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Scrollhammer: Great Houses of Morrowind
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==Equipment== ===Basic Equipment=== The following is a list of the base items found in a Great Houses of Morrowind army. Bonemold armor is Heavy Armor(5+). Chitin Armor and 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 Temple Only staff which gives bearer +1 to his Ward Save. Sorcerer's Staff is a staff which lets bearer reroll Power Die per game turn(you must accept the second result). Katanas are 2-handed weapons that strike with +1 Strength, and have the Critical Strike special rule. If a Weapon Quality upgrade on a Katana would grant it additional Strength, it grants it additional Initiative instead. If a model must have an item type available (as a class of weapon as default wargear or an upgrade) in order to purchase item, upgrades or artifacts of that type, Katanas as unit options are available to models that can take either Katanas or Greatswords(assuming that the unit can take a particular Katana as an upgrade, that is). Hand Crossbows are 1-handed shooting weapons. S3AP1, Fire and Charge 1, Range 6". If a Hand Crossbow is fired, it becomes Move and Fire 1 until the end of the controlling player's next turn, to represent the difficulty of quickly reloading it. They count as Hand Weapons(dual wieldable) in close combat. ===Mounts=== Battle-Guar: Models riding Battle-Guars are Cavalry, use a 25mm x 50 mm base, and are granted +1T and +1A. Warhorse: Models riding Warhorses are Cavalry, use a 25mm x 50 mm base, and are granted +1T and +1A. Silt Striders: Models riding Silt Striders are Monstrous Cavalry. Silt Striders use a 50mm x 100mm base, and 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. 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. Ash Wasp: Models riding Ash Wasps are Flyer Cavalry. They are not encumbered by their rider's heavy armor. Ash Wasps grant their riders Hit and Run, +1T and +1A. They use a 50mm x 50mm base. ===Magic Items=== The Magic Items available to a Great House army are sorted into several categories. Classes of weapons, staves, light armor, heavy armor, and shields may only be taken by a model which is holding that type of item, and replaces the one he is holding. A model may take up to 3 consumables. Other items can be taken freely. Certain items may be further restricted to a particular model. Daedric Artifacts are included in the Artifacts supplement of the Core Rules, and are taken wherever specified for a model. Items listed as upgrades are enchantments that may be taken as a bonus on a weapon that has not already been enchanted; their cost is in addition to any other costs for the item. Items not listed as upgrades are replacements; their full cost is whatever amount is marked, and they may not be upgraded further. (Replacements are only available to models which could take that class of item to begin with). Items and spells labelled as "Temple only" may only be given to Warrior Priests, Priests, Ordinators, and to Special Characters where allowed. ====Weapons and Staves==== Weapon of Flames: Weapon upgrade for +8 pts. Weapon deals Flame damage and has Shred. May be upgraded again to a weapon of Incineration for +12 pts, granting it Multiple Wounds(d3). Weapon of Sparks: Weapon upgrade for +8 pts. Weapon deals Shock damage and has Magicka Drain(1) on striking. May be upgraded again to a weapon of Lightning for +12 pts, causing it to resolve a S3AP0 shock hit with Magicka Drain(1) against the enemy unit for each unsaved wound it inflicts(whose wounds generate further similar hits until no wounds are dealt). Weapon of Frost: Weapon upgrade for +8 pts. Weapon deals Frost damage, and models hit are Chilled until the end of next turn. May be upgraded again to a weapon of Blizzards for +12 pts, causing it to ignore armor saves. Weapon of Wounds: Weapon upgrade for +8 pts. Enchanted weapon has Critical Strike. Leech Weapon: Weapon upgrade for +10 pts. This weapon has Absorb Health(6+) Devil Weapon: Weapon upgrade for +14 pts. You may choose for this weapon to count as a Bound Weapon (instead of its normal rules) each time you use it. If you do, bearer has a 6+ Ward Save against shock damage until the beginning of your next turn. Weapon of Striking: Melee weapons only, upgrade. +10 pts. Weapon gets +1 to hit. Weapon of Might: Melee weapons only, upgrade. +10 pts. Weapon strikes at +1 Strength. Jinkblade: Sword or Dagger only, upgrade. +18 pts. Models hit are Paralyzed until the end of next turn. Weapon of Light: Ranged weapons only, upgrade. +2 pts. Models hit by weapon whilst Night Fighting is active lose their Night Fighting cover save bonus for the remainder of the phase. Weapon of Wasting: Ranged weapons only, upgrade. +2 pts. Models hit by this weapon have Lowered Resists until the end of next turn. Weapon of Unraveling: Ranged weapons only, upgrade. +4 pts. For each hit with this weapon, roll a d6. On a 6, all ongoing magical effects on hit unit are removed. Weapon of Nonsense: Ranged weapons only, upgrade. +8 pts. Models hit by weapon are Silenced until the beginning of your next turn. Karpal's Friend: This is a Hand Weapon. Enemies in base contact with caster lose their charge bonuses. +4 pts. Chitin Water-Spear: This is a Spear. Bearer treats water as Open Terrain, and has a 6+ Cover Save while in water. +5 pts. Dwemer Harvester: This is a Halberd with Soul Trap. +20 pts. Dwemer Pneuma-Trap: This is a Battle Axe with Soul Trap. +24 pts. Fury: Artifact. This is a Greatsword. Bearer gets -1 to his armor save, -1 to hit, and +1 WS +1 A while wielding it. +15 pts. Stormforge: Artifact. This is a Halberd. While wielding it, bearer is Immune to Shock damage. This weapon deals Shock damage. +20 pts. Skull Crusher: Artifact, War Hammer. It strikes with +1 Strength, +1 AP, +1 to hit, and wielder is not encumbered by his armor. +40 pts. Veloth's Judgment: Daedric Artifact, Temple Only. This is a Daedric War Hammer. It strikes with +2 Strength, deals Multiple Wounds(d3) and flame damage. +70 pts. Light Staff: Staff. Night Fighting never grants a cover save better than +1 against bearers unit's shots. +2 pts. Staff of Levitation. Staff. Bearer gets +4 to rolls to cast Levitation. +5 pts. Staff of Reckoning: Staff. If wielder is casting spells with both hands on one of your turns, he may fire this magical shooting attack once in addition to those spells: Move and Fire 1, Range 18". Models hit get -1 WS, -1 BS, -1 I, and -1 Mg until the beginning of your next turn. +8 pts. Staff of the Forefathers: Staff, Temple Only. Bearer gets +2 to rolls to cast Necromancy spells mana while using this staff. +8 pts. Staff of Peace: Staff. Enemy models in base contact with caster must make an Initiative check at the beginning of each Fight sub-phase. If they fail, they are Paralyzed until end of turn. +10 pts. Hellfire Staff: Staff. Flame spells cast by bearer ignore armor saves. +15 pts. Crosier of Saint Llothis: Artifact, Staff, Temple Only, Warrior Priest only. The cursed staff of Saint Llothis is too dangerous to its wielder to actually use: however, its ceremonial status grants its wielder no point limit on the number of other magic items he can purchase. +10 pts. Staff of the Silver Dawn: Artifact, Staff. Your units may always take Night Fighting cover saves against shooting attacks from enemy units within 12" of bearer. +20 pts. Staff of Hasedoki: Artifact, Staff. Bearer has a 4+ Ward Save against Spells. +25 pts. Boethiah's Walking Stick: Daedric Artifact, Staff. While bearer has both hands equipped with spells and wields this staff, he strikes at +2 Strength +2 AP in close combat. Bearer also gets +3 to Necromancy spells and has a 5+ Ward Save against flame damage. +45 pts. ====Armor and Shields==== Armour of Resist Element: Armour upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Armour of Elemental Negation for +15 pts, giving that same element -1 to wound against bearer. Flame/Shock/Frost Guard Robe: Unarmored Clothing upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Flame/Shock/Frost Eater Robe for +15 pts, giving that element -1 to wound against bearer. Armor of Resist Magic. Armor upgrade for +8 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage. Armor of Strength: Armor upgrade for +15 pts. Bearer has +1 S. Heart Wall: Heavy Armor(5+). Bearer has a 4+ Ward Save against Spells. +20 pts. Adusamsi's Robe: Artifact, unarmored clothing. Any model which hits bearer in close combat is gets -1WS -1I until the end of the next round of combat per hit, to a minimum of 1. +20 pts. Shield of Warding: Shield upgrade for +5 pts. Bearer may take an Initiative test each phase that he suffers one or more wounds from a shooting attack, before rolling saves. If bearer passes, and has a hand weapon that can normally be used to parry, he may use Parry against shooting attacks this phase(even if it came from a Monstrous Creature or a model with more than twice his WS). He may not, however, Parry any shooting attack that does not roll to hit in the normal manner. Shield of Resist Element: Shield upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer gets +1 to his armour save against that element. May be upgraded again to shield of Elemental Negation for +10 pts, giving bearer Feel No Pain against that element. Saint's Shield: Shield, Temple Only. Bearer is not encumbered by armor. +5 pts. Velothi Shield: Shield, Temple Only. Bearer has Regeneration(6+). +15 pts. Eleidon's Ward: Artifact, Shield. Bearer has Regeneration(5+). +30 pts. Azura's Servant: Daedric Artifact, Shield. Bearer deals Frost damage in close combat, and strikes with +1 Strength. Bearer gets +1 to his armor save. +40 pts. Belt of Wisdom: Belt. Bearer has +1 Magicka. +12 pts. First Barrier Belt: Belt. Bearer has a 6+ Armor Save if he doesn't already have an armor save, and his armor save cannot be reduced to less than 6+. +15 pts. Blood Belt: Belt. Bearer has +1 Wound. +30 pts. Father's Belt: Temple Only. Belt. Bearer has a 5+ Ward Save. +25 pts. Boots of Blinding Speed: Artifact, Boots. Bearer may add 6 to his movement, march and charge distances. Enemies gain Night Fighting cover saves against bearer's ranged attacks unless there is another model in his unit. Bearer is Blinded. +15 pts. Ten Pace Boots: Artifact, Boots. Bearer's unit has Move Through Cover, and +1 to march distance. +20 pts. Vivec's Ashmask: Artifact, Helm, Temple Only. At the start of each of your turns, you may cure a unit within 6" of bearer of an ongoing disease. +20 pts. Fists of Randagulf: Artifact, Gauntlet. Bearer gets +1 WS, +1 S, and +1 I. +25 pts. The Founder's Belt: Artifact, Belt. Bearer has +1 Wound, and his attacks are Poisoned(4+). +35 pts. Helm of Oreyn Bearclaw: Artifact, Helm. Bearer has +1 Wound and +2 WS. +35 pts. ====Other Items==== A model may only have one amulet and one ring. Soulpinch Charm: (amulet) Models in base contact with bearer replenish 1 less Power Die when they normally replenish their power dice at the start of their turn. +3 pts. Amulet of Slow Falling: Bearer never has to make Dangerous Terrain Tests. +5 pts. Amulet of Crimson Despair: If bearer inflicts one or more casualties this turn, 1 Power Die is restored to him at the end of turn. +7 pts. Amulet of Balyna's Antidote: Bearer is Immune to Poison +15 pts. Amulet of Protection: Bearer has a 6+ ward save. +15 pts. Amulet of Barrier: Bearer has a 6+ armor save if he doesn't already have an armor save, and his armor save cannot be reduced to less than 6+. +15 pts. Ghost Charm: (amulet) Temple Only. Once per turn, bearer may re-roll a Power Die while attempting to cast a spell of the chosen element. You must abide by the second result. +9 pts. Warden's Ring: Temple Only. Once during each of your turns, at any time, you may roll a d6. On the roll of a 6, dispel an ongoing effect from another unit within 12" of bearer. +5 pts. Ring of Flame/Frost/Shock Bite: Once per turn, bearer may re-roll a Power Die while attempting to cast a spell of the chosen element. You must abide by the second result. +9 pts. Thief Ring: Bearer has +1 Initiative. +10 pts. Ring of Resist Magic: Bearer has 6+ ward save( or +1 to his ward save) against spells. +12 pts. Ring of Transcendent Wisdom: Bearer gets +3 to attempts to cast Conjuration spells. +16 pts. Shadow-Weave Ring: Bearer has Chameleon(+2). This does not stack with the spell Shadow Weave. +20 pts. Ring of the Five Fingers of Pain: Artifact. Each round of combat, bearer may choose one modifier to be added to his attacks: +1 Strength, Poisoned(4+), +1 Attack and Flame damage, +1 Attack and Frost damage, or +1 Attack and Shock Damage. +25 pts. ====Consumables==== Consumables are available to all models which can purchase magic items. Consumables are 0-3. Scrolls can be read as many at a time as available at times where a model is casting spells with both hands. Scrolls autocast the spell written on them. Potions may be drunk once per player turn at the start of the turn. Scrolls: Scrolls are available for all spells in the army spell list except Summon/Necromancy spells. Scrolls for Temple Only spells are also Temple Only. Scroll of Cast on 4+ or Lower Spell: +5 pts Scroll of Cast on 5-8+ spell: +10 pts Scroll of Cast on 9-12+ spell: +20 pts Scroll of Cast on 13-19+ spell: +30 pts Scroll of Cast on 20-25+ spell: +45 pts Scroll of Cast on 26+ or Higher spell: +60 pts Potions: The following potions are available to this army: Healing Potion: Heals drinker on a d6 5+ on consumption. +5 pts Magicka Potion: Replenishes 1 Power Die on consumption. May be consumed at any time. +4 pts Water-Breathing Potion: Drinker treats water features as Open Terrain and gains a 6+ cover save from being in them this turn. +2 pts Strong Potion of Healing: Heals drinker on a d6 2+ on consumption. +25 pts Strong Potion of Magicka: Replenishes Power Dice up to drinker's Mg on consumption. May be consumed at any time. +15 pts. Potion of Swift Swim: Drinker treats water features as Open Terrain this turn, and may march through water an additional d6". +2 pts Potion of Jump: Drinker treats Difficult Terrain as open ground this turn if one foot. Drink at any time. +2 pts Potion of Slowfall: Drinker does not have to take Dangerous terrain tests this turn. Drink at any time. +2 pts Potion of Levitation: Drinker is a Flyer this turn if on foot. +5 pts Potion of Invisibility: Drinker is Invisible this turn. +12 pts Potion of Reflect: This turn, whenever an enemy shooting attack, melee attack or spell of any kind which would target or immediately effect drinker or drinker's unit, you may roll a d6. On a roll of 6, the attack or spell is negated, and unit from which it came takes a Strength d6 AP d6 hit. +5 pts Potion of Cure Paralysis: Remove all ongoing Paralysis and Chill effects from drinker's unit. +4 pts Potion of the Temple's Blessing: Remove all ongoing Disease from drinker's unit. +6 pts Potion of Dispel: Remove all ongoing magical effects from drinker's unit. +10 pts Potion of Resist Element: Choose Flame/Frost/Shock when purchasing this for your army list. Grants Feel No Pain to drinker against that element this turn. +4 pts Potion of Resist Poison: Grants Feel No Pain against Poisoned attacks to drinker this player turn. +4 pts Potion of the the Temple's Gift: Drinker is unaffected by disease this player turn. +3 pts Potion of Element Shield: Choose Flame/Frost/Shock when purchasing this for your army list. Until end of turn, drinker gets a 6+ armor save if he does not already have an armor save, and a 4+ Ward Save against chosen element. +4 pts Potion of Strength: Drinker gets +1 S this turn. +4 pts Potion of Agility: Drinker gets +1 I this turn. +4 pts Potion of Wisdom: Drinker counts as having +1 Mg at the beginning of your next turn. +4 pts Potion of Endurance: Drinker gets +1 T this turn. +5 pts Potion of Skill: Drinker gets +1 WS this turn. +3 pts Potion of Marksmanship: Drinker gets +1 BS this turn. +4 pts Skooma: This illegal narcotic is traditionally consumed by Khajiiti with frequency, and is smuggled by the Camonna Tong throughout Morrowind and northern Cyrodiil. Drinker gets -3 Ld this player turn and loses all his Power Dice, and only replenishes up to half of his Mg at the beginning of your next turn instead of the normal amount. Drinker gets +1 I and may move, march and charge an additional 3" this turn. +4 pts, House Hlaalu Only. Moon Sugar: The plant by which Skooma is extracted is commonly(and illegally) grown by Khajiiti slaves on Dunmer plantations. Eater gets -1 Ld this player turn and loses all his Power Dice. Eater gets +1 I this player turn. +2 pts, House Hlaalu Only. Sujamma: This is a powerful alcoholic brew is a drink native to Morrowind. Drinker cannot cast spells, gets -3 Ld, and must pass a Leadership test made on his own value in order to charge, until the end of your next turn. Drinker strikes at +2 Strength this turn. +4 pts. ===Nerevarine Specific Artifacts=== A list of artifacts unique to the Nerevarine. Tools of Kagrenac: The three Tools of Kagrenac are the devices by which Godhood is to be attained. It was over them that the War of the First Council was fought. The holiest relics of the Temple, two of them, Sunder and Keening, were stolen by Dagoth Ur and granted as boons to his greatest servants. Nerevarine went forth upon a great quest to claim them for himself, taking them back from the House of Ash. For when the Tools are applied to the Heart of Lorkhan, he who wields them is given a grave choice: to steal the Godhood, or forever deny it to all mortals. Sunder and Keening are always dual wielded, and can only be equipped if Wraithguard is also equipped. Sunder: The Hammer of Kagrenac is a Hand Weapon. Artifact. Attacks from Sunder strike at Initiative 1. Sunder strikes at +3 Strength +6 AP, and re-rolls failed hits. Keening: The Scalpel of Kagrenac is a Hand Weapon. Artifact. Keening has Absorb Health(6+), and Absorb Magicka(1 on 6+) upon inflicting an unsaved wound. Wraithguard: The Right Hand of Kagrenac is a Gauntlet. Artifact. Bearer has a 5+ Ward Save and may equip Sunder and Keening. +55 pts for all three Tools. Moon-and-Star: The Moon-and-Star was the ring of Nerevar while he lived. The Moon-and-Star was among the creations of Kagrenac, and among the holiest icons of Azura. Countless false Nerevarines have attempted to wear it; each was never seen again. Artifact, Ring. While bearing the Moon-and-Star ring, Nerevarine gains the Hortator ability depending on which allegiance he chooses. Nerevarine may purchase and wear Moon-and-Star in addition to another ring. +20 pts. Trueflame: The ancient sword of Nerevar, the Sword that Slays Gods, Trueflame was reforged from its shattered pieces as a gift to Nerevarine. Its twin, Hopesfire, is wielded by Almalexia. Artifact, Hand Weapon. Bearer's attacks in close combat strike at +1 Strength, ignores armor saves, Critical Strike(triggered on a to wound roll of 5+), flame, deals d3 wounds. +55 pts. Old Man's Lucky Coin: As Nerevarine prepared with his final battle with Dagoth Ur, he was approached by mighty Talos, the Ninth Divine, the God of War in the human pantheon. Talos came not as a god, however, but in the form of an old man clad in Cyrodiilic armor. He granted Nerevarine his lucky coin, a token of his support, a sign that even the Eight and One desired the destruction of the Sixth House. Artifact. While Nerevarine carries the Lucky Coin, he gets one free re-roll of a d6 each game turn(he must abide by the second result). 15 pts.
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