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Scrollhammer: Great Houses of Morrowind
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====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.
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