Scrollhammer

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Revision as of 11:56, 4 April 2012 by 1d4chan>Lolpwnt
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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, taking place in the Elder Scrolls universe.

History

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 Morrowind and Skyrim to life on the tabletop.

Core Rules

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!

Basics

The turn sequence is similar to that of Warhammer 40k. Movement, shooting, and assault. The unit types are Infantry, Cavalry, Beast, Monstrous Creature, Flier, Monstrous Cavalry, and Artillery. Movement works like in 40k, including difficult terrain and declaring charges. Cover saves work like in 40k 5th edition.

Infantry: Move 6", d6" sprint, 6" charge. Can climb ruins. Cavalry: Move 6", d6" sprint (or 2d6" if Fast Cavalry), 12" charge. Fleet of foot, mounting grants +1 T and +1 A to rider's profile, fall back 3d6". Beast: Move 6", d6" sprint (or 2d6" if Fast), 12" charge. Fleet of foot, cannot hold objectives, fall back 3d6". Monstrous Creature: Move 6", d6" sprint, 6" charge. Can be targeted if attached to non-monstrous unit, ignores armor in close combat, only is in cover if 50% or more of the model is obscured, Move through Cover. Flier: Move 12", d6" sprint, 6" charge. Can fly over things while moving, fall back 3d6". Can climb ruins. Monstrous Cavalry: Both monster and rider have separate profiles. Monster's movement is used. When attacked, roll a d6. On a 1-4, monster is hit. On a 5-6, rider is hit, and is granted +1 T from being mounted. If rider dies first, monster must take a Ld test or flee. If it succeeds, it gets Fearless and Frenzy for the rest of the game. Artillery: Separate profiles for artillery and crew. Crew's movement is used. When attacked, roll a d6. On a 1-3, artillery is hit, on a 4-6, crew is hit. If crew flee or are all killed, artillery is also destroyed.

There are three formations to how a unit can fight:

Ranks: The unit fights in rank and file WHFB style. It does not get cover unless another unit is in front of it or it is obscured. Models must be touching each other. Models must move in a straight line each turn, or spend the move wheeling. More complicated maneuvers require a Ld test to perform. If flanked, the unit strikes last. The unit gets +1 to combat resolution for each rank greater than the enemy while in this formation as long as they are not being flanked. A unit in ranks can also take a Ld test to use the Stand and Shoot special maneuver if charged, letting them fire their ranged weapons at the charging foe with -1 to hit.

Horde: A Horde gets a 6+ cover save for being in area terrain, and is a lose 40k style formation, except with 1" coherency. It can move freely, and gets +1 to its number of ranks per ten models. Shooting attacks are fired as in 40k.

Skirmish: 40k style. 4+ cover save for woods, 2" coherency, free movement, models can only shoot things they see. No rank bonuses. Lone independent characters use this formation.

Unit stats work mostly like in 40k. Roll to hit, wound, and save. Light armor grants 6+, Heavy 5+, shield increases armor save by 1, or by 2 in close combat if paired with a hand weapon. Certain types of armor grant higher saves. Armor Penetration (AP) is a stat on certain weapons. It is a negative modifier from armor saves (a difference from both 40k and WHFB). AP1 reduces armor saves by 3, it doesn't ignore 3+ armor saves.

WS BS S T W I A Ld Mg Sv

Mg is Magicka. It determines how many mana dice a unit gets, replenished at the start of your turn. Spells have a mana cost. Each mana die is a rolled d6. For every 4+, a stage of casting the spell is successful. The mana cost is how many successful casting stages one must acquire before it goes off.

Example: A wizard has Mg 5, and wants to cast Daedric bite, which has Cost 2. He rolls a die, and gets a 4. His next die gets a 3. He can continue to try, or spend the dice elsewhere. He rolls a third die, and gets a 6. Two mana are successfully spent on the spell, so it goes off.

If a unit of wizards (separate from independent characters) attempts to cast the same spell, they combine their dice, successes are measured, and then the dice are subtracted from the totals, removing all the dice from a wizard's mana pool when possible, just like wound allocation. So if there are 5 Mg 2 wizards, they can roll 10 dice toward Daedric Bite. They get 6 successes, and so three of them cast the spell, and all of them go down to 0 mana.

A model can only use one weapon per hand a turn, unless otherwise noted. The model can use spells with those hands instead. If a model uses a spell in a hand (spells are default 2 handed), he can cast as many spells as he has mana for.

Combat

Melee combat works like in 40k, except units are in combat if they are in base contact with a model in base contact with the enemy(fighting in 1 rank). Charging into cover does not give a bonus to defenders, except if defenders are Skirmishers, in which case they get to Counter-Attack.

Determining who wins combat is difference in wounds dealt+difference in number of ranks. A standard bearer also gives +1 to the score. Breaking away works like in 40k, and counts as psychology (fearless implies unbreakable, and takes wounds instead of rolling morale). Rallying can be done at less than half strength if unit is all independent characters, or has a musician.

Morale tests are taken in the same circumstances as in 40k. In addition, Fear and Terror are also rules(unit strength for fear is determined by outnumbering, monstrous counts as 5 cavalry as 2 towards numbers). Fleeing units can flee through allies, triggering panic tests. Otherwise, no crazy conditions for morale checks like in WHFB.

Universal Special Rules are the same as in WHFB or 40k unless otherwise noted.

Weapons and Armor

[work in progress]