- MAGIC THE GATHERING
 - POKEMON TCG
 - 
    
        
        WARHAMMER 40000
    
                    
- ZESTAWY I PODRĘCZNIKI WH40000
 - ADEPTA SORORITAS
 - ADEPTUS ASTARTES
 - ADEPTUS CUSTODES
 - ADEPTUS MECHANICUS
 - ASTRA MILITARUM
 - IMPERIAL KNIGHTS
 - CHAOS SPACE MARINES
 - CHAOS KNIGHTS
 - EMPEROR'S CHILDREN
 - DEATH GUARD
 - THOUSAND SONS
 - WORLD EATERS
 - AELDARI
 - DRUKHARI
 - GENESTEALER CULTS
 - LEAGUES OF VOTANN
 - NECRONS
 - ORKS
 - T'AU EMPIRE
 - TYRANIDS
 
 - 
    
        
        AGE OF SIGMAR
    
                    
- ZESTAWY I PODRĘCZNIKI AOS
 - CITIES OF SIGMAR
 - DAUGHTERS OF KHAINE
 - FYRESLAYERS
 - IDONETH DEEPKIN
 - KHARADRON OVERLORDS
 - LUMINETH REALM-LORDS
 - SERAPHON
 - STORMCAST ETERNALS
 - SYLVANETH
 - BEASTS OF CHAOS
 - BLADES OF KHORNE
 - DISCIPLES OF TZEENTCH
 - HEDONITES OF SLAANESH
 - MAGGOTKIN OF NURGLE
 - SKAVEN
 - SLAVES TO DARKNESS
 - FLESH-EATER COURTS
 - NIGHTHAUNT
 - OSSIARCH BONEREAPERS
 - SOULBLIGHT GRAVELORDS
 - GLOOMSPITE GITZ
 - OGOR MAWTRIBES
 - ORRUK WARCLANS
 - SONS OF BEHEMAT
 - HELSMITHS OF HASHUT
 
 - GAMES WORKSHOP
 - STAR WARS LEGION
 - GRY KARCIANE
 - GRY BITEWNE
 - GRY RPG
 - GRY PLANSZOWE
 - AKCESORIA
 - MODELARSTWO
 - FUNKO POP!
 - POZOSTAŁE
 - TURNIEJE I LIGI
 
                    AoS Core Book
                    Cena brutto:
                        
Charakterystyka:
Contained in this 320-page hardback book:
Background
- The Tale of Aeons: this first section of the book contains a 
detailed,  illustrated story-so-far, from the shattering of the 
world-that-was to the present. This covers 3 major Ages:
- The Age of Myth, 
Sigmar’s journey through the cosmos, his meeting with the Great Drake Dracothion 
and his exploration of the 8 Mortal Realms, his awakening of other gods, the 
building of civilisations and the fractious alliances that were forged;
- The 
Age of Chaos, brought about by the machinations of the Chaos Gods and their 
command of the Realm of Chaos, spitting daemon legions forth and destroying the 
peace that once reigned;
- The Age of Sigmar, in which vengeance against the 
Chaos Gods was meted out with celestial fury in the Realmgate Wars, with 
detailed background on Nagash’s dire plan to take back every mortal soul – which 
he sees as his by right. His necroquake, which has caused every dead being in 
the Mortal Realms to be reconnected with its essence, has led to wild, untamed 
magics and undeath taking hold in every realm – and thus the Soul Wars have 
begun…
- The Mortal Realms: background on each of the 8 Mortal Realms – Azyr, Shyish, Ashqy, Chamon, Ghur, Ghyran, Hysh, and Ulgu – details of their links, descriptions of the native civilisations that have risen and fallen, key events that have taken place and notable geological features; along with details of the Realm of Chaos, a nightmarish dimension home to the Chaos Gods and legions of terrifying hellspawn;
- Factions of the Mortal Realms: descriptions of the armies that fight in the Mortal Realms, each featuring a showcase of beautifully-painted Citadel miniatures, split into 4 sections according to their Grand Alliances;
- The Forces of Order: a detailed overview of each of the following Order 
factions – Stormcast Eternals, Fyreslayers, Kharadron Overlords, Sylvaneth, 
Daughters of Khaine, Idoneth Deepkin, Seraphon, and The Free Peoples (an 
alliance of human, aelf and duardin spurred on to fight);
- The Forces of 
Chaos: a detailed overview of each of the following Chaos factions – The 
Everchosen, Slaves to Darkness, Khorne, Tzeentch, Nurgle, Slaanesh, Skaven, the 
various Creatures of Chaos, and Brayherds & Warherds;
- The Forces of 
Death: a detailed overview of the following Death factions: The Deathlords, 
Nighthaunts, Flesh-eater Courts, The Soulblight Curse, and The Necromantic 
Hosts;
- The Forces of Destruction: a detailed overview of the following 
Destruction factions – Ironjawz, Bonesplitterz, Beastclaw Raiders, and The 
Savage Tribes (a gathering of disparate orruks, grots, ogors, troggoths and 
gargants ready for Waaagh!).
Rules
The second section of this book contains a wealth of new and updated rules, a veritable treasure chest of ways to play games of Warhammer Age of Sigmar, each rule and each concept entirely optional making it possible to play your games the way you want:
- Battles in the Mortal Realms: containing the core rules, this section is 
about exploring the fantastical, battle-filled Mortal Realms in your tabletop 
games. It contains the following:
- The Core Rules: everything from mustering 
your army to deciding the victor is covered here, with easy to follow guides on 
the things you need to play a game, how to set them up and how to actually play 
– how to cast spells, use heroic abilities, move your troops, shoot, charge, 
fight, and test for battleshock, with illustrated examples and clear 
explanations of exactly how each phase works;
- An explanation of Triumphs: 
rewards and bonuses victorious armies can carry over to their next battle;
- 
Terrain rules, with a table featuring special statuses for scenery pieces and an 
explanation of how terrain can be garrisoned;
- Details of Battleplans – a 
set of rules that define how the battlefield is set up, where armies will be 
placed, objectives to be secured and the final victory conditions of your game, 
with an easy to follow Battleplan included as an example;
- An explanation of 
the workings of Warscrolls: every Citadel miniature in the Warhammer Age of 
Sigmar range has a Warscroll, which provides you with the rules needed to use 
that miniature in a game. This section shows you how to use the characteristics, 
abilities, damage tables and keywords of these Warscrolls;
- An explanation 
of Warscroll Battalions: specially-designed collections of miniatures which have 
access to unique rules and abilities, often with a narrative focus;
- An 
overview of Realm of Battle rules: these are rules which introduce specific 
spells, scenery rules and command abilities according to which of the 8 Mortal 
Realms in which your battle takes place;
- An explanation of Allegiance 
Abilities: additional abilities, spells and reinforcement potentially available 
to your army according to their allegiance, whether Grand Alliance or 
faction.
- Conquest Unbound: this expands upon the basics explained in the previous 
section, adding more rules and abilities to your games:
- Grand Alliance 
Allegiance Abilities: battle traits, command traits and artefacts of power 
available to armies with allegiance to either Order, Chaos, Death or 
Destruction;
- Realms of Battle: specific spells, command abilities and 
terrain rules for 7 of the 8 Mortal Realms (Shyish, Ashqy, Chamon, Ghur, Ghyran, 
Hysh, and Ulgu);
- Endless Spells: rules for using special spells which 
remain on the table until out of bounds or unbound, including an Endless Spell 
Warscroll for the Balewind Vortex scenery piece.
- Open Play Games: a guide to a style of gameplay with no restrictions, 
allowing you to take any Warhammer Age of Sigmar miniatures to battle with 
absolute freedom and creativity;
- An Open War Battleplan Generator: a quick 
and easy way to define how your Open Play games are set up, their objectives, 
special rules and victory conditions, using either selections from tables or 
random dice rolls;
- Coalition of Death: rules for assembling 2 teams of 
players and combining their collections into 2 armies, with 3 Battleplans 
designed specifically for team-based games;
- Ladder Campaigns: rules for 
fighting linked campaigns, with participants fighting over rungs of a ladder, 
each hoping to reach the top.
- Narrative Play Games: a guide to basing your games on stories, either of 
your own devising or the rich and varied tales found in the Warhammer age of 
Sigmar publications, from planning your game, finding stories to tell and 
deciding on an optional Games Master;
- War in the Glymmsforge Catacombs: an 
example narrative battle, with an annotated photo of the game’s setup featuring 
example rules;
- Historical Battles: a guide to setting up battles according 
to stories you’ll find in the many and varied Warhammer Age of Sigmar 
publications, with an annotated example battle taking place during the Quest for 
Ghal Maraz;
- A guide to narrative campaigns, including linked games, map 
campaigns and tree campaigns featuring a pre-made tree campaign for two 
players;
- Sieges in the Age of Sigmar: special rules for creating sieges, 
with rules for attacker and defender, tactics and effects, and command 
abilities. 2 Siege Battleplans are included;
- Darkest Depths: rules for 
fighting in the tunnels and caverns beneath the Mortal Realms, with specific 
command abilities and rules for gloom and darkness, unstable surroundings, 
monsters, as well as command abilities. 2 Darkest Depths Battleplans are 
included;
- Triumph & Treachery: rules allowing 3 or more players to take 
part in a multi-sided battle, employing a variety of devious schemes (involving 
bribery and treachery) to win. Includes optional Secret Objective rules, and 2 
Triumph & Treachery battleplans.
- Matched Play Games: the ultimate way for players to test their mettle in 
evenly-balanced conflict, this is the way to play games of Warhammer Age of 
Sigmar and prove your skill, tactical ability and strategic nous;
- Pitched 
Battles: played as one-off games or part of a tournament, Pitched Battles are 
designed to be set up with a minimum of fuss. Details of army sizes for 
different battle lengths, rules for fielding Warscroll Battalions and Allied 
units are covered;
- Battle Strategies: a variety of objectives and 
strategies designed to provide challenge to players, forcing them to adapt to 
unpredictable effect, with a D66 table providing a random element;
- A blank 
Pitched Battle Army Roster, for you to photocopy and use when assembling your 
Pitched battle armies. 
| 9781788262064 | |
| 5 (5%) | |
| szt. | |
| ZESTAWY I PODRĘCZNIKI AOS |