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topWarhammer 40,000: The Rules
Warhammer 40,000: The Rules
Regular Price $0.00Product Type : Warhammer 40,000
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Contact UsHate carrying the big Warhammer 40,000 core book to your games? Desperate for something more portable that you can reference while you play? Get your guide to battling in the 41st Millennium to your games in a handy small format with Warhammer 40,000: The Rules.
The Book
This 112-page hardback, measuring 154mm by 209.5mm, is the essential book for every Warhammer 40,000 gamer. In its black gilt-edged pages you’ll find the complete rules for the game. The soft-touch cover makes it a joy to carry, and a marker ribbon allows you to reference that rule you always forget at a moment’s notice.
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
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.***ALL PREORDERS ARE FINAL SALE AND ARE NON-REFUNDABLE***
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A 20% restocking fee will be applied under any or all of the following circumstances:- The order was cancelled for reasons other than our error (e.g., buyer’s remorse, incorrect order by customer)
Added To Cart :Add To Cart Failed :prouduct successfully added to wishlist !Bootown's Grading Guide
''Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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''Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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''Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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''Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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''Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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