Warhammer 40,000 is a British miniature wargame created by Games Workshop. It is the most popular miniature wargame globally and is especially popular in the United Kingdom. The first version of the rulebook was published in September 1987, and the tenth and current version was released in June 2023.
Like other miniature wargames, players use small model figures of soldiers and vehicles to fight battles. The playing area is a tabletop that represents a battlefield, with models of buildings, hills, trees, and other landscape features. Players take turns moving their models and fighting the opponent’s models. These battles are decided using dice and basic math.
Warhammer 40,000 is set in a distant future where a slow-moving human civilization is attacked by dangerous aliens and supernatural creatures. The game includes models of humans, aliens, and supernatural beings who use futuristic weapons and magical powers. The story of the game has been expanded through many novels published by Black Library, which is part of Games Workshop. Warhammer 40,000 was created as a science fiction version of Warhammer Fantasy Battle, a medieval fantasy wargame also made by Games Workshop. While the two games share some themes and characters, their settings are separate. The game is widely praised for its deep and serious fictional world, which is considered the foundation of the grimdark genre of speculative fiction. The term "grimdark" comes from the series’ tagline: "In the grim darkness of the far future, there is only war."
Warhammer 40,000 has inspired many related media. Games Workshop has released other tabletop or board games connected to the Warhammer 40,000 universe, such as Space Hulk, Necromunda, Kill Team, Battlefleet Gothic, Adeptus Titanicus, and Warhammer Epic. These games use different rules and scales to explore various types of warfare within the same fictional world. Video games based on Warhammer 40,000, including Dawn of War, the Space Marine series, and Warhammer 40,000: Rogue Trader, have also been developed.
Overview
Note: This summary refers to the 10th edition of the rules.
The rulebooks and miniature models needed to play Warhammer 40,000 are protected by copyright and sold only by Games Workshop and its subsidiaries. These miniatures, along with other items like dice, measuring tools, glue, and paints, are usually more expensive than other tabletop games. A new player might need to spend at least £200 to gather enough materials for a regular game, and armies used in tournaments can cost much more.
Games Workshop sells many types of models for Warhammer 40,000, but none are ready to play. Instead, it sells boxes with model parts that players assemble and paint themselves. Each miniature represents a single soldier, vehicle, or monster. Most models are made of polystyrene, but some are made of lead-free pewter or epoxy resin. Games Workshop also sells glue, tools, and acrylic paints for finishing models. Assembling and painting models is a key part of the hobby, and many customers buy models just to paint and display them. A player might spend weeks assembling and painting models before they have a playable army.
The current official rulebook recommends a table width of 44 inches (1.1 meters), and the table length depends on the size of the armies being used. Unlike board games, Warhammer 40,000 does not have a fixed playing field. Players build their own battlefield using modular terrain models. Games Workshop sells many special terrain models, but players often use generic or homemade ones. Warhammer 40,000 does not use a grid system, so players must use a measuring tape to measure distances in inches.
All models a player chooses to use in a match are called an "army." In Warhammer 40,000, players are not limited to fixed or symmetrical combinations of pieces, like in chess. Instead, they choose models from a list of "datasheets" in the rulebooks. Each datasheet describes a specific model, including its gameplay stats and allowed attachments. For example, a Tactical Space Marine has a "Move" range of 6 inches and a "Toughness" rating of 4, and is armed with a "boltgun" that has a range of 24 inches. Both players must declare their chosen models before the match starts, and they cannot add new models once the match begins.
In official tournaments, players must use only Games Workshop models, and these models must be properly assembled to match the player's army list. Substitute models are not allowed. For example, if a player wants to use an Ork Weirdboy, they must use the Ork Weirdboy model from Games Workshop. "Kitbashed" models, which combine parts from multiple models to create a unique design, are sometimes allowed if they include 51-75% Games Workshop plastic and are clearly identifiable as the intended model. Games Workshop has banned the use of 3D-printed miniatures in official tournaments. Public tournaments run by independent groups may allow third-party models, as long as they clearly represent the correct Warhammer 40,000 model. Tournaments may also set rules about whether armies can be unpainted or must meet specific painting standards.
The composition of players' armies must follow the rivalries and alliances in the game's setting. All models in the rulebooks have keywords that group them into factions. In a matched game, a player can only use models from a single faction. For example, a player cannot use both Aeldari and Necron models because these factions are enemies in the game's setting. Some rules allow certain armies to work together. Forces aligned with the Imperium of Man can include "allied" units from the Imperial Agents or Imperial Knights armies using specific rules. Forces aligned with Chaos can include Chaos Knights or Chaos Demons, though the rules for Chaos Demons require specific conditions, such as having more "Battleline" units than other types and keeping their total points cost below a quarter of the allowed points.
The game uses a point system to ensure matches are balanced, meaning both armies are of similar strength. Players agree on a "points limit," which determines the size and power of their armies. Each model and weapon has a "point value" that reflects its strength. For example, a Tactical Space Marine is worth 13 points, while a Land Raider tank is worth 240 points. The total point value of a player's models must not exceed the agreed limit. If both players' armies meet the limit, they are considered balanced. Common point limits range from 500 to 2,000 points.
Although the rules do not limit army size, players typically use armies with a few dozen to 100 models, depending on the faction. Larger armies slow the game's pace because players must handle more models and think strategically. Larger armies also cost more and take more time to paint and assemble.
At the start of a game, each player places their models in initial deployment zones at opposite ends of the battlefield. Players roll dice to decide who takes the first turn.
At the start of a turn, a player enters the command phase, gaining one "command point" used for stratagems. Some abilities activate during this phase, and some stratagems can only be used here. A player also rolls a "battle shock" test for each unit reduced to "half strength" or with half or fewer models remaining. If this test fails, the unit loses "objective control" and cannot use stratagems until the next command phase, when the unit can retake the test.
In the first phase of play, a player moves each model in their army by hand across the field. A model can move no farther than its listed "Move characteristic." For example, a Space Marine model can move no more than six inches per turn. If a model cannot fly or use a jump pack, it must go around obstacles like walls and trees. However, models with the "Infantry" or "Beast" keyword can move through terrain marked as a "ruin" in the 10th edition of Warhammer 40,000.
Models are grouped into "units," often called squads, that move as a whole. All
Setting
Warhammer 40,000 fiction takes place around the year 40,000 AD. While Warhammer 40,000 is mainly a science fiction setting, it uses ideas from fantasy fiction, such as magic, supernatural beings, and creatures like orcs and elves. In this setting, people called "psykers" use magic, similar to wizards in fantasy stories. The game's world shares many ideas with Warhammer Fantasy, a similar wargame made by Games Workshop, and also with Dungeons & Dragons. Games Workshop once created miniatures for Dungeons & Dragons, and Warhammer Fantasy was designed to encourage people to buy more miniatures. Warhammer 40,000 was created as a science fiction version of Warhammer Fantasy. Though the two games share some characters and ideas, their worlds are different.
The world of Warhammer 40,000 is violent and dark. Human progress has stopped, and humanity is at war with alien races and supernatural forces. Magic and supernatural beings exist, but they are often dangerous and not trustworthy. There are no good gods or spirits in the universe—only evil gods and creatures called daemons. Groups that worship these evil beings are growing. The human empire, called the Imperium of Man, cannot defeat its enemies, so its heroes fight not for a better future but to delay the inevitable end. The setting's tone, shown by its slogan "In the grim darkness of the far future, there is only war," helped create the "grimdark" subgenre of science fiction, which focuses on dark, violent, and amoral themes.
Because Warhammer 40,000 is a wargame, its books and comics often tell war stories with warriors as main characters, such as Space Marines. Other stories feature powerful people like Inquisitors, Rogue Traders, or Eldar princes, because only they have the power and freedom to affect the galaxy's many autocratic civilizations.
Magic in the setting comes from a separate universe called "the Warp," filled with supernatural energy. All living beings with souls are connected to the Warp, but some people, called "psykers," have a strong link and can use its energy to perform magic. Psykers are feared by humans because they can control minds, see the future, or create fire. The Warp also contains dangerous creatures that can use a psyker's connection to enter the real world. Despite the risks, humans need psykers for their telepathic abilities, which allow faster-than-light communication and help fight supernatural enemies. The Imperium captures psykers, trains them to control their powers, and punishes those who fail or refuse training. Those who succeed are forced to serve the state for life and are closely watched for misconduct.
Rick Priestley, the creator of Warhammer 40,000, was influenced by works like J. R. R. Tolkien's books, H. P. Lovecraft's stories, the novel Dune, the poem Paradise Lost, and the comic series 2000 AD.
The Chaos Gods were added to the setting by Bryan Ansell and later developed by Rick Priestley. Priestley felt the original idea of Chaos was too simple and similar to works by Michael Moorcock, so he expanded it, drawing inspiration from Paradise Lost. The story of the Emperor's favored sons falling to Chaos mirrors the fall of Satan in Paradise Lost. Religious themes in the setting are inspired by early Christian history. Daemons in Warhammer 40,000 are physical forms of human fears and dark emotions, an idea taken from the 1956 movie Forbidden Planet. Chaos also includes ideas from H. P. Lovecraft, such as magical objects that cause madness and secret groups that worship evil gods.
The Emperor of Man was inspired by fictional rulers like Leto Atreides II from God Emperor of Dune and King Huon from Runestaff novels.
In the Warhammer 40,000 universe, humans fear artificial intelligence. Creating or protecting artificial intelligence is a serious crime, though many other crimes, like theft, are also punished severely. This rule comes from the Dune novels, which describe a past war against dangerous robots. — Rick Priestley, in a December 2015 interview with Unplugged Games.
Factions
In the game Warhammer 40,000, models used for play are grouped into "factions." Normally, players can only use units from the same faction in their army.
The Imperium of Man is a powerful human empire that mixes technology and religious rule. It controls about 1 million worlds and has existed for over 10,000 years. The Imperium strongly dislikes aliens, and working with aliens is a serious crime. The empire’s religion is based on the Emperor of Mankind, who united humanity long ago. Though the Emperor is the official ruler, he was seriously injured in battle and now lives in a vegetative state on life support. His mind still creates a psychic signal called "the Astronomican," which helps starships travel through the Warp. The Imperium has advanced technology, but most of it has not changed in thousands of years because of religious rules that discourage science and innovation.
Most stories in Warhammer 40,000 are told from the perspective of the Imperium.
Of all the factions in Warhammer 40,000, the Imperium has the most sub-factions and the largest number of models. Common sub-factions include the Space Marines (Adeptus Astartes) and the Imperial Guard (Astra Militarum), each of which has many smaller groups. For example, the Imperial Guard includes units like the Cadian Shock Troops and the Death Korps of Krieg, which is inspired by World War I Germany. Other sub-factions in the tenth edition of the game include the Sisters of Battle (Adepta Sororitas), Adeptus Custodes (the Emperor’s bodyguards), Adeptus Mechanicus (Tech-Priests who are part machine), and Imperial Knights (large battle machines). Players build their armies around one sub-faction and its specific style of play. For example, a Space Marine army has a few strong soldiers, while an Imperial Guard army has many weak soldiers and strong artillery.
Although the Imperium has many sub-factions, most army lists do not allow players to mix units from different sub-factions. However, in the Epic version of the game, players can add Imperial Knights or Titan Legions to their armies, along with support from the Imperial Navy. In large multiplayer games, players from different sub-factions can team up.
Chaos represents followers of the Chaos Gods, evil and corrupt beings who take control of people’s minds and bodies. Those influenced by Chaos perform harmful acts for their dark gods, who give them gifts like physical changes, psychic powers, and magical items. Chaos followers are evil and insane, and their models and stories often include scary, body-horror themes. Fighting Chaos is a major part of the Warhammer 40,000 universe.
Like the Imperium, Chaos players can choose from many models to build their armies. Some Chaos models can be used in Warhammer 40,000 and Warhammer Age of Sigmar. Chaos sub-factions, such as Chaos Space Marines and Chaos Knights, are based on Imperium units but have a twisted, corrupted look. Chaos armies must focus on one Chaos God or play as Chaos Undivided. For example, an army based on Nurgle has slow but tough soldiers, while an army based on Khorne focuses on close combat and avoids psychic powers.
The Necrons are an ancient race of skeleton-like machines. Long ago, they were living beings who moved their minds into machines to become immortal. However, this process caused them to lose their souls, and most became mindless. They are waking up from millions of years of sleep in underground vaults across the galaxy and are trying to rebuild their empire. Necron designs are inspired by ancient Egypt.
Necron soldiers have strong long-range weapons, tough armor, and slow movement. They can quickly heal wounds or bring back dead models at the start of the player’s turn. Necrons rarely lose courage, as all their models had the highest possible Leadership score (10) in the 8th and 9th editions of the game. Necrons do not have psychic powers, but they have units called "C'tan shards" that act like psychics.
The Aeldari (formerly called the Eldar) are based on elves from fantasy stories. Aeldari live very long lives and have some psychic ability. They travel through the galaxy using magical tunnels called "the Webway," which only they can access. Long ago, the Aeldari ruled a powerful empire, but it was destroyed in a magical disaster that killed most of their people. The surviving Aeldari are divided into two main groups: the Asuryani, who live on massive starships called Craftworlds, and the Drukhari, who live in a hidden city in the Webway and survive by causing pain to others. Other smaller groups include the Exodites, who live simple lives on isolated planets, the Harlequins, who follow a god of laughter, and the Ynnari, who follow a god of death. Despite 10,000 years passing since their empire fell, the Aeldari have not recovered due to their low birth rates and attacks by other races.
Craftworld Aeldari soldiers are very specialized but weak, often described as "glass cannons" because they can be destroyed quickly. Aeldari armies can suffer heavy losses from bad decisions or bad luck, but skilled players can win by outmaneuvering opponents and defeating large groups before they can fight back. Aeldari vehicles are very tough and can move easily over rough terrain. Most Aeldari vehicles are skimmers, which allow them to move quickly, and some are as fast as Drukhari and T'au vehicles. Drukhari soldiers are similar to Craftworld Aeldari, but they do not have psychic powers, and their vehicles are open-topped, allowing soldiers to fight from them.
The Orks are green-skinned aliens based on traditional orcs from fantasy stories. Orks are funny and silly, with simple weapons and accents like those from London. Their culture is centered around fighting for fun.
History
In 1982, Rick Priestley joined Citadel Miniatures, a company supported by Games Workshop that made miniature figures for use in Dungeons & Dragons. Bryan Ansell, who managed Citadel, asked Priestley to create a medieval-fantasy miniature wargame that would be given to customers for free to encourage them to buy more miniatures. Dungeons & Dragons did not require miniature figures, and players usually only needed a few. This led to the creation of Warhammer Fantasy Battle, which was released in 1983 and became very popular.
Warhammer Fantasy was mainly a medieval-fantasy game similar to Dungeons & Dragons, but Priestley and his team added a few science fiction elements, such as advanced technology like laser weapons left behind by a long-lost spacefaring race. Warhammer 40,000 was a later version of this game that focused more on science fiction with some fantasy elements.
Before working for Games Workshop, Priestley had been developing a spaceship combat game called "Rogue Trader," which combined science fiction with fantasy. He used many ideas from "Rogue Trader" in Warhammer 40,000, especially about space travel, but he removed the ship combat rules due to space limitations in the book.
Games Workshop planned to sell kits that let players modify Warhammer Fantasy models to use futuristic weapons like lasers. However, they later decided to make a separate line of models for Warhammer 40,000. Some models, like Chaos Daemons, can be used in both Warhammer 40,000 and Warhammer Fantasy (or its later version, Warhammer Age of Sigmar).
Initially, Priestley’s new game was to be called "Rogue Trader," but Games Workshop signed a contract with 2000 AD to create a board game based on their comic book "Rogue Trooper." To avoid confusion and honor the promise of the "Rogue Trader" game since 1983, Games Workshop renamed Priestley’s game Warhammer 40,000: Rogue Trader and marketed it as a spin-off of Warhammer Fantasy Battle.
Warhammer 40,000: Rogue Trader was first previewed in White Dwarf issue 93 (September 1987) and officially released in October 1987. It was a success and became Games Workshop’s most important product. In January 1988, Ken Rolston praised the game in Dragon magazine, calling it "colossal, stupendous, and spectacular… This is the first science-fiction/fantasy to make my blood boil."
The first edition of the game was titled Warhammer 40,000: Rogue Trader, and its rules were based on Warhammer Fantasy Battle. "Rogue Trader" was the game’s working title during development, but the subtitle was later removed in later editions. The original version was published in 1987 and included detailed but confusing rules, making it best suited for small battles. Unit compositions were often determined by rolling dice. Some elements, like bolters and Terminator armor, appeared in earlier rules called Laserburn, created by Bryan Ansell.
Additional rules and background information were published in White Dwarf magazine, including "army lists" that helped players build larger, more organized forces. Ten books were released for the original edition, such as Chapter Approved—Book of the Astronomican, Compendium, and Waaagh—Orks. The Battle Manual updated combat rules and weapon stats, while the Vehicle Manual introduced a new system for managing vehicles on the battlefield. Waaagh—Orks provided background on Ork culture but no rules.
Realm of Chaos: Slaves to Darkness and Realm of Chaos: The Lost and the Damned added the Chaos Gods and their daemons to the game’s story, along with the Horus Heresy origin tale.
The artwork of the first edition mixed styles from science-fiction works like Star Wars and 2000AD comics. Later editions used a more consistent style inspired by Gothic architecture.
The second edition of Warhammer 40,000 was released in late 1993, featuring a starter set with Space Marines and Orks. The box art, by John Blanche, depicted the Blood Angels Space Marine Chapter. Editor Andy Chambers reshaped the game’s story to be more serious and bleak, a change Rick Priestley disagreed with. The second edition introduced army lists, requiring at least 75% of a player’s army to be from the same faction. It also added rules for psychic powers and special characters, leading to the nickname "Herohammer." The second edition significantly changed the game’s lore and defined its overall tone.
Supplements and expansions
There are many different versions of the rules and army lists used in Warhammer 40,000, usually with the agreement of the opponent. These rules can be found in a publication called White Dwarf from Games Workshop, on the Games Workshop website, or in the Imperial Armour books from Forge World.
The rules for Warhammer 40,000 are meant for games with 500 to 3,000 points. A system called the Force Organisation Chart helps players set up their armies, but it makes games with more than 3,000 points hard to play. To solve this, the Apocalypse expansion was added, allowing games with more than 3,000 points. Players can use large groups, like a full 1,000-member Chapter of Space Marines, instead of the smaller groups usually used. Apocalypse also includes rules for big war machines like Titans. The latest Apocalypse rules based on Warhammer 40,000 are in Chapter Approved 2017, while a separate Apocalypse boxed set with different rules was released in 2019.
Cities of Death (a revised version of Codex Battlezone: Cityfight) adds rules for fighting in cities and using traps and fortifications. It also includes tips for building city terrain and examples of armies focused on urban combat. This guide was updated for the 7th Edition with Shield of Baal: Leviathan and for the 8th Edition in Chapter Approved 2018.
Planetstrike, released in 2009, gives rules for simulating the early stages of a planetary invasion. It divides players into attackers and defenders, each with special abilities. For example, attackers can deploy infantry and monsters directly onto the battlefield, while defenders can set up all the terrain. Planetstrike was updated for the 8th Edition in Chapter Approved 2017.
Planetary Empires, released in August 2009, allows players to create large campaigns with multiple battles. These battles can use standard rules or supplements like Planetstrike, Cities of Death, or Apocalypse. Progress in the campaign is tracked using hexagonal tiles to show which areas are controlled. The system is similar to Mighty Empires from Warhammer Fantasy. This set is no longer in production.
Battle Missions, released in March 2010, includes a series of missions with specific goals. Each faction has three missions, chosen by rolling dice or selecting from those used by the two armies in a game. These missions still use the standard rules from the Warhammer 40,000 rulebook. Battle Missions was not updated for the 8th or 9th Editions and is no longer compatible with the current game version.
Spearhead, released in May 2010, focuses on armored and mechanized forces. It adds "Spearhead Formations" to the Force Organisation system, giving players more flexibility in how they build their armies. Spearhead also includes new deployment options and scenarios. It was released as a free download on the Games Workshop website and in White Dwarf magazine. Spearhead was not updated for the 8th or 9th Editions and is no longer compatible with the current game, though the 8th Edition’s looser Force Organisation system makes it less necessary.
Death from the Skies, released in February 2013, includes rules for using aircraft in games. It has specific rules for each race’s aircraft and missions. A key feature is "warlord traits" for each race that focus on aircraft. This supplement still uses the same rules as the Warhammer 40,000 rulebook. It was updated for the 7th Edition with Shield of Baal: Leviathan. Death from the Skies was not updated after the 7th Edition, but the 8th Edition and later versions allow aircraft in the core rules.
Stronghold Assault, released in December 2013, adds more rules for fortifications than the main 6th Edition rulebook. It was updated for the 8th Edition in Chapter Approved 2017.
Escalation, released in December 2013, allows super-heavy vehicles—usually limited to Apocalypse events—to be used in regular games. Escalation was not updated, but the 8th Edition and later versions include super-heavy vehicles in the core rules.
Boarding Actions, released in January 2023, is designed for smaller 500-point missions on spaceships. It follows Warhammer 40,000 rules with changes, such as measuring distances around terrain instead of through it, and infantry units only. Vehicles and Monster units are not allowed, focusing the game on infantry. Rules for Boarding Actions are in the Arks of Omen: Abaddon book, and a new supplement was released in July 2024 to bring the rules fully into the 10th Edition.
Spin-off games and other media
Games Workshop has grown the Warhammer 40,000 universe by adding many spin-off games and stories. This began in 1987 when Games Workshop asked Scott Rohan to write the first books connected to the game. This led to the creation of Black Library, a publishing company owned by Games Workshop, in 1997. The books published by Black Library focus on the background of the Warhammer universe. Black Library also publishes graphic novels about Warhammer 40,000.
Several popular miniature game spin-offs were created, including Space Crusade, Space Hulk, Horus Heresy, Kill Team, Battlefleet Gothic, Epic 40,000, Inquisitor, Gorkamorka, Necromunda, and Assassinorum: Execution Force. A collectible card game called Dark Millennium was launched in October 2005 by a company called Sabertooth Games, which is owned by Games Workshop. The story of the card game starts at the end of the Horus Heresy storyline and includes four groups: the Imperium, Orks, Aeldari, and Chaos.
After the 1987 release of Warhammer 40,000, Games Workshop began publishing books that expand on the game’s story, add new details, and describe the universe, its characters, and events. Since 1997, most of these books have been published by Black Library.
More fiction works, written by many authors, are now available in formats like audio, digital, and print. These include full novels, novellas, short stories, graphic novels, and audio dramas. Most of these works are part of named book series. In 2018, a line of novels for readers aged 8 to 12 was announced, which surprised some fans because the Warhammer 40,000 setting is known for its violent and dark themes.
One of the most popular storylines published by Black Library is the Horus Heresy, a series of books and comics that take place 10,000 years before the main Warhammer 40,000 story. It tells the story of the Emperor of Mankind’s downfall and the beginning of the conflict between Chaos and the Imperium.
Games Workshop first allowed Electronic Arts to make Warhammer 40,000 video games. EA released two games based on Space Hulk in 1993 and 1995. Later, Games Workshop gave the license to Strategic Simulations, which made three games in the late 1990s. After Strategic Simulations closed in 1994, Games Workshop gave the license to THQ, which made 13 games between 2003 and 2011, including the Dawn of War series. After 2011, Games Workshop changed its approach, giving licenses to many different publishers instead of one.
Games Workshop has created many standalone "boxed games" set in the Warhammer 40,000 universe. They have also allowed other companies, like Fantasy Flight Games, to use the Warhammer 40,000 intellectual property. These boxed games are sold under the "Specialist Games" division. Examples include:
- Battle for Armageddon Chaos Attack (an expansion for Battle for Armageddon)
- Doom of the Eldar
- Space Hulk (four editions published; expansions include Deathwing, Genestealer, Space Hulk Campaigns, and others)
- Advanced Space Crusade
- Assassinorum: Execution Force
- Bommerz over da Sulphur River (a board game using Epic miniatures)
- Gorkamorka (a vehicle skirmish game on a desert world with Ork factions; expansion Digganob adds new factions)
- Lost Patrol
- Space Fleet (a spaceship combat game later expanded)
- Tyranid Attack (an introductory game using boards from Advanced Space Crusade)
- Ultra Marines (an introductory game using boards from Space Hulk)
- Blackstone Fortress (a cooperative board game set on a spaceship wreck)
The success of the Horus Heresy novels led to the release of a standalone Horus Heresy tabletop wargame in 2012. This game includes models of the 18 Space Marine legions from before the 40,000 setting and characters representing the superhuman primarchs. The game is sold separately from the main Warhammer 40,000 editions, though some models, like Titans and Knights, can be used in both settings.
Although plans for a Warhammer 40,000 "pen and paper" role-playing game existed early on, it was not released until 2008. The game, called Dark Heresy, was published by Black Industries, a company owned by Games Workshop. Later, Fantasy Flight Games was given the license to continue developing the game.
Games Workshop previously allowed Fantasy Flight Games to make Warhammer 40,000-themed products. These include:
- Horus Heresy: a board game focusing on the final battle of the Horus Heresy, the battle for the Emperor’s Palace
- Space Hulk: Death Angel, The Card Game: a card game version of Space Hulk where players work together as Space Marines
- Warhammer 40,000: Conquest: a Living Card Game where players control factions to rule a sector
- Forbidden Stars: a board game where four factions compete to control objectives
- Relic: a version of the board game Talisman adapted to the Warhammer 40,000 setting
- The Warhammer 40,000 Roleplay series: including Dark Heresy (players take on Inquisitorial roles), Rogue Trader (players explore outside the Imperium), Deathwatch (players role-play Space Marines), and Black Crusade (players role-play Chaos-corrupted characters).
Reception
In Issue 35 of Challenge (1988), John A. Theisen wrote, "If this were meant to be a serious science-fiction game, I would have many criticisms. However, it is not; it is clearly an action-focused science-fantasy game. By openly stating that it is a fantasy game set in the distant future, comments about its internal consistency, believability, and logical reasons for gameplay can be ignored. This is essentially a fast-paced combat game, not an imagining of what the future might be like. If you enjoy this style of play, the game is very enjoyable."
In Issue 12 of the French magazine Backstab (1998), Croc noted that the rules in the third edition were much simpler, stating, "It is clear that Games Workshop is trying to make the game easier for younger players. The rules of Warhammer 40,000 are now simpler than before, making this edition more similar to Space Marine. Units now fire together as a group, not individually. Features like alerting and hiding have been removed." His only criticism was the design of the Dark Eldar figurines, which he described as "not well made." He gave the figurines a rating of 5 out of 10 but rated the overall game 7 out of 10, saying, "It is enjoyable for both experienced and new players."
Ken Carpenter reviewed the second edition of Warhammer 40,000 in White Wolf #44 (June 1994), giving it a rating of 4 out of 5. He stated, "Warhammer 40,000 is a perfect game for beginners to miniature gaming because it does not cost much to start. It is a bright and visually interesting way to represent battles in a dark future."
Awards
Warhammer 40,000 2nd Edition received the 1993 Origins Award for Best Miniatures Rules. In 2004, Warhammer 40,000 was inducted into the Origins Hall of Fame. Warhammer 40,000 8th Edition received the 2017 Origins Awards for Best Miniatures Game and Fan Favorite Miniatures Game.