Warhammer 40,000 Rulebook
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What you get: Your EUR 49,99 or equivalent will buy you the Warhammer 40,000 Roleplay: Wrath & Glory Rulebook, a 384-page full-colour hardcover that restarts the Warhammer 40,000 Roleplay Wrath & Glory game line. With that price the buyer gets both the pdf and the physical version when purchasing either from Cubicle 7's e-shop or from the physical stores participating in the Bits & Mortar programme.
Contents: The Warhammer 40,000 setting has been around since 1983 already, i.e. it is older than many of those reading this review. No need for me to reinvent the wheel setting-wise. Here is what Wikipedia has to say about it:
'[...] Warhammer 40,000 [...] is set around the turn of the 42nd millennium (about 39,000 years in the future). Although Warhammer 40,000 is mostly a science-fiction setting, it adapts a number of tropes from fantasy fiction, such as magic, supernatural beings, daemonic possession, and races such as Orks and Elves; \"psykers\" fill the role of wizards in the setting. The setting of this game shares many tropes with Warhammer Fantasy (a similar wargame from Games Workshop), but their respective settings are not connected.
The setting of Warhammer 40,000 is violent and pessimistic. It depicts a future where human scientific and social progress have ceased, and human civilisation is close to collapse due to war with hostile alien races and occult forces. It is a setting where the supernatural exists, is powerful, and is usually untrustworthy if not outright malevolent. There are no benevolent gods or spirits in the cosmos, only daemons and evil gods, and the cults dedicated to them are growing. In the long run, the Imperium of Man cannot hope to defeat its enemies, so the heroes of the Imperium are not fighting for a brighter future but \"raging against the dying of the light\". The tone of the setting has led to a subgenre of science fiction called \"grimdark\", which is particularly amoral, dystopian or violent.
The strong points: I remember looking at FFG's (the previous publisher of the RPG line between 2008 and 2016) five different Warhammer 40,000 RPG game lines on the FLGS' shelves a few years back, and thinking 'where the hell does one start from' Such a quantity of books can be a strong deterrent towards deciding to invest in a game. Wrath & Glory goes the exact opposite way. One book, one setting, play on any power level and any thematic principle you like. Do you wish every last mutant to be dangerous, and a band of orks to be a life or death encounter Tier 1 is what you are looking for. Do you prefer a desperate last stand with characters of an almost divine nature ability-wise That's what Tier 4 is for. Do you want crawls inside abandoned bases and forgotten vessels in space Or would you prefer a game where hard power is as important as politics and diplomacy Agree collectively on a framework, pick up different (but not too different) characters and get rolling. The game can accommodate disparate groups to a certain extent, bare however in mind its intrinsic xenophobia and racism. There better be a solid reason for your group to work together. Your Primaris Astartes might be cooperating with Orks because there is nobody available for that job, can you however stand one another for long after that On the other hand, you might all want to side with Chaos. That's rather easy, seeing how the Chaos-specific rules are a riff from Imperium's Archetypes and take up the better part of one page. There is a lot of fun roleplaying to be had; the game is not only about impressive armour, kewl weapons and gory violence. It emphasizes characterization and uses its narrative currencies convincingly in order to create memorable moments. I didn't expect that in a grimdark game, and I really like it! Needless to say, do not mix characters from different Tiers; those playing the underpowered characters are likely to feel like sidekicks inside someone else's story.
The weak points: Warhammer 40,000 has an enormous backstory of hundreds of pages behind it. Transmitting this information to a total newbie is not an easy task, irrespective of the method you choose. I strongly feel that the present rulebook should have started with one guiding principle: it should have assumed that the reader knows nothing about the world. It didn't, something that makes reading it much harder for new audiences. Easy example: If you miss the fact that the Great Rift occurred three years before the current date (a piece of info presented inside one of the book's two short stories), you will have a very tough time contextualizing anything. I am still not sure about when Jakel Varonius reached the system; the information might be there, or I might have simply overlooked it, no matter how exhaustively I used the Rulebook. A year after the rift A few months before the current date This is not semantics; it makes an enormous difference to the feeling I am trying to transmit as a GM to my players. If he is there for a long time already, a glimmer of hope might start flickering, for some at least, while politics get back into the spotlight. If he is not, the characters might still be some of the pioneering few to side with him and try to keep the ever-encroaching darkness at bay. We are talking about totally different feelings here, no matter the Framework the group chooses.
Conclusion: The Warhammer 40,000 Roleplay: Wrath & Glory Rulebook is a difficult game to rate. It is a game that presents the totality of the 40,000 universe in a single tome, and that's a strong positive. The system makes sense, the broad strokes of the lore are there, and the game provides enough options and materials for years of gaming in many power levels... ...but only if you already have an understanding of what 40,000 can already do. Paramount parts are missing, while the material cannot be easily assimilated by a 40,000 newbie. I have enormous confidence in Cubicle 7, hence the 4 / 4. With only a handful of well-focused sourcebooks supporting it, the Rulebook can become exponentially more effective than it currently is as the line's only product.
Style: 4 (Classy & Well Done)Substance: 4 (Meaty)A concise Warhammer 40,000 RPG that doesn't look daunting to get into! Very good stuff overall, even though it could have been more friendly towards 40K newbies like me. Antonios S has written 1458 reviews, with average style of 4.04 and average substance of 3.90 The reviewer's previous review was of TIME Stories Revolution: A Midsummer Night.The reviewer's next review is of Warhammer Age of Sigmar: Soulbound.
Warhammer 40,000 puts you in command of an army of mighty warriors and war machines as you battle for supremacy in the grim darkness of the far future. This page contain the core rules for playing games with your Citadel miniatures, and are designed to be used with the essential rules that come packaged with your Warhammer 40,000 models.
Learn to play Warhammer 40,000 8th edition with this 280-page Hardback book. An essential book for all fans of Warhammer 40,000, it contains the core rules and a host of advanced rules and different ways to play 8th edition Warhammer 40,000.
The Warriors of the Emperor, The Lost and The Damned and Xenos InvadersThese sections cover every faction in Warhammer 40,000 and will offer you an in-depth understanding of each one, the threat they pose and their place in the galaxy. There is also a stunning miniatures showcase for each faction, depicting them as they would appear in battle and with narrative descriptions.
Narrative PlayCrusade is a new way to play games of Warhammer 40,000. It allows you to take a collection of miniatures and, taking them on a Crusade, level up your units over any number of games, against any number of opponents, forging your own narrative for your miniatures collection as they engage with their enemies on the battlefields of the 41st Millenium. Over your Crusade games, will you be able to grow your army, gain experience and skills, and modify your weaponry. Though you may start off with a small band of inexperienced warriors, you can create an elite fighting force that is renowned and feared across the galaxy!
If you thought the outside looked good, wait till you take a gander at the inside! One of the first features you'll come across is the deluxe fold-out map that has been carefully weathered to look like an ancient document. This shows not only the extent of the Imperium of Man, but the devastating effect The Great Rift has had. Included of course, are both the core and advanced rules that you need for playing games. The new Crusade system and mission pack \"Eternal War\" complete the rules offering and is joined by tons of lore goodies, giving you a comprehensive guide to the Warhammer 40,000 universe. To round out the bustling 368 pages, they have been given the royal treatment with gilt edging providing a quick flash of gold as you flick through and looking even more impressive on display.
The Limited Edition Rulebook this time around is something special and it should be noted that it will only be available in exceedingly low quantities, once it's gone it's gone. Price can be expected to be at a premium. You can Preorder Warhammer 40,000 9th Edition goodies now at your local games store or online at the GW web site.
Once upon a time, the Warhammer 40K rules were long and complicated. Most versions of the game had rulebooks with around 100 pages of rules for the basic mechanics of the game. It was a lot to take in, and it took a lot of games before you became comfortable with the rules. Then 8th edition hit, and that all changed.
Some concepts are hard to understand without seeing it. Most of us as humans are very visual learners. The rulebook does well to show examples, but sometimes you just need to be in a game, and in that situation for it to make sense. 59ce067264