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From the maelstrom of a sundered world, the Eight Realms


were born. The formless and the divine exploded into life.
Strange, new worlds appeared in the firmament, each one
gilded with spirits, gods and men. Noblest of the gods was
Sigmar. For years beyond reckoning he illuminated the
realms, wreathed in light and majesty as he carved out his
reign. His strength was the power of thunder. His wisdom
was infinite. Mortal and immortal alike kneeled before his
lofty throne. Great empires rose and, for a while, treachery
was banished. Sigmar claimed the land and sky as his own
and ruled over a glorious age of myth.

But cruelty is tenacious. As had been foreseen, the great


alliance of gods and men tore itself apart. Myth and legend
crumbled into Chaos. Darkness flooded the realms. Torture,
slavery and fear replaced the glory that came before. Sigmar
turned his back on the mortal kingdoms, disgusted by their
fate. He fixed his gaze instead on the remains of the world he
had lost long ago, brooding over its charred core, searching
endlessly for a sign of hope. And then, in the dark heat of
his rage, he caught a glimpse of something magnificent. He
pictured a weapon born of the heavens. A beacon powerful
enough to pierce the endless night. An army hewn from
everything he had lost. Sigmar set his artisans to work and
for long ages they toiled, striving to harness the power of the
stars. As Sigmar’s great work neared completion, he turned
back to the realms and saw that the dominion of Chaos was
almost complete. The hour for vengeance had come. Finally,
with lightning blazing across his brow, he stepped forth to
unleash his creation.

The Age of Sigmar had begun.


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INTRODUCTION
It is an age of gods and monsters. It is an age of vengeful war. It is the Age of Sigmar, and the Mortal
Realms will shake with its fury.

Welcome to Warhammer Age are colourful, vibrant and dramatic presented in Warhammer Age of
of Sigmar, a fantastical hobby of in the extreme, and you can paint Sigmar, or found in the box with your
collecting, painting and tabletop your collection of miniatures to be new miniatures, allow you to take
wargaming like no other. Set across every bit as exciting as the fantasy your lovingly crafted collection and
eight vast and magical realms, worlds from which they hail. Luckily, send it into battle against those of
Warhammer Age of Sigmar tells an epic within the pages of Warhammer your friends. While the game rules
tale of tyranny and hope, retribution Age of Sigmar can be found plentiful explain how your miniature warriors
and battle in which you get to play guidance and inspiration for move, shoot, hurl spells and fight
a pivotal role. By assembling and newcomers and hard-bitten veterans epic duels across the tabletop, each
painting a collection of stunning alike. Painting guides provide detailed warscroll zooms in upon a specific
Citadel Miniatures, you are able to stage-by-stage walkthroughs, helping unit to tell you about the part they
create one of the countless armies you to paint your miniatures to a play in this age of war, and give you
locked in battle across the Mortal standard to be proud of. Meanwhile, all of the details you need to take
Realms. Watch as your collection the stunning miniatures showcases those models into battle as part of
grows from a small warband to a and jaw-dropping artwork packed your ever-growing army.
mighty horde, becoming more diverse into the Warhammer Age of Sigmar
and exciting with every new addition. book provide enough fuel to fire your So read on, immerse yourself in the
imagination for years to come. glory and horror of the war for the
The setting and ongoing narrative Mortal Realms, and prepare to be
of Warhammer Age of Sigmar, of Of course, every army needs a war swept up amid the storms of the Age
which this Primer provides a taster, to fight; the rules and warscrolls of Sigmar.

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AGE
AN

WAR
OF

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Sigmar’s Storm, long in the
making, has finally broken.
Shafts of magical lightning
spear from troubled skies.

The heroes of the new dawn


descend, borne to battle by
twin-tailed bolts. Men of light
are they, sent from the heavens
to wreak vengeance.

Each herald’s burnished plate is


aglow with the fires of burning
worlds. Lightning crackles from
their eyes, and haloes of power
wreathe their runic weapons.

Their glowing hammers fall –


and with them, the beginning
of a new age. This night, the
battlefields of the realms drink
not the blood of the oppressed,
but that of the tyrant.

The Stormcast Eternals


have come, and they have
brought death.
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THE WORLD
BEFORE TIME IS NO
MORE. BUT FOR THE
LAUGHTER OF CRUEL
GODS, NOTHING EXISTS
WHERE THAT ILL-FATED
ORB ONCE SPUN.

THE WORLD’S METALLIC


CORE WAS HURLED THROUGH THE
COSMOS BY THE FORCES OF ITS OWN
DESTRUCTION, THE GOD-KING SIGMAR
CLINGING TO ITS SIGMARITE SURFACE.
A MERE BAUBLE NEXT TO THE MONSTROUS
CONSTELLATIONS OF VULCATRIX, HYDRAGOS
AND CHIMERAC, THE CORE SHONE BRIGHTLY
NONETHELESS. IT WAS CAUGHT UP AND
PLACED IN THE FIRMAMENT BY THE
GREAT DRAKE, DRACOTHION.

IN RETURN, SIGMAR
OFFERED HIS ETERNAL
GRATITUDE. HE FASHIONED
DRACOTHION A NECKLACE OF
PUREST SIGMARITE SO THE GREAT
DRAKE COULD FOREVER AFTER BASK
IN ITS LAMBENT GLOW. A GREAT
FRIENDSHIP BEGAN, AND OVER TIME
DRACOTHION TAUGHT SIGMAR
THE SECRET WAYS TO THE
MORTAL REALMS.
SO BEGAN
THE AGE OF MYTH.
AZYR
The Realm of Heavens
The Realm of Heavens glitters like a swirl of celestial
jewels, its palaces and spires glowing from within.
Here, mighty Sigmar reigns supreme.

AQSHY
The Realm of Fire
Lands of passions untold and volatile landscapes.
In this realm, aggression is born and carried afar
upon hot, gusting winds.

SHYISH
The Realm of Death
Domain of endings and silent decay, where all is in
decline. No realm is more haunted, for all gates to the
Underworlds reside here.

GHYRAN
The Realm of Life
From barren to abundant, this realm is forever flowing
in cycle. Yet when in bloom, there are no lands more
verdant or bountiful.

HYSH
The Realm of Light
Once the domain of reason and symmetry, here there
is still purity. The very lands themselves are rife with
symbolism and hidden meaning.

GHUR
The Realm of Beasts
A primeval realm of untamed savagery, all of its lands
have one thing in common: only the strongest can hope
to survive there.

CHAMON
The Realm of Metal
Dawn breaks golden over the hard and unyielding
lands of this realm. Strange transmutations abound
amongst its vast mountain ranges.

ULGU
The Realm of Shadows
Thirteen regions, each a realm of secrets and riddles
whispered upon the breeze. All the shrouded countries
are saturated with illusion and lurking menace.

CHAOS
The Realm of the Dark Gods
Roiling, inconceivable, this realm encompasses
nightmarish landscapes beyond counting. Those who
trespass upon such domains are devoured, grotesquely
transformed, or damned for all eternity.

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DOMINION OF CHAOS
The foulness of the Dark Gods consumes the lands. Once-glorious realms have been transformed
into ruinous nightmares, and each day is a savage struggle. Enlightenment and civilisation are faded
memories, swallowed whole by the barbarism of the Age of Chaos.

In the Age of Myth, gods walked the As his old enemies grew in power and
lands as men. Sigmar explored eight strife consumed the lands, the God-
new magical realms that had been King Sigmar reforged old alliances and
born from the destruction of the World won many battles. It was not enough.
Before Time. One by one, he found United in conquest, the Chaos Gods
those deities that had survived the proved too strong. Sigmar was forced
cataclysm, and brought them together. to lead a great exodus to the Celestial
Realm, the last place of safety under
The lifetimes that followed saw the stars. The Gates of Azyr were closed
civilisations rise across these eight new behind them, and the seven worlds that
realms, and for a while, enjoy a brief remained left to their fate.
utopia. Cities were built and cultures
founded under Sigmar’s wise rule. Yet Life in the realms became a living hell.
the times of prosperity did not last. All hope of peace was ripped away.
Every race, people and settlement
Nagash sought to rule alone, creating bled under the bite of the Chaos axe,
strife and even open war between the their lands dominated by skull-clad
living and the dead. Gorkamorka’s fortresses and blasphemous temples.
warrior spirit drew him away from
Sigmar, forever driving a blade of Though the descendants of the World
conflict between the savage and the The weapons of the Khornate hordes Before Time clung to hope as best they
enlightened. Against Sigmar’s orders, are made of bone, brass and iron. could, only those that embraced the
Lord Tyrion led his improbable allies All men fear their ever-hungry bite. ways of their overlords survived for
to capture Slaanesh whilst he was still long. Honest men fought to the death
glutted with the souls he had devoured. in blood-pits for the amusement of
Elsewhere, stout Grimnir battled their conquerors. Priests of dead gods
Vulcatrix, Mother of Salamanders, until turned their unheeded prayers toward
both god and monster were torn apart. viler powers. Wretches scraped what
meat they could from the carcasses of
From the haunted void, the Dark Gods the fallen. The spectres of betrayal and
looked upon the discord of the Mortal deceit turned brother against brother
Realms and saw fresh prey. The Realm and father against son.
of Chaos spat forth its daemon legions
in such numbers that all other hosts The Chaos gods laughed in triumph,
seemed trivial. Despite the great valour sure in the knowledge there existed no
of Sigmar’s people, their civilisations The skull-like icon of the Blood God force mighty enough to challenge them.
were soon beset. So began the Age of Khorne has many variations, but all And yet, upon the horizon, storm
Chaos – a time of death and deceit. symbolise bloodshed without end. clouds slowly gathered.

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A
s the bloodstained
tapestry of the Age
of Chaos unfolded,
Sigmar came to a profound
realisation. The subjugated
people of the realms were close
to breaking, and though his
direct intervention could turn
a losing battle into a victory,
it was never enough to win the
greater war.

So it was that Sigmar embraced


wisdom instead of strength.
Divorcing the Celestial Realm
from the Mortal Realms, he
called upon his ally, the great
creator Grungni. Their forge
was the heavens, their steel the
sigmarite of the world-that-was.
All they needed were heroes to
wield it.

Those mortal warriors with


defiance in their souls were
snatched from the embattled
realms in flashes of blinding
light. Though their Trials of
Becoming saw them blasted
in body and spirit, the most
worthy were instilled with
divinity. Their souls were
steeped in the magic of the
stars and their physical forms
imbued with the strength of
celestial lions. Reborn, they
emerged from Sigmar’s mystical
forges as Stormcast Eternals –
immortal heroes destined to
cast down the tyranny of Chaos.

Sigmar’s Stormhosts have


grown strong indeed. Only now
does he unleash them, opening
the Gates of Azyr to strike at the
legions of the Dark Gods with
world-shaking force.
ORDER CHAOS
Although Sigmar’s Great Alliance broke long ago, a In the Realm of Chaos, the Dark Gods reign supreme.
connection still exists between those races that strive Though each has its own aims, their varied armies will
for law and justice. Sigmar – the God-King and Ruler of fight alongside each other, so long as they may bring ruin
the Heavens – remains foremost amongst these powers. to the Mortal Realms. Corrupted mortal tribes worship
His armies of Stormcast Eternals strike out to reclaim these fell entities with maddened zeal, having traded their
the lands. In this fight, the Stormcasts are not alone. The humanity for raw power. Encased in hell-forged armour,
steamhead duardin are a grim folk, yet sturdy allies. The their champions carve paths of slaughter through the
red slayers, however, are looked upon less favourably, realms. Mutants and monsters loom over such warbands,
for their assistance can only be secured by gold. The aelf vying to catch the eye of the Chaos Gods. Savage brayherds
forces are more wayward still – they prove deadly when dwell in the wild places, longing to tear down civilisation
they march out of their hidden strongpoints, yet none can and devour its remains, and the ratmen known as skaven
predict when they will choose to do so. Most enigmatic of gnaw tunnelworks below ground, seeking their own rise
all are the seraphon – reptilian warriors that appear out of to dominance. Most feared of all the servants of the Dark
nowhere to join the battle against Chaos. Gods are the daemon hosts – for they are Chaos incarnate.

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DEATH DESTRUCTION
The dead do not rest quietly. Departed spirits haunt The Forces of Destruction are akin to natural disasters –
blighted sites in all of the realms, feasting upon fear and they rise up like a living hurricane, and their invasions
draining life from the living. Through the black arts of tear through the realms bringing mayhem and ruin. They
necromancy, deathmages can summon forth skeletal live for war, and for taking what they desire. Though
deathrattlers or shuffling deadwalkers to do their dark intrinsically anarchic, armies of destruction most often
bidding. The aristocracy of the undead are the soulblight have at their core tribes of orruks, grots or ogors. The
vampires – ever-living beings of immense power with orruks are brutal green-skinned warriors who are so
an unquenchable bloodthirst. Yet whether ethereal belligerent that, if no enemy can be found, they will turn
nighthaunt or skulking flesh-eater, all owe ultimate upon one another. Their smaller and sneakier cousins,
allegiance to Nagash, the Great Necromancer, for it was the grots, prefer craftier warfare, and are infamous
his incantations that first awakened the dead. In his for backstabbing and sneak-assaults. The burly ogors
quest for supremacy, Nagash has usurped the guardians are driven only by gluttony, for though they devour
and deities of the afterlife, claiming sovereignty over the everything in their path they are ever hungry. Marching
departed and mastery over all the Underworlds. with these hordes are ravening beasts beyond count.

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STORM
THE

MADE FLESH
V
andus Hammerhand, Lord-Celestant and first The air was rent by metallic thunder as the phalanxes
of his chamber, drank in the majesty of his below stamped in salute, sigmarite hammers raised.
master’s great vaults and the warrior elite that
filled them. Arrayed in vast phalanxes below him stood ‘This night we smite the savage and the daemon,’
ten thousand heroes, the azure lightning that crowned continued Vandus. ‘This night we fling open gates long
Sigmar’s realm reflected in their golden masks. closed. The fallen will be avenged a hundredfold, and
Soon, the torture of the Long Calm would be over. In the Dark Gods themselves will feel our fury!’
moments, their God-King would hurl them through the
ether, striking out at the Chaos oppressors across the The Stormcast Eternals roared their approval, the
Mortal Realms. tumult of their voices split by the clash of hammer
against shield.
Sensing the rising tension, Vandus’ Dracoth roared.
Electricity crackled along its sabre-length teeth. Seizing ‘This night, brothers,’ said Vandus, ‘we bring war!’
the moment, the Lord-Celestant vaulted into its saddle
and raised the runic hammer Heldensen high. There was a thunderclap boom, and a flash. When these
faded, the celestine vaults were empty of all but echoes.
‘This night we ride the storm,’ shouted Lord Vandus,
the fierce joy in his voice filling the domes. The Age of Sigmar had begun.
Lord-Commander

Command Echelon
Heraldor Temple Judicator Temple Relictor Temple Valedictor Temple

Sacrosanct Extremis
Chamber Chamber
Exemplar Harbinger Warrior
Chambers Chambers Chambers

Ruination Auxiliary
Chamber Chamber
THEMATIC
VANDUS PHOTO

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28
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BLADES
OF THE
BLOOD GOD
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PAGEANTRY
THE

OF

WAR
THE PAGEANTRY OF WAR
The worlds of Warhammer Age of Sigmar offer infinite possibilities for any avid miniature collector. Its
soaring landscapes, vast armies and fantastical battles are fuel and inspiration for your own projects –
the miniatures in this book are just the beginning of an exciting journey.

One of the greatest joys of collecting in a carefully crafted setting – an epic bringing them to life with a paintbrush
Citadel Miniatures can be found in fantasy world recreated in miniature, and teasing out all of the finely sculpted
the modelling and painting of your with all the pageantry and spectacle detail of each model. Some people revel
collection, as you assemble and recreate that comes with it – or set up in a in treating each individual miniature as
all of the great heroes, terrifying display case, there to be admired by all. a work of art – lavishing attention on
monsters and amazing landscapes every inch and building scenic bases
of the Age of Sigmar. Nothing beats There’s real satisfaction to be had in – while others prefer to assemble vast
seeing a fully painted army arranged making your miniatures your own, legions of warriors in matching liveries,

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focussing on the spectacle of massed paint the shafts of their hammers in
ranks, armed and ready for war. shining silver? What are they doing in
a mysterious landscape of glowing ice
There’s no right or wrong way to go sculptures and blue flame?
about this – you should go wherever
your inspiration takes you, and do On the following pages we’ve provided
whatever you think makes your some examples, hints and tips on how
miniatures look great. Take your to paint your new models. Games
time to consider. The paint scheme Workshop produces a comprehensive
you select will help you to imbue range of paints, brushes, tools
your models with character and and guidebooks to help you, but
story, and to define who they are. ultimately, the choice is yours – what
Why has this particular chamber of exciting story do you want to tell with
Stormcast Eternals got pockmarked, your miniatures?
battle-scarred armour? Why do they

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STORMCAST ETERNAL STORMHOSTS
The Stormhosts of the Stormcast Eternals are manifold and glorious – only Sigmar himself knows
their true number. Below are six renowned Stormhosts, each with their own heraldry and history, that
may act as inspiration for your collection. Many hobbyists will, of course, enjoy creating their own.

The Hammers of Sigmar were the Only the Astral Templars have Dark and brooding are the Anvils of
first Stormhost to be hurled into entered the Gnarlwood and returned the Heldenhammer. Their Reforging
battle against the Chaos hordes. victorious. They are the Scourge of took place as the Broken World span
Theirs is the might of lightning. Monsters and the Hammer of Beasts. under a magical gloom.

Little is known of the stalwart and The Celestial Vindicators have been Though their bodies are scarred
mysterious Lions of Sigmar, save for forged solely with heroes from the by their Reforging, the Hallowed
their heraldry and the thunderous most war-ravaged lands. They know Knights are so pure of spirit that evil
roar of their battle cry. neither mercy nor restraint. magicks have little hold upon them.

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PAINTING THE HAMMERS OF SIGMAR
The Stormcast Eternals in this book were painted in a simple but effective colour scheme. Follow the
steps below, and you’ll achieve excellent results with your own collection of Stormcast warriors.

After carefully clipping your model Next, add the base colours. We used A generous wash of the colours in the
from its sprue and assembling it with Retributor Armour and Kantor Blue Citadel Shade range will add contrast
Citadel plastic glue, undercoat it for the armour, Leadbelcher for the and bring out the detail. Reikland
with Chaos Black Spray. Take care to hammer and tabard, and Screamer Fleshshade is a great choice for
ensure an even coat. Pink for the hafts. Stormcast Eternals.

Use Citadel Layer paints to bring Highlight the model’s edges with Paint the base with Steel Legion
colour and definition to the raised a Citadel Detail Brush. We used Drab. After applying PVA glue to
areas. For this stage we used Auric Fenrisian Grey to highlight the blue, the top, cover it with Citadel Sand.
Armour Gold, Altdorf Guard Blue, White Scar for the symbols, and Once the base is dry, glue on a few
Runefang Steel and Pink Horror. Liberator Gold for the armour. Middenland Tufts with PVA glue.

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After trying your hand at painting a Stormcast Warhammer Age of Sigmar Painting Guide is
Eternal, why not paint the rest of your Warhammer available to buy as a digital ebook from the iBooks
Age of Sigmar starter set collection with the help of store and from the Black Library website.
the Warhammer Age of Sigmar Painting Guide.

This comprehensive guide takes you through the


stages of painting your fine Citadel Miniatures, step-
by-step, with a multitude of reference photographs
and lots of handy painting tips and tricks.

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BATTLE
UNLEASHED
In the battle-ravaged Realm of Life, the warriors of the Chaos god Nurgle take up arms against a new and deadly foe.

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The deathrattle legions stalk from
Shyish’s underworlds, the cold mists
of the grave curling towards their
mortal prey.

Even the scabrous stamina of the Plague God’s chosen cannot withstand the onslaught of the Stormcast Eternals.

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The ground shakes as the iron-
clad cavalrymen of Khorne charge
headlong into a lumbering army of
beastclaw ogors.

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The vicious clans of the skaven unite
in fractious alliance, their assault
prizing a vital Realmgate from its
sylvaneth guardians.

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FIRE &
THUNDER
RULES
Warhammer: Age of Sigmar puts you in command of a force of mighty warriors, monsters and war engines. This rules
sheet contains everything you need to know in order to do battle amid strange and sorcerous realms, to unleash powerful
magic, darken the skies with arrows, and crush your enemies in bloody combat!

THE ARMIES Distances in Warhammer: Age of The table and scenery you use
Before the conflict begins, rival Sigmar are measured in inches ("), constitute your battlefield. A battlefield
warlords gather their most between the closest points of the models can be any flat surface upon which
powerful warriors. or units you’re measuring to and from. the models can stand – for example a
You can measure distances whenever dining table or the floor – and can be
In order to play, you must first muster you wish. A model’s base isn’t considered any size or shape provided it’s bigger
your army from the miniatures in part of the model – it’s just there to help than 3 feet square.
your collection. Armies can be as big the model stand up – so don’t include it
as you like, and you can use as many when measuring distances. First you should decide in which of the
models from your collection as you seven Mortal Realms the battle will take
wish. The more units you decide to Warhammer: Age of Sigmar uses six- place. For example, you might decide that
use, the longer the game will last and sided dice (sometimes abbreviated to your battle will take place in the Realm
the more exciting it will be! Typically, D6). If a rule requires you to roll a D3, of Fire. Sometimes you’ll need to know
a game with around a hundred roll a dice and halve the total, rounding this in order to use certain abilities. If you
miniatures per side will last for about fractions up. Some rules allow you to can’t agree on the realm, roll a dice, and
an evening. re-roll a dice roll, which means you get whoever rolls highest decides.
to roll some or all of the dice again. You
WARSCROLLS & UNITS can never re-roll a dice more than once, The best battles are fought over lavishly
All models are described by and re-rolls happen before modifiers to designed and constructed landscapes,
warscrolls, which provide all of the the roll (if any) are applied. but whether you have a lot of scenery
rules for using them in the game. You or only a small number of features
will need warscrolls for the models THE BATTLEFIELD doesn’t matter! A good guide is at least
you want to use. Be they pillars of flame, altars of 1 feature for every 2 foot square, but
brass or haunted ruins, the realms less is okay and more can make for a
Models fight in units. A unit can are filled with strange sights and really interesting battle.
have one or more models, but cannot deadly obstacles.
include models that use different To help you decide the placement of
warscrolls. A unit must be set up and Battles in Warhammer: Age of Sigmar your scenery, you can choose to roll two
finish any sort of move as a single are fought across an infinite variety dice and add them together for each 2
group of models, with all models within of exciting landscapes in the Mortal foot square area of your battlefield and
1" of at least one other model from Realms, from desolate volcanic plains consult the following table:
their unit. If anything causes a unit to and treacherous sky temples, to lush
become split up during a battle, it must jungles and cyclopean ruins. The Roll Terrain Features
reform the next time that it moves. dominion of Chaos is all-pervading, and 2-3 No terrain features.
no land is left untouched by the blight of 4-5 2 terrain features.
TOOLS OF WAR war. These wildly fantastical landscapes 6-8 1 terrain feature.
In order to fight a battle you will are recreated whenever you play a game 9-10 2 terrain features.
require a tape measure and some dice. of Warhammer: Age of Sigmar. 11-12 Choose from 0 to 3 terrain features.

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MYSTERIOUS LANDSCAPES THE SCENERY TABLE
The landscapes of the Mortal Realms Roll Scenery
can both aid and hinder your warriors. 1 Damned: If any of your units are within 3" of this terrain feature in your hero
Unless stated otherwise, a model can be phase, you can declare that one is making a sacrifice. If you do so, the unit
moved across scenery but not through suffers D3 mortal wounds, but you can add 1 to all hit rolls for the unit until
it (so you can’t move through a solid your next hero phase.
wall, or pass through a tree, but can 2 Arcane: Add 1 to the result of any casting or unbinding rolls made for a
choose to have a model climb up or wizard within 3" of this terrain feature.
over them). In addition, once you have 3 Inspiring: Add 1 to the Bravery of all units within 3" of this terrain feature.
set up all your scenery, either roll a dice 4 Deadly: Roll a dice for any model that makes a run or charge move across, or
on the table, right, or pick a rule from it finishing on, this terrain feature. On a roll of 1 the model is slain.
for each terrain feature: 5 Mystical: Roll a dice in your hero phase for each of your units within 3" of
this terrain feature. On a roll of 1 the unit is befuddled and can’t be selected
to cast spells, move or attack until your next hero phase. On a roll of 2-6 the
unit is ensorcelled, and you can re-roll failed wound rolls for the unit until
your next hero phase.
6 Sinister: Any of your units that are within 3" of this terrain feature in your
hero phase cause fear until your next hero phase. Subtract 1 from the Bravery
of any enemy units that are within 3" of one or more units that cause fear.

THE BATTLEBEGINS You can continue setting up units


Thunder rumbles high above as the until you have set up all the units
Your Territory
armies take to the battlefield. you want to fight in this battle, or
have run out of space. This is your
You are now ready for the battle to army. Count the number of models in
begin, but before it does you must set Enemy Territory your army – this may come in useful
up your armies for the coming conflict. later. Any remaining units are held
in reserve, playing no part unless fate
SET-UP lends a hand.
Before setting up their armies, both
players roll a dice, rolling again in The opposing player can continue to
the case of a tie. The player that rolls set up units. When they have finished,
Your Territory Enemy Territory
higher must divide the battlefield set-up is complete. The player that
into two equal-sized halves; their finishes setting up first always chooses
opponent then picks one half to be who takes the first turn in the first
their territory. Some examples of this battle round.
are shown to the right.
THE GENERAL
Your Territory
The players then alternate setting Once you have finished setting up all
up units, one at a time, starting with of your units, nominate one of the
the player that won the earlier dice models you set up as your general.
roll. Models must be set up in their Your general has a command ability,
Enemy Territory
own territory, more than 12" from as described in the rules for the hero
enemy territory. phase later.

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GLORIOUS VICTORY victory can be claimed immediately BATTLEROUNDS
In the Mortal Realms battles are brutal when the objective is achieved by the Mighty armies crash together amid
and uncompromising – they are fought outnumbered player. the spray of blood and the crackle
to the bitter end, with one side able to of magic.
claim victory because it has destroyed THE SUDDEN DEATH TABLE
its foe or there are no enemy models Assassinate: The enemy player Warhammer: Age of Sigmar is played
left on the field of battle. The victor can picks a unit with the HERO , in a series of battle rounds, each of
immediately claim a major victory and WIZARD , PRIEST or MONSTER which is split into two turns – one for
the honours and triumphs that are due keyword in their army. Slay the unit each player. At the start of each battle
to them, while the defeated must repair that they pick. round, both players roll a dice, rolling
to their lair to lick their wounds and Blunt: The enemy player picks a unit again in the case of a tie. The player that
bear the shame of failure. with five or more models in their rolls highest decides who takes the first
army. Slay the unit that they pick. turn in that battle round. Each turn
If it has not been possible to fight a Endure: Have at least one model consists of the following phases:
battle to its conclusion or the outcome which started the battle on the
is not obvious, then a result of sorts can battlefield still in play at the end of 1. Hero Phase
be calculated by comparing the number the sixth battle round. Cast spells and use heroic abilities.
of models removed from play with the Seize Ground: Pick one terrain 2. Movement Phase
number of models originally set up for feature in enemy territory. Have at Move units across the battlefield.
the battle for each army. Expressing least one friendly model within 3" of 3. Shooting Phase
these as percentages provides a simple that feature at the end of the fourth Attack with missile weapons.
way to determine the winner. Such a battle round. 4. Charge Phase
victory can only be claimed as a minor Charge units into combat.
victory. For example, if one player lost TRIUMPHS 5. Combat Phase
75% of their starting models, and the After any sudden death objectives have Pile in and attack with melee
other player lost 50%, then the player been chosen, if your army won a major weapons.
that only lost 50% of their models could victory in its previous battle, roll a dice 6. Battleshock Phase
claim a minor victory. and look up the result on the triumph Test the bravery of depleted units.
table below.
Models added to your army during Once the first player has finished
the game (for example, through their turn, the second player takes
summoning, reinforcements, THE TRIUMPH TABLE theirs. Once the second player has also
reincarnation and so on) do not count Roll Triumph finished, the battle round is over and a
towards the number of models in the 1-2 Blessed: You can change the new one begins.
army, but must be counted among the result of a single dice to the
casualties an army suffers. result of your choosing once PRE-BATTLEABILITIES
during the battle. Some warscrolls allow you to use an
SUDDEN DEATH VICTORIES 3-4 Inspired: You can re-roll all ability ‘after set-up is complete’. These
Sometimes a player may attempt to of the failed hit rolls for one abilities are used before the first battle
achieve a sudden death victory. If unit in your army in one round. If both armies have abilities like
one army has a third more models combat phase. this, both players roll a dice, re-rolling
than the other, the outnumbered 5-6 Empowered: Add 1 to in the case of a tie. The player that rolls
player can choose one objective your general’s Wounds highest gets to use their abilities first,
from the sudden death table after characteristic. followed by their opponent.
generals are nominated. A major

59
HERO PHASE have moved as many of your units as move within 3" of an enemy in the
As the armies close in, their you wish. No model can be moved more movement phase, and if it is already
leaders use sorcerous abilities, than once in each movement phase. within 3" of an enemy it can only
make sacrifices to the gods, or give retreat or remain stationary.
strident commands. MOVING
A model can be moved in any SHOOTING PHASE
In your hero phase you can use the direction, to a distance in inches equal A storm of death breaks over the
wizards in your army to cast spells (see to or less than the Move characteristic battle as arrows fall like rain and war
the rules for wizards on the last page of on its warscroll. It can be moved machines hurl their deadly payloads.
these rules). vertically in order to climb or cross
scenery, but cannot be moved across In your shooting phase you can shoot
In addition, other units in your army other models. No part of the model with models armed with missile weapons.
may have abilities on their warscrolls may move further than the model’s
that can be used in the hero phase. Move characteristic. Pick one of your units. You may not
Generally, these can only be used in pick a unit that ran or retreated this
your own hero phase. However, if an ENEMY MODELS turn. Each model in the unit attacks
ability says it can be used in every When you move a model in the with all of the missile weapons it is
hero phase, then it can be used in your movement phase, you may not move armed with (see Attacking). After all
opponent’s hero phase as well as your within 3" of any enemy models. Models of the models in the unit have shot,
own. If both players can use abilities in from your army are friendly models, you can choose another unit to shoot
a hero phase, the player whose turn it is and models from the opposing army with, until all units that can shoot have
gets to use all of theirs first. are enemy models. done so.

COMMAND ABILITY Units starting the movement phase CHARGE PHASE


In your hero phase, your general can within 3" of an enemy unit can either Howling bloodcurdling war cries,
use one command ability. All generals remain stationary or retreat. If you warriors hurl themselves into battle to
have the Inspiring Presence command choose to retreat, the unit must end its slay with blade, hammer and claw.
ability, and some may have more on move more than 3" away from all enemy
their warscroll. units. If a unit retreats, then it can’t shoot Any of your units within 12" of the
or charge later that turn (see below). enemy in your charge phase can make
Inspiring Presence: Pick a unit from a charge move. Pick an eligible unit
your army that is within 12” of your RUNNING and roll two dice. Each model in the
general. The unit that you pick does not When you pick a unit to move in the unit can move this number in inches.
have to take battleshock tests until your movement phase, you can declare that You may not pick a unit that ran or
next hero phase. it will run. Roll a dice and add the retreated this turn, nor one that is
result to the Move characteristic of all within 3" of the enemy.
MOVEMENT PHASE models in the unit for the movement
The ground shakes to the tread of phase. A unit that runs can’t shoot or The first model you move must finish
marching feet as armies vie for position. charge later that turn. within ½" of an enemy model. If that’s
impossible, the charge has failed and no
Start your movement phase by picking FLYING models in the charging unit can move
one of your units and moving each If the warscroll for a model says that in this phase. Once you’ve moved all the
model in that unit until you’ve moved the model can fly, it can pass across models in the unit, you can pick another
all the models you want to. You can then models and scenery as if they were eligible unit to make a charge, until all
pick another unit to move, until you not there. It still may not finish the units that can charge have done so.

60
COMBAT PHASE unit that have been slain this turn. For the target is visible). For the purposes
Carnage engulfs the battlefield as the each point by which the total exceeds of determining visibility, an attacking
warring armies tear each other apart. the highest Bravery characteristic in model can see through other models in
the unit, one model in that unit must its unit.
Any unit that has charged or has flee and is removed from play. Add 1 to
models within 3" of an enemy unit can the Bravery characteristic being used If a model has more than one attack,
attack with its melee weapons in the for every 10 models that are in the unit you can split them between potential
combat phase. when the test is taken. target units as you wish. If a model
splits its attacks between two or more
The player whose turn it is picks a unit You must choose which models flee enemy units, resolve all of the attacks
to attack with, then the opposing player from the units you command. against one unit before moving onto
must attack with a unit, and so on until the next one.
all eligible units on both sides have ATTACKING
attacked once each. If one side completes Blows hammer down upon the foe, MAKING ATTACKS
all its attacks first, then the other side inflicting bloody wounds. Attacks can be made one at a time, or,
completes all of its remaining attacks, in some cases, you can roll the dice for
one unit after another. No unit can be When a unit attacks, you must first pick attacks together. The following attack
selected to attack more than once in each the target units for the attacks that the sequence is used to make attacks one at
combat phase. An attack is split into two models in the unit will make, then make a time:
steps: first the unit piles in, and then you all of the attacks, and finally inflict any
make attacks with the models in the unit. resulting damage on the target units. 1. Hit Roll: Roll a dice. If the roll
equals or beats the attacking weapon’s
Step 1: When you pile in, you may The number of attacks a model can To Hit characteristic, then it scores a
move each model in the unit up to make is determined by the weapons hit and you must make a wound roll.
3" towards the closest enemy model. that it is armed with. The weapon If not, the attack fails and the attack
This will allow the models in the unit options a model has are listed in its sequence ends.
to get closer to the enemy in order to description on its warscroll. Missile
attack them. weapons can be used in the shooting 2. Wound Roll: Roll a dice. If the roll
phase, and melee weapons can be used equals or beats the attacking weapon’s
Step 2: Each model in the unit attacks in the combat phase. The number of To Wound characteristic, then it causes
with all of the melee weapons it is attacks a model can make is equal damage and the opposing player must
armed with (see Attacking). to the Attacks characteristic for the make a save roll. If not, the attack fails
weapons it can use. and the attack sequence ends.
BATTLESHOCKPHASE
Even the bravest heart may quail when PICKING TARGETS 3. Save Roll: The opposing player
the horrors of battle take their toll. First, you must pick the target units rolls a dice, modifying the roll by the
for the attacks. In order to attack an attacking weapon’s Rend characteristic.
In the battleshock phase, both players enemy unit, an enemy model from that For example, if a weapon has a -1 Rend
must take battleshock tests for units unit must be in range of the attacking characteristic, then 1 is subtracted from
from their army that have had models weapon (i.e. within the maximum the save roll. If the result equals or beats
slain during the turn. The player whose distance, in inches, of the Range listed the Save characteristic of the models
turn it is tests first. for the weapon making the attack), in the target unit, the wound is saved
and visible to the attacker (if unsure, and the attack sequence ends. If not,
To make a battleshock test, roll a dice stoop down and get a look from the attack is successful, and you must
and add the number of models from the behind the attacking model to see if determine damage on the target unit.

61
4. Determine Damage: Once all of no longer has any effect. You can’t If a spell is cast, the opposing player can
the attacks made by a unit have been heal wounds on a model that has choose any one of their wizards that is
carried out, each successful attack been slain. within 18" of the caster, and that can see
inflicts a number of wounds equal them, and attempt to unbind the spell
to the Damage characteristic of the MORTAL WOUNDS before its effects are applied. To unbind
weapon. Most weapons have a Damage Some attacks inflict mortal wounds. a spell, roll two dice. If the roll beats the
characteristic of 1, but some can inflict Do not make hit, wound or save rolls roll used to cast the spell, then the spell’s
2 or more wounds, allowing them to for a mortal wound – just allocate the effects are negated. Only one attempt
cause grievous injuries to even the wounds to models from the target unit can be made to unbind a spell.
mightiest foe, or to cleave through as described above.
more than one opponent with but a ARCANE BOLT
single blow! COVER Arcane Bolt has a casting value of 5. If
If all models in a unit are within or on successfully cast, pick an enemy unit
In order to make several attacks at a terrain feature, you can add 1 to all within 18" of the caster and which
once, all of the attacks must have the save rolls for that unit to represent the is visible to them. The unit you pick
same To Hit, To Wound, Rend and cover they receive from the terrain. suffers D3 mortal wounds.
Damage characteristics, and must This modifier does not apply in the
be directed at the same enemy unit. combat phase if the unit you are MYSTIC SHIELD
If this is the case, make all of the hit making saves for made a charge move Mystic Shield has a casting value of 6.
rolls at the same time, then all of the in the same turn. If successfully cast, pick the caster, or
wound rolls, and finally all of the save a friendly unit within 18" of the caster
rolls; then add up the total number of WIZARDS and which is visible to them. You
wounds caused. The realms are saturated with magic, can add 1 to all save rolls for the unit
a seething source of power for those you pick until the start of your next
INFLICTING DAMAGE with the wit to wield it. hero phase.
After all of the attacks made by a
unit have been carried out, the player Some models are noted as being a THE MOST
commanding the target unit allocates wizard on their warscroll. You can use a IMPORTANT RULE
any wounds that are inflicted to models wizard to cast spells in your hero phase, In a game as detailed and wide-
from the unit as they see fit (the models and can also use them to unbind spells ranging as Warhammer: Age of
do not have to be within range or in your opponent’s hero phase. The Sigmar, there may be times when you
visible to an attacking unit). When number of spells a wizard can attempt are not sure exactly how to resolve
inflicting damage, if you allocate a to cast or unbind each turn is detailed a situation that has come up during
wound to a model, you must keep on on its warscroll. play. When this happens, have a quick
allocating wounds to that model until chat with your opponent, and apply
either it is slain, or no more wounds CASTING SPELLS the solution that makes the most
remain to be allocated. All wizards can use the spells described sense to you both (or seems the most
below, as well as any spells listed on fun!). If no single solution presents
Once the number of wounds suffered their warscroll. A wizard can only itself, both of you should roll a dice,
by a model during the battle equals attempt to cast each spell once per turn. and whoever rolls higher gets to
its Wounds characteristic, the model choose what happens. Then you can
is slain. Place the slain model to one To cast a spell, roll two dice. If the get on with the fighting!
side – it is removed from play. Some total is equal to or greater than the
warscrolls include abilities that allow casting value of the spell, the spell is
wounds to be healed. A healed wound successfully cast.

62
FORGING YOUR
OWN LEGENDS
The Warhammer realms are replete with tales of mighty heroes, bloodshed and betrayal, and part of
the fun of owning an army of Citadel Miniatures is in creating your own stories and bringing your
models and the worlds they inhabit to life.

The Warhammer Age of Sigmar rules living fortress? The possibilities are This Primer provides a taste of one
are there to help you forge your own limited only by your imagination. such story, giving you the opportunity
legends, as your heroes and their to decide what the outcome of this dark
armies battle for glory and conquest on The Warhammer Age of Sigmar rules tale will be. Who will stand victorious
the fantastical battlefields of the realms. provide a framework for you to bring at the end – the celestial warriors
your miniatures to life, and command of Sigmar, or the blood-drenched
How will your general and his retinue them in battle on the tabletop. There’s followers of Khorne?
fare as they cut a bloody path through great excitement to be had from such
the daemon-haunted forests of conquests – the uncertainty of whether Once you’ve experienced the battle in
Grumweale? Which of your warriors your gambit on the battlefield is going this Primer, you might be inspired to go
will slay the rampaging Khorgorath to pay off, or whether your horde of on to tell stories of your own. Just grab
in the sky palaces of Hiroth? Will the warriors can take down the dragon your miniatures and go. The realms
greenskins realise they’re charging into that’s been plaguing their flanks as they are a strange and dangerous place –
your ambush in the enchanted ruins of flee across the Emerald Wastes. It’s absolutely anything could happen!
once-great Ashmuth? How long before from moments such as these that new
the chattering armies of the dead break legends are born.
through the quivering walls of your

63
SIGMAR’S VENGEANCE
Sigmar’s Storm has broken with terrifying force. The following pages tell of a battle from the first
strike the Stormcast Eternals launch at the powers of Chaos, with a thunderous impact upon the
Mortal Realms. With the battleplan detailed here, it is a struggle you can play out for yourself.

The epic events detailed in Warhammer The battleplan included in this Primer
Age of Sigmar tell of the Stormcast is based on one of the battles fought
Eternals’ first clash against Chaos. between the Stormcast Eternals and
Though it is but one of a hundred such the Goretide. You will have to think
battles, it is perhaps the most important on your feet and quickly adapt to the
– and you will decide its outcome. new challenges each battleplan throws
at you, and you will need to use a
To help you do this, Warhammer Age combination of strategy, tactics, low
of Sigmar presents you with battleplans. cunning and calculated risks in order
A battleplan is quite simply a set of to triumph.
instructions that tells you how to pick
an army and set it up on the battlefield, In some battleplans we include areas of
and what you need to do in order to scenery on the map. If you have suitable
win. These instructions complement scenery models available, you should
the ones found on the Warhammer Age use them to recreate the battlefield, but
of Sigmar rules sheet, and provide you if you do not, simply replace them with
with a huge variety of ways to play. scenery you do have or ignore them.

1. Overview: A brief description of the background for the battle, and each
player’s objectives.

1
2. The Armies: The armies and units that can be used to fight the battle.
2 3
3. The Battlefield: The terrain over which the battle is fought.
4

4. Set-up: How the armies must be set up for the battle.


5

5. Glorious Victory: How the winner of the battle is determined.

6 7
6. Map: The map illustrates where you should set up your army, and also the
location of other things you may need to set up on the battlefield.

7. Hints & Tips: Useful information that will help you to get the most from the
battleplan when you use it for a game.

64
INDOMITABLE
Ionus Cryptborn and the Retributors have been ordered to block a natural choke point through which
Khul’s warriors are trying to reach the portal. Wave after wave of bloodthirsty warriors attack, but the
Stormcast Eternals fight back hard, for they cannot allow the Goretide to sway the battle ahead.

THE ARMIES THE BATTLEFIELD At the end of each wave, any models
One player commands a Hammers The battlefield is 24" square. If any remaining in the Goretide army are
of Sigmar army, and the other a scenery is being used, set it up as removed from the battlefield, and the
Goretide army. described on the Warhammer: Age of Goretide army is then set up again at
Sigmar rules sheet. its full starting strength as described
The Hammers of Sigmar army consists in the set-up instructions above (this
of the following units: SET-UP represents reinforcements taking the
• 1 Lord-Relictor The Goretide army must set up first, place of any losses). The Hammers of
• 1 unit of 3 Retributors, including a wholly within 3" of one edge of the Sigmar army is also set up again, but
Retributor-Prime battlefield. The Hammers of Sigmar does not heal any wounds, or recover
army sets up second, wholly within 3" any models that have been slain or have
The Goretide army consists of the of the centre of the opposite edge of fled. The next wave of the battle is then
following units: the battlefield. fought, and so on, until all three waves
• 1 unit of 5 Blood Warriors, including are complete.
a Chaos Champion GLORIOUS VICTORY
• 1 unit of 20 Bloodreavers, including This battle is fought in three waves. The Goretide achieve a major victory
Chieftain, Icon Bearer and Hornblower Each wave is fought for three battle if all models in the Hammers of Sigmar
rounds (for a total of nine battle rounds army have been slain or have fled by
altogether), or until all of the models the end of the battle. Any other result is
in the Hammers of Sigmar army have a major victory for the Hammers
been slain or have fled. of Sigmar.

24"
HINTS & TIPS
This battle is essentially three small battles fought back-
3"
to-back. The game is a challenging one for the Hammers
Hammers of Sigmar
(within 3" of centre of edge) of Sigmar – they don’t recover between waves, whereas
the Goretide returns at full strength. Because of this, the
commander of the Hammers of Sigmar army will have to use
24"

Brimstone Pass 3" all of his wiles to keep casualties to a minimum. The Lord-
Goretide

Relictor’s Healing Storm can help a lot with this, and should
be used as much as possible. While on the subject of the
Lord-Relictor, once you’ve used him to heal the Retributors,
remember his Lightning Storm can help to thin down the
ranks of the advancing Goretide too!

65
66
LEGENDS
OF
WAR

67
WARSCROLLS
The warriors and creatures that battle in the Mortal Realms are incredibly diverse, each one fighting
with their own unique weapons and combat abilities. To represent this, every model has a warscroll
that lists the characteristics, weapons and abilities that apply to the model.

Every Citadel Miniature in the On the following page you will find a The key below explains what you
Warhammer range has its own warscroll for a Lord-Relictor – a grim will find on a warscroll, and the
warscroll, which provides you with all hero of the Stormcast Eternals. When Warhammer Age of Sigmar rules sheet
of the information needed to use that fighting a battle, simply refer to the explains how this information is used
model in a game of Warhammer Age warscrolls for the models you are using. in a game. The warscroll also includes a
of Sigmar. This means that you can Warscrolls for all of the other models in picture of a unit of the models that the
use any Citadel Miniatures in your the Warhammer Age of Sigmar range warscroll describes, and a short piece of
collection as part of an army as long as are available from Games Workshop. text explaining the background for the
you have the right warscrolls. Just visit our website at games- models and how they fight.
workshop.com for more information
on how to obtain them.

1. Title: The name of the model that the warscroll describes.

2. Characteristics: Each warscroll has a set of characteristics


that tell you how fast, powerful and brave the model is, and
how effective its weapons are.

3. Description: The description tells you what weapons the


model can be armed with, and what upgrades (if any) it
can be given.
1
4. Abilities: Abilities are things that the model can do during
a game that are not covered by the standard game rules.
2
5. Keywords: All models have a list of keywords. Sometimes
a rule will say that it only applies to models that have a
3 4
specific keyword on their warscroll.

68
WARSCROLL

LORD-RELICTOR
Lord-Relictors are noble but sinister figures. Their ritual weapons and armour are replete with icons of death, for these
fell guardians keep the warrior souls of the Stormcast Eternals from the gloom of the underworld. Potent healers as well
as mighty warriors, their arcane powers channel the glory of Sigmar and call storms from the darkening skies.

4"
MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage
5 3+ Relic Hammer 1" 4 3+ 3+ -1 1
9

DESCRIPTION ABILITIES
A Lord-Relictor is a single model. He is Lightning Storm: In your hero phase, you Healing Storm: In your hero phase, you
armed with a Relic Hammer. can declare that the Lord-Relictor will pray can declare that this model is praying for
for a lightning storm. If you do so, pick an a healing storm. If you do so, pick a
enemy unit that is within 12" of this model friendly model with the STORMCAST
and roll a dice. On a roll of 3 or more, the ETERNAL keyword that is within 12" of
unit you picked suffers D3 mortal wounds, this model and roll a dice. On a roll of 3 or
and your opponent must subtract 1 from more you can heal up to D3 wounds that
all hit rolls for the unit until your next hero have been suffered by the model that you
phase. A Lord-Relictor cannot pray for a picked. A Lord-Relictor cannot pray for a
lightning storm and a healing storm in the healing storm and a lightning storm in the
same turn. same turn.

KEYWORDS ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, PRIEST, LORD-RELICTOR

69
HINTS & TIPS
The following hints and tips will help With the exception of Damage, Save of ‘-’: Some models have a Save of
you get the most from your warscrolls: generate any random values for a ‘-’. This means that they automatically
weapon each time it is chosen as the fail all save rolls (do not make the roll,
Modifiers: Many warscrolls include weapon for an attack. Roll separately even if modifiers apply).
modifiers that can affect characteristics. for each weapon the unit is using. The
For example, a rule might add 1 to result applies for the duration of that Keywords: Keywords are sometimes
the Move characteristic of a model, or phase. For Damage, generate the value linked to (or tagged) by a rule. For
subtract 1 from the result of a hit roll. each time the weapon inflicts damage. example, a rule might say that it
Modifiers are cumulative. applies to ‘all models with the
When to Use Abilities: Abilities that STORMCAST ETERNAL keyword’.
Random Values: Sometimes, the are used at the start of a phase must be This means that it would apply to
Move or weapon characteristics on a carried out before any other actions. models that have the Stormcast Eternal
warscroll will have random values. For For example, abilities carried out at the keyword on their warscroll.
example, the Move characteristic for start of the movement phase must be
a model might be 2D6 (two dice rolls used before any models are moved. Keywords can also be a useful way to
added together), whereas the Attacks By the same token, abilities used at decide which models to include in an
characteristic of a weapon might be D6. the end of the phase are carried out army. For example, if you want to
after all normal activities for the phase field a Stormcast Eternals army, just
When a unit with a random Move are complete. use models that have the STORMCAST
characteristic is selected to move in ETERNAL keyword.
the movement phase, roll the indicated If you can use several abilities at the
number of dice. The total of the dice same time, you can decide in which Minimum Range: Some weapons have
rolled is the Move characteristic for all order they are used. If both players can a minimum range. For example 6"-48".
models in the unit for the duration of carry out abilities at the same time, the The weapon cannot shoot at an enemy
that movement phase. player whose turn is taking place uses unit that is within the minimum range.
their abilities first.

70
71
WARSCROLL BATTALIONS
The warriors of the Mortal Realms often fight in battalions. Each of these deadly fighting formations
consists of several units that are organised and trained to fight alongside each other. The units in
warscroll battalions can employ special tactics on the battlefield, making them truly deadly foes.

If you wish, you can organise the On the following page you will find individually later on, or you can set up
units in your army into a warscroll a warscroll battalion that uses the all of the units individually.
battalion. Doing so will give you Stormcast Eternals Citadel Miniatures
access to additional abilities that can included in the Warhammer Age of For example, if you were fighting a
be used by the units in the battalion. Sigmar boxed set. battle where each player takes it in
The information needed to use these turns to set up one unit, you could
powerful formations can be found on BATTALIONSET-UP set up one, some or all of the units in
the warscroll battalion sheets that we When you are setting up, you can belonging to a warscroll battalion in
publish for Warhammer Age of Sigmar. set up all of the units in a warscroll your army.
Each warscroll battalion sheet lists the battalion instead of setting up a single
units that make it up, and the rules for unit. Alternatively, you can set up some
any additional abilities that units from of the units from a warscroll battalion,
the warscroll battalion can use. and set up any remaining units

1. Title: The name of the warscroll battalion and a short


overview of the background for it and how it fights.

2. Organisation: This section lists the units that make up the


warscroll battalion, how many models each of the units
must have, and any other restrictions that may apply to
the models that you can include. If the number of models
needed for a unit are not listed, the unit can have any
number up to the maximum allowed by its warscroll.

3. Abilities: Every warscroll battalion includes one or more


1
abilities that some or all of the units from the battalion can
use. The abilities listed for a warscroll battalion only apply
3
to the units that make it up (even if there are other units of
the same type in your army). These abilities are in addition
to the abilities listed on the units’ warscrolls.

72
WARSCROLL
BATTALION

STORMCAST ETERNALS
THUNDERSTRIKE BROTHERHOOD
Blasting onto the battlefield in explosions of force, Thunderstrike Brotherhoods are led into the heart
of the fray by heroic Lord-Celestants. These warriors are tightly bound by honour and duty.

ORGANISATION ABILITIES
A Thunderstrike Brotherhood Brothers in Arms: Add 1 to the Bravery of any unit from this warscroll battalion
consists of the following units: that is within 6" of one or more other units from this warscroll battalion.

• 1 Lord-Celestant on Dracoth Lightning Strike: Instead of setting up a unit from this warscroll battalion on the
• 1 Lord-Relictor battlefield, you can place it to one side and say that it is set up as part of your army
• 1 unit of Retributors in the Celestial Realm. In any of your movement phases, you can transport the unit
• 1 unit of Prosecutors to the battlefield. When you do so, set up the unit on the battlefield more than 9"
• 2 units of Liberators from any enemy models. This is their move for that movement phase.

73
WHAT’S NEXT?
Warhammer Age of Sigmar is a collecting, painting and gaming experience whose appeal and
excitement lasts a lifetime. Whether it be assembling and painting a mighty horde of fantastical
warriors or immersing yourself in the magical worlds and stories of the realms, Warhammer Age of
Sigmar offers endless opportunities for enjoyment. Equally, if you hunger to launch your own crusade
of conquest, you’ll be hurling your armies into bloody battle before you know it.

INTO THE REALMS… epic story, pitting Vandus Hammerhand and his Hammers
They say that every journey begins with a single step, and of Sigmar against the daemon-worshipping Korghos Khul
in the case of Warhammer Age of Sigmar there is no better and his cruel Goretide warriors. As such, not only does
first step than the starter set itself. Contained within this this starter set get you off to a great start with your model
exceptional set is an impressive range of beautifully detailed collections, but it also represents an excellent way to learn
Citadel Miniatures, excellent starting forces for the brave the Warhammer Age of Sigmar rules and plunge straight into
and noble Stormcast Eternals and the murderous Khorne the story of the Age of Sigmar.
Bloodbound. This starter set is the starting point of a truly

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DESIGNED BY GAMES WORKSHOP IN NOTTINGHAM
Warhammer Age of Sigmar Primer © Copyright Games Workshop Limited 2015. Warhammer Age of Sigmar,
GW, Games Workshop, Warhammer, Stormcast Eternals, and all associated logos, illustrations, images, names,
creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM,
and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved.

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any
means, electronic, mechanical, photocopying, recording or otherwise,
without the prior permission of the publishers.

This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to
real people or incidents is purely coincidental.

British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library.
Pictures used for illustrative purposes only.

Certain Citadel products may be dangerous if used incorrectly and Games Workshop does not recommend them
for use by children under the age of 16 without adult supervision.
Whatever your age, be careful when using glues, bladed equipment and sprays and make sure that you read and
follow the instructions on the packaging.

Games Workshop Ltd., Willow Road, Lenton, Nottingham, NG7 2WS, United Kingdom

games-workshop.com

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