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===R-Z=== '''Rampage''' At the start of any Fight sub-phase, models with the Rampage special rule gain +D3 Attacks if the combat they are in contains more enemy models than friendly models - count all models in all units locked in the combat, not just those models that are engaged. Calculate each rampaging model's bonus Attacks separately. '''Regeneration''' At the beginning of each of your turns, roll a d6 for each wound on this model less than its starting amount. For each roll of a 6, one wound is restored. Regeneration(X), such as Regeneration(4+), indicates a different roll in brackets necessary to regenerate a wound. If a model has multiple values for Regeneration, it may choose which one to use, but may only use one per turn. '''Relentless''' Relentless models treat all weapons as Fire and Charge, and ignore all movement, marching, shooting and charge restrictions on spells they cast. '''Rending''' If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that his close combat attacks will strike a critical blow. For each To Wound roll of a 6, the target automatically suffers a Wound, regardless of his Toughness. These Wounds are resolved at AP5. Similarly, if a model makes a shooting attack with a weapon that has the Rending special rule, a To Wound roll of 6 wounds automatically, regardless of Toughness, and is resolved at AP 5. *'''Killing Blow''' A model or weapon with the Killing Blow special rule has the Rending Special Rule. In addition, its Rending attacks cause Instant Death against models other than Monstrous Creatures and Artillery pieces. *'''Heroic Killing Blow''' A model or weapon with Heroic Killing Blow has the Rending Special Rule. In addition, so skillful and mighty are the strikes that Rending attacks from that model or weapon cause Instant Death against all models other than Artillery pieces. '''Reserves''' This mission special rule is described in full detail on page XX. '''Scout''' After both sides have deployed (including Infiltrators), but before the first player begins his first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, or a Monstrous Creature, each model can redeploy anywhere entirely within 6" of its current position. If it is any other unit type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts must remain more than 12" away from any enemy unit. A unit that makes a Scout redeployment cannot charge in the first turn. A unit cannot embark or disembark as part of a Scout redeployment. If both sides have Scouts, roll-off, the winner decides who redeploys first. Then alternate redeploying Scout units. This rule also confers the Outflank special rule (see page XX). If an Independent Character without the Scout special rule was joined to a unit of Scouts during deployment, that unit cannot redeploy. '''Shred''' If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred special rule, it re-rolls failed To Wound rolls in close combat. Similarly, if a model makes a shooting attack with a weapon that has the Shred special rule, it re-rolls its failed To Wound rolls. '''Silence''' A model that is Silenced cannot cast spells or use the Thu'um. If a duration of this effect is not given, count it as lasting until the end of next turn. '''Slow''' Any model that is Slowed gets -1 Initiative and moves as if it is in difficult terrain. It is a good idea to mark affected models with counters or coins so that you remember. Monstrous Creatures are immune to the effects of Slow. '''Slow and Purposeful''' A unit that contains at least one model with this special rule cannot March or make a sweeping advance, but counts as Relentless. '''Sniper''' If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, each To Hit roll of a 6 results in a Precision Shot (see page XX). Furthermore, if a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, its shooting attacks always wound on a To Wound roll of 4+ or better, regardless of the victim's Toughness. Sniper weapons also have the Pinning and Rending special rules. '''Soul Trap''' If a model or weapon with this ability slays a model, that model(or model using the weapon) gains a soul gem counter, lasting until the game ends, or until it is spent. Keep track of soul gem counters using a die next to the model, if necessary. A model may spend one soul gem counter at any time to re-roll one miss or failed wound while using a magic weapon(other than a spell). '''Split Fire''' When a unit that contains at least one model with this special rule shoots, a model with this special rule may attempt to shoot at a different target to the rest of his unit. To do so, the unit must first take a Leadership test. If the test is failed, the unit shoots as normal. If the test is passed, choose one model in the unit with this special rule, and immediately make a shooting attack with it. Once this shooting attack has been resolved, resolve the shooting attacks made by the rest of the unit, which must be at a different target. '''Stealth''' A model with this special rule counts its cover saves during the Shooting Phase as being 1 point better than normal. Note that this means that a model with the Stealth special rule always has a cover save of at least 6+, even if it would not currently have a cover save. This rule is often presented as Stealth X, where X is a numerical value. Stealth(+2) indicates giving +2 to the model's cover save while in cover, or a 5+ save while no other cover save is available, and so on and so forth. It may also be presented as Stealth (Y), where Y indicates a specific type of terrain, such as Stealth (Forests) or Stealth (Ruins). If this is the case, the unit only gains the benefit whilst it is in terrain of the specified type. Multiple instances of Stealth stack. '''Stubborn''' When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, they ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, it uses the rules for Fearless instead. '''Swarms''' *If a Swarm suffers an unsaved Wound from a Blast, Large Blast or Template weapon, each unsaved wound is multiplied to two unsaved Wounds. *Swarms do not suffer Instant Death from taking an unsaved wound with Strength double their Toughness, unless that weapon is a Blast, Large Blast or Template weapon. *Swarms are adept at crossing terrain that would slow others - they are not slowed by Difficult Terrain, but must test for dangerous terrain as normal. *Swarms have the Stealth(+1) universal special rule against weapons other than Blast, Large Blast and Template weapons, being hard to hit. *Swarms can never hold objectives, and never block line of sight or grant a cover save to units blocked by them. '''Template''' A Template weapon is a shooting weapon does not roll to hit. To fire, place the teardrop-shaped Template so that the narrow end is touching the edge of the base of the firing model, and no friendly models or models locked in combat are underneath the Template. Enemy units underneath the Template are automatically hit, once for each model underneath. Template weapons have Ignores Cover. '''Terror''' A model that causes Terror prompts the same tests as a model that causes Fear, except that if a unit charged by a Terror-causing unit fails its Terror test, it must always flee, even if it outnumbers the charging unit. If a unit passes a Terror test, whether to charge or in reaction to a charge, it treats Terror as Fear for the remainder of the game. A unit containing at least one model that causes Terror is immune to Fear and Terror. '''Torrent''' When firing a weapon with this special rule, place the Template so that the narrow end is within 12" of the weapon and the wide end is no closer to the weapon than the narrow end. The weapon is then treated like any other Template weapon. '''Tongue''' This model may use the Thu'um(see page XX for details) '''Two-Handed''' This weapon or spell requires two open hands to equip(see page XX). '''Unwieldy''' A model attacking with this weapon does so at -1 Initiative, unless it is a Monstrous Creature. *'''Very Unwieldy''' A model attacking with this weapon strikes at Initiative 1, unless it is a Monstrous Creature. '''Volley Fire''' A shooting weapon with Volley Fire can be fired from an entire unit, not just from the front two ranks. '''Ward''' A spell with Ward, if cast in response to an enemy spell which would target or immediately effect caster, caster's unit, or another one of caster's spells, prompts a Ward attempt. The caster of the Ward spell and the caster of the enemy spell roll d6's, and add their respective Mg values to them. If caster of the Ward spell's final score is higher, he and his spells become immune to the effects of that spell for its duration. Hits resolved on him from the spell do nothing.
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