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===CHARACTERISTICS=== A Scrollhammer model has numerical values of the following characteristics: Weapon Skill(WS): How skilled or ferocious this model is in close combat. A model with WS0 cannot strike blows, and is hit automatically in close combat. Ballistic Skill(BS): How accurate of a shot this model is at a range. A model with BS0 cannot fire any ranged weapon of any kind during the shooting phase, even one that does not require a roll to hit. Strength(S): How physically strong this model is. A model with S0 is immediately slain as a casualty, his bones breaking beneath the weight of his own body. Toughness(T): How hard to injure a model is. A model with T0 is immediately slain, his life force reduced to nothing. Wounds(W): How many serious injuries a model can withstand. A model with 0 remaining wounds is immediately slain. Initiative(I): How quick a model is. A unit where all models have I0 cannot pursue, and is always caught if pursued. Attacks(A): How many attacks a model gets in close combat. A model with 0 attacks cannot strike blows in close combat. Attacks may be modified after the fact by certain bonuses; bonus attacks are not factored into the characteristic profile. Leadership(Ld): The strength of a model's bravery and resolve. Magicka(Mg): How many power dice are given to this model at the beginning of each of your turns. Save(Sv): A quick reference to this model's armor save. Taking a different armor option may modify a model's saving throw. No Characteristic may ever be higher than 10, except for Wounds and Magicka. ====Characteristic Tests==== A model will sometimes be called upon to take a characteristic test. Such a test can be applied against any characteristic that the model has, except for Leadership and Armour Save. A Toughness test is a characteristic test, as is a Strength test or an Initiative test, a Wounds test and so on. Models don't have a choice of which characteristic to use - the characteristic to be tested will be specified in the rule. To make a characteristic test use the following procedure: 1. Roll a D6 and compare the result to the relevant characteristic in the model's profile. 2. If the result is equal to or less than the number in the profile, the test is passed. 3. If the result is greater than the number in the model's profile, the test has been failed, and something will occur, as detailed in the rule that prompted the test. 4. When a single test is required for the whole unit, rather than for individual models, use the highest relevant characteristic in the unit. Models with Multiple Profiles: Where a model has more than one value for the same characteristic, a characteristic test is always taken against the highest of the values. Automatic Pass and Fail: When taking a characteristic test, a dice roll of 6 is always a failure, and a dice roll of 1 is always a success, regardless of any other modifiers. However, if the model has a characteristic of 0 or '-' it automatically fails the test. Leadership Tests: At certain times, a model or unit might be called upon to take a Leadership test. This usually represents them drawing upon their courage to face disheartening circumstances. To take a Leadership test, use the following procedure: 1. Roll 2D6 and compare the result to the models leadership. 2. If the result is equal to or less than the model's Leadership value, then the test has been passed. 3. If the result is greater than the models Leadership value, a suitably dire consequence will occur, as detailed in the rule that called for the test. 4. If a unit includes models with different Leadership values, always use the highest Leadership from among them. Models with Multiple Profiles: Where a model has more than one Leadership value, a Leadership test is always taken against the highest of the values. Automatic Pass: A natural, unmodified, roll of 2 (a double 1 ) always passes a Leadership test, regardless of any modifiers that apply. A Leadership of 0 always fails a Leadership test. Basic vs Advanced: Basic rules apply to all the models in the game, unless specifically stated otherwise. They include the rules for movement, shooting and close combat as well as the rules for morale, found between pages XX and XX. These are all the rules you'll need for your average Infantry model. Advanced rules apply to specific types of models, whether because they have a special kind of weapon (such as a crossbow), unusual skills (such as the ability to regenerate damaged flesh), because they are different to their fellows (such as a unit leader or a heroic character), or because they are not normal Infantry models (a man on horseback, a savage wolf, or even a Dragon). The advanced rules that apply to a unit are indicated in the entry for the unit in their relevant Scrollhammer Army Book. Where advanced rules apply to a specific model, they always override any contradicting basic rules. On rare occasions, a conflict will arise between a rule in this rulebook, and one printed in an Army Book or Supplement. Where this occurs, the rule printed in the Army Book or Supplement always takes precedence.
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