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Warhammer: El Juego de Batallas Fantásticas (antes llamado Warhammer Fantasy Battle y a menudo abreviado a Warhammer, WFB or WHFB) es un juego de tablero de batallas fuera de producción, creado por Games Workshop. Está diseñado para enfrentar regimientos de miniaturas de distintas razas fantásticas: humanos (Imperio, Bretonia, Kislev), Elfos (Altos Elfos, Elfos Oscuros, y Elfos Silvanos), Enanos, No Muertos, Orcos y Goblins, Hombres Lagarto, Skaven y las demoníacas fuerzas del Caos. Cada raza tiene sus propias fortalezas y debilidades en combate.

Warhammer ha sido actualizado y reeditado periódicamente desde su primera aparición en 1983. La última revisión, conocida como Octava Edición, fue publicada el 10 de julio de 2010.

El juego

Warhammer es un juego de guerra de tablero donde dos o más jugadores compiten entre sí con "ejércitos" de miniaturas heroicas de 25 a 250 mm de alto. Las reglas del juego han sido publicadas en una serie de libros que describen cómo moverlas y simular combates de un modo "equilibrado y justo". Las partidas pueden librarse en cualquier superficie apropiada, aunque lo normal es usar un tablero de 1'80 por 1'2 decorado con escenografía a escala. Cualquier miniatura individual o grupo de ellas se considera una "unidad".

La última edición de las reglas se publicó en un único libro, aunque este reglamento se combinaba con una serie de Libros de Ejército que aportaba guías y trasfondo para las reglas específicas de cada ejército. Los movimientos de las unidades por el tablero se medían generalmente en pulgadas (durante muchos años, no obstante, se tradujeron a centímetros en varios países), y los combates entre tropas o unidades tenían un componente aleatorio con el uso de dados de seis caras. Los Libros de Ejército daban asimismo un valor en puntos a cada unidad y opción del juego, dando a los jugadores la opción de jugar en igualdad de oportunidades. Una partida media solía tener ejércitos de 750 a 3000 puntos, aunque era muy normal usar cualquier cantidad intermedia o incluso superior.

También había reglas diferentes para movimientos, disparos, hechizos y demás, decidiéndose su resultado en muchos casos por tiradas de dados de 6 caras, bien normales, bien "de dispersión" (para generar direcciones aleatorias) y "de artillería" (usado para atacar con cañones, catapultas y demás máquinas de guerra capaces de disparar).

Escenario

Warhammer se ambienta en un mundo ficticio famoso por su trasfondo "oscuro y descarnado", influenciado por las historias de Elric de Melniboné, la Tierra media, Cthulhu y muchos sucesos históricos.

La geografía del Mundo de Warhammer se parece mucho a la de la Tierra debido a la manipulación por parte de una antigua raza espacial conocida como los Ancestrales. Esta misteriosa y poderosa especie visitó el planeta en un distante pasado y estableció un puesto avanzado, terraformándolo. Con la ayuda de sus sirvientes Slann, movieron al globo de su órbita para acercarlo a su sol, y recolocaron los continentes a su gusto.

Para viajar entre mundos, los Ancestrales usaban puertas a otra dimensión ("portales disformes"), que levantaron en los polos norte y sur del planeta. Al final, sin embargo, estas puertas se derrumbaron, permitiendo que la energía mágica en estado puro se derramase por todo el mundo. En este momento los Ancestrales desaparecieron, dejando sin guía a sus sirvientes, los Hombres Lagarto liderados por los Slann. Además habían creado las razas de Elfos, Enanos, humanos, Ogros y Halflings. Los pieles verdes no fueron creados por los Ancestrales, ni parte de su Gran Plan, pero su origen no está claro en cualquier caso. Los Hombres Bestia y los Skavens fueron el resultado de la mutación desatada por la magia pura. Finalmente los Demonios del Caos fueron rechazados por los Hombres Lagarto y los Elfos, creando estos últimos un Gran Vórtice en Ulthuan para evacuar la energía descontrolada que alimentaba a los Demonios. Se dice que algunas criaturas, como los Dragones y los Ogros Dragón, existían ya antes de la llegada de los Ancestrales.

Tras esto, los Elfos y Enanos prosperaron y crearon poderosos imperios. Sin embargo, los Elfos se dividieron en La Secesión en los Elfos Oscuros de Malekith, que fueron expulsados a Naggaroth, y los Altos Elfos, que conservaron Ulthuan y el Viejo Mundo. Poco después, los Elfos Oscuros quebraron la alianza entre los Altos Elfos y los Enanos, provocando una terrible contienda conocida como la Guerra de la Barba. Los Elfos fueron derrotados y obligados a abandonar sus colonias orientales, pero algunos de los colonos se negaron a marcharse de Athel Loren y con el tiempo se convirtieron en los enigmáticos y herméticos Elfos Silvanos. Por su parte, los Enanos no disfrutaron mucho de su victoria: poco después, los Slann provocaron una serie de terremotos por todas las Montañas del Fin del Mundo, derrumbando las defensas de sus fortalezas subterráneas y exponiéndolas a ataques de Skavens, Orcos y Goblins.

Los humanos fueron los más lentos en desarrollarse, pero acabaron por formar varias naciones poderosas y capaces de defenderse de los agresores. El imperio de Nehekhara (basado en el antiguo Egipto) fue el primero de gran tamaño, pero una maldición de Nagash, el primer nigromante, masacró a su población y la levantó de nuevo en forma de No Muertos, conocidos hoy día como los Reyes Funerarios. En sus esfuerzos por alcanzar la vida eterna, Nagash también creó a los primeros vampiros.

En la actualidad de la línea cronológica del juego, hay dos grandes naciones humanas: el Imperio (basado en el Sacro Imperio Romano-Germánico del Renacimiento; su fundador, Sigmar, blandía un poderoso martillo de guerra Enano, que da nombre al juego) y Bretonia (una Francia medieval con una fuerte influencia de la novela de caballerías). Otras naciones menos importantes son Kislev (Rusia), Tilea (Italia), Estalia (España), Arabia, Catai (China), etc. La mayoría de ellas no tienen listas de ejército propias.

Las fuerzas del mal no son una amenaza localizada sino general. Los Skavens viven en un "Imperio Subterráneo", una extensa red de túneles y madrigueras por debajo de todo el mundo, mientras que los belicosos Orcos y Goblins son nómadas (aunque se concentran sobre todo en las Tierras Yermas, las Tierras del Sur y las Tierras Oscuras) y atacan periódicamente sin previo aviso. De un modo similar, los Ogros viven principalmente en las Montañas de los Lamentos, pero suelen vagar por todo el planeta en busca de botín y comida.

Además de los Bárbaros y Guerreros del Caos que viven en los extraños Desiertos del Caos del polo norte, a menudo aparecen cultos secretos al Caos en las naciones humanas. Los Hombres Bestia son mutantes que habitan en lo profundo de los bosques y son imposibles de erradicar. Los vampiros y nigromantes que alzan ejércitos de No Muertos también representan una amenaza interna. Los Demonios sólo pueden manifestarse allí donde la energía mágica es más intensa, pero esto podría ser en cualquier parte.

La 8ª Edición del libro Ejércitos Warhammer: El Imperio establece el mundo de Warhammer en el año 2522 del calendario Imperial, mientras que el último Libro de Ejército de los Hombres Lagarto fecha el colapso de las puertas disformes en el -5700 del mismo calendario, de modo que esta historia ficticia cubre al menos 8200 años.

Ejércitos

Hay varios ejércitos jugables en Warhammer, que representan a una u otra de las facciones o razas presentes en la ambientación del juego. Durante las primeras ediciones, todos los ejércitos se agrupaban en libros colectivos como Warhammer Armies, pero a partir de la 4ª Edición se publicaron individualmente.

En la 8ª Edición, los ejércitos que tenían libro propio eran:

Otros ejércitos que tuvieron durante la 6ª Edición reglas oficiales disponibles en la página web de Games Workshop, pero que las perdieron y desde 8ª no se consideran oficiales, eran los siguientes:

  • Enanos del Caos - Presentados en 4ª Edición en una colección de artículos de la White Dwarf, fueron revisados al inicio de la 6ª Edición y su lista se incluyó en la sección de referencia del Reglamento de 7ª, pero ya no apareció en 8ª. Su gama de miniaturas Citadel fue descatalogada en 5ª Edición, aunque Forge World publicó una gama de la Legión de Azgorh cuyas reglas aparecieron en el suplemento Tamurkhan: The Throne of Chaos.
  • Perros de la Guerra - Presentados en 5ª Edición como un libro de ejército, sus listas de ejército de Regimientos de Renombre y Mercenarios fueron publicadas en la web en 6ª. Algunas de sus miniaturas (como los Orcos Akorazados de Ruglud) siguen disponibles mediante Venta Directa, siendo el único ejército retirado que sigue en venta.
  • Kislev - Su libro de ejército fue dado gratuitamente con una revista White Dwarf durante la 6ª Edición, pero desde entonces su línea de miniaturas quedó descatalogada.

Otros ejércitos que fueron retirados antes de 6ª Edición fueron:

  • Fimir - Renovados posteriormente por Forge World.
  • Slann - Reconvertidos en los actuales Hombres Lagarto.

Saberes mágicos

Los ocho grandes Saberes de Warhammer son empleados por diversos ejércitos y razas, y son los únicos disponibles para el Imperio y Bretonia. Los Enanos no emplean magia como los demás, sino que utilizan Magia Rúnica.

Aunque al menos algunos de los ocho grandes Saberes pueden ser empleados por muchos ejércitos del mundo de Warhammer, muchas razas tienen sus propios Saberes mágicos:

Historia

Throughout the eight editions of the game, the core movement, combat and shooting systems have remained generally unchanged, with only minor revisions between editions. The most significant changes which ensure incompatibility between editions have been made to the magic, army composition systems, and specialist troop types.

The starter armies in the box sets have gradually grown more detailed with each succeeding generation, and the 7th edition (2006) was the first to be titled as a scenario ("The Battle for Skull Pass") instead of just Warhammer Fantasy Battle. Of the High Elves which have appeared in the 4th edition (1992) and 8th edition (2010), while the 4th edition only contained Spearmen and Bowmen figures (essentially, just two types of figurines) plus a cardboard cutout for the general, the 8th edition contains a more widely varied army (including cavalry, Sword Masters, mage, and a general mounted on a griffon).

Inspiración

Published in November 1981 for its second edition (1978 for the very first one), and written by Richard Halliwell and Rick Priestley, Reaper is considered the ancestor of Warhammer Fantasy Battle. Reaper is more a skirmish game for up to 30 miniatures rather than a large-scale wargame.

Primera Edición (1983)

The first edition, written by Bryan Ansell, Richard Halliwell and Rick Priestley was published in 1983 and consists of a boxed set of 3 black and white books illustrated by Tony Ackland: Vol 1: Tabletop Battles, which contains the core rules, turn sequence, creature lists, potion recipes and features an introductory battle 'The Ziggurat of Doom'. Vol 2: Magic which explains rules for wizards of 4 different levels and the higher order arch magi. Higher level wizards have access to more powerful spells. In this system, a wizard picks his spells at the start of the game, must have the correct equipment (usually Amulets), and as he casts each one it depletes a store of 'constitution' points, until at zero points he could cast no more. Vol 3: Characters introduces 'personal characteristics' statistics, rules for roleplaying (including character advancement through experience points and statistic gains, random encounters, equipment costs, and alignment) and has a sample campaign "The Redwake River Valley".

Very little world background is given at all and the race descriptions are kept to a minimum, and most of the background given is in describing the origins of magic items. Some notable differences to later editions are the inclusion of Night Elves (later Dark Elves), the appearance of Red Goblins - and that Citadel Miniatures order codes are given.

Despite many rules inconsistencies, inadequate roleplaying rules, typing errors and poor presentation, the battle system was thought to be excellent[3] and exceptionally simple and playable in comparison to other miniatures games of the time.[4] The psychology rules - for determining how classic fantasy racial types behave towards each other - and the fumbling of magic were well regarded and thought to enhance the fantasy feel of the game and provide entertainment.

The first edition was extended with Forces of Fantasy boxed set in 1984.

Segunda Edición (1984)

In 1984 the second edition was released, incorporating some of the Forces of Fantasy material, White Dwarf articles and Citadel Compendium material. This was again a boxed-set of three black and white books (with colour covers). Combat explains the core rules and turn sequence; while Battle Magic largely retains the same system as the 1st Edition, as well as adding specialities of Illusionists, Demonologists, Elementalists, and removing the requirements for Amulets. The centre pages are an introductory scenario "The Magnificent Sven" for which cardstock figures were also supplied in the box. The Battle Bestiary book features descriptions of the races, monsters and includes several example army lists and a points system for players to develop their own open-ended armies.

Also in the Battle Bestiary is the first appearance of the Warhammer 'Known World' along with a map, and a timeline which includes the Slann, Incursions of Chaos, inter-elf wars and The Empire. Minor rules modifications included rationalising all statistics to use numbers, and increasing all creatures' Strength by 1.

Campaign packs produced were Terror of the Lichemaster, Bloodbath at Orcs' Drift (1985, referring to Rorke's Drift) and Tragedy of McDeath (1986, referring to Macbeth). The pack Blood on the Streets was card buildings for terrain.

In 1987 the 2nd edition rules were expanded with the Ravening Hordes army lists which provided a more 'realistic' method of forming armies along stricter racial lines.

Tercera Edición (1987)

The Third Edition of the game was published as a single hardback book in 1987. It had the most in-depth and complex movement and manoeuvre system of any edition. Other changes included a variety of new specialist troop types, rules for war machines and a more finely tuned system of representing heroes and wizards. It kept the same magic system and open-ended army design system as the first two editions. However, by this stage the use of army lists was very much encouraged. Army lists for this edition were published in a separate book called Warhammer Armies in 1988; until then, use of the 2nd Edition's Ravening Hordes list was encouraged. This is partly because it was the last edition published before Games Workshop took a different commercial approach, leading to competition from former GW employees in the briefly published competing Fantasy Warlord.

The third edition was expanded with the Realm of Chaos: tome one, Slaves To Darkness, followed by tome two, The Lost And The Damned; and Warhammer Siege books.

Aspects such as the 'fast-paced' rules system and developed fantasy background were highly praised, with negative criticisms reserved for the 'wordiness' of the text and that the images, rather than illustrating the text, were largely decorative. The main differences to the 2nd edition noted were the rules on routing, charging and less clarity in the presentation, subsequently making the rules more complex to learn and use.

Ediciones Cuarta (1992) y Quinta (1996)

The fourth and fifth editions of the game, released in October 1992 and October 1996, respectively, were similar to each other but quite different from the third. Fifth edition in particular became known pejoratively as "Herohammer" because of the imbalance between the very powerful heroes, monsters and wizards in the game and blocks of troops which existed effectively as cannon fodder.[citation needed] Both editions of the game were sold as box sets containing not only the rulebooks and a variety of other play aids but also sufficient plastic miniatures to be able to play the game "out of the box". The rules underwent a re-write compared to 3rd Edition. A completely re-worked magic system was produced which was available as a boxed expansion set. Rather than selecting spells they were drawn at random and the magic phase was based on the play of these cards, making magic a bit like a game within a game. The magic system was further expanded by the Arcane Magic box set and the magic element of the Chaos box set.

The fourth edition was also the first edition to enforce the use of army lists in the form of separate Warhammer Army books for the separate racial groupings. These books prescribed for each army a limited number of unit choices; specifying limits on the amount of points that could be spent on "characters", troops and monsters and so on. The books also included background on the particular army, illustrations and photographs showing models and have remained with the game though updated with the rules. The fifth edition won the Origins Award for Best Fantasy or Science Fiction Miniatures Rules of 1996.

The magic system was reworked and re-released in December 1996 as a single box covering the magic for all the armies. The magic was "toned down" (WD204) with spell casting limited to the players' own turn. The multiple card packs of the Colours of Magic system was replaced by 20 Battle Magic spell cards but the Colour Magic spells were in the rule book for players to use if they wanted.

Several boxed campaign packs were produced, Tears of Isha for example, gave a campaign for High Elves and included a card "building" to assemble. Likewise, the Orc and Goblin themed campaign Idol of Gork included card idols of the Orc deities Gork and Mork. The others were Circle of Blood (Vampire Counts vs Bretonnians), Grudge of Drong (Dwarves vs High Elves), Perilous Quest (Bretonnians vs Wood Elves).

The fourth edition featured High Elves versus Goblins. The fifth edition, released in 1996, re-introduced the Bretonnian forces, which had been left out of the 4th edition, and re-worked the Slann heavily to create the Lizardmen armies.

6ª Edición (2000)

The sixth edition, released in 2000, was also published as a box with soft-cover rulebook and miniatures (Orcs and Empire). The Rulebook was also available for separate sale, hard-cover in the first printing and soft-cover after that. After the fifth edition, this edition put the emphasis back on troop movement and combat: heroes and wizards were still important but became incapable of winning games in their own right. There was also an all-new magic system based on dice rolling.

7ª Edición (2006)

The seventh edition rules were released on 9 September 2006. It was available in two forms: as a single hardback rulebook for established gamers and as a complete boxed set game complete with plastic miniatures (Dwarfs and Goblins), The Battle for Skull Pass supplement book and a soft-cover rulebook that has less artwork and background material than the hardback version. The smaller rulebook from the boxed set was approximately half the size of the large book both in size of the cover and page count. The "Basic Rules" and "Advanced Rules" sections of both books were identical in text, layout, illustrations, credits, page numbering and ISBN. The two books had different front pieces and the larger rulebook has two extensive addition sections "The Warhammer World" (68 pages) and "The Warhammer Hobby" (56 pages) plus slightly expanded appendices.

8ª Edición (2010)

According to the official Games Workshop webpage, the 8th edition of Warhammer was made available for pre-order on 14 June 2010 and was released 10 July 2010.

The new starter set named Island of Blood contains facing armies of High Elves and Skaven. A condensed mini-rulebook, as well as 10 standard dice, one scatter and one artillery die, two 18 inch rulers, and three blast templates are included in the box.

On Friday the 23rd of July, Games Workshop began posting an "unboxed" series detailing the contents of the new game box called "A Blog of Two Gamers".

The first army to be introduced to 8th edition was Orcs and Goblins. They are one of the most popular Warhammer Fantasy armies, but their release in 8th edition was not totally expected, as at the time there were three (Dwarfs, Wood Elves, and Bretonnia) Warhammer armies released during 6th edition. The Dwarf and Wood Elf army books have since been replaced with newer versions.

Expansiones finales

The 8th edition was extended with Storm of Magic 'supplement' in 2011 (an expansion that features rules for using more destructive magic and monsters).

Another one was released, called Blood in the Badlands shortly afterwards (it included some special scenarios and introduced rules for siege warfare).

In 2013 Triumph and Treachery (an expansion that allows multi-player games of between 3 to 5 players) and Sigmar's Blood (a 5 scenario short campaign between Empire and Vampire Counts following the crusade led by Volkmar to destroy Mannfred von Carstein) were released.

Another series of five books saw the light in 2014-15 entitled The End Times. These books advanced for the first time the plot of the world of Warhammer and saw the appearance of every major character of the setting. The last book Archaon described the end of the World of Warhammer.

Juegos derivados

Games based on the core Warhammer mechanics and rules include:

Warhammer Ancient Battles (often referred to as "WAB" and sometimes Warhammer Historical). Intended to simulate armies of the real world of the Ancient and Medieval periods. A science fiction based skirmish wargame using similar rules was developed as Warhammer 40,000: Rogue Trader by Games Workshop and released in 1987. Originally using a minor variation of the 2nd edition Warhammer Fantasy Battle rules, the two games have subsequently taken different development paths. This has since developed into the separate Warhammer 40,000 setting. The first edition of Blood Bowl uses the same basic turn system and character statistics as Warhammer to simulate a fantasy American football game. Rules for ranged combat applied to ball throwing. Since the second edition of Blood Bowl the game has taken its own development path. Games Workshop released a skirmish scale wargame set in the world of Warhammer called Mordheim. It is set in the destroyed city of Mordheim. It uses the same basic rules as Warhammer, but modified to support activation of individual models in a small gang. It also has a campaign system which you use to improve your warband as they gain experience. The Warhammer Fantasy Battles rules led to Warhammer Fantasy Roleplay in 1986, again using the same statistics, although presented as percentiles rather than 1–10 to give more detail and differentiation between characters than is required in a wargame. In 2005 Black Industries released a second edition and Fantasy Flight Games now owns the rights to the 2nd edition game. In 2009 Fantasy Flight Games discontinued active support for the second edition due to the release of the 3rd edition. "Dark Heresy" (another Role-playing game) was released by Black Industries in 2008 using a variation on 2nd edition Warhammer Fantasy Roleplay. The line was transferred to Fantasy Flight Games, which then released "Rogue Trader" (2009), "Deathwatch" (2010), "Black Crusade" (2011), and "Only War" (2013), each using close variants of the Dark Heresy engine. Games Workshop released "Judge Dredd: The Role-Playing Game" (1985) was clearly derived from the same percentile mechanics as Warhammer Fantasy Roleplay. "Inquisitor" is a detailed, percentage based miniatures game set in the derivative Warhammer 40K setting. The mechanics fall somewhere between Warhammer Fantasy Roleplay 1E and Warhammer 40K. Games based on the Warhammer setting, but not sharing the rules, include:

Warmaster, representing very large-scale, epic battles. Warmaster uses smaller models than Warhammer using 10 mm as opposed to 28 mm, with different rules regarding troop movement and combat. In 1993, Games Workshop released a naval wargame set in the world of Warhammer called Man O' War. In 1990, Games Workshop released a strategic wargame of empire building, Mighty Empires, intended both as a stand-alone game and as a way to manage a campaign of miniature battles. Warhammer Fantasy Battle has been adapted as computer games: the 1995 Warhammer: Shadow of the Horned Rat, its 1998 sequel Warhammer: Dark Omen, Warhammer: Mark of Chaos and the MMORPG, Warhammer Online: Age of Reckoning which was released on 18 September 2008. On 1 October 2011, Games Workshop released the one-off game, Dreadfleet. Fantasy Flight Games' "Warhammer Fantasy Roleplay 3rd edition" is a new game engine not derived from the earlier game mechanics. It was released in 2009. Warhammer: End Times - Vermintide is an upcoming first person shooter game developed and published by Fatshark.

Fuentes

Extraído y traducido de [ Wikipedia Inglesa].

  • "Warhammer (Fourth edition Box Set) | Board Game Version". BoardGameGeek. Retrieved 2013-04-22.

Jump up ^ "The Island of Blood". Games Workshop. Retrieved 2013-04-22. ^ Jump up to: a b Kerr, Katharine (May 1984). "Warhammer FRP falls flat". Dragon (review) (TSR, Inc.) (85): 68. Jump up ^ Ken, Rolston (May 1984). "Advanced hack-and-slash". Dragon (review) (TSR, Inc.) (85): 68. Jump up ^ Dever, Joe (July 1983). "Open Box: Warhammer". White Dwarf (review) (Games Workshop) (43): 12. ISSN 0265-8712. Jump up ^ Ken, Rolston (February 1989). "Role-playing Reviews - 'Warhammer'". Dragon (review) (TSR, Inc.) (142): 34–. Jump up ^ "Origins Award Winners (1996)". Academy of Adventure Gaming Arts & Design. Archived from the original on 2008-04-20. Retrieved 2008-08-15. Jump up ^ Priestley, Rick; Tuomas Pirinen (2002). Warhammer. Games Workshop. ISBN 1-84154-051-X. Jump up ^ Cavatore, Alessio (2006). Warhammer. Games Workshop. ISBN 1-84154-759-X. Jump up ^ "Island of Blood: Un-boxed; Warhammer FAQs; Your tactics | 2010-07-23 04:34:21.0 | What's New Today". Games Workshop. 2010-07-23. Retrieved 2013-04-22. References[edit] Alcock, Robert (June 1985). "Open Box: Warhammer (2nd Edition)". White Dwarf (review) (Games Workshop) (66): 7. ISSN 0265-8712. Priestley, Rick (1988). Warhammer Siege. Games Workshop. ISBN 1-869893-44-1. Priestley, Rick; Bill King; Andy Chambers (1992a). Warhammer Rulebook. Games Workshop. from Warhammer (4th edition) boxed set. Priestley, Rick; Andy Chambers (1992b). Warhammer Battle Bestiary. Games Workshop. from Warhammer(4th edition) boxed set. Priestley, Rick (1996a). Warhammer Battle Book. Games Workshop. ISBN 1-869893-97-2. from Warhammer(5th edition) boxed set. Priestley, Rick (1996b). Warhammer Rulebook. Games Workshop. ISBN 1-872372-04-X. from Warhammer(5th edition) boxed set. Pirinen, Tuomas; Nigel Stillman (1998). Warhammer Siege. Games Workshop. ISBN 1-872372-51-1. Warhammer Skirmish. Games Workshop. 2002. Warhammer End Times Nagash. Games Workshop. 2014. Warhammer End Times Glotkin. Games Workshop. 2014. Warhammer End Times Khaine. Games Workshop. 2014. Warhammer End Times Thanquol. Games Workshop. 2014. Warhammer End Times Archaon. Games Workshop. 2015.

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