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Imperial Armour Index Xenos

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A Harlequins army list, with an explanation of the Masque keyword, the Phantasmancy psychic discipline and the Rising Crescendo Ability; An overview of the Ynnari (an Eldar alliance of followers of Ynnead introduced in the Gathering Storm); These Index datacards contain profiles for every xenos unit in the new edition of Warhammer 40,000, accompanied by fresh army and Detachment rules for each. Each Index contains that faction’s army rule and one full Detachment, so you can get playing straight away. Space Marines • Chaos Space Marines • Grey Knights • Death Guard • Astra Militarum • Adeptus Mechanicus • Craftworlds • Tyranids • Dark Angels • Blood Angels • Chaos Daemons • Adeptus Custodes • Thousand Sons • T'au Empire • Necrons • Drukhari • Deathwatch • Harlequins • Imperial Knights • Space Wolves • Gellerpox Infected • Elucidian Starstriders • Orks • Genestealer Cults • Vanguard Space Marines • Daemonkin • Chaos Space Marines II • Chaos Knights • Space Marines II • Adepta Sororitas

Tomorrow brings the rest of the Imperium, with the Xenos factions and the first Munitorum Field Manual (which contains all the points) of the new edition arriving later in the week. An Ynnari army list, with an explanation of the Reborn keyword, the Revenant psychic disciplineand the Strength From Death Ability The sons of Mortarion sap the toughness of nearby enemies by spreading Nurgle’s Gift, marching in an unstoppable wave and leaving infected objectives firmly under their control. Chaos Knights are fear incarnate, Harbingers of Dread who impose an aura of sheer terror wherever they tread. Unlike their Imperial counterparts,* they couldn’t care less for the tenets of honour, instead taking all the glory and slaughter for themselves – and themselves alone. With yesterday’s influx of Chaos, the Grey Knights are the proper remedy. They have been reimagined as a lightning-fast strike force able to batter their quarry from every angle with a Teleport Assault.

Topic info

WAAAGH! Get yer boots on, ladz – there’s fightin’ to be done. Other factions might be messing around with fancy powers and shiny gubbins, but the Orks can krump ‘em all with sheer mass, noise, and unspeakable violence.

A Drukhari army list, with an explanation of the Kabal, Wych Cult and Haemonculus Coven keyword and the Power From Pain and Combat Drugs Abilities; It contains 124 datasheets covering the range of Aeldari and Necron miniatures, with overviews of each army. Updated abilities, psychic powers, wargear, weapon profiles and points values allow you to field your collection in games of Warhammer 40,000. There’s also a blank army roster and detachment roster, which you are free to photocopy and use when building a Battle-Forged army in Matched Play games. An overview of the Orks and their 6 main clans – Goffs, Evil Sunz, Bad Moons Deathskulls, Blood Axes and Snakebites;A T'au Empire army list, with an explanation of the Septs keyword, For the Greater Good Ability and rules for using Markerlights; Angron’s World Eaters are the bloodthirsty, maniacal warriors you know and love, joining the new edition with myriad Blessings of Khorne. Tomb Worlds continue to awaken as the galaxy slides further into turmoil, and the Necrons are revitalised by Reanimation Protocols. They also benefit greatly from the new Leader rules, as oversight from Overlords upgrades their legions of shambling Necron Warriors .

Vigilus Defiant • Vigilus Ablaze • Shadowspear • Psychic Awakening ( Phoenix Rising • Faith and Fury • Blood of Baal • Ritual of the Damned • The Greater Good • Saga of the Beast • Engine War • War of the Spider • Pariah) Aeldari (Craftworld Eldar, Dark Eldar and Harlequins) and Necron armies are covered in Index: Xenos Vol.1. Been looking forward to today, as this means I finally have rules for my armies, since I only have Xenos for 40k (Necrons and Orks); tomorrow, we get points for everything and Saturday, I'll be playing my first game of 10th Edition. I'm surprisingly excited to play, as I've been pretty down on 9th edition overall and stopped playing over a year ago, as I was just generally bored and frustrated with how the game was. GW has kept some things I don't like (I Go, You Go turn structure), but overall simplified the stratagem system, which was absolutely bloated between 8th and 9th. I also like the general simplification and mostly the removal of Aura abilities, so now you know when a character is attached to a unit, you simply have that buff on that unit and no need to worry about a bubble. It feels like this is an overall move towards consolidation of rules with Age of Sigmar, which I'm happy about, as I think AoS generally plays better and is more fluid than 40k has been in the past.

Contents

A Necrons army list, with an explanation of the Dynasty keyword, Reanimation Protocols, Living Metal, and Powers of the C'Tan Abilities;

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