September Battlescroll update – Warhammer Age of Sigmar 4.0 Battle Tactics – GHB 25-26

September brings to us a new Battlescroll update and today’s update finds us replacing components of the Scouting force Battle Tactic to make some of it easier (praise Sigmar!) and other parts to try and make it less auto-include. This replaces the previous Warhammer Age of Sigmar 4.0 battle tactics – GHB 25-26 set of PDFs and an update is happening to that page at the same time.

September Battlescroll update – Warhammer Age of Sigmar 4.0 Battle Tactics – GHB 25-26

These changes in summary are for Scouting force which now determines Scouts as not just Non-infantry and non-cavalry units starting wholly within your territory but now reads “…which were not set up in reserve using a Deploy Ability…”

This means those great units that are logically scouts, those who get a pre-game move are the ones I am talking about here, are now counted as scouts even if they are outside of your territory! It also saw changes that part 2, Strike, and part 3, Domination, have their completion conditions altered so that the terrain in question must NOT be faction terrain.

For some armies, like Serephon, Skaven, Solblight etc., who have several or large terrain this could pose a tactical disadvantage for including your terrain piece on the battlefield. So this is a positive shift moving forward.

Coloured File for download.


Desaturated files to be downloaded (without the coloured background)


Thanks for dropping in for a day-after update since the drop of the September Battlescroll. May you roll plenty of sixes and always have excess command points,
The Brazen Wolfe

Warhammer Age of Sigmar 4.0 Battle Tactics – GHB 25-26 – (Outdated)

This has been replaced by the September 2025 Battlescroll update. The below File downloads have been updated to reflect the correct version.

A new Generals Handbook is on the way and with pilfered knowledge I have managed to scrounge together the battle tactics that are present in this next Age of Sigmars Generals Handbook.

Warhammer Age of Sigmar 4.0 Battle Tactics – GHB 25-26 – (Outdated)

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Coloured File for downloadThis has had its PNG and PDFs Replaced.


Desaturated files to be downloaded (without the coloured background) – This has had its PNG and PDFs Replaced.


While I look at ramping up for another, dare I say better, season for Warhammer: Age of Sigmar the new changes that come with the Generals handbook, the new battle plans and new battle tactics! It’s looking to be a fantastic season to play.

With changes to give better ways to not be shot off the board turn one, to make your army building more streamlined and changes made to to enable easier balancing in the future this is shaping up to be a great season. While many of the mechanics feel familiar for Warhammer: 40k players these are going to be big changes for the players of Age of Sigmar and myself, like many others, are calling it a revamp of the edition (a AOS 4.5 if you will).


Thanks for dropping in for an early Monday update – compared to my normal nightly posts. Don’t forget to come back this week for normal D&D content and I hope, soon, that I will have more Warhammer content coming back into the blog. So don’t forget to warm up those dice and as always, don’t forget your rerolls,
The Brazen Wolfe

(Outdated) Warhammer Age of Sigmar 4.0 Battle Tactics GHB 24-25

Sharing some thoughts on the current Age of Sigmar battle tactics. Note this has been replaced by the new Generals Handbook 2025-2026 which can be found here.

Note: Updated this posts title as a new Generals Handbook season has started which has made all of these obsolete!

Warhammer Age of Sigmar 4.0 Battle Tactics

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Or in a more neutral grey-scale option as a pdf.


A very short one this week as I have a few things in the air at the moment but I wanted to share something that I have heard a few people are struggling with. Tonight I have the Warhammer Age of Sigmar Battle tactics on a single page that are, for most armies, a bit difficult to achieve in the current state of the game in the first turn, let alone later in the game depending on how the first round goes.

For those who don’t know Age of Sigmar recently updated to 4.0 and while I haven’t had many posts about it I have been trying to at least have one match a week since its release, and doing poorly at it. But some observations can be made from my own experience and the battle reports I have watched.

Turn one most people struggle to pick at tactic unless they had designed it into their list. This is something that when I am constructing my list I look for something I can do – either something that has pre-game movement, something fast like cavalry or ranged outputs that can remove a unit from the game. But many tactics require you to partake in the fight ability (the melee variety) which makes some of them simply difficult.

But having cavalry or a way to buff your foot troops to try Seize the Centre, or Take the Flanks is a common first move that I have seen. Take their land is also great as any army that can teleport or deepstrike can take this turn 1 as you don’t have the stipulation of “not set up this turn” that will hamper your ability to achieve that tactic.

The overall grand alliance battle tactics, as seen above, seems to be hit and miss. But there is, generally, a “that’s doable” one and a “that is hard to do”, or at best a very situational tactic to achieve – unless you’re destruction as they both appear to be quite difficult, or at best very situational.

Thanks for dropping in tonight, not really a content-rich one but something that I was creating for my own reference and thought it may be useful to share! Don’t forget that tomorrow night I will be aiming to get this weeks Zine published. So don’t forget to come back for that and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Hobby progress – Seekers and Contorted Epitome

Good evening all and welcome to a different type of update. This weekend has me painting the last of my army for next weekends Age of Sigmar tournament. I will be taking Hedonites of Slaanesh and because I like pain I don’t use the latest net lists or even, typically, the best units.

So let’ me walk through the list and the latest updates from the painting table – but I had some help with the painting.

The list

Heroes

Glutos being the absolute tank that he is with 18 wounds, a 3+ save and a 5+ ward make sense to be my precious pretenders general. The command trait is kind of discarded but in this list I don’t believe I need it. Keeping Glutos alive to issue 3 command abilities for the cost of one and granting an additional 2 command points at the start of each round makes sense.
The -1 to hit aura that he puts out also makes him a defensible lynchpin that holds the army together.

The second part of my core is the Lord of Pain. A small foot hero that doesn’t really put out much hurt by himself is not much. But in this list with Crown of Dark secrets, a 4+ save and a 4+ ward makes him an obvious choice to hold my artefact. He also bounces wounds back when targeted in melee which has seen him kill things when they were the one attacking him. The only weakness with him is that against mortal wounds the contorted epitome shines brighter – but I have a response for that. He also gives a +1 to hit/wound aura for Hedonite mortals when contesting an objective.. This makes Glutos nearly 2+/2+ across the board…

The Contorted Epitome went up in points. It was going to happen and now its on the fence if she is worth the points. I probably need a few more games before I can say yes or not to that but we will have to wait for that. She is already a target for missile attacks and for being obliterated in melee but her 2+ ward against mortal wounds makes her a big threat to some armies. Her ability to shut off command abilities and the ability to retreat finds me charging the gunline with her first before Glutos goes in for the kill. With her already being such a big target I didn’t want to stack another reason to kill her on top of the other valid reasons and so the crown of dark secrets lives on the lord of pain now.

This leads me to the Shard Speaker. Her spell is useful in one or two choice circumstances but otherwise its nothing special. But giving her born of damnation can mean she can generate depravity whilst moving closer to use her mirror. Her mirror is useful but temperamental. A 50% chance to reduce the save rolls for a unit within 9. Can make Glutos rend 3 damage 3 on his claws or the 20 blissbarb archers rend 2!

The Masque, don’t leave home without her. She is constantly generating me 8~10 depravity turn 1 if you position her to charge into your opponents chaff. She is also able to reliably get me battle tactics in this season with my fast moving battleline.

Units

2×11 – Blissbarb archers. Shouldn’t be uncommon to see them now. Fast with run and shoot and with a threat range of 30 inches these lads and ladies bring some pain. But when paired with the hero who shares their love with pain, the lord of pain himself, they become 2+/3++. This makes them reliable for both removing units and also triggering the generation of depravity when your opponent has the choice to lose a key unit or save it by giving into temptation.

2×10 – Daemonettes. They are fast and can be a blender. With the Contorted Epitome able to make them a 3+ to wound with Overwhelming Acquescence for a few units and Glutos able to buff them to be 2+ to hit they can also be a contender for Eurphoric Killers in generating some sweet depravity.

2×5 Hellstriders (with claw spears) – an interesting one here. Durable and they get better when they are stuck in combat for a while. They have treated me both well and also let me down in the dozen or so games I have had with them. a 4+ save is easily buffed by Glutos and with the pairing of lord of Pain, Overwhelming Acquiescence, Shardspeaker mirror and Glutos’s -1 to hit Aura they are surprisingly punchy being effectively 16 attacks at 2+ to hit 3+ to wound rend -2 and 2 damage. They can chew through what is ever is foolish enough to leave them alive.

The last thing on my list is the Shards. Now there are a few endless spells floating around at 40 points or lower, and the argument to try and get a free re-roll charge triumph is there. But, being able to stop flanks, summons and teleports with shards as well as potentially being able to achieve battle tactics in the right situation by having a low casting value endless spell is valuable. Maybe more so than ensuring Glutos gets into combat.


The Hobby

Now finally some updates.

Joining me at the painting table today, and in the past frequently, is mum. A great eye for detail and someone who enjoys painting – which is a huge contrast from me – she helps keep the painting going and today she worked on the seekers of Slaanesh.

Now the Seekers. Boy oh boy. They are looking great! Have a look at two quick snaps below.

Now I also made some progress on the Masque and the contorted epitome. But the epitome I am surprised in a good way with. A dark purple (leviathan purple) with drybrushing Ironhands steel and Retributor gold over the top before adding in some Vallejo hetched lichen and Fluro purple to the mix. The concoction of paint on the drybrush gave the mirror a sooth transition between the metals but added a purple tinge to the mirror. Its a still a work in progress but I think its looking great!


Thanks for joining me for a glimpse at my hobby progress update today. Stay in touch for tomorrow I will wrap up lasts weeks adventure and hopefully the last of my painting. So don’t forget to come back for that and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Hobby update – Glutos

So its taken me a while, longer than I care to admit, but I have finally pushed through a large painting project for me any way. My Hobby update for the time being is Glutos where the painting for him is as close to done as I am willing to do right now.

So enjoy some WIP photos and the current state (minus basing) as I gear up for a Age of Sigmar Tournament next weekend!



Thanks for checking in,
The Brazen Wolfe

The Vulcha’s Prey

Tonight we look at how the party become the Vulcha’s prey this week as they assault the artillery-sized crossbows. This one is a tactical encounter with the method to success completely up to Binding and how they want to approach it.


The Vulcha’s Prey

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The idea here is simple. Stalk up to the killbows, or don’t, Kill the warriors manning them and their helpers then battle the shaman as it lands. How the party do this is completely up to them.

Encounter – The Orruks

For this encounter we will have two Beast-Skewer Killbow wielding Boltboys, two each (four total) hobgrot helpers per bow and as a second encounter a few moments after the 1st, one Corpse-rippa Vulcha and one Swampcalla Shaman.


Beast-Skewer Killbow (Boltboy – Warrior)

Body: 3

Mind: 2

Soul: 1


Melee: Average

Accuracy: Average

Defence: Average

Armour: 1

Toughness: 6

Speed: Normal

Initiative: 4

Natural Awareness: 2

Skills: Awareness (+1d6), Ballistic Skill (+1d6, +1), Reflexes (+1d6), Stealth (+2d6)


Traits

Pick ‘Em Off: If the unit forgoes their move action they can increase their accuracy one step and they deal +1 damage to their ranged attacks.

Attack

Beast-Skewer Killbow: Ranged (Average), 3d6+1F, 3+S Damage, Extreme Range, Penetrating, Piercing, Reload, Two-handed.

Jaggedy Blade: Melee (Average), 3d6, 1+S Damage, Slashing


Helper Grot (Minion)

Body: 1

Mind: 1

Soul: 1


Melee: Poor

Accuracy: Average

Defence: Poor

Armour: 0

Toughness: 1

Speed: Normal

Initiative: 2

Natural Awareness: 1

Skills: Awareness (+1d6), Ballistic Skill (+1d6), Stealth (+1d6), Weapon skill (+2d6)


Traits

Andy Helpa (Grabba Grot): Always uses the Called Shots action during combat targeting enemy’s head, arms or legs. (page 142 core)

Attack

Stabba: Melee (Poor), 2d6, 1+S Damage, Piercing


Corpse-Rippa Vulcha (Champion)

Body: 5

Mind: 2

Soul: 1


Melee: Great

Accuracy: Average

Defence: Great

Armour: 0

Toughness: 16

Speed: Normal, Fly (normal)

Initiative: 5

Natural Awareness: 2

Skills: Athletics (+1d6), Awareness (+1d6), Intimidation (+2d6, +1), Might (+1d6), Reflexes (+2d6), Weapon Skill (+2d6)


Traits

Commanding View: The Corpse-rippa Vulcher and Rider reduce the difficulty of Awarenessand Survival tests by 1 for themseolves.

Night Unkillable: Double Toughness Calculation.

Venom-encrusted: Wounds caused by the Vulcha are increased by one severity.

Attack

Beak and Flesh-tearing Talons : Melee (Great), 7d6, 1+S Damage. Rend, Slashing

Poison Stinger: Melee (Great), 7d6, 1+S Damage. Piercing. If a creature suffers damage from this attack they must make a DN4:2 Body (fortitude) Test or be poisoned until the ned of their next turn.


Swampcalla Shaman (Champion)

Body: 2

Mind: 4

Soul: 2


Melee: Poor

Accuracy: Average

Defence: Average

Armour: 1

Toughness: 8

Speed: Normal

Initiative: 8

Natural Awareness: 3

Skills: Arcana (+1d6), Awareness (+2d6), Channelling (+2d6,+1), Crafting (+1d6), Guile (+2d6), Stealth (+2d6), Reflexes (+2d6)


Traits

Vile Cauldron Brew: Can brew and distribute up to 3 of the below to their allies:

  • Disgusting Elixir: regain 2d6 Toughness
  • Deadly Venom: Piercing or Slashing weapons deal +1 Damage. Targets gain the poisoned status until end of their next turn.
  • Corrosive Sludge: Can Target 1 Zone within medium range, creatures in zone suffer 3 damage.

Spell casting: It knows the below spells and can unbind as per the unbind talent.

  • Arcane Bolt
  • Mystic Shield
  • Skarefog Horrors
  • Summon Boggy Mists

Attack

Bogbark Staff: Melee (Poor), 2d6, 1+S Damage. Two-handed.

Spells

Skarefog Horrors: DN5:3; 1 Creature within Long range. The Target becomes Frightened until start of Shamans next turn. Additional Success increase duration by 1 round OR 1 additional Creature.

Summon Boggy Mists: DN 5:3; Choose a Zone within Long range. The Zone becomes difficult terrain and heavily obscured for the Shaman’s Enemies until the start of its next turn. Each additional success +1 round.



Thanks for joining me tonight to look at the Vulcha’s prey. This weekend I will try and produce another Zine of either combine two episodes of Soulbound campaign or the one that I missed a few weeks back. I have some re-work to do on the one I have on the back burner to get it to the quality I want to publish so I may need to put a bit of effort into that one. Make sure you set aside some time for your Tabletop adventures this week and come back soon,
The Brazen Wolfe

Hobby Progress in February

In between writing this weeks adventure I have also managed to get some more paint down and have an update on my hobby progress in February. A continuation from hobby progress in January I have some more Nighthaunt.

Knight of shrouds – Update

Highlighted and added shades to the metal, arms/hands and cloth some more. Decided on purple as a mid-tone accent colour which goes well with the black, brass ans blue-white.


Lord Executioner

The same principles and colours here with the lord Executioner as with the knight of shrouds. For a relatively unused model in the previous meta of Age of Sigmar perhaps there is room for a little beatstick hero in this season.

Painting wise I think I may touch up the axe to remove some flecks of gold and add a wash to the corroded parts of the axe. This should almost have it ready for the table.


A bit of an update on hobby as I prepare for a game tonight. Don’t forget to plan some hobby into your week as we all need to see the progress made. Quick wins and a noticeable acceleration in pace builds hobby momentum.

Stay well and talk again real soon,

The Brazen Wolfe

Ymran Wayfinder

Tonight I want to look towards the last member of the binding, Ymran Wayfinder the Isharann Soulrender. Joining the binding in a self imposed exile he yearns for the day he can return to his enclave after evoking a toll on the forces of chaos. But there is more than meets the eye to Ymran and our binding members may yet be surprised.


Ymran Wayfinder – the Idoneth Isharann Soulrender

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Ymran looked back at the Stormcast eternal and Battlemage, this Dawn Keeper, as they walked away towards the Duardin’s cursed ship. Ymran was no stranger to flying. He and the little Rakerdart fish that hid in his cloak had gone on many soulraids before which involved the need of flight. But, there was something unnatural about the metal vessel the Kharadron Admiral toiled over.

Brung was a clever man and brought a level of intellect to the party which Ymran recognised they sorely needed. He and Gwen, the battlemage, controlled and commanded the battelfield while Kathe and himself held the front lines, sometimes one front each at points when they were surrounded. His warplate was light, due to the magic from the Ethersea cloak that adorned his shoulders and his lurelight shone brightly. The strong soul his peers had let him leave with was a constant reminder of his failures.

But joining the binding allowed him to collect more souls and share his cursed existence with others, extending his pitiful life with others. Ymran looked back towards the Battlemage in the tent. He could sense that there was something being plotted by the amber wizard but he couldn’t be sure which.

Suspicions

Regardless of his suspicions they had their orders and if this dangerous metal ship could fly them there quickly so be it. The presence of Amberbone this close to the Orruks was concerning him. If they managed to get their green hands on the stone before the binding it would spell the doom of the crusade. The Stormcast were holding out on the binding, there was something more they weren’t telling that they knew of.

Ymran pulled Gwen aside, much to her shock. “We need to be prepared for anything. Ensure that we stock up on supplies before we leave” he said. The thick helm making it sound like he was talking under water. “I don’t trust the mage, or the Stormcast but the cause is just and the mission set.”

“I am sure we are just fine.” Gwen said after a moment, trying to understand what Ymran was saying. “I would be more worried about the Griffon, there’s something not right with the lil’ beasty.” she said as she pointed back to the alert two headed beast. Ymran only saw a well trained war creature being on high alert of the skies. But it would be pointless trying to explain that to a human, even if she had managed to intrigue a Guardian soul enough to follow her around.

Kathe landed a few feet away, her golden and resplendent wings folding back into nothingness when she started to stride forward again. “I received more orders from Lord Brighthammer. We are to leave at once. If we do not have a means of transportation there will be two skycutters available to us.” she said definitively.

“Well. We best decide on which will be our Tomb…” Ymran joked with a small chuckle. The other members of the binding just stared at him.

Character Sheet


And that brings our week of Soulbound to an end. Tomorrow I hope I will be able to produce a finished product of this last week (and the week before hand) so make sure to come back for that. Don’t forget next week we have another one-shot on the way and this week we are heading coastal! So I will see you real soon and, as always don’t forget to roll with advantage,
The Brazen Wolfe

Hobby Progress in January

Along with writing for soulbound and reading up on rules for RPGs I have also made some hobby progress in January.

Namely a few little bits here and there for painting. So while I work on the final character intro for Ymran I wanted to still go over some hobby stuff tonight.

Knight of shrouds

The final steps for my Knight of Shrouds is a colour for the scabbard and then some cleanup after the shades on the metal. The theme for my nighthaunt is dark wraithy-misty-shroud underneath and a blue-white cloth. Brass and tarnished steel for metals and then a bright snow base. It may be a lot of white but im excited for it to be part of my hobby update in January.

Arch-warlock

The white fur of my arch-warlock isn’t coming across as strong as I would like it to. Adding more shade and subtle highlights may fix this. Some more depth to the metals (highlights and shading) may help but the greens I am liking. A mix of Warplightning, striking scorpion and aeldari emerald contrast paints have parts of it a very Skaveny vibe. Still a work in progress but making progress none-the-less.


A bit of a smaller one tonight as I work through a big day out. Hope to send more progress pics as I push through my hobby backlog this year.

The Brazen Wolfe

The Risks with Research

Tonight we look at the risks with research as the creatures that hunt, and haunt these lands make an appearance in tonight’s encounter. First off we have the Orruk warclans who have made an appearance but we also have something a bit more spooky. So sit back, grab a coffee and let’s roll on with tonight’s encounter.


The Risks with Research

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The encounter this week can be run in two parts. If the party decide to leave during the day they may be shot down (check involved to control the vehicle) or if they wait until the night then they are attacked by the Orruks on dusk. Regardless if they are still in the camp or in the hills at night the nighthaunt will come and attack them..

Encounter – The Orruks

With the content from Monday night and if any of you play Age of Sigmar it may be obvious that we have the Kruleboz in this weeks adventure. With our party being effectively 4 people strong and most able to down a single target, or two, a round let’s look at the below.

Two minions per person, One warrior per person, and an optional one champion or chosen per party.

For this encounter we will have eight Hobgrot Slitta’s, three Gnashtooths and one Man-skewer Boltboy.


Hobgrot Slitta (Minion)

Body: 1

Mind: 2

Soul: 1


Melee: Poor

Accuracy: Average

Defence: Poor

Armour: 0

Toughness: 1

Speed: Normal

Initiative: 3

Natural Awareness: 2

Skills: Awareness (+1d6), Ballistic Skill (+1d6), Guile (+1d6), Stealth (+2d6), Weapon skill (+1d6)


Traits

Swarm: 3+ Hobgrots in the same zone form a swarm, +1d6 to attacks and +1 Toughness per Hobgrot

Stab ‘Em Good: +2 attacks with their Slitta’s when they charge.

Attack

Slitta: Melee (Poor), 2d6, 1+S Damage, Slashing

Bangstikks: Ranged (Average), Blast (2), Medium Range, Loud. If damaged a creature makes DN6:1 Body (Fortitude) Test or become poisoned until end of next turn. Next blast weapon in same zone deals +2 damage and ignites gas, Zone becomes minor hazard for 1 minute.


Gnashtooth (warrior)

Body: 2

Mind: 2

Soul: 1


Melee: Average

Accuracy: Poor

Defence: Poor

Armour: 1

Toughness: 5

Speed: Fast

Initiative: 3

Natural Awareness: 2

Skills: Awareness (+1d6), Might (+1d6), Stealth (+1d6), Weapon skill (+1d6)


Traits

Pouncing Predator: On a charge action it adds +1d6 additional (a bonus 2d6 in total) to pool for attack. If deals damage target is knocked prone if Medium or smaller

Attack

Teeth and Claws: Melee (Average), 3d6, 1+S Damage, Slashing and Piercing


Man-Skewer Boltboy (warrior)

Body: 3

Mind: 2

Soul: 1


Melee: Average

Accuracy: Average

Defence: Average

Armour: 1

Toughness: 6

Speed: Normal

Initiative: 4

Natural Awareness: 2

Skills: Awareness (+1d6), Ballistics Skill (+1d6, +1), Reflexes (+1d6), Stealth (+2d6)


Traits

Pick ‘Em Off: If they done Move increase accuracy by 1 step and deal +1 damage for Ranged Attacks until start of next turn.

Attack

Man-Skewer Crossbow: Ranged Attack (Average), 3d6+1F, 1+sDamage, Long Range. Penetrating, Piercing, Reload, Two-handed.

Jaggedy Blade: Melee (Average), 3d6, 1+S Damage, Slashing


Encounter – Nightfall

At night the Ghostly forms of Nighthaunt rise from the tents in the Research base. Perhaps those who Nagash cursed during death as a way of obtaining the knowledge on the Amberbone, or preventing Sigmar from getting it, or just adding more ghostly forms to the army. Either way we have difficult to wound creatures attacking at night and it comes with the Risks with Research.

As these are all Warriors (no minions for nighthaunt) I will incrsease the warrior allowance to accomodate for this.

For this encounter I have two Myrmourn Basnshees and three Chainrasps and one Dreadwarden


Myrmourn Banshee (warrior)

Body: 1

Mind: 3

Soul: 1


Melee: Average

Accuracy: Average

Defence: Poor

Armour: 0

Toughness: 5

Speed: Normal (fly)

Initiative: 4

Natural Awareness: 2

Skills: Awareness (+1d6), Channelling (+2d6, +2), Stealth (+2d6), Weapon Skill (+2d6)


Traits

Ethereal: Takes half damage from non-magical and can pass through solid objects.

Lifeless: Immune to being Charmed and Frightened.

Mournful Cry: Action after consuming a spell (Spell-eater) All creatures within medium range that can hear it, DN5:2 Soul (determination) test or become Frightened

Spell-eater: Once per Turn, Unbind a spell as per Unbind Talent

Attack

Chill Dagger: Melee (Average), 3d6, + S Damage, Piercing. Damage from this weapon ignores Armour


Chainrasp (warrior)

Body: 2

Mind: 1

Soul: 1


Melee: Average

Accuracy: Poor

Defence: Poor

Armour: 0

Toughness: 4

Speed: Normal (fly)

Initiative: 1

Natural Awareness: 1

Skills: Weapon Skill (+1d6)


Traits

Ethereal: Takes half damage from non-magical and can pass through solid objects.

Lifeless: Immune to being Charmed and Frightened.

Chill of the Grave: 2+ Chainrasp’s are in same zone, zone gains a minor hazard. Damage from Hazard ignores Armour.

Attack

Malignant Weapon: Melee (Average), 3d6, + S Damage, Slashing


Chainrasp Dreadwarden (warrior)

Body: 3

Mind: 2

Soul: 2


Melee: Good

Accuracy: Poor

Defence: Good

Armour: 0

Toughness: 7

Speed: Normal (fly)

Initiative: 3

Natural Awareness: 2

Skills: Awareness (+1d6), Weapon Skill (+2d6, +1)


Traits

Dreadful Cold: If in same zone as 2+ Chainrasps their Hazard (Chill of the grave) becomes a Major Hazard. Damage from Hazard ignores armour.

Ethereal: Takes half damage from non-magical and can pass through solid objects.

Forlorn Light: Other Chainrasps in same zone have their defence increased by 1 step.

Lifeless: Immune to being Charmed and Frightened.

Attack

Great Malignant Weapon: Melee (Good), 5d6, 2+ S Damage, Slashing, Two-handed



Thanks

Well tonight was filled with some insight into encounter building for Soulbound as well as a few creatures from the core rulebook as well as Era of Beasts. So I would encourage you to check them out as they go into a lot more depth than I have covered here.

Don’t forget to come back this weekend as we explore our last story-line NPC for the adventure and as we continue with this Soulbound adventure. As with all dice rolls if something doesn’t look or feel right when you are generating your encounters I hope you take this advice and re-roll it. Random encounters and random elements of the game can hurt the narrative or enjoyment for your players. It’s important as the custodians of our players enjoyment to safeguard their experience against these resin, or plastic, RNG generators. So take this free re-roll and come back soon,
The Brazen Wolfe