DRY: ETHERIUM BLUE

Citadel Dry Compounds are of a thicker consistency than other Citadel paints, which makes them perfect for drybrushing - a handy way to pick out the details on a model, or apply highlights swiftly and easily.

All of our paints are non-toxic, water-based acrylic that are designed for use on plastic, metal, and resin Citadel miniatures. One pot contains 12ml of dry paint.

$7.00
5 in stock

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SHADE: BIEL-TAN GREEN

Citadel Shades are specially formulated to flow over other paints and into the recesses on your miniatures, defining details and accentuating recesses. Once applied, they dry to provide very effective shading for your models. All of our paints are non-toxic, water-based acrylic that are designed for use on plastic, metal, and resin Citadel miniatures. One pot contains 24ml of shade paint.
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MIDDLE EARTH: RULES MANUAL

he Middle-earth Strategy Battle Game is the tabletop game for 2 or more players that allows you to play through the events from The Lord of the Rings™ and The Hobbit™ with your collection of Citadel and Forge World models. Take control of your favourite heroes, villains and armies, recreate scenes from the movies and books, and gather your forces together to do battle with your opponent in a test of wits and prowess. This 208-page hardback rules manual is a comprehensive guide to the hobby of building, painting and playing games with your Middle-earth models, whether you choose the forces of Good or Evil.IntroductionThis section features an overview of the wider hobby of collecting, painting and playing with Middle-earth miniatures, from the very basics of choosing your army, the items you need in order to run games, setting up your battlefield and understanding the rules and profiles you’ll use in-game.RulesHere, you’ll be taken through the meat of the Middle-earth Strategy Battle Game – the actual rules that you’ll use to play:- Basic Principles: a primer on the fundamental concepts and terms used in the book, this section briefly explains a few things that the newcomer may find daunting;- Turn Sequence: each turn is divided into 5 phases – Priority, which determines who acts first, Movement, which covers moving your models on the tabletop, interacting with terrain and using control zones, Shoot, which covers ranged attacks, Fight, which covers close combat, and Courage, in which your models are tested to see if they stand their ground or flee in terror;- Monsters: while their basic rules are typically the same as those for other models in the game, Monster models are particularly powerful – this section covers their special rules. This includes War Beasts, huge creatures ridden into battle, crushing the foe as they march on;- Weapons & Wargear: split into 4 subsections – close combat, missile, equipment and armour – this section explains the variety of weapons and wargear available to your models, and the impact your choices will have on your tactical decisions;- Magical Powers: certain models have the ability to cast magical powers, and this section explains targeting, casting and resisting those powers during the Move phase, with a list of every Magical Power available to cast;- Special Rules: this section collects together all the passive and active Special Rules which can appear on model profiles, compiled for easy reference;- Advanced Rules: found in certain Scenarios, these rules – covering water features, sentries, passengers and carrying objects – come in handy when recreating scenes from the history of Middle-earth;- Siege Engines: rules for fielding these immense and obvious threats, covering their movement, firing, upgrades and crew (and their ability to launch severed heads as ammunition…);- Sieges: throughout the history of Middle-earth, many sieges have taken place – here are the basic rules for creating your own sieges with your models.Narrative PlayNarrative Play games allow you to recreate your favourite battles and scenes from both the books and the films, using your collection of Citadel and Forge World models. Each Scenario – found in The Armies of The Lord of the Rings™ and The Armies of The Hobbit™ – has a selection of special rules that balance them, providing an experience closely matching the scenes from the books and films.Open PlayWith no restrictions whatsoever, Open Play games have unlimited creative potential, and are perfect for beginners and veterans alike. Simply get your collections together and dream up your own scenarios – any combination of army fighting any other combination of army, on a playing field of your own devising with objectives unique to your game – the possibilities are literally endless.Matched PlayIn Matched Play games, you and your opponent gather your forces of heroes and warriors from your collection, up to an agreed points limit, before unleashing your armies for the fate of Middle-earth. This section includes advice on building an army to a points limit, determining the size of the games you want to play, Alliances, wargear limits, initial priority, objectives, and Heroic Tiers – the respect and loyalty that Heroes command.This section includes 12 Matched Play Scenarios, each providing a different tactical challenge.The Armies of Middle-earthThis section is an inspiring showcase of beautifully painted miniatures from across the Citadel and Forge World ranges, showing you just what is possible when painting your own.Example Armies4 example armies – Minas Tirith, Isengard, Defenders of Erebor, Azog’s Hunters – showing you how the army was built, the points values they represent and the rules they can leverage.
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WARHAMMER CHRONICLES: RISE OF NAGASH

A Warhammer Chronicles omnibusNagash, priest king of Khemri, embarks upon a quest for immortality that will spark a war, destroy an empire and unleash a plague of undeath that will blight the world forever.READ IT BECAUSEEven gods start somewhere, and the God of Death is no different. Nagash bestrides the Mortal Realms like a colossus, but once he was a humble (well, okay, maybe not humble) priest king who changed the world forever by sheer will... Find out how in these three classic Warhammer novels.THE STORYNagash was the first necromancer and the supreme lord of undeath. He wrested the secrets of dark magic from the elves and perverted them to suit his ends. When the priest-kings of Nehekhara stood united against him, he broke their armies and sacked their cities. He raised the largest army of the dead the world has ever known and became an immortal dark god. His deeds are legend. This is his story.Written by Mike LeeCONTENTSNagash the SorcererNagash the UnbrokenNagash Immortal
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Plaguebearers are the rank and file of Nurgle's legions. These loathsome Lesser Daemons are crafted from the blighted soul-stuff of mortals who have been slain by Nurgle's Rot. A Plaguebearer carries the marks of Nurgle's Rot through eternity. What little of its skin that can be seen beneath the discharge of innumerable sores tinged with suppurant greens and vile browns.   Each of these ten Plaguebearers of Nurgle can be constructed in their own unique stomach-churning manner. Each combination possesses several disgusting details of note: sores of varying sizes; severed heads for trophies, which they carry in their hands; the occasional Nurgling somehow poking through their skin, or yanking on entrails; exposed tendons and bones; horns protruding from their heads. Each possesses many rows of sharp teeth and, for the most part, just the one eye - though some have more - and they each grasp rusted, infectious blades called Plagueswords.   This multi-part plastic boxed set contains 74 components, ten 25mm square bases and ten 25mm round bases, with which to build ten Plaguebearers of Nurgle. The kit contains enough components to assemble a command group, including a Herald of Nurgle, a musician and a standard bearer.   This kit is supplied unpainted and requires assembly - we recommend using Citadel Plastic Glue and Citadel Paints.   You can use this kit for collections of both Warhammer and Warhammer 40,000 miniatures.
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