warhammer-aos-scenery-en, Gry Bitewne, Age of Sigmar

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//-->S C E N E RYWARSCROLLSCOMPENDIUMINTRODUCTIONThe dominion of Chaos spreadsacross the Mortal Realms. Once proudcities are reduced to haunted ruins,wherein strange magics coil like restlesssnakes. Castles loom, hollow anddead, over carrion fields that stretchto the far horizon. Portals glow withotherworldly light, while shadowswhisper beneath the eaves of darkforests. It is amid such arcane ruins andtainted lands that the armies of the Ageof Sigmar fight their battles.The warscrolls in this compendiumallow you to use your CitadelMiniatures collection in fantasticalbattle, whether telling epic stories setduring the Age of Sigmar, or recreatingthe wars of the world-that-was.WARSCROLL KEY1.Title:The name of the model that thewarscroll describes.2.Description:The description tells you exactly whichmodels the scenery warscroll is used for.3.Scenery Rules:The scenery rules are used to representthe effects this scenery will have on a battle that are notcovered by the standard game rules.4.Keywords:All models have a list of keywords.Sometimes a rule will say that it only applies to modelsthat have a specific keyword on their warscroll.41ARCANE RUINS2Arcane Ruins consist of an obelisk-toppedplinth and several stone pillars. Together,these count as a single terrain feature.These ancient ruins are imbued withpowerfu l sorceries that absorb magicoutof the air itself. These energies can beharnessed by a nearby wizard, or usedtosummon the spirits of long-dead warriors.DESCR IPTION3The following rules are used for thisscenery (do not roll on the SceneryTable on theWarhammer Age of Sigmarrules sheet).Arcane:Add 1 to the result of any castingor unbinding rolls made for aWizardwithin 3" of Arcane Ruins.Absorb Magic:Roll a dice each timeaunit within 3" of an Arcane Ruin suffersa wound or a mortal wound causedby aspell. On a 5 or a 6, the magical energyisabsorbed by the Arcane Ruins and thatwound is ignored.SCENERY RULESFell Summons:Wizardsknow theSummon Doomed Spirits spell, in additionto any other spells that they know, whilethey are within 10" of any Arcane Ruins.Summon Doomed Spirits has a castingvalue of 7. If successfu lly cast, the wizardcaptures the tormented spirits of warriorsslain at the ruin and binds them to hiswill. ASpirit Hostconsisting of upto 3 models is added to your army asanew unit. Set up this unit within 5"ofthe Arcane Ruins and more than 3"awayfrom the enemy. This is the unit’s moveforthat turn.SUMMON DOOMED SPIRITSKEYWORDSSCENERY, ARCAN E RUINSBALEWIND VORTEXA Balewind Vortex consists of a singlemodel. It is a swirling vortex of magicalenergy that can be summoned by awizard as a platform from which tocastpowerfu l spells.The following rules are used for thisscenery (do not roll on the SceneryTable on theWarhammer Age of Sigmarrules sheet).Do not set up this model at the startofthe game – it is set up during the battleasdescribed below.DESCR IPTIONBalewind Call:If you have a BalewindVortex model,Wizardsin your armyknow the Summon Balewind Vortexspellin addition to any others they know.Summon Balewind Vortex has a castingvalue of 5. If successfu lly cast, removethecaster and set up a Balewind Vortexwherethey stood. You and your opponentmustthen move any models so that nonearewithin 3" of the Balewind Vortex ifpossibleto do so. Then, place the caster on theupper platform. If this spell is cast,it doesnot count towards the number of spellsthewizard can attempt to cast in a turn.SUMMON BALEWIND VORTEXSCENERY RULESRoiling Vortex of Magic:Models cannotmove within 3" of a Balewind VortexwhileaWizardis atop it. In addition, youcanadd 1 to the casting and unbindingrollsmade for aWizardatop a BalewindVortex, and double the range of anyspellsthey attempt to cast.Held Aloft:AWizardatop a BalewindVortex cannot move. However, at thestartof your hero phase, aWizardatopaBalewind Vortex can banish it and returnto the ground. If it does so, removetheBalewind Vortex from the battlefielduntilit is summoned again.KEYWORDSSCENERY, BALEW IND VORTEXWarhammer Age of Sigmar © GamesWorkshop Ltd. 2015Warhammer Age of Sigmar © Games Workshop Ltd. 2015ARCANE RUINSDESCRIPTIONArcane Ruins consist of an obelisk-toppedplinth and several stone pillars. Together,these count as a single terrain feature.These ancient ruins are imbued withpowerful sorceries that absorb magic outof the air itself. These energies can beharnessed by a nearby wizard, or used tosummon the spirits of long-dead warriors.SCENERY RULESThe following rules are used for thisscenery (do not roll on the SceneryTable on theWarhammer Age of Sigmarrules sheet).Arcane:Add 1 to the result of any castingor unbinding rolls made for aWizardwithin 3" of Arcane Ruins.Absorb Magic:Roll a dice each time aunit within 3" of an Arcane Ruin suffersa wound or a mortal wound caused by aspell. On a 5 or a 6, the magical energy isabsorbed by the Arcane Ruins and thatwound is ignored.Fell Summons:Wizardsknow theSummon Doomed Spirits spell, in additionto any other spells that they know, whilethey are within 10" of any Arcane Ruins.SUMMON DOOMED SPIRITSSummon Doomed Spirits has a castingvalue of 7. If successfully cast, the wizardcaptures the tormented spirits of warriorsslain at the ruin and binds them to hiswill. ASpirit Hostconsisting of upto 3 models is added to your army as anew unit. Set up this unit within 5" ofthe Arcane Ruins and more than 3" awayfrom the enemy. This is the unit’s move forthat turn.KEYWORDSSCENERY, ARCANE RUINSBALEWIND VORTEXDESCRIPTIONA Balewind Vortex consists of a singlemodel. It is a swirling vortex of magicalenergy that can be summoned by awizard as a platform from which to castpowerful spells.Balewind Call:If you have a BalewindVortex model,Wizardsin your armyknow the Summon Balewind Vortex spellin addition to any others they know.SUMMON BALEWIND VORTEXSCENERY RULESThe following rules are used for thisscenery (do not roll on the SceneryTable on theWarhammer Age of Sigmarrules sheet).Do not set up this model at the start ofthe game – it is set up during the battle asdescribed below.Summon Balewind Vortex has a castingvalue of 5. If successfully cast, remove thecaster and set up a Balewind Vortex wherethey stood. You and your opponent mustthen move any models so that none arewithin 3" of the Balewind Vortex if possibleto do so. Then, place the caster on theupper platform. If this spell is cast, it doesnot count towards the number of spells thewizard can attempt to cast in a turn.Roiling Vortex of Magic:Models cannotmove within 3" of a Balewind Vortex whileaWizardis atop it. In addition, you canadd 1 to the casting and unbinding rollsmade for aWizardatop a BalewindVortex, and double the range of any spellsthey attempt to cast.Held Aloft:AWizardatop a BalewindVortex cannot move. However, at the startof your hero phase, aWizardatop aBalewind Vortex can banish it and returnto the ground. If it does so, remove theBalewind Vortex from the battlefield untilit is summoned again.KEYWORDSSCENERY, BALEWIND VORTEXWarhammer Age of Sigmar © Games Workshop Ltd. 2015CHAPELDESCRIPTIONA Chapel consists of a single building.These relics of lost civilisation inspireSigmar’s followers to acts of greatbravery, and enable priests to pray formiraculous healing.Garrisons:A unit can garrison a Chapel ifall of the models in the unit are within 6"of it at the start of their movement phase,or if they could be set up within 6" of theChapel when deploying for the battle.Remove the garrisoning unit from thebattlefield and place it to one side.A unit garrisoning a building can attackand be attacked as normal, except that therange and visibility for the models in thebuilding is measured from the buildinginstead. The garrison counts as being incover if it is attacked.OneHeroand one other unit can garrisona Chapel. Models cannot enter a buildinggarrisoned by the enemy.A garrisoning unit can exit a building asits move in a future movement phase. Todo so, set it up so that all models from theunit are within 6" of the building and morethan 3" from any enemy units.Holy Prayer:If aPriestis garrisoning aChapel or is within 6" of one in your herophase, it can offer up a prayer of healing.If it does so, select a model within 3" androll a dice; on a 2 or more that model healsD3 wounds.SCENERY RULESThe following rules are used for thisscenery (do not roll on the SceneryTable on theWarhammer Age of Sigmarrules sheet).Shrine of Sigmar:Do not take battleshocktests forOrderunits garrisoning aChapel, or within 6" of one.KEYWORDSSCENERY, CHAPELDEATHKNELL WATCHDESCRIPTIONA Deathknell Watch consists of a singlebuilding. It has an elaborate signallingdevice that can be used to direct missilefire at enemy formations.Garrisons:A unit can garrison aDeathknell Watch if all of the models inthe unit are within 6" of it at the start oftheir movement phase, or if they could beset up within 6" of the Deathknell Watchwhen deploying for the battle. Remove thegarrisoning unit from the battlefield andplace it to one side.A unit garrisoning a building can attackand be attacked as normal, except that therange and visibility for the models in thebuilding is measured from the buildingmodel. The garrison counts as being incover if it is attacked.OneHeroand one other unit can garrisona Deathknell Watch. Models cannot enter abuilding garrisoned by the enemy.A garrisoning unit can exit a building asits move in a future movement phase. Todo so, set it up so that all models from theunit are within 6" of the building and morethan 3" from any enemy units.Battlements:Models garrisoning aDeathknell Watch can be placed uponits battlements. You can simply placeany models from the garrison on thebattlements if you wish to do so – theyare treated as part of the garrison in allrespects, but it is a useful way to showwhich unit is occupying the buildingand that you control it! This does notprevent enemy models from charging thebattlements (provided there is room toplace them of course).SCENERY RULESThe following rules are used for thisscenery (do not roll on the SceneryTable on theWarhammer Age of Sigmarrules sheet).Signalling Device:If this building isgarrisoned by models from your army, youcan, in your hero phase, pick an enemyunit that is visible from the building. Youcan re-roll any hit rolls made against thatunit in your next shooting phase.KEYWORDSSCENERY, DEATHKNELL WATCHWarhammer Age of Sigmar © Games Workshop Ltd. 2015DREADFIRE PORTALDESCRIPTIONA Dreadfire Portal consists of a singlemodel. It is a narrow staircase that leads toa great dais, atop which stand two magicalpillars that burn with mystical flame.Dreadfire Portals emanate an aura of grimfear, and warlords of sufficient might areable to harness and absorb this power.Wizards that stand upon the DreadfirePortal can also cast bolts of blazing firebetween its burning pillars.SCENERY RULESThe following rules are used for thisscenery (do not roll on the SceneryTable on theWarhammer Age of Sigmarrules sheet).Aura of Dread:AHerothat is on thetop platform of a Dreadfire Portal canattempt to harness its aura of terror inyour hero phase. If they do so, roll a dice;on a 1 the Hero has failed and suffers amortal wound. On a 2 or more they havesucceeded; for the rest of the game enemyunits that are within 3" of that Hero in thebattleshock phase must subtract 1 fromtheir Bravery.Dreadfire:AWizardthat is on the topplatform of a Dreadfire Portal knows theDreadfire spell in addition to any othersthey know.DREADFIREHarnessing the power of the DreadfirePortal, the wizard conjures forth a sheetof mystic flame and hurls it towards thefoe. Dreadfire has casting value of 7. Ifsuccessfully cast, pick an enemy unit thatis visible to the caster. That unit suffers D6mortal wounds as it is engulfed in magicalfire. Then roll a dice for each other unit,friend or foe, within 3" of that unit. On aroll of 4 or more, flames leap to that unitand it suffers 1 mortal wound.KEYWORDSSCENERY, DREADFIRE PORTALDREADSTONE BLIGHTDESCRIPTIONA Dreadstone Blight consists of a singlemodel. These arcane places were once usedto harness magical power, but have longsince fallen into ruin. Now they are stainedwith the blood of a thousand sacrifices,and dark rituals carried out by those whowould make pacts with evil spirits inexchange for unknowable power.SCENERY RULESThe following rules are used for thisscenery (do not roll on the SceneryTable on theWarhammer Age of Sigmarrules sheet).Arcane:Add 1 to the result of any castingor unbinding rolls made for aWizardwithin 3" of a Dreadstone Blight.Accursed Bolt:If aWizardcasts ArcaneBolt whilst within 3" of a DreadstoneBlight with a casting roll of 7 or more,the spell inflicts D6 mortal wounds onthe target instead of D3. If the casting rollwas 9 or more, the spell inflicts 6 mortalwounds instead.Damned:If any of your units are within3" of a Dreadstone Blight in your herophase, you can declare that one is makinga sacrifice. If you do so, the unit suffersD3 mortal wounds, but you can add 1 toall hit rolls for the unit until your nexthero phase.KEYWORDSSCENERY, DREADSTONE BLIGHTWarhammer Age of Sigmar © Games Workshop Ltd. 2015 [ Pobierz całość w formacie PDF ]

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