Farstriders are a new warband to use in games of Warhammer Underworlds: Shadespire and introduces a new and unique warband to your games of Warhammer Underworlds: Shadespire by taking advantage of new and different ways to play – whatever warband you use – with this set of miniatures and cards. It includes 3 Farstriders miniatures – Stormcast Eternals Vanguard-Hunters, who employ ranged weapons – and a deck of 60 cards, 31 of which are universal, to be used by any and every warband – add these cards to your arsenal and build your perfect deck.
Spiteclaws Swarm Warhammer Underworlds includes:
Chosen Axes Warhammer Underworlds contains:
4 Easy To Build, orange plastic Fyreslayers miniatures:
60 unique cards for use in games of Warhammer Underworlds: Shadespire, broken down as follows:
Magore's Fiends are a new warband to use in games of Warhammer Underworlds: Shadespire and introduce a new and unique warband to your games of Warhammer Underworlds: Shadespire and take advantage of new and different ways to play – whatever warband you use – with this set of miniatures and cards. It includes 3 heavily armoured Blood Warriors miniatures, a Flesh Hound, and a deck of 60 cards, 31 of which are universal, to be used by any and every warband – add these cards to your arsenal and build your perfect deck.
Magore's Fiends includes:
Shadespire Leader Cards
Introduce a further layer of tactical depth and complexity to your games of Warhammer Underworlds by adding this deck to your card library. It contains 60 new cards – 20 ploy cards, 20 objective cards and 20 upgrade cards – with a focus on the leaders of your warbands. Each card affects the leader in some way, with many restricted to leader-only – this can entirely change the way you play, giving your leader some impressive advantages, and exploiting any weakness in your enemy’s leader you can find!
44 of the cards are universal, usable by any warband, with 16 warband-specific cards – 2 each for Magore’s Fiends, Sepulchral Guard, Ironskull’s Boyz, The Chosen Axes, Spiteclaw’s Swarm, Steelheart’s Champions, The Farstriders and Garrek’s Reavers.
Games of Kill Team are based around small but powerful squads of warriors rather than huge armies. Every single model commanded is vitally important to your strategy, and will develop its own personality, history and abilities with each game you play. In this box set, you’ll find everything you need to play games of Kill Team – from the comprehensive rulebook that covers Open, Narrative and Matched play games (and campaigns!), 2 complete 10-man plastic Kill Teams from the Adeptus Mechanicus and Genestealer Cults factions, a huge set of Imperial Ruins scenery and a gameboard to play on. Included:
Kill Team contains a 208-page softback core manual which contains not only the rules you need in order to play with the included miniatures, but rules for choosing and constructing a kill team from 16 factions in the Warhammer 40,000 range (Adeptus Astartes, Deathwatch, Grey Knights, Astra Militarum, Adeptus Mechanicus, Heretic Astartes, Death Guard, Thousand Sons, Asuryani, Drukhari, Harlequins, Necrons, Orks, T’au Empire, Tyranids and Genestealer Cults), along with background explaining the importance of kill teams to the wider battle for supremacy:
- Shadow War: this section of the book takes you through the roles of kill teams in the 41st Millennium – whether surgically removing an enemy commander or dangerous demagogue, desperately fighting their way through a battlefield to reinforce stranded comrades or finding themselves the last line of defence against an overwhelming force, every battle between kill teams tells a story of heroism and adventure;
- Heroes All: every kill team is different, but all have certain features in common – each features a charismatic, cunning or domineering leader and specialists, skilled individuals who bring vital equipment and talents;
- Theatres of War: the supreme commanders of the 41st Millennium have incredible military might at their disposal, and yet there are many scenarios in which the precise application of a small, highly trained force is appropriate. Thousands of war zones have seen drastic changes after a kill team incursion; this section describes but a few of the myriad different environments these small squads have battled in.
- Core Rules: covering the basics of Kill Team, this section takes you through exactly what you need in order to play, explains how to interpret and use datasheets, and how to set up your battle. It takes you through Battle Rounds, which consist of Initiative, Movement, Psychic, Shooting, Fighting and Morale phases with annotated, easy to follow guides and photographs;
- Fighting a Battle: here you’ll learn how the structure of your game will be defined – deciding on a mission, setting up the battlefield, and deploying your kill teams. Included is an example Open Play mission – Covert War – which serves as an easy introduction;
- Advanced Rules: this section adds a variety of optional rules for complexity and depth, recommended for use after players are familiar with the core rules. It includes different types of terrain, rules for climbing, mantling, leaping over gaps and covers damage received by falling from heights;
- Killzones: these are environment-specific rules, adding danger and advantages according to the area your miniatures find themselves in. This section includes Sector Imperialis rules, which are designed for use with the scenery found in the box;
- Missions: this section introduces 3 Open, 4 Matched and 4 Narrative play missions, showing you how to pick and choose elements from each to create your own games, the way you want to play them. It includes details of the Scouting Phase, in which planning, preparing and luck can dictate the direction of the battle to be fought. Each included mission features advice on selecting your teams, setup, deployment and victory conditions;
- Kill Teams: this section takes you through building your kill team in a thorough and easy to follow manner, covering Open, Matched and Narrative play-specific teams;
- Command Points: Matched play kill teams can be Battle-forged – this section describes the tactics specific to these teams;
- Specialists: these are experienced fighters with certain abilities, split into 9 disciplines: Leader, Combat, Comms, Demolitions, Heavy, Medic, Scout, Sniper, Veteran and Zealot, each featuring 3 exclusive Tactics. These Tactics are increasingly powerful, and are unlocked by acquiring experience during a campaign;
- Background information for each of the following factions: Adeptus Astartes, Deathwatch, Grey Knights, Astra Militarum, Adeptus Mechanicus, Heretic Astartes, Death Guard, Thousand Sons, Asuryani, Drukhari, Harlequins, Necrons, Orks, T’au Empire, Tyranids, and Genestealer Cults. This section can be used to add character to your kill team, with name and characteristic generators, faction-specific Tactics, and even quirks for each of your squad members. Each faction also features datasheets and comprehensive wargear tables with points lists and abilities.
Kill Team can be played and enjoyed in one-off missions, but included are a suite of comprehensive optional rules for fighting multiple battles in a connected series, forming a narrative of covert battles fought alongside a greater war. This section of the book walks you through a Kill Team campaign: the victory conditions, how to select missions, gain experience and upgrade your team, deal with injuries, manage resources and even escalate conflict. This includes blank command rosters and datasheets which you can photocopy and use to keep track of your campaign.
On top of all this is a miniatures showcase, brimming with inspirational photos of kill teams and battle scenes.
2 complete multi-part plastic kill teams are included, from the Adeptus Mechanicus and Genestealer Cults factions, along with a huge collection of Imperial scenery:
- 10 Genestealer Cult Neophyte Hybrids armed with autoguns, autopistols and blasting charges. Any model can replace their autogun with a shotgun – 10 are included – and 2 models can take special weapons chosen from a seismic cannon, heavy stubber or mining laser. 1 model can be upgraded to a Neophyte Leader, armed with either a web pistol, autopistol or bolt pistol and a chainsword, power pick or close combat weapon, and 1 model can take a Cult icon;
- 10 Skitarii Rangers armed with arc rifles, including options for an Alpha armed with either a radium or arc pistol and a close combat weapon (either a power sword, taser goad or arc maul). Optionally, you can assemble these as 10 Skitarii Vanguard armed with radium carbines – whichever you choose, 3 models can carry special weapons - available to you are a transuranic arquebus, an arc rifle and a plasma caliver, the last of which includes a specific head and backpack;
- 2 8-page booklets covering these kill teams, featuring background, painted examples and a timeline of their history;
- 3 frames of Sector Imperialis buildings, each making 3 sections of ruins featuring shattered window sections, broken columns and pipework;
- 2 frames of ruins and floors: each contains 1 ruined corner piece section, 3 sections of broken floor, 1 section of unbroken floor, 1 small broken column, 4 small broken floor sections, 1 top piece, 2 support arches, 2 lamps which plug into the underside of the floor sections and 1 small circular lamp;
- 2 frames of walls and windows: each contains 4 complete wall sections, along with 4 columns, 1 ruined column top piece, 2 column top pieces, a vent and 2 small lamps;
- 1 frame of columns: 4 complete columns, 1 large archway, 2 support arches, 2 small lamps, 4 top pieces for the columns and 2 small broken floor sections.
Included for easy reference are the following small-format tactics cards:
- 36 Universal Tactics cards which can be used by any kill team;
- 10 Adeptus Mechanicus Tactics cards, usable exclusively by that faction;
- 12 Genestealer Cults Tactics cards, usable exclusively by that faction;
- 10 Adeptus Mechanicus and 10 Genestealer Cults datacards for reference during your games, with 10 blank datacards supplied for building your own custom kill teams.
Also supplied are a double-sided gaming board measuring 22” x 30” with a Sector Imperialis city layout on both sides, 6 x D6, 2 x D10, a clear plastic 12” range ruler, a selection of gaming tokens themed around the Adeptus Mechanicus and Genestealer Cults.
Note: a copy of the Necromunda: Underhive boxed game is required to use this supplement.
The rules included with the Necromunda: Underhive boxed game cover battles between Houses Escher and Goliath – these are not the only Houses vying for supremacy of the underhives. Necromunda: Gang War 4 introduces House Cawdor; a vast empire built on unshakeable faith in the Cult of Redemption (and the discarded scraps from other clans). Along with this, the book expands upon the rules for Brutes found in Gang War 3, and introduces The Dominion Campaign – an entirely new territory-based campaign system.
Contained in the 96-page softback:
- Gangs of House Cawdor: This section contains the story of House Cawdor, who have taken the message of the Cult of Redemption to heart more fervently than any other clan – unearthing ‘blessed’ relics from the garbage, bodging together tools and building weapons with which to give themselves utterly to the Emperor. This includes a detailed breakdown of their place in the hierarchy of Necromunda, and the methods by which they exact violence upon their rivals. It also contains full rules for founding a House Cawdor gang, with gang composition and an exhaustive equipment list;
- Bionics: a selection of 7 bionic upgrades for fighters of every gang, used to repair damage sustained as a result of violence and hardship – if you have the funds, injuries can be fixed or even avoided altogether with a brief visit to a techno-chirurgeon;
- Skirmish Games: not everyone has the time to commit to a full campaign – to that end, Gang War 4 includes rules for creating gangs to use in standalone skirmishes, complete with extra skills, characteristic increases, access to weird and wonderful Rare Trade equipment and even Hangers-on and Hired Guns. There’s also guidance on using these rules in a tournament setting;
- Exotic Beasts: add Sheen birds to your House Cawdor gang with this section, expanding upon the Exotic Beasts rules found in Gang War 3;
- House Brutes: this adds new Brutes unique to each of the Great Houses of Necromunda. Includes: Escher Khimerix, Goliath ‘Zerker, Orlock Lugger Cargo Servitor, Van Saar Arachni-rig Servo Suit, and Cawdor Stig-Shambler;
- The Dominion Campaign: a brand new territory-based campaign system, Dominion Campaigns are an exhaustive campaign format which can be used instead of Turf War. Gang War 4 includes everything you need to set up and run a Dominion Campaign, including advice on campaign length, generating territories, founding gangs (with a blank roster for your own use), recruiting new fighters, gaining experience, the role of an arbitrator, advancements, gaining skills, lasting injuries, captured fighters. It also includes detailed pre-and-post-battle sequences determining how to set up your games, visiting the Trading Post, gain and control territories, and determine the criteria for your overall victor;
- New Scenarios: 6 scenarios that can be used in a Skirmish game, Campaign game or Arbitrated game: The Hit, Settlement Attack, Escape!, Murder Cyborg, Escort Mission, and Fighter Down;
- Psychic Powers: rules for using Psykers and their Wyrd Powers in games of Necromunda, with rules for Sanctioned and Non-sanctioned Psykers along with Perils of the Warp;
- Skills: a fully up to date list of all the skills available to fighters;
- Rules and background for the following Hired Guns: Slate Merdana, Orlock Road Boss and Macula his Cyber-mastiff;
Baetrum Arturos III, Guilder Bounty Hunter; and Ortruum 8-8, Psykanarium Bounty Hunter.
The Moonclan Shaman Zarbag and his scuttling band are an infestation spreading through the heart of the Mirrored City. While looting the ruins of Shadespire, Zarbag sniffed out a tantalising aroma indeed – towering clusters of deffcap mushrooms! The Shaman has taken it upon himself to spread this noxious fungus far and wide, drawing more and more of his numberless kin into the Mirrored City.
Introduce a new and unique warband to your games of Warhammer Underworlds: Nightvault and take advantage of new and different ways to play – whatever warband you use – with this set of miniatures and cards. It includes 9 rather eccentric, deffcap-addled Grots miniatures and a deck of 60 cards, 31 of which are universal to be used by any and every warband – add these cards to your arsenal and build your perfect deck.
- 9 Easy to Build, yellow-coloured plastic Grots miniatures: Zarbag, Snirk Sourtongue, Prog Da Netter, Stikkit, RedKap, Dibbz, Drizgit Da Squig Herder, Bonekrakka and Gobbaluk;
- 60 unique cards for use in games of Warhammer Underworlds: Nightvault, broken down as follows:
- 9 objective cards for Zarbag’s Gitz
- 10 upgrade cards for Zarbag’s Gitz
- 10 ploys for Zarbag’s Gitz
- 11 universal objectives, for use with any Warhammer Underworlds warband
- 10 universal upgrades, for use with any Warhammer Underworlds warband
- 10 universal ploys, for use with any Warhammer Underworlds warband
Vortemis the All-seeing and his sworn acolytes have dwelt within the Mirrored City for centuries. With the unravelling of magic that has struck the Mortal Realms, a new opportunity arises – the Eyes of the Nine seek to convert captured shadeglass relics into beacons of arcane power, sorcerous lodestones that will anchor Shadespire to the Silver Tower and spill forth the madness of the Realm of Chaos...
Introduce a new and unique warband to your games of Warhammer Underworlds: Nightvault and take advantage of new and different ways to play – whatever warband you use – with this set of miniatures and cards. It includes 6 striking Disciples of Tzeentch miniatures and a deck of 60 cards, 31 of which are universal to be used by any and every warband – add these cards to your arsenal and build your perfect deck.
- 6 Easy To Build, blue-coloured plastic Disciples of Tzeentch miniatures: Vortemis the All-seeing, K'charik, Narvia, Turosh, a Blue Horror and a pair of Brimstone Horrors;
- 60 unique cards for use in games of Warhammer Underworlds: Nightvault, broken down as follows:
- 9 objective cards for the Eyes of the Nine;
- 10 upgrade cards for the Eyes of the Nine;
- 10 ploys for the Eyes of the Nine;
- 11 universal objectives, for use with any Warhammer Underworlds warband;
- 10 universal upgrades, for use with any Warhammer Underworlds warband;
- 10 universal ploys, for use with any Warhammer Underworlds warband.
Designed for Warhammer Underworlds collectors who already own the Garrek’s Reavers and Steelheart’s Champions warbands – stalwart warriors of the Stormcast Eternals and Khorne Bloodbound factions – this is a set of cards identical to those found in the Nightvault expansions containing those miniatures. No need to buy the whole warband again – simply pick up this set of cards and dive in to Nightvault! Included: