About This File
DISCLAIMER: THIS IS A FAN PROJECT AND 100% UNOFFICIAL.
Hinterlands: Skirmish Campaigns in the Mortal Realms by Sam James
Version 2.2 - 17th April 2017
This PDF document is an unofficial supplement to Age of Sigmar by Sam James. It covers Skirmish Campaign play with two distinct modes; the Hinterlands Skirmish Campaign (similar to Mordheim or Frostgrave) and the Realm Master Campaign (similar to WHFRP or D&D).
In keeping with the design tone of Age of Sigmar, the rules are short and elegant. The core rules fit onto 4 pages, with an additional 3 for Battleplans and an additional 2 for the Realm Master Campaign.
Please share this with your friends and gaming group as much as you want. The rules are here for you to enjoy!
(I do always like credit so please share away, but do not take my work and present it as your own )
Thanks for all your support in making this the #1 downloaded file on TGA!
See below for all the new features that have been added into version 2.2!
- bottle (Sam James).
UPDATE: 17/04/2017 VERSION 2.2
I am thrilled and honoured with the community response to Hinterlands and would like to thank all the players who have downloaded the rules and tried them out on the battlefield!
The player base has given lots of fantastic feedback especially about the balance of the game.
I am always looking to improve the ruleset for Hinterlands and especially to make it something that can be played narratively and also competitively. All your feedback has been taken into account and informed the following changes for 2.2:
Mortal Wounds are limited to 3 per turn
This is the big one. It means a warband running a single Wizard is not affected in anyway, but powerful combinations such as the Heraldor and the Lord Celestant have their power levels curbed substantially. The rule itself is an additional 'Rule of Three', but I have added in some questions about how it works in all instances to the FAQ, so check out the last page!
Other changes include:
Non-hero models now start with experience based on their wounds characteristic. This is to make multi-wound models a little less powerful during a campaign (as they level up slower).
Death Players can summon back 'Tomb Guard'. That one was missed off before, oops!
Sinister Terrain only benefits melee weapons. I am always looking to give melee the edge over shooting (which is inherently powerful in Skirmish Games), this was a great suggestion by another player!
I do not plan regular updates like this, instead you can look forward to a big update (version 3) coming later in the year! Happy gaming in the meantime!
- bottle (Sam James)
What's New in Version 2.2.1 See changelog
UPDATE 2.2.1 - A SMALL ERRATA HAS BEEN ADDED TO THE NEW 'RULE OF 3' TO CLARIFY HOW "EXPLODING MORTAL WOUNDS" WORK
Apologies for making you have to download again, but it's all in the pursuit of the best playing experience