Age of Sigmar Campaign:

Nexus of Change

 

In this Age of Sigmar Campaign 6-10 players compete to conquer the Nexus of Change, a strategically vital realm that exists within the silverway between the mortal plains.  The players will wage war for six seasons, or roughly three months, before Culminating in an epic battle to crown a sol victor.  Players meet at the beginning of each season to move their armies across the Nexus overmap, and in doing so determining who they must battle before the next season begins.

Nexus of Change Overmap

Nexus of Change Overmap

This campaign uses the rules for Age of Sigmar and Azyr Composition rules. However, army size and composition is determined by the territory you control within the Nexus: http://www.louisvillewargaming.com/Files/AzyrComp.pdf


Getting Started

Each player needs:

  • An Age of Sigmar Army

  • 3 small tokens to represent your armies on the overmap

  • 20 colored control tokens to show which territories you own

At the beginning of the first season, Players take turns picking their first territory on the Nexus overmap by placing one of their army tokens inside a capital city until everyone's claimed one capitol city.  Immediately after claiming a capital city, claim two adjacent territories by placing your final two army tokens inside them.


Your Armies

Each player controls three armies.  These armies are represented by army tokens on the overmap.  Each army may have its own unique army list and may be from different factions.  Each player may choose to remove up to one war scroll per season from each army list.  If a given army has exceeding its limit of points, heroes, monsters, or war machines it may remove as many warscrolls as are needed to fall within its restrictions, but no more.  Each season you may also add as many warscrolls to an army as you please while that army is below its maximum point value.

 


Starting a Season

A season consists of several phases:

  1. Determine player order

  2. March Armies

  3. Purchase Upgrades

  4. Determine Match-ups

  5. Issue additional Challenges

  6. Fight Battles

  7. Resolve Battles


Determining Player Order

Every phase, each player takes an action.  Players take turns performing all actions in the order of least to most controlled territory.  If several players control the same amount of territory, break ties based on the number of army points.


Marching armies

Players take turns marching all of their armies.  Each army may move D3 territories per turn.  You may not move into or through a tile occupied by another army.  You may not move through mountains or the void.  An army may choose to capture territory as it moves through it.  To capture a territory roll a D6 and consult the chart below.  If successful, you can claim that territory for your own.  If the army fails to capture a territory, that army loses all remaining movement for the season.

 

Neutral Territory: Capture on a roll of 1+

Enemy Territory: Capture on a roll of 2+

Enemy Tower: Capture on a roll of 3+

For each adjacent enemy tower: -1 to roll

For each adjacent friendly tower: +1 to roll

For each adjacent enemy army: -1 to roll

For each gold spent by invading player: +1 to roll

For each gold spent by defending player: -1 to roll


Each type of territory provides a special bonus to the player who controls it

    Capitol City   |          Plain           |    Woodland      |         Village        |           Port            |      Mountain      |          Mine          |        Badland

 

Capital City: 20 points, 1 monster/warmachine, 4 character points; Cannot be captured

Plain: +1 points

Woodland: +1 monster/warmachine

Village: +2 character points

Mine: D3 gold per season

Port: Can purchase magic items; Owning army can move through a port to any other port

Mountain: Impassable; cannot be captured

Badlands: cannot be captured
 


Purchasing Upgrades

Once per season each player can acquire D3 gold from each capital city and mine they control.  That player may choose to spend their gold on the upgrades listed below.  Unspent gold is carried over to the next season.

Territory                   Upgrade Cost                     Effect

Plains                             3 gold                                     Upgrade to Tower

Plains                             3 gold                                     Upgrade to Glade (+2 additional army points)

Woodland                        2 gold                                     Upgrade to Mill (+1 monsters/war-machines)

Village                            2 gold                                     Upgrade to a City (+2 Hero point allowance)

Dock                              2 gold                                     Gain a random magic item from the current Time of War


Determining Match-ups

Each player plays an AoS game against a different opponent each season.  The time of war and scenario to the played is determined by the chart below.  Each player must elect a specific army to fight in this seasons matchup, regardless of its position on the map.  That army may not issue additional challenges.  Each player will face off against another player with as similar win/loss record as possible.  A player should never be matched up against another player they have already played if at all possible.


Issuing additional challenges

Players take turns issuing a single challenge from one army to an adjacent enemy army.  These challenges are made by players in the order of least to most territory controlled.  An army cannot issue challenges if it’s already fighting a battle this season, and can only challenge armies not already in a battle this season.  A player is only obligated to fight in a single challenge per season, but may participate in more if they choose.


Fighting battles

Players who have been matched up, or that are engaged in a challenge, must play out their battles before the beginning of the next season.  The time of war and scenario to be used for all battles in the season is determined by the table below.  When fighting a battle, use points in place of models when determining sudden death objectives and sides in the scenario.  The winner of this battle gains a reward, determined by the table below.

Season                     Time of War                     Scenario                     Reward

1                                 Brimstone Peninsula                  Pre-emptive Strike              1  random magic item from the Brimstone Paninsula

2                                The Greenglades                       The Trap                                   3 Gold

3                                The Hanging Valleys of Anverock     Breakthrough                   Capture 2  territories of your choice

4                                Brimstone Peninsula                   The Ritual                        2 random magic items of your choice from any Time of War

5                                Rotwater Blight                         Sudden Assault                 2D3 Gold

6                                The Great Sorcerer                    Watch Tower                    Capture 1 territory of your choice


Magic Items

When a player acquires a magic item, they must assign it to one of their armies.  That army holds that magic item until the end of the campaign or until it's lost in battle.


Unresolved Battles

Battles that cannot be fought but still must be resolved are resolved by a roll off.   Each player involved in the unresolved battle rolls a D6.  Whoever rolls higher achieves a minor victory.  Whoever rolls lower achieves a minor loss.


Resolving Battles

Once all the battles have been played and before starting a new season begins, roll to see how each battle is resolved on the Nexus overmap:

Minor Victory

Roll                   Effect

1-2                                   Move enemy army back 1 tile

3-4                                   Move enemy army back D3+1 tiles;

5-6                                   Move enemy army back D3+1 tiles; enemy army may not march next season

 

Major Victory

Roll                   Effect

1-2                                   Move enemy army back D3+1 tiles; enemy army may not march next season; Victorious army rolls on the triumph table

3-4                                   Move enemy army back 2D3 tiles; Enemy army loses 1 magic item of their choice, gain that item; enemy army may not march next season; Victorious army rolls on the                                                    triumph table

5-6                                   Enemy army is utterly destroyed;  Opponent must make a fresh army list and place it back at their capitol city; New army cannot march next season; Victorious Army rolls                                              on the triumph table; Enemy army loses 2 magic items of their choice, gain that item


Final Battle

At the end of season six, The four (or fewer) players who control the most of a given resource are drawn through a rift to fight a final battle for control of the Nexus of Change.

 

Rift of Might: Player with the most army points

Rift of the Wild: Player with the most monster/warmachine allowance

Rift of Virtue: Player with the most hero point allowance

Rift of Greed: Player with the most magic items

 

This final battle should be fought between all the players who control a Rift.  Each player chooses one of his armies to participate in this battle for each Rift they control.

We suggest using the Triumph and Treachery rules for Warhammer: Fantasy Battles.  To do this, remove the treachery cards that apply to non-existent stats and treat 1 Azyr Comp point as 50 victory points