ISSUE 75
04 JULY 2015

Editor: Jes Bickham

Publisher: Paul Lyons

Produced by the Games Workshop in Nottingham
Email: team@whitedwarf.co.uk

This week, a new age begins for Warhammer: the Age of Sigmar! Welcome to a universe of incredible new Citadel miniatures, infinite realms to conquer, a new game that enables the greatest battles of our time, and an epic story which begins here. The future starts now, as the astonishing Warhammer Age of Sigmar starter set goes on pre-order. It’s stuffed to the gunwales with two incredible armies, the Stormcast Eternals and the Khorne Goretide. Which side will you choose – the might of Order or the scions of Chaos?

Rules for playing games of Warhammer Age of Sigmar – presented for the first time here!

But before that: how did we get from the End Times to this bold new age? Turn the page and read on…

These were the End Times: the world-that-was is now gone, torn apart by Chaos and treachery.

Even the greatest efforts of those known as the Incarnates could not bring salvation in the face of boundless evil. Now, countless millennia later, there are few who remember the World Before Time – but one of those few is Sigmar himself, who has survived the terrible rift that devoured the planet. Clinging to the shattered remains of the Broken World, he was hurled through the heavens, beyond time and memory.

NEW REALITIES DISCOVERED

Though but a mote amongst the vast shining constellations of the cosmos, Sigmar was found by the Great Drake Dracothion. An enduring friendship formed between the two mighty beings, and Sigmar was shown many wonders, and not one new world to call home, but many. And so Sigmar discovered the Mortal Realms, and the Age of Myth began.

Sigmar set to exploring the realms, and in his great journeys he both battled terrible monsters and found firm kinship. The God-King undertook many incredible deeds, and raised up the primitive humans he found. Great civilisations were built, and the peoples of the realms prospered under Sigmar’s rule.

GREAT ALLIANCES FORGED

It was also during his vast explorations of the Mortal Realms that Sigmar found friends and gods both old and new, and he set about forging powerful alliances to aid his great work. Nothing less than a golden age followed.

But the Dark Gods are not easily escaped. With tragic inevitability, the Age of Myth fell into the Age of Chaos. Enlightenment and understanding collapsed into bloodshed and unimaginable cruelty, and Sigmar’s utopia crumbled…

Sigmar’s explorations led him to discover nine realms, each vaster than can be imagined.

AZYR, THE REALM OF HEAVENS

The Realm of Heavens glitters like a swirl of celestial jewels, its palaces glowing from within. Here, mighty Sigmar reigns.

AQSHY, THE REALM OF FIRE

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

SHYISH, THE REALM OF DEATH

Domain of decay, where all is in decline. All gates to the Underworlds reside here.

GHYRAN, THE REALM OF LIFE

From barren to abundant, this realm is forever flowing in cycle. Yet when in bloom, there are no lands more verdant.

HYSH, THE REALM OF LIGHT

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

GHUR, THE REALM OF BEASTS

A primeval realm of untamed savagery: only the strongest can survive here.

CHAMON, THE REALM OF METAL

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

ULGU, THE REALM OF SHADOWS

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

CHAOS, THE REALM OF THE DARK GODS

This realm encompasses nightmarish landscapes beyond counting. Those who trespass here are devoured, grotesquely transformed, or damned for eternity.

With the destruction of the world-that-was, the ruinous powers turned their attentions elsewhere.

The victory of the Dark Gods was a fleeting one, for what is the death of but one world in the face of their immortal hunger for cruelty? With one plaything used up and ruined, the Chaos Gods had need of new hunting grounds. Mighty Khorne demanded the blood must flow; putrescent Nurgle yearned for fresh lands to despoil; inscrutable Tzeentch plotted and planned; and Slaanesh, the Dark Prince, sought fresh innocence to corrupt.

NOWHERE TO HIDE

And so it was that the Chaos Gods found Sigmar, their endless, gnawing lust for destruction leading them inescapably to the Mortal Realms. For long aeons they attempted violent entry into the vast lands and worlds unto which Sigmar had brought peace, but they were ever repulsed by the cold steel of good men and their allies.

But nothing lasts forever, and Sigmar’s great alliance fractured. Ultimately broken beyond repair by the greatest of betrayals, Sigmar’s rule faltered, and Chaos found the foothold it needed.

THE AGE OF CHAOS BEGINS

What followed made the worst horrors the ruinous powers had visited on the world-that-was seem paltry in comparison. Powerless to halt the predations of Chaos, the free folk of the realms fought as best they could, but they were divided and weakened in the aftermath of the alliance’s collapse. The Dark Gods had found their once and future champion, Archaon the ender of worlds, to unite their followers as never before and unleash their blood-lust on the realms. All was lost in a welter of gore. The Age of Chaos began.

Helpless, Sigmar shut himself away in celestial Azyr and left the realms to their fates. He was not seen again for centuries.

Though it seemed otherwise, Sigmar had not abandoned the realms to madness and death.

The God-King had fought as best he could, but his was a losing battle. The Chaos Gods, united as never before, were simply too powerful, and so Sigmar faced a stark choice: stay and die, or leave and live to fight another day. It was with a heavy heart that Sigmar retreated to the Celestial Realm and ordered the great gates of Azyr shut so that Chaos could not follow. Those he left behind were consigned to a living hell. Cities and settlements were torn down and great spiked citadels were raised beneath blood-red skies. The lands were drowned in gore and rot; death and despair were the common rule.

THE FORGING OF HEROES

But Sigmar had a plan. Of his remaining allies, Sigmar could still call upon honourable Grungni, and together they began to build an army.

The greatest heroes of the realms were torn from their lives and transported to great Azyrheim, the last bastion of freedom and Sigmar’s seat of power. There they were reforged into immortal champions of Order with lightning running through their veins. They are the Stormcast Eternals, and through their titanic strength will Sigmar rid the Mortal Realms of Chaos.

THE FIRST STRIKE AGAINST TYRANNY

You join us as Sigmar prepares his first strike back against Chaos. Riding the lightning to the Igneous Delta in the Realm of Aqshy, Lord-Celestant Vandus Hammerhand and his Thunderstrike Brotherhood prepare to liberate the Gate of Azyr, allowing the full might of the Stormcast Eternals to access the Mortal Realms. The mighty lord of Khorne known as Korghos Khul and his ravening Goretide stand in their way. The stage is set for a titanic battle that will decide the fate of the realms; who will you fight for?

The Mortal Realms are places of hellish torment, their peoples enslaved by the powers of Chaos. But the hour of deliverance is at hand, and a new age of Warhammer has begun – the Age of Sigmar. With it comes a colossal starter set of epic proportions; behold!

Age of Sigmar is the portal to a new dawn of modelling, painting and gaming – where battles are ready to be won and lost and legends wait to be forged.

Within the box you’ll find everything you need to steep yourself in the epic battle for control of the Mortal Realms; the 47 astonishing new Citadel miniatures pictured above, plus transfers, dice, range rulers, a four-page card rules sheet and a large-format 96-page book. Blimey!

With an explosion of light and thunder, a new age of war has begun. The warriors of the God-King, unleashed upon shafts of magical lightning, have arrived in the Mortal Realms, striking the first blow in a war of vengeance.

The first step in the God-King’s invasion is to open the Realmgates once more, throwing wide the Gates of Azyr, found in the nightmarish Igneous Delta. This task will not be easy – against the Stormhost stands the Goretide, cannibalistic worshippers of the Blood God, Khorne, and the butchers of millions. United under the murderous rule of Korghos Khul, they are a foe against which no mortal army can prevail. The battle for the Gates of Azyr will require the courage of heroes and the strength of gods.

The Warhammer Age of Sigmar starter set tells the first chapter of this war against Chaos and is bursting with extraordinary new Citadel miniatures, epic new stories and a brand new game. Read on…

The Stormcast Eternals are Sigmar’s immortal warriors, loosed from the Celestial Realm on bolts of lightning to wage the God-King’s war on the forces of Chaos. They are the storm made flesh, reforged by Sigmar’s indomitable will, armed with the greatest weapons and girded with the finest armour the smiths in the Celestial Realm of Azyr can muster.

In the Warhammer Age of Sigmar starter set there are 18 plastic Stormcast Eternal miniatures: 10 Liberators who bear tower shields forged from pure sigmarite; three Retributors, giant warriors armed with two-handed lightning hammers; three skyborne Prosecutors; the Lord-Relictor Ionus Cryptborn; and their commander, Lord-Celestant Vandus Hammerhand.

The Stormcast Eternals are heroes all, clad from head to toe in gleaming plate armour. Their visage is that of an immortal champion, a golden mask concealing the features of the warrior that fights beneath. In their hands they clasp weapons forged with godly power, hammers cast in honour of their mighty patron, imbued with the same magic that guards their armour. Each Stormcast Eternal is more than human, his body changed by their reforging until they tower over mortal men.

Above: Lord-Celestant Vandus Hammerhand has been entrusted to lead the first wave of Sigmar’s attack into the Mortal Realms.

Left: The Dracoth called Calanax is Vandus’s steed and is the first of his kind to lend service to the Stormhosts.

Top right: Vandus’s golden war helm is crowned with the image of Ghal Maraz, Sigmar’s fabled hammer.

Bottom right: The lightning bolt and hammer symbolise Ghal Maraz and Sigmarabulus, the comet that heralded Sigmar’s birth.

Above: The Retributors are the storm’s wrath made flesh, the walking embodiment of Sigmar’s fury. With massive lightning hammers they smash the enemies of the God-King, every blow unleashing thunderous bursts of sky magic.

Above: Ionus Cryptborn is one of the Lord-Relictors, mysterious figures who possess power over life and death. Ionus is first and greatest of this sinister order, a champion from the realm below plucked from his grave by the power of Sigmar.

Left: The Lord-Relictor carries a glorious reliquary to raise high above the ranks of his men – within it is locked energy that can rouse fallen Stormcast Eternals from death, or sap the enemy of their life essence.

Right: The Stormcast are hung with parchments inscribed with a mysterious script.

Above: The Prosecutors are the vanguard of the Stormcast Eternal hosts, heroes who swoop into battle on wings of purest light. Flying above the Mortal Realms, their blade-wings let them ride the thermal currents like birds of prey. The Prosecutors are led by Anactos Skyhelm, lord of the Skyhost.

Left: The weapons clutched by the Stormcast Eternal Prosecutors are no mere lumps of iron, but Celestial Hammers summoned to their hands by magical power, ready to be hurled into the foe with meteoric force.

Right: The Prosecutor models are ingeniously designed so they appear to soar, a ribbon of inscribed parchment trailing beneath them their only connection to the bases. This lets them tower over their foes on the battlefield like angels of divine judgement.

Left: Liberators are the foot soldiers of Sigmar’s hosts, led into battle by a veteran Liberator-Prime.

Right: A Liberator-Prime is easily identified by the plume of hair on his helmet.

Left: Each Liberator is clad in sigmarite, metal hewed from the world-that-was.

Right: Forged to slay tyrant and fiend, Liberators deliver skull-crushing blows.

Left: Each Liberator bears a dagger as big as an ordinary man’s sword.

Right:There are 10 Liberators in the new starter set.

left: Liberators wear the hammer and comet symbol of the Stormcast.

Centre: The Liberator-Prime’s warhammer bears the symbol of Sigmarabulus.

Right: The starter set includes transfers to mark out the Stormcast Conclaves.

Khorne’s legions are so vast and numerous as to be beyond human comprehension, the death and destruction they leave in their wake sickening to behold. Among Khorne’s favourite blood-blessed legions is the Goretide, a seething horde of battle-hungry berserkers led by Korghos Khul, a frenzied butcher who has proven his martial prowess and insatiable bloodlust on countless occasions.

The Warhammer Age of Sigmar starter set includes 29 Goretide warriors with which to ravage the Mortal Realms. Inside you’ll find: 20 Bloodreavers (with options for a champion, hornblower and icon bearer); five Blood Warriors; Skuldrak the Khorgorath and his Bloodstoker, Vekh the Flayer; the Bloodsecrator Threx Skullbrand; and the Mighty Lord of Khorne himself, Korghos Khul.

Every one of these incredible miniatures is clearly a dedicated vassal of the Blood God, from the skulls, chains and manacles that hang from their belts, to the runes of Khorne emblazoned on their armour and carved into their flesh. Veins bulge, teeth are bared and manic faces stare wide-eyed from cracked helms. And, of course, there are axes aplenty, every one wielded in anticipation of the slaughter to come.

Above: Korghos Khul is a Mighty Lord of Khorne and the bloodthirsty commander of the Goretide.

Left: Khorne’s brass rune sits atop Khul’s armour, a sure sign of his favour.

Centre: Grizzlemaw is a ravenous daemonic hound. A ferocious beast, it also protects Khul from baleful magic and spells.

Right: Khul’s Axe of Khorne was a gift from the Blood God for toppling the fortress of Scorched Keep. Its keen edge is so sharp it can split reality, sending its victims hurtling into Khorne’s bloody realm.

Above: Threx Skullbrand is the Bloodsecrator of the Goretide and carries Khorne’s Portal of Skulls.

Left: Threx’s hair is bound tight in the spinal column of an unfortunate foe.

Right: Threx’s axe has no less than four serrated blades.

Above: Skuldrak is a Khorgorath, a blood-mad beast mutated by Khorne into a terrible killing machine.

Left: Khorgoraths live only to gorge upon skulls and fresh blood.

Right: His spine protrudes from blood-saturated skin.

Left: Vekh the Flayer is the Goretide’s Bloodstoker, a cruel and sadistic warrior who goads Khorne’s followers into ever more violent and depraved acts. His current charge is the Khorgorath Skuldrak, who he takes great delight in torturing.

Right: The Blood Warriors are rage incarnate, living only to slaughter in Khorne’s name. This champion has been blessed with a jawbone axe and a fleshy, maw-like stomach.

Left: Blood Warriors carry goreaxes and gorefists, buckler-like shields covered in blades that are more like a weapon than protection.

Right: Every Blood Warrior is marked with Khorne’s rune. Most wear it on their helm, but this warrior also has it welded to his breastplate.

Left: Blood Warriors wear the armour of Khorne, heavy suits of battle plate lined with brass and consecrated in blood.

Right: Driven to acts of incredible violence and destruction by Khorne’s influence, the Blood Warriors charge into battle with reckless abandon, their weapons and armour bathed in the blood of the enemy.

Left: The Bloodreavers are a warband of brutal, muscle-bound cannibals. Like all of Khorne’s followers, they revel in wholesale slaughter, but at battle’s end they give the survivors a choice: to join them in the victory flesh-banquet or become the meal itself.

Centre: Bloodreavers carry an assortment of horrific combat blades, from axes to flensing knives.

Right: The warband’s totem is a brass icon of Khorne bedecked with the flayed skin and sun-bleached skulls of their most worthy foes.

Left: Those who join the Bloodreavers to preserve their skin (quite literally) unwittingly strike a pact with Khorne, becoming ever more bloodthirsty and cannibalistic.

Right: Most Bloodreavers wear little armour save for their horned helms.

Left: The hornblower sounds the charge of the Bloodreavers. His duty complete, he will lay into the enemy with all the savagery of his brethren.

Right: This page features just seven of the Bloodreavers from the Age of Sigmar box, which includes 20 of these ferocious cannibals.

In addition to the stunning collection of Citadel miniatures presented in the Warhammer Age of Sigmar starter set, there’s a host of other goodies to savour.

Above: Warhammer Age of Sigmar piles exciting extra content on top of the amazing miniatures. Here you can see the rest of the box’s innards, which include a 96-page book detailing the opening battles of the Age of Sigmar, a glossy card sheet covering all the rules for the game, an assembly guide showing you how to build all the miniatures, 12 dice, two measuring sticks and a pair of transfer sheets for the Stormcast Eternals. The box itself is also a glorious piece of artwork, featuring Lord-Celestant Vandus Hammerhand and Korghos Khul.

Perhaps the most exciting thing in the box, after the jaw-dropping miniatures, is the 96-page book detailing the opening battles of the Age of Sigmar. It’s unlike any book we have ever published, so hold on tight because there’s a lot to say about it.

Right from the outset you’re plunged into the Age of Sigmar. The Mortal Realms are in turmoil, devastated by the forces of Chaos, and only Azyr, the Realm of Heavens, remains unsullied, its gates locked to the forces of Chaos. Behind its walls, the God-King Sigmar has striven to forge a weapon to fight back the darkness. His work is now complete. Sigmar’s Storm, long in the making, has finally broken. The Stormcast Eternals have arrived.

Quite a lot to take in, we think you’ll agree. As you read through the book you’ll discover more of the age we now live in, of the time of Chaos and the Age of Myth, the world-that-was and the Mortal Realms. The prologue is nothing short of monumental in its magnitude, a suitably mind-blowing introduction to Warhammer Age of Sigmar that sets the scene for the epic story that follows. Sigmar’s Stormhosts have been unleashed and Chaos will feel their wrath.

The first conflicts of the Age of Sigmar are presented through a series of six linked battleplans that sees the Stormhost of Vandus Hammerhand take on the Khorne Goretide of Korghos Khul outside the Gates of Azyr. The battleplans for these first engagements are designed to ease you into the game, while providing an exciting narrative of the events taking place. You certainly get a sense of the battle escalating as you play through them, the Stormcast Eternals matching their foes blow for blow.

Above: The book cover for Warhammer Age of Sigmar features an army of Stormcast Eternals. This is just one of the stunning new pieces of artwork featured throughout the book.

Above: Tantalising tales of what happened between the End Times and the Age of Sigmar are illustrated with epic art of stunning calibre; here, the Stormcast Eternals strike back at Chaos by going straight for the Bloodthirster!

Above: The background of the miniatures in the box is explored in detail. Here you can see the pages dedicated to Vandus Hammerhand and Ionus Cryptborn.

Alongside these battleplans the book also delves into the background of the two forces in the box, telling you about the heroes and villains that lead them, exploring tales of their great deeds and terrible exploits, explaining their heraldry and iconography and presenting their rules in a collection of warscrolls so you can use them in battle. On top of that, there are also three painting guides, one for the Stormcast Eternals and two for the Goretide, plus colour profiles featuring alternative colour schemes.

Also included in the box are the rules for the game, which are presented on a sturdy card sheet to help them survive the rigours of battle. You also get a dozen dice so you can decide the fate of your warriors, and a pair of measuring sticks so you know how far they can run and shoot in battle. Before you start fighting your battles, though, you’ll need to assemble your miniatures. The box includes an assembly guide for all the models in it, which makes building them extremely straightforward.

This is where the Age of Sigmar begins and what a phenomenal, comprehensive and action-packed introduction it is!

Head to www.games-workshop.com to order your copy of Warhammer Age of Sigmar right now, to get it on Saturday 11th July, the day of release!

By Chris Wraight
Hardback | 128 pages

The hour of vengeance is now! Sigmar’s Warriors have been unleashed upon the Realm of Fire.

The Stormcast Eternals have been hurled into battle by the God-King Sigmar, charged with securing the fabled Gates of Azyr. This is the first strike in Sigmar’s great war of vengeance, a battle that will reverberate across the Mortal Realms.

In this novella, Chris Wraight deftly retells the opening events of Warhammer Age of Sigmar as Vandus and his Stormhost battle Korghos Khul’s Goretide for the Gate of Azyr. Beautifully written, with enthralling characters and unflinching action, this book is a true companion to the boxed game, bringing to life the heroes and villains within and granting an unparalleled appreciation for who they are and why they fight. This is essential reading for the dawn of a new age.

Gates of Azyr is also available as a special edition (with an exclusive dust jacket, lavish foil cover and colour insert section) direct from Black Library and also as an eBook.

For more information visit:
www.blacklibrary.com

Paperback | 120 pages
Also available for iPad

Capture the glorious detail on your new models with tips from the expert Studio army painters.

The models in the new Warhammer Age of Sigmar boxed set are gorgeous, and you’ll want to give them the best possible paint job. That’s where the Warhammer Age of Sigmar Painting Guide comes in. Loaded with clear, easy-to-follow photographs and simple instructions, this 120-page guide really is the definitive resource for painting the new Stormcast Eternals and the Khorne Bloodbound warriors of Korghos Khul’s Goretide.

Alongside all the fantastic painting advice contained within, the Warhammer Age of Sigmar Painting Guide is also loaded with new background, delving into the history and heroes of Vandus Hammerhand’s Thunderstrike Brotherhood and the murderous members of the Goretide.

The Warhammer Age of Sigmar Painting Guide is also available in a digital format for iPad and other devices. For more information, visit the Apple iBookstore.

Store your Warhammer Age of Sigmar models in safety with these glorious figure cases.

While the Stormcast Eternals ride bolts of azure lightning into battle, our miniatures must make do with cars, buses and trains. Make the journey safe, and proclaim your allegiance with these new figure cases: one emblazoned with the heraldry of the Stormcast Eternals, the other with the diabolical sigil of the Blood God, Khorne.

Inside each case there are four foam trays, each of which can hold a small army in its own right. The rugged outer case, and the way the special foam holds your models snugly in place, keeps your precious miniatures safe en route to the battle. The design of the foam also makes loading and unloading your models a breeze. If you want one of these for your army, act fast – they are available while stocks last.

Recreate the golden gleam of the Stormcast Eternals with these new Citadel paints.

The glorious golden armour of the Stormcast Eternals is crying out for a resplendent paint job like the ones you can see in this magazine, so we’re delighted to present four additions to the Citadel paint range: Retributor Armour Base paint, Liberator Gold Layer paint and Flayed One Flesh Layer paint. The gold colours are perfect for painting the armour of the Stormcast Eternals, while Flayed One Flesh (which veteran painters may recall was previously an Edge paint) is great for layering up pallid, unhealthy skin tones, just like the new Bloodreavers.

There’s also a new Retributor Armour spray, which gives a fast, smooth and even golden basecoat that is perfectly colour matched to the new Base paint.

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

Every Citadel Miniature in the Warhammer range has its own warscroll, which provides you with all of the information needed to use that model in a game of Warhammer Age of Sigmar. This means that you can use any Citadel Miniatures in your collection as part of an army as long as you have the right warscrolls.

If you go to the Games Workshop webstore you can download the Age of Sigmar rules sheet. The only other thing you need to fight your battles (apart from your army and some dice!) are your warscrolls. Warscrolls for new models will be available in the box and in new books we publish, and you can download warscrolls for all existing Warhammer miniatures from www.games-workshop.com right now.

The key below explains what you will find on a warscroll, and the Warhammer Age of Sigmar rules sheet explains how this information is used in a game. The warscroll also includes a picture of the unit that the warscroll describes, and text explaining the background for the models and how they fight. You can see examples from the Warhammer Age of Sigmar starter set to the right.

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

2. - Characteristics: Each warscroll has a set of characteristics that tell you how fast, powerful and brave the model is, and how effective its weapons are.

3. - Description: The description tells you what weapons the model can be armed with, and what upgrades (if any) it can be given.

4. - Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules.

5. - Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword on their warscroll.

The Stormcast Eternals are Sigmar’s vengeance made manifest, an immense army forged over long centuries with but one righteous aim: to reclaim the Mortal Realms from the dominion of Chaos and destroy the ruinous powers once and for all.

The Mortal Realms have fallen to Chaos, its peoples subjugated in a hellish nightmare of endless torment – but Sigmar has unleashed his mighty Stormcast Eternals to crush the ruinous powers.

Every Stormcast Eternal, from Liberator to Lord-Celestant, was once a mighty hero of the Mortal Realms. Sigmar snatched up these warriors from the realms and reforged them, through long and agonising trials, as immortal beings of magic. Lightning runs through the Stormcast Eternals’ veins and their armour is hewed from the enchanted remains of the world-that-was.

Riding the lightning to the Mortal Realms, the Stormcast Eternals can only return to proud Azyrheim through the great Realmgates, which need liberating from Chaos, or by dying in battle, whereupon they are are reforged anew. This latter course has a price, however, and reborn Stormcast Eternals find themselves strangely changed…

Above: In the Warhammer Age of Sigmar starter set you’ll find Vandus Hammerhand and his Thunderstrike Brotherhood (pictured in battle above). They belong to the Hammers of Sigmar, who are one of many Stormhosts – only Sigmar himself knows the true number of these, and each bears its own heraldry and history.

Each Stormhost is divided into many Warrior Chambers; Vandus himself leads one of these, known appropriately enough as the Hammerhands.

Above: The Celestial Vindicators are known by their turquoise-hued Sigmarite armour. Their heroes were taken by Sigmar from the most war-ravaged of lands – not even the horrific power of a Bloodthirster will give pause to their hammer-blows.

Above: It is Vandus Hammerhand’s destiny to fight the Mighty Lord of Khorne Korghos Khul, for it is this bloodthirsty maniac that stands in the way of the capture of the Gate of Azyr.

Above: Ionus Cryptborn is a Lord-Relictor, who are shadowy and mysterious figures in the ranks of the Stormcast Eternals. It is said that Ionus was plucked from the realm of Shyish itself to serve as one of Sigmar’s immortal warriors – what is certain is that he holds a mysterious power over the clutches of death.

Sprues and Glue is our regular in-depth look at modelling Citadel miniatures. This week, we’ve got some essential help for building your Warhammer Age of Sigmar miniatures, using the fabulous new Prosecutors from the starter set as an example.

Before you start building your miniatures, you need to remove them from the sprue they come on. Each component is attached to the sprue by a series of ‘gates’, thin rods of plastic created during the moulding process. Fine Detail Cutters are designed specifically for removing your components from these gates. While doing this, place the flat side of cutters facing the part and clip the gate a couple of millimetres away from the component (1). We recommend cutting the gates attached to the smaller details first (2) – that way the larger gates can hold the weight of the component as you clip it out.

Once you’ve removed the component from the sprue, you’ll notice tiny marks where the gates were attached. The easiest way to remove these is using a Citadel Knife. Hold the component firmly in one hand close to where you want to cut and, with the blade facing away from you, carefully trim the remains of the gate off (3). The blades supplied with our knives are very sharp, so you don’t need much force to cut through the plastic. Our advice is to make several light passes over the plastic to tidy it up rather than one deep slice, as this could damage the component’s details.

The last stage before you start gluing is to remove any mouldlines – thin lines of plastic created during the moulding process. The aptly named Mouldline Remover is the tool for this job. Hold the component tightly and gently pull the edge of the tool toward you along the mouldline (4). You’ll notice tiny flecks of plastic come off where it passes. Like the knife, you can be very gentle with the Mouldline Remover as even applying it softly is enough to remove a mouldline.

GETTING WELL SET UP

As well as the right tools for the job, it’s important to have a proper space to work in. A desk or table is essential, especially if working with knives. A cutting mat – available from any Games Workshop store – will both protect the table and make sure you’ve got a safe surface to cut on. When tackling larger projects – like the contents of the Warhammer Age of Sigmar box – keep your working area organised so you don’t misplace tools or lose bits. A Citadel Project Box is ideally suited to the job.

Mouldlines and gates removed, you can start gluing your models together. Plastic Glue works by breaking down the plastic and welding the parts together as it dries, creating a very strong join. Plastic Glue: Thick is perfect for gluing large components and joins that can’t be seen (such as gluing a model’s feet to its base). Apply it sparingly to the join (5) because if you apply too much it will take longer to set and, strange but true, create a weaker bond (see right).

If some of the glue squeezes out of the join, don’t wipe it off as this may damage the model’s details. Instead, wait until the glue has dried completely (give it an hour or so to set fully) then gently remove the excess glue like you would a mouldline using the Mouldline Remover (6).

Plastic Glue: Thin is ideal for gluing smaller, more visible parts like the join on this Prosecutor’s wings (7). The nozzle gives you excellent accuracy so you won’t get glue over nearby details. Apply the glue sparingly (into a recess if possible to stop it running off), then hold the parts firmly together until they start to set. Plastic Glue: Thin works faster than Plastic Glue: Thick, so this will only take a few minutes. So off you go, start building!

A STICKY SITUATION

If your Plastic Glue isn’t coming out, it may be that it’s dried in the nozzle. Stand the pot upside down (with the lid on) for half an hour or so. The glue should melt through the blockage and clear the nozzle.

Plastic Glue works by melting plastic together. If there is too much glue between components, it will have nothing to react with and will evaporate leaving a honeycomb-like effect and a weak join that could break easily. If this happens, clean the contact points of both parts with a Citadel File and re-glue them (but this time with less glue).

If you’re building a large model you’ll often need to wait for glue to dry before gluing on the next piece. While you wait, use your time to build another part of the model – the Prosecutor’s wings, for example, while the bodies set completely.

Above: you can see the Prosecutors fully assembled, ready for undercoating, painting and fighting Chaos!

A Stormcast Eternal Liberator! We’ve got the perfect painting guide for the new Stormcast Eternals, along with stage-by-stage instructions for painting Korghos Khul’s Goretide Blood Warriors and Bloodreavers.

The Stormcast Eternals are painted in bold heraldic colours which lend themselves beautifully to quick and effective painting. Much of the model is given over to an expanse of armour which, in the case of the Hammers of Sigmar Stormhost, is painted in brilliant, burnished gold. Our top tip for painting this gold is to apply the whole basecoat as the first step in your painting – there’s no need to be coy if you’re doing it first, so feel free to use a large brush. In fact, you can even use the new Retributor Armour spray, which is ideal for doing several models all at once. If you choose to do this, it makes sense to get all the Liberators, Prosecutors and Retributors and spray them as a group.

HOW TO USE THESE GUIDES

These pages offer clear stage-by-stage guides to painting your models, by breaking down each area of the miniature into a series of stages and showing the paints and techniques used in each.

Start at stage one and – once you’ve copied it on your model and the paint has dried – proceed to stage two, and so on.

Each stage includes the following:

Photograph: These show exactly what has been done – study the pictures before you paint to see where you’re applying the colours and what they should look like.

Technique & Paint: The coloured bar names the technique shown in the picture, along with the Citadel Paint used.

Brush: We name the Citadel Brush used – the name here is exactly what you’ll find on the Citadel Brush, making it as easy as possible to identify the right one.

This Stormcast Eternal Liberator-Prime uses the guides here.

Retributor Armour and Liberator Gold aren’t on sale until next week, so if you want to paint your Liberator in a similar scheme right now, a good choice is a Gehenna’s Gold basecoat followed by an Agrax Earthshade wash and a Golden Griffon drybrush.

Another good tip to remember as you paint your Stormcast Eternals is that, if you make any small mistakes with your brushwork or paint over areas by accident, it’s easy to sort them out. Just go back and correct the mistake as soon as the paint has dried. Little errors are particularly likely with tiny detailed areas, such as the leather wrapping on the hammer haft or the inset lettering on the parchment. So, if you accidentally paint Screamer Pink into the dark recesses (or fill the intricate lettering on the parchment) just stop and tidy it up with the relevant paint.

KEY TO TECHNIQUES:

Basecoat: Usually the first painting technique used on any part of the model, basecoats use a Citadel Base paint to cover the entire area, providing flat, even colour for the stages and techniques that follow.

Wash: A wash is a technique that uses a Citadel Shade to add depth to an area of a model or to stain the colour beneath. Citadel Shades are formulated to settle in the recesses, creating natural shading in areas of shadow.

Layer: A layer is a highlighting technique. It’s achieved by applying a coat of lighter coloured paint to raised areas, leaving the recesses and some of the previous layers visible. This creates the impression of light hitting a surface.

Warhammer Age of Sigmar Painting Guide

Don’t forget that this week an entire book full of stage-by-stage guides to painting the miniatures in the Age of Sigmar starter set goes on pre-order.

The colours used for the Khornate warriors in the new starter set are deep, bloody reds and aged gold, lightened in places with flashes of almost-white, in the form of bone-bladed weapons and the skull trophies the Blood God desires.

The biggest tip when it comes to painting these models is to bear in mind that much of the model has a single wash of Agrax Earthshade across it (in fact, the armour, leather straps and silver metal make up the bulk of the model). Remembering this can save you plenty of time when you are painting.

PAINTING VIDEOS

The guys at Warhammer TV have produced painting videos for all the models in the Warhammer Age of Sigmar box. Find them at:

www.games-workshop.com/age-of-sigmar-painting

You can see the stomach maw on this Blood Warrior. Revolting!

The stages above were used to paint this Bloodreaver.

Next week: All that glitters is…

If you’ve got an existing Warhammer army (or armies!), then you can start having epic battles in Warhammer Age of Sigmar right now – we’ve got all the warscrolls you need for everything in the Warhammer range available to download immediately!

Yes, it’s true – a bold new age for Warhammer starts today and you can get stuck right into it right now with your existing Warhammer miniatures.

Whether you’ve been collecting Dark Elves or Empire over the years, or Dwarfs or Ogre Kingdoms, or Lizardmen or Tomb Kings, or any army from the current Warhammer range, then we’ve got you covered. At www.games-workshop.com you can download PDF warscrolls for all your miniatures pronto, enabling you to start playing games of Warhammer Age of Sigmar in the next few minutes. Enjoy!

GET YOUR WARSCROLLS!

To download PDF warscrolls for every existing Warhammer miniature, simply go to:

www.games-workshop.com/age-of-sigmar-compendiums

And then get playing Warhammer Age of Sigmar!
Be sure to let us know about your epic new battles.

Above: These ogors – known as ogres in long ages past – are ready to gouge their way across the Mortal Realms immediately. You can find PDF warscrolls for the entire Ogre Kingdoms range on our website.

Above: These vicious Dark Elves are similarly poised to start reaving their way through the Age of Sigmar. You can see more of these armies in Warhammer Visions issue 19, on sale 1st August.

You’ll have seen that every Warhammer Age of Sigmar miniature in this issue of White Dwarf is on a round base, and you are almost certainly asking yourself: do I have to rebase my army? And the answer is a resounding: NO! Bases play no part in games of Warhammer Age of Sigmar, and are only there to make your miniatures look magnificent, and to hold them up. So whether your miniatures are on square, round or dodecahedronal bases, the only thing that matters is that you like them.

Above: Round bases and square bases together? Why not! These putrescent followers of Nurgle care naught for the shape of their foundations.

Organising your army for battles in Warhammer Age of Sigmar is simply a case of using whatever models you have in your collection (as long as you’ve got the warscrolls for them!). However, there are are four Great Alliances – Order, Chaos, Death and Destruction – that all factions align with, if you want a great theme for your armies. You can read all about them here!

Although Sigmar’s Great Alliance broke long ago, a connection still exists between those races that strive for law and justice. Sigmar – the God-King and Ruler of the Heavens – remains foremost amongst these powers. His armies of Stormcast Eternals strike out to reclaim the lands. In this fight, the Stormcasts are not alone. The steamhead duardin are a grim folk, yet sturdy allies. The red slayers, however, are looked upon less favourably, for their assistance can only be secured by gold. The aelf forces are more wayward still – they prove deadly when they march out of their hidden strongpoints, yet none can predict when they will choose to do so. Most enigmatic of all are the seraphon – reptilian warriors that appear out of nowhere to join the battle against Chaos.

In the Realm of Chaos, the Dark Gods reign supreme. Though each has its own aims, their varied armies will fight alongside each other, so long as they may bring ruin to the Mortal Realms. Corrupted mortal tribes worship these fell entities with maddened zeal, having traded their humanity for raw power. Encased in hell-forged armour, their champions carve paths of slaughter through the realms. Mutants and monsters loom over such warbands, vying to catch the eye of the Chaos Gods. Savage brayherds dwell in the wild places, longing to tear down civilisation and devour its remains, and the ratmen known as skaven gnaw tunnelworks below ground, seeking their own rise to dominance. Most feared of all the servants of the Dark Gods are the daemon hosts – for they are Chaos incarnate.

The dead do not rest quietly. Departed spirits haunt blighted sites in all of the realms, feasting upon fear and draining life from the living. Through the black arts of necromancy, deathmages can summon forth skeletal deathrattlers or shuffling deadwalkers to do their dark bidding. The aristocracy of the undead are the soulblight vampires – ever-living beings of immense power with an unquenchable bloodthirst. Yet whether ethereal nighthaunt or skulking flesh-eater, all owe ultimate allegiance to Nagash, the Great Necromancer, for it was his incantations that first awakened the dead. In his quest for supremacy, Nagash has usurped the guardians and deities of the afterlife, claiming sovereignty over the departed and mastery over all the Underworlds.

The Forces of Destruction are akin to natural disasters – they rise up like a living hurricane, and their invasions tear through the realms bringing mayhem and ruin. They live for war, and for taking what they desire. Though intrinsically anarchic, armies of destruction most often have at their core tribes of orruks, grots or ogors. The orruks are brutal green-skinned warriors who are so belligerent that, if no enemy can be found, they will turn upon one another. Their smaller and sneakier cousins, the grots, prefer craftier warfare, and are infamous for backstabbing and sneak-assaults. The burly ogors are driven only by gluttony, for though they devour everything in their path they are ever hungry. Marching with these hordes are ravening beasts beyond count.

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Editor: Jes Bickham. Publisher: Paul Lyons

Produced by the White Dwarf Team

Email: team@whitedwarf.co.uk

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