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In the shadow of the Great Rift, Primaris Marines fight alongside the Dark Angels against the t'au, but as whole worlds burn, a terrible psychic curse is unleashed. Lieutenant Xedro Farren is a Primaris Marine, stronger and more adept than even the Space Marines his brotherhood has been sent to fight alongside. As worlds burn in the fires of battle, an unthinkable pact is struck, and Lieutenant Farren begins to peel back layer after layer of deceit to discover an appalling truth.

Can he hope to emerge from this web of lies without losing his honour — or come to that, his life? A collection of charts, maps, illustrations, and photographs complement a fascinating journey inside the Warhammer 40, world, which chronicles the last great crusade of the Chaos Warmaster Abaddon. Long considered one of the less trustworthy Legions, many of the White Scars claim to owe their loyalty exclusively to Terra, and others still to the Warmaster and his warrior lodges. The returned primarch Roboute Guilliman strives to save the Imperium from an era of death and darkness.

Fell times have come to the galaxy. Cadia has fallen, destroyed by the onslaught of Chaos. A Great Rift in the warp has opened and from its depths have spewed daemons and the horrors of Old Night. But all hope is not lost A hero, long absent, has returned and with him comes the wrath of the Ultramarines reborn. Roboute Guilliman, the last of the loyal primarchs, has arisen from millennia in stasis to lead the Imperium out of darkness on a crusade the likes of which has not been seen since the fabled days of the Emperor.

But never before have the forces of Ruin amassed in such numbers, and nowhere is safe from despoliation. From the dreaded Scourge Stars come the hordes of the Plaguefather, Lord Nurgle, and their pustulent eye is fixed on the Ultramarines home world of Macragge. Massive anthology of short stories themed around the guerrilla war waged by the remnants of the three Space Marine Legions massacred at Isstvan V.

Driven almost to the brink of self-destruction at Isstvan V, the Iron Hands now seek vengeance for the murder of their primarch Ferrus Manus. Gathering survivors from the Raven Guard and the Salamanders aboard any vessels capable of warp travel, these Shattered Legions wage a new campaign of annihilation against the traitor forces across the galaxy — a campaign masterminded by legendary warleader Shadrak Meduson.

Also included is the novella The Seventh Serpent, where author Graham McNeill revisits the ragtag crew of the starship Sisypheum as they are drawn into a war of subterfuge against the Alpha Legion.

A chronicle of all the events, battles, and personalities in the Gaunt's Ghosts series contains illustrations, maps, and photographs to bring the cataclysmic future war to life. Book 6 in the much loved Space Marine Conquests series. For fans of huge and epic battles waged in the far future! The mysterious cult responsible grows in power by the day. These masters of siegecraft face an insurgent foe beyond any they have fought before. As dark omens proliferate, Lydorran finds himself embroiled in a battle of wits and wills with an enemy whose psychic might may surpass even his own.

The stoic Sons of Dorn must leave their walls and embrace new allies, or risk unleashing the apocalypse itself upon the very doorstep of Terra.

Once, the title of Warmaster stood for honour, loyalty and a fierce pride in the strength of the Space Marine Legions. But perhaps by following the myriad lines of destiny and defiance that were already woven around the primarchs and their sons, we may yet come to understand the bitterness that can eat away at even the most steadfast of souls… This Horus Heresy anthology contains fifteen short stories by authors including Graham McNeill, Nick Kyme, Gav Thorpe, Chris Wraight and many more.

After seven years of bitter war, the end has come at last for the conflict known infamously as the Horus Heresy. He has become the ascendant vessel of Chaos, and amassed a terrible army with which to enact his will and vengeance.

But the way to the Throne will be hard as the primarch Rogal Dorn, the Praetorian and protector of Terra, marshals the defences. First and foremost, Horus must challenge the might of the Sol System itself and the many fleets and bulwarks arrayed there. To gain even a foothold on Terran soil, he must first contend the Solar War. Thus the first stage of the greatest conflict in the history of all mankind begins. Nurturing a hatred that is millennia-old, they attack without mercy, spreading terror and destruction in their wake.

Now hell has come to Hydra Cordatus, for a massive force of terrifying Iron Warriors, brutal assault troops of Chaos, have invaded the planet and lain siege to its mighty Imperial citadel. But what prize could possibly be worth so much savage bloodshed and destruction and how long can the defenders possibly hold out?

Skip to content. Tactica Imperialis. Tactica Imperialis Book Review:. Damocles Book Review:. First and Only. First and Only Book Review:. In the end, the most important factor is: w hich appeals to you.

Most new Warhammer 40, players start w ith the Assault on Black Reach set to get their collection off the ground, and get themselves a copy of the hardback rulebook later - covering both bases.

So, tell m e about the rules. Well, games of Warhammer 40, are traditionally fought for six 'game turns'. In each 'game turn' each player gets a go. They can move, unleash devastating ranged attacks and fight w ith all of their models. In no time you'll be blasting your enemy's w arriors w ith battle cannons and bolter shells, and hacking them dow n w ith w hirring chainsw ords! Every army in Warhammer 40, is unique. Each has its ow n advantages and disadvantages, presenting diverse tactical opportunities as w ell as untold potential for painting and modelling.

Choosing your first army may seem like a daunting prospect - each has its ow n detailed history and culture, each plays differently on the gaming table and each requires a different approach for painting. That can all feel a little intimidating at first, but don't w orry - actually it needn't be hard at all.

There are three simple w ays to choose your first army. This really is the easiest w ay to make your selection, and is the most common w ay of choosing.

Simply pick the army that you think looks the best. After all, you're going to spend a lot of time painting and modelling the force, so it might as w ell be one you think looks great. Every army in Warhammer 40, has a detailed history and background. From the Eldar, w hose ancient civilisation once spanned the galaxy, to the Space Marines by w hose might the Imperium of Man survives against its many foes - each is unique and exciting. A lot of players make their selection based on w hich army they see themselves playing as.

Fancy devouring all in your path? Consider the Tyranids. Want to defend the embattled Imperium of Man? Why not look at the Imperial Guard or Space Marines. This method of choosing is normally one that w argaming veterans go for, but that doesn't mean it can't w ork for the complete beginner too. Basically, every army in Warhammer 40, has a different style of play. The Space Marines operate as small, highly elite forces, relying on superb w argear and shrew d battle tactics.

The Orks, by contrast, attack in massive hordes, overw helming the foe in a tidal w ave of screaming w arriors w ielding crude shootas and brutal axes. On the follow ing page you w ill find pictures of models from each of Warhammer 40,'s armies, as w ell as a small description of each and their style of play. Check out the sidebar to the left to find the army's homepage if you w ant to learn more.

Each is a The Imperial Guard is Mankind's primary and most numerous defence. A superhuman w arrior armed w ith the finest w argear and clad in the best mammoth organisation of brave soldiers and clanking battle tanks, the armour available to Mankind. Few in number, the Space Marines rely on Imperial Guard can be compared to a sledgehammer, used to smash any individual strength and tactics to w in the day.

Eldar Orks An ancient alien race, the Eldar are possessed of incredible skill. Using A galaxy spanning menace, the green-skinned Orks are a brutal race w ho dazzling technology and preternatural sw iftness, they fight sw ift and brutal delight in battle and the carnage of w ar. Crude and uncivilised, the Orks battles, striking at the foe before darting aw ay to avoid retaliation.

Tau Em pire Tyranids The Tau are a fledgling race, still considered young by comparison to the An alien horror from beyond the galactic void, the Tyranids are an insatiable other forces in the galaxy. Through a policy of aggressive expansion they menace that devours all in their path. Travelling in vast Hive Fleets the are rapidly enlarging their empire, inviting any they encounter to join them or Tyranids are systematically consuming all in their path as they encroach die.

On the battlefield they use incredibly advanced technology to further into the galaxy. In battle they fight w ith detached, alien ferocity, compensate for their meagre physique, preferring to destroy the enemy caring nothing for casualties suffered, merely overw helming their foes w ith w ith ranged attacks w here their dynamic battle tactics and superior an endless tide of bio-engineered monstrosities. Necrons Chaos Space Marines The Necrons are an ancient galactic pow er that once dominated the stars.

Once Chaos Space Marines w ere loyal w arriors of the Imperium w ho For countless millennia the Necrons have slumbered aw ay the aeons in fought for the glory of Mankind. Now though, they are vile traitors w ho their desolate Tomb Worlds, now though, they are aw akening w ith the sole have forsaken their oaths of loyalty and turned against humanity.

The intention of extinguishing all other life from the galaxy. Striking w ithout Chaos Space Marines are numbered among the most grievous enemies of w arning the Necrons advance in ominous ranks, unleashing their arcane mankind, loyal only to the Dark Gods of Chaos, and themselves. Relentlessly the Chaos Space Marines attack the Imperium, seeking dark glories and personal gain at every turn. Dark Eldar Daem ons of Chaos The sundered kin of the Eldar, in ages past the Dark Eldar fractured aw ay The Daemons of Chaos live w ithin the unknow able realm betw een space from the Eldar civilisation.

Now they lead a life of constant violence, that is best described as the Warp. Voracious monsters driven by an unleashing terrifying piratical raids from their shadow -realm of insatiable urge to destroy all life, the Daemons of Chaos are the servants of Commorragh. Able to attack w ith unerring accuracy right into the very heart the gods of Chaos and do their bidding in all things.

Through tears in the of the foe, the Dark Eldar are sw ift and deadly and embody the very fabric of reality they enter the mortal plain, leaving only death and insanity in concept of hit-and-run tactics. Daem onhunters Witch Hunters The Ordo Malleus is the branch of the Imperial Inquisition charged w ith The constant w ar against heresy and betrayal is fought by the Ordo defending humanity against the Daemons of the Warp.

The elite of the Ordo Hereticus, the branch of the Inquisition charged w ith preserving the Imperial Malleus are the Grey Knights, Space Marines w hose bodies and minds are faith and ensuring the loyalty of its subjects. Should the foes of the Ordo strengthened against the terrors of the Warp.

Armed w ith blessed Hereticus prove too great for clandestine solutions, they unleash their w eapons and clad in anointed armour they do battle against horrors vile Chamber Militant - the Sisters of Battle - to take the w ar to the enemy.

Pular no carrossel. Anterior no carrossel. Enviado por tonyvee. Denunciar este documento. Fazer o download agora mesmo. Pesquisar no documento. The Warhammer 40, Hobby games-workshop. Making a Start Getting Started All miniatures w argames need a few basic things before you can get started. Choose Your Allegiance Every army in Warhammer 40, is unique. Interesses relacionados Lazer. Anita Sabrina.

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