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Age Of Sigmar: Realmstone rules?


Shadowcortax

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Maybe use terrain rules? Ghyranite one could have Healing ability, Ulguan Overgrown ability (to represent its mirages), Volcanic for Aqshy, Sinister for Shyishian,  Nullification for Aetherquartz, Damned for Varanite, Mystical for Chamonite (just say it enhanced target unit's armour toughness), Deadly for Ghurite, Arcane for Warpstone, Commanding for Azyrite.

And which is the 11th realmstone? I only know those 10.

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The rules the group has agreed upon so far are as follows:

1. Roll 1d6 that's how many realmstone nodes are on the board. They are placed similar to objectives and terrain. 

2. When a unit stops within 1" of a realmstone node the player rolls 2d6, depending on what the roll is depends on what type of realmstone that node is.

3. When the realmstone node type is determined 1d6 or 1d3(still debating that) is rolled to determine the number of stones in the node. The unit can carry 1 realmstone per 5 models or 3 wounds for heroes. 

4. While on or carrying realmstone a a unit can expend 1 stone to cast a spell from the corresponding realm or gain a benefit.

5. If a unit carrying 1 or more realmstones is slain or reduced below the minimum number of wounds to carry that number of stones the stones are dropped where the unit was/ within 1" of the unit.

6. You gain 1 command point per stone or node(still determining) you control in addition to your normal command points.

7. You gain victory points for each stone in your possession at the end of the game.

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  • 4 weeks later...
On 9/15/2020 at 6:13 AM, Shadowcortax said:

4. While on or carrying realmstone a a unit can expend 1 stone to cast a spell from the corresponding realm or gain a benefit.

I really like this idea. Spend a stone to use a realm spell or realm command.

Further for an interesting gimmick, inspired by a mix of lore characters using magic lanterns like the Lumineth & nostalgia for Final Fantasy crystal Chronicles, maybe the ability to nominate one hero a "realm lantern bearer" whose job it is to channel the energies of the stones with their various aether burners* to aid their people or serve their gods commands. *(ranging in form from crude iron lanterns with orruk glyphs carved in, graceful aelven lamps of spent aetherquartz or dreadful Pestilens incense totems. Could be great for modeling or the Anvil of Apotheosis creations)

With this hero if they're within 3" of a realm stone carrier they can cast a realm spell without spending the stone thanks to the realm lantern, spend the stone to give units within 6" the buffs of a realm relic for one turn, "realm light alteration", or in a desperate act "light the necroquake fissure" where they destroy their lantern while spending a stone and roll a die where 4+ they can use a realm-enhanced version of an Endless Spell for that turn but on rolling 1 or 2 their light brought forth the hungry geists in the necroquake and the hero suffers D3 mortal wounds instead.

Final note is from the recent Warcry article mentioning Varanite.

https://www.warhammer-community.com/2020/10/15/warcry-lore-scions-and-shadowstalkers/

"It is to these claustrophobic halls that ambitious warbands are drawn from across the Eightpoints in search of glory, ancient relics, and the transmutational realmstone known as varanite, which is treasured above all else."

Since it is a more potent warpstone I wonder if it should let you chose two realm of battle charts to get it's effects from? (Which could also mirror Eight-points purpose as a hub connection to the other realms)

Edit: or maybe since Chamonite also transmutes it could automatically have realm of metal effects plus one other?

Food for thought. :)

Edited by Baron Klatz
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Shyish: Pass a bravery Test or suffer the „Curse of years“ from Arkhan‘s Warscroll. The unit causes -2 Bravery within 9“. (Death‘s toll)

Ghyran: roll a dice: 1-3 heal D3 wounds or return one one wound Model to a unit. 4-6 make a dangerous terrain test for the unit (plants sprout out of them)

Ghur: Pass a Leadership Test. If you fail you have to charge the closest unit (friend or foe). If the charge succeeds you must attack. (Bestial fury)

Ulgu: Roll a die, on a 5+ Remove one random unit in range from the game. This unit  re-appears at a random location on the Battlefield (use scatter dice on 4D6).( Swallowed up by shadow.) If a unit is in range, Substrat one from ranged attacks that target this unit.

Hysh: +2 Bravery inside the range. One unit inside the range can attempt to cast arcane bold as if it were a wizard. If a casting attempt fails the unit suffers D3 mortal wounds per 7 models in the unit (knowledge and wisdom overwhelms them)
 

Aqshy: If you hold the objective and a unit of yourself is within range, this unit gains +1 attack. If this unit fails a Battleshock Test an additional D3 models flee. (Hot blooded)

Chamon: in range: Reroll armour saves of 1. -1 movement. If you are within range and you roll an unmodified 1 to run you suffer D3 mortal wounds per 7 models in your unit (they turn to gold). If a unit is in range and you charge with a roll of 8+ you roll a number of dice equal to the charge roll. One enemy unit suffers 1 MW per 6 you rolled. (Charging wall of metal)

Edited by JackStreicher
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