/r/AgeOfSigmarRPG
The unofficial subreddit for Cubicle 7's Age of Sigmar TTRPG: Soulbound
All content must be related to Warhammer: Age of Sigmar Soulbound and the Mortal Realms
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/r/AgeOfSigmarRPG
Hey all
I recently sent an email asking about if Soulbound had been forgotten about and if there was going to be more books like the Xenos book for the Aeldari but for the other Xenos races. Here's the response I got: We have lots of exciting new content coming for Soulbound early next year! So not to worry, Soulbound is definitely not being forgotten about. Both Imperium Maledictum and Wrath & Glory also have a wealth of new content coming in the upcoming months. For Wrath & Glory there is already a book of Xenos Threats (Threat Assessment: Xenos).
If you want to play as an Ork, we would recommend you check out Gutshiva's Kommandos PDF which is available on our site: https://cubicle7games.com/wrath-glory-gutshiva-s-kommandos-pdf
Be sure to keep an eye out on our socials and newsletter for future releases/updates!
All the best, C7 Team
Hey all
Is there any particular feats or equipment to build an artificer beyond the Kharadron style ones? Like if I wanted to build a mad scientist a la Arcane is there anything out there? Any equipment like the grenades they employ?
Thanks
Just wondering about the Deepkin, a soulrender with heavy armour belöning to the Nautilar.
Do they have armour 4?
So when there is a spell that inflicts a condition, but doesnt have a resistance test, is it automatic then?
If someone has resist fear talent, they are in that case useless against those spells?
Hey all
Just a quick question to ask does anyone know what the future of Soulbound is going to be after Champeons of Chaos is released? Hope there's more books ed supplements coming
I only got interested in warhammer fantasy roleplay a few months back or something and I noticed a tabletop rpg for age of sigmar exists as well so I wanna try that one as well.
One thing I kinda wanna point out is that aside from looking for a character creator that's like hammergen or something but for age of sigmar is this it's own thing or just warhammer fantasy roleplay under a different name with the same mechanics from that?
So, Firstly I think spells are kind of boring in that they are somewhat similar. In this regard i wanna know how it os supposed to be and how you do it.
For instans a spell can say that you are invisible, then it says greater advantsge on stealth OR like cannot be surprised, bonus on awareness tests. Which one is it? Cannot be surprised, period or is it a test anyways?
Then when it comes to destruction spells, you need magmadroth parts, eat slime, eat meat or other ritualistic steps to throw spells. Do they need to gather this first? If not, thats just bad roleplay. If they do thats not a good spellcasting "school". Why choose that?
I hope you get what i mean. Do you have houserules, how do you tackle these things?
There's a space next to wound tracker where it looks like you're supposed to write something on it, what is it?
I'm interested in running this game but I find the archetypes a little limiting.
If I were to throw archetypes out the window and only allowed custom archetypes, will it break the game?
Is it possible that they will give us another book for death and destruction factions as we've more than a fair amount on Order. I do understand that the game as a whole does focus on things from the order perspective especially in modules. I'd love to see a Varghulf or Morbeg Knights as archetypes. While I don't know much of Destruction I'm sure those who do enjoy the factions wouldn't mind getting a few more options.
Which stats, talents and miracles do you think would represent it better?
As the title says, it would be interesting to see what you would give different npcs in their stats, skills and talents.
Gotrek Hamilcar Malekcek Ikrit Callis Toll Maleneth
Or some of all the others in the novels?
I’m looking for something that can explain the basics in an interesting fashion and in a short amount of time. Thanks!!
Hi (i am Game Master),
one of my core players is Stormcast Eternal and he betrayed, literally, Sigmar, by pacting/doing some action behind-the-scenes with Nagash to get bigger power. Last session he helped Khaine cultist to complete ritual and than he pacted with Nurgle to get even more power.... Also (after few betreyals and changing his character to ruin everything) he thinks that Geneva Convention is some type of checklist. It is some chaotic neutral/evil being that want only to get even more power....
The team is trying to stop him somehow (they now consider to just kill him) or do redemption arc of him but i do not think that is any chance because of his roleplay. The team is something like chaotic good or maybe neutral.
I really do not know what to do with that Stormcast Player. In Wh Fantasy we got some mechanics like ,,god's vengance'', but due to my unkown to lore and the power level i really do not know how to react. With Nagash it was easy due to campaign in Shyish, but know it is just some sick railroad to hell. Have you got any ideas how to punish him or even drow him to bigger madness?
Greetings
PS: Sorry for my London
In the rules for the plague monk censor bearers, they make reference to standard plague monks being a units, but I can’t seem to find a stat block for them. Does anyone know what book/supplement they’re in? The plague monk censer bearers are in the Bestiary.
I have almost every book, DM'ed over 40 sessions alone and I did not dived into that topic. Is there any info about it?
How feasible, lore wise, do people feel the evolution of an Isharann Soulscryee to eventually an Isharann Soulrender could be? Is it believable that a Soulscryer could become more materially focused to eventually take the Lurelight talent?
I have lovingly repurposed my gorgeous Mortal Realms magazine ring binder as the home of my printed out core book rules. I still have a little space in there, what pages could I add from expansion books? Anything really essential or useful?
For GMs that came up with their own, what was your campaign about? What was the central idea?
I'll be running my first game of AoS: Soulbound in a few days as a GM and I'm curious if there's anything specific worth keeping in mind with this game. Anything unintuitive that's likely to trip me (or my players) up, anything that I'm likely to need to un-learn from past games to run Soulbound smoothly or just anything in general worth knowing going in?
I'm a decently experienced GM, but over the last couple of years I've mostly ran pretty low powered games, Dragonbane, Tales from the Loop, Alien, Dishonored, Mörk Borg, Symbaroum (lots of Free League games, come to think of it), but AoS: Soulbound looks like the extreme opposite of it, putting even D&D 5e to shame in turns of character power, with the rules regarding "mettle" striking me as exceptionally powerful, and something that can really stack things in the player's favour.
Hi,
i am starting a new campaign as a DM/GM and the final boss will for sure be Manfred von Bullshitstein (hate from wfrp).
How to create bosses of so strong characters in lore? In wfrp we got some stats and special mechanics, but here i see that even the hardest fights are nothing for teams with at least 18 HP.
Is the assumption that there won't be Beasts of Chaos due to being gone from the war game? Do we have any idea if this is the case? Because that would be quite unfortunate.
Also, curious if you all think there will be unlikely heroes and how that would work. As someone not super familiar with the lore it is hard to imagine a Daemon ever joining a non Chaos group, but a beast (like a Tzaangor), a skaven, or other mortal doesn't seem literally impossible to be an unlikely hero, just very unlikely.
⚔️ A very dynamic, intense music for exciting fights during an RPG session. 🎶 Music is mixed from three Starcraft II OST Soundtrack
Probably an extremely frequent question, but still felt the need to ask it.
First time DM of Soulbound, and a bit stumped by the Doom mechanic. While I find the flavor of it pretty interesting, I'm unsure how it would translate mechanically.
The book itself is fairly vague on things beyond how to make it rise and fall, so I wanted to pick your collective brains on how to have it implemented.
How did *you* use Doom in your games, how did it translate for the players, both in terms of fluff and crunch.