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Games Workshop - Warhammer 40,000 - Core Book 9th Edition, for Ages 14 and above

£20.995£41.99Clearance
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Orks • Space Wolves • Grey Knights • Dark Eldar • Blood Angels • Necrons • Harlequins • Khorne Daemonkin • Skitarii • Craftworlds • Imperial Knights • Space Marines • Dark Angels • Tau Empire • Chaos Daemons - Daemonic Incursion Edition • Deathwatch • Genestealer Cults • Imperial Agents • Adeptus Custodes • Sisters of Silence 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. Note that the printed contents of this book are the same as the Crusade section in the Warhammer 40,000: Leviathan Core Book – if you already bought Leviathan, you already have these rules and lore. Crusade: Tyrannic War (Collectors’ Edition) You'll learn the general principles and core concepts of Warhammer 40,000, the datasheets and characteristics used by your models, and the rules that apply to the five phases of the game: the Command phase, the Movement phase, the Shooting phase, the Charge phase, and the Fight phase. You'll also find Stratagems and abilities used by all armies, as well as additional rules for elements like Strategic Reserves, terrain features, and aircraft. If you own a copy of Warhammer 40,000: Leviathan, you already have a tome that contains everything in this book – but for everyone else, it presents a perfect starting point for the new edition. Warhammer 40,000 Core Book (Limited Edition)

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 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 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 gameLastly, 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.

Grand Tourmament 2020/ 2021/ War Zone Nachmund/ War Zone Nephilim/ Arks of Omen • Munitorum Field Manual/ 2021/ 2022 • Tactical Deployment The first part of this guide explores the decaying Imperium and the galaxy in which it resides – the long-dead God-Emperor who sits eternal on his Golden Throne, the High Lords and Adeptus bureaucracies that rule in his name, the fanatical Ecclesiarchy which preaches the Imperial faith, the secretive Ordos of the all-seeing Inquisition, and the post-human Space Marines who fight battles no other could endure. You'll also discover the hellish dimension known as the warp, which fuels psychic mutation and interstellar travel, the mad Gods of Chaos who rule its infinite depths, the blasphemous cults that serve them, and the Great Rift that splits realspace itself in two. 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. Rogue Traders have plied the void in the Emperor’s name since the days of the Great Crusade, finding profit and adventure in abundance. The Great Rift has divided the galaxy in two, and the mustering of the Indomitus Crusade has shaken the Imperium’s foundations – but the Rogue Traders’ duties remain unchanged, and their privileges fiercely defended. Disparate forces threaten everything, and only the Rogue Trader Erastus can reveal the threat to the Imperium’s dream of a new unity. 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.

There’s much to recommend the series, though it has plenty of peaks and troughs along the way. If you want to dip your toe into these intimidating waters, there’s no better place to start than with book one. In Horus Rising, Abnett writes strong characterisation, and the expected solid action scenes, for godlike superhuman Space Marines. Rules for terrain features, such as Hills, Obstacles, Area Terrain and Buildings, including traits the terrain might have and its impact on the battlefield

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.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. Space Marine Adventures ( Rise of the Orks • Doomsday Countdown) • Fireteam • Kill Team • Combat Arena: Clash of Champions • Boarding Actions A Rules Terms Glossary, which provides precise and exacting definitions of 142 separate rules terms to aid in resolving more complex rules interactions

The second half delves into the history of the setting, from its myth-shrouded past to the apocalyptic clashes of its present. You'll find a timeline of Humanity's development through the Ages of Terra and Technology, the Ages of Strife and Darkness, all the way to the Age of the Imperium. You'll explore the superstitions that fuelled the Imperium's worship of lost technology and its fearful hatred of aliens and mutants, the Great Crusade through which the Emperor sought to unite Humanity, the Horus Heresy that set the galaxy aflame, and the millennia of war and loss that shaped the Imperium. 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! Lastly, there are rules for mustering an army, setting up your models for a game, controlling objectives to claim victory, and a mission – Only War – to get you started playing right away. The book opens with an introduction to this amazing hobby through its four keys – Collect, Build, Paint, and Play. You'll find out how to start your collection of Citadel miniatures, learn how people build and paint their models, and get suggestions to tools and guides that will help further. You'll also begin your journey as a commander with a look at how, where, and why players engage in dynamic tabletop battles of Warhammer 40,000, an example Battle Report between two armies, and an explanation of different styles of play – self-contained Combat Patrols, competitive Chapter Approved games, and narrative Crusade campaigns. 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.You'll find an overview of the Warhammer 40,000 hobby in all its aspects, core rules for playing out battles that range from small skirmishes to massive Onslaught games, and an in-depth introduction to this rich and ruinous setting through immersive lore, stunning illustrations and photography, and an evocative look at each of the factions waging war in the far future.

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