Scrollhammer 2nd Edition: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>FatherDuke
No edit summary
No edit summary
Line 68: Line 68:
==Comprehensive Rulebook==
==Comprehensive Rulebook==


[[File:Scrollhammer_2E.pdf|300px|thumb|center|<center><font size=4>v0.718</font></center>]]
[[File:Scrollhammer_2E.pdf|300px|thumb|center|<center><font size=4>v0.719</font></center>]]
''<center>May 20, 2019</center>''
''<center>June 23, 2019</center>''




'''Recent Changes:'''
'''Recent Changes:'''
*Reformatted much of the pdf- is now much easier to edit and modify than before
0.719
*The Magister is now correctly marked as belonging to the Aldmeri Dominion
*Zombie price increased to 7 septims and gained Cannot Sprint, Resistant to Ranged, and Mindless.  They no longer have an Extra Attack from Berserk
*Pyandonean Corairs price increased to 12 septims
*Reworded the Absorb, Disease, Berserk, and Fear specials slightly
*Pyandonean Pillager price increased to 14 septims
*Night Fighting now instead just reduces the maximum range of spells and ranged weapons to 12", or their own range if it was shorter already
*Pyandonean Reaver price increased to 20 septims
*Fearsome is now rolled at WLP+0 instead of WLP+1
*Dremora Kynval now have Hand Weapon and Shield standard, and may swap to a two-handed melee weapon for free
*Terrifying is now rolled at WLP-1 instead of WLP
*High Rock Spellswords now have the Flames spell
*Giving a hero a spear now costs 1$ but does not also replace the shield
*High Rock Turncoats now have the Agile special
*Custom heroes now start with 2 Magicka instead of 0
*Metat Porcelain Armor option is now named Light Porcelain Armor
*Added a section on general Movement rules near the combat ones
*Metats no longer have Bound Sword and instead have Ward
*Units wearing Heavy Armor must now pass an AGL test to vault over short obstacles
*Alik'r Mercenary now come stock with Paralyzing Touch- spells can't be swapped out anymore so it's a non-issue
*Fixed some typos in the Telvanni Mage unit entry
*Alik'r Mercenary price increased to 17 septims
*Renamed the Orcish Armor of Orc Auxiliary to Light Orcish Armor
*Ragar Soldiers can now longer take Claymores, and their Longbow option is now a Shortbow for 1 less septim
*Fixed a typo in the 'Objectives' scenario calling objectives artifacts
*Instances of Light Orcish Armor are now called Iron Armor; Orcish Armor is now called Light Orcish Armor
*If both players agree, the Scenario dice may be re-rolled when it results in Annihilate
*Proven and Chosen of Malacath may now take 'Orcish Armor' at 9H
*Fixed the examples in 'Upgrades' to list the correct septim costs
*Thalmor may now take Flames for 1 septim, or Sparks for 2 septims
*Spears no longer have Reach and are only +1 AP when Counterattacking anything
*Sentinels now have the Sparks spell, 1 more MG, and the Agile special
*Pikes have been added to the two-handed weapons entry; they use the old Spear rules
*The Aldmeri Dominion may now take Warriors of Elsweyr and Wildfolk of Valenwood units, up to 25% of their army points
*Peasants now have Pikes and cost +2 septims ($9)
*Instances of 'Elven Armor' replaced with 'Elvish Armor'
*Armsmen may now replace their Hand Weapon and Shield with a Pike for $2 (up from $1 for a spear)
*Custom heroes now have a cannibal midget option
*Added a special rule for Blunt
*Death Hounds / Zombie Hounds are now marked as being Beasts instead of Infantry
*Hero two-handed melee weapons now cost $4 instead of $5
*All units should now have a base size listed next to their unit type
*The special rule 'The Cursed' in Goblin-Ken of Orisnium has been replaced with Minor Resistance to Magic
*Wildfolk of Valenwood Stalkers now have a 'battleaxe' instead of 'battleaxs'
*I reinstalled the Daedric font so faction subtitles will once more be obfusicated
*Weapons of Quality are now mentioned as sometimes being denoted as a boost to strength in parenthesis in unit entries
*Glass weapons now cost $9 (+4$)
*Firepikes are now denoted as granting +1 AP instead of +1 STR
*Enchanted Weapons now cost $2, and grants the weapon an alternate, magical damage type when attacking
*Spears are now one-handed melee weapons and placed in that category in Weapons and Equipment
*New upgrade: Enchanted Weapon, Absorb- same as Enchanted Weapons but can deal Magic Damage and user's choice of Absorb Health (2-) or Absorb Magicka (2-)
*Corprus mechanics are explained more at length in the Sixth House army header
*The example Nerevarine now has an ABSORB HEALTH ENCHANTED DAEDRIC CLAYMORE, because
*House Spellswords can no longer take Conjure Greater Bonewalker, and instead have Summon Flame Atronach
*Added a date field beneath the version number
*Warrior Priests now may take Conjure Lesser Bonewalker or Conjure Greater Bonewalker
*A model can only cast one spell per activation, as was intended
*Dragoon and Battlemage weapon replacement options now come with Silver
*Added the Engage action- a combined Move + Attack with half speed
*Unproven Chainmail is now Light Chainmail instead
*Feared models now sprint directly toward the center of their deployment edge
*Hold Guard price increased to 11 septims
*Added total retreat- when all of a player's units are Feared the game immediately ends in their defeat
*Minstals are now named Skalds instead
*Light Orcish Armor is now 8-M instead of 8-H
*Reworded the Daedroth magic buff to be more clear about what it is and how it works
*Orc Warrior Light Orcish Armor now costs $3 instead of $2
*Zombie Hound agility decreased to 6
*Alik'r Mercenary armor is now denoted as Battle Garb instead of Porcelain Armor
*The cost for Practiced Caster is decreased to 3 septims
*Paralyzing Touch now lasts for 1d3 turns
*Costs and parameters for Custom Heros have been modified- gear names, race prices and modifiers adjusted, etc.
*Argonian Head Hunters now cost $17, up from $13
*Broke up the spell lists into seperate tables and gave them pretty* colors
*Savage Orc option to replace their Spear with a Hand Weapon and Shield now costs $2
*Lightning Bolt now has +2 to hit instead of 'Ignores Go-to-Ground Reaction'
*Skyrim Unproven now come with Shields and cost $9 (up $1)
*Added the spell Icebite and Lightning Storm
*Legion Scouts have been added to the Imperial Legion
*Sparks now has a 15" range instead of 12"
*Pyandonean Raider Pillagers are now $15 (up from $14) and no longer have the Extra Attack special
*Example army lists have been updated to account for price changes
*Pyandonean raider Marauders now have 1 less STR
*Proven price increased to 18 septims
*Wildfolk of Valenwood Jasqpurs are now Elite instead of Soldier
*Added Companion Circlemembers to the Holds of Skyrim
*Wildfolk of Valenwood Centaur are now 40mm instead of 25mm
*The Housecarl may no longer select Bound Sword, but instead chooses Flames or Frostbite in addition to a Shout
*Dwemer Firepikes have been clarified to be Pikes with Weapon of Quality and Enchanted Weapon (Fire)
*Briarhearts price increased to 45 septims and they now have Resistant to Ranged
*Removed an old bit of rules text in the Search entry
*Fixed the earlier entry for Cover that incorrectly stated that it also modified Armor
*Clarified that enemy models only get +1 AP against prone models
*Khajiit Ohmes Warrior renamed to Ohmes and have had their stats modified
*Units begin the game with their ranged weapons unloaded, as was intended
*Warriors of Elsweyr now have Dagi and Dagi-Raht
*Crossbows are explicitly mentioned as being able to Move while loaded, and Move + Fire in the same turn
*Modified the spells of Elsweyr casters slightly
*Fixed a typo in the crossbow fluff text
*Scaled Sorcerer price increased to 27 septims
*Reworked the Khajiit Dos' Rawlith Khaj special slightly now that the Prone state is a thing
*Added Witches to High Rock
*Ash Cultists have lost their shield and gained 1 more armor
*Magister price decreased to 47 septims and they now also have Balyna's Perfect Balm and Dispel
*Added Heralds to High Rock
*High Rock Knights now have the spell Flames
*Added Telvanni Mages to Morrowind





Revision as of 01:47, 24 June 2019

Scrollhammer is a Tabletop Miniatures wargame under development by /tg/. It uses a system focusing on skirmish-based tactics 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. One year later Lolpwnt decided to make it a reality- starting the first project to bring it to life. This first edition of Scrollhammer went through two revisions, eventually culminating in the 10/27/2012 edition.

This first edition was a blast to work on, and some neat ideas were thought up, but ultimately most of the complaints were about the rules system. Being heavily based upon Warhammer and 40k, some of the inherit problems with those systems were carried over. This, in addition to the lack of knowledge on TES militaries, has led to a new attempt at a TES wargame.

2nd edition Scrollhammer is now underway on /tg/, to bring The Elder Scrolls to life on the tabletop, now with a homebrewed system. The rules are still WIP, not quite into Alpha, but making decent progress. They will be subject to necessary errata based upon results of playtests- so don't hesitate to ask questions or run some battles of your own!

Playing Scrollhammer

Scrollhammer uses a custom ruleset, mostly inspired by Infinity. The rules are mostly tuned in to small skirmishes with only up to a dozen figures, having battles similar to those you may have seen in the actual vidya. Special effort is also being taken to both retain and emulate that special TES charm.

Magicka, as with the last edition, is not huge game-shifting powers, but small abilities that can be used by individual models. Each model gets a quota of Magick to spend on spells over the duration of the game; to cast a spell the necessary amount of points must be spent, and then the mage must normally roll to see if the spell hits home.

Models use round bases, doing away with the rank-and-file and loose formations of most Fantasy wargames.

Each model has two hands with which to equip equipment, but then also gets two actions and a reaction each turn. Phases have been done away with entirely- instead a player selects one of their models to act, declares actions, and then the enemy player may have model(s) react as applicable, all during the first player's turn. An example model turn might be to Move and Attack, or Sprint, or Cast a spell.

Reactions add a bit of interactivity for the other player- they might decide for their targeted model to Block, Parry, or even strike back at the same time with a Counterattack. Mages, with the necessary spells, can throw back bolts of energy or attempt to Ward an oncoming spell.

A model that is hit can attempt to make an Armor save. But AP, Armor Penetration, serves as a negative modifier to armor saves in Scrollhammer. If you don't think an armor save is worth it, certain models also have a special Shielded save- there isn't much out there that can blow through this sort of magical defense.

Many effects from the Elder Scrolls universe translate directly into in-game mechanics. A model hit by a bolt of frost is slowed. 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 reveal themselves with a flurry of blows and magic.

Armies of Tamriel

Great Houses of Morrowind: 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. Forces from this list can be elite and meaty, or at the opposite end of the spectrum, an overwhelming horde of slaves.

Sixth House: The Sixth House has an emphasis on wide-spread use of magick and slower, more lumbering bruisers capable of tremendous damage. In fact, it's not uncommon for nearly all of your models to have some form of spellcasting or ranged attack! It is rare for an opposing army to be able to stand in the open and take all the retribution that House Dagoth has to offer.

Dwemer Animunculi: The Dwemer Animunculi, or centurions, are magical constructs that have persisted centuries after their people. Nearly all Dwemer holds boast a wide variety of these machings, which ever patrol and guard over the ancient halls. Their ranks range from the cheap lowly spider centurion, up to the mighty steam centurion and brazen incinerator. While not intended to be used as an army of them-self, they can be taken by a Dwemer army or used in special scenarios.

Dwemer: Once holding most of North-Eastern Tamriel, the Dwemer were a magical powerhouse. While they existed in Tamriel, they helped drive the Nords out of Morrowind, and later acted as a worthy opponent to the Dunmer and their Tribunal. As a whole their forces are heavily armored and well trained in the use of magic. While the average Dwemer is less physically capable than most, their animinculi more than make up for this, providing solid and hard hitting units.

The Imperial Legion: On the battlefield, the Imperial Legion provides a balanced army, with well-trained, heavily armored infantry. While the Legion has less offensive capabilities than the other armies, they also have a much more solid defense, and an emphasis on Restorative and Shielding magicks. Hard-hitting units are present with the Magus and Orc Auxiliary, neither anything to scoff at.

Holds of Skyrim: The muster of a Hold contains a very solid core of troops: well-armed infantry with great physical prowess and stubborn resolve. A force of Nords is very capable in melee combat, able to trade with any being that might present itself. While their melee prowess is undeniable, the Holds of Skyrim have less emphasis on ranged combat and magick.

Dragon Cult: Worshipers of the Dragon Cult, Draugr are reanimated dead from times forgotten. Their forces are made of beefy and hard hitting undead, backed up by fiendish Skyrim beasts. They play very similarly to the Holds of Skyrim list, but gain bonuses from their undead nature. It is possible to have a single Brown Dragon as your entire army.

Witchmen of the Reach: Savage daedaric worshippers that dwell across Southwestern Skyrim and terrorize the civilized folks there. They follow the directives of their monstrous Hagraven patrons and will do whatever it takes to take back their lands. Their armies are heavily undisciplined and bloodthirsty, but cheaper as a result. Their most powerful attack pieces are Briarhearts and Hagravens.

Kingdoms of High Rock: Aldmeri-Nedic descendants, the High Rock People are intrinsically magical, flamboyant, and decentralized. Because of their innate magic aptitude the Mages Guild is intrinsic to the area. High Rock forces are more magic resistant than normal and have bonuses to Conjuration. A force might represent knightly aspirants, murderhobbos, or sanctioned forces of a particular minor kingdom, among other reasons.

Tombas of Hammerfell: Duelers and warriors of utmost excellence, the Redguards have some of, if not the best, fighters in the entire game. Their special ability Adrenaline Rush allows any model to become monstrous in combat, at least for a short time. The archetypical Redguard army makes use of a powerful Hel Korei knight, or Sword-singer, backed up by excellent warriors and archers.

Goblin-Ken of Orisnium:

Aldermi Dominion: The Aldmeri Dominion has a combination of expensive, elite infantry, and less-so Goblins. Their standard infantry are as equally well armed as the Imperial Legion, if not moreso, and have access to at least basic spells. Depending on how a force is constructed, an Aldmeri can hit hard and fast at just the right place or overwhelm an opponent with cheap, disposable infantry.

Wildfolk of Valenwood:

Warriors of Elsweyr: Containing more variety than other forces, but also lightly armored, the Warriors of Elsweyr are more suited for hit-and run attacks or skirmishing. That's not to say they don't have heavy hitters- Pahmar, Jaguar Men, and Dos are all plenty dangerous units, and a list can easily be built around them.

Saxhleel of Black Marsh: THE Skirmishers of Scrollhamer and TES, Argonians are guerrilla fighters without compare, able to strike fast wherever it might be needed. Their units are a good combination of skilled fighters, beefy Naga, and supportive mages. Their emphasis on Restoration magick and raw speed makes them perfectly suited for objective scenarios.

Pyandonean Raiders:

Daedra: Powerful and fickle spirits, the other-worldy Daedra are varied in goal and purpose. The only shared feature among their kind is innate magical powers at odds with Mundus. Their forces might be made up of deranged cultists of the House of Troubles, a particular sect, or the personal forces of a Daedric Prince. As a rule their units are expensive, resistant, and make use of much magic.

Order of the Black Worm: Created by the Altmer Lich Mannimarco, the Order of the Black Worm seek destruction of the Mages Guild, the return of their master, and domination over the living. As the premiere undead faction of Scrollhammer they sport a very large variety of Undead, from the spammable zombie, all the way up to the mighty Worm Eremite and Sload Warlocks.

Vampire Clans: Preternatural beings, the vampires of Tamriel are intelligent undead hunted by nearly all societies and races. Able to spread by transmitting diseases such as Porphyric Hemophilia and Sanguinare Vampiris, the Vampire Clans are undisputed masters of the night. Their forces combine cheap undead filler with powerful and costly vampire characters.

Comprehensive Rulebook

File:Scrollhammer 2E.pdf
v0.719
June 23, 2019


Recent Changes: 0.719

  • Zombie price increased to 7 septims and gained Cannot Sprint, Resistant to Ranged, and Mindless. They no longer have an Extra Attack from Berserk
  • Reworded the Absorb, Disease, Berserk, and Fear specials slightly
  • Night Fighting now instead just reduces the maximum range of spells and ranged weapons to 12", or their own range if it was shorter already
  • Fearsome is now rolled at WLP+0 instead of WLP+1
  • Terrifying is now rolled at WLP-1 instead of WLP
  • Giving a hero a spear now costs 1$ but does not also replace the shield
  • Custom heroes now start with 2 Magicka instead of 0
  • Added a section on general Movement rules near the combat ones
  • Units wearing Heavy Armor must now pass an AGL test to vault over short obstacles
  • Fixed some typos in the Telvanni Mage unit entry
  • Renamed the Orcish Armor of Orc Auxiliary to Light Orcish Armor
  • Fixed a typo in the 'Objectives' scenario calling objectives artifacts
  • If both players agree, the Scenario dice may be re-rolled when it results in Annihilate
  • Fixed the examples in 'Upgrades' to list the correct septim costs
  • Spears no longer have Reach and are only +1 AP when Counterattacking anything
  • Pikes have been added to the two-handed weapons entry; they use the old Spear rules
  • Peasants now have Pikes and cost +2 septims ($9)
  • Armsmen may now replace their Hand Weapon and Shield with a Pike for $2 (up from $1 for a spear)
  • Added a special rule for Blunt
  • Hero two-handed melee weapons now cost $4 instead of $5
  • The special rule 'The Cursed' in Goblin-Ken of Orisnium has been replaced with Minor Resistance to Magic
  • I reinstalled the Daedric font so faction subtitles will once more be obfusicated
  • Glass weapons now cost $9 (+4$)
  • Enchanted Weapons now cost $2, and grants the weapon an alternate, magical damage type when attacking
  • New upgrade: Enchanted Weapon, Absorb- same as Enchanted Weapons but can deal Magic Damage and user's choice of Absorb Health (2-) or Absorb Magicka (2-)
  • The example Nerevarine now has an ABSORB HEALTH ENCHANTED DAEDRIC CLAYMORE, because
  • Added a date field beneath the version number
  • A model can only cast one spell per activation, as was intended
  • Added the Engage action- a combined Move + Attack with half speed
  • Feared models now sprint directly toward the center of their deployment edge
  • Added total retreat- when all of a player's units are Feared the game immediately ends in their defeat
  • Light Orcish Armor is now 8-M instead of 8-H
  • Orc Warrior Light Orcish Armor now costs $3 instead of $2
  • Alik'r Mercenary armor is now denoted as Battle Garb instead of Porcelain Armor
  • Paralyzing Touch now lasts for 1d3 turns
  • Argonian Head Hunters now cost $17, up from $13
  • Savage Orc option to replace their Spear with a Hand Weapon and Shield now costs $2
  • Skyrim Unproven now come with Shields and cost $9 (up $1)
  • Legion Scouts have been added to the Imperial Legion
  • Pyandonean Raider Pillagers are now $15 (up from $14) and no longer have the Extra Attack special
  • Pyandonean raider Marauders now have 1 less STR
  • Wildfolk of Valenwood Jasqpurs are now Elite instead of Soldier
  • Wildfolk of Valenwood Centaur are now 40mm instead of 25mm
  • Dwemer Firepikes have been clarified to be Pikes with Weapon of Quality and Enchanted Weapon (Fire)
  • Removed an old bit of rules text in the Search entry
  • Clarified that enemy models only get +1 AP against prone models
  • Units begin the game with their ranged weapons unloaded, as was intended
  • Crossbows are explicitly mentioned as being able to Move while loaded, and Move + Fire in the same turn
  • Fixed a typo in the crossbow fluff text


Playtesting/Other

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

Battle Reports

Scrollhammer 1st Edition The rules for the previous edition. They are included here for reference.

Maptools Testing File/Campaign

Steam Group Tabletop Sim

A shout-out and thanks to Lolpwnt and Dagoth Guy for their work done on the first edition.