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====Charge Sub-phase==== It's time for your warriors to hurl themselves into close combat and carry the day through bitter melee. To resolve a charge, use the following procedure: Declare a Charge: Choose a unit in your army that is declaring a charge and nominate the enemy unit(s) it is attempting to charge. A unit can never declare a charge against a unit that it cannot reach, nor can it declare a charge against a unit that it cannot see. This means that a charge can usually only be declared on a unit up to 12" away (the maximum charge range for most models, as we'll discover later). Some units are disallowed from charging. Common reasons a unit is not allowed to declare a charge include: *The unit is already locked in close combat (see page XX). *The unit marched this turn (see page XX). *The unit has gone to ground (see page XX). *The unit fired a weapon or used an ability that cannot be used the turn it charges(see page XX) *The unit is falling back (see page XX). The target enemy unit, if it is not already locked in combat or falling back, must choose its charge reaction. It may choose to either to flee or to hold. If it chooses to flee, it immediately falls back d6". It may still be charged. If it chooses to hold, it absorbs the charge, and may take a Leadership test to Stand and Shoot if it has the Fight in Ranks formation(see page XX). In addition to the above, a unit that fired in the shooting phase can only charge the unit that it targeted its shots at during that turn's Shooting phase. Rolling for Charge Range: Roll 2D6. This is your charge range - the number of inches your assaulting unit can charge. This total is important, so remember it. If a unit has models that roll differently for their charge range, the whole unit must charge at the speed of the slowest model. Charge Move: The charging unit now moves into close combat with the unit(s) it has declared a charge against - this is called a charge move. Moving Charging Models: Charging units must attempt to engage as many opposing models in the enemy unit as possible with as many of their models as possible - no holding back or trying to avoid terrain! All of the models in a charging unit make their charge move - up to the 2D6 distance you rolled earlier - following the same rules as in the Movement phase, with the exception that they can be moved within 1" of enemy models. Charging models still cannot move through friendly or enemy models, cannot pass through gaps narrower than their base, and cannot move into base contact with enemy models from a unit they are not charging. If the charging unit can make the charge, move it on the fastest possible route, wheeling or pivoting if necessary(if it has Fight in Ranks), into base contact with the enemy unit. Each model should attempt to get into base contact with an enemy model, 1 for 1. If a model's base is larger than an enemy model's, it should attempt 2 for 1, 3 for 1, or however much larger is necessary. With units that Fight in Ranks, the models should go as far as they can to get as many of the enemy's front rank in base contact with theirs as possible. Charges against ranks are always against the 90 degree arc of that unit that the majority of the charging unit is inside of. Excess ranks stand out on the side closer to the side from which the charge came, or on both sides if no wheel or pivot greater than the width of any charging model's base was required to make the charge. Units hanging out over on the edges never wrap around ranks. Charging models in ranks stay in their ranks. With skirmishers and hordes, an initial charger is chosen, the closest model to the enemy, who engages the closest model along the fastest possible route, within the arc of the enemy's ranks(if applicable) that is being charged. After moving the first model in the unit, you can move the others in any sequence you desire, providing you abide by the following conditions, moving along the shortest possible route: *A charging model must end its charge move in unit coherency with another model in its own unit that has already moved *If possible, a charging model must move into base contact with an enemy model within reach(and arc, if applicable) that is not already in base contact with another charging model. *If there are no such enemy models in reach, the model must begin to form a rank behind or to the side of a friendly model in reach that is in base contact. *If a charging model cannot reach any enemy or friendly models, it must simply stay in coherency. If you follow this sequence, you will end up with all the models in the charging unit in unit coherency, having engaged as many enemy models as possible with as many charging models as possible. Multiple Charges: If a unit attempts to charge multiple units, it must roll enough distance to reach those units in order to successfully charge. Once the charge is resolved, however, if no models actually reach one of those units due to the charge rules, the unit that was not charged does not fight in that combat unless it was already in it, and is not locked in combat, unless it would have been already. Charging Through Difficult Terrain: If, when charging, one or more models have to move through difficult terrain, the unit must make a Difficult Terrain test (see page XX). However, to represent the uneven pace of a charge, the unit rolls 3D6, rather than 2D6, and uses the two lowest results as its charge range. Warriors who charge through difficult terrain may be easily ambushed. To represent this, if one or more models charge a unit with the Skirmish formation through difficult terrain, that unit may attempt to Counter-Attack(see page XX). Remember that charging models must engage as many enemies in the target unit as possible. Charging through Dangerous Terrain: If, when charging any model in a charging unit goes through dangerous terrain, that model must immediately take a Dangerous Terrain test (see page XX). Failed Charge: If the initial charger(or the entire unit, in the case of a unit with Fight in Ranks) is found to be further than its charge range from the unit(s) that it has declared the charge against, the charge fails and no models are moved. Declare Next Charge: Once all the models in a charging unit have moved, the player can choose another unit(that has not yet declared a charge) and declare another charge if he wishes. Ending the Charge Sub-Phase: Once you have launched all of the charges you wish to, the Charge sub-phase is ended. Move on to the Fight sub-phase.
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