Scrollhammer 2nd Edition
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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.
Dawnguard: An order of elite vampire hunters, the Dawnguard are sworn to oppose the Undead and related monsters. The force is made up of determined warriors, solid basic soldiers, and some trained beast/monster support. They gain several bonuses and spells useful against Undead, but Undead in return benefit from slightly bolstered numbers. The Dawnguard are the first player-submitted army in Scrollhammer 2E.
Dark Brotherhood: A cult and organization of assassins, the Dark Brotherhood were despised and feared at the height of their power. Each any every one of their Dark Brothers and Sisters are well trained hitmen and murderers, making heavy use of poisoned blades and throwing weapons. Because of their presence in every province, they may take a wide variety of spellcasting and non-spellcasting models from various other armies.
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: A motley assortment of shunned people and beasts operating under the blessing of Malacath. Their largest constituent race, the Orismer, are a strong and sophisticated people. These orc infantry are particularly hard hitting, and slightly magic resistant, making them fearsome fighters. While naturally melee inclined, a force can sport numerous and regenerating goblins and larger brutish humanoids or daedra.
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: Quick in mind and wit, the highly carnivorous Bosmer of Valenwood are utmost masters in forest pathfinding and archery. Their forces are largely ranged, and can take best advantage of this among tall trees and buildings. Although ranged-heavy, they are able to bolster their skirmishers with forest beasts, or ravening half-mer, half-animal specters.
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: Also known as Sea Elves, these mer are infamous for their raids and attacks upon the Summerset Isles, not that any other races would care to cross them at sea. They make extensive usage of storm magic and trained serpents. Their forces are made up of lots of fast skirmishers, rampaging beasts, and half-serpent elves.
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
Recent Changes:
- Clarified when Diseases are applied to the enemy during the Order/Activation
- Reworked the Disarm shout to be more clear and straight-forward
- Reduced the knockback distance on the Unrelenting Force shout
- Changed how Water (formerly Deep Water) works and added a new penalty for models in Heavy Armor who decide to move through Water
- Reworded some of the Water Breathing special to improve clarity
- Added Potion of Resist Magic to Weapons and Equipment
- Reworded the Dazed special
- Replaced all instances of 'Concussive' and 'Heavy' with Dazing; less nested rules this way
- The Leap special now also applies at half strength when taking normal Move actions
- Until Hit effects are no longer lost if the defending model Parries the attack- formerly only was avoidable with a Go-to-Ground action
- Added the Quicksilver spell to Restoration
- Added the Feather spell to Alteration
- Added an interaction to Crushing Burden of Sin with Feather
- Animate Dead no longer leaves a corpse token when Centurions or mechanical beings die :DDDDDDD
- Added the Animate Thrall spell to Conjuration
- Sload Warlocks and Worm Eremites now also have the Animate Thrall spell
- Vampire Reavers under the Aundae clan now get to choose any four spells, up from three
- Vampire Stalkers under the Aundae clan now get to choose three spells costing 2 MG or less, up from two
- Moved the Storm Atronach to the end of the Daedra army list, as the highest-cost Daedra, to follow the other army list cost ordering
- Added Iron Atronachs to the Daedra army list
- Reworded some of the Spider Daedra's special rules by utilizing somewhat newly added Specials
- Aura specials now also dish out a hit when the aura model activates or when enemies activate within 1"- should apply regularly now, as was intended
- Models now decide what weapons they are using in their hands at their activation instead of game turn start, makes more sense that way
- Dwemer Apprentice Architect Magecrafting can now increase Centurion STR to up to 9
- Added Dragon Priests to the Dragon Cult army list
- Brown Dragons now lose their Flight special when at or under half health and have a larger base size
- Models with the Flight special may now be deployed in the flying state, cannot pick up objectives until they land, and cannot enter the flying state while carrying an objective
- The Sworn Enemies Dawnguard special is now +1$ for every 3$ of Dawnguard (up from +10$ for every 30$)
- Armored Trolls Regenerate special is now fully removed by Fire Damage, but they have to take a point of HP loss from Fire damage for it to occur
- Added the Drain Vitality dragon shout
- Added the Marked For Death dragon shout
- Three new game scenarios have been added for fun: Tomb Raid, Escort, and Rescue Hostages. Deciding the Scenario is now 1D10 instead of 1D6.
- Tomb Raid: A neutral, third party Worm Eremite and Zombies are present. Killing the Worm Eremite grants Victory Points and drops an artifact. This artifact can grant additional Victory Points.
- Escort: The defending player gains a somewhat weak Escort model and an additional $20. They gain massive Victory Points by moving it off the enemy board edge- the attacking player many points for killing the Escort.
- Rescue Hostages: Hostage models are placed all over the map. They are captured like objectives, although the Attacking player can start killing them half way through the match.
- Vampire Clans Cover of Darkness no longer applies to Underground maps.
- Reworded the Poisoned special slightly
- Extensively rebalanced and modified the Pyandonean Raiders, along with unit descriptions and a new Calm spell, courtesy of EnclaveEast.
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 1st Edition The rules for the previous edition. They are included here for reference.
Maptools Testing File/Campaign
Fanmade Rebalance of Pyandonean Raiders by Manoeternality
A shout-out and thanks to Lolpwnt and Dagoth Guy for their work done on the first edition.