Table of Contents
- -Introduction
- -Warhammer 40K Background and Factions
- -Warhammer 40K Core Rules
- -What Do I Need to Play?
- -How to Play Warhammer 40K?
- -Frequently Asked Questions
For many tabletop gaming enthusiasts, Warhammer 40,000 (Warhammer 40K, or simply 40K) is more than just a game; it's a cultural phenomenon spanning decades. It blends a vast sci-fi universe with strategic tabletop battle gameplay and a unique model collecting and painting experience. While the rules and factions of Warhammer 40K may seem complex to beginners, mastering them step by step will quickly immerse you in this universe where "there's only war in the future." This article provides a complete Warhammer 40K beginner's guide, helping you understand the rules, gameplay, factions, and what you need to get started.
Warhammer 40K Background and Factions
In the 41st millennium, humanity, instead of experiencing interstellar prosperity, descended into endless darkness and war. As the famous saying goes, "In the darkness of the future, there is only war." This quote perfectly captures the core worldview of Warhammer 40K: a galaxy rife with conflict, corruption, and epic proportions, where any race could become your enemy.
1. Origin of the Name Warhammer 40K
"Warhammer" means hammer of war, symbolizing conflict and power; "40K" stands for the 41st millennium (40,000 years), emphasizing the story's setting in the distant future. Thus, "Warhammer 40K" became the name of this tabletop wargame, reminding players of a dark, vast future world of war.
2. Imperium of Man
Humanity established a vast empire, but this empire was deeply corrupt, rigid, and steeped in religious overtones. The core ruler of the Empire is the mysterious Emperor of Mankind, possessing immense supernatural powers. However, since his placement on the Golden Throne thousands of years ago, he has lost the ability to move freely. The Imperium of Mankind relies on countless interstellar armies and combat machines to maintain its territory. Representative legions/units include the Space Marines, the Imperial Guard, and the Pilots' Guild.
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Space Marines: Elite super-soldiers created by the Emperor of Mankind, possessing exceptional physical prowess and combat training, tasked with protecting the Imperium from Chaos and alien threats. They are suitable for players who appreciate heroic characters and highly durable, high-powered units.
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Space Wolves: A specialized legion of Space Marines in Warhammer 40k, renowned for their Nordic style and brutal combat, excelling at close combat and strategically agile, making them a favorite among both new and experienced players.
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Astra Militarum: Composed of ordinary human soldiers, they are numerous but individually fragile. Focusing on artillery, tanks, and long-range firepower, this unit is suitable for players who enjoy strategy and positional warfare.
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Mechanic: A mechanized, technologically advanced unit, specializing in long-range firepower and specialized equipment. This unit can be composed of a variety of mechanical warriors and robotic units.
3. Chaos
Chaos is one of the most dangerous threats in Warhammer 40K. Originating from the Warp, it is a corrupting energy field that distorts reality.
The Four Chaos Gods: Each Chaos God represents an extreme desire or trait—destruction, decay, lust, and conspiracy.
Creatures of Chaos and the Corrupted: Mortals, Space Marines, and even alien races can be corrupted by Chaos and become servants of the Chaos Gods. These units offer a diverse range of units and can use Chaos magic. While units are susceptible to corruption, they possess powerful skills and unexpected tactical advantages. For example, Khorne's melee attacks can be ferocious, resulting in a powerful charge. Tzeentch excels at magic and strategic control.
4. Alien Races (Xenos)
Besides Chaos and the Human Empire, countless alien civilizations exist in the universe, each posing a potential threat:
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Tyranids: An extremely voracious, devouring swarm of creatures. They excel at melee combat and bio-modified units, but are vulnerable individually.
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Necrons: An ancient, high-tech robotic civilization with self-resurrection capabilities. Suitable for players who prefer high defense and stable long-range firepower.
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Eldar: Highly intelligent and agile, they excel at psychological warfare and ranged strikes. Despite their small unit count, they possess flexible tactics and high damage output.
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Orks: A violent, belligerent, and melee-loving alien race. They favor melee combat and large-scale charges. Their units are inexpensive and numerous, but they are vulnerable individually.
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Tau: A highly technologically advanced race that believes in the "Greater Good" philosophy and emphasizes teamwork and collective strength. They excel at long-range fire support and position control. Their units are fragile, but they have long range and extensive strike coverage.
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Dark Elves: A corrupted civilization born from the Eldar's schism, the Dark Elves are evil and brutal, living in shadow and suffering. They excel at surprise attacks, blitzkrieg, and melee assassination, possessing exceptional mobility and often exploiting enemy weaknesses with swift strikes.
5. Endless War
In this setting, any race or faction can become an enemy. Warfare takes place not only on planetary surfaces but also in space and even the Warp. There are no true allies, only fleeting alliances and eternal conflict. Every battle is a fusion of strategy, tactics, and model manipulation. It is this dark, brutal, and epic setting that makes Warhammer 40K one of the most popular tabletop wargames worldwide.
Warhammer 40K Core Rules
Understanding the rules of Warhammer 40,000 may seem complex, but it actually has a logical structure. Here are the key points that new players should master:
1. Building Your Army
Use the Codex (Military Codex) to select your faction and units.
Each battle has a point limit (e.g., 1000 or 2000 points), within which you must build your army.
An army consists of several units, including commanders, infantry, elite units, vehicles/tanks, aircraft, and so on.
2. Setting Up and Deploying the Battlefield
Maps and Terrain: The game is typically played on a Warhammer tabletop board, with model terrain (buildings, obstacles, rivers, etc.) adding strategic depth.
Deployment Area: Each player chooses a starting deployment area and positions their units.
Battle Objective: Each battle has victory conditions determined by mission cards or pre-set rules, such as:
- Capture a specific stronghold
- Destroy a key enemy unit
- Complete a secret mission
Battle objectives are determined by mission cards or pre-set rules, such as "Capture a stronghold" or "Destroy the enemy army."
3. Game Turn Structure
Each battle consists of multiple turns, with each player taking turns in the following six phases:
- Command Phase: Gain command points (CP) and execute strategic commands.
- Movement Phase: Units move, charge quickly, or avoid danger.
- Psychic Phase: Players with Psyker abilities cast or block psychic abilities, rolling for success.
- Shooting Phase: Ranged units attack enemy targets. Roll for hits → Roll for damage → Enemy rolls for defense or armor → Calculate penetration damage.
- Charge Phase: Declare and execute a melee charge, pushing units into enemy melee range. Roll to confirm whether the charge reaches the target.
- Fight Phase: Melee units attack, rolling for hits and damage.
- Morale Phase: Checks whether the unit's morale has collapsed or retreated after losing units. Failed dice rolls may result in the unit retreating or incurring additional penalties.
4. Dice Mechanics and Damage Calculation
Warhammer 40K uses numerous D6 dice to determine the success or failure of various operations.
The attack process involves rolling the hit dice (to determine whether the attack hits the target), rolling the damage dice (to calculate the amount of damage dealt), rolling the enemy's armor (to offset some of the damage), and calculating penetration damage (to determine the final damage).
Special skills and tactical strategies can influence dice rolls, increasing hit chance or reducing damage.
5. Winning Methods
Scoring is based on the campaign or mission settings.Points are typically scored by controlling objective areas, eliminating key enemy units, or completing secret missions.The team with the highest score at the end of the game wins.
What Do I Need to Play Warhammer 40,000?
Before you begin playing Warhammer 40,000, you'll need a few basic items, which we'll cover below:
1. Warhammer Army Models: These are the heart and soul of Warhammer 40,000. Players assemble and paint miniature units based on their army factions. These miniatures aren't just the "chess pieces" of their army; they also represent their tactical thinking and personal style. For example, Space Marines and Tyranids will come to life on the tabletop battlefield.
2. Rulebook: You'll need an up-to-date core rulebook, which covers all the basics of gameplay, such as turn flow and dice rolls. You can find a used copy online, but any game store should have one. If your computer or tablet allows, you can also download the free official GW (Games Workshop) basic rules PDF to get started. Having a rulebook handy is incredibly helpful when you need to look up obscure rules mid-game.
3. Codex (Faction Rulebook): You'll need the latest version of your chosen faction's codex, as it details the playable faction's unique units, special abilities, history, weapon statistics, and tactical rules.
4. Dice: Warhammer 40,000 relies on six-sided dice (D6s) for almost all decisions, including hits, damage, and defense checks. These require repeated rolls, typically requiring 20 D6s. Clearly marked D6 dice are easy to read, helping you quickly confirm your results and reducing distractions caused by unclear readings, ensuring a smoother flow.
5. Measuring Tool: You'll need a range ruler or flexible tape measure to measure distances between models, which helps you determine their movement range, shooting range, and ranged attacks.
6. Game Terrain: You'll need various terrain pieces to represent the battlefield, such as hills, buildings, and roadblocks. Some Warhammer boxes include battlefield terrain pieces, or you can use everyday items like books, building blocks, and handmade structures.
7. Tokens & Markers: Some skills and explosions require circular or conical acrylic templates to mark their range. Markers are used to record status, such as whether a unit has acted or is under special effects.
8. Game Table: The standard Warhammer 40K tabletop is 6x4 feet. Players need a spacious surface to arrange their models, terrain, and conduct battles. If a standard table is unavailable, a modular tabletop can be used as a substitute.
9. Hands-on Tools: Warhammer models often require self-assembly and painting, which is part of the game's appeal. You'll sometimes need modeling pliers/cutters, glue, paint, and brushes to assemble and customize your army models.
How to Play Warhammer 40,000?
Once you've prepared your game inventory, you can begin the game:
1. Create a Military List
Warhammer 40K uses a point-based system. Each unit has a corresponding point value. You and your opponent agree on a point total (e.g., 500, 1000, 2000), then form your team within faction restrictions. A military list is your troop configuration list.
A complete military list should include:
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Faction: Your chosen faction, such as Space Marines, Orks, Tyranids, etc.
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Detachment: This determines the type of troop formation, such as Patrol or Battalion. Different detachments grant different Command Points (CP).
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Unit List: Each unit's name, number of personnel, and equipment.
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Command Points (CP): The starting value is determined by the detachment type and game size. Typically, a 500-point battle starts at 3 CP, a 1000-point battle starts at 6 CP, and a 2000-point battle starts at 12 CP.
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Warlord: You designate a character model as the leader of your army.
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Warlord Trait: Special rules for the leader (usually free).
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Relics: Powerful equipment. Each relic usually costs CP or is subject to military table rules.
For example:
You choose Space Marines and form a 500-point army:
One Captain: 100 points
One Tactical Squad (10 players): 180 points
One Predator tank: 220 points
Total = 500 points
2. Set Up the Battlefield
You can play on any flat surface. A 6 x 4 foot (1.8 x 1.2 meter) board is the most common size, but if your army is smaller (500 points), you can use an area as small as 4 x 4 feet (1.2 x 1.2 meter). Terrain is optional but highly recommended and can be placed anywhere agreed upon by all players. You can purchase pre-made terrain or create your own.
3. Deploy Armies
Players roll a D6 to determine who deploys first, with the higher-scoring unit going first. Each player takes turns placing their troops, equipment, and other models on their side of the field. Some units can be placed in "reserve" and introduced later through special rules.
After deployment, another roll is required to determine who starts the game. The player with the higher score gets the option to go first or allow their opponent to go first. If the scores are tied, the dice are rerolled until the winner is determined.
4. Communicate the mission objectives with the players
Most missions will tell you how long the game will last and how the winner will be determined. If your mission is not specified, try the following rules: The game ends after five rounds. Placing a flag or marker in the enemy deployment zone earns 1 victory point. Each completely destroyed enemy unit earns 1 victory point. Destroying an enemy vehicle earns 1 victory point. Killing a Warlord: Destroying an enemy Warlord earns 1 point. First Blood: If you are the first to destroy a unit, you earn 1 point. Breaking the Line: At the end of the game, if your unit is within 12 inches of the edge of the enemy table, you earn 1 point.
5. The Game Turn
After the first attacker is determined, the game officially enters the turn process. A complete Battle Round consists of one turn for each side. Each turn is divided into seven phases:
(1) Command Phase
At the beginning of your turn, you will receive Command Points (CP) to use to initiate Stratagems. Check your units for any ongoing rule effects (such as auras, unit abilities).
(2) Movement Phase
The Movement Phase is the first step of each turn. Your units adjust their positions, approach enemies, or capture objectives during this phase. During the Movement Phase of your turn, all units you control can choose to move (unless otherwise restricted by special rules, such as "Pinned" or "Damaged").
- If a unit has just entered the battlefield from the Reserve in the previous turn, it cannot normally move again during the current turn.
- If a unit is in Engagement Range, it cannot actively move during the Movement Phase and can only "Engage" or "Retreat" during the Combat Phase.
Each model has a [Move (M)] value on its datasheet, which represents the maximum number of inches it can move during the Movement Phase. For example: Space Marines infantry move 6 inches. Therefore, you need to use a ruler to measure from the edge of the model's base to the edge of its base at its new location. The actual distance moved cannot exceed the M value.
Note: Models must move around obstacles, but can cross low terrain (this consumes movement distance). If they encounter a climbable building, they will need to spend additional distance to climb it (usually equal to the height they are climbing).
For example, a normal Space Marine (M value = 6") can walk 6 inches in a straight line during the Movement Phase, or they can walk 3 inches and then turn and walk another 3 inches, as long as the total distance does not exceed 6 inches.
(3) Psychic Phase (optional)
If you have a Psyker, you can choose a Psyker to declare that they want to cast a Psychic Spell or Dispel. At this time, you need to roll 2D6 dice. If the total number of points on 2D6 is ≥ the required value of the spell, the Psychic Spell is successfully cast.
(4) Shooting Phase
This is the main output link of most armies. The ranged units you control can use weapons to attack the enemy. Note that if your unit advanced or retreated during the previous Movement phase, you cannot fire unless specifically instructed by the rules.
You must select targets from units visible to the enemy and within weapon range. If the target enemy unit is hidden by friendly units or cover and out of your model's line of sight, it cannot be targeted. Models within a unit can fire at different targets separately, as long as you clearly specify which models are firing at which targets when announcing the firing phase. You must also measure from the firing model's weapon position to any firing model in the target unit.
After determining the target, roll the dice.
Hit: Each shot requires rolling a D6. The hit condition is determined by the firing unit's Ballistic Skill (BS). For example, a BS of 3+ means a 3, 4, 5, or 6 is required to hit. Modifiers that affect the result should also be considered.
Wound Roll: After a hit, roll another D6 to determine if damage was dealt. Compare the weapon's Strength (S) with the target's Toughness (T). Consult the table to determine the number of points required for a successful damage roll:
S vs T | Roll damage success |
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S ≥ 2×T | 2+ |
S > T | 3+ |
S = T | 4+ |
S < T | 5+ |
S ≤ ½T | 6+ |
Save Roll: The target enemy model can use its Armor Save to block damage. Attacking with armor-piercing abilities also reduces the enemy's Armor Save. Roll a D6. If the number equals or exceeds the enemy unit's Armor Save, the attack succeeds.
If the damage kills the model, remove it from the battlefield. Units may be eliminated piecemeal until they are completely gone.
(5) Charge Phase
During the Charge Phase, you select a Charger from your unit group and declare the target enemy units to be charged. You can declare multiple units at the same time. Enemy units declared as targets of the Charge can choose to engage in counterattacks.
The Charger rolls 2D6 to determine the maximum distance they can move during the Charge (measured with a tape measure). To successfully charge, you must be within 1 inch of at least one of the models being charged. If the roll is insufficient, the Charge fails and the unit remains stationary (but still counts as having "charged").
(6) Fight Phase
The unit that successfully completes the Charge (the active Charger this round) and any units whose models are within 1 inch of an enemy unit can engage in melee combat. In the melee phase, not everyone moves at once, but instead alternates between units: First, all units that are charging this round attack first. Then, both players take turns selecting a unit to perform a melee action (including units that are not charging but are still in melee). This cycle continues until all units that can fight have completed their attacks. When your own unit chooses to fight, it can first move up to 3 inches. Then, each model can only attack enemies within 1 inch of it (or the melee range of its weapon). You need to check the "A value" (number of attacks) in the model's datasheet. Roll the corresponding D6 dice and determine whether it hits and the damage value according to the datasheet's hit value rules. After completing the attack, the unit can also make a full-group move of up to 3 inches.
(7) Morale Phase
The main task of the morale phase is to check whether any troops have deserted due to excessive casualties in this round. Therefore, units whose models have been eliminated in this round must perform a morale check in the morale phase. Units with no casualties or special rules (such as "automatically pass morale") do not need to roll.
Morale check steps:
1. Roll a D6 die;
2. Add the result to the unit's casualties this turn.
3. Compare this total to the unit's Leadership (Ld).
If the total is ≤ Leadership, the unit is fine and stands firm.
If the total is > Leadership, the unit is broken and any models have fled. Deserters are considered destroyed.
6. Winning the Game
You have completed one turn. The enemy player now repeats these steps. Play continues until you reach your agreed-upon end point. This end point is usually a number of turns (you can try 5 turns for the first game), a time limit, or the completion time of a mission objective.
Frequently Asked Questions
1. How is Warhammer 40,000 played?
Warhammer 40,000 is a tabletop strategy war game. Players use custom-assembled and painted models to deploy, move, shoot, and engage in melee combat on the battlefield. The game determines the success or failure of various actions by rolling D6 dice.
2. How many models are needed to get started?
Beginners can usually start with a small Combat Patrol unit, approximately 500 points. As experience increases, you can gradually expand to a standard battle size of 2000 points.
3. What dice are needed?
Warhammer 40,000 uses six-sided dice (D6) for almost all decisions, and a single battle often involves rolling dozens of dice. It's recommended to have a large handful of clearly numbered D6 dice so that you can quickly read the dice after rolling a bunch of dice, without slowing down the game.
4. How long does a battle last?
A small-scale game can be completed in two hours, while a standard 2000-point large-scale battle typically takes four to five hours or even longer.
5. Is Warhammer 40,000 expensive?
Models are certainly expensive, but you can get into the game slowly, starting small and gradually expanding your army. Many players enjoy not only the battles but also the fun of assembling and painting them.
6. Is it necessary to paint models to play?
Not necessarily, but well-painted models make the battlefield more impressive and enhance the immersion. Many players consider painting to be part of the fun itself.
7. Is it necessary to use official terrain on the battlefield?
Not necessarily. You can use official terrain, make your own, or even use items around the house (such as boxes or books) as cover.
8. Are the rules complex?
Warhammer 40,000 does have a lot of rules, but beginners can quickly get started once they master the core mechanics (movement, shooting, combat, and damage control). The rest can be explored as you play.
9. What size table is required for playing?
A standard table is 6 x 4 feet, but beginners can start with a smaller table for practice.
10. How can I play more smoothly?
Prepare the model and rulebook in advance. Use clear, easy-to-read D6 dice to reduce decision time. Discuss the rules with your opponent beforehand to avoid frequent arguments during play.