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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.
==Brimstone Peninsula==
===Flaming missiles===
All shooting attacks that fire further than 12" reroll wound rolls of 1 cuz' the missiles catch fire.
===Clouds of smoke & steam===
No unit can see past any piece of terrain, so everything blocks line of sight now.
===Fireball===
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).
===Geyser of boiling blood===
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.
==Burning Catacombs==
===Firegates===
Baleful Realmgates works differently here. The following rules apply instead of the normal battlescroll.
*'''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.
*'''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''').
===White-hot weapons===
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.
===The Fyreslayers' realm===
*'''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).
==Orb Infernia==
===Blessing of Dracothion, the great drake===
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:
*'''Scions of Dracothion''': you can reroll failed hit rolls of 1 for '''MONSTERS''' attack or every failed hit rolls for '''CELESTIAL MONSTERS'''
*'''Stellar alignment''': roll a dice, you can reroll that amount of dices in that turn.
*'''Heavenly boon''': choose 3 of your units and heal D3 wounds for each (or D3+1 if it's a '''CELESTIAL MONSTER''')
*'''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.
*'''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.
*'''Astral aid''': set up a '''CELESTIAL''' unit more than 9" from enemy units as reinforcement.
===Magical storms===
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.
===Sorcerer's boon===
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).
===Stepped in magic===
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.
==The Ashlands==
===Blessing of Ignax, the solar drake===
Every hero phase, each player roll a dice. The possible effects are:
*'''Solar flare''': -1 for your unit's missile weapon hit rolls.
*'''Raging heatwave''': +1 to the Attacks of every melee weapon used this turn.
*'''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.
*'''Burning rays''': roll a dice for every non '''HEROES''' unit on the field, on a roll of 1 it suffer D3 mortal wounds.
*'''Ash storms''': ranges of weapons, spells and ability are limited to a maximum of 8".
*'''Blazing vista''': choose D3 terrains on the field; every model within 3" on a roll of 1 suffer a mortal wound.
===Apocalyptic rage===
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.
===Burning skies===
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)
===The pyroclasm===
Choose to appease or defy it.
*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.
*If defy on a roll of 6 nothing happen, otherwise you suffer a mortal wound on every of your unit.


{{AoS-Realms}}
{{AoS-Realms}}
[[Category:Realms of Age Sigmar]]
[[Category:Realms of Age Sigmar]]

Revision as of 00:28, 24 December 2019

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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 Nine Realms of the Age of Sigmar
Hysh
Ghur Chamon
Aqshy Realm of Chaos Ghyran
Shyish Azyr
Ulgu