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==Races and Birthsigns== Note: in terms of certain rules interactions, every model is either a *Mortal(models are Mortal unless stated otherwise) *Non-Mortal(certain models are this instead) ===Common Races=== Many models have a race, determining some of his physiological traits and abilities. The ten most common races found on Tamriel are listed in this section. Arkay's Protection: Models of the 10 common races may not be soul trapped, unless specifically allowed to be by a special rule. However, if the model has the Cavalry unit type, or is not either mortal or a vampire, it may be Soul Trapped as normal: in the former case, the steed is soul trapped, and in the latter case, the soul of the model follows radically different metaphysics than normal souls. '''Argonian''' Water Breathing: Argonians treat water features as open terrain, and gain a 6+ cover save while in it. Histblood: Argonians ignore the effects of all diseases. '''Breton''' Dragon Skin: Bretons gain +2 to their Ward Save against all spells. If they do not already have a Ward Save, this ability grants them a 5+ Ward Save against spells. '''Dark Elf (Dunmer)''' Ashborn: Dunmer have Feel No Pain against attacks that deal flame damage. Ancestral Guardian: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Dunmer. Each of those units may re-roll any d6 that it chooses once per game, provided that the majority of the models in that unit are still Dunmer. '''High Elf (Altmer)''' Highborn: At the beginning of each of your turns, immediately after Power Dice Pools are replenished, add 1 extra Power Die to the pool of each Altmer in your army. For Altmer with at least 4 Mg, add 2 Power Dice instead. Weakness: All Elemental damage re-rolls failed wounds against Altmer, unless that Altmer is completely immune to that element. '''Imperial''' Emperor's Strategy: An army where the majority of models are Imperials wins ties on the roll to go first, chooses the scenario should it roll a 6 to pick table edge, and steals the initiative on 5+. '''Khajiit''' Eye of Night: Khajiit have the Night Eye special rule(see page XX) Claws: If a Khajiit chooses not to equip any items or spells in one or more of its hands, that hand counts as a Hand Weapon that may be dual wielded with another claw or fist weapon. It may not be used to Parry with a shield, however. '''Nord''' Blood of the North: Nords have Feel No Pain against attacks that deal frost damage. Battle Cry: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Nords. If a unit thus marked is tied in close combat, provided the majority of the unit is still Nords, that unit counts as having won the combat by 0 points instead; the enemy must test accordingly. '''Orc''' The Cursed: Orcs gain +1 to their Ward Save against all spells. If they do not already have a Ward Save, this ability grants them a 6+ Ward Save against spells. Berserk: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Orcs. Once per game, you may have each unit marked thus become Frenzied, provided the majority of the models are still Orcs. '''Redguard''' Adrenaline Rush: Redguards that charge(or counter-attack) gain +2 Attacks and +1 WS the first round of combat instead of their normal +1 attack charge bonus. In addition to this, their charge bonus continues into the second round of combat: Redguards gain a charge bonus of +1 Attack if they charged or counter-attacked the previous round in the same melee combat. '''Wood Elf (Bosmer)''' Light Feet: Bosmer have the Stealth special rule. Beast Tongue: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Bosmer. Models with the Bestial Instinct special rule Fear units marked this way, provided the majority of the models are still Bosmer. ===Other Races=== Certain less common, strange or arcane races and types of creatures exist in Tamriel. '''Daedra''' Immortal: Daedra are not mortals. They have Eternal Warrior, and cannot be affected by disease. Otherworldly Beings: Daedra have the Ethereal and Fearless special rules. '''Undead''' Undead are Fearless. Lumbering Walk: Undead cannot March, and are Fearless. Unburdened by Life: Undead have Feel No Pain, Immune to Poison, and are unaffected by disease. They are not mortals. '''Vampire''' All Vampires are considered Undead. However, they have the following differences: Mortal Appearance: Vampires can March, are not Fearless, and do not have Feel No Pain. A model may be both a Vampire and another race. Power of the Night: Vampires have many abilities, spells and special rules specific to their profiles or to their entries in army books unavailable to other models. Tyranny of the Sun: During the day, all Vampires outside of area terrain or buildings have -1 Toughness and cannot benefit from Regenerate. They get no charge bonuses during the day of any kind, and only replenish half of whatever amount of Power Dice they would otherwise replenish at the start of a daytime turn. Flame weapons always get +1 to wound against Vampires. '''Dragon''' Sons of Akatosh: Dragons have the Eternal Warrior special rule and are unaffected by disease. They are not mortals. In addition, they may only be Soul Trapped by another Dragon or by a Dragonborn, and cannot be Silenced. Serpentine Form: Dragons are Flyer Monstrous Creatures, and cannot carry/hold wargear, other than the natural weapons and armor granted by their draconic form. Tongues of the Thu'um: Dragons always have the Tongue special rule, and automatically pass the Leadership test required to use Shouts. Rulers of the Sky: Dragons have the Hit and Run and Fearless universal special rules, and cause Terror. '''Automaton''' Form of Brass: Automatons are Fearless, are unaffected by disease, and are Immune to Frost and Poison. Shock damage ignores the armor saves of Automatons, and gets +1 to wound against them. Automatons are not mortals. Mechanical: Automatons cannot be affected by Blind, Chill, Paralyze, Silence or Command effects, or Illusion spells an opponent controls, unless a special rule specifically allows it. '''Sload''' Dread Sorcerers: Sloads get +1 to all attempts at casting spells. Stoic Deliberation: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Sloads. As long as the majority of the models in a unit marked in this way are Sloads, that unit is Stubborn, and may choose to automatically fail any Morale test if it so desires. '''Snow Elf(Falmer)''' Falmer that retain their noble form use the following special rules: Wisdom of the Snow Princes: At the beginning of each of your turns, immediately after Power Dice Pools are replenished, add 1 extra Power Die to the pool of each non-corrupted Falmer in your army. Falmer that retain their noble form have Arkay's Protection(see above) Falmer that have fallen to a corrupted form at the hands of the dwarves use the following special rules: The Sightless: Corrupted Falmer have no eyes, and therefore are completely unaffected by Blind affects: they're already blind, and are used to it! However, cover saves may always be taken against Ranged Attacks by Falmer as if Night Fighting was active, and Falmer, cannot shoot at a unit more than 36" away from their unit. Note that these Night Fighting effects on Falmer always apply, even if an effect would take away the Night Fighting status from a unit, or allow a unit to ignore Night Fighting, and are unmodifiable. Ages Underground: Corrupted Falmer have the Acute Senses special rule, and are immune to Fear, Terror and Panic. '''Heartland High Elf(Ayleid)''' Ayleid models use the same rules as Altmer(see above) Ayleids have Arkay's Protection(see above) '''Frost Spirit''' Elemental Essence: Frost Spirits are Fearless and do not have to roll for difficult and dangerous terrain. They are not mortals. Icy Form: Frost Spirits are unaffected by Frost damage or disease, and cannot be Chilled, but Flame damage gets +1 to wound against them. ===Guardian Stone Blessings=== The signs in the heavens that watch over Tamriel guide the fates of mortals. Some mortals are blessed with strange portents, aligned to whatever stars they were born under. Others are blessed by a certain star after encountering mysterious standing stones deep in the wilderness. Whatever their source, these blessings are found on many figures of importance. Most armies will be able to purchase one of these abilities as an upgrade for each of their characters. '''Blessing of the Warrior''' Those blessed by the Warrior have great skill in battle. This model has +1 WS. '''Blessing of the Steed''' Those blessed by the Steed are swift and tireless, yet afflicted by wanderlust. This model is not Encumbered by Heavy Armor(see page XX). If this model does not use Heavy Armor, he has the Fleet of Foot special rule instead. '''Blessing of the Lord''' Those blessed by the Lord have the blood of warrior kings, tempered by the curse of trolls. This model has Regeneration(6+). However, Flame damage gets +1 to wound against him. '''Blessing of the Lady''' Those blessed by the Lady acquire unprecedented grace, soundness of mind, and nobility. A model blessed by the Lady re-rolls all failed Characteristic Tests, including Leadership Tests; however, if any models in his unit are not blessed by the Lady, Characteristic and Leadership tests taken for the entire unit(including morale checks) are not re-rolled. '''Blessing of the Mage''' Those blessed by the Mage have great magical potential. This model has +1 Mg. '''Blessing of the Apprentice''' Those blessed by the Apprentice have a wild and dangerous, yet mighty hold over magicka. At the beginning of each of your turns, immediately after Power Dice Pools are replenished, add 2 extra Power Dice to the pool this model. Spell damage strikes at +2 Strength against this model, however. '''Blessing of the Atronach''' Those blessed by the Atronach become a conduit for magicka. A model with this blessing begins the game with Power Dice equal to '''double''' his Mg, and does not empty his Power Dice Pool at the start of your turn. Instead, his number of Power Dice stays the same (without replenishing, either). If he has less Power Dice than his Mg at the start of your turn, if he would normally replenish Power Dice, he gains a single Power Die instead. If he is affected by a Magicka Drain effect, he immediately loses that many Power Dice, instead of suffering the normal effect. This model has a 4+ ward save against spell damage that cannot be improved or stacked with other Ward Saves, but may be taken instead of other saves. If this save succeeds, this model gain Power Dice equal to the number of Power Dice spent on the spell he made the save against. '''Blessing of the Ritual''' Those blessed by the Ritual hold ineffable arcane powers within their souls. Once per game, this model may automatically cast any spell he knows that has a casting cost of 8+ or less. No roll is required to cast this spell. The model does not even need to have a spell equipped to cast it, and may cast it even if silenced. '''Blessing of the Thief''' Those blessed by the Thief are quick and lucky. This model has +1 I. '''Blessing of the Lover''' Those blessed by the Lover are graceful yet deadly. Enemies in base contact with this model, and enemies in base contact with those enemies, lose their charge bonus. '''Blessing of the Shadow''' Those blessed by the Shadow are unnaturally hard to find. Once per game, at the beginning of any phase, this model may become Invisible until the start of your next turn, or until he chooses to lose the effect through the normal means. '''Blessing of the Tower''' Those blessed by the Tower have a strong grasp on the figments of reality. Once per game, this model may re-roll any one d6. '''Blessing of the Serpent''' Those blessed by the Serpent inherit the strange and deadly powers of the most restless stars in the sky. Once per game, this model may choose to make a non-spell weapon he is using Poisoned(3+) until end of turn. It deals Poisoned damage if he does this, obviously.
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