They infiltrate not only the criminal underworlds and hive gangs of their host planets, but also the Astra Militarum regiments that recruit from them. To the Hivecult, it is a divine duty to be armed and dangerous. The members of the Hivecult are used to fighting in tight-knit military units.
If you want a force well-drilled in the use of sidearms as well as repurposed industrial tools, then is your Cult. In battle, they fight with an uncanny discipline that sees them triumph against the odds.
The Cult of the Bladed Cog is born as much of metal as it is of raw human stock, and is further augmented by the extra-galactic anatomies of the Tyranids.
This great blend of human, xenos beast and war machine is a deadly threat to its Adeptus Mechanicus hosts. If you see no difference between man, machine and alien then join the Bladed Cog. Their belief that all three can be made into a single, all-conquering organism has given them a supernatural resilience that makes them strong and hardy combatants.
The weather-beaten, rugged survivalists of the Rusted Claw are more at home on the open wastes than they are in the claustrophobic confines of an Imperial underhive.
They are the pioneers, the nomads and the prospectors of their kind. Throw away your material possessions and join the cult of the Rusted Claw.
While they are often clad in rags and tattered leather, the skin and chitin beneath is as hard as oak. The Masque of the Midnight Sorrow numbers many bands of Players, scattered far across the realms of the Aeldari, all fighting a constant war against the Ruinous Powers.
The worshippers of Chaos face few more determined or single-minded foes: these Harlequins will perform any deed to defy She Who Thirsts. Midnight Sorrow units can always be in the right place to launch a devastating counter-attack, making them perfect for players who want to control the flow of the battlefield. Facing the Harlequins of the Laughing God in battle is a terrifying experience, but few masques are as sinister or unsettling as those of the Silent Shroud.
The Silent Shroud affect the morale of nearby units, increasing their likelihood of fleeing under fire. If surgical strikes are your style, you might want to consider the Silent Shroud. Their victims barely have time to realise their danger before the Harlequins are dispensing death throughout their ranks. The Masque of the Veiled Path epitomises every mistrustful thought and resentful prejudice Humanity has ever held for the Aeldari.
Amongst the Asuryani, it is said that to trust the Veiled Path is to step willingly into the void. For all this, they are skilled warriors. The Frozen Stars strike wherever and however they believe will elicit the greatest and grisliest amusement.
In some ways they carry themselves as a force for good, striving to inspire their fellow Aeldari and follow the steps of the Final Act. Frozen Stars armies get more powerful when they play aggressively, and are a good pick if you like to engage quickly and devastate your enemies with a flurry of blows. In the Dreaming Shadow, the fervour and energy of the Harlequins becomes something grimmer and more funereal.
They are the guardians of myriad symbolic underworlds; their charge is to ensure that the dead stay dead, and the slumbering never wake.
Mortally wounded warriors of the Dreaming Shadow will attempt to land one final strike upon their foe — perfect if you want to ensure that even in death, your units are effective. Since first settling on the planet Raisa — located upon the very edge of the known galaxy — House Cadmus have taken great pride in their autonomous nature.
In recent times, when the shadow of Hive Fleet Leviathan fell over Gryphonne IV, the Knights of Raisa fought ferociously in its ultimately doomed defence. The destruction of the forge world freed House Cadmus from their obligations to the Tech-Priests, resulting in a change of allegiance that was widely embraced. The Knights of House Cadmus hone their skills in competitive hunts — they excel at destroying enemy infantry, cutting them down in droves with deadly sweeps of their chainblades and mailed fists.
No knightly house exemplifies proud martial tradition like House Terryn. Its Nobles have fought for Humanity since its founding in the 25th Millennium. The house derives its name from Maximilian Terryn, first ruler of the tropical world of Voltoris, a planet colonised at the start of the Age of Strife.
Driving their towering steeds ever onward, the Nobles of House Terryn are amongst the most eager to get to grips with their foes. If you want to thunder across the battlefield, this house is for you. Legend has it, before the STC Knight suits could be completed, settlers were forced to fight these beasts from horseback. Wielding gargantuan weapons with the skill and grace of an expert duellist, scions of House Griffith live for the glory of combat.
Griffith is your house if you want to revel in meeting out justice, up close and personal. There is no knightly house more loyal than House Hawkshroud. Its Nobles have cultivated an impeccable reputation for honouring their debts and keeping their word regardless of the personal cost, often on campaign fulfilling the promises of their lords and laying down their lives to uphold past alliances.
Whilst their oaths remain unfulfilled, the Knights of House Hawkshroud will stand and fight to their dying breath. Ideal for a general who values outlasting their opponents. By the time the antecedents of House Mortan had arrived upon Kimdaria, the mysterious nebula known as the Black Pall surrounded the planet. The Knights of House Mortan know well the value of a well-placed strike — they honour a well-executed killing blow above all else.
When fighting at close quarters, they rain deadly-accurate blows upon their quarry, each movement carefully calculated for maximum effect.
Chrysis was the first Knight world to be rediscovered during the Great Crusade. The Nobles of House Krast are driven to take on the largest foes, making them peerless hunters of renegade Knights. Their cold, calculated efficiency gives them the edge in lethal close-quarters battles and duels. Only a handful of cities remain on the Questor Mechanicus world of Kolossi. Ever advancing, the guns of House Raven never once let up. If you want to stomp implacably across the battlefield, unleashing copious amounts of firepower, House Raven is for you.
True servants of the Machine God, the warriors of House Taranis bear the honour of belonging to the first of the knightly houses, and although they bear the names of Noble and Knight, they do not follow the feudal ways of their kin. Founded on Mars, House Taranis believe themselves uniquely favoured by the Omnissiah. It may well be true — their superbly maintained machines shrug off blows that first seem to have struck true. If you like your enemies stare in disbelief at the amount of punishment you can take, choose House Taranis.
Despite being one of the greater houses amongst those aligned to the Adeptus Mechanicus, House Vulker is reclusive and mysterious. Yet when called to war, the Knights of House Vulker leave behind their curious trappings, striding out to do battle with all the surety of their peers. House Vulker places a premium upon well-coordinated plans for both attack and defence, always engaging the enemy at the optimal distance by utilising carefully cogitated trajectories. The accuracy of their close-range firepower is legendary amongst the knightly houses.
Every other clan knows that the Bad Moons are showy gits with too many teef for their own good. They also know to dive for cover when the yellow-daubed loons open fire — the sheer amount of dakka that a Bad Moons warband kicks out is amazing to behold. Want to show off the biggest, loudest, and shiniest shootas? With all manner of targeting arrays, extra ammo feeds, and bandoliers of additional munitions, Bad Moons can typically lay down more dakka than any other clan.
This reputation comes from their tendency to use actual battlefield tactics, often to great effect — nothing surprises an enemy commander like Orks who actually think about how, where, and when to fight. Their instinctive grasp of battlefield strategy allows them to surprise even the most experienced enemies with their manoeuvres, feints, and ambushes.
Orks of the Deathskulls are cunning, light-fingered, untrustworthy and insular, with a mean streak a mile wide. That said, there are none more skilled when it comes to looting the battlefield and cobbling together weapons and tanks from the resultant junk.
Are you superstitious? Is your favourite colour blue? If you want to surge across the battlefield in a roaring green tide, this is the clan for you.
Once you get stuck into hand-to-hand combat, the Goffs quickly overwhelm their enemies by dint of sheer violent ferocity. If it goes fast, kills people violently, and is painted a bright and garish red, then an Evil Sunz Ork probably already has three of it, and undoubtedly wants another.
If you feel the need for speed, then go for this Clan and daub your vehicles, warriors, and even yourself bright red. For the Evil Sunz, this practice actually seems to work. Snakebites are traditionalists, and many of them are only one or two rusty rungs above Feral Orks on the ladder of civilisation. This has never held Snakebite warbands back, however, for when they unleash their tribal fury upon the enemy, there are few who can long withstand it.
While other clans may see them as somewhat backwards, their bizarre habit of actually allowing themselves to be bitten by venomous serpents to prove their toughness, means that they breed remarkably resilient warriors.
Freebooterz are outcasts from Ork society, greenskins who by choice or through exile have left their tribe and clan behind. They rampage around the galaxy in piratical mercenary warbands, fighting together even as they compete viciously with each other to accrue the most loot. Nab all the best loot for yourself by joining the Freebooterz. In battle, they strive to outdo their fellow greenskins — if one mob of Freebooterz starts doing well, their comrades will strive all the harder to show them up and grab the glory for themselves.
Choose this sept if you want to leave your enemies nowhere to hide. Protected by a formidable ring of floating fortresses, this martial-led sept is well-placed to protect itself from all manner of threats. If you want your forces to get up close and personal then this is the army for you — its warriors are experts in the deadly art of engaging the enemy at close quarters and annihilating them.
Want an army that can keep their head amidst the heat of battle? Unleash a storm of searing pulse energy on any foe foolish enough to charge your forces.
It is known to produce especially aggressive and skilled warriors. Want to take the fight to the enemy, utilising a highly mobile and aggressive form of warfare?
It has recovered quickly, thanks to its busy trade ports. Large numbers of aliens can be seen here alongside its famously efficient Water caste merchants and diplomats. If you want a sneaky army that makes extensive use of adaptive camouflage fields to elude and disorient your enemies then this is the sept for you.
Hive Fleet Behemoth was the first tendril of the Tyranid invasion to awaken after the long journey though the void. Its brutal, headlong charge through the eastern Imperium was driven by a ravenous hunger that had smouldered for countless aeons — a hunger it could never satiate.
If you favour an aggressive play style, then Behemoth are for you. This Hive Fleet unleashes the full might of its swarms in an overwhelming frontal assault. As the most aggressive of the Hive Fleets, Behemoth excel at getting into combat to feed. Its toxic hosts despoil and denature as they sweep across a world, spitting a miasma of polluting spores into darkening skies, and agonising their prey with a potent blend of necrotic poisons.
Use a range of toxins that adapt with terrifying speed to any foe, agonising and ravaging the bodies of their unfortunate victims with Hive Fleet Gorgon.
Hive Fleet Hydra drifts along in the wake of the Tyranid invasion, seeking out defeated splinters of previous hive fleets, cannibalising them and absorbing their genetic memory. Though Hydra appears relatively small, it is capable of unleashing vast hordes of bioforms, burying its prey under sheer weight of numbers. Do you dream of overwhelming your prey with sheet weight of numbers? Then Hive Fleet Hydra is for you if you like drowning them in a tide of chitin, flesh and slashing claws.
None can stand before the hordes of Hydra. Hive Fleet Jormungandr is an insidious menace. The Imperium has claimed to have destroyed the hive fleet on several occasions, only to discover that Jormungandr has burrowed deep beneath the infrastructure of its worlds like a flesh-eating parasite, lying in wait for the perfect moment to re-emerge.
Shock your foes by emerging from subterranean tunnels to attack. This makes the warrior-organisms of Hive Fleet Jormungandr extremely difficult to target — by the time you strike from your hidden locations, it is far too late for your enemies. Seen on a galactic scale, Hive Fleet Kraken is attacking across a front that covers thousands of light years, making a cohesive defence impossible to mount.
In the face of this seemingly unstoppable threat, whole Imperial systems have been evacuated or simply abandoned to their fate. Harry your enemies and unbalance their forces with the lightning-fast flanking attacks of Hive Fleet Kraken, before encircling them for the final, bloody massacre. This Hive Fleet has also been seen to feint retreats before springing a trap to utterly confound their prey.
A stifling aura of null power drifts ahead of its invasion swarms, before the fleet lands on prey planets and overcomes any defences through endless long-range barrages.
Such firepower lays waste to anyone foolish enough to stand up to the power of the Hive Mind. Hive Fleet Leviathan is the largest and greatest of the Tyranid hive fleets to descend upon the galaxy. Attacking upwards through the galactic plane, its tendrils are spread out across a broad front, stretched across the Segmentums Ultima, Tempestus and even Solar. You enemies will lose the will to fight after seeing the apparent indestructibility of your forces.
From Gheden, the Nihilakh dynasty defend their borders, jealously guarding their ancient secrets. Home of the alien-studying Xenarites, Stygies has a reputation for secrecy and untrustworthiness. Once a verdant world, Tallarn was devastated during the Horus Heresy and now comprises harsh deserts.
House Khomentis hunt daemonic creatures across their world — and revere them as embodiments of Chaos. As Vigilus burned, the Black Heart kabal took whole flotillas of refugees screaming back to Commorragh. Discovering a living city crafted by Chaos, the Coven of Twelve peeled it apart to experiment on it. A series of raids by the Coven of the Hex devastated Aeldari maiden worlds, massacring entire populations. House Griffith are named for their noble founder, who slew many of the fearsome dragons of their world.
The nobles of Raisa are only reluctantly allied to the Imperium, fiercely defending their domain. The nobles of Chrysis, the Knights of House Krast, rule over the ruins of their devastated world. Commander Farsight long ago abandoned the teachings of the Ethereals, but still fights for the Greater Good. The Warhammer Community webpage is the home of Warhammer on the web. Visit Website. Games Workshop has a chain of Warhammer stores around the world with friendly staff who can help with every aspect of the hobby, from painting advice to choosing your next project.
Find Your Store. In the grim darkness of the far future there is only war. Full Trailer. Like what you see? Sign up to the Games Workshop newsletter to get more in your inbox! New to Warhammer 40,? Collect Your Armies Every collection of Citadel miniatures represents a force fighting for survival in a galaxy of war. Assemble Your Forces Building your models is an integral part of the Warhammer 40, hobby, and one that gives hours of satisfaction.
Add Some Colour Painting your Citadel miniatures brings them to life and really makes them your own, and painted miniatures look great, whether on display or fighting across a tabletop. War on the Tabletop Warhammer 40, is a tabletop game of dark, futuristic warfare that sees carnage erupt in a spectacular scale. Explore the Legends Continue your adventures off the tabletop in a range of books from Black Library.
Play Amazing Video Games Experience the 41st Millennium digitally with a range of games across a variety of formats and platforms. Warhammer Animations. Experience Amazing Tales Encounter new heroes and embark on epic adventures in awesome animated series.
Free Core Rules The Warhammer 40, Core Rules shows you how to move, shoot, charge and fight with your units on the battlefield. One Phone 40K App Final 1. Recruit SpaceMarines. Recruit Necrons. Recruit Accessories. Gaming Wargear In addition to the push-fit miniatures, the Recruit Edition includes all the accessories you need to get them on the battlefield so you can learn how to play.
Recruit SoloBox. Get Started Today! Elite FullBox. Start at the Next Level! Elite Accesories. Gaming Wargear In addition to the push fit miniatures, the Elite Edition includes all the accessories you need to get them on the battlefield so you can learn how to play.
Elite SoloBox. Start Your Hobby in Style! Command FullBox. Take Command of Your Hobby! Command Accessories. Gaming Wargear In addition to the push fit miniatures, the Command Edition includes all the accessories you need to get them on the battlefield so you can learn how to play.
Command Terrain. Bring Your Battlefield to Life! Command SoloBox. Lead Your Warriors to Victory! Factions The galaxy is filled with myriad races, all constantly at war. Necrons From a time before Humanity existed, an ancient power stretches out through the veil of death itself, bearing cold disdain for all other forms of life in the galaxy.
Sisters of Battle There are none so full of faith and fury as the Sisters of Battle. Adeptus Custodes The Adeptus Custodes were the first and greatest of the super-soldiers engineered by the Emperor — they are nigh-immortal exemplars of legend. Adeptus Mechanicus The Adeptus Mechanicus wield strange and arcane technological weapons of phenomenal power. Astra Militarum The Astra Militarum are a blunt instrument of violence, wrought on a galactic scale. Chaos Daemons Nightmares given flesh, the Chaos Daemons are otherworldly creatures who war endlessly for their dark patrons.
Chaos Space Marines Once, they defended the Imperium. Craftworlds Craftworlds Aeldari are ancient, arrogant and exceptionally dangerous, having turned war into a fine art. Drukhari Striking without warning from the webway, the Drukhari are malicious corsairs who revel in the suffering of others. Grey Knights Wherever Daemons break through the veil of reality, wherever the powers of the warp manifest, the Grey Knights are there, fighting to protect the very soul of Humanity. Harlequins Capricious warriors who approach battle as a performance, the Harlequins are Aeldari who follow the mysterious Laughing God.
Imperial Knights Imperial Knights tower over the battlefield like ironclad idols of war. Orks Born to battle, Orks are brutal aliens who fight for the sheer fun of it with ramshackle, but lethal, weapons and armour. Tyranids Ravenous intergalactic predators, the Tyranids are an ever-adapting hive entity with a single, unstoppable directive: to feed.
Space Marines. An Ancient Evil Awakens After sixty million years in hibernation, the android legions of the Necrons are rising across the galaxy. Sisters of Battle. Army of the Faithful The Sisters of Battle are warriors of zealous devotion.
Adeptus Custodes. The Golden Legion 10, years ago the Custodians were created by the Emperor as his companions and sworn bodyguards. Adeptus Mechanicus. Astra Militarum. Hammer of the Emperor In a galaxy of terrors, those who would stand firm and fight for their species are champions all. Chaos Daemons. Horrors of the Warp Nearly every sentient being has a psychic resonance with the warp — a terrifying realm where emotion takes form.
Chaos Knights. Titanic Traitors Traitors to the Imperium they once defended, the Chaos Knights are a twisted mirror of the Imperial Knights, oathed now to the Ruinous Powers and rewarded with fell gifts. Chaos Space Marines. Raiders of Realspace Sundered from the Aeldari in the harrowing events of the Fall, the Drukhari are sadistic corsairs for whom the universe is merely a plaything.
Genestealer Cults. The Threat Within Genestealers are the pioneers of Tyranid invasions, infecting human cultures and, over generations, turning them into mutant insurrectionists known as the Genestealer Cults.
Grey Knights. The Masque of Death The Harlequins are an elite cadre of warrior-dancers who have escaped Slaanesh through the patronage of Cegorach, the mysterious Aeldari god of mischief. Imperial Knights. Dawn of Waaagh! For the Greater Good! The Great Devourer They came from outside of our galaxy — a predator from some distant, forsaken place. A world of perpetual gloom and technological marvels, Medusa is home to the Iron Hands. The death world of Fenris is the fierce home of the savage Space Wolves.
The radiation-soaked wastes of Baal are home to the noble but cursed Blood Angels. The White Scars fortress-monastery lies high in the mountains of the feudal planet Chogoris. The volcanic world of Nocturne breeds the hardy Space Marines of the Salamanders. The jungles and great beasts of Cretacia provide perfect hunting grounds for the Flesh Tearers. Once a prison, the moon of Deliverance is now the roost of the Raven Guard.
The Mephrit crownworld and Phaeron were lost in the long sleep, leaving them leaderless. The rapidly expanding Sautekh dynasty is centred on the crownworld of Mandragora. The Nephrekh Dynasty experiments with becoming beings of light from their crownworld of Aryand. In the Pariah Nexus, the Szarekhan Dynasty plot to shroud the galaxy in silence.
The very heart of the Imperium is the domain of the Order of the Ebon Chalice. The Order of the Bloody Rose are a bulwark against enemies in the galactic south. Agripinaa is a bastion of Imperial might in the midst of the Chaos-haunted Cadian sector. Birthplace of the Cult Mechanicus, Mars is revered above all other forge worlds. Famed for its plasma expertise, Ryza is beset by Ork invasions and intent on survival.
Stripped of all life, Metalica is a model of industrial efficiency. The coldly logical Graians pursue their goals relentlessly, to the exclusion of all else. The industrial world of Vostroya is famed for its noble Firstborn regiments. The well-drilled warriors of Mordian form the disciplined and valorous Iron Guard. For millennia, Cadia guarded the Imperium against Chaos.
Cadia fell, but its warriors fight on. War has wracked Armageddon for generations. Its soldiers are hardened and ready for battle. A death world where all the flora and fauna can kill you, Catachan breeds hardy soldiers. Harsh, poisonous Krieg mass-produces soldiers whose only purpose is to fight for the Imperium.
The game will now run on the emulator and you can play the game freely. Tip: Saving games on an emulator functions a little differently. The integrated save system will not save your progress. You can save your progress in whatever point you like within the game, not only on the official checkpoints offered by the game. Home Emulators Platforms Games. Close Privacy Overview This website uses cookies to improve your experience while you navigate through the website. Out of these cookies, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website.
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