Age of Sigmar's Cover Art Unveiled

Cubicle 7 has just unveiled John Grenier's cover art for the upcoming Age of Sigmar RPG, coming later this year.


sigmar.jpg

"On the cover itself, you can see a band of heroes from across the Mortal Realms facing down the forces of Chaos and the undead legions of Nagash, the Lord of Death. Our group of heroes is made up of a valiant Knight-Questor of the Stormcast Eternals, a devoted Excelsior Warpriest, an Isharann Tidecaster of the mysterious Idoneth Deepkin, a resourceful Endrinrigger of the Kharadron Overlords, and a towering Kurnoth Hunter of the Sylvaneth."


Age of Sigmar is a d6 dice pool game set after the Age of Chaos, at a time where Sigmar's return kindles hope in the world. However, the Age of Death looms, heralded by Nagash the Undying King, and the players take on the roles of the heroes tasked to drive back the evil forces.

Below is the full press release.

The Age of Sigmar

The Age of Chaos saw the Mortal Realms overrun with violence and death, but Sigmar’s return and the beginning of the Age of Sigmar saw hope rekindled. But now Nagash, the Undying King and Lord of Death, has set a thousand-year plan in motion. The dead stalk the lands and the mighty Stormcast Eternals are stretched to the brink. The Realms need heroes or risk falling into a new age: The Age of Death.

When you play the Age of Sigmar Roleplaying Game you will be taking on the roles of heroes of the Mortal Realms. Your disparate group are a beacon of hope in the Realms and it is up to you to ensure that light isn’t extinguished. You will drive back the forces of Chaos, Death, and Destruction and help to return life and civilisation to the Realms.

The System


The Age of Sigmar Roleplaying Game uses a D6 dice pool system. You’ll create your dice pool by adding your Attributes together with any Skills you are proficient with. Attributes describe your innate capabilities such as physical prowess, intelligence, and strength of will, while Skills represent your competency and experience in a particular area. Each character has 3 Attributes — Body, Mind, and Soul — and can choose from up to 24 unique Skills.

As well as Attributes and Skills, you will also have Talents. Talents are unique abilities and features that further define what you are capable of, such as spellcasting, aethercraft, or channeling the power of Sigmar into your strikes. When you choose your Archetype (read on for more on Archetypes!) you will have a predetermined list of Skills and Talents to choose from, but as your character grows you will be able to select from a wide array of unique options. This will give you a huge amount of freedom with how you grow and shape your character.

We also have a number of systems within the corebook centred on having your party work together, interacting with the factions of the realms, crafting, pets and mounts, and creating your own spells. We will discuss these and more in future updates.

The Archetypes

Your Archetype is who you are when you begin playing the Age of Sigmar Roleplaying Game. It may be your job, a calling, a military rank, or something a little more esoteric, but whatever it is it represents who you are when you first pick up the dice. Your Archetype is who you are now, but who, or what, you might become has yet to be decided.

Each Archetype presents your Species, your starting Attributes, your Core Skill and a number of other Skills to choose from, your Core Talent and a number of other Talents to choose from, your faction Influence, your starting equipment, and anything else that is important for your character.

The Archetypes presented in the corebook are drawn from some of the most well-known heroes of the Forces of Order. We will share more details and artwork for each Archetype in a future update, but for now we are happy to confirm the Knight-Questor and Knight-Incantor of the Stormcast Eternals, Auric Runesmiter of the Fyreslayers, Aether-Khemist of the Kharadron Overlords, Isharann Tidecaster of the Idoneth Deepkin, Witch Aelf of the Daughters of Khaine, Excelsior Warpriest of the Devoted of Sigmar, Former Freeguild Soldier of the Free Peoples, Kurnoth Hunter of the Sylvaneth, Skink Starpriest of the Seraphon, and the mysterious Realmswalker.

For players who prefer a more free-form approach to character creation, we also present rules for creating characters without Archetypes. Future products will introduce expanded player options, including Archetypes from outside the Forces of Order.

The Setting

The Mortal Realms are almost endless, so packing them into a single book would be impossible. The Age of Sigmar Roleplaying Game presents an overview of each of the Mortal Realms and what life is like for the people who live there. These give players and GMs an idea of what it would be like to adventure in these lands, who they might meet, and the threats they might face. It provides a grounding for you to set your adventure in any Realm you choose.

As well as giving an overview of each of the Realms, the corebook has a chapter dedicated to the lands of the Great Parch in Aqshy, the Realm of Fire. This chapter gives an insight into the daily life of the inhabitants of Aqshy, how they survive, how they trade and who they trade with, and how they have recovered from the events of the Age of Chaos. The great cities of Aqshy are explored, as are the havens of Chaos, Death, and Destruction. This chapter presents all the information a GM will need to run a campaign in The Great Parch.

The Team

To help us create the Age of Sigmar Roleplaying Game we sought out some of the authors who have helped to shape the Mortal Realms into what we know today. David Guymer (Realmslayer, Hamilcar: Champion of the Gods), Josh Reynolds (Soul Wars, Plague Garden), and Clint Werner (The Tainted Heart, Overlords of the Iron Dragon) have all contributed to the Age of Sigmar Roleplaying Game. Their input, insight, and knowledge of the Realms has been immense. These talented folk are some of the people who know the Realms best so to be able to pick their brains has been great. Expect to see more from them as the Age of Sigmar Roleplaying Game grows and we explore more of the Mortal Realms.

What’s Next?

In the coming months we will continue to share more information on the Age of Sigmar Roleplaying Game. Future updates will focus in detail on how Archetypes work, showcase some of our talented artists, explore the complicated relationships of the factions of the Realms, and look into the future of what you can expect from the Age of Sigmar Roleplaying Game. Be sure to keep an eye on our website and social media channels as we announce where you can come meet us, including which events to attend for a chance to be one of the first people in the world to play the Age of Sigmar Roleplaying Game.

Until then, blessings of Sigmar be upon you!
 
Russ Morrissey

Comments

eyeheartawk

Explorer
Honestly, I wouldn't be surprised if making an Age of Sigmar RPG was a condition of Cubicle 7 getting the license to make an Old World based WFRP. Is there demand for this?
 
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imagineGod

Explorer
So funny to see every woman in modern art sporting this same asymmetric hairstyle. Almost like those Hollywood vintage styles sported by every woman including those acting in ancient-era period dramas yet rocking the 1930s look.


Also the RPG community has not attracted as many miniatures players to try out RPGs as initially planned. Very little discussion of even Wrath and Glory on Warhammer 40,000 forums, though sales via DriveThruRPG were pretty decent.
 
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eyeheartawk

Explorer
Also the RPG community has not attracted as many miniatures players to try out RPGs as initially planned. Very little discussion of even Wrath and Glory on Warhammer 40,000 forums, though sales via DriveThruRPG were pretty decent.
That's a good point. I don't think there has ever been that much crossover (not accounting for the initial wargamer to RPG migration back in the OD&D days). Especially now that GW is re-embracing campaign play in mainline 40K, which they didn't really push much for years prior. I'm guessing it scratches enough of an itch for current mini game players to not bother investing in a new 40K RPG?
 

Retreater

Adventurer
I'm not a fan of the current WHFRPG. I got the Starter Set and found it almost unplayable. This might have a better rule system. Too bad all that rich setting lore is gone. (Honestly, that's a problem with the AoS wargame too.)
 

doctheweasel

Explorer
Honestly, I wouldn't be surprised if making an Age of Sigmar RPG was a condition of Cubicle 7 getting the license to make an Old World based WFRP. Is there demand for this?
My group was pretty lukewarm to this when they announced it, but the more we have been digging into the lore, the better and better it sounds.

The best elevator pitch I've heard is "Masters of the Universe, made with Warhammer parts."
 
Honestly, I wouldn't be surprised if making an Age of Sigmar RPG was a condition of Cubicle 7 getting the license to make an Old World based WFRP. Is there demand for this?
The author of Zweihander also applied for the license and alluded to the fact (or outright said, I can't remember now) that this was the case.
 

MonsterEnvy

Adventurer
I'm not a fan of the current WHFRPG. I got the Starter Set and found it almost unplayable. This might have a better rule system. Too bad all that rich setting lore is gone. (Honestly, that's a problem with the AoS wargame too.)
It has it's own unique setting. I would advise people to give this setting a chance.

Also why did you find the Starter Set almost unplayable.
 
V

Vicent Martín Bonet

Guest
Honestly, I wouldn't be surprised if making an Age of Sigmar RPG was a condition of Cubicle 7 getting the license to make an Old World based WFRP. Is there demand for this?
Well, yes, who would have thought people may have different tastes? ;)


Snark aside, yeah. Specially on the community of fans AoS has this is seen as a highly desired product. Wrath and Glory had a handful of issues, it was a bit clunky, and it also competes with the superb stuff (and I am quoting a colleague of mine here) that FFG did for 40k, which I think contributes to the weak reception and presence.

GW is, to my understanding, highly pragmatic and sells the two settings' licenses separately, so that theory of the AoS RPG being a condition... yeah, beyond wanting to poison the well (ok, maybe it's not the more apt description but still!) it has little value.
 
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eyeheartawk

Explorer

BronzeDragon

Explorer
This stuff looks more like the Dungeons, the Dragoning spoof than an actual RPG.

They can forcefully deliver this Fantasy Space Marine crap whence it came.
 

Dragonblade

Adventurer
This looks cool. I'm interested in checking it out. Never been a huge Warhammer guy. No matter what you do, Chaos will ultimately corrupt and kill you, so really why bother? I hate that whole nihilistic grim and gritty BS. I see it fetishized in a lot of OSR stuff too and I don't get the appeal.

I love settings more where the forces of light are every bit as hardcore and badass as the darkness, and they can actually win so there is something worth fighting for.
 

Dosaceos1

Villager
This looks cool. I'm interested in checking it out. Never been a huge Warhammer guy. No matter what you do, Chaos will ultimately corrupt and kill you, so really why bother? I hate that whole nihilistic grim and gritty BS. I see it fetishized in a lot of OSR stuff too and I don't get the appeal.

I love settings more where the forces of light are every bit as hardcore and badass as the darkness, and they can actually win so there is something worth fighting for.
In the Age of Sigmar, Chaos is only 1 of many factions angling for your soul.
 

MonsterEnvy

Adventurer
This stuff looks more like the Dungeons, the Dragoning spoof than an actual RPG.

They can forcefully deliver this Fantasy Space Marine crap whence it came.
Do you even know anything about the setting.

This looks cool. I'm interested in checking it out. Never been a huge Warhammer guy. No matter what you do, Chaos will ultimately corrupt and kill you, so really why bother? I hate that whole nihilistic grim and gritty BS. I see it fetishized in a lot of OSR stuff too and I don't get the appeal.

I love settings more where the forces of light are every bit as hardcore and badass as the darkness, and they can actually win so there is something worth fighting for.
Thats not really how Age of Sigmar's setting works. It's more heroic fantasy.
 

Retreater

Adventurer
It has it's own unique setting. I would advise people to give this setting a chance.

Also why did you find the Starter Set almost unplayable.
I've played all the editions of WHFRPG. And maybe it's less fiddly than the older ones (it's been a little while, so my memory is fuzzy), but comparing it to modern games such as D&D 5e, Numenera, Star Wars, Call of Cthulhu 8th edition, Seventh Sea, or any of the Apocalypse Engine games, I'd say it's fiddly.
Rolling a check, comparing it to another check, subtracting those numbers, dividing to get a success level. Then using that success level to modify your damage roll, which is then reversed, compared to a hit location chart, which then the armor in that location of your target further subtracts the damage. Oh my Lord. I closed the file and considered my money wasted.
 

Retreater

Adventurer
I really loved the Old World setting. In fact, it continues to shape my default fantasy campaigns in D&D and other games. Age of Sigmar just seems... weird for the sake of weird. It's abandoned most familiar fantasy tropes for the explicit purpose of creating a copyrightable IP.
 

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