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===Heroes=== ====Noble==== [[Image:Dunmernoble.jpg|thumb|400px|right|Dunmer Noble in ceremonial Bonemold armor]] The Great Houses of Morrowind are ruled by councils of nobles. Some of these magnates hold their position by birth; others by wealth, others by merit. The nobles embody the great ambition and pride considered high virtues among the Dunmer; they lead their House's armies and thugs against its enemies, ever seeking to improve their status above that of their many bitter rivals. 60 pts (80 pts for House Father) Hero. Independent Character, Skirmish, Infantry, Dark Elf Single Model 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Dunmer House Father | 5 | 4 | 4 | 4 | 3 | 5 | 3 | 9 | 4 | 5+ |- | Dunmer Noble | 5 | 4 | 4 | 4 | 2 | 5 | 3 | 8 | 4 | 5+ |} Wargear: Hand Weapon, Bonemold Armor. Spells: none Special Rules: Oath of Allegiance: A Dunmer noble's experience working inside or alongside his affiliate Great House has led him to acquire a set of skills and contacts from his rise to power. Depending on the Great House he fights for, the noble has a particular in-game benefit. House Indoril: A noble of House Indoril fights for the traditions of Morrowind and for the Tribunal Temple. He gets +1 Ld. A Noble of House Indoril wears Indoril Armor instead of Bonemold, and his unit has Preferred Enemy(Undead and Daedra). House Hlaalu: The nobles of House Hlaalu bear great wealth and influence, and prefer tactics of stealth and surprise in battle. A Noble of House Hlaalu has +1 I. A Hlaalu army containing at least one noble gets +1 to its reserve rolls. House Redoran: The nobles of House Redoran are experienced warriors, skilled in the arts of both battles and honorable duels. A Noble of House Redoran has +1 WS and Furious Charge. House Dres: The nobles of House Dres are feared by the slaves they rule, and fight in battle according to the most ancient customs. A Noble of House Dres has +1 BS, and all friendly units of Slaves within 12" of him may use his Leadership value and are stubborn. A Noble may replace his hand weapon with: *Spear +4 pts *Javelins +6 pts A Noble may take one of the following: *Shield or Second Hand Weapon +5 pts *Bow or Short Bow +5 pts A Noble may replace items in both hands with: *Halberd +8 pts *Greatsword +14 pts *Battle Axe +14 pts *War Hammer +14 pts A Noble may upgrade any number of his weapons to the following: *Glass +6 pts per weapon *Ebony +10 pts per weapon *Daedric +25 pts per weapon (House Father only)(A Greatsword upgrades to a Daedric Katana) A Noble may replace his armor with: *Chitin Armor(free) *Glass Armor +10 pts *Ebony Armor +18 pts A Noble may be mounted on a Battle-Guar or a Warhorse for +25 pts. A Noble may be mounted on a Silt Strider for +75 pts(but loses Independent Character and becomes a Character if he does so). A Noble mounted on a Silt Strider is given the Standard Bearer upgrade(+1 to combat resolution). A Noble of House Dres may be mounted on an Ash Wasp for +45 pts. A mounted Noble may take a Lance for +10 pts. A Noble may take up to two spells from this book's spell list as follows: *Destruction Spells, cast on 9+ or less: +8 pts each *Alteration Spells, cast on 9+ or less: +5 pts each *Bound Weapon Spells: +8 pts each *Restoration Spells, cast on 9+ or less: +5 pts each, (Indoril and Redoran only) *Illusion Spells, cast on 9+ or less: +8 pts each,(Hlaalu and Dres only) A Noble may be given a Guardian Stone Blessing for +10 pts. One Noble may bear the army's Battle Standard for +35 pts, if the army contains another Hero choice. A Noble may take up to 70 pts of magic items from the armory where appropriate. A House Father may take any number of magic items from the armory where appropriate. ====Warrior Priest==== The Tribunal Temple provides spiritual rule over the Dunmer of Morrowind. Countless pilgrims make dangerous journeys through the Ashlands to bow at the shrines of noble saints or appease the Daedra. Escorting such travelers is taken as a duty by many disciples of the Temple, in the hopes of proving themselves worthy of ALSMIVI, or out of aspirations of sainthood. The masters of the Temple are therefore skilled in the arts of both healing and battle, and have been known to put these twin talents to use in times of war. 60 pts Hero. Independent Character, Skirmish, Infantry, Dark Elf Single Model 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Warrior Priest | 5 | 3 | 3 | 3 | 2 | 4 | 2 | 9 | 6 | - (6++) |} Wargear: Priest Robes, Hand Weapon, Dagger. Spells: Hearth Heal, Mother's Embrace, Inferno Hand. Warrior Priests have up to two additional spells of your choice from the Schools of Mysticism, Restoration and Alteration, or from the Temple Only Illusion Spells. Special Rules: Hatred(Undead and Daedra) Sotha's Grace: Warrior Priests have a 6+ Ward Save. Vigilant Faith: Warrior Priests grant their unit immunity to Fear, Terror and Panic. A Warrior Priest may take one of the following: *Shield +5 pts *Priest's Staff +8 pts *War Hammer +15 pts A Warrior Priest may upgrade any number of his weapons to the following: *Glass +6 pts *Ebony +10 pts A Warrior Priest may take one of the following: *Chitin Armor +6 pts *Glass Armor +14 pts A Warrior Priest may be mounted on a Battle-Guar or Warhorse for +25 pts. A Warrior Priest may be mounted on a Silt Strider for +75 pts(but loses Independent Character and becomes a Character instead if he does so). A Warrior Priest may be given one of the following: *An additional spell of your choice from the School of Mysticism, Restoration or Alteration, or from the Temple Only Illusion Spells +15 pts *Invoke Ancestral Ghost +12 pts *Invoke Bonelord +50 pts A Warrior Priest may be given a Guardian Stone Blessing for +10 pts. A Warrior Priest may take up to 70 pts of magic items from the armory where appropriate. ====Sorcerer==== The mad Sorcerers who rule Great House Telvanni are rarely seen by other Dunmer. Dwelling high in their fungal towers, they ponder heretical tomes, and perform unthinkable rituals. A Telvanni wizard hollows out the living space of his tower at the very peak, keeping out those incapable of magical flight. In doing so, he ensures that no meddlesome commoners will interrupt his studies, and no Temple Priests will lay hands on him for consorting with Daedra or enslaving the dead. After spending centuries in their isolated lairs, the mages of House Telvanni hone their magical talents to nigh-perfection, and proceed to utterly destroy all who once sought to thwart them. 110 pts (140 pts for Master Sorcerer) Hero. Independent Character, Skirmish, Infantry, Dark Elf. Single Model 25mm x 25mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Master Sorcerer | 2 | 4 | 2 | 3 | 3 | 2 | 2 | 10 | 8(9) | - |- | Sorcerer | 2 | 4 | 2 | 3 | 2 | 2 | 2 | 10 | 7(8) | - |} Wargear: Wizard Robes, Sorcerer Staff. Spells: A Telvanni Sorcerer knows 4 spells, other than Temple Only, Necromancy or Summon Daedra spells, of your choice from the lists in this book. Special Rules: Bound Daedra: A Telvanni Sorcerer may have all the Summoned Daedra he has payed Summoned in play simultaneously, and may take multiples of the same Daedra spell in order to Summon multiples of that Daedra at once. The Sorcerer may take up to 2 additional spells(or 3 if a Master Sorcerer) from these schools of magic for the following costs: *Any spell(other than Temple Only spells, Summon Daedra or Necromancy) cast on 13+ or lower from the spell list: +15 pts *Any spell(other than Temple Only spells, Summon Daedra or Necromancy) cast on 14+ or higher from the spell list: +25 pts *Summon Scamp (cast on 4+) (+10pts) *Summon Hunger (cast on 7+) (+15pts) *Summon Flame Atronach (cast on 8+) +15pts *Summon Dremora (cast on 9+) (+20pts) *Summon Golden Saint (cast on 9+) (+20pts) *Summon Dark Seducer (cast on 9+) (+20pts) *Summon Winged Twilight (cast on 11+) (+30pts) *Summon Clannfear (cast on 11+) (+30pts) *Summon Frost Atronach (cast on 12+) (+30pts) *Summon Storm Atronach (cast on 15+) (+50pts) *Summon Spider Daedra (cast on 20+) (+75pts) *Summon Daedroth (cast on 20+) (+100pts) *Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz) *Summon Xivilai (cast on 24+) (+160pts) *Raise Skeletal Minion +12 pts *Raise Skeletons +20 pts *Raise Skeletal Horde +40 pts A Sorcerer may take an Atronach Familiar(in addition to any spells). This grants the Sorceror the ability to buy a seventh(or eighth if he is a Master Sorcerer) spell from his spell list, and a Summoning spell, for a cost depending on the nature of the creature Summoned: *Summon Flame Atronach (cast on 8+) (+51pts) *Summon Frost Atronach (cast on 12+) (+64pts) *Summon Storm Atronach (cast on 15+) (+80pts) Rules for using Daedra are found here: [[Scrollhammer: Daedra Cults]]. A Sorcerer may be mounted on a Silt Strider for +75 pts(but loses Independent Character and becomes a Character instead if he does so). A Sorcerer may be given a Guardian Stone Blessing for +10 pts. A Sorcerer may purchase any amount of magic items from the armory where appropriate.
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