Scrollhammer: Great Houses of Morrowind

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Revision as of 19:06, 12 April 2012 by 1d4chan>Lolpwnt
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The following codex is still in rough draft, written by Duke. I will periodically update and expand it. -Lolpwnt



Telvanni Army

   Heroes: Telvanni Sorcerer 1+            Core: Slaves 1+
   May not take Warrior Priests, Ordinators, or Dunmer Priests
   Unlocked unit: Telvanni Sorcerer, Telvanni Sorcerer Lord, Vampires
    
   Dres Army
   Core: Slaves 2+
   May not take Ordinators or Vampires
   Unlocked unit: Insect Riders
    
   Hlaalu Army
   Core: Camonna Tong Gang 1+
   May not take Ordinators, Insect Riders, or Vampires
   Unlocked unit: Camonna Tong Gang
    
   Indoril Army
   Heroes: Hand of Almalexia 0-1           Core: Ordinator 2+.  Ordinators become TROOPS.
   May not take Gangs, Insect Riders, or Vampires    Warriors, Bowmen, Slaves become special
   Unlocked Unit: Ordinators
    
   Redoran Army
   Lord: Warrior Priest 1+                 Core: Redoran Knights 1+
   May not take Insect Riders, Vampires, or Ancestors
   Unlocked unit: Redoran Knights, Ordinators
    
    
    
    
    
    
   HEROES
    
    
                   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
    
    
    
   CORE
    
    
   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
    
    
    
   ELITE
    
    
   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
    
    
   4+              WS BS S T W I A Ld Mg    Sv
   Vampire         5  3  5 4 1 4 2 7  2(1)  4+     29 points each
   Elder           5  3  5 4 2 4 2 8  2(1)  4+     +15 points
   Hand weapon, shield, full plate armor
   Special: Undead, Vampiric, Vampire Touch, Weakness to Fire, Clans
           Vampiric: Heavy armor does not encumber Vampires
           Vampire Touch: Each unsaved wound dealt to enemies heals a wound on a D6 of 5+
           Clans: Select one of these clans at deployment-
                   Berne: +1 initiative, +1A, -1S
                   Aundae: +4 Mg, -1S, -1A. Loses the shield.
                   Quarra: +1T, -2 Mg. -Shield
    
    
   SUPPORT
    
    
                   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.
    
    
    
   SPECIAL CHARS
    
    
                   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.
    
    
    
    
    
    
    
    
   Gear cost-
    
   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.