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==Wargear== This section contains the rules for the various types of weapons, armor and other items a model may be equipped with. ===Melee Weapons=== The following is a list of melee weapons that may be found in various armies across Tamriel. Melee weapons are used in close combat, unless specifically stated otherwise. A model must make its attacks in close close combat with any melee weapons that it has equipped, dividing the attacks between multiple equipped melee weapons as its controlling player chooses. '''Hand Weapon''' Hand Weapons are basic one-handed melee weapons: swords, maces, hatchets, clubs, and the like. A model using a Hand Weapon strikes in combat normally. Hand Weapons can be dual wielded, being one-handed melee weapons. Parry: A model wielding a Hand Weapon with a Shield may attempt to Parry. This is covered later, in the Shield rules section(see page XX) *'''Dagger''' Daggers a special type of Hand Weapon with two additional special rules: Assassin's Weapon: If an Invisible model attacks with a Dagger, or a model that charged or counter-attacked this turn and began its charge(or was charged and counter-attacked) in Area Terrain or a building attacks with a Dagger, the Dagger gains the Killing Blow special rule that round. Easily Overwhelmed: Models with Shields may re-roll failed armor saves and failed attempts to Parry(see page XX) against wounds caused by a Dagger. A Dagger may not be dual wielded except with another Dagger. '''Spear''' Spears are long-reaching one-handed melee weapons designed for defensive formations of infantry. They can be dual wielded with each other, but not with other classes of weapons. Phalanx: Models using Spears may fight in 3 ranks, rather than just two, as long as all models in those ranks are armed with Phalanx weapons. In other words, instead of having to be in base contact either with the enemy or a friendly model in base contact with the enemy in order to fight, a model with a Spear can fight in close combat if it is in base contact with a friendly model with Phalanx that is in base contact with a third friendly model with Phalanx, who is in base contact with the enemy. Wall of Death: Attacks with a Spear get +1 Strength +1 AP against charging or counter-attacking Cavalry. '''Halberd''' Halberds and Poleaxes require two hands, and strike with +1 Strength. Phalanx: Halberds count as Phalanx weapons(see rules for Spears above); however, they themselves cannot fight in extra ranks. Wall of Death: Attacks with Halberds and Poleaxes get +1 Strength +1 AP against charging or counter-attacking Cavalry. '''Pike''' Pikes require two hands and are Phalanx weapons(see rules for Spears above). Heavy Phalanx: Models using Pikes may fight in 3 ranks, rather than just two, as long as all models in those ranks are armed with Phalanx weapons(see rules for Spears above). Models armed with Pikes may fight in both the 3rd and 4th ranks instead, as long as out of the three models counted for Phalanx between them and the enemy, the closest two models to them are also armed with Pikes. The models in actual base contact with the enemy need not be armed with Phalanx weapons in this case, as long as the three ranks counted behind them are armed with Pikes. Wall of Death: Attacks with Pikes get +2 Strength +2 AP against charging or counter-attacking Cavalry and charging or counter-attacking Monstrous Cavalry. '''Great Weapon''' Great Weapons are massive, two-handed weapons wielded by the strongest of warriors. There are three types of Great Weapons normally available to models: *'''Greatsword''' Greatswords strike with +1 Strength, and have the Critical Strike and Unwieldy special rules *'''Battle Axe''' Battle Axes strike with +2 Strength, and have the Unwieldy special rule *'''War Hammer''' War Hammers strike with +2 Strength, +2 AP, and have the Very Unwieldy special rule '''Lance''' A Lance is a one-handed melee weapon that can never be dual wielded. If the model armed with a Lance is mounted, the Lance strikes with +2 Strength +2 AP when charging or counter-attacking ===Shooting Weapons=== Every shooting weapon has a profile. This profile includes its range in inches. If it has two numbers for its range, the first is its minimum range and the second its maximum range. If the weapon's range is given as "Template", then the weapon fires using the teardrop-shaped template (see page XX). A weapon can be noted as being Blast, Barrage, or any other of a number of special rules in its profile. The Strength and AP given are the Strength and AP at which it strikes. Models with ranged weapons are assumed to have enough ammunition to last the battle. Firing Modes: There are three Firing Modes a weapon can have. The number following the Firing Mode indicates how many shots are fired by the weapon each time it shoots. Move or Fire: These weapons cannot be fired by a unit that moved during the movement phase. If they are fired, the unit firing them cannot charge this turn. A unit that marched or charged the previous turn cannot Stand and Shoot with a Move or Fire weapon. Move and Fire: These weapons can be fired by a unit that moved during the movement phase. However, the unit that fires them cannot charge this turn. Fire and Charge: These weapons can be fired by a unit that moved during the movement phase, and the unit that fires them can charge the same turn. The following is a list of common Shooting weapons found in Tamriel: '''Short Bow''' S3 AP0, Move and Fire 2, Range 18". Volley Fire. Two Hands. '''Long Bow''' This profile includes any weapon merely described as a "Bow" S3 AP0, Move and Fire 1, Range 30". Volley Fire. Two Hands. '''Crossbow''' S4 AP1, Move and Fire 1, Range 24". Two Hands. If a Crossbow is fired, it becomes Move or Fire 1 until the end of the controlling player's next turn, to represent the difficulty of quickly reloading it. '''Throwing Weapon''' This includes throwing knives, throwing axes, and the like. The Strength of this weapon equals the Strength of the model throwing it. AP0. Fire and Charge 2, Range 6". Throwing weapons act as Hand Weapons in close combat. '''Javelin''' The Strength of this weapon equals the Strength of the model throwing it plus 1. AP0. Fire and Charge 1, range 9". Javelins act as Hand Weapons in close combat, except that may be dual wielded with Spears, but not with Daggers. ===Weapon Quality=== Certain Weapons are of a higher quality than others. Often this is represented through the Master-Crafted rule; at other times, the very material they are made of is so far superior that they gain bonuses in addition to their other rules and characteristics. '''Silver''' Silver weapons are Otherworldly, and re-roll failed to wound rolls against Werewolves. '''Elven''' Elven weapons strike at +1 AP. '''Glass''' Glass weapons strike at +2 AP. '''Ebony''' Ebony weapons strike at +1 Strength. '''Bound''' Bound weapons strike at +1 Strength +1 AP, and are Otherworldly. '''Daedric''' Daedric weapons strike at +2 Strength +2 AP, and are Otherworldly. Whenever Weapon Quality upgrades are presented in an army book, they may be bought simultaneously for both, for the price of just one, for a pair of weapons with identical base stats(before any other upgrades) that can be dual wielded. ===Armour=== There are many types of Armour used for protecting the warriors of Tamriel. A model may only have one suit of armour, or one set of unarmored clothing. A model wearing unarmored clothing is considered to not be wearing armour. Models whose armour is a natural part of their bodies, or who are not mentioned as wearing armour, are not considered to be wearing armour for the purposes of the armour rules. There are two types of armour, Light and Heavy. *A model wearing either Light or Heavy Armour is considered to have Weakened Magicka. The result of each Power Die that model rolls in attempting to cast a spell is reduced by 1, to a minimum of 1. This represents the awkwardness of using magic while essentially covered head to toe in solid metal. *A model wearing Heavy Armour is Encumbered. An Encumbered model considers all 6's rolled when determining charge range or Sweeping Advance to be 5. The common types of armour, and the armour save they provide are as follows: '''Light Armour''' *Any armour listed as "Light Armour" without giving an armour save value provides a 6+ save *Chitin, Leather, Light Mail, and Fur armour grant a 6+ save *Scaled Mail and Elven armour grant a 5+ save *Glass and Mithril armour grant a 4+ save '''Heavy Armour''' *Any armour listed as "Heavy Armour" without giving an armour save value provides a 5+ save *Hardened Chitin, Chainmail, Plate, and Dwarven armour grant a 5+ save *Full Plate and Orcish armour grant a 4+ save *Ebony armour grants a 3+ save *Daedric armour grants a 2+ save ===Shields=== Shields are not considered to be part of a model's armour, but as an equippable item: whether or not you have a shield in your hand is what determines if it protects you! Therefore, using a shield does not alter whether or not a model is considered armoured, but instead grants certain abilities to the model: A Shield is a one-handed item, that, while equipped, adds +1 to a model's armour save(or grants it a 6+ armour save, if it has no other armoured protection). Parry: Whenever a model with both a Hand Weapon and a Shield equipped suffers an unsaved wound in close combat, it may attempt to Parry. This represents the skillful use of weapons to ward off enemy attacks. In order for a model to Parry, the following conditions must be met: *The attack being parried must be a melee attack made in the close combat phase. *The model must have both a shield and a Hand Weapon equipped. Only a true Hand Weapon can be used to Parry: Daggers cannot be used to Parry, and nor can Hand Weapons that are also Spells, or ranged weapons permitted to count as Hand Weapons(such as javelins). *A wound from a spell may not be Parried, nor may an attack be Parried if it is from a model with more than twice the WS of the model attempting to Parry *Attacks from Monstrous Creatures can only be Parried by other Monstrous Creatures, should they be armed with a Hand Weapon and Shield If the following conditions are met, before removing the model, roll a D6 each time an unsaved Wound is suffered(this is not a saving throw). On a 5 or less, you must take the Wound as normal. On a 6, the unsaved Wound is discounted - treat it as having been saved! ===Other Items=== Many other items can grant benefits to a model. '''Worn Items''' Certain items may be displayed on a model, but only have rules apart from that model's clothes or armour if they have an exceptional ability. These items may be purchased by models, even when those models are required to only purchase items they could exchange an item in their possession for, or only purchase items of a type that they already have access to. Other restrictions to their purchase still apply, however, and a model may only have one one of each of these types of items. Wearing these items does not alter whether or not a model is considered armoured. These items include: *Amulet *Ring *Helm *Gauntlets *Belt *Boots ===Consumables=== Certain small items are carried by a model to be used once per game. These items are listed as "Consumables" in their respective army lists. Almost all Consumables are either considered Scrolls or Potions. '''Scrolls''' Each Scroll has a spell written on it. If a model has two hands with spells equipped, that model may choose to use a Scroll that he has available, either in his wargear or granted to him by a special ability. If that model does this, that model automatically casts the spell written on the Scroll without having to roll. The Scroll's power is then used up, and it is removed from the game. '''Potions''' At the start of each player turn,unless stated otherwise in the rules, a model may choose to drink a single Potion, if he has one available, either in his wargear or granted to him by a special ability. If that model does this, he is immediately effected by the Potion's ability. The Potion is then removed from the game, having been drunk to the bottom of the flask. Even if a Potion can be used at a different time than at the start of the turn, only one Potion can ever be drunk per turn by a model. The rules for other consumables will be given in their respective army books. ===Magic Items=== Certain items have wondrous magical properties. Magic Items can be bought as upgrades at times to regular items, or as replacements. Either way, Magic Items always retain the type, rules and quality of their base item, only adding on additional rules, unless specifically stated to do otherwise. A weapon that is a Magic Item is a Magic Weapon. It deals Magic Damage, replacing Mundane or Otherworldly in its base item rules. '''Artifacts''' Certain items are so legendary, rare, and powerful that there is nothing like them in the world. They have become the stuff of myth. An item that is an Artifact is always also a Magic Item, unless stated otherwise. Since they are so unique, an army may only contain one of each Artifact. Some Artifacts are listed as "Daedric Artifacts". These count as Artifacts as well; this differentiation is only for a certain few special rules. The [[Scrollhammer: Artifacts of Tamriel|Artifacts of Tamriel]] supplement provides a list of Tournament-legal Artifacts that may be used by the great heroes of many different armies. Every Army Book also contains a list of its own Artifacts, unique to that particular army. Whichever Artifacts are used, they are capable of incredible power, greatly changing the course of the game.
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