The elite amongst the elite, carefully selected and recruited for their exceptional abilities, the Deathwatch are a thin black line, a sentinel that stands between the Imperium and alien threats unimaginable. Always outnumbered – such is the staggering scale of the hordes they face – this noble brotherhood has stood stout against countless invasions, and will face countless more. Organised into small, elite companies plucked from Space Marine Chapters that have pledged a tithe of their strength in the struggle against the alien, the Deathwatch counts only heroes amongst its ranks. Each member has been hailed as an expert in his field even before his training as a Deathwatch operator has begun. His armour painted the blackest of hues, his Chapter icon intact upon his pauldron as a mark of respect to the Chapter that made him, the Deathwatch Space Marine and his highly-specialised Kill Team descend to the edge of destruction, there to repel whatever dire threat they face.
Codex: Deathwatch contains a wealth of background and rules – the definitive book for Deathwatch collectors. Within this 104-page hardback, you’ll find:
- A history of the Deathwatch, focusing on their origins as the ultimate defence against the encroaching xenos threat and their expanded role due to the sundering of the Imperium due to the opening of the Great Rift;
- Explanations of the Deathwatch’s place in the greater Imperium – how they work alongside the Ordo Xenos, how they select their number from the greatest warriors of every Space Marines Chapter, and the Ultimaris Decree, an order from Roboute Guilliman that bound every Primaris Chapter to the tithe of Deathwatch in perpetuity;
- Tools of the Alien Hunter: each Deathwatch warrior is given his pick of the finest weaponry the Imperium has to offer, detailed in this section;
- The Structure of the Shield: this section outlines the core structure of a Deathwatch base, the leadership of a Watch Commander and the various Companies they employ;
- Heraldry of the Honoured: 6 examples of Deathwatch base heraldries;
- The Ties That Bind: descriptions of the different types of Kill Team available to a Watch Commander, and the criteria they use to select them;
- The Oathsworn Tithe: when a Chapter supplies Space Marines as part of their Deathwatch tithe, they keep their shoulder heraldries – this is a selection of those;
- The Alien Stars: A map of Deathwatch bases throughout the galaxy, and their locations relative to major xenos incursions and the effects of the Great Rift;
- The Vigil of Aeons: A history of major battles and events in the history of the Deathwatch;
- Background on each unit available to a Deathwatch army;
- A showcase of beautifully painted Citadel miniatures, with example armies featuring everything from individual images of models to battle scenes on terrain.
Everything you need to get a Deathwatch army primed for games of Warhammer 40,000 is in here:
- 32 datasheets providing rules for using every Deathwatch unit in your games of Warhammer 40,000 – including Primaris Space Marines;
- Army abilities that reflect the Deathwatch’s methods of war on the tabletop; including the use of Special Issue ammunition;
- Armoury of the Deathwatch: profiles for all weapons and wargear of the Deathwatch, ranged and close-combat
- Points values for all miniatures, weapons and wargear for use in Matched Play games;
- Hunters of the Alien: Rules for Battle-forged armies, including:
- 6 Mission Tactics: bonus abilities which last for an entire game;
- 29 unique Stratagems, including 5 used specifically against certain xenos races – Tyranids, Orks, T’au Empire, Aeldar and Necrons;
- Relics of the Vigilant: 6 weapons and artefacts available only to the Deathwatch;
- Librarius Discipline: 6 psychic powers specific to Deathwatch models with the Psyker keyword;
- 6 unique Warlord Traits for the Deathwatch;
- 6 Tactical Objectives unique to the Deathwatch.
Designed to make it easier to keep track of Tactical Objectives and Stratagems in games of Warhammer 40,000, this set of 74 cards – each featuring artwork on the reverse – is an indispensable tool in the arsenal of any Deathwatch gamer. Included:
- 28 Stratagems available to any Battle-forged Deathwatch army as found in Codex: Deathwatch, along with 3 Stratagems – Command Re-roll, Counter-Offensive and Insane Bravery – from the Warhammer 40,000 rules, available to any army;
- 7 Psychic Powers; 6 from the Librarius Discipline, along with Smite;
- 36 Tactical Objectives, including the 6 specific Tactical Objectives from Codex: Deathwatch.
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…
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.
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.
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.
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.
An enormous toolkit of rules, updates and ways to play, Chapter Approved is an essential purchase for any Warhammer 40,000 player. Expanding upon the rules found in the Warhammer 40,000 book, this 128-page softback book contains narrative-driven battles and scenarios depicting brutal sieges, exciting new ways to play, mechanics for designing your own vehicles and a host of new rules to take to the battlefield.
Split into 3 sections – Open Play, Narrative Play and Matched Play – with explanations and expansions of the rules for each.
Games of Warhammer 40,000 with few restrictions, where players are free to invent their own stories and frameworks with unlimited force sizes – this is Open Play. Chapter Approved provides the following guides to making your Open Play games as open and fun as possible:
- Apocalypse: huge, dramatic tabletop conflicts in which hundreds of infantry and squadrons of vehicles are locked in desperate conflict, games of Apocalypse are Warhammer 40,000 turned up to 11. Combine armies into immense forces, unleash terrifying super-heavy war engines – Apocalypse is your gateway to truly epic battles.Chapter Approved features a comprehensive guide to running games of Apocalypse, from 3 missions, ideas for multi-table battles and recommendations for an officiated game featuring an Umpire with special influence over the battle.
- Land Raider variants: this is a set of guidelines on designing your own datasheets for Land Raider conversions, meaning totally new variants for your games made completely by you! There are 5 example datasheets covering Ultramarines, Space Wolves, Blood Angels, Dark Angels, and Chaos Space Marines tanks, and a blank datasheet for you to create your own, whatever Chapter you choose.
Narrative Play games are characterised by pre-generated storylines that often take in entire worlds embroiled in war, from the initial invasions to the bloody battles that follow. Chapter Approved provides rules and missions that the players can chain together, following a conflict from the initial spark to its brutal denouement:
- Planetstrike: rules for playing games of devastating planetary assaults, with one player taking the role of attacker and the other defending, each using the new Warlord Traits, Stratagems and detachments designed for this play style. Included are 6 Planetstrike missions, along with 6 examples of common battlefield deployments;
- Stronghold Assault: rules for games in which players fight over fortified war zones, again deciding between them the roles of attacker and defender. This includes unique Abilities, Warlord Traits, Detachments and Stratagems, as well as 6 Stronghold Assault missions;
- Rules are included for linking games together in linear, narrative-led campaigns, with losses and victories deciding advantages in subsequent games;
- Datasheets for the following 11 fortifications: Aegis Defence Line, Imperial Bastion, Imperial Defence Line, Imperial Bunker, Vengeance Weapon Battery, Plasma Obliterator, Firestorm Redoubt, Macro-cannon Aquila Strongpoint, Vortex Missile Aquila Strongpoint, Void Shield Generator, Skyshield Landing Pad.
For many players, the thrill of Warhammer 40,000 is in testing their mettle against equally-powerful opponents in games where the fight is not decided by who has the biggest gun. When battle-forged armies go to war, victory will go to the commander who has fortune, strategy and cunning on their side. Included in this book:
- 6 Eternal War missions, providing challenges such as hidden mission goals and reserve forces storming in, turn after turn, creating havoc on a catastrophic scale;
- 6 Maelstrom of War missions, offering new permutations of the game and introducing fresh challenges – secret orders, strategic gambles and split-second opportunity feature here;
- 4 new Matched Play mission rules, including rules for targeting characters, using understrength units, clarification on the use of the Command Re-roll Stratagem who which unit types can claim objectives;
- Faction rules: additional rules including Stratagems, abilities, Warlord Traits and psychic powers for Adepta Sororitas, Deathwatch, Drukhari, Genestealer Cults, Harlequins, Imperial Knights, Necrons, Orks, Space Wolves, T’au Empire, and Thousand Sons;
- A guide to creating your own objective markers, themed to your own army, with examples for Imperial, Chaos, Necrons, Tyranids, Drukhari, T’au Empire, and Orks.
The Appendix features a collection of supplementary content which can be used in any games of Warhammer 40,000. Included:
- Rules for a range of terrain, including Deathworld Forests (Eldritch Ruins, Grapple Weed, Shardwrack Spine, and Barbed Venomgorse) and Sector Mechanicus (Haemotrope Reactor, Thermic Plasma Regulators, and Thermic Plasma Conduits);
- Battlezone: Industrial Worlds – use Sector Mechanicus scenery to add height advantages and tap into plasma feeds to increase your weapons’ potential;
- Battlezone: Empyric Storms – rules for fighting amidst a violent warp tide, with 36 events that can affect your armies, surroundings and psychic powers;
- A guide to setting up and running Ladder campaigns;
- An explanation of Battle-forged armies, creating Detachments and Army Rosters;
- Updated points values for a variety of units and wargear for both Citadel and Forge World miniatures, based on feedback from the gaming community.
A strong core of reliable and adaptable warriors that can lay down fire while advancing or holding down terrain is an invaluable aid to any tactician. In the case of strike forces bolstered by Primaris battle-brothers, this role is fulfilled by the Intercessor Squads.
Designed to be as easy as possible to assemble for new hobbyists while being detailed enough for the hardiest veteran to appreciate, this is a set of 3 Easy To Build Primaris Intercessors. Push-fit, with no glue required, these are incredibly straightforward to put together, and come on pre-coloured blue plastic sprues.
In this kit, you’ll find 2 Primaris Intercessors and 1 Primaris Intercessor Sergeant clad in Mk X power armour. Each is armed with a bolt rifle and carries frag and krak grenades, with one holding an auspex with a detailed keypad and display. The Sergeant has is identifiable by his detached helmet, which hangs mag-locked to his belt, and features extra details such as a reliquary and holstered pistol.
This plastic kit comes as 18 components, and is supplied with a transfer sheet and 3 32mm Round slotted bases. Rules for these miniatures are included in the box.
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All Space Marines are experts of the rapid strike, but Reivers take these skills to the next level. They are specially trained and equipped to launch brutally effective and unexpected assaults. They do this with a sudden fury and shocking violence, for the Reivers fulfil the role of terror troops that sow fear and confusion amongst their foes.
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Designed to be as easy as possible to assemble for new hobbyists while being detailed enough for the hardiest veteran to appreciate, this is a set of 3 Easy To Build Primaris Reivers. Push-fit, with no glue required, these are incredibly straightforward to put together, and come on pre-coloured blue plastic sprues.
In this kit, you’ll find 2 Primaris Reivers and 1 Primaris Reiver Sergeant clad in Mk X power armour. The Reivers are armed with heavy bolt pistols and combat blades, with a selection of frag, krak and shock grenades on their chest plates and belts. Each features a skull design on the helmet – even the Sergeant, who features a bare head, has a faceplate with a skull motif. Skulls are very much a theme of the Reivers; their chestplate feature their icon, a skull with crossed swords.
This plastic kit comes as 18 components, and is supplied with a transfer sheet and 3 32mm Round slotted bases. Rules for these miniatures are included in the box.
Standing three times the height of a man, these towering war machines bare powerful weapons and are as lethal at range as in close assault. A chapter's Dreadnoughts are treasured relics, only awoken in great need. Encased inside every Dreadnought, lies a mighty space marine hero, who has suffered grievous wounds in battle, saved only by his interment.
This box set contains one multi-part plastic Space Marine Dreadnought and includes enough parts to make: an assault cannon, a twin-linked lascannon, a powerfist and a missile launcher - allowing you to customise your Dreadnoughts armament. Model is supplied with a 60mm scenic base.
The Landraider is the single most destructive weapon in the Adeptus Astartes' arsenal. Protected by bonded ceramite and adamantium armour, the Landraider is impervious to all bar the most destructive weaponry. Equally impressive are its armaments - four lascannon and twin-linked heavy bolters allow the Land Raider to deliver punishing support fire capable of decimating enemy infantry and tanks alike.
This box set contains one multi-part plastic Space Marine Land Raider. This large 101-piece kit can be assembled with the twin-linked lascannon sponsons towards the front or the back of the vehicle, and has a working assault hatch to the front.
Clad in heavy Gravis armour, Aggressor Squads advance on the foe as walking fortresses of ceramite. More mobile than some other Space Marines, they’re better able to negotiate rough ground, making them versatile troops; while they are often employed in specific circumstances or on certain terrain, Aggressor Squads are used as reserves to plug breaches in gun lines or to spearhead an advance. The range of their weaponry is not too long, but when they get close enough to open fire, the result is a sweeping fusillade of large-calibre bolter shells that can shatter enemy charges.
This multi-part plastic kit contains the components necessary to assemble a 3-man Primaris Aggressor Squad. Extremely heavily armoured, their silhouette is wider and chunkier than most Primaris Space Marines, due in no small part to the choice of auto boltstorm gauntlets or flamestorm gauntlets. There are three sets of each, with every weapon featuring pipes or belts that are fed from the enormous backpack. One set of flamestorm gauntlets features retracted barrels, as in close combat fists speak louder than flames… Should you choose the boltstorm gauntlets, the Aggressors can also take a fragstorm grenade launcher.
You have the option of assembling 3 Aggressors or 2 Aggressors and a Sergeant; a host of options are available either way. There are 6 heads for the standard Aggressors, with respirators on the mask of those using flamestorm gauntlets, and 2 more specific heads for the Sergeant. The flamestorm-wielding Aggressors have their own shoulder pads, featuring larger blast shielding to protect them from the immense operating temperatures of their weapons. Also included are reliquaries and purity seals, with special examples for Sergeants featuring extra skulls.
The Primaris Aggressors come as 107 components, and are supplied with 3 Citadel 40mm Round bases.