Scrollhammer: Great Houses of Morrowind: Difference between revisions
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Core: Warriors(Hlaalu), Slaves, Nix Hound Outriders, Camonna Tong Thugs. | Core: Warriors(Hlaalu), Slaves, Nix Hound Outriders, Camonna Tong Thugs. | ||
Elite: Spellswords, Great House Agents(Hlaalu), Morag Tong Assassins, Bonewalkers, Silt Strider, 0-1 Buoyant Armigers. | Elite: Spellswords, Great House Agents(Hlaalu), Morag Tong Assassins, Bonewalkers, Silt Strider, 0-1 Ordinators, 0-1 Buoyant Armigers. | ||
Support: Temple Priests, Ancestral Ghosts, Bonelords, Siege Strider. | Support: Temple Priests, Ancestral Ghosts, Bonelords, Siege Strider. |
Revision as of 20:46, 12 April 2012
The following codex is still in a (very) rough draft, written by Duke. I will periodically update and expand it. Please do not consider anything written here as the final rules: some things may be added, removed or changed. -Lolpwnt
Introduction
Army List
Types of Lists
There are five Great Houses which in the days of Nerevarine competed for the control of the Land of Ash. Each of the Great Houses has its own personal history, traditions and beliefs. Consequently, each Great House forms its armies from a different combination of the units in this book.
Great House Indoril
At the heart of Morrowind, the far east of Tamriel, lies the great cities of House Indoril. House Indoril owes its name to Indoril Nerevar, the greatest hero of the Dunmer, who led the alliance of Elves and Dwarves against the human King Wulfharth at Red Mountain. House Indoril is steeped in countless millennia-old traditions, providing secular governance where needed in the sacred cities of the Tribunal. Its banners are white, pure as its faith in the God-Kings of Morrowind.
A House Indoril army uses the following list:
Heroes: Noble(Indoril), Warrior Priest.
Core: Ordinators, Temple Priests, Warriors(Indoril), Slaves, Nix Hound Outriders.
Elite: Great House Agents(Indoril), Morag Tong Assassins, Bonewalkers, Silt Strider, 0-1 Buoyant Armigers
Support: Ancestral Ghosts, Bonelords, Siege Strider
Great House Hlaalu
The wealthiest and most influential of the Great Houses is Hlaalu. Owning mines and plantations all across Morrowind and Vvardenfell, and bordering the Imperial Province itself, House Hlaalu makes lucrative trade with the Empire, and accepts a certain amount of Imperial authority over their lands and people. As a result, by the time of the Nerevarine, both the Duke of Vvardenfell and the King of Morrowind were both Hlaalu councilors. Hlaalu is not a full ally of the Empire, however; its most corrupt faction, a criminal organization known as the Camonna Tong, wishes to expel the Empire and its citizens from Morrowind. House Hlaalu's banners are yellow, for money is its only master.
A House Hlaalu army uses the following list:
Heroes: Noble(Hlaalu).
Core: Warriors(Hlaalu), Slaves, Nix Hound Outriders, Camonna Tong Thugs.
Elite: Spellswords, Great House Agents(Hlaalu), Morag Tong Assassins, Bonewalkers, Silt Strider, 0-1 Ordinators, 0-1 Buoyant Armigers.
Support: Temple Priests, Ancestral Ghosts, Bonelords, Siege Strider.
Great House Redoran
Along the border with Skyrim lies the Great House Redoran. Forged in martial tradition and vows of honor, Redoran's nobles brave the Ashlands themselves to hold their great councils. On the slopes of Red Mountain, they defend their fortress, the hollowed shell of a city-sized Emperor Crab, from all the terrors of the wastes. In the west of their territory, they proudly make war against the kingdoms of the Nords. House Redoran's banners are crimson, as is the blood they shed for the defense of the Morrowind, the honor of their House, and the glory of the Tribunal.
A House Redoran army uses the following list:
Heroes: Noble(Redoran), Warrior Priest.
Core: Warriors(Redoran), Slaves, Nix Hound Outriders, Redoran Knights.
Elite: Spellswords, Great House Agents(Redoran), Morag Tong Assassins, Bonewalkers, Silt Strider, Ordinators, 0-1 Buoyant Armigers.
Support: Temple Priests, Ancestral Ghosts, Bonelords, Siege Strider.
Great House Dres
In the south of Morrowind is an endless spread of farms and jungles, wondrously fertile land, cultivated by the labor of millions of wretched slaves. It is Great House Dres that rules these lands. Followers of the most ancient Dunmer ways, House Dres is a rigid society that only rarely does business outside of Morrowind. When warriors of Dres do leave their homeland, it is most often on raids into Argonia and Elsweyr, to kidnap Lizardmen and Khajiiti by the thousand. These captives are taken by sail to the great port of Tear; there they are sold as slaves to Dunmer from all across Morrowind, never to see their homes again. The banners of House Dres are dark blue, the color of the seas they cross to make slaves of the beast-folk.
A House Dres army uses the following list:
Heroes: Noble(Dres), Warrior Priest.
Core: Warriors(Dres), Slaves, Nix Hound Outriders
Elite: Spellswords, Great House Agents(Dres), Morag Tong Assassins, Bonewalkers, Silt Strider, 0-1 Ordinators, 0-1 Buoyant Armigers.
Support: Temple Priests, Ancestral Ghosts, Bonelords, Siege Strider, Ash Wasp Riders.
Great House Telvanni
In the far north-east of Tamriel, across the grey islands of the Sea of Ghosts, are the spiraling towers of House Telvanni. Otherworldly in shape, the towers are giant mushrooms, magically grown and hollowed out to form the abodes of the great Sorceror-Magisters. These lords of House Telvanni pay little attention to the people they rule, and ignore the dictates of the Temple and the envoys of the Empire. They spend their lives hidden in their towers, performing forbidden rituals and conducting gruesome experiments. Some wizards of House Telvanni live unnaturally long lives, reaping the rewards of the secret magics they have long pondered. Others are murdered by rival sorcerors, covetous of their title or research. Still others have gone mad, their minds twisted into fried shells by the powers that have flowed through them. The banners of House Telvanni is brown like the towers of fungus they dwell in; "knowledge is power" is their only creed.
A House Telvanni army uses the following list:
Heroes: Sorceror.
Core: Spellswords(Telvanni), Warriors(Telvanni), Slaves, Nix Hound Outriders.
Elite: Great House Agents(Telvanni), Morag Tong Assassins, Silt Strider.
Support: Siege Strider(Telvanni).
Various models in a Telvanni army use summoned Daedra, according to the rules in Scrollhammer: Daedra Cults.
Heroes
Rough Draft:
WS BS S T W I A Ld Sv Dunmer Noble 5 3 4 4 2 5 3 8 5+ 60 points Hand weapon, heavy armor Any armor+ (Ebony is +18) Shield +2pts 2H weapon +4pts 60 or less points of magic items
WS BS S T W I A Ld MG Sv
Warrior Priest 5 3 4 4 2 4 2 9 5 - 55 points
Hand weapon
Any armor+
Shield +2pts
2H weapon +4pts
50 or less points of magic items
Spells: Can take up to 3 from Destruction and Resto
1-3 MG costs 10 points
4 MG costs 20 points
WS BS S T W I A Ld Mg Sv
Bouyant Armiger 6 6 4 3 2 8 3 9 5 4+ 80 points
Two hand weapons, bow, glass armor
Shield +2pts
2H weapon +4pts
60 or less points of magic items
WS BS S T W I A Ld Mg Sv
Master Assassin 9 9 4 3 2 10 3 10 6 6+ 90 points
Hand weapon, throwing knives (javelins)
Special: Scout, Poisoned Attacks, Always Strikes First, Deep Strike
Any armor+
2H weapon +4pts
60 or less points of magic items
Spells: Any illusion or alteration for listed cost
WS BS S T W I A Ld Mg
Sorcerer Lord 2 4 3 3 2 2 2 9 6(7) 45 points
Telvanni 2 4 3 3 2 2 2 9 7(8) 55 points
Telvanni Lord 2 4 3 3 3 2 3 10 8(9) +10 points
Slave 3 3 3 3 1 3 1 5 4 points each Mage 2 4 2 3 1 2 1 8 4(5) 12 pts each Heroes: Wizards Robes, Hand weapon Slaves: Hand weapon Mages: Wizard Robes, Hand weapon Can take normal hero crap Can take a retinue of 0-9 slaves Can take a retinue 0-4 mages
Noble
Warrior Priest
Sorceror
Core
Rough Draft:
10+ WS BS S T W I A Ld Warriors 3 3 3 3 1 3 1 7 6 points each Seargent 4 3 3 3 1 3 2 7 +6 points Any armor+ Standard bearer +10pts Hand weapon, shield
10+ WS BS S T W I A Ld
Dunmer Bowmen 2 3 3 3 1 3 1 6 6 points each
Seargent 2 4 3 3 1 3 1 7 +6 points
Any armor+
Flaming arrows - 5pt-model
Standard bearer +10pts
Hand weapon, Longbow
WS BS S T W I A Ld Sv
19+ Slaves 3 3 3 3 1 3 1 5 - 4 points each
1 Slavemaster 3 3 3 3 1 3 2 6 6+ 10 points
Special: This unit has +LD equal to its rank bonus
Slaves have: Hand Weapon +Spear 1/2pt-model +Shields 1/2pt-model Master has: Hand Weapon, Light Armor May take a Guardian Stone blessing Special: Slaves are always Khajiit or Argonians.
5+ WS BS S T W I A Ld Sv
Redoran Knight 5 3 4 3 1 5 1 8 4+ 18 points
Knight Lord 5 3 4 3 1 5 2 9 4+ +18 points
Special: Killing Blow
Great weapon, hand weapon, Full Plate
Standard bearer +12pts
May upgrade to ebony armor for 6pt-model
May upgrade to daedric armor for 25pt-model
Weapons may upgrade for listed cost
10+ WS BS S T W I A Ld Sv
Gang Member 3 3 3 3 1 3 1 6 - 6 points each
Special: Skirmishers
Any armor+
Standard bearer +8pts
Javelins - 2pt-model
Hand Crossbows - 1pt-model
Two hand weapons
10+ WS BS S T W I A Ld Sv
Camonna Tong 3 3 3 3 1 3 1 7 - 7 points each
Special: Skirmishers, Poisoned Weapons
Any armor+
Standard bearer +8pts
Javelins - 2pt-model
Hand Crossbows - 1pt-model
Two hand weapons
Slaves
Warriors
Nix Hound Outriders
Redoran Knights
Camonna Tong Thugs
Elite
Rough Draft:
5+ WS BS S T W I A Ld Mg Sv Ordinators 5 4 3 3 1 6 2 9 4 4+ 21 points each High Ordinator 5 5 3 3 2 6 2 10 5 4+ +9 points Hand weapon, Shield, Ordinator Armor (4+ save) Spells: Can take up to 2 from Destruction' 1-3 MG costs 10 points 4 MG costs 20 points
3+ WS BS S T W I A Ld Mg Sv 50 points each
Bonelords 3 0 3 3 2 2 3 7 3 5++
Special: Undead, Terror, Deep Strike Spells: Burden
Levetation: Bonelords may pass over flat terrain which would normally be difficult, such as marshes and rivers, with ease.
Second Barrier: A Bonelord's armor save may not be made worse than 5+
Ritual blades (Great weapon)
3+ WS BS S T W I A Ld Mg Sv
Insect Rider 3 3 3 4 2 4 1 6 2 6+ 30 points each
Rider Leader 4 3 3 4 2 4 1 6 2 6+ +10 points
Hand weapon, Lance
Special: Flying Cavalry, Hit and Run
May take Javelins or a Bow for +5pt-model
Spellswords
Great House Agents
Morag Tong Assassins
Bonewalkers
Ordinators
Silt Strider
Buoyant Armigers
Support
Rough Draft:
WS BS S T W I A Ld Mg Dunmer Priest 2 4 2 3 1 2 1 8 4(5) 4-9, 12 pts each Initiate 2 3 2 3 1 2 1 6 4 9-19, 7 pts each Priests have: Wizard robes, Dagger Personal shrine +60 pts Initiates have: Robes, Dagger Wizard robes +2pt-model 2nd weapon +2pt-m
Initiates may take any 2 spells for the points listed, mana 1-3 Priests may take any 3 spells for the points listed, mana 1-3
5+ WS BS S T W I A Ld Mg Sv
Battlemages 4 5 3 3 1 6 2 9 5 5+ 16 points each
Mage Lord 4 6 3 3 2 6 2 10 6 5+ +8 points
Hand weapon, Heavy Armor (5+ save)
Spells: Can take up to 3 from any school
1-3 MG costs 10 points
4-5 MG costs 20 points
10-30 WS BS S T W I A Ld
Ancestors 2 2 3 3 1 2 1 5 4 points per
Ancient One 3 3 3 3 1 3 2 7 +8 points
Special: Undead
Hand weapon & Shield
May take light armor for +1pt-model
May take 2H weapons for +2pt-model
May take bows for +2pt-model
5-10 WS BS S T W I A Ld Sv
Bonewalker 3 0 3 4 1 3 2 5 5+ 16 pts each
Greater Bonewalker 4 0 4 4 2 3 2 5 5+ 32 pts each
Special: Undead, Fear
Brown Rot: Enemy units engaged to this one in melee combat have -1S. Units that are Immune to Disease ignore this rule.
Temple Priests
Ancestral Ghosts
Bonelords
Siege Strider
Ash Wasp Riders
Special Characters
WS BS S T W I A Ld MG Sv Saint Jiub 4 3 3 4 2 3 2 9 6(7) 6++ 75 points Hand Weapon, Enchanted Robes Enchanted Robes: Increases Magic by 1 and grants a 6++ Ward Save. Beastslayer: When fighting Beasts and Monsters Jiub has +1S. Jiub may re-roll missed attacks directed at Cliffracers. Spells: Can take up to 3 from Mysticism and Restoration 1-3 MG costs 5 points 4-5 MG costs 10 points
WS BS S T W I A Ld Mg Sv
Nerevarine 7 6 4 3 3 8 4 10 8 5++ 140 points (100?)
Hand weapon
Special: Eternal warrior, Immune to Psychology, NERVARINE
NERVARINE: This unit has no point cap on spells, artifacts, and items. They additionally have a 5+ ward save.
Great weapon +6pts, Additiona hand weapon +6pts, Shield +3pts
Can take any upgrade
Can take any artifact, daedric or not
WS BS S T W I A Ld Mg Sv
Hand of Almalexia 5 5 4(5) 4 4 6 4 10 7 2+/4++ 190 points (120?)
Hand's Mace, High Ordinator Armor (2+ save)
Hand's Mace: Counts as Ebony (+1 STR). Each enemy that takes a wound is dealt a S3 frost hit and has a Magic Dice absorbed. This can take the Hand's Magic over the usual 7. Magic weapon.
Special: 4+ ward save, Immune to Psychology
Spells: Cripple, Flamewave, Healing, Heal Other, Ward
WS BS S T W I A Ld Mg Sv
Barenziah 3 3 3 3 3 3 1 9 8 5++ 200 points
Hand weapon, Queen's Amulet
Queens Amulet: Grants a 5++ ward save.
Special: Her Highness, Royal Guards
Her Highness: All allied units of a Dunmer-Majority become Fearless.
Royal Guards: A unit of Royal Guards may be purchased and form a retinue for Barenziah. They are 4-9, count as Redoran Knights, and cost an additional 3 points each. The Royal Guards have +1 attack over their listed attributes.
Barenziah can take up to 100 points of magic items and artifacts, though she may not take magic weapons or any armor.
Spells: Barenziah may take two spells for free, then may take up to an additional three for the costs listed.
WS BS S T W I A Ld Mg Sv
Divayth Fyr 5 6 3 3 3 5 1 10 15 1+/3++ 475 points
Fyr's Armor, Fyr's Sword
Fyr's Armor: Counts as daedric. Grants a 1+ armor save and a 3++ ward save. Fyr is not encumbered from this armor due to his levitation, and neither does it decrease his Magic.
Fyr's Sword: Counts as daedric. Each wound dealt restores a wound on d6 5+. Magic.
Special: Age Beyond Counting, Eternal Warrior, Immune to Disease, Cannot Be Silenced, Flier, Daughters
Age Beyond Counting: Vivec sucessfully casts mana dice on 3+ and may cast Regular and heavy spells as though they were Assault.
Daughters: Should you include a retinue of Fyr's daughters then the entire unit becomes Fearless. While Fyr is joined by his daughters he loses the Flier type.
Spells: Select any 5 at deployment.
Divayth Fyr may take a retinue of his daughters and form a unit with them.
Divayth Fyr also satisfies the 1+ Telvanni Sorcerer requirement for Telvanni
WS BS S T W I A Ld Mg Sv Alfe Fyr 7 6 3 4 3 7 4 10 7 4+/5++ 145 points Beyte Fyr 7 6 3 4 3 8 4 10 7 4+/5++ 150 points Delte Fyr 7 6 3 4 3 7 4 9 6 4+/5++ 135 points Uupse Fyr 6 5 3 3 3 6 4 8 6 4+/5++ 120 points Enchanted Bonemold armor, Enchanted Daedric Handweapon. E Bonemold Armor: Grants a 4+ armor save and a 5++ ward save. Does not decrease Magic. ED Handweapon: Deals 1d3 wounds with each hit. Each unsaved wound drains a magic dice from the enemy on their following turn and adds it to this unit. Magic. Special: Eternal Warrior Spells: Select any 3 at deployment.
Fyr's Daughters may be purchased and form up a unit with Divayth Fyr, or they may be purchased seperate from him. Doing the later will only occupy 1 hero slot total, and each daughter then becomes an independant character. They may join other units as normal.
WS BS S T W I A Ld Mg Sv
Vivec 8 8 4(6) 4 4 8 4 10 10 3++ 800 points
Wargear: Vivec's actual Spear
Vivecs actual spear: +2 STR, +2 AP, 1 handed. Each unsaved wound becomes 1d3, crits on 5+. When Vivec slays an enemy he gains 1 Magic Die for the following turn. This may take his Mg over the normal 10. Magic.
Special rules: Daedra Familiarity, Fading Divinity, Power of Alteration, Godly Presence
Daedra Familiarity: Daedra lose the OTHERWORLDLY special when fighting Vivec in melee combat and he has Killing Blow against them. Fading Divinity: Vivic has a 3+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, and Feel no Pain Power of Alteration: Vivec sucessfully casts mana dice on 2+ and may cast Regular and Heavy spells as though they were Assault. Godly Presence: All friendly units within 24" of Vivec are Fearless. He causes Fear to enemies, causes Terror to Daedra. Spells: Select any 4 from the spell list
WS BS S T W I A Ld Mg Sv
Almalexia, the Mad God 10 6 7(8) 6 6 10 5 10 10 2++ 1300 points
Wargear: Face of Inspiration, Hopesfire
Face of Inspiration: Hostile enemy spells targeting Almalexia are ignored on 4+.
Hopesfire: +1S, deals 1d3 wounds, achieves a Critical Strike on 5+. Deals Flame damage.
Special rules: Fading Divinity, Power of Alteration, Just and Merciful, Causes Terror, Frenzy
Fading Divinity: Almalexia has a 2+ Ward Save, Eternal Warrior, Immune to Disease, Cannot be Silenced, and Feel no Pain
Power of Alteration: Almalexia sucessfully casts mana dice on 2+ and may cast Regular and Heavy spells as though they were Assault.
Just and Merciful: All friendly units within 24" of Almalexia are Fearless. In addition to this the spell 'Levitation' may not be cast while she is in play and all units that count as a Flier (sans Beasts, Monsters, or Flying Cavalry) lose that subtype.
Spells: Almalexia's Wrath- S10, ignores armor saves, Large Blast, Range 36", inflicts 1d3 wounds, flame. Cost 8.
Equipment
ARMOR WEAPONS Heavy armor +3 pts Elven +8 pts Full plate +10 pts Glass +12 pts Glass +12 pts Ebony +12 pts Ebony +18 pts Daedric +30 pts Daedric +35 pts
Nerevarine Specific Artifacts- The Nerevarine may take as many of these artifacts as he likes, so long as they do not share the same part/item location. He may take as many weapons as you wish, and choose which to use at the start of each player turn.
Madstone of the Ahemmusa x points
Once per turn, shooting phase: target in LoS, d6 5+ silences until start of your next turn
Blood Ring x points Increases Wounds by 1. Removes any Weakness to Fire or Frost the Nerevarine has.
Moon and Star x points Joined units that are a Majority Dunmer become fearless.
Soul Ring x points Grants the Nerevarine 5+ Spell Resistance. If he already has SR it increases by +2.
Staff of Hasedoki x points Hand weapon Oncoming spells are ignored by the Nerevarine on 4+. Increases Magic by 1.
Umbra x points 2-handed weapon Daedric Artifact. The dread sword lends its name to its bearer, who becomes one with itas it sucks out their very soul. Umbra is an Ebony Hand Weapon that grants its bearer Feel No Pain and Fearless. A model wounded by Umbra must take an Ld test. If it fails, it suffers instant death, as its soul becomes trapped within the weapon.
Wraithguard x points Gauntlets Bearer becomes immune to disease, has a +1 armor save, a +1 ward save, and reflects spells on a D6 of 5+.
Keening x points Hand weapon Increases S by 1, WS by 1, Attacks by 1, Wounds by 1, Init by 1, and move speed by 2". Requires the Wraithguard or at the start of each player turn the Nerevarine loses 1 wound automatically with no save allowed.
Dragonbone Curiass x points Armor Counts as full-plate armor (4+ save) and also makes the wearer immune to fire damage.
Fists of Randagulf x points Gauntlets Increases Init by 1, S by 1, and move speed by 1".
Helm of Oreyn Bearclaw x points Helmet Increases wounds by 2 and WS by 1
Eleidon's Ward x points Shield Counts as an Ebony Shield. During the magic phase you may roll a dice. On a roll of 3+ the shield restores a wound to the Nerevarine. On 2 or less it loses this ability.
Heap of Random Enchants x points The Nerevarine gains access to every spell in the lists with a Magic Cost of 2 or less.
Spells
Absorb Health: 10 points Cost 2, shooting attack. S3, AP1, Assault 1, Range 18". Unsaved wound heals caster on a roll of 4+.
Damage Health: 10 points Cost 3, shooting attack. S5 AP2, Assault 1, Range 24", deals d3 wounds
Poisonblast: 10 points Cost 3, shooting attack. S3, AP0, Assault 2, Template, wounds on 6+
Levitation: 25 points Costs 5, cast anytime. The casting unit counts as a flier for the rest of the game.