Age of Sigmar

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Warhammer Age of Sigmar is a tabletop game produced by Games Workshop that depicts battles between armies using miniature figures. Games are typically played on a relatively flat surface, such as a tabletop. a dining table, a bespoke gaming table or a floor area. The play area is decorated with models and materials representing buildings and terrain. Players take turns performing a series of actions with their models: move, attack, fire ranged weapons, fight, and cast spells; the results of which are generally determined by the roll of dice. Aside from the game itself, a large part of Age of Sigmar is devoted to the hobby of collecting, assembling, and painting the miniature figures from the game.

While some wargames recreate historical warfare, Age of Sigmar has a fantasy theme heavily inspired by J.R.R. Tolkien's fiction and classic European mythology. Players' armies fight using medieval weapons and cast spells, and the warriors are a mix of humans and fantasy creatures such as elves, dwarves and orcs and more.

Age of Sigmar is the sequel to the discontinued game Warhammer after the setting was discontinued in 2015. Because of this, the game features many of the same characters, themes, and models as its predecessor.

How does Age of Sigmar play

Age of Sigmar focuses on the narrative aspect of wargaming, encouraging the play of story-driven scenarios, recreating battles from lore, and player-created Age of Sigmar campaigns. The ruleset is designed to make the game easy to learn but difficult to master. Basic game rules are easy and quick to pick up, but more advanced mechanics can be found in unit-specific "warscrolls" that contain more rules and profiles of each unit. The art of the game lies in understanding how your units work together and using synergies to deploy them as a cohesive army.

Age of Sigmar has three different game modes. Of these, matched play includes total points for various units and specific point limits for army building, typically around 2,000 points per side are played. In this game mode, there are army composition rules that change depending on the score level being played, and the core rules are modified to allow for balanced play. A matched-play game also requires a minimum number of Battleline base units and imposes a limit on the number of Heroes and Behemoths that can be deployed.

In addition to Matched Play, Open Play offers the ability to simply throw whatever is in the collection onto the field, while Narrative Play focuses on recreating historical battles and scenarios. The latter often adds additional setting- or event-specific rules, e.g. B. dangerous terrain, a meteor shower or movement restrictions.

To play one of the game modes, two or more players assemble armies beforehand. The battlefield and its terrain are set up on a suitable surface, and dice are rolled to determine turn order. Players take turns playing, with a round consisting of one round per player. Combat is decided by a series of dice rolls: a hit and wound roll for the attacker and a save for the defender. If both the hit and wound rolls succeed and the saving throw fails, damage is awarded. Mortal wounds require no dice rolls and are dealt directly.

During the first part of a player's turn, the hero phase, spells are cast and command abilities are activated. Casters can typically cast one of three spells: the offensive Arcane Bolt, the defensive Mystic Shield, and a third spell unique to that unit. Command Abilities, on the other hand, require a hero on the battlefield with that ability and use Command Points to activate. The second phase is the movement phase, in which units are moved across the battlefield; The player can make them run, which makes them unable to shoot or attack in subsequent stages. In the shooting phase, all ranged attacks possible for the current player are carried out, in the close combat phase, the attack rolls are made for all units that are to fight and the models, if successful, are moved the appropriate distance directly into close combat. The combat phase begins with units piled in and then attacking with all of their melee weapons. The player whose turn it is attacks first, then the defending player fights with another unit; Players alternate until all fighting units have done so. The final Battleshock phase tests the morale of battered units; Failing Battleshock rolls cause additional models to flee from a unit.

The world of Age of Sigmar

Age of Sigmar is set in the Mortal Realms, a system of eight interconnected realms that emerged from the Winds of Magic. The second edition brought rules for each of the realms, adding spells, artifacts, and realm traits.

  • Azyr, the Realm of Heaven: This consists of swirling clusters of comets, asteroids, planetoids and landmasses - some of which are dotted with large cities, such as Azyrheim - Sigmar's capital. Azyr is home to the Stormcast Eternals and the Seraphon temple ships, as well as a diverse population of humans, aelves, duardin, and other races.
  • Aqshy, the realm of fire: A harsh, arid land dominated by volcanoes, deserts and lava fields. It is the ancestral home of the Fyreslayers, as it was here that their god Grimnir died.
  • Ghur, the Realm of the Beasts: A realm of untamed ferocity, Ghur is a land of titanic beasts where everything - the trees, mountains and even the continents themselves - is alive and part of a food chain. The savage nature of the realms makes it the de facto kingdom of Gorkamorka, with the forces of destruction primarily occupying the realm.
  • Ghyran, the Realm of Life: Characterized by extreme fertility, Ghyran is filled with the verdant forms of life - lush forests, glittering mountains and pristine streams are the order of the day. It is claimed by Alarielle, the goddess of Sylvaneth, and is also home to a sizable population of humans.
  • Chamon, the Empire of Metal: An empire composed of metal-based continents that are in constant motion with each other. It was originally colonized by the duardin god Grungni, who set out for Azyr after being satisfied with his work.
  • Shyish, the Realm of Death: Shyish is every underworld and afterlife in the realms, with the oldest and most forgotten of them being drawn into the heart of the realm by a pool of death magic known as the Shyish Nadir. It is the near undisputed domain of Nagash, who ensured that he slew and absorbed the essence of every other death god in the realms. Vampires, ghouls, undead, nighthaunts, and ossiarchs are found here in their greatest numbers, although there are also mortals, such as the cities of Lethis and Ulfenkarn.
  • Hysh, the Realm of Light: The domain of the two Aelf gods, Tyrion and Teclis. Hysh is a realm of enlightenment and knowledge divided into ten nations - eight of which are dominated by the rulers of the Lumineth realm, with one controlled by non-aelves and one entirely uninhabitable.
  • Ulgu, the Shadow Realm: A land of shifting illusions and impenetrable mist claimed by Malerion and his mother, Morathi. Little is known of Ulgu other than being the home of the Daughters of Khaine and the city of Misthavn.
  • The Realm of Chaos: A pseudo realm that penetrates the void between realms. It is the home of the gods of chaos. Currently absent from the original four Chaos Gods is Slaanesh, imprisoned between the realms of Hysh and Ulgu. The Horned Rat has ascended into the Pantheon of Chaos and is now the Great Horned Rat.

Age of Sigmar factions

Each faction in Age of Sigmar is assigned to one of four major factions called Grand Alliances. In lore, factions within a Grand Alliance are generally united by common goals and purposes. However, conflicts still arise within Grand Alliances, as each faction often has its own agenda that clashes with the agendas of other factions.

Age of Sigmar Order

Order is primarily opposed to Chaos, and its factions are united by a common desire to preserve civilization, art, and education, or to preserve natural or divine possessions. Despite this common goal, each faction more or less pursues its own agenda - sometimes to the detriment of the others.

  • Stormcast Eternals: Heavily armored magical warriors imbued with some of Sigmar's power, designed as the ultimate weapon against the forces of Chaos.
  • Cities of Sigmar: Also known as the Free Cities, the Cities of Sigmar are strongholds and city-states founded by the forces of Order and represent the average citizenry of the Mortal Realms.
    • The majority of the remaining Dwarven, Elf and Human units from Warhammer Fantasy that can still be used in Age of Sigmar are included in this army.
  • Seraphon: The Seraphon are lizardmen led by the Slann, a caste of frog-like mage-priests. They exist to follow a nebulous "Grand Plan" known only to the Slann.
  • Sylvaneth: The Sylvaneth are a race of forest spirits largely resembling Dryads or Ents. They are believed to be the children of Alarielle, the goddess of life. She created them to guard the woods and forests of realms.
  • Fyreslayers: Duardin who worship Grimnir, the deceased god of war. They seek the primordial gold to empower themselves by hammering it into their bodies in the form of runes, and so that - by releasing Grimnir's energy back into the realms - they can eventually revive their god. Fyreslayers have strong family ties, and gather in patriarchal lodges headed by a single Runefather.
  • Kharadron Overlords: A steampunk duardin faction composed of iron airships and armored suit warriors.
  • Daughters of Khaine: The Daughters of Khaine are a shadowy cabal of witch-elves devoted to the Elvish god of Mordne "Khaine" and led by his Great Prophet Morathi; They are said to want to revive Khaine, but Morathi is merely using this energy to further her own ascension to godhood.
  • Idoneth Deepkin: Water Elves created by Teclis with the intent to be the successors of the Asur. However, with their souls deeply scarred and wrong from their time in Slaanesh, they were rejected by Teclis and driven to hide in the sea.
  • Lumineth Realm-Lords: Teclis' successful attempt to recreate the Asur, the Lumineth are a race of Aelves inhabiting Hysh, the Realm of Light. After plunging Hysh into a time of strife at the dawn of the Age of Chaos, they became an ascetic society, controlling their tendency towards arrogance by allying themselves with the realm's elementals.

Age of Sigmar Chaos

Fueled by the baser desires and actions of mortals, the Chaos factions seek to dominate the Mortal Realms. They serve the Chaos Gods, sinister and distorted deities older than the realms that inhabit the Realm of Chaos.

  • Slaves to Darkness: Mortals dedicated to Chaos in its undivided form. Their warbands can be the most diverse of the Grand Alliance, from desperate tribesmen with nowhere else to turn to power-hungry marauders and fanatics seeking to maim and kill.
  • Blades of Khorne: The servants of the Chaos God of War, Battle and Blood, Khorne. Her deity is the most warlike of the Chaos pantheon, demanding that his servants commit as much wanton violence and murder as possible.
  • Disciples of Tzeentch: Follower of the Chaos God of magic, change and mutation, Tzeentch. Tzeentch resides in a crystal labyrinth in the Realm of Chaos and is said to plan and manipulate fate itself.
  • Maggotkin of Nurgle: The servants of the god of plague, entropy and disease, Nurgle. As the god of plague, Nurgle is a terribly bloated and rotten creature living in a mansion at the center of a twisted "garden" where he invokes every disease in existence.
  • Hedonites of Slaanesh: The servants of the god of joy and abundance, Slaanesh. After consuming the souls of all elves in the world-that-was, Slaanesh was weakened, captured by the Aelven gods, and imprisoned in the nether realm of Ul-Ghysh between Hysh and Ulgu.
  • Beasts of Chaos: The forces of the Beastmen, Monsters of Chaos, Chaos Gargants, and Thunderscorn. Like the Slaves to Darkness, they are not devoted to any particular Chaos God, and many worship Chaos itself.
  • The Legion of Azgorh: (Chaos Dwarves) and Tamurkhan's Horde (Nurgle)
  • The Skaven: These vile rat-men are divided into clans with different approaches to warfare. The Masterclan unites the leaders of the Skaven armies. The Skryre Clans dabble in bizarre sorcery and science, creating horrific war machines in the process. The Clans Moulder breed grotesque beasts of war. The Clans Pestilens are fanatical about the plague aspect of the Great Horned Rat and seek to spread the plague across the realms. The Clans Eshin train stealthy assassins and the Clans Verminus are Skaven Warriors.

Age of Sigmar Death

Contrasted with Chaos, and more or less allied with Order in opposing Chaos, Death wishes to rule all realms for itself. The most homogeneous of the Grand Alliances, it is ruled almost exclusively by Nagash, the self-proclaimed god of death.

  •  Soulblight Gravelords: A gothic horror inspired faction of vampires based primarily on the Vampire Counts from Fantasy Battle. Led primarily by the two vampiric Mortarchs - Mannfred von Carstein and Neferata - they were created to spread Nagash's influence across the realms. They are divided into individual dynasties,
    • Death Mage: Necromancers commonly used by vampires to keep zombies and skeletons in ranks.
    • Deathrattle: They provide military aid to Soulblight vampires, both out of mutual defense and respect.
    • Deadwalkers: Mindless zombies either created by death magic or resurrected by necromancers or vampires.
    • Soulblight: Vampires affected by the so-called "Soulblight Curse". Among the most intelligent and independent of Nagash's minions, they pay only lip service to the Great Necromancer.
  • Flesh-Eater Courts: Crazed cannibalistic ghouls descended from a Soulblight bloodline who see themselves as brilliant and honorable aristocrats. This is due to a curse placed by Nagash on their founder, Ushoran, who fled to the realms and infected others with it.
  • Nighthaunt: Ghosts unleashed upon the realms at the start of the Necroquake. Most Nighthaunt are souls who have been cruelly or ironically punished for their deeds in life
  • Ossiarch Bonereapers: Bone constructs imbued with gestalt spirits. They are Nagash's intended vision for the realms, whose sole purpose is to serve as his vanguard and elite force, gathering all life in the realms and incorporating them into their own ranks, creating a society known as Necrotopia. They are led by Orpheon Katakros, the Mortarch of the Necropolis.

Age of Sigmar Destruction

The unpredictable and opportunistic factions of Destruction are united by their love of a good fight, their self-interest, or just sheer survival. The tutelary god of each faction in the Grand Alliance is Gorkamorka - traditionally the god of the greenskins - worshiped in different guises by each faction.

  • Orruk Warclans: The Orruk Warclans are large, muscular greenskins who band together in hordes known as the Waagh! are known to fight for fun. They are inspired by both the Orc and Goblin army from Warhammer Fantasy Battle
    • Bonesplitterz: Ferocious, bone-wielding tribal Orruks considered insane even by other Orruks.
    • Ironjawz: The heavily armored elite of the Orruks, Ironjawz are the largest and toughest Orruks in each tribe.
    • Kruleboyz: The Kruleboyz are cunning swamp dwellers who use stealth and poison instead of brute force. Lanky and thinner than other orruks, they favor Mork worship over Gork worship.
  • Gloomspite Gitz: A diverse faction of goblins (known as grots in Age of Sigmar) united by their love of dark places and worship of the baleful evil moon.
  • Ogor Mawtribes: Huge, fat ogres known for their constant and all-consuming hunger. They used to be the ogre kingdoms. In addition to the two main factions, these include the fire-breathing Firebellies and the mercenary Maneaters.
  • Sons of Behemat: A faction of gargants (giants) descended from the godbeast Behemat. Sometimes they hire themselves out as mercenaries to other factions, and are paid in things like gold, food, and alcohol.
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