Escalation League Scenarios

AoS Escalation League Scenarios

Below you will find everything you need to know to play your AoS escalation league games in the Initiation and first trial stages at Crossfire Gaming Club

Why are we using Custom Scenarios?

The Generals Handbook (GHB) is designed for full size games at 2000points, and at a push 1000points. We are running these smaller custom missions to make your introduction to the world of Age if Sigmar as fun and streamlined as possible, and making learning the rules a more straightforward affair with the smaller forces we are starting with.

We will be keeping some rules from the GHB

Some rules from the GHB will remain despite the simplified battle plans as an overarching theme. Below is a summary of these rules that you can reference to help.

REALM RULES

Only the hardiest fighters survive for long amidst the continent of Andtors wild environments & magic

Wizard Heroes with a wounds characteristic of 9 or less that are not unique gain the ANDTORIAN LOCUS keyword.
At the start of the battle round, after priority is determined, the player taking the second turn can pick 1 friendly hero on the battlefield. If that HERO is an ANDTORIAN LOCUS, they can attempt to cast 1 extra spell and attempt to unbind 1 extra spell in that battle round. If they are not an ANDTORIAN LOCUS, you receive 1 command point that can only be spent to allow that HERO to issue a command

Primal Magic. At the start of the hero phase, both players roll a dice. on a 4+ each player receives 1 primal magic dice. (so if you both roll a 4+ you both get 2 dice each). After a player attempts to cast or unbind a spell they can choose to roll 1 of their primal dice. If they do so, as the result to your casting or unbinding roll. You can choose to do this until you run out of primal dice or suffer a primal miscast. Any reroll abilities must be used before a primal dice is cast and if you reroll with an ability primal dice cannot be used on that cast.
Primal Miscast. If a primal dice is rolled on an unmodified casting roll that includes a double 1, the caster suffers a primal miscast instead of a regular miscast. No spell is cast and the caster suffers D3+3 mortal wounds and each unit with 3″ receives D3 mortal wounds. The caster cannot cast any more spells that phase.
When a double 6 is rolled, the spell is cast successfully and cannot be unbound. The caster cannot cast any more spells that phase and both players receive an extra primal dice.

Command Traits

If your general is an ANDTORIAN LOCUS you can pick 1 command trait from below for your general instead of any other command trait.

Shaman of the chilled lands. This general knows all the spells from lore of primal frost.

Eye of the Blizzard. At the start of the hero phase, if this general is on the battlefield, roll a dice. on a 5+, you can 1 primal magic dice.

Chilled to the Bone. Once per battle, if this general suffers a miscast or primal miscast, you can roll a dice and on a 3+ this general can ignore the effects.

Eater of Magic. Each time this general successfully unbinds a spell, roll a dice. on a 5+, the caster no longer knows that spell for the rest of the battle.

Realmsphere Magic

You can choose to pick 1 spell from the lore of primal frost for each ANDTORIAN LOCUS instead of any other spell they know.

Hoarfrost. Casting Value 8, range of 12″. Pick 1 friendly unit wholly within range and visible to the caster. Pick 1 melee weapon profile and roll a D3. Change to Hit, to Wound or Rend Characteristic to match the result until the next hero phase. For example if the result was a 3 you could change the Rend characteristic to a -3

Rupture. Casting Value 10, range 18″. Pick 1 predatory endless spell or incarnate wholly within range and visible to the caster. The target immediately becomes wild and cannot be controlled or bonded for the rest of the battle.

Merciless Blizzard. Casting Value of 12, range 12″. Pick 1 enemy unit within range and visible to the caster. That unit suffers 4D6 mortal wounds but for each roll of 1 the caster suffers D3 mortal wounds. The range of this spell cannot be modified and must be measured from the caster regardless of any abilities to measure from elsewhere.

Grand Strategies

After you have picked your army, you must pick a grand strategy. You can choose to pick 1 from the list below or 1 from your faction rules. at the end of the battle you score additional victory points as described in the battleplan you are playing.

Control the Nexus. When the battle ends you complete this grand strategy is 2 or more friendly wizard units are wholly within 6″ of the battlefield.

Spellcasting Savant. When the battle ends, you complete this grand strategy if the model picked to be your general is an ANDTORIAN LOCUS and that unit has not been slain.

Barren Icescape. When the battle ends you complete this grand strategy if all enemy units that have artefacts of power are destroyed and there are no enemy units within 6″ of the centre of the battlefield.

Overshadow. When the battle ends you complete this grand strategy if all enemy units in the enemy starting army are destroyed and you have at least 1 friendly battleline unit from your starting army on the battlefield

Magic Made Manifest. When the battle ends, you complete this grand strategy if there are 2 or more endless spells or incarnates on the battlefield that are controlled or bonded to friendly units.

Unique Enhancements

Nullstone adornments are unique enhancements that can only be taken in an army that does not include any wizards or any unit abilities that would allow them to cast spells. You can always take 1 Nullstone Adornment in such armies. If choosing a Nullstone adornment you can pick from the list below and give to 1 hero in your army that does not have an artefact of power. If a rule allows you to take an extra enhancement, you can take a nullstone as that extra enhancement, if you do so, you cannot pick the same nullstone more than once. You also cannot give a nullstone adornment to a hero that already has one, or that has an artefact of power.

Hand-carved Nullstone Icon. The bearer can attempt to unbind 1 spell or dispel 1 endless spell in the hero phase in the same manner as a wizard. EAch time the bearer is successful you can attempt to unbind 1 additional spell in that phase.

Pouch of Nulldust. Once per battle at the start of the hero phase, you can use your pouch of nulldust. until the end of that phase a double 1, 2 or 3 will be treated as a miscast or a primal miscast if primal dice are used. In addition if an endless spell is on the battlefield. roll a dice, on a 5+ the endless spell is dispelled.

Polished Nullstone Pebble. When this unit is picked as the target of a spell or the abilities of an endless spell, you can roll a dice. on a 4+ the caster must pick another unit within 3″ of this unit and within range of that spell or endless spell abilities. If no units are within range, ignore the effect of the spell or endless spell abilities.

Battle Tactics

At the start of the hero phase you must pick a battle tactic to complete in your turn for extra victory points as noted in the battle plan you are playing. You can choose from the list below and any from your own faction rules.

Intimidate the invaders. You complete this tactic at the end of your turn if there are more friendly units wholly outside your territory than there are friendly units within your territory

Reprisal. You complete this tactic if an enemy unit that destroyed a friendly general earlier in the battle is destroyed in this turn.

Endless Expropriation. Pick 1 friendly unit that is controlling or bonded to an endless spell or incarnate. You complete this tactic if any of the following are true.
The enemy unit is destroyed. The endless spell or incarnate is wild. The endless spell is controlled or bonded to a friendly unit.

Magical Dominance. You complete this tactic at the end of your turn if a friendly wizard unit successfully cast 1 or more spells this turn and no spells were unbound.

Magical Mayhem. Pick 1 enemy unit on the battlefield. You complete this tactic if that unit is destroyed by damage inflicted by a spell or the abilities of an endless spell..

Bait and Trap. You complete this tactic if 2 or more units retreated this turn and 2 or more different friendly units made a charge move this turn.

Led into the Maelstrom. You complete this tactic if 1 or more friendly heros and 1 or more friendly battleline units each made a charge move this turn and at least 1 of those units is within 3″ of an enemy at the end of the turn

Surround and Destroy. Pick 3 different friendly units on the battlefield. You complete this tactic at the end of your turn if each of those units is 6″ of a different battlefield edge and 2 or more units are wholly outside your territory.

Priority

Priority for first turn is decided by whoever finishes deploying all of their units first

Initiation Stage Battlepack

Traverse the Forests

This battlepack is set in the Slidecrown Isle and focuses on the vast woodlands that cover the outer edges of the Slidecrown.

Your Army

Your army must contain:
– Up to 750 points. (allowance up to a 50 point overspend)
– At least 1 Battleline unit
– At least 1 Hero to be your general
– No more than half of your points can be spent on a single unit.

Battlefield

Battles are fought on a 30″x44″ battlefield or 3ftx4ft. 6 terrain features are recommended if possible. Terrain features cannot be set up within 3″ of the battlefield edge or objectives, and 6″ of another terrain feature.

Faction Terrain

Faction terrain features are not used in this battlepack

BattaiIons

Core battalions and warscroll battalions are not used in this battlepack.

Deployment

During deployment players alternate placing 1 unit at a time starting with the attacker. The battleplan will state which player is the attacker.. Players continue until all units have been deployed. If one player finishes deploying before the other, then their opponent must continue to set up their remaining units one after the other.

Smaller Objectives

The range which a model controls the objective is reduced to 3″ instead of 6″

The Twists of the forest

Battles fought using this battlepack take place in the forests of the Slidecrown Isle. It is here that the forces of Nurgle battled Kurnothi of the Viridian King, and the land still bears scare from those dark days. To represent this, at the start of each battleround after the first, if one player has fewer victory points than their opponent they can roll on the table below and resolve the effect.

D6Twists of the Forest
1Toxic Miasma. The player can pick 1 enemy unit on the battlefield. Until the start of the next battle round, subtract 1 from save rolls for attacks that target that unit
2Festering Bog. Pick 1 enemy unit that is more than 3″ from all friendly units and cannot fly. That unit suffers D3 mortal wounds and halve the units movement characteristic until the next battle round.
3Wind of Rust Pick 1 enemy unit. Until the next battle round the Rend Characteristic of that units weapons is 0. (excluding mounts weapons)
4Ironoak Skin. Pick 1 friendly unit. Until the start of the next battle round add 1 to save rolls for attacks that target that unit.
5Inspired Command. You gain D3 Command Points
6Healing Rains. The player can pick D3 friendly units. For each unit picked you can choose to either heal for D3 wounds, or for that unit to have a ward save of 6+ until the start of the next battle round. (the choice for each unit can be different)

Select your Battle Plan

Roll a D3 to choose a battleplan from the table.

D3Battleplan
1Treasures of the Viridian King
2The Ley Line
3Sacred Springs

First Trial Battlepack

Coming soon…