Aqshy

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The realm of fire. It's pretty much what would happen if Australia, Mordor and the realms from Conan the Barbarian were mashed together, set on fire and thrown into a volcano.

Brimstone Peninsula[edit]

Flaming missiles[edit]

All shooting attacks that fire further than 12" reroll wound rolls of 1 cuz' the missiles catch fire.

Clouds of smoke & steam[edit]

No unit can see past any piece of terrain, so everything blocks line of sight now.

Fireball[edit]

All WIZARDS know Fireball, basically an Arcane Bolt that instead of D3 mortal wounds does from 1 to 1D6 mortal wounds depending on unit size (only worth on units of more than 10 models).

Geyser of boiling blood[edit]

6 geysers randomly blow up throughout the battlefield doing D3 mortal wounds to anyone nearby. If you have a PRIEST of KHORNE you can add/subtract 1 to de dice to change which geyser erupt.

Burning Catacombs[edit]

Firegates[edit]

Baleful Realmgates works differently here. The following rules apply instead of the normal battlescroll.

  • Massive firestorms: roll 2 dice at the start of each battle round; 7+ nothing happen, otherwise any unit in the result radius from the gate suffer D6 mortal wounds.
  • Call forth lava seraph: if in your hero phase you have a PRIEST within 6" of the gate, roll a dice; if he's within that many inches from the gate it evoke D6 lava seraph (each deal 1 mortal wound to a enemy unit within 18" from the PRIEST).

White-hot weapons[edit]

Roll 2 dice at the start of each round. If the result is an odd number both the players add +1 to all wound rolls. If you have any Firegate on the board the same roll determine if it erupt. Also you always add +1 to all wound rolls for a unit within 6" of a Firegate.

The Fyreslayers' realm[edit]

  • Home ground: if a FYRESLAYER model suffer a wound due to a massive firestorm on a 2+ you ignore the mortal wound. A FYRESLAYER general has the Undertunnels command ability (on a 4+ you can return a whipped out FYRESLAYERS unit, it appear everywhere more than 9" from the enemy).

Orb Infernia[edit]

Blessing of Dracothion, the great drake[edit]

If your general is a HERO of ORDER roll a dice and if he's also CELESTIAL you can add or subtract 1 to the result. Possible results are:

  • Scions of Dracothion: you can reroll failed hit rolls of 1 for MONSTERS attack or every failed hit rolls for CELESTIAL MONSTERS
  • Stellar alignment: roll a dice, you can reroll that amount of dices in that turn.
  • Heavenly boon: choose 3 of your units and heal D3 wounds for each (or D3+1 if it's a CELESTIAL MONSTER)
  • Power of the stars: choose one of your HEROES or MONSTER, reroll its failed charge, hit and wound rolls and add 1 to the damage of every of its weapon.
  • Celestial boon: roll a dice every time your MONSTERS suffer a wound or a mortal wound; on a 6+ (or 5+ if it is a CELESTIAL MONSTER) the wound is ignored.
  • Astral aid: set up a CELESTIAL unit more than 9" from enemy units as reinforcement.

Magical storms[edit]

If you roll the same result on the order of turn roll, every non SERAPHON unit on the field suffer a mortal wound. All CHAOS DAEMON units heal D3 wounds instead.

Sorcerer's boon[edit]

All CHAOS WIZARDS trying to evoke a CHAOS DAEMON unit add 1 to the casting roll. Additionally they know prismatic flamestorm (CV of 3, 18", #of attacks equal to casting roll, 4+ to hit, 3+ to wound, - rend, 1 damage).

Stepped in magic[edit]

For every CHAOS DAEMON or SERAPHON model, or models with the ethereal ability, that run or charge across a terrain roll a dice. On a roll of 1 it is slain. All the other units can move, charge and run across without any obstruction.

The Ashlands[edit]

Blessing of Ignax, the solar drake[edit]

Every hero phase, each player roll a dice. The possible effects are:

  • Solar flare: -1 for your unit's missile weapon hit rolls.
  • Raging heatwave: +1 to the Attacks of every melee weapon used this turn.
  • Legacy of Vulcatrix: all your MONSTERS breath fire! Choose a unit within 12", on a 4+ it suffer D3 mortal wounds. MAGMADROTH don't need to roll that dice.
  • Burning rays: roll a dice for every non HEROES unit on the field, on a roll of 1 it suffer D3 mortal wounds.
  • Ash storms: ranges of weapons, spells and ability are limited to a maximum of 8".
  • Blazing vista: choose D3 terrains on the field; every model within 3" on a roll of 1 suffer a mortal wound.

Apocalyptic rage[edit]

If you roll the same result on the order of turn roll, for this round all the units within 12" of enemy units must attempt a charge. If Skarbrand is on the field both players must reroll any failed charge roll.

Burning skies[edit]

Flying units that move more than 10" suffer a mortal wound for every model. All the WIZARDS also know meteoric conflagration (CV of 7, choose a model on the battlefield and every unit within 3" on a 3+ suffer D3 mortal wounds)

The pyroclasm[edit]

Choose to appease or defy it.

  • If appease choose one of your unit, it suffer D6 mortal wounds, then on 2+ (or automatically if you have chosen a HERO) nothing happen. Otherwise you suffer an additional mortal wound on every of your unit.
  • If defy on a roll of 6 nothing happen, otherwise you suffer a mortal wound on every of your unit.
The Nine Realms of the Age of Sigmar
Aqshy - Azyr - Chamon - Ghur - Ghyran - Hysh - Shyish - Ulgu - Realm of Chaos