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====Unit Formations==== A unit's Formation is the doctrine of war by which it fights on the battlefield. Each formation uses certain rules for movement in addition to those given above. A unit's formation also affects its actions in combat. =====Fight In Ranks===== A unit that Fights in Ranks advances across the battlefield in an orderly, tight formation. A unit that Fights in Ranks must be in base contact with one another to be in Coherency. It has a front, sides, and rear. Each of these is a 90 degree arc. Models Fighting in Ranks may not change their position in the unit except when piling in or reforming, or in order to circumvent impassable terrain. A unit that Fights in Ranks may move directly forward at full speed. It may wheel(move at an angle but resolve in the same direction it last faced) on its move. It may move directly backwards, or directly sideways, at half speed instead. If the models wish to change the direction that they are facing, pivot, or enter a new formation should models be out of coherency, it may do so, each unit moving the shortest distance possible to enter the new formation, or to accomplish such a maneuver. A unit that does this may not fire weapons or charge this turn. When a unit that Fights in Ranks rallies or consolidates from combat, it reforms with its rally or consolidation 3". A model that cannot reform moves as close as it can to doing so. If a unit that Fights in Ranks would move through terrain, and certain pieces of terrain would block its movement, it may send its models around that terrain by the shortest possible route, and return them to their prior rank as soon as possible. They count, however, as being additional ranks and files should they be split up in this manner. A unit that Fights in Ranks has the following special rules(see later chapters for further information): Obvious Target: Units that Fight in Ranks can never get a cover save simply for being in area terrain, only for being actually obscured, or due to a special rule or effect. Crowded Formation: Only the first two ranks of a unit that Fights in Ranks can shoot during the shooting phase. Should the unit fire backwards, or to the side, this would mean the first two ranks facing in the direction of those arcs, respectively. Cohesive Fire: If one model that Fires in Ranks can see an enemy unit, and fires at that unit, the entire remainder of the unit may shoot at that unit where allowed, regardless of line of sight. The target gains a 3+ cover save against shots from models that cannot see them. Stand and Shoot: When a unit that Fights in Ranks is charged and is not already locked in combat, if it decides to hold position, it may take a Leadership test. If it succeeds, every model in the unit may fire a non-spell shooting weapons that it has equipped against the charging unit at -1 to hit. Remove casualties from the charging unit before the charge is resolved. Such shots never prompt any morale tests. Flanks: When a unit that Fights in Ranks is charged, the charging unit charges the arc that the majority of its models are in when the charge is declared. If a unit that Fights in Ranks is charged in a direction that it is not facing, it is flanked: it strikes at I1 against that enemy unit as long as it continues to not face that unit. If that unit is the only unit that it is locked in combat with, at the start of your movement phase, you may test Leadership for a flanked unit. If that roll is successful, each model in the flanked unit is turned to face the flanking unit. If so, models pile in along their ranks to be as close as possible to the flanking unit. After doing this, your unit is no longer considered flanked. Strength in Ranks: A unit that Fights in Ranks, and is not being flanked, gains +1 to combat resolution for each full rank of 5 models, or +2 for each full rank of 10 models. =====Horde===== A Horde is a wild, unorganized, teeming mass of warriors. A Horde must be within 1" of each other to be in coherency. A Horde may move in any direction as its movement allows. It reforms and consolidates as normal(see page XX) A unit with the Horde Formation has the following special rules(see later chapters for further information): Scattered Target: Models in a Horde gain a 6+ cover save simply for being in area terrain. Pressing Assault: A Horde gets +1 to combat resolution for every 12 models in the unit =====Skirmish===== Skirmishers are soldiers set apart from one another, focused more on individual tactics than on overpowering mass strength. Skirmishers must be within 2" of each other to be in coherency. Skirmishers may move in any direction as their movement allows. They reform and consolidate as normal(see page XX) A unit with the Skirmish Formation has the following special rules(see later chapters for further information): Concealed Target: Skirmishers gain a 4+ cover save simply for being in area terrain. Agile Tactics: Skirmishers, even those without the Hit and Run special rule(see page XX), may attempt to Hit and Run against units that Fight in Ranks. They count as having -1 to their normal initiative when taking this test, unless they have the actual Hit and Run special rule.
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