There is no time for peace. No forgiveness. No
respite. There is only war.
The galaxy writhes in the mailed fist of all-consuming
conflict. The Imperium of Mankind teeters on the brink of
annihilation, beset upon all sides by heretic warlords,
daemon-summoning witches and rapacious alien empires. In every star
system and upon every planet, fierce battle rages as loyalists,
heretics and aliens tear reality itself apart in their war for
dominance. Every day the flames rise higher.
This is a more terrible era than
ever before, and there is no peace amongst the
stars...
The Book
A 368-page hardback, this is the essential book for any
fan of Warhammer 40,000 – everything you need to know to collect,
build, paint and play with Citadel miniatures.
It starts with an overview of
the Warhammer 40,000 hobby, covering the four areas of Collect,
Built, Paint and Play, including descriptions of open, matched, and
narrative play.
Dark Imperium
In the first of the book’s huge
lore sections, you can read all about the state of the galaxy after
the Cicatrix Maledictum – the Great Rift – tore open across the
galaxy, dividing the Imperium in two. Humanity faces its greatest
challenge in more than ten millennia as the forces of Chaos run
rampant across the reeling Imperium even as alien warlords seek to
take advantage of the untold devastation wrought upon the Emperor’s
realm.
A gatefold also includes an
ornate depiction of the planets and the Sol System, as well as a
map of the entire galaxy, calling out key war zones so you can see
where the action hot spots are currently situated. Dark Imperium
continues by covering in brief the Imperium's military wings, its
bureaucratic institutions and even its other, more clandestine
organisations…
As you read on, you'll learn
more about the constant flux of the Imperium's borders and gain
insight into the Imperial Creed's attitude towards abhumans,
psykers and, worst of all, mutants and heretics!
Lastly, Dark Imperium provides a
brief overview of the four Dark Gods of Chaos – including their
immortal daemonic legions, sycophantic followers and dread mortal
champions – as an ever-present threat to the
Imperium.
The Saga Imperialis
Upon delving into the next part
of the lore, you'll enjoy a high-level overview of the history of
Mankind, from its very beginnings, through the early Ages of Terra
and Technology, the Ages of Strife and Darkness, all the way up to
the Age of the Imperium in the aftermath of the Horus Heresy. It
continues to reveal the events of the Age of the Dark Imperium and
the Gathering Storm in the time before the Great Rift tore open –
and the Age of Witches that followed during the Psychic Awakening.
Finally, it lays the foundations of the Indomitus Crusade,
following the reborn Primarch Roboute Guilliman's visitation with
his father, the Emperor, on Holy Terra.
As you continue, you’ll glean
insights into the Imperium's stance against the Alien – covering
the Orks, the T'au Empire, the Aeldari, the Necrons and the
extragalactic Tyranids – the Daemon and the
Heretic.
Bringing this section to a close
are four short pieces of fiction, which bring the grim reality of
the Era Indomitus to life in incredible detail.
The Warriors of the Emperor, The
Lost and The Damned and Xenos Invaders
These sections cover every
faction in Warhammer 40,000 and will offer you an in-depth
understanding of each one, the threat they pose and their place in
the galaxy. There is also a stunning miniatures showcase for each
faction, depicting them as they would appear in battle and with
narrative descriptions.
The Rules
The first section of the core
rules covers the basic rules of the game, and takes you through the
rules that apply to the seven phases of the game: the Command
phase, Movement phase, Psychic phase, Shooting phase, Charge phase,
Combat phase and Morale phase.
Additional rules also cover:
- Playing missions and the
process of building an army in readiness, using either Power Rating
or points values
- Battle-forged and Unbound
armies, as well Command points that Battle-forged Armies can
utilise
- Battlefield Roles and 11 types
of Detachment that can be included in your
armies
- Seven Core Stratagems that are
universal and available to every army in Warhammer
40,000
- Strategic Reserves – the
option to hold back units during deployment and even send them to
outflank the enemy line
- Actions – such as planting
explosives, hacking into a databank, or performing a ritual – and
how they can be performed (and in some cases,
prevented)
- Rules for terrain features,
such as Hills, Obstacles, Area Terrain and Buildings, including
traits the terrain might have and its impact on the
battlefield
- Hints and tips for setting up
a suitable battlefield, in terms of density and type of terrain,
type of terrain, and ensuring that neither side of the battlefield
is preferential to the other
Open Play
Let your imagination run wild,
as open play caters for reenacting every kind of narrative
storyline or tactical challenge you can think of, without
restrictions. This section centres around the Open Hostility
Mission Pack – a 12-step guide to setting up and playing an open
play game through to a conclusion and determining a victor.
Includes the following:
- Guidance on mustering armies,
determining missions, creating the battlefield and a host of other
key points to playing a game
- Three bespoke open play
missions
Matched Play
Designed to put both players on
an equal footing, matched play offers both players an even chance
of victory, leaving it to your own mastery of army selection and
tactics to earn you the advantage in battle. This section features
an Eternal War Mission Pack – a 16-step guide to setting up and
playing a matched play game through to a conclusion and determining
a victor. Includes the following:
- Guidance on selecting battle
size, mustering armies, determining missions, creating the
battlefield, selecting Secondary Objectives and a host of other key
points to playing a game
- 18 bespoke matched play
missions, each specifically designed around the size of the game
being played: three for Combat Patrol, six for Incursion, six for
Strike Force, three for Onslaught
- Secondary Objectives,
featuring a list of 17 different Secondary Objectives that players
can choose from, split over five separate
categories
Narrative Play
Crusade is a new way to play
games of Warhammer 40,000. It allows you to take a collection of
miniatures and, taking them on a Crusade, level up your units over
any number of games, against any number of opponents, forging your
own narrative for your miniatures collection as they engage with
their enemies on the battlefields of the 41st Millenium. Over your
Crusade games, will you be able to grow your army, gain experience
and skills, and modify your weaponry. Though you may start off with
a small band of inexperienced warriors, you can create an elite
fighting force that is renowned and feared across the
galaxy!
Includes the following:
- How to gather a Crusade force,
and how it gains experience and levels up over its series of
games
- A balancing mechanic to allow
for any two Crusade forces, from the greenest band of soldiers to
the most legendary squad of battle brothers to be able to play an
evenly matched game of Warhammer 40,000
- Blank, photocopiable Crusade
Cards and Order of Battle sheet for keeping track of your
forces.
- Four tables of Battle Honours
– Battle Traits, Weapon Enhancements, Psychic Fortitudes and
Crusade Relics – each offering different in-game bonuses and
effects that the unit has earned through numerous hard-fought
battles
- A Battle Scars table for those
units who fail to emerge from their battles
unscathed…
- Guidance on setting up and
playing a Crusade narrative play game through to a conclusion,
determining a victor, and updating your Crusade Cards and Order of
Battle
- A list of 17 different Agendas
that players can choose from, split over five separate
categories.
- 18 bespoke Crusade missions,
each specifically designed around the size of the game being
played: three for Combat Patrol, six for Incursion, six for Strike
Force, three for Onslaught.
Rules
Appendix
A handy reference section that
includes the following:
- Designer's Commentary from
rules designer Robin Cruddace
- An alphabetised list of 174
existing weapons that gain the benefit of the Blast special
rule
- An alphabetised list of 22
existing miniatures/datasheets that gain the Aircraft
keyword
- A summary synopsis of 14 rarer
rules/interactions that don't often arise in games, but are
important to keep a note of
- A Rules Terms Glossary, which
provides precise and exacting definitions of 142 separate rules
terms to aid in resolving more complex rules
interactions
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