The Savage Age of Sigmar

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The cover remains controversial.

An attempt by by a fa/tg/uy to allow Roleplaying in the Age of Sigmar setting, using the rules from the Savage Worlds RPG system. It is notable for allowing characters to be created from all four of the Grand Alliances, including Wights, Orruks, Spiky Humans, and Pansy Humans.

Overview[edit | edit source]

The Savage Age of Sigmar is set right after the conclusion of the All-Gates campaign in Age of Sigmar lore, when all four of the Grand Alliances fought each other so hard they had to take a break for a couple of decades. While following the typical character creation rules for Savage Worlds. TSAoS expands on it by allowing all characters to choose one of the 8 Realms to call home (For some reason you can't choose to come from the Realm of Chaos for your Chaos Characters, which is a tad strange. Characters a free Skill and Edge from their chosen realm, ranging from animal companions (Ghur) to scavenging skills (Aqshy). Alongside this, players may also choose to belong to one of 8 races from the setting:

  • Humans: Your generic meat and mud humans, like the base game they receive a free Edge of their choice to begin adventuring with. Can be made interesting by becoming servants of the Chaos Gods.
  • Aelves: Graceful and magical, the Elves of AoS are much less smug than their Fantasy counterparts, since they started off in the belly of Slaanesh and their gods are in hiding, being left in the care of Sigmar instead like an unwanted foster child. Begin the game with an exploding die's worth of Power Points, potentially turning your knife-ear into a maelstrom of magical energy.
  • Duardin: With Duardin, you have the choice of either the clothed variety or the naked berserker kind, though the creator has hinted at Kharadron and Skyships in the future. Fyreslayers have a change of going berserk whenever they're in the presence of Ur-Gold, but other than that they are fairly standard.
  • Seraphon: That's right, Space Dream Lizards. Can choose between between the smaller but more agile Skinks (The only Seraphon that can cast magic), or the larger scaled Saurus. The very idea of playing these guys in a RP campaign is enough to give any GM a headache.
  • Sylvaneth: Stay away from fire. Players intending to create Sylvaneth characters have the choice between feminine Dryads or the taller MEQ Kurnoth. The two function similarly to the Seraphon, with the smaller magical variant orr the larger stronger variant. A high frequency of tree puns are required to play this race.
  • Orruks: Having the unique mechanic of gaining in size whenever they increase in rank, Orruks are much more naturally fighty than the other races, with basically no ability to talk their way out of problems. Orruk wizards gain the added benefit of exploding if they become too magical.
  • Wights: In a clear nod to everyone's favourite dead faction, options for playing as sentient Skeletons is available. With an ability to see in the dark and easily Spook helpful fleshies, the Wights seem like one of the more fun races to play. Also don't bleed or eat, which is a nice added bonus.
  • Vampires: Emo's with Big Hats, the Vampires in TSAoS are fairly traditional, being skilled Necromancers and able to create more vampires with their bloody kiss. Use with Wights for some Halloween mayhem.

Stormcast Eternals[edit | edit source]

It would be strange to feature Stormcasts on the cover of the book without letting players create and play as the Lightning Men themselves. Since the Stormcasts are members of a military organisation rather than adventurers, Character creation takes a much different form than those of the other races, with players building their characters to fit one of the established units and ranks of Azyr's military. For example a player might put character creation points into his Shooting skill so he can become a member of the Judicators, or into Piloting so he can strap on some wings and prance about in Golden Armour. Stormcasts don't die like normal characters either, instead returning after a set amount of time with lost memories and less social skills.

What's Awesome?[edit | edit source]

  • A big book with lots of cool artwork and style to it.
  • Huge amount of freedom for campaigns in the Mortal Realms
  • A cool system for creating your own Daemon Creatures.
  • Chaos get lots of gameplay flavour.
  • Awesome (Yet kind of out of place) rules for gun customisation.
  • It's going to be the only thing close to getting a proper AoS RPG until Cublicle 7 releases their take on it.

What's Bad?[edit | edit source]

  • You can't play as Chaos Undivided characters.
  • No Skaven (See Below)
  • It's Savage Worlds, with all the negatives and positives that brings.
  • No unique mechanics for non-Stormcast/Chaos characters outside of their racial rules.

What's Next?[edit | edit source]

The author has already released an optional supplement for Chaos Worshippers, giving access to a nice big table of Chaotic Mutations for players to choose from, allowing your Khorne champion to sustain himself on the blood of his enemies, giving your Slaaneshi a Mosquito's Probosis that eats the spirit of its victims, or turning your Just as Planned wizard into that one Peter Kay character from Doctor Who, which seems more of Nurgle's thing honestly. Comes with the added risk of being turned into Chaos Spawn if you roll for a mutation without doing anything to please your god recently.

Alongside this, they have also promised a second rulebook allowing us to play as Skaven, Beastmen, Kharadron and other cool stuff.

External Links[edit | edit source]

  • [1] The Savage Age of Sigmar: Core Rulebook - Version 1.4
  • [2] Gifts of the Dark Gods: Expanded Chaos Mutations