The Book
This 280-page hardback book is an essential guide to Warhammer 40,000,
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 40,000 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 40,000 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 40,000, 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 40,000, 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 40,000 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
40,000, 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 40,000.
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.