Designed to make it easier to keep track of Tactical Objectives, psychic powers and Stratagems in games of Warhammer 40,000, this set of 89 cards äóñ each featuring artwork on the reverse äóñ is an indispensable tool in the arsenal of any Astra Militarum gamer. Included:
- 7 psychic power cards - 6 from the Psykana psychic discipline, along with Smite;
- 25 Astra Militarum Stratagems available to any Battle-forged Astra Militarum army as found in Codex: Astra Militarum including 8 which are Regiment-specific, along with 3 Stratagems äóñ Command Re-roll, Counter-Offensive and Insane Bravery äóñ from the Warhammer 40,000 rules, available to any army;
- 18 Order cards;
- 36 Tactical Objectives, including the 6 Astra Militarum-specific Objectives from Codex: Astra Militarum.
The Astra Militarum is the implacable military arm of the Imperium, and one of the largest forces in the galaxy. On thousands of battlefields scattered throughout the galaxy, the soldiers of the Astra Militarum march to war. They are the Hammer of the Emperor, who with faith, fury and sheer weight of numbers crush heretics and xenos alike beneath their boots. Massed ranks of Guardsmen unleash concentrated salvoes of las-blasts while officers bellow orders over the thunderous roar of tank and artillery fire.
Codex: Astra Militarum contains a wealth of background and rules äóñ the definitive book for Astra Militarum collectors. Within this 144-page hardback, youäó»ll find:
- Hammer of the Emperor: the origins of the Astra Militarum äóñ dating back to the Great Crusade äóñ with details of their structure and organisation, the methods of recruiting (some more humanitarian than othersäó?), their training and deployment;
- A Galaxy of War: an annotated map of the current state of the galaxy, with key war zones where the Astra Militarum battle;
- Detailed background and colour schemes of the Astra Militarum regiments of Cadia, Catachan, Armageddon, Vostroya, Vahalla and Tallarn;
- Regiments of Distinction: background on 12 regiments äóñ Armageddon Ork Hunters, Athonian Tunnel Rats, Miasman Redcowls, Mordian Iron Guard, Tanith First and Only, Savlar Chem-Dogs, Ventrillian Nobles, Indigan Praefects, Mordant Acid-Dogs, Faeburn Vanquishers, Truskan Snowhounds and Vresh Grenadiers;
- Heroes Beyond Number: a history of the major battles fought by the Astra Militarum;
- Background and details on each character, vehicle and unit available to an Astra Militarum army;
- A showcase of beautifully painted Citadel miniatures, depicting the colour schemes of several regiments painted by the renowned äóÖEavy Metal team äóñ including expertly-converted models showing you how to represent the more esoteric regiments on the gaming table.
Everything you need to get an Astra Militarum army primed for games of Warhammer 40,000 is in here:
- 56 datasheets containing rules for every Astra Militarum unit and vehicle;
- Army abilities reflecting the Astra Militarumäó»s methods of war, including Astra Militarum Orders and Regimental Orders;
- Armoury of the Imperium: wargear both ranged and close-combat used by the Astra Militarum;
- Points values for all miniatures, weapons and wargear for use in Matched Play games;
- Bulwark of Humanity: rules for Battle-forged armies:
- Regimental Doctrines for Cadian, Catachan, Valhallan, Vostroyan, Armageddon, Tallarn, Mordian, Militarum Tempestus Regiments;
- 6 unique Warlord Traits,
- 25 Stratagems, with 8 specific to the Regiments named above;
- the Heirlooms of Conquest: a selection of rare wargear;
- The Psykana psychic discipline, available to any Astra Militarum model with the Psyker keyword,
- 6 Warlord Traits for use by any Warlord, with a further specific to the above-named Regiments;
- 6 unique Tactical Objectives.
Imperial Guard platoons are made up of several ten-man squads. In the face of the enemy the serried ranks of the Imperial Guard are trained to stand firm and respond with a steady aim. When sergeants bellow the rank and file obey; backs stiffen and lasguns level with the foe. Opponents charging at Imperial Guard positions must first survive a blazing hail of lasfire, a fusillade that can stem the tide of all but the most determined assault.
This box set contains 10 multi-part plastic Cadian Shock Troops, and includes: five leg variants, seven head variants, 10 lasguns, two chainswords, two laspistols, two grenade launchers, two flamers and two Vox-casters. Also included are a host of additional components allowing you to assemble a Sergeant and personalise your squad. Models supplied with 25mm round bases.
The Tempestus Scions are amongst the finest human warriors in the galaxy. They are fanatically dedicated to the act of following their orders - even if it may result in their own deaths - and often complete missions so dangerous that they would be deemed suicidal for a regular guardsman.
This box contains everything you need to make a 5 man Militarum Tempestus Scions squad armed with hot-shot lasguns. You have the option to use a combination of 17 heads (8 with respirators and 9 with berets) and ammo pouches, knives, grenades and canteens to fully customise your miniatures.
If you choose to build a squad of Tempestus Scions you have the option to upgrade 1 model to be a Tempestor. The Tempestor has a fantastic array of weapons options. The right hand can be equipped with a powerfist, chainsword or power sword, and you can choose to upgrade the left handed laspistol to a bolt pistol or a plasma pistol.
You have the option to replace the hot-shot lasguns with a choice of five additional special weapons: a plasma gun, meltagun, grenade launcher, flamer or hot-shot volley gun. This kit also includes a vox-caster backpack which allows one of your Tempestus Scions to fulfil the role of Vox-cast operator.
This kit can also be assembled as a Tempestus Scions Command Squad. It is supplied unpainted and requires assembly - we recommend using Citadel Thin Plastic Glue and Citadel Paints.
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, Humanityäó»s only chance for survival rests with the continuation of the cruel and bloody regime known as the Imperium. Yet few among Mankindäó»s untold population realise the full truth of their situation. If there is any future at all, it is a grim oneäó?
A 280-page hardback, this is the essential book for any fan of Warhammer 40,000 äóñ 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 äóñ 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 äóñ 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 äóñ 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 äóñ 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 äóñ 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 äóñ 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 äóñ 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 äóñ 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.
Thereäó»s also an in-depth account of the current state of the Imperium äóñ the increased threat from Chaos and the steps being taken in order to counter them.
The Forces of Chaos
Youäó»ll find an explanation of the Chaos Gods äóñ who they are, their motivations and their methods äóñ 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 äóñ the Aeldari (Craftworld, Harlequins, Ynnari and Drukhari), Necrons, Orks, Tyranids, Genestealer Cults and Täó»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 äóñ Open Play, Narrative Play and Matched Play äóñ 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 äóñ 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 äóñ 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 äóñ 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, Täó»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, Täó»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 äóñ use Sector Mechanicus scenery to add height advantages and tap into plasma feeds to increase your weaponsäó» potential;
- Battlezone: Empyric Storms äóñ 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.