'''Warhammer 40,000''' (informally known as '''Warhammer 40K''', '''WH40K''', '''W40K''' or just '''40K''') is a
science fantasy game produced by
Games Workshop. The game depicts
combat between the armies of the
fictional universe of the 41st millennium using 28 mm scale (approximately 1:65)
miniature figurines which represent futuristic
soldiers,
creatures and
vehicles of war. Lines of these miniatures are produced by
Games Workshop[1] and
Forge World[2], and are available at their brick-and-mortar and online stores
[3][4]. There are currently eleven rival factions to choose from. The ethos is well summed up by the game's subtitle slogan:
''"In the grim darkness of the far future, there is only war."''
''Warhammer 40,000'' is the science fiction companion to ''
Warhammer Fantasy Battle'', and shares many of the same game mechanics. The ''Warhammer 40,000'' setting is also used for several other games such as
Epic.
History
Past editions

''Rogue Trader'' - the first edition of ''Warhammer 40,000''
The first edition of the game, ''
Warhammer 40,000: Rogue Trader'', was published in 1987. Game designer Rick Priestley created the original rules set (based on the contemporary
2nd Edition Warhammer Fantasy Battle) alongside the ''Warhammer 40,000'' gameworld. This original version came as a very detailed, though rather jumbled, rulebook, which made it most suitable for fighting small
skirmishes. Much of the composition of units was determined randomly, by rolling
dice. 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," which could be used to create larger and more coherent forces than were possible in the main rulebook.
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
Tabletop Games) written by Bryan Ansell. These rules were later expanded upon by both Ansell and Richard Halliwell (both of whom ended up working for Games Workshop). The prototype game mechanics for ''
Necromunda'' were also influenced by these men.
One major expansion for Rogue Trader was the book ''Chapter Approved'' which gave army lists for the Space Marines and Eldar among others. Another major expansion was the two-volume
''Realm of Chaos'' (1988 and 1990) book which introduced the Horus Heresy and the Chaotic powers. It was at this time that the Imperial Guard were introduced (although they were then called the Imperial Army).
The second edition of "Warhammer 40,000" was published in late 1993. This and later developments of the game were developed under the direction of editor
Andy Chambers. This edition came in a boxed set including
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. Although second edition ''Warhammer 40,000'' was very similar in many aspects, it was designed to be both more structured than Rogue Trader, and to allow larger battles than rules from the first edition allowed. Second edition also introduced the concept of the
"army codex"; a separate book that contained the rule information for a single army.
The third edition of the game was released in 1998, and again concentrated on streamlining the rules for larger battles. Third edition rules were notably simpler, and less prone to use arbitrary or overly powerful abilities than the previous editions. The rulebook was available alone, or as a boxset with miniatures of Space Marines and the newly-introduced
Dark Eldar. The system of army codexes continued in third edition.
[5] In addition to army codexes, a supplemental rulebook titled "Cityfight" introduced special rules for fighting in urban conditions.
Towards the end of the 3rd edition, three new armies were introduced, the
Tau race, and two armies of the
Inquisition: the Daemonhunters of the
Ordo Malleus, and the Witchhunters of the
Ordo Hereticus; elements of these armies had appeared before in supplementary material (such as ''Realm of Chaos''). At the end of the third edition, these Inquisition armies were re-released with all new artwork and army lists. These new and remade armies had codexes that were far more in-depth and detailed than previous editions in regards to the background of each army within the game's universe - which would later be utilized by the codexes in 4th edition. Because of how in depth the new codexes were, these books are sometimes referred to as "Edition 3.5".
During this time, Games Workshop also held several world-wide events, telling the stories of important wars fought in the game's universe. Players were encouraged to sign up for these events, where they could send in the results of their battles, with the overall results of all players having an influence on the outcome of the war.
Current edition
The fourth edition of ''Warhammer 40,000'' was released in 2004. 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, and
Space Marines and
Tyranid miniatures. The third was a limited collector's edition version of the hardcover book and was leather-bound, its front cover embossed in silver with the ''Warhammer 40,000'' fourth edition logo. Each page was edged with silver foil, and the book was packaged in a protective black leather slipcover.
There are many variations to the rules and army lists that are available for use, typically with an opponent's consent. These rules are found in the Games Workshop publication
White Dwarf, the Games Workshop website, or the
Forge World publication
Imperial Armour.
As of June 2007, the Space Marines, Tyranids,
Black Templars,
Tau Empire,
Eldar,
Dark Angels and the
Blood Angels codexes are for 4th edition Warhammer 40,000 (the Blood Angels codex was published in an issue of
White Dwarf) . Also, the expansion ''
Cities of Death'' was published in the summer of 2006, which introduced additional rules for fighting in highly urbanized areas.
The Black Templar and Dark Angel codexes are stand alone codexes, unlike their third edition counterparts, which were additions to the Space Marine codex. This is supposedly the trend of fourth edition codexes where there will be no 'sub-codexes' being released, though according to Jervis Johnson (one of Games Workshop's long-term strategy managers), whether Codex Chaos will follow this path for its Legions has yet to be decided. The Blood Angels codex has been published in White Dwarf in two parts, in UK issues 330 and 331 (although long-term a printed codex is planned). The new Chaos Space Marine Codex is coming out in September.
[6]
The next major expansion for ''Warhammer 40,000'' is ''Warhammer 40,000 Apocalypse'', due for release in October 2007 as shown in UK White Dwarf issue 332, and is set to include new rules for much larger battles than previously, with a minimum of 3000 points of troops needed. Also included will be rules for large units such as Squiggoths and Baneblades. It will also include battle formations such as deamonic Warp Rifts and Space Marine Battle Companies.
The tabletop game
Overview
Each player assembles an army of metal and plastic miniature figurines (models) - each usually representing a single military figure from one of the
official lists. These armies are constrained by rules contained within the ''Warhammer 40,000'' rulebook, as well as in several army-specific ''
codexes''. The size and power of the army is determined on a points system, with each unit being assigned a number of points proportional to its worth on the battlefield. Before a game the players agree on how many points will be used as the maximum army size and each assemble an army up to that maximum limit.
Common game sizes are between 400 and 2,500 points and played on tables 4' in width and 4' to 8' in length, but it is possible to play much larger games given time and inclination (Larger point battles tend to include multiple players, as well as being played on larger tables). Games generally run from half an hour to several hours depending on the size of the armies.
Play is divided into turns, with each player moving, firing and engaging in close combat with each squad. Six-sided die and unit stats are used to determine the results of actions. Each battle, at the onset, is assigned a set of additional rules and a goal (collectively called a "scenario") specific to it. Standard goals range from taking and holding objectives to simply eliminated the opposition, with additional rules including night-fighting and reinforcements. More complex scenarios exist in both the main rulebook. Victory is determined either simply by mission objectives or a victory points, with points awarded for objectives and eliminated or damaged enemy units.
Some players organize a series of scenarios, called 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, which might alter according to the results of each scenario when it is played. Every few years, a global campaign is held in which people submit the results of their games to
Games Workshop. These results are collated, and together affect the storyline of the game, which is then accounted for in the next rulebook and fiction releases. The most recent of these global campaigns was
The Fall of Medusa V campaign which ended in a typically
Pyhrric Imperial victory. Previous global campaigns are
The Eye of Terror and the
third battle for Armageddon.
Collecting
In addition to writing rulebooks for the game, Games Workshop also owns
Citadel Miniatures and
Forge World, two companies which manufacture the miniatures used to play ''Warhammer 40,000''. In addition to the current line of units, Games Workshop makes available past model lines as a part of their mail-order-only "Classic" series. These are models that have been used for earlier versions of the game. This is one of many ways to get certain miniatures which have been discontinued.
As of June 2006, new players wishing to start playing should expect to spend at least £200, but may need to spend much more, for a basic playable army with ample room for customization (1,000 points). This figure includes costs for the rulebook, the army's codex, and modeling equipment such as paints and glue
[7]. Players must also purchase individual units in squads or in boxed sets. The cost of boxed sets varies widely (£5 to £100), depending on the contents. However, the boxed set may not provide for all available options, meaning that players may choose to purchase additional
blister packs, each containing one to three models. Blister packs vary widely from £4 for essentially a metallic version of a single plastic model, to £14 for large (2-3 inches tall ) multi part models.
Modelling

A converted Dark Angel Captain.
Since the models are hand-painted and assembled by the player, people are encouraged to design their own paint schemes as well as using the pre-designed ones displayed in the various books. They are also encouraged to experiment with
miniature conversion using parts from other kits and models, scratch-built components and, modelling putty such as
Milliput or Citadel's own "green stuff". These conversions are often entered into contests at sponsored tournaments and similar gaming events, including the
Golden Demon Awards; a very well known international Games Workshop-run event which judges entries every year on conversion, painting, basing and atmosphere.
Terrain
Terrain is a very important part of play. Although Games Workshop has terrain kits available, many hobbyists prefer to make their own elaborate and unique set pieces. Common household items like soft drink cans, coffee cups,
styrofoam packing pieces, and pill bottles can be transformed into ruined cathedrals, alien habitats, or terrain with the addition of plasticard, putty, and a bit of patience and skill. The
Games Workshop sub-division
Forge World also makes numerous detailed resin terrain sets.
Background
Setting
Main articles: Timeline of the Warhammer 40,000 universe
The ''Warhammer 40,000'' game world is most readily characterized as a
gothic science-fantasy universe, set approximately 38,000 years from now, in the 41st millennium (although recent storyline dates have been placing events in the 999th year of the 41st millennium, meaning an impending advancement into the 42nd). Most of the major storylines that provide the backdrop and history span over millennia at a time (ie, a 5,000 year-long civil war, a 10,000 year-long crusade). Technology (mostly artifacts from previous millennia which are no longer producable) enables select humans to continue living well beyond centuries long, some for thousands of years, although the cost of this extended life typically involves some kind of assimilation with a machine, and thereby loss of much of "the human".
The central and most popular elements of the ''Warhammer 40,000'' universe are the
Space Marines,
anachronistic combinations of genetically enhanced super-soldiers with world-destroying firepower, and crusading knights with an unswerving, fanatical loyalty to the God-Emperor. Their genetic modification enables these soldiers to live "naturally" and maintain their super-human physical prowess for hundreds of years, creating veterans and commanders of immense experience, ferocity and knowledge. These warriors are the elite guardians of the Imperium of Mankind, a
dystopian galaxy-spanning empire. They function from an aggressive "first contact" shock troop to the very last line of defense from the enemies of the Imperium.
While Space Marines act as the special forces of the Imperium, the bulk of mankind military power is the Imperial Guard, thousands of regiments of billions of normal soldiers from the worlds of the Imperium. While most willingly enlisted out of devotion, some are simple conscripts pressed into service for the endless war. The Imperial Guard field masses of armour and infantry in fearsomely capable armies able to lay siege to worlds or withstand assaults from their sheer size alone.
The setting of this story is the Materium, the real physical universe we inhabit, with all action here in the
Milky Way Galaxy. Much of this 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; the
Tau, technologically sophisticated aliens that work for a philosophy called the
Greater Good; the
Necrons, soulless living metal constructs willingly enslaved by god-like energy beings; and the
Tyranids, all-consuming, all-organic, bio-engineered, extragalactic hive-swarm. A dynamic, galaxy-spanning story line is possible because of a separate plane of existence, the
Immaterium or "Warp." The Warp is described as a universe composed of desire and emotion, with currents and eddies that make traveling vast interstellar distances possible yet difficult. As this is a realm of thought, a coalescence yields an often sinister warp entity. The strongest of these entities are the
Chaos Gods,
Khorne (a god of rage, bloodshed, and war),
Nurgle (a god of despair, decay and pestilent disease),
Tzeentch (a god of ambition, manipulation, change, deception, scheming, and sorcery) and
Slaanesh (a god of pleasure, pain, depravity, pride and decadence). The bulk of the forces of Chaos are corrupted
Space Marines with the capability to summon demons.
The Gods of Chaos are reflections within the immaterial universe of the strongest impulses expressed by the inhabitants of the material universe. Their cults have a dynamic and antagonistic relationship. Khorne opposes Slaanesh, while Nurgle opposes Tzeentch. Nurgle is the personification of stagnation and decay, Tzeentch personifies continual change, Khorne personifies hatred and rage, and Slaanesh personifies the epicurean or the sensual. These four powers are not the only entities in the Warp, but they are the greatest and most powerful. It is said, in the background to ''Warhammer 40,000'', that the nature of the Warp is beyond human comprehension and is truly unknowable.
Armies/races/species
Main articles: Warhammer 40,000 species
The ''Warhammer 40,000'' game, and consequently the fictional universe, is made up of many races and species. The main playable armies in the game are the
Chaos Space Marines,
Daemonhunters,
Dark Eldar,
Eldar,
Imperial Guard,
Necrons,
Orks,
Space Marines,
Tau,
Tyranids and
Witch Hunters. Most races have variant armies. For example, Space Marines are divided into "Chapters", which sometimes have unique traits or even their own rules. Players can create "Successor Chapters".
Examples of variant armies include the following (however, this list is not exhaustive):
★ Space Marine:
Black Templars,
Blood Angels,
Space Wolves[8][9].
★ Imperial Guard:
Armoured Companies,
Catachan Jungle Fighters[8][9].
★ Tau Empire:
Kroot Mercenaries, the
Farsight Enclave
★ Eldar:
Iyanden,
Saim-Hann,
Ulthwé
★ Chaos Space Marine:
Death Guard,
World Eaters,
Thousand Sons, etc.
★ Orks:
Speed Freeks,
Feral Orks
★ Tyranids:
Genestealer Cult
★ Dark Eldar: Wych Cults
Notable characters
The ''Warhammer 40,000'' universe and game are made up of many different characters, each important in some way. Some of these characters are more important to the universe and game than others. The list below contains a selection of the figures and characters that have had the greatest impact on the ''Warhammer 40,000'' fictional universe.
★
The Emperor of Mankind
★
Warmaster Horus
★
Abaddon the Despoiler
★
Ghazghkull Mag Uruk Thraka
★
Eldrad Ulthran
Spin-offs
Main articles: Warhammer 40,000 spin-offs
''Warhammer 40,000'' has, over the years, inspired many spin-off games. The most popular of these include the miniature-based games ''
Battlefleet Gothic'', ''
Epic Armageddon'', ''
Inquisitor'' and ''
Necromunda'', all of which have their own website
[12] and are available as "
Specialist Games" from the Games Workshop catalog
[3] (and ''
Gorkamorka'' a now out of production tabletop game), the Forge World game
Aeronautica Imperialis available from their catalog
[2], the video games '', '', '', '', '', ''
Space Hulk'', '', '', ''
Rites of War'', upcoming Warhammer 40k Squad command for PSP and NDS from THQ and an upcoming unnamed MMO from
THQ and
Vigil Games[15]. A wide number of "Warhammer 40,000" novels and background books has been published
[16].
Also under active development is an RPG ''
Warhammer 40,000 Roleplay'' for an early 2008 release.
Origins Awards
At the 1994
Origins International Game Expo, the Academy of Adventure Gaming, Arts and Design awarded the second edition of ''Warhammer 40,000'' the
Origins Award for Best Miniatures Rules for 1993.
[17] At the 1997 Expo, they gave the award for Best Fantasy or Science Fiction Figure Miniatures Series of 1996 for Jes Goodwin's Warhammer 40,000 Chaos range.
[18] At the 2004 Expo, ''Warhammer 40,000'' was inducted into the Academy's Hall of Fame.
[19]
Bibliography
★
Rogue Trader, , Rick, Priestley, Games Workshop, 1992, ISBN 1-872372-27-9
★
Warhammer 40,000, , Rick, Priestley, Games Workshop, 1998, ISBN 1-84154-000-5
★
Warhammer 40,000, , Andy, Chambers, Games Workshop, 2004, ISBN 1-84154-468-X
★
Warhammer 40,000, , , , Games Workshop, 2004, ISBN 1-84154-511-2
References
1. Games-Workshop Online
2. Forge World
3. Games-Workshop Online Store
4. Forge World Quartermasters Store
5. While formally incorrect, Games Workshop use "codexes" as the plural of codex. See, for example, Getting Started with Space Marines – Pt 2: "Lastly, Codexes contain the army's background story that you can find nowhere else."
6. White Dwarf (UK) #330, Standard Bearer article
7. Games Workshop Starting Out Store Page
8. Warhammer 40,000 Codex: Witchhunters, , Graham, McNeil, Games Workshop, 2003, ISBN 1-84154-485-X
9. Warhammer 40,000 Codex: Daemonhunters, , Graham, McNeill, Games Workshop, 2003, ISBN 1-84154-361-6
10. Warhammer 40,000 Codex: Witchhunters, , Graham, McNeil, Games Workshop, 2003, ISBN 1-84154-485-X
11. Warhammer 40,000 Codex: Daemonhunters, , Graham, McNeill, Games Workshop, 2003, ISBN 1-84154-361-6
12. Specialist Games
13. Games-Workshop Online Store
14. Forge World
15. 'Warhammer 40,000 MMO Confirmed iTZKooPA
16. The Black Library
17. 1993 - List of winners
18. 1996 - List of winners
19. 2003 - List of winners
See also
★
Warhammer Fantasy Battle
★
The Lord of the Rings Strategy Battle Game
★
Games Workshop Online Community
★
Horus Heresy (card game)
★
White Dwarf Magazine
★
Armies of Warhammer
External links
★
Games Workshop Creators of the games ''Warhammer 40,000''
★
Forge World Games Workshop's division that creates resin miniatures
★
Warhammer 40k Books A list of books set in the 40k universe.