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"Age of Sigmar campaign rules from last night." Topic


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791 hits since 13 Feb 2016
©1994-2019 Bill Armintrout
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Personal logo Pictors Studio Sponsoring Member of TMP13 Feb 2016 7:02 a.m. PST

These are the campaign rules we used for the gaming we did last night. It was fun but we only completed two games for the Nurgle tree and one game for the Khorne tree. I'll post battle reports about all the games soon. My camera battery died unfortunately during the first games. I got pictures with someones phone but I'll have to wait for those a bit.

I will post the back ground stories in a separate post on this thread so you can skip them if the fluff isn't your thing.

Casualty recovery tables:

Destroyed units

1. Unit is considered destroyed, morale is affected by this and another unit that suffered casualties but was not destroyed cannot rally back more than half of its strength. Player gets to pick unit.
2. Unit is considered destroyed, no additional effects
3. Unit is rallied back to half strength
4. Unit is rallied back to half strength
5. Unit is rallied back to full strength
6. Veteran: Unit is rallied back to full strength and gets to re-roll either to-hit, to-wound or save rolls once in the next game

Casualties suffered
1. Unit loses more casualties for desertion, remove half of remaining models. If this takes them below unit minimum and there is another unit of this type they may be amalgamated into a single larger unit if the player wishes.
2. Unit does not rally any troops back.
3. Unit rallies half of loses back
4. Unit rallies half of loses back
5. Unit rallies to full strength
6. Unit rallies to full strength and gets to re-roll one each of to-hit, to-wound and save rolls next game.

Character recovery table:
1. Dead: Character is killed and cannot be brought back.
2. Crippled: Character returns for the next game but grievous injuries makes everything worse by one.
3. Hurt: Character returns at half-wounds, round up.
4. Full recovery: Character returns with normal stats
5. Full recovery: Character returns with normal stats
6. New tricks: Character may boost one stat, to hit or to wound roll by one. Alternately if a Chaos character may roll for a mutation.





Khorne Tree
Game 1

The The Cursed City (pg.39 of QfGM)

Game 2

If Stormcast victorious play Relentless Assault (pg 81 KB) with Bloodbound as defenders

If Bloodbound victorious play Breakthrough (pg 191 W:AoS) with the Bloodbound as the invaders



Interrupt games. If any game ends with either Ason-Har or Sredni Vashtar as casualties then play the Reclaim the Fallen scenario (pg 97 KB) with the fallen character as the objective. If both have fallen in a game then play the Clash of Heroes scenario (pg 89 KB) with the players decided which of their remaining characters will be their generals.

Ason-Har requirements for Daemonhood:
Personally kill 30 models including at least 10 Stormcast Eternals
Win 1 game
Summon 15 Daemons

If this happens during a game then you play the Ritual scenario next.

Khorne Victory Table

1-2. Useful mutation: Any one unit may upgrade its armour save or rend stat for one weapon.

3. Favour of the Gods: Any one unit may upgrade its to-hit or to-wound roll.

4. Recruits: Seeing the horrific damage inflicted by the Bloodbound warband tribesmen flock to the banner of Khorne. Gain one unit of 10 Bloodreavers.

5. Daemonic presence: The stench of gore follows the Chaos force around d3 units of d6+2 bloodletters may join the army at the start of each game. Roll before each game.

6. Power struggle: Encouraged by the slaughter a character in the army challenges the Lords right to lead the army. Pick one character in the army to fight a duel against the Chaos Lord after character recovery rolls have been made. If the Lord wins the combat the entire army redoubles their efforts to avoid chastisement by the boss. Everyone gains a +1 to hit in the next game only. If the Lord loses he is removed and the winning character replaces the lord. He retains his normal stats but gets a +1 increase to his wounds, armour save, to-hit, to-wound and bravery scores.

Khorne mutation table:

1. Disfigurement, skin colour is changed, small horns grow, spikes grow from arms or some other cosmetic change occurs, no benefit.
2. The bone starts to grow through the skin as a second armour. Re-roll armour save rolls of 1. -1 to the characters movment.
3-4. A thrashing tail or clawed hand develops. The character gains attacks as the skullreaper vicious mutation.
5. The muscles harden under the skin bursting through in some places. The character gains a 1 benefit to their to wound characteristic and the rend of their primary weapon.
6. Spawn. The character has so impressed his deity that Khorne has seen fit to grant him the gift of Spawndom. From now on the character uses the Spawn warscroll.

Stormcast Victory Table

1-2. Divine empowerment: Any one unit may upgrade its armour save or red stat for one weapon

3. Divine inspiration: Any one unit may increase to-hit roll by 1.

4. Divine might: One unit increase armour save and to-wound roll by 1.
5. Divine presence: The power of Sigmar flows through the army. All units increase their to-wound roll by one.

6. Power surge: Because of the success of the army the general stats increase by one level. So Celestant goes to stats of Celestant prime, Castellant to cellestant and so on. Relictors may not improve.


Nurgle Tree


1. Kill the Beast ( pg 141 of QfGM) Grugni is the beast.

Major victory for Nurgle play Spellbreakers (pg 79 QfGM)The chain is the artifact.

Minor Victory for Nurgle play Cast Adrift (pg 177 QfGM) for control of the island. If they win they can then rend the chain.

Victory for Stormcast play Out of the Mist (pg 97 QfGM) with Grugni as the messenger.

2.If Spellbreaker or Cast Adrift is a victory for the Nurgle forces they have freed the Daemon Bladderspew and play the War of Storms battleplan (pg 157 of QfGM) with the daemon staying 3" behind the rearmost Nurgle unit. Any non-Nurgle units within 9" of the daemon can be attacked with a pestilential torrent as per the Glotkin warscroll.
Range 12" attacks 1to hit 3+ to wound 4+ Rend -2 Damage 2d6


If the Nurgle forces win the Messenger then play the Spellbreaker scenario.



Nurgle Major Victory Table

1-2. Useful mutation: Any one unit may upgrade its armour save or rend stat for one weapon.

3. Favour of the Gods: Any one unit may upgrade its to-hit or to-wound roll.

4. Daemonic presence: The stench of gore follows the Chaos force around d3 units of d6+1 Plaguebearers may join the army at the start of each game. Roll before each game.
5. Daemon swarm: A unit of Plague drones accompanies Torglug at the start of the next battle.

6. Nurgles's personal attention. Torglug has drawn the eye of his God to his endeavors. From now on his Nurgle's Rot affects all non-Nurgle units within 15" of Torglug. This also applies to his Grandfather's Gift Command ability.

Nurgle Minor Victory Table

1.Spawn one character has been granted the boon of Spawndom. The Nurgle player may decide which one.
2-3. Useful mutation: Any one unit may upgrade its armour save or rend stat for one weapon.

4. Favour of the Gods: Any one unit may upgrade its to-hit or to-wound roll.

5. Daemonic presence: The stench of gore follows the Chaos force around d3 units of d6+1 Plaguebearers may join the army at the start of each game. Roll before each game.
6. Nurgle recognized the need to aid his followers. They have done well but might do better with some assistance. In the next game all summoning rolls are easier to accomplish. Reduce by one the summoning number needed to summon Nurgle daemons.


Nurgle mutation table:

1. Disfigurement, pox appear, boils form, skin distends, no benefit.
2. The skin starts to slough off as the body rots from the inside out, wounds are ignored as weapons can't find purchase to do real damage. Re-roll armour save rolls of 1. -1 to the characters movment.
3-4. Tentacles sprout from unlikely places. The character gets an additional attack from his primary weapon.
5. The virulent pus streams forth from the skin of this horrid freak. As it runs down the arms and over the hands it coats the weapon making it more deadly with plague toxins. The character gains a 1 benefit to their to wound characteristic and the rend of their primary weapon.
6. Spawn. The character has so impressed his deity that Nurgle has seen fit to grant him the gift of Spawndom. From now on the character uses the Spawn warscroll.

Personal logo Pictors Studio Sponsoring Member of TMP13 Feb 2016 7:05 a.m. PST

Here is the fluff:

Bloodbound story

Born into the basest slavery Ason-Har greeted the bloodbound warband as liberators rather than conquerors. He readily assented to their demand of joining or being destroyed. His years as a slave had made his muscles hard and bred into him a hatred of all men. This would do him well as he joined in the slaughter that was the mission of his allies. All across the realm of Ghur the Thronemakers raged, a red wake trailed behind them. Ason-Har hacked his way through the realm and up through the ranks of the Thronemakers.

Eventually Tysimachus, Lord of Khorne, fell in battle against an almost endless horde of Ogres. The massive creatures flowed out in front of the Thronemakers like an avalanche crushing everything in their way. Their momentum destroyed the Thronemakers broke before them. Ason-Har gathered a few warriors and cut his way through the tide on a narrow frontage and once through moved through the mountains coming out into a vast plain on the other side.

After a day of travel they came upon a village. Ason-Har, now the head of his own warband, offered them the same choice he had been offered. The village resisted and they were all but killed. After the butchery a small group of four warriors stood against the bloodbound, surrounded on all sides. Ason-Har offered them a different choice. They could die where they stood or they could run in the four directions and warn the other villages. To a man they chose to live and serve as messengers, or heralds, of the apocalypse that walks.

Some individuals came over to Ason-Har, some villages joined his warband whole. Others resisted and were slaughtered. The great plain was covered in blood and smoke as villages were either slaughtered or turned into smithies churning out the weapons and armour of war.

Soon there was only one tribe left, the Uluz. Their chief, Akahs refused to submit. His will was so strong and the discipline among his men so fierce that the villages of the Uluz stood together. In the red mist of the first attack on an Uluz village Ason-Har saw a vision of himself ascended to daemonhood. A gravelly growl echoed around him that if he destroyed the Uluz he would achieve his apotheosis. Ason-Har redoubled his efforts.













Nurgle Rotbringer background

Some said that the daemon Feceious Bladderspew was so disgusting that he floated due to the ground being repulsed by him, others that he was so full of the bloated, foul-smelling gases that he was born aloft by them. Still others said that it was his punishment for the amount of ground that he defiled that he was condemned never to touch it again.
Bladderspew took the form of an island and had floated around Ghyran vomiting forth pools of corruption over the vegetation and corrupting the surface.

With great difficulty he was tracked down. While destruction of the massive bulk was nearly impossible Sredni Vashtar, Lord Celestant of the Silver Shields, convinced the Dwarf Forge God to make a chain that would enable the Stormcast to at least tether the beast to one location so that his destruction could be limited.

With this chain hosts of Prosecutors descended on Feceious Bladderspew and pinned him in place. Many were lost to the great gouts of corrosive and pestilential emesis that the daemon vomited forth.

During the maelstrom of combat, Rimmon, Knight Venator of the Silver Shields attached the chain to an arrow and with the other end firmly staked in the ground, flew up and fired the arrow into the daemon. With the chain in place the Prosecutors broke off their attack and when Bladderspew moved after them the chain grew taut and pinned him in place.

Knowing that the chain that bound Bladderspew could only be broken by he who forged it the Silver shields left a small guard behind and moved off to continue their war against the forces laying waste the Realms of Life and Beasts.

With such a powerful ally imprisoned the forces of Nurgle had suffered a major set back. After several abortive attempts to break the chain that held Bladderspew, Torglug the Despised set his sorcerer Mortanis to find the secret of it. Scrying out not only the maker of the chain and the secret to breaking it Mortanis found where the Dwarf God was. So Torglug gathered a force around him and set off to Chamon to track down the Dwarf God. Even if the deity could not be compelled to break the chain, Torglug thought he knew a way to use him for that purpose anyway.







Stormcast story.


Waging war on two fronts has always been a challenge. Sredni Vashtar, Lord Celestant of the Silver Shields had supported his bother warrior chambers across both Ghyran and Ghur. Achieving less glory than the others his warriors had fought mostly in supporting roles, garrisoning conquered fortresses, delivering important messages

The warriors knew their work was essential and were happy to carry it out. As the Reconquista spread the forces of Sigmar started to thin. The narrow strikes with vast numbers of Eternals on a small frontage had been hard fought, now that they had to cover an ever growing region of the realms even the supporting chambers were brought more and more into the fighting.

There were still a few pockets of human resistance that held out against the tides of Chaos. All these years the tough men who had made their ways in the plains, forests and mountains of Ghur survived the beasts that lived there and the beasts that came from the realms of chaos but a new Lord of Khorne had arisen. Hardened by the tough life of Ghur this warrior started out as one of the strongest of his race. Enhanced by the blessings and rage of Khorne he was almost unstoppable. Soon the forces of Chaos would wipe out some of the last vestiges of humanity in Ghur. Sigmar would not countenance this and told Sredni Vashtar to stop Ason-Har.

As he pulled his warriors from their various duties Vashtar received a desperate message from the Dwarf God Grugni himself. The forces of Nurgle were seeking him. Vashtar surmised that Torglug the Despised had learned that the deity was responsible for the chains that bound the daemon Feceious Bladderspew and knew that the Dwarf God was the only one that could break them. He had personally begged Grugni to make the chain so it was he who had put the deity in danger. He immediately dispatched some Prosecutors to the site to help the Dwarf God defend himself but how many warriors should be sent to aid them and how many should he take with him to save the Uluz?


Dramatis personae:

Khorne Bloodbound:

Ason-Har: The Apocalypse that walks, Mighty Lord of Khorne.
Khamtes: Blood Secretor of Khorne
Khuru: Master of the Whip, Bloodstoker of Khorne
Skyrus: Skullgrinder of Khorne
Sarius: Exalted Deathbringer of Khorne
Skirulus the Tall: Slaughterpriest of Khorne

Humans

Akahs: Tribal leader of the Uluz.
Enagnid: Tribal ally of Akahs, hero of the destroyed Ewdnawd tribe
Izabmot: Ewdnawd Shaman

Stormcast Eternals

Sredni Vashtar: Lord Celestant of the Silver Shields Warrior Chamber of the Stormcast Eternals.
Conradin Houdan: Lord Relictor of the Silver Shields
Clovis Sangrael: Lord Castelant of the Silver Shields
Rimmon: Knight Venator of the Silver Shields

Dwarfs
Grugni: Forge God of the Dwarfs
Hrolf Tendelson: Dragon Slayer

Nurgle Rotbringers

Torglug The Despised: The Lord of Plagues
Mortanis: Sorcerer of Nurgle
Rahlad Wormwood: Lord of Nurgle

Personal logo Pictors Studio Sponsoring Member of TMP13 Feb 2016 7:07 a.m. PST

And the starting forces. The Dwarves were facing off against Nurgle while the Uluz were facing the Khorne forces. The storcast players had to decide how to divide up their forces to face the threat.

Starting forces:

Stormcast Eternals
Sredni Vashtar: Lord Celestant of the Silver Shields Warrior Chamber of the Stormcast Eternals.
Conradin Houdan: Lord Relictor of the Silver Shields
Clovis Sangrael: Lord Castelant of the Silver Shields
Rimmon: Knight Venator of the Silver Shields
10 Judicators in two units
6 Prosecutors in two units
5 Retributors
20 Liberators in four units

Bloodbound
Ason-Har: The Apocalypse that walks, Mighty Lord of Khorne.
Khamtes: Blood Secretor of Khorne
Khuru: Master of the Whip, Bloodstoker of Khorne
Skyrus: Skullgrinder of Khorne
Sarius: Exalted Deathbringer of Khorne
Skirulus the Tall: Slaughterpriest of Khorne
3 Dragon Ogres
6 Skullcrushers
5 Skullreapers
20 Blood reavers
10 Blood warriors
1 Khorgorath

Rotbringers
Torglug The Despised: The Lord of Plagues
Mortanis: Sorcerer of Nurgle
Rahlad Wormwood: Lord of Nurgle
6 Putrid Blightkings
14 Nurgle Warriors
9 Nurgle Knights

Uluz
Akahs: Tribal leader of the Uluz.
Enagnid: Tribal ally of Akahs, hero of the destroyed Ewdnawd tribe
Izabmot: Ewdnawd Shaman
120 tribal warriors in 6 Ipmis

Dwarfs
Grugni
6 Warrior automata (count as Protectors)
1 Minotaur automata
1 Gorgon automata (counts as Juggernaut)
20 Slayers
1 Dragon slayer

IronMike13 Feb 2016 1:17 p.m. PST

Hmmm. Simple, clean, with a minimum of clutter and number crunching. I like!

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