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· Download the New Edition Warhammer Age of Sigmar Core Rules. The Dominion box, including a full hardback rulebook, is available to pre-order from this Saturday. To help Warhammer Age of Sigmar battletomes and painting guides provide a wealth of information on heraldry and painting schemes to inspire your collections and support their background. Download Legends of the Age of Sigmar Book in PDF, Epub and Kindle The Age of Sigmar has dawned, and across the Mortal Realms, the forces of Order and Chaos battle for supremacy. It Warhammer Age of Sigmar Roleplay: Soulbound, the Warhammer Age of Sigmar Roleplay: Soulbound logo, GW, Games Workshop, Warhammer, Stormcast Eternals, and all associated New & Exclusive Warhammer Age of Sigmar Warhammer 40, The Horus Heresy Middle-earth™ Black Library Painting & Modelling Boxed Games Gifts Warhammer Community New Missing: pdf · download ... read more
If one player has at least a third more models than their opponent, then they must be the corruptor. Otherwise, each player rolls a dice, and whoever rolls higher may choose which they will be. After many long years of searching for the last hidden enclave of your rival, total victory is finally within your reach. You have been granted the honour of delivering the decisive blow. Cut down your enemies and slay the storm-empowered avatar that leads them to achieve ultimate victory this day and ensure that your master can wrest control of the heavens. If he does so, subtract 2 from the Bravery of any enemy units within your territory until your next hero phase as they are tormented by ethereal voices and horrific visions.
If he does so, set up a new unit of up to 10 models in your territory so that it is more than 12" from the enemy. This unit is added to your army and must share at least two keywords with your general. It cannot move in the movement phase of this turn. The skies above the battlefield heave in conflict as godly powers vie for supremacy, their unearthly might bolstering the strength and resolve of the warriors fighting below. Instead, split the battlefield into two halves across its width as shown on the previous page. First the guardian sets up their entire army, more than 12" from enemy territory, then the corruptor does the same. FIRST TURN Use the instructions on the Warhammer Age of Sigmar rules sheet to determine who takes the first turn. At the start of each battle round, before rolling to see who takes the first turn, each player rolls a dice and adds 1 to the result if there are any PRIESTS in their army. If one player rolls higher, the storm front moves 6" away from their edge of the battlefield see map , increasing the size of their territory.
The storm front can also be moved if the enemy general is killed or wounded see Avatar of the Storm. The guardian adds 1 to the result of any hit rolls he makes in the combat phase for models that are entirely within his territory. The corruptor adds 1 to the result of any wound rolls he makes in the combat phase for models that are entirely within his territory. If they slew the enemy general during the turn, the storm front moves 18" instead of 6". For each wound a general heals, the storm front immediately moves 3" away from his edge of the battlefield. VICTORY Do not use any of the victory conditions on the Warhammer Age of Sigmar rules sheet.
If this has not happened by the end of the sixth battle round, the player whose territory is the largest wins a minor victory. If both players have equally sized territories, the result is a draw. REALMGATE WARS: CONSUMED Comradeship and bloody sacrifice are part and parcel of life in the Mortal Realms. THE ARMIES Battles such as this are a race against time. The rescuers must cleave their way through the enemy forces arrayed against them in order to reach their comrade before it is too late. The ritualists must try to keep the rescuers at arms length, blocking their advances and holding them in place long enough for the ritual to be completed. Neither side can afford to pause or hesitate, for to do so will quickly hand victory to a more aggressive opponent. This battle can be fought using any two armies. After the players have picked their armies, decide who will be the rescuer and who will be the ritualist. One of your battle comrades has been captured by a hated enemy, and you have learnt that they plan to sacrifice him in a bloody ritual.
This cannot be allowed to happen! You have gathered your army and set forth to save your comrade from this ignoble fate. However, when you arrive at the sacrificial site, you find that the ritual is already underway. No time remains — you must attack now, fight your way past any of the enemy that try to stop you, and rescue your comrade before he is slain. He is just the victim needed to complete a blood ritual that will empower you and your followers, allowing you to defeat the rest of the enemy army once and for all. However, just as the ritual starts, an enemy rescue force has arrived. These upstarts must be held off long enough for the ritual to be completed so that ultimate victory can be yours! Set up a suitable piece of scenery in a corner of the battlefield to represent the sacrifice site, as shown on the map on the previous page.
We recommend using a Dragonfate Dais if one is available. On the other hand, PRIESTS from the rescuing army are sickened by what they feel and hear. Such is their desire to smite down those responsible that they are driven into a battle frenzy! In one corner of the battlefield lies the sacrifice site, which is surrounded by an area of rocky ground. Instead of setting up a unit from their army on the battlefield, the player in command of the rescuers can place the unit to one side and say that it is sweeping round to arrive on the flank of the main battle force. All of the models in these units must be set up within 6" of the table edges indicated on the map this counts as their move for that phase. Units can be brought into battle from either or both of the available table edges. SET-UP Set up the two armies as described on the Warhammer Age of Sigmar rules sheet, but using the territories shown on the map on the previous page. THE PRISONER Before set-up begins, the rescuer must choose a model from their army to be the prisoner they are attempting to rescue.
Any model can be chosen as long as it is not the army general, and as long as it does not have a Wounds characteristic greater than 6. The prisoner must be placed on the sacrificial site. The victim is bound hand and foot, and so cannot move, attack, cast spells or use abilities during the battle. The model performing the ritual must be within 1" of the sacrificial victim. Each time a step of the ritual is performed, roll a dice; on a 1 nothing happens this turn, but on a 2 or more the victim suffers a mortal wound that cannot be stopped in any way and cannot be healed even by abilities that normally allow mortal wounds to be negated or wounds to be healed. This is the only way the victim can be harmed — they cannot lose wounds or be affected by spells or abilities in any other way. The stolen life force can be used by the general or PRIEST to empower themselves or a unit from their army that is within 16" of the victim.
The ritual is completed when the victim loses their last wound and is slain. VICTORY FIRST TURN The rescuer has the first turn in the first battle round do not roll dice to decide. Instead, the ritualist wins a major victory if the ritual is completed. The rescuer wins a major victory if the ritualist is unable to complete the ritual — this occurs once the enemy general and all ritualist PRIESTS have been slain. THEMED ARMIES If your battles tell a story, your collected miniatures are its lead characters. Building the narrative of your collection is a hallmark of the Games Workshop hobby, and opens the gates for all sorts of building and painting opportunities for making your miniatures look great on the tabletop. Themed armies are collections that are built around a common backstory or unifying concept, often one inspired by the tales of the Mortal Realms.
For example, you might wish to represent a force you have read about in a Warhammer Age of Sigmar novel or battletome, such as those described in the following story about a clash between Nagash and Archaon. Equally, you can base your collection on a story entirely of your own creation. You can also theme your collection around more specific aspects of a narrative, such as a particular character or location. If you found a story about Mannfred von Carstein enthralling, you might wish to create an army with his model as a focal point. Some hobbyists might be intrigued by the possibilities of more abstract themes, such as an army made entirely of flying models or cavalry.
Whatever theme you choose for your army, you will find it a useful tool for making your collection look and feel like an organised force on the tabletop. This might be a horde of Blood Warriors tattooed with the mark of Khorne, or a clan of sylvaneth decorated with the whorls of Harvestboon Glade. Similarly, an army might be visually themed around a colour scheme you find particularly eye-catching, such as the turquoise and gold armour of the Celestial Vindicators Stormhost. Warhammer Age of Sigmar battletomes and painting guides provide a wealth of information on heraldry and painting schemes to inspire your collections and support their background. FORGING ALLIANCES Alliances can be formed for many reasons: out of necessity, to ensure the survival of both parties; for honour; to repay a debt; to acquire an elusive treasure; or to take down an opponent too powerful for one force alone.
The Grand Alliance books offer a great starting point for these alliances. While a themed army may well be made up entirely of models from the same Grand Alliance, this does not always have to be the case. The Mortal Realms are constantly shifting and changing, presenting surprising new challenges and opportunities all the time. As such, forces that may once have been sworn enemies might suddenly find themselves fighting side by side in the name of death and glory. These arrangements might be alliances in name only, the participants coming together solely to achieve their goal. In such an instance, it would make sense for them each to retain their unique heraldry and colour schemes. Other alliances are more permanent, however, and are built upon a lasting bond. Such armies can be painted to have a common theme that will make them look like a coherent force. You could make your army out of two or more distinct groups within the same faction: mixing different Stormhosts, Fyreslayer lodges or sylvaneth glades, for example.
It might require a combined force of Astral Templars and Hammers of Sigmar to take down a rampaging Orruk Megaboss, or the duardin of the Vostarg and Greyfyrd to defeat a devious Gaunt Summoner. You can draw upon the colour schemes of these different collections to maintain their distinct appearance, using the appropriate battletomes as reference. One way to tie allied models together is to paint their bases in the same style. Not only do well-detailed bases transform a unit of painted miniatures, but all the models will be linked in a subtle but effective way.
If you want the theme to be more pronounced, you can create cross-faction banners or heraldry, which allow you to identify your forces in the heat of battle. With a little imagination you can recreate these battles with your armies on the tabletop and find out if history will repeat itself, or if your command can alter the course of fate. After reading about a specific battle, many players become inspired and wish to use similar themes in their own games. Perhaps they will attempt a heroic last stand or adopt terrain or victory objectives in line with what they have read. Some players may even take their inspiration a step further, wanting to replicate not just the flavour of the battle that inspired them, but recreate the conflict exactly. For example, perhaps you have read The Realmgate Wars: Quest for Ghal Maraz and wish to refight the last battle of the Heldenhammer Crusade.
To replay it, you would need one army of Stormcast Eternals and another of Lords of Change accompanied by their minions. Vandus Hammerhand would be represented by the Lord-Celestant on Dracoth warscroll, while the warscroll for Kairos Fateweaver can be found in Grand Alliance: Chaos. You can keep the action focussed on these two characters if you wish, or expand the conflict to involve a wider army. This is just one example of a historical battle you can fight, and you will find inspiration for countless others in our books, from battletomes to Black Library novels. There might be a whole chapter dedicated to the battle you want to fight, or you might only be working from a brief story hinted at on the pages of White Dwarf. Crossed swords on maps mark the sites of past battles, their names receding into legend.
Artwork provides a window into the Mortal Realms, offering astounding details that can be translated to tabletop games. The stories of the Age of Sigmar are filled with such material, a treasure trove of clashes between great armies, and the meeting of gods, heroes and monsters in battle. If there is no battleplan for the battle you wish to enact, you may want to make up your own rules to suit the scenario. For example, in the battle between Vandus Hammerhand and Kairos Fateweaver, it might be fun to introduce a rule for Ghal Maraz that matches the way the legendary weapon is described in the story. Ultimately, the more details you discover or create about the armies, terrain, strategies employed, and any special circumstances, the more enjoyable your historical battle will be. Inventing rules, army lists and a modelled battlefield is part of the fun.
There are myriad ways to approach recreating a battle from the past. There is no right or wrong method, and players should experiment to find what works best for them and their gaming groups. Unlike a pick-up-and-play match against a regular opponent, replaying a historical battle takes some degree of planning. How much depends on the scale of the battle you are trying to bring to life. On the following pages you will find two stories that have been taken from our books and turned into playable battleplans, to serve as examples of how this process can play out.
You will see how the narratives have been expanded and rules created to suit them. At the end of this section, you will find an illustrated guide to the highlights of one of these battles, complete with photography, to inspire your own storytelling. In many cases, there will already be a battleplan that represents the event. Effectively a ready-made historical battle, battleplans feature all you need to recreate the clash on the tabletop. Conversely, if a battle is recounted in less detail, further research and perhaps a little innovation is called for. THE CLEARING OF THE WAY The Realmgate Wars were marked by countless battles as the Stormcast Eternals were hurled from the Heavens to seize key locations across the Mortal Realms. There is plenty of inspiration for historical battles in our range of Warhammer Age of Sigmar books.
Eleven times were they defeated. Upon the twelfth lightning strike came the Celestant-Prime and none could stay his wrath. Soon the way was cleared. Located in the Sunderflats of the Realm of Aqshy, the Realmgate had long ago fallen into the hands of Chaos. The Sunderflats were rich in mortal tribes, and the Blood God saw that these peoples could serve him — either corrupted into the ranks of his legions as slaves, or as yet more skulls to pile at the foot of his throne. Khorne, ever hungry to assert his dominance over his brother gods, sent forth his legions to hold the Emberport, allowing none but his own minions access to the Realmgate and the rich lands surrounding it. Thus, for many centuries, daemon legions and Bloodbound war throngs descended upon the Sunderflats until the land was fraught with incessant war.
Shortly after re-opening the Gates of Azyr and sending forth his Stormcast Eternals to the Brimstone Peninsula, Sigmar next directed his armies in the direction of the Emberport Realmgate to retake it. Too long had Khorne held an iron grip upon the region. Across the Mortal Realms, the Stormcast Eternals claimed many triumphs. Such was not the case at the Emberport. Eleven times the skies thundered, each sending forth a new assault. A chamber of Celestial Vindicators fought past the eight guard towers, and a Lions of Sigmar chamber extinguished the Lake of Fire. Yet all fell at the last defence before reaching the Realmgate. There, upon the sole bridge to cross the Black Chasm, stood the Helfire Legion led by Khaaraks, the Bloodthirster tasked by Khorne as gatekeeper.
Since the time of the first Stormcast attack on the gates of the Emberport, long months had come and gone while the Emberport was assaulted time and time again. When the twelfth stroke of lightning stuck outside the Emberport, none other than the avatar of Sigmar himself emerged from the blinding flash. Behind the CelestantPrime came a single retinue of winged Stormcast Eternals. To Khaaraks, this was simply too few. After all, he and his Helfire Legion had massacred chamber after chamber. This latest effort was either an insult or an effort beneath disdain — there would be no challenge here. To confront the minions of Khorne was to face death itself, but to offer even the slightest affront to the martial pride of those that served the Blood God only stoked their red-hot hatred to incandescent levels.
Khaaraks strode out onto the narrow bridge and clashed his weapons, roaring in challenge. Rushing out to stand at the flanks of the hulking greater daemon were the Red Reapers — the twin Bloodmasters of the Helfire Legion. Their long tongues snaked out, tasting the air for blood and hoping Khaaraks did not singlehandedly dispatch the entirety of so puny an offering. Behind them massed the rest of the legion. Shining in the gloom of the Black Chasm Bridge, the Celestant-Prime spread his wings, lifting high into the air before diving down to battle… Ringed by volcanoes, the region of the Sunderflats was subject to frequent earthquakes. The lands bore countless rifts, of which the Black Chasm was the deepest. Indeed, it was said to be a bottomless gateway to oblivion. The only point at which the Black Chasm could be crossed on foot was the bridge that led to the Emberport.
The arch was wide enough for perhaps ten men to stand abreast, but as it had no rails and shook so frequently, typically only a single file dared traverse its span. Now, however, the Celestant-Prime came diving down, swinging Ghal Maraz so that a contrail of celestial energy blazed behind it. Khaaraks was not one to wait, and so launched into the air on his bat-like wings to meet the oncoming foe. The Bloodthirster slammed back down onto the bridge, splintering the stone. The Celestant-Prime tumbled higher into the air before righting himself. That he allowed the fallen daemon to rise instead of pressing his advantage was a noble act, and just enraged his foe further. Back and forth they went, first with Khaaraks pressing forward, his axe and bloodflail whirring in a flurry. With flawless skill, the Celestant-Prime dodged every blow, always seeming to know where and when the next strike would fall.
Staggered, Khaaraks faltered. The Celestant-Prime used his sceptre to call down a streak of azure power from the Heavens — a meteoric strike that blasted the daemon, toppling his crumpled form into the chasm. Even bereft of their leader, the Helfire Legion pressed forward. Undaunted, the Celestant-Prime charged, sweeping ranks away with every swing of Ghal Maraz. Mighty as he was, the lone warrior would have been overwhelmed by the swarming minions of Khorne had not the Prosecutors flown in to provide support, their celestial hammers helping to clear the path. They summoned the rest of their Hammerstrike Force down from the Heavens, and the indomitable Retributors helped clear the bridge. The hammer blows ended only when the last of the Helfire Legion had fallen and the Embergate Realmgate was secured. L ord-Celestant Oberon could feel the call of the Heavens. What was left of his broken body lay in agony upon the far side of the Black Chasm Bridge. It had been his task to lead the eleventh strike to seize the Emberpoint Realmgate.
His entire Warrior Chamber had been slaughtered. Oberon himself had been cut nearly in twain by the gatekeeper, Khaaraks. Already a great light had left the Lord-Celestant, streaking towards Azyr. Yet for some reason, Oberon had not fully returned to Sigmaron to be reforged as was the way of Stormcast Eternals. Instead, consciousness clung to his battered body. He feared the worst — that some foul device of the foe was holding him in check, forcing him to suffer endlessly. How long he writhed in undying torment he did not know — it could have been years or just a moment — but then it came! Another bolt, a flash more brilliant than any Oberon had ever seen. At once, the pain left his body as he beheld a winged angel — the Celestant-Prime — emerge from the lightning strike. Oberon was filled with awe. The Red Reapers — the twin Bloodmasters — were next to fall, their blades no match against the radiant warhammer. Hissing in rage, the Helfire Legion rushed at the hated warrior on the bridge.
Beneath their banner of carnage, the first among the daemon horde, known as the Dripblade Bloodletters, sought to swamp the Celestant-Prime. Behind them, rival formations pushed, eager to claim the kill for themselves. Even though he swept multiple foes off the bridge with each swing, the Celestant-Prime could not win free. And then the Hammerstrike Force arrived, the swift Prosecutors and indomitable Retributors clearing the bridge of foes entirely. This was the reason for his prolonged stay — a gift from Sigmar that allowed him to witness the glory of retribution. If you wish to recreate this historic battle, just follow the instructions below. Alternatively, this battleplan can be used to represent any fight taking place between two armies poised above a deadly precipice.
If you wish to refight the battle, you should try to recreate the two armies as closely as possible. The Helfire Legion has fought a series of bloody battles to defend the Black Chasm Bridge, suffering heavy casualties in the process. Because of this, none of the units in the Helfire Legion army can be larger than the minimum size shown on their warscroll. For example, the units of Bloodletters have a minimum size of 10 models, and therefore cannot have more than 10 models each in this battle. This restriction does not apply to the Stormcast Eternals, who are freshly arrived on the battlefield. The battle is fought on a bridge that is the only way to cross Black Chasm and reach the Emberport Realmgate.
The Black Chasm Bridge is narrow and featureless, and has been made extremely treacherous by the frequent earthquakes that shake the bridge and the surrounding lands. However, he has had time to prepare for the battle, and has already filled Ghal Maraz with energy. To represent this, Ghal Maraz is treated as if the Celestant-Prime had spent three rounds in the Celestial Realm imbuing it with energy, as described in his Retribution from On High ability. The side that does so will gain control of the Emberport Realmgate. The rest of the battlefield represents the Black Chasm, and can only be moved onto by models that can fly. No other scenery is present; the Black Chasm Bridge is constructed of featureless black stone.
SET-UP The Helfire Legion player sets up Khaaraks on the Black Chasm Bridge and wholly within " from one edge of the battlefield. This edge is where any reinforcements from the Helfire Legion will arrive from. Then they set up the two Bloodmasters behind Khaaraks, on the Black Chasm Bridge and wholly within 6" of their edge of the battlefield. Finally, they set up a unit of Prosecutors behind the Celestant-Prime, on the Black Chasm Bridge and wholly within 6" of their edge of the battlefield. THE GENERALS Khaaraks is the general of the Helfire Legion, and the Celestant-Prime is the general of the Stormcast Eternals army. TRIUMPHS Next, the Stormcast Eternals player sets up the Celestant-Prime at the other end of the Black Chasm Bridge and wholly within " from the other edge of the The player commanding the Helfire Legion is allowed to roll on the triumph table on the Warhammer Age of Sigmar rules sheet, as they have been victorious in all of the previous battles fought on the Black Chasm Bridge.
FIRST TURN The Stormcast Eternals army has the first turn in the first battle round. Models that can fly do not have to be rolled for, and neither do Retributors that are within 6" of a Prosecutor as the Prosecutor will save them if they fall. On a roll of 1, the model is slain — any casualties are assumed to have fallen to their doom, screaming, off the side of the bridge! The player commanding the Helfire Legion must bring on one unit of reinforcements in each of their hero phases, until none are left. The Skullmaster and the Bloodcrushers count as a single choice and must both arrive on the same turn, as do the two Blood Thrones. This counts as their move for the following movement phase. If the restrictions make it impossible to fit all of the models from a reinforcing unit onto the bridge, you must set up as many models from the unit s arriving this turn as you can, and any remaining models are slain as they fall off the side of the bridge attempting to reach the battlefield!
They must arrive on the third battle round, if they have not arrived earlier. VICTORY The battle continues until one army has been wiped out. The surviving army scores a major victory if their general has not been slain, and a minor victory if he has been slain. THE DEATH OF NAGASH During the conflict known as the great War of Bones, Chaos forces assailed the Realm of Death for almost two centuries. Everywhere, they drove back the armies of the undead, but at the Battle of Black Skies it was Archaon himself who faced Nagash. After Sigmar retreated into Azyr, the Age of Chaos entered its most brutal era. It was during that grim time that the Dark Gods turned their eyes towards Shyish. For over a century, the Chaos Gods sent their minions to that deathly realm. Razing and destroying, they drove back all who dared defy them, but final victory eluded them. Nagash, self-proclaimed ruler of Shyish, was a powerful opponent, a canny commander who wielded necromantic magics like no other.
Nagash preferred to lead from afar, but as the noose of Chaos closed around him, the Great Necromancer strode to battle. None could defeat Nagash. Given even the least of reprieves, Nagash restored his power, summoning forth new spirit armies and raising countless corpse legions to do his bidding. Thus, even lands that fell before the Chaos invaders were soon reclaimed by Nagash. After countless battles, the control of Shyish still hung in the balance. Everything changed, however, when Archaon, the greatest of Chaos Champions, arrived. With his Varanguard, Archaon united the disparate Chaos armies, deploying mortals and daemons alike. Even the children of the Great Horned Rat, the skaven, bowed before Archaon. There, in what he deemed an unassailable position, Nagash hoped to once more regain his full strength. Smashing down necropolis and dark spire alike, the armies of Archaon sought the Lord of Undeath. Each army was broken in turn and sent fleeing back into the shadows.
All living things withered, and blackest midnight descended over all. As the last spirit host arose, the green witchfire of their supernatural powers radiated across the horizon like some deathly dawn in mockery of true sunrise. And so began the Battle of Black Skies… The daemon legions were made of the stuff of Chaos itself, so they cared not about cursed air. Within hell-forged armour, the mortal legions — the Chaos Warriors and Varanguard — clove through the life-sapping darkness like blades piercing flesh. The less protected, however, fell in their thousands as lungs blackened and hearts stopped. Even so, those Chaos forces that remained were enough to make the ground shake before them. Four times the Chaos hordes surged — each attack led by a greater daemon of a different Dark God. Each assault drove into the wall of spirits, a barrier of spectral warriors many hundreds deep.
The Great Necromancer staggered, for the effort had drained his power. Only then did Archaon sound the horns, leading the final charge himself. None could stay those black-armoured knights. Alongside the Varanguard came contingents representing each of the Chaos powers, for Archaon carried the blessings of all the Dark Gods. Nagash, weary from turning back the previous assaults, focussed his empty eye sockets upon this new onslaught. Amongst the broken tombs of Helzharr, the remaining undead formed a ring around their master. Slamming down his staff of power, Nagash strained to the blackened skies, calling forth a last summoning. The dead answered.
Upon a chill wind came the rattle of bones and the howling of spirit songs. Nagash commanded his legions to advance into the oncoming foe. Lord Morches took wing upon his Terrorgheist, his Crypt Ghouls loping behind. Regiments of skeletal warriors clanked forward, their black banners outlined by green witchfire. Behind the vanguard of his Mortis Engines, Nagash himself advanced, flanked by the last of his Morghasts. The Varanguard, however, could not be slowed. They hurtled through the skeletons, clearing a path to the Great Necromancer more quickly than he could refill their ranks.
As the daemon faded, Nagash began a spell that would speed him away into the blackness. He would have escaped, were it not for Archaon. Amidst the tumbledown ruins, daemons battled undead. Spectral Hexwraiths charged through walls, a Bloodthirster shattered a Mortis Engine, and the skies above rang with the clash of battle as Lord Taos rode his Zombie Dragon into a spiralling skirmish with a Manticore. It seemed for a moment that Nagash might be overrun by the Varanguard, but they were halted by the Morghasts and withered beneath the blazing gaze of Nagash. Leaving his sacrificial army, the Great Necromancer sought to cleave a path to freedom, yet he had not reckoned upon the speed of his Spitting forth bursts of magical energy, Dorghar destroyed the Morghasts as Archaon took on Nagash.
So great was that final duel that the ground was rent and the black skies torn. Thus fell the Great Necromancer, and Archaon rose triumphant, leaving his minions to finish off the rest of the undead. Yet ere that task was completed, the heartbeat of time itself was stilled. S hyish is a realm of endings, but no change or abrupt departure had as devastating an effect upon the lands as did the Battle of Black Skies. The consequences of that conflict touched every kingdom and lasted centuries. What was left of his ghastly presence was all but washed away by the tides of the violent invasions that followed. Archaon, his great foe destroyed, retired to the Allpoints, renaming it the Eightpoints to honour his gods. In his absence, the rival Chaos Gods unleashed their full might upon Shyish, hunting for whatever remained of Nagash.
Nurgle, less bold, concentrated his invasions upon the Morrlands, turning them into his own deathly plague gardens. Greedily, the Chaos Gods consumed all the lost souls they could gather. Yet Nagash was not found. Behind the Starless Gates, in the underworld of Stygxx, Nagash slowly reformed. When, once more, the Great Necromancer could look out upon his realm, Shyish was corrupted, its lands ravished by the armies of the Dark Gods. During those long centuries of the Age of Chaos, Nagash nursed his hatred and set his mind again to plans of almighty domination and vengeance.
One day, he vowed, Archaon, and the very gods that empowered him, would pay for their transgressions against him. One day all would bow before Nagash. At the final battle, Archaon slew Nagash in personal combat, banishing him for many years. The following battleplan allows you to recreate this titanic conflict. THE ARMIES The armies that fought at the Battle of Black Skies are described below. This is a large battle, and the battleplan therefore uses the Coalition of Death rules see page You will need a large battlefield to contain all of the troops taking part; the map below assumes that the gaming area is 8 feet wide by 6 feet across. Use any suitable ruined buildings in your collection to represent the ancient tombs. The map below shows the territories for each contingent in the two armies. All of the models in the contingent must be set up within their territory.
The generals for the two sides are listed in the Armies section on the previous page. NAGASH The Forces of Death have the first turn in the first battle round. Because of this, you must halve the number of additional spells that the Nine Books of Nagash allow him to cast, and you must halve the casting and unbinding bonus he receives from Alakanash. In both cases, round any fractions down; for example, if Nagash were normally able to cast five extra spells, this would be reduced to two extra spells. In addition, at the start of the battle, Nagash has summoned all of the warriors he can to fight at his side. At the Battle of Black Skies, Archaon assembled an army composed of forces representing each of the Dark Gods so that the full might of Chaos could be brought to bear against the Lord of Undeath. Draining his prodigious necromantic powers, Nagash summoned forth a mighty host, calling upon spirits and newly risen dead to stave off the Chaos onslaught.
Even the ethereal forms of the malignants could not withstand the charge of the Varanguard. Relentlessly, the two sides launched assault after assault upon one another. Four times did Nagash repel the Chaos invaders, becoming the centre of a maelstrom of necromantic might. As the opposing armies crashed and broke between them, it was inevitable that the culmination of the Battle of Black Skies would be a final confrontation between Nagash and Archaon. Atop his three-headed daemon-beast, Dorghar, Archaon cleaved a path of ruin. Beneath the unnatural gloom, the epic battle between the two legendary rivals would decide the fate of all the kingdoms of Shyish for centuries.
CAMPAIGNS Taking you beyond basic one-off battles, campaigns are a sub-set of narrative play games that add a new dimension to your gaming. Essentially, they tell a story that unfolds with each new engagement, where the result of each battle will be affected by the one before and influence the one after. Individual battles are great, but why stop there when you can go on to conquer entire realms? If battles are exciting short stories, then campaigns are epic novels, packed with plot twists and cliff-hanging chapters. In essence, a campaign is simply a series of battles that are linked together by a mechanism such as a map, flowchart or story. Campaigns offer a style of gaming where armies gain battle honours and commanders hone their skills as the action progresses. One of the best aspects of campaign gaming is the dynamics that develop between the players involved. This begins even before you start playing. In fact, some of the best campaigns are created by likeminded hobbyists combining their best ideas, and often the process of planning and developing a campaign becomes as engaging and immersive as the games themselves.
As you play and progress through the campaign, you will get to know and anticipate the strengths, weaknesses and strategies of your fellow players. Friendly rivalries abound, and are all part of the fun. Remember that, as well as giving you the opportunity to capitalise on your victories, campaigns also allow you to seek retribution for your defeats — after all, as any seasoned campaigner will testify, victory is sweet, but revenge is sweeter! A campaign can be as extensive as you like, from a few battles between two players, to sprawling epic conflicts that involve your entire gaming group. For instance, you could pitch your army against that of a friend and spend a day playing a short campaign that encompasses a skirmish, an epic main battle and a desperate last stand.
Several hobbyist friends could use a campaign as a motivating tool for building their armies, where each week the players add a new unit to their forces and play again. There are many different types of campaign, and the following sections provide some examples of campaign structures you can use. Path to Glory campaigns allow you to create a mighty warband that grows in power with each battle you win. Map campaigns provide a dynamic geographical setting for your battles, which you can explore and conquer as the campaign progresses. Tree campaigns offer a series of linked games, with the outcome of each one affecting the conditions of the next. Matrix campaigns require forward planning, with each battle affected by the choices you make at the start.
Some of these methods can be combined for an even more engaging experience. For example, you can incorporate a matrix into a map campaign and use your knowledge of the terrain to make the best strategical choices. This is the perfect forum for unleashing your creative talents, and a great motivator to finish painting those final troops or even build a whole new tabletop battlefield replete with menacing fortresses, ruined temples and all manner of fantastical scenery. Campaigns can become great multiplayer battles where pacts are formed and armies expand as the sagas unfold. In fact, stories are at the heart of every successful campaign, and when combined with a sound framework and organisation, they provide the excitement and interest that keeps everyone motivated to win. Once you have developed a taste for campaigning, you can make use of increasingly complex systems. This chapter gives you all the tools you need to put together awesome campaigns.
PATH TO GLORY CAMPAIGNS Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown. In order to take part in a Path to Glory campaign, you will need two or more players. All players will need to have at least one HERO, who is their champion, and must then create a warband to follow and fight beside their champion during the campaign. After gaining enough favour in the eyes of your patron, your champion will be granted a final test. CREATING A WARBAND The players fight battles against each other using the warbands they have created. The results of these battles will gain their warband favour. The warband will swell in numbers as more warriors flock to their banner, while existing troops become more powerful.
When creating a Path to Glory warband, do not select your army in the normal manner. Instead, your army consists of a mighty HERO battling to earn the favour of the gods, and their entire band of loyal followers. As you wage war against other warbands, your own warband will grow, and existing units will become grizzled veterans. WARBAND ROSTER The details and progress of each warband need to be recorded on a warband roster. To create a warband, simply follow these steps and record the results on your warband roster: 1. Each allegiance has its own set of warband tables that are used to generate the units in the warband and the rewards they can receive for fighting battles. If you choose a Chaos warband, you must also pick one of the Chaos Gods as your patron: Khorne, Nurgle, Tzeentch or Slaanesh. Give your champion a suitably grand and imposing name, and write this down on your warband roster. Having chosen your champion, the next step is to generate your starting followers. These can be chosen from the followers tables for your allegiance.
If your allegiance has more than one followers table you can freely choose which ones you use, selecting all of your followers from a single table or from several. Instead of choosing, you can place your destiny in the hands of fate and roll on the followers tables instead. To make a followers roll, pick a column from one of the followers tables and then roll a dice. Instead of generating a unit of followers, you can choose to gain 1 Glory Point see page You can sacrifice any number of your starting units of followers in this way. Taking Glory Points instead of a unit makes it easier to gain the 10 points you need to have a chance of winning, but you will have fewer units with which to fight your battles.
Your followers need to be organised into units. The follower table tells you how many models the unit has. Follower units cannot include additional models, but they can otherwise take any options listed on their warscroll. Record all of the information about your followers on your warband roster. Finally, give your warband a name, one that will inspire respect and dread in your rivals. Your warband is now complete, and you can fight your first battle. Good luck! TO WAR! Having created a warband, you can now fight battles with it. These battles are fought against other warbands taking part in the campaign. You can arrange to fight battles as and when you wish, and can use any of the battleplans available for Warhammer Age of Sigmar. We have included two new battleplans in this book that have been designed for use in Path to Glory campaigns pages Wizards can summon other units during the course of a battle, but they will vanish once the battle is over wizards belonging to a Chaos warband can only summon the daemons of their patron god.
Units can either be fielded at their full roster strength, or broken down into smaller units, as long as no unit is smaller than the minimum size shown on its warscroll. Any casualties suffered by a warband are assumed to have been replaced in time for its next battle. If your champion is slain in a battle, it is assumed that they were merely injured or knocked out, and they are back to their full fighting strength for your next game, thirsty for vengeance! Warbands receive Glory Points after a battle is complete. If the warband tied or lost the battle, it receives 1 Glory Point. If it won the battle, it receives D3 Glory Points. You can re-roll a result of 1 on the D3 roll if the warband won a major victory. Add the Glory Points you scored to the total recorded on your roster. Once you have won 10 Glory Points, you will have a chance to win the campaign, as described below. Pick a unit in your warband, then make a roll on the followers rewards table for your allegiance.
Make a note of the result on your warband roster. If you roll a result the unit has already received, roll again until you get a different result. ETERNAL GLORY REWARDS OF BATTLE Each allegiance has its own set of rewards tables. After each battle you can take one of the three following options. GAINING GLORY All of the players in the campaign are vying for glory. The amount of glory they have received is represented by the Glory Points that the warband has accumulated. Glory can be increased by fighting and winning battles, as described next. Make a roll on the champion rewards table for your allegiance. Either select a new unit from one of the follower tables, or roll for a random unit from one of those tables, then add them to your warband roster. In order to win the Path to Glory campaign, your champion must first reach 10 Glory Points.
You must then fight and win one more battle in order for you to be affirmed amongst the ranks of the immortals and win the Path to Glory campaign. If the next battle you fight is tied or lost, you do not receive any Glory Points — just keep on fighting battles until you either win the campaign… or another player wins first! You can shorten or lengthen a campaign by lowering or increasing the number of Glory Points a champion must earn. For example, for a shorter campaign, you could say that a champion only needs 5 or 6 Glory Points before fighting their final battle, or for a longer one, say that the demanding gods require them to score 15 or even 20 points! D6 Reward 1 Sworn Disciples: Once per battle, in your hero phase, you can declare that this unit will prove their devotion to your champion. You can re-roll any failed wound rolls for the unit for the rest of the turn.
The unit receives the benefits of being in cover until the start of your next turn. This does not stop it from attacking again later in the same turn. Remove it from the battlefield and then set it up again anywhere more than 6" from any enemy models. This counts as its move for the following movement phase. On a result of 5 or 6, return the model to the unit. BRAYHERD FOLLOWER TABLE D6 Followers 1 2 3 4 5 10 Ungors 10 Ungor Raiders 10 Gors 10 Gors 10 Bestigors or 1 Tuskgor Chariot 6 1 Beastlord or 1 Great Bray-Shaman WARHERD FOLLOWER TABLE D6 Followers 1 2 3 4 5 6 3 Bullgors 3 Bullgors 3 Bullgors 1 Cygor 1 Ghorgon 1 Doombull CHAMPION REWARDS TABLE As your champion progresses along the Path to Glory, they may be gifted with great rewards by the gods… if they are deemed worthy.
Lose D3 Glory Points to a minimum of 0 , and remove all rewards your champion has gained from this table so far from your warband roster. If your warband has another HERO, that model now takes charge and becomes your new champion if you do not have any HEROES, immediately generate one from the hero follower table to become your new champion. Note that you cannot select a Chaos Spawn to be your new champion — re-roll these results if rolling randomly. Of course, your former champion may still have their uses — you may immediately add a Chaos Spawn to your warband as a follower. On a roll of 1, the champion suffers a mutating spasm and falls writhing to the ground. They cannot move, attack, cast spells or use any abilities until your next hero phase. On a roll of 4 or more, they are filled with the power of Chaos.
You can re-roll hit and wound rolls of 1 for the champion until your next hero phase. Acidic Blood: Roll a dice after any wounds are inflicted upon the champion. On a roll of 2 or more, one enemy model within 1" of the champion suffers 1 mortal wound. If several enemy models are within range, randomly determine which one suffers the mortal wound. Soulscream: Subtract 1 from the Bravery of enemy units within 3" of the champion in the battleshock phase. If your champion already has that reward, count this as a result of 6 Lesser Reward instead. If your champion already has that reward, count this as a result of 7 Greater Reward instead. In addition, add 1 to the Bravery of any units from their warband that are within 8" of the champion in the battleshock phase. On a roll of 6, the wound is negated and is not applied to the champion.
Your champion is replaced on your warband roster with a Daemon Prince but retains any rewards they have gained from this table. If you do not have a Daemon Prince model or your champion is already a Daemon Prince, re-roll this result. DARK PATRONAGE If you roll a Dark Patronage result on the Chaos champion rewards table, look up the appropriate reward on the table below that matches your patron. KHORNE TZEENTCH Reward Result Lesser Brazen Will: Your champion can attempt to unbind one extra spell in each enemy hero phase. Add 1 to the result of the unbinding roll if they do so. Reward Result Lesser Arcane Vessel: Your champion immediately heals 1 wound if they, or a friendly model within 3" of them, successfully casts a spell whether it is unbound or not. In addition, the champion heals 1 wound if they are affected by a spell cast by either side. The wound is healed after the effects of the spell have been applied in both cases. Greater Red Rampage: Add 1 to all hit rolls for your champion if they are within 3" of more enemy models than friendly models when the attacks are made.
Greater Warpcraft: You can remove your champion from the battlefield in any of their hero phases, and then set them back up anywhere that is more than 7" from any enemy models. Exalted Secrets of Sorcery: Your champion becomes a wizard. They can attempt to cast one spell in each of their own hero phases, and can attempt to unbind one spell in each enemy hero phase. They know the Arcane Bolt and Mystic Shield spells. If your champion is already a wizard, they can attempt to cast one extra spell in each of your hero phases, and attempt to unbind one extra spell in each enemy hero phase. NURGLE Reward Result Lesser Fleshy Folds: Roll a dice for the champion in each of their hero phases. On a roll of 5 or 6, the champion heals 1 lost wound. Exalted Cloud of Flies: Subtract 1 from the hit rolls of enemy models that are within 7" of your champion. SLAANESH Reward Result Lesser Sensory Abundance: You can re-roll one failed hit roll for the champion in each shooting phase and combat phase.
Greater Unnatural Swiftness: Add 3" to all run and charge rolls for your champion. In addition, they can be selected to pile in when they are within 6" of an enemy unit, instead of 3", and pile in up to 6". Exalted Bedazzling Assault: At the start of the combat phase, roll a dice for each enemy unit within 6" of the champion. On a roll of 4 or more, add 1 to any hit rolls made for any attacks against that unit in the combat phase. Thinking about taking your first steps into the Mortal Realms? The Warrior box is the fastest way to begin, including a booklet to ease you into the game, a condensed rulebook, a game board and terrain feature, measurers, dice, reference cards, and two balanced skirmish-sized forces. Take the plunge into Warhammer Age of Sigmar with the Harbinger box. This is the ideal way to begin your journey into the Mortal Realms. Download the all-new app right now, for free. Fully updated and designed for the new edition, you can read rules, check warscrolls, and craft armies in one place.
Keep up with all of the latest news by checking out the Warhammer Community site and social media channels. Play the video. Previous Slide. Get Started. The Mortal Realms. Starter Sets. Opens the item overlay. The perfect introduction to the Mortal Realms Opens the item overlay. The heroic Stormcast Eternals Opens the item overlay. The vicious Kruleboyz orruks Opens the item overlay.
The Dominion boxed set pre-orders start June 19, with a retail release on July 3. If you buy something from a Polygon link, Vox Media may earn a commission. See our ethics statement. The third edition of the Warhammer Age of Sigmar ruleset is now available to download for free. The announcement was made Monday by publisher Games Workshop on its official website. The original Age of Sigmar was released in , and has since undergone one full revision already. This new ruleset will be sold as a standalone book and inside the Warhammer Age of Sigmar: Dominion boxed set, which goes up for pre-order on June Retail release is set for July 3. Copies of Dominion and the new Core Rules are with select reviewers at this time. Early impressions point to newfound prominence for hero characters and monsters.
The document itself, while lengthy at 44 pages, also appears very well laid out. Sections are enumerated, which should make communicating about them and clarifying them in the future much more straightforward. The Core Rules also include plenty of sidebars that offer commentary and FAQ-like explanations alongside the vanilla language. Please check your email to find a confirmation email, and follow the steps to confirm your humanity. What to Watch What to Play Games PlayStation Xbox Nintendo. PC Tabletop Pokémon. Movies TV Comics. Star Wars Marvel. God of War Ragnarök Breath of the Wild Pokémon Go. Filed under: Tabletop Games Gaming Warhammer 40, Warhammer Age of Sigmar third edition core rules are now available for free download.
Share this story Share this on Facebook Share this on Twitter Share All sharing options Share All sharing options for: Warhammer Age of Sigmar third edition core rules are now available for free download. Reddit Pocket Flipboard Email. Image: Games Workshop The third edition of the Warhammer Age of Sigmar ruleset is now available to download for free. Image: Games Workshop Copies of Dominion and the new Core Rules are with select reviewers at this time. The Dominion boxed set includes Orruks and Stormcast Eternals. Image: Games Workshop Expect more on this new, third edition of Age of Sigmar on Polygon soon. The current starter set for Warhammer Age of Sigmar. Next Up In Tabletop Games. Sign up for the newsletter Patch Notes A weekly roundup of the best things from Polygon Just one more thing! Email required. Something went wrong.
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Age of Sigmar General Handbook,Where To Buy
New & Exclusive Warhammer Age of Sigmar Warhammer 40, The Horus Heresy Middle-earth™ Black Library Painting & Modelling Boxed Games Gifts Warhammer Community New Missing: pdf · download Download Legends of the Age of Sigmar Book in PDF, Epub and Kindle The Age of Sigmar has dawned, and across the Mortal Realms, the forces of Order and Chaos battle for supremacy. It · Download the New Edition Warhammer Age of Sigmar Core Rules. The Dominion box, including a full hardback rulebook, is available to pre-order from this Saturday. To help Warhammer Age of Sigmar battletomes and painting guides provide a wealth of information on heraldry and painting schemes to inspire your collections and support their background. Warhammer Age of Sigmar Roleplay: Soulbound, the Warhammer Age of Sigmar Roleplay: Soulbound logo, GW, Games Workshop, Warhammer, Stormcast Eternals, and all associated ... read more
He is the Celestant-Prime. And all you reall 3, 21MB Read more. Learn to Play Play the video. D6 Reward 1 Oathbound Guardians: This unit can be selected to pile in and attack twice in the combat phase, but only if they are within 6" of your champion the second time they are selected. Download Warhammer Age Of Sigmar full books in PDF, epub, and Kindle.
What was left of his broken body lay in agony upon the far side of the Black Chasm Bridge. The Age of Sigmar has dawned, and across the Mortal Realms, the forces of Order and Chaos battle for supremacy. Atop his three-headed daemon-beast, Dorghar, Archaon cleaved a path of ruin. Behind the CelestantPrime age of sigmar pdf download a single retinue of winged Stormcast Eternals. Instead, if one coalition has fewer players, then each player in it can roll on the triumph table.
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