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How to start playing Warhammer 40K?

Warhammer 40K is also played as a role-playing game, in a future so distant that only war remains. You play soldiers, an inquisitor's agents, the retainers of a great house, or ordinary people caught in a machine far larger than they are.

Getting started is mostly about picking the right door, because several games share this setting. Here is what they do, which one to take first, what you need to gather, how to build a first character and how to run your first session, around a table or online.

What is Warhammer 40K?

Warhammer 40K is a science fiction setting created by Games Workshop in 1987, spread across miniature games, novels and tabletop role-playing games. One player takes the game master seat: they describe the worlds, play the enemies of the Imperium and arbitrate the rules. The others each play a character caught in that endless war.

Several role-playing games tell this setting. Wrath & Glory stages heroes able to face the worst the galaxy has, using pools of six-sided dice. Imperium Maledictum plays lower down, among agents and retainers, on a hundred-sided die system. Older lines such as Dark Heresy cover the same ground with heavier rules.

How to start playing Warhammer 40K?
© Games Workshop Limited. Warhammer, Warhammer Fantasy Roleplay and all associated names, marks and images are trademarks and/or copyrights of Games Workshop Limited.

Starting 40K, step by step.

The game
Pick your game first

Wrath & Glory for heroic action, Imperium Maledictum for investigation and survival. Both tell the same setting in a different tone.

The rules
Get hold of a starter set

Both lines publish one, with the core rules, ready-made characters and an adventure. It is the cheapest way to try before committing.

The table
Gather three to five players

Four players and a game master is the balance most adventures are written for. Fewer works too, more stretches out every fight.

The game master
Choose a game master

This is the person who describes the worlds, plays the xenos and the heretics and rules on the rules. An hour of prep per session is plenty.

The character
Choose your place in the Imperium

Space Marine, Guard trooper, inquisitorial agent, priest or tech-adept: that choice sets the tone of the game as much as your abilities.

The first game
Run a starter mission

A world, an objective, a threat: the published adventures hand you all of it. Improvising comes easier once you have played.

What you need to get started.

The rules
A starter set, or the core book

The set holds the essential rules and a complete adventure. The thick book can wait for the second or third session.

The dice
Dice, depending on the game

Wrath & Glory uses handfuls of six-sided dice, Imperium Maledictum uses hundred-sided dice. Check before the first session.

The sheets
One character sheet per player

Print the official sheet for the game you chose. Bring a pencil, gear and wounds change constantly.

The pregens
Ready-made characters

They save two hours of creation before the first scene and show what a workable character looks like in this setting.

The slot
A three to four hour slot

Under three hours the mission barely stands up. Plan a break in the middle, attention drops after two hours.

The notes
Something to take notes with

World names, officers and contacts vanish between sessions. One player taking notes does the whole table a favour.

How to start playing Warhammer 40K?
© Games Workshop Limited. Warhammer, Warhammer Fantasy Roleplay and all associated names, marks and images are trademarks and/or copyrights of Games Workshop Limited.

Building your first character.

Creation starts with a question of tone: are you a hero able to stand against a horde, or an agent who survives by staying unnoticed? In Wrath & Glory, a shared power level lets a Space Marine and a plain trooper sit at the same table. In Imperium Maledictum, everyone stays human, fallible and entirely replaceable.

Then come origin, faction and role, followed by characteristics, skills and gear. Count an hour for a first character, a few minutes from a pregenerated one. Do not chase the optimal sheet: in this setting, a character becomes memorable through what they accept to lose in order to finish the mission.

Your first session.

Plan a full evening and a short mission written for beginners. The adventures bundled with starter sets exist for that: they hand you a place, an objective and a threat, without asking the game master to know forty years of publications.

Open on a simple scene, a landing, a summons, a contact who has gone silent, and let the players ask questions. The game master does not need to know every rule: when in doubt, call it quickly, note the question and check after the session.

The mistakes beginners make.

The lore
Trying to master the whole setting first

Forty years of publications do not fit in one head. The Emperor, the Imperium and one specific threat are enough for a first session.

The Space Marine
Assuming you have to play a Space Marine

It is the best known image, rarely the most interesting to play. An ordinary servant makes the galaxy far more frightening.

Going solo
Building the characters separately

Characters built apart turn up with no ties and no reason to cooperate. A shared creation session settles it and starts the story.

The firefight
Trying to settle everything by gunfire

In 40K a straight fight kills quickly and often. Investigation, caution and preparation save more characters than shooting does.

The campaign
Launching a campaign on session one

Announcing two years of play before knowing whether the group holds is the surest way to give up halfway. Three sessions is test enough.

The letter of the rule
Applying every rule to the letter

Looking up the exact rule for ten minutes breaks the pace better than any xenos. Make a call on the spot, check between sessions.

Playing Warhammer 40K online.

Your players rarely all live in the same city, and free evenings seldom line up. Online, everyone joins from home, with voice, video, dice and a shared space that stands in for the table.

Tomeus is a virtual tabletop built to be quick: you create a game, import a backdrop image, pick a track and send the link. Your players join in one click, with their sheets and the dice roller in front of them, and nothing to install.

Go further with Warhammer 40K.

Go further with tabletop RPGs.

Frequently asked questions.

Which Warhammer 40K RPG should a beginner choose?

Wrath & Glory if you want action and powerful characters, on a fairly direct six-sided dice pool system. Imperium Maledictum if you prefer investigation, tension and fragile characters, on a hundred-sided die system close to Warhammer Fantasy. Either plays without knowing anything about the other.

Do you need to know the setting to play?

No. Three sentences carry it: a vast, dying human empire, an Emperor kept artificially alive for ten thousand years, and enemies everywhere, outside and within. The rest is learned by playing, mission after mission, exactly the way the characters find it out.

Can you play a Space Marine?

Yes, particularly in Wrath & Glory, which uses power levels so a Space Marine can sit alongside more fragile characters. Many tables still prefer to start with ordinary humans: the galaxy is far more frightening when you have no power armour.