Games Workshop Tagged Articles RSS Feed | Games Workshop RSS Feed on en Launch Media Network Warhammer 40,000: Space Wolf Early Access Preview Sun, 26 Feb 2017 21:04:37 -0500 Ashley Shankle

There's something to be said for a developer bringing a mobile game to PC with the full intention of changing and balancing it for the PC audience. That's exactly what's happening with Warhammer 40,000: Space Wolf, from developer Herocraft on Steam Early Access -- and it's worth noting they're already doing a great job.

Plain ol' mobile to PC ports have a bad reputation, but I probably don't need to explain that to you. A lot of mobile developers just lift the game off mobile do a nearly direct 1-to-1 conversion when porting to Steam, ignoring the tastes and requests of the PC community.

Lazy porting is somewhat understandable when it comes to casual games because the market for them is simply massive on Android and iOS. Not so much with more hardcore games, though -- and Warhammer 40,000: Space Wolf definitely leans more toward that category.

In its PC conversion, Space Wolf has gained an actual price tag (no microtransactions here) in exchange for graphical and UI improvements, balancing changes, and additional playable content. That's a lot when compared to most other ports from mobile, and after pushing my way through most of the available campaign, I'm excited to see what Herocraft has in store for this iteration of the game despite its current issues.

The gist of Warhammer 40,000: Space Wolf

Warhammer fans are well-acquainted with the Space Wolves and their place in the 40k universe. One has to state that perhaps a turn-based game was not the most suited to the notoriously battle-hungry chapter, but here we are.

Space Wolf is (get ready for a mouthful) a card-based turn-based grid-based tactical RPG, which in itself isn't entirely modern or considered to be a hardcore genre in this day and age, but is pulled off well enough in this instance.

Grid-based turn-based tactical RPGs are not entirely common these days, which in itself got me interested in the game. The card-based part of the description was added icing on the cake -- that combination of genres goes right down Ashley Lane.

Those familiar with tactical RPGs both free-moving and grid-based should be right at home with Warhammer 40,000: Space Wolf's flow of combat and slower pace. You move a Wolf, choose a direction for them to stand, and (hopefully) attack in the direction they're standing. All the while you're managing action points and effort points, the former affecting how many actions you can take in a single turn while the latter affecting the turn order.

The cards themselves are your only means of performing any actions. Utility cards, such as those to heal, move, or summon companions are used solely for those actions, with some having passive triggers called "chains" for further effects on other actions. The far more important weapon cards are used not only to attack, but also to move or equip, depending on the card and what you need to do.

A big part of the fun of the game is, in fact, balancing the use of your weapon cards. Some can be equipped, but standard weapons are single-use. If you're not drawing movement cards, you have to decide which weapons you want to use to move that turn -- and that can be hard to decide.

But the balancing act doesn't end there. Beyond the cards are enemies with their own cards, chain actions, action points, and effort points. Past their actual actions is their spawns -- in just about every mission map, more enemies will be drop-podded down as you either push forward or simply take too long to reach the map's goal.

WTB balance

If this all sounds good, you'll probably have a good time. But with the game still in Steam Early Access and only on patch 0.0.4, you have to be aware there are balancing issues.

I mentioned enemies being drop-podded as you progress through a map, but there is no way for me to really emphasize exactly how often this happens. You take a few steps forward and there are more enemies. You take too long to kill or get to the objective, more enemies. Waves upon waves of them that just do not let up.

Please just stop dropping. Please.

One could argue that the sheer amount of enemies the game repeatedly throws at you is to shape a fight's pacing, but it gets so tiring struggling with wave after wave that it is very possible you may just ragequit. I know I have a couple of times so far, and chances are I'm going to do it again.

This isn't an issue in PvP matches, but it is a very real issue in the campaign. This is only compounded by the combat's slow speed. You have only a few Wolves at a time and the game spawns enemies in twos and threes, and you have to watch all of their actions. It really starts to drain your morale when you're sitting there with three or four of your own units waiting to take a turn while the AI marches around and attacks with its own seven or eight.

The balancing and the speed are two things that very much need to be worked on before Warhammer 40,000: Space Wolves leaves Early Access and are my only real complaints about the game. The actual combat system is a lot of fun but gets so bogged down with pretty much endless enemy drops and waiting for turns that anyone not already into card-based turn-based grid-based would be turned off from the game almost immediately.

The very first mission alone functions as a sort of test for new players, icily tossing them into a scenario with the game's hallmark enemy spawning and expecting them to be able to clear it.

I like hard games, I really do. I'm all right with having to do the first mission twice to clear it, because it's not like I really know how to play. Do it, lose, figure out pushing forward to trigger spawns then retreat to attack, all that jazz. But for the average gamer, PC or otherwise, the first mission is an unforgiving and brutal introduction that could very easily turn them off from the game forever.

The difficulty trend set with the first mission continues into the rest of the campaign, and each time it's a struggle not to get angry over the game throwing so many enemies at you. As you become a seasoned Wolf, you get less angry but continue to be perplexed at the enemy spawning.

You're going to get pretty upset more than once.

Considering the game is in such an early patch state, one can only complain so much. Many of Space Wolf's current issues will be ironed out as development pushes forward. Even in its current bone-gnawing state, it's a fun and rewarding entry to the genre, and it has some amazing music to boot.

You see so many typical CCGs trying to ride the Hearthstone train these days, but you do not see all that many actual RPGs using a card-based system, and that's what is here in Warhammer 40,000: Space Wolf. The grid-based movement and choosing the direction a character is aimed is reminiscent of the type of CRPG that was popular over a decade ago, and that's not a bad thing. Especially when combined with the more modern card system it totes.

Warhammer 40,000: Space Wolf is at a lower price point on Steam now while it's in Early Access than it's going to be at full release. If you're a Warhammer fan or simply a fan of turn-based tactical RPGs, don't be deterred by the difficulty as laid out above. Quality of life and balance improvements are guaranteed to come as Herocraft fine-tunes the port for the PC audience. Did they expect the PC market liked their games harder than they actually do? Probably. But that's what Early Access is for and Space Wolf could easily be shaped up to be even better than it is in its current state.

Disclosure: The writer was granted a review copy of Warhammer 40,000: Space Wolf by the developer.

How to Design Your Own Campaigns With the Sanctus Reach Editor Thu, 09 Feb 2017 17:35:46 -0500 Justin Michael

So after putting a few hours into the Campaigns that were released with Warhammer 40,000: Sanctus Reach, I decided that I'd like to try my hand at making my own custom scenario -- mainly so that I could crush the foul Orks under foot in a map of my own design. So I booted up the Editor. 

Using the Editor to Create Your Own Campaigns

Navigating the Editor isn't too terribly difficult, but it can be a bit picky about a few things -- namely spaces between words in the headers, but I'll get to that later. I would also like to state that this is a beginner tutorial that is also written by a beginner. I'm not going to cover any of the fancy A.I. scripting stuff, as I know nothing about it yet, and I'd rather not misinform you. 

Step 1: Make a Folder

So, first things first -- we must make a folder to store our custom campaign in. Make sure to follow the directions and not have any spaces in your folder name or any of the file headers as it will cause the campaign to crash when you go to test the map.

Step 2: Create a Scenario and Map

After that's done, we're prompted to create a new scenario. For my scenario, I went with a 20x20 grid and used the "Wasteland" setting.

Now, there are a lot of tabs in the editor panel so don't feel overwhelmed. The great thing about the editor is that the tabs will tell you their primary function the first time you click on them -- so make sure to read them! I actually wrote stuff down because I'm prone to forgetting things when I'm excited to tinker with something for the first time. 

Step 3: Add a Few Objects

The first thing we're going to want to do is to bring some life to the map. We can do this by bringing in items from the "Object" tab -- the second tab on the top row. I scrolled down to the "Wasteland" menu and just dropped in a few piles of rubble and some stone walls to act as cover for the player/enemy units. 

There are quite a lot of set pieces that you can choose from to make your maps as detailed or as sparse as you want. You can even decorate the squares outside of your combat grid area if you're going for a more believable-looking battlefield. So explore all of the menus provided in the objects section.

Step 4: Save!

Once you've laid out your map the way you want to, this would be a great time to save your progress. At the bottom of the editor menu section, there is our old friend, the floppy disk icon. Now, I also save my filenames in what programmers generally refer to as camel case (WhichLooksLikeThis) -- the first letter of a word is capitalized and there are no spaces between the words. This is a good habit to get into if you're going to be modding game or scripting games, as programming languages generally go berserk if there are spaces and throw some sort of error out.  

Step 5: Populate Your Battlefield

At this point, we've created our campaign file folder, made our first map, and decorated the terrain a bit. Believe it or not, we're actually close to having our very own playable scenario. Now, we just have to start adding in our army and our opponents -- which is the third tab in the editor.

Take the time to read the information presented in this tab as it highlights a few hotkey shortcuts that you'll want to know for placing units. 

Step 6: Flesh It Out

Once you've placed down the units, you're essentially done. You'd just have to save and then fire up your campaign in the campaign screen to test it out. But let's add a bit more to it. For my sample scenario, I added in reinforcements to the map. 

To do that you click on the "Set Reinforcements" button and follow the directions provided by the pop-up window. I decided that a Dreadnaught and a Terminator heavy flamer squad would be great enforcements to show up when our units were close to overrun -- which of course, I only figured out by trying the campaign and seeing how long it took for enemies to mass converge on my position.

I also decided to change up the weather a bit, but that was really optional and has no real bearing on the game outside of aesthetics or trying to recreate a scenario from your favorite lore-based battle. 

Step 7: Finished!

That's pretty much all there is to getting a very basic scenario together in the editor. There are a number of other options that we didn't make use of, so I encourage you to do some tinkering of your own and see what you can put together. If there is enough interest and feedback I'll look into doing a more in-depth, advanced scenario tutorial to go into some of the topics not covered. 

For those who don't have the game, you can find it on Steam for $29.99. If you're still on the fence about picking it up, then I highly recommend reading the Sanctus Reach review I published a few weeks ago.

What campaigns have you made in the editor for Sanctus Reach? Share yours in the comments below!

Space Hulk: Deathwing Single and Multiplayer Weapon Loadouts Fri, 16 Dec 2016 07:10:01 -0500 Ty Arthur

The battle brothers of the Dark Angel chapter are tasked with penetrating a gigantic collection of fused space vessels in Space Hulk: Deathwing, but it won't be an easy task as the area is swarming with Tyranid genestealers and even worse creatures (read our full review here).

Luckily the space marines come well prepared, with a wide range of weapon loadouts available so you can tackle the horde in whatever way best suits your play style. Below we list out every weapon currently available in single and multiplayer.

These are just the ranged and melee weapons however, so keep in mind there are also a variety of offensive psyker powers in the single player campaign (or if you play as the Librarian in multiplayer), as well as skills to boost your squad's armor and combat effectiveness.

Multiplayer Weapons

Five classes are available in multiplayer with varying weapon loadouts for each choice. Note that not all the listed weapons are immediately available, as you must gain experience through matches to unlock anything but the basic primary and secondary weapons.

Assault Specialty


  • Lightning Claw - extremely high damage, anti-armor ability, and the fastest speed of melee weapons, but requires you to get very close to enemies
  • Mace of Absolution - high damage and only slightly slower than the Lightning Claw, but doesn't have the anti-armor ability
  • Thunder Hammer - must be unlocked, deals high damage and injuries enemies in an area effect but has slow speed


  • Storm Shield - automatically equipped with Mace of Absolution, offers extra armor but can also be used as a low damage weapon

Thunder Hammer and Storm Shield

Heavy Weapon Specialty


  • Assault Cannon -  the highest rate of fire weapon but only medium range and reduced accuracy, comes with 400 shot clip and frequently jams
  • Vengeance - a modified assault cannon that must be unlocked, has reduced rate of fire but includes the anti-armor quality
  • Plasma Cannon - must be unlocked, has unlimited ammo but requires a cool down time to recharge, deals damage in an area for multiple kills per shot


  • Power Fist - high damage but low speed, can be equipped as a secondary melee weapon on your off hand while using the assault cannon

Assault Cannon



  • Storm Bolter - standard ranged gun with 60 shots, won't jam but has relatively low damage


  • Force Sword - very high speed but lower damage
  • Force Axe - must be unlocked, has slower speed but higher damage than Force Sword

Force Sword



  • Storm Bolter - same as with Librarian or in single player
  • Redemption - this modified version of the Storm Bolter must be unlocked and uses ammo that explodes into shrapnel just after firing to deal damage in an area to lightly armored targets


  • Narthecium - this "weapon" is actually the Apothecary's means of healing squad mates


Tactical Specialty


  • Storm Bolter - same as with Librarian or in single player
  • Spear Of Caliban - despite the name, this is actually a ranged Plasma Cannon variant that must be unlocked, has high rate of fire but reduced explosion radius and damage


  • Power Fist - same as with Heavy Weapon Specialty class, but not usable with Spear Of Caliban

 Spear Of Caliban

Single Player Weapons

The single player campaign begins solely with the Storm Bolter, Force Sword, and Power Fist for your main character, with a slightly different loadout for your Heavy Specialty and Apothecary squad mates.

The remaining weapons on this list are all unlocked by getting a higher Fervor score in any given level. To gain more Fervor points you need to get more kills, refrain from using the psygate to return to base, and explore the area thoroughly to pick up all Relics.

  • Storm Bolter - same as with Librarian class
  • Redemption - same as with Apothecary class
  • Hellfire - despite the name this isn't a Flamer, but rather a modified Storm Bolter that deals acid damage in a radius plus bonus fire damage to the primary target
  • Assault Cannon - same as with Heavy Weapon Specialty class
  • Vengeance - same as with Heavy Weapon Specialty class
  • Heavy Flamer - extreme damage at close range, plus sets walls and floors on fire to force enemies into choke points
  • Plasma Cannon - in single player, you need to unlock the first skill under the Command skill tree to equip this weapon on your squad mate Barachiel
  • Spear Of Caliban - same as with Tactical Specialty class

Heavy Flamer

  • Power Fist - same as with Heavy Weapon Specialty class
  • Force Sword - in single player offers a bonus to cooldown times for psyker abilities
  • Force Axe - in single player offers a bonus to cooldown times for psyker abilities
  • Lightning Claw - in single player can be equipped as a secondary weapon on the off hand if you are using the Storm Bolter as your primary
  • Thunder Hammer - same as with Assault Specialty class
  • Mace Of Absolution -same as with Assault Specialty class
  • Lost Mace Of Corswain - a pre-order only bonus weapon that has similar stats to the power fist with a different appearance and animation

Lost Mace of Corswain

What weapon loadout are you picking most often in Space Hulk: Deathwing's single player campaign or multiplayer horde matches, and what's your favorite class to play?

Die for the Emperor as Warhammer 40k's Space Hulk gets an FPS makeover Thu, 15 Dec 2016 03:00:02 -0500 Ty Arthur

Fans of the two Warhammer universes have certainly noted a lack of cohesiveness in who Games Workshop hands the licenses out to, and what kind of games those developers end up making.

From a horde of mobile titles of questionable quality to RTS experiences like Dawn Of War or the third person God Of War-style of Space Marine, there's just no unifying force holding the Warhammer 40k games together, and that continues with this spin-off title Space Hulk: Deathwing.

Personally I wasn't a huge fan of the recent Space Hulk rendition back in 2013 from Full Control Studios (itself based on previous table top games), which was too much like the board game and really quite frustrating for an interactive digital experience.

Now, we get to re-live that same idea and basic story in a much more action-packed first person version with a horror twist as Streum On Studio tackles the franchise. After rocky launch -- getting pushed back mere days before release for last minute bugs to be squashed -- its finally here and we're ready to dive into how it stacks up against other Games Workshop entries.

Deathwing Gameplay

At its core, Deathwing offers a horde style FPS along the lines of Vermintide or Left 4 Dead, with enemies coming at you from all sides in large numbers, sometimes in tight hallways (which gets tense) and sometimes in more wide open chambers.

On top of the basic shooter mechanics are some minor squad commanding features as you have to order a teammate to heal you, have a fellow battle brother hack a door, order the team to follow or stay put, etc. You can also change the loadouts of your squad mates, letting you choose what combat style to utilize in any given area.

You'll need a team to tackle a space hulk filled with Tyranid!

That does add a tactical feel, but unfortunately your team doesn't seem to have much of a mind of their own, or even any sense of self preservation. For instance your healer won't attend to anyone's wounds unless you order him too -- even if a teammate is clearly on death's door and there are no enemies currently attacking.

There are some unexpected abilities beyond just run and gunning as you play, like hacking turrets at long range, adding in an extra dimension. Since you are playing as a Librarian in full Terminator armor, there's a pretty wide range of guns, melee weapons, and psychic abilities to use for thinning out the Tyranid hordes aboard the derelict space hulk.

Add in a skill tree with three options to focus on and you won't run out of ways to blow up enemies or keep your squad alive.

There's no shortage of ranged and melee options

While the bulk of the game takes place in varied environments of the space hulk -- composed of many different ships fused together -- your space marine can use limited warp gates to return to a safe zone.

Once safely back on your own ship you can repair your armor and get new loadouts. It's a nice way to re-skin the town portal concept so that it makes sense for your team to get upgrades and healing mid-level.

Graphics And Atmosphere

There's been a painstaking attention to detail in getting the Warhammer 40,000 lore right in Deathwing, but at the same time the environments do feel a little constrained, and even at maximal settings the graphics feels just a smidge shy of AAA.

There are many areas you can't access due to the Terminator's armor bulk, and these giant space marines can't jump or climb ladders, so there's a very confined feel to everything. Graphically there are also a few cut corners, like enemy bodies disappearing after dying.

Overall, Streum On Studio did an admirable job bringing the universe to life, however, and there's a serious gothic horror vibe to several of the areas, in addition to top-notch sound effects.

Series fans will enjoy seeing details like the dead tech priests covered in mechadendrites, or servo skulls floating around the areas and taking scans as you explore. For the lore fanatics, there's a cool bestiary to see a dossier on the types of enemies you come across and a Relics screen showcasing objects of historical worth to your Adeptus Astartes chapter.

There's a huge influence in the beginning part of the game that can't be ignored: Aliens. It's a little unclear whether these are purposeful nods to the classic movie, or if there are just similarities with the fact that you are fighting fast aliens in a dark space atmosphere.

Either way, the Aliens feel is strong, with genestealers crawling along the walls out of the corner of your eye before you meet them in battle, the blipping of your mini-map, and the gore-strewn walls and hallways.

Eww... squishy!

Bugs And Technical Issues

This has to be the biggest issue with Deathwing at the moment: severe stutters and frame rate drops occur fairly regularly. It was an issue in the beta that was supposedly being addressed when the game was pushed back a week at the last minute, but I'm still having tons of frame rate drops.

That's not the only tech issue either: about half the time when booting the game up on Steam, it freezes on the initial loading screen and has to be restarted. That's an annoying extra step that reduces any desire to play.

This is not the time you want a glitchy experience

On the design front, for the most part the guns and psychic powers handle well, but I didn't care for the zoom in feature. You have to press the right mouse button to zoom in, but then you stay zoomed in until you click again, making zooming in and out far too slow.

I haven't seen that sort of zoom system used since the original F.E.A.R. and there's a reason why developers largely dropped it 10 years back -- it's just a straight up bad design choice.

The servo skulls look cool though!

The Bottom Line

Deathwing is fun and has a great atmosphere, there's no doubt about that, but it's also just not quite up to the level of the truly great FPS entries. Coupled with the stuttering frame rates, the end result is a game you should probably wait on until a patch comes out or the price drops.

Then again, considering you can always do a Deathwing Steam refund, it may be worth checking out for 2 hours now anyway for Warhammer 40,000 fans to decide if you can overlook the technical problems.

Seeing this different take on the Space Hulk game did remind me we are overdue for a proper RPG set in this universe. Think of something like Vampire: The Masquerade Bloodlines or even Knights Of The Old Republic but set in the Imperium of Man. A proper dialog and combat-driven RPG with you playing acolytes of Inquisition, Imperial guardsmen, or even better, secret chaos cultists, would be stellar. That's a game I'd eagerly drop $40 - $60 on. 

Seeing all the different styles of games this universe has to offer, I'd also really like to see a sort of super-game encompassing all of them by a AAA developer that could do it justice. Imagine if you started a mission with ship-to-ship space combat, moved to the planet's surface and switched to an RTS with the Imperial Guard, then finished off a mission in a first or third person segment as a space marine invading an enemy compound.

Sadly, we'll probably never get either of those things, so far now we'll have to satisfy ourselves with Deathwing and patiently waiting for Dawn Of War III.

The Red Coats are coming! The... no wait those are Space Marines Sat, 18 Jun 2016 05:05:20 -0400 Jenifyr Kaiser

Space Marines are coming to Battlefleet Gothic: Armada on June 21st. For early adopters and fans of the series, this is not breaking news. The "Space Marine Fleet" DLC was promised for free to those who pre-purchased or picked up the game during the first two months. Early adopters will also receive the "Tau Fleet" DLC for free once it releases. No word on a release date for that yet.

A new trailer has been released for the new faction. It shows a number of fleets belonging to the five different Space Marine chapters included in the DLC -- Space Wolves, Ultramarines, Dark Angels, Imperial Fists, and Blood Angels. Each fleet appears to be unique in some way, which is good because it would be kind of hard to tell all of those tiny little marines apart from one another without some visual clues. The ships do tend to be very similar in appearance.

Battlefleet Gothic: Armada is a RTS game based on the Games Workshop's tabletop miniatures game of the same name and is a fairly accurate representation. Players lead fleets of massive, cathedralesqe-looking killing machines to war in the vast emptiness of space where they try to blast their enemies back into the warp from whence they came. It's jolly good fun for the whole family. 

Players still have time to get in on the free DLC if they purchase the game before June 21st. If this game was ever on your radar, now might be the time to pick it up. "The Space Marines Fleet" will sell for $6.99 after release and one can assume the "Tau Fleet" will be similarly priced upon it's release. It's not the highest priced DLC ever, but free is always cheaper. 

7 Most Surprising Facts about the Warhammer Universe Mon, 06 Jun 2016 04:42:36 -0400 Serhii Patskan

Dark Elves incidentally destroyed their own homeland

In the early days of Warhammer Fantasy, Malekith, the King of the Dark Elves, ordered his sorcerers to undo the Vortex of Ulthuan – a passage between their world and the malevolent forces of Chaos. As a result, the powerful magic completely destroyed the basis of the entire Ulthuan – the homeland of elves.


The cataclysm that shattered the land of elves and killed thousands of its representatives later became known as “The Sundering.” Eventually the magicians managed to keep afloat several fortresses, which are now known as "Black Arks" floating in the dark seas of Naggaroth – the new home of the Dark Elves.


Now, with all the necessary knowledge of the Warhammer lore, you can play the first game of the planned Total War: Warhammer trilogy released on May 24, 2016.


Which other great facts from the Warhammer universe you know about? Let us know in the comments section! 

Vampires can wage battles during the daytime

Vampires in Warhammer are generally considered a weaker race than Dwarfs or Orks. They are vulnerable to all sorts of things, especially daylight. Some of the higher Vampire Counts are, of course, strong and can survive anything, although will lose a massive amount of their powers.


However, despite all these shortcomings, Vampires have a way out and can fight and win during daytime, as well. So, how do they do it?


The higher Vampires can cast dark clouds in the sky as thick as the night itself, and this allows their armies to use their full potential at any time of the day without being exposed to the odious sunlight.

Waaagh! never changes

The principle of “Waaagh!” is heavily used by the Greenskins in both Warhammer Fantasy and Warhammer 40K universes. 


In Warhammer Fantasy, this guttural cry prompts all the Orks and Goblins to unite for one sole purpose -- to battle against a common foe. However, even if there is no enemy to fight, the Greenskins gladly wield wars against each other.


In Warhammer 40K, “Waaagh!” carries an even bigger meaning – this is how Orks call their entire military campaigns, which are regularly held to satisfy an infinite hunger of the Greenskins for violence and destruction.


"Waagh!" is just like "war," and it never changes.

Dwarfs are strongly influenced by Viking culture

Besides a strong visual resemblance of long beards, horned helmets and characteristic armor sets, Dwarfs in Warhammer Fantasy have lots of other, much smaller details that are strongly influenced by the culture of Vikings. 


For example, Dwarfs in Warhammer Fantasy never use last names, only the first ones and the names of their fathers, if they need to distinguish one representative of the race from another. Nordic warriors had the same custom and never used last names.


Also, Dwarfs are known to be extremely violent to other races and can cause a battle even for the smallest reasons. Due to their constant need to fight and use their huge pool of weapons and armor, Dwarfs are considered one of the most dangerous tribes in the Warhammer universe -- just like Vikings were throughout their historical existence.

Warp is not the same as Warpstone

Warp and Warpstone play huge roles in both Warhammer Fantasy and Warhammer 40K universes. However, these two notions are vastly different, although they do share the same origin, which is the Realm of Chaos.


In Warhammer 40K, Warp is a dimension of magic energy that allows spaceships to activate their engines and travel to distant areas of the universe. This area of space is inhabited by Dark Gods and their demonic servants, which also serves as the origin of all life in the universe.


On the other hand, in Warhammer Fantasy, Warpstones, although considered to be the solidification of the energy of Chaos, are used for completely different purposes and have nothing to do with space travel. These precious crystals are used to create weapons and give them special attributes.

Sigmar Heldenhammer is Conan the Barbarian

It is no surprise that Warhammer Fantasy is based on the real history of humanity and the combination of several other fictional universes. If you are more or less familiar with the chronicles of Warhammer Fantasy, then you will notice how much they resemble certain elements from other well-known stories.


One such similarity can traced down in the Sigmar Heldenhammer's lore, the god-emperor of mankind, the son of Bjorn Unberogen, the chief of the Unberogen tribe -- who was born on the battlefield, and whose mother died right after she gave birth to him. In exactly the same way Conan the Barbarian, another famous fictional character, was born in Cimmeria during the battle of barbarians.


The similarity of these two characters is striking and probably not incidental at all.

Warhammer Fantasy and Warhammer 40K once shared the same world

In the early stages of development, these two worlds shared the same history and setting. Warhammer 40K was simply the futuristic version, a continuation of the Warhammer Fantasy’s saga. Only years later did Games Workshop decide to separate the two universes, which is why today most fans consider them to be completely different.


For example, it is considered that the Warhammer 40K universe began on Terra – a planet just like our Earth, but the world of Warhammer Fantasy was something else. Now, early scripts cite that it was actually the same world, which was later terraformed by the beings known as the Old Ones.


So, this explains why both of these universes share so much in common, but at the same time have traditions of their own.


Warhammer is definitely one of the most detailed and well thought out fictional universes out there. Every branch of both Warhammer Fantasy and Warhammer 40K has been scrupulously planned out by a whole army of the industry's finest writers and designers.


Many of you may not be aware of some of the facts that play a huge role in the life of Warhammer universe due to the overwhelming amount of materials. For this reason, we present you with some of the biggest and most surprising facts from the world of Warhammer that every fan should know about.

Total War: Warhammer released today Wed, 25 May 2016 04:48:27 -0400 Ray Hachey

The vast and venerable Total War series released its first entry into the fantasy realm today. Fans of Games Workshop can put down their paintbrushes and glue guns, and reach for their PCs as Total War: Warhammer launches on Steam and Humble Bundle today.

Total War: Warhammer offers a turn-based campaign of grand empire-building and combines it with pulse-pounding real-time battles. Players choose to command one of four races, with a fifth race available to pre-orders and those who buy the game in its first week.

Commanding dwarves requires much ale and many axes.

Your character will be one of eight Legendary Lords from the Warhammer Fantasy Battles World. These Lords gain armor and other epic gear from completing individual quest lines. And unlike earlier Total War games, Warhammer will grant its commanders magical powers, mythical creatures, and a myriad of fantastical accoutrements.

The developers claim that hundreds of hours of gameplay await you, so head over to the Humble Store or Steam where you can spend $59.99 for the Standard Edition.

The Mod Limitations for Total War: Warhammer May Surprise You Sat, 07 May 2016 04:51:03 -0400 Ian Ilano

In the last five years, Games Workshop has solidified their role as the defender of everything Warhammer. They've warned, sued, and battled many — instilling fear in anyone who comes close to tainting their beloved intellectual property. You can imagine my astonishment when Creative Assembly announced that they've received permission to allow mods for the new Total War: Warhammer game. 

Few realize how insane this actually is.

If you're unaware of it, the modding community is a big part of the Total War series. Mods that change textures and add new races are ubiquitous, and are often well-received by the community. However, despite initially seeming like good news, even fewer realize the limitations placed on the type of content Games Workshop is allowing. 

In a blog post from Creative Assembly, they've made it very apparent that modders should only create content that:

  • Does not include or altar content in a way that is offensive or denigrating to the World of Warhammer Fantasy Battles
  • Only includes Warhammer Fantasy Battles content. Other IPs like Age of Sigmar or Warhammer 40,000 are separate, and are licensed to other companies.
  • Does not charge or ask for money. Okay, this is actually a good one.

More information about the Content Creator policy can be found here.

Total War Warhammer

I could totally see those guys becoming reskinned Naz'guls.

So although I'm saddened to put a damper on your Warhammer mod fantasies, don't go expecting to see a Lord of the Rings overhaul anytime soon.

However, it's worth noting that this is only enforced on mods available on the Steam Workshop.

Regardless of the degree of mod support, content creators have always found innovative ways to bypass policies. Your fantasy of seeing a Third Age recreation mod, is descendant upon how much in-game content can actually be modified or redesigned, as well as whether or not Games Workshop decides to engage in legal action against sites that allow for player-made content. If all goes well, your fantasy may still very well be alive.

Pictured above is the supported mod selection client.

Currently, two mods are being worked and are officially supported by Creative Assembly. These mods will be available on release.

  • Magnar is working on a Legendary Lord Start Position Mod that customizes starting positions for the Legendary Lords.
  • Dresden is designing a Regional Occupation Mod that alters settlement rules, enabling each race to settle any region.

I won't lie and say I'm not excited to see legitimate mods that improve playability and graphics, but I'm more excited to see pink Orcs and baton-wielding Chaos infantry — the type of content I often associate with Steam modders.


Drachenfels DLC coming to Warhammer: End Times - Vermintide Thu, 05 May 2016 17:48:30 -0400 ESpalding

Swedish developers Fatshark announced this week that there will be new DLC coming at the end of May for their hit game Warhammer: End Times -  Vermintide.

The new DLC is called Drachenfels, and releases on May 26th. It will contain three new levels set outside of the town Ubersreik. Players will be able to fight their way through the halls of Castle Drachenfels, dodge the deadly traps while you navigate dungeons, and put a stop to the Skaven's plans at Summoner’s Peak.

The key features of the DLC include:

  • Castle Drachenfels - Walk through the ancient rooms of Castle Drachenfels, covered in the blood and bones of the past.
  • Summoner’s Peak - The Skavens are attempting to summon reinforcements! Destroy the Nurgle portals before anymore appears.
  • The Dungeons - Can you stomach the dark and dingy dungeons of Drachenfels? Stumble your way through while trying to avoid the traps and using torches to light your way through the darkness. 

Although some of the DLC content for Warhammer: End Times - Vermintide has been free, the Drachenfels DLC will be the second DLC to be available to purchase. A price has yet to be confirmed.


The Norse hit the field in Blood Bowl 2 Mon, 25 Apr 2016 07:03:54 -0400 Joshua Potter

Blood Bowl 2 is a fantasy football game, and I don't mean fantasy like, "who are you going to draft this season?" It's more like, "this orc is punching my face in really hard" fantasy. Part of the fun of the Blood Bowl franchise is the players play rough. Some strategies in the game involve outright killing your opponent's team since it's a lot harder to run with the ball if they are... you know... dead.

That being said, a whole new playable race will be joining the Blood Bowl 2 roster on May 3rd. The Norse armies of the frozen wastes of Norsca are lending their players to the pitch to wreck havoc among the other teams.

Another change includes a revamp to the matchmaking system, which currently is set up where players join a league and then search for an opponent who is close to their player's stat level manually. The update will also feature a number of bug fixes, and new Starplayers, who are characters recognized in the Blood Bowl universe as particularly skilled or otherwise dangerous individuals.

The Norse will be a returning playable race from the previous iteration of Blood Bowl, and the above screenshot showcases one of their unique race characters: the Norse Werewolf, or "Ulfwerener". Norse have typically been one of the more violent races in Blood Bowl, preferring to knock out their opponents instead of actually running with the ball, and they typically have a lower armor value than most brawler races.

They do have fairly inexpensive units, however, and can get to be pretty fierce if you level them up correctly. A good choice for someone who thinks the Human race spends a little too much time actually trying to play the game instead of just bashing out their opponent's brains.

The release of the Norse marks the first of four announced DLC classes coming to Blood Bowl, all of which were previously confirmed as free for players who already own the game.  The other three races will be the Undead, Nurgle, and Necromantic teams, planned to be released one after the other on a regular basis.

It should be noted the Norse were originally slated for release late February 2016. There is no word yet as to when the other races are scheduled for release. The game is also 75% off for Xbox One players who don't already own it, until April 25th.

Future DLC Plans Announced for Total War: Warhammer Tue, 12 Apr 2016 14:33:10 -0400 ESpalding

Today Creative Assembly announced that they will be giving players of the new Total War: Warhammer loads of great free and paid DLC before the second part of the planned trilogy is released.

Previously, new content such as playable factions, new formats, and a campaign expansion was released for Rome II and Attila as a thank-you to players for their support. And it looks like CA are gearing up to do the same with Warhammer.

"The Warhammer Fantasy Battles World is gigantic, and we’re looking forward to exploring it over the forthcoming trilogy. But that incredible cast of characters and monsters also provides us the chance to make lots of interesting free DLC to support our games over time."

--Rob Bartholomew, Brand Director at CA

It is subject to change, but an image has been released that gives us a rough idea of the plan of how the free DLC content will arrive.

The paid DLC content will be made available in different packs, but while there is no confirmation of exactly what will be in the packs, there is some general information on what we can expect to see:

  • Lord packs will give players Legendary Lords, supporting units and characters for the races already playable. The Lords will have their own quest chains, quest items, and campaign bonuses.

  • Race Packs will do exactly as they suggest. They will introduce a new playable race to the game. In addition to opening up a new race, there could be Legendary Lords, race-specific heroes, mounts, units, and tech trees.

  • There will also be a Campaign Pack. These would be based on an event which already occurs in the Warhammer timeline. They will contain lots of new playable scenarios and challenges, and could also include a new race if needed to play out a particular event.

Total War: Warhammer available to pre-order now and will be released on May 24th.

Personally, I'd like to see Skaven or Lizardmen included in a race pack, but what would you be interested in seeing?

Introducing the winged horrors of the Vampire Counts in Total War: Warhammer Sat, 09 Apr 2016 11:03:07 -0400 ESpalding

As the release of Total War: Warhammer -- developed by the epic Creative Assembly -- draws closer, more information about the armies and gameplay are being released. Recently, some trailers for some of the horrors in the Vampire Counts army have been released, and we're pretty terrified!

Vargheists are the manifestation of the darkness in a Vampire's soul. They soar above the battle, swooping down to rip through the lines. They come from the catacombs of the Von Carsteins castle and have been twisted and overexposed to the power of Dark Magic. 

Circling above the battlefield are the mighty monstrous Terrorgheists. Reaching the size of dragons, these giant bats are bound to the Ghoul Kings. Their primary attack is a devastating Death Shriek which is enough to paralyze any foe with fear.

Total War: Warhammer will feature armies of the Empire, Dwarves, Green Skins (Orcs and Goblins) and the Vampire Counts in turn-based real-time strategy battles. The Chaos Warriors are being released as a character pack.

The game will be released on May 24th and will be available on Windows, Linux and Mac OS. It is currently available for pre-purchase on Steam for £39.99 / $59.99 and will include the Chaos Warrior character pack.

Check out the full Total War: Warhammer trailer below and lets us know, which army will you be playing?

Warhammer Coming To Total War Series Tue, 13 Jan 2015 17:54:29 -0500 Landon Sommer

An art book for the Total War series that was supposed to release at the end of January has already made its way into the public and has spoiled something many have been expecting since Creative Assembly announced they had made a deal to produce Warhammer games.  Total War will be expanding their titles beyond historical by creating a Total War game in the Warhammer Fantasy setting.

The art book includes a quote written by Mike Simpson of Creative Assembly;

For most strategy games, multiplayer is almost all of the experience or, at the very least, a sizeable chunk of it. We're also experimenting with this in the mobile space with Total War: Kingdom, and taking the series to a fantasy setting with Total War: Warhammer.

These games are being made by a new team specifically for the Warhammer property and won't be taking away from the historical titles such as the upcoming, Attila. While we haven't seen magic in any previous Total War titles, it is likely Sega will have no problem adapting to the franchise with their experience in medieval warfare simulation so far. This doesn't include the 40K universe yet, but one can hope.

WarHammer 40,000: Space Wolf Coming to iOS Thu, 23 Oct 2014 18:02:01 -0400 Amanda Wallace

Herocraft and Games Workshop bring classic tabletop game Warhammer 40K has new iOS App Store Release date on October 28.

Warhammer 40,000: Space Wolf is a turn-based strategy game with elements of a variety of other games, including collectible card games. The game is set in the Warhammer 40K universe.

The App Store release is set for October 28 of this year, with the game available on iPad 3 and up, iPad mini 2 and up, as well as iPhone 5 and up. The game is free to play.

Warhammer 40k: New Ally Matrix Fixes Taudar Shenanigans Wed, 21 May 2014 08:57:42 -0400 GLSupportTech

The 7th edition of Warhammer 40k drops on May 24th, and the wargaming community has been a-tizzy with all the tidbits that have been leaked.  There is a new psychic phase (much like Warhammer Fantasy's magic phase), a new Daemonology power, and a bunch of other adjustments.

But the best part?  They've released a new ally matrix!  It looks like this:

I'm thrilled by the new update (if not the new price tag) - it streamlines the alliance process and makes things so much easier.

All Imperium, All The Time

First of all, individual armies under the Imperium no longer have their own entries on the chart.  This one change makes a world of difference!

It reduces the giant grid from 6th edition to a much more manageable 9x9, makes the chart easier to read, and gives enough space on the page to include the army names next to each icon - instead of putting them in a key at the bottom - so that the chart can be scanned by newer players without overwhelming them.

You also don't have to sort through a series of  different Imperial-related icons to figure out if Necrons/Tau are allying with Dark Angels, Blood Angels, Grey Knights or Space Wolves as Allies of Convenience - it's all the same.  Speaking of which...

Imperial Racism Returns

The Imperium returns to its roots and genuinely hates most of the Xenos again.  They are Allies of Convenience with the Eldar and Desperate Allies with Dark Eldar and Tau, but the vast majority are only allies 'Come The Apocalypse'.

While Come The Apocalypse is now actually a playable alliance, it comes with some hefty penalties that help maintain a bit of balance.

Allying With Yourself

You can now have an allied contingent with your own army, which means Battleforged armies have a bit more flexibility without branching out of their own codex.  Players can potentially have three HQs (or more, depending on which codex they're playing) without breaking the Force Organization chart and going into Unbound army territory.

Fewer Xenos Shenanigans

And finally, we have fewer issues of alien-on-alien action causing issues on the competitive scene.  This BoLS article explains why the Tau + Eldar combination was so powerful in 6th edition better than I ever could, but here is the basic gist:

  • They are both new codices, which tend to be a bit stronger than previous editions;
  • They were Battle Brothers in 6th, which let their abilities work very well with each other;
  • Their abilities naturally complemented one another, stacking buffs for huge bonuses.

Since it was discovered, the Tau + Eldar combo (known to some as the Taudar threat) has been a huge source of contention/complaints from the 40k community.

Now that the two armies are Allies of Convenience instead of Battle Brothers, it should make things a little more balanced on that front and reduce the amount of craziness that comes from the pairing.

Warhammer 40k: Space Marine Centurion Squad Spotlight Fri, 24 Jan 2014 10:22:53 -0500 GabrielKross

Two of the recent releases in the Warhammer 40k Space Marine line-up, the Centurion Assault Squad and Centurion Devastaror Squad, are both forces to be reckoned with. These literal walking tanks wear an armored exo-suit over their existing Power Armor suit. Outfitted with heavy weaponry, Centurion Squads can rip the toughest foes to shreds.

Hand picked from the best of the Devastator and Assault Squads, Centurion Squad members must excel in their squad's battle area. 

Assault Squads:

Here's a Centurion Assault Squad from the Ultramarines chapter.

Centurion Assault Squads lead the front lines of confined siege warfare. Since a Centurion squad can go where a tank or a Dreadnought can't, they are perfect frontline soldiers. Giving up the heavier guns, members of the assault squads instead carry massive Siege Drills. These drills can rip through walls, armor and flesh with ease. In a game, I'd recommend trying to take these units out from a distance instead of facing them in hand to hand combat.

Devastator Squads:

Here is a Devastator Squad in the same style.

The Devastator Squads fill a defensive role. These units care little for mobility, the guns they carry have a large range to make up for their lack of mobility. Devastator Squads excel when mobility isn't a necessity. Protecting fortifications or besieging enemy defenses are a Centurion Devastator's primary missions. Unlike Assault Squads, you'll want to engage in hand-to-hand combat with these units to render their guns useless.

A well positioned Centurion Squad can be the difference in a game. Be sure to use their strengths to the fullest.

Warhammer 40k Eternal Crusade Forums Have Launched Fri, 18 Oct 2013 15:23:29 -0400 GabrielKross

The new Warhammer 40k forums are now live. If you are subscribed to the Eternal Crusade newsletter you should have gotten an email containing details on the new forums. If you have not subscribed to the newsletter and are interested in Warhammer 40k, I highly recommend subscribing as you'll be among the first to know any new updates. To access the forums, go here and sign up.

To correspond with the forums going live, the Admins have launched a few polls to see what the fans think. Behaviour Interactive would like everyone to have a single place in which they can come together and get to know each other while they wait for the game to launch. For those that don't know Behaviour Interactive is the company that created games such as Wet and Dante's Inferno. You can get a better look at Behaviour Interactive on their website.

Here are the currently announced races, of which we've seen more details for the Space Marines' chapters and the Orks' clans.

For a brief recap of what has been released so far, June 10th Eternal Crusade was announced. Since then we've gotten a look at the Space Marines and the Orks, and an introduction to the team behind the game. With many locked hubs and nodes one can only guess as to what we will see next. I hope to see you all on the forums in the near future.

Warhammer Online Shutting Down December 18th Wed, 18 Sep 2013 22:02:07 -0400 Ashley Shankle

Warhammer Online: Age of Reckoning has had a reasonable five-year long run as of today, the game's fifth anniversary. Today should be cause for celebration among the game's playerbas, but instead turns in to one of loss: Mythic has announced the game's closure, scheduled for December 18th.

It's been a long and rocky road for Warhammer Online, but the game has retained a small but steady subscriber base along the way. Unfortunately, all good things must come to an end. Mythic's licensing agreement with Games Workshop has come to an end and will not be renewed.

While fans of Warhammer can look forward to the upcoming Warhammer 40K MMO from Behaviour Interactive, it's never easy to see a game you love go the way of the dodo. Those experiences and memories are not so easily replaced.

The game's producer Carrie Gouskos gave a lengthy notice on the Warhammer Online: Age of Reckoning site that is well-worth the read for anyone who has invested time into the game, whether recently or a couple of years ago. There are three months to go until shut down. Will you log in and see it off in its final hours?

SPACE HULK! Full Control CEO Thomas Lund Reveals Future DLC Plans: Co-op Mode, Map Editor and More! Mon, 12 Aug 2013 14:41:35 -0400 Vrothgarr

For the first time in over 17 years, Space Hulk is returning to the realm of video games, courtesy of the Copenhagen-based developer Full Control. I sat down to chat with the developer's CEO Thomas Lund to get the latest details on the game and its development cycle, as well as its origins and its future.


How did the team first get interested in bringing such a highly regarded board game back into video games?

It’s one of those things, where it goes back to the childhood dream of being able to make one of those games that you played when you were younger. One of my buddies had Space Hulk, in the good old days when I was still young. We played that, and all the EA games for DOS and Amiga. Finally when they release the 3rd edition here in 2009, I managed to grab a copy of the Limited Edition board game.

It’s always been one of those fantastic games. The rules are not that complicated, but it’s just this nice, really cool package where it’s easy to get started but it’s really, really hard to beat. It has a lot of these cool classic elements, and it’s always been a game I’ve wanted to do. Some of the very first prototypes we did in the company here were Space Hulk, but in a different package.

Suddenly, I was standing at GDC last year chatting with [Games Workshop co-founder] Ian Livingston, without knowing it was him. I proceeded to pitch Space Hulk to him without knowing it. Then he gives me his business card, introduces me to the Games Workshop licensing boss, and here we are.

I’m thinking, “Oh, man. That doesn’t happen to gamers like me, right? It doesn’t just happen.” So, getting the chance of making Space Hulk has been a dream for me, and for the team. These licenses don’t float around. Especially not for small independents like us.


Games Workshop isn’t known for its liberal approach to its IPs. Did you guys have any licensing issues over the course of the project?

Actually, no. Initially and all the way through the project, they’ve been fantastic to work with. They’ve been very supportive. We have gotten pretty free hands on issues where I just think, “Oh, what do we do here?”

They say, “Come up with how the interiors of spaceships would look like. We haven’t defined it. So give it a go. If it looks 40k, it’s 40k.” That’s really great. As a fanboy myself, the team as well, it’s absurdly great, being able to put stuff back into the lore. We’re happy.

Can you talk, as much as you can, about what new elements of the lore you guys have brought to the table for this time around the Space Hulk?

We stuck very closely to the 3rd edition board game. On the rules side, we haven’t done too much. It’s mainly the visuals. When we started out on the project, we basically looked at the board games and the old EA games and said, “Well, we could get away with just making the tiles and making some kind of top down game. But, what we really wanted to do was get that narrow claustrophobic feeling of running around in the corridors.

Looking at the old EA games, it was all pixelated graphics. For the time, it was fantastic; but for now, it looks boring, and not too 40k. So, we made corridors and ceilings and small altars. How does it look inside a derelict spaceship? I don’t know. We took a lot of elements from the material we could find in 40k. Parchments, purity seals, the entire gothic style, and looking at how churches are built inside. We tried to put that into a 3D environment. Those are essentially the bigger parts that we’re working with. A modern, 3D look at the interiors of spaceships in the 40k universe.


What elements from the board game have been left out? What new elements have been included that weren’t from the board game?

We set out with a basic idea of not wanting to do a 1:1 translation of the board game. We wanted to get as close as possible, but we didn’t want to go in and just mimic the dice rolls, and go down and have sections. We wanted to build it like a 3D game. When got the license and started real production, XCOM [Enemy Unknown] was just coming out and it showed how smooth and beautiful you could make turn-based games. That was the bar we wanted to beat.

On the board game side, we sat down with the rulebook and looked at each rule and asked if that worked in a computer game, or is it a board game only thing. Every time we came up with the answer that it looked good in a computer game, we didn’t change it. But, if there was anything for bookkeeping sake, then it was up for discussion. An example of that is the Heavy Flamer. In the board game rules, it works by sections so the tiles that you built your level with are very clearly defined as cardboard pieces. In the rules, it says when you’re shooting the Heavy Flamer, the entire section is lit up. That works perfectly fine in a board game, because it’s easy to see that it’s this cardboard piece over here. But, in a video game where there are no real sections and the seams are invisible, it doesn’t really make sense that when you’re shooting a Heavy Flamer that sometimes it hits one tile, other times it flames an entire room. How do you explain that? We changed that into a template based system so that the area would be an average of what a section might have in terms of tiles. 

Another example: in the board game, once you move a character, you’re not allowed to go back to it. That’s another bookkeeping thing. If you have 20+ Genestealers on board, you don’t want to keep track of each individual and how many action points he has. In a video game, you can have the computer keep track of who has action points left, and you can always go back to him and make more moves. It’s more natural. Those kinds of things, we went in and made them more streamlined as a computer game.


How did the map editor develop around the game? What unique or special features are going to be included?

We had a level editor already from the beginning of the project, from one of our earlier games. What we did was look at the board game and how that is built up. These section pieces are like LEGO bricks; you can chunk them together and suddenly, within five minutes, you’ve built a basic level. These internal tools are something we want to polish up for end users. You can click on this corridor and say, “I want this type of tile, with this lighting scheme.”

Click, click, click, and you can very easily build levels and share them with your friends. You can upload them into the server, and everybody else around can see it in an iTunes style Top 10 Most Played or Highest Rated kind of system. You can download them all freely for any game.

Additionally, we have a logic editor which is still something we’re working on. More or less, it lets you drag and drop logic into the level. You can say, “If a Terminator with Heavy Flamers steps on this tile, then that door opens.” Right now, it’s an internal tool that we’re coding into .xml files. We want to polish it up so everybody can do what we did.

Moving further on down the road, it will hopefully keep Space Hulk alive for many years for people creating content, and supplying them with additional types of tiles and color schemes.


Have you guys made any particular accommodations for modders? Steam Workshop?

We’re going to look into Steam Workshop and how we can integrate it as much as possible where it still makes sense. But also, at the same time, we want to enable the cross-platform-ness of this game so that whatever technology we’ve built into this for sharing or modded games or levels or logic is also something that works down on the iPad, or if we later come to the Android versions. It’s all integrated. If we hook it too closely to Steam Workshop, suddenly that’s the only place people will be able to share content, and we want people to be able to play the game wherever they are.

The other side of the coin, with this being a Games Workshop licensed title, is that there is also going to have to be some kind of thing that keeps people from throwing a fluffy bunny into the game. Something has to be regulated in some kind of way, but we haven’t had time to sit down and look at how we’re going to do that part.

What kind of variety can we expect to see in terms of unit armaments, chapter affiliations, different levels and tile sets, etc.?

For the initial release, it’s going to contain a Blood Angel campaign (two, actually, including the tutorial campaign that leads up to the Sin of Damnation, which is the 12th mission in the 3rd edition board game). You have named heroes that have a different variety of weaponry. You have your classic powerful Storm Bolter guys, you have a Lightning Claw, a Heavy Flamer, a Chain Fist, a Power Sword, a Thunder Hammer and Storm Shield, and an Assault Cannon.

On top of that [SPOILERS], Calistarius, the librarian who later turns into Mephiston, [/SPOILERS] is also in the game, and he has some psyker powers. He has a Psyking Storm that can take out an entire area, a deployable Force Shield that can drop onto a tile and block it for a turn. As long as he has psychic power left, he’s unbeatable in close combat, but once he runs out, he’s just a regular guy.

That’s what we’re gonna ship with. We’re already working on additional campaigns to expand it. We want to supply bigger Space Hulks, Chapter packs (for example, Space Wolf chapters that come with its own Wolf Guard campaign). Same goes for Dark Angels with a Deathwing campaign. We want to take chapters and make a small campaign that comes with it that brings lore into it. We will also have bigger campaigns that any chapter can play.

The Terminators that we’re creating are most likely the most accurately represented in a 40k video game, with every little detail in there. We’re really trying to play up to the lore and make it correct.

In terms of customization, that has the effect that, dissimilar to other games like Dawn of War, we’re not coming with an army painter. We really want to do this the right way instead of taking Blood Angel and just coloring him blue. That doesn’t make him an Ultramarine. You have all the different insignia, you have the different weaponry and adornments. So, what we’re going to come out with once we get the first chapter pack out is a customizer so you can say, “For the Blood Angels, I’ll customize my own and name them. Then, as I go through the game I unlock different things for him.” The same will go for the Ultramarine pack. You can customize that Ultramarine, but you can’t just paint him in rainbow colors. We want to do it right.


What kind of major gameplay changes will the players experience when they take on the role of the Genestealers in multiplayer PvP games?

In the multiplayer matches, it’s going to be very similar to the board game. Space Hulk, as such, is very much a Terminator game. The Genestealers will have a different UI that you can play. Get some blip counters, go in and deploy them on the board and see if he can kill the Terminators in any way possible. The player will have the exact same game, basically. He will be the cannon fodder, but a much more intelligent enemy than the AI will ever be. It’s still cool, but it’s definitely a Terminator game if you ask me (I always liked playing the Terminators better).

Speaking of multiplayer, there are different ways that you can play in multiplayer. We come out in the first version with two different ways you can play hot seat against each other. You can take a computer or iPad and play just like the board game, doing pass-n-play. Space Hulk has always been a board game where you might own it, but finding somebody to play with can be hard. So, we added online multiplayer versus mode to let you play against random people or friends. You can have multiple games going on, up to five at the same time. Take your turn, a notification pops up saying its your turn against Joel, so I click on it and do my turn there, and the go back to the game with Michael.

You can start a game on the PC, and then get on the bus and continue the exact same game on your iPad, then finish the game on the PC at home or a friend’s house. The really cool thing that gets me most as a fan, is that we’re working very hard on a co-op pack that we’re going to release out for free so you can play with multiple friends against the AI. We’re almost done with some brand new levels. Every player will control one squad of Terminators and you’ll have work together to get through the levels. It might be the case that one squad has to go attack and take over the engine room to turn on the engines that open up some blast doors so the other teams can escape and finish off the Brood Lords.


The original board game and every iteration of it since has been pretty strictly Imperial Space Marines vs. Genestealers. Have you guys entertained the idea of including any other Imperial or Tyranid forces? Even Eldar, Orks or Daemons?

It’s one of those places where you hit against what is Space Hulk. Games Workshop’s definition of it, and what the license contains, is Imperial Terminators versus Genestealers. Those are the boundaries that we’re inside. Once you do Grey Knights vs. Daemons, that would be super cool and basically look the same. But it’s not Space Hulk. That’s a different game, and maybe one day we will take a shot at that. But, when you’re looking at Space Hulk as a package and a license, it’s set. That still has some room for different chapters, even different weaponry that might not have been there before. It even opens up for looking a little closer at the Tyranid codex and seeing the different variants of Genestealers. Further down the line, we’re looking into introducing different types of Genestealers.

What do you guys have planned in terms of future DLC?

As much as possible, and for as long as possible. We’re not going to shoot this one off and turn our backs on it. It’s our chance for us to actually make a game that we love and extend it as far as possible and have fans play it in different ways. After this first launch, we’re adding for free the level editor and co-op functionality. We’re then going into making these campaigns with larger space hulks in them. We’re going to add several chapters that we want to get in. Which ones, and in which order, hasn’t been decided yet, but we definitely want to see if we can do the Space Wolves, Dark Angels and Ultramarines as the big ones, and see what happens after that. We’re focused on getting the game onto different platforms so that everybody can play it on the devices they have: Android tablets, digital downloads on consoles. Definitely more weapons and psykers.

What’s that, Michael? Oh yeah, Cyclone Launchers.

As a Space Hulk fanboy yourself, what are you most proud of in this new version?

Tough question. There’s so much I’m proud of. The entire team has been able to pull this off in a way that it just looks fantastic. There’s no doubt that we’re a small independent studio and it’s been an uphill battle against expectations, but I really think that we nailed it. It reeks of 40k. I’m really, really, really proud that it’s turned out this great. Getting the opportunity to make this as a fanboy is just absurdly awesome. Just getting it out to fans who haven’t had the chance to play Space Hulk as a turn-based video game, sticking so closely to the board game but still making it into a video game that plays great. You immediately know its Space Hulk. All our testers are ecstatic.


Any last comments?

Thanks. Just thank you, for any and all support. We’re specialized in turn-based games, and there have been so few turn-based 40k games. The last one was Chaos Gate and that was, what, 15 years ago? Any support that players give to this project will definitely go into an argument for us and Games Workshop that turn-based 40k is viable and we should do more.

Warhammer 40k Army Spotlight: Grey Knights Fri, 21 Jun 2013 03:07:28 -0400 GabrielKross

"For ten thousand years the Grey Knights have stood between the Imperium and the Daemons of the Warp."

The Main Force

Formerly listed as Daemon Hunters within the army lists from Games Workshop, the Grey Knights are easily one of the most powerful armies you could field in a game. Not only is the majority of the army made up of Space Marines, but each of these Space Marines could fight on equal footing with the lead units of other armies.

Almost every Space Marine model in the army carries a Nemesis Force Weapon. I believe the most notable exception would be the special character Castellan Crowe. Crowe's Blade of Antwyr (Crowe's sword) is treated as a normal close combat weapon. Furthermore, all Grey Knight marines are Psykers as well. While their available psychic powers are limited, and differ per unit, these powers make even a basic troop squad a force to be reckoned with.


If the Space Marines weren't daunting enough, there is also the Inquisitorial side of the army. The Inquisition contains the Inquisitors and their retinues of of minions. Some of the named Inquisitors can even match the ferocity of the greatest Grey Knights. Inquisitor Valeria wields powerful weaponry collected from the corpses of her enemies. The Dagger of Midnight, her close combat weapon, is the epitome of a "double-edged sword." If she rolls doubles on her two extra attacks, the attacks hit her instead.

My History with Grey Knights

I've never faced Grey Knights in a game, as either their own army or an ally unit of the main force. I however do run a contingency of Grey Knights in my Space Marine Apocalypse army. I field Brother-Captain Stern leading a squad of Terminator Grey Knights. I also recently acquired a Dreadnought with a Nemesis Force Sword close combat weapon, unused as of yet.

The last time I ran my Apocalypse army, I think I only lost one Grey Knight. Even though I deployed them with Deep Strike rule right in front of the enemy army they held until the remainder of my army caught up. One day, I do hope to expand my Grey Knight collection enough to create a separate standard army with them.

It's rare to see Grey Knights fielded in any capacity, mostly because there were limited options on models until the past few years, but if they are used it will be no easy battle for their opponents.