplined soldiers. 24 pts per model Support. Skirmish, Flyer Cavalry, Dark Elf, 5-15 models per unit. May only be joined by Independent Characters who are also riding Ash Wasps. 50mm x 50mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Ash Wasp Raider | 3 | 4 | 3 | 3 (4) | 1 | 4 | 1 (2) | 7 | 2 | 4+ |} Wargear: Lance, Bonemold Armor, Shield, Hand Weapon Ash Wasp: Models riding Ash Wasps are Flyer Cavalry. They are not encumbered by their rider's heavy armor. They grant their rider Hit and Run. Special Rules: Descending Charge: A unit of Ash Wasp Riders(and any attached characters) may charge the turn it Deep Strikes. A unit of Ash Wasp Riders may: Upgrade one model to Captain(+1 A) for +8 pts. The Captain is a Character. Upgrade one model to Standard Bearer for +8 pts Upgrade one model to Musician for +8 pts The entire unit may replace their Hand Weapon and Shield with: *Bow (free) *Short Bow (free) *Javelin and Shield +1 pt per model *Pair of Javelins +2 pts per model The entire unit may upgrade any number of their weapons to: *Glass +3 pts per weapon(or +6 for all weapons) *Ebony +4 pts per weapon(or +8 for all weapons) The entire unit may replace their armor with: *Glass Armor +4 pts per model The Captain may take up to 20 pts of magic items from the armory where appropriate.
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