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156-684: Warhammer 40,000 (sometimes colloquially called Warhammer 40K , WH40K or 40k ) is a miniature wargame produced by Games Workshop . It is the most popular miniature wargame in the world, and is particularly popular in the United Kingdom. The first edition of the rulebook was published in September 1987, and the tenth and current edition was released in June 2023. As in other miniature wargames, players enact battles using miniature models of warriors and fighting vehicles. The playing area

312-408: A collectible card game , a series of more than 100 novels , and an animated television series . In its most basic form, BattleTech is played on a map sheet composed of hexagonal terrain tiles. The combat units are roughly 12-metre-tall (39 ft) humanoid armored combat units called BattleMechs, powered by fusion reactors and armed with a variety of weapons. Typically, these are represented on

468-438: A "point value" which roughly corresponds to how powerful the model is; for example, a Tactical Space Marine is valued at 13 points, whereas a Land Raider tank is valued at 240 points. The sum of the point values of a player's models must not exceed the agreed limit. If the point values of the players' respective armies both add up to the limit, they are assumed to be balanced. 500 to 2,000 points are common point limits. Although

624-517: A bad tactical decision or even unlucky dice rolls, while successful gameplay can involve outnumbered Aeldari units that outmanoeuvre the opponent and kill entire units/squads before they have a chance to retaliate. Aeldari vehicles, unlike their infantry counterparts, are very tough and hard to kill because of many evasive and shielding benefits. With the exception of walkers, all Aeldari vehicles are skimmers which allow them to move freely across difficult terrain, and with upgrades, at speeds only matched by

780-432: A base to be stable and have naturally rectangular shapes; in such cases, the distances between units may be measured from the edge of the model itself. Some miniature wargames use the dimensions of the model to determine whether a target behind cover is within line-of-fire of an attacker. Most miniature wargames are turn-based. Players take turns to move their model warriors across the model battlefield and declare attacks on

936-412: A certain standard. The composition of the players' armies must fit the rivalries and alliances depicted in the setting. All models listed in the rulebooks have keywords that divide them into factions . In a matched game, a player may only use models in their army that are all loyal to a common faction. Thus, a player cannot, for example, use a mixture of Aeldari and Necron models in their army, because in

1092-892: A city hidden within the Webway and must inflict pain on others to survive. There are a number of minor subfactions too: the Harlequins, followers of the Laughing God Cegorach; and the Ynnari, followers of the death god Ynnead. Although it has been 10,000 years since their empire's fall, the Aeldari have never recovered, due to their low fertility and aggression by other races. Craftworld Aeldari infantry tend to be highly specialised and relatively frail, often described as "glass cannons" because of their lack of staying power and flexibility, Aeldari armies can suffer severe losses after

1248-412: A community that kept growing. Around the same time in the United Kingdom, Donald Featherstone began writing an influential series of books on wargaming, which represented the first mainstream published contribution to wargaming since Little Wars . Titles included : War Games (1962), Advanced Wargames , Solo Wargaming , Wargame Campaigns , Battles with Model Tanks , Skirmish Wargaming . Such

1404-426: A dial in its base. BattleMechs, the hulking flagship units of the franchise, made a natural subject for computer emulation, and so in 1988 Infocom released a PC/Commodore 64/Amiga based RPG called BattleTech: The Crescent Hawk's Inception . It was later followed up with a sequel, BattleTech: The Crescent Hawk's Revenge in 1990. Both games were reasonably well received, although aside from storyline continuity

1560-399: A fair chance of winning. Miniature wargames are rarely set in urban environments. The first reason is that it is harder to reach models when there are many buildings in the way. Another reason is that the buildings may highlight the abstract scale at which the wargame operates. For instance, in the 28 mm wargame Bolt Action , a rifle's range is 24 inches, which is barely the length of

1716-408: A few houses at 28 mm scale. If placed in an urban environment, a rifleman would not be able to hit a target at the far end of a small street, which shatters the illusion of realism. The scale of a model vehicle can be expressed as a scale ratio. A scale ratio of 1:100 means that 1 cm represents 100 cm; at this scale, if a model car is 4.5 cm long, then it represents a real car that

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1872-406: A fictional setting and may thus feature fictional or anachronistic armaments, but the setting should be similar enough to some real historical era of warfare so as to preserve a reasonable degree of realism. For instance, Warhammer Age of Sigmar is mostly based on medieval warfare, but includes supernatural elements such as wizards and dragons. The most popular historical settings are World War 2,

2028-420: A fixed playing field. Players construct their own custom-made battlefield using modular terrain models. Games Workshop sells a variety of proprietary terrain models, but players often use generic or homemade ones. Unlike certain other miniature wargames such as BattleTech , Warhammer 40,000 does not use a grid system, so players must use a measuring tape to measure distances, which are measured in inches. All

2184-760: A game determines the type of units used, with popular historical themes including WWII, the Napoleonic Wars, and the American Civil War, while Warhammer 40,000 is the leading fantasy setting. Models, historically made from lead or tin, are now typically made of plastic or resin, with larger companies favoring plastic for its mass-production advantages. While some companies sell pre-painted models, most require assembly and customization by players. In historical miniature wargames, generic models are used, but fantasy wargames, like Warhammer, feature proprietary models, making them more expensive. The community

2340-504: A genestealer cult within their host human society, steadily expanding their numbers and political influence. When a Tyranid fleet approaches their planet, they will launch an uprising to weaken the planet's defences so that the Tyranids may more easily conquer it and consume its biomass. In earlier editions of the game, Genestealer Cults could only be used as auxiliaries to a regular Tyranid army, but since 8th edition, they can be played as

2496-668: A hat). Furthermore, the advertised scale of a model may not reflect its actual scale. In order to make their products stand out against their competitors, some manufacturers make their models a little oversized, e.g. a model from a certain manufacturer that is advertised as suitable for 28 mm wargames could actually be 30 mm tall in practice. This makes the model look more imposing, and allows for more detail. Manufacturers of generic wargaming models are generally obliged to build their models to some standard scale so as to ensure compatibility with third-party wargames. Manufacturers who make proprietary models designed exclusively for use in

2652-442: A little undersized compared the scale so as to make more room on the table for the warriors. Like wise model figures will often be oversize for the scale, for example many games use 25 mm figures appropriate to a 1:60 scale when the game is played at a larger scale such as 1:360. Most miniature wargames do not have a fixed time scale (i.e. how many seconds a turn represents). Most wargame rulebooks instead prefer to define how far

2808-498: A model battlefield, with the primary appeal being recreational rather than functional. Miniature wargames are played on custom-made battlefields, often with modular terrain, and abstract scaling is used to adapt real-world ranges to the limitations of table space. The use of physical models to represent military units is in contrast to other tabletop wargames that use abstract pieces such as counters or blocks, or computer wargames which use virtual models. The primary benefit of using models

2964-599: A model of a Space Marine armed with a "boltgun" can shoot any enemy unit within 24 inches. Most of the races in the game have units with psychic powers. Prior to the release of the 10th edition of the game, Psyker units had the ability to cause unusual effects, such as rendering allied units invulnerable or teleporting units across the battlefield. The 10th Edition rules no longer use this feature. After ranged weapons are used, each unit can charge into melee range against enemy units. Units engaged in melee combat then take turns attacking each other until they all have fought. When it

3120-463: A model of a Tactical Space Marine has a "Move" range of 6 inches and a "Toughness" rating of 4 and is armed with a "boltgun" with a range of 24 inches. Both players must declare which models they will play with before the match starts, and once the match is underway, they cannot add any new models to their armies. In official tournaments, it is mandatory for players to only use Games Workshop's models, and those models must be properly assembled to match

3276-468: A model suffers more points of damage than its "Wound characteristic" permits, it dies. Dead models are removed from the playing field. Most models have only one Wound point, but certain models such as "hero characters", vehicles and elite troops have multiple Wound points, so the damage they accumulate must be recorded. At the end of each turn, dice are rolled to determine if units who have lost models "lose morale" and become Battleshocked. Then play passes to

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3432-442: A number of other tabletop or board games connected to the brand, including both extrapolations of the mechanics and scale of the base game to simulate unique situations, as with Space Hulk or Kill Team , and wargames simulating vastly different scales and aspects of warfare within the same fictional setting, as with Battlefleet Gothic , Adeptus Titanicus or Warhammer Epic . Video game spin-offs, such as Dawn of War and

3588-487: A number of specialist units with abilities such as psychic powers or vehicle repair, but typically Ork warfare is about brute force and attrition. Ork gameplay is seen as fairly forgiving of tactical errors and bad die rolls. The Tyranids are a mysterious alien race from another galaxy. They migrate from planet to planet, devouring all life in their path. Tyranids are linked by a psychic hive mind and individual Tyranids become feral when separated from it. Tyranid "technology"

3744-457: A particular Chaos God, which focuses the style of play. For instance, an army themed around Nurgle will consist of slow-moving but tough troops. Likewise, a Chaos army themed around Khorne will lean towards melee combat and eschew psykers. The Necrons are an ancient race of skeleton-like androids. Millions of years ago, they were flesh-and-blood beings, but then they transferred their minds into android bodies, thereby achieving immortality. However,

3900-560: A player can only use units from the same faction in their army. The Imperium of Man is described as an authoritarian human empire that comprises approximately 1 million worlds and has existed for over 10,000 years. The faction abhors aliens to the point that associating with aliens is a capital offence . The state religion of the Imperium is centred around its founder, the Emperor of Mankind, who united humanity millennia earlier. Although

4056-500: A premium on sociability. (This has changed somewhat with the onset of the COVID-19 pandemic. Wargamers (miniature and board) have become quite creative in devising ways to play games while maintaining social distancing.) Consequently, conventions and clubs are important to the wargaming community. Some conventions have become very large affairs, such as Gen-Con, Origins and Historical Miniatures Gaming Society 's Historicon , called

4212-424: A professional painter. Historical miniature wargames are typically designed to use generic models. It is generally not possible to copyright the look of a historical soldier. Anyone, for instance, may freely produce miniature models of Napoleonic infantrymen. A player of a Napoleonic-era wargame could thus obtain their models from any manufacturer who produces Napoleonic models at the requisite scale. Consequently, it

4368-643: A regular game, and the armies that appear in tournaments can be many times more. Games Workshop sells a large variety of gaming models for Warhammer 40,000 , but no ready-to-play models. Rather, it sells boxes of model parts, which players are expected to assemble and paint themselves. Each miniature model represents an individual soldier, vehicle, or monster. Most Warhammer 40,000 models are made of polystyrene but certain models, which are made and sold in small volumes, are made of lead-free pewter or epoxy resin . Games Workshop also sells glue, tools, and acrylic paints for finishing models. The assembly and painting of

4524-501: A religious taboo on scientific inquiry and innovation. Most Warhammer 40,000 fiction is written from the perspective of the Imperium, often with humans as protagonists. Of all the factions, the Imperium has the largest catalogue of models, which gives Imperium players the flexibility to design their army for any style of play. That said, players tend to build their armies around specific sub-factions which have more focused playstyles. For instance, an army of Space Marines will consist of

4680-495: A science-fiction feudalistic Dark Age setting. The game was at first called Battledroids . The name of the game was changed to BattleTech in the second edition because George Lucas and Lucasfilm claimed the rights to the term " droid "; the machines themselves were renamed BattleMechs from the second edition onward. The game components included: Rather than create their own original robot art, FASA decided to use already-extant designs that had originally been created for

4836-594: A separate army. Although there is a dedicated line of Genestealer Cult models, a player can also use models from the Imperial Guard (a sub-faction of the Imperium) in their Genestealer Cult army. This is an exception to the common-faction rule and is based on the logic that these "human" models are actually genestealer hybrids who look perfectly human. Like other Tyranids, Genestealers are fast and hard-hitting but fragile. All Genestealer Cult infantry and bikers have

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4992-425: A set of rules for individual characters under Chainmail , and entitled it Dungeons & Dragons . Further developments ensued, and the role-playing game hobby quickly became distinct from the wargaming hobby which preceded it. Although generally less popular than wargames set on land, naval wargaming nevertheless enjoys a degree of support around the world. Model ships have long been used for wargaming, but it

5148-691: A small number of powerful infantry, whereas an Imperial Guard army will have weak but plentiful infantry combined with strong artillery and vehicles. Chaos represents the myriad servants of the Chaos Gods, malevolent and depraved entities and daemons who formed from the base thoughts and emotions of all mortal sentients. Those exposed to the influence of the Chaos are twisted in both mind and body and perform sordid acts of devotion to their dark gods, who in turn reward them with "gifts" such as physical mutations, psychic power, and mystical artefacts. Like their gods,

5304-493: A specific historical period or fictional genre. Rules also vary in the model scale they use: one infantry figure may represent one man, one squad, or much larger numbers of actual troops. Wargaming in general owes its origins to military simulations , most famously to the Prussian staff training system Kriegsspiel . Consequently, rules designers struggle with the perceived obligation to actually 'simulate' something, and with

5460-532: A specific wargame do not have this concern. For instance, Warhammer 40,000 officially does not have a scale. It doesn't need to conform to a standard scale, because Games Workshop is the exclusive manufacturer of official Warhammer 40,000 models, said models are intended exclusively for use in Warhammer 40,000 , and Games Workshop doesn't want players using foreign models from other manufacturers. Most miniature wargames do not have an absolute scale, i.e. where

5616-692: A training tool in 1824. After Prussia defeated France in the Franco-Prussian War of 1870, wargaming spread around the world and was played enthusiastically by both officers and civilians. In 1881, the Scottish writer Robert Louis Stevenson became the first documented person to use toy soldiers in a wargame, and thus he might be the inventor of miniature wargaming, although he never published his rules. According to an account by his stepson, they were very sophisticated and realistic, on par with German military wargames. Stevenson played his wargame on

5772-605: A trait called "Cult Ambush" that allows them to be set up off table and later be set up on the table, instead of being set up in the designated starting zones at the start of the game (similar to the Space Marines' "Deep Strike" ability). The visual design of the Tyranids was inspired by the art of H. R. Giger , with the genestealer sub-race being further inspired by the Xenomorphs from the Alien franchise . The T'au are

5928-407: A two-foot long piece of string. Wells was also the first wargamer to use models of buildings, trees, and other terrain features to create a three-dimensional battlefield. Wells' rulebook was for a long time regarded as the standard system by which other miniature wargames were judged. However, the nascent miniature wargaming community would remain very small for a long time to come. A possible reason

6084-445: A unit can move in a turn, and this movement range is proportioned to the size of a typical game table. For example, Bolt Action sets a movement range of six inches in a turn for most units. There are many miniature wargaming rules, not all of which are currently in print, including some which are available free on the internet; many gamers also write their own, creating so-called "house rules" or "club sets". Most rules are intended for

6240-406: A unit. All models in a unit must stay close to each other. Each model in a unit must finish a turn within two inches of another model from the unit. If there are more than five models in a unit, each model must be within two inches of two other models. After moving, each model can attack any enemy unit within range and line-of-fire of whatever weapons and psychic powers its models have. For instance,

6396-608: A variety of different Japanese anime , including Dougram , Crusher Joe , and Macross . The rights to these images were licensed from Twentieth Century Imports (TCI) . In later years, FASA abandoned these images as a result of a lawsuit brought against them by Playmates Toys and Harmony Gold over the use of said images. The anime-sourced BattleMechs continued to be referenced in-universe, but their images were no longer seen in new sourcebooks. This led them to be termed by fans as "the Unseen". When Fantasy Productions licensed

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6552-471: A young race of blue-skinned humanoid aliens inhabiting a relatively small but growing empire located on the fringe of the Imperium of Man. The T'au Empire is the only playable faction in the setting that integrates different alien species into their society. They seek to unite all other races under an ideology they call "the Greater Good". Some human worlds have willingly defected from the Imperium to join

6708-409: Is 4.5 m long. When it comes to figurines of humans, the preferred method of expressing scale is the height of a figurine in millimeters. There is no standardized system of measuring figurine size in the wargaming hobby. Some manufacturers measure the height of a figurine up to the crown of the head, whereas others may measure it up to the eyes (the latter is more sensible if the figurine is wearing

6864-524: Is a smaller niche within the larger hobby of miniatures wargaming. Aerial combat has developed over a relatively short time compared with naval or land warfare. As such, air wargaming tends to break down into three broad periods: In addition there are science fiction and "alternative history" games such as Aeronefs and those in the Crimson Skies universe. Wargaming was invented in Prussia near

7020-442: Is a tabletop model of a battlefield, comprising models of buildings, hills, trees, and other terrain features. Each player takes turns moving their model warriors around the battlefield and fighting their opponent's warriors. These fights are resolved using dice and simple arithmetic. Warhammer 40,000 is set in the distant future, where a stagnant human civilisation is beset by hostile aliens and supernatural creatures. The models in

7176-646: Is an adaptation of The Lord of the Rings Strategy Battle Game rules for naval conflicts. The game's mechanics centered around boarding parties, with options for ramming actions and siege engines . As such, the ship's scale ratio corresponds to the 25 mm scale miniatures used by The Lord of the Rings . Model ships are built by hobbyists, just as normal miniature terrain, such as " great ships " of Pelargir , cogs of Dol Amroth and Corsair galleys . Air wargaming, like naval wargaming,

7332-411: Is currently owned by Topps and, for video games, Microsoft Gaming ; Catalyst Game Studios licenses the franchise from Topps. The series began with FASA's debut of the board game BattleTech (originally named Battledroids ) by Jordan Weisman and L. Ross Babcock III and has since grown to include numerous expansions to the original game , several board games, role playing games , video games,

7488-407: Is difficult if not impossible for a historical wargame designer to oblige players to buy models from a certain manufacturer. By contrast, fantasy wargames feature fictional warriors, and fictional characters can be copyrighted. By incorporating original characters into their wargame, a wargame designer can oblige the player to purchase their models from a specific manufacturer who is licensed to produce

7644-466: Is entirely biological, all ships and weapons being purpose-bred living creatures. Tyranids have a preference for melee combat. Their infantry models tend to be numerous and fast but frail. They have low point costs, meaning Tyranid armies in the game are relatively large (many cheap weak models, as opposed to armies with few expensive powerful models such as the Space Marines ). Tyranids also have

7800-424: Is generally blamed for the uneven advancement, the destruction of industry and institutes of learning over the centuries of warfare having resulted in the loss of much technology and knowledge. As rivalries and conflicts have dragged on, advanced technologies are redeveloped for the battlefield. Chicago-based FASA Corporation's original 1984 game focused on enormous robotic, semi-humanoid battle machines battling in

7956-615: Is identical to real-world history up until approximately 1984, when the reported histories begin to diverge; in particular, the game designers did not foresee the fall of the Soviet Union , which plays a major role past 1991 in the fictional BattleTech history. Individual lifestyles remain largely unchanged from those of modern times, due in part to stretches of protracted interplanetary warfare during which technological progress slowed or even reversed. Cultural, political and social conventions vary considerably between worlds, but feudalism

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8112-579: Is immersion, though in certain wargames the size and shape of the models can have practical consequences on how the match plays out. Models' dimensions and positioning are crucial for measuring distances during gameplay. Issues concerning scale and accuracy compromise realism too much for most serious military applications. Miniature Wargames can be skirmish-level, where individual warriors are controlled, or tactical-level, where groups are commanded. Most wargames are turn-based, involving movement and combat resolved through arithmetic and dice rolls. The setting of

8268-468: Is in their interest, Orks recklessly start unnecessary conflicts for the pleasure of a good fight. Orks do not fear death, and combat is the only thing that gives them emotional fulfillment. Ork technology consists of dashed-together scrap that by all logic should be unreliable if even functional, but Orks generate a psychic field that makes their ramshackle technology work properly or more effectively (for example, vehicles painted red are faster, simply because

8424-647: Is naval wargaming before the advent of computers. Historically, these models were commonly made of tin or lead, but nowadays they are usually made of polystyrene or resin. Plastic models are cheaper to mass-produce but require a larger investment because they require expensive steel molds. Lead and tin models, by contrast, can be cast in cheap rubber molds. Larger firms such as Games Workshop prefer to produce plastic models, whereas smaller firms with less money prefer metal models. Wargaming figurines often come with unrealistic body proportions. Their hands may be oversized, or their rifles excessively thick. One reason for this

8580-445: Is played in turns, each of which represents 10 seconds of real time, with each turn composed of multiple phases. BattleTech' s fictional history covers the approximately 1,150 years from the end of the 20th century to the middle of the 32nd. Most works in the series are set during the early to middle decades of the 31st century, though a few publications concern earlier ages. MechWarrior: Dark Ages and its related novels take place in

8736-462: Is primarily an aesthetic one. Models offer a visually-pleasing way of identifying the units on the battlefield. In most miniature wargame systems, the model itself may be irrelevant as far as the rules are concerned; what really matters is the dimensions of the base that the model is mounted on. Distances between infantry units are measured from the base of the model. The exception to this trend may be models of vehicles such as tanks, which do not require

8892-406: Is relatively rare. Players more often prefer to design their own scenarios. The first advantage is that they can design a scenario that fits the resources they have at hand, whereas reconstructing a historical battle may require them to purchase additional models and rulebooks, and perhaps a larger game table. The second advantage is that a fictional scenario can be designed such that either player has

9048-616: Is set around 40,000 AD. Though Warhammer 40,000 is mostly a scifi setting, it adapts a number of tropes from fantasy fiction , such as magic, supernatural beings, daemonic possession, and fantasy races such as orcs and elves; "psykers" fill the role of wizards in the setting. The setting of this game inherits many fantasy tropes from Warhammer Fantasy (a similar wargame from Games Workshop ), and by extension from Dungeons & Dragons . Games Workshop used to make miniature models for use in Dungeons & Dragons , and Warhammer Fantasy

9204-415: Is social, with conventions and clubs playing a significant role. Painting and assembling models are integral aspects of the hobby. The hobby primarily attracts older enthusiasts due to the time, skill, and financial investment required. A miniature wargame is played with miniature models of soldiers, artillery, and vehicles on a model of a battlefield. The benefit of using models as opposed to abstract pieces

9360-417: Is their turn to attack, the player declares to their opponent whichever of the models is attacking whichever enemy unit, and rolls dice to determine how much damage their models inflict upon their targets. The attacking player cannot target individual models within an enemy unit. If an enemy unit receives damage, the enemy player chooses which model in the unit suffers injury. Damage is measured in points, and if

9516-446: Is to make the models more robust: thicker parts are less likely to bend or break. Another reason is that manufacturing methods often stipulate a minimum thickness for casting because molten plastic has difficulty flowing through thin channels in the mold. Finally, odd proportions may actually make the model look better for its size by accentuating certain features that the human eye focuses on. Wargaming models are often sold in parts. In

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9672-598: Is widespread, with many states ruled by hereditary lords and other nobility, below which are numerous social classes. A key feature of the BattleTech universe is the absence of non-human intelligent life . Other than one or two isolated encounters in novels, mankind is the only sentient species. Above all, the central theme of BattleTech is conflict, consistent with the franchise's wargaming core. Interstellar and civil wars, planetary battles, factionalization and infighting, as well as institutionalized combat in

9828-568: The Space Marine series, have also been released. Note: The overview here refers to the 10th edition of the rules. The rulebooks and miniature models required to play Warhammer 40,000 are copyrighted and sold exclusively by Games Workshop and its subsidiaries. These miniatures, in combination with other materials (dice, measuring tools, glue, paints, etc.), are generally more expensive than other tabletop games. A new player can expect to spend at least £200 to assemble enough materials for

9984-418: The railgun . There are exceptions such as faster-than-light travel and communication, without which the setting cannot function. Radically advanced tech mixes with seemingly anachronistic technologies such as internal combustion engines and projectile weapons . Artificial intelligence , nanotechnology , androids , and many other staples of future fiction are generally absent or downplayed. Incessant warfare

10140-477: The "mother of all wargaming conventions". Players also tend to be middle-aged or older. One reason is that the hobby is expensive and needs higher disposable income that older people tend to have. BattleTech BattleTech is a wargaming and military science fiction franchise launched by FASA Corporation in 1984, acquired by WizKids in 2001, which was in turn acquired by Topps in 2003; and published since 2007 by Catalyst Game Labs . The trademark

10296-582: The Combat Operations book). The Succession Wars is played on a political star map , with players trying to capture regions of space. Recent years have seen a trend of consolidating the expansions into "core products" for efficiency. Beginning under FanPro's aegis, then continued under Catalyst Game Labs, the various rulesets have been combined into a series of Core Rulebooks: After the FASA Corporation closed in 2000, Wizkids bought

10452-498: The Dark Aeldari and the T'au armies. Dark Aeldari are similar to Craftworld Aeldari, with the major difference being that they have no psykers. The Orks are green-skinned aliens based on the traditional orcs of high fantasy. Orks are a comical species, with crude personalities, ramshackle weaponry, and Cockney accents. Their culture revolves around war for the sake of it. Unlike other races who generally only go to war when it

10608-816: The Earth Caste, who are scientists, engineers, and labourers. The T'au are oriented towards ranged combat and generally shun melee. They have some of the most powerful firearms in the game in terms of both range and stopping power. For instance, their pulse rifle surpasses the firepower of the Space Marine boltgun, and the railgun on their main battle tank (the Hammerhead) is more powerful than its Imperium counterparts. The T'au do not have any psykers. Most T'au vehicles are classified as flyers or skimmers, meaning they can move swiftly over difficult terrain. The T'au also incorporate alien auxiliaries into their army:

10764-623: The Emperor is its nominal ruler, he was mortally wounded in battle and is unable to actually rule, and is now sustained by a massive cybernetic life-support system dubbed the Golden Throne. Despite his condition, his mind still generates a "psychic beacon" called the Astronomican by which starships navigate through space which is vital to the Imperium's infrastructure. Although the Imperium has highly advanced technology, most of its technologies have not improved for thousands of years due to

10920-461: The Emperor is that you don't know whether he's alive or dead. The whole Imperium might be running on superstition. There's no guarantee that the Emperor is anything other than a corpse with a residual mental ability to direct spacecraft. It's got some parallels with religious beliefs and principles, and I think a lot of that got missed and overwritten. Models available for play in Warhammer 40,000 are divided into "factions". Under normal circumstances,

11076-594: The Imperium). This comes from the Dune novels. As in the Dune setting, the prohibition on artificial intelligence was passed after an ancient war against malevolent androids. To me the background to 40K was always intended to be ironic. [...] The fact that the Space Marines were lauded as heroes within Games Workshop always amused me, because they're brutal, but they're also completely self-deceiving. The whole idea of

11232-628: The Inner Sphere, ComStar, the Periphery states and the fallen Star League. FASA launched two additional systems to complement the core game: BattleTroops , an infantry combat system, and BattleForce , a large-scale combat simulator governing the actions of massed BattleTech units. The Succession Wars , a board game released in 1987, is one of only two purely strategic titles of the series (the other being "The Inner Sphere in Flames" from

11388-511: The Kin have no natural psychic abilities, they do have artificial psykers referred to as Grimnyrs, who are responsible for communicating with the Votann. Miniature wargame Miniature wargaming is a form of wargaming in which military units are represented by miniature physical models on a model battlefield. Miniature wargames are played using model soldiers , vehicles, and artillery on

11544-463: The Kroot provide melee support and the insectoid Vespids serve as fast-attack infantry. The Leagues of Votann are a confederation of abhumans known interchangeably as Squats and Kin, which are based on the dwarves of fantasy fiction. They are a spiritual successor to an earlier Squat faction that was removed from the setting for not fitting in aesthetically. Though Squats are a subspecies of humanity,

11700-570: The Leagues of Votann stand independent of the Imperium of Man. Unlike the Imperium, the Leagues of Votann have no qualms about using artificial intelligence , treating their androids as fellow Kin. Kin culture is centred around the Votann, extremely powerful supercomputers responsible for managing the majority of Kin society and keeping records. The Kin are extremely competitive and capitalistic , with powerful corporations (referred to as Guilds) regularly strip-mining entire planets for resources. While

11856-410: The Napoleonic Wars, and the American Civil War (in that order). The most popular fantasy setting is Warhammer 40,000 . Miniature wargames are played either at the skirmish level or the tactical level. At the skirmish level, the player controls the warriors individually, whereas in a tactical level game he or she controls groups of warriors—typically the model warriors are mounted in groups on

12012-517: The Orks believe it to be so). If a non-Ork tries to use an Ork gadget, it would likely malfunction. Ork infantry models are slow-moving and tough. The Orks are oriented towards melee combat. Infantry models are cheap (by point cost), so a favourite strategy of Ork players is "the Green tide": they field a large horde of Ork infantry and march them across the playing field to swarm the opponent. Orks do have

12168-633: The T'au Empire. Such humans tend to have a better quality of life than Imperial citizens because the T'au practise humane ethics and encourage scientific progress. The T'au are divided into five endogamous castes : the Ethereals, who are the spiritual leaders; the Fire Caste, who form the T'au military; the Air Caste, who operate starships; the Water Caste, who are merchants and diplomats; and

12324-484: The Warp, but certain individuals called "psykers" have an especially strong link and can manipulate the Warp's energy to work magic. Psykers are generally feared and mistrusted by humans. Psykers may have many dangerous abilities such as mind control, clairvoyance , and pyrokinesis . Moreover, the Warp is full of predatory creatures that may use a psyker's link to the Warp as a conduit by which to invade realspace. But for all

12480-455: The aesthetic and cause confusion. A miniature wargame is played on a model of a battlefield. The model battlefield is usually mounted on a table. As far as size goes, every part of the battlefield should be within arm's reach of the players; a width of four feet is recommended. Most miniature wargames are played on custom-made battlefields made using modular terrain models. Historical wargamers sometimes re-enact historical battles, but this

12636-785: The aesthetic and cause confusion. In 1987, Games Workshop released a science-fiction spinoff of Warhammer called Warhammer 40,000 . Like Warhammer , Warhammer 40,000 obliged players to buy proprietary models from Games Workshop. Warhammer 40,000 became even more successful than Warhammer . The success of the Warhammer games promoted the sales of Games Workshop's line of gaming models. Other game companies sought to emulate Games Workshop's business model. Examples include Mantic Games , Fantasy Flight Games , Privateer Press , and Warlord Games , all of which have released their own miniature wargame systems that were designed to promote sales of their respective lines of proprietary gaming models. This business model has proven lucrative, and thanks to

12792-431: The battle, in which Stuart Asquith writes: When refighting a particular battle, it is important to adhere as closely as possible to the original historical engagement. The counter-argument is that the wargamer(s) know who is going to win. Fair comment, but knowing the outcome of any battle does not usually prevent one from reading about that action, so why should such knowledge debar a refight? He adds that unless at least

12948-423: The case of plastic models, they're often sold still affixed to their sprues . The player is expected to cut out the parts and glue them together. This is the norm because, depending on the design of the model, it may not be possible to mold it whole, and selling the parts un-assembled saves on labor costs. After assembling the model, the player should then paint it to make it more presentable and easier to identify on

13104-814: The center of production to this day, while other companies started in England and the United States. Rules can vary greatly between game systems; both in complexity and era. Historical rulesets range from the ancient and medieval ships to the fleets of the Age of Sail and the modern era . Often the hobbyists have to provide their own models of ships. The 1972 game, Don't Give Up The Ship! , called for pencil and paper, six-sided dice, rulers and protractors , and model ships, ideally of 1:1200 scale. The elaborate rules cover morale, sinking, fires, broken masts, and boarding . Dice determined wind speed and direction, and hence

13260-406: The combat rules were designed to model the capabilities of the warriors in very great detail. Strictly speaking, Dungeons & Dragons did not require miniature models to play, but many players found that using miniature models made the fights easier to arbitrate and more immersive. In 1983, a British company called Games Workshop released a fantasy miniature wargame called Warhammer , which

13416-418: The company later released a statement noting that their primary troubles had been with finding a publisher, which eventually led to the announcement of a free-to-play reboot called Mechwarrior Online , set around the start of the clan invasions. The game was published in 2013 by Infinite Games Publishing, the same company which later published MechWarrior Tactics . IGP filed for bankruptcy and sold off

13572-484: The dangers that psykers pose, human civilisation cannot do without them: their telepathic powers provide faster-than-light communication and they are the best counter to supernatural foes on the battlefield. For this reason, the Imperium rounds up any psykers it finds and trains them to control their abilities and resist Warp predators. Those who fail or reject this training are executed for the safety of all. Those who pass their training are pressed into life-long servitude to

13728-460: The dying of the light". Through constant sacrifice and toil, the Imperium delays its inevitable doom. The tone of the game's setting, exemplified by its slogan "In the grim darkness of the far future, there is only war", shaped the " grimdark " subgenre of scifi, which is particularly amoral, dystopian or violent. As the setting is based on a wargame, the spin-off novels and comic books are often war dramas with protagonists being warriors of some sort,

13884-603: The early 1970s. The first known occurrence, from 1970, is a set of rules by Len Patt published in The New England Wargames Association's bulletin, The Courier. In 1971 a set of medieval miniatures rules entitled Chainmail , published by a tiny company called Guidon Games , headquartered in Belfast, Maine included a fantasy supplement detailing rules for battle involving fantastic creatures. Later, in 1974, TSR designer E. Gary Gygax wrote

14040-458: The embodiment of human nightmares and dark emotion, given physical form and sentience by the Warp—this idea comes from the 1956 movie Forbidden Planet . Chaos carries a lot of influences from H. P. Lovecraft, such as mystical artefacts that drive people insane and secretive cults dedicated to evil gods. The Emperor of Man was inspired by various fictional god-kings, such as Leto Atreides II from

14196-498: The end of the 18th century. The earliest wargames were based on chess; the pieces represented real military units (artillery, cavalry, etc.) and squares on the board were color-coded to represent different terrain types. Later wargames used realistic maps over which troop pieces could move in a free-form manner, and instead of chess-like sculpted pieces they used little rectangular blocks because they were played at smaller scales (e.g. 1:8000). The Prussian army formally adopted wargaming as

14352-401: The extent that a chess player would recognize wargaming merely as a different scaled version of his or her own game. During the 1960s and 1970s, two new trends in wargaming emerged: First were small-unit rules sets which allowed individual players to portray small units down to even a single figure. These rules expanded the abilities of the smaller units accordingly, to magnify their effect on

14508-483: The figurines exhibited firearms). When two infantry units fought in close quarters, the units would suffer non-random losses determined by their relative sizes. Little Wars was designed for a large field of play, such as a lawn or the floor of a large room, because the toy soldiers available to Wells were too large for tabletop play. An infantryman could move up to one foot per turn, and a cavalryman could move up to two feet per turn. To measure these distances, players used

14664-442: The figurines, terrain, movement and firing ranges all conform to single scale ratio. This is largely because of the need to compress the battle into the confined space of a table surface. Instead, miniature wargames prefer to use abstract scaling . For example, a 28 mm model rifleman realistically ought to be able to hit a target from 20 feet away, but this is larger than most tables. A miniature wargame would not be much fun if

14820-560: The first BattleTech Center at the North Pier Mall in Chicago. The BattleTech Center featured 16 networked, full-sized cockpits or "pods" that resembled a BattleMech cockpit with over 80 separate controls. Each player selected a 'Mech to pilot into combat against up to seven other human players in the other cockpits. Virtual World Entertainment, the company that managed the centers, later opened many other Virtual World centers around

14976-633: The floor, on a map drawn with chalk. The English writer H. G. Wells developed his own codified rules for playing with toy soldiers, which he published in a book titled Little Wars (1913). This is widely remembered as the first rulebook for miniature wargaming. Little Wars had very simple rules to make it fun and accessible to anyone. Little Wars did not use dice or computation to resolve fights. For artillery attacks, players used spring-loaded toy cannons which fired little wooden cylinders to physically knock over enemy models. As for infantry and cavalry, they could only engage in hand-to-hand combat (even if

15132-459: The galaxy via a network of magical tunnels called "the Webway", to which they have exclusive access. In the distant past, the Aeldari ruled an empire that dominated much of the galaxy, but it was destroyed in a magical cataclysm along with most of the population. The surviving Aeldari are divided into two major subfactions: the ascetic inhabitants of massive starships called Craftworlds; and the sadistic Drukhari (also known as "Dark Eldar"), who inhabit

15288-519: The game are a mixture of humans, aliens, and supernatural monsters wielding futuristic weaponry and supernatural powers. The fictional setting of the game has been developed through a large body of novels published by Black Library (Games Workshop's publishing division). Warhammer 40,000 was initially conceived as a scifi counterpart to Warhammer Fantasy Battle , a medieval fantasy wargame also produced by Games Workshop. Warhammer Fantasy shares some themes and characters with Warhammer 40,000 but

15444-463: The game board by two-inch-tall miniature figurines that the players can paint to their own specifications, although older publications such as the 1st edition included small scale plastic models originally created for the Macross TV series, and the 2nd and 4th edition boxed sets included small cardboard pictures (front and back images) that were set in rubber bases to represent the units. The game

15600-475: The game table. Understandably, the time and skill involved in assembling and painting models deters many people from miniature wargaming. Some firms have tried to address this by selling pre-assembled and pre-painted models, but these are rare because, with current technologies, it is hard to mass-produce ready-to-play miniatures that are both cheap and match the beauty of hand-painted models. The other options for players are to buy finished models second-hand or hire

15756-418: The game's fictional setting, Aeldari and Necrons are mortal enemies and would never fight alongside each other. The game uses a point system to ensure that the match will be "balanced", i.e., the armies will be of comparable overall strength. The players must agree as to what "points limit" they will play at, which roughly determines how big and powerful their respective armies will be. Each model and weapon has

15912-423: The hobby in the late 1960s and into the 1970s. In 1956, Tony Bath published what was the first ruleset for a miniature wargame set in the medieval period. In 1971, Gary Gygax developed his own miniature wargame system for medieval warfare called Chainmail . Gygax later produced a supplement for Chainmail that added magic and fantasy creatures, making this the first fantasy miniature wargame. This supplement

16068-506: The initial deployment zones at opposite ends of the playing field. The players roll dice to determine who takes the first turn. At the start of their turn, a player moves each model in their army by hand across the field. A model can be moved no farther than its listed "Move characteristic". For instance, a Space Marine model can be moved no farther than six inches per turn. If a model cannot fly, it must go around obstacles such as walls and trees. Models are grouped into "units". They move as

16224-405: The initial moves are recreated, "then an interesting medieval battle may well take place, but it will not be a re-creation of Crécy." Still, rules aimed at the non-professional hobby market therefore inevitably contain abstractions. It is generally in the area of the abstraction liberties taken by the designers that the differences between rules can be found. Most follow tried and true conventions to

16380-434: The large number of such pre-designed BattleMechs, vehicles, aerospace units and other military hardware, the creators also established a system of custom design rules, enabling players to generate their own units and field them in combat. In addition to game rule books, FASA published several background books detailing the history, political and social structures of various factions in the game, including all five Great Houses of

16536-517: The license from Topps. CGL continues to hold the license to this day; with the end of the MechWarrior: Dark Age miniatures game, the name of the traditional tabletop game has reverted to simply BattleTech . On June 24, 2009, Catalyst Game Labs announced that they had secured the rights to the "Unseen" art. As a result, art depicting the original 'Mechs could be legally used again. However, an update on August 11, 2009, stated that

16692-474: The marketing resources of these companies, sci-fi / fantasy wargames have displaced historical wargames in popularity. Players of miniature wargames tend to be more extroverted than players of board wargames and computer wargames. Players of miniature wargames are obliged to meet in person and play in the same room around a table, whereas board wargames can be played via correspondence and computer wargames can be played online; therefore miniature wargaming places

16848-448: The mid 3100s. A detailed timeline stretching from the late 20th century to the mid-32nd describes humanity's technological, social and political development and spread through space both in broad historical terms and through accounts of the lives of individuals who experienced and shaped that history, with an emphasis on (initially) the year 3025 and creating an ongoing storyline from there. Generally, BattleTech assumes that its history

17004-663: The miniature wargaming hobby was to network players across America and the UK. At the time, the miniature wargaming community was minuscule, and players struggled to find each other. In 1956, Scruby organized the first miniature wargaming convention in America, which was attended by just fourteen people. From 1957 to 1962, he self-published the world's first miniature wargaming magazine, titled The War Game Digest , through which wargamers could publish their rules and share game reports. It had less than two hundred subscribers, but it did establish

17160-548: The models could shoot each other from opposite ends of the table, and thus not have to maneuver around the battlefield. The 28 mm wargame Bolt Action solves this problem by compressing the range of a rifle to just 24 inches; likewise, a sub-machine gun's range is 12 inches and a pistol's range is 6 inches. These ranges may not be realistic, but at least their proportions do make intuitive sense, giving an illusion of realism. Abstract scaling may also be applied to figures and terrain features, e.g. model houses and trees may be

17316-447: The models is a major aspect of the hobby, and many customers of Games Workshop buy models simply to paint and display them. A player might spend weeks assembling and painting models before they have a playable army. The current official rulebook recommends a table width of 44 inches (1.1 m), and table length varies based on the size of the armies being used (discussed below). In contrast to board games, Warhammer 40,000 does not have

17472-478: The models that a player has selected to use in a match are collectively termed an "army." In Warhammer 40,000 , players are not restricted to playing with a fixed and symmetrical combination of game pieces, such as in chess. They get to choose which models they will fight with from a catalogue of "datasheets" presented in the rulebooks. Each datasheet corresponds to a particular model and contains any relevant gameplay statistics and permissible attachments. For instance,

17628-424: The most popular being the Space Marines . Otherwise, they tend be aristocrats of some sort such as Inquisitors, Rogue Traders, or Eldar princes, because only such people have the resources and liberty to have a meaningful impact on a galaxy-spanning setting whose civilisations are mostly autocratic. The source of magic is a parallel universe of supernatural energy, "the Warp". All living things with souls are tied to

17784-469: The most powerful countermeasure against Battleshock called Synapse. The Synaptic network is an aura around powerful leader beasts that compels Tyranids to fight on. There is a sub-species of the Tyranid race called "genestealers". When a human is infected by a genestealer, they are psychically enslaved and will sire children who are human-genestealer hybrids. These hybrids will form a secret society known as

17940-518: The novel God Emperor of Dune by Frank Herbert , and King Huon from the Runestaff novels by Michael Moorcock . The Emperor's suffering on the Golden Throne for the sake of humanity mirrors the sacrifice of Jesus . Humans fear artificial intelligence and creating or protecting an artificial intelligence (or 'abominable intelligence' ) is a capital offence (though most 'crimes' such as petty theft or adjusting machinery are also capital offences in

18096-532: The old editions." In the August 1997 edition of Dragon (Issue 238), Rick Swan reviewed FASA's fourth edition of BattleTech, and called it "A snap to learn... as exciting as it is addictive; there are few gaming experiences more satisfying than blasting giant robots into scrap metal." However, for people who already owned the third edition, Swan suggested that "there's no compelling reason to invest in version four." The BattleTech franchise first extended beyond

18252-416: The opponent's turn. A game of Warhammer 40,000 lasts until each player has taken five turns. A player wins the game when the turn limit ends and they have the most victory points. How players score victory points depends on what kind of "mission" was selected for the game. The most common way for players to score victory points is by controlling objective markers. Objective markers are 40mm markers placed on

18408-525: The opponent. In most miniature wargames, the outcomes of fights between units are resolved through simple arithmetic, usually combined with dice rolls or playing cards. All historical wargames have a setting that is based on some historical era of warfare. The setting determines what kind of units the players can deploy in their match. For instance, a wargame set in the Napoleonic Wars should use models of Napoleonic-era soldiers, wielding muskets and cannons, and not spears or automatic rifles. A fantasy wargame has

18564-438: The overall battle. Second was an interest in fantasy miniatures wargaming. J.R.R. Tolkien 's novel The Hobbit and his epic cycle The Lord of the Rings were gaining strong interest in the United States, and as a result, rules were quickly developed to play medieval and Roman -era wargames, where these eras had previously been largely ignored in favor of Napoleonic and American Civil War gaming. The two converged in

18720-515: The part of the deal regarding designs that originated in images from Macross had fallen through, returning the original images to Unseen status once again. Since then, designs that originated in images from Dougram and Crusher Joe are no longer considered Unseen. In the March 1988 edition of Dragon (Issue 131), Jim Bambra called the first edition BattleTech tabletop game "a brilliantly conceived and presented game of robotic combat set in

18876-580: The player's army roster; substitute models are forbidden. For example, if a player wants to use an Ork Weirdboy in their army, they must use an Ork Weirdboy model from Games Workshop. Games Workshop has also banned the use of 3D-printed miniatures in official tournaments. Public tournaments organised by independent groups might permit third-party models so long as the models are clearly identifiable as to which Warhammer 40,000 model they are meant to represent. Tournaments might also have rules regarding whether armies are permitted to be unpainted or must be painted to

19032-408: The playing field, positioned in accordance with the mission rules. Players score victory points on their turns when their allied models outnumber the enemy models positioned near the objective markers. Players might also have faction-specific ways to gain victory points, such as exterminating the enemy or retaining possession of a holy relic for a certain length of time. Most Warhammer 40,000 fiction

19188-404: The popular Magic: The Gathering . WizKids , owners of the BattleTech franchise after 2001, introduced a collectable miniatures-based variant of the classic tabletop game called MechWarrior: Dark Age in 2002 (later renamed MechWarrior: Age of Destruction ). The game incorporates WizKids' " Clix System ", a means of tracking the combat statistics and abilities of each figure by turning

19344-681: The property, these "Unseen" images were expanded to include all art produced "out-of-house" – that is, whose copyrights resided with the creators, not the company. Catalyst Game Labs has continued this practice. The game's popularity spawned several variants and expansions to the core system, including CityTech which fleshed out urban operations, infantry, and vehicle combat, AeroTech which focused on air and space-based operations, and BattleSpace which detailed large spacecraft combat. FASA also published numerous sourcebooks, known as Technical Readouts, which featured specifications for new combat units that players could select from. However, despite

19500-405: The release of a BattleTech game known as MechWarrior: Living Legends and the first public beta was released on December 26, 2009. A possible MechWarrior 5 was being produced, though it lingered in development for about a year and was eventually canceled. Originally, Smith & Tinker owned the BattleTech electronic rights, but, after failing to find funding for a new MechWarrior game,

19656-549: The requisite models. An example of this is Warhammer 40,000 which features many original characters who have a distinctive aesthetic, and Games Workshop and its subsidiaries reserve the exclusive right to manufacture models of these characters. Games Workshop models tend to be expensive because competing manufacturers are not allowed to offer cheaper copies of official Warhammer 40,000 models. While there's nothing to stop players using foreign wargaming models (generics or proprietary models from other wargames), doing so could spoil

19812-521: The rights in December 2014. Piranha Games continued work on MechWarrior 5: Mercenaries , was released as an Epic Games exclusive in December 2019. Piranha Games will be releasing a stand-alone sequel to MechWarrior 5: Mercenaries called MechWarrior 5: Clans on October 3, 2024. The franchise saw its first online-dedicated game with Multiplayer BattleTech: EGA in 1992, which was followed by Multiplayer Battletech: Solaris in 1996. 1994 saw

19968-622: The rights to the game in January 2001. They reworked the IP to launch their MechWarrior: Dark Age collectible miniatures game, but licensed the rights to continue to publish products for the old game to FanPro (itself a subsidiary of Fantasy Productions ). Topps bought Wizkids in 2003, but this did not change any publishing agreements at that time. FanPro held the license to the original tabletop game (which they rebranded as "Classic BattleTech") until 2007. At that point Catalyst Game Labs (CGL) acquired

20124-590: The rights to the series were bought by Piranha Games in 2011, who had originally been working with Smith & Tinker to create MechWarrior 5. On July 9, 2009, it was confirmed that the franchise would be rebooted. Further trailers were released and it was confirmed that the timeline would be set around 3015. Though it seemed that the legal troubles which originally plagued FASA due to the similarities between BattleTech mechs and those in Robotech/Macross had returned to cause some troubles for Piranha Games,

20280-432: The rules place no limit on how big an army can be, players tend to use armies comprising between a few dozen to a hundred models, depending on its faction. A large army will slow down the pace of the match as the players must physically handle many more models and consider each strategically. Larger armies also cost more money and take more work to paint and assemble. At the start of a game, each player places their models in

20436-406: The rules revisions "presenting the fundamentals in clear, simple language". Swan also admired the game's post-apocalyptic vision, calling it "one of the hobby's richest settings." He concluded with a recommendation to buy the third edition: "While the previous version was a class act ... the third edition stands as the definitive treatment, a handsome upgrade worth the purchase price even for owners of

20592-453: The same base. Miniature wargames are not played at the strategic or operational level because at that scale the models would become imperceptibly tiny. Miniature wargames are generally played for recreation, as the physical limitations of the medium prevents it from representing modern warfare accurately enough for use in military instruction and research (see the section below on abstract scaling for one reason). A historical exception to this

20748-731: The second game held few similarities to its predecessor. The first pure simulation of BattleMech combat, however, was released for computers in 1989. Titled MechWarrior and published by Activision , the single-player game gave users the opportunity to pilot a range of Mechs and engage in combat against computer-controlled opponents. Sequels MechWarrior 2 (1995), MechWarrior 2: Mercenaries (1996), MechWarrior 3 (1999) and MechWarrior 4 (2000), and MechWarrior 4: Mercenaries (2002) created simulations of progressively higher technical sophistication. "Mekpaks" for MechWarrior 4: Mercenaries made by Mektek were released, adding new weapons, Mechs and graphics. A group also modded Crysis for

20904-456: The seldom compatible necessity to make an enjoyable 'game'. Historical battles were seldom fair or even, and the potential detail that can be brought to bear to represent this in a set of rules always comes at the cost of pace of the game and enjoyment. In Osprey Publishing 's book about the Battle of Crécy , from its series on historical campaigns, there is included a detailed section on wargaming

21060-818: The series' first console original title, the simply titled BattleTech for the Sega Genesis . Other notable titles include the MechCommander series for the PC ( MechCommander in 1998 and MechCommander 2 in 2001), the MechAssault series ( MechAssault and MechAssault 2: Lone Wolf in 2002 and 2004, respectively, for the Xbox , and MechAssault: Phantom War in 2006 for the Nintendo DS ). A new turn-based strategy game , simply titled BattleTech ,

21216-419: The servants of Chaos are malevolent and insane, adopting the aesthetics of body horror and cosmic horror in the design of their models and story details. The struggle against Chaos is central to the setting of Warhammer 40,000 . As with the Imperium, Chaos players have access to a large variety of models, allowing them to design their army for any style of play. That said, players may theme their army around

21372-427: The setting with original characters with distinctive visual designs. Games Workshop's official line of models for Warhammer eventually took on such a distinctive look that rival manufacturers could not produce similar-looking models without risking a lawsuit over copyright infringement. Although there was nothing to stop players of Warhammer from using foreign models from third-party manufacturers, doing so could spoil

21528-405: The shape of arena contests and duelling , form the grist of both novelized fiction and game backstories. The level of technology evident in BattleTech is an unusual blend of the highly futuristic and the nearly modern. The universe leans towards hard science fiction concepts. Much of the technology is either similar to that of the present day, or considered plausible in the near-future, such as

21684-403: The ship's speed and the use of its cannon by measuring angles with the protractor. In naval wargaming of the modern period, General Quarters , primarily (though not exclusively) using six-sided dice, has established itself as one of the leading sets of World War I and II era rules. Some land-based miniature wargames have also been adapted to naval wargaming. All at Sea , for example,

21840-483: The start of the player's turn. All Necron models have a Leadership score of 10 (the maximum possible), so Necrons rarely suffer from morale failure. Necrons do not have any psykers, but they possess units called "C'tan shards" which are psyker-like. The Aeldari (formerly called the Eldar) are based on High Elves of fantasy fiction. Aeldari have very long lifespans and all of them have some psychic ability. The Aeldari travel

21996-399: The state and are closely monitored for misconduct and spiritual corruption. Rick Priestley cites J. R. R. Tolkien , H. P. Lovecraft , Dune , Paradise Lost , and 2000 AD as major influences on the setting. The Chaos Gods were added to the setting by Bryan Ansell and developed further by Priestley. Priestley felt that Warhammer ' s concept of Chaos, as detailed by Ansell in

22152-400: The supernatural exists, is powerful and is usually untrustworthy if not outright malevolent. There are effectively no benevolent gods or spirits in the cosmos, only daemons and evil gods, and the cults dedicated to them are proliferating. In the long run, the Imperium of Man cannot hope to defeat its enemies, so the heroes of the Imperium are not fighting for a brighter future but "raging against

22308-533: The supplement Realms of Chaos , was too simplistic and too similar to the works of Michael Moorcock , so he developed it further, taking inspiration from Paradise Lost . The story of the Emperor's favoured sons succumbing to the temptations of Chaos deliberately parallels the fall of Satan in Paradise Lost . The religious themes are primarily inspired by the early history of Christianity. Daemons in WH40K are

22464-546: The tabletop wargame format with the release of MechWarrior , a role-playing game in which players portray BattleMech pilots or other characters in the 31st century. The RPG system has been republished in several editions and expanded by various sourcebooks and supplements. In 1996, FASA also introduced the BattleTech Collectible Card Game , a CCG developed by Wizards of the Coast , creators of

22620-610: The transference process was flawed, as they all lost their souls and all but the highest-ranking ones became mindless as well. They are waking up from millions of years of hibernation in underground vaults on planets across the galaxy and seek to rebuild their old empire. Necron designs evoke ancient Egypt in their design, although they are not based on the Tomb Kings of Warhammer Fantasy . Necron infantry have strong ranged firepower, tough armour, and slow movement. Necron units can rapidly regenerate wounds or "reanimate" killed models at

22776-418: The two settings are independent of each other. The game has received widespread praise for the tone and depth of its setting, and is considered the foundational work of the grimdark genre of speculative fiction , the word grimdark itself derived from the series' tagline: "In the grim darkness of the far future, there is only war". Warhammer 40,000 has spawned many spin-off media. Games Workshop has produced

22932-533: The war-torn universe of the Successor States", and complimented the high production values of the game components. Bambra concluded with a recommendation: "Try the Battletech game. If you like it, it might inspire you to form your own BattleMech unit and battle your way across the Successor States." In the June 1993 edition of Dragon (Issue 194), Rick Swan reviewed FASA's third edition and liked

23088-483: The world. It later merged with FASA Interactive Technologies (FIT) to form Virtual World Entertainment Group (VWEG) in order to better capitalize on FASA's properties. In 1999, Microsoft Corporation purchased VWEG to integrate FIT into Microsoft Game Studios and sold VWE. VWE continues to develop and support the current BattleTech VR platform called the Tesla II system, featuring BattleTech: Firestorm . Members of

23244-399: Was inspired by the growing popularity of The Lord of the Rings novels by J. R. R. Tolkien . Gygax later went on to develop the first tabletop role-playing game: Dungeons & Dragons . Dungeons & Dragons was a story-driven game, but adapted wargaming rules to model the fights players could get in. Battles in Dungeons and Dragons rarely featured more than a dozen combatants, so

23400-449: Was originally meant to encourage customers to buy more miniature models. Warhammer 40,000 was originally conceived as a science-fiction spin-off of Warhammer Fantasy . Though the games share some characters and tropes, their settings are separate. The setting of Warhammer 40,000 is violent and pessimistic: human scientific and social progress have ceased; humanity is in a state of total war with hostile alien races and occult forces; and

23556-583: Was released in April 2018. The game was developed by Harebrained Schemes , and led by Jordan Weisman , the creator of the series. BattleTech material appeared in various publications from other companies, ranging from articles in professional gaming magazines to fanzines devoted exclusively to the game. FASA provided some material to gaming magazines, allowed associated fan clubs like MechForce to publish newsletters, and treated some magazines like BattleTechnology as semi-official publications. Some of this material

23712-528: Was the first miniature wargame designed to use proprietary models. Games Workshop at the time made miniature models for use in Dungeons & Dragons . Warhammer was meant to encourage customers to buy more of these models. Whereas miniature models were optional in Dungeons & Dragons , Warhammer mandated their use and the battles tended to be larger. Initially, Warhammer had a threadbare fictional setting and used generic stock characters common to fantasy fiction, but as time went on, Games Workshop expanded

23868-559: Was the introduction of elaborate rules in the early 20th century that made the hobby more popular. Small miniature ships, often in 1:1200 scale and 1:1250 scale , were maneuvered on large playing surfaces to recreate historical battles. Prior to World War II, firms such as Bassett-Lowke in England and the German company Wiking marketed these to the public. After World War II, several manufacturers started business in Germany, which remains

24024-428: Was the popularity of such titles that other authors were able to have published wargaming titles. This output of published wargaming titles from British authors coupled with the emergence at the same time of several manufacturers providing suitable wargame miniatures (e.g. Miniature Figurines, Hinchliffe, Peter Laing, Garrison, Airfix , Skytrex, Davco, Heroic & Ros) was responsible for the huge upsurge of popularity of

24180-482: Was the two World Wars, which de-glamorized war and caused shortages of tin and lead that made model soldiers expensive. Another reason may have been the lack of magazines or clubs dedicated to miniature wargames. Miniature wargaming was seen as a niche within the larger hobby of making and collecting model soldiers. In 1955, an American named Jack Scruby began making inexpensive miniature models for miniature wargames out of type metal . Scruby's major contribution to

24336-405: Was treated as canon at the time and some of it, especially 'Mech designs, came to be used in official product. An exhaustive list is impossible but more notable publications are listed below. Magazines with some BattleTech articles: Fanzines and magazines dedicated to BattleTech: The BattleTech creators' goal of creating an immersive BattleMech simulation came about 1990 with the opening of

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