PPC_Comp_2015.11

March 24, 2018 | Author: Gna Leinad | Category: Tournament, Gaming, Unrest, Armed Conflict, Leisure
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Project Points Cost system for Warhammer: Age of Sigmar...

Description

The PPC Composition Pack Welcome to the Project Points Cost (PPC) Composition Pack for Warhammer: Age of Sigmar! The PPC is all about creating a balanced version of Age of Sigmar, one that can be enjoyed no matter if you play competitively or casually. We aim to keep the game as close to the rules as written as possible. Some things need to be addressed in order to create balance, but we strive to make these adjustments of the game as small as possible. If you use the PPC and find something you feel is strangely valued in the comp, please let us know about it and why you think its cost needs tweaking. We will do our best to correct it. The PPC is made by the community, for the community, and should you wish to contribute in any way, please visit our forum threads:

PPC Comp Pack: http://www.dakkadakka.com/dakkaforum/posts/list/657049.page PPC Point Costs: http://www.dakkadakka.com/dakkaforum/posts/list/655717.page

CREATING YOUR ARMY Force Organisation    



Your army may not contain more than 50% total army points worth of miniatures with the HERO keyword, but must contain at least one hero. It also may not contain more than 25% total army points worth of miniatures with the MONSTER and WARMACHINE keywords. This leaves a minimum of 25% left to spend on infantry and cavalry units. Should a miniature contain both the HERO and the MONSTER keywords, it only counts as having the HERO keyword when creating your army list. There are three commonly used point limits of PPC: Points Played

HEROES

MONSTERS & WAR MACHINES

1000 pts

500 pts

250 pts

1500 pts

750 pts

375 pts

2000 pts

1000 pts

500 pts

Allies 

Unless agreed upon by the players beforehand, the PPC assumes you only use the miniatures in your particular army book, and no allies.

Battalions 

Unless agreed upon by the players beforehand, the PPC assumes you do not use any Battalions.

Using the army lists 

Some units gain bonuses when above certain number of models. These units are included in the army lists as separate entries, depending on the number of models in the unit: o 10 starting models are called Troops. o 20 starting models are called Regiment. o 30 starting models are called Horde. o 40 starting models are called Legion.

RULES ALTERATIONS 1) Measuring between models 

All measuring must be made from closest point of your model’s base to the closest point of the enemy model’s base.

2) Dice Rolls 

Any dice roll test for attacking or saving will always fail on a roll of 1. Likewise, if all dice come up as 1 when casting a spell or making a charge, it is always considered a failure.

3) Magic  



Summoning has been changed in the PPC: There are no specific summoning spells anymore. Instead, all armies that have access to summoning spells, will have the option to upgrade each of their wizards with a one or more generic summoning spells at a set cost/spell. These spells will be noted in each army list. Whenever a summoning spell has been cast, an enemy wizard can immediately try to unbind it, and can do so from anywhere on the table.

4) Halving Wounds 

Some units, such as an Ogre Stonehorn, have an ability that lets them halve any wounds they receive. This only affects attacks that does multiple damage. Ordinary attacks that do only 1 damage cannot be halved.

SCENARIOS AND TOURNAMENT PLAY About the Scenarios The following three scenarios are the official PPC scenarios for both casual and tournament play. Each uses three different ways of deployment, according to the main Age of Sigmar rules. This mean there are nine different ways of playing the three scenarios.

Tournaments Each scenario will include additional information on how to achieve an additional score called a Tie Breaker. The Tie Breaker will only be of importance when playing tournaments, where it will be the decider for two players with equal amounts of victory points. In such a case, the player with the highest Tie Breaker score wins. For casual play, simply ignore that part of the scenario description.

Terrain All scenarios assume you use the random terrain generator in the main Age of Sigmar rules, or decide terrain setup with your opponent. In tournaments, the organizer might have set any terrain up in advance. The scenarios each describe a battlefield that measures 72x48”, i.e. a standard Warhammer battlefield size.

Holding objective zones A unit that retreated or was deployed/re-deployed on the table during the same battle round, cannot hold an objective zone.

SCENARIO 1 – BATTLE ROYALE Scenario Setup - Roll a dice to determine the deployment type for this battle: 1-2: Battleline

Time Length Battle Royale uses a random turn limit. At the end of the 6th turn, roll a dice:  

Each player deploys up to 12” from the long table edge.

3-4: Hammer and Anvil

Victory Conditions To win this scenario, you must primarily destroy as much of the enemy force as possible: 





Each player deploys up to 24” from the short table edge.

5-6: Meeting Engagement

Any unit of up to 200 pts is worth 2 victory points if destroyed, or 1 victory point if it has less than 50% of its starting wounds left. Any unit of more than 200 pts, but less than 400 pts is worth 3 victory points if destroyed, or 1 VP if it has less than 50% of its starting wounds left. Any unit of more than 400 pts is worth 4 victory points if destroyed, or 2 VPs if it has less than 50% of its starting wounds left.

You can also achieve bonus victory points for the following:  

Each player deploys up to 12” from the short table edge, and up to 12” into half the long.

If the dice shows a result of 1-3, the battle ends. Count any victory points as described in the Victory Conditions. On a roll of 4-6, there is a final 7th turn, after which victory points are calculated.

Slay the General: If you have killed the enemy general, you gain another +2 victory points. Linebreaker: If you have a unit completely within 6” of the enemy battlefield edge, you gain another +2 victory points. This is the long edge for the Battleline setup, and the short edge of the other two setups.

Tournament Play If you manage to get both the Slay the General and Linebreaker victory conditions, you score a Tie Breaker.

SCENARIO 2 – CLEANSE Scenario Setup - Divide the battlefield into six equally large square zones. For example, a regular battlefield will have six 24x24” large zones, just like the pictures below. These six zones are the objective zones in this mission. - Roll a dice to determine the deployment type for this battle:

Time Length Cleanse uses a random turn limit. At the end of the 6th turn, roll a dice:  

If the dice shows a result of 1-3, the battle ends. Count any victory points as described in the Victory Conditions. On a roll of 4-6, there is a final 7th turn, after which victory points are calculated.

1-2: Battleline

Victory Conditions To win this scenario, you must primarily hold as many objective zones as possible: 

Each player deploys up to 12” from the long table edge.

3-4: Hammer and Anvil

You can also achieve bonus victory points for killing enemy units:  

Each player deploys up to 24” from the short table edge.

5-6: Meeting Engagement

Each player deploys up to 12” from the short table edge, and up to 12” into half the long.

To hold a zone, you must have a unit completely inside it, and there must be no enemy units completely inside the zone. You gain 4 victory points for each zone you hold at the end of the game.

Any enemy unit worth up to 300 points that is completely destroyed gives 1 victory point at the end of the game. Any enemy unit worth more than 300 points that is completely destroyed gives 2 victory points at the end of the game.

Tournament Play If you hold at least two enemy zones at the end of the game, you score a Tie Breaker. This counts the middle zones for Hammer and Anvil.

SCENARIO 3 - CAPTURE Scenario Setup - This scenario uses five objective zones:  

Place one round 12cm objective zone (the size of a DVD disc) at the exact center of the battlefield. Place four more objective zones in each direction, 18” and 12” away from the center one as shown below. Don’t mind the different colours of the objective zones for now.

Time Length Capture uses a random turn limit. At the end of the 6th turn, roll a dice:  

If the dice shows a result of 1-3, the battle ends. Count any victory points as described in the Victory Conditions. On a roll of 4-6, there is a final 7th turn, after which victory points are calculated.

- Roll a dice to determine the deployment type for this battle: 1-2: Battleline

Each player deploys up to 12” from the long table edge.

Victory Conditions To win this scenario, you must hold as many objective zones as possible: 

To hold a zone, there must be at least one of your models completely inside it, and no enemy models completely inside it.



Each of the three middle objective zones (marked green in the pictures) are worth 6 victory points if you hold it at the end of the game. The blue objective zone is worth 3 victory points to the blue player, but 9 victory points to the enemy. Likewise, the red objective zone is worth 3 victory points to the red player, but 9 victory points to the enemy.



3-4: Hammer and Anvil 

Tournament Play

Each player deploys up to 24” from the short table edge.

5-6: Meeting Engagement

Each player deploys up to 12” from the short table edge, and up to 12” into half the long.

If you hold the enemy objective zone (i.e. the red zone for the blue player or the blue zone for the red player) at the end of the game, you gain 1 Tie Breaker Point.

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