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:
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.
o20 starting models are called Regiment.
o30 starting models are called Horde.
o40 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.
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
Each player deploys up to 12” from the long table edge.
3-4: Hammer and Anvil
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.
Time Length
Battle Royale 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.
Victory Conditions
To win this scenario, you must primarily
destroy as much of the enemy force as
possible:
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:
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:
1-2: Battleline
Each player deploys up to 12” from the long table edge.
3-4: Hammer and Anvil
Each player deploys up to 24” from the short table edge.
5-6: Meeting Engagement
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.
Victory Conditions
To win this scenario, you must primarily
hold as many objective zones as possible:
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.
You can also achieve bonus victory points
for killing enemy units:
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.
Each player deploys up to 12” from the short table edge, and up to 12” into half the long.
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.
- 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.
3-4: Hammer and Anvil
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.
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.
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.
Tournament Play
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.