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==The Basics of Play== ===MEASURING DISTANCES=== In games of Scrollhammer, distances are measured in inches (") with a tape measure or measuring stick. You can always check any distance at any time. This allows you to check whether your units are in range of their target before they attack. After all, the soldiers are led by seasoned veterans who can accurately judge the range of their weapons) even if we, their generals, cannot. Distances between models and all other objects (which can be other models, terrain features and so on) are always measured from closest point on one base to the closest point on the other base. Distances between units are always measured to and from the closest models in each of the units (see diagram below). For example, if any part of a model's base is within 6" of the base of an enemy model, the two models are said to be within 6" of each other. Sometimes the rules will call upon a unit to move directly towards another unit, or some other feature on the battlefield. Where this is the case, draw an imaginary line from the centre of the unit to its destination, and move the unit forwards along this line a number of inches equal to the distance stated. ===DICE=== Throughout a game, you will often need to roll dice to see how the actions of your models turn out - how effective their shooting attacks are, what damage they've done in close combat, and so on. Almost all the dice rolls in Scrollhammer use standard six-sided dice, also known as D6, but there are some exceptions as noted below. Rolling a D3: In rare circumstances, you may be instructed to roll a D3. <strike> As there's no such thing as a three-sided die,</strike> You can use the following method to determine a result between 1 and 3. Roll a D6 and halve the number, rounding up. Thus, 1 or 2 = 1, 3 or 4 = 2 and 5 o r 6 = 3 . Alternatively, you can [https://c1.staticflickr.com/5/4152/4995105895_aaa2b29aa4_n.jpg roll a D3] to determine the result without having to calculate anything. Scatter Dice: Scrollhammer uses a special die called a scatter dice (marked with arrows and a Hit! symbol). This die is mostly used to determine a random direction, most often applied when working out the behaviour of blast weapons, such as fireballs and field catapults(see page XX). Dividing to Conquer: On occasion, you'll be called upon to divide the result of a dice roll, a characteristic or some other value. Where this happens, any fractions should always be rounded up. So a D6 roll of 3, halved, would be a result of 2 (1.5 rounded up). Similarly, 10% of a unit of twenty-one models, rounded up, would be 3 models. Modifying Dice Rolls: Sometimes, you may have to modify the number rolled on the die (or the roll). This is noted as D6 plus or minus a number, such as D6+1. Roll the die and add or subtract the number given to or from the roll (as appropriate) to get the final result. For example, D6+2 means roll a die and add 2 to the number on the dice for a total between 3 and 8. You may also be told to roll a number of dice in one go, which is written as 2D6, 3D6 and so on. Roll the indicated number of dice and add them together, so a 2D6 roll is two dice rolled and added together for a result of 2-12. Another method is to multiply the score of a die by a certain amount, such as D6x5 to provide a result between 5 and 30. Re-Rolls: In some situations, the rules allow you to pick up and re-roll dice. This is exactly what it sounds like - pick up the dice you wish to re-roll, and roll it again. The second roll counts, even if it means a worse result than the first, and no single die can be re-rolled more than once, regardless of the source of the re-roll. If you re-roll a single 2D6 or 3D6 roll, you must re-roll all of the dice and not just some of them, unless the rule granting the reroll specifies otherwise. Note that any modifiers that applied to the first die roll are also applied to the re-roll. Roll-Off If the rules require players to roll-off, this simply means that each player rolls a die and the player that rolls the highest result wins the roll-off. If the players roll the same result, both die must be re-rolled until one player is the winner - any modifiers that applied to the first die roll are also applied to any further rolls. Randomising: Sometimes you'll be called upon to randomly select something - often a model, but sometimes an item, a spell, or similar. Where this is the case, simply assign a D6 result to each of the things the random selection must be made from, and roll a die to make your random choice. If you have fewer than six items to randomise between, simply roll again until you roll an assigned number. Cocked Dice: Occasionally, a die will end up in a crevice in your terrain or in the crack between two sections of board and doesn't lie flat. We call this a 'cocked die'. Some players use a house rule that if any dice is not completely flat on the table, it must be re-rolled More common is for players to re-roll the dice only if they can't be sure of the result. Of course, if your gaming surface is very textured and results in a lot of cocked dice (or simply if you prefer a tidy battlefield), you can make all your rolls in a tray or box lid Dice on the Floor: It is generally accepted that if a die ends up on the floor, it doesn't count - so you don't need to shine a torch under the sofa to find out if you made your save or not. Most gamers agree that such dice can be rolled again. However, you can just as well house rule it that if your die misses the table, you have failed the roll - after all, if you can't hit a huge table with a tiny die, then what chance do your warriors have of hitting the enemy? ===BLAST MARKERS AND TEMPLATES=== Some weapons are so powerful that they don't just target a single model or unit, but have an area effect which might encompass (and often utterly devastate) several different units. To better represent these circumstances, Scrollhammer uses a series of three different blast markers and templates: *A 'small' blast marker (3" in diameter) *A 'large' blast marker (5" in diameter) *A 'template' (a tear-dropped shaped marker roughly 8" long) The templates and blast markers are used as a way of determining how many models have been hit by an attack that has an area of effect or blast radius. When an attack uses a template, it will explain how the template is positioned, including any kind of scatter that might occur (scatter is discussed more completely next in this section). To work out the number of hits, you normally need to hold the template over an enemy unit or a particular point on the battlefield, and then look underneath (or through, if using a transparent template) to see how many models bases lie partially or completely underneath. A unit takes a hit for each model that is fully, or even partially, underneath the template. Remember that a model's base is counted as being part of the model itself, so all a template has to do to cause a hit is to cover any part of its base. Scatter: Sometimes a rule will call for an object (a template,counter, model or even a whole unit ) to be placed on the battlefield and then scatter. When this occurs, follow this procedure: 1. Place the object on the battlefield as instructed by the rule 2. Roll a scatter dice and 2D6 to determine the direction and distance of scatter in inches. 3. If a Hit! is rolled on the scatter dice, the object does not move - leave it in place,and resolve the remainder of the rule. 4. If an arrow is rolled, move the object the distance shown on the 2D6 in the direction of the arrow. Ignore intervening terrain, units, etc., unless the rule states otherwise. Once the object has scattered to its final position, resolve its effects. Some rules may specify a distance to be determined other than 2D6 in which case you replace the 2D6 in this procedure with the method listed in the rule. ===CHARACTERISTICS=== A Scrollhammer model has numerical values of the following characteristics: Weapon Skill(WS): How skilled or ferocious this model is in close combat. A model with WS0 cannot strike blows, and is hit automatically in close combat. Ballistic Skill(BS): How accurate of a shot this model is at a range. A model with BS0 cannot fire any ranged weapon of any kind during the shooting phase, even one that does not require a roll to hit. Strength(S): How physically strong this model is. A model with S0 is immediately slain as a casualty, his bones breaking beneath the weight of his own body. Toughness(T): How hard to injure a model is. A model with T0 is immediately slain, his life force reduced to nothing. Wounds(W): How many serious injuries a model can withstand. A model with 0 remaining wounds is immediately slain. Initiative(I): How quick a model is. A unit where all models have I0 cannot pursue, and is always caught if pursued. Attacks(A): How many attacks a model gets in close combat. A model with 0 attacks cannot strike blows in close combat. Attacks may be modified after the fact by certain bonuses; bonus attacks are not factored into the characteristic profile. Leadership(Ld): The strength of a model's bravery and resolve. Magicka(Mg): How many power dice are given to this model at the beginning of each of your turns. Save(Sv): A quick reference to this model's armor save. Taking a different armor option may modify a model's saving throw. No Characteristic may ever be higher than 10, except for Wounds and Magicka. ====Characteristic Tests==== A model will sometimes be called upon to take a characteristic test. Such a test can be applied against any characteristic that the model has, except for Leadership and Armour Save. A Toughness test is a characteristic test, as is a Strength test or an Initiative test, a Wounds test and so on. Models don't have a choice of which characteristic to use - the characteristic to be tested will be specified in the rule. To make a characteristic test use the following procedure: 1. Roll a D6 and compare the result to the relevant characteristic in the model's profile. 2. If the result is equal to or less than the number in the profile, the test is passed. 3. If the result is greater than the number in the model's profile, the test has been failed, and something will occur, as detailed in the rule that prompted the test. 4. When a single test is required for the whole unit, rather than for individual models, use the highest relevant characteristic in the unit. Models with Multiple Profiles: Where a model has more than one value for the same characteristic, a characteristic test is always taken against the highest of the values. Automatic Pass and Fail: When taking a characteristic test, a dice roll of 6 is always a failure, and a dice roll of 1 is always a success, regardless of any other modifiers. However, if the model has a characteristic of 0 or '-' it automatically fails the test. Leadership Tests: At certain times, a model or unit might be called upon to take a Leadership test. This usually represents them drawing upon their courage to face disheartening circumstances. To take a Leadership test, use the following procedure: 1. Roll 2D6 and compare the result to the models leadership. 2. If the result is equal to or less than the model's Leadership value, then the test has been passed. 3. If the result is greater than the models Leadership value, a suitably dire consequence will occur, as detailed in the rule that called for the test. 4. If a unit includes models with different Leadership values, always use the highest Leadership from among them. Models with Multiple Profiles: Where a model has more than one Leadership value, a Leadership test is always taken against the highest of the values. Automatic Pass: A natural, unmodified, roll of 2 (a double 1 ) always passes a Leadership test, regardless of any modifiers that apply. A Leadership of 0 always fails a Leadership test. Basic vs Advanced: Basic rules apply to all the models in the game, unless specifically stated otherwise. They include the rules for movement, shooting and close combat as well as the rules for morale, found between pages XX and XX. These are all the rules you'll need for your average Infantry model. Advanced rules apply to specific types of models, whether because they have a special kind of weapon (such as a crossbow), unusual skills (such as the ability to regenerate damaged flesh), because they are different to their fellows (such as a unit leader or a heroic character), or because they are not normal Infantry models (a man on horseback, a savage wolf, or even a Dragon). The advanced rules that apply to a unit are indicated in the entry for the unit in their relevant Scrollhammer Army Book. Where advanced rules apply to a specific model, they always override any contradicting basic rules. On rare occasions, a conflict will arise between a rule in this rulebook, and one printed in an Army Book or Supplement. Where this occurs, the rule printed in the Army Book or Supplement always takes precedence. ===THE SPIRIT OF THE GAME=== Scrollhammer may be somewhat different to any other game you have played. Above all, it's important to remember to not be "That Guy." If a dispute arises over a rule, and no answer can be found, a quick way of resolving it can be by rolling a d6: on a 4+, you were right, on a 3 or less, your opponent was right. This way, the game can go on with minimal neckbeard rage. Controlling Player vs Opposing Player: Sometimes, a rule will ask the controlling player to make an action or decision of some kind. At others, it will place the same responsibility on the opposing player. The controlling player is always the player who 'owns' the model in question - the one who has included it in his army. The opposing player is always his opponent. Line of Sight: Line of Sight(often abbreviated as LOS) determines what a model can 'see'. Many situations call for you to determine whether or not a model has line of sight. A model normally needs line of sight whenever it wishes to attack an enemy, whether with enchanted sword, crossbow or magick. Line of sight literally represents your warriors' view of the enemy - they must be able to see their foes through, under or over the battlefield terrain and other models (whether friendly or enemy). For one model to have line of sight to another, you must be able to trace a straight, unblocked line from its eyes to any part of the target's body (the head, torso, arms or legs). Sometimes, all that will be visible of a model is a weapon, banner or other ornament he is carrying. In these cases, the model is not visible. Similarly, we ignore wings and tails, and antennae even though they are technically part of a model's body. These rules are intended to ensure that models don't get penalized for having impressive banners, weapons, and so on. Naturally, you can't ask your models what they can see - they're plastic and resin, which is always a barrier to effective communication - therefore, you'll have to work it out on their behalf. In many cases, this will be obvious - if there's a hill, building or monster in the way, the enemy might be blatantly out of sight. In other cases, two units will be clearly in view of each other as there is nothing at all in the way. on those other occasions, where it's not entirely obvious whether or not one unit can see another, the player will have to stoop over the battlefield and look from behind the model's head for a 'model's eye view'. This means getting down to the level of your warriors and taking in the battlefield from their perspective to 'see what they can see'. You will find that you can spot lurking enemies through the windows of ruined buildings, catch a glimpse of a model's legs under tree branches and see that high vantage points become very useful for the increased line of sight that they offer. Own Unit: There is one important exception to the rules for line of sight. Firing models can always draw line of sight through members of their own unit just as if they were not there.
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