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* DramaticIrony: ''[[{{Prequel}} The Old World]]'' has its various materials describe Duke Maldred of Mousillon as a charismatic Lord leading his dukedom to greatness. As materials of the previous edition show, Maldred was eventually revealed as a bloodthirsty madman who plunged his Dukedom into such a dark place it never recovered in an affair that would be known as "the false Grail".

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* DramaticIrony: ''[[{{Prequel}} The Old World]]'' has its various materials describe Duke Maldred of Mousillon as a charismatic Lord leading his dukedom to greatness. As materials of the previous edition editions show, Maldred was eventually revealed as a bloodthirsty madman who plunged his Dukedom into such a dark place it never recovered in an affair that would be known as "the false Grail".

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''Warhammer'' is a tabletop wargame where two or more players compete against each other with "armies" of 20mm to 50mm heroic scale miniatures. The rules of the game are published in a series of rulebooks, which describe how to move miniatures around the game surface and simulate combat in a balanced and fair manner. Games may be played on any appropriate surface, although the standard is a 6 ft. by 4 ft. tabletop decorated with model scenery in scale with the miniatures. Any individual or group of miniatures in the game is called a "unit", whether represented by a single model or group of similar troops.

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''Warhammer'' is a tabletop wargame where two or more players compete against each other with "armies" of 20mm to 50mm heroic scale miniatures. Armies of each race[=/=]faction are composed of melee and missile infantry, cavalry, chariots, artillery pieces, monstrous infantry, large monsters both groundborne and flying, and spellcasters, all led by mighty heroes. Many doctrines of warfare from Earth's history are represented: the Empire bringing stalwart 16th Century [[https://en.wikipedia.org/wiki/Pike_and_shot pike-and-shot]] tercio tactics; Bretonnia relying on the knightly cavalry charges of the High Middle Ages; the High Elves combining the phalanxes of ancient Greece with magic, [[BeastOfBattle war beasts]] and customary elvish grace and badassery; the Greenskins rampaging forward as an OnrushingArmy of Iron Age barbarians eager for the slaughter; the Skaven haphazardly fielding World War I-esque [[{{Pun}} ratling guns]], poison gas grenadiers and sniper teams alongside [[WeHaveReserves hordes of Clanrats armed with nothing but primitive clubs and torches]], and so on.

The rules of the game are published in a series of rulebooks, which describe how to move miniatures around the game surface and simulate combat in a balanced and fair manner. Games may be played on any appropriate surface, although the standard is a 6 ft. by 4 ft. tabletop decorated with model scenery in scale with the miniatures. Any individual or group of miniatures in the game is called a "unit", whether represented by a single model or group of similar troops.

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General clarification on works content


''Warhammer'' is the generic name of a number of tabletop {{Wargam|ing}}es and {{Tabletop RPG}}s marketed by UK firm Creator/GamesWorkshop. "Warhammer" was a tabletop battle game that began in 1983 and was previously known as ''Warhammer Fantasy Battle'' (WHFB). It was officially discontinued and replaced with the ''[[TabletopGame/WarhammerAgeOfSigmar Warhammer: Age of Sigmar]]'' game universe by Creator/GamesWorkshop in July 2015, and all official GW support for ''Warhammer Fantasy Battle'' was discontinued until 2024, which saw the release of ''Warhammer: The Old World'', a revisiting of the setting at an earlier point in its history, 243 years before the End Times, as a rough equivalent of the ''Literature/HorusHeresy: Age of Darkness'' game for ''TabletopGame/Warhammer40000''.

The Warhammer world is closely based on our own, with continents laid out in a similar pattern, and the action is mostly located within "The Old World", roughly analogous to 16th century Europe. Other locations of note are Ulthuan, the island home of the High Elves, and "The New World", which has two continents, Naggaroth in the North, home to the Dark Elves, and southern Lustria, home to the Lizardmen. At the very North pole of the world is the Chaos Wastes, a nightmare realm from which the greatest evils of the world originate. In addition, the map of the Warhammer world includes several locations not covered by the game, with [[SarcasmMode such original names]] as [[{{Wutai}} Nippon and Cathay]] (Cathay is even protected by a [[TheGreatWall "Great Bastion"]]).

Standard fantasy elements are also present -- Elves used to dominate but are a shadow of their former selves; Dwarfs occupy the few mountain strongholds that have not yet fallen to Skaven, Orcs and Goblins. Chaos is present, both in the form of great warbands of mutated and corrupted warriors and as cult activity in the heart of society.

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''Warhammer'' is the generic name of a number of tabletop {{Wargam|ing}}es and {{Tabletop RPG}}s marketed by UK firm Creator/GamesWorkshop. "Warhammer" was a tabletop battle game that began in 1983 and was previously known as ''Warhammer Fantasy Battle'' (WHFB). It was officially discontinued and replaced with (WHFB).

[[folder:About
the ''[[TabletopGame/WarhammerAgeOfSigmar Warhammer: Age of Sigmar]]'' game universe by Creator/GamesWorkshop in July 2015, and all official GW support for ''Warhammer Fantasy Battle'' was discontinued until 2024, which saw the release of ''Warhammer: The Old World'', a revisiting of the setting at Setting]]

''Warhammer'' takes place on
an earlier point in its history, 243 years before the End Times, as unnamed planet that bears a rough equivalent of the ''Literature/HorusHeresy: Age of Darkness'' game for ''TabletopGame/Warhammer40000''.

The Warhammer world is closely based on
striking resemblance to our own, own Earth, with continents laid out in a similar pattern, and though not quite the same shape.

Most of
the action is mostly located takes place within "The Old World", roughly analogous to 16th century Europe. Other locations The continent is dominated by the Empire of note Man, a human-dominated polity based on the real life [[UsefulNotes/HolyRomanEmpire Holy Roman Empire]] and presided over by an elected Emperor and a dogmatic ChurchMilitant centered on [[DeityOfHumanOrigin worship of the]] [[FounderOfTheKingdom Empire's founder, the barbarian warrior-king Sigmar]]. The Empire's western neighbour and rival[=/=][[EnemyMine occasional ally]] is the kingdom of Bretonnia, a [[FrenchJerk comparatively poor and socially backwards analogue of France]] with a dash of King Arthur's England ([[CampbellCountry but very]] ''[[CampbellCountry wrong]]'') thrown in for flavour along with every foul stereotype of TheDungAges. There are Ulthuan, other human realms in the Old World including the mysterious and rain-swept island home of Albion, the High Elves, grimly proud and frigidly cold northeastern realm of Kislev, the free MerchantCity state of Marienburg, and the civilized and cosmopolitan southern kingdoms of Estalia and Tilea, but these are usually kept OutOfFocus in the wider narrative and not represented by official armies in the game.

There is also
"The New World", which has two continents, continents: Naggaroth in the North, north, an inhospitable frozen wasteland home to all manner of terrible monsters, not least of which the cruel and xenophobic Dark Elves, and southern Lustria, a sweltering southern jungle home to the Lizardmen. Lizardmen as well as other dangers. There is also a third continent: Ulthuan, the {{Atlantis}}-esque home of the High Elves. At the very North north pole of the world is the Chaos Wastes, a nightmare realm from which the greatest evils of the world originate. originate.

In addition, the map of the Warhammer world includes several OutOfFocus locations not covered by the game, with [[SarcasmMode such original names]] as [[ArabianNightsDays Araby]], [[MysticalIndia Ind]], [[{{Wutai}} Nippon and Cathay]] (Cathay is even protected by a [[TheGreatWall "Great Bastion"]]).

Standard fantasy elements are also present -- the Elves used to dominate the world but are [[VestigialEmpire now a shadow of their former selves; selves]], splitting into three factions after a civil war and now battling against impending extinction in a world that is no longer theirs to call; Dwarfs occupy the few mountain strongholds that have not yet fallen to Skaven, Orcs and Goblins. Goblins, fighting a desperate defensive war with grim determination. Chaos is present, represents a constant existential threat for the good... erm, ''[[BlackAndGrayMorality civilized]]'' races, both in the form of great warbands of mutated and corrupted warriors and as insidious cult activity in the heart of society.



The darkly humorous and bleak feel of the setting and game is what set it apart from the plethora of other similar fantasy universes. If you were to combine equal parts Creator/JRRTolkien, Creator/MichaelMoorcock's [[Literature/TheElricSaga Elric]], ''Franchise/ConanTheBarbarian'', ''TabletopGame/DungeonsAndDragons'', ''Literature/ASongOfIceAndFire'', Creator/MontyPython, ''Manga/{{Berserk}}'', and Creator/TerryPratchett's ''Literature/{{Discworld}}'', with a little Creator/HPLovecraft for good measure, then you would have found something similar to ''Warhammer''.

There is also a science fiction tabletop miniatures wargame set in a universe having much in common with ''WHFB'': ''TabletopGame/Warhammer40000'', generally known simply as "40K". Think of it as ''Warhammer'' [[RecycledWithAGimmick in space]], though it has grown over the years into a distinct and very different game, and has become much more popular than ''Warhammer'', at least in the United States. One fan theory holds that the Old World is actually a planet in the [=WH40K=] galaxy, but cut off by [[HyperspaceIsAScaryPlace warp storms]] or otherwise isolated. Some official GW merchandise has supported this theory, though it remains non-canon.

''Warhammer'' is a tabletop wargame where two or more players compete against each other with "armies" of 20 mm to 50 mm heroic scale miniatures. The rules of the game are published in a series of rulebooks, which describe how to move miniatures around the game surface and simulate combat in a balanced and fair manner. Games may be played on any appropriate surface, although the standard is a 6 ft. by 4 ft. tabletop decorated with model scenery in scale with the miniatures. Any individual or group of miniatures in the game is called a "unit", whether represented by a single model or group of similar troops.

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The darkly humorous and bleak feel writing of the setting is quintessentially British, with a bleak and game is what set it apart from the plethora cynical feel and a constant undercurrent of other similar fantasy universes. very dry and often [[BlackComedy gallows]] humour. If you were to combine equal parts Creator/JRRTolkien, Creator/MichaelMoorcock's [[Literature/TheElricSaga Elric]], ''Literature/TheElricSaga'', ''Franchise/ConanTheBarbarian'', ''TabletopGame/DungeonsAndDragons'', ''Literature/ASongOfIceAndFire'', Creator/MontyPython, ''Manga/{{Berserk}}'', and Creator/TerryPratchett's ''Literature/{{Discworld}}'', with a little Creator/HPLovecraft for good measure, then you would have found something similar to ''Warhammer''.

There is also a science fiction tabletop miniatures wargame set in a universe having much in common with ''WHFB'': ''TabletopGame/Warhammer40000'', generally known simply as "40K". Think of it as ''Warhammer'' [[RecycledWithAGimmick in space]], though it has grown over [[/folder]]

[[folder:How to Play
the years into a distinct and very different game, and has become much more popular than ''Warhammer'', at least in the United States. One fan theory holds that the Old World is actually a planet in the [=WH40K=] galaxy, but cut off by [[HyperspaceIsAScaryPlace warp storms]] or otherwise isolated. Some official GW merchandise has supported this theory, though it remains non-canon.

Game]]

''Warhammer'' is a tabletop wargame where two or more players compete against each other with "armies" of 20 mm 20mm to 50 mm 50mm heroic scale miniatures. The rules of the game are published in a series of rulebooks, which describe how to move miniatures around the game surface and simulate combat in a balanced and fair manner. Games may be played on any appropriate surface, although the standard is a 6 ft. by 4 ft. tabletop decorated with model scenery in scale with the miniatures. Any individual or group of miniatures in the game is called a "unit", whether represented by a single model or group of similar troops.



The wargame also spawned a [[TabletopGames role-playing game]] tie-in, ''TabletopGame/WarhammerFantasyRoleplay'', which is not unlike a grimdark version of ''TabletopGame/DungeonsAndDragons''. Like its SciFi "brother", it also has some {{Gaiden Game}}s: ''TabletopGame/BloodBowl'', a "fantasy football" wargame set in a parallel dimension where [[RugbyIsSlaughter ultra-violent rugby]] has replaced war, and ''TabletopGame/{{Mordheim}}'', a semi-postapocalyptic wargame set in the eponymous city after it got levelled by a meteor of solid GreenRocks and the shards of which, incidentally, are the key ingredient in a working recipe for the Philosopher's Stone. TabletopGame/HeroQuest, a DungeonCrawler style board game, is also set in the ''Warhammer Fantasy'' universe. ''Man-O-War'' a naval combat game.

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[[/folder]]

----

The wargame also spawned a [[TabletopGames role-playing game]] tie-in, ''TabletopGame/WarhammerFantasyRoleplay'', which is not unlike a grimdark DarkerAndEdgier LowFantasy version of ''TabletopGame/DungeonsAndDragons''. Like its SciFi "brother", sister game line, it also has some {{Gaiden Game}}s: ''TabletopGame/BloodBowl'', a "fantasy football" wargame set in a parallel dimension of the ''Warhammer'' where a kind of [[RugbyIsSlaughter ultra-violent rugby]] has become SeriousBusiness among the various races and replaced war, and war as the chief way they settle their differences; ''TabletopGame/{{Mordheim}}'', a semi-postapocalyptic wargame set in the eponymous ruined city after it got levelled by a meteor meteorite of solid GreenRocks [[GreenRocks Wyrdstone]], leaving mercenary warbands and the shards of which, incidentally, are the key ingredient in a working recipe cutthroat war parties scrambling for the Philosopher's Stone. meteorite shards for different nefarious purposes; TabletopGame/HeroQuest, a DungeonCrawler style DungeonCrawler-style board game, is also set in the ''Warhammer Fantasy'' universe. ''Man-O-War'' universe; and last but not least ''Man-O-War'', a naval combat game.
game set in the ''Warhammer'' world where players pit fleets of [[CoolBoat cool warships]] against each other.



By the way, if you're reading this page and thinking you might add a few references to that ''other'' Warhammer game '''IN SPACE''' and how it's darker/bloodier/larger in scale, don't bother.

The setting has a few computer games, among them ''Warhammer: Shadow of the Horned Rat'', ''Videogame/WarhammerDarkOmen'', ''VideoGame/WarhammerOnline'' and ''VideoGame/WarhammerMarkOfChaos'', which met with varying reception, and a large number of novels, such as ''Literature/WarhammerTimeOfLegends'', ''Literature/{{Drachenfels}}'' and the ''Literature/GotrekAndFelix'' series. There is also a ''VideoGame/Left4Dead'' ish game set in the End Times setting, appropriately titled ''VideoGame/TheEndTimesVermintide'', and the beloved ''VideoGame/TotalWarWarhammer'' series. ''Warhammer'' has also given inspiration to non-RPG tabletop games, such as ''Chaos Invasion'' and ''TabletopGame/ChaosMarauders''. It also spawned a relatively long-running (and decently successful) ''CollectibleCardGame'' simply known as Warcry, although the mechanics of the game were very close to the actual miniatures game.

''VideoGame/WarCraft'' was also going to be a ''Warhammer'' game until it became ''Warcraft'' instead.

In the second half of 2014, a campaign/expansion was added: ''Warhammer: The End Times''. This campaign is a huge leap fluff-wise and game-wise. Long story short, [[AntiChrist Archaon]] finally launched his invasion, but before that [[ManipulativeBastard Mannfred Von Carstein]] and [[TheDragon Arkhan the Black]] set things in motion to stop him by resurrecting [[BigBad Nagash]]. Everything went to hell: Daemonic invasions all over the world, Skaven overran entire human kingdoms, Bretonnia suffered a civil war... in gameplay, (book one) a new faction arose with unique Magic lore, units and characters, other have returned (like Nagash, but not the only one) and many, MANY have died. Tropes relating to this period of the game's history should be placed on [[TabletopGame/WarhammerTheEndTimes this page]]. The eventual result was the [[DownerEnding total destruction of the world]] at the hands of Chaos, followed by a SoftReboot in the form of ''TabletopGame/WarhammerAgeOfSigmar''.

to:

By the way, if you're reading this page and thinking you might add a few references to that ''other'' Warhammer game '''IN SPACE''' and how it's darker/bloodier/larger in scale, don't bother.

The setting has a few computer games, among them ''Warhammer: Shadow of the Horned Rat'', ''Videogame/WarhammerDarkOmen'', ''VideoGame/WarhammerDarkOmen'', ''VideoGame/WarhammerOnline'' and ''VideoGame/WarhammerMarkOfChaos'', which met with varying reception, and a large number of novels, such as ''Literature/WarhammerTimeOfLegends'', ''Literature/{{Drachenfels}}'' and the ''Literature/GotrekAndFelix'' series. reception. There is also a ''VideoGame/Left4Dead'' ish ''VideoGame/Left4Dead''-ish game set in the End Times setting, appropriately titled ''VideoGame/TheEndTimesVermintide'', ''VideoGame/TheEndTimesVermintide'' and its sequel ''VideoGame/VermintideII''. There is also the beloved ''VideoGame/TotalWarWarhammer'' series.series of strategy games by Creator/CreativeAssembly. ''Warhammer'' has also given inspiration to non-RPG tabletop games, such as ''Chaos Invasion'' and ''TabletopGame/ChaosMarauders''. It also spawned a relatively long-running (and decently successful) ''CollectibleCardGame'' CollectibleCardGame simply known as Warcry, ''Warcry'', although the mechanics of the game were very close to the actual miniatures game.

''VideoGame/WarCraft'' was also going to be
game. Finally for ''Warhammer''-curious bibliophiles, there are a large number of novels set in the ''Warhammer'' game until it became ''Warcraft'' instead.

world such as ''Literature/WarhammerTimeOfLegends'', ''Literature/{{Drachenfels}}'' and the ''Literature/GotrekAndFelix'' series.

In the second half of 2014, a campaign/expansion was added: ''Warhammer: The End Times''. ''TabletopGame/WarhammerTheEndTimes''. This campaign is was a [[WhamEpisode huge leap fluff-wise and game-wise. game-wise]]. Long story short, [[AntiChrist Archaon]] Archeaon the Everchosen]] finally launched his invasion, but before that [[ManipulativeBastard Mannfred Von von Carstein]] and [[TheDragon Arkhan the Black]] set things in motion to stop him by resurrecting [[BigBad Nagash]]. Everything consequently (and quite literally) went to hell: Hell in the handbasket: Daemonic invasions all over the world, Skaven overran entire human kingdoms, Bretonnia suffered a civil war... in gameplay, (book one) a new faction arose with unique Magic lore, units and characters, other have returned (like Nagash, but not the only one) and many, MANY have died.war... Tropes relating to this period of the game's history should be placed on [[TabletopGame/WarhammerTheEndTimes this page]]. The eventual result was the [[TheBadGuyWins ultimate triumph of the Forces of Chaos]] and the [[DownerEnding total destruction of the world]] at the hands of Chaos, their hands, followed by a SoftReboot of ''Warhammer'' in the form of ''TabletopGame/WarhammerAgeOfSigmar''.''TabletopGame/WarhammerAgeOfSigmar''.

After the events of ''TabletopGame/WarhammerTheEndTimes'', ''Warhammer'' was officially discontinued and replaced with the ''[[TabletopGame/WarhammerAgeOfSigmar Warhammer: Age of Sigmar]]'' game universe by Creator/GamesWorkshop in July 2015. All official support for ''Warhammer Fantasy Battle'' was discontinued until 2024, which saw the release of ''Warhammer: The Old World'', a revisiting of the setting at an earlier point in its history, 243 years before the End Times, as a rough equivalent of the ''Literature/HorusHeresy: Age of Darkness'' game for ''TabletopGame/Warhammer40000''.

For tropes relating to this game's sister product, the [[JustForFun/RecycledInSpace sci-fi-themed]] ''TabletopGame/Warhammer40000'', '''please''' add them to that page and not here. Although sharing some common themes, they are two distinct game lines in different settings.
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* ElvesVsDwarves: Not so much in the present day, but the [[InsistentTerminology War of Vengeance]]. And given the AdventureFriendlyWorld, this trope is possible.

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* ElvesVsDwarves: Not so much in In a past age, the present day, but High Elves and the Dwarfs waged a brutal war known to the former as the [[NoodleIncident War of the Beard]] and to the latter as the [[InsistentTerminology War of Vengeance]]. And given While the AdventureFriendlyWorld, this trope is possible.Dwarfs technically won the war by slaying Caledor II (and are very insistent on reminding every elf they encounter of that fact), it was in reality a PyrrhicVictory that shattered both their empires and left an entire generation of both races' greatest heroes slain. While no longer in direct conflict, the two races still harbour much animosity over the war and avoid each others' affairs as best possible, restricting their distaste for each other largely to diplomatic barbs. To the Dwarfs, the Elves are softer than even humans as well as arrogant bastards, showing no respect for superior Dawi craftsmanship and engineering, and opting to use... ''[shudder]'' ''magic''; even the Khazalid word for "untrustworthy" means "like an elf". To the Elves, Dwarfs are reactionary, crude, petty and need to mind their betters.
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** While normally a trope associated with elves, the Dwarfs of ''Warhammer'' aren't that far behind the Elves in the racist arrogance stakes. To Dwarfs, humans are physically puny, weak-willed, prone to falling to Chaos[[note]][[{{Hypocrite}} But don't ever even dare mention the Chaos Dwarfs within earshot of a Dwarf if you value your head]][[/note]], and incapable of producing ''anything'' better than a Dwarf could - our guns are shoddy, our castles are shoddy, and even the best human-made beer is [[ATankardOfMooseUrine glorified swill]] next to the creations of even the laziest Dwarfen brewer. The Khazalid word "Umgak", translated literally as "human made" is synonymous with "piece of garbage".
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* TheMasquerade: The [[https://whfb.lexicanum.com/wiki/Conspiracy_of_silence Conspiracy of Silence]]. The official stance of the Empire on the Skaven is ''"There are no such thing as the Skaven"''. Not because of the massive public alarm and breakdown of society that would result if word got out that an entire civilization of untold billions of evil ratmen lies under just beneath the surface of the world, that's the ''lesser'' outcome. The real nightmare is the ''Skaven'' realizing that the Empire of Man, the most powerful human nation in the world (even one that is dwarfed in size by the sheer size of the Skaven Underempire), ''knows'' that the Skaven exist. Given how paranoid and psychotic the average Skaven is even on a good day, it would not take much more than the slightest inkling that humans are a threat to the wider Skaven race for all Skavendom to unite and sweep aside the surface world in an unstoppable tide of destruction. The Empire, and indeed all of the surface-dwelling races, survive only by [[RightHandVersusLeftHand the fractious bickering of the Skaven race]]. And so the Silence is maintained to keep it that way.
** The Empire maintains the Rat Catchers, whose job it is to go down into the stinking medieval sewers of the major towns and cities of the Empire to kill Skaven, often armed with nothing but a billy club and [[MemeticMutation a small (but vicious) dog]]. All for minimum wage. And for no recognition either, because any Rat Catcher foolish enough to start talking too loudly about the "ratmen" disappear suddenly, either at the hands of the ratmen themselves or KilledToUpholdTheMasquerade by the Imperial authorities. And you think your day job sucks.
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* SlidingScaleOfIdealismVersusCynicism: The setting never ''quite'' reaches the same levels of [[CosmicHorrorStory all-consuming blackness and sheer existential horror]] of ''TabletopGame/Warhammer40000'', but make no mistake ''Warhammer'' is still one of the bleaker fantasy settings out there. The forces of civilization are constantly beset on all sides by all manner of horrible evils ([[YouDirtyRat even from below]]), and often [[WeAREStrugglingTogether too wrapped up in their own infighting]] to do anything more than survive. [[KnightTemplar And there's often very little separating the forces of Order from the myriad evils they fight anyway]]. Even the greatest heroes are too insignificant in the grand scheme of things to change the world or make it better. The two main heroic human realms are a version of the Holy Roman Empire dominated by a dogmatic ChurchMilitant, and an Arthurian France defined by a [[TheDungAges brutally entrenched class system where the knights and nobles are utterly infallible and peasants have no rights whatsoever]]. The Dwarfs are a DyingRace because their pathological obsession with vengeance and retribution means they're locked in ForeverWar with basically everyone else. The Lizardmen, also dying out, are the descendants of biological robots following the sketchy cosmic plans of the {{Precursors}} who made them, which largely involve genocide for most races and forced relocation for the ones to be spared. And the High Elves, ''also'' dying out (see a pattern?), are the self-appointed defenders of the world [[GoodIsNotNice and arrogant, supremacist arseholes besides]]. These are supposed to be the ''"good"'' factions, by the way.
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* LowFantasy: While the New World tends towards HighFantasy (imitating the same sense of optimism and adventure as people discovering the Americas in our history), the Old World where most of the game takes places feels much more grounded and gritty. Most of the nations of the Old World are dominated by humans, non-humans are a novel sight[[note]][[Characters/TheEndTimesVermintidePlayerCharacters Markus Kruber]] last saw a dwarf pass through his hometown when he was a young boy, and had ''never'' seen an elf up close before meeting Kerillian even though he's relatively well-travelled for a citizen of the Empire[[/note]], magic is dangerous and limited to members of an elusive WizardingSchool[=/=]WeirdTradeUnion and a smattering of persecuted hedge mages, and [[TheDungAges life generally sucks hard for everyone outside the major cities (and even the cities aren't exactly great places to be)]]. If you live near the northern coasts then you face constant threat from demon-worshipping Vikings coming from the frozen north to pillage in the name of their Dark Gods; if you live further south in the forested wildlands then you face constant threat from insane goat-headed savages, and also the roving undead if you are close to Sylvania.
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** The elves view firearms as crude, inelegant human and dwarfen tools, and refuse to use them themselves. While there's nothing in ''WFRP'' preventing an elven PlayerCharacter from using them, don't expect to find any like-minded kin out there (and expect more than a few raised eyebrows). As a rule, they make up for this through their exceptional speed, strength and reflexes — the magical bows of elven archers give them performance rivalling guns — and by also relying on their powerful magic and alliances with giant magical creatures. The Wood Elf live as essentially Iron Age tribes alongside their tree spirit allies, while the High and Dark Elves remain at a more generally fantasy-medieval technology level and use the same standard bows, crossbows, and ballistae that they've had for thousands of years.

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** The elves view firearms as crude, inelegant human and dwarfen tools, and refuse to use them themselves. While there's nothing in ''WFRP'' preventing an elven PlayerCharacter from using them, don't expect to find any like-minded kin out there (and expect more than a few raised eyebrows). As a rule, they make up for this through their exceptional speed, strength and reflexes — the magical bows of elven archers give them performance rivalling guns — and by also relying on their powerful magic and alliances with giant magical creatures. The Wood Elf Elves live as essentially Iron Age tribes alongside their tree spirit allies, while the High and Dark Elves remain at a more generally fantasy-medieval technology level and use the same standard bows, crossbows, and ballistae that they've had for thousands of years.
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confused Maldred with Merovee


* DramaticIrony: ''[[{{Prequel}} The Old World]]'' has its various materials describe Duke Maldred of Mousillon as a charismatic Lord leading his dukedom to greatness. As materials of the previous edition show, Maldred was eventually revealed as a vampire and madman who plunged his Dukedom into such a dark place it never recovered.

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* DramaticIrony: ''[[{{Prequel}} The Old World]]'' has its various materials describe Duke Maldred of Mousillon as a charismatic Lord leading his dukedom to greatness. As materials of the previous edition show, Maldred was eventually revealed as a vampire and bloodthirsty madman who plunged his Dukedom into such a dark place it never recovered.recovered in an affair that would be known as "the false Grail".

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* FantasyGunControl: [[ZigZaggingTrope Zig Zagged]] due to SchizoTech. Elves and Bretonnia stick to bows and arrows, while the Empire and Dwarfs use firearms and cannons. The Skaven use [[GatlingGood ratling guns]] and sniper rifles and flamethrowers and grenades and laser guns and poison gas [[TheLongList and...]]

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* FantasyGunControl: [[ZigZaggingTrope Zig Zagged]] due to SchizoTech. Elves SchizoTech.
** The Empire, Dwarfs,
and Bretonnia stick Ogres make extensive use of handguns, pistols, cannons, mortars, volley guns, and rockets. Oh, and ''steam-powered tanks and helicopters''. They're pretty much objective improvements over their muscle-powered equivalents, mainly balanced out by cost. The other Old World human nations (besides Bretonnia, see below) are in the same boat as the Empire, though seemingly a bit behind — it's noted that the crossbow is still more common than the handgun in the Southern Realms, and their army list in both 5e and 6e restricts personal firearms to heroes and unit leaders. The Cathayans (this world's equivalent of the Imperial Chinese) also use a lot of gunpowder, and their weapons are generally more reliable and accurate than the Empire's.
** Even more notable are the Skaven, who wield sniper rifles, flamethrowers, Ratling guns, laser cannons and even Wyrdstone-powered nukes. A lot of which hilariously backfires, and only makes up a tiny portion of a tiny portion of their [[ZergRush massive forces]] anyway.
** Ever since the FounderOfTheKingdom Giles le Breton was killed by an ignoble crossbow bolt, by Bretonnian law, [[HonorBeforeReason no Bretonnian knight may pick up and use a crossbow or a gun]], seeing as guns fulfil a similar battlefield role and so are included in the law. Even hand-drawn
bows are off-limits, restricted to hunting weapons, or a supporting weapon solely for the peasant rabble who accompany knights into battles. In fact, Bretonnian knights have [[ImmuneToBullets magical protection from guns]] just because they hate them so much. [[BlatantLies And the fact that Bretonnian nobles don't want their peasants (who outnumber them significantly) to have access to easy-to-use, point-and-blam weapons that can easily kill an armoured knight has absolutely, positively nothing to do with it.]] The blessings from The Lady of the Lake [[spoiler:who may be an elven goddess manipulating the Bretonnians]] also helps. That said, the Bretonnian navy use ships bristling with cannons - after all, [[LoopholeAbuse the law prevents the use of firearms "on Bretonnian soil"]], and arrows, the port cities are petitioning an amendment to the law to allow their fortifications to use cannons.
** The elves view firearms as crude, inelegant human and dwarfen tools, and refuse to use them themselves. While there's nothing in ''WFRP'' preventing an elven PlayerCharacter from using them, don't expect to find any like-minded kin out there (and expect more than a few raised eyebrows). As a rule, they make up for this through their exceptional speed, strength and reflexes — the magical bows of elven archers give them performance rivalling guns — and by also relying on their powerful magic and alliances with giant magical creatures. The Wood Elf live as essentially Iron Age tribes alongside their tree spirit allies,
while the Empire High and Dwarfs Dark Elves remain at a more generally fantasy-medieval technology level and use firearms the same standard bows, crossbows, and cannons. ballistae that they've had for thousands of years.
**
The Skaven Beastmen make no use [[GatlingGood ratling guns]] of any ranged weapon more complex than a throwing axe or javelin. [[EvilLuddite They consider technology to be a repulsive blasphemy]], lack the manual dexterity to operate any device more fiddly than an axe, and sniper strongly prefer to tear enemies to pieces up close and personal. Despite being essentially just hordes of screaming savages in skins, they manage to remain a persistent and existential threat to the Empire's firearms-equipped troops due to their extensive use of guerrilla warfare and ambush tactics.
** The Warriors of Chaos similarly view ranged warfare as cowardly, and relegate their armies' ranged element to axe- and javelin-throwing marauders; full Warriors either fight in melee or become sorcerers. In their case, they compensate for this by means of being blessed with unnaturally strong and resilient bodies by Chaos and being clad head to toe in armor so thick that it can shrug off small arms fire, allowing them to march right up to more range-heavy armies and start laying about with their heavy axes, swords and maces.
** The Orcs, similarly to the Beastmen, are too primitive to operate complex technology and too savage to really want to fight from range anyway. They have some ranged elements, insofar as they use [[FunetikAksent arrer boyz]], err, ''archers'' and primitive bolt throwers, but the bulk of their armies consist of heavy infantry and cavalry.
** The Lizardmen are primitive descendants of the servants of a bygone race of glorious starfarers. As such, their technological base is split between ancient technological wonders like crystal laser cannons which they can operate but not repair or reproduce, and stuff that they can make themselves, which is functionally at a Bronze Age level; their devotion to the bygone Old Ones means that they don't care to use any technology not developed and approved by their ancient masters. As such, a Lizardman army consists chiefly of ranks of reptilian warriors armed with stone and bronze clubs and spears, squads of skirmishers armed with javelins and blowpipes, and rare and powerful {{magitek}} weapons carried by dinosaurs (because the Lizardmen never discovered the wheel either).
** The Tomb Kings are an undead faction whose members were last alive during the setting's Bronze Age. Prideful in the extreme, they refuse to use any tools or methods not invented by their old empires, and still march to war as armies of skeletal swordsmen and archers supported by animated statues. Through magical power and sheer numbers, they remain a threat (they can raise a lot of dead by virtue of being so old).
** The Vampire Counts are an especially notable example because they lack any ranged weaponry whatsoever, even simple arrows or throwing spears. The reason for this is that the bulk of their armies consist of hordes of mindless animated corpses that can just about shamble towards warm meat and bite it, incorporeal spirits, and feral monsters. The vampire elites themselves prefer to rely on their inhuman durability and to use magic for killing things from range.
** Back in the day there was a lot of bleed between ''Warhammer'' and ''TabletopGame/Warhammer40000'', meaning that futuristic warriors could have beastman troops toting automatic
rifles and flamethrowers riding motorbikes. And high fantasy armies could contain {{Powered Armor}}ed mooks with boltguns. [[{{Retcon}} This doesn't happen anymore, and grenades and laser guns and poison gas [[TheLongList and...fantasy is now kept well away from sci-fi antics.]]
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* DramaticIrony: ''[[{{Prequel}} The Old World]]'' has its various materials describe Duke Maldred of Mousillon as a charismatic Lord leading his dukedom to greatness. As materials of the previous edition show, Maldred was eventually revealed as a vampire and madman who plunged his Dukedom into such a dark place it never recovered.
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** Gotrek is [[SpringtimeForHitler so ridiculously and uselessly unsuccessful]] that he even managed to survive the ''[[TabletopGame/WarhammerTheEndTimes destruction of the world]]'', and is a character in ''TabletopGame/WarhammerAgeOfSigmar''. [[spoiler:He's even beaten [[GodhoodSeeker Be'lakor, the Prince Who Would Be King]].]]

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** Gotrek is [[SpringtimeForHitler so ridiculously and uselessly unsuccessful]] that he even managed to survive the ''[[TabletopGame/WarhammerTheEndTimes destruction of the world]]'', and is a character in ''TabletopGame/WarhammerAgeOfSigmar''. [[spoiler:He's even beaten [[GodhoodSeeker Be'lakor, the Prince Who Would Be King]].]]]] As Gotrek has technically outlived the god he swore the Slayer Oath to at this point, [[DesperatelyLookingForAPurposeInLife he needs to figure out what to do with his life now that ending it in a spectacularly violent and awesome fashion is no longer a valid goal in and of itself]]. It's implied that the badass magical axe of Grimnir he carries is destined to kill something really, ''really'' powerful one day, and Gotrek absolutely cannot die until the axe serves its purpose.
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** Gotrek is [[SpringtimeForHitler so ridiculously and uselessly unsuccessful]] that he even managed to survive the ''[[TabletopGame/WarhammerTheEndTimes destruction of the world]]'', and is a character in ''TabletopGame/WarhammerAgeOfSigmar''. [[spoiler:He's even beaten [[GodhoodSeeker Be'lakor, the Prince Who Would Be King]].]]

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** On the human-to-human side, Imperials and other southern humans fear and despise the Norscans due to them being frothing Chaos-worshipping barbarians intent on slaughter and conquest. The Norscans, conversely, see all non-Norscans as weaklings and sissies who worship impotent gods barely worth thinking about. Indeed, Sigmar and Myrmidia are not even things to be hated in the unholy north, rather they are just as openly heckled and ridiculed as their worshippers. It's in fact so bad in Norsca that "southling" is actually a fairly serious insult there. Then there's the Hung, whom even the Norscans consider to be bastards.

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** On the human-to-human side, Imperials and other southern humans fear and despise the Norscans due to them being frothing Chaos-worshipping barbarians intent on slaughter and conquest. The Norscans, conversely, see all non-Norscans as weaklings and sissies who worship impotent gods barely worth thinking about. Indeed, Sigmar and Myrmidia are not even things to be hated in the unholy north, rather they are just as openly heckled and ridiculed as their worshippers. It's in fact so bad in Norsca that "southling" is actually a fairly serious insult there. Then there's the Hung, [[EvenEvilHasStandards whom even the Norscans consider to be bastards.bastards]].
** One of the most consistent aspects of the Gnomes (once retconned, [[TheBusCameBack now returned as of]] ''[[TabletopGame/WarhammerFantasyRoleplay WFRP 4th Ed.]]'') is their scorn against other races; it is said that they harbour grudges worse than Dwarfs do. Gnomes despise goblins as the goblin warlord Grom the Paunch destroyed the Gnome city-state of Glimdwarrow and slaughtered much of the Gnome race. Gnomes hate Dwarfs, seeing them as oafish and stupid (and conversely Dwarfs hate Gnomes for being troublesome and mischievous). Gnomes are one of the few races who hate Halflings, with a gnome pedlar [[HypocriticalHumour complaining that they are a race of sticky-fingered thieves]]. Gnomes don't particularly like humans much either, ''especially'' the Witch Hunters, whose continued persecution of the Gnome race for their use of [[MasterOfIllusion Ulgu magic]] and refusal to submit to the Colleges of Magic. And they hate the High Elves too, because Teclis was the one who taught humans magic and founded the Colleges and by extension the Witch Hunters.



* OurGnomesAreWeirder: They're identical to ''TabletopGame/DungeonsAndDragons'' gnomes -- small burrowing humanoids with a knack for technology and illusion magic -- but extremely rude and short-tempered. They disappeared some time after the '90s, only to return decades later in ''TabletopGame/WarhammerFantasyRoleplay''.

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* OurGnomesAreWeirder: They're identical to ''TabletopGame/DungeonsAndDragons'' gnomes -- small burrowing humanoids with a knack for technology and illusion magic -- but extremely rude and short-tempered. They disappeared some time after the '90s, only to return decades later in ''TabletopGame/WarhammerFantasyRoleplay''.''TabletopGame/WarhammerFantasyRoleplay'' 4th Edition. Rather than being played as a comedic species as per usual, the Gnomes of ''Warhammer'' are presented as a vengeful and fragmented DyingRace lamenting the destruction of their homeland and slaughter of their people at the hands of goblins, forced to use their keen intellects and [[MasterOfIllusion mastery of Ulgu magic]] to survive in a human-dominated world while avoiding persecution at the hands of the zealous Witch Hunters.
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* {{Pilgrimage}}: This is a polytheistic world where many people hope to gain favour or forgiveness from the gods.
** Many Sigmarites follow the route [[FounderOfTheKingdom Sigmar]] traveled from the capital city to the edge of the empire at [[DeityOfHumanOrigin the end of his mortal life]]. Several shrines have gone up along the way, as well as a thriving community of vendors offering everything from travel supplies to purported relics.
** Cultists of the nature gods Taal and Rhya visit a sequence of twelve shrines deep in the wilderness, relying only on their survival skills to find the holy sites and acquire an [[OfferingsToThegods animal sacrifice]].
** Many [[HealerGod Shallyans]] travel to the High Temple at Couronne in Bretonnia, often subsisting on charity along the way. Imperial citizens usually start from the Cult's national seat of power in the capital city, where they're sent off with prayers for mercy and protection.
** The GodOfTheDead Morr doesn't acknowledge living pilgrims -- there's only one journey that interests him. Nonetheless, some of his cultists make a pilgrimage to his ancient temple in the former capital city of the Reman Empire.

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The Warhammer verse is closely based on our own, with continents laid out in a similar pattern, and the action was mostly located within "The Old World", roughly analogous to 16th century Europe. Other locations of note are Ulthuan, the island home of the High Elves, and "The New World", which has two continents, Naggaroth in the North, home to the Dark Elves, and southern Lustria, home to the Lizardmen. At the very North and South poles of the world were the Chaos Wastes, a nightmare realm from which the greatest evils of the world originated. In addition, the map of the Warhammer world included several locations not covered by the game, with [[SarcasmMode such original names]] as [[{{Wutai}} Nippon and Cathay]] (Cathay is even protected by a [[TheGreatWall "Great Bastion"]]).

to:

The Warhammer verse world is closely based on our own, with continents laid out in a similar pattern, and the action was is mostly located within "The Old World", roughly analogous to 16th century Europe. Other locations of note are Ulthuan, the island home of the High Elves, and "The New World", which has two continents, Naggaroth in the North, home to the Dark Elves, and southern Lustria, home to the Lizardmen. At the very North and South poles pole of the world were is the Chaos Wastes, a nightmare realm from which the greatest evils of the world originated. originate. In addition, the map of the Warhammer world included includes several locations not covered by the game, with [[SarcasmMode such original names]] as [[{{Wutai}} Nippon and Cathay]] (Cathay is even protected by a [[TheGreatWall "Great Bastion"]]).



The uninitiated might think that Warhammer wasn't all that bad and was a heroic fantasy land [[AWorldHalfFull on its way to getting better]] -- that's right. There were just a few small problems like delusional (or worse) madmen empowered by the [[EldritchAbomination Dark Gods]] to increasingly frequently lead crusades reducing the world further into hellish misery and incorporate it into the REAL hell. Then there were the rampaging hordes of Greenskins, both [[OurOrcsAreDifferent Orcs]] and [[OurGoblinsAreDifferent goblins]], scarily psychopathic aliens infesting everywhere existing only to joyously, brutally and (with known exceptions) mercilessly fight, destroy, enslave, kill and in the case of goblins malevolently torture every innocent creature they could find -- and the Greenskins were the comic relief in this setting. If you thought things would get better after that, that's just two of the [[BlackAndGrayMorality usually gray forces]] inhabiting [[CrapsackWorld the world,]] which only survived as long as it did because of the eternal sacrifice of some Elven mages imprisoned in their own spell, maintaining it forever to keep the forces of Chaos from overwhelming the world like they almost did in ancient times and nigh-inevitably did anyway. But it really could have been saved if only those [[SayingTooMuch tasty...]] uh... [[FantasticRacism good-willed denizens]] of it would have heeded wisdom!

The darkly humorous and bleak feel of the setting and game was what set it apart from the plethora of other similar fantasy universes. If you were to combine equal parts Creator/JRRTolkien, Creator/MichaelMoorcock's [[Literature/TheElricSaga Elric]], ''Franchise/ConanTheBarbarian'', ''TabletopGame/DungeonsAndDragons'', ''Literature/ASongOfIceAndFire'', Creator/MontyPython, ''Manga/{{Berserk}}'', and Creator/TerryPratchett's ''Literature/{{Discworld}}'', with a little Creator/HPLovecraft for good measure, then you would have found something similar to ''Warhammer''.

to:

The uninitiated might think that Warhammer wasn't isn't all that bad and was is a heroic fantasy land [[AWorldHalfFull on its way to getting better]] -- that's right. There were are just a few small problems like delusional (or worse) madmen empowered by the [[EldritchAbomination Dark Gods]] to increasingly frequently lead crusades reducing the world further into hellish misery and incorporate it into the REAL hell. Then there were are the rampaging hordes of Greenskins, both [[OurOrcsAreDifferent Orcs]] and [[OurGoblinsAreDifferent goblins]], scarily psychopathic aliens infesting everywhere existing only to joyously, brutally and (with known exceptions) mercilessly fight, destroy, enslave, kill and in the case of goblins malevolently torture every innocent creature they could find -- and the Greenskins were are the comic relief in this setting. If you thought things would get better after that, that's just two of the [[BlackAndGrayMorality usually gray forces]] inhabiting [[CrapsackWorld the world,]] which only survived as long as it did because of the eternal sacrifice of some Elven mages imprisoned in their own spell, maintaining it forever to keep the forces of Chaos from overwhelming the world like they almost did in ancient times and nigh-inevitably did anyway. But it really could have been saved if only those [[SayingTooMuch tasty...]] uh... [[FantasticRacism good-willed denizens]] of it would have heeded wisdom!

The darkly humorous and bleak feel of the setting and game was is what set it apart from the plethora of other similar fantasy universes. If you were to combine equal parts Creator/JRRTolkien, Creator/MichaelMoorcock's [[Literature/TheElricSaga Elric]], ''Franchise/ConanTheBarbarian'', ''TabletopGame/DungeonsAndDragons'', ''Literature/ASongOfIceAndFire'', Creator/MontyPython, ''Manga/{{Berserk}}'', and Creator/TerryPratchett's ''Literature/{{Discworld}}'', with a little Creator/HPLovecraft for good measure, then you would have found something similar to ''Warhammer''.



''Warhammer'' was a tabletop wargame where two or more players compete against each other with "armies" of 20 mm to 50 mm heroic scale miniatures. The rules of the game were published in a series of rulebooks up to their 8th edition, which describe how to move miniatures around the game surface and simulate combat in a balanced and fair manner. Games may be played on any appropriate surface, although the standard is a 6 ft. by 4 ft. tabletop decorated with model scenery in scale with the miniatures. Any individual or group of miniatures in the game is called a "unit", whether represented by a single model or group of similar troops.

The core game rules were supplied in a single book, with supplemental Warhammer Army Books giving guidelines and background for army-specific rules. Movement about the playing surface was generally measured in inches and combat between troops or units given a random element with the use of 6-sided dice. Army supplements also assigned points values to each unit and option in the game, giving players the ability to play on even terms. An average game would have armies of 750 to 3,000 points, although smaller and larger values were quite possible. There were also different rules for games called a skirmish that consist of 500 point armies.

Gameplay followed a turn structure in which one player completed all movement for troops, then simulated casting spells (when spell-using units are available) and used all ranged or missile weapons in the army such as bows and handguns, followed by any units in contact fighting in melee or close-combat. After finishing, the second player does the same. This is repeated for a number of equal turns, generally six, although occasionally to a time limit or until no units are left on the playing surface. The winner was often determined by victory points; earning a number equal to the value of enemy units killed. Special factors, or "objectives" could add or subtract from this total based on predefined goals, usually holding parts of the battlefield or killing powerful units (such as the enemy general).

Dice rolls generally used traditional six-sided dice (d6), with a high result being desirable (in most cases). For example, an archer unit was given a statistic that allows it to hit on the roll of a four or more. Various factors can change this number, reducing or raising the number needed. Mitigation of random results is a large part of the game, as well as traditional battlefield tactics. In some cases, other types of dice were needed; this could be a d3 (simulated with a normal die, 1 and 2 counting as a result of 1 and so on), or it can be a 6-sided "scatter" die used to generate random directions, often used alongside an "artillery" die (also 6-sided), used mainly for cannons, stone-throwers, and unusual variant artillery.

to:

''Warhammer'' was is a tabletop wargame where two or more players compete against each other with "armies" of 20 mm to 50 mm heroic scale miniatures. The rules of the game were are published in a series of rulebooks up to their 8th edition, rulebooks, which describe how to move miniatures around the game surface and simulate combat in a balanced and fair manner. Games may be played on any appropriate surface, although the standard is a 6 ft. by 4 ft. tabletop decorated with model scenery in scale with the miniatures. Any individual or group of miniatures in the game is called a "unit", whether represented by a single model or group of similar troops.

The core game rules were are supplied in a single book, with supplemental Warhammer Army Books giving guidelines and background for army-specific rules. Movement about the playing surface was is generally measured in inches and combat between troops or units given a random element with the use of 6-sided dice. Army supplements also Points values are assigned points values to each unit and option in the game, giving players the ability to play on even terms. An average game would have has armies of 750 to 3,000 points, although smaller and larger values were are quite possible. There were also different rules for games called a skirmish that consist of 500 point armies.

possible.

Gameplay followed follows a turn structure in which one player completed completes all movement for troops, then simulated simulates casting spells (when spell-using units are available) and used uses all ranged or missile weapons in the army such as bows and handguns, followed by any units in contact fighting in melee or close-combat. After finishing, the second player does the same. This is repeated for a number of equal turns, generally six, although occasionally to a time limit or until no units are left on the playing surface. The winner was is often determined by victory points; earning a number equal to the value of enemy units killed. Special factors, or "objectives" could add or subtract from this total based on predefined goals, usually holding parts of the battlefield or killing powerful units (such as the enemy general).

Dice rolls generally used uses traditional six-sided dice (d6), with a high result being desirable (in most cases). For example, an archer unit was is given a statistic that allows it to hit on the roll of a four or more. Various factors can change this number, reducing or raising the number needed. Mitigation of random results is a large part of the game, as well as traditional battlefield tactics. In some cases, other types of dice were are needed; this could be a d3 (simulated with a normal die, 1 and 2 counting as a result of 1 and so on), or it can be a 6-sided "scatter" die used to generate random directions, often used alongside an "artillery" die (also 6-sided), used mainly for cannons, stone-throwers, and unusual variant artillery.



The setting had a few computer games, among them ''Warhammer: Shadow of the Horned Rat'', ''Videogame/WarhammerDarkOmen'', ''VideoGame/WarhammerOnline'' and ''VideoGame/WarhammerMarkOfChaos'', which met with varying reception, and a large number of novels, such as ''Literature/WarhammerTimeOfLegends'', ''Literature/{{Drachenfels}}'' and the ''Literature/GotrekAndFelix'' series. There is also a ''VideoGame/Left4Dead'' ish game set in the End Times setting, appropriately titled ''VideoGame/TheEndTimesVermintide'', and the beloved ''VideoGame/TotalWarWarhammer'' series. ''Warhammer'' has also given inspiration to non-RPG tabletop games, such as ''Chaos Invasion'' and ''TabletopGame/ChaosMarauders''. It also spawned a relatively long-running (and decently successful) ''CollectibleCardGame'' simply known as Warcry, although the mechanics of the game were very close to the actual miniatures game.

to:

The setting had has a few computer games, among them ''Warhammer: Shadow of the Horned Rat'', ''Videogame/WarhammerDarkOmen'', ''VideoGame/WarhammerOnline'' and ''VideoGame/WarhammerMarkOfChaos'', which met with varying reception, and a large number of novels, such as ''Literature/WarhammerTimeOfLegends'', ''Literature/{{Drachenfels}}'' and the ''Literature/GotrekAndFelix'' series. There is also a ''VideoGame/Left4Dead'' ish game set in the End Times setting, appropriately titled ''VideoGame/TheEndTimesVermintide'', and the beloved ''VideoGame/TotalWarWarhammer'' series. ''Warhammer'' has also given inspiration to non-RPG tabletop games, such as ''Chaos Invasion'' and ''TabletopGame/ChaosMarauders''. It also spawned a relatively long-running (and decently successful) ''CollectibleCardGame'' simply known as Warcry, although the mechanics of the game were very close to the actual miniatures game.



%%* PlayingWithFire: Bright Wizards.



%%* TheSlowWalk: In the trailer for ''Warhammer Online''.

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''Warhammer'' is the generic name of a number of tabletop {{Wargam|ing}}es and {{Tabletop RPG}}s marketed by UK firm Creator/GamesWorkshop. "Warhammer" was a tabletop battle game that began in 1983 and was previously known as ''Warhammer Fantasy Battle'' (WHFB), its last official edition (8th edition) was published in 2010. It was officially discontinued and replaced with the ''[[TabletopGame/WarhammerAgeOfSigmar Warhammer: Age of Sigmar]]'' game universe by Creator/GamesWorkshop in July 2015, and all official GW support for ''Warhammer Fantasy Battle'' was discontinued... until 2019, [[https://www.warhammer-community.com/2019/11/15/old-world-new-warhammer when it was announced that the Old World would return with new rules akin to the Horus Heresy spinoff for 40K.]]

The Warhammer verse was closely based on our own, with continents laid out in a similar pattern, and the action was mostly located within "The Old World", roughly analogous to 16th century Europe. Other locations of note are Ulthuan, the island home of the High Elves, and "The New World", which has two continents, Naggaroth in the North, home to the Dark Elves, and southern Lustria, home to the Lizardmen. At the very North and South poles of the world were the Chaos Wastes, a nightmare realm from which the greatest evils of the world originated. In addition, the map of the Warhammer world included several locations not covered by the game, with [[SarcasmMode such original names]] as [[{{Wutai}} Nippon and Cathay]] (Cathay is even protected by a [[TheGreatWall "Great Bastion"]]).

Standard fantasy elements were also present -- Elves used to dominate but are a shadow of their former selves; Dwarfs occupy the few mountain strongholds that have not yet fallen to Skaven, Orcs and Goblins. Chaos is present, both in the form of great warbands of mutated and corrupted warriors and as cult activity in the heart of society.

to:

''Warhammer'' is the generic name of a number of tabletop {{Wargam|ing}}es and {{Tabletop RPG}}s marketed by UK firm Creator/GamesWorkshop. "Warhammer" was a tabletop battle game that began in 1983 and was previously known as ''Warhammer Fantasy Battle'' (WHFB), its last official edition (8th edition) was published in 2010. (WHFB). It was officially discontinued and replaced with the ''[[TabletopGame/WarhammerAgeOfSigmar Warhammer: Age of Sigmar]]'' game universe by Creator/GamesWorkshop in July 2015, and all official GW support for ''Warhammer Fantasy Battle'' was discontinued... discontinued until 2019, [[https://www.warhammer-community.com/2019/11/15/old-world-new-warhammer when it was announced that 2024, which saw the release of ''Warhammer: The Old World would return with new rules akin to World'', a revisiting of the Horus Heresy spinoff setting at an earlier point in its history, 243 years before the End Times, as a rough equivalent of the ''Literature/HorusHeresy: Age of Darkness'' game for 40K.]]

''TabletopGame/Warhammer40000''.

The Warhammer verse was is closely based on our own, with continents laid out in a similar pattern, and the action was mostly located within "The Old World", roughly analogous to 16th century Europe. Other locations of note are Ulthuan, the island home of the High Elves, and "The New World", which has two continents, Naggaroth in the North, home to the Dark Elves, and southern Lustria, home to the Lizardmen. At the very North and South poles of the world were the Chaos Wastes, a nightmare realm from which the greatest evils of the world originated. In addition, the map of the Warhammer world included several locations not covered by the game, with [[SarcasmMode such original names]] as [[{{Wutai}} Nippon and Cathay]] (Cathay is even protected by a [[TheGreatWall "Great Bastion"]]).

Standard fantasy elements were are also present -- Elves used to dominate but are a shadow of their former selves; Dwarfs occupy the few mountain strongholds that have not yet fallen to Skaven, Orcs and Goblins. Chaos is present, both in the form of great warbands of mutated and corrupted warriors and as cult activity in the heart of society.




A SoftReboot titled ''Warhammer: The Old World'', a revisiting of the setting at an earlier point in its history, around 200 years or so before the End Times, was released in 2024. It serves as the ''TabletopGame/{{Warhammer}}'' equivalent of the ''Literature/HorusHeresy: Age of Darkness'' game for ''TabletopGame/Warhammer40000''.



* BigBadEnsemble: The forces of evil are pretty decentralized but there exist a number of characters whose plans are on a large enough scale to threaten the entire world. Most dangerous of them all is [[TheAntiChrist Archaon]], purported as the Champion of Chaos on the world and destined to topple it for the Dark Gods. A close second would be [[OurLichesAreDifferent Nagash]] who was the most powerful necromancer in history and has on several occasions threatened to turn the world into an undead waste. The Elves have [[EvilOverlord Malekith]] the Witch King, ruler of the Dark Elves and primary menace for Ulthuan's safety. Some of the more powerful vampires and several others creatures have also risen to infamy and have whole wars dedicated to them.

to:

* BigBadEnsemble: The forces of evil are pretty decentralized but there exist a number of characters whose plans are on a large enough scale to threaten the entire world. Most dangerous of them all is [[TheAntiChrist Archaon]], purported as the Champion of Chaos on the world and destined to topple it for the Dark Gods. A close second would be [[OurLichesAreDifferent Nagash]] who was the most powerful necromancer in history and has on several occasions threatened to turn the world into an undead waste. The Elves have [[EvilOverlord Malekith]] Malerion]] the Witch King, ruler of the Dark Elves and primary menace for Ulthuan's safety. Some of the more powerful vampires and several others creatures have also risen to infamy and have whole wars dedicated to them.



%%* ChurchMilitant: The Empire's got this one covered.%%How?



* HeroUnit: Characters are powerful individuals--commanders, wizards, standard bearers and army experts, who can either operate on their own or join another unit. They boast characteristic values superior to those of a rank-and-file soldier and have many more customisation options, including the ability to use magic items and ride exclusive mounts.



%%* ReverseGrip: Witch Elves hold their daggers this way.
%%* RobeAndWizardHat
%%* RodentsOfUnusualSize: The Skaven, as well as the Giant Rat units.



* UnreliableNarrator: Nearly all of the history fluff has a lot of bias towards the main faction, since it's being told by one of them, but the Dark Elves take the cake in that their entire history according to Malekith is a load of BlatantLies to try and make Malekith look heroic.

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* UnreliableNarrator: Nearly all of the history fluff has a lot of bias towards the main faction, since it's being told by one of them, but the Dark Elves take the cake in that their entire history according to Malekith Malerion is a load of BlatantLies to try and make Malekith Malerion look heroic.

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not a buff


In 2019/20 it was announced, that a SoftReboot titled ''Warhammer: The Old World'' was in development, a revisiting of the setting at an earlier point in its history, around 200 years or so before the End Times, and would be the ''TabletopGame/{{Warhammer}}'' equivalent of the ''Literature/HorusHeresy: Age of Darkness'' game for ''TabletopGame/Warhammer40000''.

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In 2019/20 it was announced, that a A SoftReboot titled ''Warhammer: The Old World'' was in development, World'', a revisiting of the setting at an earlier point in its history, around 200 years or so before the End Times, and would be was released in 2024. It serves as the ''TabletopGame/{{Warhammer}}'' equivalent of the ''Literature/HorusHeresy: Age of Darkness'' game for ''TabletopGame/Warhammer40000''.



* DoubleEdgedBuff: {{Literature/Wulfrik}} the Wanderer's special power is to force any target he wants into a challenge (a DuelToTheDeath), leaving them unable to refuse or transfer the challenge to a bodyguard. However, he is also unable to refuse them. In the novel, this was best demonstrated when he tried to fight a ''god'', before he figured out it was a magical hologram (and he only figured that out because it didn't respond to his challenge).
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* LegallyOustedLeader: The Electors are a small council of high nobility[[note]](Plus four priests and a halfling)[[/note]] who stand one step below TheEmperor, elect the emperor to office, and serve as the primary check on imperial power. Emperors almost always serve for life, but Dieter IV was voted out for his unprecedented incompetence in letting the city-state of Marienburg bribe its way into independence.
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Drop the Hammer is a disambiguated trope.
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Drop the Hammer is a disambiguated trope.
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Drop the Hammer is a disambiguated trope.
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Drop the Hammer is a disambiguated trope.


If you were looking for a character who ''uses'' a warhammer, that's DropTheHammer (though the setting certainly isn’t lacking in this).



* DropTheHammer: Warrior Priests and many dwarfs carry these. And, of course, Emperor Karl Franz carries the warhammer that the entire game is named after, Ghal Maraz, originally the warhammer of the first Emperor, Sigmar.
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** The setting paints many vampires as being like this. Apparently turning into a vampire heightens and inflames natural passions, adding a dark, predatory edge to a person, but leaves their personality mostly unchanged. The problem is [[HumansAreBastards the natural passions of humanity in this world kind of tend towards the crazy anyway,]] so a warrior with a violent edge becomes [[BloodKnight bloodthirsty]] or a flirtatious person becomes [[EvilIsSexy a seductive assassin]] and so on, leading to conflict with each other and everyone else.

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** The setting paints many vampires as being like this. Apparently turning into a vampire heightens and inflames natural passions, adding a dark, predatory edge to a person, but leaves their personality mostly unchanged. The problem is [[HumansAreBastards the natural passions of humanity in this world kind of tend towards the crazy anyway,]] so a warrior with a violent edge becomes [[BloodKnight bloodthirsty]] or a flirtatious person becomes [[EvilIsSexy a seductive assassin]] assassin and so on, leading to conflict with each other and everyone else.
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* DisciplinesOfMagic: Magic, which originated from the realm of Chaos, enters the physical world as eight distinct, {{color|CodedWizardry}}ed Winds -- {{Light|EmUp}}, focused on manipulating literal light and purging evil beings; [[StarPower the Heavens]], focused on astrology and fortune-telling, as well as weather, electricity and the occasional meteorite; [[ExtraOredinary Metal]], generally focusing on alchemy; [[GreenThumb Life]], a mostly passive, healing-focused lore with a number of more offensive spells that directly manipulate plants; [[TheBeastmaster Beasts]], which controls animals and makes allies stronger and more aggressive; [[PlayingWithFire Fire]], very direct pyromancy; [[CastingAShadow Shadow]], focused on illusions and obfuscation; and [[{{Necromancer}} Death]], which manipulates entropy and withers living things.
** Attunement to a Wind strictly limits a wizard's ability to access other Winds and prevents used of the lore of high magic, which weaves the Winds in a more harmonious whole, and the lore of dark magic, which wields them as a raw, unshaped mass still tainted with Chaos. This can be highly dangerous for creatures not attuned to magic, however, hence why the Elves who funded the Imperial Colleges of Magic made sure that they would each focus on only one discipline, as human minds and souls couldn't handle the full force of high magic. Dark magic is a somewhat different story, as some humans can wield it -- most forms of necromancy are described as dark magic with a particular focus on the Wind of Death.
** Besides the main winds, which are accessible to more or less all factions, there are a number of lores and traditions unique to specific groups. These include the runic magic of the Dwarfs, which is less powerful but safer than other forms and binds magical effects into specific carved patterns; the Lores of the Big and Little Waaaagh!, used by Orc and Goblin shamans respectively by channeling the psychic power of greenskin hordes; the ice magic of Kislev, which can only be used by women; the Gut Magic of the Ogres, which works by its user eating something and casting a spell related to the thing they consumed; and the Lore of the Wild, used by the Beastmen, which is essentially a corrupted form of the Lore of Beasts.
** ReligionIsMagic and each deity offers a unique set of powers to its priests. These magics are {{mutually exclusive|Magic}} because mortals, though they might pray to various gods [[OddJobGods according to the situation]], can only draw magic from one patron god.
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* DoubleEdgedBuff: {{Literature/Wulfrik}} the Wanderer's special power is to force any target he wants into a challenge (a DuelToTheDeath), leaving them unable to refuse or transfer the challenge to a bodyguard. However, he is also unable to refuse them. In the novel, this was best demonstrated when he tried to fight a ''god'', before he figured out it was a magical hologram (and he only figured that out because it didn't respond to his challenge).

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* DeityOfHumanOrigin: At the end of his reign, Sigmar wandered away into the mountains to the east and was never seen again. He became KingInTheMountain for the people of the Empire, and it is possible he actually did ascend to divinity, [[spoiler:and it turns out he ''really did'']]. It is also heavily implied that Myrmidia and Ranald were also once mortals.

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* DeityOfHumanOrigin: At the end of his reign, Sigmar wandered away into the mountains to the east and was never seen again. He became KingInTheMountain for the people of the Empire, and it is possible he actually did ascend to divinity, [[spoiler:and it turns out he ''really did'']]. It %%It is also heavily implied that Myrmidia and Ranald were also once mortals.



** On the human-to-human side, Imperials and other southern humans fear and despise the Norscans due to them being frothing Chaos-worshipping barbarians intent on slaughter and conquest. The Norscans, conversely, see all non-Norscans as weaklings and sissies who worship impotent gods barely worth thinking about. Indeed, Sigmar and Myrmidia are not even things to be hated in the unholy north, rather they are just as openly heckled and ridiculed as their worshippers. It's in fact so bad in Norsca that 'southling' is actually a fairly serious insult there. Then there's the Hung, whom even the Norscans consider to be bastards.

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** On the human-to-human side, Imperials and other southern humans fear and despise the Norscans due to them being frothing Chaos-worshipping barbarians intent on slaughter and conquest. The Norscans, conversely, see all non-Norscans as weaklings and sissies who worship impotent gods barely worth thinking about. Indeed, Sigmar and Myrmidia are not even things to be hated in the unholy north, rather they are just as openly heckled and ridiculed as their worshippers. It's in fact so bad in Norsca that 'southling' "southling" is actually a fairly serious insult there. Then there's the Hung, whom even the Norscans consider to be bastards.



* TheFlameOfLife: The Sacred Flame of Ulric is an eternally burning flame in the city of Middenheim, legends saying that so long as it burned, the city and its people would endure. During ''TabletopGame/WarhammerTheEndTimes'', the flame is sapped off its power and goes out; things turn really south in Middenheim afterwards.

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* TheFlameOfLife: The Sacred Flame of Ulric is an eternally burning flame in the city of Middenheim, legends saying that that, so long as it burned, the city and its people would endure. During ''TabletopGame/WarhammerTheEndTimes'', the flame is sapped off its power and goes out; things turn really south in Middenheim afterwards.



* HeroicSacrifice: During the Great Catastrophe, Lord Kroak's Temple Guard stood on the bridge outside his temple for 2 and a half days while the hordes of Chaos slowly beat them into the ground and took them down, but they survived long enough for Kroak to unleash a spell reserved for the gods.

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* HeroicSacrifice: During the Great Catastrophe, Lord Kroak's Temple Guard stood on the bridge outside his temple for 2 two and a half days while the hordes of Chaos slowly beat them into the ground and took them down, but they survived long enough for Kroak to unleash a spell reserved for the gods.



* VikingsInAmerica: The first human explorers to reach Lustria, the setting's counterpart to South and Central America, were a Norscan crew of the Bjornling tribe under the command of the adventurer Losteriksson. Skeggi, the town founded where they landed, remains the largest human settlement in Lustria in the present day.



* WhiteIsPure: White robes are the standard uniform of the Cult of [[HealerGod Shallya]], an almost universally beloved order of pacifistic {{heal|IngHands}}er priests. There's a practical reason beyond connoting purity - working in hospitals, Shallyans need vestments that can be regularly bleached and boiled.

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* WhiteIsPure: White robes are the standard uniform of the Cult of [[HealerGod Shallya]], an almost universally beloved order of pacifistic {{heal|IngHands}}er priests. There's a practical reason beyond connoting purity - -- working in hospitals, Shallyans need vestments that can be regularly bleached and boiled.
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Crosswicking Dismembering The Body.

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* DismemberingTheBody: When the great necromancer Nagash was slain, the skaven not only dismembered him but burned his remains with warpfire and then sent bits of ash in separate packages for their agents in different parts of the world to scatter. And the bastard ''still'' came back.
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Referring to Bretonnia with singular or plural pronouns are both correct, but you need to be consistent.


* {{Foil}}: In a way, the two human kingdoms are a continuing proxy for the Asur and the Dawi. The Empire met the Dwarfs early on in their history and eagerly took up their technological innovations, [[FirearmsAreRevolutionary chiefly gunpowder]]. Its neighbours Bretonnia frequently trades with Ulthuan and styles its culture on the old Asur colonies, [[spoiler:and is still being manipulated by the elves of Athel Loren to be used as a buffer state]], and consequently [[FirearmsAreCowardly they hold technology and firearms in disdain]]. An Empire nobleman might scoff at a Bretonnian and ask "Why don't you use guns?" and the Bretonnian will counter by pointing across the sea and saying "They do not use them and neither do we, the Lady shields us from them." [[ImmuneToBullets And she does.]]

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* {{Foil}}: In a way, the two human kingdoms are a continuing proxy for the Asur and the Dawi. The Empire met the Dwarfs early on in their history and eagerly took up their technological innovations, [[FirearmsAreRevolutionary chiefly gunpowder]]. Its neighbours neighbour Bretonnia frequently trades with Ulthuan and styles its culture on the old Asur colonies, [[spoiler:and is still being manipulated by the elves of Athel Loren to be used as a buffer state]], and consequently [[FirearmsAreCowardly they hold technology and firearms in disdain]]. An Empire nobleman might scoff at a Bretonnian and ask "Why don't you use guns?" and the Bretonnian will counter by pointing across the sea and saying "They do not use them and neither do we, the Lady shields us from them." [[ImmuneToBullets And she does.]]

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