Gaming seven days a week over three levels!!!
Preorder Now & Save 10%
Fully Operational- Preorder Special
Fully Operational is a 96-page sourcebook for Engineers in the Star Wars™: Age of Rebellion Roleplaying Game™. Featuring three new specialization talent trees and new races to populate your campaigns, Fully Operational is an essential addition to your collection. It includes detailed rules for vehicle and starship construction as well as sample campaigns that emphasize the role Engineers play in the Galactic Civil War beyond being simple background support. A livery of new ships and vehicles also awaits you, ready to be included in your Age of Rebellion campaign.
Star Wars: The Roleplaying Game 30th Anniversary Edition- Preorder Special
Few books or games have had as enduring an impact upon the Star Wars galaxy and its fans as Star Wars™: The Roleplaying Game. Originally published by West End Games in 1987, it arrived at a time when the future of the Star Wars galaxy was uncertain, and it captivated a whole generation of gamers with rules and guidelines that made it possible to design and enjoy adventures truly worthy of the Star Wars universe and its ongoing space opera.
Now Fantasy Flight Games is proud to offer faithful recreations of this influential rulebook and The Star Wars™ Sourcebook. Our Star Wars™: The Roleplaying Game 30th Anniversary Edition is a limited edition set of both books, printed with higher quality than the originals and packaged in a stylized slipcase.
These books were sent to Timothy Zahn as references when he started to develop Grand Admiral Thrawn and his Thrawn trilogy. They introduced materials that were later adopted into Star Wars canon, such as the names of alien races like the Twi'lek, Rodians, and Quarren. They even inspired members of the Lucasfilm Story Group as they worked on their writers' bible.
Omens of the Pharaoh
In Omens of the Pharaoh, the investigators will discover that there are some mysteries best left buried. An archeological expedition in the deserts of Egypt has brought your team of investigators face to face with the threat of the Dark Pharaoh, Nephren-Ka, who seeks to once again stalk the earth after being struck down centuries ago. The Lightless Pyramid game mode lets the investigators travel back and forth between Cairo and Dashur to gather supplies and gain special gameplay advantages by advancing the party’s Expedition. Gather powerful Relics to bolster your chances of stopping Nephren-Ka and explore Hidden Chambers to reveal the powerful Elder Signs that you’ll need to stop the rise of the Ancient One!
For centuries, you and your kind have ruled the darkness, feeding wherever you chose and turning more and more humans to join your clans. But conflict became inevitable as the clans grew in number and broadened their territories, creating an atmosphere of festering mistrust and betrayal. The ensuing war destroyed countless immortals, and the clan leaders were forced into hiding. There are only remnants left, but the war is not over. You will not rest until you’ve destroyed your enemies forever.
In every game of Blood Bound, you and a few of your fellow players become a clan of vampires, working together to deduce the identity of your rival clan leader and capture him. Your adversaries—the other players—won’t be idle, however. They’re simultaneously working to identify and eliminate your clan’s leader. You must make your attacks carefully, but hunting in the dark is never as easy as it appears. In fact, you may not know your friends from your foes until it’s far too late.
Return to the Night of the Zealot
Return to the Night of the Zealot is an expansion for Arkham Horror: The Card Game that enhances and modifies the Night of the Zealot campaign with 46 new Encounter cards and 20 new Player Cards. Additionally, this expansion includes a premium box and 18 divider cards to hold your entire Night of the Zealot campaign.
This is not a standalone product. A copy of Arkham Horror: The Card Game Core Set is required to play.
Priority Supplies Battlefield Expansion
House Stark Intro Deck
House Lannister Intro Deck
Join the battle for the Iron Throne with the House Lannister Intro Deck for A Game of Thrones: The Card Game! This pre-constructed deck introduces you to the mechanics and key characters of House Lannister to provide a stable foundation and highlight the faction’s unique features. The perfect entry point for players new to A Game of Thrones: The Card Game, the House Lannister Intro Deck contains sixty-nine cards that offer every card you need to begin your battles right away, whether you are squaring off against other intro decks or custom decks built by other players.By storing surplus economy and ambushing your opponent, your enemies are sure to hear you roar.
House Greyjoy Intro Deck
House Baratheon Intro Deck
House Tyrell Intro Deck
This Week's Preorders
Order Now and Save 10% - Limited stock so get your orders in now!
Warhammer Age of Sigmar: Soul Wars
The Realmgate Wars were fought over the magical portals that bound the Mortal Realms together, but another conflict has been brewing in the shadows for thousands of years. This is a battle not for resources, nor for pure conquest, but for the immortal souls of the living and dead; a cosmic rivalry between gods who have carried their hatred through the ages. The spread of the light of civilisation, spearheaded by the God-King Sigmar, faces a dire threat posed by the Lord of Undeath, Nagash. Sigmar’s Sacrosanct Chambers, created to fight daemons and wraiths, face the malevolent spirits known as Nighthaunts in a battle for the free city of Glymmsforge…
Containing 52 push-fit Stormcast Eternals and Nighthaunt miniatures, along with a 320-page hardback Core Book and an exclusive 32-page Battle of Glymmsforge booklet, Soul Wars is the perfect boxed set for those who want to dive into this exciting new chapter in the Age of Sigmar right away. Included:
Warhammer Age of Sigmar: Soul Wars contains 52 miniatures – 33 Nighthaunt, and 19 Stormcast Eternals – providing 2 players with an army each with which to do spectacular battle. Each miniature is push-fit, with no glue necessary – meaning you can have them assembled and ready for war impressively quickly:
33 push-fit Nighthaunt miniatures:
- A Knight of Shrouds on Ethereal Steed: a particularly sinister Nighthaunt leader atop a skeletal steed wearing ram’s horns, he wields a sword of stolen hours in his right hand;
- A Lord Executioner: distinguishable by the macabre gallows lashed to his back (and the screaming souls surrounding it), this miniature is armed with a decapitating greataxe;
- A Guardian of Souls: this Nighthaunt wizard carries a chill blade in his left hand, with a tall nightmare lantern in the other, used to summon the spirits of the dead;
- A Spirit Torment: masked and pitiless, this miniature uses the heavy shacklegheist chains he carries to attack his enemies in swinging arcs;
- 4 Grimghast Reapers: cursed, indiscriminate killers, the Grimghast Reapers are armed with double-handed slasher scythes – their leader, the Extoller of Shyish, carries a great bell known as the death knell;
- 5 Glaivewraith Stalkers: unstoppable gheists drifting inexorably towards their prey, each attacks with a 2-handed hunter’s glaive;
- A 20-strong Chainrasp Horde: each armed with a malignant weapon – axes, swords, and flails feature heavily here – this frightening force is led by a Dreadwarden, who wields a 3-pronged candelabra.
19 push-fit Stormcast Eternals miniaturesc:
- A Lord-Arcanum on Gryph-charger: a splendidly-armoured, mounted centrepiece carrying an aetherstave. Hiis Gryph-charger is rearing high, showing off its sharp claws and razor beak;
- A Knight-Incantor: this female Stormcast Eternals wizard is armed with an incantor’s staff, and carries spirit flasks and a voidstorm scroll;
- 3 Evocators: a unit of Stormcast Eternals wizards, each armed with a tempest blade and stormstave, led by an Evocator-Prime;
- A unit of 5 Castigators: each armed with a thunderhead greatbow specially designed to destroy the ethereal, this unit is led by a Castigator-Prime;
- 8 Sequitors: led by a Sequitor-Prime, this unit of fearsome warriors is armed with stormsmite mauls, along with soulshields;
- A Celestar Ballista: a large piece of mobile artillery that launches bolts of blessed sigmarite, crewed by 2 Stormcast Eternals clutching not only sigmarite blades but a variety of instruments used to calibrate the ballista.
Warhammer Age of Sigmar: Soul Wars is packed with gaming content – the complete, unabridged Warhammer Age of Sigmar Core Book is included, full of background and rules, along with 3 booklets that explain how to play games, from the basic rules to the more advanced, optional rules you can slot in at your leisure:
An 8-page booklet providing essential information about the Age of Sigmar, the contents of the box you’ve just opened and the hobby of collecting, building, painting and playing with Citadel miniatures. Includes an overview of the Nighthaunt and Stormcast Eternals factions, as well as a Battleplan!
Warhammer Age of Sigmar Core Book
This is a 320-page hardback book filled with rich history, background and rules you can use to play your games of Warhammer Age of Sigmar in whatever way you see fit. Open Play, Matched play and Narrative Play sections are included, each of which can be tailored to your preference. Contained within:
- Detailed background on the history leading up to the Age of Sigmar, from the destruction of the world-that-was to Sigmar’s discovery and exploration of the Mortal Realms, the civilisations that rose and the Age of Chaos that destroyed them, from the glorious vengeance meted out by Sigmar’s Stormcast Eternals to the vile plan set in motion by Nagash, Supreme Lord of the Undead, which threatens every mortal soul to have ever lived – and sets in motion the Soul Wars this box represents;
- The full Core Rules – an illustrated and annotated guide showing how to play Warhammer Age of Sigmar in an easy to follow manner;
- A guide to Open Play games, including a Battleplan Generator which helps you choose objectives, special rules and victory conditions; Coalition of Death rules for team-based play (with 3 Battleplans); and in-depth rules for Ladder Campaigns;
- A guide to Narrative Play games, including an annotated example game; a guide to setting up Historical Battles; special rules and 2 Battleplans for re-enacting sieges; rules and 2 Battleplans for fighting in the tunnels and caverns beneath the Mortal Realms; and Triumph & Treachery rules for 3 or more players;
- A guide to Matched Play games, which allow players to test their mettle in evenly-matched games of skill and tactics with Pitched Battles allowing for different battle lengths, rules for fielding Warscroll Battalions and Allied units and a table of Battle Strategies providing unpredictable objectives and outcomes to challenge even the most battle-hardened general.
Battle of Glymmsforge
This 32-page booklet sets the scene for the included miniatures – featuring background on the Soul Wars, details of the Stormcast Eternals’ Sacrosanct Chambers and the history of the Free City of Glymmsforge, the most sacred of Sigmar’s strongholds. On top of this is an overview of Shyish – the Realm of Death – and Nagash’s grand plan; part of which includes an undead assault on Glymmsforge.
It includes profiles on each miniature in the box – their place in their army, their abilities and their origins – as well as an inspiring showcase of beautifully-painted models. 13 Warscroll Cards are also included: these are handy, small-format cards containing the rules for each unit included in the box.
This is a 16-page booklet containing everything you need to begin playing games of Warhammer Age of Sigmar right away. Illustrated examples of every mechanic in the game are here, with step-by step instructions taking you through movement, attacking, using abilities, using magic and testing for battleshock.
It includes rules for terrain, explanations of Warscrolls, Warscroll Battalions and Battleplans, Realm of Battle rules and Allegiance Abilities. On its own, this is everything you need to set up and play immediately – combined with the myriad optional rules found in the Core Book it’s an incredibly powerful and flexible basis for playing wargames with your miniatures the way you want to.
Of course, the expansive, flexible rules and spectacular miniatures are hard to use without some accessories: Soul Wars includes:
- 12 14mm, 6-sided turquoise gem dice;
- A 12” transparent range ruler;
- An easy to follow, colour construction guide with step by step instructions for each miniature, making the push-fit models even easier to build
- A Stormcast Eternals transfer sheet.
Also included is a 32-page preview of the Black Library novel Soul Wars, whetting your appetite for further adventures in the Age of Sigmar.
Warhammer Age of Sigmar: Malign Sorcery
The cataclysmic necroquake of Shyish has flooded the Mortal Realms with the powers of the aether. Incantations summon forth new conjurations of unprecedented power and frightful sentience, but beware – such endless spells can be treacherous, as likely to turn upon their caster as they are to devastate the enemy. From unleashing disembodied gnashing jaws to devour your foes, to raising prismatic barricades to protect your flanks, doing battle in the time of the Arcanum Optimar is unlike anything that has come before.
The Malign Sorcery boxed set is an expansion for Warhammer Age of Sigmar containing new rules and spells for magic, along with 17 imposing miniatures used to represent Endless Spells, powerful pieces of sorcery that can be unleashed by any wizard. These rules and miniatures can be used alongside the core rules to introduce wildly different and incredibly powerful spells brought about by the Arcanum Optimar – an age of rampant magic. When combined with the Realm of Battle rules found in the Warhammer Age of Sigmar Core Book, this set becomes a gaming toolbox you can use to fight narrative-driven battles in the Mortal Realms.
Contained within the box:
Malign Sorcery features an 88-page hardback book packed with rules and background:
- Magic in the Mortal Realms: a history of magic in the Mortal Realms, tracing the origins of sorcery back to the Age of Myth and presenting detailed information on the differing specialisations of various races, and the magics of the Eight Realms.
- The Learning of Magic: all sorcerers face the same dangers when bending wild powers to their will – the forces Order, Death, Destruction and Chaos deal with these dangers in their own manners, detailed here;
- Concerning Realmstone: this mysterious substance contains enough power to annihilate cities – here is detailed the different realmstones which can be found across the Eight Realms;
- Descriptions of 13 manifestations that herald a new era of magic, which will soon be seen of every battlefield in the Mortal Realms;
- A showcase of the miniatures found in the box, including step-by-step guides and descriptions of effective painting techniques.
Rules expanding the use of magic in games of Warhammer Age of Sigmar make up the second section of the book:
- Endless Spells: these are the rules for using the miniatures included with Malign Sorcery, magical constructs which remain in play until dispelled or out of bounds. This includes 5 Narrative Battleplans designed for use with this set;
- Skirmish on the Realm’s Edge: the wild magics unleashed by the necroquake grow wilder the closer to the borders between realms an army finds itself – these are rules for fighting skirmishes right where the sorcery is at its strongest. Includes Command Traits, Artefacts, and Leader Spells, Rewards of Battle and Edge of Aqshy scenery rules (for games set within that Realm). Also includes a Skirmish battleplan specifically designed for use with this set;
- Paths to Glory at the Realm’s Edge: rules for playing a Path to Glory campaign under the conditions at a realm’s edge, including Followers Rewards Table and Champions Rewards Table. Also includes 2 Paths to Glory battleplans specifically designed for use with this set;
- Spells of the Realms: 7 sets of spells for use with the Realm of Battle rules from the Warhammer Age of Sigmar Core Book;
- Artefacts of the Realms: Artefacts of Power – weapons and relics – divided between different Mortal Realms for use in games;
- 2 Pitched Battle battleplans specifically designed for use with this set;
- Pitched Battle profiles for the Endless Spells, including minimum and maximum unit sizes, points, and battlefield role.
13 Endless Spells are represented, with 17 push-fit miniatures used to represent the Endless Spells on the tabletop:
- A Purple Sun of Shyish, an enormous spiked orb with a skull face, supplied on purple-coloured plastic;
- Ravenak’s Gnashing Jaws, a huge set of jaws that streak across the battlefield, supplied on red-coloured plastic;
- The Suffocating Gravetide, a large wave of skulls pulling up dirt and rocks in a chaotic tsunami, supplied on red-coloured plastic;
- A set of Quicksilver Swords, 11 blades descending to the ground on pillars of flame supplied on silver plastic;
- An Aethervoid Pendulun, an enormous swinging axe with aetherflames describing its arc, supplied on silver plastic;
- A set of Chronomantic Cogs, sinister clockwork bursting from the ground, supplied on silver plastic;
- An Umbral Spellportal, a pair of spectral mirrors supplied on silver plastic;
- A set of Soulsnare Shackles, 3 miniatures depicting magical shackles flailing through the air, supplied on silver plastic;
- A pair of Geminids of Uhl-Ghysh, two spheres locked in magical orbit, supplied on blue plastic;
- A Burning Head, depicted as a huge flaming skull, supplied on blue plastic;
- A Malevolent Maelstrom, an orb full of skeletons surrounded by magical flames, supplied on blue plastic;
- A Prismatic Palisade, a sturdy cover structure made up of sorcerous crystals, supplied on blue plastic;
- An Emerald Lifeswarm, countless insects swarming forth from a fallen warrior, supplied on blue plastic.
The box also includes 14 Endless Spell Warscroll cards – these cover each of the miniatures described above with a 14th card covering rules for the Balewind Vortex, available separately. As an added bonus, the entire set comes in a sturdy box with a handle, making it easy to transport to and from games!
Warhammer Age of Sigmar Core Book
The Age of Sigmar began with the thunderous arrival of the Stormcast Eternals, borne upon the heavenly storm of the God-King Sigmar. Great heroes, snatched up at the moment of death and magically reforged, the sought vengeance on the followers of darkness, and the re-taking of the realms from Chaos. Yet in Shyish, the Realm of Death, the dark sorcery of Nagash, Supreme Lord of the Undead aims to transform the Mortal Realms into an ordered empire of mindless thralls. This is a new epoch, a time of mighty battles and unending war. This is the Age of Sigmar!
The Age of Sigmar is an epic setting populated by myriad armies, powerful heroes and magnificent monsters. It plays host to vast, realm-spanning wars between the forces of Order and Chaos, Death and Destruction. In the Warhammer Age of Sigmar Core Book, you’ll not only learn the rich history of this war-torn Age, but you’ll find all the rules you need in order to evoke these epic stories on the tabletop.
Contained in this 320-page hardback book:
- The Tale of Aeons: this first section of the book contains a detailed, illustrated story-so-far, from the shattering of the world-that-was to the present. This covers 3 major Ages:
- The Age of Myth, Sigmar’s journey through the cosmos, his meeting with the Great Drake Dracothion and his exploration of the 8 Mortal Realms, his awakening of other gods, the building of civilisations and the fractious alliances that were forged;
- The Age of Chaos, brought about by the machinations of the Chaos Gods and their command of the Realm of Chaos, spitting daemon legions forth and destroying the peace that once reigned;
- The Age of Sigmar, in which vengeance against the Chaos Gods was meted out with celestial fury in the Realmgate Wars, with detailed background on Nagash’s dire plan to take back every mortal soul – which he sees as his by right. His necroquake, which has caused every dead being in the Mortal Realms to be reconnected with its essence, has led to wild, untamed magics and undeath taking hold in every realm – and thus the Soul Wars have begun…
- The Mortal Realms: background on each of the 8 Mortal Realms – Azyr, Shyish, Ashqy, Chamon, Ghur, Ghyran, Hysh, and Ulgu – details of their links, descriptions of the native civilisations that have risen and fallen, key events that have taken place and notable geological features; along with details of the Realm of Chaos, a nightmarish dimension home to the Chaos Gods and legions of terrifying hellspawn;
- Factions of the Mortal Realms: descriptions of the armies that fight in the Mortal Realms, each featuring a showcase of beautifully-painted Citadel miniatures, split into 4 sections according to their Grand Alliances;
- The Forces of Order: a detailed overview of each of the following Order factions – Stormcast Eternals, Fyreslayers, Kharadron Overlords, Sylvaneth, Daughters of Khaine, Idoneth Deepkin, Seraphon, and The Free Peoples (an alliance of human, aelf and duardin spurred on to fight);
- The Forces of Chaos: a detailed overview of each of the following Chaos factions – The Everchosen, Slaves to Darkness, Khorne, Tzeentch, Nurgle, Slaanesh, Skaven, the various Creatures of Chaos, and Brayherds & Warherds;
- The Forces of Death: a detailed overview of the following Death factions: The Deathlords, Nighthaunts, Flesh-eater Courts, The Soulblight Curse, and The Necromantic Hosts;
- The Forces of Destruction: a detailed overview of the following Destruction factions – Ironjawz, Bonesplitterz, Beastclaw Raiders, and The Savage Tribes (a gathering of disparate orruks, grots, ogors, troggoths and gargants ready for Waaagh!).
The second section of this book contains a wealth of new and updated rules, a veritable treasure chest of ways to play games of Warhammer Age of Sigmar, each rule and each concept entirely optional making it possible to play your games the way you want:
- Battles in the Mortal Realms: containing the core rules, this section is about exploring the fantastical, battle-filled Mortal Realms in your tabletop games. It contains the following:
- The Core Rules: everything from mustering your army to deciding the victor is covered here, with easy to follow guides on the things you need to play a game, how to set them up and how to actually play – how to cast spells, use heroic abilities, move your troops, shoot, charge, fight, and test for battleshock, with illustrated examples and clear explanations of exactly how each phase works;
- An explanation of Triumphs: rewards and bonuses victorious armies can carry over to their next battle;
- Terrain rules, with a table featuring special statuses for scenery pieces and an explanation of how terrain can be garrisoned;
- Details of Battleplans – a set of rules that define how the battlefield is set up, where armies will be placed, objectives to be secured and the final victory conditions of your game, with an easy to follow Battleplan included as an example;
- An explanation of the workings of Warscrolls: every Citadel miniature in the Warhammer Age of Sigmar range has a Warscroll, which provides you with the rules needed to use that miniature in a game. This section shows you how to use the characteristics, abilities, damage tables and keywords of these Warscrolls;
- An explanation of Warscroll Battalions: specially-designed collections of miniatures which have access to unique rules and abilities, often with a narrative focus;
- An overview of Realm of Battle rules: these are rules which introduce specific spells, scenery rules and command abilities according to which of the 8 Mortal Realms in which your battle takes place;
- An explanation of Allegiance Abilities: additional abilities, spells and reinforcement potentially available to your army according to their allegiance, whether Grand Alliance or faction.
- Conquest Unbound: this expands upon the basics explained in the previous section, adding more rules and abilities to your games:
- Grand Alliance Allegiance Abilities: battle traits, command traits and artefacts of power available to armies with allegiance to either Order, Chaos, Death or Destruction;
- Realms of Battle: specific spells, command abilities and terrain rules for 7 of the 8 Mortal Realms (Shyish, Ashqy, Chamon, Ghur, Ghyran, Hysh, and Ulgu);
- Endless Spells: rules for using special spells which remain on the table until out of bounds or unbound, including an Endless Spell Warscroll for the Balewind Vortex scenery piece.
- Open Play Games: a guide to a style of gameplay with no restrictions, allowing you to take any Warhammer Age of Sigmar miniatures to battle with absolute freedom and creativity;
- An Open War Battleplan Generator: a quick and easy way to define how your Open Play games are set up, their objectives, special rules and victory conditions, using either selections from tables or random dice rolls;
- Coalition of Death: rules for assembling 2 teams of players and combining their collections into 2 armies, with 3 Battleplans designed specifically for team-based games;
- Ladder Campaigns: rules for fighting linked campaigns, with participants fighting over rungs of a ladder, each hoping to reach the top.
- Narrative Play Games: a guide to basing your games on stories, either of your own devising or the rich and varied tales found in the Warhammer age of Sigmar publications, from planning your game, finding stories to tell and deciding on an optional Games Master;
- War in the Glymmsforge Catacombs: an example narrative battle, with an annotated photo of the game’s setup featuring example rules;
- Historical Battles: a guide to setting up battles according to stories you’ll find in the many and varied Warhammer Age of Sigmar publications, with an annotated example battle taking place during the Quest for Ghal Maraz;
- A guide to narrative campaigns, including linked games, map campaigns and tree campaigns featuring a pre-made tree campaign for two players;
- Sieges in the Age of Sigmar: special rules for creating sieges, with rules for attacker and defender, tactics and effects, and command abilities. 2 Siege Battleplans are included;
- Darkest Depths: rules for fighting in the tunnels and caverns beneath the Mortal Realms, with specific command abilities and rules for gloom and darkness, unstable surroundings, monsters, as well as command abilities. 2 Darkest Depths Battleplans are included;
- Triumph & Treachery: rules allowing 3 or more players to take part in a multi-sided battle, employing a variety of devious schemes (involving bribery and treachery) to win. Includes optional Secret Objective rules, and 2 Triumph & Treachery battleplans.
- Matched Play Games: the ultimate way for players to test their mettle in evenly-balanced conflict, this is the way to play games of Warhammer Age of Sigmar and prove your skill, tactical ability and strategic nous;
- Pitched Battles: played as one-off games or part of a tournament, Pitched Battles are designed to be set up with a minimum of fuss. Details of army sizes for different battle lengths, rules for fielding Warscroll Battalions and Allied units are covered;
- Battle Strategies: a variety of objectives and strategies designed to provide challenge to players, forcing them to adapt to unpredictable effect, with a D66 table providing a random element;
- A blank Pitched Battle Army Roster, for you to photocopy and use when assembling your Pitched battle armies.
Warhammer Age of Sigmar: General’s Handbook 2018
An essential toolbox of rules that you and your gaming group can use in any way you like, the General’s Handbook 2018 expands upon the rules of Warhammer Age of Sigmar – and those found in the previous iterations of the General’s Handbook – in a 136-page softback filled with flexible rules which can be combined in virtually endless ways.
Each of these gives you, the player, massive flexibility and choice in the way games are played – they’re designed to make you and your friends masters of your own gaming tables. The different rules have massive scope for overlap; for example if you want to use the multiplayer rules for a tournament, or Matched Play rules for a narrative campaign, you’re totally free to do so.
This is the best introduction to Warhammer Age of Sigmar and the wider world of wargaming in general. Open Play allows you to play unrestricted, even team-based and multiplayer games – all you need is your miniatures, their Warscrolls, the Warhammer Age of Sigmar rules, some dice and a tape measure.
The General’s Handbook features a Battleplan Generator – 5 tables determining how the armies are set up what they must do to win and the obstacles in their way featuring maps, objectives, twists, ruses and sudden death conditions which slot together to create exciting Battleplans – no 2 games ever need be the same.
Rules are also included for aerial battles: in Overhead Aerial Battles, you effectively have 2 battlefields, 1 on the ground and 1 in the sky, whereas in Stratospheric Aerial Battles only the sky is represented – perfect for player with large collections of flying models. An example Battleplan is provided for each, with objective and twist tables helping you generate your own;
The stories from the Mortal Realms are an important part of Warhammer Age of Sigmar – your collection of miniatures is made even more special by the rich history and thrilling tales told about them in various publications, making the hobby of collecting them an even more exciting venture. Narrative Play gives you a way to recreate the epic battles that have taken place in the Mortal Realms.
This section of the book contains 43 Special Rules for Narrative Play games – these are all evocative of situations and surprises that a leader might find himself dealing with in times of war, and can be applied to either or both players – these are great for adding balance, should it be needed.
A section is dedicated to Historical Battles – this guides the player through setting up and playing a battle according to legends and tales from Games Workshop publications, with 2 example stories and annotated gaming table setups showing you how these wars were fought.
As well as these, you’ll find Gathering of Might – this is a set of simple modifications to the Warhammer Age of Sigmar core rules which streamline them, allowing for staggeringly huge battles featuring hundreds of models on either side. 2 Battleplans are included, with Legendary Traits, Gifts of the Gods, Artefacts, and Spells for each of the four Grand Alliances.
Some hobbyists prefer to test their mettle in an equally-matched battle of strategy and wits, in which no advantage is conferred simply by selecting the biggest and baddest miniature in your figure case. Matched Play is the perfect solution – this provides points values for the units available in the Warhammer Age of Sigmar range, allowing you and your opponent to size each other up, decide on a points limit, deploy your armies and go to war on an equal footing.
This section contains the rules needed to run Matched Play games – guidance on army size, points limits, battlefield roles, allied units and warscroll battalions, with clarified rules on using Triumphs and Command Points. 18 Battleplans are included, along with Allies tables, listing the eligible Allies for each faction
An updated list of points values for every miniature in the range is included, with the profiles printed in this book superceding any printed previously.
This section is dedicated to bringing your gaming table to life, offering optional enhancements based on the layout of scenery, allowing you to augment the battlefield with arcane constructs and ancient edifices.
New summoning rules, including battle traits, abilities and spells – for Blades of Khorne, Disciples of Tzeentch, Everchosen, Seraphon, Sylvaneth, and Grand Alliance Chaos allow you to raise unquiet spirits and draw daemonic entities into battle.
Updated Allegiance Abilities – with battle traits, command traits and artefacts of power – allow your armies to act and fight in a way that closely fits the stories you’ve read in Battletomes and other publications – these are included for Darkling Covens, Dispossessed, Free Peoples, Fyreslayers, Seraphon, Wanderers, Brayherd, Slaanesh, Slaves to Darkness, Skaven Pestilens, Skaven Skryre, Flesh-eater Courts, and Ironjawz, with new Warscroll Battalions for the following factions: Fyreslayers, Seraphon, and Ironjawz.
Scenery Warscrolls are included for the following Citadel miniatures: Baleful Realmgate, Azyrite Ruins, Arcane Ruins, Barbed Venomgorse, Citadel Wood, Dragonfate Dais, Magewrath Throne, Numinous Occulum, Ophidian Archway, Shardwrack Spines, Sigmarite Mausoleum, Walls and Fences, and Warscryer Citadel.
Warhammer Age of Sigmar Combat Gauge
The perfect tool for quickly and easily measuring the space between models locked in bitter combat, the Combat Gauge has been designed for all those who love to play their games with as little fuss and clutter as possible. Hewn from metal, with an acid etched design featuring a map of the Mortal Realms, the Combat Gauge’s 4 edges measure half an inch, 1 inch, 2 inches and 3 inches incrementally – so should you need to ascertain whether two models are within range to fight or pile in, or work out which model to target, this is the perfect accessory for you.
Warhammer Age of Sigmar Shattered Dominion Objectives
Used to mark the objectives fought over in games of Warhammer Age of Sigmar, these 7 plastic Objective Markers are designed to add an extra element of narrative to your games – each is evocative of the constant state of conflict found in the Mortal Realms. They’re every bit as detailed as the models used to actually fight the battles themselves:
- Hallowed Tomb: an ancient burial place for a fallen warrior, whose likeness is sculpted on the lid – this lid is removable, and the fighter’s remains can be seen within;
- Trove of Arcane Glory: a collection of magical loot – books, scrolls and a sextant – surrounding an open chest, in which more books, scrolls and potion bottles are found;
- Soul Stone: a floating stone, the surface of which is adorned with grinning skulls attempting to break through, which is tethered to the ground by 3 chains;
- The Realm’s Ransom: a chest filled with rather more mundane treasures – coins (some of which have spilled out onto the ground), goblets, jewels and a lantern. The lid of the chest can be modelled open or closed;
- Ensorcelled Armoury: an impressive pile of shields, swords, hammers and axes;
- Iconoclast Axe: a large fallen statue’s head, with a double-headed axe, which can either be modelled embedded in the head or left as a separate piece;
- Realmvault Key: a mysterious device featuring an orrery with Sigmarite comets orbiting a sun, used for purposes unknown, attached to a winch pulling it from the ground.
These 7 markers come as 26 components.
Warhammer Age of Sigmar Wound Counters
Ideal for tracking wounds to your units during games of Warhammer Age of Sigmar, these Wound Trackers are 12 10-sided plastic dice. 6 are coloured blue with white markings, and 6 are coloured white with blue markings, making it easy to differentiate between tens and units when counting your models’ wounds.
Warhammer Age of Sigmar Command & Status Dice
Keep track of your Command Points and the status of any unit in games of Warhammer Age of Sigmar with this set of 20 6-sided dice. When a Warscroll Battalion is fielded, each confers 1 Command Point to the player – these are spent on Command Abilities, which have the potential to turn the tide of battle when deployed.
12 of the dice in this set feature numbers which allow you to keep track of the points you’ve spent – enough to keep a fairly large game under control. 8 of the dice are used to show a variety of combat statuses as outlined in the Warhammer Age of Sigmar core rules – Mystic Shield, Run, Charge, Retreat, Hidden and Inspired – making it easy to keep track of the statuses conferred on your models as the game progresses.
Warhammer Age of Sigmar Scenery Effects Dice
In the Warhammer Age of Sigmar core rules, you’ll find rules explaining how models can cross or take cover on terrain features. There are 6 different scenery rules available in the book, from sinister, bravery-sapping hauntings to arcane places of power that can boost the sorcerous abilities of any nearby wizards – and while you and your opponent can pick from them as you please, introducing a random element can significantly change the way your games pan out.
This is a set of 20 dice, featuring both numbers and the relevant symbols from the Warhammer Age of Sigmar core rules – simply roll and let fate decide the terrain rules you’ll be using, then use each die as a handy marker to remind you which scenery piece is using which rule.
Easy to Build Glaivewraith Stalkers
A Glaivewraith Stalker is an unstoppable force. Its long blade always points at the beating heart of its intended victim, just as the needle of an arcane compass indicates the highest concentration of magic. Though it drifts slowly towards its quarry, it is inevitable that the creature’s glaive will one day pierce the chest of its prey. Those who have realised a Glaivewraith is upon their scent have evaded them for years, even decades until their guard slips – and then the gheist’s leering and bestial visage is the last thing such victims see.
Designed to be as easy as possible to assemble for new hobbyists while being detailed enough for the hardiest veteran to appreciate, this kit assembles 4 Easy To Build Nighthaunt Glaivewraith Stalkers. Push-fit, with no glue required, this kit is incredibly straightforward to put together and comes on a pre-coloured turquoise plastic sprue.
The Glaivewraith Stalkers are a set of 4 sinister, drifting gheists, each little more than a tattered shroud, a pair of arms and a leering animal skull. The vertebrae of their undead spines poke through their cowls, giving them at least some corporeal shape – however, from the correct angles you can see into the shroud, and clearly observe the negative space where the rest of their bodies should be. Each carries a 2-handed hunter’s glaive, the haft and blade worn through countless years of use, and 1 Glaivewraith can be assembled as a deathbeat drummer holding a drum under his left arm, beating it with the mallet held in his right.
This kit comes as 17 components, and is supplied with 4 32mm sculpted round bases – these depict a graveyard scene, with the Glaivewraiths attached via a mist of ethereal vapour.
Easy to Build Sequitors
The line infantry of a Sacrosanct Chamber is comprised of its Sequitors, stern warriors who channel the tempest through the magical weaponry bequeathed to them by Sigmar. To be struck by such a warrior is to feel the energy of the storm discharging with thundercap force. Able to to channel magic into the armaments they carry, Sequitors specialise in switching swiftly between attack and defence, their mauls and maces capable of blasting apart gheists and daemons forever and their shields can turn aside even a Hexwraith’s ethereal scythe.
Designed to be as easy as possible to assemble for new hobbyists while being detailed enough for the hardiest veteran to appreciate, this kit assembles 3 Easy To Build Stormcast Eternals Sequitors. Push-fit, with no glue required, this kit is incredibly straightforward to put together and comes on a pre-coloured gold plastic sprue.
These 3 Stormcast Eternals, specialising in the despatch of ethereal enemies, notably wield some impressive weaponry – 1 holds a stormsmite maul and a soulshield, while another holds a 2-handed stormsmite maul. Over their thick, heavy armour they wear long robes and tabards, with Sigmarite icons hewn in metal above their helmets. The third model is a Sequitor-Prime; a female model, she is hefting a stormsmite maul over her right shoulder, leaning on her soulshield. You have 2 choices of head – 1 is helmeted much like the other Sequitors, while the other is bare, the sides of her head shaved.
This plastic kit comes as 16 components, and is supplied with 3 40mm sculpted round bases, each featuring hole for corresponding pegs on the feet of each model. Includes a Stormcast Eternals transfer sheet.
Easy to Build Castigators with Gryph-hound
Castigators are powerful ranged support troops, commonly employed by the Lord-Arcananums of the Sacrosanct Chambers against those ethereal enemies that can kill with but a touch. The thunderhead greatbows they carry are miracles of Azyrite science and ingenuity, launching projectiles more akin to maces than mere bolts – stout shafts attached to braced heads filled with the storm-breath of Stardrakes. Not only capable of smashing barricades with their heft, these mighty missiles can discorporate the ethereal form of a diabolic creature in an instant.
Designed to be as easy as possible to assemble for new hobbyists while being detailed enough for the hardiest veteran to appreciate, this kit assembles 3 Easy To Build Stormcast Eternals Castigators and a Gryph-hound. Push-fit, with no glue required, this kit is incredibly straightforward to put together and comes on a pre-coloured gold plastic sprue.
Heavily armoured, as with most Stormcast Eternals, the Castigators are posed holding their immense thunderhead greatbows with both hands, as their weight necessitates. One model is male, and the other female – both stand upon ruins, the male atop a fallen pillar and the female a looted grave, with remains scattered around. Each is cloaked, with a splendid tabard billowing out in front. The Castigator-Prime is presented in a more relaxed pose – his thunderhead greatbow is hefted back over his left shoulder, and he holds his plumed helmet in his right hand, making his scowling, bearded face visible. Their accompanying Gryph-hound stands proudly atop a ruined piece of Sigmarite architecture, with his cruel beak and talons enhanced by spiked armour.
This plastic kit comes as 19 components, and is supplied with 4 40mm sculpted round bases, each featuring holes for corresponding pegs on the feet of each model. Includes a Stormcast Eternals transfer sheet.
Phone: 03 9044 8142
Mobile: 0411 607 584
KayJay's Games & Hobbies Cafe
1/2D Parker Street
Footscray VIC 3011
Free street parking, close to freeways & close to public transport