Warhammer 40,000 is a British miniature wargame created by Games Workshop. It is the most popular miniature wargame worldwide and is especially popular in the United Kingdom. The first version of the rulebook was released in September 1987, and the tenth and most recent edition came out in June 2023.
Like other miniature wargames, players use small model figures of soldiers and vehicles to fight battles on a tabletop. The battlefield is made up of miniature buildings, hills, trees, and other landscape features. Players take turns moving their models and fighting their opponent’s models. These battles are decided by rolling dice and using simple math.
Warhammer 40,000 is set in a distant future where humans live in a slow-moving civilization that faces attacks from dangerous aliens and supernatural beings. The game includes models of humans, aliens, and supernatural creatures who use futuristic weapons and magical powers. The game’s story 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 both games share some ideas and characters, they take place in separate worlds. The game is widely praised for its deep and serious setting, which helped create the grimdark genre of fiction. The term "grimdark" comes from the game’s famous tagline: "In the grim darkness of the far future, there is only war."
Warhammer 40,000 has inspired many other games and media. Games Workshop has made other tabletop 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 unique parts of the Warhammer 40,000 world. Video games based on the series include Dawn of War, the Space Marine series, and Warhammer 40,000: Rogue Trader, among others.
Overview
Note: The overview here 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 materials 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 supplies for a regular game. Armies used in tournaments can cost many times more than this.
Games Workshop sells many types of models for Warhammer 40,000, but none are ready to play right away. Instead, it sells boxes of model parts that players must assemble and paint themselves. Each miniature represents a single soldier, vehicle, or monster. Most models are made of polystyrene, but some, which are made in small numbers, 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 big 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 having a playable army.
The official rulebook suggests a table width of 44 inches (1.1 meters), and the length depends on the size of the armies used. Unlike board games, Warhammer 40,000 does not use a fixed playing field. Players build their own battlefield using modular terrain models. Games Workshop sells its own 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 the 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 includes a model's gameplay statistics 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 once the match begins, they cannot add new models to their armies.
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 made by Games Workshop. "Kitbashed" models, which mix parts from multiple models to create something unique, are sometimes allowed if the model is mostly made of Games Workshop plastic (51–75%), with the rest being modeling supplies like "Green Stuff," a type of epoxy putty. The model must clearly look like the intended unit, be the same size, and stand on a base of similar size. Games Workshop has banned 3D-printed miniatures in official tournaments. Tournaments run by independent groups may allow third-party models if they clearly represent the correct Warhammer 40,000 unit. Some tournaments also set rules about whether armies must be painted or can be left unpainted.
The composition of players' armies must match 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 mix Aeldari and Necron models because, in the game's story, these factions are enemies. However, some rules allow certain units to work together. Forces from the Imperium of Man can include units from the Imperial Agents or Imperial Knights armies using specific rules. Chaos-aligned forces can include Chaos Knights or Chaos Demons, but these units must follow specific rules, such as having enough "Battleline" units compared to others.
The game uses a point system to keep matches balanced. Players agree on a "points limit," which determines how large and strong their armies can be. 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. A player's total points must not exceed the agreed limit. If both players' armies reach the limit, the match is considered balanced. Common point limits range from 500 to 2,000 points.
Although the rules do not set a maximum army size, players usually use armies with a few dozen to 100 models, depending on the faction. Larger armies slow the game because players must handle more models and think strategically. Larger armies also cost more and take longer to paint and assemble.
At the start of a game, each player places their models in deployment zones at opposite ends of the battlefield. Players roll dice to decide who goes first.
At the start of a turn, a player gains one "command point" during the command phase, which is used for special strategies. Some model abilities activate during this phase, and certain strategies can only be used here. A player also rolls a "battle shock" test for each unit that has been reduced to half strength or fewer models. If the test fails, the unit loses its ability to control objectives and use strategies until the next command phase, when it can retake the test.
In the first phase of play, a player moves each model in their army by hand across the battlefield. A model can move no farther than its listed "Move characteristic." For example, a Space Marine can move up to 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 labeled as "ruin" in the 10th edition.
Models are grouped into "units," often called squads, that move together. All models in a unit must stay close to each other. Each model must finish a turn within two inches of another model from the same unit. If a unit has more than five models, each model must be within two inches of two other models.
After moving, each model can…
Setting
Warhammer 40,000 fiction is set in the year 40,000 AD. Although Warhammer 40,000 is mainly a science fiction setting, it uses many ideas from fantasy stories, such as magic, supernatural beings, and creatures like orcs and elves. In this setting, people called "psykers" have magical powers similar to wizards. The game’s world shares many fantasy ideas from Warhammer Fantasy, a similar game made by Games Workshop, and from Dungeons & Dragons. Games Workshop once created miniatures for use in 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. While the two games share some characters and ideas, their worlds are different.
The world of Warhammer 40,000 is violent and bleak. Human progress has stopped, and humans are in constant war with alien races and supernatural forces. Magic and supernatural beings exist, but they are usually dangerous or evil. There are no kind gods or spirits in the universe—only evil gods and demons. People who worship these evil gods are becoming more common. The Imperium of Man, a powerful human empire, cannot defeat its enemies, so its heroes fight not for a better future but to delay the inevitable end. The Imperium’s motto, "In the grim darkness of the far future, there is only war," describes the dark and harsh tone of the setting. This tone influenced a type of science fiction called "grimdark," which focuses on violence, moral challenges, and dystopian worlds.
Because Warhammer 40,000 is based on a wargame, its books and comics often tell war stories with characters like Space Marines, who are powerful warriors. Other main characters are usually wealthy or powerful people, such as Inquisitors or Eldar princes, because they have the resources to affect a galaxy where most governments are controlled by autocrats.
Magic in Warhammer 40,000 comes from a special place in the universe called "the Warp." All living things with souls are connected to the Warp, but some people called "psykers" have a strong link and can use the Warp’s energy to perform magic. Psykers are often feared by humans because they can control minds, see the future, or create fire. The Warp is also home to dangerous creatures that can use a psyker’s connection to the Warp to enter the real world. Despite the risks, humans need psykers because their powers help with communication and fighting supernatural enemies. The Imperium captures psykers, trains them to control their powers, and monitors them closely. Those who fail or refuse training are executed to protect others.
The Warhammer 40,000 setting was influenced by writers like J. R. R. Tolkien, H. P. Lovecraft, and Frank Herbert, as well as movies like Forbidden Planet. The Chaos Gods, powerful evil beings, were added to the setting by Bryan Ansell and further developed by Rick Priestley. Priestley expanded the idea of Chaos, inspired by the story Paradise Lost, to show how humans can fall into evil, similar to how Satan fell in the story. The idea of demons as physical forms of human fears comes from Forbidden Planet. The story of the Emperor of Man, a god-like figure, was inspired by fictional rulers from books like God Emperor of Dune and Runestaff.
In the Warhammer 40,000 world, humans fear artificial intelligence. Creating or protecting artificial intelligence is a serious crime, like other crimes such as stealing. This rule comes from the Dune books, which describe a past war against dangerous robots. Rick Priestley, the creator of Warhammer 40,000, explained these influences in an interview in 2015.
Factions
In the game Warhammer 40,000, models used for play are grouped into "factions." Normally, a player can only use units from the same faction in their army.
The Imperium of Man is a powerful empire ruled by strict religious laws and advanced technology. It controls about 1 million planets and has existed for over 10,000 years. The Imperium strongly dislikes aliens, and working with them is considered a serious crime. The official religion of the Imperium honors the Emperor of Mankind, who united humanity long ago. The Emperor is the official ruler, but he was seriously injured in battle and is kept alive with medical machines in a sleep-like state. His mind still sends out a psychic signal called "the Astronomican," which helps starships travel through space. Although the Imperium has advanced technology, most of its technology has not changed for 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 the Warhammer 40,000 universe, the Imperium has the most sub-factions and the largest number of models. The most common sub-factions are the Space Marines (Adeptus Astartes) and the Imperial Guard (Astra Militarum). Each of these sub-factions has many smaller groups, such as hundreds of Space Marine Chapters and Imperial Guard Regiments. Some well-known Imperial Guard units include the Cadian Shock Troops and the Death Korps of Krieg, which is inspired by World War I Germany. Other playable sub-factions in the tenth edition of the game include the Sisters of Battle (Adepta Sororitas, often compared to female Space Marines), Adeptus Custodes (elite guards who protect the Emperor), Adeptus Mechanicus (Tech-Priests who are part machine and part human), and Imperial Knights (large battle machines). Players build their armies around one specific sub-faction and its unique style of play. For example, a Space Marine army uses a small number of strong soldiers, while an Imperial Guard army uses many weak soldiers and powerful artillery.
In theory, the variety of sub-factions in the Imperium allows players to create armies for different types of play. However, most game rules do not allow players to mix units from different sub-factions (such as combining Space Marines with Imperial Guard tanks). In some versions of the game, such as Epic, players can add large machines called Imperial Knights or Titan Legions to their armies, along with support from the Imperial Navy for air and space attacks. In large multiplayer games, players from different sub-factions can team up.
Chaos represents the followers of the Chaos Gods, evil beings and demons that arise from the thoughts and emotions of humans. People influenced by Chaos become physically and mentally twisted, performing cruel acts to please their dark gods. In return, the Chaos Gods give them gifts like physical changes, psychic powers, and magical items. Chaos followers are evil and insane, and their models and stories often include terrifying and grotesque designs. The fight against Chaos is a major theme in Warhammer 40,000.
Like the Imperium, Chaos players have access to many models, allowing them to create armies for different types of play. Some Chaos models can be used in both Warhammer 40,000 and Warhammer Age of Sigmar. Chaos models are often based on Imperium models but have a corrupted or twisted look. Examples include Chaos Space Marines (also called Traitor Marines), Chaos Knight Houses, and Traitor Titan Legions. Chaos armies must be themed around a specific Chaos God or play as Chaos Undivided. For example, an army focused on Nurgle might use slow but strong soldiers, while an army focused on Khorne might use soldiers who fight in close combat and avoid using psychic powers.
The Necrons are an ancient race of robot-like beings. Long ago, they were living beings who transferred their minds into machines to achieve immortality. However, this process caused them to lose their souls, and most became mindless. The Necrons are waking up from a long sleep in underground vaults on planets across the galaxy and are trying to rebuild their old empire. Necron designs are similar to ancient Egyptian art.
Necron soldiers have strong long-range weapons, tough armor, and move slowly. They can quickly heal wounds or bring back dead models at the start of the player's turn. Necrons rarely lose courage, which was shown by giving all models a Leadership score of 10 (the highest possible) 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 psychic powers.
The Aeldari (formerly called the Eldar) are based on elves from fantasy stories. Aeldari live very long lives and all have some psychic ability. They travel through space using magical tunnels called "the Webway," which only they can access. Long ago, the Aeldari ruled a powerful empire that covered much of the galaxy, 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 must cause pain to survive. Other smaller groups include the Exodites, who live simple lives on remote 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.
Aeldari soldiers from Craftworlds are very specialized but often weak, making them vulnerable to attacks. Aeldari armies can suffer heavy losses if they make poor decisions or have bad luck, but skilled players can use their speed and strategy to defeat larger enemy groups. Aeldari vehicles are very strong and hard to destroy because they have many protections and can move easily over rough terrain. Most Aeldari vehicles can move quickly, similar to Drukhari and T'au vehicles. Drukhari soldiers are similar to Craftworld Aeldari but do not have psychic powers, and their vehicles
History
In 1982, Rick Priestley joined Citadel Miniatures, a company supported by Games Workshop that made small figures for use in Dungeons & Dragons. Bryan Ansell, who managed Citadel, asked Priestley to create a medieval-fantasy wargame to give away for free to encourage customers to buy more miniatures. Dungeons & Dragons did not require miniatures, and players rarely needed more than a few. The result was Warhammer Fantasy Battle, released in 1983 and very successful.
Warhammer Fantasy Battle was a medieval-fantasy game similar to Dungeons & Dragons, but Priestley and his team added some science fiction elements, such as futuristic weapons left by an ancient alien race. Warhammer 40,000 later evolved from this idea, focusing mostly on science fiction with some fantasy elements.
Before working for Games Workshop, Priestley had been creating a spaceship combat game called "Rogue Trader," which mixed science fiction with fantasy. He included many ideas from "Rogue Trader" into Warhammer 40,000, especially about space travel, but removed the ship combat rules due to space limits in the book.
Games Workshop planned to sell kits to modify Warhammer Fantasy models to use futuristic weapons like lasers, but later created a separate line of models for Warhammer 40,000. Some Chaos Daemon models 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 make a board game based on their comic "Rogue Trooper." To avoid confusion and honor the 1983 promise of a "Rogue Trader" game, the game was renamed Warhammer 40,000: Rogue Trader and marketed as a spin-off of Warhammer Fantasy Battle.
Warhammer 40,000: Rogue Trader was first previewed in White Dwarf issue 93 (September 1987) and released in October 1987. It became Games Workshop's most important product. In January 1988, Ken Rolston praised the game in Dragon magazine, calling it "colossal, stupendous, and spectacular… the first science-fiction/fantasy game to make my blood boil."
The first edition was titled Warhammer 40,000: Rogue Trader and used rules from Warhammer Fantasy Battle. The subtitle "Rogue Trader" was later removed. The game was published in 1987 and designed by Rick Priestley, who also created the Warhammer 40,000 world. The original version focused more on role-playing than strict wargaming, with a third person acting as a gamesmaster. The rulebook was detailed but confusing, making it best for small battles. Units were randomly determined by rolling dice. Some elements, like bolters and Terminator armor, appeared in earlier rules called Laserburn, written by Bryan Ansell.
Supplemental material was published in White Dwarf magazine, adding rules for new units and models. Later, White Dwarf released expansion books with updated rules, background, and illustrations. Ten books were published for the original edition, including Chapter Approved—Book of the Astronomican, Compendium, Warhammer 40,000 Compilation, Waaagh—Orks, and others. The Battle Manual updated combat rules and weapon stats, while the Vehicle Manual introduced a new system for managing vehicles on the tabletop. Waaagh—Orks provided background on Ork culture without rules.
Realm of Chaos: Slaves to Darkness and Realm of Chaos: The Lost and the Damned added Chaos Gods and their daemons to the setting, along with the Horus Heresy story.
The artwork in the first edition mixed styles from science-fiction works like Star Wars and 2000 AD comics. Later editions used a more consistent style inspired by Gothic architecture.
The second edition of Warhammer 40,000 was published in late 1993. A starter set included Space Marines and Orks, with artwork by John Blanche depicting the Blood Angels Space Marine Chapter.
Under editor Andy Chambers, the game's lore became more serious and pessimistic, a change Rick Priestley disliked. The second edition introduced army lists, requiring at least 75% of an army's strength to come from the same faction. A box set called Dark Millennium added rules for psychic powers. Special characters, representing key figures in the setting, could be included in armies, leading to the nickname "Herohammer" for the second edition.
The second edition revised the lore and set the tone for future stories.
Supplements and expansions
There are many different versions of the rules and army lists available for use, usually with the other player's agreement. These rules can be found in the Games Workshop publication called White Dwarf, on the Games Workshop website, or in the Forge World Imperial Armour books.
The rules for Warhammer 40,000 are meant for games with 500 to 3,000 points. A system called the Force Organisation Chart sets limits on how many points can be used, making larger games difficult to play. To address player feedback, the Apocalypse rules expansion was created to allow games with more than 3,000 points. In these games, players might use a full 1,000-person Space Marine Chapter instead of the smaller groups usually used in standard games. Apocalypse also includes rules for using large war machines like Titans. The most recent Apocalypse rules based on Warhammer 40,000 are in Chapter Approved 2017, while a separate boxed set called Apocalypse 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 guerrilla tactics. It also includes "stratagems" like traps and fortifications. The book provides guidance on building city terrain and gives examples of armies and lists focused on urban combat. This work was updated for the 7th Edition with the release of Shield of Baal: Leviathan and for the 8th Edition in Chapter Approved 2018.
Planetstrike, released in 2009, provides rules for simulating the early stages of a planetary invasion. It introduces new game rules, such as dividing players into attackers and defenders, each with unique advantages. For example, attackers can deploy infantry and monsters directly onto the battlefield, while defenders can set up terrain. Planetstrike was updated for the 8th Edition in Chapter Approved 2017.
Planetary Empires, released in August 2009, allows players to create campaigns with multiple battles, using standard rules or approved supplements like Planetstrike, Cities of Death, or Apocalypse. Progress in the campaign is tracked using hexagonal tiles to show which areas are controlled by each side. The structure is similar to Warhammer Fantasy's Mighty Empires. This set has not been produced for many years.
Battle Missions, released in March 2010, includes a series of missions with specific goals. Each faction has three missions that can be played, chosen by rolling a die or selecting from missions for the two armies involved. These missions still use the standard rules from the Warhammer 40,000 rulebook. Battle Missions was never updated for the 8th or 9th Editions and is no longer compatible with the current version of the game.
Spearhead, released in May 2010, allows players to focus more on armored and mechanized forces. A major change is the introduction of "Spearhead Formations," which offer more flexibility in organizing forces. Players can now use all, part, or none of the standard force organization rules. Spearhead also includes new deployment options and scenarios. This expansion was available as a free download on the Games Workshop website and in the White Dwarf magazine. Spearhead was never updated for the 8th or 9th Editions and is no longer compatible with the current game, though the 8th Edition's looser force organization rules make it less necessary.
Death from the Skies, released in February 2013, includes rules for games focused on aircraft. It provides specific rules for each race's aircraft and includes playable missions. A notable feature is "warlord traits" for each race that apply specifically to 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 to be used in the core rules.
Stronghold Assault, released in December 2013, is a 48-page expansion that 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, includes rules for using super-heavy vehicles in regular games, which were previously limited to Apocalypse events. Escalation was never updated, and in the current version of the game, super-heavy vehicles can be used in the core rules.
Boarding Actions, released in January 2023, is designed for smaller 500-point missions on spaceships. It follows the Warhammer 40,000 rules with changes like measuring distances around terrain instead of through it, combat not working through walls, and models blocking line of sight. Vehicle and Monster units cannot be used in Boarding Actions, making the game focus on infantry. Rules for Boarding Actions were included in the Arks of Omen: Abaddon book. New box sets called Boarding Patrols were also released to help players start playing Boarding Actions. In July 2024, a new supplement for Boarding Actions was released, adding new missions and updating the rules to fully align with the 10th Edition of the game.
Spin-off games and other media
Games Workshop has added many new games and stories to the Warhammer 40,000 universe over the years. This began in 1987, when Games Workshop asked Scott Rohan to write the first related stories. These stories led to the creation of Black Library, a publishing group started 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 games 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 first release of Warhammer 40,000 in 1987, Games Workshop began publishing books that expand on the game’s world, add new details, and describe characters and events. Since 1997, most of these books have been published by Black Library.
More stories written by many authors are now available in different formats, such as audio, digital, and print. These include full novels, short stories, graphic novels, and audio dramas. Most of these works are part of named book series. In 2018, a line of books for readers aged 8 to 12 was announced. This caused confusion among fans because the Warhammer 40,000 setting is known for being very dark and violent.
One of the most successful storylines published by Black Library is the Horus Heresy, a prequel series set 10,000 years before the main Warhammer 40,000 story. It describes the fall of the Emperor of Mankind and the beginning of the conflict between Chaos and the Imperium. The story is told in multiple series of novels and comic books.
Games Workshop first allowed Electronic Arts to make Warhammer 40,000 video games. Electronic Arts 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 strategy and allowed many different publishers to make Warhammer 40,000 games.
Games Workshop has created several 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, and Space Hulk Campaigns)
- 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)
- Digganob (an expansion for Gorkamorka)
- Lost Patrol
- Space Fleet (a spaceship combat game)
- Tyranid Attack (an introductory game)
- Ultra Marines (an introductory game)
- Blackstone Fortress (a cooperative board game set on a spaceship)
The success of the Horus Heresy novels led to the release of a standalone tabletop wargame and rulebook in 2012. This game includes models of the 18 Space Marine legions from the early Warhammer 40,000 setting and characters based on the superhuman primarchs. The game is sold separately from the main Warhammer 40,000 line, though some models and color schemes 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. A game called Dark Heresy was published by Black Industries, a company owned by Games Workshop. Later, Fantasy Flight Games was allowed to continue developing and expanding the game.
Games Workshop allowed Fantasy Flight Games to create Warhammer 40,000-themed products, including:
- Horus Heresy: a board game about the final battle of the Horus Heresy, the battle for the Emperor’s Palace
- Space Hulk: Death Angel, The Card Game: a card game where players work together as Space Marines to defeat Genestealers on a spaceship
- Warhammer 40,000: Conquest: a Living Card Game where players control different 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 set in the Warhammer 40,000 universe
- Warhammer 40,000 Roleplay series: tabletop role-playing games that include Dark Heresy, Rogue Trader, Deathwatch, Black Crusade, and Only War. Each game has unique rules and settings.
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 the game's logic, how believable it is, and its reasoning can be ignored. This game is about space adventure, not imagining 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 for 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. There are no longer rules for alerting or hiding." 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 gave the game an overall rating of 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 great game for beginners to miniature battles because it costs less to start playing. It is a bright and colorful way to show 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 added to the Origins Hall of Fame. Warhammer 40,000 8th Edition won the 2017 Origins Awards for Best Miniatures Game and Most Popular Miniatures Game.