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===H-Q=== '''Hatred''' Commonly, a model only has Hatred towards a specific type of foe, in which case, the unlucky target will be expressed, in brackets, after the special rule. This can refer to a whole army, or a specific unit from that army. For example, Hatred (Imperial Legion) would mean any models from that Army Book, whilst Hatred (Dragoons) would mean only Dragoons. A model striking a hated foe in close combat re-rolls all misses during the first round of each combat - he does not get to make re-rolls for Hatred in subsequent rounds. In addition, if charged by the Hated foe, this unit can never flee: in the case of a failed Fear or Terror test, the unit with Hatred is always reduced to WS1 regardless of unit size. '''Hit and Run''' A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test. *If the test is failed, nothing happens and the models remain locked in the fight. *If the test is passed, choose a direction - then roll 3D6. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1 " away from all of the enemy units they are engaged in combat with, the unit breaks away from combat and immediately moves a number of inches in the chosen direction equal to the 3D6 result, ignoring the units they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate D6". A Hit & Run move is not slowed by difficult terrain, but treats dangerous terrain normal. It may not be used to make an illegal move into other units or impassable terrain, and models instead stop immediately(1 " away in the case of enemy models). Nor can the unit move out of coherency: the unit moves as far as it can without doing so. If there are units with this rule on both sides who wish to disengage, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead. '''Ignores Cover''' Cover saves cannot be taken against Wounds caused by weapons with the Ignores Cover special rule. '''Immunity''' A model with "Immune to X" is completely immune to that particular type of damage. For example, a model with Immune to Flame is unaffected by Flame damage. Exception: A model with Immune to Poison causes Poisoned attacks to roll normally against it, rather than using the Poisoned special rules. In addition, any weapons that count as having an unusual "poison" on them lose the special rules granted by that poison. '''Infiltrate''' Units that contain at least one model with this special rule may be deployed last, after all other units (friend and foe) have been deployed. If both sides have Infiltrators, the players roll-off and the winner decides who goes first, then alternate deploying these units. Infiltrators can be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a building (see page XX), as long as the building is more than 12" from any enemy unit. Alternatively, they can be set up anywhere on the table more than 18" from any enemy unit, even in plain sight. Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves (see page XX). An Independent Character without the Infiltrate special rule cannot join a unit that has decided to Infiltrate during deployment. '''Independent Character''' Independent Characters can join other units. They cannot, however, join units that always consist of a single model (such as most vehicles and Monstrous Creatures). They can join other Independent Characters, though, to form a powerful multicharacter unit. Joining and Leaving a Unit: An Independent Character can begin the game already with a unit, either by being deployed in unit coherency with it or, if the unit is in reserve, by informing your opponent of which unit it has joined. In order to join a unit, an Independent Character simply has to move so that he is within the unit coherency distance of a friendly unit at the end of their Movement phase. If the Independent Character is within coherency of more than one unit at the end of its Movement phase, the player must declare which unit it is joining. If an Independent Character does not intend to (or cannot) join a unit, it must (where possible) remain out of coherency from it at the end of the Movement phase. This is to make clear whether they have joined a unit or not. Note that after an Independent Character joins a unit, that unit can move no further that Movement phase. An Independent Character can leave a unit during the Movement phase by moving out of unit coherency with it. He cannot join or leave during any other phase - once arrows are let loose or charges are declared, it is too late to join in or duck out! An Independent Character cannot leave a unit while either he or the unit is locked in combat, falling back or has gone to ground. He cannot join a unit that is locked in combat or falling back. If an Independent Character joins a unit, and all other models in that unit are killed, he again becomes a unit of one model at the start of the following phase. While an Independent Character is part of a unit, he counts as part of the unit for all rules purposes, though he still follows the rules for characters. While an Independent Character is a unit of one model, or is part of a unit consisting of only Independent Characters, he uses the Skirmish Formation. Heroic Morale: A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 50% of its starting numbers, but instead tests as if it had at least 50% remaining. Special Rules: When an Independent Character joins a unit, it might have different special rules from those of the unit. Unless specified in the rule itself (as in the Stubborn special rule), the unit's special rules are not conferred upon the Independent Character, and the Independent Character's special rules are not conferred upon the unit. Special rules that are conferred to the unit only apply for as long as the Independent Character is with them. Independent Characters and Ongoing Effects: Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful effect. If the character leaves the unit, both he and the unit continue to be affected by the effect, so you'll need to mark the character accordingly. Conversely, if a character joins a unit after that unit has been the target of an ongoing effect (or joins a unit after himself having been the target of an ongoing effect) benefits and penalties from that effect are not shared. '''Instant Death''' Unsaved Wounds inflicted by an Attack with this special rule automatically inflict Instant Death, regardless of the victim's Toughness (see page XX). '''Invisibility''' An Invisible model: *Cannot be targeted or seen(but his unit still can be if it contains non-Invisible models)except in close combat. However, his unit can be targeted, if non-invisible models in the unit can be seen. *A unit consisting entirely of Invisible models must be charged as if through Difficult Terrain. Enemies cannot counter-attack a completely invisible unit. A completely Invisible unit has Stealth(+3) and Hit and Run. *An Invisible model may choose to strike at either Initiative 10 or Initiative 1 the first round of combat. He may choose not to attack each round of combat, however. An Invisible model has has a 4+ cover save in close combat. *If an Invisible model attack, shoots, uses an activated special ability, or tries to cast another spell, he instantly forfeits the Invisibility. '''Magicka Drain''' A model hit by Magicka Drain(X) replenishes X fewer Power Dice at the start of its controller's next turn. If that model would replenish less Power Dice than it currently has due to this effect, it instead replenishes as many as it currently has. If the model has equal or more Power Dice than its Mg, it immediately loses Power Dice until it has 1 less than its Mg. A model hit by Magicka Drain(total) immediately loses all its Power Dice, and does not replenish its Power Dice Pool at the start of its controller's next turn. '''Master-Crafted''' Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon. '''Monster Hunter''' A unit containing at least one model with this special rule re-rolls all failed to-wound rolls against Monstrous Creatures. '''Move Through Cover''' A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain. In most circumstances, this will mean that the unit rolls 3D6 and picks the highest roll. In addition, when marching through difficult terrain, the unit rolls an extra die, whether a d3 or a d6(whichever is required). In most circumstances, this will mean that the unit rolls 3D3 and picks the highest roll. This does not apply to charges through difficult terrain. '''Multiple Wounds''' Each unsaved wound inflicted by this attack deals multiple wounds. For example, wounds created by a weapon with Multiple Wounds(d3) split into d3 wounds when they are inflicted. '''Night Fighting''' This mission special rule is described in full detail on page XX. '''Night Eye''' A model with this special rule ignores the effects of Night Fighting. '''Outflank''' During deployment, players can declare that any unit that contains at least one model with this special rule is attempting to Outflank the enemy. This means they are making a wide sweeping move to get behind enemy lines or come at the foe from an unexpected direction. When an Outflanking unit arrives from Reserves, but not Ongoing Reserve, the controlling player rolls a D6. *On a 1 -2, the unit comes in from the table edge to the left of their controlling player's own table edge *On a 3-4, they come on from the right *On a 5-6, the player can choose left or right Models move onto the table as described for other Reserves. An Independent Character that cannot outflank cannot join a unit that has decided to outflank during deployment. '''Paralyze''' A Paralyzed model is reduced to WS1 I1 and treats all terrain as difficult. If a duration of this effect is not given, count it as lasting until the end of next turn. '''Physical God''' This model is the physical incarnation, or perhaps even the true form, of a god. It has a 2+ Ward Save, Eternal Warrior, and Feel No Pain, cannot be Silenced, and is unaffected by Disease. This model is not a mortal(see page XX). '''Pinning''' If a non-vehicle unit suffers one or more unsaved wounds from a weapon with the Pinning special rule, it must immediately take a morale test. This is called a Pinning test. If the unit fails the test, it is pinned and must immediately Go to Ground (see page XX). It has become pinned down. As the unit has already taken its saves, going to ground does not protect it against the fire of the Pinning weapon that caused the test (or indeed from any other weapon fired by the same unit that phase) - it's too late! As long as the test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them. If a unit has already gone to ground, no further Pinning tests are taken. If the special rules of a unit specifies that the unit can never be Pinned, the unit automatically passes Pinning tests. Such units can still Go to Ground voluntarily if they wish. '''Poisoned''' If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always wounds on a fixed number (generally shown in brackets) unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the poisoned weapon) is the same or higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat. Similarly, if a model makes a shooting attack with a weapon that has the Poisoned special rule, it always wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+). Unless otherwise stated, Poisoned attacks without a given Strength are treated as having a Strength of 1. '''Precision''' If a model or weapon with the Precision Strike ability rolls a 6 to hit in close combat, its controller, not the opponent, allocates those wounds. Likewise its controller, not the opponent, determines which models the rolls of 6 counted as hitting and wounding for the purposes of any abilities they might have. If the model has two separate profiles, such as Monstrous Cavalry, or is Artillery, the controller chooses against which profile the precision strike is rolled; the wound and all other effects must be assigned to that one. If a model or weapon with the Precision Shot ability rolls a 6 to hit while shooting, its controller, not the opponent, allocates those wounds. Likewise its controller, not the opponent, determines which models the rolls of 6 counted as hitting and wounding for the purposes of any abilities they might have. If the model has two separate profiles, such as Monstrous Cavalry, or is Artillery, the controller chooses against which profile the precision strike is rolled; the wound and all other effects must be assigned to that one. Shots fired from a Stand and Shoot action can never be precision shots. Look out, Sir!: If the model targeted by a precision strike or precision shot is a character, the opponent may roll a d6: on the roll of a 3+, the strike or shot is reassigned as per the usual rules(usually the opponent's choice). This may only be rolled once per model per strike or shot, and the model that it is reassigned to must be declared immediately, and treated as the model hit by the attack. In the case of multiple profile models or Artillery, the Look Out Sir! may target another model of a different type, a multiple profile model or an artillery piece in the unit, or it target itself(in which case, the hit is randomly allocated to one profile/model as usual). '''Preferred Enemy''' This rule is often presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies to both shooting and close combat attacks.
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