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===Buildings=== '''Buildings vs Ruins''' It's important to note that these rules cover intact buildings rather than ruins. Essentially, if your structure is fully enclosed and has a roof, use the rules presented here. If your structure is merely a collection of ruined walls, then use the ruins rules presented on page XX. '''Basics of Buildings''' Only Infantry and Beasts can ever enter or charge units inside of buildings. '''Building Size''' A room is either small, medium or large. A small room is up to 6"x6", and can hold up to 10 models. A medium room is up to 9x9", and can hold up to 20 models. Anything larger is a large room; it can hold up to 30 models. Rooms may have different Elevations(see page XX) '''Fighting Inside Buildings''' Models inside Buildings(except on Battlements, see below) have the Counter-Attack special rule and are considered to be in Skirmish Formation for as long as they are inside the Building. Units inside Buildings are Fearless, but do not have to take No Retreat! wounds. Units can also charge an enemy that is occupying an adjacent room (including battlements). To charge a unit in a room, simply declare the occupying unit to be the target. The charge is automatically successful: no charge roll is made, and no Stand and Shoot shots can be fired (the attackers are far too close for that). In the ensuing Fight sub-phase, all models in a unit locked in that combat are also engaged in the combat, and therefore fight and strike blows as normal. Neither side can attempt to attack the building itself. You do not determine melee results in a combat between units in different parts of buildings. Instead, engaged units automatically consolidate back into the building they controlled at the start of the phase. However, if a unit is wiped out, surviving units can choose to consolidate into either the building it occupied at the start of the phase or into the now vacant building. '''Impassable Buildings''' There are times when a player's collection may include buildings that have no way for warriors to enter. In game terms, we refer to these structures as impassable buildings. Impassable Buildings and Movement: If a building is agreed to be impassable at the start of the game, it follows the normal rules for impassable terrain, and models cannot go inside it for any reason. This is not to say that models will not interact with the building - it will still block line of sight and provide cover for models sheltering in its lee. '''Occupying Buildings''' Models can enter or exit a building, or move from one room to another through a doorway or other opening that the players have agreed to treat as an Access Point. Moving into a Building or a room causes the models to all be considered to be inside one room of the building. Only one Infantry unit, plus any Independent Characters that have joined them, may occupy a room at one time. The Transport Capacity of a small tower is ten models, while a large hall can hold up to thirty. This can vary according to what you and your opponent agree on before the game begins, but otherwise, the models inside the room cannot exceed its capacity. Models entering a building or a room are removed from the table - either note down where they are on a piece of paper or use another suitable reminder. Models moving out of a building can move up to 6" out, starting at the Access Point. Models moving into a building, or from room to room, take up the entirety of their movement or march to make the move. A unit in a room is allowed to move through one or more friendly units in rooms to reach a different room past them. Different rooms are treated as separate places for shooting and melee. '''Shooting and Buildings''' Spells and Shouts may be used within buildings. Other models inside of the same room as a model are always considered to be 0" away as far as abilities are concerned, if those abilities have a given range value. Adjacent rooms are considered to be 6" away, rooms adjacent to those but not to the caster's 12", and so on and so forth. Some buildings have Fire Points that allow units inside to fire out. These could be the fire slits on bunkers and bastions or the windows on other buildings. Players should agree beforehand where these Fire Points are. Unless the players agree otherwise, up to two models may shoot through each Fire Point of a building. The remainder of the models may not shoot. Note that all of the models in a unit firing from a building must target a single enemy unit, as normal. Models inside of Buildings cannot be shot at with non-Template weapons. Template weapons score d6 hits on the unit inside of the room being fired at, as well as hitting the Building itself in the process. '''Battlements''' Rooms that are open-topped are considered Battlements. Entire units may fire from Battlements, measuring from any edge of the battlement. Models in Battlements may be fired at; note that whether they are on an upper or lower floor, they count as having an elevation(see Ruins rules on page XX). They have a 3+ cover save from this shooting. Units on Battlements do not automatically gain Counter-Attack for being in a Building. However, they can Stand and Shoot. A unit can be placed on a Battlement if all the models can fit there, as models on battlements are shown, not hidden. If it cannot be placed, then it cannot be on the Battlement. Units on Battlements are not Fearless. If they flee through a building, they must flee through one room at a time for every 4 they would move on their fleeing score. If they become stuck inside a friendly unit, or must go through an enemy unit or impassable terrain, the unit is trapped and destroyed. Flyer units using their wings can land on Battlements, or directly charge a unit on Battlements. '''Attacking Buildings''' The easiest way to kill enemy troops in a fortified position is often to destroy the fortified position. Units may shoot at or charge an occupied building and attempt to damage it. Models that shoot at or charge a building choose a section to fire at; one section of the building exists for each ground floor room and any rooms directly above that room. Models that charge a building are not locked in combat, but may continue to attack it as long as they are in base contact with it. They hit automatically. A building cannot make a Sweeping Advance, win or lose combat. Even models inside the building can shoot the models attacking the building, if they would be able to normally. Models inside a building, and the building itself, cannot Stand and Shoot. When rolling to wound against a building, instead roll to penetrate its defenses: *Note the Strength of the Weapon rolling against the Building *roll a d6 (the "Armour Penetration Roll") and add the two numbers together If the result is greater than the Armour Value(AV) of the Building, the Building is damaged. Roll on the Building Damage Chart below. If the damaging hit came from a ranged weapon, score a hit from that ranged weapon at -1 S -1 AP on the unit inside the room of the facing of the building. 1: Breach! The section's armour value is reduced by d3 for the remainder of the battle. 2: Tremor Units inside the section get -d3 to hit the following turn. Units leaving the building can only move 3" outwards, rather than 6". 3: Partial Collapse The occupying units suffer d6 S6 AP0 Ignores Cover hits. 4: Structural Collapse The occupying units suffer 2d6 S6 AP0 Ignores Cover hits. The section's armour value is reduced by d3 for the remainder of the battle. 5: Catastrophic Breach The section's armour value is reduced by d6 for the remainder of the battle. 6: Total Collapse The occupying units suffer 2d6 S6 AP0 Ignores Cover hits. They must immediately flee 8" out of the building(even if Fearless) and leave the building, automatically rallying if they were not already fleeing. Any units unable to flee the building are removed as casualties. The building is no longer a building, and becomes area terrain that is both Difficult and Dangerous, with the Ruins terrain type and one floor. Replace the building with a suitable pile of rubble if one is available. If a Building reaches 0 armour value, it immediately suffers Total Collapse. Battlements and Building Damage A unit on the battlements is slightly less prone to harm if the building suffers darnage. They're already on the roof, so that roof can't fall in on them, however, there is still the possibility of injury from shrapnel and so on. Accordingly, if the battlements are damaged, any unit on the battlements suffers the same number of hits as a unit inside a building would, but these are resolved at Strength 3, not Strength 6. '''Building Types''' Castle Strongpoints usually have an armour value of 20. Stone Towers usually have an armour value of 18. Stone Houses usually have an armour value of 13. Wooden Towers usually have an armour value of 12. Wooden Houses usually have an armour value of 10. Other rules for buildings can be supplied as the scenario requires. '''What can Hurt a Building?''' Flame attacks get +1 on the Damage Chart against Wooden buildings. Shock attacks get -1 on the Damage Chart against Stone buildings. Buildings are Immune to Poison and Frost, unaffected by disease, and do not have characteristics other than Armour Value. They cannot move, attack, be involved in Sweeping Advances, or use wargear, magic or shouts in any way. Instant Death cannot occur against buildings. Buildings do not get cover saves for any reason, other than being at least 50% obscured. Some buildings may be exceptions to these rules, as a scenario's rules may permit.
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