Titan Games and Hobbies AOS Tournament Rules Army Building 6-12 Warscrolls 1-2 Hero Warscrolls 0-1 Named Character Warscrolls are allowed. 0-2 Monster Warscrolls 0-2 War Machine All Warscrolls taken for your army must share at least one keyword Model Maximums & Warscroll Purchasing Basic Warscrolls: - Must have a minimum of 6 different Warscrolls fielded at the start of the game. - Basic Warscrolls are purchased with the Minimum Number of models allowed. - May increase the size of the unit by Purchasing another Warscroll and doubling the number of models. - This may be done any number of times. - You may only have one duplicate of each unit. o Example: You may spend 4 Warscrolls to have two units of 10 Shadow Warriors, but can t have 4 units of 5. - No duplicate Hero Warscrolls. o Example: May have one Ogre Butcher but not two - For Warscrolls that say May take any number of models the minimum number you take will be 10 divided by their wound total. o Example: Gryph-Hounds have 3 wounds so, 10 divided by 3 would be 3 for one Warscroll. Monster Warscrolls: - Monster Warscrolls with 14 Wounds or Less are purchased normally - Monster Warscrolls with more than 14 Wounds may be purchased by using another Monster Warscroll. - Monster Warscrolls that are also Heroes may be purchased by using both a Monster Warscroll & a Hero Warscroll. Terrain All terrain is considered area terrain. Units located within the footprint of the terrain piece (and inside the circular area of ruins) are considered to be in cover. All terrain is immovable. When moving through terrain, no pieces may be adjusted to accommodate units passing through. Fully-intact buildings are impassable and all units (even flying units) must navigate around these as part of their movement. (Consult the Rules Judge with any questions)
Rules Games will be played using the Warhammer Age of Sigmar Warscroll rule sets, including Forge World s Tamurkhan s Horde and The Legion of Azgorh. Weapons options/upgrades must be indicated under each unit. Standard Bearers must list what banner they are carrying if they opt for a special standard. Only one Banner Bearer & Musician is allowed per unit. Formations may not be used. Wood Elves may take a Sylvaneth Wyldwood as a part of their Warscrolls. Age of Sigmar, Glorious Victories, Sudden Death Victories and Triumph Rules will not be used Saves cannot be improved past 2+. A roll of 1 always fails Mystic shield does not stack. This is a Closed-List tournament. Please bring copies of your list to give your opponent after the game. All measuring is done from base to base of the model. The Warscroll flavor rules that require out of game action work on a dice roll of 5+ on a single D6. All models must clearly represent what they are supposed to be. WYSIWYG is the general rule (What You See Is What You Get). However, miniatures need not be produced by any particular manufacturers. Creative use of alternative fantasy models is allowed, as long as the models are clearly representative of their respective unit. If you have any questions about whether your models/units are appropriate, please email/message the event organizers. Generals may only use their unique command ability once per game, but may use Inspiring Presence any number of times per battle. You cannot shoot into or out of close combat with the exception of Monsters (Who can use their shooting weapons against those it is in Combat with). If the result of a roll can be changed to any result, it may only be changed to a result that is possible to get for that roll. You are not able to select a number that could not be rolled with those dice. Wizards may attempt to cast spells when engaged (within 3 of enemy models), but any spell which directly targets an enemy unit may only target models they are engaged with. Beneficial spells may only be cast on allied models or units engaged in the same combat. Wizards are considered unable to draw line of sight out of the combat for spells that are neither beneficial nor offensive.
Rule Changes/Banned Units/Clarifications - The Following Warscrolls are Banned: o Nagash o Glottkin o Greasus Goldtooth - Slann within 10 of an Engine of the Gods may only flex the roll once per turn. - Chaos Lord Unending Legion: o May choose any Slave to Darkness Unit. o Must be the minimum unit size (as shown below in the summoning section). - Great Bray Shaman Savage Dominion: o May choose any Monster. o This does not follow the restrictions of Summoning below. o The summoned Monster must have 14 Wounds or less. - Engine of the Gods Cosmic Engine o If a 14-17 is rolled once this turn and a further 14-17 is rolled from another Engine of the gods, it must re-roll the result. If the re-roll is a further 14-17 than the result goes down to a 10-13. - Flamespyre Phoenix Phoenix Reborn o On a result of a 4 or more, it is reborn with Half of its wounds restored! (The rest of the rules are as written) - Lord Screech Verminking The Dreaded Thirteenth Spell o May not summon a monster unless a monster was slain with the spell Summoning - All units summoned (per spells) must have been represented on the battlefield at the start of the game. o Example: In order to summon a Terrorgheist, you would have had to start the game with a Terrorgheist on the battlefield. - You may only successfully summon one unit per turn o Example: You may attempt to summon a Terrorgheist, but if you fail, you may then attempt to summon a unit of Skeletons. Once you succeed, you re done. - If you summon a unit where size is not specified in the rules, you summon a unit at its minimum size as listed on the Warscroll (see above for units with no minimum) - Summoned units may act normally the turn they are summoned. Rule Judges Players are required to have their Warscrolls handy ready to resolve rule disputes between themselves in a fair and friendly manner. However, in the case of ambiguous rules or firm disagreements, players are encouraged to dice off to resolve the dispute. If after the dice off the issue is still not resolved there will be Rule Judges circulating on the floor. While we strive for accuracy, it is our main goal to keep games moving along. Decisions from a Rule Judge will be quick and considered final.
Awards & Scoring The overall tournament scoring will be based on objective points earned during your games. Best General (Objectives Main Prize) Best Army (Painting and Theme based on judge s votes) The Best Model (The best individual model based on judge s votes) Scenarios & Scoring (NOVA Open) Scoring is done on a sliding-scale based on comparing wounds inflicted against your opponent. Note: Include wounds inflicted to any multi-wound model, even if that model is has not been completely destroyed, and include wounds lost through failed battleshock tests. Winner and loser refer to the player with the most, and least, remaining wounds (respectively). Only count the remaining wounds from non-summoned units. The battle points awarded are as follows: Difference Winner Loser 0-5 10 10 6-10 11 9 11-15 12 8 16-20 13 7 21-25 14 6 26-30 15 5 31-35 16 4 36-40 17 3 41-45 18 2 46-50 19 1 51+ 20 0 This score is then further increased by accomplishing mission specific objectives (described below). Missions All missions follow the standard setup sequence (i.e., roll off to select sides, alternate deployment, player who finishes deployment first, goes first). Units that are on your list must start the game deployed other than those with special deployment rules. Mysterious terrain will NOT be in effect for any of the missions.
Round 1: Battleline Mission Length: Fixed, 5 turns or when time is called Deployment: Split the table horizontally into halves, each player then follows the normal rules for deployment (i.e., The players then alternate setting up units, one at a time, starting with the player that won the dice roll to select table halves. Models must be set up in their own territory, more than 12" from enemy territory.) Special Mission Objective: Capture ground! o As shown in the diagram above, split the table into six 2 x2 squares o Starting on turn 3, after their battleshock phase, each player should identify which of their enemy s squares (i.e., those three that were not in the player s deployment zone) they hold. o For this mission, a territorial square is considered held if a player owns more models within that square than their opponent. o Both of the outer squares are worth 1 additional battle point each, where as the center square is worth 3. Keep a running total of these additional points each turn, and add the final value to whatever score you get from the battle s wound differential (the sliding scale described above).
Round 2: Twist of Fate! Mission Length: Fixed, 5 turns or when time is called. Deployment: Split the table horizontally into halves, each player then follows the normal rules for deployment (i.e., The players then alternate setting up units, one at a time, starting with the player that won the dice roll to select table halves. Models must be set up in their own territory, more than 12" from enemy territory.). Along the centerline of the table place three objectives 18 apart. Special Mission Objective: Capture objectives! o At the start of turn 3 randomly remove either objective 1 or objective 3 (as noted in the diagram above) from the table (e.g., assign 1-3 to objective 1, and 4-6 to objective 3 and roll a die - removing the objective whose number was rolled). This action is performed once, once there are two objectives on the table, there shall always be those two. o Then, after the end of turn 3 and each subsequent turn, score additional battle points based on whether players hold or control those two objectives. The center objective (always objective 2 in the diagram above) is worth 3 points if controlled, and 2 points if held. The outer objective (either objective 1 or 3 depending on which remains) is worth 2 points if controlled and 1 point if held. o For the purposes of this mission, CONTROLLED refers to a player having any models within 4 of the objective while their opponent has none. HELD refers to a player having more models (N.B. not wounds, but actual models) within 4 of the objective than their opponent. For this mission only, a player s general counts as a number of models equal to the wounds it has remaining (e.g., a 10 wound general would count as 10 models for the purposes of holding an objective).
Round 3: Battle for the RealmGate! Mission Length: Fixed, 5 turns or when time is called. Deployment: Split the table horizontally into halves, each player then follows the normal rules for deployment (i.e., The players then alternate setting up units, one at a time, starting with the player that won the dice roll to select table halves. Models must be set up in their own territory, more than 12" from enemy territory). Additionally, identify a 10 circle, centered in the middle of the table (see diagram). Models also have to deploy more than 12 away from this region. This region represents the area around a RealmGate both players are fighting to control, and once the game begins, this area will award bonus battle points! Special Mission Objective: Capture the RealmGate! o At the beginning of Turn 2, each player s Battleshock phase that player should identify whether they control or hold the RealmGate region. o For the purposes of this mission, CONTROLLED refers to a player having any models within the 10 region while their opponent has none. HELD refers to a player having more models (N.B. not wounds, but actual models) within the 10 region than their opponent. o As the RealmGate is increasingly valuable as time ticks by, the number of bonus points it awards increases as the game progresses. Use the following table to identify how many bonus points controlling or holding the RealmGate awards: Turn Held Controlled 2 1 2 3 1 3 4 2 4 5 3 5