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Revision as of 08:41, 13 August 2018
File:Age of Sigmar cover.jpg | |
Manufacturers | Games Workshop |
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Publishers | Games Workshop |
Years active | 2015–present |
Genres | Wargaming |
Setup time | Varies depending on size of game. Usually 15 to 30 minutes. |
Playing time | Varies depending on size of game. Usually around one to four hours. |
Chance | Medium (dice rolling) |
Skills | military tactics arithmetic |
Website | www.games-workshop.com |
Age of Sigmar (AoS) is a tabletop wargame released by Games Workshop in 2015. It replaces Warhammer Fantasy Battle.
Setting
Several supplements released for the eighth edition of Warhammer Fantasy Battle focused on the "End Times", an event which led to the almost total destruction of the Warhammer world and the death of most of the aforementioned world's population. The eight Mortal Realms serve as the new primary setting for Age of Sigmar.
Following the destruction of the original Warhammer world by the forces of Chaos, Sigmar floated aimlessly through outer space, clutching onto the metal core of the previous Warhammer world. After a long passage of time, he was rescued and befriended by the great celestial dragon Dracothion, who led Sigmar to the "Mortal Realms": eight planes of existence connected by portals called "realmgates", one of which was bestowed upon Sigmar to rule by Dracothion. Souls were drawn to these realms, with some being survivors from the previous world and others new. Sigmar forged alliances with these peoples and their respective gods as civilization was re-established in the Mortal Realms.
This growth was short-lived, however, as the Forces of Chaos struck again, invading the Mortal Realms. Led by Archaon, the Chaos dominated seven of the eight Mortal Realms, sparing only Sigmar's realm, Azyr. The civilizations and alliances Sigmar strove to make were ultimately destroyed in the Chaos invasion. Angered, Sigmar created the mighty Stormcast Eternals, and, with them, led the fight against the Chaos, thus beginning the Age of Sigmar.
Factions
There are four main factions in Age of Sigmar, called Grand Alliances.
Order Grand Alliance
Order wishes to defeat Chaos, and comprises
- Stormcast Eternals, demigod-like warriors imbued with a portion of Sigmar's godly power and clad in magical armour made of sigmarite. This is a completely new faction created for the game, similar to the Space Marines of Warhammer 40,000. They were created by Sigmar with the aid of Grungni to be the ultimate weapon against the forces of Chaos. They are heroic members of the mortal races which Sigmar handpicked from the realms before their death in battle for various reasons, remolding them completely into immensely large and powerful warriors. They are immortals in the sense that, upon death, they are transformed into energy that can be reused to recreate themselves.
- Extremis Chamber, certain Stormcast also ride on beasts called Dracoths, constituting the Stormcast Extremis.
- Seraphon, previously the Lizardmen. In the current iteration they are described to be Daemons who fight for Order.
- Sylvaneth, forest spirits, previously a part of the Wood Elves.
- Duardin, previously the Dwarfs. They are split into four factions:
- Fyreslayers, mercenary Dwarfs who worship Grimnir. They fight for Ur-Gold, a magical element whom they believe to be the remnants of their god.
- Dispossessed, the remaining Dwarfs who still bear grudges against their enemies and worship Grungni.
- Ironweld Arsenal, which focus on the artillery element of the Dwarfs. They are allied with humans.
- Kharadron Overlords, a completely new Dwarf faction released in Spring 2017 that consists of nautical-themed ironclad airships and warriors wearing armoured diving suits. Separated a long time ago from the other Dwarfs, the Kharadron Overlords live in sky-cities with quite a different culture to their brethren. They wield cutlass-like swords instead of axes and are armed with shooting weapons powered by Aether-Gold, a gaseous metal found in the skies.
- Humans, previously the Empire and Bretonnia. Divided in several factions:
- Devoted of Sigmar, remnants of the former Empire. Flagellants, Priests, and Witch Hunters.
- Collegiate Arcane, human wizards.
- Free Peoples, the rest of the human race, consisting of knights and other guilds.
- Aelfs, previously the Elves. They are split into three main groups:
- Highborn, previously the High Elves
- The Eldritch Council, which are Wizards, Swordmasters of Hoeth, and Loremasters.
- Phoenix Temple, Phoenixes and the Phoenix Guard.
- Lion Rangers, White Lions of Chrace, Lion Chariots.
- Swifthawk Agents, Skycutters, Chariots, and Shadow Warriors.
- Order Draconis, Dragon Princes, which are now called Dragon Blades.
- Exiles, previously the Dark Elves.
- Scourge Privateers, Kharybdiss, Scourgerunner Chariot, Corsairs, and the Fleetmaster.
- Daughters of Khaine, Witch Elves, Doomfire Warlocks, and the Cauldron of Blood and Bloodwrack Shrine.
- Darkling Covens, Black Guard, Dreadspears, Darkshards, Bleakswords, and Sorceresses.
- Shadowblades, Dark Elf Assassins and Dark Riders.
- Order Serpentis, Cold One (now called Drakespawn) Riders and Chariots, the Dreadlord on Dragon, and the War Hydra.
- Wanderers, previously the elven portion of the Wood Elves.
- Glade guard, the core army of the wanderers.
- Sisters of Avelorn, like the glade guard but more elite.
- Eternal Guard, the elite foot soldiers of the wanderers.
- Wildwood Rangers, like the Eternal Guard, but guarding wildwoods instead.
- Wild Riders, cavalry.
- Sisters of the Thorn, another version of the wild riders.
- Nomad Princes, the leaders of the wanderers.
- Spellweavers, the mages of the wanderers.
- Waywatcher, captain of the glade guard.
- Wayfinder, the tracker of the wanderers.
- Idoneth Deepkin, From out of blackness they come, emerging from the depths of the realms’ seas upon a surging tide of magic. These merciless raiders do not seek merely to slaughter or enslave, however, for they are the Idoneth Deepkin – they have come to take their victims’ very souls. They bring with them the magic of their kingdoms, an ethersea of roiling currents and crushing pressures. In their passing, the Idoneth leave ruin, death and sleepers that will never awaken – victims whose souls have been stolen. Retreating beneath the waves, the Idoneth return to the utter isolation of the depths.
- Highborn, previously the High Elves
Chaos Grand Alliance
Fueled by the base desires and actions of mortals, Chaos seek to dominate the Mortal Realms. They serve the Four Chaos Gods. Before Sigmar's retaliation in the Age of Sigmar, they had conquered seven of the eight Mortal Realms, beginning the Age of Chaos. It comprises
- Everchosen, the followers of Archaon the Everchosen of Chaos.
- Slaves to Darkness, formerly the Warriors of Chaos faction.
- Khorne Bloodbound, humans devoted to the service of Khorne.
- Daemons of Khorne, formerly Chaos Daemons which were the creations of Khorne.
- Tzeentch Arcanites, humans devoted to the service of Tzeentch.
- Daemons of Tzeentch, formerly Chaos Daemons which were the creations of Tzeentch.
- Nurgle Rotbringers, humans devoted to the service of Nurgle.
- Daemons of Nurgle, formerly Chaos Daemons which were the creations of Nurgle.
- Hosts of Slaanesh, humans and Daemons devoted to the service of Slaanesh.
- Daemons of Chaos, formerly Chaos Daemons.
- Beastmen, now divided into:
- Brayherds
- Warherds
- Legion of Azgorh (Chaos Dwarfs)
- Tamurkhan`s Horde (Forgeworld's Nurgle Faction)
- Monsters of Chaos, large beasts created from the Realm of Chaos.
- Chaos Gargants, formerly Chaos Giants.
- Thunderscorn, formerly the Dragon Ogres.
- Skaven, now formally part of the realm of Chaos as the Great Horned Rat ascended to the pantheon of the Chaos Gods. They consist of:
- Masterclan, formerly the leaders of the Skaven armies.
- The Clans Skryre, Skaven which dabble in bizarre sorcery and science.
- The Clans Moulder, Skaven which breed grotesque war beasts.
- The Clans Pestilens, Skaven who focus on The Horned Rat's corruption, spreading disease and plague.
- The Clans Eshin, Skaven which are stealthy assassins.
- The Clans Verminus, Skaven warriors.
Death Grand Alliance
Opposed to Chaos and more or less allied with Order when against the Chaos, Death wishes to rule all the realms for themselves. Ruled by the self-proclaimed god of death, Nagash. They consist of the Undead factions from Warhammer Fantasy Battle, including:
- Deathlords, formerly a portion of Vampire Counts. These were the leading aristocracy of the Vampire Counts, consisting of Nagash's command, the Mortarchs, the Morghasts, and the Vampire Lords.
- Soulblight, formerly a portion of Vampire Counts. They consist of the vampires.
- Deathmages, formerly a portion of Vampire Counts. They consist of necromancers.
- Deadwalkers, formerly a portion of Vampire Counts. They consist of zombies.
- Deathrattle, formerly a portion of Tomb Kings. They consist of skeletons.
- Flesh-Eater Courts, formerly a portion of Vampire Counts. They consist of crypt ghouls, vampires which devolved into flesh eating monstrosities.
- Nighthaunt, formerly a portion of Vampire Counts. They consist of ghosts, spirits, and wraiths.
Destruction Grand Alliance
Unpredictable and opportunistic, Destruction fight for their own self interests or often for the sake of conflict. They consist of:
- Orruks and Grots, formerly the Orcs and Goblins. They have several factions, including:
- Ironjawz, formerly the Black Orcs, heavily armored Orruks. Grouped in various clans:
- Ardboys
- Brutes
- Gore-gruntas
- Megabosses
- Weirdnob Shamans
- Warchanters
- Maw-krushas
- Greenskinz, formerly a portion of Orcs and Goblins, the typical Orruks that populated the majority of the Orruk race.
- Bonesplitterz, formerly the Savage Orcs, Orruks which are more primitive and use bone weaponry and shamanism.
- Grots, formerly the Goblins. They consist of:
- Moonclan Grots, Formerly the Night Goblins.
- Spiderfang Grots, Formerly the Forest Goblins.
- Gitmob Grots, the rest of the Goblins.
- Ironjawz, formerly the Black Orcs, heavily armored Orruks. Grouped in various clans:
- Aleguzzler Gargants, giants who do not serve Chaos.
- Ogors, formerly the Ogre Kingdoms. They have Four Factions, including:
- Beastclaw Raiders, Ogors who ride on massive Thundertusks and Mournfangs.
- Firebellies, fire breathing Ogors.
- Maneaters.
- Gutbusters, nomadic empires of gluttonous Ogors.
- Troggoths, formerly the Trolls from the Orcs and Goblins faction.
Rules
General principles
Age of Sigmar emphasizes the narrative aspect of the wargaming experience, encouraging the play of story-driven scenarios, recreation of battles from lore, and player-created stories.
The ruleset is designed to make the game easy to learn but hard to master. Basic rules of play are simple and quick to understand, but more advanced mechanics can be found in unit-specific pamphlets called "Warscrolls" that detail more rules and stats of the individual unit. The art of the game lies in understanding how your units work together and exploiting synergies to use them as a cohesive army.
The rules and Warscrolls are free, and can be downloaded from the Games Workshop website or viewed in the Age of Sigmar app.[1]
Game balance
Where Warhammer Fantasy Battle included points totals for different units and opponents agreed on the number of points to be fielded by each army, Age of Sigmar has several different modes of play. This includes Matched Play which, just like Warhammer Fantasy Battle, includes points total for different units and opponents can agree on the number of points to be fielded. In this mode of play, there are Army Composition rules that change depending on the point level being played, and the base rules are modified to allow for balanced play (Three Rules of One). All of the information and points cost to play Matched Games is contained in the General's Handbook. Also contained in this book are Campaign modes and Narrative modes.
References
- ^ "Warhammer Age of Sigmar Rules". Games Workshop. 2016-07-11. Archived from the original on 2016-04-12.
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