Age of sigmar generals handbook 2016 pdf download






















I realize it July 8, in Age of Sigmar Discussions This year half the armies will have printed points and the other half will have points in a digital PDF.. Views 3, Downloads 1, File size 18MB Feb 2, — If they are real, it is a screenshot of the pdf they are getting. Nurgle points change GHB Lord of Afflictions: now ; The Glottkin: The following commentary is intended to complement the General's You may need to download version 2.

First the guardian sets up their entire army, more than 12" from enemy territory, then the corruptor does the same. At the start of each battle round, before rolling to see who takes the first turn, each player rolls a dice and adds 1 to the result if there are any PRIESTS in their army.

If one player rolls higher, the storm front moves 6" away from their edge of the battlefield see map , increasing the size of their territory. The storm front can also be moved if the enemy general is killed or wounded see Avatar of the Storm.

The guardian adds 1 to the result of any hit rolls he makes in the combat phase for models that are entirely within his territory. The corruptor adds 1 to the result of any wound rolls he makes in the combat phase for models that are entirely within his territory.

If they slew the enemy general during the turn, the storm front moves 18" instead of 6". For each wound a general heals, the storm front immediately moves 3" away from his edge of the battlefield. If this has not happened by the end of the sixth battle round, the player whose territory is the largest wins a minor victory. If both players have equally sized territories, the result is a draw. The rescuers must cleave their way through the enemy forces arrayed against them in order to reach their comrade before it is too late.

The ritualists must try to keep the rescuers at arms length, blocking their advances and holding them in place long enough for the ritual to be completed. Neither side can afford to pause or hesitate, for to do so will quickly hand victory to a more aggressive opponent.

This battle can be fought using any two armies. After the players have picked their armies, decide who will be the rescuer and who will be the ritualist. One of your battle comrades has been captured by a hated enemy, and you have learnt that they plan to sacrifice him in a bloody ritual.

This cannot be allowed to happen! You have gathered your army and set forth to save your comrade from this ignoble fate.

However, when you arrive at the sacrificial site, you find that the ritual is already underway. No time remains — you must attack now, fight your way past any of the enemy that try to stop you, and rescue your comrade before he is slain. He is just the victim needed to complete a blood ritual that will empower you and your followers, allowing you to defeat the rest of the enemy army once and for all.

However, just as the ritual starts, an enemy rescue force has arrived. These upstarts must be held off long enough for the ritual to be completed so that ultimate victory can be yours! Set up a suitable piece of scenery in a corner of the battlefield to represent the sacrifice site, as shown on the map on the previous page. We recommend using a Dragonfate Dais if one is available. Such is their desire to smite down those responsible that they are driven into a battle frenzy!

In one corner of the battlefield lies the sacrifice site, which is surrounded by an area of rocky ground. Instead of setting up a unit from their army on the battlefield, the player in command of the rescuers can place the unit to one side and say that it is sweeping round to arrive on the flank of the main battle force. All of the models in these units must be set up within 6" of the table edges indicated on the map this counts as their move for that phase.

Units can be brought into battle from either or both of the available table edges. Any model can be chosen as long as it is not the army general, and as long as it does not have a Wounds characteristic greater than 6. The prisoner must be placed on the sacrificial site. The victim is bound hand and foot, and so cannot move, attack, cast spells or use abilities during the battle.

The model performing the ritual must be within 1" of the sacrificial victim. Each time a step of the ritual is performed, roll a dice; on a 1 nothing happens this turn, but on a 2 or more the victim suffers a mortal wound that cannot be stopped in any way and cannot be healed even by abilities that normally allow mortal wounds to be negated or wounds to be healed.

This is the only way the victim can be harmed — they cannot lose wounds or be affected by spells or abilities in any other way. The stolen life force can be used by the general or PRIEST to empower themselves or a unit from their army that is within 16" of the victim. The ritual is completed when the victim loses their last wound and is slain.

Instead, the ritualist wins a major victory if the ritual is completed. The rescuer wins a major victory if the ritualist is unable to complete the ritual — this occurs once the enemy general and all ritualist PRIESTS have been slain.

Building the narrative of your collection is a hallmark of the Games Workshop hobby, and opens the gates for all sorts of building and painting opportunities for making your miniatures look great on the tabletop.

Themed armies are collections that are built around a common backstory or unifying concept, often one inspired by the tales of the Mortal Realms. For example, you might wish to represent a force you have read about in a Warhammer Age of Sigmar novel or battletome, such as those described in the following story about a clash between Nagash and Archaon. Equally, you can base your collection on a story entirely of your own creation. You can also theme your collection around more specific aspects of a narrative, such as a particular character or location.

If you found a story about Mannfred von Carstein enthralling, you might wish to create an army with his model as a focal point. Some hobbyists might be intrigued by the possibilities of more abstract themes, such as an army made entirely of flying models or cavalry. Whatever theme you choose for your army, you will find it a useful tool for making your collection look and feel like an organised force on the tabletop.

This might be a horde of Blood Warriors tattooed with the mark of Khorne, or a clan of sylvaneth decorated with the whorls of Harvestboon Glade. Similarly, an army might be visually themed around a colour scheme you find particularly eye-catching, such as the turquoise and gold armour of the Celestial Vindicators Stormhost.

Warhammer Age of Sigmar battletomes and painting guides provide a wealth of information on heraldry and painting schemes to inspire your collections and support their background.

The Grand Alliance books offer a great starting point for these alliances. While a themed army may well be made up entirely of models from the same Grand Alliance, this does not always have to be the case.

The Mortal Realms are constantly shifting and changing, presenting surprising new challenges and opportunities all the time. As such, forces that may once have been sworn enemies might suddenly find themselves fighting side by side in the name of death and glory. These arrangements might be alliances in name only, the participants coming together solely to achieve their goal.

In such an instance, it would make sense for them each to retain their unique heraldry and colour schemes. Other alliances are more permanent, however, and are built upon a lasting bond.

Such armies can be painted to have a common theme that will make them look like a coherent force. You could make your army out of two or more distinct groups within the same faction: mixing different Stormhosts, Fyreslayer lodges or sylvaneth glades, for example.

It might require a combined force of Astral Templars and Hammers of Sigmar to take down a rampaging Orruk Megaboss, or the duardin of the Vostarg and Greyfyrd to defeat a devious Gaunt Summoner. You can draw upon the colour schemes of these different collections to maintain their distinct appearance, using the appropriate battletomes as reference. One way to tie allied models together is to paint their bases in the same style. Not only do well-detailed bases transform a unit of painted miniatures, but all the models will be linked in a subtle but effective way.

If you want the theme to be more pronounced, you can create cross-faction banners or heraldry, which allow you to identify your forces in the heat of battle. With a little imagination you can recreate these battles with your armies on the tabletop and find out if history will repeat itself, or if your command can alter the course of fate. After reading about a specific battle, many players become inspired and wish to use similar themes in their own games.

Perhaps they will attempt a heroic last stand or adopt terrain or victory objectives in line with what they have read.

Some players may even take their inspiration a step further, wanting to replicate not just the flavour of the battle that inspired them, but recreate the conflict exactly. To replay it, you would need one army of Stormcast Eternals and another of Lords of Change accompanied by their minions. You can keep the action focussed on these two characters if you wish, or expand the conflict to involve a wider army.

This is just one example of a historical battle you can fight, and you will find inspiration for countless others in our books, from battletomes to Black Library novels. There might be a whole chapter dedicated to the battle you want to fight, or you might only be working from a brief story hinted at on the pages of White Dwarf.

Crossed swords on maps mark the sites of past battles, their names receding into legend. Artwork provides a window into the Mortal Realms, offering astounding details that can be translated to tabletop games.

The stories of the Age of Sigmar are filled with such material, a treasure trove of clashes between great armies, and the meeting of gods, heroes and monsters in battle. If there is no battleplan for the battle you wish to enact, you may want to make up your own rules to suit the scenario. For example, in the battle between Vandus Hammerhand and Kairos Fateweaver, it might be fun to introduce a rule for Ghal Maraz that matches the way the legendary weapon is described in the story.

Ultimately, the more details you discover or create about the armies, terrain, strategies employed, and any special circumstances, the more enjoyable your historical battle will be. Inventing rules, army lists and a modelled battlefield is part of the fun. There are myriad ways to approach recreating a battle from the past. There is no right or wrong method, and players should experiment to find what works best for them and their gaming groups.

Unlike a pick-up-and-play match against a regular opponent, replaying a historical battle takes some degree of planning. How much depends on the scale of the battle you are trying to bring to life. On the following pages you will find two stories that have been taken from our books and turned into playable battleplans, to serve as examples of how this process can play out.

You will see how the narratives have been expanded and rules created to suit them. At the end of this section, you will find an illustrated guide to the highlights of one of these battles, complete with photography, to inspire your own storytelling.

In many cases, there will already be a battleplan that represents the event. Effectively a ready-made historical battle, battleplans feature all you need to recreate the clash on the tabletop. Conversely, if a battle is recounted in less detail, further research and perhaps a little innovation is called for. There is plenty of inspiration for historical battles in our range of Warhammer Age of Sigmar books. Eleven times were they defeated.

Upon the twelfth lightning strike came the Celestant-Prime and none could stay his wrath. Soon the way was cleared. Located in the Sunderflats of the Realm of Aqshy, the Realmgate had long ago fallen into the hands of Chaos. The Sunderflats were rich in mortal tribes, and the Blood God saw that these peoples could serve him — either corrupted into the ranks of his legions as slaves, or as yet more skulls to pile at the foot of his throne.

Khorne, ever hungry to assert his dominance over his brother gods, sent forth his legions to hold the Emberport, allowing none but his own minions access to the Realmgate and the rich lands surrounding it. Thus, for many centuries, daemon legions and Bloodbound war throngs descended upon the Sunderflats until the land was fraught with incessant war.

Shortly after re-opening the Gates of Azyr and sending forth his Stormcast Eternals to the Brimstone Peninsula, Sigmar next directed his armies in the direction of the Emberport Realmgate to retake it. Too long had Khorne held an iron grip upon the region. Across the Mortal Realms, the Stormcast Eternals claimed many triumphs. Such was not the case at the Emberport. Eleven times the skies thundered, each sending forth a new assault.

A chamber of Celestial Vindicators fought past the eight guard towers, and a Lions of Sigmar chamber extinguished the Lake of Fire. Yet all fell at the last defence before reaching the Realmgate. There, upon the sole bridge to cross the Black Chasm, stood the Helfire Legion led by Khaaraks, the Bloodthirster tasked by Khorne as gatekeeper.

Since the time of the first Stormcast attack on the gates of the Emberport, long months had come and gone while the Emberport was assaulted time and time again. When the twelfth stroke of lightning stuck outside the Emberport, none other than the avatar of Sigmar himself emerged from the blinding flash. Behind the CelestantPrime came a single retinue of winged Stormcast Eternals. To Khaaraks, this was simply too few. After all, he and his Helfire Legion had massacred chamber after chamber.

This latest effort was either an insult or an effort beneath disdain — there would be no challenge here. To confront the minions of Khorne was to face death itself, but to offer even the slightest affront to the martial pride of those that served the Blood God only stoked their red-hot hatred to incandescent levels.

Khaaraks strode out onto the narrow bridge and clashed his weapons, roaring in challenge. Rushing out to stand at the flanks of the hulking greater daemon were the Red Reapers — the twin Bloodmasters of the Helfire Legion. Their long tongues snaked out, tasting the air for blood and hoping Khaaraks did not singlehandedly dispatch the entirety of so puny an offering.

Behind them massed the rest of the legion. Shining in the gloom of the Black Chasm Bridge, the Celestant-Prime spread his wings, lifting high into the air before diving down to battle… Ringed by volcanoes, the region of the Sunderflats was subject to frequent earthquakes. The lands bore countless rifts, of which the Black Chasm was the deepest. Indeed, it was said to be a bottomless gateway to oblivion. The only point at which the Black Chasm could be crossed on foot was the bridge that led to the Emberport.

The arch was wide enough for perhaps ten men to stand abreast, but as it had no rails and shook so frequently, typically only a single file dared traverse its span. Now, however, the Celestant-Prime came diving down, swinging Ghal Maraz so that a contrail of celestial energy blazed behind it.

Khaaraks was not one to wait, and so launched into the air on his bat-like wings to meet the oncoming foe. The Bloodthirster slammed back down onto the bridge, splintering the stone.

The Celestant-Prime tumbled higher into the air before righting himself. That he allowed the fallen daemon to rise instead of pressing his advantage was a noble act, and just enraged his foe further. Back and forth they went, first with Khaaraks pressing forward, his axe and bloodflail whirring in a flurry. With flawless skill, the Celestant-Prime dodged every blow, always seeming to know where and when the next strike would fall.

Staggered, Khaaraks faltered. The Celestant-Prime used his sceptre to call down a streak of azure power from the Heavens — a meteoric strike that blasted the daemon, toppling his crumpled form into the chasm. Even bereft of their leader, the Helfire Legion pressed forward.

Undaunted, the Celestant-Prime charged, sweeping ranks away with every swing of Ghal Maraz. Mighty as he was, the lone warrior would have been overwhelmed by the swarming minions of Khorne had not the Prosecutors flown in to provide support, their celestial hammers helping to clear the path.

They summoned the rest of their Hammerstrike Force down from the Heavens, and the indomitable Retributors helped clear the bridge. The hammer blows ended only when the last of the Helfire Legion had fallen and the Embergate Realmgate was secured. L ord-Celestant Oberon could feel the call of the Heavens.

What was left of his broken body lay in agony upon the far side of the Black Chasm Bridge. It had been his task to lead the eleventh strike to seize the Emberpoint Realmgate.

His entire Warrior Chamber had been slaughtered. Oberon himself had been cut nearly in twain by the gatekeeper, Khaaraks.

Already a great light had left the Lord-Celestant, streaking towards Azyr. Yet for some reason, Oberon had not fully returned to Sigmaron to be reforged as was the way of Stormcast Eternals.

Instead, consciousness clung to his battered body. He feared the worst — that some foul device of the foe was holding him in check, forcing him to suffer endlessly. How long he writhed in undying torment he did not know — it could have been years or just a moment — but then it came! Another bolt, a flash more brilliant than any Oberon had ever seen. At once, the pain left his body as he beheld a winged angel — the Celestant-Prime — emerge from the lightning strike.

Oberon was filled with awe. The Red Reapers — the twin Bloodmasters — were next to fall, their blades no match against the radiant warhammer. Hissing in rage, the Helfire Legion rushed at the hated warrior on the bridge. Beneath their banner of carnage, the first among the daemon horde, known as the Dripblade Bloodletters, sought to swamp the Celestant-Prime.

Behind them, rival formations pushed, eager to claim the kill for themselves. Even though he swept multiple foes off the bridge with each swing, the Celestant-Prime could not win free.

And then the Hammerstrike Force arrived, the swift Prosecutors and indomitable Retributors clearing the bridge of foes entirely. This was the reason for his prolonged stay — a gift from Sigmar that allowed him to witness the glory of retribution. If you wish to recreate this historic battle, just follow the instructions below. Alternatively, this battleplan can be used to represent any fight taking place between two armies poised above a deadly precipice.

If you wish to refight the battle, you should try to recreate the two armies as closely as possible. The Helfire Legion has fought a series of bloody battles to defend the Black Chasm Bridge, suffering heavy casualties in the process.

Because of this, none of the units in the Helfire Legion army can be larger than the minimum size shown on their warscroll. For example, the units of Bloodletters have a minimum size of 10 models, and therefore cannot have more than 10 models each in this battle. This restriction does not apply to the Stormcast Eternals, who are freshly arrived on the battlefield. The battle is fought on a bridge that is the only way to cross Black Chasm and reach the Emberport Realmgate. The Black Chasm Bridge is narrow and featureless, and has been made extremely treacherous by the frequent earthquakes that shake the bridge and the surrounding lands.

However, he has had time to prepare for the battle, and has already filled Ghal Maraz with energy. To represent this, Ghal Maraz is treated as if the Celestant-Prime had spent three rounds in the Celestial Realm imbuing it with energy, as described in his Retribution from On High ability.

The side that does so will gain control of the Emberport Realmgate. The rest of the battlefield represents the Black Chasm, and can only be moved onto by models that can fly. No other scenery is present; the Black Chasm Bridge is constructed of featureless black stone. This edge is where any reinforcements from the Helfire Legion will arrive from. Then they set up the two Bloodmasters behind Khaaraks, on the Black Chasm Bridge and wholly within 6" of their edge of the battlefield. Finally, they set up a unit of Prosecutors behind the Celestant-Prime, on the Black Chasm Bridge and wholly within 6" of their edge of the battlefield.

Models that can fly do not have to be rolled for, and neither do Retributors that are within 6" of a Prosecutor as the Prosecutor will save them if they fall. On a roll of 1, the model is slain — any casualties are assumed to have fallen to their doom, screaming, off the side of the bridge!

The player commanding the Helfire Legion must bring on one unit of reinforcements in each of their hero phases, until none are left. The Skullmaster and the Bloodcrushers count as a single choice and must both arrive on the same turn, as do the two Blood Thrones. This counts as their move for the following movement phase. If the restrictions make it impossible to fit all of the models from a reinforcing unit onto the bridge, you must set up as many models from the unit s arriving this turn as you can, and any remaining models are slain as they fall off the side of the bridge attempting to reach the battlefield!

They must arrive on the third battle round, if they have not arrived earlier. The surviving army scores a major victory if their general has not been slain, and a minor victory if he has been slain. Everywhere, they drove back the armies of the undead, but at the Battle of Black Skies it was Archaon himself who faced Nagash. After Sigmar retreated into Azyr, the Age of Chaos entered its most brutal era. It was during that grim time that the Dark Gods turned their eyes towards Shyish.

For over a century, the Chaos Gods sent their minions to that deathly realm. Razing and destroying, they drove back all who dared defy them, but final victory eluded them. Nagash, self-proclaimed ruler of Shyish, was a powerful opponent, a canny commander who wielded necromantic magics like no other.

Nagash preferred to lead from afar, but as the noose of Chaos closed around him, the Great Necromancer strode to battle. None could defeat Nagash. Given even the least of reprieves, Nagash restored his power, summoning forth new spirit armies and raising countless corpse legions to do his bidding. Thus, even lands that fell before the Chaos invaders were soon reclaimed by Nagash. After countless battles, the control of Shyish still hung in the balance. Everything changed, however, when Archaon, the greatest of Chaos Champions, arrived.

With his Varanguard, Archaon united the disparate Chaos armies, deploying mortals and daemons alike. Even the children of the Great Horned Rat, the skaven, bowed before Archaon.

There, in what he deemed an unassailable position, Nagash hoped to once more regain his full strength. Smashing down necropolis and dark spire alike, the armies of Archaon sought the Lord of Undeath. Each army was broken in turn and sent fleeing back into the shadows. All living things withered, and blackest midnight descended over all. As the last spirit host arose, the green witchfire of their supernatural powers radiated across the horizon like some deathly dawn in mockery of true sunrise.

And so began the Battle of Black Skies… The daemon legions were made of the stuff of Chaos itself, so they cared not about cursed air. Within hell-forged armour, the mortal legions — the Chaos Warriors and Varanguard — clove through the life-sapping darkness like blades piercing flesh.

The less protected, however, fell in their thousands as lungs blackened and hearts stopped. Even so, those Chaos forces that remained were enough to make the ground shake before them. Four times the Chaos hordes surged — each attack led by a greater daemon of a different Dark God. Each assault drove into the wall of spirits, a barrier of spectral warriors many hundreds deep. The Great Necromancer staggered, for the effort had drained his power.

Only then did Archaon sound the horns, leading the final charge himself. None could stay those black-armoured knights. Alongside the Varanguard came contingents representing each of the Chaos powers, for Archaon carried the blessings of all the Dark Gods. Nagash, weary from turning back the previous assaults, focussed his empty eye sockets upon this new onslaught.

Amongst the broken tombs of Helzharr, the remaining undead formed a ring around their master. Slamming down his staff of power, Nagash strained to the blackened skies, calling forth a last summoning. The dead answered. Upon a chill wind came the rattle of bones and the howling of spirit songs. Nagash commanded his legions to advance into the oncoming foe.

Lord Morches took wing upon his Terrorgheist, his Crypt Ghouls loping behind. Regiments of skeletal warriors clanked forward, their black banners outlined by green witchfire. Behind the vanguard of his Mortis Engines, Nagash himself advanced, flanked by the last of his Morghasts.

Many of you have probably already heard of the announcement Games Workshop did on their Facebook page for Age of Sigmar. If not well. Adventure tours wordpress theme free download Version 3.

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