Scrollhammer: Great Houses of Morrowind: Difference between revisions
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1d4chan>Lolpwnt Created page with "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+ ..." |
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Telvanni Army | |||
Heroes: Telvanni Sorcerer 1+ Core: Slaves 1+ | Heroes: Telvanni Sorcerer 1+ Core: Slaves 1+ | ||
May not take Warrior Priests, Ordinators, or Dunmer Priests | May not take Warrior Priests, Ordinators, or Dunmer Priests | ||
Revision as of 00:06, 13 April 2012
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.