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[[Image:Scrollhammer.png|thumb|400px|right]]
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[[Scrollhammer]] is a Tabletop Miniatures wargame under development by [[/tg/]], using the same engine and scale as [[Warhammer Fantasy Battle]] and [[Warhammer 40000]], taking place in [[the Elder Scrolls]] universe.
[[Scrollhammer]] is a Tabletop Miniatures wargame under development by [[/tg/]], using the same engine and scale as [[Warhammer Fantasy Battle]] and [[Warhammer 40000]], that takes place in [[the Elder Scrolls]] universe.


==History==
Needless to say, this system is nearly as broken as most fan-made codices for Warhammer fantasy. <s>And is probably made by the same people.</s> Haha, I think not.
[[Scrollhammer]] began in the early days of 2011, when a fa/tg/uy posted a thread talking about the game as if it existed. Many newbies were disappoint, longing for a chance to do battle with huge swarms of cliff racers. A year went by, and now a project is underway on /tg/ to bring [[Morrowind]] and [[Skyrim]] to life on the tabletop.


==Core Rules==
A newer [[Scrollhammer_2nd_Edition|2nd Edition]] has been made with a skirmish scale ruleset, [[Skub|no longer based off of Warhammer]].
These rules are still in the experimental stage, and are subject to patching based on the results of your playtests. A lot of these rules refer to WHFB and 40k. So post the results!


===Basics===
==Introduction==
[[Scrollhammer]] began in the early days of 2011, when a fa/tg/uy posted a thread talking about the game as if it existed. Many newbies were disappoint, longing for a chance to do battle with huge swarms of cliff racers. A year went by, and now a project is underway on /tg/ to bring [[The Elder Scrolls]] to life on the tabletop. The rules are currently v1.0 as of 10/27/2012, and are subject to necessary errata and FAQ'ing based on the results of your playtests. So ask questions, and post the results!


The turn sequence is similar to that of Warhammer 40k. Movement, shooting, and assault. The unit types are Infantry, Cavalry, Beast, Monstrous Creature, Flier, Monstrous Cavalry, and Artillery. Movement works like in 40k, including difficult terrain and declaring charges. Cover saves work like in 40k 5th edition.
==Playing Scrollhammer==


Infantry: Move 6", d6" sprint, 6" charge. Can climb ruins.
Scrollhammer uses the Warhammer tabletop wargame rules engine. The rules are tweaked to being applicable to both pitched battles and skirmishes, and to emulate the style of the Elder Scrolls universe.


Cavalry: Move 6", d6" sprint (or 2d6" if Fast Cavalry), 12" charge. Fleet of foot, mounting grants +1 T and +1 A to rider's profile, fall back 3d6".
Magicka, for example, is not merely huge game-shifting powers, but also small abilities that can be used by individual models. Each model gets a quota of Power Dice to spend on spells each turn; to cast a spell, roll any number of your power dice, and see if it goes off! If it doesn't, you can always spend extra power dice to modify the roll, but less efficiently, so plan your spellcasting well!


Beast: Move 6", d6" sprint (or 2d6" if Fast), 12" charge. Fleet of foot, cannot hold objectives, fall back 3d6".
Models use square bases, and some use rank and file formations. Others, however, use various degrees of more loose formations. Each has its advantages and weaknesses.


Monstrous Creature: Move 6", d6" sprint, 6" charge. Can be targeted if attached to non-monstrous unit, ignores armor in close combat, only is in cover if 50% or more of the model is obscured, Move through Cover.
Each model can use two weapons or spells during any given turn, or may use both hands for a big weapon or spell! During the shooting phase, you get to shoot your ranged weapons once, and you may use your close combat weapons in the close combat phase(or you can bludgeon them with ranged weapons, but that doesn't do much). If a model has a hand open to cast a spell, it can use any other spells you want it to, as long as it has enough open hands; you may even fire multiple shooting attack spells, provided you have enough Power Dice!


Flier: Move 12", d6" sprint, 6" charge. Can fly over things while moving, fall back 3d6". Can climb ruins.
A model that's wounded can attempt to make an armour save. But AP, Armour Penetration, serves as a negative modifier to armour saves in Scrollhammer. If you think the armour save isn't worth it, you can have your model take a Ward Save instead; there isn't much out there that can reduce this kind of save. And if your model fails its save but has a sword in one hand and a shield in the other, he can attempt to Parry the blow, a last-ditch effort to survive.


Monstrous Cavalry: Both monster and rider have separate profiles. Monster's movement is used. When attacked, roll a d6. On a 1-4, monster is hit. On a 5-6, rider is hit, and is granted +1 T from being mounted. If rider dies first, monster must take a Ld test or flee. If it succeeds, it gets Fearless and Frenzy for the rest of the game.
Mighty heroes of Tamriel can fight one another in Challenges; some models must accept, and certain other models' challenges cannot be turned down!


Artillery: Separate profiles for artillery and crew. Crew's movement is used. When attacked, roll a d6. On a 1-3, artillery is hit, on a 4-6, crew is hit. If crew flee or are all killed, artillery is also destroyed.
Many effects from the Elder Scrolls universe translate directly into in-game mechanics. A model hit by a lightning bolt loses magicka. An adventurer can chug a Potion of Fortify Strength to hit harder against a particularly tough foe. Dragons can rule the battlefield with a toolbox of Shouts, while Assassins can mark a target for the kill. The list is too many to count, but features abilities emulating many different well-known Elder Scrolls spells, potions and magic items from the series' many installments.


There are three formations to how a unit can fight:
Alliances can rise and fall between the different factions. Armies with similar goals, or that have worked together in the Elder Scrolls Lore can ally with one another easily; others have fewer allies, preferring to work alone, or else only being willing to seek outside "help" from those willing to become their pawns.


Ranks: The unit fights in rank and file [[WHFB]] style. It does not get cover unless another unit is in front of it or it is obscured. Models must be touching each other. Models must move in a straight line each turn, or spend the move wheeling. More complicated maneuvers require a Ld test to perform. If flanked, the unit strikes last. The unit gets +1 to combat resolution for each rank greater than the enemy while in this formation as long as they are not being flanked. A unit in ranks can also take a Ld test to use the Stand and Shoot special maneuver if charged, letting them fire their ranged weapons at the charging foe. Only the front two ranks in the firing direction can fire ranged weapons other than volley fire weapons, under any circumstance. If one model in the unit can see the enemy, all models which in range and position can fire regardless of line of sight, but the target gets a 3+ cover save against shots from out of line of sight.
Read the [[Scrollhammer Rulebook]] for further information on the rules.


Horde: A Horde gets a 6+ cover save for being in area terrain, and is a lose 40k style formation, except with 1" coherency. It can move freely, and gets +1 to its number of ranks per ten models. Shooting attacks are fired as in 40k.
==Armies of Tamriel==


Skirmish: 40k style. 4+ cover save for woods, 2" coherency, free movement, models can only shoot things they see. No rank bonuses. Lone independent characters use this formation.
'''The Imperial Legion'''


Unit stats work mostly like in 40k. Roll to hit, wound, and save. Light armor grants 6+, Heavy 5+, shield increases armor save by 1, or by 2 in close combat if paired with a hand weapon(even an enchanted one). Certain types of armor grant higher saves. Armor Penetration (AP) is a stat on certain weapons. It is a negative modifier from armor saves (a difference from both 40k and WHFB). AP1 reduces armor saves by 3, it doesn't ignore 3+ armor saves. Wound allocation is 40k style. Instant death is caused by hits at double strength.
For centuries the glorious Cyrodiilic Empire has ruled Tamriel. It has reached a height of wealth and prosperity, mixed with ever-increasing decadence. Founded by the god Talos himself, it holds dominion over men, elves, and beastfolk.


WS BS S T W I A Ld Mg Sv
The Imperial Legion is the Empire's primary fighting force. It is perhaps the largest and most disciplined military in the known world. It advances in a great iron column, the famed Red Legions, under the banner of the great Dragon-God Akatosh. Supporting its ranks are endless orders of armoured knights, mercenaries and auxiliary troops from every Province. It is truly a sight to behold.


A model can only use one weapon per hand per player turn(or half a 2-handed weapon, or up to one shield), unless otherwise noted. The model can use spells with those hands instead. If a model uses a spell in a hand (spells are default 2 handed), he can cast as many spells as he has mana for.
On the battlefield, the Imperial Legion provides a balanced army, with well-trained, heavily armoured infantry, backed up by brave heroes, elite cavalry, specialist auxiliary forces and powerful field catapults.


Ranged weapons need true line of sight. Blast markers and flame templates are the same as in 40k. Firing modes are Assault (move, shoot, and charge) Regular (move and shoot) and Heavy (move or shoot).
'''The Great Houses of Morrowind'''


===Magic===
From Morrowind in the east come the grey-skinned Dark Elves, mysterious in their ways, and eternally devoted to the three god-kings said to dwell in the palaces of their great cities. Descendants of nomads who long ago settled in cities, the clans of these elves, the Great Houses, have for millennia feuded over territory, slaves, and resources. But ever in the background are the countless powers of unabated evil forever threatening the people. The great Red Mountain looms over the ashy wastes, its ruins-dotted slopes inhabited by brigands, the living dead, and many things far worse.


Mg is Magicka. It determines how many mana dice a unit gets, replenished at the start of your turn. Spells have a mana cost. Each mana die is a rolled d6. For every 4+, a stage of casting the spell is successful. The mana cost is how many successful casting stages one must acquire before it goes off.
The armies of the Great Houses are an assortment of elven warriors and thugs sworn to the service of one of the most powerful clans of Morrowind. The Dark Elves' doctrine of war is one of ferocity tempered by skill, combining the Blade, Bow and Spell together to overwhelm their enemies. Each of the Great Houses fights with its own preferences, whether they be strength, magic or guile.


Example: A wizard has Mg 5, and wants to cast Daedric bite, which has Cost 2. He rolls a die, and gets a 4. His next die gets a 3. He can continue to try, or spend the dice elsewhere. He rolls a third die, and gets a 6. Two mana are successfully spent on the spell, so it goes off.
A Great House's army has wide access to different types of units and powerful weapons; it is an elite yet versatile force. Much emphasis may be easily put on speed and skill with magic: that does not mean, however, that the Dark Elves are a pushover when it comes to other styles of fighting.


If a unit of wizards (separate from independent characters) attempts to cast the same spell, they combine their dice, successes are measured, and then the dice are subtracted from the totals, removing all the dice from a wizard's mana pool when possible, just like wound allocation. So if there are 5 Mg 2 wizards, they can roll 10 dice toward Daedric Bite. They get 6 successes, and so three of them cast the spell, and all of them go down to 0 mana.
'''Holds of Skyrim'''


A spell which is a shooting attack must be fired using caster's BS after going off, and may not be fired into close combat, just like any other shooting weapon. Models locked in close combat may not target a unit outside the combat they are in.
Skyrim, the wilds of the north, is the land where mankind first set foot on Tamriel. This homeland is a frozen land, filled with towering mountains and endless forests. It has a great population, yet its people are constantly beset from all sides by tribes of marauders and savage monsters that live in the dark glens and atop the highest peaks. The humans who remained there aeons ago endured great hardship, yet grew strong; they became the Nords, the Children of the Sky, and from their bloodline and culture sprang countless emperors. Skyrim is the heart of mankind's domains in Tamriel, long predating the Empire of Cyrodiil, and its heroes are innumerable.


One staff of bearer's choice may be wielded alongside bearer's spells for each turn.
The armies of Skyrim are a collection of mighty warriors, each in service to a Jarl of the one of the land's many Holds. Their strength and ferocity are legendary in battle; although the Nords lack the organization and regimented training found in their southern kinsmen and long-standing allies the Imperials, they endure through their daily experience of hardship and sheer force of will.


===Combat===
The muster of a Hold contains a very solid core of troops: well-armed infantry and cavalry overwhelming their foes through physical prowess and stubborn resolve. An army of Nords, in its quest for glory, can field far more heroes in battle than other armies. The most experienced warriors of every Hold each carry unique special abilities and skills, known as Mighty Deeds. The power of life's breath itself, whether through the songs of Bards or through the Shouts of Tongues, strengthens the warriors of Skyrim even further.


Melee combat works like in 40k, except units are in combat if they are in base contact with a model in base contact with the enemy(fighting in 1 rank). Charging and Dual wielding give +1 attack as normal, and when dual wielding, select which weapon is the primary one to use its profile for the hits. Charging into cover does not give a bonus to defenders, except if defenders are Skirmishers, in which case they get to Counter-Attack.
'''Daedra Cults'''


Determining who wins combat is difference in wounds dealt+difference in number of ranks. A standard bearer also gives +1 to the score. Breaking away works like in 40k, and counts as psychology (fearless implies unbreakable, and takes wounds instead of rolling morale). Rallying can be done at less than half strength if unit is all independent characters, or has a musician.
From beyond the confines of the material world dwell strange and powerful beings, with little stake in their affairs other than cruel amusement. Some of these Princes of Oblivion, as they are called, are benevolent at times; others are nothing more than demons, and some are so alien to mortals that their true nature cannot be comprehended. It is from the bitter, the desperate, the vengeful, and the ambitious that cults spring up in service to these strange powers, mortals who have sold their souls to beings who see them only as playthings.


Morale tests are taken in the same circumstances as in 40k. In addition, Fear and Terror are also rules(unit strength for fear is determined by outnumbering, monstrous counts as 5 cavalry as 2 towards numbers). Fleeing units can flee through allies, triggering panic tests. Otherwise, no crazy conditions for morale checks like in WHFB.
The Daedra Cults army allows you to field a force of cultists, supported by the fiendish spawn of Oblivion whom they venerate. Alternatively, you can field a force consisting entirely of Daedra to unleash the full fury of the myriad eldrich planes upon your foes.


Universal Special Rules are the same as in WHFB or 40k unless otherwise noted. The "critical strike" USR is "on a roll of 6 to wound, this model deals d3 additional wounds"
Cultists are weak in combat, but are strong spellcasters, and come in overwhelming numbers. Daedra are more specialized in their roles, each fulfilling the purpose upon the battlefield that its immortal essence and otherworldly state of mind drives it to perform. Even the smallest of Daedra can be a formidable foe for an unprepared mortal, and can be called upon wherever and whenever it is needed with the aid of your cultists.


===Weapons and Armor===
'''Dragons'''


Common Weapons:
The great soaring tyrants of the sky, the Dragons, were once worshiped by man. Now their numbers dwindle, slain one by one by mortal heroes. But it is said that they will return one day. And in the mean time, those who worship them in life and now lie dead, awaken once more.


Dagger:
An army of Dragons is a terrifying prospect to face. Supported by the undead remains of their worshipers, the Dragons awaken once more, and bring ruin upon their foes.
Ignores armor when charging from cover or out of a state of Invisibility


Hand Weapon:
With the Dragons army book, you can field an army entirely of Monstrous Creatures: not pleasant at all for your opponent! You can also field the hordes of Draugr, the frozen dead of the north, and the ancient Priests of the Dragon Cult, now unliving in lichdom. The Dragons army provides a mixture of fast and powerful attacks from Dragons, and slow moving yet resilient swarms of undead.
Parry with shield for +1 armor in close combat


Spear:
'''Warriors of Elsweyr'''
Fight in three ranks. +1 Strength the first round of combat vs cavalry.


Halberd:
Within in the heart of Tamriel lay the ruins of Elsweyr. Once stretching across the entirety of the continent, and a paragon of civilization and peace, it has since crumbled into a decadent and often-time violent society.
+1 Strength. Fight in three ranks. Two hands.


Greatsword:
Upon the scorching sands, and deep within the luscious jungle forests, dwells the beastmen Khajiit. Born from the gods into darkness, their lives bound to the alignment of the moons, they are a rather unhinged and varied people. Their armies are among the greatest skirmishing forces of Tamriel, and the most feral.
+1 Strength, -1 Initiative. Critical Strike(see combat rules above). Two hands.


Battle Axe:
The Warriors of Elsweyr are made strong by their great number of sub-races and expert skirmishing ability.  Few races are able to stand against fireball-hurling housecats, let alone mamoth-sized tiger beasts, or drug-pumped lion men. No doubt this force holds the most physically varied units in the game, but also makes extensive use of drugs, allowing you to buff your forces when needed.
+2 Strength, -1 Initiative. Two hands.


War Hammer:
'''House Dagoth'''
+2 Strength, +2 AP, Strikes Last. Two hands.


Lance:
Forgotten. Betrayed. Unmourned. The Great Houses of Morrowind were not always five in number. Long ago, when the skin Dunmer still yet shown like gold, there was a Sixth House: House Dagoth. But, in the War of the First Council the other Great Houses, led by the Tribunal, betrayed House Dagoth, and they were destroyed in the shadow of Red Mountain. The Sixth House was long thought dead, and the Tribunal long thought that they had gotten away with their crimes against their king and the gods. But they did not expect their ancient enemy to return from the grave. The Sixth House was not dead, but only sleeping. Now it wakes from its long dream, and with its Lord, Dagoth Ur, it comes forth to free Morrowind of foreign rulers and divine pretenders.  
+2 Strength, +2 AP when charging. Cavalry only.


Longbow:
The House Dagoth army gives you access to a wide variety of twisted, disease-spreading cultists, and a core of powerful spellcasting elite. The mutated ash creatures of the Sixth House are terrifying to behold, and the debilitating diseases they spread can wreck havoc on enemy forces.  
S3 AP0, Regular 1, Range 30". Volley Fire. Two hands.


Crossbow:
The House Dagoth army book places a strong emphasis on weakening your opponent before finishing them off with a cadre of powerful elites. From Sleeper Cultist assassins, to a range of demoralizing effects, to the ever-present list of horrible infectious diseases, and more; Sixth House players are given a diverse range of options on how they can to reduce their foes to feeble and debilitated shells of their former selves. However, Sixth House players are by no means limited to this one strategy, as the House Dagoth army book is easily able to accommodate a wide variety of play styles.  
S4 AP1, Heavy 1, Range 24". Two hands.


Shortbow:
==Comprehensive Rulebook==
S3 AP0, Regular 2, Range 18". Volley Fire. Two hands.


Throwing Weapon:
[[Scrollhammer Rulebook]]
Strength=model S, Assault 2, Range 6"


Javelin:
==Factions==
Strength=model S, Assault 1, Range 12"


Weapons which are enchanted deal damage of their element(if any) and count as dealing magic damage, but are not spells. Spells which double as weapons deal damage of their element(if any) and deal magic damage.
The following is the list of complete Army Books in 1st Edition:
Special weapons and armor exist. Certain powerful materials in the Elder Scrolls universe can create stronger weapons.


Silver weapons: Ignore resists to nonmagic damage
[[Scrollhammer: Daedra Cults|Daedra Cults]]


Elven weapons: +1 AP
[[Scrollhammer: Dragons|Dragons]]


Glass weapons: +2 AP
[[Scrollhammer: Great Houses of Morrowind|Great Houses of Morrowind]]


Ebony weapons: +1 S
[[Scrollhammer: Imperial Legion|Imperial Legion]]


Bound Weapons: +1 S +1 AP, Magic Damage
[[Scrollhammer: Holds of Skyrim|Holds of Skyrim]]


Daedric Weapons: +2 S +2 AP, Ignore resists to nonmagic damage
[[Scrollhammer: Warriors of Elsweyr|Warriors of Elsweyr]]


The following is the list of Army Books in progress:


Light Armor: 6+
[[Scrollhammer: House Dagoth|House Dagoth]]


Glass Armor: 4+
[[Scrollhammer: Order of the Black Worm|Order of the Black Worm]]


[[Scrollhammer: Kingdoms of High Rock|Kingdoms of High Rock]]


Heavy Armor: 5+
The following is a list of minor Army Books a little shorter in length and scope than the rest:


Orcish Armor: 4+
[[Scrollhammer: Falmer|Falmer]]


Full Plate Armor: 4+
If you wish to add a new faction's Army Book, or improve an existing one, request in discussion or post on forums.


Ebony Armor: 3+
==Supplements==


Daedric Armor: 2+
[[Scrollhammer: Artifacts of Tamriel|Artifacts of Tamriel]]
 
A save roll of 1 always fails, regardless of how good you make the Sv value. Units wearing a suit of Armor get -1 Mg, not included in their profile. Units wearing any Heavy Armor which is not a natural part of their body get -2 to their rolls to sprint and Sweeping Advance, and have -2 charge range.
 
===Shouts and Consumables===
 
Dragon Shouts have cooldowns of a certain number of turns. When a Shout is used, no Shout may be further used by that model until it the cooldown expires. To represent the difficulty in using a Shout, a model must take a Ld test to use one. If the test fails, the model does not Shout, and cannot Shout again for the rest of the game.
 
Dragonborn: Dragonborn is a Universal Special rule allowing a model to automatically pass the Shout test.
 
Potions are consumable items. Only one Potion may be consumed per player turn, at the start of the turn. They can only be used once.
 
Scrolls are also consumable items, only usable once. If a model chooses to use both hands for magic during a turn, he may also use any scrolls he might have. Scrolls allow that model to automatically cast the spell written on them.


===Racial Traits and Guardian Stones===
[[Scrollhammer: Dwemer Animunculi|Dwemer Animunculi]](in progress)


The races of the TES universe have different physiology, giving the specific traits. The common ones are as follows:
[[Scrollhammer: Experimental Rules|Experimental Rules]](not yet updated for 1st edition)


Argonians:
==Playtesting==
Water Breathing (ignore water features while moving, 6+ cover save from water),
Histblood (ignore diseases)


Bretons:
These rules and army books are still quite new, . The following is a record of various playtests posted on [[/tg/]]. You may edit the following page to add your own battle reports that you posted on /tg/.
Dragon Skin (+2 Ward Save from all spells)


Dark Elves:
[[Scrollhammer: Battle Reports|Battle Reports]]
Ashborn (Feel No Pain vs. fire damage),
Ancestral Guardian (1 rerolled save per game per unit of majority Dark Elves)


High Elves:
[[Scrollhammer: Beta]] The rules for the previous edition. Not coherent in many places, very vague and thrown-together. They are included here for reference.
Highborn (+2 mana dice per turn),
Weakness (elemental damage against High Elves rerolls wounds)
 
Imperials:
Emperor's Strategy (Imperial majority army wins ties on roll to go first, chooses scenario rolling 6 to go first, steals initiative on 5+)
 
Khajiiti:
Eye of Night (does not need to roll for night fighting),
Claws (always gets +1 A for dual wielding if not using 2 handed melee weapon)
 
Nords:
Hardy Blood (Feel No Pain vs. frost damage),
Battle Cry(+1 to combat resolution in the case of a tie from a majority Nord unit)
 
Orcs:
The Cursed (6+ Ward Save from all spells),
Berserk (Orc majority unit can choose to enter Frenzy at any time once per game)
 
Redguards:
Adrenaline Rush (+1 A charge bonus is for first two rounds of combat, rather than just the first)
 
Wood Elves:
Beast Tongue (non-monstrous Beasts must pass Ld test to charge a Wood Elf majority unit),
Light Feet (+1 Stealth universal special rule)
 
Heroes may frequently be blessed by a Guardian Stone, given a destiny by the magicka that flows forth from the stars. These powers may be used automatically, without having to be chosen as the equipped spell or item for the turn. Most armies will have available for purchase one of these several powers for at least a few of their characters:
 
Blessing of the Warrior:
+1 WS
 
Blessing of the Mage:
+1 Mg
 
Blessing of the Thief:
+1 I
 
Blessing of the Steed:
Not encumbered by Heavy Armor
 
Blessing of the Lord:
Regenerate (6+),
Fire damage gets +1 to wound against bearer
 
Blessing of the Lady:
Reroll failed morale checks
 
Blessing of the Apprentice:
+2 mana dice,
All spells get +1 to wound against bearer
 
Blessing of the Atronach:
Start game with mana dice equal to double Mg,
Only gain 1 mana die at the start of your turn,
4+ ward save against spell damage(does not stack with other ward saves). If it succeeds, gain mana dice equal to cost of spell
 
Blessing of the Ritual:
May automatically cast a spell model knows once per game without rolling(even if using a weapon this turn)
 
Blessing of the Lover:
Enemies in base contact with this model lose any +1 A charge bonus they might have
 
Blessing of the Shadow:
May automatically cast the Invisibility spell (cast at the beginning of any phase any turn, cannot be targeted, enemies charge as if through difficult terrain, Hit and Run, Initiative 10 first round of combat, may choose not to attack. Forfeited if model attacks. Ends at the beginning of your turn) once per game (even if using a weapon this turn)
 
Blessing of the Tower:
Reroll one d6 for this model per game.
 
Blessing of the Serpent:
May make attacks Poisoned(3+)for one round of combat once per game.


[[Category:Wargames]]
[[Category:Scrollhammer]]
[[category:Homebrew Settings]]
[[category:Homebrew Settings]]
===Gametypes===
Test the game out with 6 turns, 4x4, killpoints, 12" from friendly edge deployment. Or mix stuff up if you want to. Feel free to ask questions about the rule in the Discussion for this page or on [[/tg/]]
Force Organization chart, per detachment:
1-3 Heroes
0-4 Elite
2+ Core
0-4 Support
==Factions==
The following is the list of complete codices:
[[Scrollhammer: Daedra Cults|Daedra Cults]]
The following is the list of codices in progress:
If you wish to add a new faction codex, request in discussion or post on forums.
==Supplements==
[[Scrollhammer: Artifacts of Tamriel|Artifacts of Tamriel]]
==FAQ==
Q:When will "X Codex" be released?
A: The next codex currently scheduled to be released will be Dragons, by popular demand. Lolpwnt is currently writing the codexes, but can't do them all on his own. If you wish to start work on an one, request it in the discussion for this page or in a Scrollhammer thread on /tg/.
Q:Do Critical Strikes and powerful flame weapons roll d3 to determine total wounds inflicted before or after rolling to wound? Can the extra wounds be split between models?
A:Unless otherwise specified, they roll to hit and wound as normal. Then, once successful wounds have been allocated to models, roll the d3 for each individual model to determine how many wounds that model has to make saves against. So no, the extra wounds are not split: they are a bonus declared against the wounded model after wounds have already been allocated. Note that this also applies to items which can roll even higher numbers of wounds, such as Goldbrand.

Latest revision as of 10:55, 22 June 2023

Scrollhammer is a Tabletop Miniatures wargame under development by /tg/, using the same engine and scale as Warhammer Fantasy Battle and Warhammer 40000, that takes place in the Elder Scrolls universe.

Needless to say, this system is nearly as broken as most fan-made codices for Warhammer fantasy. And is probably made by the same people. Haha, I think not.

A newer 2nd Edition has been made with a skirmish scale ruleset, no longer based off of Warhammer.

Introduction[edit]

Scrollhammer began in the early days of 2011, when a fa/tg/uy posted a thread talking about the game as if it existed. Many newbies were disappoint, longing for a chance to do battle with huge swarms of cliff racers. A year went by, and now a project is underway on /tg/ to bring The Elder Scrolls to life on the tabletop. The rules are currently v1.0 as of 10/27/2012, and are subject to necessary errata and FAQ'ing based on the results of your playtests. So ask questions, and post the results!

Playing Scrollhammer[edit]

Scrollhammer uses the Warhammer tabletop wargame rules engine. The rules are tweaked to being applicable to both pitched battles and skirmishes, and to emulate the style of the Elder Scrolls universe.

Magicka, for example, is not merely huge game-shifting powers, but also small abilities that can be used by individual models. Each model gets a quota of Power Dice to spend on spells each turn; to cast a spell, roll any number of your power dice, and see if it goes off! If it doesn't, you can always spend extra power dice to modify the roll, but less efficiently, so plan your spellcasting well!

Models use square bases, and some use rank and file formations. Others, however, use various degrees of more loose formations. Each has its advantages and weaknesses.

Each model can use two weapons or spells during any given turn, or may use both hands for a big weapon or spell! During the shooting phase, you get to shoot your ranged weapons once, and you may use your close combat weapons in the close combat phase(or you can bludgeon them with ranged weapons, but that doesn't do much). If a model has a hand open to cast a spell, it can use any other spells you want it to, as long as it has enough open hands; you may even fire multiple shooting attack spells, provided you have enough Power Dice!

A model that's wounded can attempt to make an armour save. But AP, Armour Penetration, serves as a negative modifier to armour saves in Scrollhammer. If you think the armour save isn't worth it, you can have your model take a Ward Save instead; there isn't much out there that can reduce this kind of save. And if your model fails its save but has a sword in one hand and a shield in the other, he can attempt to Parry the blow, a last-ditch effort to survive.

Mighty heroes of Tamriel can fight one another in Challenges; some models must accept, and certain other models' challenges cannot be turned down!

Many effects from the Elder Scrolls universe translate directly into in-game mechanics. A model hit by a lightning bolt loses magicka. An adventurer can chug a Potion of Fortify Strength to hit harder against a particularly tough foe. Dragons can rule the battlefield with a toolbox of Shouts, while Assassins can mark a target for the kill. The list is too many to count, but features abilities emulating many different well-known Elder Scrolls spells, potions and magic items from the series' many installments.

Alliances can rise and fall between the different factions. Armies with similar goals, or that have worked together in the Elder Scrolls Lore can ally with one another easily; others have fewer allies, preferring to work alone, or else only being willing to seek outside "help" from those willing to become their pawns.

Read the Scrollhammer Rulebook for further information on the rules.

Armies of Tamriel[edit]

The Imperial Legion

For centuries the glorious Cyrodiilic Empire has ruled Tamriel. It has reached a height of wealth and prosperity, mixed with ever-increasing decadence. Founded by the god Talos himself, it holds dominion over men, elves, and beastfolk.

The Imperial Legion is the Empire's primary fighting force. It is perhaps the largest and most disciplined military in the known world. It advances in a great iron column, the famed Red Legions, under the banner of the great Dragon-God Akatosh. Supporting its ranks are endless orders of armoured knights, mercenaries and auxiliary troops from every Province. It is truly a sight to behold.

On the battlefield, the Imperial Legion provides a balanced army, with well-trained, heavily armoured infantry, backed up by brave heroes, elite cavalry, specialist auxiliary forces and powerful field catapults.

The Great Houses of Morrowind

From Morrowind in the east come the grey-skinned Dark Elves, mysterious in their ways, and eternally devoted to the three god-kings said to dwell in the palaces of their great cities. Descendants of nomads who long ago settled in cities, the clans of these elves, the Great Houses, have for millennia feuded over territory, slaves, and resources. But ever in the background are the countless powers of unabated evil forever threatening the people. The great Red Mountain looms over the ashy wastes, its ruins-dotted slopes inhabited by brigands, the living dead, and many things far worse.

The armies of the Great Houses are an assortment of elven warriors and thugs sworn to the service of one of the most powerful clans of Morrowind. The Dark Elves' doctrine of war is one of ferocity tempered by skill, combining the Blade, Bow and Spell together to overwhelm their enemies. Each of the Great Houses fights with its own preferences, whether they be strength, magic or guile.

A Great House's army has wide access to different types of units and powerful weapons; it is an elite yet versatile force. Much emphasis may be easily put on speed and skill with magic: that does not mean, however, that the Dark Elves are a pushover when it comes to other styles of fighting.

Holds of Skyrim

Skyrim, the wilds of the north, is the land where mankind first set foot on Tamriel. This homeland is a frozen land, filled with towering mountains and endless forests. It has a great population, yet its people are constantly beset from all sides by tribes of marauders and savage monsters that live in the dark glens and atop the highest peaks. The humans who remained there aeons ago endured great hardship, yet grew strong; they became the Nords, the Children of the Sky, and from their bloodline and culture sprang countless emperors. Skyrim is the heart of mankind's domains in Tamriel, long predating the Empire of Cyrodiil, and its heroes are innumerable.

The armies of Skyrim are a collection of mighty warriors, each in service to a Jarl of the one of the land's many Holds. Their strength and ferocity are legendary in battle; although the Nords lack the organization and regimented training found in their southern kinsmen and long-standing allies the Imperials, they endure through their daily experience of hardship and sheer force of will.

The muster of a Hold contains a very solid core of troops: well-armed infantry and cavalry overwhelming their foes through physical prowess and stubborn resolve. An army of Nords, in its quest for glory, can field far more heroes in battle than other armies. The most experienced warriors of every Hold each carry unique special abilities and skills, known as Mighty Deeds. The power of life's breath itself, whether through the songs of Bards or through the Shouts of Tongues, strengthens the warriors of Skyrim even further.

Daedra Cults

From beyond the confines of the material world dwell strange and powerful beings, with little stake in their affairs other than cruel amusement. Some of these Princes of Oblivion, as they are called, are benevolent at times; others are nothing more than demons, and some are so alien to mortals that their true nature cannot be comprehended. It is from the bitter, the desperate, the vengeful, and the ambitious that cults spring up in service to these strange powers, mortals who have sold their souls to beings who see them only as playthings.

The Daedra Cults army allows you to field a force of cultists, supported by the fiendish spawn of Oblivion whom they venerate. Alternatively, you can field a force consisting entirely of Daedra to unleash the full fury of the myriad eldrich planes upon your foes.

Cultists are weak in combat, but are strong spellcasters, and come in overwhelming numbers. Daedra are more specialized in their roles, each fulfilling the purpose upon the battlefield that its immortal essence and otherworldly state of mind drives it to perform. Even the smallest of Daedra can be a formidable foe for an unprepared mortal, and can be called upon wherever and whenever it is needed with the aid of your cultists.

Dragons

The great soaring tyrants of the sky, the Dragons, were once worshiped by man. Now their numbers dwindle, slain one by one by mortal heroes. But it is said that they will return one day. And in the mean time, those who worship them in life and now lie dead, awaken once more.

An army of Dragons is a terrifying prospect to face. Supported by the undead remains of their worshipers, the Dragons awaken once more, and bring ruin upon their foes.

With the Dragons army book, you can field an army entirely of Monstrous Creatures: not pleasant at all for your opponent! You can also field the hordes of Draugr, the frozen dead of the north, and the ancient Priests of the Dragon Cult, now unliving in lichdom. The Dragons army provides a mixture of fast and powerful attacks from Dragons, and slow moving yet resilient swarms of undead.

Warriors of Elsweyr

Within in the heart of Tamriel lay the ruins of Elsweyr. Once stretching across the entirety of the continent, and a paragon of civilization and peace, it has since crumbled into a decadent and often-time violent society.

Upon the scorching sands, and deep within the luscious jungle forests, dwells the beastmen Khajiit. Born from the gods into darkness, their lives bound to the alignment of the moons, they are a rather unhinged and varied people. Their armies are among the greatest skirmishing forces of Tamriel, and the most feral.

The Warriors of Elsweyr are made strong by their great number of sub-races and expert skirmishing ability. Few races are able to stand against fireball-hurling housecats, let alone mamoth-sized tiger beasts, or drug-pumped lion men. No doubt this force holds the most physically varied units in the game, but also makes extensive use of drugs, allowing you to buff your forces when needed.

House Dagoth

Forgotten. Betrayed. Unmourned. The Great Houses of Morrowind were not always five in number. Long ago, when the skin Dunmer still yet shown like gold, there was a Sixth House: House Dagoth. But, in the War of the First Council the other Great Houses, led by the Tribunal, betrayed House Dagoth, and they were destroyed in the shadow of Red Mountain. The Sixth House was long thought dead, and the Tribunal long thought that they had gotten away with their crimes against their king and the gods. But they did not expect their ancient enemy to return from the grave. The Sixth House was not dead, but only sleeping. Now it wakes from its long dream, and with its Lord, Dagoth Ur, it comes forth to free Morrowind of foreign rulers and divine pretenders.

The House Dagoth army gives you access to a wide variety of twisted, disease-spreading cultists, and a core of powerful spellcasting elite. The mutated ash creatures of the Sixth House are terrifying to behold, and the debilitating diseases they spread can wreck havoc on enemy forces.

The House Dagoth army book places a strong emphasis on weakening your opponent before finishing them off with a cadre of powerful elites. From Sleeper Cultist assassins, to a range of demoralizing effects, to the ever-present list of horrible infectious diseases, and more; Sixth House players are given a diverse range of options on how they can to reduce their foes to feeble and debilitated shells of their former selves. However, Sixth House players are by no means limited to this one strategy, as the House Dagoth army book is easily able to accommodate a wide variety of play styles.

Comprehensive Rulebook[edit]

Scrollhammer Rulebook

Factions[edit]

The following is the list of complete Army Books in 1st Edition:

Daedra Cults

Dragons

Great Houses of Morrowind

Imperial Legion

Holds of Skyrim

Warriors of Elsweyr

The following is the list of Army Books in progress:

House Dagoth

Order of the Black Worm

Kingdoms of High Rock

The following is a list of minor Army Books a little shorter in length and scope than the rest:

Falmer

If you wish to add a new faction's Army Book, or improve an existing one, request in discussion or post on forums.

Supplements[edit]

Artifacts of Tamriel

Dwemer Animunculi(in progress)

Experimental Rules(not yet updated for 1st edition)

Playtesting[edit]

These rules and army books are still quite new, . The following is a record of various playtests posted on /tg/. You may edit the following page to add your own battle reports that you posted on /tg/.

Battle Reports

Scrollhammer: Beta The rules for the previous edition. Not coherent in many places, very vague and thrown-together. They are included here for reference.