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Found 57 results

  1. I started creating this because my gaming group wanted to explore the Realm Master idea from the Hinterlands expansion from @bottle (Thank you dude!). The only reason I formalized it into a shareable ruleset, is because my gaming group doesn't want to play anything else but this (and a bit of shadespire). If it's good enough to get 5 busy dads to set aside a late late night every month for the last 8 months, then I hope it's good enough for you. Thank you to @Pjschard, @Red_Zeke, Aaron and Kenny for the many fun hours of rolling dice. This is from us to you! Renown Or Ruin RPG Campaign Expansion Download Four heroes take their first step towards their own legends, each shadowed by a small group of followers. Together they journey into the spired city to unlock the challenges and riches that have been entombed within. It's not gold they seek, but Relics and Artefacts of old, but even those are a means towards something greater. Even great battles will suffice in transforming them from just another fighter in armies of their homelands into great leaders whose names resonate throughout the Mortal Realms. The only path suitable to reach great Renown crosses over the pit to terrible Ruin. Renown or Ruin is run by a Realm Master (RM) who leads 1-4 players and their warbands through a setting using battleplans and roleplay, to weave stories of legend. Shape their world and challenge them to overcome Battleplan Objectives, find Relics and Artefacts, take on Quests, and make decisions faithful to the character of their Hero. Between excursions into the city of Shadespire, give them places of Respite where their followers drink, eat, share stories about the Heroes they follow, and their legend grows. When a Hero grows in Renown, more people seek to follow them. But fail in the objectives and quests you've set before them, and their followers lose faith and find someone else to believe in. Features: Warbands increase and decrease in Renown which allows the Hero to gain and lose followers. Explore a city full of ruins through simple skirmish battleplans that are instantly more fun with 3-5 people around the table. A Simple Relic hunting mechanic that gives warbands a choice to aid their party or seek treasure for themselves. Heroes and followers can wield relics and artefacts to give them buffs and abilities. Use a Warband Journal to track your player's journey of Renown 6 steps to getting your first game started without any fear! Dusk Plains Skirmish Battleplan for your first night. Master Relic Hunter Skirmish Battleplan for interesting plot hooks. Grim Exchange Respite sheet to serve as your party's first base camp. 8 Sessions, 24 hours of playtesting by 5 devoted gamers with half decent intelligence. There are so many interesting and cool expansions available for playing Skirmish in more rich and interesting ways. Renown and Ruin brings something a little bit different that I hope is worth you trying out with your gaming group. We've had a good amount of time to play and think about improving this. We need your help to make it better!
  2. Hi pals, I'm here to find a solution for the upcoming campaign i want to run in my local club. And here's my doubt: better Hinterland system or the official Skirmish by GW in your opinion? Regards
  3. This narrative will follow the global Malign Portents campaign as it unfolds. Here, the consequences of the Malign Portents choices will directly impact the unfolding narrative - deciding the fate of several Skaven characters throughout the campaign. At least that's the idea. "A sudden but inevitable Betrayal!" Prelude: Doom! Death! Destruction! Corpse-things wake! Corpse-things wake! Creek Doomclaw threw himself back with a screech. His mouth agape with horror as he lost his footing and tumbled backwards down the little metal staircase leading up to the warp-scryer. His rune-engraved warpsaw hand reaching out instinctively for something to grab, but finding no hold but a passing warlock-engineer, making a bloody mess of the brand new saurian carpet adorning the floor, as the warpsaw spun wildly out of control. Doomclaw's mind was still swirling when he landed on the carpet with a soft thud. Pieces of flesh, fur and bone rained down in his wake, caking his already stained robes in gore. What little remained of the unlucky engineer was stuck in his warpsaw, which growled alarmingly, as it tried to tear through the carcass thoroughly lodged in its internal mechanism. This momentary setback was below Creek's concern, who glared up at the Warp-scryer with fearful, beady eyes. The device, which was a series of tubes drilled into a fist-sized lump of shardglass, adorned a thin, crudely cut, oval piece of pure warpstone half the height of a skaven. It was glowing ominously, and color danced across its surface, as if alive. The musk of fear must have been strong on him, as several warlock-engineers immediately bolted for the door with panicked squeeks, no doubt suspecting that one of Doomclaw's contraptions had malfunctioned, and was about to explode. Again. Creek Doomclaw did not have time to punish them for their presumptions, but he did it anyway. With a snarl, he flicked his wrist, and brought forth a burst of warplightning. Reducing the fleeing Warlock-engineers, and the surrounding machinery, to charred ruin. "Imputent fools!" Creek croaked. That equipment had cost him many warp-tokens! He would kill those cretins for violating his-.. Right. He rolled onto his feet, and made a quick glance around his lab. Surely, there were someone to blame. Someone to punish. The remaining warlock-engineers were hard at work. Flicking a great number of switches hurriedly, pulling levers at unplugged machinery, and closely examining empty vials. His workers truly were the cream of the crop. A group of skavenslaves were cowering in a corner, their overseer a pile of ash in the doorway. He scratched absently at his mechanical warpsaw hand, trying to alleviate a phantom itch that layered warplock steel would never allow him to feel. He had the distinct feeling that he was supposed to be doing something, but he couldn't quite remember what. "Spinepaw!" He cried out. There was no response. He tapped his foot impatiently. Where had that untrustworthy coward run off to now!? Creek wouldn't be surprised if it turned out that he was the one that had sabotaged the machinery in the doorway. It was just the kind of thing Spinepaw would have done. "Spinepaw!? Come out here, right now!" - One of the warlock-engineers mumbled something. Doomclaw pounced on him like a shark, grabbed him by the throat and forced him up against a wall. "You mumble-speak without being asked-allowed!?" The warlock-engineer wheezed, his eyes darting wildly about the room. The other engineers doubled their work effort. Their work were simply too important to do anything about the situation unfolding before them. "M-Mercy!" The warlock-engineer squeeked. "Most brilliant of Arch-Warlocks-..!" His hoarse breathing intensified as the applied pressure to his throat deprived him of oxygen. "I only felt.. duty-obliged to tell-inform of Spinepaw's demise!" Creek gripped the Warlock-Engineer harder. "Demise? How!? When!? Tell-Share!" The Warlock's eyes slowly rolled back into his head. With immense effort, he lifted his arm and tapped the bloody carcass stuck to Creek's warpsaw repeatedly. Creek looked at the corpse, dumbfounded. The pulped piece of meat did have a certain resemblance to Spinepaw. He released the quivering pile of Skaven, who sucked in air greedily. Creek lifted the bloody warpsaw-carcass, and compared it to the engineer. With a satisfied nod, he tore a piece of mangled cloth from the bloodied meat, and dropped it onto the barely concious ratman. "You have gift-received promotion! You are assistant now!" The Warlock-engineer was so happy, he cried for an hour. Which was coincidentally about the same time it took for Creek Doomclaw to remember what he had been so agitated about. Upon recalling his scientific discovery with the warp-scryer, he immediately pulled the (un)willing appointed assistant with him out what remained of the door, and hurried down one of the thirteen shafts they would have to traverse to reach the nearest warren. He had a message to deliver. A malign portent.
  4. Hello folks. I decided to share this piece of rules kit that I developed for our local games store, to solve the problem of getting all players together on the same day for a Map Campaign. We've all been there, and it's complicated. Hence, after a couple years figuring out how to best solve it (and being inspired by Firestorm!), I came up with Warfront. This is a Map League/Campaign for a gaming group/store, where every game played, even random one-off games, can count towards the overall advance of each Grand Alliance as they conquer territory along the map. Even better: each new game can benefit from the bonuses accumulated by previous games from players belonging to the same Grand Alliance: either previously established garrisons on the map or Spoils collected from previous victories. All very easy and straightforward: 1-2 pages of rules. All you need is some corkboard, some coloured pins, and presto! Winning battles grants the winner control of the map region and Spoils markers, or if they win a Skirmish battle they can choose to earn Intel markers or destroy the enemies' fortifications. Players keep track of which territories their Grand Alliance controls, and how many Spoils and Intel markers they have accumulated using the coloured pins. Fortified and Garrisoned map regions, as they are developed by winning players, are further marked with extra white/transparent pins (these are places with defensive earthworks or full-fledged forts, respectively). Warfront is also very customizable: the ruleset is meant to be so simple it should work for every map you can come up with for your own gaming group, or even work in multiple systems. It is truly more a logistic framework to organize players than necessarily a rules supplement. The easiest and laziest way to insert narrative into your games. MAPS INCLUDED I have done two maps: one adapted straight from the Firestorm Box set (Flamescar Plateau), and another from the Shyish map for Malign Portents (Southern Innerland Marches of Shyish). But any map released in any Age of Sigmar publication can be turned into a Warfront map: just draw Map Regions lines across it and presto! Just make sure you include 25+ regions, and scatter a few "Permanent Regions of Entry" for Grand Alliances: realmgates serve perfectly for this, in order for armies to be able to always attack across the map and prevent one Alliance from dominating too much too fast. Hopefully this still comes in time for people to run some crazy map battles for Dread Solstice, on their way to Nagashizzar! Enjoy, try it out and feedback is more than welcome. Nuno M, Warhammer Narratives (WHFBNarratives@blogspot.com)
  5. Now recruiting for a Piratey Tale of X Gamers! A TALE OF PIRATEY GAMERS Avast Ye Land Lubbers and hark to my words. Tis' but one frontier untamed, one force that none can yet call their own! To the skies with Ye, to the great rolling storms, fight the thunder gods... ride the hurricanes, and all the bounty Ye could wish for shall be yours! What is it? Quite simply this is a new set of rules and scenarios designed to be used alongside the Age of Sigmar skirmish rules to represent the various crews of Sky Pirates clashing across the realms for loot, booty and pride (also some bragging rights). You get all the fun and action that comes with skirmish games alongside splendour of unique skyships gaining traits, equipment and reknown as your campaign progresses. With a low model count this is the perfect chance to personalise every model to make sure your motley crew is unlike any other, and their flagship is one worthy to be noted down in the chronicles of the realms. Whats the aim? Over 3-4 months players would plan, convert, paint and base up their own unique sky faring warband, sharing progress and photos aswell as hints and tips with each other and working on their warbands backstory. When every warband is completed players will then meet up at Warhammer World for a day of games against each other to decide once and for all who owns the skies of the realms. Sky... Pirates? Thats right, pirates in the sky. The Kharadon are not alone in their mastery of skyfaring technologies though perhaps they are the most experienced. Many a crew of crooks and thieves have taken to the sky either through stolen vessels, magical means, tethered beasts or their own ingenuity and technologies. Crews gather from all races and allegiances from the Steamclad ships of the Freeguild Privateers, choking the clouds with great plumes of industrial smoke to the ethereal ghost ships that ride in on a haunting moonlit night to claim the souls of the dead. The possibilities are only limited by your imagination so why not explore the darker side of the realm. Sky pirates profit from trade unencumbered by tariffs from petty empires down below, they can run goods without clashing in territorial disputes or having their buisness interupted by war and blockades. Most importantly they can steal, pillage and plunder with no lawmen able to give pursuit as they disappear once more into the clouds. Sign me up! Our tale of piratey gamers is quite simple, the aim is to make a crew using the Age of Sigmar skirmish rules totalling 30 reknown with one vitally important difference, there are NO ALLEGIANCE RESTRICTIONS, that right none. You may select scrolls from any grand alliance that match the model you intend to convert, this way you have access to hundreds of unique warscrolls to make a crew that perfectly represents your theme. Every model must adequetly represent the warscroll (no using that grot as an ogre) and the weapons within but beyond this let your creative instincts go wild. Suggested warscrolls: Grot with Crossbow (freeguild crossbowman scroll) Old mercenary (Greatsword) Assassin (Shadowblade) Vulture (Aetherwing) etc Make sure to select a captain for your band of rogues, feel free to get creative with the modelling and background as the captain defines the personality of your pirate crew and their missions going forward. In addition to this unique crew you get to build a unique looking ship to carry your crew into battle and bear their plunder away, this is a great chance to make something truly unique looking that fits the theme of your crew. From a floating temple of the slaan to the steam tank inspired ships of the freeguild to the beautifully ornate and deadly Daughters of Khaine moongliders every ship is unique. For the purposes of gameplay all ships start off using the warscroll for the Kharadron frigate and therefore weapons should be loosely representative (giant crossbow for skyhook etc) and vessels should approximately match in size. Give me ideas! Freeguild Privateers – A warband of ex-military mercanaries in well maintained but clearly dated armour, blackpowder and blades form the bulk of their military. Their ship is an old kharadron hull with massive smoke stacks tended by many deckhands as they funnel coal to keep it in motion. The captain is a wizened old engineer disillusioned with the military seeking to claim his fortune for retirement. Murderlust Sirens – A floating testament to khaines might, this sleek vessel outruns many others in the skies with its razorsharp bladelike form. Mounting its own cauldron of blood and held aloft by ethereal mists it is tended by Daughters of Khaine with wicked spears to pluck victims from the ground or fend of boarders. Harpies cling to the side of the hull to be carried into battle. Wyrdstone Barge – A bizare mirriad of technologies from the Clan Skyre powered by slaves running frantically in wheels whilst their slavers laugh maniacly, this ship often rides in on the storm with lightning rods across its hull powering the lethal lighning cannon on its prow. Globadiers cast poison winds onto unsuspecting victims below whilst stormvermin prepare to pillage and kill. Slaan temple Grotrigger Looted Barge Ghost Ship And more! So what now? Sign up to our Tale of Piratey gamers and select a theme that fits your concept, then start work on the crew. By the end of the first month aim to get 3-5 unique crew members finished (not the captain), these unique models should convey the theme of your ship and each can tell their own unique story. On month two we'll look at captains and their own murderous backstory. PLOGS: Mine (Grot Sky Pirates) - CHARLOTTE - Clan Skyre Storm Riders (PLOG TO FOLLOW)
  6. Version 1.1.0

    58 downloads

    Hello folks. I decided to share this piece of rules kit that I developed for our local games store, to solve the problem of getting all players together on the same day for a Map Campaign. We've all been there, and it's complicated. Hence, after a couple years figuring out how to best solve it (and being inspired by Firestorm!), I came up with Warfront. This is a Map League/Campaign for a gaming group/store, where every game played, even random one-off games, can count towards the overall advance of each Grand Alliance as they conquer territory along the map. Even better: each new game can benefit from the bonuses accumulated by previous games from players belonging to the same Grand Alliance: either previously established garrisons on the map or Spoils collected from previous victories. All very easy and straightforward: 1-2 pages of rules. All you need is some corkboard, some coloured pins, and presto! Winning battles grants the winner control of the map region and Spoils markers, or if they win a Skirmish battle they can choose to earn Intel markers or destroy the enemies' fortifications. Players keep track of which territories their Grand Alliance controls, and how many Spoils and Intel markers they have accumulated using the coloured pins. Fortified and Garrisoned map regions, as they are developed by winning players, are further marked with extra white/transparent pins (these are places with defensive earthworks or full-fledged forts, respectively). Warfront is also very customizable: the ruleset is meant to be so simple it should work for every map you can come up with for your own gaming group, or even work in multiple systems. It is truly more a logistic framework to organize players than necessarily a rules supplement. The easiest and laziest way to insert narrative into your games. MAPS INCLUDED I have done two maps: one adapted straight from the Firestorm Box set (Flamescar Plateau), and another from the Shyish map for Malign Portents (Southern Innerland Marches of Shyish). But any map released in any Age of Sigmar publication can be turned into a Warfront map: just draw Map Regions lines across it and presto! Just make sure you include 25+ regions, and scatter a few "Permanent Regions of Entry" for Grand Alliances: realmgates serve perfectly for this, in order for armies to be able to always attack across the map and prevent one Alliance from dominating too much too fast. ARMY PROGRESSION CAMPAIGNS Of course, within the larger pool of players participating on-and-off in the League, a smaller group of players can always come together to play an army progression campaign "story" together, growing their armies as they go via Path to Glory or Skirmish. All the while participating in the larger war for the territory. Because the WarFront rules contain an in-built balancing system when forces are of different sizes (Sudden Death and Ruses/Stratagems), even when some players have played more games it would not severely unbalance the game if they have a larger force. Enjoy, try out and feedback is more than welcome. Nuno M, Warhammer Narratives (WHFBNarratives@blogspot.com)
  7. Version 4.1.

    277 downloads

    This is the Mordheim rules adaptation for Age of Sigmar I made for our gaming group. Feedback is appreciated! Enjoy!
  8. Hi everyone, I am retiring Hinterlands for the time being now that we have not only the fantastic AoS Skirmish but also lots of exciting fan made content being made for it too. I would like to thank everyone who supported this project, helped it grow and gave feedback along the way. The AoS community is really one of the best things about this game and why I love this hobby so much . Who knows if Hinterlands will ever come back, but for the moment I am going to keep it on the down-low. Doesn't mean you won't still be seeing me around here though . Cheers, bottle.
  9. I have put together the start of a short campaign/ questline suitable for use with any narrative based ruleset (eg hinterlands/renown and ruin) Please give it a read or a playtest and tell me if it works or doesn't. https://drive.google.com/open?id=1IWotFwXaI3IMLcpQ9505voI9lJ0ecA4n
  10. Nacnudllah

    Efengie Book 3

    I've finished the third Efengie Campaign book. These books are put together from the battleplans I use for the Age of Sigmar Game Days that I run more-or-less monthly at my FLGS. In this one (as with the other two below) we've got five battleplans, a campaign system, and some fun little stories about what went down. In the aftermath of the Coalescence War of the Ring, Sigmar's followers have been convinced of Efengie's strategic value. Follow the story of Sigmar's invasion, interlopers from the grim darkness beyond the Eye of Terror, and an epic power struggle with Colossal Red, the Queen of the Monsters. In this book, I made some changes to the Clash of Empires battleplan framework. The biggest change for anyone playing through the campaign book is that each battleplan now has two different battlefields with different secondary objectives. This fits in really nicely with the campaign system since now the winner of each battle gets to choose the battlefield for the next one. Anyhow, I hope you enjoy the book! Also, here are links to the first two books if you want to get the whole story so far.
  11. Nacnudllah

    Efengie Campaign Book 1

    Version 2.0

    122 downloads

    The first 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 in the Vale of Efengie. But that's not all, each battleplan includes a fluff piece storying the event at which it was originally run, and there are also 2-player narrative campaign rules, and a map campaign for use with the General's Handbook map campaign rules! There are now 3 Efengie Campaign books! Book 2 - Through the Deathgate Book 3 - Coalescence Aftermath
  12. Nacnudllah

    Efengie Campaign Book 3

    Version 1.0.0

    9 downloads

    In the aftermath of the Coalescence War of the Ring, Sigmar's followers have been convinced of Efengie's strategic value. Follow the story of Sigmar's invasion, interlopers from the grim darkness beyond the Eye of Terror, and an epic power struggle with Colossal Red, the Queen of the Monsters. Play through the action in a five battleplan two player narrative campaign. Book 1 Book 2
  13. Hi I can get my brain to understand this, so please tell me if I got this right: On page 36, under Map Regions, the rules state that there are three areas that is designated as Strategic Regions (marked with crossed axes). The three regions are: Eyes of the Prismatikon, The Infinity Gates and The Caverns of Fulminax. The same paragraph states that if a player controls these three Strategic Regions and has reforged The Sceptre of the Flame by spending a Build Point - that player immediately wins the campaign Right... so far I understand... On page 42, under Victory/Realm Conqueror Victory, the rules state that "A player wins the campaign immediately if they control all three Strategic Regions and have reforged The Sceptre of the Flame. See the Time of war rules for The Titanworks on page 52" Uh-huh... and moving to page 52: On page 52, under The Titanworks, it says that to Reforge the Sceptres of the Flame a player that: "controls this region [The Titanworks] and also controls The Caverns of Fulminax and The Black Iron Peninsula, can spend a Build Point to reforge The Sceptre of the Flame" Is this the case?: Can a player create The Sceptre of the Flame by controlling The Caverns of Fulminax, The Black Iron Peninsula and The Titanworks, but not The Infinity Gates and The Eyes of the Prismatikon and then need to gain control over the Strategic Regions in order to actually spend that Build Point to win the campaign? And can a player conquer only the Strategic Regions, spend a Build Point and win the campaign, without having control over the non-strategic regions mentioned regions above? I hope I made myself clear.... Have I got this right?
  14. Nacnudllah

    Big Trouble in Little Azyrheim

    Version 1.0.0

    25 downloads

    Overlord Grimni "The Grim" Goldbeard is dead, leaving a seat open on the Reaper King's council. Warbands amass in Reaper to attempt to claim it, and the streets will run red with blood. This book is a 5-battleplan skirmish campaign.
  15. Lou_Cypher

    Let's Discuss the Firestorm Campaign.

    Anyone participated in this? I play a Tzeentch list and there are a lot of fun shenanigans to be had here. On the downside, bringing a Lord of Change in the Magebane Dungeons? Don't do it.
  16. The second part of our AoS narrative campaign is now up! In this entry, we outline how our armies have begun, and begin with our first battle reports https://medium.com/@growthdecay/the-stakes-are-high-battle-is-imminent-month-1-part-2-433f2db7a4f5
  17. Hey there! The first part of our AoS narrative campaign is now up, and can be found at https://medium.com/@growthdecay/treeumph-treechery-month-1-part-1-a9aa9fe672a7 We hope you enjoy our battle reports, fluff and discussion on the game as we go through a Path to Glory campaign as new Sylvaneth and Nurgle players!
  18. 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
  19. Anybody use the Open War cards to play Skirmish games yet? I'm thinking about running a Open War Skirmish campaign. Basically follow the Skirmish rules to pick your Warbands, but then add the Open War cards for the campaign missions. Randomly pick your Objective, Deployment and Twist from the deck (maybe those cards are retired from the rest of the campaign). After each game upgrade and reinforce according to the Skirmish campaign rules, but the Underdog gets to pick a Ruse card in addition to his reroll bonus. At some point, depending on how things go, the Sudden Death cards should come into play. This should even out the playing field even more than just following the Skirmish rules on their own. If nothing else, you get to play through a different campaign.
  20. 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*: https://drive.google.com/open?id=0B779el_ONxX5dGZjVXh3TzNHUnc 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 ( www.minimonsters.eu ), 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 meet.the.doctor@gmail.com 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;)
  21. 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.
  22. 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!
  23. 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
  24. 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 http://hivefleetcharybdis.blogspot.com/
  25. 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!
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