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Warhammer 40000: Core Book (English)

Warhammer 40000: Core Book (English)

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The Book
This 280-page hardback book is an essential guide to Warhammer 40000 and contains everything you need to know to collect build paint and play with Citadel miniatures in the grim
darkness of the 41st Millennium.

You'll find an overview of the Warhammer 40000 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.

THE WARHAMMER 40000 HOBBY
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 40000 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.

DARK IMPERIUM
This expansive lore section provides a doorway into the grim darkness of the 41st Millennium. It is a far-distant future dominated by an oppressive and corrupt Human empire its
crumbling borders defended by doomed heroes and imperiled by threats from both without and within its history marked by ignorance and carnage and the laughter of thirsting gods.

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.

There's also a double-page galactic map highlighting vital planets systems war zones and warp storms.

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.

Finally you'll enter the Era Indomitus – marked by the opening of the Great Rift the birth of a new God of Death and the revival of the Primarch Roboute Guilliman. Even as the new Lord
Regent's Indomitus Crusade strives to reunite the dying Imperium a psychic awakening heralds a terrifying Age of Witches and Abaddon the Despoiler plagues the galaxy with aid of
the daemonic demigod Vashtorr and their Arks of Omen. The return of Lion El'Jonson the First Primarch of the Emperor only forestalls total disaster – and with the resurgence of Hive
Fleet Leviathan the galaxy may be reduced to nothing but food for an alien swarm.

FACTIONS
Explore each of the factions waging war in Warhammer 40000 with detailed background information plus tactical descriptions and a miniature showcase of their Combat Patrols. The
mustered Armies of the Imperium include mighty Space Marine Chapters the ranks of the Astra Militarum the fanatical cults of the Adeptus Mechanicus and Adepta Sororitas and the
golden guardians known as the Adeptus Custodes. The blasphemous Forces of Chaos feature ancient Traitor Legions and more recent Heretic Astartes as well as the otherworldly
Chaos Daemons. Finally the insidious Xenos Threat ranges from the brutish Orks mercenary Leagues of Votann and expansionist T'au Empire to the ancient branches of Aeldari and
Drukhari the deathless Necrons and the ravening Tyranids and their Genestealer Cults.

CORE RULES
The Warhammer 40000 Core Rules contain everything you need to know in order to wage glorious battle across the war-torn galaxy of the 41st Millennium. These basic rules are used
for games of all sizes and styles and provide a foundation for use with other supplements.

You'll learn the general principles and core concepts of Warhammer 40000 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.

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.

COMBAT PATROL
Combat Patrol is the ideal starting point for playing Warhammer 40000. Fast-paced and quick to learn it uses the Core Rules to play out tactical clashes that should last up to one hour
using only the contents of Combat Patrol boxes. These forces each have bespoke self-contained rules which are presented online and in other publications and provide everything
you need to get playing. This section provides an introduction to the Combat Patrol game mode an explanation of the Battle Ready standard of painting for games and six different
Combat Patrol missions – Clash of Patrols Archeotech Recovery Forward Outpost Scorched Earth Sweeping Raid and Display of Might – each with their own objectives mission
rules and deployment maps for a variety of game experiences.

The book concludes with a separate index for the Core Rules acting as a handy reference for use while playing games.
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