Scrollhammer 2nd Edition: Difference between revisions

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==Comprehensive Rulebook==
==Comprehensive Rulebook==


[[File:Scrollhammer_2E.pdf|300px|thumb|center|<center><font size=4>v0.719</font></center>]]
[[File:Scrollhammer_2E.pdf|300px|thumb|center|<center><font size=4>v0.720</font></center>]]
''<center>June 23, 2019</center>''
''<center>July 1, 2019</center>''




'''Recent Changes:'''
'''Recent Changes:'''
*Zombie price increased to 7 septims and gained Cannot Sprint, Resistant to Ranged, and Mindless.  They no longer have an Extra Attack from Berserk
*'''Light Armor now grants +1" of movement while performing an Engage action'''
*Reworded the Absorb, Disease, Berserk, and Fear specials slightly
*Proven Orcish Armor now costs $3 instead of $5
*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
*The Hatred special rule has been removed
*Fearsome is now rolled at WLP+0 instead of WLP+1
*Night Fighting has been reworded very slightly
*Terrifying is now rolled at WLP-1 instead of WLP
*Vampire Reaver Plate Armor now costs $3 (down from $5)
*Giving a hero a spear now costs 1$ but does not also replace the shield
*Argonian Tribesman Hand Weapon and Shield now costs $2 (up from $0)
*Custom heroes now start with 2 Magicka instead of 0
*Argonian Tribesman Shortbow now costs $2 (up from $0)
*Added a section on general Movement rules near the combat ones
*Ethereal is now +2 ARM against normal weapons instead of Immunity
*Units wearing Heavy Armor must now pass an AGL test to vault over short obstacles
*Scamps are now $13 (down from $15)
*Fixed some typos in the Telvanni Mage unit entry
*Clanfear are now $22 (down from $25)
*Renamed the Orcish Armor of Orc Auxiliary to Light Orcish Armor
*Dremora are now $25 (down from $26)
*Fixed a typo in the 'Objectives' scenario calling objectives artifacts
*Dremora now have 2 HP (down from 3 HP)
*If both players agree, the Scenario dice may be re-rolled when it results in Annihilate
*Hunger are now $30 (down from $32)
*Fixed the examples in 'Upgrades' to list the correct septim costs
*Dremora Kynval are now $46 (down from $50)
*Spears no longer have Reach and are only +1 AP when Counterattacking anything
*Spider Daedra are now $46 (down from $50)
*Pikes have been added to the two-handed weapons entry; they use the old Spear rules
*Ogrim are now $55 (down from $60)
*Peasants now have Pikes and cost +2 septims ($9)
*Golden Saints are now $55 (down from $60)
*Armsmen may now replace their Hand Weapon and Shield with a Pike for $2 (up from $1 for a spear)
*Daedroth are now $58 (down from $60)
*Added a special rule for Blunt
*Updated costs for various Conjured Daedra
*Hero two-handed melee weapons now cost $4 instead of $5
*Shortbows can no longer Shoot-Shoot
*The special rule 'The Cursed' in Goblin-Ken of Orisnium has been replaced with Minor Resistance to Magic
*Fixed a formatting issue with the Cleanfear entry
*I reinstalled the Daedric font so faction subtitles will once more be obfusicated
*Zombies now have 4 SPD (up from 3)
*Glass weapons now cost $9 (+4$)
*Skeletons now have 4 SPD (up from 3)
*Enchanted Weapons now cost $2, and grants the weapon an alternate, magical damage type when attacking
*High Rock Crossbows now have a Hand Weapon and cost $14 (up from $13)
*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-)
*High Rock Crossbows may now take Pavises for $3
*The example Nerevarine now has an ABSORB HEALTH ENCHANTED DAEDRIC CLAYMORE, because
*Custom Heroes may now be Dovakiin for $7
*Added a date field beneath the version number
*Custom Heroes may now purchase Shouts for $7 each
*A model can only cast one spell per activation, as was intended
*Holds of Skyrim Housecarl now get Flames AND Frostbite, or any one Shout- used to be Flames OR Frostbite plus any one Shout
*Added the Engage action- a combined Move + Attack with half speed
*Stomp now deals a full STR hit and may be used more than once per turn
*Feared models now sprint directly toward the center of their deployment edge
*Clarified the Brown Dragon special to work with only melee attacks
*Added total retreat- when all of a player's units are Feared the game immediately ends in their defeat
*Skald's Embolden and Cadence are now fast actions with a 6" range, Stain on the Moon a free action with a 6" range
*Light Orcish Armor is now 8-M instead of 8-H
*Skald's Embolden now only costs 1 MP (down from 2 MP)
*Orc Warrior Light Orcish Armor now costs $3 instead of $2
*Skalds now cost $17 (from whatever it was at) and may take 3x Throwing Weapons or a Shortbow for $2
*Alik'r Mercenary armor is now denoted as Battle Garb instead of Porcelain Armor
*Added Hand Crossbows to the game
*Paralyzing Touch now lasts for 1d3 turns
*Stros M'Kai Corsairs added to Tombas of Hammerfell
*Argonian Head Hunters now cost $17, up from $13
*Adrenaline Rush now works differently; does not grant Extra Attack but an additional, single attack when performing an Attack or Engage action
*Savage Orc option to replace their Spear with a Hand Weapon and Shield now costs $2
*Great Houses of Morrowind Slaves Shortbow option is now 0-4
*Skyrim Unproven now come with Shields and cost $9 (up $1)
*Aldmeri Dominion Slaves Shortbow option is now 0-4
*Legion Scouts have been added to the Imperial Legion
*Warriors of Elsweyr Ohmes now cost $11 (up from $10)
*Pyandonean Raider Pillagers are now $15 (up from $14) and no longer have the Extra Attack special
*Vampire Clans Slaves Shortbow and Spear options are now 0-4
*Pyandonean raider Marauders now have 1 less STR
*Wildfolk of Valenwood Centaur armor is now 7 (instead of 7-L)
*Wildfolk of Valenwood Jasqpurs are now Elite instead of Soldier
*Vampire Necromage armor is now 7-L (up from 6-L) and the upgrade option is 8-M (up from 7-M)
*Wildfolk of Valenwood Centaur are now 40mm instead of 25mm
*Added additional rules to the Climbing section, and it has been reworked slightly
*Dwemer Firepikes have been clarified to be Pikes with Weapon of Quality and Enchanted Weapon (Fire)
*Wildfolk of Valenwood Druids now also have Frostbite
*Removed an old bit of rules text in the Search entry
*Blades Guard added to Imperial Legion
*Clarified that enemy models only get +1 AP against prone models
*Corpus Stalkers now have 3 SPD (up from 2)
*Units begin the game with their ranged weapons unloaded, as was intended
*Ash Cultists now cost 8$ (up from $7) and now also have a Shield
*Crossbows are explicitly mentioned as being able to Move while loaded, and Move + Fire in the same turn
*Ash Cultist may now replace their Shield with a Shortbow for $2, and the option is 0-4
*Fixed a typo in the crossbow fluff text
*Imperial Legion's Orc Auxiliary is now 8-M instead of 8-H, to match the other Light Orcish Armor
*Fixed a formatting issue on page 8 and 9





Revision as of 21:30, 1 July 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
v0.720
July 1, 2019


Recent Changes:

  • Light Armor now grants +1" of movement while performing an Engage action
  • Proven Orcish Armor now costs $3 instead of $5
  • The Hatred special rule has been removed
  • Night Fighting has been reworded very slightly
  • Vampire Reaver Plate Armor now costs $3 (down from $5)
  • Argonian Tribesman Hand Weapon and Shield now costs $2 (up from $0)
  • Argonian Tribesman Shortbow now costs $2 (up from $0)
  • Ethereal is now +2 ARM against normal weapons instead of Immunity
  • Scamps are now $13 (down from $15)
  • Clanfear are now $22 (down from $25)
  • Dremora are now $25 (down from $26)
  • Dremora now have 2 HP (down from 3 HP)
  • Hunger are now $30 (down from $32)
  • Dremora Kynval are now $46 (down from $50)
  • Spider Daedra are now $46 (down from $50)
  • Ogrim are now $55 (down from $60)
  • Golden Saints are now $55 (down from $60)
  • Daedroth are now $58 (down from $60)
  • Updated costs for various Conjured Daedra
  • Shortbows can no longer Shoot-Shoot
  • Fixed a formatting issue with the Cleanfear entry
  • Zombies now have 4 SPD (up from 3)
  • Skeletons now have 4 SPD (up from 3)
  • High Rock Crossbows now have a Hand Weapon and cost $14 (up from $13)
  • High Rock Crossbows may now take Pavises for $3
  • Custom Heroes may now be Dovakiin for $7
  • Custom Heroes may now purchase Shouts for $7 each
  • Holds of Skyrim Housecarl now get Flames AND Frostbite, or any one Shout- used to be Flames OR Frostbite plus any one Shout
  • Stomp now deals a full STR hit and may be used more than once per turn
  • Clarified the Brown Dragon special to work with only melee attacks
  • Skald's Embolden and Cadence are now fast actions with a 6" range, Stain on the Moon a free action with a 6" range
  • Skald's Embolden now only costs 1 MP (down from 2 MP)
  • Skalds now cost $17 (from whatever it was at) and may take 3x Throwing Weapons or a Shortbow for $2
  • Added Hand Crossbows to the game
  • Stros M'Kai Corsairs added to Tombas of Hammerfell
  • Adrenaline Rush now works differently; does not grant Extra Attack but an additional, single attack when performing an Attack or Engage action
  • Great Houses of Morrowind Slaves Shortbow option is now 0-4
  • Aldmeri Dominion Slaves Shortbow option is now 0-4
  • Warriors of Elsweyr Ohmes now cost $11 (up from $10)
  • Vampire Clans Slaves Shortbow and Spear options are now 0-4
  • Wildfolk of Valenwood Centaur armor is now 7 (instead of 7-L)
  • Vampire Necromage armor is now 7-L (up from 6-L) and the upgrade option is 8-M (up from 7-M)
  • Added additional rules to the Climbing section, and it has been reworked slightly
  • Wildfolk of Valenwood Druids now also have Frostbite
  • Blades Guard added to Imperial Legion
  • Corpus Stalkers now have 3 SPD (up from 2)
  • Ash Cultists now cost 8$ (up from $7) and now also have a Shield
  • Ash Cultist may now replace their Shield with a Shortbow for $2, and the option is 0-4


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/.

Scrollhammer 2E Spells

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.