Codex Space Marines
- 48pages
- 2 heures de lecture






The Bad Moon is rising on the Mortal Realms – and the grots are marching to war. This battletome allows you to field an army of Gloomspite Gitz – a coalition of Moonclan Grots, Spiderfang Grots, troggoths and gargants united by a love hallucinogenic fungus and heinous violence. Inside this book, you'll find…- An in-depth look at the origins, lore and great battles of the Gloomspite Gitz- A showcase of stunningly painted miniatures – plus tips for painting your own- Powerful new faction abilities that let you represent the madcap tactics of the Gloomspite Gitz on your tabletop- Warscrolls and points profiles that let you build any kind of army you want – teeming hordes of grots, scuttling Spider Riders, brutish tribes of troggoths or a mix of the three- And more!If you're looking to spread destruction (or just take on the tabletop with hordes of squigs), Battletome: Gloomspite Gitz is your essential guide.
The Astra Militarum are the mighty Hammer of the Emperor, an army so vast that it has never been fully recorded by the scribes of the Administratum. Drawn from a million worlds, its men and women are the thin line between Humanity and the void. On hundreds of thousands of warzones across the galaxy the armies of the Astra Militarum hold back the advance of alien empires, heretic warlords and daemonic gods. Armed with trusty lasguns and backed up by ranks of battle tanks and artillery, to them falls the task of protecting the Imperium from destruction; a duty that will only end in death. Codex: Astra Militarum is your guide to the armies of the Imperial Guard, most numerous of all the God-Emperor’s soldiers. This book covers the glorious history of the Astra Militarum, detailing their ten thousand year history and many of their greatest victories and legendary commanders. Also inside you will find rules for creating and organising an army of the Astra Militarum for your games of Warhammer 40,000, from massed ranks of Imperial Guardsmen to powerful Leman Russ Battle Tanks, as well as an impressive showcase of the Astra Militarum model range.
This 136-page book contains a treasure trove of background information covering prominent Ork conflicts from the past and present, accompanied by stunning artwork and galleries of painted miniatures. Codex: Orks grants you a detailed look into the organisation of Ork armies, be they small planetary raiding forces or monstrous Waaagh!s, as well as the troops, leaders, and war machines that fight among them. The book also has everything you need to know to field them in battle on the tabletop, including 61 datasheets, 7 Clan Kulturs, Stratagems, Relics, and more.
The Astra Militarum serves as the relentless military force of the Imperium, one of the largest in the galaxy. Across countless battlefields, these soldiers embody the Hammer of the Emperor, wielding faith and overwhelming numbers to defeat heretics and xenos. The Codex: Astra Militarum is an essential resource for collectors, offering 144 pages of rich background and rules. Inside, discover the origins of the Astra Militarum, tracing back to the Great Crusade, alongside details on their structure, recruitment methods, training, and deployment. An annotated map highlights key war zones, while the book delves into the unique backgrounds and color schemes of various regiments, including Cadia and Catachan. It also profiles 12 distinct regiments, from the Armageddon Ork Hunters to the Tanith First and Only, and recounts major battles fought by the Astra Militarum. For gameplay, the Codex includes 56 datasheets for units and vehicles, army abilities reflecting their combat style, and a comprehensive armoury of wargear. It features points values for miniatures, Regimental Doctrines, unique Warlord Traits, and a selection of Stratagems. Additionally, the Psykana psychic discipline is available to Psykers, along with Tactical Objectives tailored for the Astra Militarum. A showcase of beautifully painted Citadel miniatures illustrates the color schemes and conversions for various regiments.
Reference book:The book is split into five sections. It starts with the rules for shooting and various other special rules for specific weapons. It then has lists of all of the units in game from each army as well as the stats and stats for the weapons available to that army. It then has a section on the firing and access points for several transport vehicles. It then contains a list of vehicles upgrades in alphabetical order and then a list of infantry upgrades in alphabetical order, with images designating which army has the upgrade available.
While many kill teams, such as those of the Deathwatch Space Marines, are made up of hand-picked, specially trained warriors, others are taken from the rank and file of the galaxy’s many armies. While these impromptu operatives are often given little more than a mission description and a firm pat on the back, the harsh conditions of a killzone quickly turn them into hardened veterans in their own right.Kill Team: Compendium is the definitive 168-page resource for bringing 19 different factions into the world of tabletop skirmish combat, featuring almost every major faction from Warhammer 40,000. From daring Tempestus Scions to disciplined T’au Hunter Cadres, armies from across the galaxy can now put forward their best and brightest to undertake dangerous missions behind enemy lines.Inside, you'll find:- Datacards, Ploys, and equipment for 19 factions ranging from Adeptus Astartes to Genestealer Cults- Details about fire teams, the small groups of operatives that make up a full-size kill team- A stunning collection of model photography and artwork featuring kill teams and their operatives
The Eldar craftworlds – massive drifting starships that are home to the last survivors of a race that once ruled the galaxy – are scattered across the stars. Now the Eldar teeter upon the precipice of annihilation and must battle constantly against the other races of the galaxy, even resorting to piracy in their fight to avoid extinction. Codex: Eldar is one of a series of supplements for Warhammer 40,000. Each book in the series describes in detail an army, its history and its heroes.
Most savage and barbaric of all the Space Marine Chapters, the Sons of Russ are proud, noble and fierce. In battle each warrior rages like the thunderstorms of their ice-bound home world of Fenris, and his wrath is as the fires of Asaheim. Yet their red-hot battle-lust is tempered with cunning, just as their raw strength is augmented by power armour, boltgun and frost axe. They are warriors of myth, and in their wake spring legends.
Nagash was the most powerful and feared of the necromancers of old. Now he has returned, and the Warhammer world will be forever changed. This volume details the fateful events following Nagash's return to unlife, and his plans to unite all the Undead of the Warhammer World under his supreme command. This terrifying new chapter in the history of the Old World is revealed over two softback tomes. Warhammer: Nagash Book 1 is a 296-page volume which provides a narrative sweep of the events surrounding the return of Nagash. From Bretonnia and the Empire, to Nagash's birthplace in the Land of the Dead, vast battles are fought, the dead rise and nothing will ever be quite the same. Warhammer: Nagash Book 2 is a 96-page volume that contains new scenarios and rules based on the events in Warhammer: Nagash Book 1. It includes the full rules that will allow you to field Nagash and his loyal subjects - along with all-new rules for some of the most powerful heroes of the Old World, such as Valten and Vlad von Carstein - in your games of Warhammer. Armies of the End Times can also field more Lords - to up 50% - and the brand new spell lore - The Lore of Undeath - allows every wizard, mage and sorcerer to wield the fell magic unleashed by Nagash. There are also army lists that allow you to create a unified army of Tomb Kings and Vampire Counts known as the Undead Legion.
As the Mortal Realms are engulfed in relentless wars, Be'lakor, the Dark Master, seizes the opportunity to advance his enigmatic agenda. With the Stormcast retreating from the Bloodwind Spoil and the Seraphon launching an assault on Archaon's realm, Be'lakor's influence looms large. In this third installment of the Broken Realms series, the Dark Master intensifies his involvement in the unfolding chaos. His actions will have far-reaching consequences, including an unexpected alliance between Chaos and Death, the Seraphon's Celestial Stampede, and the introduction of siege warfare to Warhammer Age of Sigmar. This 112-page hardback features a chilling narrative detailing Be'lakor's ambition to usurp the Everchosen and become the premier champion of Chaos. It includes rules for the Legion of the First Prince, with an expanded warscroll for Be'lakor and updated traits, spells, and artefacts for his Slaves to Darkness warband. Additionally, Coalition of Death rules facilitate team-based games for three or more players, allowing temporary alliances against common foes. Six battleplans recreate pivotal story moments, complemented by Realms of Battle rules for unique locations. The book also offers a narrative campaign linking the battleplans to Be'lakor's assault, alongside a wealth of updates for various factions, including Kharadron Overlords, Fyreslayers, Stormcast Eternals, Disciples of Tzeentch, Nighthaunt, and Seraphon.
An anthology of Horus Heresy tales written by some of Black Library's bestselling authors.
The return of Captain Sicarius! Discover what befell Sicarius when he was lost in the warp, and how he survived… The primarch Roboute Guilliman of the Ultramarines has returned in the galaxy’s hour of need, and all muster to his Indomitus Crusade to hold back the darkness. Amongst these heroes is Cato Sicarius, Master of the Watch and vaunted captain of Second Company. Disaster befalls Sicarius and his brave warriors as their ship, the Emperor’s Will, is lost to the hellish warp, its entire crew believed slain. But Sicarius endures, though he and his men are fighting for their very survival against the denizens of the Great Rift – the daemons and renegades of Chaos. Cast adrift and war-weary, hope appears too distant to grasp until the storm breaks at last and a strange world beckons. As the captain and a band of his chosen warriors descend to the surface seeking aid, they find an isolated land seemingly from an ancient era, one plagued by a terrible enemy. Sicarius will not see this world suffer, and pledges his warriors to the world’s cause, determined to save it, whatever the cost… But what is the dark secret harboured here, and what will it mean for the Ultramarines if they uncover it?
Archmage Teclis leads his Lumineth hosts against the Great Necromancer in a battle to save the realms. Nagash has brought a ghastly era of hauntings upon the Mortal Realms, for the power of death is on the ascendant. Only now, when the hour is darkest, does the light of the Lumineth shine forth. Teclis, aelven god of magic, leaves his beloved dominion of Hysh to make war upon the Ossiarch Empire – but in doing so triggers a counter-attack that may see his sovereign lands destroyed. Who will win this ultimate duel of arcane might?The next engrossing instalment in the Broken Realms saga moves from Morathi to Archmage Teclis and his Lumineth Realm-lords as they launch a risky venture against the Great Necromancer. The unravelling story will have massive consequences for several factions including the Lumineth Realm-lords, Maggotkin of Nurgle, and forces of Death – once again shifting the balance of power in the Mortal Realms. You’ll find fresh ways to play your games of Warhammer Age of Sigmar, alongside rules for new units, warscroll battalions, and more.
Paperback 63 pages Games Workshop; paperback / softback edition English 1841544108 978-1841544106
AWAKEN THE LEGIONS!Deep within the darkness of the void, ancient tomb worlds stir once more to life and the Necron race claws its way towards the stars. Aeons ago, they ruled vast swathes of the galaxy as cruel immortal masters, their people having forsaken frail mortal flesh for deathless living metal bodies. Yet the march of time and the wrath of their foes drive the Necrons into hibernation, and for millennia they slumbered, awaiting an age when the galaxy would once more be ripe for conquest. That time is now. The Necrons are awakening in their billions - vast armies of deathless warriors and impossibly advanced war machines, led by megalomaniacal Overlords hungry to reclaim their empire of old.
Warhammer 40,000 Rulebook.
Orks are the most warlike aliens in the 41st millennium and their number is beyond counting. Should the Orks ever truly unify, they would crush all opposition and drown the civilised races in a tide of violence and gore. But the Ork's unquenchable thirst for violence sees them waging brutal wars against there own kind that only the strongest survive. When an exceptionally strong and ruthless Warboss arises and leads the Orks on the rampage, the galaxy trembles under the deafening echo of their mighty Waaagh!