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WARHAMMER 40,000 CORE RULE BOOK
WARHAMMER 40,000 CORE RULE BOOK
$72.25$85.00Hurry! Only2units left in stock!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 interactionsYou may return sealed product within 30 days of its purchase from Chimera Gaming Inc., unworn or unused, in its original packaging, and with original receipt from time of purchase.
If the item was shipped and you wish to return it, the return shipping costs are the responsibility of the customer, except in the case that the nature of the return was an error made by Chimera Gaming (ex. the wrong item was sent)
You can always contact us for any return question at chimeragamingonline@gmail.com.
Damages and issues
Please inspect your order upon reception and contact us immediately if the item is defective, damaged or if you receive the wrong item, so that we can evaluate the issue and make it right.
Exceptions / non-returnable items
Due to the ever constant changes in pricing, we do not accept returns on singles.
Unfortunately, we cannot accept returns on gift cards.Preorders
Payment, or contact about intent to pay, is required for all preorders at the time of order.
All sales on preordered singles are to be considered final.
Refunds
Once a return is approved, you’ll be automatically refunded on your original payment method. Other refunds will be handled on a case by case basis. Refunds to credit cards may take up to 5 business days to process depending on your financial institution.Added To Cart :Add To Cart Failed :prouduct successfully added to wishlist !Chimera Grading Guide
At Chimera Gaming we are always striving towards the highest of accuracy when grading and conditioning cards we buy/sell. Below you will find a guide for what to expect when buying or selling at the different conditions we display on our website: NM (Near Mint), SP (Slightly Played), MP (Moderately Played), HP (Heavily Played), DMG (Damaged). All of our staff are trained under the guidelines expressed in this guide.
The overall condition of both sides of the card are considered when grading. Foil cards can be more susceptible to some types of wear such as scratching/clouding, and therefore the foiled portion of the card is looked at with extra care when grading. Scanned cards you see in our inventory or on our website may not explicitly note a condition, and you can reference the image associated with the scan to get information on the wear of the card.Near Mint (NM)
Cards in this condition are often indistinguishable from other copies of the same card. A near mint card will show little to no wear and is always tournament legal in a sleeve.
Cards that show more than one of the issues listed below are likely to be downgraded to Slightly Played.
Examples of issues that can occur on near mint cards:
- Slight border wear – Three or fewer small nicks viewable upon close inspection. Concentrated or more prominent border wear will likely move the card into Slightly Played
- Slight corner wear- nicks on no more than two corners of the card that do not exceed past 10% of the outer black border.
- Slight scratching – Surface scratches that do not affect the colouring of the card. These scratches should be isolated to one instance, or two to three very minor instances
- Slight clouding – These are areas on the card that appear ‘clouded’ due to micro-scratching on the surface generally caused by dust or dirt. Instances of this should be small and isolated to one or two spots
- Minor misprints – Mild discolouring, mild misalignment, minor miscutting, and other similar minor issues caused by the printing process will not affect the grade of the card
Slightly Played (SP)
Cards in this condition are likely to have multiple of the issues in the Near Mint grading section or have other issues like those listed below. These cards often have multiple instances of minor wear and are always tournament legal in a sleeve.
If several of the issues listed below appear on the card, it will likely be downgraded to Moderately Played.- Minor Border Wear – Nicks along the edges that do not exceed past 10% of the outer black border of the card. Consistent wear or more major markings will move the card to Moderately Played.
- Minor Corner Wear – Wear on the corners of the card that does not exceed past 10% of the outer black border.
- Minor Scratching – Small scratches that show no discolouration or whiting on the card surface.
- Minor Clouding – Small areas of clouding on the surface of the card. This issue should not surpass one side of the card if it is along the border.
- Minor Printing Flaws – Printing lines that do not indent the card, minor border damage from the printing process, and other minor printing process related flaws will make a card Slightly Played. Printing lines where an indent can be felt will be lowered to Moderately Played
Moderately Played (MP)
Cards in this condition show visible moderate wear. Cards will often be distinguishable from one another and can often have multiple issues. Cards in this condition are tournament legal in a sleeve.
If a Moderately Played card has several of the issues listed below, it will move to Heavily Played.- Moderate Border Wear – Minor markings in addition to Major markings that can exceed past 10% of the outer border but no more than 30%. Borders can have whitening as long as it is minor. If a card has more than 3 major border wear markings it will be moved to Heavily Played
- Moderate Corner Wear – Slight bending or compression on up to three corners, or multiple instances of minor corner wear.
- Moderate Clouding – Micro-scratches that make the card look dull or ‘cloudy’ that appear in multiple instances on the surface. Can cause minor whiting.
- Moderate Scratching – Scratches on the surface of the card that can show minor whiting or shallow indentation. Heavy scratches that cause significant damage to the surface will be graded Heavily Played or Damaged
- Binder Indentation – Dents caused by a binder or related that do not show on both sides of the card. More extreme denting will result in Heavily Played or Damaged.
- Minor Water Damage – Any small amount of water damage on the front or back. Frequently seen along the border of the card.
- Stamped – A stamp from a Grand Prix or Pro Tour/similar event
- Signed cards – Cards that are signed are generally dealt with on a case by case basis and are often custom items on our website. By default if we take in a signed card that isn’t dealt with separately, it is graded at Moderately Played
- Moderate Misprint/Printing Defect – Any misprint or defect that is largely visible on the card. If the defect is causing significant damage to the card it will be graded at Heavily Played or Damaged
- Minor Shuffle Creasing – Shuffle creasing that does not go past the outer black border of the card and does not exceed 20% of the width of the card. More extreme shuffle creasing will be graded at Heavily Played
Heavily Played (HP)
Cards in this condition have significant wear which often extends across the surface. There can be a multitude of issues with each card in this condition. These cards are tournament legal when sleeved or double sleeved. Given the wide variety of defects a card in Heavily Played quality can have, customers generally inquire before making a final purchase.- Major Corner/Border Wear – Wear that extends to most of the border and can have significant whitening. Bends and compressions on the corner that can also show significant whitening
- Inking – Anything above a small dot of ink will be immediately Heavily Played
- Moderate to Heavy Water Damage – Water Damage that extends past the outer border and/or can be seen on multiple sides of the card.
- Major Shuffle Creasing – Clearly visible shuffle creasing that extends past the outer border and goes more than 20% across the width of the card.
- Dirt – Any amount of dirt more than a very small isolated amount will grade at Heavily Played
- Creasing & Indentation – Any bend in the card where the card remains flat
- Layer Separation – Any card that has visible layer separation on either side of the card
Damaged (DMG)
We only sell cards in this condition that are fully intact and can be played in a casual setting. These cards are never tournament legal and can have a large array of major issues. Customers purchasing Damaged cards generally inquire before making a purchase to see the type of wear the card has experienced.
Cards can have extreme instances of wear seen in the Heavily Played Category and may also have some of the issues below.- Writing – Any writing on the card that isn’t an artist’s signature
- Extreme Creasing & Indentation – Any crease that leaves the card raised or flayed. Indents that show through both sides of the cards and leave the card raised
- Tears & Holes – Any tear or hole in the card
- Odors – Any odor coming off the card such as smoke or house pets are Damaged
- Other Damage – There are a variety of methods where a card can become damaged including extreme instances of any issues listed in Moderately or Heavily Played. Heavy water damage, punctures, folds, etc. will give a card a Damaged grade