TEXT:  
   
  Savage Adventuring in the Mortal Realms 
   
   
  
   
   
  By Extradaemon 
  More of my work, including Tokens and 
  Adventure Cards for TSAoS can be found on 
  my Dropbox. 
  https://www.dropbox.com/sh/ytd95f3k9h1kgtr/AABfIHBwW-pHPNJmKiuKbvbza?dl=0 
   
   
  This game references the Savage Worlds game system, available from Pinnacle 
  Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and 
  trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle 
  makes no representation or warranty as to the quality, viability, or suitability for purpose of 
  this product. 
  All material and Warhammer: Age of Sigmar references found in this supplement are 
  unofficial and in no way endorsed by Games Workshop Ltd, the content of this book is a fan 
  project made for personal use. All Art and assets have been sourced from the internet.  
  
   
   
   
   
  Contents
  Introduction ................................... 1 
  Chapter 1 -  New Champions ....... 2 
  The Mortal Races ............................ 2 
  Humans ........................................ 2 
  Aelves ........................................... 3 
  Duardin ........................................ 4 
  Seraphon ...................................... 5 
  Sylvaneth ..................................... 6 
  Orruks ......................................... 7 
  Wights ........................................ 8 
  Vampires ...................................... 9 
  The Mortal Realms........................ 10 
  Azyr (Heavens) .......................... 10 
  Aqshy (Fire) ............................... 11 
  Ghyran (Life) ............................ 12 
  Chamon (Metal) ........................ 13 
  Ulgu (Shadow) .......................... 14 
  Shyish (Death) ........................... 15 
  Ghur (Beasts) ............................. 16 
  Hysh (Light) .............................. 17 
  Chapter 2 -  Magic in the Realms
   ............................................................. 18 
  Lore of Hysh (Light) ..................... 19 
  Lore of Aqshy (Fire) ...................... 20 
  Lore of Ulgu (Shadows) ................ 21 
  Lore of Ghyran (Life) ................... 22 
  Lore of Azyr (Heavens) ................. 23 
  Lore of Shyish (Death) .................. 24 
  Lore of Ghur (Beasts) .................... 25 
  Lore of Chamon (Metal) ............... 26 
  Chapter 3 - Stormcast Eternals
   ............................................................. 27 
  Reforging ....................................... 27 
  Conclaves ........................................ 28 
  Redeemer Conclave (Liberators) 28 
  Angelos Conclave (Prosecutors) 29 
  Paladin Conclave (Paladins)....... 29 
  Justicar Conclave (Judicators) ... 30 
  Chamber Command ....................... 31 
  Lord Celestant............................ 31 
  Lord-Relictor ............................ 32 
  Lord-Castellant .......................... 32 
  Lord-Veritant ............................ 33 
  Knight-Questor ........................ 34 
  Knight-Heraldor ....................... 34 
  Knight-Vexillor ........................ 36 
  Knight-Azyros .......................... 37 
  Knight-Venator ......................... 38 
  Stormhosts ...................................... 39 
  Hammers of Sigmar................... 39 
  Hallowed Knights...................... 40 
  Celestial Vindicators .................. 40 
  Anvils of the Heldenhammer..... 41 
  Astral Templars ......................... 42 
  Tempest Lords ........................... 42 
  Celestial Warbringers................ 43 
  Chapter 4 –  Chosen of Chaos .. 44 
  Creating Corruption ...................... 44 
  Nurgle ........................................ 45 
  Slaanesh ...................................... 45 
  Khorne ....................................... 45 
  Tzeentch .................................... 45 
  Chaotic Rewards ............................ 46 
  Magic of Chaos............................... 49 
  Lore of Tzeentch ....................... 49 
  Lore of Nurgle ........................... 50 
  Lore of Slaanesh ......................... 51 
  Chapter 5 –  The Vaults............. 52 
  Melee Weapons ............................... 53 
  Ranged Weapons ............................ 55 
  Ammunition ................................... 56 
  Armour & Items ............................. 57 
  Chapter 6 – Forces of the 
  Alliances ........................................... 62 
  Order ............................................... 62 
  Chaos ............................................... 66 
  Death ............................................... 73 
  Destruction ..................................... 75 
  Chapter 7 – Playing Savage Age 
  of Sigmar .......................................... 79 
  Sample Adventures .......................... 79 
  An Unexpected Perspective ........ 79 
  Ascendancy ................................. 80 
  A Familiar Face .......................... 80 
  Da Big Krumpin’ ...................... 81 
  The Guardian ............................. 82 
  Contest of Gods ......................... 82 
  A Weapon to Surpass Ghal Maraz
   .................................................... 83 
  The Grand Arena ....................... 83 
  Creating Quests .............................. 84 
  FAQ .................................................... 89 
  Conclusion ...................................... 91 
  Changelog: ........................................... 92 
   
   
   
  
   
   
  1 
   
  Introduction 
  In all the ages of the Mortal Realms, none has seen such catastrophe as 
  the Age of Chaos, when the civilisations, idols, and peoples of the 
  elemental planes of existence were invaded and corrupted by the ruinous 
  tide of the Dark Gods. 
  In an effort to put an end to the unceasing devastation wrought upon 
  his people, the God-King Sigmar Heldenhammer built an army in 
  secret that would rival the greatest chosen of Chaos. Spiriting away the last 
  champions of order before they succumbed to the legions of hell, Sigmar 
  reforged them from the celestial metal of a broken world. These men and 
  women became the Stormcast Eternals, immortal legions of warriors sworn 
  to the destruction of Chaos and the liberation of all those it oppresses 
  underheel. It was with a shattering cacophony of thunder did the first 
  Stormhosts descend into the mortal realms, giving the forces of chaos a 
  challenge not encountered before. 
  Years have passed since the warriors of Azyr marched out to do battle against 
  the Dark Gods, and the greatest war ever waged continues to inflict untold 
  casualties on all sides. After the massive yet indecisive battle at the All-
  Gates, the central webway connected all realms at the base of the palace of 
  Chaos’ greatest champion, an uneasy calm has descended upon the mortal 
  realms, a time when Sigmar can regain his breath and forge new warriors 
  for his legions, and for the Dark Gods to corrupt yet more champions to 
  serve them. And what of the God of Death Nagash and his disciples? Who 
  still yet loathe Sigmar for stealing souls rightfully due to him. And what 
  else of the Orruks and their unceasing desire for Destruction? 
  Order, Chaos, Death, Destruction, which side will you choose? 
  
   
  2 
  Chapter 1 -  
  New Champions 
  Savage Age of Sigmar makes use of the default character sheet 
  for Savage Worlds, as well as the typical character creation 
  process. In Age of Sigmar, all mortals come from one of the 8 
  realms of existence, as well as belonging to one of many races. 
  The most common of these can be found below   
   
  The Mortal Races 
  The Mortal Realms are home to a huge variety of different species and 
  peoples, all with their own origin stories and destinies.  
   
  Humans 
  The most populous of the races inhabiting the realms are humanity itself, 
  who can be found in all but the dreaded Realm of Chaos save as slaves and the 
  corrupted, most humans now dwell in the 
  newly erected cities and forts that were 
  constructed during the Realmgate Wars, 
  when liberating Stormcasts required suitable 
  waypoints and bases of operations to plan 
  their next moves and house the increasing 
  numbers of refugees and survivors of 
  chaotic tyranny. Some humans retain 
  their independence as tribes or 
  kingdoms far from the embrace of 
  Sigmar however. Humans begin play with 
  one free Edge.  
  
   
   
  3 
  Aelves 
   Native to the realms of Azyr (Heavens), Hysh (Light), Ulgu 
  (Shadows), and Ghyran (Life) dwell the haughty and long-living 
  Aelves. The characteristics of each Aelf differs based on the 
  Realm they call home, with the Aelves of Heavens coming to 
  worship Sigmar as god and maintaining themselves much in the same 
  way as the humans of Azyr, with the Aelves of Hysh being allied with 
  Sigmar, but far more solitary and truly faithful to Tyrion, the Lord of 
  Light. Those Aelves in Ulgu are a mystery, the ways of the Demi-
  Dragon Malerion and his domain of shadows have made the Aelves of 
  Ulgu beings of mist and stealth. Finally, the Aelves of Ghyran are 
  nomadic forest wanderers, exiled by the Radiant Queen Alarielle and 
  tasked with bringing the ways of their home to the other Mortal Realms. 
  All Aelves in The Savage Age of Sigmar share the following characteristics: 
    
  • Agile: Aelves are graceful and agile. They start with a d6 in Agility 
  instead of a d4. 
  • All Thumbs: Aelves have an inbred dislike of mechanical objects, and thus 
  have the All Thumbs Hindrance. They shun most mechanical items and 
  designs. 
  • Magic Entwined: The ways of magic come easily to the Aelves, drawing the 
  envy of many an aspiring wizard. Aelves who gain the Arcane Background 
  (Magic) edge receive an extra 1d10 Power Points. This roll can ace.  
   
   
   
   
   
  
   
  4 
  Duardin 
  Short, squat, and sturdy people native to the realms of 
  Azyr (Heavens), Chamon (Metal) and Aqshy (Fire). The 
  Duardin are skilled miners and engineers, and are known 
  for their marvellous feats of engineering and architecture. 
  While usually followers of the Smith God Grungni, Duardin 
  from the realm of fire are known as the Fyreslayers, half-
  naked zealots of the fallen god Grimnir who are keen to 
  recover traces of the rare mineral Ur-Gold, which may 
  be the key to returning their god to them. 
  Fyreslayers are often unpredictable, fighting 
  against the warriors of Sigmar if it means 
  obtaining a cache of this fabled metal.  
  Duardin players begin play with the 
  following characteristics: 
  • Low Light Vision: Duardin eyes are 
  accustomed to the dark of the deep places. 
  They ignore attack penalties for Dim and 
  Dark lighting. 
  • Slow: Duardin have a Pace of 5”. 
  • Tough: Duardin are stout and tough. They 
  start with a d6 Vigor instead of a d4. 
  • Ur-Sickness (Fyreslayers only): Fyreslayers 
  in the presence of Ur-Gold must make a 
  successful Spirit Test, or be forced to 
  violently claim the metal for their own 
  ends.  
   
   
  
   
   
  5 
  Seraphon 
  Daemons of Order, the Seraphon are the reptilian creations of 
  the Slann, beings from a previous world so powerful in their 
  wielding of magics, that they can bring to life the legions of 
  ages long past with but a single memory. Seraphon are brought 
  into reality by the Slann to achieve some singular purpose, but 
  generally have a will and conscience of their own, and are split mainly 
  between the Skinks and Saurus, the former being smaller and weaker but 
  more spiritual of the Seraphon, while the latter are the stronger and 
  tougher foot soldiers and champions of the Slann. Seraphon begin 
  play with the following characteristics: 
  • Outsider: Most races distrust the unblinking Seraphon. They suffer a –2 
  Charisma penalty. 
  •  Natural Weapons: The tails, claws, and teeth of Seraphon 
  allow them to tail slap, claw, or bite in combat for Str+d4 
  damage. 
  • Seraphon Senses: Seraphon lizard tongues can “taste” 
  the air, giving them +2 to Notice rolls. They are 
  always considered active guards for Stealth checks. 
  • Vanguard of the Slann (Saurus Only): The 
  Saurus are the frontline troopers of the 
  Slann. All Saurus gain a +1 Armour to all 
  locations, and begin play with a d6 in their 
  Vigor and Strength attributes.  
  • Celestial Servants (Skinks Only): The 
  Skinks are the spiritual and physical 
  servants of the Slann, with an agile frame 
  and a knack for magic. Skinks begin play 
  with an Agility of d6 and a Pace of 8”. 
  
   
  6 
  Sylvaneth 
  In the eternal living world of Realm of Life, the 
  Radiant Queen Alarielle reigns from fortresses of oak and 
  ivy. Her handmaidens are beings of living wood, spirits of 
  life given form in a tough and unforgiving exterior, they 
  are the Sylvaneth. Like the rings of a tree, the structure of 
  Sylvaneth society is ordered and hidden, composed of glades 
  spread across the realms. While the most frequent of the 
  Sylvaneth are the feminine Dryads, variants of the race can also 
  be found in the mighty Stormcast-sized Kurnoth.  
  • Flammable: The Sylvaneth are just as vulnerable to the blights of 
  flame and corruption as the very forests themselves. Sylvaneth 
  characters receive an extra 2 damage against weapons and spells wreathed 
  in flame or Nurglite magic. Alongside this, the duration of burning and 
  other such effects is doubled. 
  • Splinters: The Sylvaneth bare jagged wooden claws and long needle-like 
  teeth, allowing them to tear apart the enemies of 
  Life without weapons, rending and biting in 
  combat for Str+d6 damage. 
  • Guardians of Life (Kurnoth 
  Only): Tall and powerful, the 
  Kurnoth are Alarielle’s rage made 
  manifest, loyal to her over any glade. 
  Towering above the Dryads, they sweep 
  and stab with magical weapons of ancient 
  wood. The Kurnoth start with a size 
  of 2, increasing their Toughness by 2, 
  however they may never cast magic or raise 
  their Smarts by more than d10. 
   
  
   
   
  7 
  Orruks 
  The bestial Orruks can be found in nearly all the Mortal 
  Realms, but it is Ghur the realm of Beasts where they call their 
  home. Servants of the unstable god Gorkamorka, the only goal 
  of the Orruks is warfare and battle, becoming stronger and 
  stronger with each victory gained. The Orruks are known to wield 
  primitive weapons and equip themselves in a patchwork of metal 
  armours, organising themselves into a menagerie of warring tribes. 
  Orruks begin play with the following characteristics: 
  • Da Biggest an’ da Strongest: Orruks begin strong and only get 
  stronger, starting with a d6 in their Vigor and Strength attributes, 
  and are able to advance one of these once up to d12+4 for every rank they 
  gain. However, they may never advance their smarts attribute above a d8. 
  Furthermore, Orruks are naturally much larger than most mortal races, 
  increasing their size by 1 and their toughness by 1. 
  • Realm-trekking marauders: Orruks 
  are known throughout the realms as 
  raiders and savages, preferring to settle 
  differences with a good scrap rather than 
  dem ‘umie words. Orruks subtract 4 from 
  their charisma.  
  • Weird-Boyz: When the magic of 
  Gorkamorka flows through an Orruk, 
  they run the risk of their brain 
  exploding. When an Orruk achieves an 
  Ace on a Faith or Spellcasting roll, 
  they must make a spirit test for each 
  Ace, modified by the number of aces 
  (2 aces = -2 penalty), gaining a point of 
  Fatigue for each failure, and dying on 
  snake eyes or less.  
  
   
  8 
  Wights 
  While the Vampires are the main aristocracy of Nagash 
  and the Realm of Death, there are many undead heroes and 
  warriors who have earned their own free-will, and may 
  serve the undying courts as champions and marshals. Like 
  the Vampires, some of the greatest Wight Lords of Shyish 
  have even waged war against Nagash, such is their ambition. In 
  the dread deserts of far Shyish it is said that whole Kingdoms of 
  Wights live and thrive away from the gaze of Nagash’s servants, 
  ready for the say they can take some untold revenge against the 
  God of Death for slights unknown.  
  • Fleshless: The Wights never had the luck of the vampires, and 
  remain in Shyish as deathless skeletons, leaving them unable to enjoy the 
  pleasures and perils of mortal life. Wights have no need for food, sleep 
  or rest, and are frightening to look upon, gaining +2 to 
  all Intimidation tests. However, without flesh, they 
  struggle to heal like most do, doubling the time it 
  takes to heal naturally. Furthermore, due to the 
  lack of blood blowing through the Wight’s 
  system, they do not suffer from the effects 
  of Bleeding Out when 
  incapacitated. 
  Eyes of the Crypt: Wight eyes 
  (if they can even be called that) 
  are accustomed to the dark of 
  the deep places. They ignore 
  attack penalties for combat in 
  any kind of darkness. 
   
   
  
   
   
  9 
  Vampires 
  The unliving servants of Nagash, God of the Undead and 
  Supreme Ruler of the Realm of Shyish (Death), the Vampires 
  were created as rulers of this land, free to drain the blood of the 
  realm’s human inhabitants and commanding armies of the undead 
  from their skeletal palaces. Vampires begin play with the following 
  characteristics: 
   • Fear of the Sun: In the Realm of Death, there is no such light but the 
  glow of spirit fires. When in direct sunlight, Vampires receive a -4 
  penalty to all Strength and Vigor related tests. For every hour a 
  Vampire maintains themselves in direct sunlight, they must pass a 
  Vigor test or sustain a point of fatigue. 
  • Blood Hungry: Whenever a Vampire is 
  exposed to warm blood, they must pass a 
  Spirit test or immediately become distracted 
  in consuming it, in active combat this test is 
  made with a +2 bonus. 
  • Natural Necromancers: The Vampires have 
  been birthed from the very essence of death 
  itself. Vampire characters gain 1d10 power 
  points when taking the Arcane Background 
  (Magic) edge with the Necromantic trapping. 
  This roll can ace. 
  • Vampire Healing: Vampire characters may 
  make a Natural Healing roll once per hour.  
  • The Kiss: Vampire characters may force 
  a dying human to drink of their deathly 
  blood, killing them instantly in a flurry of 
  convulsing spasms. In d6 days however they 
  reawaken with all the characteristics listed above. 
   
  
   
  10 
  The Mortal Realms 
  All characters in Age of Sigmar (Save the Gods 
  themselves) are inhabitants of one of the 8 Magical Realms 
  of existence, each themed after a specific element. A 
  character from a realm would be vastly different in behaviour 
  and attributes than a character from another, even if they were 
  from the same race. Therefore, when a character picks an origin 
  realm from one of the 8 below, they receive a number of 
  characteristics relevant to that realm.     
   
  Azyr (Heavens) 
  The realm of Heavens is the seat of Sigmar Heldenhammer himself, and 
  home of the golden city of Azyrheim, from who’s gates the Stormcasts 
  marched off to wage war on Chaos at the very beginning of the Realmgate 
  Wars. While Azyr did see its share of chaotic incursion, it never truly 
  succumbed to the ruinous taint like other realms did.  
  Inhabitants: Humans, Aelves, Duardin, 
  small tribes of Orruks. 
  Effect: Inhabitants of the Realm of Heavens 
  are fiercely loyal of Sigmar, thankful for 
  being spared the strain of war and looking 
  down on the inhabitants of the other 
  realms, who they see as chaos-touched. 
  Characters from Azyr begin play with 
  the Charismatic edge and persuasion 
  skill, however they also receive the 
  Arrogant hindrance. 
  
   
   
  11 
  Aqshy (Fire) 
  The realm of Fire is a barren and desolate landscape, dotted with 
  innumerable volcanoes and rivers of mercury. Where there is 
  water, some civilisation has flourished, though many of the 
  greatest cities of Aqshy are only cities because of a link to some 
  other Realm (Such as Hammerhal, built around a Realmgate between 
  Aqshy and Ghyran), before the arrival of the Stormcast Eternals and the 
  building of the sanctuary cities, the realm of fire was a land for the 
  roving bands of Khornates who would hunt down and feast upon any 
  and all they came upon. While much of Aqshy is now in control of 
  Sigmar and his warriors, the untainted are many in number, and the 
  grasp of Chaos on the mortal realm is a mighty one.  
  Chief Inhabitants: Humans, Duardin (Fyreslayers), Orruks. 
  Effect: Inhabitants of the Realm of Fire are tough and smart enough to 
  survive such an unforgiving landscape, those not settled from Azyr 
  remembering the time before Sigmar when they were hunted like animals. 
  Characters from the realm of fire begin play with the Scavenger edge and 
  Survival Skill, however they also receive the Vengeful hindrance. 
    
   
   
   
   
   
   
   
   
  
   
  12 
  Ghyran (Life) 
  The realm of life is a land of creeping forests, swamps 
  and other terrain teeming with life. It was here that the 
  forces of Nurgle breached into the Mortal Realms and 
  corrupted much of the realm in foul pestilence. It is also 
  here where Alarielle the Radiant Queen makes her court, her 
  legions of wandering treemen launching lightning-fast attacks 
  from wherever the trees are thickest. 
  Chief Inhabitants: Humans, Sylvaneth, Aelves, Orruks. 
  Effects: Inhabitants of the realm of Life are adept scouts, skilled at 
  traversing the many terrains of the realm, and proud of their links 
  with the inhuman Sylvaneth, swearing vows to defend against the 
  enemies of the forest and uphold all life. Characters from Ghyran begin 
  play with the Woodsman edge and Notice skill, however they also receive 
  Vow (Major) hindrance. 
   
   
   
   
   
   
   
   
   
  
   
   
  13 
  Chamon (Metal) 
  The realm of metal is an unusual realm of strange environmental 
  features such as floating islands and labyrinthian underground 
  cave networks. Where there is rock in Chamon however, there 
  are minerals, countless gems, and innumerable metals worthy of 
  the greatest forges. It is also the home of the stalwart Duardin, making 
  the realm all the more vital in the wars of Sigmar.  
  Chief Inhabitants: Duardin, Humans, Orruks.  
  Effect: Inhabitants of the realm of Metal are expert smiths and 
  craftsmen, able to work the many metals of the land into any needed 
  shape. Unsurprisingly, the peoples of this land have become as tough and as 
  stubborn as the metals they were born from. Characters from Chamon 
  begin play with the 
  Brawny edge and a craft-
  related Knowledge skill 
  at d6. However, they also 
  receive the stubborn 
  hindrance.  
   
   
   
   
   
   
   
  
   
  14 
  Ulgu (Shadow) 
  The realm of shadow is a land coated in mystery, all that 
  is known about it is that it is where the god of shadows 
  Malerion makes his throne, there are also tales of strange 
  beings known as Shadowkin that inhabited the mists of 
  Ulgu. While Ulgu is under the domain of neither Chaos nor 
  Sigmar and his alliance, it is a welcome sight when one of the 
  inhabitants of such a land leaves their plane to assist in the 
  affairs of the other realms. 
  Chief Inhabitants: Humans, Aelves, ???. 
   Effects: The rare Human, Aelf or Duardin that arrives from one of 
  the Realm Gates to Ulgu is a being much like the realm they hail from, 
  as graceful and nimble as a shadow, and as cautious as a creeping mist. 
  Characters from Ulgu 
  begin play with the Dodge 
  Edge and Stealth skill. 
  However, they also receive 
  the Doubting Thomas 
  hindrance, as much is 
  obscured in the realm of 
  Ulgu.  
   
   
   
   
   
   
  
   
   
  15 
  Shyish (Death) 
  The realm of death is a land under near-complete dominion of 
  the Great Necromancy Nagash, who curses Sigmar for the souls 
  denied to him. While Nagash maintains many hosts of Vampires 
  and undead to watch over his realm, there are communities of 
  humans dwelling in Shyish, such as the Amethyst Princes and their 
  peoples. Shyish is also home to the Flesh-eater Courts, half-undead 
  savages so insane that they believe themselves great knights and kings. 
  Chief Inhabitants: Vampires, Humans, Wights. 
  Effect: The peoples of Shyish live under the oppressive aura of death 
  itself, no plants grow in Shyish, and the land itself is painted with the bones 
  if a million dead. Because of such circumstances, those who dwell are as cold 
  as the grave, with little understanding of humour. However, they are hard 
  to scare. Characters from Shyish begin play with the Brave edge and the 
  Intimidation skill. 
  However, the deathly 
  conditions of the realm 
  of death leaves them 
  frail and sickly, giving 
  them the Anemic 
  hindrance.  
   
   
   
   
   
   
  
   
  16 
  Ghur (Beasts) 
  The realm of beasts is the home of the Orruks and other 
  greenskins, as well as a land teeming with monstrous 
  creatures and feral predators. While mostly made up of 
  barren deserts and bone-filled chasms, in a part of Ghur sits 
  the Ice-Kingdoms of Gjoll and the Ogor raiders who dwell 
  within its icy peaks. The origin of ferocity and all that is 
  bestial, even the forces of Chaos have struggled to combat the 
  warring tribes of Ghur.  
  Chief Inhabitants: Orruks, Humans, Ogors, Sylvaneth. 
  Effects: Inhabitants of the Realm of Beasts are hard and unforgiving, 
  used to a life of constant hunt and battle. Humans that dwell in such a 
  realm organise themselves into hunter communes, outfitting themselves 
  with the hides of those they hunt. Characters from Ghur begin play with 
  either the Strong Willed or Beast Master edge, as well as the tracking skill. 
  However, they also receive the Mean hindrance.  
   
   
   
   
   
   
   
   
   
  
   
   
  17 
  Hysh (Light) 
  Symbolism, Reason, and Order. These are 
  the tenets of those who dwell within 
   
  the Realm of Light. In parts of Hysh, 
   
  crystal towers shine with unlimited 
  colours, extended far beneath the brightclouds 
   
  that line the lower reaches of the plane. In 
   
  recent years Hysh have become the 
  battleground of the minions of Tzeentch and 
   
  the many wizard conclaves that inhabit the 
  crystal towers, their battles an orchestra of 
  colour and light, fitting for such a realm.  
  Inhabitants: Aelves, Humans. 
  Effect: Hysh is a place for the intelligent and the 
  scholarly, every inhabitant of the crystal towers 
  is genius in his field, for the average and inept are 
  not welcome to ascend the Crystalis (Leaving many 
  to wonder what lies beneath the Brightclouds). 
  Characters from Hysh begin play with two 
  Knowledge Skills of their choice, and the Scholar 
  edge when these reach a skill level of d8. However, 
  the inhabitants of Hysh may sometimes rely too 
  much on their knowledge, giving them the 
  Cautious hindrance. 
   
  
   
  18 
  Chapter 2 -  
  Magic in the Realms 
  Depending on the element of the realm inhabited by its magic 
  sensitive inhabitants, a character may become a magic user of 
  one of the 8 spheres of creation. These 8 lores, named after the 8 
  realms of existence, take the form of trappings in The Savage 
  Age of Sigmar with restricted spell lists, and are available to all 
  Human and Aelf characters, represented by the Arcane Background 
  (Magic) Edge. Vampires may only take the Arcane Background edge 
  with the Necromantic Trapping. Similarly, Skinks 
  may only take the Arcane Background edge 
  using the Lore of Azyr trapping, and 
  Stormcast Eternals may only take the Arcane 
  Background (Magic) edge and Death 
  trapping if they choose to become Lord 
  Relictors. Sylvaneth may only cast from the 
  Lore of Life. 
  Humans and Duardin may also take the Arcane Background (Weird Science) 
  edge regardless of their origin realm, whereas any character may take the 
  Arcane Background (Miracles) edge if so desired. Details of each lore, the 
  spells available and the effects of its trapping can be found below. Note that 
  the Elemental Manipulation spell is available to all, but only applies to 
  one of the 8 elements relevant to the lore. When casting a spell from a 
  lore while in its relevant realm, the caster gains +1 to all rolls when 
  casting their spell. 
   
  
   
   
  19 
  Lore of Hysh (Light) 
  Trapping Effects:  
  • Beam: Light-based damaging attacks are like a focused laser, 
  providing armour piercing capability. Reduce the damage by one 
  die type, but add AP 4 to the effect.  
  • Enhance: This trapping applies directly to the light power. Reduce it 
  to a Medium Burst Template and extend the duration to 1 hour (1/hour) 
  or give it a range of Smarts x 2 affecting animate targets as well (an 
  unwilling target gets an opposed Agility roll to avoid). Reduce light 
  to a Small Burst Template and give it both abilities.  
  • Glow: Subjects affected with a raise glow for the duration, creating light 
  in a Small Burst Template centred on them. This can 
  give them light, but also make them targets. 
  An Instant power with that effect allows a 
  character on Hold or with the Joker to 
  make an attack for the split second the 
  subject is illuminated (avoiding any darkness 
  penalties to hit them). The character must 
  take his action immediately after the 
  caster’s turn to gain the benefit. 
  • Sunlight: In a campaign with vampires 
  and other such creatures, light is 
  equivalent to natural sunlight.  
  Restricted Spells: Beast Friend, 
  Burrow, Disguise, Greater Healing, 
  Growth/Shrink, Healing, Puppet, Shape 
  Change, Slumber, Zombie, Wall Walker, 
  Succor, Greater Healing. 
  
   
  20 
  Lore of Aqshy (Fire) 
  Trapping Effects:  
  • Armor Piercing: Fire and heat bypass cracks in armour. 
  A damaging power gains AP 2 by increasing the base cost 
  by +1 Power Point. 
  • Aura: Beneficial powers surround a subject with a hot or fiery 
  aura, and as a replacement for their normal benefit on a raise, 
  the target gains the effect of the damage field power that causes 
  2d4 damage. 
  • Fatigue: A heat trapping on an 
  attack forces the victim to make a 
  Vigor roll or suffer Fatigue. 
  • Flammable: With a hit by a fire 
  power, roll for any potentially 
  flammable objects to catch fire (see  
   
  page 101 of the Savage Worlds core 
  rulebook). For a heat trapping, liquids 
   
   on the target (water, potions, etc.) 
  evaporate on a 6 on a d6 with a success 
   
   or a 4–6 on a raise. 
  Restricted Spells: Beast Friend, Burrow, 
  Disguise, Entangle, Greater Healing, 
  Growth/Shrink, Healing, Puppet, Shape 
  Change, Slumber, Zombie, Banish, 
  Conceal Arcana, Dispel, Divination, Drain 
  Power Points, Farsight, Invisibility, 
  Obscure, Mind Reading, Speak Language, 
  Succor, Mirror Self. 
  
   
   
  21 
  Lore of Ulgu (Shadows) 
  Trapping Effects:  
  •  Darkening: Targets suffer a penalty to oppose the power 
  equal to the current darkness penalty. The caster suffers a –2 
  penalty in normal light, and the light power works as dispel against 
  the power. 
  • Shroud: The target is momentarily shrouded in tendrils of darkness. 
  Targets of negative powers  
   
  suffer a –1 penalty to all 
  vision- based trait rolls while 
  the power is active or on their next 
  action for Instant powers. Positive 
  effects slightly obscure the character, 
  making him –1 to be hit by ranged 
  attacks. 
  • Stealth: For beneficial powers, adding +1 
  Power Point to the cost causes the 
  darkness to cling to the target and 
  increases Stealth by one die type, or two on 
  a raise. 
  Restricted Spells: Beast Friend, Burrow, 
  Entangle, Growth/Shrink, Shape Change, 
  Zombie, Banish, Divination, Environmental 
  Protection, Mirror Self, Healing, Greater Healing.  
   
   
   
  
   
  22 
  Lore of Ghyran (Life) 
  Trapping Effects:  
  • Life Bloom: For every raise made by a beneficial power, 
  one allied character can be healed for 1 wound or fatigue, 
  changing to a new character when fully healed. Rolling a 1 on 
  an offensive power (On either dice for Wild Cards) applies this 
  affect to the targets instead. However, for every raise made the 
  cost of the spell increases by 1 Power Point, characters that exceed 
  their remaining Power Points suffer a point of fatigue for each 
  point exceeded. 
  • Strangling Thorns: All 
  offensive powers lower the 
  pace of affected targets by 2” 
  + 1” for every raise for the 
  length of the spell duration.  
  • One with the Green: Bestial or 
  nature-based enemies suffer a -2 
  penalty to Notice tests when 
  made against a wizard with the 
  Lore of Ghyran.  
  Restricted Spells: Drain Power 
  Points, Puppet, Speak 
  Language, Mirror Self, 
  Telekinesis, Teleport, 
  Zombie, Warrior’s Gift. 
   
   
  
   
   
  23 
  Lore of Azyr (Heavens) 
  Trapping Effects:  
  • Stargazer: Celestial Wizards have a knack for reading signs and 
  portents, often gaining insight into the future as they do so. A 
  raise or more on a casting roll for a Wizard of Heavens allow them 
  to reroll one failed test made in the next hour.  
  • Feather Light: Gravity has little effect on Celestial Wizards, 
  adjusting the load limit modifier from x5 to x6. 
  • Aura of Tranquillity: Celestial Wizard emit a strange peaceful 
  aura that others find calming, Lore of Azyr casters gain +1 to their 
  charisma.  
  • Heavenly Fury: Celestial Wizards channel 
  the energy of the heavens to deal damage, 
  calling down lightning strikes onto 
  their enemies. When casting 
  damaging spells from inside a building, 
  the damage of the spell must exceed the 
  toughness of the ceiling, else it has no 
  effect. 
  Restricted Spells: Zombie, Mirror 
  Self, Shape Change, Growth/Shrink, 
  Greater Healing, Entangle, Disguise, 
  Burrow, Beast Friend, Armor. 
   
   
   
   
  
   
  24 
  Lore of Shyish (Death) 
  Trapping Effects:  
  • Grim Pallor: Wizards from the Realm of Death are 
  even more infused with the grim energies of the realm than 
  their non-magical brethren, suffering -2 to their charisma.  
  • A Tithe is Owed: Rolling a one on any of their casting die 
  causes the caster to be stunned for one round or 1d6 minutes, as 
  the Great Necromancer himself breaches their mind with his fell 
  whispers. Wild Cards can resist this effect with a successful Spirit 
  test. 
  • Curse of Years: 
  Achieving a raise or more on 
  any targeted spell causes the 
  target to rapidly age for the 
  duration of the spell duration (to 
  a minimum of a round), 
  providing a -2 penalty to all 
  Vigor and Spirit checks.   
  Restricted Spells: Beast Friend, 
  Burrow, Disguise, Environmental 
  Protection, Farsight, 
  Growth/Shrink, Mind Reading, 
  Shape Change, Quickness, 
  Speed, Mirror Self, 
  Teleport, Zombie, 
  Warrior’s Gift.  
   
  
   
   
  25 
  Lore of Ghur (Beasts) 
  Trapping Effects:  
  • Aura of Savagery: All animals (Domesticated or otherwise) 
  turn feral when the Beast Wizard unleashes his devastating 
  magic. When a wizard achieves a raise on their casting roll for the 
  Lore of Ghur, animals 6” away (increasing by 6” for every raise) must 
  pass a Spirit test or attack the closest character.  
  • One with Ferocity: Amber Wizards can channel their inner beast 
  into feral roars and grunts, granting them an extra +2 bonus to all 
  intimidation tests against opponents of a similar size or smaller than 
  them. 
  • Beasthide: When the magic of Ghur is in the air, the hide of the Amber 
  Wizard becomes thicker like a beast, for the duration of casted spells, Ghur 
  Wizards gain 1 (Increasing 
  by 1 for every raise made) to 
  their toughness. 
  Restricted Spells: Zombie, 
  Teleport, Telekinesis, Mirror 
  Self, Speak Language, 
  Intangibility, 
  Light/Obscure, Invisibility, 
  Fly, Dispel, Conceal 
  Arcana, Burrow, Blind, 
  Barrier, Banish. 
   
   
  
   
  26 
  Lore of Chamon (Metal) 
  Trapping Effects:  
  • Transmutation: On a successful raise, offensive spells 
  made against an enemy reduces the damage made by their 
  weapons by 2 (+ 2 for every raise) for 1 round (+1 for every 
  raise). Defensive spells made on an ally shares this effect, adding 
  an equivalent bonus to their armour but reducing their pace by 
  2” (This pace penalty does not stack on raises), healing spells that 
  replace lost limbs maintain this effect permanently. 
  • Metal Flesh: Rolling a 1 for a casting rolls halves the pace of the 
  Gold Wizard for 1d6 rounds, as their muscles take on the form of 
  lead. This effect can be negated with a successful Strength Test every 
  round until the effect 
  expires.  
  Restricted Spells: Banish, 
  Beast Friend, Detect/Conceal 
  Arcana, Disguise, Dispel, 
  Drain Power Points, Shrink, 
  Healing, Puppet, Shape 
  Change, Speak Language, 
  Zombie. 
   
   
  
   
   
  27 
  Chapter 3 - Stormcast 
  Eternals 
  The chosen champions of Order, built from the core of a shattered 
  world and imbued with the power of the God of Heavens himself. The 
  Stormcast eternals are the first and last line of defence against the 
  infernal legions of chaos. Stormcast Eternals are created much 
  differently than the other races of the Mortal Realms 
  Stormcast players begin play with a d10 in both their strength and 
  Vigor attributes, and a d8 in their spirit attribute. Stormcasts may advance 
  these three to d12+3 rather than the usual d12.  Rather than choosing a 
  Realm to belong to, Stormcasts must belong to a Stormhost, one of the 
  legions of Sigmar, each offering a different gameplay effect to characters 
  belonging to each one. 
  Reforging 
  Rather than seeing one of their 
  comrades with a maimed body 
  part or other permanent injury, 
  Stormcasts are tasked with 
  mercy-killing their brother so that 
  they may be reforged anew in the 
  Anvil of Apotheosis. Those who return 
  however are somewhat changed, no 
  longer the men they once were. 
  Whenever a Stormcast character is 
  killed (by either an enemy or 
  one of their own brothers), 
  
   
  28 
  they must make a spirit test. On a success, the 
  Stormcast returns to their brothers in 1d6 days with a 
  new minor hindrance of their choice and -1 Charisma, on 
  a failure, they return in 1d12 days with a new major 
  hindrance and -1d4 Charisma, as the excruciating experience 
  of being reforged inside and out tears apart the mind of those 
  who experience it, slowly forgetting everyone you know and 
  loved is never a pleasant experience.  
  Conclaves 
  All Stormcast players begin play as members of the Warrior 
  Chamber of their chosen Stormhost, and must choose one of the 4 
  conclaves below to belong to. Each conclave operates entirely differently 
  than the others, and requires a specific set of attributes and skills in order 
  to be joined. Alongside this, Stormcast players may not purchase their own 
  equipment like other characters, and instead receive all the weapons and 
  equipment listed beneath each conclave. The chosen conclave should be 
  recorded as a chosen edge on the character sheet. 
  (* = One Per Squad). 
  Redeemer Conclave (Liberators) 
  The Liberators make up the core frontline of Stormcast Eternal armies. Armed 
  with master-crafted weapons and outfitted head to toe in Plate Armour, all 
  made from the precious metal Sigmarite from which their own bodies have 
  been forged, the Liberators are an imposing sight to any opposing force. 
  Requirements: Fighting d10+, Shield Wall (Weird Wars: Rome) 
  Equipment: Sigmarite Plate, Sigmarite Warhammer or Sigmarite 
  Longsword and Sigmarite Large Shield or Twin Sigmarite Warhammers 
  or Sigmarite Longswords or Sigmarite Maul* or Sigmarite Greatsword*.  
  
   
   
  29 
  Angelos Conclave (Prosecutors) 
  Rather than marching across the battlefield like the other 
  Conclaves of the Warrior Chamber, the Prosecutors soar high 
  above the battlefield with a pair of golden wings of energy.  
  The most boisterous of the Stormcast warriors, the Prosecutors are 
  often charged with scouting dangers ahead of the shield wall, and 
  harrying the flanks and rear of 
  the enemy when the battle is 
  joined. 
  Requirements: Fighting d8+ 
  or Throwing d10+, Agility d10+, 
  Piloting d8. 
  Equipment: Sigmarite Plate, Twin 
  Sigmarite Warhammers or 
  Sigmarite Warhammer and 
  Sigmarite Shield or Sigmarite 
  Greataxe* or Sigmarite Greatsword* 
  or Sigmarite Maul*, Stormwings.  
  Paladin Conclave (Paladins) 
   The bravest and mightiest of the 
  warriors of Sigmar’s legions, the Paladins are the shock troopers of the 
  Stormcast Eternals, named and specialised into separate squads based on 
  their weapon of choice (Hammers for Retributors, Glaives for Protectors, 
  Axes for Decimators), the Paladins are viable at dealing with the most 
  threatening forces facing the Stormcasts. Each squad of Paladins 
  maintains a single individual armed with a Starsoul Mace, capable of 
  unleashing extreme celestial energy on opponents 
  
   
  30 
  Requirements: 
  Fighting d10+, 
  Strength d12+, 
  Intimidation d8; 
  Equipment: Sigmarite 
  Plate, Thunderaxe or 
  Stormstrike Glaive or 
  Lightning Hammer or 
  Starsoul Mace*. 
   
   
  Justicar Conclave (Judicators) 
  The ranged troops of the Stormcast lines, the Judicators are responsible for 
  unleashing a storm of devastation upon the enemy before the lines are met. 
  Able to shoot their celestial weapons at great range and with terrifying speed, 
  Judicator retinues have been known to destroy forces ten times their number 
  without suffering a single casualty or showing the slightest remorse. 
  Requirements: Shooting 
  d10+, Fighting d6+; 
  Equipment: Sigmarite 
  Plate, Sigmarite Bow or 
  Sigmarite Repeater 
  Crossbow or 
  Shockbolt Bow* or 
  Thunderbolt 
  Crossbow*, Sigmarite 
  Short Sword.  
  
   
   
  31 
  Chamber Command 
  All Stormcast Chambers (Semi-autonomous regiments of around 
  a hundred Stormcast) are led by a Lord-Celestant, the 
  commanding officer and generally the greatest warrior of the 
  chamber from whom the chamber is named (e.g. the Goldenmanes 
  named after Lord-Celestant Jactus Goldenmane).  
  Beneath each Lord-Celestant is kept a retinue of trusted officers. While 
  each chamber has a differing number and role for each officer, the clear 
  majority of chambers maintain Lord-Relictors, Lord-Castellants, 
  Lord-Veritants, and an assembly of Knights from one of the five 
  Knightly paths.  
  For a player to become one of the above Chamber Command members, they 
  must take the appropriate Rank edge named after their chosen role after 
  fulfilling the set requirements. After which they may supplement their 
  equipment with that listed beneath the edge requirements. Any rank 
  requirements are optional and should be decided before running a campaign. 
  Lord Celestant 
  Commanders of the chambers and 
  Sigmar’s greatest warriors. 
  Requirements: Veteran, Fighting 
  d12+, 2 Command Edges, Arcane 
  Background (Miracles), Knowledge 
  (Battle) d10. 
  Equipment: Typically, a Sigmarite 
  Longsword and Sigmarite 
  Warhammer, although Chamber 
  Lords may take any weapons that bring 
  victory, Imbued Warcloak. 
  
   
  32 
  Lord-Relictor 
  Only in embracing your own doom are you able to defy 
  it, this is the tenet of the Lord-Relictors, former shamans 
  and magicians who were taken by Sigmar and charged with 
  guarding the souls of their brethren to ensure they return 
  safely to Azyr.  Bearing a dreaded reliquary staff that shimmers 
  with the combined powers of 
  Azyr and Shyish, the Lord 
  Relictor is able to summon the 
  powers of death as if Sigmar 
  himself had blessed his magic.  
  Requirements: Veteran, Fighting 
  d10+, Arcane Background (Magic) (Lore 
  of Shyish), Soul Drain, Healing d10. 
  Equipment: Reliquary Staff and Sigmarite 
  Warhammer.  
   
  Lord-Castellant 
  While the Lord-Celestant is known to be the swift sword of the Chamber, 
  charged with unleashing destruction on the enemy even at the cost of their own 
  life, the Lord-Castellant is the chamber’s shield, its enduring master. When a 
  situation approaches the Stormcasts high in risk, the Lord-Castellant 
  volunteers to light the way, with lantern in hand, halberd over their 
  shoulder and loyal Gryph-Hound by their side. After many realm gates 
  were reclaimed for the forces of order, Lord-Castellants were charged as 
  wardens of the many fortresses that sprung up across the realms. It is still 
  a common sight to see them wading into battle far from their forts, ready to 
  destroy the forces of Chaos in the name of their brothers however. 
  
   
   
  33 
  Requirements: Veteran, Fighting d10+, Block, Sweep, Taunt d10+. 
  Equipment: Sigmarite Halberd, Warding Lantern, Gryph-Hound.  
   
  Lord-Veritant 
  The inquisitors and purgators of chaotic energy and 
  insidious intent to near dangerous obsession. Lord -
  Veritants are the eye of Sigmar and the terror of 
  witches. More executioner than warrior, the 
  disciples of Chaos find that even their most 
  fearsome spells falter when in their presence. 
  Requirements: Veteran, Fighting d10+, Holy 
  Warrior, Strong Willed, Intimidation d10+. 
  Equipment: Sigmarite Longsword, Lantern of 
  Abjuration, Gryph-Hound. 
  
   
  34 
  Knight-Questor 
  Unlike the other officers of the chambers, the Knights-
  Questor bear no burden of command, for each of these 
  warriors has been bestowed a quest for them to complete 
  by Sigmar himself. These quests might range from slaying 
  a Khornate Warlord, to destroying a great fortress brick by 
  brick, or even transporting a precious artefact across the realms. 
  Whatever the case, Knights-Questor are far less tied to their 
  Chamber like the other 
  Knights and Lords, and 
  may leave unhindered if their 
  quest demands it.  
  Requirements: Seasoned, 
  Fighting d10+ or Shooting d10+ 
  or Throwing d10+, Vow (May be 
  taken as an advance). 
  Equipment: The weapons of their 
  previous conclave, including unit-
  limited weapons. 
   
  Knight-Heraldor 
  Heavy-set, bombastic individuals, the Knights-Heraldor are responsible for 
  the blowing of the thunderous warhorns that signals the beginning of 
  battle for the hosts of Sigmar, their blaring noise providing a point of 
  stability in the chaos of war. Bearing a master-crafted Sigmarite Battle-
  horn, the Knights-Heraldor are able to shake buildings to their 
  foundations and topple trees if they committed fully to their task.  
  
   
   
  35 
  Requirements: Seasoned, Fighting d10+, Bruiser or Brawny, 
  Command Presence, Taunt d8. 
  Equipment: Sigmarite Longsword, Battle-Horn. 
   
  
   
  36 
  Knight-Vexillor 
  The banner carriers of the Stormcast hosts, the Knights-
  Vexillor have the honour of bearing the icons of Sigmar 
  above all into battle. This right is won not through 
  servitude and loyalty, but through hard battle in the 
  Gladitorium where all Stormcast train, for to bear Sigmar’s 
  banner you must be his mightiest of champions. To all who 
  witness it, the Meteoric Standards and Heaven-wrought 
  pennants of the Knights-Vexillor seem to exist outside of 
  the dark and gloom of many realms, shining with a 
  celestial energy like the spires of Azyrheim 
  itself, naturally, this makes the Knights 
  formidable sights on the battlefield 
  Requirements: Seasoned, Fighting d10+, 
  Champion, Inspire, Paladin Conclave. 
  Equipment: Sigmarite Warhammer, Meteoric 
  Standard or Pennant of the 
  Stormbringer.  
   
   
   
   
   
   
   
  
   
   
  37 
  Knight-Azyros 
  The potent messengers of the heavens, the Knights-Azyros are 
  charged with bringing Sigmar’s light to the darkest corners of 
  the planes of existence on their golden wings of celestial energy. 
  Acting as ambassadors and envoys to Sigmar, they are skilled in 
  diplomacy with all manner of races and creatures. On the battlefield, 
  they are effective scouts, for when they fly high into the heavens and 
  unshutter their beacons, Sigmar himself can see through the gilded 
  lantern and affix his gaze on the enemy in the form of a tumult of 
  searing heavenly light.  
  Requirements: Seasoned, Angelos Conclave, Piloting d10+, Persuasion 
  d10+, Level headed. 
  Equipment: Sigmarite Longsword, Celestial Beacon. 
   
   
   
   
   
   
   
   
   
   
  
   
  38 
  Knight-Venator 
  Master hunters possessed of a swiftness no mortal can 
  match and equipped with the feared Realmhunter Bow, 
  the Knights-Venator can unleash a blur of arrows against 
  their targets, leaving behind a trail of corpses, a celestial 
  arrow embedded in every weak spot and armour gap. In order 
  for an ambitious prosecutor to prove themselves worthy to 
  become a Knight-Venator, they must show their mastery of 
  flight by seeking out and bonding with a Star-Eagle, who only 
  dwell high in the celestial clouds far above the broken world, 
  hunting the nimble ethereal creatures that dwell in such places. 
  From there, they are taught how to imbue their arrows with Sigmar’s 
  Power, allowing them to transform their arrows into projectiles of 
  celestial destruction moments before they release.  
  Requirements: Seasoned, 
  Angelos Conclave, Piloting 
  d12+, Shooting d12+, Star-
  Eagle, Improved Dodge, 
  Acrobat. 
  Equipment: Realmhunter 
  Bow, Star-Eagle, Star-Fated 
  Arrows.  
   
   
   
   
   
  
   
   
  39 
  Stormhosts 
  When Sigmar first forged the Stormcast Eternals from the 
  ancient metal of the World That Was, he organised every batch 
  of forging into separate Stormhosts. Each Stormhost became as a 
  legion in the armies of Sigmar, each with their own principles, 
  characteristics, and history. Below you can find several of the most 
  notable Stormhosts and the rules to play them, become a crusader of the 
  Hallowed Knights or a former warrior of the Broken World as an 
  Anvil of the Heldenhammer! 
  Hammers of Sigmar 
  The First Stormhost of the First Striking, the 
  Hammers of Sigmar are the epitome of all 
  that a Stormcast and follower of 
  Sigmar can aspire to. Loyal and 
  unrelenting in their pursuit of the God-
  King’s aims, it was the Hammers of 
  Sigmar led by Lord Celestant Vandus 
  Hammerhand that first waged war on the 
  forces of Chaos at the Battle of the Gates of 
  Azyr in the Realm of Fire.  
  Effects: All members of the 
  Hammers of Sigmar gain the Loyal 
  hindrance, as well as the Brave 
  edge.  
   
  
   
  40 
  Hallowed Knights 
  Forged from mortals devoted to Sigmar in 
  life, the Hallowed Knights are the holy 
  crusaders of the Stormcast Legions. 
  They are most famous for their warcry 
  “Only the Faithful!”, which many 
  Stormcast envy but aren’t creative enough 
  to come up with something as good.  
  Effects: All members of the Hallowed 
  Knights gain the Stubborn hindrance, 
  as well as the Fervor edge.  
   
  Celestial Vindicators 
  Vengeance incarnate, the Celestial Vindicators 
  were forged from those mortals who swore eternal 
  vengeance upon their enemies before their deaths, 
  they are a bloodthirsty host, committed entirely 
  to the destruction of their enemies. They burn 
  with hatred for Chaos and all its servants, 
  chanting grim songs of revenge as they hack 
  and slash through the enemy, a wildfire that 
  cannot be quenched. 
  Effects: All members of the Celestial 
  Vindicators gain the Vengeful (Major) 
  hindrance, as well as the Frenzy edge.  
  
   
   
  41 
  Anvils of the Heldenhammer 
  As the World That Was glowed with fell magics, heroes from a 
  distant age were forged on the Anvil of Apotheosis, fighting 
  with tactics from an age long dead and 
  speaking words many thought forgotten, the 
  Anvils of the Heldenhammer are the 
  ancient dead reborn, the brooding force of 
  liberation many thought long destroyed 
  under the heel of chaos. Many value the 
  wisdom and unrelenting nature of those 
  thought lost to the void.  
  Effects: All members of the Anvils of the 
  Heldenhammer gain the Death Wish 
  hindrance, as well as the Level-Headed 
  edge.  
  Knights Excelsior 
  Valuing the importance of discipline and the unit 
  over the individual (to a near obsessive degree), the 
  Knights Excelsior operate in perfect synchronicity 
  between each soldier and unit, their machine-like 
  patterns and sweeps a marvel to behold. The 
  meticulousness of the Knights Excelsior appears 
  further still, in how they must cleanse every 
   
  grain of corruption from an area before 
  departing.  
  Effects: All members of the Knights 
  Excelsior gain the Quirk hindrance, 
   
  as well as the Tactician edge.  
  
   
  42 
  Astral Templars 
  From the most warlike and barbaric of the mortal tribes 
  arrayed against Chaos were the Astral Templars 
  forged. Living for the thrill of battle, the 
  Astral Templars are ferocious 
  from liberator to Lord-
  Celestant, their wondrous 
  fluidity in combat a far cry from the 
  Knights Excelsior. Naturally, this style of 
  warfare and thrill for combat 
   
  puts the Templars right at home 
  facing the many tribes of Ghur.  
  Effects: All members of the Astral 
  Templars gain the Overconfident 
  hindrance, as well as the Danger Sense edge.  
   
  Tempest Lords 
  The former scions of aristocratic nations  
   
  and noble houses, the Tempest Lords intend 
  to do away with any suspicions of noble upper 
  class arrogance through honour, courteousness, 
  and merit. Descending from the heavens on a wave 
   
  of celestial rhetoric, their words are an inspiration to 
   
  all.  
  Effects: All members of the Tempest Lords gain 
  the Code of Honour hindrance, as well as the 
  Inspire edge.  
   
  
   
   
  43 
  Celestial Warbringers 
  All hailing from the same tribe of mortal warriors long ago, the 
  Celestial Warbringers hurl golly insults and laugh like 
  drunkards as they smite the enemies of Order. 
  There is no greater joy than righteous battle for 
  the Warbringers, and this spirit has carried them 
  into many victories, as they continue to laugh and 
  sing on their march to the next battle. Reforging 
  can hit the Celestial Warbringers hard however, 
  and there is much grief when one of their kin 
  return to them with no words of humour or the 
  former positivity they once had.  
  Effects: All members of the Celestial Warbringers 
  gain the Bloodthirsty hindrance, as well as the Common 
  Bond edge.  
   
  
   
  44 
  Chapter 4 –  
  Chosen of Chaos 
  While the time of complete dominion over the Mortal Realms 
  is over for the forces of the Chaos Gods, they still maintain 
  titanic armies and hosts of corrupted men and daemons at their 
  disposal with which to pursue their war of extermination against 
  the remaining free peoples of the Mortal Realms.  
  Therefore, there are many who have embraced the powers of the Dark 
  Gods, who have abandoned their humanity for the gifts of darkness. 
  Whether for might in battle, unfathomable knowledge, eternal life or 
  simple pleasure, these men and women are now the servants of the Dark 
  Gods, twisted and corrupted beings sworn to undoing.  
  Creating Corruption 
  All followers of Chaos not the daemons spawned from the will of the Dark 
  Gods themselves begun their story as regular mortals born into one of the 
  eight Mortal Realms. Therefore, creating a champion of Chaos follows the 
  same character creation process as the other non-Stormcast characters in the 
  Mortal Realms. While there isn’t much evidence to suggest that Aelves, 
  Duardin or even Vampires have fallen to the sway of Chaos, it would make an 
  interesting story. 
  After the character is created (Or anytime during play, should they decide 
  to fall to the ruinous powers later on), they must pledge themselves to 
  one of the 4 Original Gods of Chaos, these being Nurgle, Slaanesh, 
  Khorne or Tzeentch. 
  
   
   
  45 
  Nurgle 
  The God of Plagues, Stagnation, and Decay. Nurgle is the antithesis of 
  all that flourishes, making his incursion into the 
  Realm of Life even more heinous. The 
  followers of Nurgle are renowned for their 
  endurance and toughness in combat, and for the 
  swarms of ravenous flies that circle above them.  
  Slaanesh 
  The Lost Dark Prince of Lust, Greed, Excess, Pain, Perfection, 
  and Hedonism, if it causes emotion in some pleasure or form, 
  Slaanesh is the god of it. The greatest champions of Slaanesh are 
  often content to ravage the realms in search of their missing god. 
  Swift and graceful, the followers of Slaanesh are for the most part   
  thrill-seeking warriors surrounded by cults dedicated to themselves.  
  Khorne 
  Anger, Violence, Hate, these are the spheres of the Lord of Blood Khorne and his 
  servants. Champions of Khorne are near-unmatched warriors, 
  fuelled by purest hatred and made fiercer and fiercer with 
  every wound sustained. They wield hell-forged weapons of 
  butchery and command monstrous creatures of teeth and brass, 
  all dedicated to the champion’s mindless pursuit of massacre.  
  Tzeentch 
  The Everchanging god of magic, sorcery, and the raw essence of change itself. 
  Tzeentch and his servants plot glorious webs so complicated and genius in its design, 
  that cultists have been thought to murder seemingly random strangers, all to 
  prevent their friend’s, grandson’s student from gaining skills or 
  knowledge that could be used against him. While the champions 
  of Tzeentch are generally master sorcerers, weaving complex 
  magics from atop flying daemonic discs, mutated 
  champions wielding axes in 4 bony and tentacled arms is not 
  an uncommon sight in the hordes of change.  
  
   
  46 
  Chaotic Rewards 
  When an individual has pledged their immortal soul to 
  one of the four Gods of Chaos, their life is no longer 
  their own. To represent the reduced free will that comes 
  with becoming a servant of Chaos (as well as the power 
  granted by the malicious powers), the regular Experience Point 
  rules of Savage Worlds have been expanded with the following: 
  • The ruinous powers watch their servants carefully, ever vigilant of 
  missteps by their favoured souls. When performing deeds seen as 
  against the values of their chosen god (Refusing a challenge as a 
  Khornate for example), they must make a successful Spirit Test or suffer 
  a point of fatigue has their unholy vitality is sapped away as punishment.  
  • The destiny of each champion is not their own, the Dark Gods alone judge 
  the path of their champions. For every 5 points accumulated by a Champion, 
  they must roll a d8, comparing the result to the table below. Table results may 
  be chosen from available options by sacrificing their next XP point gained.  
  • Followers of Chaos may advance one of their four attributes to d12+3 rather than 
  the typical d12, relevant to their chosen god (Strength for Khorne, Vigor for 
  Nurgle, Smarts for Tzeentch, Agility for Slaanesh).  
  The player or GM should be creative in how their advancements manifest in 
  the appearance of the Champion. Is their new Dodge edge the result of a new 
  Snake-like physique? Is the Danger-Sense edge the result of 10 new eyes? 
   
   
   
   
   
  D10 
  Reward 
  1 
  Hindrance (Major) 
  2 
  Hindrance (Minor) 
  3 
  Chaotic Followers 
  4-5 
  Chaotic Attribute Increase 
  6-7 
  Edge 
  8-9 
  Skill or Skill Increase 
  10 
  Imbuement 
  Note: Nurgle and Tzeentch Sorcerers may replace Attribute Increase for the New Power 
  edge if so desired, Slaaneshites may replace it with a second Skill Increase. 
  
   
   
  47 
  Chaotic Followers 
  The Champion has been found worthy enough to gain new 
  companions to his unholy crusade. If the character is the owner 
  of a beast companion, the creature is painfully transformed into 
  a form more fitting for the champion's god, gaining the bonuses 
  listed for their god in Chapter 6. If the champion has no beast 
  companion, he gains a number of "Follower Tokens" equal to a roll of 
  his wild die (This roll may ace). These tokens may be spent on the 
  following rewards or saved for future use: 
   
   
   
   
   
   
   
   
   
   
   
   
  Any killed companions must be repurchased save for Greater Daemons, 
  who will reform after 1d10 months and a sacrifice worthy of their name 
  (GM decision). 
   
  Cost 
  Effect 
  30 
  The Champion earns the favour of a Greater Daemon. The Daemon is averse to 
  assisting in petty scraps and fights except in the event of massive battles, but may be 
  used to request favours from the Realm of Chaos in the form of advice or non-
  direct assistance like travel. Be warned however that Greater Daemons are the 
  mightiest shards of their god, don't exploit their favour too eagerly.  
  20 
  1d4 Lesser Daemons come into the service of the Champion. These Daemons may 
  assist in any situation that the Champion demands, Nurgle Champions may exchange 
  this result for 1d10 Nurglings (Separated into as many Swarms as the Champion 
  requires). 
  10 
  1d4 Chaos Warriors swear their souls to the Champion, eager to die in the hopes of 
  earning their favour. These warriors may be equipped however the Champion 
  desires. These warriors must remain satisfied by the Champion’s actions, and may 
  decide to betray or abandon them if they stray too far from their god.  
  5 
  1d4 Chaos Cultists abandon their past lives to serve the Champion in all they do. 
  These cultists care little for the details of their service, and live only for the thrills 
  and glories that results from their worship. Because of this, Cultist followers are at 
  no risk of abandoning the player save for the most extreme blasphemy.  
  ? 
  The Champion is bestowed a Corrupted Beast spawned from the jaws of their dark 
  patron’s foul humour. This beast may be any non-humanoid extra (Or custom 
  creation) with the god-relevant bonuses applied from Chapter 7. The cost of the 
  creature in Follower Tokens is equal to half (rounded up) the combined sum of its 
  Pace, Parry, Toughness (with Armour and Size), Smarts and Strength. 
  
   
  48 
  Imbuement 
  Their dark patron has seen fit to improve the equipment 
  and magics of their favoured child. The Khornate 
  Champion’s axe erupts into a deep orange flame, the 
  Nurglite’s Armour becomes host to an infestation of steel-
  strong maggots, the Tzeentchian plotter finds their magic easier 
  to cast and less straining on the psyche, and the Slaaneshite 
  Duellist’s rapier becomes capable of slicing through Sigmarite 
  like paper. The Champion may select one of the following boons: 
  • Increase damage of a single weapon or spell by 1. 
  • Increase armour value of a piece of armour by 1. 
  • Decrease PP cost of a spell by 1, to a minimum of 1. 
  • (Slaanesh Only) Reduce Item Weight by 4 (To a Min of 1) 
  • (Khorne Only) Add a power to a weapon or armour, with a 
  pool of 10 Power Points, these powers must be Khorne-relevant 
  (no Invisibility, Disguise, Slumber etc.) and use the Intimidation 
  Skill. Only 1 power may be allowed per item. 
  Eventually, the regular subject of imbuement should become a signature spell 
  or artefact of the Champion! Let the famous Dracoth-slaying Plaguehammer 
  of your Nurglite Lord send chills down the spines of all who see it! 
  Imbuement may be taken at character creation for 2 points.  
    
   
   
   
   
  
   
   
  49 
  Magic of Chaos 
  Below you can find new trappings for magic wielded by the 
  followers of Tzeentch, Nurgle, and Slaanesh. These operate in 
  the same fashion as the spell lores detailed in Chapter 2 – Magic 
  of the Realms. Chaos Wizards may use either Spellcasting or Faith 
  to cast their magics.  
  Lore of Tzeentch 
  Trapping Effects:  
  • Raw Change: The fell blue fires of Tzeentch corrupt and mutate 
  all they come into contact with, turning hardened soldiers into 
  gibbering masses of flesh. Tzeentch Sorcerers may roll a d6 for every enemy 
  killed by their magic, with results of 5 or more turning them into Chaos 
  Spawn, hostile to all. This roll must be made 
  on the round of casting, and only a 
  single Chaos Spawn may be created per-
  spell, as area effect magics cause the 
  targets to meld together into a single 
  fleshy entity (Increasing in size based on the 
  number of successful rolls). 
  • Fell Summoning: Sorcerers of Tzeentch are 
  masters of the summoning arts, allowing 
  them to bring forth legions of fell creatures 
  with the wave of a hand. The duration of 
  Summon Ally is doubled, with the Sorcerer 
  summoning d4 allies rather than the typical 1. 
  The die type of this roll is increased for every 
  rank of the sorcerer. 
  Restricted Spells: None 
  
   
  50 
  Lore of Nurgle 
  Trapping Effects:  
  • Plague Wind: The magic of Nurgle corrupts and 
  infects, not always hurting the enemies they strike 
  outright, but tearing them apart from the inside. Characters 
  made the target of successful Nurgle damaging spells 
  (Regardless of if it damaged or not) must make a successful 
  Vigor test or become infected by the wasting plagues of Nurgle, 
  suffering -2 to their Parry, Toughness, and Pace for 1d6+2 
  rounds. This effect can stack.  
  • The Bloat: Wizards of Nurgle are bloated messes of flesh and pus, 
  their eldritch pestilence a miasma that radiates from within them. Non-
  daemon characters with the Nurgle trapping receive a penalty to their pace 
  equal to quarter their Arcane Background skill (Rounding Up). It may be 
  best to find a mount or palanquin to carry your stagnating bulk… 
  Restricted Spells: Darksight, Invisibility, Light/Obscure, Intangibility, 
  Quickness, Speak Language, Speed, Banish. 
   
   
   
   
   
   
   
   
   
  
   
   
  51 
  Lore of Slaanesh 
  Trapping Effects:  
  • Waves of Pleasure: The magic of Slaanesh is like a beating 
  drum, imbuing surrounding servants with waves of ecstasy. The 
  Caster and any Allies within their pace range after successfully 
  casting a spell receive +2 to all Spirit tests, and may ignore Wound and 
  Fatigue penalties when making such tests to avoid being shaken. This 
  effect remains for the duration of the casted spell, to a minimum of a 
  round. 
  • Higher Form: Slaanesh is the God(dess) of excess among other 
  things, and many of their servants strive to achieve a perfect physical form, 
  free of blemish or other worldly (and human) characteristics. Allies targeted 
  by a support power by a Slaaneshite Sorcerer receive +2 to their Charisma 
  and Taunt tests for 1d6 days, with every degree of success increasing the 
  Charisma, Taunt bonus and Number of Days sustained by 1. The servants 
  of the Dark Prince so do loves to shape others into a form they find more 
  fitting… 
   
  Restricted Spells: 
  Zombie, Intangibility, 
  Blind, Banish, Armor. 
   
  
   
  52 
  Chapter 5 –  
  The Vaults 
  Below you can find the most common weapons and equipment 
  used by the inhabitants of the Mortal Realms. There is little 
  restriction placed on which alliance can use which weapons, 
  simply because with the range of nations and tribes that may 
  belong to each alliance, every alliance uses these sets of weapons in 
  some form. That doesn’t mean that a Maul for Order will look the 
  same as a Maul for Destruction however. 
  Sigmarite & Daemonic Equipment 
  You might have noticed that all the weapons and armour in this book owned 
  by Stormcasts and Daemons includes the ‘Sigmarite’ or ‘Daemonic’ keyword 
  before them, these weapons have been created outside mortal means, and far 
  exceed the powers of their equivalent non-keyword versions. All Sigmarite 
  and Daemonic weapons have their characteristics modified with the following 
  changes: 
  • +2 Bonus to all Damage Rolls for weapons. 
  • Cost multiplied by 4 (if you can find someone who would buy/sell them). 
  • Weight halved (rounding up). 
  • (Weapons) Parry increased by 1.  
  • (Armour) Toughness increased by 1. 
  • (Shields) Parry increased by 1. 
  • +1 Armour Piercing bonus (vs All Armour) for weapons. 
  • (Ranged Weapons) Increase Range by 2 (scaling for each range) when shooting. 
  These weapons tend to burn away or teleport back to the realm they came 
  from after their master is slain. Only through the wilful consent of the 
  weapon’s master or on a successful -2 Faith or Spellcasting roll can mortals 
  hope to wield one of these legendary weapons. 
  
   
   
  53 
  Melee Weapons 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Type 
  Damage 
  Weight 
  Cost 
  Notes 
  Traditional 
  Dagger 
  Str+d4 
  1 
  25 
   
  Great Sword 
  Str+d10 
  12 
  400 
  Parry -1, 2 Hands 
  Flail 
  Str+d6 
  8 
  200 
   
  Longsword 
  Str+d8 
  8 
  300 
  Includes Scimitars 
  Rapier 
  Str+d4 
  3 
  150 
  Parry+1 
  Short Sword 
  Str+d6 
  4 
  200 
   
  Axe 
  Str+d6 
  2 
  200 
   
  Battle Axe 
  Str+d8 
  10 
  300 
   
  Great Axe 
  Str+d10 
  15 
  500 
  AP 1, Parry -1, 2 Hands 
  Maul 
  Str+d8 
  20 
  400 
  AP 2 vs. rigid armour, Parry –
  1, 2 hands 
  Warhammer 
  Str+d6 
  8 
  250 
  AP 1 vs. rigid armour (plate 
  mail) 
  Club 
  Str+d6 
  10 
  150 
  -1 Parry 
  Halberd 
  Str+d8 
  15 
  250 
  Reach 1, 2 Hands 
  Lance 
  Str+d8 
  10 
  300 
  AP 2 when charging, Reach 2, 
  only usable in mounted combat 
  Pike 
  Str+d8 
  25 
  400 
  Reach 2, 2 Hands 
  Staff 
  Str+d4 
  8 
  10 
  Parry + 1, Reach 1, 2 Hands 
  Spear 
  Str+d6 
  5 
  100 
  Parry +1, Reach 1, 2 Hands 
  Scythe 
  Str+d6 
  6 
  150 
  Reach 1, 2 Hands, +1 Damage 
  against unarmoured foes. 
  Stormcast 
  Thunderaxe 
  Str+d10+2 
  15 
  2000 
  Special, AP 2, Parry -1, 2 Hands 
  Stormstrike 
  Glaive 
  Str+d8+2 
  12 
  1500 
  Special, Reach 2, 2 Hands, AP 1 
  Lightning 
  Hammer 
  Str+d8+2 
  20 
  1600 
  Special, AP3 vs. Rigid armour, 
  Parry -1, 2 hands. 
  Starsoul 
  Mace 
  Str+d8+2 
  15 
  2200 
  Special, AP3 vs. Rigid armour, 
  Parry -2, 2 Hands.  
  
   
  54 
  Thunderaxe 
  These large two-handed Sigmarite axes are weighted and 
  bladed to be ideal for wide and high momentum strikes 
  from the user. Characters wielding a Thunderaxe gain the 
  Sweep Edge or a +2 bonus to their sweep attack roll if they 
  already have the edge. Stormcast Only. 
  Stormstrike Glaive 
  Long handled and bladed, the Stormstrike Glaive is powerful 
  enough to impale even the monstrous creatures of Chaos, and fast 
  enough for the user to deflect missiles from the air. Users may add 
  +2 points of damage to all attacks from the Stormstrike Glaive for 
  every size level the target is above the user. Furthermore, ranged attacks 
  suffer a -2 penalty to hit if the user sees them coming. Stormcast Only. 
  Lightning Hammer 
  The thunderous blow of a Lightning Hammer has the potential to destroy 
  victims from the inside, turning their flesh and bones to ash inside their 
  armour. Every additional raise made after the first inflicts an additional 1d4 
  damage to the opponent. Stormcast Only. 
  Starsoul Mace 
  As much a wand of celestial energy as it is a weapon of armour-cracking 
  destruction. The Starsoul Mace can project shards of electrical power against 
  foes that evade the physical swing. Enemies receive a -2 to their Parry when 
  facing a character armed with a Starsoul Mace. Stormcast Only. 
   
   
   
   
  
   
   
  55 
  Ranged Weapons 
   
   
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight Shots Min Str 
  Traditional 
  Axe, Throwing 
  3/6/12 
  Str+d6 
  1 
  75 
  2 
  - 
  - 
  Bow 
  12/24/48 
  2d6 
  1 
  250 
  3 
  - 
  d6 
  Crossbow1 
  15/30/60 
  2d6 
  1 
  500 
  10 
  - 
  d6 
  Repeater 
  Crossbow1 
  10/20/30 
  2d6 
  3 
  800 
  12 
  8 
  d10 
  Long Bow 
  15/30/60 
  2d6 
  1 
  200 
  5 
  - 
  d8 
  Throwing Knife 
  3/6/12 
  Str+d4 
  1 
  25 
  1 
  - 
  - 
  Sling 
  4/8/16 
  Str+d4 
  1 
  10 
  1 
  - 
  - 
  Javelin 
  3/6/12 
  Str+d6 
  1 
  100 
  5 
  - 
  d6 
  Black Powder 
  Handgun*2 
  10/20/4 
  2d8 
  1 
  300 
  15 
  - 
  d6 
  Blunderbuss2 
  10/20/40 
  1-3d6 
  1 
  300 
  12 
  - 
  d6 
                1d6 at Long range, 2d6 at Medium range, and 3d6 at Close range 
  Pistol*2 
  5/10/20 
  2d6+1 
  1 
  150 
  3 
  - 
  - 
  Stormcast 
  Shockbolt Bow 
  16/34/68 
  2d6+2 
  1 
  1000 
  3 
  - 
  d8 
              Special, AP1. 
  Thunderbolt 
  Crossbow1 
  15/30/60 
  2d8+2 
  1 
  2000 
  14 
  - 
  d8 
            Special, AP2. 
  1 AP2, 1 Action to Reload. 2 2 Actions to Reload 
  *Upgrading Guns 
  Rather than adding a profile of all variances of rifles and pistols, I’ve decided it would be more 
  flexible to allow players to modify their weapons as they see fit. Each of the following upgrades has 
  a ‘Max’ value, describing how many times it may be bought, as well as the Cost of each upgrade. 
  Characters may upgrade their own weapon with half the cost and a successful Knowledge 
  (Weaponcraft) test. 
  • 
  Sights/Stabilisation – Range +2 when shooting. (Max 4, Cost 150) 
  • 
  Rifling – Damage +1 when shooting. (Max 3, Cost 200) 
  • 
  Loading Mechanism – Shots +1. (Max 4, Cost 400)  
  • 
  Firing Mechanism – Rate of Fire +1. (Max 4, Cost 400) 
  • 
  Melee Attachment – Melee Damage +1. (Max 2, Cost 100) 
  
   
  56 
  Shockbolt Bow 
  The Shockbolt Bow is far stronger and masterfully 
  crafted than the other bows used by the Stormcast 
  Eternals, it’s arrows exploding into storms of lightning 
  when it hits a target. After a hit has been scored by a 
  character wielding a Shockbolt Bow, all enemies within 2” of 
  the victim receive d6 damage (this roll can ace). Stormcast Only. 
  Thunderbolt Crossbow 
  More a cannon than a crossbow, the Thunderbolt Crossbow fires a 
  mighty blast of celestial energy at its target, capable of tearing them 
  apart body and soul. Characters struck by a projectile fired by the 
  Thunderbolt Crossbow must immediately make a -2 Spirit test or 
  suffer the results of being shaken before damage is dealt, regardless of 
  whether the damage of the attack exceeded the character’s toughness or not. 
  Stormcast Only. 
   
  Ammunition 
   
  Sigmarite & Daemonic ranged weapons draw on the very being and faith 
  of the individuals who wield them. Characters with these ranged 
  weapons may maintain ammunition equal to their Vigor attribute times 
  2 every session or battle (Non-Stormcasts/Daemons use their Spirit instead, 
  no multiplier for thrown weapons). Exceeding this number required a test of 
  the relevant attribute or a point of fatigue is inflicted on the wielder. 
  Type 
  Weight 
  Cost 
  Notes 
  Arrow 
  1/5 
  1/2 
  - 
  Quarrel 
  1/5 
  2 
  AP2 
  Shot (w/powder) 
  1/10 
  3 
  For black powder Weapons 
  Slingshot 
  1/10 
  1 
  - 
  
   
   
  57 
  Armour & Items 
  *Weight when worn, assume carried weight to be twice that of worn. 
  **Shields only protect against attacks from the front and Sides. 
  Type 
  Armor 
  Weight* 
  Cost 
  Notes 
  Personal 
  Leather 
  +1 
  15 
  50 
  Covers torso, arms, legs. 
  Chain Coat 
  +2 
  25 
  300 
  Covers torso, arms, legs. 
  Chain Helmet 
  +2 
  6 
  130 
  Covers Head 
  Plate Cuirass 
  +3 
  25 
  400 
  Covers torso. 
  Plate Arms 
  +3 
  10 
  200 
  Covers arms 
  Plate Leggings 
  +3 
  15 
  300 
  Covers legs 
  Plate Helmet 
  +3 
  8 
  150 
  Covers head 
  Barding 
  Leather Barding 
  +1 
  20 
  200 
  For horses 
  Chain Barding 
  +2 
  25 
  900 
  For horses 
  Plate Barding 
  +3 
  30 
  1250 
  For horses 
  Shields** 
  Small Shield 
  - 
  8 
  25 
  +1 Parry 
  Medium Shield 
  - 
  12 
  50 
  +1 Parry, +2 Armor against ranged 
  Large Shield 
  - 
  20 
  200 
  +2 Parry, +2 Armor against ranged 
  Type 
  Cost 
  Weight 
  Type 
  Cost 
  Weight 
  Special 
  Typical 
  Stormwings 
  2000 
  15 
  Horse 
  300 
  - 
  Reliquary Staff 
  1200 
  20 
  War Horse 
  750 
  - 
  Warding Lantern 
  1600 
  5 
  Saddle 
  10 
  10 
  Abjuration Lantern 
  1600 
  5 
  Grappling Hook 
  100 
  2 
  Celestial Beacon 
  1500 
  5 
  Backpack 
  50 
  2 
  Battle-Horn 
  1500 
  10 
  Torch 
  5 
  1 
  Meteoric Standard 
  3000 
  20 
  Bedroll 
  25 
  4 
  Stormbringer 
  Pennant 
  3000 
  20 
  Quiver (Holds 20 
  Arrows/Bolts) 
  25 
  2 
  Star-Fated Arrow 
  1600 
  1/4 
  Whetstone 
  5 
  1 
  Religious Icon 
  700 
  15 
  Lockpicks 
  200 
  1 
  Gork & Morkstikk 
  1500 
  6 
   
   
   
  Star-Eagle 
  1400 
  8 
   
   
   
  Gryph-Hound 
  900 
  8 
   
   
   
  Boar 
  1000 
  - 
   
   
   
  
   
  58 
  Stormwings 
  Golden wings of energy used to carry the Prosecutors of 
  the Stormcast Eternals into battle. While exclusive to the 
  Stormcasts, equivalents may be available to other alliances 
  with some creativity (Bone wings for Death, Daemon wings 
  for Chaos). Stormwings allow the User to fly at the pace of 
  their Piloting skill (d12 to 12” etc.) with Climb Piloting/4, as 
  well as run while flying.  
  Reliquary Staff 
  An adorned Sigmarite handle holding aloft the entombed bones of a 
  great hero who died against Chaos in the Age of Myth. The 
  Reliquary Staff and the powers it commands is used by Lord Relictors 
  to cast their strange magics, a mix of the dark powers of Shyish and the 
  holy powers of Sigmar. Bearing a Reliquary Staff is the only way for a 
  Stormcast to cast magics from Arcane Background (Magic) with the death 
  trapping, their only magic option other than Miracles. Stormcast Only. 
  Warding Lantern 
  Capable of healing inflicted wounds, cleaning and repairing any armour, and 
  searing the dark forces of chaos where light rests upon, the Lord-Castellant’s 
  Warding Lantern is a faithful beacon that leads the way of the Stormhost 
  advance. The Warding Lantern allows the user to cast the Healing, Succor, 
  Boost Trait, Banish or Burst powers with 10 Power Points, following all the 
  normal rules of Arcane Background (Miracles).  Stormcast Only. 
  Abjuration Lantern 
  Clearing away the shadows of the unclean and heretical, the Abjuration 
  lantern of the Lords-Veritant is the branding sigil of this ruthless 
  pursuer of all that is Chaotic. The Abjuration Lantern allows the user to cast 
  the Dispel, Detect Arcana, Lower Trait, Blind, and Banish powers with 10 
  
   
   
  59 
  Power Points, following all the normal rules of Arcane 
  Background (Miracles). Stormcast Only. 
  Celestial Beacon 
  Used as the guiding beacon of the Knights-Azyros, the Celestial 
  Beacon allows Sigmar himself to peer undisturbed into the mortal 
  realms, shining his light on all. The beacon is a magic item with 10 
  power points, and allows the wielder to cast the Blast power with the 
  light trapping for 5 power points, the size of the template increasing 
  for every 10” they are in the sky. Furthermore, characters hit by the 
  Blast also suffer from the effects of the Blind power as well. As an 
  action and after a successful agility test, the user of the beacon may also 
  shine his light on an enemy, providing a +2 bonus to all attacks made 
  against them for that round. Stormcast Only. 
  Battle-Horn 
  The famous instruments of the Knights-Heraldor, the Battle-Horn is 
  capable of inspiring allies to great feats of glory in combat, as well as being 
  able to shake building foundations and topple trees. On a successful Vigor 
  test, the User may cast the Burst power with the Sound trapping without 
  incurring any Power Point cost. This power can be cast as many times equal to 
  the user’s Vigor/4. As an action, the user may also make a Vigor test to add 2 
  to all spirit tests made by allies to resist being shaken within the range of his 
  horn (Vigor x2). Like the Stormwings, other alliances may have variants of 
  this item. 
  Meteoric Standard 
  While seemingly just a marvellous white banner on the end of a golden 
  pole, the Meteoric Standard is in fact also a wand of celestial energy, 
  capable of calling down the fury of Azyr into the enemies of order. Like the 
  Battle-Horn, the Meteoric Standard adds 2 to all spirit tests made to allies to 
  resist being shaken within 15”. Furthermore, once per session the User may cast 
  
   
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  the Blast power with the fire trapping by rolling a test 
  against a d4, increasing the die type for every 3 allies 
  within 15” of the banner.   
  Stormbringer Pennant 
  This colossal Sigmarite icon carried by the Knights-Vexillor 
  is capable of weaving a furious celestial hurricane, allowing 
  them to stir chaos among the foe, its lightning also able to carry 
  Stormcast across the battlefield in an instant. The Stormbringer 
  Pennant adds 2 to all spirit tests made to allies to resist being 
  shaken within 15”. Furthermore, the wielder of a pennant may cast 
  either the Havoc or Teleport powers in a medium burst template. This 
  is done by rolling a test against a d4, increasing the die type for every 3 
  allies within 15”. 
  Star-Fated Arrow 
  A single arrow blessed by Sigmar and infused with the magics of the Broken 
  World, the Knights-Venator bring an arrow each with them when they leave 
  Azyr, prepared for the moment when they may be forced to use it. Alongside 
  the damage of the original weapon, the Star-Fated arrow also causes an 
  additional 1d6 damage to the opponent (This roll may ace), and also adds 2 to 
  its damage for each size level of the opponent.  
  Religious Icon 
  Ranging from accursed symbols of the Dark Gods, the leering face of 
  Nagash, or the roaring furnace of Grimnir, the large 
  Religious Icons carried into battle bring the favour 
  of the gods to their chosen. Religious icons add 2 
  to all Spirit tests to avoid being shaken and all 
  Faith tests within 15”. Furthermore, each Icon is a 
  magic item with 10 Power Points, gaining a god-
  
   
   
  61 
  relevant power of the GM and Player’s choice using the Faith 
  skill. Recommended spells for selected gods are listed below: 
  Characters using the rules for Imbuement may add multiple 
  spells to their icon when the effect is used, as well as cheapen the 
  cost. 
  Sigmar: Banish, Beast Friend, Smite. 
  Khorne: Boost Trait. 
  Slaanesh: Puppet, Quickness. 
  Tzeentch: Detect Arcana, Bolt, Drain Power Points. 
  Nurgle: Lower Trait, Burrow, Blind. 
  Grimnir: Damage Field, Boost Trait. 
  Grungni: Armor, Barrier. 
  Malerion: Confusion, Invisibility, Intangibility. 
  Alarielle: Entangle, Healing. 
  Gorkamorka: Havoc, Smite. 
  Nagash: Fear, Zombie. 
  Gork & Morkstikk 
  Imbued with the thumping energies of the twin gods of destruction, the 
  rhythm created by banging these glowing bone instruments against solid 
  surfaces (including the skulls of grots if available) can send nearby 
  Greenskins into a murderous frenzy. Characters who spend a turn beating 
  and drumming may add 2 to all Fighting tests made by allies within 15”. 
  Alongside this, the Sticks can be wielding in both hands as improvised 
  weapons, allowing the user to join the musical frenzy themselves, adding an 
  extra 1 damage for every raise made on their fighting roll.  
  
   
  62 
  Chapter 6 – Forces 
  of the Alliances 
  After so much time being spent on describing the many unique 
  and wonderful heroes you can create in The Savage Age of 
  Sigmar, now is the time for describing the many enemies you 
  can batter, slaughter, corrupt and cleanse in playing adventures 
  with your new characters. Since the rules above allow you to play 
  characters from all four of the Great Alliances, it’s only fair that 
  there be characters from all four of the Great Alliances present in this 
  chapter too.  
  Order 
  Mortals 
  Freeguild Guardsman 
  The mortal warriors of Sigmar, they fight to prevent the devastation wrought by Chaos, 
  should they ever win again.  
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d6. 
  Skills: Fighting d6, Notice d6, Intimidation d6, Survival d4, 
  Shooting d6. 
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5(1). 
  Hindrances: Loyal. 
  Edges: - 
  Gear: Leather Armor, Crossbow or Rifle or Medium Shield and Spear or 
  Longsword.  
   
   
  
   
   
  63 
  Vulkite Berserker 
  The furious warriors of the Fyreslayer lodges, the Vulkite Berserkers are 
  unrelenting in their desire to obtain copious amounts of Ur-Gold and 
  destroy their enemies.  
    
  Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d6. 
  Skills: Fighting d8, Notice d6, Intimidation d6, Survival d6, Climbing d8. 
  Charisma: 0; Pace: 5; Parry: 6; Toughness: 5. 
  Hindrances: Stubborn, Ur-Sickness, Low Light Vision. 
  Edges: - 
  Gear: Great Axe or Twin Battle Axes, Chain Helmet. 
   
  Stormcast Eternals 
  Liberator 
  The Shield Wall of the Stormcast Eternals, an Array of Liberators is an imposing sight 
  to any enemy, their flurry of hammer and sword blows cutting apart enemies in a 
  rhythmic chorus of holy vengeance. 
    
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12, Vigor d10. 
  Skills: Fighting d10, Faith d6, Intimidation d8, Notice d6, Repair d4, Knowledge 
  (Sigmar) d6. 
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 7(4). 
  Hindrances: Loyal.   
  Edges: Shield Wall. 
  Gear: Sigmarite Plate, Sigmarite Warhammer or Sigmarite Longsword and Sigmarite 
  Large Shield or Twin Sigmarite Warhammers or Sigmarite Longswords or Sigmarite 
  Maul* or Sigmarite Greatsword* 
  
   
  64 
  Gryph Hound 
  The trusted companions of the Lords Veritant and Castellant. 
  Gryph hounds are large dog-like creatures with the heads of eagles 
  and talons to match. They are animals with highly acute senses and 
  many Stormcast trust their Gryph Hound to locate dangers before 
  they arrive.  
    
  Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d8, Vigor d6. 
  Skills: Fighting d8, Intimidation d6, Notice d12. 
  Pace: 6; Parry: 6; Toughness: 4. 
  Special Abilities:  
  • Bite: Str+d6. 
  • Go for the Throat: Gryph Hounds instinctively go for an opponent’s soft 
  spots. With a raise on its attack roll, it hits the target’s most weakly armoured 
  location. 
  • Fleet-Footed: Gryph Hounds roll d10’s instead of d6s when running. 
  • Size: -1. 
  Knight-Venator 
  The skyborne marksmen of the Stormcast Angelos conclave. The Knight’s Venator 
  descend from the heavens with Star-Eagle by their side and Star-Fated Arrow at the ready. 
    
  Attributes: Agility d12, Smarts d8, Spirit d10, Strength d10, Vigor d10. 
  Skills: Fighting d10, Shooting d12+1, Notice d8, Intimidation d6, Survival d6, Piloting 
  d12.  
  Charisma: 0; Pace: 8; Parry: 7; Toughness: 7. 
  Hindrances: Arrogant, Heroic, Loyal.  
  Edges: Dodge, Improved Dodge, Acrobat, Brave, Fleet-
  Footed, Quick, Steady Hands, Dead Shot. 
  Gear: Sigmarite Longbow and Sigmarite Arrows, Star-Eagle, Star-Fated Arrow. 
  
   
   
  65 
  Star-Eagle 
  Soaring high in the heavens of Azyr above even the broken world of 
  Malus, the Star-Eagles prey on the celestial creatures that dwell in such 
  strange places. These creatures are the favoured companions of the Knight 
  Venators, the only beings capable of catching up to them. 
    
  Attributes: Agility d10, Smarts d6 (A), Spirit d10, 
  Strength d6, Vigor d4. 
  Skills: Fighting d8, Notice d10, Piloting d12. 
  Pace: 2; Parry: 6; Toughness: 3. 
  Special Abilities:  
  • Claws/Beak: Str+d6. 
  • Fly: Star-Eagles may fly at a pace of 12”, with a climb of 3. 
  • Eye-Tearer: Star-Eagles may use the grapple action against enemies, adding +2 to 
  their damage rolls. This attack always targets the Opponent’s head. Furthermore, 
  Star Eagles had +2 to their damage after moving at least 10” in a round. 
  • Hopper: Star-Eagles can only move at a pace of 2 when on the ground, and cannot 
  run.  
  • Size: -2.  
   
   
   
   
   
   
   
   
   
   
  
   
  66 
  Chaos 
  Below is listed generic rules for followers of Chaos from 
  each god, who gain the bonuses beneath the name of their 
  god. Note that these rules can be used with any creature or 
  character to create customised Chaos beasts: 
  • Khorne: 
  ▪ Traits: Strength increased by 2 die types, Parry 
  +1. 
  ▪ Skills: Intimidation and Fighting increased by 2 die 
  types 
  ▪ Edges: Combat Reflexes, Berserk. 
  ▪ Hindrances: Bloodthirsty. 
  • Nurgle: 
  ▪ Traits: Vigor increased by 2 die types. 
  ▪ Skills: Survival increased by 2 die types. 
  ▪ Edges: Nerves of Steel, Resilience (May make a Free Soak 
  roll once per battle).  
  ▪ Hindrances: Obese, Ugly. 
  • Slaanesh: 
  ▪ Traits: Agility increased by 2 die types. 
  ▪ Skills: Persuasion increased by 2 die types.  
  ▪ Edges: Attractive, Fleet Footed, Acrobat, Nerves of Steel. 
  ▪ Hindrances: Arrogant 
  • Tzeentch: 
  ▪ Traits: Smarts increased by 2 die types. 
  ▪ Skills: Investigation increased by 2 die types.  
  ▪ Edges: Scholar. 
  ▪ Hindrances: Curious.  
  
   
   
  67 
  Mortals 
  Cultists 
  Bloodreavers, Kairic Acolytes, Plaguebrothers, these are a few of the 
  many names given to those mortal men and women who willingly serve 
  the dark gods of chaos as its most lowly servants.  
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d4, Vigor d6. 
  Skills: Fighting d6, Notice d6, Survival d4, Intimidation d4, Throwing d6, 
  Investigation d4, Persuasion d4. 
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5(1). 
  Hindrances: Loyal. 
  Edges: - 
  Gear: Leather Armor, Throwing Axes or Melee Weapon and Medium Shield. 
   
  Chaos Warriors 
  The warriors of Chaos are titanic beings clad in thick plate armour, utterly dedicated to 
  their god, and sworn to the ruination of order.  The warriors are what is formed when 
  aspiring cultists prove themselves to their god and manage to successfully become 
  worthy of accepting their gifts. Not as fanatical as the cultists still in the honeymoon 
  of chaotic faith, the warriors are greater representations of their god, with warriors of 
  Khorne being blood-mad but still with a sense of honour, Slaanesh warriors dedicated 
  to excess in all forms not just sexual, or Tzeentch worshippers more sowers of change 
  and betrayal than simple ambitious scholars.  
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength d6, Vigor d8. 
  Skills: Fighting d8, Notice d6, Survival d4, Intimidation d4, Throwing d6, 
  Investigation d4.  
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6(3). 
  
   
  68 
  Hindrances: - 
  Edges: - 
  Gear: Plate Armour, Large Shield and One-handed weapon or 
  Great Weapon. 
   
  Chaos Spawn 
  Gibbering masses of flesh, bone, and corruption. Chaos 
  Spawn are living symbols of the punishments dispensed to 
  those who displease the Gods of Chaos. They are usually 
  larger than the entity they had once been, bloated, mangled and 
  contorted by the malign powers that destroyed their being. They 
  are also utterly mindless, their psyche broken by unimaginable pain 
  and suffering, this makes Chaos Spawn dangerous, unpredictable, and fearsome in 
  battle.  
   Attributes: Agility d4, Smarts d4, Spirit d6, Strength d8, Vigor d8.  
  Skills: Fighting d8, Intimidation d6, Notice d6.  
  Pace: Special; Parry: 6; Toughness: 7; 
  Special Abilities: 
  • Fear -2: Screaming masses of broken creatures screaming in agony, it’s enough to 
  shiver even the most hardened warrior.  
  • Fearless: Chaos Spawn are immune to Fear and Intimidation. 
  • Horrific Locomotion: Chaos Spawn exist as a punishment, their forms 
  mutated, bloated, or contorted to cause pain and terror. Each Chaos spawn 
  has an individual Pace of 2d6”, travelling on anything from slug like bodies 
  to insect legs. 
  
   
   
  69 
  • Masses of Flesh: The size of a spawn depends on the whims of it’s 
  creator and the components of its making (See Raw Change in the Lore of 
  Tzeentch). Chaos Spawn begin with a size of +1, which may increase 
  when fused with another Chaos Spawn.  
  • Mangled Appendages: Chaos Spawn use Natural Weapons which cause 
  Str+1d8 damage.  
  Daemons 
  Swarm of Nurglings 
  Petty Daemons of no comparison, the Nurglings are the agitating and filth-
  spreading servants of Nurgle, and are a common sight scurrying among the legs 
  of the Champions and more powerful Daemons of the Plague God. In battle, 
  Nurglings are night useless as individuals, but in swarms however they can be a deadly 
  force to many, their pestilent bodies exploding into infected goop when they are struck 
  down.  
  Attributes: Agility d4, Smarts d4, Spirit d10, Strength d4, Vigor d8. 
  Skills: Fighting d4, Taunt d6, Notice d4, Stealth d4. 
  Pace: 4; Parry: 4; Toughness: 6. 
  Special Abilities:  
  • Contagious: Nurglings are sentient balls of roving 
  plague and pestilence, waiting for the slightest force for 
  them to burst and coat the attacker in foul liquids. Every time a Nurgling 
  Swarm gains a wound, the attacker must pass an Agility Test or suffer -2 to 
  their pace and toughness for 1d4+2 rounds. This duration may stack.   
  • Swarm: Each token of Nurglings is not an individual, but instead a small 
  horde of 2d6 of the creatures occupying a medium burst template. The 
  Nurgling swarm has as many wounds as the number of nurglings in the 
  swarm, and when attacking makes a Fighting Roll + the swarm quantity (For 
  example, a swarm of 5 Nurglings has 5 wounds, and makes a roll of d4 + 5 
  when attacking.  
   
  
   
  70 
  Lesser Daemon 
  Spawned from the dark will of their patron 
  gods, these Daemons are the frontline forces 
  of the daemonic minions of Chaos. Lesser 
  Daemons may choose between wielding a 
  Daemonic Weapon of their choice or magical 
  abilities.  
  Attributes: Agility d8, Smarts d4, Spirit d10, 
  Strength d6, Vigor d8. 
  Skills: Fighting d8, Notice d6, Survival d6, 
  Intimidation d6, Investigation d4, Spellcasting d6.   
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6. 
  Hindrances: Unstable (Must roll spirit test after being hit 
  without dealing damage themselves that round, or be thrown 
  back to the realm of Chaos). 
  Other: Brave, Arcane Background (Magic) (10PP, 4 Powers from 
  Trapping) OR Daemonic Weapon (Daemonic Armour optional), 
  Combat Edge (Khorne Only), Killer Instinct. 
   
  
   
   
  71 
  Greater Daemon 
  Shards of the great gods of Chaos, the Greater Daemons are masters of the 
  dark realm, each a commander of their very own legions of lesser 
  Daemons. It is these malevolent creatures who are charged by their patron 
  father to bring their domain to the eight realms, engaging in plotting, 
  bloodshed, and other campaigns of ruination necessary to please their fathers.  
  Attributes: Agility d12, Smarts d12, Spirit d12, Strength d12, Vigor d12. 
  Skills: Fighting d12, Notice d8, Survival d10, Intimidation d12, Investigation d12, 
  Spellcasting d12 (Not Khorne). 
  Charisma: 0; Pace: 6; Parry: 8; Toughness: 8. 
  Hindrances: Unstable (Must roll spirit test after being hit without dealing damage 
  themselves that round, or be thrown back to the realm of Chaos). 
  Edges: Arcane Resistance, Arcane Background (Magic) with 3d10 PP (Not Khorne), 
  Brave, Size +6, Hard to Kill, Killer Instinct, Command, Fervor, Strong-Willed, 
  Mighty Blow OR Power Surge, d6 Combat Edges (Khorne Only). 
  Gear: Daemonic weapon and armour of their choice with several imbuements.  
   
   
   
   
   
   
   
   
  
   
  72 
  Beastmen 
  Gor 
  In their eyes, they are the trueborn children of Chaos, dedicated to 
  the will of the ruinous powers and the destruction of all that is 
  civilised. They are the Beastmen, and they can be found in all of the 
  mortal realms, not as natives, but as defilers. The Gor is the most 
  commonly seen of the Beastmen herds, a bestial mind with the muscles of 
  Man.  
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, 
  Vigor d8. 
  Skills: Fighting d8, Climb d6, Intimidate d6, Notice d6, 
  Stealth d6, Survival d6, Tracking d8, Shooting d4, 
  Throwing d4.  
  Pace: 7; Parry: 6; Toughness: 6 (1). 
  Gear: Club, Axe or Spear, Small Shield, Leather Armour. 
  Special Abilities:  
  • Horns & Hooves: Beastmen can gore and kick for Str+d4 damage, increasing their 
  damage by 2 if they can charge 4” before attacking 
  Gors that reach a sufficiently high standing and might within the herd become what’s 
  known as Bestigors, the elite of the herd and personal guard of the Beast Lords. To 
  represent Bestigors, make the following changes to the Gor profile: 
  Attributes: Agility d8, Smarts d6, Spirit d9, Strength d10, Vigor d10.  
  Skills: Fighting d10, Intimidate d10.  
  Pace: 7; Parry: 7; Toughness: 9; 
  Gear: Great Axe, Chain Coat, Chain Helmet. 
  Any skills not mentioned are assumed to still exist on the Bestigor profile unmodified. 
  Beastmen may be subject to the god-specific bonuses detailed previously to create 
  Tzaangors, Pestigors, Khornegors or Slaangors.  
  
   
   
  73 
  Death 
  Rules for Skeletons, Zombies, and Vampires can be found in the Bestiary 
  of the Savage Worlds core rulebook. However, vampires are generally rare 
  commanders and rulers in Age of Sigmar, so I’d recommend creating new 
  Vampires with the character creator at the beginning of this book. 
  Ghoul 
  Half-undead cannibal madmen of the Flesh-eater Courts, ghouls are ravenous and 
  unrelenting against those who intrude upon their kingdoms.  
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6. 
  Skills: Fighting d6, Intimidation d6, Survival d8, Stealth d8. 
  Pace: 6; Parry: 5; Toughness: 5.  
  Special Abilities:  
  • Primitive: Ghouls enter battle armed with either a Club, 
  improvised weapon or just their bony claws, which deal Str+d4 
  damage. 
  • Darksight: Ghouls spend their time isolated in caves and crypt, 
  fearing the light. Ghouls suffer no vision penalty from being 
  in darkness.  
  • Cannibalism: Ghoul may spend a round feasting on a corpse to 
  heal 1 wound (Wildcards only) and increase their toughness by 
  2 for the next 1d4 rounds.  
  Ghouls may have their size increased by 3 to become Crypt 
  Horrors, which also increases their Strength by 2 dice levels. Crypt 
  Horrors may also be given the abilities of flight to become Crypt Flayers, allowing 
  them to fly at a pace of 10” with a climb of -1, however they lose the ability to 
  wield weapons. 
   
   
   
  
   
  74 
  Wight 
  Former warriors and kings with a willpower strong enough to 
  maintain themselves after Death. Wights are powerful combatants 
  hardened by the strain of unlife.  
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8. 
  Skills: Fighting d10, Intimidation d8, Healing d6, Notice d6. 
  Pace: 6; Parry: 5; Toughness: 6(2). 
  Gear: One Handed Weapon and Shield OR Great Weapon, 
  Chainmail armour.  
  Special Abilities:  
  • Fleshless: +2 to all Intimidation tests, natural healing takes twice as long.  
  • Crypt Eyes: Ignores attack penalties for combat in any darkness. 
  Spirit 
  Wailing and enraged spirits bound to the masters of Shyish for all eternity, these 
  malevolent entities lash out with spectral blades and flowing tendril-like 
  claws against any they see as a disturbance to their hatred.    
  Attributes: Agility d6, Smarts d4, Spirit d10, Strength d6, Vigor d6. 
  Skills: Fighting d6, Intimidation d12+1, Notice d12, Stealth d12+4. 
  Pace: 6; Parry: 5; Toughness: 5. 
  Gear: Twin Daggers or Claws (Str+d6), all weapons have AP1. 
  Special Abilities:  
  • Fly: Spirits may fly with a pace of 10” and a climb of 2.  
  • Ethereal: Spirits are Ethereal, and only suffer half-damage 
  from non-magic attacks. 
  • Cairn Wraith: A spirit may be armed with a long scythe and black 
  cloak, marking it as a Cairn Wraith, Cairn Wraiths gain the sweep edge, a 
  d10 to their Fighting skill and a d8 to their Vigor, increasing their Parry and 
  Toughness to 7 and 6. 
  
   
   
  75 
  Destruction 
  Orruk 
  The frontline force of most of the armies of Destruction, Orruks are big 
  rowdy brutes dedicated to butchery and warfare, what they call “having a 
  good fight”. Save for the strange Bonesplitterz Orruks, they wear primitive 
  patchwork iron and fight with jagged blades and clubs.  
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d8. 
  Skills: Fighting d8, Intimidation d8, Stealth d4, Notice d6, Shooting d6, 
  Throwing d6. 
  Pace: 6; Parry: 6; Toughness: 7. 
  Gear: Leather Armour, one handed weapon and shield OR duel-
  weapons OR Bow. Stronger Orruks also wear random 
  chainmail and plate armour pieces and swing huge two handed 
  weapons. 
  Special Abilities:  
  • Size +1: Orruks are slightly larger than humans.  
  • Biggest and Strongest: Orruk size increases by 1 for each rank they gain eventually 
  becoming ogre sized (+3) when they have reached the level of Warboss. 
   
   
   
   
   
   
   
   
  
   
  76 
  Grot 
  Sly and mischievous creatures small of stature but 
  ambitious in their cunning, there are many 
  variants of Grots, from the spider-riding tribes 
  of Ghyran to the cloaked stabbers that hide in the 
  caves of Shyish and Ulgu, all kinds of Grots can 
  be found in Ghur however.  
  Attributes: Agility d8, Smarts d6, Spirit d4, Strength d4, Vigor d6. 
  Skills: Fighting d6, Taunt d8, Climbing d6, Notice d6, Shooting d6, 
  Stealth d10, Throwing d6.  
  Pace: 6; Parry: 5; Toughness: 5. 
  Gear: Short spear or sword (Str+d4), bow, Grots sometimes ride Wolves or Giant 
  Spiders into battle.  
  Special Abilities:  
  • Size -1: Grots stand 3-4’ tall. 
   
  Shaman 
  Greenskin Shamans are raving lunatics, gyrating and singing in a blabbering chorus as 
  green energy overflows from every orifice. Their magic channels the power of the 
  WAAAGH! Itself, meaning their head is just as likely to pop as the target’s. 
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8. 
  Skills: Fighting d6, Faith d10, Healing d6, Taunt d8, Knowledge (Gorkamorka) d8. 
  Pace: 6; Parry: 5; Toughness: 6.  
  Edges: Arcane Background (Miracles), New Powers,  
   
  Soul Drain 
  Powers: 1d4; Power Points: 5. 
  Gear: Club, Second Club or Religious Icon with 2 Powers. 
  
   
   
  77 
  Warboss 
  The leaders of the Orruk bands roving the realms, 
  the Warbosses are in constant warfare with each 
  other, each seeking to claim power and more boyz 
  for their ever growing WAAAGH!’s 
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d10, Vigor d10. 
  Skills: Fighting d10, Intimidation d10, Knowledge (Battle) d6, Notice d6, Riding 
  d6, Throwing d6.  
  Pace: 6; Parry: 8; Toughness: 10(3).  
  Hindrances: Mean, Arrogant. 
  Edges: Block, Combat Reflexes, Command, Fervor, Frenzy, Level Headed, Natural 
  Leader. 
  Gear: Crude Plate Armour (+3), Duel Weapons OR single Two-handed weapon. 
  Orruk Warbosses are also known to ride large Wyverns or armoured (+2) Boars into 
  combat against the enemy. 
   
  Boar 
  The large boars seen in the armies of the Greenskins are monstrous 
  creatures born of hatred and destruction and ridden only by the 
  biggest and toughest of the Orruk hosts 
  Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d10, 
  Vigor d10. 
  Skills: Fighting d8, Notice d8. 
  Pace: 7; Parry: 6; Toughness: 7. 
  Special Abilities:  
  • Berserk: When a Boar is wounded, it goes berserk. It gains +2 to all Fighting and 
  Strength rolls and to its Toughness, but Parry is reduced by 2. 
  • Gore: If a boar can charge at least 6” before attacking, it adds +4 to its damage.  
  • Tusks: Str+d6 
  
   
  78 
  Gargant 
  Mighty beasts of lore taller than buildings and strong enough to 
  topple towers. Is is much debated whether these lumbering beasts 
  are of any relation to the civilised Titans of the Age of Myth, and 
  if the fell powers of Chaos have transformed those formerly wise 
  and loyal nations into the Gargants of today. Gargants can be commonly 
  seen among the armies of Destruction, towering above lines of Grots and 
  Orruks, throwing rocks or swinging their tree trunk clubs into ranks of 
  the foe.  
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+6, Vigor d10. 
  Skills: Fighting d6, Intimidation d8, Notice d4, Throwing d6.  
  Pace: 9; Parry: 5; Toughness: 13. 
  Gear: Massive Club (Reach +3, Damage +4) or 1d4 Boulders (10/20/40), Str+6 
  Damage, Medium Template).   
  Special Abilities:  
  • Size +6: Gargants stand 5 times taller than a regular man, and have the muscle to 
  match.  
  • Fear -2: The Gargants size and animalistic temperament make them terrifying to 
  most.    
   
   
   
  
   
   
  79 
  Chapter 7 – Playing 
  Savage Age of Sigmar 
  That concludes the rules section of Savage Age of Sigmar, since this 
  supplement is based on a tabletop wargame centred around titanic 
  battles and masses of soldiers, I thought it would be handy to write a 
  chapter on playing this RPG. The Mortal Realms is infinitely large 
  and teeming with countless stories all waiting to be told.  
  Sample Adventures 
  An Unexpected Perspective 
  Have the players create two sets of characters 
  (justify this as a sample exercise, or say that 
  you haven't decided yet what part of the 
  Realms to show), one group noble and 
  proud characters from many different 
  bloodlines, the other a horde of Orruks or 
  Stormcasts. Start off playing as the typical 
  noble band, experiencing fierce battles against 
  monsters, dragons, and other such terrors. 
  After the first session, switch perspectives to 
  reveal the characters to be Flesh-eater 
  Ghouls trapped in their delusional insanity, 
  facing down the other set of characters the 
  players thought disregarded. This would 
  make for a fantastic introduction into one 
  of the most tragic armies of the setting! 
  
   
  80 
  Ascendancy 
  In a clear metaphor for the creation of Age of Sigmar, 
  have all characters create regular mortals for a classic 
  adventure in one of the realms of existence. After a 
  thrilling and dangerous adventure, the heroes are faced with 
  a challenge that even they cannot overcome. Right before their 
  deaths, have them whisked away on thunderbolts and reforged 
  into Stormcast Eternals, with the character who killed the most 
  or survived the longest made the Prime of their unit, or even a 
  Knight! How will the characters come to terms with their 
  constantly deteriorating memory? How will they react to the painful 
  process of Reforging, will they change into shadows of their former 
  selves, or embrace the change and become instruments of Sigmar? 
  A Familiar Face 
  The players are an ambitious group of Vampires and their Wight 
  companions who rule over minor lordships in the Realm of Death. On one 
  particularly gloomy night, an ancient and powerful Vampire they do not 
  recognise visits the group, who offers to provide them with additional power 
  and thralls should they assist him with his plans. While distrustful, the 
  Vampires decide to assist the stranger, causing tension and trouble when 
  Arkhan the Black himself arrives, claiming the Stranger to be an enemy of 
  Nagash and a target for all loyal Vampires.  
  Will our small group of players assist Arkhan in his hunt or join the side of 
  the Stranger? What is the agenda of the Stormhost that has arrived not 
  far from their lands? How will they react when the stranger is revealed 
  to be none other than the notorious Vlad von Carstein himself?  
  
   
   
  81 
  Da Big Krumpin’ 
  The players are a band of big boisterous Orruks looking to find 
  a reason to have a good fight. Suddenly, Gordrakk arrives to the 
  lands of our Orruk’s Warboss and his boyz at the front of a 
  massive army, and he promises da fete of a lifetime in his Great 
  WAAAGH! If they join him. The Fist of Gork intends to gather 
  every Warboss across the Realm of Beasts and march them through the 
  Realmgate into new turf to battle in. There are many enemies and 
  challenges to face from here until there however, making plenty of 
  opportunity for our gitz to prove themselves as Da Biggest and Da 
  Strongest. Will our players succeed in proving their worth to 
  Gordrakk, joining him as the leaders of his new campaign? Or will they 
  threaten the avatar of the Green Godz, becoming food for Bigteef? Where 
  does Gordrakk intend his great host to go? And what is the agenda of the 
  divided gods this time around?  
   
  
   
  82 
  The Guardian 
  Have the players create a regular band of mortals, plus an 
  extra Stormcast character to assist them. Every session 
  control of the Stormcast passes over to another player in 
  the group (Use the Action Cards system to determine the 
  order of players). Whenever the Stormcast is killed, the player 
  currently in ownership of them permanently loses control of 
  them, as that fragment of their psyche is lost in the kiln of 
  Azyr. When (or If) the Stormcast is killed when controlled by the 
  final player, the Stormcast is whisked away to Azyr once again, 
  although never again to return to the champions who were so 
  unfaithful in their defence of Sigmar’s finest. Having a pet Stormcast 
  is always a nice bonding ritual, just make sure to feed and walk them 
  every day.   
  Contest of Gods 
  Each player is a mortal Chaos champion sworn to each of the Great Gods of 
  Chaos. This unlikely band of “allies” have been brought together at the 
  behest of a member of the Varangard, with the intention that these heroes 
  complete a task that would better the situation of him and his master 
  Archaon, promising the highest performing champion the opportunity to 
  prove himself worthy to join the Varangard. Now the competition is on, as 
  each of the champions attempts to outdo the others, perhaps with the 
  intervention of their gods in the process.  
      
  
   
   
  83 
  A Weapon to Surpass Ghal Maraz 
  The War for the Realms has waged on for years, and Sigmar 
  constantly strives to create new and better weapons to destroy the 
  champions of Chaos. From the core of the broken world and 
  intermixed with the engineering skills of the Kharadron 
  Overlords, a new weapon has been created, a Sigmarite Handgun with 
  fully upgraded Sights, Rifling, Reload and Firing mechanisms, and a 
  Sigmarite blade fixed to the underside. Our heroes have been chosen to 
  transport this weapon from the Kharadron sky-port from which it was 
  constructed, to Azyrheim and finally to the realm of Beasts where it 
  can be best put to use, many intend to claim this weapon as their own 
  however, from Kharadron renegades who envy the marvel of the design, to 
  corrupted human engineers and even the Skaven of Clan Skyre! 
  The Grand Arena 
  For GM’s who want players from every alliance. Each player is a captured 
  or volunteered soul forced to fight in the arena (the realm and arena owners 
  are up to you), where bonds of alliances mean nothing and every hero must 
  ally with any who might offer aid. Only by surviving the perils of the arena 
  and conquering its final stages can they possible hope to achieve their goals. 
  The final challenge of the arena might involve facing down a horde of 
  beastly creatures, a one on one fight with the greatest champion in Arena 
  history, or a free-for-all between all of the players. Did the Chaos 
  Champion enter the arena to earn favour for their god? Did the Orruk 
  enter just for a good fight? Is the Wight hero forced to fight in the arena, 
  rising again when he falls? There are so many interesting stories that 
  could be told by mixing and matching the many races and alliances of Age 
  of Sigmar into the Arena.   
   
  
   
  84 
  Creating Quests 
  The plot hooks above are a nice set of ideas to introduce 
  characters to the setting of Age of Sigmar, but aren’t 
  enough for prolonged games of more than a couple of 
  sessions. To rectify this, below I have included rules for 
  creating your own quests, all done through a set of rollable 
  tables and steps:
  Step 1: The Themes 
  Every adventure has a goal that must be 
  accomplished to be successful, whether to 
  defeat a great foe, deliver a certain 
  package, or simply survive,  
  each quest is packaged into a set of 
  “Themes”, representing the intended 
  actions of the quest. 
  D4 
  Goal 
  1 
  Destroy 
  2 
  Protect 
  3 
  Deliver / Escort 
  4 
  Convince 
   
  Destroy 
  You have been charged to destroy. 
  whether an item, location (Or something 
  therein), or foe, you are ordered to 
  remove it’s trace from the realms, by any 
  means necessary. This target may be 
  defended however.  
  Roll once on the table below to determine 
  the target of your quest, then on each 
  column of its related table to flesh out it’s 
  details. 
   
  Protect 
  The existence or life of something or 
  someone has been placed in your hands. 
  This could be an artefact of great 
  power, a King of one of the last 
  surviving Kingdoms of man, or an 
  ancient temple, something intends it 
  harm, and is coming for it.  
  Roll on the Target table above the same 
  way you would if you had rolled to 
  Destroy.  
  D4 
  Target 
  1 
  Item 
  2 
  Beast 
  3 
  Person(s) 
  4 
  Location 
  
   
   
  85 
  Deliver / Escort 
  It is paramount that this 
  person or item is safely 
  delivered across the 
  Mortal Realms to where 
  it might serve the most use 
  to your cause. There are others 
  however who claim your charge 
  for themselves.  
  Roll on the target table above, 
  substituting the Location 
  result for a second Item result. 
  Next, flip a coin to determine if the 
  charge must be delivered across 
  multiple realms, a tails being a 
  destination in a realm other than the 
  charge’s origin realms and thus two 
  rolls on the Realm table below.  
  Convince 
  A King remains disloyal to your cause, a 
  gifted spellcaster is at risk of falling to 
  the ruinous powers, a tribe of clansmen 
  hold a pass vital to your passage, or the 
  fealty of a ancient beast means victory 
  or defeat. You have been sent out to 
  change the minds of these 
  individuals, whether by a silver 
  tongue, a feat of strength, or 
  simply solving their more pressing 
  issues. 
  Roll a d4, with a 1 being a roll on the 
  Beast table, while all other results mean a 
  roll on the Person(s) Table instead.  
  Step 2: The Location 
  War rages across the Mortal Realms, 
  providing ample opportunity for 
  ambitious warriors and champions to earn 
  their glory, it’s time to decide the 
  location of your quest. This process 
  typically involves a roll on both the 
  Realm table and each column on the 
  Location table below, although GM’s 
  looking for more complexity in the quest 
  may roll multiple times on the latter to 
  add new and interesting locations to their 
  adventure. Having a location itself as the 
  target of a quest means that you don’t 
  have to roll on the table again if you 
  don’t want to. 
  D8 
  Realm 
  1 
  Shyish (Death) 
  2 
  Ulgu (Shadow) 
  3 
  Hysh (Light) 
  4 
  Ghyran (Life) 
  5 
  Azyr (Heavens) 
  6 
  Aqshy (Fire) 
  7 
  Ghur (Beasts) 
  8 
  Chamon (Metal) 
   
  D8 
  Theme 
  Location 
  1 
  Abandoned 
  Temple 
  2 
  Vibrant 
  City 
  3 
  War Torn 
  Caves  
  4 
  Monster-
  Infested 
  Village 
  5 
  Suspicious 
  Forest 
  6 
  Corrupted 
  Fortress 
  7 
  Naturally 
  Overcome 
  Mountain 
  8 
  Magical 
  Desert 
   
  
   
  86 
  Step 3: The Foe 
  Adventures without some opposing 
  force to do battle against would be 
  boring. There are always entities 
  persueing their own agendas and 
  furthering their causes across the 
  realms, with many of their 
  machinations conflicting with those of 
  others.  
  Roll on the table below, rolling again 
  for the column relevant to the alliance 
  you first rolled. It is not uncommon 
  for forces of an alliance to infight and 
  do battle against each other, although 
  you may wish to reroll results for 
  your character’s own races or alliances.
   
   
   
  Step 4: Wild Cards 
  No mission is ever as easy as it seems. There’s always unexpected factors which 
  could influence battles to one side or another. This step determines what can go 
  wrong. Roll a d4, this is the number of Wild Cards in this quest, and determines 
  how many times you must roll on the Wild Card table below. 
   
   
  D4 
  Alliance 
  Order 
  Death 
  Chaos 
  Destruction 
  1 
  Order 
  Humans or 
  Stormcast 
  Ghouls 
  Tzeentch 
  Orruks 
  2 
  Death 
  Aelves 
  Vampires 
  Khorne 
  Grots 
  3 
  Chaos 
  Duardin 
  Necromancers 
  Nurgle 
  Ogors 
  4 
  Destruction 
  Sylvaneth or 
  Seraphon 
  Wights 
  Slaanesh 
  Beastmen* 
  *While technically belonging to the Grand Alliance of Chaos, for appropriate coverage the Beastmen 
  appear in the Destruction column. 
  
   
   
  87 
  D6 
   Wildcard 
  Effect  
  1 
  Third Force 
  Roll on the Foe Table again. This result becomes a 3rd 
  neutral force with their own intentions in your quest. Do 
  you dare help them or hinder them? 
  2 
  Unusual 
  Geography 
  a location of your quest is renowned for its unusual or 
  dangerous geography and creatures. Roll on the Unusual 
  Geography tables below to determine the nature of the 
  unusual landscape.  
  3 
  Major Setback 
  Something in this mission goes unbelievable wrong, an 
  ambush, incorrect information, the characters being too 
  late to complete their mission fully, a city they fought 
  populated nothing but dust. It will take initiative to recover 
  from such an event. 
  4 
  Aid 
  The heroes receive aid from an unexpected source during 
  this mission, a village of friendly clansmen, A Stormhost 
  passing by on their way to their own objectives. The 
  Mortal Realms are lands rare in support, it seems you got 
  lucky.  
   
  And that’s your quest complete! Below you can find the referenced tables from each 
  section, but other than that the rest is up to you the GM to make sure the quest is 
  engaging and interesting for your players.  
   
   
   
   
   
   
   
  Beast 
  d6 
  Size 
  Likeness 
  Features (Roll d4 for amount) 
  1 
  7 (Apocalyptic) 
  Avian 
  Aquatic (Dwells Underwater) 
  2 
  6 (Titanic) 
  Amphibian 
  Flyer (Can fly, stats GM 
  determined) 
  3 
  5 (Huge) 
  Canine 
  Venom (Attacks deal poison 
  damage) 
  4 
  4 (Giant) 
  Bull 
  Fast (Movement increased by d6) 
  5 
  3 (Monstrous) 
  Fish 
  Magical (Can cast spells from lore) 
  6 
  2 (Large) 
  Serpent 
  Intelligent (No (A) Smarts) 
  
   
  88 
   
   
   
   
   
   
   
   
   
  Person(s) 
  d6 
  Amount 
  Individual 
  Group 
  1 
  Individual 
  Wizard 
  Refugees 
  2 
  Individual 
  Noble 
  Pilgrims 
  3 
  Around 15 
  Ruler 
  Warriors 
  4 
  Around 50 
  Champion Warrior 
  Nobles 
  5 
  Around 100 
  Merchant 
  Diseased 
  6 
  >100 
  Priest 
  Injured 
  Unusual Geography - 
  Subject 
  D6 
  Subject 
  1 
  Weather 
  2 
  Flora 
  3 
  Fauna 
  4 
  Terrain 
  5 
  Sky 
  6 
  Water 
  Item 
  d6 
  Origin 
  Type 
  1 
  Ancient 
  Ranged Weapon 
  2 
  Corrupted 
  Melee Weapon 
  3 
  Pure 
  Armour 
  4 
  Famous 
  Book 
  5 
  Expensive 
  Religious Symbol 
  6 
  Unusual / Advanced 
  Key 
  Unusual Geography - General 
  D6 
  Terrain Type 
  Terrain Feature 
  Sky Feature 
  Flora/Fauna 
  Water 
  1 
  Land 
  Floating 
  Toxic 
  Dangerous 
  Infested 
  2 
  Forests 
  Corrupted 
  Load-Bearing 
  Clouds 
  Intelligent 
  Poisonous 
  3 
  Mountains 
  Sentient 
  Huge Predators 
  Corrupted 
  Breathable 
  4 
  Lakes 
  Unstable 
  Kharadron 
  Outpost 
  Tameable 
  Thick 
  5 
  Hills or Caves 
  Magical 
  Shifting 
  Magical 
  Purifying 
  6 
  Deserts 
  Unusual Materials 
  Beautiful 
  Colourful 
  Unusual Geography - Weather 
  D4 
  Weather Type 
  Rain 
  Storms / Tornado 
  Fog 
  Wind 
  1 
  Rain 
  Acidic 
  Haunted / Daemonic 
  Visible 
  2 
  Storms / Tornado 
  Not Water 
  Constant 
  Choking 
  Focused 
  3 
  Fog 
  Heavy 
  Sentient 
  Disorienting 
  Loud 
  4 
  Wind 
  Inverted 
  Magical 
  
   
   
  89 
  FAQ 
   
  Can worshippers of non-Chaos gods use Imbuement? 
  Yes, roll a character’s Wild Die for every 10 XP they gain on their 
  adventures. An ace on this throw means the character has successfully earned the 
  favour of their god, and received a reward as a result (This roll may be modified 
  depending on how faithful the character was for this 10xp). This rule is optional 
  and balanced to be not as frequent as the Imbuement’s of Chaos.  
  Do Death and Destruction have equivalents to Sigmarite and Daemonic 
  equipment? 
  Yes, the name and appearance of the style can be left up to you (Gorkaforged? 
  Nagashteel?), but the opportunity for super-powered Nagash/Gorkamorka followers is 
  too interesting to miss out on. This form of equipment should be considered much 
  rarer than Sigmarite and Daemonic equipment however, reserved exclusively for the 
  greatest warriors of Death and Destruction. In the cases where weapons of this kind are 
  encountered, they retain all the same rules for Sigmarite and Daemonic described in 
  Chapter 5. 
  Can I upgrade one of my weapons or armour to Sigmarite or Daemonic when imbued a 
  certain amount? 
  That’s debatable, weapons with this keyword are generally thought of as weapons 
  constructed outside Mortal understanding, in spiritual and magical forges beyond the 
  abilities of humans, Duardin or Aelves. While it would be an interesting mechanic to 
  set a “max” value for imbuements, after which the weapon gains its keyword, I 
  wouldn’t make it an established rule. 
  How does currency in each Alliance work? 
  I have intentionally left out the name of the currency used in The Savage Age of 
  Sigmar in order to keep this information abstract and widely applicable. For 
  vampires or chaotic characters, it may represent favour with Nagash or the Dark 
  Gods, from which they can spend to receive gifts of weapons and equipment as 
  offerings back in their camp/castle/shrine. Currency for Orruks may be represented as 
  Teef, gained by killing other creatures (Promoting the fightiness of the race) and spent 
  
   
  90 
  when the character wants to challenge another Orruk for some 
  kit he wants. The GM should be mindful to award this currency 
  at a reasonable pace. 
  I don’t own Weird Wars: Rome, what’s the Shield Wall Edge? 
  “Characters with the Shield Wall Edge and a shield add +1 to each 
  adjacent man’s Parry if that man has the edge (and a shield) as well. The 
  maximum bonus for this Edge is +2 (if there is one man to the left and 
  right), and stacks with any Parry bonuses for the shields or weapons they 
  hold.” 
  Do Stormcasts retain the racial effects of their past lives? 
  Yes, while some races will be better suited to being Stormcast (I don’t see the 
  Aelves magic abilities playing much part), Stormcasts do ultimately remember 
  details from their past lives, and so retain the abilities and skills from them. 
  Reforging should remove these past experiences one by one however. At the GM’s 
  permission, characters created as Stormcasts from the beginning may have a past race 
  chosen for them, in the event you want a Stormhost of Duardin to play. 
   
   
   
   
   
   
   
   
   
   
  
   
   
  91 
  Conclusion 
  Thanks for reading The Savage Age of Sigmar! I wrote this 
  book with the intention of allowing Age of Sigmar fans and 
  newcomers alike the opportunity to create their own characters and 
  roleplay adventures in the Mortal Realms at a moment of seeming 
  calm during the largest and most bloody war of existence.  
  The first release of this supplement took me about half a month to 
  write on and off, and I can honestly say that I’m happy with the 
  result. There are so many stories to tell and areas of the setting that I 
  hope to cover in later supplements, from the sky-borne travels of the 
  Kharadron Overlords, to the Goblins of the Spider Tribes, from the Ogres 
  of the mountains of Ghur to the Extremis or Vanguard Chambers of the 
  Stormcast Eternals. Deeper rules for Reforging and chaos mutation are also 
  areas I’d like to cover further (Who doesn’t want to wade into battle as the 
  post-Reforging Thostos Bladestorm with his lightning eyes and storm 
  aura?).  
  If you have any questions, recommendations, or concerns, please feel free to 
  post on the. I am always open to collaboration with other AoS fans looking to 
  improve on TSAoS and better represent the complex lore and races of the 
  setting. 
  Battle on Role-players, may Sigmar protect. 
   
   
   
   
   
   
  
   
  92 
  Changelog: 
  1.4 – Random Revamps 
  - 
  Removed duplicates in rules profiles (So no 
  double Brave in Daemon profiles etc.) 
  - 
  Added Chaos Spawn, Nurglings, and Gargant 
  Profiles.  
  - 
  Added Beastmen section to profiles chapter, 
  get hyped for the expansion. 
  - 
  Rewrote Daemonic Pet as Chaotic Follower, 
  using a system of tokens allowing players to 
  purchase Followers, Mounts, and other beasts 
  (I really need to give the other alliances some 
  new mechanics…) 
  - 
  Removed Brawny Edge from Nurgle 
  creatures, and gave them the new Edge 
  Resilience.  
  - 
  Revamped Chaos advancement / benny 
  mechanics, they are now far less punishing in 
  the long term, and bennies may be used 
  without issue. Options may now be chosen 
  by sacrificing your next XP point gained, 
  meaning champions who let the Gods choose 
  their advances earn XP quicker.  
  1.3 – Chapter 7 Expanded 
  - 
  Expansion of Chapter 7 with the 
  Questbuilder, allowing you to generate quest 
  hooks and start games of AoS much faster. 
  - 
  Chapter 7 is now called Chapter 7, as it 
  should have been 3 releases ago. 
  - 
  First question of FAQ is no longer confused 
  about whether it’s talking about Imbuements 
  in general or the Khorne-exclusive power.  
  1.2 – Small Races Update. 
  - 
  The damage of the Sylvaneth’s unarmed 
  melee attacks has been increased to d6 from 
  d4.  
  - 
  Orruks may now increase their Vigor or 
  Strength every time they gain a rank. 
  - 
  Rather than gaining hindrances, Weird-Boyz 
  instead run the risk of head explosions 
  whenever they ace a casting roll.  
  - 
  Stormcasts now lose charisma when they are 
  reforged.  
  1.1 – First Update 
  - 
  Grammar and 
  wording fixes. 
  - 
  Allowed players 
  to imbue their 
  weapons at character 
  creation. 
  - 
  Slaaneshites can no 
  longer increase their 
  pace with imbuement, 
  but instead reduce the 
  weight of equipment. 
  - 
  Mentioned the fact that the 
  Chaos templates in Chapter 6 
  and be used with any creature. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
  The Greatest War ever fought has raged for 50 years, and the gods have paused 
  for but a moment to regain their breath. The conflict has not stopped truly 
  however, and even now untold heroes and armies march out and battle for 
  every gain before the coming storm. This is the Age of Sigmar, and the time 
  will soon come when every soul must offer themselves to the final battle that 
  will decide the fate of existence itself. 
  • Create your champion from one of the 4 Grand Alliances of the Age of 
  Sigmar setting, be a Sylvaneth of the Radiant Queen Alarielle, a 
  Vampire of the Great Necromancer Nagash or an Orruk Warboss loyal 
  only to yourself. 10 completely different races to choose from, mixed 
  and matched from the 8 realms totalling 80 different character 
  backgrounds! 
  • Serve the Dark Gods, or work towards their annihilation, unique rules 
  for Chaos Champions focused on earning the favour of your chosen 
  patron. Or maybe you wish to be a Stormcast hero brought back from 
  the brink of death to save the Realms, join one of the 8 most famous 
  Stormhosts forged by Sigmar, and earn your name as one of 15 different 
  ranked Lords or Knights. Are you a Knight Heraldor, who can buckle 
  entire units with a blow of your warhorn? Or a Lord Relictor, who 
  weaves the powers of death and heavens together to destroy your 
  enemies?  
  • Entangle your foes with living vines, turn their trusted mount against 
  them or age them 50 years in an instance, 12 new Power Trappings from 
  each of the 8 Realms and Dark Gods. Become a vessel of the realms 
  themselves and bring victory to your cause! 
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/The Savage Age of Sigmar/Savage Worlds - The Savage Age of Sigmar.pdf