40k 9th Edition Core Book Review And Deep Dive – Warhammer 40,000 Indomitus Rulebook
The awesome Warhammer 40,000 Indomitus box is on the way, and in our previous article we took a look at the contents of the box and all the awesome miniatures that you get inside! Today we are taking a deep dive into the new 40k 9th Edition Core Book itself taking a look at the rules that have changed and how they will impact the game!
For those who would rather watch than read you can check out my review of the book in our new video below! And if you want to get the latest videos from us as soon as they are up then please give us a subscribe over on YouTube!
If you are more interested in the contents of the box, well we have you covered too with our unboxing below!
And if you just want to see the awesome new miniatures then we have that for you too! (Also if you want to know how I painted my Szarekhan Dynasty Necrons then check out my guide here!)
Without further ado, on to our review of the new 9th edition Warhammer 40k rulebook!
The first thing you notice when you pick up the new Core Book is how absolutely gorgeous it is! The vivid cover art depicts Abaddon versus Guilliman with a striking blue and red scheme that really captures the spark of hope of the Indomitus Crusade against the horrors that beset humanity
The book itself is filled with fantastic artwork, both old and new, that excites and inspires you delve deeper into the lore and the universe. Text blocks are placed pleasingly against dramatic images, and event the small accents and incidental detailings drive down the grim darkness of the far future! Check out this page below with some Geiger style bio-mechanical piping and quotes scribbled on the side of the page!
This continues into the main rules themselves with really clear text to spell out the sections in both a watertight way explaining everything in detail, but also following each of these segments with a series of bullet points detailing the most important factors that effect that rule. This way you have the points for quick reference during a game, but also the more detailed ruling if you need to refer to them, something that I feel is a massive improvement in how the rules are presented and how they can be interpreted.
The book is also filled with some glorious images of miniatures, with all current factions represented. There’s also a couple of new models shown off such as the Space Marine Hammerfall Drop Turret – Which looks amazing! Cant wait to see the model and rules for it!
My first introduction into Warhammer 40,000 was the 2nd edition boxed set back in the 90’s, and some of my fondest memories from that set was paging though the books within and gazing lovingly at the Eavy Metal models in the miniature showcases, and I can see these army showcases inspiring a new generation of players to pick up and paint their first miniature!
The Warhammer 40,000 9th Edition Core Book is chock full of lore, narrative and maps – in fact, the first 191 pages of the book covers this before we even get to the rules themselves! As for new lore most of it revolves around The Silent King and what the Necrons are currently up to in the Pariah Nexus – I don’t want to spoil this for people who want to read this themselves, but what’s happening in this region of space is massive in respect to the 40k storyline, and I’m very interested into how this is going to develop in future supplements and Codexes – depending on how things play out, the results of the War Zone: Pariah conflict may also indirectly affect whatever Abaddon has planned…
We also see new stories that bring the factions talked about to life, detailed background about the Imperium, all the races that we currently know, and even some mentions of races that we have not met yet!
What I really like about this section however are the War Zones – these pages give a bit of narrative flavour to the worlds of conflict across the galaxy, and some of them point towards some new armies that we may see in the future – one of the most exciting ones is Armageddon, where it is currently raining blood, the Orks have become even more aggressive than usual, and a shockwave of rage is spreading across the entire planet. An Inquisitor is quoted as saying “The Red Angel is coming, I know it in my soul”
I really hope this means what I think it means, and this is in preparation for Angron and the World Eaters returning in 9th Edition and a new War for Armageddon!
If you want the most comprehensive and up to date collection of Warhammer 40k lore, then you cant go wrong with the first half of the 9th Edition Core Book – it collects together all the various threads we have been following so far and sets things up they can expand on over the course of the new edition. Just like a trip through the Exhibition at Warhammer World it’s also made me want to start a couple of new armies too…
Now on to what a lot of people are looking forward to the most in the new edition of the game,the rules!
First of all, I want to reassure everyone that this isn’t a massive shift in how the game works. While there are some fairly major changes to some areas, this is still at the heart of it very much based upon the previous edition of the game. All your Codexes and supplements will still work and your current army will still be able to be used in the new edition. Games Workshop will be releasing some day 1 FAQS to bring these books in line with 9th edition, and all points costs are being revisited in order to align everything at a new baseline. This is a much needed “meta”reset for the game, and I’m looking forward to seeing how things develop under the new lens of 9th edition!
As mentioned earlier, everything is broken down really clearly with both detailed blocks of text and supporting bullet points, there are also a lot more rules clarifications written into these sections too that make it clear what is intended by the various terms throughout the book.
We do get a few changes to a few core rules though:
This has changed quite a lot, coherency is 2″ horizontal and 5″ vertical and if you have 6 or more models in your unit then each model has to be in coherency of at least 2 other models.
This means that you can no longer string out your miniatures in “conga lines” as the models at each end would not be in coherency
Equally if you used a “bone” shaped formation, while you would be initially in coherency, as soon as you start losing models then you have fallen out of coherency!
It’s worth pointing out that if you cant pace a unit on the battlefield within coherency then any models outside of coherency are destroyed. Likewise, if when you move a unit it is arranged in such a way that it is not in coherency then the more cannot be made! I was never a fan of units stretched out across the battlefield in this way, and was much more into each unit being a small blob of bodies in the way I would imagine a squad to operate on the battlefield
Not only does this address some things that the previous edition encouraged, but I feel it also looks much more aesthetically pleasing on the battlefield, so I hope we also see this come to Age of Sigmar too!
We now get a clear order to the way modifiers are calculated. Previously it has often being ambiguous as to the order in which you make these calculations. Under 9th edition you now calculate in this order
Division, Multiplication, Addition, Subtraction
This means that there is no longer any confusion to how various buffs and debuffs will interact with each other, especially when some rules will interact with the way weapons double strength!
This is a new addition to the game that will be familiar to players of Age of Sigmar! In this new phase a lot of datasheet abilities and stratagems now get triggered. This creates a clear phase within the turn structure when these abilities kick in, which I am sure we will start to see reflected within the Codexes as they start to get released. What’s also really cool in this phase is that as long as you have a Battle-Forged army you generate a single command point at the start of it! So over the course of a 5 round battle you are getting an extra 5 command points, so we are going to be able to spend far more than we have been able to before!
We haven’t seen any massive changes here, but there are still a few tweaks compared to the 9th edition of the game, the first difference we see if that units with the Fly keyword that fall cannot shoot! The only unit that can now do so are those with the Titanic keyword – this will mix things up a little for armies that had flying units in order to use this feature in 8th! Flyers are still useful however as they ignore the vertical distance when moving – so regardless of how tall a terrain piece is, they can land on it as long as it is within their horizontal movement range.
The Transports section has had a much needed clear-up in order to explicitly spell out what they can do, when you can embark and disembark, and what disembarked units can do. In the previous edition I always felt that the transport rules didnt always make itself very clear, so I’m happy to see this now clarified over two pages!
One of the bigger changes we have seen in the new edition is how aircraft work – this is a new distinction over the Fly keyword and Aircraft has now actually become a new keyword given to the kind of units that are whizzing over the battlefield at supersonic speed!
This is a fantastic change and really makes aircraft feel like they should, no longer are they just doing laps of the battlefield and crashing due to weird interactions with other models on the ground!
Essentially, no other models can interact with them from a movement point of view as a models can move freely over an Aircraft’s engagement zone and cannot end any kind of move within that engagement zone. This suggests that Aircraft cannot be charged, however there is a later rule that suggests that models with the Fly keyword can still pile into them – I dont think the intent is that Fly models can still charge Aircraft due to the fact that no model can end any type of rule in the engagement range of an Aircraft – of the entire book, this is the only rule I feel that is a little ambiguous, as all other rules are very tight.
Theres no massive changes in the Psychic Phase, just again like we have seen in other sections a lot of clarifications and detailng text breaking down how the phase works. We also see an official ruling that all psykers must cast all their powers before moving on to the next one – you cant go back and forth between two different psykers casting powers one after the other.
Smite is as it has been in the FAQS, gaining 1 to its difficulty each time the power is cast.
We see some updates in the shooting phase that will affect a lot of armies! For a start Heavy weapons are now only -1 to hit for Infantry, which means that Vehicles and Monsters suddenly get a lot better! Previously tanks would have to sit around like sentry turrets as taking a -1 to your shooting for moving was a massive penalty. Now they will be able to move around the battlefield like you would expect them too! rolling up to support other units. I love this change and feel it drives a more fluid play-style where you and your opponent are making an orchestrated dance around the battlefield reacting to threats and objectives.
But that’s not all for Vehicles and Monsters, with the Big Guns Never Tire rule they now get to fire (non blast) weapons at units that they are within engagement range of! So slap on those sponsons as they suddenly became very good! While they are within engagement range that take a penalty of -1 to hit with Heavy weapons, however what is really cool is the ability to declare some of their shots at other targets – as long as the other weapons kill whatever is in engagement range with them they are then free to fire those pre-declared guns – if not then the shots are lost. I love this change as it allows these units to still be useful even if they are stuck in combat.
This feels more realistic from an in-universe point of view too, and anything that improves the “cinematic” experience of a battle is a good thing in my book!
Look out, Sir has also changed for the better too! Now, rather than just a nearby unit stopping you from shooting a character, you have to be within 3″ range of either a vehicle, a monster or a unit of 3 or more models
This will lead to most characters having a unit that acts as a bodyguard, and will make taking out these defensive units very important. I was never very fond of the old character targeting rules, and this mixes things up massively by still allowing your characters protection, but giving the other player options in the form of attempting to thin out the bodyguard unit before turning their guns on the now exposed character! I think we might start to see a lot of units dedicated to protecting their commanders, and again I think this will look cool on the tabletop!
Random shot weapons are also something that have frustrated many players. as they can be unreliable if the number of shots goes against you – making them perhaps a “waste” to shoot them at certain targets. Now in 9th edition these weapons have gained the Blast keyword, which means that if you shoot at a unit of 6 or models you always get at least 3 hits, and if you shoot at a squad of 11 or more models you get the maximum number of hits! This is another cracking rule that now makes these weapons very good at dealing with hordes and thinning their numbers! I think it’s more likely that we will see a range of weaponry to deal with multiple different types of threats rather than just relying on the same couple of weapons.
Another thing that will affect a lot of armies is the fact that hit and wound modifiers now only stack to a maximum of -1/+1
Previously there were a couple of nasty combos that could make it impossible to even hit a unit, so now with this change it means that everyone always has a change of hitting something! This is a great change in my opinion, as I felt armies that stacked multiple modifiers to hit was a negative experience and never really led to a fun game for everyone involved. By limiting them in this way it means that they still make a difference, but it does make a mockery of whatever you are fighting.
Another thing that is clarified within the core rules is the fact that a model can only use one rule to ignore wounds – so if for whatever reason you have multiple abilities that allow you to shrug wounds suffered, you now only get to pick the best one. This stops the silly situations where someone might be able to make 2 or 3 different rolls to ignore wounds suffered!
The biggest change to how charges work is now the fact that you have to get into engagement range with every unit that you select, this stops the ability to “chance” a long charge by declaring against multiple targets, and means that you are going to have to weigh up the likelihood of you being able to connect with those units. Heroic Interventions have also been tidied up with some clarification that you can fight units that heroically intervene into you, but also that you can make heroic interventions 5″ vertically, making some awesome cinematic moments as a character leaps off a platform to fight the unit below him!
Units with the Fly keyword do note ignore the vertical distance of terrain when charging, they need to have enough movement to get over the scenery piece. They can still however move over intervening models without penalty.
Overwatch still works the same way, however you no longer automatically get it whenever anyone charges! The main way to trigger Overwatch is now with a Stratagem, which means most armies are only going to be able to use it once per battleround. Some armies may get this as an ability on their datasheet, or perhaps as an army wide rule in the case of the T’au. I like this change, as it makes it much easier for those combat units to get stuck in, something that was often very difficult under the previous edition.
Once units are in combat things work very much like they did in the previous edition of the game, but again with a few little tweaks
Firstly, after you fight with your chargers, it’s your opponent who gets to pick the first unit to fight with. Previously it could well be that your opponent does not get a chance to swing with any of his units – now you will have to be careful if any units are already stuck in combat, as there’s a good chance your opponent will be able to attack them before they swing.
Which models can fight has also been tweaked a little too – every model with 1/2 ” of the enemy can now fight, plus any model within 1/2 of that model. In practice this that at most you are going to get 2 “ranks” of combat, the models that are fighting plus supporting models behind them – with the previous rule of 1″ there was potential for arguments of models on inch wide bases being able to fight in an additional rank.
Another area of the game that has seen massive changes is the Morale Phase – Previously it worked the same as in Age of Sigmar: You rolled a dice and added the number of models you had lost this phase and compared that to your leadership, with the difference being how many models ran away. In the new edition you still do this, however if you beat the leadership of your unit you simply remove a single model. You then make a combat attrition test – to do this you roll a dice for each model in the unit and on a 1 they are destroyed. If the unit is below half strength you have a model destroyed on each 1 or 2! This is a huge change and will make bravery modifiers very powerful in this edition!
Once you have completed all those checks you then remove models from every unit that is out of coherency until they are back in coherency again! This could potentially mean a squad being taken down to just a unit of 5 if you haven’t been careful in managing this!
A subtle but important change is the fact that Objective Markers are now 40mm circles – no longer are we measuring from the centre of an objective, you simply measure to this 40mm location. This is a brilliant quality of life change and will no doubt stop arguments as to where the centre of an objective is! It is also clarified that Aircraft and Fortifications can never claim objective markers.
Building an Army
One of the things that was often frustrating with the previous edition of Warhammer 40k was the fact that you gained Command Points from taking detachments – something that often led to you taking the units that you felt you had to take rather than the units you wanted to take. That dream fully bike mounted White Scar army would generate you a lot less command points than trying to maximise your detachments.
This has changed significantly in the new edition – you now get a fixed number of command points based on the size of the battle:
The size of the battle also affects how many detachments in total you can take:
This is a brilliant change that really lets you take whatever type of army you want to play – while some of the more niche detachments have a 3CP costs, the fact that you start with so many CP and get additional CP every turn makes this much less painful than it was in 8th edition. If you take a core detachment (Patrol, Battalion, Brigade) and this contains your Warlord then you effectively get the detachment cost refunded – leaving you with even more command points to play with! I’m looking forward to seeing all the different types of armies that we will get in this new edition of the game!
Stratagems have also had a little refresh in this edition of the game! We’ve had some new ones added, and even existing ones have changed a little! Command re-roll now only allows you to reroll certain dice rolls, similar to how the Sisters of Battle Miracle Dice work (Which also makes miracle dice even more important for them!), while Insane Bravery has gone up to 2CP and can only be used once per battle!
Overwatch is now a core stratagem allowing you to make an overwatch attack when charged – making you have to think about when to use it and if it is going to be worth the cost in CP
We also get a couple of new ones – Desperate Breakout now lets you escape from a pinned position at the potential cost of losing some models. Cut them down can cause a world of hurt by throwing mortal wounds at a unit trying to fall out of combat with you, and Emergency Disembarkation extends the range you can get our of your vehicle but at the cost of it being more likely that you are killed in the crash.
Stratagems were one of the best parts of 8th edition and it’s good to see this expanded, especially with the news ones that allow otherwise trapped units to do something at the cost of a couple of models.
A new use for your Command Points is in Strategic Reserves, allowing you to spend roughly one CP per 9 power in order to allow a unit to outflank later in the game. Any unit that currently has “deep strike” abilities can still use them as normal without any extra CP cost, however this allows you to put any unit into reserves. Maybe a combat unit to bring on later to counter anyone in your deployment zone (If you bring someone on within 1″ of your board edge they can get within 9″ of the enemy and even directly into combat – counting as charging!) or maybe a valuable super heavy that you dont want killing at the start of the game could trundle into the enemy deployment zone (But not within 6 of their board edge) in turn 3!
This is an absolute game changer and offers up loads of options for units that may have previously been vulnerable to an “alpha strike” or need safe passage to their detination!
Aircraft work in a similar way, in that they can leave the combat space and then return in a following turn anywhere they like on the battlefield outside of 9″ from enemy units! I have a feeling that I need to buy some more aircraft to take advantage of this…
Another new mechanic added to the game are actions – these are suitably cinematic actions that can be made during the game generally for the purpose of achieving secondary objectives.
Essentially you sacrifice your unit being able to perform any kind of movement, shooting, combat etc in exchange for being able to complete the action – so for example if your unit wanted to raise a banner they would have to spend their entire turn working on that action without interruption in exchange for victory points.
These add a new dynamic and mean that units may well be more suited to trying to do these tanks rather than fighting enemy units, giving the players a lot more options in the ways they can win the battle, and things to think about in how you can deny your opponent victory.
Sat alongside these are psychic actions – these work on the same principles but are used in the Psychic Phase instead of casting a psychic power. In all rules respects they are just the same as any other psychic power and so can be denied and incur perils of the warp as usual!
Another big shakeup to the game is how terrain works – gone is the generic rule for being in cover, and it is instead replaced with a whole range of different abilities and traits!
Terrain is broken down into 4 main categories, then trait keywords are then applied to the piece in order to represent different rules. This is a fantastic system as it means that not only are current Games Workshop scenery kits fully represented by the rules, but also long discontinued kits and your own DIY terrain that you have created for your battlefield can have working rules that interact with the piece in the way you would imagine,
By breaking down terrain into the 4 categories of Hills, Obstacles, Area Terrain and Buildings it means that the way rules and models interact with them can be distinguished here without there having to be generic blanket scenery rules for all battlefield terrain. This will make things a lot more clear cut in a tournament environment where knowing if something is area terrain or not could have a massive impact on your being able to win your game.
Terrain Traits then get granted on top of those basic terrain categories – a piece of terrain could even have multiple traits stacked on them to represent specific types of fortification. Rather than just the old +1 save, there are a lot of cool interactions you can gain from being in a terrain piece, from being able to add 1 to hit rolls in combat, hit modifiers to being shot at, being able to scale and breach walls as infantry in order to evade bigger units, and even a rule representing the fact that being stood on the top of a storage container should offer you no protection whatsoever!
I really like these rules and look forward to seeing what interactions they cause within a game – I can see a terrain piece with a particularly strong collection of traits being a key position on the battlefield that you want to capture from a strategic point of view, rather than just the fact that it improves your save, making the battles feel more “realistic”.
The Core Book also offers examples of terrain features based on the current Games Workshop range along with suggested traits to use with them. I can see this being something that is expanded in Chapter Approved volumes in order to have “tournament packs” of terrain loadouts, and I also imagine any future kits will also include the suggested traits in the box!
We also get a couple of pages with some suggested terrain densities that explains how heavily populated the board is with scenery and how it impacts and favours different types of army. This is a really helpful section that aids with knowing how many pieces of scenery to use when crafting your battlefield.
For those who are new to the game, or perhaps those who want a more free form game without the additional competitive complexities of Matched Play games, Open Play exists as a way of giving you a loose framework for your games while the rest of the game is driven by your imagination and creativity – you can happily create unbalanced games to represent ambushes, or try and reenact events from your favourite Black Library models. With this in mine the Open Play section is more of a spring board with three example missions that you can use to start out, or perhaps use as inspiration for future missions you create yourself!
The “Way of playing” most people into Warhammer 40k will be most familiar with is Matched Play, and in the 9th Edition Core Book we get the latest iteration of this, and interestingly it’s a modular ruleset that can be updated in future by the use of Mission packs.
Essentially a Mission Pack is a collection of missions tied together with the rules for how you go about setting up a game, how you win and any mission pack specific rules and exceptions. For example, the Matched Play pack in the Core Book “Eternal War” has what we know as the “rule of 3” – you cannot take more than 3 duplicates of a datasheet. However, as this is just tied to that mission pack they can easily release new mission packs with different variations of that rule – we could maybe see a “Tank Commander” mission pack with a rule stipulating that every model in the army has to be a vehicle.
I think this is a really cool thing that opens up possibilities for lots of custom content an alternative playing styles in the future that keep the game fresh and up to date.
We are even seeing a little bit of this with the launch of Chapter Approved alongside Indomitus that contains the Mission Pack for the Grand Tournament 2020! I have a feeling that every major event will have it’s own mission pack released for it making them self contained and easy to police without having to make as many changes to the core mechanics of the game.
But even without the additional content in Chapter Approved, we get an absolute pile of missions in the core book! An interesting change here is that each size of game has it’s own missions that are suited to that size, this allows the Warhammer studio to craft missions that work well based on the size of forces and table, and offers some varied play for people who want to battle across a range of different game sizes!
We get 3 Combat Patrol Missions, 6 Incursion Missions, 6 Strike Force Missions and 3 Onslaught Missions giving us a massive 18 different scenarios right off the bat! You’ll also notice that random deployment maps are now a thing of the past, in the same way as Age of Sigmar each missions shows the deployment map for that specific mission, meaning these games can be tailored without having the potential of different deployment maps interfering with them.
Missions now only last 5 battlerounds, so random game length is a thing of the past (Then again, this could be reintroduced in future Mission Packs) – another parallel with Age of Sigmar that I like, as you now have a finite amount of turns in order to claim victory, allowing you to plan ahead to try and do this,
Each mission has a maximum of 100 victory points that can be earned within them, 45 for the primary objectives and 45 points for secondary objectives (You select 3 secondaries and can core a maximum of 15 points for each of these), the final 10 victory points are awarded if you have a battle ready painted army. While this has caused a few grumblings online, I am very much a fan of this as feel that the painting side of the hobby should be rewarded as much as the gaming side!
Also new are the previously mentioned Secondary Objectives – these cover a wide range of different options for you to gain victory points. Interestingly some of these wont allow you to gain 15 points, but are easier to achieve, so you will have to weigh up for pros and cons and decide what your army is best suited to. As these are picked before the battle starts this allows you to make an informed decision on these based on the battlefield. the mission and what faction you are fighting. I think this is another thing that will be expanded in upcoming Codexes to reflect how the armies operate in the lore.
We’ll be covering the Missions in a separate article – so stay tuned to the site!
Narrative Play – Crusade
The final way of playing, Narrative play, has seen the biggest change out of the three with the addition of the Crusade system. This system allows you to take a small initial force and tell the tale of them developing, growing, gaining experience, finding awesome relics or even having horrific injuries inflicted upon them. It takes all the excitement of Warhammer 40k and adds roleplaying elements and a way of crafting a continuing narrative about your force as your Crusade progresses.
You start with a 50 power army, and as you progress you will be able to add additional units to your pool of units (Games still have an agreed power level, so if you are playing someone with less power than you, then this just gives you a larger pool from which to draw your models from)
What makes this really exciting over previous examples of campaigns that we have seen is that this is a personal campaign, meaning that you are not tied to playing with a single group of players – you could turn up at a club night, play a random person you have never played before and still count the results on your Crusade Order of Battle, gain experience and track your progress ready for your next game.
This really makes the system a lot less restrictive and less difficult to run than traditional campaigns as the ownership is with you, not a games master for example – you log your results, you log your upgrades and the system has a self balancing mechanic in the form of bonus command points when there is a difference in how experienced and upgraded the forces are. For example if you have a 50 power force, but you have got a couple of upgrades, when you play against another 50 power force that has less experience and upgrades they will get some bonus command points at the start of the game to make up for the fact you have “stronger” units.
There’s a good amount of content for Crusade in the core game itself, however Games Workshop have promised more army specific Crusade content will follow in Codexes and supplements – so the future seems bright for this way of playing!
Just like with Matched Play we get 18 unique missions split between the various game sizes giving players a huge amount of variety just from this core book, and in the same way as Matched Play these are collected together in a Mission Pack with the Crusade specific rules that interact with these (Such as Agendas, sub objectives that can earn you bonus experience!)
To close the book, Games Workshop have put together an appendix that lists every Blast Weapon, each Aircraft and a great section that collects together “rare rules” – this gathers together those usual situations when you would normally be paging through the book or looking over FAQS to try and find the answer, I love that they have gathered them together here as it makes finding the answers to these questions really easy! There’s also a full and thorough glossary of terms used during the game that are encountered in supplements and codexes, which is a really great touch!
So what do I think of the new edition of the game? I have to say it’s everything that I hoped for! It’s taken the parts that worked in 8th edition and given them a coat of new paint and a good polish, while rebuilding the parts that didn’t work so well in order to change the game for the better. Crusade breathes new life into Narrative Play and I can really see many groups using this exclusively for their games. The book itself is absolutely gorgeous and dripping in everything that makes the Warhammer 40k universe the thing that we all love!
Indomitus itself is without a doubt one of the best boxes Games Workshop have ever put out, not only containing the full rule book but also those amazing Necron and Space Marine miniatures.
While not pitched as a “Starter set”, Indomitus is still a fantastic entry point for anyone to get into the game containing two armies of approximately 50 power and the profiles needed to play with them,
For people who currently play 40k and want to get into the new edition then in my opinion it is a no-brainer to get this set, especially if the rumours of a £120 price point hold out true!
This box and book has captured my imagination and got me raring to start new armies and explore the new missions, the Crusade system and hit the battlefield once again!
Warhammer 40,000 Indomitus is up for pre-order on 11th June and released 25th June. Games Workshop provided us a copy of Indomitus for review purposes.