1d4chan>Stephenlucas600 |
1d4chan>GreySeerCriak |
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| {{cleanup}}
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| {{AoS-Stub}} | | {{AoS-Stub}} |
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| The realm of fire. It's pretty much what would happen if Australia, Mordor and the realms from Conan the Barbarian were mashed together, set on fire and thrown into a volcano. | | The realm of fire. It's pretty much what would happen if Australia, Mordor and the realms from Conan the Barbarian were mashed together, set on fire and thrown into a volcano. |
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| ==Brimstone Peninsula==
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| ===Flaming missiles===
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| All shooting attacks that fire further than 12" reroll wound rolls of 1 cuz' the missiles catch fire.
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| ===Clouds of smoke & steam===
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| No unit can see past any piece of terrain, so everything blocks line of sight now.
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| ===Fireball===
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| All '''WIZARDS''' know ''Fireball'', basically an ''Arcane Bolt'' that instead of D3 mortal wounds does from 1 to 1D6 mortal wounds depending on unit size (only worth on units of more than 10 models).
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| ===Geyser of boiling blood===
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| 6 geysers randomly blow up throughout the battlefield doing D3 mortal wounds to anyone nearby. If you have a '''PRIEST''' of '''KHORNE''' you can add/subtract 1 to de dice to change which geyser erupt.
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| ==Burning Catacombs==
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| ===Firegates===
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| Baleful Realmgates works differently here. The following rules apply instead of the normal battlescroll.
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| *'''Massive firestorms''': roll 2 dice at the start of each battle round; 7+ nothing happen, otherwise any unit in the result radius from the gate suffer D6 mortal wounds.
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| *'''Call forth lava seraph''': if in your hero phase you have a '''PRIEST''' within 6" of the gate, roll a dice; if he's within that many inches from the gate it evoke D6 lava seraph (each deal 1 mortal wound to a enemy unit within 18" from the '''PRIEST''').
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| ===White-hot weapons===
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| Roll 2 dice at the start of each round. If the result is an odd number both the players add +1 to all wound rolls. If you have any Firegate on the board the same roll determine if it erupt. Also you always add +1 to all wound rolls for a unit within 6" of a Firegate.
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| ===The Fyreslayers' realm===
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| *'''Home ground''': if a '''FYRESLAYER''' model suffer a wound due to a '''massive firestorm''' on a 2+ you ignore the mortal wound. A '''FYRESLAYER''' general has the '''Undertunnels''' command ability (on a 4+ you can return a whipped out '''FYRESLAYERS''' unit, it appear everywhere more than 9" from the enemy).
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| ==Orb Infernia==
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| ===Blessing of Dracothion, the great drake===
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| If your general is a '''HERO''' of '''ORDER''' roll a dice and if he's also '''CELESTIAL''' you can add or subtract 1 to the result. Possible results are:
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| *'''Scions of Dracothion''': you can reroll failed hit rolls of 1 for '''MONSTERS''' attack or every failed hit rolls for '''CELESTIAL MONSTERS'''
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| *'''Stellar alignment''': roll a dice, you can reroll that amount of dices in that turn.
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| *'''Heavenly boon''': choose 3 of your units and heal D3 wounds for each (or D3+1 if it's a '''CELESTIAL MONSTER''')
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| *'''Power of the stars''': choose one of your '''HEROES''' or '''MONSTER''', reroll its failed charge, hit and wound rolls and add 1 to the damage of every of its weapon.
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| *'''Celestial boon''': roll a dice every time your '''MONSTERS''' suffer a wound or a mortal wound; on a 6+ (or 5+ if it is a '''CELESTIAL MONSTER''') the wound is ignored.
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| *'''Astral aid''': set up a '''CELESTIAL''' unit more than 9" from enemy units as reinforcement.
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| ===Magical storms===
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| If you roll the same result on the order of turn roll, every non '''SERAPHON''' unit on the field suffer a mortal wound. All '''CHAOS DAEMON''' units heal D3 wounds instead.
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| ===Sorcerer's boon===
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| All '''CHAOS WIZARDS''' trying to evoke a '''CHAOS DAEMON''' unit add 1 to the casting roll. Additionally they know ''prismatic flamestorm'' (CV of 3, 18", #of attacks equal to casting roll, 4+ to hit, 3+ to wound, - rend, 1 damage).
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| ===Stepped in magic===
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| For every '''CHAOS DAEMON''' or '''SERAPHON''' model, or models with the ethereal ability, that run or charge across a terrain roll a dice. On a roll of 1 it is slain. All the other units can move, charge and run across without any obstruction.
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| ==The Ashlands==
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| ===Blessing of Ignax, the solar drake===
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| Every hero phase, each player roll a dice. The possible effects are:
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| *'''Solar flare''': -1 for your unit's missile weapon hit rolls.
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| *'''Raging heatwave''': +1 to the Attacks of every melee weapon used this turn.
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| *'''Legacy of Vulcatrix''': all your '''MONSTERS''' breath fire! Choose a unit within 12", on a 4+ it suffer D3 mortal wounds. '''MAGMADROTH''' don't need to roll that dice.
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| *'''Burning rays''': roll a dice for every non '''HEROES''' unit on the field, on a roll of 1 it suffer D3 mortal wounds.
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| *'''Ash storms''': ranges of weapons, spells and ability are limited to a maximum of 8".
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| *'''Blazing vista''': choose D3 terrains on the field; every model within 3" on a roll of 1 suffer a mortal wound.
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| ===Apocalyptic rage===
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| If you roll the same result on the order of turn roll, for this round all the units within 12" of enemy units must attempt a charge. If Skarbrand is on the field both players must reroll any failed charge roll.
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| ===Burning skies===
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| Flying units that move more than 10" suffer a mortal wound for every model. All the '''WIZARDS''' also know ''meteoric conflagration'' (CV of 7, choose a model on the battlefield and every unit within 3" on a 3+ suffer D3 mortal wounds)
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| ===The pyroclasm===
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| Choose to appease or defy it.
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| *If appease choose one of your unit, it suffer D6 mortal wounds, then on 2+ (or automatically if you have chosen a '''HERO''') nothing happen. Otherwise you suffer an additional mortal wound on every of your unit.
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| *If defy on a roll of 6 nothing happen, otherwise you suffer a mortal wound on every of your unit.
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| {{AoS-Realms}} | | {{AoS-Realms}} |
| [[Category:Realms of Age Sigmar]] | | [[Category:Realms of Age Sigmar]] |