Warhammer 40,000
In the Grim Darkness of the Far Future, There is Only War
File:Warhammer40,000logo.gif
Current Warhammer 40,000 logo
DesignersRick Priestley and others
PublishersGames Workshop
Years active1987 to present
Players2+
ChanceDice rolling
Age range12+
SkillsTactical, arithmetic
Websitehttp://uk.games-workshop.com/warhammer40000/

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 using 28 mm scale (approximately 1:65) miniature figurines that represent futuristic soldiers, creatures and vehicles of war. Lines of these miniatures are produced by Citadel Miniatures and Forge World. 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 related games, video games and other works of fiction. Warhammer 40,000 was created by Rick Priestley in 1987 with the publication of the first ruleset: Warhammer 40,000: Rogue Trader. The game was based on the then current Warhammer Fantasy Battle ruleset but evolved over time with periodic expansion sets. The third edition, released in 1998, introduced the Tau faction and resulted in a large increase in the game's popularity.

Gameplay consists of table-top combat between two or more armies. Selection and preparation of those armies is an important element as each figurine must be individually painted. The rulebooks or "codexes", determine most elements of the battle from movement limits to required composition of armies. Variations on these rules are published in the Games Workshop magazine White Dwarf and Imperial Armour. Play is turn based, with various outcomes determined by the roll of dice. Battles may take anywhere from a half hour to several hours and some players string battles together to form campaigns. During the 1990s, game and hobby stores would host games periodically and official tournaments are on a regular basis.

Warhammer 40,000, like Warhammer Fantasy Battle, spans a vast fictional universe. This universe is described in official rulebooks and licensed works of fiction published by Black Library, a subsidiary of Games Workshop. The setting is a gothic space fantasy populated by several factions and races. The races include the Imperium (nominally the human race 40,000 years hence), Orks (similar to Warhammer Fantasy Orcs), the Eldar (similar to Elves in Warhammer Fantasy Battle), and others.

History

Rogue Trader

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. The game play of Rogue Trader was heavily oriented on 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.[1] Much of the composition of 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 upon 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 (contrary to the common belief).[2]

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.

Second edition

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 more structured than Rogue Trader.

Third edition

The third edition of the game, released in 1998,[3] 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.[4] 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[5] continued in third edition.

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. The release of the Tau corresponded with a rise in popularity for the game in the United States.[6]

Fourth 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. 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.

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.

Fifth edition

The fifth edition of Warhammer 40,000 was released on 12 July, 2008. While there are significant tactical 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.[7] The replacement for the previous edition's Battle for Macragge starter set is called The Assault on Black Reach, which will feature a pocket sized rulebook (containing the full ruleset but ommiting the background and hobby secions of the full sized rulebook), and large Ork and Space Marine armies.

Models can "Go to Ground", granting them a bonus to their cover save.[7] In the new rules, infantry units have the option to forgo their shooting for a turn in order to cover more ground.[7] Vehicle damage has been simplified, and vehicles may now ram other vehicles.[7]

Game play

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. These rules and preparations are generally taken seriously among player.[8] Common game sizes are between 500 and 2,000 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).

Table-top play

Play is divided into turns, with each player moving, firing and engaging in close combat with each squad. Six-sided dice 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 eliminating the opposition, with additional rules including night-fighting and reinforcements. More complex scenarios exist in the main rulebook. Victory is determined either simply by mission objectives or victory points, with points awarded for objectives and eliminated or damaged enemy units. 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, which might alter according to the results of each scenario when it is played.

Modeling

File:Trygon.jpg
A basecoated Tyranid unit. Note the complex ridging.

Warhammer 40,000 comprises actual table-top play and the "meta-game" of preparing models and armies for play.[9] Players, referred to as "gamers"[10], purchase the figurines from Games Workshop and then must 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.[11] It may take weeks or months to complete an army, this time may include modification of the original paint schemes and even model poses to personalize each army.[12][13]

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.[14] 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 plasticard, putty, and a bit of patience and skill.

Background

The Warhammer 40,000 game world is a space opera set in a gothic science-fantasy universe.[15] Set approximately 40,000 years from now (as the year 40,999 is nominally taken as the 'present' time), most of the major storylines that provide the backdrop and history span over millennia at a time (eg, a 70 year-long civil war, a 1000 year-long crusade).

A central element 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. While Space Marines act as the special forces of the Imperium, the bulk of mankind's military power is the Imperial Guard, which consist of thousands of regiments of billions of normal soldiers of the worlds of the Imperium.

Much of the galazy 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, a young and technologically sophisticated civilisation of aliens that work for the greater good; the Necrons, soulless living metal constructs tricked into slavery by the materium star gods; and the Tyranids, an all-consuming, all-organic, bio-engineered, extragalactic hive-swarm.

The Warhammer 40,000 game and fictional universe is made up of many races and species. The main playable armies in the game are the Chaos Daemons, Chaos Space Marines, Daemonhunters, Dark Eldar, Eldar, Imperial Guard, Necrons, Orks, Space Marines, Tau Empire, Tyranids and Witch Hunters. Most races have variant armies.

Reception and growth

Warhammer 40,000 has proven very lucrative for Games Workshop. 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.[16] 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.[17] Tournaments have been played in the United States since 1990 and regular game sessions are held in game stores in both Europe and the States.[18][19][20]

A Cover of Daemonifuge: Heretic Saint, a Warhammer 40,000 graphic novel

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 Libary, the publishing arm of Games Workshop, in 1997. The books published relate very centrally to the backstory in the Warhammer universe. Black Library also publishes a Warhammer 40,000 graphic novel[21]

Several popular miniature game spin-offs were alse created, including Battlefleet Gothic, Epic Armageddon, Inquisitor, and Necromunda. Games Research licensed Warhammer 40,000 to THQ in 2001 and produced a first-person shooter titled Fire Warrior.[22] The game received generally mediocre reviews, including a 6.0 from IGN.[23] 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. These were considerably more popular and well received, with Dawn of War netting a 4.5 out of 5 from GameSpy.[24]

Expansions

The rules of Warhammer 40,000 are designed for games between 1000 and 2000 points, with the Force Organisation Chart making games with larger points values difficult to play. In response to player comments, the Apocalypse rules expansion created to allow 3000+ point games to be played. For example, players may field an entire company of Space Marines rather than the single detachment typically employed in a standard game. Apocalypse also contains rules for using Titans.[25]

Cities of Death (the sequel to Codex Battlezone: Cityfight) introduces rules for urban warfare and using guerilla warfare. It introduces gaming devices known as stratagems, which give the player the ability to lay traps or enhance his forces, which add flavour to games. It also has sections on modelling city terrain, and examples of armies and army lists modelled around city-fighting.[26]

Origins Awards

At the 1994 Origins Game Fair, the Academy of Adventure Gaming Arts and Design awarded the second edition of Warhammer 40,000 the Origins Award for Best Miniatures Rules of 1993.[27] 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.[28] At the 2004 Origins, Warhammer 40,000 was inducted into the Academy's Hall of Fame.[29]

Notes

  1. ^ "The High Lords Speak". White Dwarf (UK edition) (343). Games Workshop: 35–36. June 2008. ((cite journal)): |access-date= requires |url= (help)
  2. ^ White Dwarf (June, 2008) pp. 34-35
  3. ^ Priestley, Rick (1998). Warhammer 40,000 (3rd Edition ed.). Nottingham: Games Workshop. ISBN 1-84154-000-5. ((cite book)): |edition= has extra text (help)
  4. ^ Driver, Jason. "Warhammer 40K 3rd edition". RPGnet. Skotos Tech. Retrieved 2008-09-29.
  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. ^ Guthrie, Jonathon (July 31, 2002). "Games Workshop runs rings around its rivals". Financial Times. p. 20. Retrieved 2008-09-29.
  7. ^ a b c d "in the Pipeline" (343). White Dwarf (UK). July 2008. ((cite journal)): Cite journal requires |journal= (help)
  8. ^ Cova, Bernard (2007). "Global brand communities across borders: the Warhammer case". International Marketing Review. 24 (3). Emerald Group Publishing Limited: 321. doi:10.1108/02651330710755311. ISSN 0265-1335. ((cite journal)): |access-date= requires |url= (help); Unknown parameter |coauthors= ignored (|author= suggested) (help)
  9. ^ Tinsman, Brian (2003). The Game Inventor's Guidebook. Krause. p. 67. ISBN 9780873495523.
  10. ^ Crockett, Stephen A. (July 1, 2002). "In the Games Workshop, a Chance to Exercise Your Demons". The Washington Post. pp. C01. ((cite news)): |access-date= requires |url= (help)
  11. ^ 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. p. 1. Retrieved 2008-09-29.
  12. ^ Scutts, Jerry (2000). Modelling and Painting Figures. Osprey Publishing. p. 10. ISBN 9781902579238.
  13. ^ 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. ((cite news)): |access-date= requires |url= (help)
  14. ^ McGuire, Patrick (March 24, 1993). "In the grip of Warhammer Help your elf to popular fantasy game". The Sun. pp. 1C. ((cite news)): |access-date= requires |url= (help)
  15. ^ Stableford, Brian M. (2004). Historical Dictionary of Science Fiction Literature. Scarecrow Press. p. 130. ISBN 9780810849389.
  16. ^ Silverton, Peter (July 26, 1998). "What's a boy to do after the World Cup? Play with Necrons and Orks, of course". The Observer. p. 17. ((cite news)): |access-date= requires |url= (help)
  17. ^ McGuire, Patrick (June 10, 1993). "Britain's Warhammer game challenges D&D's popularity". Star Tribune. pp. 6E. ((cite news)): |access-date= requires |url= (help)
  18. ^ Neergaard, Lauren (July 2, 1990). "Strategy Experts Get Into The Game". The Seattle Times. Retrieved 2008-09-29.
  19. ^ Harrison, Thomas B. (May 5, 1991). "Sci-Fi in the Last Frontier". Anchorage Daily News. pp. F1. ((cite news)): |access-date= requires |url= (help)
  20. ^ Flocken, Corinne (June 8, 1995). "No Joysticks? No Mayhem? What Are They Up to, Anyway?". Los Angeles Times. pp. 3, Orange County Edition. ((cite news)): |access-date= requires |url= (help)
  21. ^ Baxter, Stephen (2006). "Freedom in an Owned World:Warhammer Fiction and the Interzone Generation". Vector: The Critical Journal of the British Science Fiction Association. 229. The British Science Fiction Association.
  22. ^ Fox, Fennic. "THQ Shows Off Warhammer FPS". GamePro. Retrieved 2008-09-29.
  23. ^ Lewis, Ed (February 13, 2004). "Warhammer 40,000: Fire Warrior Review". IGN. Retrieved 2008-09-29.
  24. ^ "GameSpy: Warhammer 40,000: Dawn of War Review". Gamespy. Retrieved 2007-10-17.
  25. ^ White Dwarf Online #72, 2007-08-03
  26. ^ Hoare, Andy. Cities of Death. Nottingham: Games Workshop. ISBN 1-84154-749-2.
  27. ^ "Origins Award Winners (1993)". Academy of Adventure Gaming Arts and Design. Retrieved 2007-04-26.
  28. ^ "Origins Award Winners (2003)". Academy of Adventure Gaming Arts and Design. Retrieved 2007-04-26.
  29. ^ "Origins Award WInners (2004)". Academy of Adventure Gaming Arts and Design. Retrieved 2007-04-26.

References