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===A-G=== '''Absorb''' A model or weapon with Absorb Health(X+), if inflicting a wound, may roll a d6. On an X+, that model restores a wound up to its starting amount. Hitting with an Absorb weapon does not count as an attempt to Heal, but only one wound can be restored per turn per model, which counts as Healing for the turn. A model or weapon with Absorb Magicka(Y on an X+), if hitting an enemy, may roll a d6. On an X+, the enemy model suffers Magicka Drain(Y), and the absorbing model immediately gains Y power dice. '''Acute Senses''' If a unit contains at least one model with this special rule, and that unit arrives on a random table edge (due to Outflank, or other special rules), then you can re-roll to see which table edge they arrive from. '''Atronach''' An Atronach is an elemental golem native to the planes of Oblivion. Atronachs can never hold objectives. '''Autohit''' This attack automatically hits. If it would use the scatter die, it never scatters. '''Backfire''' Whenever a model with this special rule, or using a melee attack with this special rule rolls to hit in close combat, on the roll of a 1(after any re-rolls), that model takes a wound, saves allowed as normal. Whenever a model fires a ranged weapon with this special rule rolls to hit at a range, on the roll of a 1(after any re-rolls), that model takes a wound, saves allowed as normal. Template and Blast weapons with Backfire roll a die separate from the weapon. On the roll of a 1, the model shooting the weapon takes a wound, saves allowed as normal, even if the weapon hits. '''Barrage''' Barrage weapons act as Blast or Large Blast weapons(see below), with following additional rules: *Barrage weapons are always Pinning. *Barrage weapons determine Cover Save(if any) from the central hole of marker. *Barrage weapons can fire indirectly. If so, they can fire even without Line of Sight, but always roll full scatter. Multiple Barrages: Place the barrage weapon template from one of the weapons first, before the other weapons are resolved. Then scatter as normal. Remaining shots scatter to touch the edge of the first template at the angle of the scatter. If a Hit! is rolled, the controlling player may choose at which angle to put the template, or to put it at the same spot as the first hit. After placing all the templates, resolve hits and wounds '''Bestial Instinct''' This model is merely an animal, and so can never hold objectives(of course, this doesn't stop models without Bestial Instinct in its unit from doing so, if otherwise allowed to). '''Blast and Large Blast''' A weapon's profile might designate it as being Blast or Large Blast; Blast refers to the (3") blast marker and Large Blast refers to the (5") blast marker. Large Blasts follow all of the rules for Blasts. When firing a Blast weapon, models do not roll to hit as normal. Instead, place the blast marker over a model in the enemy unit that is in range and Line of Sight, so that the center hole is entirely over that model. You may position it to attempt to put over certain other models. Roll the Scatter Die and 2d6. In the case of a Hit!, keep the relevant blast marker there, and count the models whose bases it is over. You cannot place the blast marker so that the base of any friendly models or units locked in combat are even partially under it. The large area affected by the blast means it's going to be very hard to miss completely. Nonetheless, the shot might not land exactly where intended. If your model rolled a Miss, roll for the blast marker to scatter and subtract the firer's Ballistic Skill from the distance that it scatters, to a minimum of 0". Note that it is possible, and absolutely fine, for a shot to scatter beyond the weapon's maximum or minimum range and line of sight. This represents the chance of ricochets, the attack blasting through terrain, and other random events. In these cases, hits are worked out as normal and can hit and wound units out of range and line of sight (or even your own units, or models locked in combat!). If the shot scatters so that the hole in the centre of the marker is beyond the table's edge, the shot is a complete miss and is discarded. Once the final position of the blast market has been determined, take a good look at it from above - each unit with models under the marker suffers one hit for each model with its base fully or partially beneath the blast marker (see diagram). This even applies to units whose models are out of range or line of sight! Once the number of hits inflicted on the unit has been worked out, roll To wound and save as normal. Any unsaved wounds are then allocated on the unit as for a normal shooting attack. Multiple Blasts: If a unit is firing more than one shot with the Blast special rule, resolve each shot, one at a time, as described above. Scatter each individually, then determine how many hits are scored by each blast marker. Finally, resolve these, and the rest of the unit's shots, as normal. Blast Weapons and Rerolls: If a model can reroll with a Blast weapon, they reroll all their dice to-hit with the weapon, including the scatter die. '''Blind''' A Blinded model gets -1 to hit for the duration of the effect. If a duration of this effect is not given, count it as lasting until the end of next turn. '''Chameleon''' A model with Chameleon has a 6+ cover save in Close Combat. A unit consisting entirely of models with Chameleon have Stealth(+1). A model with Chameleon(X) gets Stealth(+X) if it is in a unit consisting entirely of models with Chameleon, and always has the minimum cover save that it would get from Stealth(X) in close combat. '''Chill''' A Chilled model gets -1 Initiative. If a duration of this effect is not given, count it as lasting until the end of next turn. '''Command''' A Commanded model is an opponents model. If it is successfully Commanded, it attacks the nearest model in its own unit (randomly picked if tied), and then is attacked back by that model, during close combat. Those models fight each other: they cannot attack their enemies that round. You may choose to equip any set of items for the Commanded model, even if other items were already equipped, but once chosen each turn, you cannot equip different items, unless a special rule says otherwise. Once a model has been Commanded, you control any spells or optional special abilities it might use as long as it is Commanded. '''Counter-Attack''' If a unit contains at least one model with this special rule is charged, it may attempt to Counter-Attack if it is not Pinned Down/Gone to Ground or already locked in combat. It must choose to hold as a reaction to the charge in order to do so. To Counter-Attack, the unit takes a Leadership test. If it passes, the models in the unit gain all bonuses that they would get for charging; both sides count as having charged this round! '''Critical Strike''' Each To Wound roll of 6 this model or weapon rolls has Multiple Wounds(d3) and ignores Feel No Pain(see below) '''Deep Strike''' In order for a unit to be able to Deep Strike, all models in the unit must have the Deep strike special rule and the unit must start the game in reserve. When placing the unit in reserve, you must tell your opponent that it will be arriving by Deep Strike (sometimes called Deep Strike reserve). Some units that must arrive by Deep Strike. They always begin the game in reserve and always arrive by Deep Strike. When working out how many units can be placed in reserve, units that must be deployed by Deep Strike (along with any models embarked upon them) are ignored. In addition, a unit that ''must'' arrive by Deep Strike must do so even if you are playing a special mission where the Reserves special rule is not being used. of course, all the Standard Missions presented later do use Reserves, so you won't usually need to worry about this distinction. Arriving By Deep Strike Roll for the arrival of all deep striking units as specified in the rules for Reserves and then deploy them as follows: *First, place one model from the unit anywhere on the table, in the position where you would like it to arrive, and roll for scatter to determine the model's final position. *Next, the unit's remaining models are arranged around the first one. Models must be placed in base contact with the first model in a circle around it. When the first circle is complete, a further concentric circle must be placed with each model touching the circle inside it. Each circle must include as many models as will fit. *Models deploying via Deep Strike treat all difficult terrain as dangerous terrain. In the Movement phase during which they arrive, deep striking units may not move any further, other than to disembark from a deep striking transport unit if they are in one. Units deep striking into ruins are placed on the ground floor. Deep striking units count non-ruined buildings (except for their battlements) as impassable terrain. In that turn's Shooting phase, these units can fire (or March) as normal, and obviously count as having moved in the previous Movement phase. In that turn's Close Combat phase, however, these units cannot charge. This also applies to units that have disembarked from transports models that arrived by Deep Strike that turn. Deep Strike Mishaps: If any of the models in a deep striking unit cannot be deployed, because at least one model would land partially or fully off the table, in impassable terrain, on top of a friendly model, or on top of or within 1 " of an enemy model, something has gone wrong. The controlling player must roll on the Deep strike Mishap table and apply the results. If the unfortunate unit is also a transport, the Deep strike Mishap result applies to both the unit and anything embarked within it. Deep Strike Mishap Table: 1: Destroyed! The unit is immediately removed as a casualty 2-3: Misplaced! Your opponent may choose where to place the Deep Striking unit(anywhere on the table) 4-6: Delayed! The unit goes back into reserves, to attempt to Deep Strike again next turn as permitted by the rules for Reserves '''Dragonborn''' A model with this special rule is immune to the effects of Instant Death. In addition, if it is a Tongue, it automatically passes the Leadership test required to use the Thu'um. '''Eternal Warrior''' A model with this special rule is immune to the effects of Instant Death. '''Ethereal''' An Ethereal model has a 4+ Ward save against Mundane attacks. '''Fear''' A unit that causes Fear has an intimidating presence on the battlefield. Enemy units must pass a Leadership test to charge a unit containing one or more models that cause Fear. If a unit has a charge declared against it by an enemy that causes Fear, it must immediately take a Morale test. If it fails, and is outnumbered by the charging unit, it must flee as its charge reaction. If it fails and has equal or greater numbers to the charging unit, it is reduced to WS1 this round of combat, should the enemy charge succeed. If the Morale check is passed, the combat is resolved as normal. A unit that containing at least one model that causes Fear is itself immune to Fear, and treats models that cause Terror as causing Fear instead. '''Fearless''' A unit containing one or more models with the Fearless special rule automatically pass all types Morale tests, Fear tests and Regroup tests. They cannot Go to Ground for any reason, however. They cannot flee as a charge reaction. No Retreat!: If a Fearless unit loses combat, instead of testing morale, it takes extra wounds. For each point a side lost the combat by, if any number of units in that combat are Fearless, an additional wound must be allocated to those models(these wounds do not count further towards combat results). Saves may be taken as normal against these wounds. You may attempt to have your Fearless units suffering No Retreat wounds gather their senses: you may roll an Initiative test to avoid some of the wounds, on the highest value among your Fearless units in the combat. If they succeed, reduce the number of No Retreat wounds taken by d3. '''Feel No Pain''' When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being wounded (this is not a saving throw). Roll a D6 each time an unsaved Wound is suffered. On a 4 or less, you must take the Wound as normal. On a 5+, the unsaved Wound is discounted - treat it as having been saved. Note that Feel No Pain rolls cannot be made against unsaved Wounds that inflict Instant Death. If a unit has the Feel No Pain special rule with a number in brackets afterwards - Feel No Pain (6+), for example - then the number in brackets is the D6 result needed to discount the Wound. '''Fleet of Foot''' There are many variants of this rule: Fleet of Foot, Fleet of Claw, Fleet of Hoof. Title aside, all models with these abilities are treated the same. A unit composed entirely of models with this special rule may add +d3 to its movement during the movement phase, and may re-roll failed charge distance rolls. '''Fleshbane''' If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always wound on a 2+ in close combat. Similarly, if a model makes a shooting attack with a weapon that has this special rule, they always wound on a 2+. '''Frenzy''' A model with this special rule begins the game Frenzied. A Frenzied model: *must always attempt to charge the nearest unit in charge range, and cannot flee as a charge reaction. Non-frenzied models in the unit must still do this, as long as at least one model is Frenzied. *is immune to Fear, Terror and Panic *gains +1 bonus Attack If a Frenzied unit is beaten in close combat, or fails a Morale check, it loses its Frenzied state for the remainder of the game. There are other special rules that may invoke a Frenzied state in a model under certain conditions. '''Furious Charge''' In a turn in which a model with this special rule charges or Counter-Attacks, it adds +1 to its Strength characteristic until the end of that phase.
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