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===Basics=== The system is based on the Warhammer 40k 5th edition rules. However, there are multiple notable exceptions, which are noted below. The turn sequence is similar to that of Warhammer 40k. Movement, shooting, and assault. The unit types are Infantry, Cavalry, Beast, Monstrous Creature, Flier, Monstrous Cavalry, and Artillery. Movement works like in 40k, including difficult terrain and declaring charges. If there are multiple movement speeds in a unit, the different models may move at different speeds, as long as they remain in coherency. Cover saves work like in 40k 5th edition. Infantry: Move 6", d6" sprint, 6" charge. Can climb ruins. Cavalry: Move 6", d6" sprint (or 2d6" if Fast Cavalry), 12" charge(rolls 2d6, and chooses and then doubles highest to charge through cover). Fleet of foot, mounting grants +1 T and +1 A to rider's profile, fall back 3d6". Beast: Move 6", d6" sprint (or 2d6" if Fast), 12" charge(rolls 2d6, and chooses and then doubles highest to charge through cover). Fleet of foot, cannot hold objectives, fall back 3d6". Monstrous Creature: Move 6", d6" sprint, 6" charge. Can be targeted if attached to non-monstrous unit, ignores armor in close combat, only is in cover if 50% or more of the model is obscured, Move through Cover. May fire Heavy and Regular weapons as if Assault. Flyer: Move 12", d6" sprint, 6" charge. Can fly over things while moving, fall back 3d6". Can climb ruins. Deep Strike. Monstrous Cavalry: Both monster and rider have separate profiles. Monster's movement is used. When attacked, roll a d6. On a 1-4, monster is hit. On a 5-6, rider is hit, and is granted +1 T from being mounted. If rider dies first, monster must take a Ld test or flee. If it succeeds, it gets Fearless and Frenzy for the rest of the game. If Monster dies, rider takes a hit equal to Monster's strength(without the +1 T bonus), no saves allowed, but continues to use the Monster's base. A rider who has lost his mount must take a pinning test if he survives. In a unit of multiple Monstrous Cavalry models, if a mount dies, the rider is removed as a casualty automatically instead. Both monster and rider may fire Heavy and Regular weapons as if Assault. Artillery: Separate profiles for artillery and crew. Crew's movement is used, unless the artillery piece is noted as being immobile. When attacked by a shooting attack, roll a d6. On a 1-3, artillery is hit, on a 4-6, crew is hit. When attacked in close combat, either the crew or the artillery may be targeted by an enemy unit's attacks, but together both crew and piece count as a single unit for combat resolution. The artillery piece is automatically hit in close combat. If crew flee or are all killed, artillery is also destroyed. Monstrous Flyers are both Monstrous Creature and Fliers. They are Monstrous Creatures, except they can Deep Strike, fly 12", fall back 3d6". There are three formations to how a unit can fight: Ranks: The unit fights in rank and file [[WHFB]] style. It does not get cover unless another unit is in front of it or it is obscured. Models must be touching each other. If flanked, the unit strikes last every round against flanker. The unit gets +1 to combat resolution for each rank greater than the enemy while in this formation as long as they are not being flanked. A unit in ranks can also take a Ld test to use the Stand and Shoot special maneuver if charged, letting them fire their ranged weapons at the charging foe. Only the front two ranks in the firing direction can fire ranged weapons other than volley fire weapons, under any circumstance. If one model in the unit can see the enemy, all models which in range and position can fire regardless of line of sight, but the target gets a 3+ cover save against shots from out of line of sight. Note: units in ranks have special rules for movement. They may move straight forward at full speed. Moving sideways or backwards is done at half speed. They may wheel(move at an angle as long as they end up facing the same way they were facing before). Pivoting and/or reforming or changing direction replaces their movement, sprint and shooting for the turn, or their entire charge range if they pivot into another unit. Units in ranks moving through difficult terrain can visually be shown breaking ranks so as to allow the models to fit: they can move through area terrain, even if it doesn't look like it. Horde: A Horde gets a 6+ cover save for being in area terrain, and is a loose 40k style formation, except with 1" coherency. It can move freely, and gets +1 to its number of ranks per ten models. Shooting attacks are fired as in 40k. Skirmish: 40k style. 4+ cover save for woods, 2" coherency, free movement, models can only shoot things they see. No rank bonuses. Lone independent characters use this formation. Unit stats work mostly like in 40k. Roll to hit, wound, and save. Light armor grants 6+, Heavy 5+, shield increases armor save by 1, and grants 6+ Ward save (or increases Ward save by 1) in close combat if paired with a hand weapon(even an enchanted one). Certain types of armor grant higher saves. Armor Penetration (AP) is a stat on certain weapons. It is a negative modifier from armor saves (a difference from both 40k and WHFB). AP3 reduces armor saves by 3, it doesn't ignore 3+ armor saves. Wound allocation is 40k style. Instant death is caused by hits at double strength. A model may only take 1 save(armor, ward, or cover) per turn. WS BS S T W I A Ld Mg Sv A model can only use one weapon per hand per player turn(or half a 2-handed weapon, or up to one shield), unless otherwise noted. The model can use spells with those hands instead. If a model uses a spell in a hand (spells are default 2 handed), he can cast as many spells as he has mana for. Ranged weapons need true line of sight. Blast markers and flame templates are the same as in 40k. Firing modes are Assault (move, shoot, and charge) Regular (move and shoot) and Heavy (move or shoot).
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