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.
Vogg’s Troggflow
Native to the Bright Mountains of Aqshy, the trogghorde known as Vogg's Troggflow is a serious threat to travellers and prospectors in the region. Vogg, the eponymous troggoth king, makes his lair in the conquered magmahold of the Vastanari Fyreslayers, an offshoot of...
Kazgrim Bloodspawn – High Priest of Slaughter, the Unyielding
Kazgrim has spilled blood by the tide full and he has bathed in no less. So blessed by his blood god is he that his very soul defies the beck and call of Nagash. So long as there is sufficient blood sacrificed on the battlefield, Kazgrim’s rigored body draws it in, revels in it and revitalizes his body anew as if pulled fresh from a bloody womb of Khorne. His mastery of blood allows him to also bring some of his followers back from the brink of death, allowing them the chance to spill blood once more for their unquenchable patron.
His vision is to bring the wrath of Khorne to every corner of the mortal realms. To accomplish this, he seeks to summon up the incarnations of Khorne to consume everything the eye can see. While he follows the path of Aichmos, he owes him no allegiance aside from acknowledging that Khorne has given him recognition. As such, there is no loyalty and he often disregards the calls of Aichmos, knowing full well that the mighty lord would not dare to strike against the high priest of slaughter.
Kron Goretooth – The Priest of the Arena, Master of the Crucible
Kron saw his rise to Khorne’s favour in the tribal arenas of his homelands in Ghur. There, 8 massive tribes of Bloodbound offered up their greatest champions to be anointed through combat with the title of slaughterpriest and lead the combined masses of their 8 armies in a glorious path of carnage. Kron bested the strongest of these champions and upon receiving the ferverously malicious blade Goretooth for his achievement, awakened the gaze of Khorne upon his deeds.
In the Interstice, he has taken a claim to the Crucible, a caldera in the mountain ranges between the patina plains and the pyrelands. Here he has created a grand arena in honour of Khorne, sending hundreds of slaves to do mortal combat daily until only the strongest survive and can be given a place among the Bloodtide. Those who fail to meet the martial prowess required to be initiated soon find their skulls collected by the Khorgoraths that Kron keeps penned.
When Kron is not personally overseeing the arena games and anointing the new followers, he is seeking out new slaves by the thousands by following any of the marauding campaigns of the Bloodtide. He believes that through these arena games, he will find great champions that will aspire to greater and glorious deeds in the path to glory.
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. ![]()
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| 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. ![]()
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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.















