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Warhammer: The Horus Heresy – Age of Darkness Rulebook (Hardback)
Warhammer: The Horus Heresy – Age of Darkness Rulebook (Hardback)
$72.25$85.00Hurry! Only1units left in stock!The Imperium stretches across countless worlds, a newborn empire on the brink of ultimate victory. Yet at the peak of this golden age of conquest, the galaxy has been plunged into an Age of Darkness. Horus Lupercal, Warmaster of the Emperor's armies, has turned against his gene-father – and the eighteen Space Marine Legions, once united in a Great Crusade to consolidate all humanity beneath the Emperor’s banner, are riven by betrayal. This is the Horus Heresy – the bloodiest conflict humanity has ever known, civil war on a galactic scale, in which superhuman soldiers clad in advanced armour turn devastating weapons upon those they called brothers. Where do your loyalties lie?
Warhammer: The Horus Heresy is a miniatures wargame that pits mighty armies against each other in apocalyptic tabletop battles. Choose your favoured Loyalist or Traitor faction, from the knightly Dark Angels to the duplicitous Alpha Legion, build your own army from a range of spectacular Citadel and Forge World miniatures, and clash with fellow players in wargames of staggering tactical depth.
The Book
This 336-page hardback book is a treasure trove of lore, illustrations, and background information for the far-future setting of Warhammer: The Horus Heresy, with comprehensive guides to help you build and paint your collection of models. It also includes the core rules for reenacting the ferocious conflicts of the Age of Darkness with your own armies, and an explanation of different modes of play to suit any hobbyist.
AGE OF DARKNESS
The book opens with a full exploration of the galaxy in which the wars of the Horus Heresy are fought – from its dark past to its shining peak – and the technologies, factions, armies, and ideals that came to dominate it.
– The Age of the Emperor: An overview of humanity's fall and the Imperium's rise. You’ll learn about the Age of Strife from which the Emperor arose, the Great Crusade he began to unite the galaxy under his banner, and some of the most important groups he founded or aligned himself with to support this epic undertaking.
– The Imperium of Mankind: A closer look at the structure of the Imperium at the advent of the Horus Heresy. You’ll learn about some of the most important events, people, and groups that dominated humanity's destiny. This section also explains the significance of the Warp, psykers, and the Imperial Truth – the strict, rationalist philosophy the Emperor imposed on his conquests.
– The Legiones Astartes: The Space Marines are far more than just an army. They’re genetically modified, equipped with the finest wargear, and psycho-indoctrinated in a rigorous and brutal process that creates ideal weapons of war. This massive, in-depth section explains just what goes into creating a Space Marine, illustrates the various types of weapons and power armour employed by the Legions, and provides a dedicated look at each of the 18 Space Marine Legions, including information on their distinctive history, tactics, organisation, and the mighty Primarchs that lead them – as well as a visual guide to their heraldry and colour schemes.
– Additional Factions: Despite being primarily a war between the Legiones Astartes, many other armies are involved in the Horus Heresy, including the Talons of the Emperor, the Solar Auxilia, and Mechanicum. This section explains the roles these groups played in the Imperium – and its downfall – including their histories, favoured tactics, and military structures.
– An Age of Darkness: At the dawn of the 31st Millennium, the Emperor's favoured son plunged the galaxy into darkness. This section delves into the opening acts of the Horus Heresy, setting the stage for the most devastating war in human history. It includes a summary of the brutal events of the Isstvan Drop Site Massacre, the advances made by the Traitor war machine, and the emergence of the cosmic Ruinstorm, from which daemonic entities spill into reality.
– Pivotal Events of the Horus Heresy: An in-depth timeline of major conflicts and engagements within the Horus Heresy itself, leading up to the final Siege of Terra. This section offers crucial insight into where the Legions are, who they're fighting, and what terrible grudges are being formed at various stages of the war.
PLAYING THE GAME
You'll then learn how to play Warhammer: the Horus Heresy on the tabletop, with all the core rules you'll need to make full use of its supplements.
– Core Rules: You’ll learn about the general principles of the game, its turns and phases, how to command your units, measure distances, shoot at enemies, and charge into melee. You’ll also learn about Reactions, which allow each player to respond to unfolding events even when it's not their turn.
– Unit Types: The Age of Darkness is dominated by mighty heroes and terrifying war machines. This section explains how to use distinct unit types, such as Characters, Vehicles, and Automata, as well as the unnatural Psychic Powers that can be wielded in battle.
– Terrain: The galaxy is littered with exotic and dangerous battlefields. This section provides rules for using different kinds of terrain on your tabletop, including Barricades, Jungles, and Ruins, as well as how to claim Fortifications and use a variety of Buildings.
– Special Rules: The battles of the Horus Heresy encompass a huge variety of soldiers and equipment, each with their own unique qualities. This section offers a centralised roster of all the universal special rules that govern different units and weapons, from cunning Scouts to explosive Blast weapons.
GAMING IN THE AGE OF DARKNESS
This final section provides an overview of the Warhammer: The Horus Heresy hobby, whether setting up games or building an army of your own.
– Showcase: The book includes a photographic showcase of seven stunning Legiones Astartes armies from different hobbyists, including commentary on how they chose to collect, build, and paint that faction. It also offers four battlefield showcases, demonstrating the cinematic ways you can recreate the settings of the Age of Darkness.
– Modes of Play: Different hobbyists enjoy different kinds of gameplay. This section breaks down the various ways to play your games, including the broad categories of Narrative Play, Matched Play, and Open Play, as well as Campaigns and even team games.
– Preparing for Battle: This section explains how to start (and finish) a game, including Force Organisation Charts for assembling your army list, a guide to setting up your table and deploying your armies, a variety of victory conditions, and six missions and six deployment maps to combine for standard games.
– Reference & Index: The book closes out with a reference section, with quick-and-simple rules summaries to help your games run smoothly, and a lengthy index to make looking up specific rules much easier.You 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