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They harbour unnumbered bio-horrors amongst their ranks. Play the mad scientist with the Twisted Helix. They excel in the arts of insane alchemy and dark experimentation, creating monstrous hybrids of all sizes and shapes who have the energies of forbidden bio-chemical concoctions boiling through their veins to lend them uncanny strength and speed.

The Pauper Princes believe that greatness can only be found in self-sacrifice and humility. Zealous to the point of mania, they bring the edifice of the Imperium low to ensure the new order can thrive — even if it costs every life save for the Patriarch itself.

Do you see your heroes as the stars of your army and everyone else as just cannon fodder? Well, the cultists of the Pauper Princes are so zealous they would gladly hurl themselves on an active frag grenade to protect their cult leaders.

The Hivecult are militant, organised and hierarchical. They infiltrate not only the criminal underworlds and hive gangs of their host planets, but also the Astra Militarum regiments that recruit from them.

To the Hivecult, it is a divine duty to be armed and dangerous. The members of the Hivecult are used to fighting in tight-knit military units. If you want a force well-drilled in the use of sidearms as well as repurposed industrial tools, then is your Cult.

In battle, they fight with an uncanny discipline that sees them triumph against the odds. The Cult of the Bladed Cog is born as much of metal as it is of raw human stock, and is further augmented by the extra-galactic anatomies of the Tyranids. This great blend of human, xenos beast and war machine is a deadly threat to its Adeptus Mechanicus hosts. If you see no difference between man, machine and alien then join the Bladed Cog.

Their belief that all three can be made into a single, all-conquering organism has given them a supernatural resilience that makes them strong and hardy combatants. The weather-beaten, rugged survivalists of the Rusted Claw are more at home on the open wastes than they are in the claustrophobic confines of an Imperial underhive. They are the pioneers, the nomads and the prospectors of their kind. Throw away your material possessions and join the cult of the Rusted Claw. While they are often clad in rags and tattered leather, the skin and chitin beneath is as hard as oak.

The Masque of the Midnight Sorrow numbers many bands of Players, scattered far across the realms of the Aeldari, all fighting a constant war against the Ruinous Powers.

The worshippers of Chaos face few more determined or single-minded foes: these Harlequins will perform any deed to defy She Who Thirsts. Midnight Sorrow units can always be in the right place to launch a devastating counter-attack, making them perfect for players who want to control the flow of the battlefield. Facing the Harlequins of the Laughing God in battle is a terrifying experience, but few masques are as sinister or unsettling as those of the Silent Shroud.

The Silent Shroud affect the morale of nearby units, increasing their likelihood of fleeing under fire. If surgical strikes are your style, you might want to consider the Silent Shroud. Their victims barely have time to realise their danger before the Harlequins are dispensing death throughout their ranks. The Masque of the Veiled Path epitomises every mistrustful thought and resentful prejudice Humanity has ever held for the Aeldari. Amongst the Asuryani, it is said that to trust the Veiled Path is to step willingly into the void.

For all this, they are skilled warriors. The Frozen Stars strike wherever and however they believe will elicit the greatest and grisliest amusement. In some ways they carry themselves as a force for good, striving to inspire their fellow Aeldari and follow the steps of the Final Act. Frozen Stars armies get more powerful when they play aggressively, and are a good pick if you like to engage quickly and devastate your enemies with a flurry of blows.

In the Dreaming Shadow, the fervour and energy of the Harlequins becomes something grimmer and more funereal. They are the guardians of myriad symbolic underworlds; their charge is to ensure that the dead stay dead, and the slumbering never wake. Mortally wounded warriors of the Dreaming Shadow will attempt to land one final strike upon their foe — perfect if you want to ensure that even in death, your units are effective.

Since first settling on the planet Raisa — located upon the very edge of the known galaxy — House Cadmus have taken great pride in their autonomous nature. In recent times, when the shadow of Hive Fleet Leviathan fell over Gryphonne IV, the Knights of Raisa fought ferociously in its ultimately doomed defence.

The destruction of the forge world freed House Cadmus from their obligations to the Tech-Priests, resulting in a change of allegiance that was widely embraced. The Knights of House Cadmus hone their skills in competitive hunts — they excel at destroying enemy infantry, cutting them down in droves with deadly sweeps of their chainblades and mailed fists. No knightly house exemplifies proud martial tradition like House Terryn. Its Nobles have fought for Humanity since its founding in the 25th Millennium.

The house derives its name from Maximilian Terryn, first ruler of the tropical world of Voltoris, a planet colonised at the start of the Age of Strife.

Driving their towering steeds ever onward, the Nobles of House Terryn are amongst the most eager to get to grips with their foes. If you want to thunder across the battlefield, this house is for you. Legend has it, before the STC Knight suits could be completed, settlers were forced to fight these beasts from horseback.

Wielding gargantuan weapons with the skill and grace of an expert duellist, scions of House Griffith live for the glory of combat. Griffith is your house if you want to revel in meeting out justice, up close and personal.

There is no knightly house more loyal than House Hawkshroud. Its Nobles have cultivated an impeccable reputation for honouring their debts and keeping their word regardless of the personal cost, often on campaign fulfilling the promises of their lords and laying down their lives to uphold past alliances.

Whilst their oaths remain unfulfilled, the Knights of House Hawkshroud will stand and fight to their dying breath.

Ideal for a general who values outlasting their opponents. By the time the antecedents of House Mortan had arrived upon Kimdaria, the mysterious nebula known as the Black Pall surrounded the planet. The Knights of House Mortan know well the value of a well-placed strike — they honour a well-executed killing blow above all else. When fighting at close quarters, they rain deadly-accurate blows upon their quarry, each movement carefully calculated for maximum effect.

Chrysis was the first Knight world to be rediscovered during the Great Crusade. The Nobles of House Krast are driven to take on the largest foes, making them peerless hunters of renegade Knights. Their cold, calculated efficiency gives them the edge in lethal close-quarters battles and duels.

Only a handful of cities remain on the Questor Mechanicus world of Kolossi. Ever advancing, the guns of House Raven never once let up. If you want to stomp implacably across the battlefield, unleashing copious amounts of firepower, House Raven is for you. True servants of the Machine God, the warriors of House Taranis bear the honour of belonging to the first of the knightly houses, and although they bear the names of Noble and Knight, they do not follow the feudal ways of their kin.

Founded on Mars, House Taranis believe themselves uniquely favoured by the Omnissiah. It may well be true — their superbly maintained machines shrug off blows that first seem to have struck true. If you like your enemies stare in disbelief at the amount of punishment you can take, choose House Taranis. Despite being one of the greater houses amongst those aligned to the Adeptus Mechanicus, House Vulker is reclusive and mysterious. Yet when called to war, the Knights of House Vulker leave behind their curious trappings, striding out to do battle with all the surety of their peers.

House Vulker places a premium upon well-coordinated plans for both attack and defence, always engaging the enemy at the optimal distance by utilising carefully cogitated trajectories.

The accuracy of their close-range firepower is legendary amongst the knightly houses. Every other clan knows that the Bad Moons are showy gits with too many teef for their own good.

They also know to dive for cover when the yellow-daubed loons open fire — the sheer amount of dakka that a Bad Moons warband kicks out is amazing to behold. Want to show off the biggest, loudest, and shiniest shootas? With all manner of targeting arrays, extra ammo feeds, and bandoliers of additional munitions, Bad Moons can typically lay down more dakka than any other clan.

This reputation comes from their tendency to use actual battlefield tactics, often to great effect — nothing surprises an enemy commander like Orks who actually think about how, where, and when to fight.

Their instinctive grasp of battlefield strategy allows them to surprise even the most experienced enemies with their manoeuvres, feints, and ambushes. Orks of the Deathskulls are cunning, light-fingered, untrustworthy and insular, with a mean streak a mile wide. That said, there are none more skilled when it comes to looting the battlefield and cobbling together weapons and tanks from the resultant junk.

Are you superstitious? Is your favourite colour blue? If you want to surge across the battlefield in a roaring green tide, this is the clan for you. Once you get stuck into hand-to-hand combat, the Goffs quickly overwhelm their enemies by dint of sheer violent ferocity. If it goes fast, kills people violently, and is painted a bright and garish red, then an Evil Sunz Ork probably already has three of it, and undoubtedly wants another.

If you feel the need for speed, then go for this Clan and daub your vehicles, warriors, and even yourself bright red. For the Evil Sunz, this practice actually seems to work. Snakebites are traditionalists, and many of them are only one or two rusty rungs above Feral Orks on the ladder of civilisation. This has never held Snakebite warbands back, however, for when they unleash their tribal fury upon the enemy, there are few who can long withstand it. While other clans may see them as somewhat backwards, their bizarre habit of actually allowing themselves to be bitten by venomous serpents to prove their toughness, means that they breed remarkably resilient warriors.

Freebooterz are outcasts from Ork society, greenskins who by choice or through exile have left their tribe and clan behind. They rampage around the galaxy in piratical mercenary warbands, fighting together even as they compete viciously with each other to accrue the most loot. Nab all the best loot for yourself by joining the Freebooterz. In battle, they strive to outdo their fellow greenskins — if one mob of Freebooterz starts doing well, their comrades will strive all the harder to show them up and grab the glory for themselves.

Choose this sept if you want to leave your enemies nowhere to hide. Protected by a formidable ring of floating fortresses, this martial-led sept is well-placed to protect itself from all manner of threats. If you want your forces to get up close and personal then this is the army for you — its warriors are experts in the deadly art of engaging the enemy at close quarters and annihilating them.

Want an army that can keep their head amidst the heat of battle? Unleash a storm of searing pulse energy on any foe foolish enough to charge your forces. It is known to produce especially aggressive and skilled warriors. Want to take the fight to the enemy, utilising a highly mobile and aggressive form of warfare? It has recovered quickly, thanks to its busy trade ports.

Large numbers of aliens can be seen here alongside its famously efficient Water caste merchants and diplomats. If you want a sneaky army that makes extensive use of adaptive camouflage fields to elude and disorient your enemies then this is the sept for you.

Hive Fleet Behemoth was the first tendril of the Tyranid invasion to awaken after the long journey though the void. Its brutal, headlong charge through the eastern Imperium was driven by a ravenous hunger that had smouldered for countless aeons — a hunger it could never satiate. If you favour an aggressive play style, then Behemoth are for you.

This Hive Fleet unleashes the full might of its swarms in an overwhelming frontal assault. As the most aggressive of the Hive Fleets, Behemoth excel at getting into combat to feed.

Its toxic hosts despoil and denature as they sweep across a world, spitting a miasma of polluting spores into darkening skies, and agonising their prey with a potent blend of necrotic poisons. Use a range of toxins that adapt with terrifying speed to any foe, agonising and ravaging the bodies of their unfortunate victims with Hive Fleet Gorgon. Hive Fleet Hydra drifts along in the wake of the Tyranid invasion, seeking out defeated splinters of previous hive fleets, cannibalising them and absorbing their genetic memory.

Though Hydra appears relatively small, it is capable of unleashing vast hordes of bioforms, burying its prey under sheer weight of numbers. Do you dream of overwhelming your prey with sheet weight of numbers? Then Hive Fleet Hydra is for you if you like drowning them in a tide of chitin, flesh and slashing claws. None can stand before the hordes of Hydra. Hive Fleet Jormungandr is an insidious menace. The Imperium has claimed to have destroyed the hive fleet on several occasions, only to discover that Jormungandr has burrowed deep beneath the infrastructure of its worlds like a flesh-eating parasite, lying in wait for the perfect moment to re-emerge.

Shock your foes by emerging from subterranean tunnels to attack. This makes the warrior-organisms of Hive Fleet Jormungandr extremely difficult to target — by the time you strike from your hidden locations, it is far too late for your enemies. Seen on a galactic scale, Hive Fleet Kraken is attacking across a front that covers thousands of light years, making a cohesive defence impossible to mount.

In the face of this seemingly unstoppable threat, whole Imperial systems have been evacuated or simply abandoned to their fate. Harry your enemies and unbalance their forces with the lightning-fast flanking attacks of Hive Fleet Kraken, before encircling them for the final, bloody massacre. This Hive Fleet has also been seen to feint retreats before springing a trap to utterly confound their prey.

A stifling aura of null power drifts ahead of its invasion swarms, before the fleet lands on prey planets and overcomes any defences through endless long-range barrages. Such firepower lays waste to anyone foolish enough to stand up to the power of the Hive Mind.

Hive Fleet Leviathan is the largest and greatest of the Tyranid hive fleets to descend upon the galaxy. Attacking upwards through the galactic plane, its tendrils are spread out across a broad front, stretched across the Segmentums Ultima, Tempestus and even Solar. You enemies will lose the will to fight after seeing the apparent indestructibility of your forces. From Gheden, the Nihilakh dynasty defend their borders, jealously guarding their ancient secrets.

Home of the alien-studying Xenarites, Stygies has a reputation for secrecy and untrustworthiness. Once a verdant world, Tallarn was devastated during the Horus Heresy and now comprises harsh deserts.

House Khomentis hunt daemonic creatures across their world — and revere them as embodiments of Chaos. As Vigilus burned, the Black Heart kabal took whole flotillas of refugees screaming back to Commorragh. Discovering a living city crafted by Chaos, the Coven of Twelve peeled it apart to experiment on it. A series of raids by the Coven of the Hex devastated Aeldari maiden worlds, massacring entire populations.

House Griffith are named for their noble founder, who slew many of the fearsome dragons of their world. The nobles of Raisa are only reluctantly allied to the Imperium, fiercely defending their domain. The nobles of Chrysis, the Knights of House Krast, rule over the ruins of their devastated world.

Commander Farsight long ago abandoned the teachings of the Ethereals, but still fights for the Greater Good. The Warhammer Community webpage is the home of Warhammer on the web. Visit Website. Games Workshop has a chain of Warhammer stores around the world with friendly staff who can help with every aspect of the hobby, from painting advice to choosing your next project.

Find Your Store. In the grim darkness of the far future there is only war. Full Trailer. Like what you see? Sign up to the Games Workshop newsletter to get more in your inbox! New to Warhammer 40,? Collect Your Armies Every collection of Citadel miniatures represents a force fighting for survival in a galaxy of war. Assemble Your Forces Building your models is an integral part of the Warhammer 40, hobby, and one that gives hours of satisfaction.

Add Some Colour Painting your Citadel miniatures brings them to life and really makes them your own, and painted miniatures look great, whether on display or fighting across a tabletop. War on the Tabletop Warhammer 40, is a tabletop game of dark, futuristic warfare that sees carnage erupt in a spectacular scale.

Explore the Legends Continue your adventures off the tabletop in a range of books from Black Library. Play Amazing Video Games Experience the 41st Millennium digitally with a range of games across a variety of formats and platforms. Warhammer Animations. Experience Amazing Tales Encounter new heroes and embark on epic adventures in awesome animated series.

Free Core Rules The Warhammer 40, Core Rules shows you how to move, shoot, charge and fight with your units on the battlefield. One Phone 40K App Final 1. Recruit SpaceMarines. Recruit Necrons. Recruit Accessories. Gaming Wargear In addition to the push-fit miniatures, the Recruit Edition includes all the accessories you need to get them on the battlefield so you can learn how to play.

Recruit SoloBox. Get Started Today! Elite FullBox. Start at the Next Level! Elite Accesories. Gaming Wargear In addition to the push fit miniatures, the Elite Edition includes all the accessories you need to get them on the battlefield so you can learn how to play. Elite SoloBox. Start Your Hobby in Style! Command FullBox.

Take Command of Your Hobby! Command Accessories. Gaming Wargear In addition to the push fit miniatures, the Command Edition includes all the accessories you need to get them on the battlefield so you can learn how to play.

Command Terrain. Bring Your Battlefield to Life! He's perfect, but the voice direction is weak and every cutscene is full of characters at wildly different levels of intensity. Between the story bits is a mish-mash of third-person combat, collectible hunts, hacking minigames, that thing where you spin clues around to examine them—a bundle of features lifted from other games and artlessly glued together to fill the gaps. It feels like the kind of budget movie tie-in game that used to be commonplace, only this time it's a book tie-in.

Steel Wool Studios Steam. There are plenty of turn-based 40K games about squads of space marines jogging from hex to hex, but what makes Betrayal at Calth different is its viewpoint. You command from the perspective of a servo-skull, a camera that swoops around the battlefield and lets you appreciate the architecture of the Horus Heresy-era up close.

You can even play in VR. It's a cool idea. Unfortunately, you can feel where the money ran out. A limited number of unit barks repeat often from a different direction to the acting unit , some weapons have animations while others don't, and the mission objectives occasionally leave out details you need to know.

It started in Early Access and clearly didn't make enough money to keep it there until it was done. It's out now with a version number on it, but it doesn't feel finished. In Games Workshop released collectible cards with photos of Warhammer miniatures that had stats so you could play a rudimentary Top Trumps kind of game with them. It went through several iterations, and the version became a free-to-play videogame with painted 40K miniatures on the cards. Don't expect Magic: The Gathering.

You build a deck of one warlord and a bundle of bodyguards, keeping three of them in play, replacing bodyguards as they die. Each turn you choose whether to make a ranged, melee, or psychic attack and the relevant numbers get added up and damage exchanged. Tactical choice comes via buffs to the attacks you don't choose which can pay off in later turns , and deciding when to play your warlord a powerful card whose death means you lose.

Oddly, the only PvP is within your clan and mostly you play against AI that uses other players' decks. Not that Warhammer Combat Cards tells you this, or much of anything else. Good luck trying to join a clan even after you've leveled-up the appropriate amount, thanks to a designed-for-mobile interface.

NeocoreGames Steam Microsoft Store. Inquisitor—Martyr is pulling in three directions at once. It's a game about being an Inquisitor, investigating the mysteries of the Caligari Sector, chief among them a ghost ship called the Martyr.

It's also an action-RPG, which means if it goes for more than five minutes without a fight something's wrong, and among the most important qualities your heretic-hunting space detective genius possesses are their bonus to crit damage and the quality of their loot. Finally, it's a live-service game with shifting seasonal content, global events, limited-duration vendors, daily quests, heroic deeds, no offline mode, and the expectation you'll replay samey missions for hundreds of hours every time there's a content update.

Why would an Inquisitor spend so much time crafting new gear? Why do I need to collect a different color of shards every time there's a new "Void Crusade"? Every game wants me to collect shards of something and I'm just so tired. Scale is important in a setting where billions die and nobody blinks. Mechs can't just be mechs in 40K.

They're titans, god-machines up to feet tall that stomp through fancy gothic megacathedrals without slowing down. Dominus pits maniples of titans belonging to the Imperium and Chaos against each other in turn-based combat. You order a titan to move and a hologram appears at its end position; you choose who it's going to target and color-coded projections show which weapons will be in range.

You commit and the titan spends 10 seconds stomping to its endpoint, firing continuously the entire time—just spaffing out barrages of missiles and lasers while walking through buildings. You get a lot of odd-looking turns where most of the shooting is at impenetrable rocks that happen to be between titans, which isn't helped by the AI's tendency to shoot when it has no chance of hitting, or the cinematic camera's tendency to clip inside mountains.

Another oddity: you don't plot out moves but simply pick where to finish. Sometimes you'll select a position within the movement radius and the hologram will instead appear on the opposite side of where you started because apparently you need to go the long way round and don't have enough movement after all. Some missions give you a fresh maniple, but partway through the campaign suddenly half the missions have to be completed with the titans that survived the previous one, a fact Dominus doesn't bother to tell you.

You're up against the forces of Chaos, which means Chaos Cultists, Traitor Marines, and half-a-dozen varieties of daemon. Meanwhile you're in charge of the Ultramarines, and while you can rename your troops and assign a limited number of heavy weapons per squad, after a while every battle feels the same. They drag on too, thanks to the Traitor Marines who litter most maps being able to survive multiple krak grenades and heavy bolter rounds. The classic hex-and-counter wargame Panzer General has inspired a lot of 40K games, and Sanctus Reach, which pits Space Wolves against orks, is certainly one of them.

It's not bad, but it is basic. The objectives are often just capturing or defending victory points and only after three levels of those will you get something different like an escort mission or something, the story's a paragraph of text between maps, there's no strategy layer, and everything on the presentation side, from unit types to animation to level furniture, feels like the absolute minimum, where 40K should be all about maximalism.

Other games do this identical thing better. Take Civilization 5 or maybe Warlock: The Exiled, or Age of Wonders , then remove the diplomacy so it's all about war.

Add some inspiration from RTS base-building, with separate barracks for infantry and vehicles around your city, then add heroes who level up and gain some quite Warcraft 3 abilities on top of that. Gladius is an intriguing strategy game Frankenstein, but it's got issues. On enemy turns it'll show a random battle happening to an ally rather than your own troops being slaughtered. There's a storyline scattered about in quests, but to get anywhere with them you have to play an artificially long game or you'll defeat all the enemies and win by conquest before uncovering any of the tantalizing secrets it hints at.

Finally, even with wildlife turned down to Very Low, the early turns of every game are spent fighting alien dogs and bugs and floating mind-control jellyfish for way too long before actually going to war with the other factions.

Although it launched in a terribly buggy and unoptimized state, an enhanced edition rerelease fixed some of its worst problems. Now it's a competent claustrophobic multiplayer game where you can dress up your terminators real fancy. As a singleplayer experience it's let down by daft AI, and even with friends you'll have to overlook whiffy melee weapons and shooting that feels more like you're turning on a hose than opening up with a mark-two storm bolter. Milton Bradley's follow-up to HeroQuest was a version of Warhammer 40, for ages 10 to adult, and Gremlin Interactive were once again responsible for the videogame.

Like the adaptation of HeroQuest, it's a pretty direct replication—although for some reason the genestealers have been replaced by different aliens called "soulsuckers. It's quite slow-paced and you have to choose between music or cheerfully rinky-dink sound effects because it can't do both at once, and of course it's lacking the board game's slick miniatures and card art.

Nostalgia's a powerful thing though, and I adore these goofy pixel space marines. This was our first look into the grim darkness of a near future where there are only PC ports of 40K games made for tablets. Space Hulk comes with all the limitations you'd expect from a game designed to run on an iPad Mini.

This fine if unambitious version of the board game plays the same limited animations over and over, whether it's sprays of blood that appear sort of around genestealers as they're shot, or three red lines appearing in mid-air to mark a terminator falling to their claws. The way genestealers suddenly transform into a pair of bleeding leg-stumps when hit by an assault cannon is unintentionally hilarious.

Thanks to some patched-in improvements, like the ability to speed up terminators so your turns don't take forever, this take on Space Hulk ended up OK if all you want is a version of the board game with a singleplayer mode where you're the space marines. After the negative response to the PC version of their previous Space Hulk game, Full Control retooled it into Ascension, giving it a welcome visual upgrade and customizable marines.

More divisively it plays less like a board game, with reduced randomness, an upgrade system based on experience points, and tweaks to the way weapons work. Storm bolters gain heat when fired and jam when it maxes out, and instead of just filling an entire room or corridor with fire, the flamethrower has multiple modes of spray.

And to make it look less like a board game there's fog of war, rendering the map dark beyond a tiny zone of vision. Some of the changes are fussy and don't add much, but it's a slight improvement overall. Not many 40K games let you play aliens, but Dakka Squadron isn't just a game that lets you be an ork, it's committed to the bit.

This is arcade aerial combat if Star Fox was violently Cockney and everything was soundtracked by wailing deedly-deedly guitar and shouts of "Dakka dakka dakka! It's maybe a bit too orky. Multiplayer is orks versus orks, and so is most of the singleplayer, though eventually you get to shoot down some Adeptus Mechanicus craft that look like flying boxes full of lasers, a few of the necrons' tin death croissants, and so on.

Mostly though it's endless orks in World War II fighter jets with nose-mounted spikes laughing as they krump each other. Missions drag on, with wave after wave of enemies and the same combat barks as you shoot them down, but fortunately a three-lives system was patched in so you don't have to re-do an entire mission because you got krumped at the end.

I did turn down the guitars, though. Once a unit hits , they get access to a pair of spender options: Empower, which allows the unit to use an improved version of one of its abilities, or Surge, which just flatly gives them a free action point. The only two 40K factions that are fully playable in the game are the Space Marines and the Tyranid Hive. And I hope it is! Have any questions or feedback?

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