The Ossiarch Bonereapers march upon the realms to carry out Nagash's eternal mission of conquest. Their strategy, both on and off the battlefield, is dictated by dispassionate logic.
The duardin Sons of Grimnir hurl themselves into the fray with fierce battle-joy, war hymns upon their lips, and ur-gold runes hammered in their bare flesh.
The Kharadron Overlords maintain sky-fleets as grand as they are formidable. Forged by stoic duardin who value profit above all, they are wonders of artifice and raw firepower.
From the heart of the Realm of Life pulses a song of war. It reverberates through every tree, stream and blade of grass, surging through veins of sap and into the bodies of the forests’ pale, gnarled-bark guardians.
The Cities of Sigmar are mighty fortresses – disparate alliances of humans, duardin, and aelves. They stand shoulder to shoulder to bring order and sanity to the Mortal Realms.
The Hedonites of Slaanesh cavort across the Mortal Realms in vile carnivals of sin and excess, seeking their absent deity, the Dark Prince. Any who find themselves in the path of these raiders are destined to die a slow and very painful death.
The Maggotkin of Nurgle shamble from foetid wastes with drones and gurgles, blessed with their patron's unholy bloat. Wherever they go, diseases spread uncontrollably, and entire nations are infected with Nurgle’s generous gifts.
As the Disciples of Tzeentch march to war, a storm of deadly change-magic boils the skies and transmutes the land, inflicting horrifying mutations upon all who would stand in their way.
The Blades of Khorne hurl themselves upon their prey, howling like mad beasts. These savage killers seek to honour the Blood God by taking skulls and drowning the Mortal Realms in a tide of hot gore.
Far beyond Sigmar’s gleaming bastions march the Slaves to Darkness – shadowy hosts of barbarians and executioners hell-bent on tearing down all semblance of civilisation.
Spearhead is an exciting way for both new and experienced players to enjoy Warhammer Age of Sigmar. In this game mode, you'll fight small-scale battles that are fast, tactical, and different every time.
The Mortal Realms have been wounded. Warpflame irrevocably scours the land, and those places not stripped to nothingness are overrun with starving rodents. Many claim this is the beginning of a new era – the Second Age of Chaos.
Destroy all before you (figuratively, of course) with this dice set for Warhammer Age of Sigmar. It contains the dice you need to play the game and channel the bestial power of Destruction.
Beseech the favour of the Dark Gods with this dice set for Warhammer Age of Sigmar. It contains the dice that you need to play the game and channel the power of Chaos.
Dice with (the forces of) Death with this dice set for Warhammer Age of Sigmar! It contains the dice you need to play the game and channel the deathly energies of Shyish.
Serve the God-King Sigmar with this dice set for Warhammer Age of Sigmar. It contains the dice that you need to play the game and channel the celestial power of Azyr.
This is the time of turmoil. This is the era of war. This is the Age of Sigmar!
Since the breaking of Sigmar's Tempest, the peoples of the Mortal Realms have fought tooth and nail for those islands of civilisation they have established.
The Sons of Behemat are towering behemoths, almost beyond mortal comprehension. Every step they take sends tremors through the earth, and walls crumble under their pounding fists.
Genestealer Cults consist of mutated acolytes, turncoat soldiers, and predatory alien monsters. Corrupted by xenos gene-taint, the cults fight with the coordination of swarming insects and the zealotry of true believers.
Genestealer Cults are fanatical sects of alien hybrids that infest Human worlds beyond count. They lurk unseen for generations, hiding and preparing in the dark until their Day of Ascension arrives.
When the T'au Empire goes to war, they bring advanced battlesuits, faithful drones, potent energy weapons, and a host of allied races to shore up their weak spots, making their armies some of the toughest to tackle.
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