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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:
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.
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 models base to the
closest point of the enemy models 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
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.
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.
Time Length
Battle Royale uses a random turn limit. At
the end of the 6th turn, roll a dice:
Victory Conditions
To win this scenario, you must primarily
destroy as much of the enemy force as
possible:
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:
1-2: Battleline
Victory Conditions
To win this scenario, you must primarily
hold as many objective zones as possible:
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:
Time Length
Capture uses a random turn limit. At the
end of the 6th turn, roll a dice:
Victory Conditions
To win this scenario, you must hold as
many objective zones as possible:
Tournament Play