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Found 7 results

  1. Hi there, after a long time i was able to get myself a copy of WQ:SoH. Currently i read through the manuals to be ready as the GM for the first games night with some friends. Now my ideas and questions to the veteran GMs out there: As an ex MMORPG player first thing which comes to my mind was adding "interesting" bossfights cause the adversary part in the manuals sounds a bit boring (group of x acolytes, then group of x reavers, then group of x reavers again). I own a good number of different Models (Skaven, Khorne, ....) and bought the "chaos adversary pack" which is, if i'm not wrong, also the same thing with group of x blood warriors, tzangoors, .... My idea was to add to every layer of the dungeon one bossfight (maybe hidden portal in one of the dungeon rooms to not break the GW designed flow?): Something like on layer 1 a bloodstoker with two reavers as guards. If the players kill one reaver, the bloodstoker becomes "frenzy" and gains extra damage ... layer 2 a slaughterpriest which leaves a "boiling blood" marker on the field where he hits a player with a prayer so the room is getting smaller .... Maybe something like a boss which opens a portal, so the players needs to decide how many of them stay in the boss room to fight some adds and how many go through the portal (different room) to fight the boss. Do you guys think this is possible and could work or is the adversary part in SoH is that good that something like this is unnecessary ? Another thing i was thinking about adding the ability that heroes and adversaries with two-hand weapons (Lord-Castellant and Reavers with big axes) are able to fight over 2 fields. So the positioning of the models plays a big role. I know that the balancing will be also a difficult part (hoping that the stats from "chaos adversary pack" is a help). Some reviews mentioned that the replayability is not that great, so i don't want to destroy the "first" atempt for the playgroup with too much of my own stuff. Just want to hear your thoughts and opinion. Thanks :)
  2. Bit of a weird question but what do you think other races might call the city of Hammerhal? Especially the evil ones. Was planning a quest with a Skaven infestation under the city with a boss character in an established area hidden under Hammerhal. Hoping for some ideas of how the Skaven would refer to the name of the city. Also other races terms for the place would be appreciated. Cheers!
  3. Hey everyone, I am planning to get into Warhammer Quest (Hammerhal) this autumn big time. Once I have played through the main adventure in the game I want to have a go at penning my own custom adventures as well as provide a load of rules for running games out in the wilds of the Mortal Realms (a Hinterlands style fan supplement). In preparation for that I couldn't resist taking a shot at designing my own Adversary table. Take a look: The rules are untested and so will likely need some tweaks, but I think I got some cool mechanics for them. Let me know what you think! Cheers, Bottle
  4. 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
  5. Hi, I started playing Hammerhal with my kids, and they love it, but I found myself hating the ambush rolls - I constantly have to scramble for tables, doing multiple rolls etc. So I made a simple webpage to help me: http://static.pythonaro.com/ambushwhack/ It rolls for ambush, then for the type of adversary, then for the quantity, then for surprise, and if surprised it also runs for behaviour - so I only have to pick up the miniatures and look up the behaviour table. I made buttons big enough to be usable from phone/tablet and added iOS icons so I could "add to home screen" on my phone and it looks like an app. For fun I added some pics of my unpainted miniatures - I'm ****** at painting so if anyone wants to send me pics of theirs I'd be happy to replace mine. I hope it can be useful to others! Any feedback is more than welcome. I've not dabbled in GW miniatures for 20 years and it's been a lot of fun to pic the hobby up again...
  6. How do you guys handle fighting through doors? The rules are not clear on this point. Until now I let my players fight through doors, but this means they tend to just "swat": Lord-Castellan opens the door and moves away, then Cogsmith and Loremaster shoot the ****** out of whoever is in the room, then the Fleetmaster jumps in to clear up (and only because he's otherwise useless). We experimented one session with forbidding fighting through doors, but then it became hard for players to actually justify starting the fight. I feel like I'm doing something wrong but I'm not sure what...
  7. Hello guys!, I've been a player of Warhammer since... 1993 I think... and after a break of non painting or gaming came back to the hobby when AoS was launched. I also have been playing to Mordheim and Necromunda/Inq28. My main painting project is an army of Hammerhal, one of the main cities of Order, so really looking forward to the lore in the new Warhammer Quest I am slowly rebasing my Empire army, and painting also Stormcasts, these are a few of them: I am now finishing painting gunmen, spearmen, etc... Cheers!
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