warhammer 40k 6th edition - rulebook.pdf
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In the grim darkness of the far future there is only war
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The Grim Darkness of
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the Far Future
It is the 41st Millennium, and Mankind stands on the brink of extinction.
home by the vast fleets of the Imperial Navy. Humanity's elite
warriors, the Space Marines, are sent forth to stem the tide
of the most dangerous threats. The ancient Tech-Priestsof
Mars launch Exploratorfleets,colonizing planets and seeking
the wonders of ancient technologies to study and worship.
The Imperial Creed is taught to the masses by the Adeptus
Ministorum, its missionaries carrying the Emperor's Wisdom
acrossthe galaxy, while their military arm, the Sistersof Battle,
bring cleansing flame to any that choose the path of heresy.
It has been almost four hundred centuries since Man first
stepped out into the cold of space. Those initial colonisations
into the stars,with their grandeur and hope, are long forgotten
- a murky pastwhen Mankind set out from their home world
of Terra.Led by the falsewisdom of technology, they unlocked
the secrets ofscience that enabled Terran banners to be raised
proudlyon planetsbeyondwhat was thought possible.
If humanity's rise was rapid, its fall was equally swift,and the
blackness that followed swallowed its very history, leaving
only fragments of myths and unfathomable machinery buried
amongst ancient ruins. Legend tells of dark ages, lost millennia
where Mankind was scoured, its repressed populations
enslaved, hunted for pleasure,or worse. Those who survived
were little more than superstitious barbarians,feral hunter-
gatherersor petty robberbaronssquattingupon the wonders
of a lost era. From this dismal foundation, however, rose a new
epoch forged in war:the Ageof the Imperium. It began when
the Emperor and his newly created Space Marine Legions
brought order to the feuding tribes on Holy Terra and then
reached out to the Tech-Priests ofMars. Next, Mankind's
unstoppable armies embarked upon a crusade acrossthe stars,
reclaiming their lost realmof old,freeing scatteredplanetsfrom
the clutches of alien overlords and restoring lost colonies to
formerglories across the galaxy. Soended the dark times that
came to be known as the Age of Strife.
The Imperium has surviveduntold disasters, civilwarsand
alien invasions. It is a sprawling realm conquered by war and
maintained by repression. The Emperor's noble aim of bringing
enlightenment has been eroded since his internment upon the
GoldenThrone. To pacify the masses,the Administratum uses
the very tools the Emperor once found so repellant - ignorance,
superstition, dogma and stagnation. Yetsuch extreme measures
are necessary, for Mankind is beset on all sides and from within.
Not even the Inquisition, tasked with rooting out traitors, can
guess how deeply sedition has slithered into the foundation of
the Imperium. Riddled with a growing underclass of mutants,
traitors and psykers,those in power grow ever more intolerant.
Suspicionis everywhere; hope is fleeting.
Now, the Imperium faces a trial like no other, for the Time of
Ending has come.A crescendo of war ragesacrossthe galaxy -
in the blackness of space,on the surfaces of untold planets and
within the depths of every human soul. Though surrounded,
the Imperium is far from defenceless.Mankind's armies fight
with the valour of heroes, staving off foes beyond number.
From the ramparts of a million worlds, humanity watches the
skies for encroaching doom. In shattered cathedrals, believers
praywith the desperation of the damned, begging the immortal
Emperor for salvation.
The new golden age of Man had barely dawned when
treachery of the worst kind struck. The Emperor's most trusted
commander, Horus, embraced the power offered by the dark
gods and began the terrible wars of the Horus Heresy. It was
a time of legend, when the best and worst of Mankind strode
the stars,vying againsteach other in battle. On the verge of
defeat, the Emperor at last destroyed the traitor Horus, but in
doingso washimselfmortally wounded. To sustainthe will of
the Emperor,his shattered body wasplacedwithin the arcane
confines of the great machine known as the Golden Throne.
The Emperor, long worshipped as a god, remains on his throne,
as he has for ten thousand years.The roiling, arcane powers of
the Golden Throne ensure that his great mind endures inside
his withered carcass. Kept aliveby unfathomable technology
and supreme will,the Emperor's psychic powers protect
Mankind, guiding humanity towards their ultimate destiny; but
whether this is greatness or total destruction, who can know?
That was ten thousand years ago;yet the Imperium endures.
The empire carved from a hostile galaxy is a sprawling vastness
of over a million disparate planets, all sworn to the Emperor
and protected by the vast armies of humanity. Imperial Guard
regiments, each numbering tens of thousands of soldiers and
, tanks are raised and transported to deadly battlefields far from
A new era is coming.
*t
Introduction
~^f
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Welcome to the grim darkness ofthe 41st Millennium, to a galaxy ofunending war, incredible heroism and bitter
betrayal.In this time of turmoil and conflict, you are the general of an army of mightywarriors. Will you fight for the
forces of humanityin the name ofthe carrion Emperor, or for one ofthe foul alien races that besets every border of the
Imperium? This book is the starting point for your journey into the Dark Millennium.
The weighty tome that you hold in yourhandsis the rulebook
forthe Warhammer 40,000 tabletop game;but this is far more
than an instructional manual. This book is the launchpad
foran entire hobby - a fulfilling and rewarding pastime that
encompasses collecting, painting and gaming with miniatures
in afar-future galaxy that teeters on the edge of annihilation.
Welcometo the Warhammer 40,000 hobby.
Whether you are a veteran of countless campaigns, or a new
recruit to the hobby, you will soon be controlling a force of
battle-hardened soldiers,powerful vehicles and even monstrous
creatures across countless war zones. So muster your armies and
prepare for war - the Dark Millennium awaits!
'There is aterrible darkness descending upon the galaxy,
shall not sec it end in our lifetimes.
Atthe time of writing, the journey of Warhammer 40,000
has spanned nearly three decades and drawnin thousands
ofhobbyists from around the globe. Indeed, for a great
many hobbyists,this will not be their first forayinto the 41st
Millennium, having enjoyedthe hobby through many editions.
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The
Warhammer
40,000 hobby
encompasses collecting, painting and gaming withCitadel miniatures.
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Games
Workshop Hobby
Centres are great places to challenge new opponents.
Warhammer 40,000 has
come a longwaysince
itsearliest days back
in
the 1980s. Since the
advent ofthefirst edition,
known as
Warhammer
40,000: RogueTrader,
it has
grown intoa
world-renowned
hobby.
The rules
tothe game
have changed andevolved over theyears, always
retaining
the
same distinctive feel and enabling
the same
battles ofwits and exciting tactics
introduced all those years ago, buteach time
presenting fresh, new tactical challenges.
hp*
Diningtables around the globe are pressed into service as battlefields ona regular basis.
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What You Will Need
—-^^^^TT"*^"^*
In addition totherulebook you are reading now, you'U need some extra thingsto play your own games of
Warhammer 40,000. Here is arun-down onwhatyouwillneedto create your ownbattlesin the 41st Millennium.
elements to your gaming experience. Warriors will need to
make useof coverto avoid gettingshot to pieces. Carefully
concealed troops can launchambushes and cityruins canprove
to be deathtraps for the unwary.
THE BATTLEFIELD
Whether you're playing onabare tabletop, agreen sheet
looted from theairing cupboard or a bespoke setofmodelled
terrain, every game ofWarhammer 40,000 needs abattlefield.
As with collecting armies, in timemost hobbyists choose to
collect afantastic scenery settoo - encompassing a Realm of
Battle Gameboard such as the one shown here, along with a
multitude of evocative Warhammer 40,000 scenery pieces. As
well as looking great, adecent supply ofterrain can add tactical
Perhaps best ofall, however, is thatgreat terrain transforms
your kitchen table into astunning war zone - the ice-blasted
steppes ofVostroya, the ash wastes ofArmageddon orthe
deadly junglesof Catachan.
Dice
Whether a shot hits
ormisses, a chainsword blow causes a gory death
ora minor inconvenience, and more, are alldetermined using dice.
To
start with, you can make do with as few as five or six dice, but as you
play larger games and bring more firepower to bear against your foe,
you'll want alarger selection to speed things up.
To
work out the effects
of certain weapons you will also need ascatter dice.
Templates
Many
of the weapons in the game, such asflamers,
battle
cannons, and
even grenades, have special effects such as explosions
or gouts
offire.
We
use
templates
to resolve these - is a
Guardsman caught in
the blast
of
afrag grenade? How many Orks will my inferno cannon set ablaze?
You'll
need three such templates (large blast, small
blast
and template)
-
which
is
convenient, because
they
come inpacks ofthree'.
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