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        Shop / Model Kits / Games Workshop / Warhammer / 40K

        Warhammer 40k: Core Book

        BND85.00

        There is no time for peace. No forgiveness. No respite. There is only war.

        1 in stock

        Purchase this product now and earn 85 Kitsu Credits!
        SKU: 60040199124 Category: 40K Tag: E:B200b
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        • Description

        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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