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Age of Sigmar Realms of Conflict / Regiments of Renown now released.


Sete

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Building your Force:

 The Rule of Lordship: In Skirmish Play neither side has a General, and therefore does not have any Command Abilities, nor do Command Abilities work. These mighty skills and magical talents have great use in the field of pitched battles and mighty wars, but are less useful and overly powerful in much smaller battles.

The Rule of the Heroism: In Skirmish Play, all models are treated as individual units (ie. They move around and fight by themselves). It’s all about the unlikely heroes rather than large groups

. The Rule of Sorcery: Wizards are rarely willing to pitch around in the mud after a battle, or be sent scouting to find enemy fortresses. Spells of any kind have no effect in Skirmish Play.

The Rule of Terrain: In Skirmish Play the Mysterious Scenery rules are not in use and all games are played on a 4x4 table.

Regiment of Renown, you will need to choose a band of unlikely heroes to send out on a series of deadly and daring tasks. These warriors can be selected using the rules below and will form your Force.

Note that while the full rules for how to select your Regiment are listed here, but you will need the General’s Handbook for a full set of points values and Faction lists.

• Your Regiment must be chosen from a single Faction.

THE CHAMPION: Every company, no matter if they are made of murderous cutthroats or honourable knights, has a Leader. The Champion knows the plan (or pretends to) and inspires his followers on to mightier deeds. 

Your Champion gains the following Ability: With me! Destined to lead, your Champion plunges into the fray. Your Champion, and all friendly models within 3”, may re-roll their charge ranges.

 

Choose a unit leader  (Bosses, Sergeants, Veterans) to be your champion. (Max of 1 Unit Leader per Force.)

• You may field individual models from the available Warscrolls, rather than full units 

• Your Regiment has a points limit of 100.

• You must have a minimum of three models in your Regiment.

• You must have a maximum of 20 models in your Regiment.

• Models may take any options that are available to them, but normal restrictions still apply – for example you would still need to have ten Savage Orruks before a Big Stabba could be taken. • You may not take Leaders, Artillery or Behemoth models in your Regiment.

General Rules:

If a ranged unit is engaged in close combat it cannot shoot because its fighting for his own life.

You can shoot into combat but rolls of 1 will hit your units instead. Roll for wound as if you were rolling for an enemy unit.

Units with Monster or Beast keyword on Warscroll cannot capture Objectives or Relics.

Units within 6 of your Warlord use his Bravery for Battleshock tests.

A player may choose to voluntarily Rout at the start of any of his own turns if he wishes, but only if he was already required to take a battleshock test.

Every time a model dies, friendly models within 6 take a battleshock test at the end of the turn. 

For every model lost within 6 use  -1 bravery modifier on the battleshock test.

If a battleshock test is failed roll a dice and fall back the number rolled towards your deployment zone.

 At the beginning of your turn roll for bravery to get back to the fight. If failed keep falling back. If the model reaches the edge of the board, he as run from battle.

Measure all distances between models using their bases as a reference point. This is commonly known as measuring “base-to-base”

POINTS VALUES FOR INDIVIDUAL MODELS In order to work out how many points an individual model, simply divide the number of models in the minimum size of the unit by it’s given points value. For example, a unit of 10 Skaven Clanrats is worth 60 Points. This means 1 Clanrat is worth 6 Points. If there is a remainder, then simply round down.

So this is basically Regiments of Renown with a few flavorful rules.

Suggestions always welcome.

 

 Facebook group

 

 

 

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Hmm i wasn't aware that Realm Quest already existed xD. But this is a bit more like Silver tower. A group of heroes.

I intend to do a kill team like approach with no heroes.

But its a good document to follow and take some ideas from :)

 

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So I have been thinking on the 6 missions available.

So far I got the following:

1-Manticore Den.

The teams have to fight a Manticore to recover a relic. The Manticore Cave will be 15 by 10 inches area where you xan only enter by the front on the oposite side of the board where the players start.

Now will the teams try to kill each other before facing the beast or try to bring it down together, then fight for the control of the relic?
I need to work on the Manticore Profile.

Scoring
Manticore 1 point
Relic 1 point per turn for the team holding it
Warlord kill 1 point
                                                
2- Defending the Realm Gate.

The teams will rush to seize the realm gate in the center of the board.

For each turn a team Holds the Gate without any Enemy model within 6 it scores a point. Warlord kill 1 point.

3-Destroy the Relic.

One team must defend the relic while the other seeks to destroy it.

The relic cannot be moved after the setup.

4 -skirmish - Old fashioned Skirmish

1 point for every 5 wounds killed
1 point warlord kill.

5- Apocalypse Magic

There are 6 secret objectives on the map. After reaching an objective roll a dice. A 6 will reveal item ( or last one standing). Turn after the relic is discovered the Team holding the relic may try to activate it. Roll a Dice, on a 6 the magic will be activated obliterating the Enemy Team.

6- Escort: must sucessfuly defend VIP  until it reaches the Realm gate on the other side of the Board. Other Team must kill him.

(Need a profile for the V.I.P)           

 

As always sugestions are welcome. :)

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Im back. :P

So im not great at this stuff, and again any help whatsoever would be great. I cannibalized a lot from Realm Quest and Heralds of Ruin, and I'm still learning all these PDF shenanigans.

Hope you guys and gals give it a try and provide some feedback. I wont be playing the next weeks, because i have my weeding to plan and attend xD

Got a FB group up aswell if anyone want to join :) 

Age of Sigmar Realms of Conflict 1.0.pdf

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Just now, Darth Alec said:

Remind me to check this out. I'll take a look over it when I have a moment. There's a lot of potential here, but a lot of tweaking to be done as well.

Oh i know there is a lot of tweaking to be done! Hence my desperate cries for help :D

Im good with ideas, not with Balance and Files :)

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This weekend I will be tweaking the scenarios and rules a bit.

And I will try to book a tournament in september in my area.

It will not be easy because I have plenty of hardcore AoS haters around. 

:)

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29 minutes ago, Sete said:

This weekend I will be tweaking the scenarios and rules a bit.

And I will try to book a tournament in september in my area.

It will not be easy because of have plenty of hardcore AoS haters around. 

:)

Yey for year old grudges ruining games!

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Currently rethinking the Manticore scenario. Maybe i will replace it for a regular capture objective scenario and leave it as an option for friendly games.

Also Models with monster on warscroll should not be able to capture objectives.

When shooting into combat instead of all misses hit your unit, only rolls of 1 ( a critical miss) will hit your unit.

 

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So im currently fiddling with a scenario and battleshock test.

As always im open to sugestions.

For now I think that every time a model dies, friendly models once per turn within 6 should take a battleshock test, and make if they are within 6 of their leader they use his Bravery stat.

Also increase the leader bravery stat by 1 or maybe 2? To a maximum of 10.

For every model lost within 6 use  -1 modifier.

If battleshock test is failed use the model move stat to fall back.

At the beginning of your turn roll for bravery again to see if your model comes back the fight. 

I need to have a look at the Lord of the Rings rule set aswell to see if I can get some ideas :)

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Well quite a long weekend! :P With my wedding and new job things got behind!

So like my August post said regiments of renown has some good ideas that i will add.

Building your Force:

 The Rule of Lordship: In Skirmish Play neither side has a General, and therefore does not have any Command Abilities, nor do Command Abilities work. These mighty skills and magical talents have great use in the field of pitched battles and mighty wars, but are less useful and overly powerful in much smaller battles.

The Rule of the Heroism: In Skirmish Play, all models are treated as individual units (ie. They move around and fight by themselves). It’s all about the unlikely heroes rather than large groups

. The Rule of Sorcery: Wizards are rarely willing to pitch around in the mud after a battle, or be sent scouting to find enemy fortresses. Spells of any kind have no effect in Skirmish Play.

The Rule of Terrain: In Skirmish Play the Mysterious Scenery rules are not in use and all games are played on a 4x4 table.

Regiment of Renown, you will need to choose a band of unlikely heroes to send out on a series of deadly and daring tasks. These warriors can be selected using the rules below and will form your Force.

Note that while the full rules for how to select your Regiment are listed here, but you will need the General’s Handbook for a full set of points values and Faction lists.

• Your Regiment must be chosen from a single Faction.

THE CHAMPION: Every company, no matter if they are made of murderous cutthroats or honourable knights, has a Leader. The Champion knows the plan (or pretends to) and inspires his followers on to mightier deeds. 

Your Champion gains the following Ability: With me! Destined to lead, your Champion plunges into the fray. Your Champion, and all friendly models within 3”, may re-roll their charge ranges.

 

Choose a unit leader  (Bosses, Sergeants, Veterans) to be your champion. (Max of 1 Unit Leader per Force.)

• You may field individual models from the available Warscrolls, rather than full units 

• Your Regiment has a points limit of 100.

• You must have a minimum of three models in your Regiment.

• You must have a maximum of 20 models in your Regiment.

• Models may take any options that are available to them, but normal restrictions still apply – for example you would still need to have ten Savage Orruks before a Big Stabba could be taken. • You may not take Leaders, Artillery or Behemoth models in your Regiment.

General Rules:

If a ranged unit is engaged in close combat it cannot shoot because its fighting for his own life.

You can shoot into combat but rolls of 1 will hit your units instead. Roll for wound as if you were rolling for an enemy unit.

Units with Monster or Beast keyword on Warscroll cannot capture Objectives or Relics.

Units within 6 of your Warlord use his Bravery for Battleshock tests.

A player may choose to voluntarily Rout at the start of any of his own turns if he wishes, but only if he was already required to take a battleshock test.

Every time a model dies, friendly models within 6 take a battleshock test at the end of the turn. 

For every model lost within 6 use  -1 bravery modifier on the battleshock test.

If a battleshock test is failed roll a dice and fall back the number rolled towards your deployment zone.

 At the beginning of your turn roll for bravery to get back to the fight. If failed keep falling back. If the model reaches the edge of the board, he as run from battle.

Measure all distances between models using their bases as a reference point. This is commonly known as measuring “base-to-base”

POINTS VALUES FOR INDIVIDUAL MODELS In order to work out how many points an individual model, simply divide the number of models in the minimum size of the unit by it’s given points value. For example, a unit of 10 Skaven Clanrats is worth 60 Points. This means 1 Clanrat is worth 6 Points. If there is a remainder, then simply round down.

So this is basically Regiments of Renown with a few flavorful rules.

Suggestions always welcome.

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