Anyone with experience in both games have any suggestions?
As the AoS terrain rules are freely available, I'm hereby giving permission for the rules to be posted, verbatim, in this thread.
I'll start with a suggestion (feel free to alter, as you may see fit). If you choose to provide your own suggestion, I'd appreciate it if the format below were retained, to make it easier for everyone to read:
ARCANE RUINS (AoS Rules)
Description
Arcane Ruins consist of an obelisk-topped plinth and several stone pillars. Together, these count as a single terrain feature.
These ancient ruins are imbued with powerful sorceries that absorb magic out of the air itself. These energies can be harnessed by a nearby wizard, or used to summon the spirits of long-dead warriors.
Scenery Rules
The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet).
ARCANE:
Add 1 to the result of any casting or unbinding rolls made for a Wizard within 3" of Arcane Ruins.
ABSORB MAGIC:
Roll a dice each time a unit within 3" of an Arcane Ruin suffers a wound or a mortal wound caused by a spell. On a 5 or a 6, the magical energy is absorbed by the Arcane Ruins and that wound is ignored.
FELL SUMMONS:
Wizards know the Summon Doomed Spirits spell, in addition to any other spells that they know, while they are within 10" of any Arcane Ruins.
Summon Doomed Spirits:
Summon Doomed Spirits has a casting value of 7. If successfully cast, the wizard captures the tormented spirits of warriors slain at the ruin and binds them to his will. A Spirit Host consisting of up to 3 models is added to your army as a new unit. Set up this unit within 5" of the Arcane Ruins and more than 3" away from the enemy. This is the unit’s move for that turn.
ARCANE RUINS (40K Rules)
Anyone have adaptation suggestions for the above?Description
Arcane Ruins consist of an obelisk-topped plinth and several stone pillars. Together, these count as a single terrain feature.
These ancient ruins are imbued with powerful sorceries that absorb magic out of the air itself. These energies can be harnessed by a nearby psyker, or used to summon the spirits of long-dead warriors.
Scenery Rules
The following rules are used for this scenery.
PSYCHIC:
You may add 1 die to the roll of any single psychic test made for any Psyker within 3" of Arcane Ruins. The total number of dice rolled must be higher than the Warp Charges needed for the psychic power. No Psyker may use this ability in the same Psychic Phase that he used the "Summon Doomed Spirits" power below.
ABSORB MAGIC:
After any Deny the Witch roll is made and the Psychic power is resolved, roll a single die each time a unit within 1" of an Arcane Ruin suffers one or more wounds caused by a psychic power, per wound suffered. On a 6, the magical energy is absorbed by the Arcane Ruins and that wound is ignored.
FELL SUMMONS:
Psykers know the Summon Doomed Spirits spell, in addition to any other spells that they know, while they are within 3" of any Arcane Ruins.
Summon Doomed Spirits:
<<Insert appropriate power here. Malefic Summoning with no possibility of Perils, except on double sixes? Something else? An adaptation of the spell above?>>
No Psyker may use this power in the same Psychic Phase that he benefited from the "PSYCHIC" rule above.
I don’t have my rule book with me, so I don’t really have any way of looking up Malefic Summoning and can’t look to see how a Spirit Host might be adapted to 40K.
I think it would be good NOT to use it for Malefic summoning, as I wouldn't want to see it used to start a Tzeentch Daemon Bomb army.
Want to suggest your own?
Let's have some fun with this!
Eric