Warhammer 40,000: Wikis


Note: Many of our articles have direct quotes from sources you can cite, within the Wikipedia article! This article doesn't yet, but we're working on it! See more info or our list of citable articles.


From Wikipedia, the free encyclopedia

Warhammer 40,000
Current Warhammer 40,000 logo
Manufacturer Games Workshop
Designer Rick Priestley, Andy Chambers et al.[1]
Illustrator John Blanche, Jes Goodwin et al.
Publisher Games Workshop
Years active 1987 to present
Players 2+
Age range 12+
Playing time Varies
Random chance Dice rolling
Skills required Tactical, arithmetic, strategic
Website http://www.games-workshop.com/

Warhammer 40,000 (informally known as Warhammer 40K or simply 40K) is a tabletop miniature wargame produced by Games Workshop, set in a science fantasy universe. Warhammer 40,000 was created by Rick Priestley in 1988 as the futuristic companion to Warhammer Fantasy Battle, sharing many game mechanics. Expansions for Warhammer 40,000 are released from time to time which give rules for urban, planetary siege and large-scale combat, respectively. The game is currently in its fifth edition.

Players can assemble and paint individual 28 mm (1.1 in) scale miniature figures that represent futuristic soldiers, creatures and vehicles of war. These figurines are collected to comprise squads in armies that can be pitted against those of other players. Each player brings a roughly equal complement of units to a tabletop battlefield with handmade or purchased terrain. The players then decide upon a scenario, ranging from simple skirmishes to complex battles involving defended objectives and reinforcements. The models are physically moved across the table and the actual distance between models plays a role in the outcome of combat. Play is turn based, with various outcomes determined by tables and the roll of dice. Battles may last anywhere from a half hour to several days, and battles may be strung together to form campaigns. Some game and hobby stores host games periodically, and official tournaments are held on a regular basis.

Warhammer 40,000's space fantasy setting spans a vast fictional universe. Its various factions and races include the Imperium of Man (the human race 38,000 years hence), the Orks (similar to Warhammer Fantasy Orcs), and the Eldar (similar to Elves in Warhammer Fantasy Battle). These races, along with their playing rules, are covered in the game's rule books and supplemental army 'codexes' (called this by Games Workshop despite the correct plural being codices, hence this spelling is used throughout this article), along with articles in the Games Workshop magazines, White Dwarf and Imperial Armour. Lines of these miniatures are produced by Citadel Miniatures and Forge World.

The Warhammer 40,000 setting is used for several related tabletop games, video games, and various works of fiction, including licensed works published by Black Library, a subsidiary of Games Workshop.



The Warhammer 40,000 game takes place in a highly-dystopic, science-fantasy universe.[2] Set in the 41st millennium, most of the major storylines that provide the backdrop and history span over millennia.

Central to the Warhammer 40,000 universe are the Space Marines, giant, genetically-enhanced super-soldiers with world-destroying firepower and unswerving, fanatical loyalty to the Emperor of Mankind. While Space Marines act as the special forces of the Imperium, the bulk of mankind's military power is found in the Imperial Guard, which consist of billions of regiments, each thousands of soldiers strong.[3] Their quintessential opposition is the Chaos Space Marines, who betrayed the Emperor during the Horus Heresy, led by Warmaster Horus (who was eventually killed by the Emperor).

Much of the Milky Way galaxy is controlled by the Imperium of Man, though it is not the only galactic power. Other races include the Orks, a barbaric, humanoid, green-skinned, semi-fungoid race; the Eldar, survivors of an ancient fallen civilization reminiscent of classic fantasy Elves;[4] the Tau, a young and technologically-sophisticated civilization of aliens that work for the "greater good" of their empire and its inhabitants; the Necrons, soulless, living-metal constructs tricked into slavery by space entities; and the Tyranids, an all-consuming, all-organic, bio-engineered, extragalactic hive-swarm.[5] Each of these races have playable armies. Other playable armies include the Witch Hunters and Daemonhunters, organizations within the Imperium, as well as the fallen Dark Eldar and the capricious Daemons of Chaos.[6]


Games are held between two or more players,[7] each of whom fields a group of units they have purchased, painted and assembled. The size and composition of these groups, referred to as armies, are determined on a point system, with each unit (figurine) assigned a value in points roughly proportional to its worth on the battlefield (a better unit or model is worth more points). Before a game, the gamers agree on how many points will be used as the maximum army size and each assembles an army up to that maximum limit. The composition of these armies is usually constrained by rules contained within the Warhammer 40,000 rulebook, as well as in several army-specific rulebooks called 'codexes'. These rules and preparations are generally taken seriously among players.[8] Common game sizes are between 500 and 2,000 points and played on tables four feet in width and four to eight feet in length, but it is possible to play much larger games given the time and inclination (larger point battles tend to be played by multiple gamers on larger tables).[9]

At the onset of each game, a set of rules and goals is determined for that battle. These are collectively referred to as the scenario or mission being played. Players are assigned basic goals which range from the defense or capture of sections of the board to the destruction of enemy units. Additional rules may represent conditions for fighting at night or in environments that affect troops' abilities. These scenarios may be straightforward, taking only an hour or so to complete, or they may be quite complex and require several hours or even days to play out.[10] A series of scenarios may be organized into a campaign, where two or more players fight against each other in a number of battles. These campaigns may feature their own special rules, and are typically tied together by a storyline that can evolve based on the results of each scenario.[11] Many scenarios and campaigns are designed by Games Workshop and printed in the 'codexes', rulebooks or White Dwarf. Alternately, gamers may design their own scenarios or build new campaigns from premade scenarios.[12]

A ForgeWorld Tyranid Trygon resin kit

Play is divided into "phases" where each player moves, shoots, and/or engages in close combat with various units. In the movement phase, a player determines the direction and distance individual units will travel, unless a special rule states otherwise. Some units can travel further than others in a single move, and terrain may inhibit movement. In the shooting phase, the player has the opportunity to make long-distance attacks with units that are within range of the enemy. In the Assault Phase, units may engage in close-quarters fighting with enemy units in close proximity. After one player completes all three phases play is turned over to the opposing player. Contingent events such as weapon hits and misses are determined by the roll of a six sided die (note that the rulebooks use the word "dice" to refer to a single die) and unit characteristics.[13] A specialty die called a scatter die is used to determine deviation for less accurate events such as artillery barrages or reserve units deploying onto the battlefield through irregular means.[14] Unlike some wargames, Warhammer 40,000 is not played on a hex map or any kind of pre-defined gameboard. Instead, units can be placed at almost any physical location on the table. Range between and among units is important in all three phases of play. Distance is measured in inches using a ruler. Determination of line of sight, is made at "model's eye view"—gamers may bend down to observe the board from the specific model's point of view.[15] Victory is determined by points, awarded for completing objectives and/or destroying enemy units.

Battle between Chaos Daemons and Tau with dice and terrain elements visible

Benjamin Fox, in "The Performance of War Games", argues that player interaction on the battlefield reflects all portions of a "performance": script, drama and theater. He compares war games like Warhammer Fantasy Battle and Warhammer 40,000 to role playing games such as Dungeons & Dragons and notes the dynamic nature of battles, where each conflict is different from the last.[16]

Terrain is also an important part of play. Although Games Workshop sells terrain kits, many hobbyists prefer to make their own elaborate and unique set pieces.[17] Common household items like soft drink cans, coffee cups, styrofoam packing pieces, and pill bottles can be transformed into ruined cathedrals, alien habitats, or other terrain with the addition of plastic cards, putty, and a bit of patience and skill.[18]



Like Warhammer, Warhammer 40,000 involves both actual table-top play and the "meta-game" of assembling and painting models and armies for play often referred to as the "hobby" aspect.[19] For many players the preparation of models is sometimes more important than the actual gameplay itself.[20][21] Gamers purchase the figurines from Citadel Minis as well as the Citadel Subsidiary, Forge World, and then assemble and paint them before they use them in battle. The painting itself lends a sense of authenticity to the owner of the figurines, indicating how serious he or she is about the hobby.[22] Depending on the number of units, it can take weeks, months, or even years to complete an army, this time may include modification of the original paint schemes and even model poses to personalize each army.[20][23][24]

In official tournaments, it is common to mandate that all of a player's forces be fully painted and assembled, with the requirements being that the army contains at least two colours.[25] In more casual games only assembly of the model is required for play. Contests for best painted armies are occasionally held by Games Workshop at Games Day and by game stores or wargaming organizations at various conventions.[26][27][28] Before such tournaments, retouching an already completed army can take weeks. Craftsmanship is an important element of play, both for gamers' own experience and tournament entries. Some tournaments include competition between gamers where points are awarded for the overall appearance of each player's army as well as for sportsmanship and victory in individual scenarios.[29]


Rogue Trader (1987)

Rogue Trader - the first edition of Warhammer 40,000

The first edition of the game, Warhammer 40,000: Rogue Trader, was published in 1987.[30] Game designer Rick Priestley created the original rules set (based on the contemporary 2nd Edition Warhammer Fantasy Battle) alongside the Warhammer 40,000 gameworld. The game play of Rogue Trader was heavily oriented toward role playing rather than strict wargaming. This original version came as a very detailed, though rather jumbled, rulebook, which made it most suitable for fighting small skirmishes.[31] Much of the composition of the units was determined randomly, by rolling dice. A few elements of the setting (bolters, lasguns, frag grenades, Terminator armour) can be seen in a set of earlier wargaming rules called Laserburn (produced by the now defunct company, Tabletop Games) written by Bryan Ansell. These rules were later expanded by both Ansell and Richard Halliwell (both of whom ended up working for Games Workshop), although the rules were not a precursor to Rogue Trader.[32]

In addition, supplemental material was continually published in White Dwarf magazine, which provided rules for new units and models. Eventually, White Dwarf provided proper "army lists" that could be used to create larger and more coherent forces than were possible in the main rulebook. These articles were from time to time released in expansion books along with new rules, background materials and illustrations.[citation needed]

Second Edition (1993)

The second edition of "Warhammer 40,000" was published in late 1993 and responded to the desire by Games Workshop to appeal to a younger fanbase. This new course for the game was forged under the direction of editor Andy Chambers. The second edition came in a boxed set that included Space Marine and Ork miniatures, scenery, dice, and the main rules. An expansion box set titled Dark Millennium was later released, which included rules for psychic powers. Another trait of the game was the attention given to "special characters" who had access to equipment and abilities beyond those of others (the earlier edition only had three generic 'heroic' profiles for each army: champion, minor and major hero).

Third Edition (1998)

The third edition of the game was released in 1998, and like the second edition, concentrated on streamlining the rules for larger battles.[1] Third edition rules were notably simpler, and less prone to give characters abilities only on the roll of a die.[33] The rulebook was available alone, or as a boxed set with miniatures of Space Marines and the newly-introduced Dark Eldar. The system of army 'codexes' continued in third edition, enjoying some popularity.

Towards the end of the third edition, four new army codices were introduced: the xenos Necron and Tau races and two armies of the Inquisition: the Daemonhunters of the Ordo Malleus, and the Witchhunters of the Ordo Hereticus; elements of the latter two armies had appeared before in supplementary material (such as Realm of Chaos and Codex:Sisters of Battle). At the end of the third edition, these Inquisition armies were re-released with all new artwork and army lists. The release of the Tau coincided with a rise in popularity for the game in the United States.[34]

Fourth Edition (2004)

The fourth edition of Warhammer 40,000 was released in 2004.[35] This edition did not feature as many major changes as prior editions, and was "backwards compatible" with each army's third edition codex. The fourth edition was released in three forms: the first was a standalone hardcover version, with additional information on painting, scenery building, and background information about the Warhammer 40,000 universe. The second was a boxed set, called Battle For Macragge, which included a compact softcover version of the rules, scenery, dice, templates, and Space Marines and Tyranid miniatures. The third was a limited collector's edition. Battle for Macragge is a 'game in a box', targeted primarily at beginners. Battle for Macragge is based on the Tyranid invasion of the Ultramarines' homeworld, Macragge. An expansion to this was released called The Battle Rages On!, which featured new scenarios and units, like the Tyranid Warrior.

Fifth Edition (2008)

The fifth edition of Warhammer 40,000 was released on July 12, 2008. While there are some differences between the fourth and fifth editions, the general rule set shares numerous similarities. Codex books designed prior to the fifth edition are still compatible, albeit with some changes to how those armies function.[36] The replacement for the previous edition's Battle for Macragge starter set is called The Assault on Black Reach, which features a pocket sized rulebook (containing the full ruleset but omitting the background and hobby sections of the full sized rulebook), and starter Ork and Space Marine armies.

New additions to the rules include the ability for infantry models to "Go to Ground" when under fire, providing additional protection at the cost of mobility as they dive for cover. Also introduced is the ability to run, whereby some units may forgo shooting to cover more ground. In addition, cover has been changed so that it is now much easier for a unit to get a cover save. Damage to vehicles has been simplified and significantly reduced, and tanks may now ram other vehicles.[36] Some of these rules are modeled after rules that existed in the Second Edition, but were removed in the Third.[citation needed]

Some problems have arisen between codexes written in fourth edition and rules in fifth edition, the largest one being the development of true line of sight - the rule that helps to distinguish whether or not a model can see another and shoot at it. These have hampered older codexes which need to be updated to create a balanced army within this rule set.[citation needed] Most notable are the Dark Eldar and Necron codexes that are still based on third edition rules.[citation needed] The current release schedule has stated that Necrons are slated for a January 2011 update, while Dark Eldar are speculated to be updated for winter 2010. The Daemonhunters and Witchhunters are other armies still adhering to their respective 3rd Edition Codex, which hampers them a great deal as the points cost is outdated as are many of their special rules, many of which no longer have any effect in the 5th Edition rules. Recent rumors suggest that the Daemonhunters and Witchhunters are being updated as soon as the codexes for both armies have been removed from stores. Reliable sources have made mention of new models and codex art having been spotted for both armies.[citation needed]

Supplements and expansions

There are many variations to the rules and army lists that are available for use, typically with an opponent's consent.[37] These rules are found in the Games Workshop publication White Dwarf, on the Games Workshop website, or in the Forge World Imperial Armour publications.

The rules of Warhammer 40,000 are designed for games between 500 and 2500 points, with the limits of a compositional framework called the Force Organisation Chart making games with larger point values difficult to play. In response to player comments, the Apocalypse rules expansion was introduced to allow 3000+ point games to be played. Players might field an entire 100-man company of Space Marines rather than the smaller detachment of around 30-40 typically employed in a standard game. Apocalypse also contains rules for using larger war machines such as Titans.[38]

Cities of Death (the revamp of Codex Battlezone: Cityfight) introduces rules for urban warfare and guerilla warfare, and so-called "stratagems", including traps and fortifications. It also has sections on modeling city terrain and provides examples of armies and army lists modeled around the theme of urban combat.[39]

Planetstrike, released 2009. Sets rules allowing players to represent the early stages of a planetary invasion. New game dynamics, such as dividing the players into an attacker and a defender, each having various strategic benefits tailored to their role; for example, the attacker may deep strike all infantry, jump infantry and monstrous creatures onto the battlefield, while the defender may set up all the terrain on the battlefield.

Planetary Empires, released August 2009, allows players to coordinate full-scale campaigns containing multiple battles, each using standard rules or approved supplements such as Planetstrike, Cities of Death or Apocalypse. Progress through the campaign is tracked using hexagonal tiles to represent the current control of territories within the campaign. The structure is similar to Warhammer Fantasy's Mighty Empires.

Battle Missions, released March 2010, this expansion contains a series of 'missions' with sepcific objectives, each 'race' has 3 specific missions which can be played, these missions are determined by a dice roll and are usually chosen from the 2 armies being used. They still use the standard rules from the warhammer 40,000 rule book.


On September the 27th, 2009, a CGI movie entitled Ultramarines was announced.[40] It is currently set to be produced by Codex Pictures, a United Kingdom based company. As the name implies, the movie will be centered around a chapter of Space Marines, specifically the Ultramarines. Dan Abnett, a writer who has published books and comics for the Black Library as well as Marvel and DC Comics, has written the script.[41]

Reception and growth

Warhammer 40,000 has proven successful for Games Workshop, which boasts a revenue of over £110.3 million[42]. Since its creation in 1987, Games Workshop has moved to purchase or create each element in the supply chain for their product. This vertical integration has resulted in their purchase of a miniature production company as well as the 1998 purchase of TJA Tooling, a company that creates tool and die elements for injection molding machines.[43] In 1993, the company sold 20 million miniatures (although this figure includes the sales of Warhammer Fantasy Battle figurines) and operated seven outlets in the United States.[44] Tournaments have been played in the United States since 1990 and regular game sessions are held in game stores in both Europe and North America.[45][46][47] Warhammer 40,000 has proven popular in Australia, too, developing what the Brisbane Courier-Mail referred to as a "cult following".[48] In 2001 a Warhammer 40,000 tournament in Baltimore, Maryland drew 40,000 attendees.[10] Games Workshop does not advertise Warhammer 40,000, instead relying on word of mouth to bring in new players.[49][50]

At the 1994 Warhammer 40,000 Origins Game Fair, the Academy of Adventure Gaming Arts and Design gave the Origins Award for Best Miniatures Rules of 1993 to the second edition of Warhammer 40,000.[51] At the 1997 Expo, they gave the award for Best Fantasy or Science Fiction Figure Miniatures Series of 1996 to Jes Goodwin's Warhammer 40,000 Chaos range.[52] At the 2004 Origins, Warhammer 40,000 was inducted into the Academy's Hall of Fame.[53]

Spin-offs and related fiction

Games Workshop has expanded the Warhammer 40,000 universe over the years to include several spinoff games and fictional works. This expansion began in 1987, when Games Workshop asked Scott Rohan to write the first series of "literary tie-ins". This eventually led to the creation of Black Library, the publishing arm of Games Workshop, in 1997. The books published relate centrally to the backstory in the Warhammer universe. Black Library also publishes Warhammer 40,000 graphic novels.[54]

Several popular miniature game spin-offs were also created, including Space Hulk, Battlefleet Gothic, Epic 40,000, Inquisitor, Gorkamorka and Necromunda. A collectible card game, Dark Millennium, was launched in October 2005 by Games Workshop subsidiary, Sabertooth Games. The story behind the card game begins at the end of the Horus Heresy arc in the game storyline and contains four factions: the Imperium, Orks, Eldar and Chaos.[55]

During the 1990s, Games Workshop partnered with Strategic Simulations (SSI) to produce squad-based tactical games such as Warhammer 40,000: Chaos Gate as well as turn-based strategic simulations like Warhammer 40,000: Rites of War. Warhammer 40,000: Space Crusade, one of the earliest video games of the series was praised for being "a faithful conversion of the boardgame, with a board that could be viewed in 2D or isometric projection views (Barker, 1992)."[56][57]

Games Workshop licensed Warhammer 40,000 to THQ in 2001 and produced a first-person shooter titled Fire Warrior.[58] The game received generally mediocre reviews, including a 6.0 out of 10.0 from IGN.[59] The later releases from THQ were real-time strategy games: Dawn of War, Dawn of War: Winter Assault, Dawn of War: Dark Crusade, and Dawn of War: Soulstorm. Developed by RTS veterans Relic Entertainment who had previously created the award-winning Homeworld and Impossible Creatures, these were considerably more popular and well received, with Dawn of War netting a 4.5 out of 5 from GameSpy.[60] (who is the host for online part of the game). The sequel to Dawn of War, Dawn of War II was released in February 2009.[61]

Although there were plans to create a fully-fledged Warhammer 40,000 role-playing game from the beginning[62], these did not come to fruition until 2008, with the release of Dark Heresy by Black Industries, a GW subsidiary.


  1. ^ a b Priestley, Rick; et al. (1998). Warhammer 40,000 (3rd Edition ed.). Nottingham: Games Workshop. ISBN 1-84154-000-5. 
  2. ^ Stableford, Brian M. (2004). Historical Dictionary of Science Fiction Literature. Scarecrow Press. pp. 130. ISBN 9780810849389. 
  3. ^ Priestley, Rick; et al. (1998) pp. 95-115
  4. ^ Band, Carol (December 7, 2000). "Weekend Wizards and Table-top Warriors". The Boston Globe: pp. Calendar, 12. 
  5. ^ Priestley, Rick; et al. (1998) pp. 117-118
  6. ^ "The Armies of Warhammer 40,000". www.games-workshop.com. Games Workshop. http://www.games-workshop.com/gws/content/article.jsp?categoryId=cat210004&pIndex=4&aId=9300005&start=5#. Retrieved 2008-10-14. 
  7. ^ Crockett, Stephen A. (July 1, 2002). "In the Games Workshop, a Chance to Exercise Your Demons". The Washington Post: pp. C01. 
  8. ^ Cova, Bernard; Pace, Stefano; Park, David J. (2007). "Global brand communities across borders: the Warhammer case". International Marketing Review (Emerald Group Publishing Limited) 24 (3): 321. doi:10.1108/02651330710755311. ISSN 0265-1335. 
  9. ^ Priestley, Rick; et al. (1998) pp. 123-124
  10. ^ a b Brodwater, Taryn (September 8, 2001). "War and pieces: Good battles evil in Warhammer 40K, a fantasy game played by true believers". The Spokesman-Review (Cowles Publishing Company): pp. H8. 
  11. ^ Priestley, Rick; et al. (1998) pp. 131, 157-158
  12. ^ Snyder, Tom (January 9, 1997). "Battle on the board: Futuristic fantasy board game is all the rage at Anaheim Hills store". The Orange County Register (Freedom Communications): pp. Anaheim Hills News, p. 1. 
  13. ^ Priestley, Rick; et al. (1998) pp. 41
  14. ^ Alswang, Joel (2003). The South African Dictionary of Sport. New Africa Books. pp. 285–287. ISBN 9780864865359. 
  15. ^ Priestley, Rick; et al. (1998) pp. 42-45
  16. ^ Fox, Benjamin N. (2001). "The Performance of War Games". in Mikotowicz, Tom; Lancaster, Kurt. Performing the Force: Essays on Immersion Into Science-Fiction, Fantasy and Horror Environments. McFarland. pp. 73–76. ISBN 9780786408955. 
  17. ^ McGuire, Patrick (March 24, 1993). "In the grip of Warhammer Help your elf to popular fantasy game". The Sun: pp. 1C. 
  18. ^ Priestley, Rick; et al. (1998) pp. 28-29
  19. ^ Tinsman, Brian (2003). The Game Inventor's Guidebook. Krause. pp. 67. ISBN 9780873495523. 
  20. ^ a b Jenner, Andrew (September 30, 2008). "Warhammer May Be Dark, But Gamers Say It's A Good Break From Real Life". The Daily News-Record (Rockingham Publishing Company). http://www.dailynews-record.com/artsandentertainment_details.php?AID=31517&CHID=5. Retrieved 2008-09-30. 
  21. ^ McManus, Kevin (January 29, 1993). "Nonviolent War Games". The Washington Post: pp. N55. 
  22. ^ Williams, J. Patrick (February 4, 2005). "Consumption and Authenticity in the Collectible Games Subculture" (PDF). The Georgia Workshop on Culture and Institutions (University of Georgia): pp. 1. http://www.uga.edu/gwci/WilliamsJan05.pdf. Retrieved 2008-09-29. 
  23. ^ Scutts, Jerry (2000). Modelling and Painting Figures. Osprey Publishing. pp. 10. ISBN 9781902579238. 
  24. ^ Dumas, Alan (March 5, 1999). "Game Boys (and Girls): The Next Generation of Board Games has no Shortage of Players". Denver Rocky Mountain News: pp. 5D. 
  25. ^ "Player Information and General Guidelines". www.games-workshop.com. Games Workshop. http://www.games-workshop.com/gws/content/article.jsp?community=true&catId=&categoryId=400002&pIndex=3&aId=3400017&start=4. Retrieved 2008-10-11. 
  26. ^ Millar, Peter (October 22, 1995). "New model armies". The Sunday Times (London). 
  27. ^ "What are Rogue Trader Tournaments?". www.games-workshop.com. Games Workshop. http://www.games-workshop.com/gws/content/article.jsp?community=true&catId=&categoryId=400002&aId=3400017. Retrieved 2008-09-30. 
  28. ^ "2008 Circuit Events". www.games-workshop.com. Games Workshop. http://www.games-workshop.com/gws/content/article.jsp?community=true&catId=&categoryId=1800001&aId=3400018. Retrieved 2008-09-30. 
  29. ^ Salamon, Julie (February 15, 2005). "Warhammer: Painted Armies Clash in Tabletop Battles". The New York Times: pp. E1. http://www.nytimes.com/2005/02/15/arts/15warh.html. Retrieved 2008-10-01. 
  30. ^ Priestley, Rick (1987 [1992]). Rogue Trader. Eastwood: Games Workshop. ISBN 1-872372-27-9. 
  31. ^ "The High Lords Speak". White Dwarf (UK edition) (Games Workshop) (343): 35–36. June 2008. 
  32. ^ White Dwarf (June, 2008) pp. 34-35
  33. ^ Driver, Jason. "Warhammer 40K 3rd edition". RPGnet. Skotos Tech. http://www.rpg.net/news+reviews/reviews/rev_1577.html. Retrieved 2008-09-29. 
  34. ^ Guthrie, Jonathon (July 31, 2002). "Games Workshop runs rings around its rivals". Financial Times: pp. 20. http://proquest.umi.com/pqdweb?did=143827561&sid=2&Fmt=3&clientId=11148&RQT=309&VName=PQD. Retrieved 2008-09-29. 
  35. ^ Chambers, Andy; Priestley, Rick, and Haines, Pete (2004). Warhammer 40,000 (4th edition ed.). Nottingham: Games Workshop. ISBN 1-84154-468-X. 
  36. ^ a b in the Pipeline. White Dwarf (UK). July 2008. 
  37. ^ Priestley, Rick; et al. (1998) pp. 270-272
  38. ^ White Dwarf Online #72, 2007-08-03 
  39. ^ Hoare, Andy. Cities of Death. Nottingham: Games Workshop. ISBN 1-84154-749-2. 
  40. ^ [1]
  41. ^ [2]
  42. ^ Games Workshop's investor site
  43. ^ Silverton, Peter (July 26, 1998). "What's a boy to do after the World Cup? Play with Necrons and Orks, of course.". The Observer: pp. 17. 
  44. ^ McGuire, Patrick (June 10, 1993). "Britain's Warhammer game challenges D&D's popularity". Star Tribune: pp. 6E. 
  45. ^ Neergaard, Lauren (July 2, 1990). "Strategy Experts Get Into The Game". The Seattle Times. http://community.seattletimes.nwsource.com/archive/?date=19900702&slug=1080257. Retrieved 2008-09-29. 
  46. ^ Harrison, Thomas B. (May 5, 1991). "Sci-Fi in the Last Frontier". Anchorage Daily News: pp. F1. 
  47. ^ Flocken, Corinne (June 8, 1995). "No Joysticks? No Mayhem? What Are They Up to, Anyway?". Los Angeles Times: pp. 3, Orange County Edition. 
  48. ^ Nissen, Dan (August 3, 1996). "Cult Game Takes on Upgraded Form". The Courier-Mail (Nationwide News Pty Limited). 
  49. ^ Watson-Smyth, Kate (August 13, 1998). "Secret's out on boys' own game". The Independent (London) (Independent News & Media): pp. 7. 
  50. ^ Tredre, Roger (August 14, 1994). "Children Wage War with Lo-tech Toys". The Observer (Guardian Media Group): pp. 7. 
  51. ^ "Origins Award Winners (1993)". Academy of Adventure Gaming Arts and Design. http://www.originsgames.com/awards/1993. Retrieved 2007-04-26. 
  52. ^ "Origins Award Winners (2003)". Academy of Adventure Gaming Arts and Design. http://www.originsgames.com/awards/2003. Retrieved 2007-04-26. 
  53. ^ "Origins Award WInners (2004)". Academy of Adventure Gaming Arts and Design. http://www.originsgamefair.com/awards/2002/list-of-winners2. Retrieved 2007-04-26. 
  54. ^ Baxter, Stephen (2006). "Freedom in an Owned World:Warhammer Fiction and the Interzone Generation". Vector: the Critical Journal of the British Science Fiction Association (The British Science Fiction Association) 229. http://www.vectormagazine.co.uk/article.asp?articleID=42. 
  55. ^ Kaufeld, John; Smith, Jeremy (2006). Trading Card Games For Dummies. For Dummies. pp. 186. ISBN 9780471754169. 
  56. ^ Eley, Peter (February 18, 1999). "Complex war game develops cult following". The New Zealand Herald. 
  57. ^ "THE GAME ZONE: 'Rites of War' falls short despite good pedigree". The Atlanta Journal-Constitution: pp. 5. September 19, 1999. 
  58. ^ Fox, Fennic. "THQ Shows Off Warhammer FPS". GamePro. http://www.gamepro.com/article/news/27300/thq-shows-off-warhammer-fps/. Retrieved 2008-09-29. 
  59. ^ Lewis, Ed (February 13, 2004). "Warhammer 40,000: Fire Warrior Review". IGN. http://pc.ign.com/articles/492/492408p2.html. Retrieved 2008-09-29. 
  60. ^ "GameSpy: Warhammer 40,000: Dawn of War Review". Gamespy). http://uk.pc.gamespy.com/pc/warhammer-40000-dawn-of-war/548862p1.html. Retrieved 2007-10-17. 
  61. ^ Caron, Frank (February 19, 2009). "Dawn of War II riles RTS genre with frantic combat". Ars Technica. http://arstechnica.com/gaming/reviews/2009/02/review-dawn-of-war-ii-riles-rts-genre-with-frantic-combat.ars. Retrieved 2009-02-22. 
  62. ^ Edwards, Darren (1988). "Interview with Rick Priestley". Making Movies (3): 17. 

External links

Strategy wiki

Up to date as of January 23, 2010
(Redirected to Category:Warhammer 40,000 article)

From StrategyWiki, the free strategy guide and walkthrough wiki

Space Crusade (1992)
Based on the popular board game by Games Workshop. The time is around 40,000, which means that the game is of course taking place in the popular fantasy game Warhammer 40,000 (also known as Warhammer 40K, or just 40K). Games like Warhammer: Final Liberation and Space Hulk are other games taking place in the same period. You control a force of different Space Marines that have to fight against other enemies including Chaos Space Marines at different places including several old Space Marine outposts.
Space Hulk (1993)
A RTS/Shooter featuring the Space Marines. It recreates the board game Space Hulk. PC (DOS) and Amiga.
Space Hulk: Vengeance of the Blood Angels (1995)
Updated RTS/Shooter featuring the Space Marines. It recreates the board game Space Hulk with multiplayer support. Playstation and PC (older/slower machines only, as the game runs on the internal CPU clock for game speed).
Final Liberation: Warhammer Epic 40,000 (1997)
A turn-based strategy game recreating Epic 40,000 with two races, Imperial Guard (reinforced with Ultramarines) versus the Orks with one single-player Imperial campaign. The game was going to have other races added, but plans for the other races never eventuated.
Warhammer 40,000: Chaos Gate (1998)
A turn-based strategy game featuring the Ultramarines.
Warhammer 40,000: Rites of War (1999)
A turn-based strategy game using the Panzer game engine.
Warhammer 40,000: Fire Warrior (2003)
A first-person shooter featuring the Tau.
Warhammer 40,000: Dawn of War (2004)
A real-time strategy game featuring the Space Marines, Eldar, Orks, and Chaos Space Marines.
  • Winter Assault introduced the Imperial Guard and a new unit for each of the previous armies.
  • Dark Crusade was released by publisher THQ which added the Tau and Necrons to the mix as well.
  • Soulstorm has been announced and will contain the Dark Eldar, and Witch Hunters as playable races.
Warhammer 40,000: Glory in Death (2006)
A turn-based strategy game made for Nokia N-Gage platform
Warhammer 40,000: Squad Command (2007)
A strategy game for the PSP and Nintendo DS

The popular computer game StarCraft by computer game company Blizzard is thought by some to have been largely inspired by the Warhammer 40,000 universe. A later game by Blizzard, Warcraft III, pokes fun at this fact as a dwarf states "This warhammer costs 40K!".

Pages in category "Warhammer 40,000"

The following 5 pages are in this category, out of 5 total.


  • Warhammer 40,000: Dawn of War
  • Warhammer 40,000: Dawn of War II
  • Warhammer 40,000: Dawn of War: Dark Crusade
  • Warhammer 40,000: Dawn of War: Soulstorm
  • Warhammer 40,000: Dawn of War: Winter Assault


Up to date as of February 01, 2010

From Wikia Gaming, your source for walkthroughs, games, guides, and more!

This is a disambiguation page which serves to distinguish topics that share a common name.

Disambiguation pages are navigational aids which list other pages that might otherwise share the same title. If an article link referred to this page, you might want to go back and fix it to point directly to the intended page.

This may refer to the following games,

  • Warhammer 40,000: Dawn of War
  • Warhammer 40,000: Dawn of War - Dark Crusade
  • Warhammer 40,000: Dawn of War - Winter Assault

For Warhammer, see Warhammer.

This article uses material from the "Warhammer 40,000" article on the Gaming wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Simple English

Warhammer 40,000 also called 40K is a table-top game in which model armies fight against each other on miniature terrain. It is played using dice to decide what happens and a ruler to tell how far a unit moves.

Each army has many types of weaponry. Each type has different strengths and armor piercing value (AP). There are also different types of units in each army. All units have different statistics which the players use to their advantage when playing.



Two or more players are needed for a game. Each player takes it in turns to (in order) move, shoot, then assault. Each unit has a rating for ballistic skill, weapon skill, strength, toughness, wounds, initiative, leadership and armor save skill.


The armies include: Necrons, Tyranids, Space Marines, Chaos Space Marines, Eldar, Dark Eldar, Tau, Orks, Witchunters, Daemonhunters and Imperial Guard.


The Necrons are mysterious, silent and skeleton-like warriors who are enslaved to the ancient star gods called the C'tan (Pronounced Ki-Tan).

60 Million years ago (60,000,000) they were a living race called the Necrontyr (Pronounced Neck-cron-tir), who were cursed with a cancer which made all of their lives really short. They got jealous of a race called the Old Ones (not much is known about them) who could live for a very long time, but the Necrontyr had better technology. Then they discovered the Star Gods (C'tan). The first one they managed to contact is called "The Nightbringer". The Nightbringer Started eating all of the Necrontyr's souls. The Necrontyr grew fearful, but managed to make The Nightbringer believe that other races existed. They offered to give The Nightbringer a physical "Living Metal" body (see below) (as it was a being of pure energy). Then they managed to find other C'tan, who were less hungry. After a while a C'tan called The Deceiver (who delights in trickery and mischief) convinced the Necrontyr to make themselves bodies made out of living metal. Most of them accepted. But what they did not know is that they were tricked, most of them (except a few; The Necron Lords) lost their souls and memories, and become slaves to the C'tan. The C'tan used them to "Harvest" all the other races that existed around that time to feed the C'tan. Then the Deceiver convinced the other C'tan that they tasted really good, and all of the C'tan started eating each other. After a while only 4 Remained, The Nightbringer, The Deceiver, The Outsider (God of Craziness) and The Void Dragon (God of Technology). Eventually they realized they were losing the war with the Old Ones and all the other Races, and escaped to "Tombs Worlds" places where no life exists, they then went to sleep.60 Million years later, they have begun to awaken...

Necrons have powerful technology and armour, their armour and weaponry is made from something called "Living Metal", which can change and shape its form, allowing it to fix itself. The Necrons are one of most ancient races in the Warhammer 40,000 universe. They can be compared to traditional Undead such as vampires, skeletons and zombies. They are most likely based on the robots in the Terminator movies.

Type Necron Units
HQ Necron Lord The C'tan
Troops Necron Warriors
Elites Pariahs Necron Immortals Necron Flayed Ones
Heavy Support Monolith Necron Heavy Destroyers
Fast Attack Necron Destroyers Scarab Swarms Necron Wraiths


In the storyline the Tyranids are merciless predators from another galaxy. They completely eat whole planets before moving on. Tyranids can be compared to the Alien in Ridley Scott's Alien movies.

Type Tyranid Units
HQ Hive Tyrant Broodlord
Troops Termagaunts Hormogaunts Genestealers
Elites Tyranid Warriors Carnifex Lictors
Fast Attack Gargoyles Raveners
Heavy Support Zoanthropes Bivores Carnifexes

Space Marines

The Space Marines are an army of super humans. They were genetically changed to defend humanity in the Warhammer 40,000 universe. There are lots of different groups of Space Marines. These groups are called chapters. All of the chapters are separate from each other. Each chapter has 1000 soldiers in it, and its own uniform, history and equipment. Some chapters have special rules in the game and types of soldier that only they can use. Chapters get and train their own recruits separately. The Space Marine in charge of each chapter is called the Chapter Master.

A lot of Space Marine equipment is very old and very holy. Mostly No-one knows in the Imperium apart from parts of the "Cult of the Machine God", how to make any more of some things they use, like the powerful Dreadnought armour, which is why the space marines send off mechanicly gifed Space marines to the "Adputus Mechanicus" to train in order to become an elite of the machine god, and in battle they repair and recover such things as thier Rhino Troop Carriers, or thier other tanks. Space Marines wear special suits of armour, often holy, called power armour, to help them fight better. All Space Marines are genetically engineered to be very strong and tough, much more than most people. They can live for a very long time, and have an extra heart and an extra set of lungs. They are also trained to be very brave and religious, as well as being trained to be good at shooting and fighting. Some Space Marines have psychic powers (think magic powers) - these are called Librarians in most chapters, they can have powers such as in the case of one from the "Dark Angles" Chapter, shoot what appears to be flamethrower blasts from his eyes and mouth. There are also Space Marines who act like priests, called Chaplains, who forward the worship of the God Emperor of Man.

A Space Marine army generally includes:

Type Space Marine units
HQ Commander Captain Command squad Terminator Command squad
Chapter masters 
Elite Techmarine Dreadnought Veteran squad Terminator squad
Troops Tactical squad Scout squad Rhino Razorback
Fast attack Assault squad Bike squadron Attack bike squadron
Heavy support Devastator squad Vindicator Predator Annihilator
Predator Destructor Land Raider Land Raider Crusador

Chaos Space Marines and Demons

Chaos Space Marines are Space Marines who went evil 10,000 years ago. Their leader, the warmaster Horus, decided that he was stronger and more just than the Emperor, and they had a great war, the Horus Heresy, that destroyed many planets. Horus nearly won, but the Emperor was stronger. In the end, Horus was killed by the Emperor's sacrifice and the Space Marines that had followed him went to the Eye of Terror, where they still live. Chaos Marines look extremely different to regular Space Marines, and often have spiky protrusions, skulls and mutations. They also have special units that are dedicated to their gods and are usefull in different roles. Daemons are evil spirits of Chaos that have come into our universe to destroy stuff. Depending on which God they serve, they can look and play very different - Khorne, the blood God, has vicious and fighters, Who Prefer to Hack Stuff up with large Swords and Axes, while Tzeentch, the Magic God, has Demons, looking like some sort of constantly changeing mess of body parts, that can shoot magical fire. Nurgle, the Plague God, has really tough demons, which mostly look like one horned zombies, and Slannesh, the God of Sin, drugs and plesure, has really fast demons, which look like barely dressed women theye also have rending claws that are great for piarsing armoure



Got something to say? Make a comment.
Your name
Your email address