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The Kollassaio

Side-Quest:

 

The Kollassaio

  

Situated in Scrappa Spill the Kollassaio is a huge fighting arena, that provides spoils, purse, and entertainment for those who frequent its violent games. As a fighter, you are here to prove you deserve the title of Champion, do this, you must crush all those would oppose you, and vie for the fickle love of the crowd.

 

 

The Kollassaio was recently ambushed and robbed, since then, participating has not brought in the sort of coin it used to, but, the old Champion has been knocked off the top, and a power vacuum might just be the thing the Kollassaio needs to get back to its former glory.

Warcry

The Kollassaio is played using the Warcry Ruleset, using the 3+ players ruleset, and a square Area of Play measured 40” 40”, in addition to the following extra rules. The rules below supersede Warcry rules where applicable. If there is confusion about whether something is within the rules, go with the Rule of Cool, if there is still disagreement, roll-off. Only the Universal Abilities can be used.

Set-up

For this game, no Terrain, Twist, Victory Condition or Set-up cards are drawn from the standard Warcry decks. Instead, the Fighting Pit is set as a wide circle approximately 35”x35” within the Area of Play. It is recommended to place NPC models around the fighting pit to represent where the fighting will occur, this is the Crowd.

Place Weapons

Roll off. The winner of the roll-off, and then moving clockwise, each player puts down markers to represent a weapon spawn point. Do this, until there two weapons per player.

Then, roll a Scatter Dice (or use the WHU scatter tool/dice), plus a D6. Move the spawn to the rolled destination, where the value on the D6 is measured in inches.

Place Fighters

Roll off. The winner of the roll-off, and then moving clockwise, each player chooses a model to represent their chosen Hero. Each Hero must be 9” away from one another, and more than 6” from a weapon. After all have placed their heroes, continue around the group, and each player puts down an additional Side-kick. The Side-kick must be placed outside the fighting pit inside the Crowd area, more than 12” from their teammate, and more than 12” from a weapon.

Pit Events

Before activating a Hero, the player rolls a D6. If the result is 1 then roll another D6 and refer to the Pit Events Chart. Random happenings are commonplace in a pit fight! More than one happening can occur during this scenario so players continue to roll for random happenings.

Fighters

Heroes and Side-kicks cannot be mounted. They cannot possess the following keywords in a standard Age of Sigmar game: Monster, War Machine, Sky-Vessel, Tree-Lord, Behemoth, Gargant, Deamon and Chaos (so not all Deamons, and not all Chaos). They should probably have a base size 60mm or less.

Fighting in the Pit

Champions start the fight unarmed and can only attack with their fists. They may not climb out of the pit or run into the crowd. NPCs may not voluntarily invade the pit. Any model entering the pit involuntarily is escorted out of the premises by one of the Kollassios bouncers. Remove the model.

The use of magic is not allowed in pit fights. Firing of missile weapons in the baiting pit is not permitted with the notable exception of thrown weapons which are easily concealable. ie, throwing knives/throwing stars.

If a Hero is knocked out within the arena (their health reaches 0), their Side-kick immediately throws their weapons down within an inch, and walks out of the arena in shame, and embarrassment. They are not counted as being slain.

Heros and fighters can pick up weapons by moving within an inch of the respective weapon marker anytime during a Move action. When this happens, roll D6 and see the weapons chart to find out what is found. This weapon is revealed. You can swap a weapon out by moving to another weapon, but you may only carry one weapon at a time. When you carry a weapon, you can attack with your fists or the weapon. If a weapon is dropped, either because it was unwanted, swapped, or a Side-kick left it, place a marker to represent the drop. Any dropped/revealed weapons are not re-rolled, and everyone knows what the weapon is.

If during a move action, a hero is within 2” of their Side-kick they may “tag in” that warrior. The Side-kick is now in play in the pit and behaves the same way as they would if the player had two warriors in a traditional Warcry game.

Victory!

The game ends when only one Hero is left standing, as a reward whatever weapon they have on themselves at the time they may keep as spoils. The player may then ascribe a single Regiments of Renown attribute to the hero for the campaign, plus roll for an artefact. The player who came second can pick a unit in their next battle to have a Regiments of Renown attribute. All others must enter the Kollassio again if they seek vengeance, honour, and spoils.

Champion

Side-kick

Statline Alterations:

 

+1 Move

AELF, WANDERER, SKINK, BEASTS OF CHAOS, SKAVENTIDE, MALIGNANT, TZEENTCH

-1 Move

DUARDIN, IRONJAWZ, GROT

+1 Toughness

DUARDIN, SYLVANETH, NURGLE, FLESH-EATER COURTS, IRONJAWZ, ORRUK, GROT, OGOR

-1 Toughness

WANDERER, SKINK

+5 Health

SERAPHON, OSSIARCH BONEREAPERS

-5 Health

AELF, TZEENTCH, GROT, SKAVENTIDE

+1 Attacks

SLAVES TO DARKNESS, VAMPIRE, GROT

-1 Attacks

BEASTS OF CHAOS, NURGLE, FLESH-EATER COURTS

+1 Strength

SERAPHON, BLOODBOUND, ORRUCK, OGOR

-1 Strength

SKAVENTIDE, MALIGNANT, SYLVANETH, GROT

 

Events Chart (D6 Results)

 

1

Gate Crashers: A party of late entrants arrive at the pit gate! Deploy D3+1 gladiators at the pit edge at a position determined using a scatter dice (roll in the center of the arena and the edge it points to is the pit edge used). These gladiators can be used by anyone (essentially same rules as Chaotic Beasts). They have the same Statlines as Side-kicks, but have -1 to their attacks characteristics.

2

Ale Drinker: One of your fighters has somehow snagged himself a pint of ale from the crowd! Chose one of your fighters and heal D3 wounds.

3

Feign Injury: An arena entrant was playing dead! Nominate one of your injured models, that is within 2” of an enemy model. Scatter the chosen warrior 3” away from the fight. Heal one wound.

4

Take a Dive: Bribery is known to be used to determine the outcome of blood sports. One of the fighters has colluded with your Side-kick to give you an edge. Nominate one enemy fighter to bribe. Wound your side-kick 1 health for the fighter to be moved 5” away from other fighters, or wound yourself 3 health for the gladiator to move 7”, ending within 1” of another model.

5

Roar of the Crowd: The excitement of the grudge match sends one of the entrants into a deadly frenzy! Nominate one of your fighters, and +1 to their attacks and move

6

Pit Beast! One of the pit keepers unleashes a beast into the pit! Deploy the creature at the pit edge at a position determined using a scatter dice (roll in the center of the arena and the edge it points to is the pit edge used). Roll a D6 to see what species the creature is; 1-3 for a Fury or 2-4 for a Raptoryx

 

Weapons Chart (D6 Results)

 

1

Flail

2

Axe

3

Spear

4

Sword

5

Morning Star

6

Roll on the Custom Weapons Chart

 

Custom Weapons Chart (2D6 Results)
2

Celestial Iron Fan

Grand Masters of Dragon Monk brotherhoods have been known to fight armed with the most curious of items. Once such secret of Silverfrost’s weaponsmiths are iron fans. Celestial iron fans can flick deadly force with the grace of a dance.

Parry Missiles: A Celestial iron fan can be used to parry missiles in addition to close combat attacks. For each hit by a ranged weapon the warrior armed with the fan may roll a D6. If the score is greater than the hit score, the warrior has parried the blow, and the attack is disregarded.

3

Nagnin Throwing Knives

The knife is a master-crafted version of throwing knives. Each a fine piece of workmanship, with an eighteen-inch blade honed to razor edges. A thing of smooth curves and sharp line, it is not for show. 

Weighted: This exquisitely crafted thrown blade gets an increased chance to critical, critical hit on a 5+.  

4

Hunter’s Throwing Axe

Huntsmen stalk the unbridled wilds surrounding the Lost Forgecity of Grugni skinning foes. A throwing axe procured from one such dark wanderer is a fine quality implement.

5

Dragon Sword

Dragon swords are great-swords that are typically used by Tzeentchian warriors from far away Godsclaw. The blades are popular among robber knights and occasionally lifted by Griffon’s Eyrie warrior monks.

6

Great Axe​

Over-sized battle axes can be wielded only by the strongest of warriors. Great axes are forged for northern barbarians in The Rusted Wastes

Strike Last: Great axes are so heavy that any warrior using them always strikes last, even when charging.

Cutting Edge: A great axe modifies an enemies Toughness by –1, so a Toughness 4 warrior will have a Toughness of 3 when facing the Great Axe.

7

Trident​

Idoneth Deepkin of the Amethystine Ocean favour the long thrust of a trident. Unlike other arms the tri-pronged fork weapon is a sacred instrument to them in warfare

Strike First: An Amethystine Tridents smells out prey like an Allopex, if the bearer is attacked, you may make a single attack action. This does not count towards your actions.

8

Krakentooth Sword​

Kraken-tooth bites clean through armour, bone and heavy chains. Even the most resistant of obstacles cannot defy the sawing action of its razors edge.

Critical Death: The Krakentooth Sword is imbued with the wrath of the Kraken. If a warrior score three critical hits in a single attack action, the enemy being attacked is immediately slain.

9

Claw of the Old Ones

Star swords as they are known are ancient weapons made from a strange multi-coloured metal that is impervious to age and corrosion. It is said that the powers of this star-metal artifact are only be unleashed through a ritual known only to a handful of Seraphon. The blade of the claw glows white hot and can cut through armour as if it were paper. 

10

Obsidian Weapon

The Eye of Sigmar was an unusual jewel. A fist-sized piece of obsidian, it was found where a star fell to the earth. Obsidian is mined in the Frozen Fingers by slaves driven mad by Tzeentchian slave-masters. Although the technique is now all but lost after the dessolation of Karak-A-Zaruk, when expertly derived from its ore, the curious volcanic rock can make it’s bearer immune from fatigue for days on end.

11

Silverfrost Longsword

Prized indeed are blades of Domtanguan forged by Elves. Even more masterful though are the arms crafted by swordsmiths in the SIlverfrost Moauntain. Known as a Frostblade among Crabclaw merchants, the Silverfrost Longsword is a deadly crown jewel in the hands of a skilled fighter. Gold alone is never enough to acquire such a weapon. Frostblades are heirlooms and highly coveted. The few still smithed are gifted only in reward for some heroic deed that is done to comabt the evils of Chaos.

This is a work in progress

If you find any mistakes, or you find it plays better in some way, please feel free to get in touch with us and we’ll make it happen!

 

Thank you to the AoS NEON Facebook group for pointing me in the right direction in figuring out what could be done. And a big thank you to Stu ‘Werekin’ Cresswell and Mutiny in Marienburg, I quoted a fair amount of the work done there in the weapons area especially.

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