Editing
Scrollhammer Rulebook
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Standard Mission Rules=== '''Night Fighting''' If a mission has the Night Fighting special rule, roll a D6 before deployment: on a roll of 4+,the Night Fighting special rule is in effect during game turn 1. If the Night Fighting rules did not take effect during game turn 1, roll a D6 at the start of Game Turn 5, On a roll of 4+, the Night Fighting rules are used for the rest of the game. On a roll of 3 or less, you must roll again at the start of every subsequent game turn - as soon as a roll of 4+ is rolled, the Night Fighting rules come into play for the rest of the game. Picking a Target and Night Fighting: While the Night Fighting rules are in effect, the distance to a target unit becomes very important - the darkness makes it very difficult to acquire distant targets. The shooting unit cannot pick a target more than 36" away - such units are completely hidden in the darkness. Units between 24" and 36" inches away are treated as having the Stealth(+2) special rule. Units between 12" and up to 24" away are instead treated as having the Stealth(+1) special rule. Units less than 12" away can be shot at normally. If a shooting attack scatters, the distance from the firing unit to the original target is used to determine what effect Night Fighting has. This means that a unit that is over 36" away can still potentially be hit. Night Fighting is considered a Weather effect. '''Reserves''' Reserves are forces that can be called upon to reinforce a battle at short notice, or to conceal your true strength frorn the foe. Preparing reserves: When deploying their armies, players can choose not to deploy up to any number of their units(except in Standard Mission 3, see below for details), keeping them as Reserves to arrive later. During deployment, when declaring which units are kept as Reserves, the player must clearly explain the organisation of his Reserves to the opponent. First, he must specify to the opponent if any of his Independent Characters left in reserve are joining a unit, in which case they will arrive together. Similarly, the player must specify if any units in reserve are embarked upon any transport units in reserve, in which case they will arrive together. Arriving from Reserve: At the start of your Turn Two, you must roll a D6 for each unit being held in reserve - these are known as Reserve Rolls. If the roll is a 3 or more, that unit arrives this turn. If the roll is less than 3 it remains in reserve and is rolled for again next turn. At the start of your Turn Three, roll for any units remaining in reserve. If the roll is a 3 or more, that unit arrives this turn. If the roll is less than 3, it remains in reserve and automatically arrives at the start of Turn Four. Some special rules can modify the roll required for a unit to arrive from reserve. Regardless of the modifier(s), a natural roll of a 1 always means that the unit in question remains in reserve. If an Independent Character has joined a unit in reserve, it cannot leave the unit whilst in reserve, and it cannot choose to leave the unit on the turn it arrives from reserve. When rolling to see when they arrive from reserve, roll a single dice for both the Independent Character and its unit. When Reserves arrive, the player picks any one of the units arriving and deploys it, moving it onto the table as described below. Then he picks another unit and deploys it, and so on until all arriving units are on the table. The player can then proceed to move his other units as normal. When a Reserves unit arrives, it must move fully onto the table from the controlling player's own table edge (maps and diagrams illustrating table edges for the different deployment methods are shown on page XX). Models that are arriving by Deep strike or Outflank deploy using their special rules (see page XX). Each model's move is measured from the edge of the battlefield, as if they had been positioned just off the board in the previous turn and moved as normal. This means it is incorrect to place a model on the board touching the edge and then move it - this would mean it moved too far, especially in the case of models with larger bases. If for some reason a model's maximum move is insufficient to fit the entire model onto the board, place the model so that its rear end is touching the board edge - the model cannot move further during the Movement phase, nor may it shoot or march. If a unit has a special rule forcing it to move in a specific direction or that could stop it from moving, the rule is ignored in the phase when it arrives from reserve. Certain rare units are permanently immobile. If a unit like this cannot be deployed, or the player decides to keep it in reserve, it enters the game by Deep Strike. This represents the immobile unit drilling up from underneath or being dropped onto the battlefield. Unless stated otherwise, a unit cannot use any abilities or special rules that must be used at the start of the turn, in the turn it arrives from reserve. A unit's arrival from reserve always counts as that unit's movement in the movement phase. A unit that arrives by Deep Strike may not charge the turn it arrives, either. Models that must arrive from reserve always do so, regardless of whether or not the Reserves mission rule is in effect. Ongoing Reserves: If a unit enters reserve part way through the game, for whatever reason, this is referred to as entering Ongoing Reserves. Units in Ongoing Reserve always re-enter play at the start of their controlling player's following turn, but otherwise follow the normal rules for Reserves. If a unit is in Ongoing Reserve when the game ends, it awards Victory Points as if it had been destroyed. ====Scenario I: Season Unending==== Long have the two great armies struggled across this once fertile land. Again they clash; will this be the end of this long and arduous campaign? Or merely another chapter, another feud, another spill of blood? '''The Battlefield''' When determining each player's table edge, draw a center line from short end to short end, dividing the table into two equal halves across its length. Each of the long edges of the table forms a player's board edge. '''Deployment''' Players deploy as normal. '''First Turn''' The player who deployed his army first goes first, unless his opponent steals the initiative. '''Victory Conditions''' Each player receives 1 Victory Point for each enemy unit that has been completely destroyed, is falling back, or is not on the board at the time the game ends. Independent Characters count as a separate Victory Point for the purposes of this scenario. The player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw. '''Mission Special Rules''' Night Fighting, Reserves, Variable Game Length ====Scenario II: Held Ground==== The war has come to a standstill. Across a distant battlefield, a battle rages that may turn the tide in favor of one side or the other. '''The Battlefield''' When determining each player's table edge, draw a center line across a diagonal chosen by the player who won the roll to pick his side of the table. The board is divided into halves across this diagonal, from one corner to the opposite corner. Each of the long edges of the table forms a player's board edge. After terrain has been set up, the players take it in turns(starting with the player who picked a side of the table) to place 4 objective markers(see page XX). '''Deployment''' Players deploy as normal. '''First Turn''' The player who deployed his army first goes first, unless his opponent steals the initiative. '''Victory Conditions''' Each player receives 1 Victory Point for each Objective he is holding(uncontested by any denial units) at the end of the game. The player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw. '''Mission Special Rules''' Night Fighting, Reserves, Variable Game Length ====Scenario III: Blood at Dawn==== One army has sent out a raiding party to make a surprise attack! Will their enemies be able to overcome them? Or will they triumph, when reinforcements arrive? '''The Battlefield''' When determining each player's table edge, draw a center line across a diagonal chosen by the player who won the roll to pick his side of the table. The board is divided into halves across this diagonal, from one corner to the opposite corner. Each of the long edges of the table forms a player's board edge. '''Deployment''' The player who deploys first must always deploy or Inflitrate at least half of his units(Independent Characters count as units for the purpose of this scenario), not counting units that must always be placed in reserves. He may choose to deploy the other half as normal, or keep any number of them in reserve. The player who deploys second must deploy one Hero and one Core unit if possible; they may be Infiltrated. The player who deploys second may also deploy number of other units with either Infiltrate or Scout. All other units in his army must be kept in reserve(you may choose how they arrive from reserve, as normal). '''First Turn''' The player who deployed his army second always automatically steals the initiative! '''Victory Conditions''' Each player receives 1 Victory Point for each enemy unit that has been completely destroyed, is falling back, or is not on the board at the time the game ends. Independent Characters count as a separate Victory Point for the purposes of this scenario. The player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw. If all of the units of a player who stole the initiative are destroyed before any of his other units arrive from reserve(not counting Summoned units), that player loses the game automatically. '''Mission Special Rules''' Reserves, Variable Game Length The Shimmer of Dawn: It is always Night Fighting the first turn. At the start of Turn 2, roll a d6. On a 1-3, it is no longer Night Fighting. On a 4+, it continues to be Night Fighting. If it is still Night Fighting at the start of Turn 3 due to this scenario rule, roll a d6. On a 1-4, it is no longer Night Fighting. On a 5+, it continues to be Night Fighting. If it is still Night Fighting at the start of Turn 4 due to this scenario rule, roll a d6. On a 1-5, it is no longer Night Fighting. On a 6, it continues to be Night Fighting. Night Fighting caused by this scenario rule automatically ends at the end of turn 4. ====Scenario IV: Quest for the Relic==== An ancient artifact of immense power lies hidden in the ground. Two great armies clash to claim it as their own. '''The Battlefield''' When determining each player's table edge, draw a center line from short end to short end, dividing the table into two equal halves across its length. Each of the long edges of the table forms a player's board edge. No impassable or lethal terrain may be placed at the center of the table. After terrain has been set up, place a single, small marker at the center of the table. This represents the Relic. '''Deployment''' Players deploy as normal. '''First Turn''' The player who deployed his army first goes first, unless his opponent steals the initiative. '''Victory Conditions''' The player who has captured the Relic(by moving the unit carrying it off the table along his edge) wins. If the game ends and neither player has captured the Relic in this manner, each player receives 1 Victory Point for each enemy unit that has been completely destroyed, is falling back, or is not on the board at the time the game ends. Independent Characters count as a separate Victory Point for the purposes of this scenario. In this case, the player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw. '''Mission Special Rules''' Night Fighting, Reserves, Variable Game Length =====The Relic===== The following rules cover seizing, moving and dropping the Relic. Seizing the Relic: A model in a scoring unit or an Independent Character can seize the Relic by moving into base contact during the Movement phase - that model then automatically picks it up at the end of the phase. From that point, the Relic remains with the model (move the Relic with the model to show this) until it is dropped, which can happen voluntarily, but happens automatically if the model is slain. Identifying the Relic: When the Relic is seized, immediately roll a 2d6 to see what sort of item it is! *2- Dust and Mothballs: The warriors have found an empty chest. Their hopes are dashed. The Relic is removed from play. The unit that would have seized it still cannot march or charge this turn(see below). *3- Cursed Jewel: This Relic is a priceless treasure, but bears a deadly curse! Models shooting at or attacking the unit carrying the Relic get +1 to hit. *4- Buried Treasure: This Relic does not have any additional special rules. *5- Forgelord's Gauntlets: This relic counts as wargear in the inventory of the model holding it. Gauntlets, Artifact. This model gets +1 to his armour save and is Immune to Fire. If the model holding it is already wearing Gauntlets, he cannot use this relic, but may still carry it as if it did not have any additional special rules. *6- Ancient Wine: This Relic is so fragile, that its bearer and his unit cannot march or charge while they hold it. *7- Stone of Barenziah: This Relic does not have any additional special rules. *8- Thunder Blade: This relic counts as wargear in the inventory of the model holding it. Hand Weapon, Artifact. This weapon is a magic weapon that deals Shock damage, and its hits cause Magicka Drain(total) and Paralysis until the end of next turn. *9- Icewall Shield: This relic counts as wargear in the inventory of the model holding it. Shield, Artifact. Bearer is Immune to Frost. If bearer makes an armour save or successfully Parries in close combat, every model in the unit that inflicted the wound he saved becomes Chilled until the end of next turn. *10- Autographed Copy of ''The Lusty Argonian Maid'': Crassius Curio's famed comedy unfortunately has little use in war, other than for reading aloud around a campfire. This Relic does not have any additional special rules. *11- Staff of Everscamp: The warrior who picks up and examines the staff is immediately swarmed by a host of Daedric pests. Even worse, he finds himself unable to put it down! This Relic cannot be voluntarily dropped, and the model carrying it gets -1 to hit and cannot Parry. *12- Magical Anomaly: An unexpected and bizarre magical force erupts around the relic. Each model in the unit carrying the relic gets +2 Mg, but must always move as if through Difficult Terrain. All weapons in units with 6" of the Relic have the Backfire special rule(see page XX). Moving with the Relic: The Relic is fragile, and swift movement will likely damage it, so the model carrying the Relic cannot march or charge the turn it is seized, and can never move more than 6" in the movement phase. If it is forced to do so, the Relic is immediately dropped. A model with the Relic can embark on a transport, but the transport unit cannot move more than 6" per phase whilst the Relic is carried on board, or else it will be dropped. A model carrying the Relic can transfer it to any friendly model that is part of a scoring unit if the two models end their Movement phase in base contact. Move the counter to the new bearer to show who is currently holding the Relic. The Relic can only be passed to a friendly model once per Movement phase. Dropping the Relic: The controlling player can choose to have his model drop the Relic at any time, in which case he places the counter 1 " away from the model. If the model falls back, or is removed as a casualty, the Relic is dropped automatically. If the Relic is dropped in impassable terrain, place it as close as possible to the point where it was dropped that is not impassable terrain. Capturing the Relic: A unit that holds the Relic can move off its controlling player's board edge with it, as if falling back, if it makes it there! If for whatever reason the Relic is dropped(such as the model carrying it being killed by Dangerous Terrain) before the move is complete, the unit is placed into Ongoing Reserves, and the Relic is placed touching the board edge. The player who takes the Relic off the board in this manner wins the game! ====Scenario V: Heart of the Battle==== The hosts are massive, the air is hot and thick with blood-scent. Each player's force attempts to gain a hold on priceless ground, as the battle rages all around them. '''The Battlefield''' When determining each player's table edge, draw a center line from short end to short end, dividing the table into two equal halves across its length. Each of the long edges of the table forms a player's board edge. No impassable or lethal terrain may be placed at the center of the table. After terrain has been set up, place a single objective marker at the center of the table. '''Deployment''' Players deploy as normal. '''First Turn''' The player who deployed his army first goes first, unless his opponent steals the initiative. '''Victory Conditions''' Each player receives 1 Victory Point for each enemy unit that has been completely destroyed, is falling back, or is not on the board at the time the game ends. Independent Characters count as a separate Victory Point for the purposes of this scenario. If one of a player's scoring units is holding(uncontested by any denial units) the center objective marker at the end of the game, that player received 4 Victory Points. The player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw. '''Mission Special Rules''' Night Fighting, Reserves, Variable Game Length ====Scenario VI: Field of Glory==== At noon-day, the armies face off against one another across a great plain. A final battle is at hand, a day in which heroes will make names for themselves, or else perish and be altogether forgotten. '''The Battlefield''' When determining each player's table edge, draw a center line from short end to short end, dividing the table into two equal halves across its length. Each of the long edges of the table forms a player's board edge. '''Deployment''' Players deploy as normal. '''First Turn''' The player who deployed his army first goes first, unless his opponent steals the initiative. '''Victory Conditions''' Each player receives 1 Victory Point for each enemy unit that has been completely destroyed, is falling back, or is not on the board at the time the game ends. Independent Characters count as a separate Victory Point for the purposes of this scenario. Each player receives 1 Victory Point for each Standard that has been taken: for each Standard Bearer a player's forces slay in close combat, or catch while falling back(including in a sweeping advance), that player gets a point. Each player receives 1 Victory Point for each character his own characters have slain in a challenge: in addition, the controlling player of the character who won the most challenges gains 1 bonus Victory Point(if there is a tie for most challenges won between characters controlled by different players, neither player gets this point). The player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw. '''Mission Special Rules''' Reserves, Variable Game Length [[category:Scrollhammer]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information