Fallout is a post-nuclear adventure board game for one to four players. Based on the hit video game series by Bethesda Softworks, each Fallout scenario is inspired by a familiar story from the franchise. Survivors begin the game on the edge of an unexplored landscape, uncertain of what awaits them in this unfamiliar world. With just one objective to guide them from the very beginning, each player must explore the hidden map, fight ferocious enemies, and build the skills of their survivor as they attempt to complete challenging quests and balance feuding factions within the game.
As they advance their survivors' stories, players will come across new quests and individual targets, leading them to gain influence. Who comes out ahead will depend on how keenly and aggressively each player ventures through the game, however if a single faction is pushed to power too quickly, the wasteland will be taken for their own, and the survivors conquered along with it.
Throughout each Fallout game, players will develop deeply unique survivors with which to adventure. At the core of the survivor board is the S.P.E.C.I.A.L. skill system, breaking up the survivors' abilities into seven main categories: Strength, Perception. Endurance, Charisma, Intelligence, Agility, and Luck. Each survivor will begin with two base abilities—one determined by their character type and another drawn at random. Depending on the quests pursued, enemies engaged, and encounters attempted, these skills may come in handy as the players progress throughout the game.
In order to gain new skill tokens, players must level up, allowing them to draw new skill tokens. The number of skills a player has collected will determine how quickly they are able to level up again, a function tracked beneath the S.P.E.C.I.A.L. tile slots. The peg, however, will only move to spots which fall under fulfilled skills, so the more skills a player has collected, the longer it will take them to advance to another one.
Additionally, if a player's leveling up results in drawing a skill they have already obtained, they are given the opportunity to claim a perk in that area instead, having already trained the skill. Perks are powerful, one-time-use abilities, such as collecting a piece of revealed armor for free or moving to another location on the map without following normal movement rules. While the perks may only impact the survivor's game once, used wisely, they can turn the tide of a game very quickly.
Also on the survivor board are three token slots, which may indicate positive or negative traits of a player. Some of these tokens can be acquired and changed while others will impact a player's entire game. Each of these tokens may force certain events should the inflicted survivor attempt to complete a quest or encounter, though whether the result is positive or negative can vary.
Along the bottom of this board is the all-important health track, though with one important difference to many others—radiation. On the right side of this track represents HP, while the left tracks a survivor's accumulated radiation (or rads). While HP in many games has to hit zero for a player to lose their life, in Fallout, survivors must keep a close eye on both HP and radiation. If the two pegs would ever occupy the same space or cross along the track, the survivor will die, respawning the following turn (a few possessions lighter) back at the starting space.
The survivor board is also surrounded by spaces for the player to keep their other accumulated items, such as armor, weapons, companions, and more. As each player collects, equips, and sells items, the identifying characteristics of their survivor will change, possibly having a significant impact on their play strategy going forward. Thus, while many elements of the game are shared from player to player, each survivor board is wholly unique, and will seldom, if ever, be exactly the same from game to game.
Scenarios and Quests
Though character creation is a significant piece of the Fallout experience, at the heart of the game are the quests and encounters that tell each scenario's story. At the beginning of the game, the players will choose one scenario which determines the map layout, warring factions, and major questline of that game. Once the scenario begins, players will cycle through their encounter decks and quest objectives, populating them from the 159-item card library.
The main quest in each scenario is driven by the conflict between two warring factions. With each card progressing the main quest will come opportunities for survivors to make tough decisions, both moral and mechanical. One option may seem like the "right" choice, but the other quest marker may be easier to reach, or more appealing for the sake of personal gain (or chaos). Throughout the game, players will be given more concrete ways to side with each faction or to benefit from their advancement. Regardless of a player's alliances or lack thereof, the factions are a constant presence and threaten to outpace the group of survivors at every turn.
In addition to the main quest, players will encounter a variety of side quests and encounters. The unique opportunities those cards present introduce a unique replayablity to the game. Though the major quest of each scenario remains the same, which path the players take will determine which cards they get to see in any given game. Multiple starting cards featuring the same text, but varied results, and also offer opportunities for players to make a choice they've made before, but ultimately facing a different outcome. Much like with your survivor board, between this breadth of cards, the modular game board, and unpredictable opponents, players will never to see the same game twice.
Exploring the Vaults
One beloved narrative element in the Fallout universe is the vaults, built by Vault-Tec in preparation for a nuclear war. Though heralded as a safe haven from the post-war radiation, many of these vaults were used to conduct nefarious societal experiments. In the board game, such vaults can be found around the map, offering players a chance to interact with these twisted communities.
When a vault is first discovered, players will create a new encounter deck, allowing any survivor who comes in contact with the vault to interact with whatever lies behind the vault door. Though the vaults are not always a core piece of a scenario's narrative, each one provides a unique and limited player experience within the game. When a survivor decides to engage with a vault, they will have unique opportunities to become ingrained in the vault's story, making difficult decisions and reaping the rewards or suffering the consequences of their choices.
Winning the Game
As each survivor progress through the game, they will advance both their own skills and the two faction objectives, though the ultimate goal for all players is to collect a certain amount of influence. Influence cards are distributed, one to each player, at the beginning of the game, though more can be collected by completing certain quests and encounters. Each influence card grants one influence point inherently, but they also present specific conditions under which the player holding the card can gain even more points. These could include pledging loyalty to one of the two factions or reaching certain milestones, such as collecting a certain number of S.P.E.C.I.A.L. tokens or revealing a particular amount of map tiles.
The number of influence points required to win the game is dependent on how many players are participating, which means that if two players reach that number simultaneously, they can win the game together. At the same time, each faction's power across the wasteland is tracked on the scenario card, and should they advance too far in their own goals, the game may end without a player win at all. Thus, players may be forced to work together, go their separate ways, or try to balance both teamwork and independence equally in order to get the outcome they desire. This presents a unique opportunity to experience the wasteland as more than just the Lone Wanderer, but one of a few ambitious adventurers.
Welcome to the Wasteland
Fallout brings the immersive and in-depth experience of the beloved video game franchise to the tabletop, including many familiar elements while maintaining a unique narrative of its own. From canine companions to frightful enemies, new and old fans alike will get to interact with some of Fallout's most friendly and ferocious wasteland inhabitants. From handfuls of loot to powerful armor, players will be offered the opportunity to collect and customize, building a character entirely unlike their opponents' across the table. With endless choices to make and countless locations, objects, friends, foes, and quests to encounter, both seasoned veterans of the video game and all-new Fallout fans will find everything that's made the digital experience so enthralling in this board game adaptation, with a couple unique twists to boot.
Check out the newest games at Family Game Night. Store Demo is available!
About Ex Libris
In Ex Libris, you are a collector of rare and valuable books in a thriving fantasy town. The Mayor has just announced a new seat in the Village Council, Grand Librarian. The prestigious and lucrative position will be awarded to the citizen with the most extraordinary library! Unfortunately, several of your book collector colleagues (more like acquaintances, really) are also candidates.
To outshine your competition, you’ll need to expand your personal library by sending your trusty assistants out into the village to find the most impressive tomes. Sources for the finest books are scarce, so you’ll need to beat your opponents to them when they pop up - especially if they match your library’s secret focus!
You only have a few days before the Mayor’s Official Inspector comes to judge your library, so be sure your assistants have all your books shelved in time! She is a tough cookie, and will use her Official Inspection Form to grade your library on several criteria including alphabetical order, shelf stability, prominent works, and variety. And don’t think she’ll turn a blind eye to books the Council has banned! You’ll need shrewd planning, cunning tactics, and perhaps a little magic to surpass your opponents and become Grand Librarian!
Number of Players: 2-4
For Ages: 10+
Playing Time: 45 Minutes
Game Box Contains:
1 Folding Town Board
1 Double-sided Dry-erase “Official Library Inspection Form” Board
1 Dry Erase Marker
12 Double-sided Library Tiles
18 Oversized Location Tiles
12 Standard Assistant Meeples
12 Special Assistant Meeples
1 “Crystal Ball” First Player Token
152 Book Cards (with 510 unique book titles)
6 Category Cards
Play as Rabbit Lords conquering a new world on behalf of the Bunny King.
Take control of vast Territories across the New World, build Cities, and farm Resources to make your Fiefs prosper and harvest precious Golden Carrots. Don't forget to satisfy the King by accomplishing missions on behalf of his Majesty.
Each choice can bring you closer to victory, but only one of you will be named "Big Ears" by the Bunny King...
Will you be worthy?
Mountains of Madness
Inspired by the popular novel At the Mountains of Madness by H.P. Lovecraft, Mountains of Madness is a new crazy creation from Rob Daviau, with illustrations from the great Miguel Coimbra (Sea of Clouds).
Imagine yourself sitting on a plane. Players have to cooperate to reach the top of the Mountain and then escape safely, but the Mountain has more than one trick up its ghastly sleeve. In horror, you realize that the higher you fly, the crazier your teammates become! Each step you take, the leader must gather the necessary equipment from all other players to keep on flying.
Quick and clear communication is the key - but how will you stick together when your team starts developing weirder and weirder behavior? Play to find out!
For two decades, Twilight Imperium has thrilled gamers with its grand storytelling and tactical strategy. Now players can explore the next step in the Twilight Imperium Legacy with Twilight Imperium Fourth Edition, an epic game of galactic conquest for three to six players.
Each player takes command of one of seventeen unique civilizations to compete for interstellar supremacy through warfare, trade, uncertain allegiances, and political dominance. Every faction offers a completely different play experience, from the wormhole-hopping Ghosts of Creuss to the Emiratates of Hacan, the masters of trade. All of these races have many paths to victory, but only one will sit upon the throne of Mecatol Rex as the new masters of the galaxy.
About Twilight Imperium
“To lay claim to the throne is a destiny sought by many, yet the shadows of the past serve as a grim warning to those who would follow in their footsteps.”
The destruction of the Lazax Empire has disturbed the fundamental stasis of the galaxy. The great powers have stirred, each envisioning themself as the replacement for the once-ruling faction. Which of these seventeen races will see their vision realized? Who will rise above their peers and make them kneel? Who has the skill it takes to become the new absolute power in the galaxy?
Twilight Imperium Fourth Edition invites you to take part in your own personal space opera of galactic domination with up to five other players. Select one of seventeen factions and prepare for a game of diplomacy, political intrigue, and all-out war as you vie to become the new rulers of the galaxy.
For over twenty years, Twilight Imperium has defined "epic" in board gaming, and the Fourth Edition continues this grand tradition. The game contains over 350 plastic units, 51 system tiles, 561 command and control tokens, 80 action cards, 50 agenda cards, 40 objective cards, 59 planet cards, 184 technology and technology upgrade cards, 41 promissory note cards, and much more.
Once these roles are selected, players begin their conquest of the galaxy by building fleets and moving them from system to system, claiming new planets and expanding their empire along the way. Should any other faction stand in your way, you can crush them with your combat prowess. But the galaxy of Twilight Imperium is about far more than who has the largest fleet. Players will have to work together in a galactic quorum to pass new laws, benefit from mutual trade agreements, and establish tenuous alliances to see their faction on the throne of Mecatol Rex.
All of these actions are in pursuit of victory points earned from various public and secret objectives. At the end of a round, all players check to see if they have accomplished any of the objectives, and they may claim points for one of them before revealing another. As these objectives come into play, they provide a compass for your actions during a game, with conditions that can range from collecting and spending trade goods to successfully winning a space battle.
Most recently, we also took the time to preview several of the unique factions that can be found in the game. Each of the seventeen factions in the game has their own signature play style and abilities, ensuring a unique play experience in every game. You may choose to control the flow of the game with the mercantile Emirates of Hacan or prepare for war with the mighty Dreadnoughts of the L1Z1X Mindnet. Whatever your choice, the galaxy is yours for the taking.
Build Your Empire
With the release of Twilight Imperium Fourth Edition, a new age is dawning—one of war and conflict. The throne of Mecatol Rex sits vacant, waiting for a worthy faction to find their place among the ruins of their enemies and bring order to a galaxy descending into twilight. Who will you lead to victory?
Release Date: 11.15.2017
In stock and available now at Family Game Night!
About RICK AND MORTY: DECK-BUILDING GAME
Wubba Lubba Dub Dub! The bad boys of animation are back in this exciting new Rick and Morty-themed deck-building game. Based on the bizarre dimension-hopping episode mentioned in the title, this game goes to places the Cerberus Engine has never been. Literally. The typical “Kick” stack has been replaced with Portal Guns, which can be used to access the unpredictable and awesome Location Deck. These Locations can be used that turn and then they go away, but you can also buy them if you think those alternate dimensions will aid your strategy.
Can you take down the Council of Ricks before they get too annoying and self-righteous?
All 5 versions are available at Family Game Night! Demos available too.
As skilled members of a disease-fighting team, you and the other players work together to keep the world safe from outbreaks and epidemics. Only through teamwork will you have a chance to find a cure.
Pandemic is a cooperative board game in which players work as a team to treat infections around the world while gathering resources for cures. First published in 2007, the game's unique combination of cooperative game play, engrossing premise, and compelling design have proved a hit with everyone from hardcore gamers to casual players. The Pandemic game line now includes multiple expansions and stand-alone titles.
Demos and all versions of Pandemic available at Family Game Night!
Season 2 Now Available!
Pandemic Legacy is a co-operative campaign game with an overarching story arc played through 12-24 sessions. The number of sessions depends on how well your group does throughout the course of the story. The game starts similar to classic Pandemic, in which your team of disease-fighting specialists races against the clock to research cures before four plagues get out of hand. But Pandemic Legacy quickly evolves from there, as choices you make in one game session can impact the course of the story arc in future games!
Pandemic travels around the world in this exciting series of games! While the original game takes place on a global scale, each game in the Survival Series focuses on a specific region and uniquely adapts the Pandemic formula to this new locale. Released to coincide with the location of the Pandemic Survival World Championships each year, these games offer a new challenge to any Pandemic enthusiast.
PANDEMIC STANDALONE GAMES
Since its release in 2007, Pandemic has grown to encompass many games that offer their own unique spin on the premise that made the original game a hit. Turn the tables and become the diseases that you've been battling. Step back in time and attempt to contain diseases without the aid of modern medicine or transportation. With a variety of themes and challenges, these standalone games in the Pandemic line include something for every gamer.
Our 2 year old wants to go trick or treating of course and her wonderful parents need to take her. The store will be closing early at 5pm. Thank you for understanding and sorry for any inconvenience. Normal hours will resume on Wednesday, November 1.
The hottest new card game is here! Family Game Night has the largest selection of SW: Destiny in stock, including all boosters, decks and tons of singles for Buy/Sell/Trade. Demos available. Learn how to play today!
How to Play
In Destiny, you play as your favorite Star Wars characters using both Dice and Cards. Similar to other popular trading card games (Magic: The Gathering, Yugioh, Pokemon), but changes it up quite a bit in a good way. Decks are smaller (only 30 cards total plus characters) and is quite affordable to jump into compared to other games. Matches are played with each player taking 1 action, then passing to the next player (similar to a tennis match with a back and forth trading of actions). At the end of a turn, the game resets and another round is played until a winner emerges.
About Star Wars: Destiny
Captain Phasma and Count Dooku battle Han Solo and Luke Skywalker in the Jedi Temple on Coruscant. Jango Fett and Jabba the Hutt attack Rey and Finn as they pass through the frozen wastes of Starkiller Base. Play out your own epic, saga-spanning, “what if” battles in Star Wars™: Destiny, a collectible dice and card game for two players!
In every game of Star Wars: Destiny, you’ll gather your small team of iconic characters and battle to defeat your foes, using your dice and the cards in your deck. The last player with characters left standing wins the game, but to successfully outmaneuver your opponent, you’ll need to carefully consider your options and enhance your deck with new dice and cards. If you ever wondered who would win a duel between two teams of heroes and villains from the Star Wars universe, there’s no better way to find out than with Star Wars: Destiny.
How to Get Started
1. Pick up a Starter Deck.
2. Grab a few booster packs
3. Card Protector Sleeves (You don't want to damage those shiny new cards)
4. A Deck Box is helpful too and keeps all your cards organized.
5. Playmats are always nice and help keep your cards and play area clean and protected.
6. Singles, shop for specific cards in our store or Buy/Sell/Trade with us.
7. Play in a SW: Destiny store event at Family Game Night! Meet other players and get some cool prizes.
Once you've learned how to play, then check out our Singles selection and you can hand pick out your favorite character cards or balance out your deck with the few missing cards. Buying singles is the most cost effective way to build a deck.
The newest line of Games Workshop is now in stock here at Family Game Night.
Rules Book Description
There is no time for peace. No forgiveness. No respite. There is only war.
After more than forty thousand years of war and strife among the stars, Humanity stands on the brink of extinction. Beset on all sides by hostile aliens and threatened from within by traitors, Humanity’s only chance for survival rests with the continuation of the cruel and bloody regime known as the Imperium. Yet few among Mankind’s untold population realise the full truth of their situation. If there is any future at all, it is a grim one…
A 280-page hardback, this is the essential book for any fan of Warhammer 40,000 – everything you need to know to collect, build, paint and play with Citadel miniatures.
The Core Rules explain everything you need to play to play Warhammer 40,000. Moving, shooting, using psychic powers, charging, fighting and morale tests are covered, giving you the basic framework to play with. You can play a game using only these 8 pages, bolting on more advanced and complex rules when you and your opponent are ready.
Three Ways to Play
- Open Play – pick some models, put them on the table and begin a game. This is the most flexible approach, designed with near-limitless possibilities; all you need is some models, their datasheets and the core rules. Included are some themes and ideas you can use or build upon to add atmosphere to your games, and 3 example missions.
- Narrative Play – Warhammer 40,000 has a vast, rich history with countless epic battles. Narrative Play is designed to let you and your friends re-enact those battles at your leisure. There are special rules to help you do this, such as Concealed Deployment and unpredictable, random battle lengths, and the book includes several missions - 6 Crucible of War missions and 1 Echoes of War mission, each showing you how to play in this style.
- Matched Play – for many players, Warhammer 40,000 is an opportunity to prove their mettle with tactics and strategy, an exercise in out-thinking and out-gunning their opponent with balanced, equal armies: Matched Play is for them. There are several ways to ensure that your forces are balanced against each other – a points limit is the typical way, but the system is flexible enough to allow armies based on unit numbers, Power Ratings, Wounds; as long as your limits are agreed, the possibilities are manifold. This book provides details on choosing your armies, and provides missions as examples of the tactical challenges available: 6 Eternal War and 6 Maelstrom of War missions, with explanations covering the use of Tactical Objectives.
While the Core Rules provide with you with everything needed to play, the Advanced Rules are a selection of rules and expansions that can be used to play with your miniatures the way that you want to. With these rules, there are always new challenges to face, new battles to fight, and new ways to play:
- Battle-Forged Armies: organise your models in a way that reflects the armies of Warhammer 40,000 – this places restrictions on your army, but makes up for it with powerful benefits, which use a system of Command Points;
- Battlefield Terrain: rules for a variety of terrains (Woods, Ruins, Barricades, Obstacles, Imperial Statuary, Fuel Pipes, Battlescape and Hills), each of which introduce scenarios and opportunities that change the nature of battle;
- Battlezones: rules for fighting amidst the effects of otherworldly environments, including low visibility, beneath an apocalyptic orbital battle and in the middle of a devastating psychic maelstrom;
- Planetstrike: slam down from orbit in a terrifying planetary assault. Two players are separated into Attacker and Defender, with scenarios that play out a full incursion and a Planetfall mission;
- Cities of Death: street fighting in the ruins of a shattered city, with buildings bitterly fought over – the claustrophobia of urban warfare makes for tense battles with snipers and grenades coming to the fore. Includes a Firesweep mission for playing out room-to-room combat;
- Stronghold Assault: dig in for a game of fortified siege warfare. One player seeks to overwhelm the prepared defences of another, with a Bunker Assault mission included;
- Death From the Skies: dogfighting for your Flyer models, allowing the recreation of epic clashes above the battlefield. A Tactical Strike mission involves a defence against a bombing run;
- Multiplayer Battles: rules accommodating three (or more!) players, with an example of a multiplayer battle to work from;
- Campaigns: an overview of linking your games into Tree, Matrix and Map campaigns.
The book contains a full detailing of the state of the galaxy after the events of the Gathering Storm – the major players, the struggles they face and the sheer grimness of eternal war, as Chaos threatens to engulf Humanity.
The Imperium of Man
Details of the various worlds within the Imperium, explanations of the Ecclesiarchy – the official state religion of the Imperium, and the Ages of Mankind, with maps of important locations within the galaxy showing in stark detail how the Great Rift may have doomed Humanity forever.
There’s also an in-depth account of the current state of the Imperium – the increased threat from Chaos and the steps being taken in order to counter them.
The Forces of Chaos
You’ll find an explanation of the Chaos Gods – who they are, their motivations and their methods – along with the vile armies of the Heretic Astartes: Space Marines, once loyal, who now blindly follow the corrupt lure of Chaos, debasing themselves in battle for their dark masters.
The Xenos Threat
This book provides an overview of the major alien antagonists who populate the galaxy – the Aeldari (Craftworld, Harlequins, Ynnari and Drukhari), Necrons, Orks, Tyranids, Genestealer Cults and T’au Empire. Each of these includes their backstory and guides to their equipment, hierarchies and weapons of war.
Index Books Description
Collecting together the 5 Index books, this is the best way to get yourself bang up-to-date – every miniature in the Citadel Warhammer 40,000 range is covered with updated abilities, psychic powers, weapon profiles and points values for each. Also included are blank army and detachment rosters for you to photocopy and use when assembling Battle-forged armies.
The 5 books:
- Index: Imperium 1 – a 224-page softback – covers the Space Marines range, with datasheets covering a wide range of Chapters: Ultramarines, Blood Angels, Dark Angels, Space Wolves, Deathwatch, Grey Knights, Imperial Fists, Crimson Fists, Black Templars, Raven Guard, Salamanders, White Scars, Legion of the Damned and Flesh Tearers;
- Index: Imperium 2 – a 168-page softback – covers all non-Space Marines Imperial armies: Astra Militarum, Adeptus Mechanicus, Questor Imperialis, Adeptus Ministorum, Adeptus Astra Telepathica, Sisters of Silence, Officio Assassinorum, Inquisition and Adeptus Custodes, with a section on Fortifications;
- Index: Chaos – a 128-page softback – covers the Chaos range, including World Eaters, Thousand Sons, Death Guard, Emperor’s Children, Daemons of Khorne, Daemons of Tzeentch, Daemons of Nurgle, Daemons of Slaanesh, Chaos Daemons, Questor Traitoris, and Chaos Bastions;
- Index: Xenos 1 – a 128-page softback – covers the Aeldari – Craftworlds, Drukhari, Harlequins and Ynnari – and Necrons armies;
- Index: Xenos 2 – a 144-page softback – covers Ork, T’au Empire,Tyranid and Genestealer Cults armies.
Dark Imperium Box Description
The ultimate Warhammer 40,000 boxed set
Across the war-torn battlefields of the 41st Millennium, Mankind battles for survival against myriad horrifying foes. Beset on all sides by hostile aliens and threatened from within by traitors, Humanity’s only chance for survival rests with the continuation of the cruel and bloody regime known as the Imperium. Yet few among Mankind’s untold population realise the full truth of their situation. If there is any future at all, it is a grim one…
Dark Imperium is the ultimate Warhammer 40,000 boxed set – a beautifully-packaged set of 53 detailed Citadel miniatures, the complete and unabridged hardback Warhammer 40,000 book, two supplemental softback books containing the rules and background for the included miniatures, and all the extra bits needed to get started with gaming as soon as possible.
Primaris Space Marines
Mighty warriors and fearless protectors, equipped with the greatest weapons and armour the Imperium can provide, the Space Marines are heroes one and all. The product of ten thousand years’ labour by Archmagos Dominus Belisarius Cawl, the Primaris Space Marines were forged from fragments of the Emperor’s original experiments – they are immensely powerful and capable warriors, even more intimidating in stature than any of their previous brethren, created on the order of none other than Roboute Guilliman himself.
In this box, you’ll find 22 Primaris Space Marines clad in Mark X power armour, who can be painted as any Chapter you please:
- 1 Primaris Space Marine Captain, resplendent in cloak and iron halo, holding aloft a master-crafted power sword in one hand and wielding a boltstorm gauntlet on the other;
- 2 Primaris Space Marine Lieutenants, one armed with a power sword and bolt pistol, featuring a standard helmeted head, the other an auto bolt rifle and bolt pistol, featuring a bare head;
- 1 Primaris Space Marine Ancient carrying an Adeptus Astartes banner, wielding a bolt rifle and bolt pistol;
- 2 5-man Primaris Space Marine Intercessor Squads – the heart of a Primaris Space Marines army – armed with bolt rifles and bolt pistols;
- 1 3-man Primaris Space Marine Inceptor Squad – shock troops who slam into the fight with jump packs screaming – armed with assault bolters;
- 1 5-man Primaris Space Marine Hellblaster Squad – the finest marksmen, able to lay low entire armies on their own – armed with plasma incinerators and bolt pistols.
The Death Guard trudge inexorably into battle amidst the drone of endless swarms of flies. Bloated, rotten and riddled with disease, these revolting traitors are virtually immune to pain. Each Heretic Astartes is utterly dedicated to spreading the feculent blessings of the Plague God Nurgle and working the will of their cadaverous Daemon Primarch, Mortarion.
In the box, you’ll find 31 Death Guard miniatures, who can be painted in the colours of any vectorium:
- 1 Death Guard Lord of Contagion , a huge, terrifying Chaos Space Marine covered in spiked, corrupted Terminator armour armed with a plaguereaper.
- 1 Death Guard Noxious Blightbringer armed with a cursed plague bell, plasma pistol and a tocsin of misery;
- 1 Death Guard Malignant Plaguecaster armed with a corrupted staff and bolt pistol;
- 7 Death Guard Plague Marines – 5 armed with boltguns and plague knives, 1 armed with plasma gun and plague knife, 1 plague champion armed with bolt pistol, plaguesword and power fist;
- 1 Death Guard Foetid Bloat-drone – a huge, buzzing machine held aloft by rusted turbines – armed with plaguespitters and a plague probe;
- 20 Death Guard Poxwalkers – the rotten, shambling core of the army – armed with improvised weapons (hammers, claws, bayonets and metal pipes are featured.)
Dark Imperium contains everything – all the rules – needed to play games of Warhammer 40,000. From the 8-page core rules reference card to the 2 army-specific books to the complete, unabridged 280-page hardback containing the advanced rules and background, it’s all here, ready for you to play with from the moment you open the box.
Primaris Space Marines
A 24-page book contains the rules and background for the Primaris Space Marines:
- an overview of the Space Marines and the Primaris’ introduction;
- background for each miniature in the box;
- Heraldries and symbols for a number of Chapters;
- 6 Datasheets, special rules, psychic powers, weapons and points values for use in Matched Play games.
A further 24-page book contains the rules and background for the Death Guard:
- an overview of the Death Guard and their unbreakable loyalty to the Plague God Nurgle, with a focus on the Tainted Sons led by Gulgoth the Afflictor;
- background for each miniature in the box;
- Heraldries and symbols for a number of Death Guard vectoriums;
- 6 Datasheets, special rules, psychic powers, weapons and points values for use in Matched Play games.
As noted above, this is a 280-page hardback, exactly identical to the Warhammer 40,000 book sold separately. It contains the core rules – the basics of moving, shooting, using psychic powers, charging, fighting and morale tests – with explanations of each battle phase. You can play a game using this, and only this; but the advanced rules are designed to add huge flexibility and depth, meaning you can play your games the way you want to, with Open Play, Narrative Play and Matched play options. There are advanced rules for terrain, Cities of Death, Planetstrike, Stronghold Assault, Death From the Skies, Campaigns and Multiplayer Battles as well!
You’ll also find the gaming content needed to play – 12 red six-sided dice, a transparent 12” range ruler and all the plastic bases needed for the miniatures (8x 40mm round bases, 18x 32mm round bases, 1x new flying stands set (3 stems), 5x 32mm round bases, 1x 50mm round base, 1x 60mm round base and 20x 25mm round bases.)
Included is a full colour, easy to follow construction guide for each miniature, and a decal sheet for the Primaris Space Marines featuring Hellblaster, Intercessor and Inceptor iconography, and chapter markings for the following Chapters: Ultramarines, Blood Angels, Dark Angels, Space Wolves.
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