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Found 49 results

  1. I've started working on a custom Hammerhal campaign, with 5 levels. However, I'm not particularly familiar with the AoS fluff and armies, so I wonder if I made any obvious mistake in laying down the background. Can anyone have a look and let me know if there's anything obviously wrong in the overall scenario? The idea is to give players a few levels to optionally stock up on gadgetry, and then hit them with the big baddies as they fight to crawl their way out. I'll probably modify the stairs placement because at the moment they're a bit random; the idea is to have a series of continuous flights plus some back-entrances. Eventually I'll type it all up in the templates others have posted, and upload it somewhere. Any help is welcome! Training Day.docx
  2. NOTE: This first post is continually updated. Last update 05/03/2017 DISCLAIMER: THIS IS A FAN MADE PROJECT AND IS 100% UNOFFICIAL. IT IS NOT ENDORSED BY GAMES WORKSHOP IN ANY WAY. Hello everyone, welcome to my project called, Hinterlands. Hinterlands is a Skirmish Campaign system for Age of Sigmar. It is similar in scope to Mordheim or Frostgrave, but tries to stay as true as possible to everything we love about Age of Sigmar. Version 1 was released in October 2016, and since then I have been very honoured with the positive response. It has become the #1 downloaded file on TGA with over 2,500 downloads and more excitingly, games of Hinterlands have been happening all over the globe! The rules are free to download, and what you'll find are: Clear concise rules (the core rules are no more than 4 pages) for playing skirmish style campaigns and RPG style campaigns. Professional presentation (I have tried to make this look like the real deal!) Full modularity of the rules (so you can tweak/add/remove whatever you fancy without causing headaches for yourself with a long list of knock-on effects) You can download the latest version from the following link: Hinterlands: Skirmish Campaigns in the Mortal Realms - by Sam James <- Download Link Here are some screenshots of what to expect: Hinterlands Version 2.0 NEWS: January 2017 sees the first update to Hinterlands! FAQ & ERRATA The eagle-eyed among you have found a few grey areas in the rules. Rather than constantly update the file (forcing people to re-download on a regular basis), I have instead decided to keep a living FAQ for the version. This will grow as you give more feedback, and when version 3 eventually comes out all these questions will be clarified and updated. Here is the current FAQ: Your questions and feedback is super useful, so please keep it coming! UPDATE: 05/03/2017 VERSION 2.1 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! This started out as a personal project and a challenge to myself to make something that looked like the "real-deal", the Games Workshop logo on the front cover is a relic of that humble beginning as I really never expected the rules to receive this much attention. I have decided to remove the logo to make sure everyone knows this is 100% unofficial and to make sure that no ill-intent is perceived by any party. As I had to update the version to do that, I took the opportunity to incorporate all the FAQ clarifications into the rules . The rules do not play any differently to version 2.0, but I would recommend downloading the latest version so you do not have to consult the FAQ. Future Updates and Involving the Wider Community With version 2.1 I think the rules are now a solid foundation. Gaming groups can tinker with any part of the rules and adapt/add/delete as they see fit. This makes customising Hinterlands super easy. So why should I have all the fun? I want to open up Hinterlands now to the wider community, so if you have a neat idea for some add-ons or would like to take these rules and make something even better out of them, DO IT! But even better, why not share it with the wider community too? If you are happy to do so I would love to start updating this first post with extras other forum members have made. So let's see what you can do - bottle (Sam James) As Hinterlands grows I want to share and spotlight the extra additions gaming groups are coming up with. I would be more than happy to share something you've made for Hinterlands here in this post, so send me a PM if you've got something neat! The following section will showcase extra content made by players which you can incorporate into your games of Hinterlands. Feel free to talk and discuss any of these extras here in this thread too. AoS28 - The Dark Age of Sigmar (Hinterlands Expansion) The first community add-on for Hinterlands I want to include is Ex Profundis' fantastic AoS28. Now, AoS28 is something much bigger than Hinterlands, you can use any ruleset with it (from Hinterlands, to Frostgrave to Mordheim), but I am honoured that @Bruticus wants to support the Hinterlands rules with the project too. With that in mind we worked on a quick expansion to the standard Hinterlands rules, to allow more room for creative freedom to let you explore those dark corners of the mortal realms without limit or constraint. Essential Links for AoS28 Ex Profundis - The home of AoS28 on the web! AoS28 Facebook Group - Already 500+ members, including Mr John Blanche himself. TGA AoS28 Thread - Crammed full of WIPs and inspiration #AoS28 - The official twitter hashtag Hinterlands Expansion - If you are playing games of AoS28 with the Hinterlands Rules, please feel free to use the additional rules below: Shardsfall - Mordheim Flavour for Hinterlands Download link: Shardsfall The next bit of extra content I want to share with you is, Shardsfall by @Grand Exemplar. Most of you who played Mordheim a lot will know Hinterlands is only loosely based on it (and is probably much closer to Necromunda). This set of extra rules here injects many classic Mordheim rules back into your AoS Hinterlands games, from selling shards of Wyrdstone after each battle to having psychology of old, like Frenzy and Hatred. I will say the presentation isn't very dressed up, but there are 28 pages crammed with rules so if you read through the Hinterlands rules and find a few of your favourite Mordheim rules are not there, you might want to have a look at this for inspiration.
  3. Warbossowie! Gork i Mork przemowili (a moze to byl glos Gorkamorka?)! Czas skrzyzowac choppy, chompy, stikki i stabby i udowodnic, kto w Warszawie jest najlepsiejszym Warbossem! I nie bedzie to bitwa na papierze, theory-hammerowcow, statsiarzy i punktowcow. Zaden szanujacy sie orruk, grot, ani tym bardziej ogor nie umie liczyc do trzech, wiec nie bedziemy walczyc na punkty tym razem! Wszystko w rekach Morka (albo Gorka). Przed nami kampania na zasady RAW Path to Glory i Age of Squimar...eee..Sigmar (wybaczmy GW blad w pisowni) - Sciezka do Slawy dla Najsurowszego Warbossa Jakiego Widziala Warszawa (ang. WAR SAW RAW BOSS;)). Najlepsiejszy Warboss zanim poprowadzi swoje Wielkie Waaagh! Bedzie poddany przez Gorkamorka wielu probom, spotka sie z innymi Warbossami na tradycyjnym orrukowym swiecie Feast of Pork© i przeleje rzeki Battle Brew(zanim nastapi przepowiadana przez prorokow prohibicja w GHB17). Zasady kampanii sa proste jak budowa choppy i znajduja sie w pdfie, do ktorego link ponizej*: Gork i Mork przeznaczyli Rytualna Skale Orkow(Orc Ritual Rock) dla swojego wybranca, gdzie bedzie mogl zlozyc glowy poleglych Warbossow. Jest to przepiekny element scenerii ufundowany przez Mini Monsters ( ), czesc ich orkowej kolekcji, ktora znajdziecie na stronie. Reszta Warbossow nie odejdzie z pustymi rekami. 3 kolejnych wodzow dostanie znizke 20% na produkty Mini Monsters! Zgloszenia przyjmuje wstepnie pod tym postem, a docelowo tak, jak w pdfie, na maila Wpisowe do uczestnictwa w kampanii to 15 pln. Szczegoly w pdfie. Wasz Prophet! * - zasady byly proste... teraz po konsultacjach z Morkiem (albo Gorkiem)wydaja sie bardziej zawile niz same zasady PtG;)
  4. In the final battle of the Big Trouble in Little Azyrheim campaign, Skragnir has the Letter of Marque in hand, and has to run a blockade of enemies between himself and Castle Reaper. This last battleplan is pretty much the same as the breakthrough battleplan in Hinterlands, but that's what we actually played at the event, so here it is. In the actual event, the end came down to a tie between Skragnir and the von Hortlaks. We used XP gained as our tie breaker, and Skragnir and his crew came out on top. Fleet Admiral Skragnir now holds a seat on the high council in the Free City of Reaper. Once my brother finishes painting his Kharadron Overlords, I can get pictures of Skragnir and his lot to populate the book, and I will release this whole thing as a proper skirmish campaign. Enjoy! Below are the exposition, parts 1-4, and the campaign rules if you're playing along.
  5. Welcome to Part 4 of Big Trouble in Little Azyrheim. We've hit the home stretch. After being betrayed by a member of his own crew, Skragnir and his Arkanauts have to survive the night hiding out in the Murderwood on the edge of town. This battleplan is a new take on an oft repeated concept. Assassins are out to kill Skragnir the Recalcitrant, who has to start in the center of the battlefield. The twist here is that the Defender gets to start off with all their models on the battlefield, but they've been spread out to stand watch. They don't know which direction the Assassins will come from, so they'll have to watch every angle! If you missed it, here are Parts 1-3, which also include the campaign rules (in Part 2) if you want to play along!
  6. Hello Folks, I just recently signed up in this forum but was reading a lot of interesting stuff here for longer. I'm one of those guys playing fantasy in "the good old days" (read: when I was in school and had plenty of time) and came back to GW games about half a year ago, immediately getting sucked back into it by the simplicity of AoS. That said, I really like the rules mechanics of this game, but I miss the somewhat "greater" picture when playing games. It feels like just a series of unrelated "let's clash our armies" games. This is the main reason behind what I want to share with you. I am working on a map based campaign that allows to put the games played in a greater context, but without requiring too much of pain to track all the progress. Right now I got a ruleset that is halfway finished. The core of my idea is fleshed out and I'm working on the actual map and the "artwork" (but I am by no way a proper designer, so it's more like collection graphics with proper license). I am posting this already in this state as I'd like to hear some feedback from you. What do you think about my rules? Do you feel they are ok in their complexity? Do you like the idea of my rules or do you disagree with them? Are there things you feel that are too strong/weak/dumb/whatever? I'm completely open to your feedback and would love to put the campaign up here once properly finished. In case any one is really interested, my files are in a git repository (tex files at the moment, but can place the Affinity Designer files there as well) so feel invited to join this. After all, if this really seems interesting to you, the end result should be open sourced for anyone to access. Thanks for reading so far, happy wargaming! Patrick Campaign.pdf
  7. In the third battle of the Big Trouble in Little Azyrheim campaign, I wanted to try something that I haven't seen in AoS before. In MERCS (a kinda' neat skirmish game that I don't quite endorse, but have had some fun playing in the past) they ran a global narrative event at one point, and one of the scenarios revolved around having a mole in your opponent's team. I liked that idea and hope that it translates well to AoS. Broken Trust is a very asymmetrical battle. The Defender has the Letter of Marque (if you're playing the campaign) or a bonus Artefact (if you're not), but also a traitor in their ranks. The Ambusher has their warband split between two battlefield edges, which could be a strength, but is definitely also a potential weakness. I had a lot of different ideas for approaching the "Traitor In Our Midst" rule. I considered having the traitor be selected at the start of the battle, and then revealed at the opportune moment. That would have been cool, because revealing the traitor at the opportune moment would be fun, but it would also involve additional book-keeping, and could lead to a lot of unpleasant traitor experiences (like the traitor having to flip early and being really badly positioned, or the traitor dying to deadly terrain before being revealed). I also considered having the traitor be random, but having the player choose when they would be revealed. Ultimately, I ended up deciding that would lend too much power to killing off weaker units so that you could increase the value of your traitor. It seemed a bit too gamey for what I wanted. I ended up settling on a random traitor at a fixed time. The benefits of that are that there isn't much meta-gaming strategy to it, but it is still predictable. If you missed it, here are Part 1 and Part 2, which also include the campaign rules if you want to play along! Crossposted from
  8. Welcome to the second installment of the Big Trouble in Little Azyrheim Campaign. Since obviously, you'll need actual campaign rules to progress from Episode 1 to Episode 2, that's what I'll be covering today. While I imagine most will use the Shadespire Campaign rules, I thought it would be good to just spit out ideas for campaign structures willy nilly because I can. So first up here are the rules. This campaign is all about the acquisition of Overlord Grimni's Letter of Marque, so that you can claim his seat on the high council. As such, I wanted the changing of hands of that Letter to be an important mechanic in the campaign at large. So the Letter of Marque must be fielded in every battle once recovered. I've got some proposed alternative campaign rules that eschew Renown Points and instead just use a simple Wounds based growth system. It's nothing fancy, but if you are looking for something different to cobble together your own campaign system, here are some ideas :). I've also included an alternative form of Underdog Boons. Instead of re-rolls, I dole out bonus Artefacts. It's an idea, and I'm not sure it's a good one, but there it is. Next, we have the campaign flowchart, which contains spoilers. You'll need this to play the campaign proper. And finally, the battleplan itself. This battleplan is all about running around and picking up pieces of the Letter of Marque so that they can be combined and made whole again. It's a weird concept, and a weird theme, but this was part of the story because the Hinterlands scenario that was originally played (at the event) was "The Lost Artefact", which involved collecting scroll fragments. Tune in next time for part 3! And here's part 1!
  9. I ran a Hinterlands event a few weekends ago (the same weekend the new Skirmish rules dropped, funny enough). I used three of the Hinterlands battleplans for it, The Lost Artefact, Assassinate, and Breakthrough. To tie it all together, I made up a story set in our local campaign setting (the Vale of Efengie) in which the players were trying to find and deliver a Letter of Marque that would grant one lucky general a seat on the Reaper King's council. Normally I bake all of the events I run together into campaign books, but I thought that this story-line would make a fun Skirmish campaign. So I've expanded it into a five battleplan campaign that I will be posting over the next week or two. Here's the first fluff page explaining the basic premise. Call it exposition if you like. In the first battleplan, two warbands arrive at the scene of Overlord Grimni's murder to investigate. I was inspired a little bit by the beginning of the Watchmen, when Rorschach is investigating the Comedian's murder. I think Grimni and whoever killed him probably had a pretty severe rumble in the wee hours of the night, and whodunnit is still a mystery (we may never know, but I assume it was a Dark Elf), but the carrion are already descending because they know that if they want his council seat, they're going to have to act fast. This is going to be a five battleplan campaign, and I plan on posting the other battleplans over the next couple weeks, and hopefully by the time I'm done posting them piecemeal, I'll have the full campaign book finished!
  10. The Skirmish Campaign rules have opened my eyes to a whole new way of playing narrative linked battles. So I've added 2-player narrative campaign rules to the campaign books I've made based on the monthly Age of Sigmar events I run. I finally feel like they are more or less complete! Each book includes five battleplans based on the Clash of Empires battleplan from Warhammer World, a Time of War, and a good chunk of fluff and pictures introducing you to the Vale of Efengie, its denizens, and their travails (along with the aforementioned 2-player campaign). The first book follows two invading forces from other Realms as they battle it out over the Vale of Efengie. The second book takes a more personal direction, and follows one army through a realmgate into Shyish on a mission to defeat death, but enemies have followed them through the gate . I hope you enjoy the books!
  11. Version 1.0.0


    The second book of the Efengie Campaign series contains 5 Battleplans based on Warhammer World's Clash of Empires framework. It also includes Time of War rules for battling at the Gates of Eucebium. But that's not all, there are also 2-player narrative campaign rules for playing the battleplans as a series of linked battles.
  12. Part 1: Prologue Thunder rumbled and echoed over the distant ragged mountain peaks that surrounded Wortbad. One of the moons pierced the heavy black clouds that rolled and writhed over them and silver light picked out the tops of tangled dead trees. The woods that filled most of the land between the Evernight Peaks and the village were dark and foreboding, even in daylight, at night they were full of terrors. Horrific things prowled the winding paths between gnarled and clawing branches. Spirits of the restless dead, flesh eating creatures, ghouls, ghasts, wolves, bats, vampires and worse. ~ ~ ~ The chill Autumn wind scoured Sorrow Fen and whipped the long coats and tattered robes of the Nachtjägers. Professor Fangmorder pulled his broad brimmed hat firmly down on his head and squinted with his one good eye through a small brass spyglass. After a few minutes of studying the boarded-up doors and windows of Wortbad and noting the numerous crude wards, made of string, twigs, bones and dried flowers hung from door and window frames, he closed the spyglass with a click. He turned to Grimming and nodded sombrely. “It is as ve feared. The willage is deserted again and looks wery much like it vas overrun by Deadwalkers recently.” he said with a heavy Harrowmark accent. Grimmig took a long breath, as if to ready himself. The Shaman-Priest hefted his grandhammer and said “Den dere is da Holy vork of Sigmork to be done!” with fury in his eyes. ~ ~ ~ Godfather Viktor and I are about to start a five game campaign for the Halloween season. In the past we have always aimed to play a themed game to celebrate Halloween but for lots of reasons they have never happened. This year we decided to play a mini campaign over a few weeks to make sure the seasonal game takes place, even if we can't play on the 31st of October itself!
  13. Greetings everyone, I have something to share with you all today which is very special to me as I have put a lot of work into this. I present my gaming supplement for Age of Sigmar titled: Hinterlands: Skirmish Campaigns in the Mortal Realms - Version 1 Here are some screenshots of what to expect: This is a supplement to play narrative skirmish games in Age of Sigmar, and I've tried to make it look like the real deal. Enclosed you will find not one, but two campaign systems outlined. The first (titled 'The Hinterlands Campaign') is akin to Mordheim or Frostgrave. Players can create a Warband of a dozen models and battle it out for treasure, gaining skills and experience but also running the risk of injury and death on the way. The rules for the Hinterlands Campaign are 4 pages long. Just like the core rules. This is not meant to be Mordheim transplanted into AoS, but a skirmish system that embraces everything I love about Age of Sigmar. You'll find Battletraits, Artefacts, and Time of War rules all have a place in the system. On top of that, the book also introduces a second way to play; the Realm Master Campaign. The Realm Master Campaign is an additional 2 pages of rules (plus a custom battleplan to set your imagination off) and details how to run an RPG set in the Mortal Realms. It is akin to D&D or Warhammer Fantasy Roleplay, but is a simple system set firmly in Age of Sigmar at the same time. I would love to know your feedback and thoughts on the rules contained. And if you want to use them, please do! This is what they are here for! I plan to work on this book further by adding in a hobby section with example Warbands and also a Warband Roster to help manage your games. If you have any more ideas please let me know. Here's the download link: Hinterlands: Skirmish Campaigns in the Mortal Realms - by Sam James <- Download Link Enjoy!
  14. My upcoming node-campaign is finished and the final art is off before I send this to the presses for some hard copies. The Siege of Var Asai - takes place between up to four factions. The goal is the siege of Var Asai - an ancient and massive former chaos stronghold that guards a portal between the Realms of Fire and Metal. It is currently held by a clan of Chaos Ogors that follow the ways of Khorne. Comes with Siege rules from Azyr Empires and some alternate "advanced" rules for AOS as well as the node layout and campaign system. Much lighter than Azyr Empires. Should have the file ready for upload by end of month. Was a lot of fun putting it together, as always.
  15. Deep within the Whispering Shadow Mountains lies the Cavern of Eternal Rebirth. It's secrets hide far from the prying eyes of beings great or small and, from crystalline depths, hordes pour forth through realmgates to spread chaos across the worlds. Not only mortals threaten all they encounter. The curtain that holds back the Realm of Chaos is thin here, perhaps thinner than any other place. Daemons of types innumerable join the ranks of the five Gods they serve, spreading their joyous bile, change, blood, treachery and pleasure. The floor of the cavern lies close to the magma that sits beneath, intolerable heat seeping up to bathe its denizens. They themselves, of all Gods and none, share one common trait. Their skin is as red as the lava below. Constant war takes place between the factions of the orders of chaos. The floor is strewn with their broken trophies from rivals and sallies into the mortal realms. But perhaps the darkest secret of the cavern is that every time a warrior or daemon meets its demise, another will grow from the deepest recesses of the magma pools. Is this the very foundation of chaos itself? This is the foundation of my project that will probably take several years to come to fruition; if indeed it ever does. Each set of servants of the chaos Gods will have a section of the cavern that will take up a two by two tile. The idea is to create an entire gaming board with armies to match. Each part will reflect the nature of the God they worship. My starting point is to use a Slaves to Darkness force that can fit into any of the separate forces, hence the unifying red skin and armour developed from the stuff of the cavern itself. It will begin by joining with a Tzeench force being developed for the summer campaign at my club, the Pompey Pirates. First step 500 points. A massive undertaking which will probably, in honour of Tzeench, change as I go along. But who wants to think small and besides, I will end up with several armies to play games with. The new skirmish system I have heard about will be my friend with this too, with small bands roving the depths and issuing forth. Paul Twitter @ugluk1974 Neverending Horrors pour forth....
  16. Very complex system, had a lot of playtesting last year. Due to its complexity, not for everyone but it facilitates empire building and progressing characters. I am releasing a new campaign system later this month for my annual public campaign which is a lot lighter in rules, but for those of you interested, feel free to take a gander at Empires.
  17. Event Title: Var Asai Narrative Campaign Rules Kickoff Event Author: Auticus Calendar: Events USA Event Date: 05/06/2017 12:00 PM to 05/06/2017 01:00 PM The campaign rules kick off for the Louisville Wargaming Annual 2017 Campaign. Var Asai Narrative Campaign Rules Kickoff
  18. until
    The campaign rules kick off for the Louisville Wargaming Annual 2017 Campaign.
  19. So, last year we had 5 books for the realmgate wars campaign: might battles, quest for ghal maraz, balance of power, godbeasts and allgate. This year we are entenring april and not a world about a campaign. Will there be one at all?
  20. Version 1.11


    The Siege of Var Asai expands on the Azyr Empires campaign system with a node-based rules-lighter version. Team up in factions and see who can claim the brutal fortress of Var Asai!
  21. Version 1.0.0


    Azyr Empires is a modified version of a Mighty Empires hybrid campaign that has gone through over twenty years of play. Build your heroes up, expand your realms, and create an empire that outlasts all empires...
  22. Me and a few mates have never played AOS before and thinking of picking it up and building 2000pt armies. What were looking into doing is some kind of ongoing campaign where we can build our armies up whilst playing over say the next 6 months. One game a month where we have a deadline of either a certain points or certain troop types built and painted ready to play. Similar to white dwarfs tale of four warlords. Just wondering if any of you guys have attempted this successfully and any tips and help with suggestions of game types for different points levels and views on doing it points or specific units? If i can create something with a ongoing narrative for it aswell will be a bonus. As a bit of a guide these are the armies 3 of us have picked - Nurgle mortal, death and a Sylvaneth army. Cheers
  23. HobbyHammer is pleased to present this AoS Narrative Event down in the South East of England by the sandy beach of Ramsgate on the weekend of the 29th and 30th July 2017 Welcome to the next instalment of The Rise of Empires series! We really wanted to bring you a 2 day full event as soon as possible. Be prepared for a full 2 day immersive story telling event! This event is limited to 24 persons so make sure you get in there quick. Over the course of the two days, you will be thrown into an immersive map campaign telling epic tales of your army pushing for territories. This will be played over various sized games from Skirmish level to full on warfare. There will be events happening over the weekend that will set you back or propel you forward into dominance as this is of course.. The Year of Change! You will also have the opportunity to create your own General and play him throughout the campaign in a first for narrative event. Do not come here thinking this is a tournament where the winner will be there person who majors all their games. This is a narrative event in which the story comes first. We want the hobby to take president and as such awesome prizes and awards shall be given for hobby and narrative orientated feats. There shall be no prize for overall Champion. Instead for Best Army (Painted) Coolest Army (Themed) Most Epic moment Highest Renown Best Sportsman Best Story Worst Luck! We will also have the venue open on the Saturday evening for open gaming and drinking. The Pack will be coming shortly. So stay tuned for that. Tickets are priced at £40 and includes lunch on both days, there is a bar in the venue serving anything you like (including Real Ales), these are all very well priced as it is a social club. Tickets will go on sale at 8pm on the 26th February, it will be first come, first serve and decided by the timestamp of the PayPal transaction. If you do not get a ticket you will have option to have full refund or be placed on the reserve list in case of drop outs. Anyone who sends money before 8pm will be placed to the back of the queue. Last day for refunds is the 1st July. (after this, it is hard to find replacements) Paypal £40 to (friends and family) Write your real name, email address and contact details in the comments box. Who is ready to defend their territories and expand their empires? Rise of Empires: Border Wars - Narrative Event - Margate (29th/30th July)
  24. Version 1.0.0


    Welcome to Border Wars! The newest online map campaign for Age of Sigmar. Please download the document if you would like to get involved in this worldwide online AoS campaign, paint, play and write. Gain your territory and expand your empire. Please visit for more information.
  25. Version 4.1.


    This is the Mordheim rules adaptation for Age of Sigmar I made for our gaming group. Check for the most current version. Feedback is appreciated! Enjoy!