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!
==The Turn== A Scrollhammer battle is a chaotic affair. To bring a modicum of order to the anarchy of battle, players alternate moving and fighting with their units. So, one player will move and fight with his forces, and then their opponent will move and fight. This process is then repeated, with the first player moving and fighting again, and so on, until the game is done. During his turn, a player can usually move and fight once with each of his units. For convenience and flow of game play, we divide a player's turn into three main phases: Movement, Shooting and Close Combat. This means that you move any models you want to first, then when you are finished all of your moving, you can shoot with your models. Finally, once your shooting is all completed, you can charge into close combat and resolve any close combats. This process helps to keep track of what is going on and makes it easier to know when one player's actions are over and your opponent can start his turn (and take his revenge). Game and Player Turns: In a complete game turn, each player gets a player turn, divided into Movement, Shooting and Assault phases. One game turn therefore comprises two player turns - one for each player. Whenever a rule refers to 'a turn' it always means 'player turn' unless it specifically refers to a 'game turn'. Exceptions: While playing Scrollhammer you’ll occasionally discover exceptions to the general turn sequence laid out here, when things are worked out as they occur rather than in any strict order. At other times, you'll find that both players will have to do something at the same time. When these things happen, the player whose turn it is decides the order in which the events occur. Occasionally, the actions of one player will trigger the sudden appearance of a particular unit, or may activate some special rule or occurrence. When this happens, the exceptional rule will contain all the information you need to resolve it. ===THE MOVEMENT PHASE=== In your turn, you can move any of your units - all of them if you wish - up to their maximum movement distance. Once a unit has completed all of its movement, you can select another unit and move that one, and so on, until you have moved all of the units you wish to move. Once you have started moving a unit, you must finish its move before you start to move another unit. Note that you don't have to move all (or any) of your units - indeed, there are several tactical advantages to remaining stationary, as we'll explain later in the rules. Once you've completed a unit's move, you cannot go back and change it, so think carefully before giving the order to advance. Movement Distance: Models move up to 6" in the Movement phase. This represents most creatures advancing at a reasonable pace but stopping several times to scan the surrounding landscape for enemies, communicate with their commanders, and so on. Even warriors who are moving in a part of the battlefield where no enemies are apparent can only move 6". This is because your units lack your own omniscient knowledge that there are no enemies around. It is perfectly fine to measure a unit's move in one direction, and then change your mind and decide to move it somewhere else (even the opposite way entirely!) or decide not to move it at all. Models cannot, however, voluntarily move off the board. Which Models are Moving: Whether or not a model moves can change how effective it will be in the shooting phase. You may decide that only some of the models in a unit are going to move this turn. If this is the case, declare which models are remaining stationary just before you start moving the other models of that unit. Remember that models must still maintain unit coherency. Different Movement Distances within a Unit: Sometimes, a unit will contain models that move at different speeds. When this is the case, each model can move up to its maximum movement allowance so long as it remains in unit coherency (see below). Models in the Way: A model cannot move within 1" of an enemy model unless they are charging into close combat in the close combat phase. To move past an enemy model, they must go around. Moving and Close Combat: Units already locked in close combat with the enemy cannot move during the Movement phase. Unit Coherency: When you are moving a unit, its individual models can each move up to their maximum movement distance. However, units have to stick together, otherwise individual models become scattered and the unit loses its cohesion as a fighting force. So, once a unit has finished moving, the models in it must form an imaginary chain where the distance between one model and the next is no more than a certain value, the unit's coherency value. A unit in such a pattern is "in coherency." The coherency value depends on the unit's Formation(see below). During the course of a game, a unit can get broken up and lose unit coherency, usually because it has taken casualties from incoming enemy fire. If this happens, in their next Movement phase, the models in the unit must be moved in such a way that they restore unit coherency (or get as close as possible to having restored coherency). If the unit cannot move in its next turn, or is unable to restore unit coherency in a single turn, then the models must move to restore unit coherency as soon as they have the opportunity, including by Marching if they have that option (see page XX). ====Moving Through Terrain==== In addition to the rules presented in this section, certain types of terrain can affect how your models move. If a model can be at a point in a piece of terrain, but is unable to fit there, place it as close as possible once you've explained to your opponent where the model "actually" is. Difficult Terrain: A difficult terrain check must be taken by a unit wishing to move through difficult terrain, such as tall boulders or thick woods. For each unit with models wishing to move through difficult terrain, roll a 2d6 and pick the highest value. That value is the furthest any model in the unit may move through difficult terrain during their move this phase. Dangerous Terrain: Some terrain, such as peat bogs or lava pits, may carry with it unusual threats. A unit moving through Dangerous Terrain must take a Dangerous Terrain test. Roll a d6 for each model moving through the Dangerous Terrain. For each roll of a 1, immediately assign a wound to one of the models that moved through the dangerous terrain. No armor saves may be taken against this wound. ====Unit Formations==== A unit's Formation is the doctrine of war by which it fights on the battlefield. Each formation uses certain rules for movement in addition to those given above. A unit's formation also affects its actions in combat. =====Fight In Ranks===== A unit that Fights in Ranks advances across the battlefield in an orderly, tight formation. A unit that Fights in Ranks must be in base contact with one another to be in Coherency. It has a front, sides, and rear. Each of these is a 90 degree arc. Models Fighting in Ranks may not change their position in the unit except when piling in or reforming, or in order to circumvent impassable terrain. A unit that Fights in Ranks may move directly forward at full speed. It may wheel(move at an angle but resolve in the same direction it last faced) on its move. It may move directly backwards, or directly sideways, at half speed instead. If the models wish to change the direction that they are facing, pivot, or enter a new formation should models be out of coherency, it may do so, each unit moving the shortest distance possible to enter the new formation, or to accomplish such a maneuver. A unit that does this may not fire weapons or charge this turn. When a unit that Fights in Ranks rallies or consolidates from combat, it reforms with its rally or consolidation 3". A model that cannot reform moves as close as it can to doing so. If a unit that Fights in Ranks would move through terrain, and certain pieces of terrain would block its movement, it may send its models around that terrain by the shortest possible route, and return them to their prior rank as soon as possible. They count, however, as being additional ranks and files should they be split up in this manner. A unit that Fights in Ranks has the following special rules(see later chapters for further information): Obvious Target: Units that Fight in Ranks can never get a cover save simply for being in area terrain, only for being actually obscured, or due to a special rule or effect. Crowded Formation: Only the first two ranks of a unit that Fights in Ranks can shoot during the shooting phase. Should the unit fire backwards, or to the side, this would mean the first two ranks facing in the direction of those arcs, respectively. Cohesive Fire: If one model that Fires in Ranks can see an enemy unit, and fires at that unit, the entire remainder of the unit may shoot at that unit where allowed, regardless of line of sight. The target gains a 3+ cover save against shots from models that cannot see them. Stand and Shoot: When a unit that Fights in Ranks is charged and is not already locked in combat, if it decides to hold position, it may take a Leadership test. If it succeeds, every model in the unit may fire a non-spell shooting weapons that it has equipped against the charging unit at -1 to hit. Remove casualties from the charging unit before the charge is resolved. Such shots never prompt any morale tests. Flanks: When a unit that Fights in Ranks is charged, the charging unit charges the arc that the majority of its models are in when the charge is declared. If a unit that Fights in Ranks is charged in a direction that it is not facing, it is flanked: it strikes at I1 against that enemy unit as long as it continues to not face that unit. If that unit is the only unit that it is locked in combat with, at the start of your movement phase, you may test Leadership for a flanked unit. If that roll is successful, each model in the flanked unit is turned to face the flanking unit. If so, models pile in along their ranks to be as close as possible to the flanking unit. After doing this, your unit is no longer considered flanked. Strength in Ranks: A unit that Fights in Ranks, and is not being flanked, gains +1 to combat resolution for each full rank of 5 models, or +2 for each full rank of 10 models. =====Horde===== A Horde is a wild, unorganized, teeming mass of warriors. A Horde must be within 1" of each other to be in coherency. A Horde may move in any direction as its movement allows. It reforms and consolidates as normal(see page XX) A unit with the Horde Formation has the following special rules(see later chapters for further information): Scattered Target: Models in a Horde gain a 6+ cover save simply for being in area terrain. Pressing Assault: A Horde gets +1 to combat resolution for every 12 models in the unit =====Skirmish===== Skirmishers are soldiers set apart from one another, focused more on individual tactics than on overpowering mass strength. Skirmishers must be within 2" of each other to be in coherency. Skirmishers may move in any direction as their movement allows. They reform and consolidate as normal(see page XX) A unit with the Skirmish Formation has the following special rules(see later chapters for further information): Concealed Target: Skirmishers gain a 4+ cover save simply for being in area terrain. Agile Tactics: Skirmishers, even those without the Hit and Run special rule(see page XX), may attempt to Hit and Run against units that Fight in Ranks. They count as having -1 to their normal initiative when taking this test, unless they have the actual Hit and Run special rule. ===THE SHOOTING PHASE=== ====Equipped Items==== A model may have a variety of equipment and spells. In order to show which items and spells are being used each turn, the equipping rule is used. A model must have the same items or spells equipped in each hand over the course of the entire turn. The model's controller may choose what are equipped at any time; once the decision is made, that model uses those items or spells that turn. If a spell or item is used, or an ability requiring it to be equipped is invoked, then it must be chosen as equipped that turn, and any other equipped items or spells must also be declared at that moment. Conversely, if other items or spells have already been chosen as being equipped already, then that item or spell cannot be used(not even its passive abilities). Each hand may hold a 1-handed item or spell each turn. A 2-handed item or spell requires both hands. Models with more than 2 hands can obviously use even larger items, or even more items! Weapons and spells that are equipped can be used, fired, and attacked with as normal. Of course, an equipped ranged weapon does not normally grant any bonus in close combat, and an equipped close combat weapon cannot normally fire at a range. Equipping Spells:(see page XX for more rules on spells) A hand(or multiple hands) equipped with a spell can cast all available spells requiring that number of hands. Each spell does not have to be equipped separately; if a model can cast a 2-handed healing spell, it can also cast a pair of 1-handed flame blasts from its hands that same turn. Staves: Magical staves are frequently used by wizards(see page XX) as a focus for their powers, or as a source of additional powers. If a spell is equipped in a hand, a single staff may be also equipped in that hand. A 2-handed staff, of course, requires two hands be equipped with spells(or both with a single spell) to use. A shooting weapon, when equipped, fires the number of shots allowed it(see page XX) each time it has an opportunity to fire. If a spell is equipped, the model equipping it may fire any number of spell shooting weapons each time it has an opportunity to fire, as long as it has enough Power Dice. Once each (player) turn ends, each model may switch to being equipped with other things. Items that do not require hands to use, such as armor and rings, are always automatically equipped. The shooting process can be summarised in five steps, as described below. Each step is explained in greater detail later in this section. Once you've completed this shooting sequence with one of your units, select another and repeat the sequence. Once you have completed steps 1 to 5 for each unit in your army that you wish to make a shooting attack, carry on to the Close Combat phase. ====Nominate a Unit to Shoot==== During the Shooting phase,a unit containing models equipped(see above) with ranged weapons can be nominated to make shooting attacks. Who can Shoot?: Certain situations prevent a model from firing. The most common are: *Their unit is locked in close combat with the foe. *Their unit is marching (see below). *Their unit is pinned down (see below). *Their weapon does not allow them to fire at this time. *Its unit has already fired this phase. *They have already decided not to use their ranged weapons this turn, in favor of something else (see "Equipped Items" above) This is not a comprehensive list. Other game rules or special rules can sometimes affect a unit's ability to shoot - this is explained thoroughly when it occurs. ====Choose a Target==== Once you have chosen the unit that you want to shoot with, choose a target for them to shoot at. To do so, you must check the range and line of sight from your unit to the enemy unit you are targeting. Note that you may check the range and line of sight to multiple enemy units before deciding which one to shoot at and declaring it to your opponent. Line of Sight: To target an enemy unit, at least one model must have line of sight (see page X) to at least one model in the target unit. If no models have line of sight, then a different target must be chosen. Check Range: All weapons have a maximum range which is the furthest distance they can shoot. At least one weapon must be in range of the target unit. If no weapons are in range, then a different target must be chosen. When checking range, simply measure from each firer to the nearest visible model in the target unit. Any model that is found to be out of range of all visible enemy models in the target unit doesn't shoot - his shots would not be not accurate enough to hit anything. Which Models can Fire?: Any model that is found to be in range of at least one visible enemy model in the target unit can fire. All models in the unit must shoot at the same target unit. If a model cannot shoot at the same target as the other models in its unit, for any reason, then it cannot shoot at all in that phase. A player can choose not to fire with certain models if he prefers (as some models may have One Use Only weapons, for example). This must be declared before rolling To Hit, as all of the models in the unit fire at the same time regardless of whether. or not all of the dice are rolled together. ====Roll to Hit==== To determine if the firing model has hit its target, roll a D6 for each shot that is in range. Most models only get to fire one shot, however, some weapons are capable of firing more than once as we'll explain in more detail later. The dice roll needed To Hit will depend on how accurate the firers are, as shown by their Ballistic Skill (or BS). (See the table below) To Hit rolls are easy to remember if you just subtract the Ballistic Skill of the firing model from 7. This will give you the number you need; e.g. a model with BS 2 needs to roll a 5 or more (7-2=5). Note that the minimum roll needed To Hit is always at least 2. When rolling To Hit, there is no such thing as an automatic hit. A roll of a 1 always misses (or, at the very least will need re-rolling - see below). If several weapons have different Strengths, special rules or AP values, use different coloured dice or roll them separately. Heavy Weapons: Whether a model has moved or not can make a big difference to its ability to fire. Some weapons are so heavy, or take so long to load, aim or fire, that they can only be used effectively if their firer halts completely to brace himself or set up on the ground. This is explained in more detail in the Weapons section (pg XX). The most important thing to remember is that the effect movement has on shooting is applied on a model-by-model basis. Ballistic Skill of 6 or better: Very rarely, a model may have a Ballistic Skill of 6 or even more If a model has BS 6 or higher, it gains a re-roll whenever it rolls a 1 To hit with ranged attacks. The second roll usually has a lower chance of hitting, and the number needed is given in the chart below in italics after the slash. {| border="1" cellspacing="0" cellpadding="2" align="center" ! align=center colspan=11 |To Hit Chart |- ! '''Ballistic Skill''' || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 |- | '''Roll Required''' || 6+ || 5+ || 4+ || 3+ || 2+ || 2+/6+ || 2+/5+ || 2+/4+ || 2+/3+ || 2+/2+ |} ====Rolls to Wound==== Hitting your target is not always enough to put it out of action. The arrow might result in nothing more than a superficial graze or flesh wound. To determine whether a hit causes a telling amount of damage, compare the weapon's Strength characteristic with the target's Toughness characteristic using the To Wound chart. The number indicated is the minimum result on a D6 needed to convert the hit into a wound. A value of '-' indicates that the target cannot be wounded by the Attack. Note that the minimum roll needed To 'Wound is always at least 2. When rolling To wound, there is no such thing as an automatic wound and a roll of a 1 always fails. Each weapon has its own Strength value, which is given in its profile or in the description of the weapon. (Your Strength is on the left column, Enemy Toughness is on the top row) {| border="1" cellspacing="0" cellpadding="2" align="center" ! align=center colspan=11 |To Wound Chart |- ! || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 |- | '''1''' || 4+ || 5+ || 6+ || 6+ || - || - || - || - || - || - |- | '''2''' || 3+ || 4+ || 5+ || 6+ || 6+ || - || - || - || - || - |- | '''3''' || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - || - || - || - |- | '''4''' || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - || - || - |- | '''5''' || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - || - |- | '''6''' || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - |- | '''7''' || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ |- | '''8''' || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ |- | '''9''' || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ |- | '''10''' || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ |} Remember to differentiated weapons with different rules that may have hit the enemy. Multiple Toughness Values: Quite rarely, a unit will contain models with differing Toughness characteristics. When this occurs, roll To Wound using the Toughness characteristic that is in the majority in the target unit. If two or more Toughness values are tied for majority, use the highest of these tied values. The Wound Pool: Finally, total up the number of wounds you have caused. Keep the dice that have scored Wounds and create a 'pool', where each dice represents a wound. If there are wounds with different Strengths, AP values or special rules, keep them separated into groups of wounds in the pool. If all the wounds are the same, the wound pool will consist of only one group. ====Allocating Wounds and Removing Casualties==== To determine how many casualties are caused, you will need to allocate the wounds caused and resolve any saving throws the target is allowed. Allocate Wounds: Your opponent must choose which models in his unit the wounds will be allocated to. He must assign wounds to each model, until a wound has been assigned to every model in the unit, before additional wounds are assigned. He must then proceed to assign the additional wounds, one per model, until one has been assigned to every model, and so on and so forth. Remember when allocating wounds to differentiate wounds from weapons with different rules. Take Saving Throws: The target unit gets to make one saving throw, if it has one (see below), for each wound being resolved. Make a note of how many unsaved wounds have been caused. Saves are taken for each model in the unit, individually. Whenever any number of models share the exact same profile and rules, roll for the saves of all those models at once. Assign Unsaved Wounds: Unsaved wounds are assigned to models, or groups of models with the same profile, one for each failed saving throw. The opponent who failed the saves chooses the order in which the wounds are assigned. In the case of multi-wound models that are not characters, if wounds are assigned to such a model, wounds from other non-character models with the same number of starting wounds in the unit must continue to be assigned to such a model in manner where as many models are slain as possible(continuing until all unsaved wounds have been assigned). This must be done even if the profiles of those models differ. Those wounds thus stacked on one model count as being resolved then and there. The wound pool is empty when there are no wounds left to roll for, save or put on models, or there are no models left in the unit. Emptied Wound Pool: When the Wound pool is empty, the shooting attack has been completely resolved. You can begin your next shooting attack, or proceed to the Assault phase. Out of Range: As long as a model was in range of the enemy when To Hit rolls were made, he is considered to be in range for the duration of the Shooting attack, even if the removal of casualties means that the closest model now lies out of range. Instant Death: Even though a creature might be able to withstand multiple grievous wounds, there are plenty of weapons and powers across Tamriel that are powerful enough to destroy it instantly and utterly. If a model suffers an unsaved Wound from an Attack that has a Strength value of double its Toughness value or greater (after modifiers), it is reduced to 0 Wounds and slain. =====Types of Saving Throws===== Few warriors take to the battlefield without some form of protection, whether it is a suit of armour or a magical talisman. Furthermore, the battlefield itself can also offer protection. All these forms of protection are represented by saving throws (sometimes called saves), as we'll now discuss. Armour Saves: Most troops wear some sort of protective clothing or armour, even if it's only a helm! Some creatures may have a form of natural protection, such as a chitinous exoskeletons or thick bony plates. If a model has an Armour Save characteristic of 6+, it is allowed a further dice roll, to see if the armour prevents the wound. This is called an armour saving throw, or armour save, for short. To take an armour save, roll a D6 and compare the results to the Armour Save characteristic of the model that has been allocated the wound. *If the dice result is equal to or higher than the model's Armour Save characteristic, the wound is stopped. *If the result is lower than the Armour Save value, the armour fails to protect its wearer and it suffers a wound. This means that, unlike other characteristics, an Armour Save is better if it is a lower number. Armor Piercing Weapons: Some powerful weapons are quite capable of tearing through or shattering even the thickest armour. This is shown by a weapon having an Armour Piercing characteristic, usually referred to as AP. Many weapons have an Armour Piercing value. A weapon's AP rating is '''subtracted''' from the armor saving throw of an enemy that it wounds. A weapon shown as 'AP 0', or without a stated AP, has no Armour Piercing value and will never lower a target's Armour Save. Example: A weapon of AP2 hits a warrior with a 3+ armor save. He may make an armor save, but he must make the save on a 5+. If a multiple AP values are granted to a single attack from different sources, they stack. Ward Saves: Some warriors are protected by more than mere physical armour. They may be shielded by divine blessings, enveloped in mystical energies or have a metabolism that can shrug off hits that would slay a giant. Models with wargear or abilities like these are allowed a ward saving throw. Ward saves are different to armour saves because they may always be taken at full effectiveness whenever the model suffers a Wound - the Armour Piercing value of attacking weapon has no effect. Even if a wound ignores all armour saves, an ward saving throw can still be taken. Cover Saves: Often, you'll find enemy models are partially hidden or obscured by terrain, also known as being in cover. Cover shields soldiers against flying arrows and fiery blasts, enabling them to get their heads down or crawl amongst the boulders and (hopefully) avoid harm. Where this is the case, the model will be entitled to a cover save. Cover saving throws are not affected by the AP value of an attacking weapon, so units in cover get a specific saving throw regardless of what's firing at them. Cover saves only apply against shooting attacks, unless stated otherwise in a special rule. Determining Cover Saves: A model is considered to be "obscured" if at least 50% of it is out of sight of at least 50% of the firing models. If at least 50% of the models in a unit are obscured from the firing unit, that unit will get a cover save. Types of Cover Saves: The type of cover save a model receives depends on exactly what he is sheltering behind. For example, a soft obstacle (like tall grass) that would hide soldiers behind it, but would not slow an arrow, confers a 5+ cover save. Purpose-built fortifications, such as castle ramparts, confer a 3+ cover save, and most other things confer a 4+ cover save. Before deploying their armies, it is a very good idea for players to go through all the terrain pieces on the battlefield quickly and agree what kind of cover each will offer. In most cases, terrain will offer a 4+ Cover save. Go to Ground: If warriors find shots raining down on them, they may decide to keep their heads down to try to stay alive a little longer while they wait for reinforcements. After the enemy has rolled To Hit and To Wound against any of your units, but before any saves are made for wounds allocated, you can declare that the unit is Going to Ground. To represent this, place a suitable marker next to the unit as a reminder. *Models in a unit that has gone to ground immediately receive +1 to their cover saving throws. *Models that are not currently in a position that would give them a cover save can still Go to Ground by diving into the mud (or some other evasion technique) and receive a 6+ cover save. A unit that has gone to ground cannot move, shoot, march or charge. At the end of its following turn, the unit returns to normal, the marker is removed and the unit is free to act as normal from then on. Whilst it has gone to ground, a unit reacts normally if affected by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example they have to Fall Back, it returns to normal immediately - remove the marker. If assaulted, the unit will fight as usual, but because they are not set to receive the enemy charge, the unit cannot Stand and Shoot or Counter-Attack if it is able to do so. Intervening Models: If a target is partially hidden from the firer's view by models from a third unit models not from the firer's unit, or from the target unit, it receives a 4+ cover save in the same way as if it was behind terrain. Similarly, if a model fires through the gaps between models in an intervening unit, the target is in cover, even if it is completely visible to the firer. Note that this does not apply if the shots go over the unit rather than through it. This does not mean that intervening models literally stop the shots, but rather that they obscure the target and spoil the firer's aim. A successful cover save in this case might mean that the firer has not shot at all, missing the fleeting moment when his eye was trained on the target. This is because, in the case of intervening friends, the firer would be afraid of hitting his comrades, while in the case of intervening enemies, the firer is distracted by the more immediate threat. Scenic rocks and other decorative elements that players might have placed on the bases of their models are always ignored from the point of view of determining cover. You cannot take your cover with you! Note the exception that, in the same way as they can trace line of sight through members of their own unit, models can always shoot through members of their own unit without conferring or receiving a cover save. Models with More than one Save: Sometimes, a model will have a normal armour save and a separate ward save. As if this wasn't enough, the model might be in cover as well. In these cases,a model only ever gets to make one saving throw, but it may choose which one it makes. If a model can benefit from different types of cover, for example, being behind tall grass (5+ cover save) and a barricade (4+), the model uses the best cover save available (in this case 4+). Maximum Save: Some models may have a save of 1+ or better, especially after potentially recieving benefits from certain abilities. However, no saving throw (armour, cover or invulnerable) will ever succeed on a roll of 1. Regardless of what is giving the model its save, a roll of 1 always fails. ====Marching==== At times, warriors may choose to move at the double, pressing forwards even in the face of death. In their Shooting phase, units may choose to make a March move instead of firing. An Infantry unit may makes its March move up to 3". This move follows the normal rules for coherency, and the unit's normal rules for movement style. Units that Fight in Ranks must always march straight forward. Difficult terrain tests must still be taken, but rolling 2d3 and picking the highest. Models marching through dangerous terrain must test as normal (see page XX). Units that March in the Shooting phase cannot charge in the following Close Combat phase. If a unit attempts to March while within 9" of an enemy unit, it must pass a Leadership test to do so. ===THE CLOSE COMBAT PHASE=== Each player's close combat phase consists of several sub-phases, to be resolved in a specific order. ====Charge Sub-phase==== It's time for your warriors to hurl themselves into close combat and carry the day through bitter melee. To resolve a charge, use the following procedure: Declare a Charge: Choose a unit in your army that is declaring a charge and nominate the enemy unit(s) it is attempting to charge. A unit can never declare a charge against a unit that it cannot reach, nor can it declare a charge against a unit that it cannot see. This means that a charge can usually only be declared on a unit up to 12" away (the maximum charge range for most models, as we'll discover later). Some units are disallowed from charging. Common reasons a unit is not allowed to declare a charge include: *The unit is already locked in close combat (see page XX). *The unit marched this turn (see page XX). *The unit has gone to ground (see page XX). *The unit fired a weapon or used an ability that cannot be used the turn it charges(see page XX) *The unit is falling back (see page XX). The target enemy unit, if it is not already locked in combat or falling back, must choose its charge reaction. It may choose to either to flee or to hold. If it chooses to flee, it immediately falls back d6". It may still be charged. If it chooses to hold, it absorbs the charge, and may take a Leadership test to Stand and Shoot if it has the Fight in Ranks formation(see page XX). In addition to the above, a unit that fired in the shooting phase can only charge the unit that it targeted its shots at during that turn's Shooting phase. Rolling for Charge Range: Roll 2D6. This is your charge range - the number of inches your assaulting unit can charge. This total is important, so remember it. If a unit has models that roll differently for their charge range, the whole unit must charge at the speed of the slowest model. Charge Move: The charging unit now moves into close combat with the unit(s) it has declared a charge against - this is called a charge move. Moving Charging Models: Charging units must attempt to engage as many opposing models in the enemy unit as possible with as many of their models as possible - no holding back or trying to avoid terrain! All of the models in a charging unit make their charge move - up to the 2D6 distance you rolled earlier - following the same rules as in the Movement phase, with the exception that they can be moved within 1" of enemy models. Charging models still cannot move through friendly or enemy models, cannot pass through gaps narrower than their base, and cannot move into base contact with enemy models from a unit they are not charging. If the charging unit can make the charge, move it on the fastest possible route, wheeling or pivoting if necessary(if it has Fight in Ranks), into base contact with the enemy unit. Each model should attempt to get into base contact with an enemy model, 1 for 1. If a model's base is larger than an enemy model's, it should attempt 2 for 1, 3 for 1, or however much larger is necessary. With units that Fight in Ranks, the models should go as far as they can to get as many of the enemy's front rank in base contact with theirs as possible. Charges against ranks are always against the 90 degree arc of that unit that the majority of the charging unit is inside of. Excess ranks stand out on the side closer to the side from which the charge came, or on both sides if no wheel or pivot greater than the width of any charging model's base was required to make the charge. Units hanging out over on the edges never wrap around ranks. Charging models in ranks stay in their ranks. With skirmishers and hordes, an initial charger is chosen, the closest model to the enemy, who engages the closest model along the fastest possible route, within the arc of the enemy's ranks(if applicable) that is being charged. After moving the first model in the unit, you can move the others in any sequence you desire, providing you abide by the following conditions, moving along the shortest possible route: *A charging model must end its charge move in unit coherency with another model in its own unit that has already moved *If possible, a charging model must move into base contact with an enemy model within reach(and arc, if applicable) that is not already in base contact with another charging model. *If there are no such enemy models in reach, the model must begin to form a rank behind or to the side of a friendly model in reach that is in base contact. *If a charging model cannot reach any enemy or friendly models, it must simply stay in coherency. If you follow this sequence, you will end up with all the models in the charging unit in unit coherency, having engaged as many enemy models as possible with as many charging models as possible. Multiple Charges: If a unit attempts to charge multiple units, it must roll enough distance to reach those units in order to successfully charge. Once the charge is resolved, however, if no models actually reach one of those units due to the charge rules, the unit that was not charged does not fight in that combat unless it was already in it, and is not locked in combat, unless it would have been already. Charging Through Difficult Terrain: If, when charging, one or more models have to move through difficult terrain, the unit must make a Difficult Terrain test (see page XX). However, to represent the uneven pace of a charge, the unit rolls 3D6, rather than 2D6, and uses the two lowest results as its charge range. Warriors who charge through difficult terrain may be easily ambushed. To represent this, if one or more models charge a unit with the Skirmish formation through difficult terrain, that unit may attempt to Counter-Attack(see page XX). Remember that charging models must engage as many enemies in the target unit as possible. Charging through Dangerous Terrain: If, when charging any model in a charging unit goes through dangerous terrain, that model must immediately take a Dangerous Terrain test (see page XX). Failed Charge: If the initial charger(or the entire unit, in the case of a unit with Fight in Ranks) is found to be further than its charge range from the unit(s) that it has declared the charge against, the charge fails and no models are moved. Declare Next Charge: Once all the models in a charging unit have moved, the player can choose another unit(that has not yet declared a charge) and declare another charge if he wishes. Ending the Charge Sub-Phase: Once you have launched all of the charges you wish to, the Charge sub-phase is ended. Move on to the Fight sub-phase. ====Fighting Sub-phase==== With all the charges carried out, it's time to strike blows! How effective creatures are in close combat depends almost entirely on their physical characteristics - how fast, strong, tough and ferocious they are. In close combat, armour remains useful for warding off your enemies' attacks, but ranged weapons become a secondary consideration - the best bow in the land won't save you if your opponent is bashing your brains out with a rock! Choose a Combat: There may be several separate melees being fought at the same time in different parts of the battlefield. If this is the case, the player whose turn it is chooses the order to resolve the combats, completing each combat before moving on to the next one, and so on until all combats are resolved. Fight Close Combat: In close combat, both players' models fight. Attacks in close combat work like shots in shooting - each Attack that hits has a chance to wound. The wounded model gets a chance to save, and if it fails, is (generally) removed as a casualty. How many blows are struck and who strikes first is detailed later. Initiative Steps: In close combat, slow, lumbering opponents can often be dispatched quickly by faster and more agile foes. However, many ponderous opponents are tough enough to withstand a vicious pummelling and keep coming back for more. To represent this, a model's Initiative determines when he attacks in close combat. Work your way through the Initiative values of the models engaged in the combat, starting with the highest and ending with the lowest. This means that each combat will have ten Initiative steps, starting at Initiative 10 and working down to Initiative 1. You'll rarely have models fighting at all of the Initiative steps, so just skip any that don't apply. Start of Initiative Step Pile-In: At the start of each Initiative step, any model whose Initiative is equal to the value of the current Initiative step, that isn't already as close to the front of its rank as possible(or in the case of Skirmish and Horde models, as close as possible to being in base contact with the enemy or with a friendly model that is in base contact with the enemy), must make a Pile In move. A Pile In move is a 3" move that is performed in the following order: *First, any models Pile In if this will bring them to the front of their rank. *Second, any models in Skirmish or Horde formation Pile In if this will bring them to base contact with an unengaged enemy *Third, any models in Skirmish or Horde formation Pile In if this will bring them into base contact with a friendly model in base contact with an enemy *Any ranks that are missing in the center of a unit that Fights in Rank, so as to put them out of coherency, are filled by moving the least number of models to do so, along the shortest possible route, to fill in the missing ranks until the unit is in coherency. *Any remaining models in Skirmish or Horde formation that are not in base contact with one or more enemy or friendly models and have yet to Pile In must now do so, and must attempt to get as close as possible to the combat, while remaining in coherency These moves follow the same rules as moving charging models, except that they are not slowed by difficult terrain (though it may still trigger Dangerous Terrain tests). Also, a Pile In move cannot be used to contact units that are not already involved in the assault. When making Pile In moves, the player whose turn it is moves his unit(s) first. If both players' Pile In moves combined would be insufficient to bring any combatants back together (that's more than 6" - very unlikely!), the assault comes to an end. All remaining Initiative steps are lost - work out the assault result as described on page XX. Who can Fight?: Units that have one or more models in base contact with enemies are locked in combat. While a unit is locked in combat, it may only make Pile In moves and cannot otherwise move or shoot. At the start of each Initiative step, you must work out whether or not a model locked in combat is also engaged, as described below. A model is engaged in combat, and must fight if: *The model was in base contact with one or more enemy models at the start of the Fighting Sub-Phase. *The model was in base contact with a friendly model in base contact with one or more enemy models in the same combat at the start of the Fighting Sub-Phase. *At the start of its initiative step, after piling in, the model became in base contact with one or more enemy models, or in base contact with one or more friendly models in base contact with the enemy. Models make their attacks when their Initiative step is reached, assuming they haven't already been killed by a model with a higher Initiative! If both sides have models with the same Initiative, their attacks are made simultaneously. Note that certain situations, abilities and weapons can modify a model's Initiative. If a model makes two separate groups of attacks during different Initiative steps, he only piles in during the first, unless he is not engaged in combat during the second. Unengaged Models: Unengaged models cannot attack in close combat - they're too far from the crush of battle. Number of Attacks: When their Initiative step is reached, models with that Initiative who are still alive and able to attack, must attack. Each engaged model makes a number of Attacks (A) as indicated on its characteristics profile, plus the following bonus Attacks: *+1 Charge Bonus: Engaged models that charged or counter-attacked this turn get + 1 Attack this turn. *+1 Dual Wielding: Engaged models equipped with two melee weapons of the same base type(Hand Weapons, Spears etc.) get + 1 Attack. Models with more than two weapons gain no additional benefit; you only get one extra Attack, even if you have four arms and a sword in each. *Other bonuses: Models may have other special rules and wargear that confer extra Attacks. Which Weapons can be Used?: A model may use any weapons equipped(see page XX) in its hands in close combat. If the weapon is a ranged weapon, or does not grant any sort of special bonus to close combat, that weapon grants no bonus in close combat. If attacked with, it counts as attacking with a single, generic close combat weapon(never gaining the bonus for wielding two or more weapons). If multiple close combat weapons with different profiles are equipped, the model may split his attacks between them as he sees fit, or make all his attacks with one or the other, while still gaining the bonus for multiple weapons. A staff counts as a spell, not a close combat weapon, unless stated otherwise. Rolling to Hit: To determine whether hits are scored, roll a D6 for each Attack a model gets to make and compare the WS of the attacking model with the WS of the target unit. Remember to differentiate between weapons and models with different profiles when necessary. Then, consult the To Hit chart on this page to find the minimum result needed on a D6 To Hit. (Your Weaponskill is on the left column, Enemy Weaponskill is on the top row) {| border="1" cellspacing="0" cellpadding="2" align="center" ! align=center colspan=11 |To Hit Chart |- ! || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 |- | '''1''' || 4+ || 4+ || 5+ || 5+ || 5+ || 5+ || 5+ || 5+ || 5+ || 5+ |- | '''2''' || 3+ || 4+ || 4+ || 4+ || 5+ || 5+ || 5+ || 5+ || 5+ || 5+ |- | '''3''' || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ || 5+ || 5+ || 5+ || 5+ |- | '''4''' || 3+ || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ || 4+ || 5+ || 5+ |- | '''5''' || 3+ || 3+ || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ || 4+ || 4+ |- | '''6''' || 3+ || 3+ || 3+ || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ || 4+ |- | '''7''' || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ |- | '''8''' || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 4+ || 4+ || 4+ |- | '''9''' || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 4+ || 4+ |- | '''10''' || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 4+ |} Units with Different Weapon Skills: A few units contain models with different Weapon Skills. Whilst each model in such a unit rolls To Hit using its own Weapon Skill, Attacks made against such a unit are resolved using the Weapon Skill of the majority of the engaged enemy models. If two or more Weapon Skill values are tied for majority, use the highest of those tied values. Rolling to Wound: Not all of the Attacks that hit will harm the enemy - they may merely graze or inflict a flesh wound. As with shooting, once you have scored a hit with an Attack, you must roll a D6 for each successful hit to see if you cause a wound and damage your foe. Consult the chart below, cross-referencing the attacker's Strength(on the left) characteristic with the defender's Toughness(top). The chart indicates the minimum result on a D6 roll required to inflict a wound, and is just like the one in the Shooting phase section. A'-' indicates that the target cannot be Wounded by the Attack. In most cases,when rolling To Wound in close combat, you use the Strength on the attacker's profile regardless of what weapon he is using. There are some Melee weapons that give the attacker a Strength bonus, and this is explained later in the Weapons section (see page XX). {| border="1" cellspacing="0" cellpadding="2" align="center" ! align=center colspan=11 |To Wound Chart |- ! || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 |- | '''1''' || 4+ || 5+ || 6+ || 6+ || - || - || - || - || - || - |- | '''2''' || 3+ || 4+ || 5+ || 6+ || 6+ || - || - || - || - || - |- | '''3''' || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - || - || - || - |- | '''4''' || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - || - || - |- | '''5''' || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - || - |- | '''6''' || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - |- | '''7''' || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ |- | '''8''' || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ |- | '''9''' || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ |- | '''10''' || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ |} Remember to use different coloured dice or otherwise distinguish between the Wounds that have different special rules attached to them (like those inflicting Instant Death or those that reduce Armour Saves), as you would do in the Shooting phase. Multiple Toughness Values: Quite rarely, a unit will contain models that have different Toughness characteristics. When this occurs, roll To Wound using the Toughness value of the majority of the engaged foe. If two or more Toughness values are tied for majority, use the highest of those tied values. Allocating Wounds: After determining the number of wounds inflicted against a unit at a particular Initiative step, wounds are allocated, saves taken and casualties removed. Wounds are allocated and resolved just like in the Shooting phase. Saves may still be taken. Cover Saves: Models do not get cover saves against any Wounds suffered from close combat attacks, unless allowed to by a special rule, and for obvious reasons, cannot Go to Ground - there's nowhere to hide! Armour Saving Throws: Models can take armour saves to prevent Wounds caused in close combat - provided that their armour is good enough, of course! As in the Shooting phase, if the Wound is caused by a weapon with an AP, subtract the AP from the armor save score (see page XX). Ward Saves: An invulnerable save can chosen to be made instead of the armor save if it is available, as normal. It can even be made if a model is not permitted to take an armour save (because the AP of the Attack negates it or the rules for a weapon or Attack states that no armour save is allowed). Dead Before Striking: If a model becomes a casualty before its Initiative step, it cannot strike back. When striking blows simultaneously, you may find it more convenient to resolve one side's Attacks and simply turn the dead models around to remind you that they have yet to attack back. Note on Saving Throws: A model ''must'' make a Saving Throw if one is available; the controlling player chooses which one to use. And a Saving Throw which is reduced to automatic failure by an effect cannot be taken; another must be taken instead if such a save is available. Weapons that Cause Additional Effects to models Hit or Wounded: Some weapons and special rules cause additional effects to models they hit or wound. *If a weapon causes an effect on inflicting an unsaved wound, resolve that effect after saves are taken on the wounded model. *If the weapon causes an effect on wounding, regardless if it is saved or not, its effect is resolved on each unit that it rolled a wound on. After saves are taken, when wounds are allocated, the allocating player must, begin to mark a number of models(up to the amount of saved wounds from the weapon) as having the additional effect of the weapon inflicted upon them. Only models that could have been wounded by the weapon this round may be nominated. *If the weapon causes an effect on hitting, regardless of whether it wounds or not, its effect is resolved on each unit that it inflicted an unsaved wound on. After saves are taken, when wounds are allocated, the controlling player must, begin to mark a number of models(up to the amount of hits from the weapon that did not wound) as having the additional effect of the weapon inflicted upon them. Only models that could have been hit by the weapon this round may be nominated. Fight Next Initiative Step: Fight the next Initiative step as previously described until all of the Initiative steps have been completed (remember to skip Initiative steps which have no models in them). Determine Combat Results: Melees are usually decisive; one side or the other quickly gains the upper hand and forces their foe back. Good leadership can keep a side in the fight, but the casualties that each side inflicts are usually the most telling factor. To decide who has won the combat, factor in the following: *Total up the number of unsaved Wounds inflicted by each side onto their opponents. This includes all Wounds caused during the Fight sub-phase, whether from conventional Attacks or from other effects. *Add rank bonuses for models that Fight in Ranks(if applicable), and number bonuses for Hordes(if applicable) *Add 1 to the score of a side that has a Standard Bearer(see page XX) The side with the highest total is the winner. The losing unit must make a Morale check and Falls Back if it fails (see page XX). If both sides suffer the same score, the combat is drawn and continues next turn. Of course, if one side destroys the enemy completely, it wins automatically, even if it sustained more casualties! Note that wounds that have been negated by saving throws or special rules do not count towards determining who won the combat. Neither do wounds in excess of a model's wounds characteristic; only the Wounds actually suffered by enemy models count (including all of the Wounds lost by models that have suffered Instant Death - see page XX). In rare cases, certain models can cause wounds on themselves or their friends - obviously, these wounds are added to the other side's total for working out who has won. Check Morale: Units that lose a close combat must make a Morale check to hold their ground, with a penalty depending on how severe the defeat was (see page XX). Subtract the difference between the scores of the combat, the amount the losing side lost by, from the score. *If they pass, the unit fights on - the combat is effectively drawn and no further account is made of the unit's defeat. *If the unit fails, they abandon the fight and Fall Back. Morale checks and falling back are covered in the Morale section on page XX. Our Weapons Are Useless: If a unit is locked in combat with an enemy it cannot hurt, it can choose to automatically fail its Morale check for losing a combat. This can be a risky tactic, but sometimes worthwhile. Sweeping Advances: When a unit falls back from combat, the victors make a Sweeping Advance, attempting to cut down their fleeing foes. When a Sweeping Advance is performed, both the unit falling back and the winning unit roll a D6 and add their unmodified Initiative to the result. In a unit with mixed Initiative characteristics, use the highest - we can assume the quicker-witted individuals in the unit guide the others. The units then compare their totals. *If the winner's total (Initiative + dice roll) is equal to or greater than the foe's, the falling back unit is caught by the Sweeping Advance: If the winner’s Initiative test result beats that of the foe’s, the foe is destroyed! Every model in the unit is immediately removed as a casualty: they have been overrun, or else have surrendered and have been taken prisoner. *If the falling back unit's total is higher, they break off from the combat successfully. In either case, make a Fall Back move for the surivivng members of the losing unit (see page XX). The winners can then Consolidate as detailed below. Disallowed Sweeping Advances: If a victorious unit is still locked in combat with other units that are not falling back, it does not get a chance to execute a Sweeping Advance and the retreating enemy automatically makes their Fall Back move safely. Some troops, as detailed in their special rules, are not permitted to make Sweeping Advances - when a victorious unit contains one or more models that are not allowed to make a Sweeping Advance, the enemy always manage to disengage safely - there is no need to roll. End of Combat Pile-In: After the combat has been resolved, it can happen that some models from units that did not Fall Back are not in combat, or are out of coherency. These models must make a Pile In move, starting with the side whose turn it is. This is treated exactly like a start of Initiative step Pile In, as mentioned below. Consolidation: At the end of a combat, if a unit's opponents are all either destroyed or falling back, or at the end of combat Pile In was insufficient, so that the units are no longer locked in combat with each other, they may Consolidate. Consolidating models move up to 3" in any direction, as the sudden victory may leave the warriors raring to storm onwards or flat-footed and dumbfounded, according to the vagaries of fate. Units making a Consolidation move are not slowed by difficult terrain but do trigger Dangerous Terrain tests where appropriate. A Consolidation move may not be used to move into base contact with enemy models, as this can only be done with a charge move. Consolidating models must therefore stop 1" away from all enemy models, including any that might have just fallen back from the combat that the consolidating unit has fought in. Units that Fight In Ranks always Reform instead of performing a normal Consolidation move. Multiple Combats: Combats that involve more than two units are called multiple combats (see the diagram on page XX for an example). Fight Sub-Phase: Resolving the Fight sub-phase of a multiple combat is done just as it is for a combat between two units except for the following clarifications and adjustments: Directing Attacks: In multiple combats, during a model's Initiative step, the following extra rules apply: *A model that is in base contact, or engaged, with just one enemy unit when it comes to strike must attack that unit. *A model that is in base contact, or engaged, with more than one enemy unit when it strikes blows, can split its Attacks freely between those units. Declare how each model is splitting its Attacks immediately before rolling To Hit. Combat Results When determining assault results in a multiple combat, total up the number of wounds inflicted by all units on each side to see which side is the winner. Every unit on the losing side has to check their Morale (they all use the same penalty, as described in the Morale section on page XX). After all of the losing units have taken their Morale checks, each winning unit that is now free to make a Sweeping Advance rolls the dice and compares its total with the total of each of the falling back enemy units it was engaged with. Any that it equals or beats are destroyed. Remember that winning units can only Sweeping Advance if all of the units they were locked in combat with Fall Back or are wiped out in the fight. After determining assault results, all units that were involved in that multiple combat must make Pile In moves towards enemies that fought in that combat. If no models in a unit are in base contact with an enemy unit, and the combined Pile In moves of both sides are not enough for them to get back into base contact, then they can Consolidate instead. Locked in Close Combat: Models belonging to units locked in combat cannot fire weapons in the Shooting phase, they are too busy fighting the enemy in front of them. Nor can they move during the movement phase, or march. Units that are locked in close combat do not take Morale checks or Pinning tests caused by shooting and cannot Go to Ground; they are much too focused on the fighting! ===MORALE=== Your units have to check to see if their morale holds under certain circumstances. As you will have already gathered, particular events will require your units to take Morale checks, and a unit in particularly dire straits may be forced to take several in a single turn. Morale Checks: Morale represents the grit, determination, or (sometimes) plain stupidity of warriors in action. Morale checks are a specific kind of Leadership test. Like all other Leadership-based tests, Morale checks (also sometimes called Morale tests) are taken by rolling 2D6 and comparing the total to the unit's Leadership value. *If the result is equal to or less than the unit's Leadership value, the test is passed and the unit does not suffer any ill effects - their nerve has held. *If the result is higher than their Leadership, the test is failed and the unit will immediately be Pinned Down or Fall Back, as described later. Some units have special rules pertaining to Morale checks that are detailed in their Army Book. For example, some particularly fanatical units might be immune to the effects of morale. Some units always pass Morale checks, while a few others always pass all leadership tests. This is a subtle but important difference. For example, units that always pass Morale checks will still have to test to use Shouts(see page XX). Morale Check Modifiers: Certain circumstances can make Morale checks harder for a unit to pass. This is represented by applying leadership modifiers to Morale checks, which can modify the unit's Leadership value by -1,-2 or sometimes even more. Insane Heroism: Occasionally, warriors will refuse to retreat even when faced with impossible odds or particularly harrowing experiences. Sometimes you can push someone just too far! A roll of double 1 on the 2D6 always passes a Morale check, regardless of any modifiers. The most common reasons a unit must take a Morale check are as follows: *Pinning Test: Units suffering at least one unsaved wound from a shooting weapon in the shooting phase that has the Pinning special rule must immediately take a Morale check. If they fail, they become Pinned Down: they immediately Go to Ground, hiding themselves behind whatever they can find and covering themselves with their shields in fear. *A unit losing 25% or more of its current models during a single Shooting phase must take a Morale check at the end of that phase or immediately Fall Back. *Break Test: Units that lose a close combat(see above) must pass a Morale check to hold their ground. If they fail, they must Fall Back. Units taking this Morale check suffer a -1 Ld for each point they lost by(subtract their score from the opponent's higher score). *Panic Test: If a friendly unit Falls Back through another friendly unit(see below), the unit that the friendly unit is running through must pass a Morale check to hold their ground. If they fail, they too must Fall Back. Fall Back: Sometimes retreat is the only option left to a soldier on the battlefield. A withdrawal can give troops the chance to retire to a stronger position, to regroup and mount a fresh attack, or to hold back the approaching enemy. Of course, a retreat is not without its risks. Units make a Fall Back move immediately upon failing a Morale check - the only moves they can make in subsequent phases are Fall Back moves until they Regroup. In each subsequent Movement phase, they will make further Fall Back moves instead of moving normally, until the unit Regroups, is destroyed or leaves the table. Most units fall back 2D6". Fall Back moves are not slowed by difficult terrain, but incur Dangerous Terrain tests, as normal. Units with models that Fall Back at different speeds always Fall Back at the speed of the slowest model in the unit. Units that are falling back always count as being in the Skirmish formation until they leave the table or rally. Each model in the unit moves directly towards their own table edge by the shortest possible route. If playing a mission where there is no 'own' table edge, models move towards the closest table edge instead. If any model from a unit that is falling back moves into contact with a table edge, that model is removed from the game as a casualty, as it scatters and flees the battle. Falling Back from Close Combat: Models falling back from a combat can freely move through all enemy models that were involved in that combat (they have already missed the chance to catch them) This is an exception to the normal rules for moving that state that a model cannot move through a space occupied by another model. If any models would end their move less than 1" from one of these enemies, extend the Fall Back move until they are clear. Friendly Models: If, when rolling to fall back, a unit rolls a high enough score to completely pass over a friendly unit along the shortest possible route, it ignores those models for the purposes of falling back. That unit must take a Panic Test if this occurs(see above). If the unit falling back is unable to completely pass through friendly models without ending its move with at least one model touching one of them, it treats them as an obstacle instead. It goes around them along the shortest possible route(maintaining coherency), and might become trapped. Trapped: Sometimes a unit finds its Fall Back move blocked by impassable terrain, friendly models or enemy models. The unit may move around these obstructions in such a way as to get back to their table edge by the shortest route, maintaining unit coherency, even if this means moving away from their table edge. If the unit cannot perform a full Fall Back move in any direction without doubling back, it is destroyed (see below). Morale and Falling Back: Units that are falling back automatically fail all Morale checks, but can Regroup, as discussed next: Regrouping: Just because a unit Falls Back doesn't mean it is out of the fight. Courageous officers will try to inspire their troops to rally. Warriors might regain their will to fight out of honour, duty or sheer bloody-mindedness. A unit that is falling back must attempt to Regroup by taking a Regroup test in their Movement phase just before they move. *If at least 50% of the unit's models are still alive, this is a normal Leadership test. *If less than 50% of the unit's models are still alive, then the Leadership test can only be passed with an Insane Heroism result of double 1. The exception to this is regrouping when assaulted (see right). *If the unit fails its Regroup test, then it must immediately continue to Fall Back. *If the unit successfully passes the test, it stops falling back and can immediately move up to 3". This move is unaffected by difficult terrain, but Dangerous Terrain tests must be taken as normal. If the unit is out of coherency when the Regroup test is made, then the 3" move must be used to restore coherency, or as near as possible. Units that Fight in Ranks Reform instead, following the rules for Reforming(see page XX). Once a unit has regrouped, it cannot otherwise move or shoot this turn(so cannot Shoot or March in the Shooting phase or charge in the Close Combat phase). Falling Back and Charges: A unit that is falling back cannot charge. Falling Back and Multiple Combats: Sometimes, as part of a multiple combat, a charging unit declares charges against one or more units that are falling back as well as one or more units that are not. If the primary or secondary targets of a multiple charge are falling back, each retreating unit must test to Regroup as soon as one charging model is found to be within charge range (see below). Regrouping When Charged: Units that have charges declared against them while falling back must always test to Regroup as soon as the enemy is found to be within charge range. This test is always a normal Leadership test, and does not require Insane Heroism, regardless of the number of models remaining in the unit. *If the test is failed, the charged unit is removed as a casualty at the end of the Charge sub-phase. *If the test is successful, the unit Regroups (without moving), and the fight continues as normal, starting with the enemy moving his charging models. *The unit is considered to continue to be in Skirmish Formation if charged in this manner for the duration of the combat. If it leaves combat, it consolidates into its normal Formation. Regrouping and Multiple Charges: If the test is successful, that unit regroups (without moving) and the charge continues as normal(see details above). If the test is failed, the falling back unit is destroyed and the charging model must continue its charge move against the remaining enemy units as if the falling back unit was never there. ===MAGIC=== The mysterious powers of Magicka, the crop of Aetherius, the secrets that hold the world of Nirn together, are often drawn from upon the battlefield. Harnessing them can be the key to victory. ====Power Dice==== Spells are cast using Power Dice, representing the current amount of Magicka that a mage has concentrated his mind upon and is channeling. Each model begins the game with Power Dice equal to its Magicka characteristic(Mg). The number of Power Dice a model currently holds is its Power Dice Pool. "Replenishing" Power Dice means to gain that number of Power Dice up to a model's Magicka characteristic. To "gain" Power Dice is to simply gain that number. At the start of each of your turns, before any other action is taken, empty the Power Dice pools of all your units. Replenish their Power Dice Pools up to the maximum number allowed by their Magicka characteristic. To keep track of how many Power Dice a model currently has, it may be beneficial to keep a die next to it with the correct number on it. For most models, however, the number of Power Dice will be quite simple to remember, especially for those that will never use them. When in doubt, mark a model or unit to keep track of an unusual number or distribution of Power Dice. ====Casting a Spell==== Spells in Scrollhammer can range from mundane utilities giving a wizard an slight edge in battle, to world-shifting sorceries. Spells are cast as needed, as required by their individual rules. As noted in the Equipping section of the rules(see page XX), a model with a hand open for spellcasting may cast any variety of spells from that hand, the same spell any number of time from that hand, different spells from different hands, and use a staff in that hand in addition to spells cast, as long as it continues to have enough Power Dice to do so. Casting Cost: Each spell has a Casting Cost. These costs can range from a simple charm (3+) to a grand inferno of fire and ice(20+ or perhaps even higher). A model attempting to cast a spell must roll equal to or higher than the casting cost to cast it. A spell's rules will say when it is appropriate to cast. A spell that can be cast "at any time" may be cast at any time, during a model's rolls, or between a model's rolls to hit and to wound. However, spells can be cast in response to another spell; in this case, the latest spell to be cast always resolves first, and is followed by the rest in the reverse order they were cast. Rolling to Cast a Spell: If a model declares itself to be casting a spell, its controller decides how many of that model's Power Dice will be expended upon that spell. Remove that many Power Dice from the model's Power Dice Pool. Roll the Power Dice as d6s. If the result is equal to or higher than the casting cost, the spell goes off! If the result is lower than the casting cost, the spell sputters and dies: it fails to go off. Surge: If a model fails to cast a spell, it may attempt to pour more magicka into it, in a final attempt to cast it. That model's controller may take one last chance to assign any additional number of Power Dice from the model's Power Dice Pool to the spell. Remove those dice from the pool. They must be rolled as d3s, however: the mage is in a rush to gain control of the magicka around him! Casting Cost is Too High?: If a model does not have the power dice necessary to reach the minimum cost to cast a spell, and no other abilities can allow him to possibly reach the casting cost, he may not attempt to cast that spell. His brain is simply unprepared to handle such dangerous energies! Magical Shooting Attacks: Certain Spells are resolved as Shooting Attacks. These spells must be used in the Shooting Phase just as one might fire a ranged weapon, unless stated otherwise in the rules. When a unit is declared to be shooting, any number of models in that unit with spells equipped may attempt to make magical shooting attacks if able to. Those models attempt to cast the spells(see above). If a model succeeds, and has Power Dice left over, it may continue to cast magical shooting attacks if it wishes too, making multiple magical shooting attacks that phase(including multiples of the same one!). After the model's controller is satisfied with the number of magical shooting attacks made, or no further magical shooting attacks can be made, roll to hit with the magical shooting attacks as normal, along with any other models in the unit that are firing. Multiple Casters: If there are multiple spellcasters in a unit, using their spells at the same time, roll different colored dice for each one to differentiate them. Of course, if a group of spellcasters are are using the same spell with the exact same profile of requirements and effects, and are each rolling a single die, you may simply roll them all at once, counting each die as a different model's spell! The same differentiations apply for rolling for Surging. ====Damage Types and Magical Effects==== There are a vast number of magical effects found across all Nirn. Certain ones are found in the list of Universal Special Rules on page XX. Others are noted here, having certain conditions applied to them: Damage Types: There are many types of damage that exist in Scrollhammer. A weapon may have more than one damage type: Mundane: All attacks are Mundane by default. This represents raw physical strength. *Otherworldly: A weapon that is Otherworldly is considered Mundane, except that its controller may choose to count it as magic or as mundane at any time(thus bypassing any resistances a model might have to either). Magic: Attacks, hits wounds caused by Magic items, Artifacts, and spells deal Magic damage. Magic Items, Artifacts and spells are always Magic: if they would have Otherworldly, they lose that ability. Spell: Attacks, hits and wounds caused by Spells deal Spell damage. Elemental: Certain attacks have an element to their damage, an unusual means of harming the enemy that can be both a blessing and a curse at times. Not all elemental attacks deal Magic damage. *Flame: The element of Flame is used for cleansing the foe with fire. *Shock: The element of Shock is used for melting enemies with lightning. *Frost: The element of Frost is used for freezing, piercing and tearing apart the unprepared with ice, snow and chill. *Poison: The element of Poison is used to weaken and destroy the enemy with toxins. Virtually everything that uses Poison has the Poisoned special rule(see page XX), in addition to the Poison element. Multiple Damage Types: An attack may have one element, and may either be Mundane, Otherworldly, Magic or both Magic and Spell. If an attack has both Mundane and Otherwordly, it is Otherworldly. If it has either Mundane and/or Otherworldly and Magic, it is Magic. If it deals Spell damage, it always deals both Magic and Spell damage. An effect with a single element always uses that element. If an effect has multiple elements, the controlling player chooses which element to use. It may only use the Poisoned special rule(if it has it) if Poison is the chosen element. Other Effects: Most spells have unique effects to them. Magical effects found in these rules have special things to be noted. Many other effects will be found in the list of Special Rules on page XX. Healing: An effect that "Heals" on a certain roll(i.e. "Heals on a d6 4+") immediately restores a single wound to a model if the roll succeeds. Only one Healing roll may be made per model per turn, regardless of outcome. Lower Resists: Damage against a model with Lowered Resists may be treated as not having any element if it would normally have one(the damage does not lose Poisoned if it has it), and/or may be treated as magic, mundane or otherworldly regardless of the source(even if it's from a spell!) at the discretion of the opponent of the controller of the model with Lowered Resists. Disease: Diseases are negative effects that can be placed on models. They never deal magic or spell damage, even if caused by a spell, unless specifically stated to deal magic or spell damage in their rules. Diseases usually have unique effects with their own rules. If an effect "cures" a disease, remove the disease from the model cured; if it is a constant outside effect, that model simply ignores the effect until end of turn. If a model is unaffected by disease, he does not count as having that disease should it have an in-game means to spread. ====Summoning==== Some models are capable of summoning other models to their side during battle. A Summoned model is always taken with no upgrades, unless specifically given the option of upgrades. When a Summon spell is cast, if you have a model to place, proceed as follows: *If there are no other Summoned units in your army within 12" of caster, place the Summoned model in a legal location within 6" of caster as a new, single model unit using the Horde formation. Independent Characters can join this unit. The summoned unit counts as having arrived by Deep Strike this turn. *If there is another Summoned unit in your army within 12" of caster, place the Summoned model in a legal location as part of that Summoned unit, in coherency with it. The summoned unit counts as having arrived by Deep Strike this turn. Each model may have up to one Summoned model in play at any given time. Summoned models can never hold objectives, and nor will eliminating them grant kill points to your opponent. If the summoner is removed as a casualty, the summoned model is immediately removed a casualty as well. If you do not have a model to place as a summoned model, then the spell has no effect. Summon Horde: There is no limit to the number of models summoned by Summon Horde spells any one model may have in play, as long as the controlling player has enough models to place. A Summoned Horde is not removed as a casualty when the summoner is slain.
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