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Description
Warhammer 40k: Introductory SetIn the grim darkness of the far future, there is only war. Across the far flung worlds of the Imperium of Mankind, in a galaxy riven by warp storms and unceasing conflict, the armies of Humanity battle for survival. With the Imperium already standing upon the brink of annihilation, the Tyranid hive fleets emerge from the cold void between the stars. The Space Marines stand as the last line of defence between this ravenous alien menace and the
In the grim darkness of the far future, there is only war.Across the far-flung worlds of the Imperium of Mankind, in a galaxy riven by warp storms and unceasing conflict, the armies of Humanity battle for survival. With the Imperium already standing upon the brink of annihilation, the Tyranid hive fleets emerge from the cold void between the stars. The Space Marines stand as the last line of defence between this ravenous alien menace and the beleaguered worlds of the Imperium.
Take your first steps into the 41st Millennium with this Introductory Set for Warhammer 40,000. This box is a great way to get familiar with this amazing hobby, as you build and paint incredible models, then play your first games. It includes two sets of push-fit models, a set of hobby tools and paints, a game mat, helpful guides, tokens and terrain markers, plus all the dice and tools you need to play. Pick the noble Space Marines or swarming Tyranids, give control of the other models to a friend or family member, and battle it out for hours of entertainment. If you’re thinking about giving Warhammer 40,000 a try, this is your chance – it's also an excellent way to expand your existing collections.
This boxed set includes:
1x 48-page softcover Warhammer 40,000 Introductory Set Handbook – Includes construction guides, rules tutorials, and training missions to get you up to speed without hassles and headaches
16x plastic push-fit Citadel miniatures – This box includes two sets of miniatures to build, paint, and play with, all designed to be assembled without glue so you can get stuck in with minimal fuss. These miniatures are all supplied with their appropriate bases, and the box features:
5x Space Marines
Genetically-enhanced soldiers created for war. Their already-deadly skills are enhanced with power armour that amplifies their strength and endurance, and brutal weapons to utterly annihilate any foe.
- 5x Infernus Marines: Armoured troops who wield powerful flame weapons to keep swarming enemies at bay
11x Tyranids
Utterly alien creatures from a distant galaxy, driven by a gestalt consciousness. They desire nothing more than to consume all life, absorbing and reconstituting its biomass into ever-more-vile creatures.
- 10x Termagants: Scuttling hordes of simple Tyranid creatures, armed with weapons that project living ammunition
- 1x Ripper Swarm: Small beasts tasked with finishing off weakened enemies and picking their bones clean
1x 30" by 22.4" double-sided gaming mat – A foldable paper playing mat that features different battlefield art on each side.
1x range ruler and 6x dice – These essential accessories are used in games of Warhammer 40,000 for movement, shooting, close combat, and more.
22x cardboard tokens and terrain markers – These tokens represent walls and objectives, plus activation tokens to keep track of your turns.
1x Citadel Starter Clippers – The perfect tool for removing your new models from the frame.
1x Citadel Colour Starter Brush – A great all-rounder paintbrush that will help you prepare your models for battle.
5x 12ml Citadel Colour paints – Ideal colours for getting your models ready to play in the colours of the Ultramarines and Hive Fleet Leviathan, including:
- 1x Abaddon Black
- 1x Wraithbone
- 1x Balthasar Gold
- 1x Naggaroth Night
- 1x Macragge Blue
These miniatures are supplied unpainted and require assembly – we recommend using Citadel Colour paints.
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4.6 ★★★★★
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Product Reviews
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc.
This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great.
I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development.
UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers.
Out of a ~1150 page book:
The longest chapter is ~150 pages, on Parallelism and Concurrent Programming.
Rendering Engine is ~100 pages
Collision and Rigid Body Dynamics is ~100 pages
3D Math for Games is ~50 pages
I had hoped for treatments on quaternion camera and for entity component system, but alas, no.
What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop.
The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics.
My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time.
You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019