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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]], that takes 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==
==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#Games|Morrowind]] and [[The Elder Scrolls#Games|Skyrim]] to life on the tabletop.
[[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!


==Core Rules==
==Playing Scrollhammer==
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!


===Designer's Note===
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.


These rules will soon no longer by in use. Every Army Book and Supplement currently in existence or in development will be edited to accommodate a more thorough, balanced, and better written rule set, with the declaration of the release of the 1st Edition of Scrollhammer. Anyone who wishes to see the current build in development will find it here:
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!


http://1d4chan.org/wiki/Scrollhammer_Rulebook
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.


Thank you,
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!


-Lolpwnt
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.


==Comprehensive Rulebook==
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.


(in progress)
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.


[[Scrollhammer Rulebook]]
Read the [[Scrollhammer Rulebook]] for further information on the rules.


==Factions==
==Armies of Tamriel==


The following is the list of complete codices:
'''The Imperial Legion'''


[[Scrollhammer: Daedra Cults|Daedra Cults]]
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.


[[Scrollhammer: Dragons|Dragons]]
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.


[[Scrollhammer: Great Houses of Morrowind|Great Houses of Morrowind]]
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.


[[Scrollhammer: Imperial Legion|Imperial Legion]]
'''The Great Houses of Morrowind'''


The following is the list of codices in progress:
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.


[[Scrollhammer: Holds of Skyrim|Holds of Skyrim]](not yet updated for 1st edition)
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.


[[Scrollhammer: Warriors of Elsweyr|Warriors of Elsweyr]]
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.


[[Scrollhammer: House Dagoth|House Dagoth]](not yet updated for 1st edition)
'''Daedra Cults'''


If you wish to add a new faction codex, request in discussion or post on forums.
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 would use them as pawns and playthings.


==Supplements==
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.


[[Scrollhammer: Artifacts of Tamriel|Artifacts of Tamriel]]
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.


[[Scrollhammer: Experimental Rules|Experimental Rules]](not yet updated for 1st edition)
'''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.


==Playtesting==
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.


These rules and codices are still subject to testing, due to being primarily theorycrafted at this point. 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/.


[[Scrollhammer: Battle Reports|Battle Reports]]
==Comprehensive Rulebook==


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


==FAQ==
==Factions==


These FAQs are meant for the beta rules. The 1st Edition has not yet been officially released, and neither will its FAQs, until all the beta army books are updated.
The following is the list of complete Army Books in 1st Edition:


Note: Ward Saves were always instead of the armor save, not alongside the armor save.
[[Scrollhammer: Daedra Cults|Daedra Cults]]


Q:When will "X Codex" be released?
[[Scrollhammer: Dragons|Dragons]]


A: The next codex currently scheduled to be released will be Great Houses of Morrowind, by Lolpwnt and Duke. If you wish to present your work on a codex, request that it be viewed in the discussion for this page or in a Scrollhammer thread on /tg/.
[[Scrollhammer: Great Houses of Morrowind|Great Houses of Morrowind]]


Q: Do flame weapons prevent regeneration?
[[Scrollhammer: Imperial Legion|Imperial Legion]]


A: No, not in Scrollhammer, unless they are specifically noted as doing so.
The following is the list of Army Books in progress:


Q: What if there are multiples of Flame, Frost, Shock or Poison in an attack?
[[Scrollhammer: Holds of Skyrim|Holds of Skyrim]](not yet updated for 1st edition)


A: Count the attack as a single one of the first three elements. Choose(if you can) whether it will be poisoned or not. If it is poisoned, Poison is the only element, and you proceed to wound on the amount specified by the poison(re-rolling failed wounds against equal or lower toughness)
[[Scrollhammer: Warriors of Elsweyr|Warriors of Elsweyr]]


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?
[[Scrollhammer: House Dagoth|House Dagoth]](not yet updated for 1st edition)


A:Unless otherwise specified, they roll to hit and wound and are saved against as normal. For each unsaved wound allocated to a model by the weapon, roll the d3 for that individual model to determine how many wounds it takes. Note that this also applies to items which can roll even higher numbers of wounds, such as Goldbrand.
If you wish to add a new faction's Army Book, or improve an existing one, request in discussion or post on forums.


Q: What rules from WHFB do or do not apply? Can units be within 1" of another friendly unit? Do lone independent characters get a 3+ cover save?
==Supplements==


A: Those two rules do not apply.
[[Scrollhammer: Artifacts of Tamriel|Artifacts of Tamriel]]


Q: How does charging work? Clarify?
[[Scrollhammer: Experimental Rules|Experimental Rules]](not yet updated for 1st edition)


A: If it's Skirmish/Horde vs Skirmish/Horde, do it like in 40k. Closest model charges the closest, then attackers all attempt to charge as far as their range allows against any models they wish to, and then defenders do the same. After this, the beginning and end of each round of combat, all unengaged models(over 2 ranks away from enemy) pile in, moving as close as possible to the enemy models they are engaged against.
==Playtesting==


In a Rank vs Rank scenario, one unit charges the other. It may make a side turn to slam into the flank instead of moving for this charge, if it can do a direct rotation and all models in the unit can move that far. Units stay in their columns, but units in columns move in their columns(or rows if flanked) forward towards the enemy. So the battle looks like two 5x5 blocks, each touching the other.
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/.


In Skirmish/Horde vs Ranks, if Ranks charge, they charge the closest model. Ranks pile in by column, and then Skirmish pile in. Otherwise, Skirmish closest model charges the Ranks by closest possible route, and then they pile in. Flanking only occurs if the angle from the front of the unit is greater than 45 degrees(think 40k vehicle side armor). Skirmishers charging or being charged by a unit in ranks may not move forward to wrap around the unit past the line of battle. So if Skirmishers charge the front, none of them can move to a point where they would get to count a flank as successful.
[[Scrollhammer: Battle Reports|Battle Reports]]


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

Revision as of 02:20, 28 October 2012

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.

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!

Playing Scrollhammer

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

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.

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 would use them as pawns and 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.


Comprehensive Rulebook

Scrollhammer Rulebook

Factions

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

Daedra Cults

Dragons

Great Houses of Morrowind

Imperial Legion

The following is the list of Army Books in progress:

Holds of Skyrim(not yet updated for 1st edition)

Warriors of Elsweyr

House Dagoth(not yet updated for 1st edition)

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

Supplements

Artifacts of Tamriel

Experimental Rules(not yet updated for 1st edition)

Playtesting

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.