Armageddon Manual Ebook
Armageddon Manual Ebook
1. Introduction 1
1.1. minimum System Requirements 1
1.2. Installation 1
1.3. Uninstalling the game 2
1.4. Product updates 2
1.5. Game forums 2
1.6. Need help? 3
2. The Main Menu 3
2.1. Campaigns 3
2.2. Scenarios 4
2.3. Multiplayer 5
2.4. Load Game 5
2.5. Additional Buttons 5
3. User Interface 6
3.1. The Battle Map 6
3.2. Info Bar 8
3.3. Command Panel 8
3.4. Orders 10
4. Terrain 12
4.1. Clear Terrain 12
4.2. Seas and Lava 12
4.3. Mountains 12
4.4. Slopes, Craters and Hills 13
4.5. Rough Ground 13
4.6. Jungles 13
4.7. Swamps 13
4.8. Settlements and Fortifications 14
4.9. Rivers 14
4.10. Roads and Monorails 14
4.11. Grope Weed and Shifting Sand 15
4.12. Helsreach Monsters 15
5. Units 15
5.1. Moves and Attacks 15
5.2. Infantry 17
5.3. Walkers 17
5.4. Vehicles 17
5.5. Tanks 17
5.6. Artillery 18
5.7. Titans 18
6. Factions 18
6.1. The Imperium 18
6.2. The Orks 19
6.3. The Space Marines 19
7. Purchasing Armies 20
8. Multiplayer 21
9. The Editor 23
10. Credits 24
1. Introduction
1.2. Installation
Please ensure your system meets the minimum requirements
listed below. To install the game, either double click on the
installation file you downloaded or insert the Warhammer 40,000:
Armageddon CD into your CD-ROM drive. If you have disabled
the autorun function on your CD-ROM or if you are installing
from a digital download, double-click on the installation archive
file, then double click on the file that is shown inside the archive.
1
Alternatively if you purchased the game via Steam you can
download it via the Steam client. Follow all on-screen prompts to
complete installation.
2
1.6. Need help?
The best way to contact us if you are having a problem with one
of our games is through our forums. You can also get support via
[email protected]. Our Help Desk has a dedicated support
team that attempts to answer questions within 24 hours, Monday
through Friday. Support questions sent in on Saturday and Sunday
will wait longer for a reply.
2.1. Campaigns
After clicking the Campaigns button on the main menu, you will
be asked to choose one of the following options:
•• Tutorial – A short campaign to teach you how to play
Armageddon.
•• Act 1: Invasion – The invasion of Armageddon Prime by the Orks.
3
•• Act 2: Turning the Tide – The Space Marines land in the
hope of protecting the last hives owned by the Imperium.
•• Act 3: Liberation – Tartarus hive has been liberated and the
fight moves on.
2.2. Scenarios
Clicking on ‘Scenarios’ will allow you to play a single battle in
against the AI. There are more than 30 different battles to choose
from. Single battles, like the main campaign, are played as the
Imperium, so they can be used to try strategies out before you play
the mission in campaign mode. Upon beginning a scenario, you
will be given a predetermined army, which will have equipment
similar to what you might have collected if playing a campaign.
4
2.3. Multiplayer
This will open up the multiplayer lobby, allowing you to play turns
of games you have begun with other players, as well as setting up and
accepting new challenges. On beginning a multiplayer game you will
be given the option of playing as either the Imperium or the Orks.
5
Manual brings up a .pdf file of this manual, and is useful for in-
game reference.
Credits tells you everyone who helped make the game.
Exit closes the game, returning you to the desktop screen.
3. User Interface
6
whilst the furthest out shows a very large section of the map. It is
quite likely that you will keep it somewhere in the middle.
Each unit has one attack and one move action that it can use each
turn. Indicators are kept above the unit’s strength plate, a green
arrow to represent an unused move action and a red crosshair for
an unused attack. Actions not used by the end of the turn do not
carry over to the next turn, as each unit will be reset to one of each.
On each map there will be a series of objectives that you will be
required to attack or defend for a victory. These hexes are marked
by a thick gold border and a symbol indicating who owns them.
The Orks have a brown-black symbol, most other colours belong
to the Space Marines or other Imperial forces.
In the top-left corner of the map a button can be found that
will bring up a small menu. Options here include:
•• Save Game: save your game so you can continue it later.
•• Load Game: abandon your current game to load another.
•• Restart Scenario: deletes all progress in a scenario, returning to the
state you and your opponent were in at the beginning of Turn 1.
7
•• Surrender: quit the game.
•• Main Menu: returns you to the main menu. This does not
automatically save your game.
8
The minimap is found at the top of the command panel. It shows a
low-detail version of the entire map, including the location of units
(represented as circles) and settlements (represented as squares).
Imperial & Ork forces are shown in different colours on the mini map.
Next to the minimap are 4 buttons. From top to bottom they are:
•• Deployed Forces: all units currently on the battle
map are displayed in a list along with their current
strength levels, which is shown by a green bar. If the
green bar is long, the unit is stronger. A short bar
indicates that the unit may need replenishing.
•• Reserves: all units that you own but are not currently
on the battle map. During the deployment phase of
each scenario (except for the first) in a campaign, all
units begin here. The reserves panel is automatically
opened when you begin a deployment phase.
•• Defeated Armies: shows a list of your units that have fought
for you but died.
•• Strategic Map: shows the entire map in the part of the screen that
normally shows the battle map. This is zoomed in are far as possible
while still showing you the entire battle. Units can only be seen
by unit type, represented by a symbol (eg. Infantry, Titan etc.)
If you click any button a second time, the menu will be removed.
Clicking the strategic map twice will return you to the battle map.
Below these commands will be images and statistics for any units
that are either currently selected or moused over. Included in the
statistics are the strength, weapons, experience and other useful
data about the unit. Each unit as a maximum strength between 1
and 50, where stronger units have less base strength (for example,
a Baneblade has 2 strength points, while most basic infantry have
around 20) but more power per strength point.
9
Each unit carries one to three weapons, each with its own
ammunition value and different stats. Many units carry both a
melee and a ranged weapon. The melee weapon will be stronger,
and the units weapon of choice when attacking something adjacent
to it, however it will be forced to use its ranged weapon if attacking
something further away (as a result it will often do less damage).
Some weapons can have more than one strike at the enemy in the
same attack, but risk taking more damage as a result.
Experience is gained by each unit
as it fights more battles. As you
gain more experience your unit
will gain a bonus when attacking
and a smaller one when defending.
Every unit also has a morale
level of either good, normal,
low or broken. Units begin with
good morale (and as result slight
bonuses when fighting), but will easily lose this. Normal morale
causes no penalties, but also no bonuses. Low and Broken morale
causes your units to fight less effectively.
3.4. Orders
Occupying the bottom of the command panel will be the orders
buttons. From left to right, top to bottom these are:
•• Next unit: Select the next
unit that can move and/or
attack.
10
•• Undo last move: Undo your move so that you can try
something else instead. This is only possible if your unit
is still selected and has not attacked or uncovered anything
from the fog of war.
•• Upgrade: Allows you to upgrade your unit to a better one. Any
cost difference will require you to spend Requisition Points.
•• Previous unit: Select the previous unit that can move and/or
attack.
•• Rest and Refit: This will provide your unit with more
ammunition and a small morale boost. It will use up the unit’s
turn, but does not cost Requisition Points.
•• Use Transport: If a unit has a transport attached it will use
that instead of walking. This may be helpful if the transport
has a higher defense than the base unit. Units that wish to
travel further than the base unit allows will automatically use
the transport.
•• Replenish: Increase your unit’s strength to the highest it can
go, limited by your amount of resources and its maximum
strength (20 for Infantry for example)
•• Purchase: allows you to buy new units if you have the
requisition points required. Most units cost between 200 and
1000 points.
•• Sleep: tell the unit to wait for a turn, stopping it from
being picked by the Previous and Next unit commands. It is
possible to move and attack with it after telling it to sleep
(provided they haven’t already done so), however this will
cancel the sleep order.
•• Disband: delete the unit.
11
4. Terrain
4.3. Mountains
Mountain terrain is the representation of tall mountain ranges. These
are great obstacles in the path of any offensive, and are very good at
blocking line of sight (making the fog of war cover all of the regions
behind them). Only aircraft have the capability to cross mountains
– all other units will have to find some way around them. Mountain,
Volcano, Rock and Wall hexes are all considered mountains.
12
4.4. Slopes, Craters and Hills
Slopes, Craters and Hills are major problems for any machine, and
as a result most units will be significantly slowed while crossing
them, including hovercraft. Gentle Slopes cannot be crossed by
any heavy equipment while lighter equipment is slowed somewhat.
Hills and Slopes are also difficult to see over, and will block your
unit’s line of sight.
4.6. Jungles
In the game you will encounter three
types of jungle – sparse, normal and
dense. Sparse jungle slows your heavier
units down, but doesn’t completely stop
anything from passing. Normal jungle is
harder to move through and blocks line
of sight better than sparse jungle. Some
heavy equipment will not be able to pass through Normal jungles.
Dense jungle is almost impossible to cross – only light infantry
and aircraft can do it. However dense jungle provides great cover
and blocks all line of sight.
4.7. Swamps
Swamps are large wetland regions such as marshes and bogs, and is
difficult to move through. Wheeled units struggle the most, light
13
ones requiring an entire turn to cross one swamp hex. Heavier units
will never be able to cross a swamp, and will need to find another
way around. Swamps provide no cover, and as a result are useless
in a defensive line.
4.9. Rivers
Rivers come in two states – minor rivers and major rivers. Minor
rivers are little more than a nuisance to all units except for large
walkers, hovercraft and aircraft, as they use up a unit’s turn to walk
on. Major rivers are a large problem for generals as they cannot
be crossed by anything other than large walkers (such as Titans)
and flying units and even some submersible vehicles. Toxic and
Thermal rivers work the same way as their standard counterparts.
In addition, units get defensive penalties when on river hexes.
14
movement range by 50%, while monorails triple it. However
hovercraft, aircraft and large walkers do not get this bonus.
5. Units
15
all the hexes that you can move to that turn. Any hexes that cannot
be moved to on foot but can be moved to in a transport will show
up with a transport icon (These only occur if you have bought a
transport for the unit). Click the hex that you would like to move
to, and you will get an animation of the unit moving there. The
unit will enter its transport if it needs to. If you don’t discover any
enemy units (by pushing back the fog of war), you will be able to
undo your move via the command panel until you deselect the unit.
Attacking is done in a similar way. After selecting a unit, any
enemy units nearby may have a red ring appear around them. These
are the units that you are able to attack (these are determined by
the range of your weapons and if they have ammo). By mousing
over a unit you will see the predicted combat results. To attack,
click the enemy you wish to attack and an animation will appear,
showing the results of the battle. If two weapons are eligible for
use in a certain battle, the game will use the best one.
Note: Some weapons can attack more than once within the
same battle
Example weapon statistics:
Range Attacks
Name Strength Ammo
(Min-Max) per Turn
Knife 0 10 1 Infinite
Sniper (Rifle) 2-4 40 1 6
4 Heavy Bolters 0-2 40 4 10
8 Heavy Bolters 0-2 40 7 10
Lasgun 0-2 20 2 8
Lascannon 1-3 80 1 8
16
5.2. Infantry
Infantry are armies that fight on foot (but are occasionally
carried in some sort of transport vehicle). They are
specially trained to defend and attack primarily in close
terrain such as jungles, but will perform poorly in more open regions.
A person can access more difficult terrain than any machine, and are
able to enter some terrains such as Dense Jungles and Settlements.
5.3. Walkers
Walkers are human-shaped machines that are controlled
by someone inside. A walker generally has around twice
the defensive strength of an infantry, and is quite fast as
well. However, they are more limited to where they are allowed to
go, and also are more costly than an infantry.
5.4. Vehicles
Vehicles in Armageddon represent recon cars and other
armoured units, but are much weaker than tanks. Many
vehicles share similar stats with walkers, including 4
moves or more and the ability to use some of its movement points,
do something else with the unit (or another) and then move again.
This may be a recon action or an attack on an enemy. In addition,
most vehicles are more heavily armed compared to walkers.
5.5. Tanks
Tanks are extremely strong armoured vehicles that carry
immense firepower. While able to control open ground with
relative ease, they will struggle to control and even move into
more difficult terrain. It costs a lot to build a tank, but they will deliver
for every point spent, being able to defeat anything but a Titan decisively.
17
5.6. Artillery
Large cannons and rocket launchers provide decent
firepower at long range, and are very useful when used
before an infantry or armoured attack. In Armageddon,
all artillery are mounted on vehicles and so do not require a
transport. This also provides them with a large movement value.
However, they are very weak when defending, so keep a screen of
tanks or infantry to protect them.
5.7. Titans
Titans are very large walkers with colossal firepower
and very fast movement. They are by far the most
powerful unit in the game, having the twice the
defensive strength of a tank or five times that of an infantry.
Despite this, don’t treat a single titan as if it were a whole army –
it only has one strength point. All of the material and technology
needed to build one puts its cost high – well over 1000 Requisition
Points for even the cheapest one.
6. Factions
18
of mankind. The people’s faith in the emperor is the only major
idea keeping the Imperium alive. Without it, humanity would have
become extinct long ago.
19
7. Purchasing Armies
If you want to have an army any better than what you begin the
game with, you will eventually have to purchase some units. To do
this you will open the purchase screen, which is indicated on the
Command Panel as an icon of a factory.
20
probably buy most of your units for the Steel Legion – the main
Armageddon defence force). At the bottom of the panel you will
find a list of the different unit classes (described in Chapter 5).
By selecting a class you will only see units of that class displayed,
while clicking ‘ALL’ allows you to view units from all classes.
The middle section of the Purchase screen is occupied by a series
of units and their icons. To choose which one you would like
to purchase, simply click on it. Below are the different options
for transports that you can use. It is not required that you buy
transports, but it is often useful as they increase movement of
units. However it comes at a cost of Requisition Points.
On the right you will find a large picture of the unit you have
selected, as well as a number of stats about the unit (such as its
Spotting, Movement Range and Hit Point Value), as well of those
of its weapons. By selecting one unit and mousing over another, you
can compare the stats and choose what unit you would prefer. You
will be unable to buy any units if you have no core slots available.
Note: Accuracy indicates how well the unit is able to find
and then hit the enemy with a projectile. The higher accuracy
a unit has, the better chance of scoring a kill. Accuracy also is
reduced by range (something 2 hexes away will do better than
something else at 4)
8. Multiplayer
21
By clicking on multiplayer in the main menu, you will be asked to
‘Login’. All you need to do here is enter your Slitherine details
(if you are using the Unified Login System then it will be those
details), and you will be presented with the lobby screen.
The lobby screen contains three tabs. These are ‘Current Games’, ‘Issue
a Challenge’ and ‘Accept a Challenge’. The game starts you on the
Current Games tab, but you can move to any of them with a single click.
22
If your opponent has not played their turn for a while, you will be
able to ‘Claim’ the game as your victory.
Issue a Challenge allows you to set up a game that will be added to
the server. The process of setting up a challenge is almost the same
as setting up a single player scenario, the only differences being the
option to password-protect a game (so that you can choose who
you play) and the ability to choose what side you play and which
receives advantages (you can give the advantage to yourself, this
is recommended for newer players). If you decide a bit later that
you want to take down a game from the server, it is possible to
do so as long as the game has not been accepted by another player.
Simply press ‘Cancel’ when the game is selected and the game will
be removed from the server.
Accept a Challenge allows you to join a game that is currently on
the server. If it has a lock icon on it, you will need to enter the
password, otherwise you are free to join. The screen will tell you
what side the opponent is choosing to play as. Games that have
been accepted will move to the ‘Current Games’ tab, where you
will then play and submit turns.
9. The Editor
Once you’ve played the game for countless hours, you may want
to start making your own battles. As a result, we have included the
editor that was used to develop all of the base game’s scenarios so
that you can do the same thing. It is a simple but very powerful
tool, giving you the possibilities of adding new maps, weapons and
armies.
23
10. Credits
24
Modelling and Texturing:
Ronak Gajjar, Pushti Patel, Jophry Chris, Jalpa Joshi,
Abhi Jariwala
Visual Effects Artist:
Christian Sturm
IT and Web Development:
Tony Burden
General Manager:
Wim D`Halleweyn
Administration:
Marc Van Hoek, Laurence Fontaine, Geneviève Dumont
Legal Department:
Kristof De Vulder, Alexis Fierens
25
Voice Actors (in order of appearance)
Inqusitor Horst / Colonel Corone / Commander Tu’Shan -
Dan Bewick
Officer Trelssa - Elisha Ainsbury
Hermann Von Strab / Dante / Drill Sargent Goryle -
Stephen Critchlow
Commander Jaxxon - Joseph Robinson
Commisar Yarrick - Rob Brown
Commisar Faldrak / Princeps Mannhiem / Urk-Gug /
Ghazghkull Thraka - Jon Campling
Additional Imperial Guard - Andy Carroll / Paul Arnold
Additional Space Marine & Orks - Jon Campling / Dan Bewick
SLITHERINE
Chairman:
JD McNeil
Development Director:
Iain McNeil
Producer:
Tamas Kiss, Alex Stoikou
Operations Director:
Erik Rutins
Technical Director:
Philip Veale
Marketing Director:
Marco A. Minoli
26
Creative Director:
Richard Evans
Public Relations Manager:
Olivier Georges
Community Manager:
Bart Schouten
Assets Management:
Liz Stoltz
Art Lead:
Claudio Guarnerio, Myriam Bell
QA & Production Assistants:
Andrew Loveridge, Gerry Edwards
Administration:
Dean Walker
Customer Support Staff:
Paulo Costa, Joseph Miller
Web Development:
Valery Vidershpan, Andrea Nicola, Fernando Turi
Territory Managers:
Italy - Biagio Sileno
Spain - Juan Diaz Bustamante
Localisation:
German version – Studio Umlaut
French version – Bertrand Lhoyez and Michel Ouimet
Manual:
Ryan O'Shea
Games Workshop
Thanks to all the dedicated and fantastically talented staff at
Games Workshop and Slitherine.
27
Warhammer 40,000: Armageddon © Copyright Games Workshop Limited 2014. Armageddon,
the Armageddon logo, GW, Games Workshop, Space Marine, 40K, Warhammer, Warhammer
40,000, 40,000, the ̒Aquila̓ Double-headed Eagle logo, and all associated logos, illustrations,
images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive
®
likeness thereof, are either or TM, and/or © Games Workshop Limited, variably registered
around the world, and used under license. All rights reserved to their respective owners.
Published by Slitherine© Ltd. © Developed by Flashback Games, The Lordz Games Studio
and Slitherine© Ltd. ©2014
Notes
Printed in China