Warhammer 40,000 40k Rulebook 15% Off
Warhammer 40,000 40k Rulebook
There is no time for peace. No forgiveness. No respite. There is only war.
After more than forty thousand years of war and strife among the stars,
Humanity stands on the brink of extinction. Beset on all sides by
hostile aliens and threatened from within by traitors, Humanity’s only
chance for survival rests with the continuation of the cruel and bloody
regime known as the Imperium. Yet few among Mankind’s untold population
realise the full truth of their situation. If there is any future at
all, it is a grim one…
The Book
A 280-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.
Rules
The Core Rules explain everything you need to play to play Warhammer
40,000. Moving, shooting, using psychic powers, charging, fighting and
morale tests are covered, giving you the basic framework to play with.
You can play a game using only these 8 pages, bolting on more advanced
and complex rules when you and your opponent are ready.
Three Ways to Play
- Open Play – pick some models, put them on the table and begin a game.
This is the most flexible approach, designed with near-limitless
possibilities; all you need is some models, their datasheets and the
core rules. Included are some themes and ideas you can use or build upon
to add atmosphere to your games, and 3 example missions.
- Narrative Play – Warhammer 40,000 has a vast, rich history with
countless epic battles. Narrative Play is designed to let you and your
friends re-enact those battles at your leisure. There are special rules
to help you do this, such as Concealed Deployment and unpredictable,
random battle lengths, and the book includes several missions - 6
Crucible of War missions and 1 Echoes of War mission, each showing you
how to play in this style.
- Matched Play – for many players, Warhammer 40,000 is an opportunity to
prove their mettle with tactics and strategy, an exercise in
out-thinking and out-gunning their opponent with balanced, equal armies:
Matched Play is for them. There are several ways to ensure that your
forces are balanced against each other – a points limit is the typical
way, but the system is flexible enough to allow armies based on unit
numbers, Power Ratings, Wounds; as long as your limits are agreed, the
possibilities are manifold. This book provides details on choosing your
armies, and provides missions as examples of the tactical challenges
available: 6 Eternal War and 6 Maelstrom of War missions, with
explanations covering the use of Tactical Objectives.
Advanced Rules
While the Core Rules provide with you with everything needed to play,
the Advanced Rules are a selection of rules and expansions that can be
used to play with your miniatures the way that you want to. With these
rules, there are always new challenges to face, new battles to fight,
and new ways to play:
- Battle-Forged Armies: organise your models in a way that reflects the
armies of Warhammer 40,000 – this places restrictions on your army, but
makes up for it with powerful benefits, which use a system of Command
Points;
- Battlefield Terrain: rules for a variety of terrains (Woods, Ruins,
Barricades, Obstacles, Imperial Statuary, Fuel Pipes, Battlescape and
Hills), each of which introduce scenarios and opportunities that change
the nature of battle;
- Battlezones: rules for fighting amidst the effects of otherworldly
environments, including low visibility, beneath an apocalyptic orbital
battle and in the middle of a devastating psychic maelstrom;
- Planetstrike: slam down from orbit in a terrifying planetary assault.
Two players are separated into Attacker and Defender, with scenarios
that play out a full incursion and a Planetfall mission;
- Cities of Death: street fighting in the ruins of a shattered city,
with buildings bitterly fought over – the claustrophobia of urban
warfare makes for tense battles with snipers and grenades coming to the
fore. Includes a Firesweep mission for playing out room-to-room combat;
- Stronghold Assault: dig in for a game of fortified siege warfare. One
player seeks to overwhelm the prepared defences of another, with a
Bunker Assault mission included;
- Death From the Skies: dogfighting for your Flyer models, allowing the
recreation of epic clashes above the battlefield. A Tactical Strike
mission involves a defence against a bombing run;
- Multiplayer Battles: rules accommodating three (or more!) players, with an example of a multiplayer battle to work from;
- Campaigns: an overview of linking your games into Tree, Matrix and Map campaigns.
Dark Millennium
The book contains a full detailing of the state of the galaxy after the
events of the Gathering Storm – the major players, the struggles they
face and the sheer grimness of eternal war, as Chaos threatens to engulf
Humanity.
The Imperium of Man
Details of the various worlds within the Imperium, explanations of the
Ecclesiarchy – the official state religion of the Imperium, and the Ages
of Mankind, with maps of important locations within the galaxy showing
in stark detail how the Great Rift may have doomed Humanity forever.
There’s also an in-depth account of the current state of the Imperium –
the increased threat from Chaos and the steps being taken in order to
counter them.
The Forces of Chaos
You’ll find an explanation of the Chaos Gods – who they are, their
motivations and their methods – along with the vile armies of the
Heretic Astartes: Space Marines, once loyal, who now blindly follow the
corrupt lure of Chaos, debasing themselves in battle for their dark
masters.
The Xenos Threat
This book provides an overview of the major alien antagonists who
populate the galaxy – the Aeldari (Craftworld, Harlequins, Ynnari and
Drukhari), Necrons, Orks, Tyranids, Genestealer Cults and T’au Empire.
Each of these includes their backstory and guides to their equipment,
hierarchies and weapons of war.