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The following rules are designed to be used

alongside the basic AoS rules.

Magic: These rules replace the rules in


basic AoS.

Regiments: Units may form into a fight ing


format ion called a Regiment. Regiments are
units that work closely together in formation
to assist in fight ing and defending.

Spells Known: Wizards know a set number


of spells based upon their abilit ies in the
Basic rule set.

Creating a Regiment: Before the game


begins a units controlling player may simply
state that a unit is in a Regiment Format ion.
Otherwise during the Hero Phase a unit
may get into a regiment formation if there
is a Hero within 6 or they have a musician,
or may stop being a regiment and return to
normal. Controlling player must put a token
down next to the unit, or if they are using
square bases they may simply just keep
them together.
Regiments Bonuses & Penalties:
Regiments gain the fo llowing bonuses and
penalt ies while they exist.

Regiments get a +1 Bonus to Armor


Saves (max 2+), To Hit Rolls, and
Bravery.
Regiments gain 1 inch to the range of
their melee weapons.
Units firing at Regiments gain a +1
bonus to hit rolls and to Rend.
Passing through anything but open board
subtracts 1 inch from movement.

Wizards know a number of spells equal to


what they can cast plus two.
So a wizard who can cast two spells a turn
knows four spells the ent ire game. These
spells must be chosen and written down
first, and the spells can be selected and
shared from other war scrolls that share key
words:
Example: A Skaven Grey Seer, a Chaos
Wizard Lord, and a Bray Shaman all share
the key word Chaos Wizard. This means
that all three may take spells from each
others war scroll.
The only restriction besides this is that no
army with wizards may contain doubles
of any spell except Mystic Shield, Arcane
Bolt, and Hexagrammic Ward.
Summon Spells: In addit ion to taking spells
fro m other casters with a shared Keyword,
casters may take summoning spells for
units that share a keyword.
Example: A Skaven Greyseer and a unit of
Bloodletters share the keyword "Chaos."
Ergo the GreySeer may take the "Summon
Bloodletters" spell.

There is one except ion to this rule; Units


with keyword "Seraphon" may only be
summo ned by casters that also have that key
word.

Double 6's or Total Power: If two 6s are


rolled on 2d6 then the spell goes off and
can't be dispelled! Addit ionally the caster
may treat the spell as a freebie, meaning
they may cast one more spell

Other Allowed Spells: The Lore of Ice


introduced in the campaign book "Balance
of Power" may be used by anyo ne. Casters
may also chose spells specific to missio ns
listed by missio n.

Miscast Table:

Miscasts & Dispels: Advanced AoS


introduces the rules for miscast ing and alters
how opponents dispel slight ly.

The Casting Roll: As with basic rules spells


are cast with 2d6, with the sum needing to
match or exceed a target number for a spell
to succeed. Unlike basic rules though a
wizard may beco me injured or worse
depending on how badly they fail to cast.
Compare the target number and the actual
sum rolled to find the result by their
difference:
Failed By: Rolled Double Ones: If they
2d6 comes up as both 1s then so mething
terrible has happened ! The cast ing
malfunct ions, or the dispelling wizard
opened themselves at the worst possible
time. Regardless the opponent may either
cast a spell from one of their wizards as
though it was their hero phase (or an
additional spell if it was their turn), or
can instead turn the failed caster/dispeller
into a toad! Toads lose all stats, spells. and
abilit ies apart from mo ve, have no armor
save, and only one wound. From now on in
each hero phase the controlling player must
roll a 1d6. On a result of 6 the wizard
returns to normal but may not cast spells
that turn.

Failed by:
1-2: Nothing Else Happens
3-4: As 1-2 but caster may not use another
spell or dispel again this phase.
5: As 3-4 but caster suffers a mortal wound.
6+: As 3-4 but caster/dispeller suffers 1d3
mortal wounds. If this kills the wizard they
return to play where they died, but under the
opponents control. They lose all abilit ies and
instead are treated as either a so litary
Bloodletter, Plague Bearer, Pink Horror, or
Daemonette (opponents cho ice) for the rest
of the game. If the wizard was also a minter
than it is simply remo ved fro m play.
In addit ion to their normal allot ment of
spells all wizards know the Hexagrammic
Wards spell.
Hexagrammic Wards (4+ to cast): The
wizard uses a series of protective wards
designed to protect them fro m harmful
magic and malign influences. Unt il their
next hero phase the cast ing wizard halves
the number the failed a spell or were
dispelled by. Addit ionally they get a +2
bonus to dispel opponents spells while this
is in effect.

Dispelling: Dispelling works as it does in


basic AoS except there isn't s minimum
range to dispel by; the Wizards are calling
upon the same forces at times and are
constantly fighting for supremacy over them
on a scale measured in miles at times.

Addit io nally the dispelling wizard will


inflict or suffer effects and possible damage
to their opponent in a manner similar to a
miscast. Count the number they beat or
lost to the caster by. That number fo llows
the Miscast table above and its effect applies
to whoever lost the contest.

Challenges: Challenges are special duels


that can be fought between two Keyword
"Heroes" figures. Wit h the weight of the
battle rest ing on their heads, Heroes can
inspire their side while demoralizing the
enemy be fight ing and defeat ing opposing
heroes.

Results of a Challenge: When a challenger


dies or retreats in a challenge then all units
within 12' of the model (before retreat
mo ves) suffer a -2 penalty to their bravery
for an entire round.
Winners o f a challenge boost the bravery o f
all friendly units within 12' by +2 for a
round.
Missions: AoS Advanced uses the same
deplo yment and charts as basic, but creates
missio ns as well beyo nd straight fights.
Mission Rules: Missions use the fo llowing
rules

Declaring A Challenge: A hero that stops


at 3' of an opposing hero during the
mo vement phase may them declare a
challenge to it in the combat phase before
rolling to charge. If the opponent accepts
then the charge automat ically succeeds; no
need to roll, just move the model to base
contact.
If the opponent declines the challenge it may
still be charged as normal, but if the would
be challenger succeeds they get a +1 bonus
to hit, wound, and an additional -1 to
rend against the opposing hero for that
round.
Fighting A Challenge: Challenges are
fought as normal co mbat, only other models
may not attack the challengers at all, and
will not be drawn into their combat even
if their within 3'. Challengers can only fight
the other challenger unt il that model is
removed fro m play, after which they can
attack and be attacked by other models. A
challenger may chose to leave co mbat as
normal fro m a challenger as well, in which
case the challenge ends.

Objectives: Some missions use object ives


to determine crucial spots on a battlefield
that must be controlled by your units and
defended fro m the enemy. To claim an
objective you must have a friendly unit
within 3 inches of it by the end of the
game. If an enemy has a unit within 3
inches as well then the objective is
contested, meaning that neither side can
claim it.
Victory Points: Victory po ints are used to
keep a tally o f victory condit ions to
determine a winner in so me scenarios.
Victory points are determined by the
fo llo wing:
For every enemy unit destroyed you gain
1 VPs. If the unit has more then 20
wounds in the squad then you gain 2
VPs.
King Slayer: 2 VPs for killing the
opponents general.
First Blood: 2 VPs for being the first in
the game to wipe out an enemy unit.
Line Breaker: 1 VPs for having a unit
within 6 of an opponents starting board
edge.

Deploy Scenery: To Start with the board


will have random scenery equal to 1d3+2.
There effects are rolled for on the basic
scenery table, and players take turns setting
them at least 6' inches apart.
Roll For Mission and Set Up: One player
will ro ll 1d6 and consult the missio n table
below. Afterwards the players will roll one
die for deplo yment set up, and then roll o ff
for setting up and go ing first.
Mission Table: Roll a 1d3.
1-2: Supremacy
3-4: Regicide
5-6: Realm Gate Wars

Supremacy: Players fight to control key


points of the battlefield. Uses Objectives to
determine victor. There are 1d3+2
objectives for the mission, and players
take turns setting up each one at least 8'
inches away from each other. Winner is
whoever claims the most object ives by turn
six or, if tied, by Victory Points.

Regicide: Players seek to eliminate the


opposing general. Victory goes the player
with a living warlord by end of turn six
or, failing that, by Victory Points.
Realm Gate Wars: Players fight to control
Realm Gates. Mission uses Object ives and
Realm Gate from the scenery war scroll by
the same name. Players take turns setting
up 1d3 Realm Gates and 1d3 Objectives.
If you lack the number of Realm Gates
simply use markers. Mission victory goes
to whoever holds the most Realm Gates
(which are treated as their Objectives this
mission), followed by the most objectives
in case of ties, and then by whoever still
has a living Warlord.
These rules are unofficial and not officially sponsored by Games
Workshop. Warhammer: Age of Sigmar is copyrighted by GW
(2015). Alhazred The Mad is not an official employee or
associated with Games Workshop.

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