Editing
Scrollhammer: Beta
(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!
===Weapons and Armor=== Common Weapons: Dagger: Ignores armor when charging from cover or out of a state of Invisibility Hand Weapon: Parry with shield for +1 Ward Save (or 6+ if no Ward Save) in close combat Spear: Fight in three ranks. +1 Strength the first round of combat vs cavalry. Halberd/Poleaxe: +1 Strength, +1 Strength the first round of combat vs cavalry. Two hands. Greatsword: +1 Strength, -1 Initiative. Critical Strike(see combat rules above). Two hands. Battle Axe: +2 Strength, -1 Initiative. Two hands. War Hammer: +2 Strength, +2 AP, Strikes Last. Two hands. Lance: +2 Strength, +2 AP when charging. Cavalry only. Longbow: S3 AP0, Regular 1, Range 30". Volley Fire. Two hands. Crossbow: S4 AP1, Regular 1 (Heavy 1 if a model in the unit fired last turn) Range 24". Two hands. Shortbow: S3 AP0, Regular 2, Range 18". Volley Fire. Two hands. Throwing Weapon: Strength=model S, Assault 2, Range 6" Javelin: Strength=model S, Assault 1, Range 12" Weapons which are enchanted deal damage of their element(if any) and count as dealing magic damage, but are not spells. Spells which double as weapons deal damage of their element(if any) and deal magic damage. Special weapons and armor exist. Certain powerful materials in the Elder Scrolls universe can create stronger weapons. Silver weapons: Ignore resists to nonmagic damage Elven weapons: +1 AP Glass weapons: +2 AP Ebony weapons: +1 S Bound Weapons: +1 S +1 AP, Magic Damage Daedric Weapons: +2 S +2 AP, Ignore resists to nonmagic damage Weapon quality upgrades may be bought simultaneously for both, for the price of just one, for a pair of weapons with identical base stats(before any upgrades) which are being dual wielded. Light Armor: 6+ Glass Armor: 4+ Heavy Armor: 5+ Orcish Armor: 4+ Full Plate Armor: 4+ Ebony Armor: 3+ Daedric Armor: 2+ A save roll of 1 always fails, regardless of how good you make the Sv value. Models wearing a suit of Armor get -1 Mg, not included in their profile. Models wearing any Heavy Armor which is not a natural part of their body get -2 to their rolls to Sweeping Advance, -2 to to their maximum sprint range(5's and 6's rolled become 4's)and have -2 to maximum charge range(5's and 6's rolled through difficult terrain become 4's). This value is noted as "Encumbrance (2)" for reference in other abilities.
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
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information