Warhammer Age of Sigmar: Core Book (2021)

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Warhammer Age of
Sigmar Core Book


The Age of Sigmar
began with the thunderous arrival of the Stormcast Eternals, borne upon the
heavenly storm of the God-King Sigmar Heldenhammer. They are great heroes,
snatched up at the moment of death and magically reforged – these golden
warriors are thrown into battle against all who would corrupt, decay, and
destroy the Mortal Realms.

While Sigmar and his pantheon of Order strive
for prosperity in these dark times, the Great Necromancer Nagash marshals the
forces of Death in a bid to claim every last soul for his own. Meanwhile,
Kragnos leads the wild forces of Destruction in a savage rampage across the
civilised world, all while the Chaos Gods prepare to conquer the last
uncorrupted bastions in a world of conflict and upheaval. This is a new epoch,
a time of mighty battles and unending war. This is the Age of Sigmar!


The Age of Sigmar is an epic setting populated by myriad armies, powerful
heroes, and magnificent monsters. It plays host to vast, realm-spanning wars
between the forces of Order, Chaos, Death, and Destruction. In the Warhammer
Age of Sigmar Core Book, you’ll not only learn the rich history of this
war-torn age, but you’ll also find all the rules you need to evoke these epic
stories on the tabletop.

The Book

This 360-page
hardback book is the ultimate companion for both novice and veteran players of
Warhammer Age of Sigmar, containing everything you need to know to collect,
build, paint, and play with Citadel miniatures in the Mortal
Realms.

Realms of War

The Core Book starts with
Realms of War, an overview of the Warhammer hobby with concise how-to guides on
collecting, building, and painting your miniatures, as well as the various ways
you can use them to play games of Warhammer Age of Sigmar.

War
Unending


Discover the history of the Mortal Realms in the first
lore section of the book, containing a detailed, illustrated story-so-far, from
the arrival of mankind’s God-King to the savage Era of the Beast. This covers
three major ages:

– The Age of Myth, Sigmar’s journey through the cosmos,
his meeting with the Great Drake Dracothion and his exploration of the eight
Mortal Realms. It tells of his awakening of other gods, the building of
civilisations, and the fractious alliances that were forged.

– The Age
of Chaos, brought about by the machinations of the Chaos Gods and their command
of the Realm of Chaos, spitting daemon legions forth and destroying the peace
that once reigned.

– The Age of Sigmar, in which the God-King’s
champions fight back against his enemies in all their forms. From the vengeful
Realmgate Wars that cast Chaos back from many Order strongholds, to the
cataclysmic Necroquake brought about by Nagash, God of the Dead, to the dawn of
the Era of Beasts as the ancient Earthquake God unleashes hordes of rampaging
greenskins into the heartlands of civilisation.

Delve into background
information on each of the eight Mortal Realms – Azyr, Shyish, Ashqy, Chamon,
Ghur, Ghyran, Hysh, and Ulgu – which details their links, descriptions of the
native civilisations that have risen and fallen, key events that have taken
place and notable geographical features; along with details of the Realm of
Chaos, a nightmarish dimension home to the Chaos Gods and legions of terrifying
hellspawn.

Clashing Empires

Learn about the
armies and alliances that fight across the Mortal Realms, each featuring a
showcase of beautifully painted Citadel miniatures, split into four sections
according to their Grand Alliances. Beginning with the forces of Order, you’ll
glean insight into each of the factions that comprise the last bastion of
civilisation in the eight realms (even if they don’t always get along), before
moving on to parley with their nemeses in the forces of Chaos. Meanwhile,
Nagash’s alliance of Death plots to claim every last soul in the land, while
Grand Alliance Destruction indulges their baser instincts on a roaring rampage
of carnage alongside their newfound deity, Kragnos.

The
Rules


The first rules section of this book contains the core
concepts you need to start fighting battles in the Age of Sigmar, taking you
through deployment, the battle rounds, combat, magic, and more. The rules are
laid out in a clear and concise format with additional commentary from the
designers, making this the easiest rulebook to reference in Warhammer
history.

Once you’ve got the basics squared away, find out all about the
three core ways to play the game and the battleplans you can undertake in
each.

Open Play
Let your imagination run wild as
open play caters for re-enacting every kind of narrative storyline or tactical
challenge you can think of, without restrictions.
– Includes the Open War
Battleplan Generator, which provides pre-set Maps, Victory Conditions, Twists,
and Ruses.
– Combining different options allows over 1,200 different types of
Open War scenarios to be played.

Matched Play

Designed to put both players on an equal footing, matched play offers players
an even chance of victory based around points-based army construction rules and
a competitive set of battleplans.
– Includes additional special rules,
including Stealing the Initiative, as well as rules for additional objectives
scored on either a turn-by-turn or end-of-battle basis.
– Features much
broader and more detailed requirements and restrictions than other game types,
including restrictions on endless spells, reinforced units, and understrength
units.

Narrative Play
Send your army on a Path to
Glory and watch them develop across games with an overhauled section on
narrative gameplay rules. Earn renown, gain new abilities, and even expand your
army’s territory while free of limitations on how, when, and where you can
play.
– Includes rules and guidance on a 5-step process to starting a Path to
Glory campaign, including: Choosing Factions and Realms, Starting Sizes and
Territories, Orders of Battle, Core Enhancements, and picking Quests to embark
upon.
– Provides guidance on how to fight battles against opponents both
participating and not participating in a Path to Glory
Campaign.

Conquest Unbound

The final section
helps represent the vast array of battlefields and endless war that the
overlords of the Mortal Realms fight across, including bespoke rules for the
various, more niche type of battlefields you may come to fight, on, across,
over, or indeed, under.

It includes three variant types of games
for players to enjoy, including:


– Siege
Warfare – all too often across the Mortal Realms, warlords and
conquerors look to displace inhabitants of a territory or city that they have
decided should fall under their control, and often the culmination of such a
campaign is a brutal, no-holds-barred siege.

– Triumph
and Treachery – sometimes duty calls for an
all-out brawl between all of your enemies at once, and, when that happens, these
rules can be used to represent battles that take place between three or more
factions at the same time – all are frantically fighting to win the day against
all other opponents, but will you be the one to come out on top?

–
Tunnel Fighting – deadly, close-quarters
combat is commonplace across the Mortal Realms as armies cluster into
labyrinthine cave networks, perfidious skaven skitter through the city sewers,
and mind-bending tunnels open up in the unpredictable domains of Chaos.


The Core Book closes out with a handy, alphabetised rules index and a
photocopiable Path to Glory roster, Order of Battle, and Army roster.
  

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